Lose a Ball
Lesson 8 of 16 in Coddy's Unity Game: Brick Breaker course.
A ball that gets past the paddle is lost. Below the paddle the scene now has a DeathZone: an object with a box collider set to Is Trigger and the tag DeathZone. A trigger stops nothing; it sends OnTriggerEnter(Collider other) when something with a Rigidbody enters it. The ball reports the loss to the GameManager, which owns the lives and decides what happens next.
A marble that falls in the water starts again at its spawn point:
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Water")) Respawn();
}
void Respawn()
{
rb.linearVelocity = Vector3.zero;
transform.position = spawnPoint.position;
}The ball needs less than the marble. Its Update() already puts it on the paddle every frame while launched is false, so a reset only has to clear that flag and stop the ball: the next frame carries it back, and Space launches it again.
Challenge
Medium- In
Ball, writepublic void ResetToPaddle(): the ball is no longer launched and stops moving. - Add
OnTriggerEntertoBall: when it enters the object taggedDeathZone, callGameManager.Instance.BallLost(this). - In
GameManager, addpublic int lives = 3andpublic void BallLost(Ball lost): one life fewer, and the lost ball goes back on the paddle.
There is no game over yet, so the lives go on below 0 for now.
Press Play, miss the ball on purpose, launch again, then Check.
Try it yourself
using UnityEngine;
public class GameManager : MonoBehaviour
{
public static GameManager Instance;
public Brick brickPrefab;
public Transform wall;
public int rows = 5;
public int columns = 9;
public float spacingX = 1.75f;
public float spacingY = 0.75f;
public float topY = 6f;
public int[] rowHits = { 2, 1, 1, 1, 1 };
int score;
void Awake()
{
Instance = this;
}
void Start()
{
BuildWall();
}
void BuildWall()
{
float left = -(columns - 1) * spacingX / 2f;
for (int row = 0; row < rows; row++)
{
for (int col = 0; col < columns; col++)
{
Vector3 pos = new Vector3(left + col * spacingX, topY - row * spacingY, 0f);
Brick brick = Instantiate(brickPrefab, pos, Quaternion.identity, wall);
brick.SetHits(rowHits[row]);
}
}
}
public void BrickBroken(Brick brick)
{
score += brick.points;
}
}
This lesson includes a short quiz. Start the lesson to answer it and track your progress.