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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!

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Product type Paperback
Published in Feb 2015
Publisher
ISBN-13 9781784396572
Length 342 pages
Edition 1st Edition
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Author (1):
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William Sherif William Sherif
Author Profile Icon William Sherif
William Sherif
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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

Chapter 12. Spell Book

The player does not yet have a means to defend himself. We will equip the player with a very useful and interesting way, of doing so called magic spells. Magic spells will be used by the player to affect monsters nearby.

Practically, spells will be a combination of a particle system with an area of effect represented by a bounding volume. The bounding volume is checked for contained actors in each frame. When an actor is within the bounding volume of a spell, then that actor is affected by that spell.

The following is a screenshot of the blizzard and force field spells, with their bounding volumes highlighted in orange:

Spell Book

Visualization of the blizzard spell can be seen at the right, with a long, box-shaped bounding volume. Visualization of the force field spell, with a spherical bounding volume, for pushing monsters away, is shown in the following screenshot:

Spell Book

In each frame, the bounding volume is checked for contained actors. Any actor contained in the spell&apos...

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