This document explains the implementation of a Breakout-style game using Unreal Engine. The primary goal of the project is to design a playable game with key mechanics such as:
- Paddle movement with boundary restrictions.
- Ball movement and collision with objects.
- Bricks that can be destroyed by the ball.
The work involves coding in C++ within the Unreal Engine environment, focusing on manual collision detection and gameplay logic.
The paddle allows the player to control the ball's direction by bouncing it off its surface. It moves horizontally and is constrained within the screen boundaries.
- Horizontal movement using
Q(left) andD(right). - Boundary restrictions to prevent it from leaving the play area.
void APaddle::Tick(float DeltaTime)
{
FVector NewLocation = GetActorLocation();
NewLocation.Y += CurrentMovement * MovementSpeed * DeltaTime;
NewLocation.Y = FMath::Clamp(NewLocation.Y, LeftBoundary, RightBoundary);
SetActorLocation(NewLocation);
}The ball moves automatically and bounces off walls, the paddle, and bricks. The collision mechanics are handled manually to allow for precise gameplay control.
- Automatic movement with direction updates upon collision.
- Manual collision detection with paddle and bricks.
- Prevents sticking to the paddle by implementing a collision cooldown.
- Collision with Paddle:
void ABall::CheckPaddleCollision()
{
if (!PaddleActor || !bCanCollideWithPaddle) return;
FVector PaddleLocation = PaddleActor->GetActorLocation();
FVector PaddleScale = PaddleActor->GetActorScale3D();
float PaddleLeft = PaddleLocation.Y - (200.0f * PaddleScale.Y);
float PaddleRight = PaddleLocation.Y + (200.0f * PaddleScale.Y);
float PaddleTop = PaddleLocation.X + (50.0f * PaddleScale.X);
if (BallLocation.Y >= PaddleLeft && BallLocation.Y <= PaddleRight && BallLocation.X >= PaddleTop)
{
MovementDirection.X *= -1;
BallLocation.X = PaddleTop + 1.0f;
SetActorLocation(BallLocation);
bCanCollideWithPaddle = false;
GetWorld()->GetTimerManager().SetTimer(CollisionResetTimer, this, &ABall::ResetPaddleCollision, 0.2f, false);
}
}- Collision with Bricks:
void ABall::CheckBrickCollisions()
{
TArray<AActor*> FoundBricks;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ABrick::StaticClass(), FoundBricks);
for (AActor* BrickActor : FoundBricks)
{
FVector BrickLocation = BrickActor->GetActorLocation();
if (IsCollisionDetected(BallLocation, BrickLocation))
{
BrickActor->Destroy();
MovementDirection.X *= -1;
break;
}
}
}Bricks are destructible objects that disappear when hit by the ball.
- Designed as a separate actor class with customizable properties.
- Destroyed upon collision with the ball.
void ABrick::DestroyBrick()
{
Destroy();
}- Problem: Continuous collision detection caused the ball to stick to the paddle.
- Solution: Introduced a collision cooldown using a timer.
- Problem: Unreal Engine's default collision system was not suitable for the precise control needed.
- Solution: Implemented custom bounding box checks for collision logic.
- Scoring System: Add a score counter for every brick destroyed.
- Multiple Levels: Introduce progressively harder levels.
- Brick Types: Add indestructible or multi-hit bricks.
- Power-ups: Include features like paddle size changes or multiple balls.
This project demonstrates the implementation of core gameplay mechanics for a Breakout-style game in Unreal Engine. Through custom coding and manual collision detection, the game achieves precise and responsive controls. Future enhancements will expand on the gameplay experience.