Game Development Reference
In-Depth Information
Building the logic
As you may have noticed while building the blueprints, the only two blueprints that can
possibly hold logic were the Character type blueprint called madScientist and the Actor
type blueprint called levelLayout . The first one will hold the logic for the controller and
anything related to the player, while the second will hold the logic for the level movement/
generation of collectables and score updating.
• On Event Begin Play , I will be using View Target With Blend to set the current
camera view as the main camera for this level.
• Then, add a custom event called addScore to be the one that will control the Col-
lectables Score variable of type int that holds the score result. Next, use the result-
ant final score to be displayed by the UI Score text object using the Set Text node
and pass the Collectables Score value as a string using the Int to String conver-
sion node.
• Now on the Tick event, which takes place in every frame, we will be checking
whether the Collectables Score value is less than 100 or not. Because if the value
is more than 100 , I'll consider the player victorious and then play the level again
using the Open Level node (or show a win screen as in Chapter 4 , Advanced Game
Content Generation with a Fruit Chopper Game ). However, if the player's score is
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