Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning C++ by creating games with UE4

You're reading from   Learning C++ by creating games with UE4 Learn C++ programming with a fun, real-world application that allows you to create your own games!

Arrow left icon
Product type Paperback
Published in Feb 2015
Publisher
ISBN-13 9781784396572
Length 342 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
William Sherif William Sherif
Author Profile Icon William Sherif
William Sherif
Arrow right icon
View More author details
Toc

Table of Contents (14) Chapters Close

Preface 1. Coding with C++ FREE CHAPTER 2. Variables and Memory 3. If, Else, and Switch 4. Looping 5. Functions and Macros 6. Objects, Classes, and Inheritance 7. Dynamic Memory Allocation 8. Actors and Pawns 9. Templates and Commonly Used Containers 10. Inventory System and Pickup Items 11. Monsters 12. Spell Book Index

Monsters

We'll start programming monsters in the same way we programmed NPCs and PickupItem. First, we'll write a base class (by deriving from character) to represent the Monster class. Then, we'll derive a bunch of blueprints for each monster type. Every monster will have a couple of properties in common that determine its behavior. These are the common properties:

  • A float variable for speed.
  • A float variable for the HitPoints value (I usually use floats for HP, so we can easily model HP leeching effects such as walking through a pool of lava).
  • An int32 variable for the experience gained in defeating the monster.
  • A UClass function for the loot dropped by the monster.
  • A float variable for BaseAttackDamage done on each attack.
  • A float variable for AttackTimeout, which is the amount of time for which the monster rests between attacking.
  • Two USphereComponents object: One of them is SightSphere—how far he can see. The other is AttackRangeSphere, which is how far his attack reaches...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image