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2 Commits

Author SHA1 Message Date
NisemonoQ
f57f6b8832 Minor - Ajout de la logique de Projectile au PlayerPawn
Le playerPawn possède une fonction qui pourra appeler le script de projectile.
Prochaine étape, complétion du système de Projectile.
2025-10-17 15:27:19 +02:00
NisemonoQ
8733dfd87f Merge branch 'main' into Bullet 2025-10-17 14:02:35 +02:00
16 changed files with 160 additions and 267 deletions

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@@ -10,9 +10,9 @@ r.AllowStaticLighting=False
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=0
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=0
r.ReflectionMethod=1
r.SkinCache.CompileShaders=True
@@ -27,12 +27,6 @@ r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.LocalExposure.HighlightContrastScale=0.8
r.DefaultFeature.LocalExposure.ShadowContrastScale=0.8
r.Lumen.HardwareRayTracing=False
r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False
r.Mobile.SupportsGen4TAA=False
r.CustomDepthTemporalAAJitter=False
r.AntiAliasingMethod=1
r.DefaultFeature.MotionBlur=False
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
@@ -100,7 +94,3 @@ ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[CoreRedirects]
+ClassRedirects=(OldName="/Script/M4_CPP.M4_CentipedeController",NewName="/Script/M4_CPP.M4_CentipedeController")

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@@ -10,42 +10,21 @@ AM4_CentipedeBody::AM4_CentipedeBody()
GetStaticMeshComponent()->SetStaticMesh(MeshRef.Object);
}
static ConstructorHelpers::FObjectFinder<UMaterialInterface> HeadMatRef(TEXT("/Game/CTP/05_Material/MI_Head.MI_Head"));
if (HeadMatRef.Succeeded())
{
HeadMaterial = HeadMatRef.Object;
}
static ConstructorHelpers::FObjectFinder<UMaterialInterface> BodyMatRef(TEXT("/Game/CTP/05_Material/MI_Body.MI_Body"));
if (BodyMatRef.Succeeded())
{
BodyMaterial = BodyMatRef.Object;
}
GetStaticMeshComponent()->SetRelativeScale3D(FVector(1.f, 0.4f, 0.4f));
GetStaticMeshComponent()->SetMobility(EComponentMobility::Movable);
GetStaticMeshComponent()->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
GetStaticMeshComponent()->SetGenerateOverlapEvents(true);
GetStaticMeshComponent()->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
GetStaticMeshComponent()->SetCollisionProfileName(TEXT("OverlapAll"));
GetStaticMeshComponent()->SetGenerateOverlapEvents(true);
GetStaticMeshComponent()->SetMobility(EComponentMobility::Movable);
}
void AM4_CentipedeBody::SetAsHead(bool bHead)
{
bIsHead = bHead;
if (bIsHead)
{
if (HeadMaterial)
{
GetStaticMeshComponent()->SetMaterial(0, HeadMaterial);
}
}
else
{
if (BodyMaterial)
{
GetStaticMeshComponent()->SetMaterial(0, BodyMaterial);
}
}
}
bIsHead = bHead;
if (bIsHead)
{
GetStaticMeshComponent()->SetDefaultCustomPrimitiveDataVector4(0, FVector4(1.0, 0.0, 0.0, 1.0));
}
else
{
GetStaticMeshComponent()->SetDefaultCustomPrimitiveDataVector4(0, FVector4(0.0, 1.0, 0.0, 1.0));
}
}

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@@ -1,110 +1,40 @@
#include "M4_CentipedeController.h"
#include "M4_LOG.h"
#include "M4_Gamemode.h"
#include "M4_Mushroom.h"
#include "Kismet/GameplayStatics.h"
UM4_CentipedeController::UM4_CentipedeController()
AM4_CentipedeController::AM4_CentipedeController()
{
PrimaryActorTick.bCanEverTick = true;
Root = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
RootComponent = Root;
}
void UM4_CentipedeController::Initialize(FSubsystemCollectionBase& Collection)
void AM4_CentipedeController::BeginPlay()
{
Super::Initialize(Collection);
Super::BeginPlay();
SpawnCentipede();
UE_LOG(M4_CPP, Warning, TEXT("Centipede Controller Initialized"));
}
void UM4_CentipedeController::Deinitialize()
{
UE_LOG(M4_CPP, Warning, TEXT("Centipede Controller Deinitialized"));
BodySegments.Empty();
PreviousPositions.Empty();
SegmentDirections.Empty();
Super::Deinitialize();
}
void UM4_CentipedeController::StartCentipede(FVector SpawnLocation)
{
if (BodySegments.Num() > 0)
PreviousPositions.SetNum(BodyCount);
for (int i = 0; i < BodyCount; ++i)
{
UE_LOG(M4_CPP, Warning, TEXT("Centipede already spawned"));
return;
}
for (int32 i = 0; i < BodyCount; ++i)
{
FVector SegmentLocation = SpawnLocation - FVector(0.f, i * CellSize, 0.f);
AM4_CentipedeBody* Body = GetWorld()->SpawnActor<AM4_CentipedeBody>(
AM4_CentipedeBody::StaticClass(),
SegmentLocation,
FRotator::ZeroRotator
);
if (Body)
{
BodySegments.Add(Body);
if (i > 0)
{
Body->PreviousBody = BodySegments[i - 1];
BodySegments[i - 1]->NextBody = Body;
}
Body->SetAsHead(i == 0);
}
PreviousPositions[i] = BodySegments[i]->GetActorLocation();
}
SegmentHistory.SetNum(BodyCount);
for (int32 i = 0; i < BodyCount; ++i)
{
if (BodySegments.IsValidIndex(i) && BodySegments[i])
{
FVector InitialPos = BodySegments[i]->GetActorLocation();
int32 InitialHistorySize = SegmentSpacing * (i + 1) + MaxHistorySize;
for (int32 j = 0; j < InitialHistorySize; ++j)
{
SegmentHistory[i].Add(InitialPos);
}
}
}
for (AM4_CentipedeBody* Segment : BodySegments)
{
SegmentDirections.Add(Segment, FVector2D(0.f, 1.f));
}
UE_LOG(M4_CPP, Warning, TEXT("Centipede spawned with %d segments"), BodySegments.Num());
}
TStatId UM4_CentipedeController::GetStatId() const
void AM4_CentipedeController::SpawnCentipede()
{
RETURN_QUICK_DECLARE_CYCLE_STAT(UM4_CentipedeController, STATGROUP_Tickables);
}
void UM4_CentipedeController::SpawnCentipede()
{
AM4_Gamemode* GM = Cast<AM4_Gamemode>(GetWorld()->GetAuthGameMode());
if (!GM) return;
FVector SpawnLocation = GetActorLocation();
FVector SpawnLocation = FVector(
GM->MushroomSpawnBounds.Max.X,
0.f,
0.f
);
UE_LOG(M4_CPP, Warning, TEXT("Controller spawn location: X=%.2f, Y=%.2f, Z=%.2f"),
UE_LOG(LogTemp, Warning, TEXT("Controller spawn location: X=%.2f, Y=%.2f, Z=%.2f"),
SpawnLocation.X, SpawnLocation.Y, SpawnLocation.Z);
if (SpawnLocation.IsZero())
{
UE_LOG(M4_CPP, Error, TEXT("Controller position is zero! Check spawn parameters."));
UE_LOG(LogTemp, Error, TEXT("Controller position is zero! Check spawn parameters."));
return;
}
@@ -133,68 +63,80 @@ void UM4_CentipedeController::SpawnCentipede()
}
}
void UM4_CentipedeController::Tick(float DeltaTime)
void AM4_CentipedeController::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (BodySegments.Num() == 0) return;
AM4_CentipedeBody* Head = BodySegments[0];
if (Head && Head->bIsHead)
TimeSinceLastMove += DeltaTime;
if (TimeSinceLastMove >= MoveInterval)
{
FVector CurrentPos = Head->GetActorLocation();
FVector2D SegmentDirection = GetSegmentDirection(Head);
bool bRowChanged = CheckCollision(Head, SegmentDirection);
if (bRowChanged)
TimeSinceLastMove = 0.f;
TArray<FVector> TempPositions;
TempPositions.SetNum(BodySegments.Num());
for (int32 i = 0; i < BodySegments.Num(); ++i)
{
FVector NewPos = CurrentPos - FVector(0.f, 0.f, CellSize);
Head->SetActorLocation(NewPos);
SegmentDirection.Y *= -1.f;
SetSegmentDirection(Head, SegmentDirection);
}
else
{
FVector NewPos = CurrentPos + FVector(0.f, SegmentDirection.Y * CentipedeSpeed * DeltaTime, 0.f);
Head->SetActorLocation(NewPos);
TempPositions[i] = BodySegments[i]->GetActorLocation();
}
SegmentHistory[0].Add(Head->GetActorLocation());
if (SegmentHistory[0].Num() > MaxHistorySize)
for (int32 i = 0; i < BodySegments.Num(); ++i)
{
SegmentHistory[0].RemoveAt(0);
}
}
for (int32 i = 1; i < BodySegments.Num(); ++i)
{
AM4_CentipedeBody* Segment = BodySegments[i];
if (!Segment) continue;
int32 PrevIndex = i - 1;
int32 HistoryLookback = SegmentSpacing;
if (SegmentHistory[PrevIndex].Num() > HistoryLookback)
{
int32 HistoryIndex = SegmentHistory[PrevIndex].Num() - HistoryLookback - 1;
FVector TargetPos = SegmentHistory[PrevIndex][HistoryIndex];
AM4_CentipedeBody* Segment = BodySegments[i];
Segment->SetActorLocation(TargetPos);
if (!Segment) continue;
SegmentHistory[i].Add(Segment->GetActorLocation());
if (SegmentHistory[i].Num() > MaxHistorySize)
if (Segment->bIsHead)
{
SegmentHistory[i].RemoveAt(0);
FVector CurrentPos = Segment->GetActorLocation();
FVector2D SegmentDirection = GetSegmentDirection(Segment);
bool bShouldDescend = CheckCollision(Segment, SegmentDirection);
if (bShouldDescend)
{
FVector NewPos = CurrentPos - FVector(0.f, 0.f, CellSize);
Segment->SetActorLocation(NewPos);
SegmentDirection.Y *= -1.f;
SetSegmentDirection(Segment, SegmentDirection);
UE_LOG(LogTemp, Warning, TEXT("Head at index %d descending"), i);
}
else
{
FVector NewPos = CurrentPos + FVector(0.f, SegmentDirection.Y * CellSize, 0.f);
Segment->SetActorLocation(NewPos);
}
}
else
{
if (i > 0)
{
Segment->SetActorLocation(PreviousPositions[i - 1]);
if (BodySegments[i - 1])
{
FVector2D PrevDirection = GetSegmentDirection(BodySegments[i - 1]);
SetSegmentDirection(Segment, PrevDirection);
}
}
}
}
}
for (int32 i = 0; i < BodySegments.Num(); ++i)
{
PreviousPositions[i] = BodySegments[i]->GetActorLocation();
}
UpdateHeadStatus();
UpdateHeadStatus();
}
}
bool UM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction)
bool AM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction)
{
if (!Segment) return false;
@@ -206,58 +148,19 @@ bool UM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector
const float LeftBound = GM->MushroomSpawnBounds.Min.Y;
const float RightBound = GM->MushroomSpawnBounds.Max.Y;
const float MinRows = GM->MushroomSpawnBounds.Min.X;
const float MaxRows = GM->MushroomSpawnBounds.Max.X;
if (NextPos.Y <= LeftBound || NextPos.Y >= RightBound)
{
return true;
}
if (CurrentPos.Z > MinRows && NextPos.Z <= MinRows)
{
// On inverse la direction de descente pour remonter
FVector2D CurrentDirection = GetSegmentDirection(Segment);
CurrentDirection.Y *= -1.f;
SetSegmentDirection(Segment, CurrentDirection);
return true; // Collision détectée, le centipede descendra à la prochaine itération
}
// Vérification si on atteint la limite haute
if (CurrentPos.Z < MaxRows && NextPos.Z >= MaxRows)
{
// On inverse la direction de montée pour descendre
FVector2D CurrentDirection = GetSegmentDirection(Segment);
CurrentDirection.Y *= -1.f;
SetSegmentDirection(Segment, CurrentDirection);
return true; // Collision détectée, le centipede remontera à la prochaine itération
}
int32 NextGridZ = FMath::RoundToInt(NextPos.Z / CellSize);
int32 NextGridY = FMath::RoundToInt(NextPos.Y / CellSize);
TArray<AActor*> FoundMushrooms;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AM4_Mushroom::StaticClass(), FoundMushrooms);
for (AActor* Actor : FoundMushrooms)
{
FVector MushroomPos = Actor->GetActorLocation();
// Conversion de la position du mushroom en coordonnées de grille (Z, Y)
int32 MushroomGridZ = FMath::RoundToInt(MushroomPos.Z / CellSize);
int32 MushroomGridY = FMath::RoundToInt(MushroomPos.Y / CellSize);
// Vérification si c'est la même cellule de grille
if (NextGridZ == MushroomGridZ && NextGridY == MushroomGridY)
{
return true;
}
}
// TODO: Ajouter vérification collision avec mushroom
// if (IsMushroomAt(NextPos)) return true;
return false;
}
FVector2D UM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segment)
FVector2D AM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segment)
{
if (SegmentDirections.Contains(Segment))
{
@@ -266,7 +169,7 @@ FVector2D UM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segmen
return FVector2D(0.f, 1.f);
}
void UM4_CentipedeController::SetSegmentDirection(AM4_CentipedeBody* Segment, FVector2D Direction)
void AM4_CentipedeController::SetSegmentDirection(AM4_CentipedeBody* Segment, FVector2D Direction)
{
if (Segment)
{
@@ -274,7 +177,7 @@ void UM4_CentipedeController::SetSegmentDirection(AM4_CentipedeBody* Segment, FV
}
}
void UM4_CentipedeController::UpdateHeadStatus()
void AM4_CentipedeController::UpdateHeadStatus()
{
for (int32 i = 0; i < BodySegments.Num(); ++i)
{
@@ -290,29 +193,37 @@ void UM4_CentipedeController::UpdateHeadStatus()
}
}
void UM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment)
void AM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment)
{
if (!DestroyedSegment) return;
int32 SegmentIndex = BodySegments.Find(DestroyedSegment);
if (SegmentIndex == INDEX_NONE) return;
UE_LOG(LogTemp, Warning, TEXT("Segment %d destroyed"), SegmentIndex);
if (SegmentIndex + 1 < BodySegments.Num())
{
AM4_CentipedeBody* NewHead = BodySegments[SegmentIndex + 1];
if (NewHead)
{
NewHead->SetAsHead(true);
NewHead->PreviousBody = nullptr;
NewHead->PreviousBody = nullptr;
UE_LOG(LogTemp, Warning, TEXT("New head created at index %d"), SegmentIndex + 1);
}
}
if (SegmentIndex > 0 && BodySegments[SegmentIndex - 1])
{
BodySegments[SegmentIndex - 1]->NextBody = nullptr;
}
BodySegments.RemoveAt(SegmentIndex);
SegmentHistory.RemoveAt(SegmentIndex);
PreviousPositions.RemoveAt(SegmentIndex);
SegmentDirections.Remove(DestroyedSegment);
// TODO: Spawner un mushroom à la position du segment détruit
// SpawnMushroomAt(DestroyedSegment->GetActorLocation());
}

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@@ -85,7 +85,8 @@ void AM4_Gamemode::BeginPlay()
);
}
}
// Spawn centipede controller
PRINT_SCREEN(TEXT("Spawning Centipede Controller"), FColor::Green);
FVector CentipedeSpawnLocation = FVector(
@@ -97,13 +98,16 @@ void AM4_Gamemode::BeginPlay()
// PRINT SCREEN Max.X value
PRINT_SCREEN(*FString::Printf(TEXT("Mushroom Spawn Bounds Max.X: %.2f"), MushroomSpawnBounds.Max.X), FColor::Green);
UM4_CentipedeController* Controller = GetWorld()->GetSubsystem<UM4_CentipedeController>();
if (Controller)
CentipedeController = GetWorld()->SpawnActor<AM4_CentipedeController>(
AM4_CentipedeController::StaticClass(),
CentipedeSpawnLocation,
FRotator::ZeroRotator
);
if (CentipedeController)
{
Controller->BodyCount = CentipedeBodyCount;
Controller->CellSize = CellSize;
Controller->StartCentipede(CentipedeSpawnLocation);
CentipedeController->BodyCount = CentipedeBodyCount;
CentipedeController->CellSize = CellSize;
}
}

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@@ -31,8 +31,9 @@ AM4_Mushroom::AM4_Mushroom()
const FVector2D MushroomScale = FVector2D(0.3f, 0.25f);
GetStaticMeshComponent()->SetRelativeScale3D(FVector(1.f, 0.45f, 0.20f));
// Set collision profile to overlap all
GetStaticMeshComponent()->SetCollisionProfileName(TEXT("OverlapAll"));
// Custom preset for more advanced collision configuration
GetStaticMeshComponent()->SetCollisionProfileName(UCollisionProfile::CustomCollisionProfileName);
GetStaticMeshComponent()->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
}

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@@ -32,6 +32,12 @@ AM4_PlayerPawn::AM4_PlayerPawn()
{
MoveAction = MoveActionRef.Object;
}
static ConstructorHelpers::FObjectFinder<UInputAction> ShootActionRef(TEXT("/Game/CTP/03_Input/IA_Shoot.IA_Shoot"));
if (ShootActionRef.Succeeded())
{
ShootAction = ShootActionRef.Object;
}
}
void AM4_PlayerPawn::BeginPlay()
@@ -64,10 +70,23 @@ void AM4_PlayerPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
{
Input->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AM4_PlayerPawn::Move);
}
if (ShootAction)
{
Input->BindAction(ShootAction, ETriggerEvent::Triggered, this, &AM4_PlayerPawn::Shoot);
}
}
}
void AM4_PlayerPawn::Move(const FInputActionInstance& Instance)
{
LastMoveValue = Instance.GetValue().Get<FVector2D>().GetSafeNormal();
}
}
void AM4_PlayerPawn::Shoot(const FInputActionInstance& Inst)
{
if (Inst.GetValue().Get<bool>() == true)
{
GEngine->AddOnScreenDebugMessage(-1, 2.f, FColor::Red, TEXT("Input Space Pressed"));
}
};

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@@ -11,7 +11,7 @@ AM4_Projectile::AM4_Projectile()
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
MeshComp-> SetRelativeScale3D(FVector(1.f, .1f,.1f));
MeshComp->BodyInstance.SetCollisionProfileName(TEXT("Projectile"));
MeshComp->OnComponentHit.AddDynamic(this, &AM4_Projectile::OnHit);
MeshComp->OnComponentHit.AddDynamic(this, &AM4_Projectile::OnHit);
}
void AM4_Projectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector Impulse, const FHitResult& Hit)

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@@ -22,10 +22,4 @@ public:
bool bIsHead = false;
void SetAsHead(bool bHead);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Materials")
UMaterialInterface* HeadMaterial;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Materials")
UMaterialInterface* BodyMaterial;
};

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@@ -1,60 +1,50 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "M4_CentipedeBody.h"
#include "Subsystems/WorldSubsystem.h"
#include "M4_CentipedeController.generated.h"
UCLASS()
class M4_CPP_API UM4_CentipedeController : public UTickableWorldSubsystem
class M4_CPP_API AM4_CentipedeController : public AActor
{
GENERATED_BODY()
public:
UM4_CentipedeController();
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
void StartCentipede(FVector SpawnLocation);
AM4_CentipedeController();
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
virtual TStatId GetStatId() const override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
UPROPERTY(EditAnywhere)
int32 BodyCount = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
UPROPERTY(EditAnywhere)
float CellSize = 50.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
UPROPERTY(EditAnywhere)
float MoveInterval = 0.1f;
UFUNCTION(BlueprintCallable, Category = "Centipede")
void OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment);
private:
UPROPERTY()
TArray<AM4_CentipedeBody*> BodySegments;
TArray<TArray<FVector>> SegmentHistory; // Historique pour chaque segment
int32 MaxHistorySize = 200;
UPROPERTY(EditAnywhere, Category = "Centipede")
int32 SegmentSpacing = 15; // Distance en nombre de frames entre segments
UPROPERTY()
USceneComponent* Root;
float TimeSinceLastMove = 0.f;
float CentipedeSpeed = 400.f;
bool bFirstTick = true;
TArray<FVector> PreviousPositions;
TMap<AM4_CentipedeBody*, FVector2D> SegmentDirections;
void SpawnCentipede();
void UpdateHeadStatus();
bool CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction);
FVector2D GetSegmentDirection(AM4_CentipedeBody* Segment);
void SetSegmentDirection(AM4_CentipedeBody* Segment, FVector2D Direction);
};
};

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@@ -67,7 +67,7 @@ private:
int32 CentipedeBodyCount = 10;
UPROPERTY()
TObjectPtr<UM4_CentipedeController> CentipedeController;
TObjectPtr<AM4_CentipedeController> CentipedeController;
int Score = 0;
int Lives = 3;

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@@ -18,6 +18,7 @@ public:
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
void Move(const FInputActionInstance& Instance);
void Shoot(const FInputActionInstance& Inst);
protected:
@@ -27,6 +28,10 @@ protected:
UPROPERTY()
UInputAction* MoveAction;
UPROPERTY()
UInputAction* ShootAction;
//bool HasShot = false;
float MoveSpeed = 500.f;
FVector2D MeshScale = FVector2D(0.6f, 0.5f);
FVector2D LastMoveValue = FVector2D::ZeroVector;