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Maybe some friends take examples and don't know what to look at, or not clear the point.
I do not bother to record video, simply write a post to explain
Main technical points:
1.tile+trigger for unlimited terrain refresh, almost like parkour.
2.setactorlocation+timeline implements the actor-timed move, which is the practice of the official push actor move
3.Collison event, with collision resolution processing, there is a simple vector point multiplication in the direction of the wall, this is also a common wording
4.Tick Refresh role Location instead of direct refresh via input, this is the idiom of parkour game
5. BP-made three-wire parkour lane
6.AddChildActorComponent Creating obstacles
7.BP Inheritance architecture and reuse
8. Ragdoll processing when character death
Areas needing improvement:
1. Camera control at the time of death
2. Key buffer handling for continuous lane change
3.Coin refresh Bug, has been marked in Bp_coin, suspect is an engine problem
4. Many classes should be rewritten better with C + + and then use BP to inherit
Project Link: Http://t.cn/RqU3eEH Password: 96ua
This article is from the "play The Old G" blog, please be sure to keep this source http://goldlion.blog.51cto.com/4127613/1761294
Three-lane Parkour example Blocksrun technical point