Mobile Prototype v0.003
Finally got some time to sit down and do some more work on this thing! 26 days was a long time to go without doing some work, but luckily I've got a good to-do list prepared, and it's not complicated enough yet that I forgot what I was doing :)
Latest additions include:
- changing from landscape to portrait. I haven't figured out how to get the orthographic camera to work... it seems to not be oriented correctly... so I left it with perspective, but I've pulled the camera back to reduce the perspective a little bit.
- Wasn't comfortable with the disconnect between moving your finger one way and the character moving the opposite, so I ended up reversing the direction.... it feels more natural to me now.
- refactored the blueprints a little bit for optimization and readability. I *think* it's doing things efficiently now. Tick now only runs when the finger is on the screen instead of constantly. I'm not sure if I can track swipes without tick.
- moved the sound component from the character into the weapon, and created some child blueprints for the weapon. This way sound spawns automatically when the actor is spawned. The UE example had it being spawned manually, which doesn't play nice once you have multiple weapons.
- created a function dedicated to determining what the player has touched on screen (player, or edge of screen)
- added a check, so that if you swipe on the 10% of the screen closest to either the right, or left side of the screen, you can change weapons.
- weapons are stored in an array, so I can insert as many different weapons into the array, and it will automatically allow me to loop through them no matter how many are in the array.
- the ship now faces the direction it's firing in