Arrows and black holes
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A good day today but i’m beat. Starting off, we synchronized our changes in the player class, then I put the finishing touches on the stick indicators. After that we discussed how to give the player feedback when completing the input for a spell. In the end we settled for displaying an arrow on top of the indicator for a short period after completing the movement. The thing i wrestled with most of the day was making the image on the HUD-Object change depending on variables in the player class (SpellNum). While this took some time understanding how to properly change the brush of an image I’m still glad i learned about it. I had to change the player class to reset the Spell Num after casting a spell and also make the number be -1 as default as 0 is the value of an element in the list of spells which caused some confusion in the beginning of the game when the player didn’t have a spell. Second half of the afternoon I helped untangle blueprints for the Black Hole spell which was having issues finding targets. We solved it by simply using a built in function for getting all overlapping objects and using Set Actor Location by comparing the enemy location and the black hole’s position and throwing some math around. Short post today, i’m too hungry to think. |