UEC++第15天|番茄插件、实现跳跃、实现背景运动

外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传

这是flyBird的第二天,做了一些简单的功能,明天继续更新

vs的番茄插件

在visual stdudio里使用可以帮助代码补全,这一篇博客写的不错,大家可以参考一下。VS2019 安装番茄助手(Visual Assist x 插件)攻略_vs2019番茄助手-CSDN博客

外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传

实现跳跃功能

想要实现跳跃的功能,首先需要物体是开启了物理模拟的情况下,才能实现的。

使用物理模拟的APISetSimulatePhysics调整为true,实现跳跃就是添加对应的向上的力。

void ABirdPawn::DoFly()
{
	UE_LOG(LogTemp, Log, TEXT("DoFly"));
	// 开启物理模拟
	BirdRenderComp->SetSimulatePhysics(true);
	//清理原有力的速度
	BirdRenderComp->SetPhysicsLinearVelocity(FVector::ZeroVector);
	// 添加力
	BirdRenderComp->AddImpulse(FVector::UpVector * 400, NAME_None, true);
}

在UE中加载地板

  1. 在对应的游戏模式里面去添加ALandActor的指针。ALandActor* LandActor;;
 class ABgActor;
 class ALandActor;
 /**
  * 
  */
 UCLASS()
 class FLYBIRD_API AFlyBirdGameModeBase : public AGameModeBase
 {
 	GENERATED_BODY()
 		AFlyBirdGameModeBase();
 protected:
 	virtual void BeginPlay() override;
 
 protected:
 	UPROPERTY()
 	ABgActor* BgActor;
 	ALandActor* LandActor;
 };
 
  1. 然后在里面去设置LandActor。
#include "FlyBirdGameModeBase.h"
#include "BirdPawn.h"
#include "Engine/World.h"
#include "BgActor.h"
#include "LandActor.h"

AFlyBirdGameModeBase::AFlyBirdGameModeBase()
{
	DefaultPawnClass = ABirdPawn::StaticClass();
}

void AFlyBirdGameModeBase::BeginPlay()
{
	Super::BeginPlay();
	BgActor =  GetWorld()->SpawnActor<ABgActor>();
	BgActor->SetActorLocation(FVector(0, -100,0));
	// 在该世界中生成指定类型actor
	LandActor = GetWorld()->SpawnActor<ALandActor>();
	LandActor->SetActorLocation(FVector(0, 0, -200));
}

3.LandActor本身的设置

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "LandActor.generated.h"

class UPaperSpriteComponent;
UCLASS()
class FLYBIRD_API ALandActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ALandActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

protected:
    
    // 这里的UPROPERTY() 是让虚幻帮助我们去管理内存
	UPROPERTY()
    // 设置我们的第一块组件
	UPaperSpriteComponent* FirstSpriteRender;
	UPROPERTY()
	UPaperSpriteComponent* SecondSpriteRender;

};
  • 设置场景组件
  • 设置依附关系
  • 如何在构造函数上添加资产
  • 调整第二块精灵的位置
#include "LandActor.h"
#include "PaperSpriteComponent.h"
#include "UObject/ConstructorHelpers.h"
#include "PaperSprite.h"


// Sets default values
ALandActor::ALandActor()
{
 	// 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;
	// 添加空的场景组件
	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComp"));
	FirstSpriteRender = CreateDefaultSubobject<UPaperSpriteComponent>(TEXT("land1SpriteRender"));
	SecondSpriteRender = CreateDefaultSubobject<UPaperSpriteComponent>(TEXT("land2SpriteRender"));
	// 设置依附关系
	FirstSpriteRender->SetupAttachment(RootComponent);
	SecondSpriteRender->SetupAttachment(RootComponent);
	 
	// 如何在构造函数上加载资产
	ConstructorHelpers::FObjectFinder<UPaperSprite> LandSpriteObj(TEXT("PaperSprite'/Game/FlyBird/Textures/BG/land_Sprite.land_Sprite'"));
	// 设置精灵资产
	FirstSpriteRender->SetSprite(LandSpriteObj.Object);
	SecondSpriteRender->SetSprite(LandSpriteObj.Object);

	//调整第二块精灵的位置
	SecondSpriteRender->SetRelativeLocation(FVector(336,0,0));
}

// Called when the game starts or when spawned
void ALandActor::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void ALandActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
}

让地板运动起来

依旧是修改landActor.写一个函数UpdateMove 来实现移动功能,然后定义一个变量MoveSpeed控制移动速度

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "LandActor.generated.h"

class UPaperSpriteComponent;
UCLASS()
class FLYBIRD_API ALandActor : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ALandActor();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	void UpdateMove(float DeltaTime);
public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

protected:
	UPROPERTY()
	UPaperSpriteComponent* FirstSpriteRender;
	UPROPERTY()
	UPaperSpriteComponent* SecondSpriteRender;

	float MoveSpeed;

};



在具体实现的时候

#include "PaperSpriteComponent.h"
#include "UObject/ConstructorHelpers.h"
#include "PaperSprite.h"


// Sets default values
ALandActor::ALandActor()
{
 	// 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;
	// 添加空的场景组件
	RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComp"));
	FirstSpriteRender = CreateDefaultSubobject<UPaperSpriteComponent>(TEXT("land1SpriteRender"));
	SecondSpriteRender = CreateDefaultSubobject<UPaperSpriteComponent>(TEXT("land2SpriteRender"));
	// 设置依附关系
	FirstSpriteRender->SetupAttachment(RootComponent);
	SecondSpriteRender->SetupAttachment(RootComponent);
	 
	// 如何在构造函数上加载资产
	ConstructorHelpers::FObjectFinder<UPaperSprite> LandSpriteObj(TEXT("PaperSprite'/Game/FlyBird/Textures/BG/land_Sprite.land_Sprite'"));
	// 设置精灵资产
	FirstSpriteRender->SetSprite(LandSpriteObj.Object);
	SecondSpriteRender->SetSprite(LandSpriteObj.Object);

	//调整第二块精灵的位置
	SecondSpriteRender->SetRelativeLocation(FVector(336,0,0));

	MoveSpeed = 200;
}

// Called when the game starts or when spawned
void ALandActor::BeginPlay()
{
	Super::BeginPlay();
	
}

void ALandActor::UpdateMove(float DeltaTime)
{
	if (!FirstSpriteRender || !SecondSpriteRender) // 防止组件为空执行逻辑崩溃
	{
		return;
	}
    
     // 写一些移动逻辑,这里的数值是精灵资产图片的大小
	FirstSpriteRender->AddRelativeLocation(FVector::ForwardVector* -1 * MoveSpeed * DeltaTime);
	SecondSpriteRender->AddRelativeLocation(FVector::ForwardVector * -1 * MoveSpeed * DeltaTime);
	// 检查地板是否超出移动范围
	if (FirstSpriteRender->GetRelativeTransform().GetLocation().X < -336) { 
		FirstSpriteRender->SetRelativeLocation(SecondSpriteRender->GetRelativeTransform().GetLocation() + FVector::ForwardVector * 336);
	}
	if (SecondSpriteRender->GetRelativeTransform().GetLocation().X < -336) {
		SecondSpriteRender->SetRelativeLocation(FirstSpriteRender->GetRelativeTransform().GetLocation() + FVector::ForwardVector * 336);
	}

}

// Called every frame
void ALandActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	UpdateMove(DeltaTime);

}

遇到的问题

UPaperSpriteComponent* FirstSpriteRender; 是什么意思,为什么指针类型要为UPaperSpriteComponent?

  • 在虚幻引擎中,UPaperSpriteComponent 用于在 2D 场景中渲染精灵图像。
  • 在 2D 游戏开发中,当需要动态创建、管理或修改精灵的显示相关属性时,就会用到这种指针声明。
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