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...

13 Commits

Author SHA1 Message Date
fc97901cdc Minor - Change le comportement du mille-pattes - V2.2.0
Améliore la logique de collision du mille-pattes avec les bords et les champignons.

Le mille-pattes change de direction lorsqu'il atteint les limites de la zone de jeu ou rencontre un champignon.
2025-10-30 23:44:26 +01:00
600897b905 Merge remote-tracking branch 'origin/main' 2025-10-18 22:26:02 +02:00
17c60a72e3 Patch - Optimise les paramètres graphiques - V2.1.0
Reduit les paramètres graphiques par défaut pour une meilleure performance.

Desactive le ray tracing matériel et d'autres fonctionnalités gourmandes en ressources.
2025-10-18 22:25:47 +02:00
a85c596e23 Minor - Optimise les paramètres graphiques - V
Reduit les paramètres graphiques par défaut pour une meilleure performance.

Desactive le ray tracing matériel et d'autres fonctionnalités gourmandes en ressources.
2025-10-18 22:25:27 +02:00
7e3424d0f6 Minor - Modifie la trajectoire de la centipede - V2.1.0
Ajuste le déplacement de la centipede en modifiant le calcul de sa trajectoire.
La centipede se déplace désormais horizontalement, ce qui améliore sa visibilité.
2025-10-17 16:51:24 +02:00
987856ca09 Major - Implémente le contrôleur de mille-pattes - V2.0.0
This commit introduces a centipede controller subsystem, managing centipede spawning, movement, and segment behavior.

It adds centipede body materials, movement logic, collision detection, and head assignment.
The controller handles segment following, direction changes at boundaries, and dynamic head updates upon segment destruction.
2025-10-17 16:32:27 +02:00
NisemonoQ
df25b61b8f Merge branch 'Bullet' 2025-10-17 14:01:37 +02:00
NisemonoQ
c844a8a896 Initialize Projectile FrameWork
Ajout des bases (OnHit et Tir) du Projectile.

Commencement de la prise en compte des différentes collisions possibles dans le jeu.
2025-10-17 01:07:50 +02:00
d20171032f Minor - Implémente le comportement de la centipede - V01.11.00
Implémente la logique de base du mouvement de la centipede,
la gestion des collisions et l'ajustement de la direction.

Ajoute les classes CentipedeBody et CentipedeController
pour gérer les segments et le mouvement.

Gère la destruction des segments et la création d'un nouveau
segment de tête.
2025-10-17 00:23:09 +02:00
NisemonoQ
f65171d5c2 Merge branch 'main' into Bullet 2025-10-17 00:17:22 +02:00
dc2002fbb1 Minor - Ajoute l'instanciation des champignons dans un grid - V01.10.00
Instanciation et placement aléatoire des champignons dans une zone définie.
2025-10-16 18:47:10 +02:00
134883273e Minor - Ajoute des fonctions de score et pv - V01.09.00
Ajoute la gestion du score, des vies et des limites de mouvement du joueur.
2025-10-16 16:30:33 +02:00
d8497da0bd Patch - Ajoute une fin de ligne - V01.00.01
Ajoute un caractère de fin de ligne manquant dans le fichier .gitattributes.
2025-10-16 16:20:04 +02:00
15 changed files with 752 additions and 4 deletions

2
.gitattributes vendored
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@@ -1 +1 @@
UnrealToolbox.exe filter=lfs diff=lfs merge=lfs -text
UnrealToolbox.exe filter=lfs diff=lfs merge=lfs -text

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@@ -10,9 +10,9 @@ r.AllowStaticLighting=False
r.GenerateMeshDistanceFields=True
r.DynamicGlobalIlluminationMethod=1
r.DynamicGlobalIlluminationMethod=0
r.ReflectionMethod=1
r.ReflectionMethod=0
r.SkinCache.CompileShaders=True
@@ -27,6 +27,12 @@ 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
@@ -94,3 +100,7 @@ ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[CoreRedirects]
+ClassRedirects=(OldName="/Script/M4_CPP.M4_CentipedeController",NewName="/Script/M4_CPP.M4_CentipedeController")

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@@ -0,0 +1,51 @@
#include "M4_CentipedeBody.h"
AM4_CentipedeBody::AM4_CentipedeBody()
{
PrimaryActorTick.bCanEverTick = false;
static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshRef(TEXT("/Game/CTP/04_Mesh/SM_Cube.SM_Cube"));
if (MeshRef.Succeeded())
{
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"));
}
void AM4_CentipedeBody::SetAsHead(bool bHead)
{
bIsHead = bHead;
if (bIsHead)
{
if (HeadMaterial)
{
GetStaticMeshComponent()->SetMaterial(0, HeadMaterial);
}
}
else
{
if (BodyMaterial)
{
GetStaticMeshComponent()->SetMaterial(0, BodyMaterial);
}
}
}

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@@ -0,0 +1,318 @@
#include "M4_CentipedeController.h"
#include "M4_LOG.h"
#include "M4_Gamemode.h"
#include "M4_Mushroom.h"
#include "Kismet/GameplayStatics.h"
UM4_CentipedeController::UM4_CentipedeController()
{
}
void UM4_CentipedeController::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
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)
{
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);
}
}
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
{
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 = FVector(
GM->MushroomSpawnBounds.Max.X,
0.f,
0.f
);
UE_LOG(M4_CPP, 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."));
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);
}
}
}
void UM4_CentipedeController::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (BodySegments.Num() == 0) return;
AM4_CentipedeBody* Head = BodySegments[0];
if (Head && Head->bIsHead)
{
FVector CurrentPos = Head->GetActorLocation();
FVector2D SegmentDirection = GetSegmentDirection(Head);
bool bRowChanged = CheckCollision(Head, SegmentDirection);
if (bRowChanged)
{
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);
}
SegmentHistory[0].Add(Head->GetActorLocation());
if (SegmentHistory[0].Num() > MaxHistorySize)
{
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];
Segment->SetActorLocation(TargetPos);
SegmentHistory[i].Add(Segment->GetActorLocation());
if (SegmentHistory[i].Num() > MaxHistorySize)
{
SegmentHistory[i].RemoveAt(0);
}
}
}
UpdateHeadStatus();
}
bool UM4_CentipedeController::CheckCollision(AM4_CentipedeBody* Segment, FVector2D Direction)
{
if (!Segment) return false;
FVector CurrentPos = Segment->GetActorLocation();
FVector NextPos = CurrentPos + FVector(0.f, Direction.Y * CellSize, 0.f);
AM4_Gamemode* GM = Cast<AM4_Gamemode>(GetWorld()->GetAuthGameMode());
if (!GM) return false;
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;
}
}
return false;
}
FVector2D UM4_CentipedeController::GetSegmentDirection(AM4_CentipedeBody* Segment)
{
if (SegmentDirections.Contains(Segment))
{
return SegmentDirections[Segment];
}
return FVector2D(0.f, 1.f);
}
void UM4_CentipedeController::SetSegmentDirection(AM4_CentipedeBody* Segment, FVector2D Direction)
{
if (Segment)
{
SegmentDirections.Add(Segment, Direction);
}
}
void UM4_CentipedeController::UpdateHeadStatus()
{
for (int32 i = 0; i < BodySegments.Num(); ++i)
{
AM4_CentipedeBody* Body = BodySegments[i];
if (!Body) continue;
bool bShouldBeHead = (i == 0) || (Body->PreviousBody == nullptr);
if (Body->bIsHead != bShouldBeHead)
{
Body->SetAsHead(bShouldBeHead);
}
}
}
void UM4_CentipedeController::OnSegmentDestroyed(AM4_CentipedeBody* DestroyedSegment)
{
if (!DestroyedSegment) return;
int32 SegmentIndex = BodySegments.Find(DestroyedSegment);
if (SegmentIndex == INDEX_NONE) return;
if (SegmentIndex + 1 < BodySegments.Num())
{
AM4_CentipedeBody* NewHead = BodySegments[SegmentIndex + 1];
if (NewHead)
{
NewHead->SetAsHead(true);
NewHead->PreviousBody = nullptr;
}
}
if (SegmentIndex > 0 && BodySegments[SegmentIndex - 1])
{
BodySegments[SegmentIndex - 1]->NextBody = nullptr;
}
BodySegments.RemoveAt(SegmentIndex);
SegmentHistory.RemoveAt(SegmentIndex);
SegmentDirections.Remove(DestroyedSegment);
}

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@@ -1,6 +1,8 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "M4_Gamemode.h"
#include "M4_CTP_Macros.h"
#include "M4_Mushroom.h"
#include "M4_PlayerController.h"
#include "M4_PlayerPawn.h"
@@ -11,10 +13,97 @@ AM4_Gamemode::AM4_Gamemode()
PlayerControllerClass = AM4_PlayerController::StaticClass();
DefaultPawnClass = AM4_PlayerPawn::StaticClass();
MushroomCount = FMath::RandRange(20, 25);
}
void AM4_Gamemode::BeginPlay()
{
Super::BeginPlay();
}
Score = 0;
Lives = 3;
// Get mushroom size from the class
AM4_Mushroom* TempMushroom = GetWorld()->SpawnActor<AM4_Mushroom>(AM4_Mushroom::StaticClass());
if (TempMushroom)
{
FVector MushroomSize = TempMushroom->GetStaticMeshComponent()->Bounds.BoxExtent * 2.0f;
CellSize = FMath::Max(MushroomSize.Y, MushroomSize.Z); // Use largest dimension
TempMushroom->Destroy();
}
// Calculate grid dimensions based on cell size
const int32 GridRows = FMath::FloorToInt(MushroomSpawnBounds.GetSize().X / CellSize);
const int32 GridCols = FMath::FloorToInt(MushroomSpawnBounds.GetSize().Y / CellSize);
// spawn mushrooms in a grid inside the spawn bounds and in random cell
if (MushroomCount > 0)
{
TSet<FIntPoint> OccupiedCells;
for (int32 i = 0; i < MushroomCount; ++i)
{
FIntPoint Cell;
bool bValidCell;
int32 MaxAttempts = 100;
int32 Attempts = 0;
do
{
Cell.X = FMath::RandRange(0, GridRows - 1);
Cell.Y = FMath::RandRange(0, GridCols - 1);
// Check if cell and adjacent cells are free
bValidCell = !OccupiedCells.Contains(Cell) &&
!OccupiedCells.Contains(FIntPoint(Cell.X - 1, Cell.Y)) &&
!OccupiedCells.Contains(FIntPoint(Cell.X + 1, Cell.Y)) &&
!OccupiedCells.Contains(FIntPoint(Cell.X, Cell.Y - 1)) &&
!OccupiedCells.Contains(FIntPoint(Cell.X, Cell.Y + 1));
Attempts++;
} while (!bValidCell && Attempts < MaxAttempts);
if (!bValidCell)
{
PRINT_SCREEN(TEXT("Could not find valid cell for mushroom"), FColor::Yellow);
continue;
}
OccupiedCells.Add(Cell);
FVector SpawnLocation;
SpawnLocation.Z = MushroomSpawnBounds.Min.X + Cell.X * CellSize + CellSize / 2.0f;
SpawnLocation.Y = MushroomSpawnBounds.Min.Y + Cell.Y * CellSize + CellSize / 2.0f;
SpawnLocation.X = -400.0f;
GetWorld()->SpawnActor<AM4_Mushroom>(
AM4_Mushroom::StaticClass(),
SpawnLocation,
FRotator::ZeroRotator
);
}
}
PRINT_SCREEN(TEXT("Spawning Centipede Controller"), FColor::Green);
FVector CentipedeSpawnLocation = FVector(
-400.0f,
0.0f,
MushroomSpawnBounds.Max.X + CellSize
);
// 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)
{
Controller->BodyCount = CentipedeBodyCount;
Controller->CellSize = CellSize;
Controller->StartCentipede(CentipedeSpawnLocation);
}
}

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@@ -0,0 +1,42 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "M4_Mushroom.h"
#include "M4_CTP_Macros.h"
#include "Kismet/GameplayStatics.h"
#include "M4_Gamemode.h"
// Sets default values
AM4_Mushroom::AM4_Mushroom()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
static ConstructorHelpers::FObjectFinder<UStaticMesh> StaticMeshRef(TEXT("/Game/CTP/04_Mesh/SM_Cube.SM_Cube"));
if (StaticMeshRef.Succeeded())
{
GetStaticMeshComponent()->SetStaticMesh(StaticMeshRef.Object);
}
GetStaticMeshComponent()->SetDefaultCustomPrimitiveDataVector4(0, FVector4(0.0, 0.2, 0.2, 1.0));
GetStaticMeshComponent()->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
GetStaticMeshComponent()->SetGenerateOverlapEvents(true);
// Set as static object
GetStaticMeshComponent()->SetMobility(EComponentMobility::Static);
// Set scale
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"));
}
void AM4_Mushroom::BeginPlay()
{
Super::BeginPlay();
}

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@@ -0,0 +1,35 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "M4_Projectile.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/MeshComponent.h"
// Sets default values
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);
}
void AM4_Projectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector Impulse, const FHitResult& Hit)
{
}
/* Called when the game starts or when spawned
void AM4_Projectile::BeginPlay()
{
Super::BeginPlay();
}
Called every frame
void AM4_Projectile::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}*/

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@@ -0,0 +1,31 @@
#pragma once
#include "CoreMinimal.h"
#include "Engine/StaticMeshActor.h"
#include "M4_CentipedeBody.generated.h"
UCLASS()
class M4_CPP_API AM4_CentipedeBody : public AStaticMeshActor
{
GENERATED_BODY()
public:
AM4_CentipedeBody();
UPROPERTY()
AM4_CentipedeBody* NextBody;
UPROPERTY()
AM4_CentipedeBody* PreviousBody;
UPROPERTY(EditAnywhere)
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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@@ -0,0 +1,60 @@
#pragma once
#include "CoreMinimal.h"
#include "M4_CentipedeBody.h"
#include "Subsystems/WorldSubsystem.h"
#include "M4_CentipedeController.generated.h"
UCLASS()
class M4_CPP_API UM4_CentipedeController : public UTickableWorldSubsystem
{
GENERATED_BODY()
public:
UM4_CentipedeController();
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
void StartCentipede(FVector SpawnLocation);
virtual void Tick(float DeltaTime) override;
virtual TStatId GetStatId() const override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
int32 BodyCount = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
float CellSize = 50.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Centipede")
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
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);
};

View File

@@ -4,6 +4,7 @@
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "M4_CentipedeController.h"
#include "M4_Gamemode.generated.h"
/**
@@ -20,6 +21,60 @@ public:
virtual void BeginPlay() override;
/**
* The movement bounds for the player pawn
*/
UPROPERTY(EditAnywhere)
FBox2D Bounds = FBox2D(FVector2D(-400.0f, -750.0f), FVector2D(-200.0f, 750.0f));
/**
* Bounds for spawning mushrooms
*/
UPROPERTY(EditAnywhere)
FBox2D MushroomSpawnBounds = FBox2D(FVector2D(-300.0f, -750.0f), FVector2D(550.0f, 750.0f));
/**
* Add to the player's score
* @param Amount
*/
UFUNCTION(BlueprintCallable)
void AddScore(int Amount) { Score += Amount; }
/**
* Get the player's current score
* @return Current score
*/
UFUNCTION(BlueprintCallable)
int GetScore() const { return Score; }
/**
* Decrease the player's lives by 1, but not below 0
*/
UFUNCTION(BlueprintCallable)
void LoseLife() { Lives = FMath::Max(0, Lives - 1); }
/**
* Get the player's current lives
* @return Current lives
*/
UFUNCTION(BlueprintCallable)
int GetLives() const { return Lives; }
private:
UPROPERTY(EditAnywhere, Category="Centipede")
int32 CentipedeBodyCount = 10;
UPROPERTY()
TObjectPtr<UM4_CentipedeController> CentipedeController;
int Score = 0;
int Lives = 3;
// default mushroom count
int MushroomCount;
float CellSize = 50.f;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Engine/StaticMeshActor.h"
#include "GameFramework/Pawn.h"
#include "M4_Mushroom.generated.h"
UCLASS()
class M4_CPP_API AM4_Mushroom : public AStaticMeshActor
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
AM4_Mushroom();
protected:
virtual void BeginPlay() override;
};

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "M4_Projectile.generated.h"
class UProjectileMovementComponent;
class UMeshComponent;
UCLASS()
class M4_CPP_API AM4_Projectile : public AActor
{
GENERATED_BODY()
UPROPERTY(VisibleDefaultsOnly, Category = Projectile)
UMeshComponent* MeshComp;
UPROPERTY(VisibleAnywhere,BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
UProjectileMovementComponent* ProjectileMovem;
public:
AM4_Projectile();
protected:
float bullSpeed = 50.f;
float lifeTime = 3.f;
public:
UFUNCTION()
void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp,FVector Impulse, const FHitResult& Hit);
UMeshComponent* GetCollisionComp() const { return MeshComp; }
UProjectileMovementComponent* GetMovementComp() const { return ProjectileMovem; }
};