UE5--022--SuperSideScrollerGame--001
1. ASuperSideScrollerGameMode
1.1 ASuperSideScrollerGameMode.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/GameModeBase.h" #include "SuperSideScrollerGameMode.generated.h" UCLASS(minimalapi) class ASuperSideScrollerGameMode : public AGameModeBase { GENERATED_BODY() public: ASuperSideScrollerGameMode(); };
1.2 ASuperSideScrollerGameMode.cpp
#include "SuperSideScrollerGameMode.h" #include "SuperSideScrollerCharacter.h" #include "UObject/ConstructorHelpers.h" ASuperSideScrollerGameMode::ASuperSideScrollerGameMode() { // set default pawn class to our Blueprinted character static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")); if (PlayerPawnBPClass.Class != NULL) { DefaultPawnClass = PlayerPawnBPClass.Class; } }
3.3 BP_SuperSideScroller_GameMode
2. ASuperSideScrollerCharacter
2.1 ASuperSideScrollerCharacter.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "Logging/LogMacros.h" #include "SuperSideScrollerCharacter.generated.h" class USpringArmComponent; class UCameraComponent; class UInputMappingContext; class UInputAction; struct FInputActionValue; DECLARE_LOG_CATEGORY_EXTERN(LogTemplateCharacter, Log, All); UCLASS(config=Game) class ASuperSideScrollerCharacter : public ACharacter { GENERATED_BODY() /** Camera boom positioning the camera behind the character */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) USpringArmComponent* CameraBoom; /** Follow camera */ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) UCameraComponent* FollowCamera; /** MappingContext */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UInputMappingContext* DefaultMappingContext; /** Jump Input Action */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UInputAction* JumpAction; /** Move Input Action */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UInputAction* MoveAction; /** Look Input Action */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) UInputAction* LookAction; public: ASuperSideScrollerCharacter(); protected: /** Called for movement input */ void Move(const FInputActionValue& Value); /** Called for looking input */ void Look(const FInputActionValue& Value); protected: // APawn interface virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; // To add mapping context virtual void BeginPlay(); public: /** Returns CameraBoom subobject **/ FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } /** Returns FollowCamera subobject **/ FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } };
2.2 ASuperSideScrollerCharacter.cpp
#include "SuperSideScrollerCharacter.h" #include "Engine/LocalPlayer.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" #include "GameFramework/CharacterMovementComponent.h" #include "GameFramework/SpringArmComponent.h" #include "GameFramework/Controller.h" #include "EnhancedInputComponent.h" #include "EnhancedInputSubsystems.h" #include "InputActionValue.h" DEFINE_LOG_CATEGORY(LogTemplateCharacter); ////////////////////////////////////////////////////////////////////////// // ASuperSideScrollerCharacter ASuperSideScrollerCharacter::ASuperSideScrollerCharacter() { // Set size for collision capsule GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); // Don't rotate when the controller rotates. Let that just affect the camera. bUseControllerRotationPitch = false; bUseControllerRotationYaw = false; bUseControllerRotationRoll = false; // Configure character movement GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate // Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint // instead of recompiling to adjust them GetCharacterMovement()->JumpZVelocity = 700.f; GetCharacterMovement()->AirControl = 0.35f; GetCharacterMovement()->MaxWalkSpeed = 500.f; GetCharacterMovement()->MinAnalogWalkSpeed = 20.f; GetCharacterMovement()->BrakingDecelerationWalking = 2000.f; GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f; // Create a camera boom (pulls in towards the player if there is a collision) CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom")); CameraBoom->SetupAttachment(RootComponent); CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller // Create a follow camera FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera")); FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) // are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++) } void ASuperSideScrollerCharacter::BeginPlay() { // Call the base class Super::BeginPlay(); } ////////////////////////////////////////////////////////////////////////// // Input void ASuperSideScrollerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { // Add Input Mapping Context if (APlayerController* PlayerController = Cast<APlayerController>(GetController())) { if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer())) { Subsystem->AddMappingContext(DefaultMappingContext, 0); } } // Set up action bindings if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent)) { // Jumping EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump); EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping); // Moving EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ASuperSideScrollerCharacter::Move); // Looking //EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ASuperSideScrollerCharacter::Look); } else { UE_LOG(LogTemplateCharacter, Error, TEXT("'%s' Failed to find an Enhanced Input component! This template is built to use the Enhanced Input system. If you intend to use the legacy system, then you will need to update this C++ file."), *GetNameSafe(this)); } } void ASuperSideScrollerCharacter::Move(const FInputActionValue& Value) { // input is a Vector2D FVector2D MovementVector = Value.Get<FVector2D>(); if (Controller != nullptr) { // find out which way is forward const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); // get forward vector const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); // get right vector const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); // add movement AddMovementInput(ForwardDirection, MovementVector.Y); AddMovementInput(RightDirection, MovementVector.X); } } void ASuperSideScrollerCharacter::Look(const FInputActionValue& Value) { // input is a Vector2D FVector2D LookAxisVector = Value.Get<FVector2D>(); if (Controller != nullptr) { // add yaw and pitch input to controller AddControllerYawInput(LookAxisVector.X); AddControllerPitchInput(LookAxisVector.Y); } }
3. ASuperSideScroller_Player
3.1 ASuperSideScroller_Player.h
#pragma once #include "CoreMinimal.h" #include "SuperSideScroller/SuperSideScrollerCharacter.h" #include "SuperSideScroller_Player.generated.h" /** * */ UCLASS() class SUPERSIDESCROLLER_API ASuperSideScroller_Player : public ASuperSideScrollerCharacter { GENERATED_BODY() private: //Bool to control if we are sprinting. Failsafe. bool bIsSprinting; UPROPERTY(EditAnywhere) class UAnimMontage* ThrowMontage; UPROPERTY(EditAnywhere) TSubclassOf<class APlayerProjectile> PlayerProjectile; int32 NumberofCollectables; FTimerHandle PowerupHandle; bool bHasPowerupActive; public: //Constructor ASuperSideScroller_Player(); void SpawnProjectile(); UFUNCTION(BlueprintPure) int32 GetCurrentNumberofCollectables() { return NumberofCollectables; }; void IncrementNumberofCollectables(int32 Value); void IncreaseMovementPowerup(); void EndPowerup(); protected: UPROPERTY(EditAnywhere, Category = "Input") class UInputMappingContext* IC_Character; UPROPERTY(EditAnywhere, Category = "Input") class UInputAction* IA_Sprint; UPROPERTY(EditAnywhere, Category = "Input") class UInputAction* IA_Throw; //Override base character class function to setup our player input component virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; //Sprinting void Sprint(); //StopSprinting void StopSprinting(); //Throw Projectile void ThrowProjectile(); };
3.2 ASuperSideScroller_Player.cpp
#include "SuperSideScroller_Player.h" #include "Components/InputComponent.h" #include "GameFramework/CharacterMovementComponent.h" #include "EnhancedInputComponent.h" #include "EnhancedInputSubsystems.h" #include "Animation/AnimInstance.h" #include "PlayerProjectile.h" #include "Engine/World.h" #include "Components/SphereComponent.h" #include "TimerManager.h" ASuperSideScroller_Player::ASuperSideScroller_Player() { //Set sprinting to false by default. bIsSprinting = false; //Set our max Walk Speed to 300.0f GetCharacterMovement()->MaxWalkSpeed = 300.0f; } void ASuperSideScroller_Player::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) { //Not always necessary, but good practice to call the function inthe base class with Super. Super::SetupPlayerInputComponent(PlayerInputComponent); UEnhancedInputComponent* EnhancedPlayerInput = Cast<UEnhancedInputComponent>(PlayerInputComponent); if (EnhancedPlayerInput) { // APlayerController* PlayerController = Cast<APlayerController>(GetController()); UEnhancedInputLocalPlayerSubsystem* EnhancedSubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()); if (EnhancedSubsystem) { EnhancedSubsystem->AddMappingContext(IC_Character, 1); } //Bind pressed action Sprint to your Sprint function EnhancedPlayerInput->BindAction(IA_Sprint, ETriggerEvent::Triggered, this, &ASuperSideScroller_Player::Sprint); //Bind released action Sprint to your StopSprinting function EnhancedPlayerInput->BindAction(IA_Sprint, ETriggerEvent::Completed, this, &ASuperSideScroller_Player::StopSprinting); //Bind the pressed action Throw to your ThrowProjectile function EnhancedPlayerInput->BindAction(IA_Throw, ETriggerEvent::Triggered, this, &ASuperSideScroller_Player::ThrowProjectile); } } void ASuperSideScroller_Player::Sprint() { if (!bIsSprinting) { bIsSprinting = true; if (bHasPowerupActive) { GetCharacterMovement()->MaxWalkSpeed = 900.0f; } else { GetCharacterMovement()->MaxWalkSpeed = 500.0f; } } } void ASuperSideScroller_Player::StopSprinting() { if (bIsSprinting) { bIsSprinting = false; GetCharacterMovement()->MaxWalkSpeed = 300.0f; } } void ASuperSideScroller_Player::ThrowProjectile() { UE_LOG(LogTemp, Warning, TEXT("THROW PROJECTILE")); if (ThrowMontage) { const bool bIsMontagePlaying = GetMesh()->GetAnimInstance()->Montage_IsPlaying(ThrowMontage); if (!bIsMontagePlaying) { GetMesh()->GetAnimInstance()->Montage_Play(ThrowMontage, 1.0f); } } } void ASuperSideScroller_Player::SpawnProjectile() { if (PlayerProjectile) { UWorld* World = GetWorld(); if (World) { FActorSpawnParameters SpawnParams; SpawnParams.Owner = this; // const FVector SpawnLocation = this->GetMesh() -> GetSocketLocation(FName("ProjectileSocket")); const FRotator Rotation = GetActorForwardVector().Rotation(); // APlayerProjectile* Projectile = World -> SpawnActor<APlayerProjectile>(PlayerProjectile, SpawnLocation, Rotation, SpawnParams); } } } void ASuperSideScroller_Player::IncrementNumberofCollectables(int32 Value) { if (Value == 0) { return; } else { NumberofCollectables += Value; } UE_LOG(LogTemp, Warning, TEXT("Number of Coins: %d"), NumberofCollectables); } void ASuperSideScroller_Player::IncreaseMovementPowerup() { bHasPowerupActive = true; GetCharacterMovement()->MaxWalkSpeed = 500.0f; GetCharacterMovement()->JumpZVelocity = 1500.0f; UWorld* World = GetWorld(); if (World) { World->GetTimerManager().SetTimer(PowerupHandle, this, &ASuperSideScroller_Player::EndPowerup, 8.0f, false); } } void ASuperSideScroller_Player::EndPowerup() { bHasPowerupActive = false; GetCharacterMovement()->MaxWalkSpeed = 300.0f; GetCharacterMovement()->JumpZVelocity = 1000.0f; UWorld* World = GetWorld(); if (World) { World->GetTimerManager().ClearTimer(PowerupHandle); } }
3.3 BP_SuperSideScroller_MainCharacter
4. ASuperSideScroller_Controller
4.1 ASuperSideScroller_Controller.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/PlayerController.h" #include "SuperSideScroller_Controller.generated.h" /** * */ UCLASS() class SUPERSIDESCROLLER_API ASuperSideScroller_Controller : public APlayerController { GENERATED_BODY() };
4.2 ASuperSideScroller_Controller.cpp
// Fill out your copyright notice in the Description page of Project Settings. #include "SuperSideScroller_Controller.h"
4.3 BP_SuperSideScroller_PC
5. APlayerProjectile
5.1 APlayerProjectile.h
#pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "PlayerProjectile.generated.h" UCLASS() class SUPERSIDESCROLLER_API APlayerProjectile : public AActor { GENERATED_BODY() public: // Sets default values for this actor's properties APlayerProjectile(); protected: // Called when the game starts or when spawned //virtual void BeginPlay() override; public: // Called every frame //virtual void Tick(float DeltaTime) override; //Sphere collision component UPROPERTY(VisibleDefaultsOnly, Category = Projectile) class USphereComponent* CollisionComp; UFUNCTION() void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit); void ExplodeProjectile(); UPROPERTY(EditAnywhere, BlueprintReadOnly) class UParticleSystem* DestroyEffect; UPROPERTY(EditAnywhere, BlueprintReadOnly) class USoundBase* DestroySound; private: // Projectile movement component UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true")) class UProjectileMovementComponent* ProjectileMovement; //Static mesh component UPROPERTY(EditAnywhere, Category = Projectile) class UStaticMeshComponent* MeshComp; UPROPERTY(VisibleDefaultsOnly, Category = Sound) class UAudioComponent* ProjectileMovementSound; UPROPERTY(VisibleDefaultsOnly, Category = Projectile) class UParticleSystemComponent* ProjectileEffect; };
5.2 APlayerProjectile.cpp
#include "PlayerProjectile.h" #include "GameFramework/ProjectileMovementComponent.h" #include "Components/SphereComponent.h" #include "Components/StaticMeshComponent.h" #include "EnemyBase.h" #include "Components/AudioComponent.h" #include "Particles/ParticleSystemComponent.h" #include "Kismet/GameplayStatics.h" // Sets default values APlayerProjectile::APlayerProjectile() { // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp")); CollisionComp->InitSphereRadius(15.0f); CollisionComp->BodyInstance.SetCollisionProfileName("BlockAll"); CollisionComp->OnComponentHit.AddDynamic(this, &APlayerProjectile::OnHit); // Set as root component RootComponent = CollisionComp; // Use a ProjectileMovementComponent to govern this projectile's movement ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp")); ProjectileMovement->UpdatedComponent = CollisionComp; ProjectileMovement->ProjectileGravityScale = 0.0f; ProjectileMovement->InitialSpeed = 800.0f; ProjectileMovement->MaxSpeed = 800.0f; MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp")); MeshComp->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform); InitialLifeSpan = 3.0f; // ProjectileMovementSound = CreateDefaultSubobject<UAudioComponent>(TEXT("ProjectileMovementSound")); ProjectileMovementSound->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform); ProjectileEffect = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ProjectileEffect")); ProjectileEffect->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform); } // Called when the game starts or when spawned //void APlayerProjectile::BeginPlay() //{ // Super::BeginPlay(); // //} // Called every frame //void APlayerProjectile::Tick(float DeltaTime) //{ // Super::Tick(DeltaTime); // //} void APlayerProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit) { UE_LOG(LogTemp, Warning, TEXT("HIT")); AEnemyBase* Enemy = Cast<AEnemyBase>(OtherActor); if (Enemy) { Enemy->DestroyEnemy(); } ExplodeProjectile(); } void APlayerProjectile::ExplodeProjectile() { UWorld* World = GetWorld(); if (World) { if (DestroyEffect) { UGameplayStatics::SpawnEmitterAtLocation(World, DestroyEffect, GetActorTransform()); } if (DestroySound) { UGameplayStatics::SpawnSoundAtLocation(World, DestroySound, GetActorLocation()); } } Destroy(); }
5.3 BP_PlayerProjectile