Make It Yours
Lesson 16 of 16 in Coddy's Unity Game: Brick Breaker course.
The last feature is a best score that lasts between games. PlayerPrefs keeps small values on the player's device: PlayerPrefs.GetInt(key, 0) reads one, with 0 when nothing is saved yet, and PlayerPrefs.SetInt(key, value) saves one. Load the best when the game starts, and save it when a game ends with a higher score. Play Again reloads the scene, and the new GameManager loads the best again.
Then the game is yours to tune. Every number that sets how it plays is a field with a starting value in the code:
Ball:speed(9) andminVertical(0.3).Paddle:speed(14),wideFactor(1.6) andwideSeconds(8).GameManager:lives(3),dropChance(0.15), and the brick spacing.
The layouts are the GameManager's levels list in the Inspector: a digit is a brick with that many hits, a dot a gap, and / starts the next row, such as 1.3.1/22222. In your own Unity project, change values in the Inspector: once a script is on an object, the Inspector keeps its own copy, and a new starting value in the code no longer reaches it.
Challenge
Hard- In
GameManager, addpublic TMP_Text bestText(the scene links BestText) and anint best. InStart(), loadbestfrom PlayerPrefs under the keyBestScore, 0 when nothing is saved.ShowHud()also showsBest: 0inbestText, with the best. - When the game ends with a score higher than
best, store it inbest, save it underBestScoreand show it.
Then make the game yours: change the speeds, the lives, the drop chance and the power-ups' strength, and play until it feels right.
Press Play, set a best, then Check.
Try it yourself
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using TMPro;
public class GameManager : MonoBehaviour
{
public static GameManager Instance;
public Brick brickPrefab;
public Transform wall;
public string[] levels;
public float spacingX = 1.75f;
public float spacingY = 0.75f;
public float topY = 6f;
public Ball ball;
public int lives = 3;
public TMP_Text scoreText;
public TMP_Text livesText;
public GameObject gameOverPanel;
public GameObject[] powerUps;
public float dropChance = 0.15f;
int score;
int level;
int bricksLeft;
List<Ball> balls = new List<Ball>();
void Awake()
{
Instance = this;
}
void Start()
{
balls.Add(ball);
BuildLevel(0);
ShowHud();
}
void BuildLevel(int index)
{
level = index;
string[] rows = levels[index].Split('/');
for (int row = 0; row < rows.Length; row++)
{
string line = rows[row];
float left = -(line.Length - 1) * spacingX / 2f;
for (int col = 0; col < line.Length; col++)
{
char c = line[col];
if (c == '.') continue;
Vector3 pos = new Vector3(left + col * spacingX, topY - row * spacingY, 0f);
Brick brick = Instantiate(brickPrefab, pos, Quaternion.identity, wall);
brick.SetHits(c - '0');
bricksLeft++;
}
}
}
public void BrickBroken(Brick brick)
{
score += brick.points;
bricksLeft--;
ShowHud();
if (Random.value < dropChance)
{
GameObject prefab = powerUps[Random.Range(0, powerUps.Length)];
Instantiate(prefab, brick.transform.position, Quaternion.identity);
}
if (bricksLeft == 0)
{
balls[0].ResetToPaddle();
BuildLevel((level + 1) % levels.Length);
}
}
public void BallLost(Ball lost)
{
if (balls.Count > 1)
{
balls.Remove(lost);
Destroy(lost.gameObject);
return;
}
lives--;
ShowHud();
if (lives == 0)
{
gameOverPanel.SetActive(true);
lost.gameObject.SetActive(false);
}
else lost.ResetToPaddle();
}
public void SplitBall()
{
Ball source = balls[0];
Ball left = Instantiate(source, source.transform.position, Quaternion.identity);
left.Launch(new Vector3(-0.6f, 1f, 0f));
balls.Add(left);
Ball right = Instantiate(source, source.transform.position, Quaternion.identity);
right.Launch(new Vector3(0.6f, 1f, 0f));
balls.Add(right);
}
public void PlayAgain()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
void ShowHud()
{
scoreText.text = "Score: " + score;
livesText.text = "Lives: " + lives;
}
}
This lesson includes a short quiz. Start the lesson to answer it and track your progress.