Roguelike 2D Kit for Unreal Engine
HealthActor Interface
I_HealthActor defines an abstract way to let an actor know it died.
Health Component
BP_HealthComponent handles taking damage, changes the maximum health and checking if the character is dead. Next to that, it handles the armor value and health regeneration options.
Direction Functions
BP_DirectionFunctionLibrary defines several functions used to manipulate and convert directions. Used for bouncing movement, shooting directions and more.
Enemy
BP_Enemy is the generic enemy class. It serves as the base class for all enemy types and can be easily customized using the different property structures and components.
Adding a new enemy is as easy as creating a new row in the EnemyType data table and specifying its properties.
Enemy Movement Component
Used to implement the movement functionality of the enemies. Support multiple types and options defined by a enumeration.
Enemy Shooting Component
Used to implement the shooting functionality of the enemies. Support multiple types and options defined by a enumeration.
Main Menu Game Mode
BP_MainMenuGameMode is the game mode and specifies the BP_MainMenuPlayerController as default controller. It is used as the game mode in the Main Menu map.
Roguelike 2D Game Instance Interface
I_Roguelike2DGameInstance defines abstract events for the game instance to reduce coupling.
Roguelike 2D Game Instance
BP_Roguelike2DGameInstance is the game instance and keeps track of the selected art style.
Roguelike 2D Game Mode Interface
I_Roguelike2DGameMode defines abstract events for the game mode to reduce coupling.
Roguelike 2D Game Mode
BP_Roguelike2DGameMode is the game mode and handles the current room, room transitions, score, and game over actions. It is used as the game mode in the Test map.
Game State
BP_Roguelike2DGameState is the game state and handles the saving and loading of the save game.
Save Game
BP_Roguelike2DSaveGame is the save game and acts as a container for the save data (e.g. high score).
Bomb
BP_Bomb is the bomb object that can be placed by the player.
It destroys BaseBreakable objects or children of BaseBreakable objects and damages Pawns (e.g. enemies and player).
Bomb Cartoon
BP_Bomb_Cartoon is the cartoon style version of BP_Bomb.
Bomb Damage Type
BP_BombDamageType is a damage type used to identify bomb damage. This makes sure bushes can only be destroyed by bombs.
Base Pickup
BP_BasePickup is the parent class of all the pickup types. It handles the activation of the pickup when overlapping with the player.
Bomb Pickup
BP_BombPickup is a pickup that adds one bomb to the player.
Bomb Pickup Cartoon
BP_BombPickup_Cartoon is the cartoon style version of BP_BombPickup.
Health Pickup
BP_HealthPickup is a pickup that adds a set amount of health to the player.
Health Pickup Cartoon
BP_HealthPickup_Cartoon is the cartoon style version of BP_HealthPickup.
Pickup Interface
I_Pickup adds the pickup events to the objects that implement it. BasePickup implements I_Pickup.
Key Pickup
BP_KeyPickup is a pickup that adds one key to the player.
Key Pickup Cartoon
BP_KeyPickup_Cartoon is the cartoon style version of BP_KeyPickup.
Powerup Pickup
BP_PowerupPickup is a pickup that chooses a random powerup and on pickup upgrades the player using the chosen powerup.
Powerup Pickup Cartoon
BP_PowerupPickup_Cartoon is the cartoon style version of BP_PowerupPickup.
Player
BP_Player is the player of the game. It handles player input for movement, firing projectiles and placing bombs. The logic is handled in specific components to split complexity and logic.
Inventory Component
BP_InventoryComponent is an container for the player items. Defines types, amounts and max amounts and ways to increment and decrement the amounts.
Player Movement Component
BP_PlayerMovementComponent moves the player using the movement input it receives from BP_Player.
Player Shooting Component
BP_PlayerShootingComponent handles the shooting input from the player and fires projectiles.
Player Power Component
BP_PlayerPowerComponent handles the powers of the player and the interaction with the components that query the power level. The player has several powers that can be upgraded. Examples are: damage, movement speed, fire rate and fire range.
Main Menu Player Controller
Is responsible for creating and interacting with the Main Menu.
Roguelike 2D Player Controller
Is responsible for creating and interacting with the HUD (HUD changes, Pause Menu and Game Over screen).
Projectile
BP_Projectile is the projectile fired by both the player and enemies.
On collision with a hostile class, it damages the hostile actor and destroys itself.
On collision with the room, it destroys itself.
It has several exposed options, for example: color, life span, movement speed, damage.
Tile Map Door
BP_TileMapDoor keeps the player in the room and let the player progress when all enemies are dead.
Tile Map Door Cartoon
BP_TileMapDoor_Cartoon is the cartoon style version of BP_TileMapDoor.
Tile Map Room
BP_TileMapRoom is the default room type used by the Roguelike 2D Game Mode. It chooses a room from the PossibleRooms array. The room analyses the TileMap TileUserData and uses it to spawn all the actors (e.g. enemies, terrain and pickups), after which the setup data is cleared. Users can easily add new playable rooms by creating new Tile Map objects using drag-and-drop.
Door Interface
Interface used to lock and unlock all doors in a room.
Room Interface
The Room interface adds the Lock, Unlock, Create, Finish and Destroy events to the rooms.
Spawnable Interface
Interface implemented by object that are spawned into the room. Used to clean-up all objects on room completion.
Bush
BP_Bush is an example of a destroyable object. It is visually represented as a bush and can only be destroyed by bomb damage.
Barrel Cartoon
BP_Barrel is a cartoon style version of BP_Bush.
Campfire
BP_Campfire is another destroyable object but can be damaged by both player projectiles and bombs.
Candelabra
BP_Candelabra is a static blocking object with an animation to visually improve the level.
Candle
BP_Candle is also a static blocking object with an animation to visually improve the level.
Chest
BP_Chest requires a key to be opened. Else it just blocks the player.
When opened it spawns a random pickup from a predefined set (e.g. health, key, bomb or powerup).
Chest Cartoon
BP_Chest_Cartoon is the cartoon style version of BP_Chest.
Crate Cartoon
BP_Crate_Cartoon is a cartoon style version of BP_Bush.
Spike
BP_Spike damages the player on touch and pushes the player away. It cannot be destroyed but it does have a reactivation time.
Spike Cartoon
BP_Spike_Cartoon is a cartoon style version of BP_Spike.
Target Cartoon
BP_Target_Cartoon is a cartoon style version of BP_Campfire.
All user interfaces support mobile input.
Based on the platform the UI is automatically updated.
HUD
The BP_HUD is the in-game user interface and shows the player the current health / maximum health, bombs, keys, and amount of rooms cleared.
It also defines the game over screen with the high score, current score, enemies killed, rooms cleared and an option to start a new game or return to the main menu.
The pause menu user interface is also integrated in the HUD and allows the player to continue the game, start a new game and return to the main menu.
Main Menu
BP_MainMenu is the main menu user interface and allows the player to start the game, show the controls and quit the game.