Unreal Engine C++ Developer: Learn C++ and Make Video Games | Udemy TripleX Game End Code


#include <iostream>
#include <ctime>
void PrintIntroduction(int Diffculty)
{
    //Coment
    std::cout << "\n\nYou are a secret agent breaking into a "<< Diffculty;
    std::cout << " secure server room...\nEnter the correct code to continue...\n\n";   
}
bool PlayGame(int Diffculty)
{
    PrintIntroduction(Diffculty);
   
    const int CodeA = rand() % Diffculty;
    const int CodeB = rand() % Diffculty;
    const int CodeC = rand() % Diffculty;

    const int CodeSum = CodeA + CodeB + CodeC;
    const int CodeProduct = CodeA * CodeB * CodeC;
    /*
    Comment
    */
    std::cout << std::endl;
    std::cout << "There are 3 nember in the code";
    std::cout << "\nThe codes add-up to: " << CodeSum ;
    std::cout << "\nThe codes multiply to give: " << CodeProduct << std::endl;

    //Store Player guess
    int GuessA,GuessB,GuessC;
    std::cin >> GuessA >> GuessB >> GuessC;
    //std::cout << "You Entered: " << GuessA << GuessB << GuessC; 

    int GuessSum = GuessA + GuessB + GuessC;
    int GuessProduct = GuessA * GuessB * GuessC;

    //std::cout << "The codes add-up to: " << GuessSum << std::endl;
    //std::cout << "The codes multiply to give: " << GuessProduct << std::endl;

    //Check the player Guess
    if(GuessSum==CodeSum && GuessProduct== CodeProduct)
    {
        std::cout << "You Win \n";
        return true;
    }
    else
    {
        std::cout << "You Lose \n";
        return false;
    }
}

int main()
{
    srand(time(NULL));
    
    int LevelDifficalty = 1;
    int const MaxDiffculty=5;
    while (LevelDifficalty <= MaxDiffculty)//loop game 
    {
        std::cout << rand() % 10 << "\n";
        bool bLevelComplete = PlayGame(LevelDifficalty);
        std::cin.clear();//Clear any Error
        std::cin.ignore();//Discard the buffer

        if (bLevelComplete)
        {
            ++LevelDifficalty;
        }
        
    }
    std::cout << "You is God!! ";
    
    return 0;
}

VS Code Error C:\Users\UserName> clcl: The term ‘cl’ is not recognized as a name of a cmdlet, function, script file, or executable program. Check the spelling of the name, or if a path was included, verify that the path is correct and try again.

このエラーでclができない。

なんかパスが通ってないのかと思ったが

なにもおかしくない VSCodeの起動方法が間違っていた。

clを動かしたければ、VScodeをDeveloper Command Prompt for VS 2019から起動してくださいってことだった。

1,アプリの検索虫眼鏡>dev

2,Click * Visual Studio 2019 Developer Command Prompt

3,入力:code


** Visual Studio 2019 Developer Command Prompt v16.11.9
** Copyright (c) 2021 Microsoft Corporation


C:\Program Files (x86)\Microsoft Visual Studio\2019\Community>code

4,VSCode > 新しいターミナル

PowerShell 7.2.1
Copyright (c) Microsoft Corporation.

https://aka.ms/powershell
Type ‘help’ to get help.

5,PS C:\Users\furcr> cl
Microsoft(R) C/C++ Optimizing Compiler Version 19.29.30139 for x86
Copyright (C) Microsoft Corporation. All rights reserved.

使い方: cl [ オプション… ] ファイル名… [ /link リンク オプション… ]
PS C:\Users\furcr>

できたね!!

ということでダブルクリックで起動したいので。ショートカットのバッチを作ろうとしたがそんな簡単な話ではないみたい。なので

Visual Studio 2019 Developer Command Promptをタスクバーにピン止めした。

「今度からはこれをクリックしてcodeと入力しようと思う。」

以上、おわり!

—————————————VsDevCmd.batのお話—————————————————

ちなみに

Visual Studio 2019 Developer Command Promptのリンク先はこんなんなってて

%comspec% /k “C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\Common7\Tools\VsDevCmd.bat”

中身も287行あるのねなんか自動化しずらい。。。。。ので一旦保留



@if NOT "%VSCMD_DEBUG%" GEQ "3" @echo off

@REM If in debug mode, we want to log the environment variable state
@REM prior to VSDevCmd.bat being executed. This is disabled by default
@REM and is enabled by setting [VSCMD_DEBUG] to some value.
if "%VSCMD_DEBUG%" NEQ "" (
        @echo [DEBUG:%~n0] Writing pre-initialization environment to %temp%\dd_vsdevcmd16_preinit_env.log
        set > %temp%\dd_vsdevcmd16_preinit_env.log
)

@REM Dump the pre-initialization environment if debug level is 2 or greater (detailed or full trace).
if "%VSCMD_DEBUG%" GEQ "2" (
    @echo [DEBUG:%~nx0] --------------------- VS Developer Command Prompt Environment [pre-init] ---------------------
    set
    @echo [DEBUG:%~nx0] --------------------- VS Developer Command Prompt Environment [pre-init] ---------------------
)

@REM script-local error counter
set __vscmd_vsdevcmd_errcount=0

@REM Parse the command line and set variables needed.
@REM Need to use this variable instead of passing arguments to escape
@REM the /? option, which will otherwise display the help for 'call'.
set "__VSCMD_ARGS_LIST=%*"
call "%~dp0vsdevcmd\core\vsdevcmd_start.bat"
set __VSCMD_ARGS_LIST=

@REM if -? was specified, then help was already printed and we can exit.
if "%VSCMD_ARG_HELP%"=="1" goto :end

@REM Set VisualStudioVersion for compatibility with previous revisions of the
@REM VS Developer Command Prompt.
set "VisualStudioVersion=16.0"

@REM set the version number to ensure the banner/logo can print it.
@REM We set the version number to the general VS Version (e.g. 15.0)
@REM but will attempt to get a more specific build number from
@REM devenv.exe, if that file is found.
set "VSCMD_VER=16.0"
call :get_vscmd_ver
call :print_vscmd_header

if "%VSCMD_DEBUG%" GEQ "2" (
    @echo [DEBUG:%~nx0] -clean_env : %VSCMD_ARG_CLEAN_ENV%
    @echo [DEBUG:%~nx0] -test : %VSCMD_TEST%
    @echo [DEBUG:%~nx0] VS160COMNTOOLS : "%VS160COMNTOOLS%"
)

@REM Process scripts 'core' and then 'ext in alphabetical order'.
call :process_core
call :process_ext

@rem Normalize common variables with semi-colon separated lists
call :normalize_multipath_variable PATH
call :normalize_multipath_variable INCLUDE
call :normalize_multipath_variable LIB
call :normalize_multipath_variable LIBPATH

goto :end

@REM ------------------------------------------------------------------------
:process_core

@REM *****************************************************************
@REM This section processes known scripts under vsdevcmd\core.
@REM These scripts must be explicitly included in this section to be
@REM called.
@REM
@REM This section should only contain support for components that
@REM are required by environment scripts (i.e. dependencies). All
@REM leaf node scripts should be placed in vsdevcmd\ext, instead.
@REM *****************************************************************

@REM *** .NET Framework ***
:core_dotnet
if EXIST "%VS160COMNTOOLS%VsDevCmd\core\dotnet.bat" call :call_script_helper core\dotnet.bat

@REM *** msbuild ***
:core_msbuild
if EXIST "%VS160COMNTOOLS%VsDevCmd\core\msbuild.bat" call :call_script_helper core\msbuild.bat

@REM *** Windows SDK ***
:core_winsdk
if EXIST "%VS160COMNTOOLS%VsDevCmd\core\winsdk.bat" call :call_script_helper core\winsdk.bat

exit /B 0

@REM ------------------------------------------------------------------------
:process_ext

if "%VSCMD_ARG_NO_EXT%"=="1" (
    if "%VSCMD_DEBUG%" GEQ "1" @echo [DEBUG:%~nx0] Skipping vsdevcmd\ext scripts since -no_ext was specified
    goto :ext_end
)

@REM *****************************************************************
@REM This section executes all .bat files found in vsdevcmd\ext.
@REM Any "leaf node" script should be placed in this directory.
@REM A few notes:
@REM * For determinism sake, the scripts are called in alphabetical
@REM   order.
@REM * This section does NOT recursively look in sub-directories
@REM   under vsdevcmd\ext. Sub-directories may be used for
@REM   "implementation detail" scripts called by .bat files in the
@REM   vsdevcmd\ext folder.
@REM *****************************************************************

@REM Iterate through ext scripts
if NOT EXIST "%VS160COMNTOOLS%vsdevcmd\ext\" (
    @echo [ERROR:%~nx0] Cannot find 'ext' folder "%VS160COMNTOOLS%vsdevcmd\ext\"
    set /A __vscmd_vsdevcmd_errcount=__vscmd_vsdevcmd_errcount+1
    goto :ext_end
)

for /F %%a in ( 'dir "%VS160COMNTOOLS%vsdevcmd\ext\*.bat" /b /a-d-h /on' ) do (
    call :call_script_helper ext\%%a
)

:ext_end
set __vscmd_dir_cmd_opt=
exit /B 0

@REM ------------------------------------------------------------------------
:call_script_helper
if NOT EXIST "%VS160COMNTOOLS%vsdevcmd\%1" (
    @echo [ERROR:%~nx0] Script "vsdevcmd\%1" could not be found.
    set /A __vscmd_vsdevcmd_errcount=__vscmd_vsdevcmd_errcount+1
    exit /B 1
)

if "%VSCMD_TEST%" NEQ "" set __VSCMD_INTERNAL_INIT_STATE=test
if "%VSCMD_ARG_CLEAN_ENV%" NEQ "" set __VSCMD_INTERNAL_INIT_STATE=clean

if "%VSCMD_DEBUG%" GEQ "1" @echo [DEBUG:%~nx0] calling "%1"
call "%VS160COMNTOOLS%vsdevcmd\%1"

set __VSCMD_INTERNAL_INIT_STATE=

if "%ERRORLEVEL%" NEQ "0" (
    if "%VSCMD_DEBUG%" NEQ "" @echo [ERROR:%1] init:FAILED code:%ERRORLEVEL%

    set /A __vscmd_vsdevcmd_errcount=__vscmd_vsdevcmd_errcount+1
    exit /B 1
) else (
    if "%VSCMD_DEBUG%" GEQ "1" @echo [DEBUG:%1] init:COMPLETE
)
exit /B 0

:get_vscmd_ver

@REM VsDevCmd.bat location: Microsoft Visual Studio 16.0\Common7\Tools
@REM get version from VsWhere.exe
@REM fallback to printing default

set __VSCMD_VER=

@REM If vswhere.exe is not found we skip this section as it doesn't effect operation.
if NOT EXIST "%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" (
    if "%VSCMD_DEBUG%" GEQ "2" @echo [DEBUG:%~nx0] "%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\vswhere.exe" not found.
    goto:end_vswhere
) else (
    set "__vscmd_vswhere_path=%ProgramFiles(x86)%\Microsoft Visual Studio\Installer\"
)

@REM Looking for a line of the form "<semver>+<bld>", so we split the
@REM contents of the line on '+'.
pushd "%__vscmd_vswhere_path%"
for /F "tokens=1,* delims=+" %%A in ('vswhere.exe -property catalog_productSemanticVersion -path "%~dp0%~nx0"') do (
    if "%VSCMD_DEBUG%" GEQ "1" @echo [DEBUG:%~nx0] Found version "%%A"
    set "__VSCMD_VER=%%A"
)
popd
set __vscmd_vswhere_path=

:end_vswhere

if "%__VSCMD_VER%" == "" (
    if "%VSCMD_DEBUG%" GEQ "1" @echo [DEBUG:%~nx0] SemanticVersion not found
) else (
    if "%VSCMD_DEBUG%" GEQ "2" @echo [DEBUG:%~nx0] Setting VSCMD_VER="%VSCMD_VER%".
    set "VSCMD_VER=%__VSCMD_VER%"
)

:get_vscmd_ver_end

set __VSCMD_VER=
exit /B 0

@REM ------------------------------------------------------------------------
:print_vscmd_header

@REM Allow other Visual Studio developer shells to override just the shell name in the banner text
if "%VSCMD_BANNER_SHELL_NAME_ALT%"=="" (
    set "__VSCMD_BANNER_SHELL_NAME=Developer Command Prompt"
) else (
    set "__VSCMD_BANNER_SHELL_NAME=%VSCMD_BANNER_SHELL_NAME_ALT%"
)

@REM Allow other Visual Studio command prompts to override the banner text
if "%VSCMD_BANNER_TEXT_ALT%"=="" (
    set "__VSCMD_BANNER_TEXT=Visual Studio 2019 %__VSCMD_BANNER_SHELL_NAME% v%VSCMD_VER%"
) else (
    set "__VSCMD_BANNER_TEXT=%VSCMD_BANNER_TEXT_ALT%"
)

if "%VSCMD_ARG_no_logo%"=="" (
    @echo **********************************************************************
    @echo ** %__VSCMD_BANNER_TEXT%
    @echo ** Copyright ^(c^) 2021 Microsoft Corporation
    @echo **********************************************************************
)

set __VSCMD_BANNER_TEXT=
set __VSCMD_BANNER_SHELL_NAME=
exit /B 0

@REM ------------------------------------------------------------------------
@REM call :normalize_multipath_variable <variable name>
@REM Removes trailing semi-colons from semi-colon separated list variable
:normalize_multipath_variable
set "__NORMALIZE_VAR=%1"
call set "__NORMALIZE_VAR_CONTENT=%%%__NORMALIZE_VAR%%%"

if "%__NORMALIZE_VAR_CONTENT:~-1%"==";" (
    set "%__NORMALIZE_VAR%=%__NORMALIZE_VAR_CONTENT:~0,-1%"
)

set "__NORMALIZE_VAR="
set "__NORMALIZE_VAR_CONTENT="

exit /B 0

@REM ------------------------------------------------------------------------
:end

@REM Send Telemetry if user's VS is opted-in
if "%VSCMD_SKIP_SENDTELEMETRY%"=="" (
    if "%VSCMD_DEBUG%" NEQ "" (
        @echo [DEBUG:%~nx0] Sending telemetry
        powershell.exe -NoProfile -Command "& {Import-Module '%~dp0\Microsoft.VisualStudio.DevShell.dll'; Send-VsDevShellTelemetry -NewInstanceType Cmd;}"
    ) else (
        START "" /B powershell.exe -NoProfile -Command "& {if($PSVersionTable.PSVersion.Major -ge 3){Import-Module '%~dp0\Microsoft.VisualStudio.DevShell.dll'; Send-VsDevShellTelemetry -NewInstanceType Cmd; }}" > NUL
    )
)

@REM Script clean-up of environment variables used to track
@REM command line options and other state that does not need to
@REM persist past the end of the script.
call "%~dp0vsdevcmd\core\vsdevcmd_end.bat"

if "%__vscmd_vsdevcmd_errcount%" NEQ "0" (
    @echo [ERROR:%~nx0] *** VsDevCmd.bat encountered errors. Environment may be incomplete and/or incorrect. ***
    @echo [ERROR:%~nx0] In an uninitialized command prompt, please 'set VSCMD_DEBUG=[value]' and then re-run
    @echo [ERROR:%~nx0] vsdevcmd.bat [args] for additional details.
    @echo [ERROR:%~nx0] Where [value] is:
    @echo [ERROR:%~nx0]    1 : basic debug logging
    @echo [ERROR:%~nx0]    2 : detailed debug logging
    @echo [ERROR:%~nx0]    3 : trace level logging. Redirection of output to a file when using this level is recommended.
    @echo [ERROR:%~nx0] Example: set VSCMD_DEBUG=3
    @echo [ERROR:%~nx0]          vsdevcmd.bat ^> vsdevcmd.trace.txt 2^>^&1
    set __vscmd_vsdevcmd_errcount=
    call :final_log
    exit /B 1
) else (
    if "%VSCMD_TEST%" NEQ "" @echo [TEST:%~nx0] *** VsDevCmd.bat tests are complete. ***
)

set __vscmd_vsdevcmd_errcount=

@REM ------------------------------------------------------------------------
:final_log

@REM Dump then environment after execution of vsdevcmd.bat.  This is used
@REM for debugging issues with the developer command prompt.  This logging
@REM is disabled by default and will only be enabled by setting of [VSCMD_DEBUG]
@REM in the environment
if "%VSCMD_DEBUG%" NEQ "" (
    @echo [DEBUG:%~n0] Writing post-execution environment to %temp%\dd_vsdevcmd16_env.log
    set > "%temp%\dd_vsdevcmd16_env.log"
)

@REM Dump the post-initialization environment if debug level is 2 or greater (detailed or full trace).
if "%VSCMD_DEBUG%" GEQ "2" (
    @echo [DEBUG:%~nx0] --------------------- VS Developer Command Prompt Environment [post-init] ---------------------
    set
    @echo [DEBUG:%~nx0] --------------------- VS Developer Command Prompt Environment [post-init] ---------------------
)

exit /B 0

UE4でBluePrintでテキストファイルを読み込む方法(UE4.26)

以下のサイトを参考にさせていただきました。
https://horizonglow2.blogspot.com/2019/02/ue4.html

新規C++クラスを作成します。
作成するのは、成果物がBPで扱えるBlueprint Function Libraryになります。

フォルダやクラス名を適当に決めたら、VisualStudioが開きます。
まず.hファイルに定義を書きます。
ここではTextFileToStringというクラスを作成することにします。
書いたコードはこんな感じ。

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "TextFileToString.generated.h"

/**
 * 
 */
UCLASS()
class AMBITIONEARLYHOURSKY_API UTextFileToString : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

		UFUNCTION(BlueprintCallable, Category = "MyBPLibrary")
		static void TextFileLoadToString(FString Filename, FString& FileData, bool& Success);
	
};

CPPはこう

// Fill out your copyright notice in the Description page of Project Settings.


#include "TextFileToString.h"

// ScriptLoader.cpp

//#include "FileHelpers.h"
#include "Engine.h"


// ScriptLoader.cpp
void UTextFileToString::TextFileLoadToString(FString Filename, FString& FileData, bool& Success)
{
	if (GEngine)
	{
		FString FilePath = Filename;

		if (!FPlatformFileManager::Get().GetPlatformFile().FileExists(*FilePath))
		{
			Success = false;
			return;
		}

		const int64 FileSize = FPlatformFileManager::Get().GetPlatformFile().FileSize(*FilePath);
		FFileHelper::LoadFileToString(FileData, *FilePath);
		Success = true;

	}
	Success = false;
}

こんなノードの使い方します。

UE4でBluePrintの変数の値をテキストファイルとして保存する方法(UE4.26)

以下を参考にさせてもらいました。

https://htsuda.net/archives/1815

プロジェクトファイル(拡張子が .uproject となっているファイル)があるフォルダの中に Source という名前のフォルダをまず作成します。次にC++ プロジェクトを作成します。プロジェクトファイルを右クリックすると、メニューの中に Generate Visual Studio project files というのがあるのでそれをクリックします。

レベルエディタのメニューから「ファイル File」> 「新規C++クラス New C++ Class」を選びます。親クラスは Actor にします。ファイル名は SaveToText とします。公開設定はパブリックを選んでおきます。クラス作成ボタンを押すとしばらくのコンパイル時間の後にヘッダファイルと cpp ファイルが作成され、VS が開きます。

C++ のエディタが開いていない場合はコンテンツブラウザの C++ クラス(C++ Classes)フォルダ内にある SaveToText のファイルをダブルクリックします。そして、SaveToText.hと SaveToText.cpp を下記のように書き換えます。

クラス名の自動生成されている部分class ゲーム名_APIは書き換えずにおきます。
class AMBITIONEARLYHOURSKY_API USaveToText : public UBlueprintFunctionLibrary
あとは
public: の行以下の部分を追加するだけでOKです。

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "SaveToText.generated.h"

UCLASS()
class AMBITIONEARLYHOURSKY_API USaveToText : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()
	
public:	
    UFUNCTION(BlueprintCallable, Category = "save")
        static bool FileSaveString(FString SaveTextB, FString FileNameB);

    UFUNCTION(BlueprintPure, Category = "save")
        static bool FileLoadString(FString FileNameA, FString& SaveTextA);

    UFUNCTION(BlueprintCallable, Category = "save")
        static FString FileLoadAndReturnString(FString FileNameA);

};

cpp ファイルも下記記のように編集します。以下のコードは https://answers.unrealengine.com/questions/174839/loading-text-to-a-string.html で紹介されているものです(保存以外にもテキストファイルの読み込み関数があります)。ちなみに、クラス名は ASaveToText と先頭に A が付いていますが、これが U であったりする場合もあります。その場合は cpp ファイルの中でクラス名が付いている箇所もそれに合わせるようにしてください。コンパイル時にエラーが出た時はヘッダと cpp ファイルでクラス名が一致していないことが原因だと思われます

// Fill out your copyright notice in the Description page of Project Settings.


#include "SaveToText.h"

// Load and save text files
bool USaveToText::FileSaveString(FString SaveTextB, FString FileNameB)
{
    return FFileHelper::SaveStringToFile(SaveTextB, *( FileNameB));
}

bool USaveToText::FileLoadString(FString FileNameA, FString& SaveTextA)
{
    return FFileHelper::LoadFileToString(SaveTextA, *( FileNameA));
}

FString USaveToText::FileLoadAndReturnString(FString FileNameA)
{
    FString myString;
    bool myBool = true;
    myBool = FFileHelper::LoadFileToString(myString, *( FileNameA));
    return myString;
}

h と .cpp ファイルを保存したら、UE4 のエディタ上でコンパイルボタン(ビルドボタンの右にある)を押します。コンパイルが成功したら作ったこの関数をブループリントで使えるようになります。

レベルブループリントなどを開いて記事冒頭のようなノードを組みます。

そして実行すれば、プロジェクトフォルダ内にテキストファイルが保存されています。やりました!