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CS1S464 2021/22 Team Cookieshot
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Creating mouse effects in game #13

Closed DoctorMikeReddy closed 2 years ago

DoctorMikeReddy commented 3 years ago

I am working on a branch off marco, which I believe is the most up to date branch. I will add left and right mouse effects to make a platform "bouncy" and to then spawn new platforms. I will need to do a few things: 1) create a kill box that if the lemmings hit will destroy them. This is best done in the lemming code, but for ease of coding I will add the ability to the EndGame blueprint to discriminate what they have hit. 2) modifies the EndGame object to count how many lemmings have hit it; this will be printed to screen 3) modifies the EndGame object so that if the "player" hits it, it will trigger the end game 4) adds left and right mouse button detection 5) modifies the tiles so that they can be "bouncy" 6) allows a tile to be spawned where the mouse clicks

After that, it is up to you guys

DoctorMikeReddy commented 3 years ago

Ok, done 1, 2, 3 and pushed to the new branch "Mike" Functionality can be tested by moving the EndGame object to where the lemmings can hit it. At present, if left alone, the default game level will spawn ten lemmings that will fall to their death in the gap and the game will end when ten are dead. If you move the EndGame object in their path, the game will end when ten reach it. It will also end if the player object crosses it.

Still to do, adding spawnable ledges, which will be of a different colour (hopefully) to distinguish them. Only one will be allowed at a time. Then I will add bounce

DoctorMikeReddy commented 3 years ago

The kill box is just a copy of the EndGame box, with some slight alterations. The EndGame box can now tell the difference between the player character and the lemmings

DoctorMikeReddy commented 3 years ago

Ok, working on mouse input to create bridges. Here's my first step: image

DoctorMikeReddy commented 3 years ago

Ok, I have now created two new ledge types - bridge and bounce - and will then have to add the ability to spawn/move the bridge ones in game, and turn ledges bouncy with some physics.

DoctorMikeReddy commented 3 years ago

The bridge ledge seems easiest. There is one per level on the sample level, and left clicking anywhere will move it to where it needs to be. The bridge ledge is Black.

Later I will do the bouncy ledge. I will do that by adding a collision component - an invisible trigger box - that will then give a thrust vector to the object that enters it. The bounce ledge will be white.

DoctorMikeReddy commented 3 years ago

For now, you should be able to use the code that is in current Blueprints on my branch to create simple levels. Say one where there are gaps, and the bridge needs to be kept moving to get robots across