Multiball
Lesson 15 of 16 in Coddy's Unity Game: Brick Breaker course.
A Multiball power-up splits the ball: two copies fly off from where it is. Instantiate copies a scene object as it copies a prefab, but only what the Inspector would save comes across: public and [SerializeField] fields such as speed and paddle. A private field like launched starts at its default, false, and the Rigidbody's velocity starts at zero. So a copy has to be told what to do, or it rides the paddle.
With several balls in play, the GameManager keeps them in a List<Ball>, and a lost ball costs a life only when it is the last one. Slimes that split work the same way:
List<Slime> slimes = new List<Slime>();
public void Split(Slime slime)
{
Slime half = Instantiate(slime, slime.transform.position, Quaternion.identity);
half.Hop(Vector3.left); // the copy's private fields start fresh: tell it what to do
slimes.Add(half);
}
public void SlimeDied(Slime slime)
{
slimes.Remove(slime);
Destroy(slime.gameObject);
if (slimes.Count == 0) Debug.Log("Room cleared");
}The first ball in the list may be a copy, since the original can be lost while copies fly on, so code that needs the ball uses the list, not the Ball field from the scene.
Challenge
Hard- In
GameManager, addusing System.Collections.Generic;andList<Ball> balls = new List<Ball>();.Start()addsballto it first. - Write
public void SplitBall(): two copies ofballs[0]at its position, one launched towardnew Vector3(-0.6f, 1f, 0f)and one towardnew Vector3(0.6f, 1f, 0f), both added to the list. - Change
BallLost: while more than one ball is in the list, the lost ball is removed from it and destroyed, and no life is lost. When a level is cleared, putballs[0]back on the paddle instead ofball. - In
PowerUp, a Multiball callsGameManager.Instance.SplitBall()when caught.
Press Play, catch a pink power-up, then Check.
Try it yourself
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;
void Awake()
{
Instance = this;
}
void Start()
{
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)
{
ball.ResetToPaddle();
BuildLevel((level + 1) % levels.Length);
}
}
public void BallLost(Ball lost)
{
lives--;
ShowHud();
if (lives == 0)
{
gameOverPanel.SetActive(true);
lost.gameObject.SetActive(false);
}
else lost.ResetToPaddle();
}
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.