Next Level
Lesson 12 of 19 in Coddy's Unity Game: Brick Breaker course.
A level is cleared when its last brick breaks. Count: add one for every brick built, take one away for every brick broken, and at 0 the level is done.
Counting the bricks still in the scene does not work at that moment: Destroy waits for the end of the frame, so the brick that is breaking is still there.
After the last level comes the first again. The remainder of a division wraps a number round:
int next = (2 + 1) % 3; // 0: after index 2 of 3 levels, back to 0The ball goes back on the paddle first, so the new wall does not start under a flying ball.
Challenge
MediumClearing the bricks builds the next level.
- In
GameManager, addpublic Ball ball;(the scene links it) andint bricksLeft;; BuildLevel adds one for each brick it builds. - BrickBroken takes one off bricksLeft. At 0, call
ball.ResetToPaddle();andBuildLevel((level + 1) % levels.Length);
Press Play and clear a level: the ball waits on the paddle and a new wall appears. Then Check.
Try it yourself
using UnityEngine;
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 int lives = 3;
public TMP_Text scoreText;
public TMP_Text livesText;
int score;
int level;
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');
}
}
}
public void BrickBroken(Brick brick)
{
score += brick.points;
ShowHud();
}
public void BallLost(Ball lost)
{
lives--;
ShowHud();
lost.ResetToPaddle();
}
void ShowHud()
{
scoreText.text = "Score: " + score;
livesText.text = "Lives: " + lives;
}
}
All lessons in Unity Game: Brick Breaker
Practice on your own: Unity playground