Game Development Reference
In-Depth Information
Fruits blueprints
I mentioned before that all of the fruits share the same logic, so in this step, I'll be showing
you how to build one of the fruits, and then you can easily reconstruct or duplicate the rest
of the fruits blueprints within a few seconds.
As we discussed how to build a multicomponent blueprint in Chapter 3 , Creating a Brick
Breaking Game , you need to make the fruit actor blueprint out of three components: the
Projectile Movement component, the Sphere component as a collider, and the PaperS-
prite component, which will hold the art asset for the fruit. However, keep in mind that this
time the Projectile Movement component should follow gravity, so make sure that Pro-
jectile Gravity Scale is set to 1.0 .
On Event Begin Play , you need to define that this blueprint can get even swipe inputs, so
you need to add the Enable Input node and connect it to the Get Player Controller node.
And since the game has only one player, you can leave Player Index set to 0 as it means
the first player in the player array.
To interface a touch, get over the fruit (swipe); it is a little tricky. As the engine does not
have swipe functionality right now, all we need is to just detect the moment when a finger
moves over a fruit. So we will calculate it as a touch enter event by using the node OnIn-
putTouchEnter or EventTouchEnter on later editor builds and set FingerIndex to Touch
1 from the enum of touches.
If you were not able to find the enum of touches node, that means you are running a higher
editor build. In that case, the easiest way to get a similar result is by looking for a node
called Equal(Byte) , which is usually inside the Byte section of the Math node. This will
give the same result but using numbers directly instead of enums.
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