
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

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
- 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;
};
- 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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