Interface implemented by object that are spawned into the room. Used to clean-up all objects on room completion.
Enemy AI that makes the enemy pawn fly towards the player location. The goal of the AI is to collide with the player to deal the defined collision damage.
BP_CharacterHealth is the health component used by both the enemy and player. It implements the health system.
The health system handles taking damage, changes the maximum health and checking if the character is dead.
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.
Used to implement the movement functionality of the enemies. Support multiple types and options defined by a enumeration.
Used to implement the shooting functionality of the enemies. Support multiple types and options defined by a enumeration.
BP_Player is the player of the game. It handles player input for movement, firing projectiles and placing bombs.
The player has several powers that can be upgrades. Examples are: damage, movement speed, fire rate and fire range.
BP_DirectionFunctionLibrary defines several functions used to manipulate and convert directions. Used for bouncing movement, shooting directions and more.
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 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.
BP_Roguelike2DGameState is the game state and handles the saving and loading of the save game.
BP_Roguelike2DSaveGame is the save game and acts as a container for the save data (e.g. high score).
BP_Bomb is the bomb object that can be placed by the player.
It destroys BaseBreakable objects or children of BaseBreakable objects and damages Paper Characters objects (e.g. enemies and player).
BP_BasePickup is the parent class of all the pickup types. It handles the activation of the pickup when overlapping with the player.
BP_BombPickup is a pickup that adds one bomb to the player.
BP_HealthPickup is a pickup that adds a set amount of health to the player.
Interface that adds the pickup events to the objects that implement it. BasePickup implements iPickup.
BP_KeyPickup is a pickup that adds one key to the player.
BP_PowerupPickup is a pickup that chooses a random powerup and on pickup upgrades the player using the chosen powerup.
Is responsible for creating and interacting with the Main Menu.
Is responsible for creating and interacting with the HUD (HUD changes, Pause Menu and Game Over screen).
BP_EnemyProjectile is the projectile fired by enemies.
On collision with the player, it damages the player an amount specified by the public variable and destroys itself.
On collision with other objects, it destroys itself.
BP_PlayerProjectile is the projectile fired by the player. On collision with an enemy, it damages the enemy an amount specified by the public variable and destroys itself. On collision with other objects, it destroys itself.
BP_BaseRoom is the parent object for all rooms. It is used by the Game Mode to spawn levels/rooms. It implements the iRoom interface.
The iRoom interface adds the Lock, Unlock and Destroy events to the rooms.
The Lock events, locks the room to keeps the player in the room.
On room clear (all enemies are dead), the room is unlocked using the Unlock event.
The Destroy event is used for clean-up.
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 tile set metadata is analyzed and used to spawn all the actors (e.g. enemies, terrain and pickups), after which it is cleared. Users can easily add new playable rooms by creating new Tile Map objects using drag-and-drop.
BP_BaseBreakable is the parent object for all breakable objects. These objects can be destroyed by the bomb.
BP_BreakableCrate is an example of a breakable object. It is visually represented as a create.
BP_Chest requires a key to be opened. Else it just blocks the user.
When opened it spawns a random pickup from a user-defined set (e.g. health, key, bomb or powerup).
All user interfaces support mobile input.
Based on the platform the UI is automatically updated.
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 return to the main menu.
The pause menu user interface is also integrated in the HUD and allows the player to continue the game and return to the 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.