├── .gitignore ├── Assets ├── Fonts.meta ├── Fonts │ ├── BMblock.TTF │ └── BMblock.TTF.meta ├── Materials.meta ├── Materials │ ├── ball.physicsMaterial2D │ └── ball.physicsMaterial2D.meta ├── Prefabs.meta ├── Prefabs │ ├── Ball.prefab │ ├── Ball.prefab.meta │ ├── LevelManager.prefab │ ├── LevelManager.prefab.meta │ ├── Main Camera.prefab │ ├── Main Camera.prefab.meta │ ├── Paddle.prefab │ ├── Paddle.prefab.meta │ ├── Play Space.prefab │ ├── Play Space.prefab.meta │ ├── Smoke.prefab │ ├── Smoke.prefab.meta │ ├── green.prefab │ ├── green.prefab.meta │ ├── invincible.prefab │ ├── invincible.prefab.meta │ ├── red.prefab │ ├── red.prefab.meta │ ├── yellow.prefab │ └── yellow.prefab.meta ├── Scripts.meta ├── Scripts │ ├── Ball.cs │ ├── Ball.cs.meta │ ├── Brick.cs │ ├── Brick.cs.meta │ ├── LevelManager.cs │ ├── LevelManager.cs.meta │ ├── LoseCollider.cs │ ├── LoseCollider.cs.meta │ ├── MusicPlayer.cs │ ├── MusicPlayer.cs.meta │ ├── Paddle.cs │ └── Paddle.cs.meta ├── Sounds.meta ├── Sounds │ ├── bg music nodens-field-song.mp3 │ ├── bg music nodens-field-song.mp3.meta │ ├── boing.ogg │ ├── boing.ogg.meta │ ├── crack.ogg │ └── crack.ogg.meta ├── Sprites.meta ├── Sprites │ ├── Level_01 bg.jpg │ ├── Level_01 bg.jpg.meta │ ├── Level_02 bg.jpg │ ├── Level_02 bg.jpg.meta │ ├── Level_03 bg.png │ ├── Level_03 bg.png.meta │ ├── ball.png │ ├── ball.png.meta │ ├── bricks.png │ ├── bricks.png.meta │ ├── paddle.png │ └── paddle.png.meta ├── _Scenes.meta └── _Scenes │ ├── Level_01.unity │ ├── Level_01.unity.meta │ ├── Level_02.unity │ ├── Level_02.unity.meta │ ├── Level_03.unity │ ├── Level_03.unity.meta │ ├── Loose Screen.unity │ ├── Loose Screen.unity.meta │ ├── Start Menu.unity │ ├── Start Menu.unity.meta │ ├── Win Screen.unity │ └── Win Screen.unity.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityAnalyticsManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | *.sln 2 | *.userprefs 3 | *.csproj 4 | *.pidb 5 | *.unityproj 6 | .DS_Store 7 | /Library/ 8 | /obj 9 | /Temp 10 | /Builds 11 | -------------------------------------------------------------------------------- /Assets/Fonts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 501049a44dec24be0a44d0bfb4853859 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Fonts/BMblock.TTF: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Ball : MonoBehaviour { 5 | 6 | private Paddle paddle; 7 | private bool hasStarted = false; 8 | private Vector3 paddleToBallVector; 9 | 10 | // Use this for initialization 11 | void Start () { 12 | paddle = GameObject.FindObjectOfType(); 13 | paddleToBallVector = this.transform.position - paddle.transform.position; 14 | } 15 | 16 | // Update is called once per frame 17 | void Update () { 18 | if (!hasStarted) { 19 | // Lock the ball relative to the paddle. 20 | this.transform.position = paddle.transform.position + paddleToBallVector; 21 | 22 | // Wait for a mouse press to launch. 23 | if (Input.GetMouseButtonDown(0)) { 24 | print ("Mouse clicked, launch ball"); 25 | hasStarted = true; 26 | this.GetComponent().velocity = new Vector2 (2f, 10f); 27 | } 28 | } 29 | } 30 | 31 | void OnCollisionEnter2D (Collision2D collision) { 32 | // Ball does not trigger sound when brick is destoyed. 33 | // Not 100% sure why, possibly because brick isn't there. 34 | Vector2 tweak = new Vector2 (Random.Range(0f, 0.2f), Random.Range(0f, 0.2f)); 35 | 36 | if (hasStarted) { 37 | GetComponent().Play(); 38 | GetComponent().velocity += tweak; 39 | } 40 | } 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Scripts/Ball.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eeb6e60038577416f80a0d2c56032771 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Brick.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Brick : MonoBehaviour { 5 | 6 | public AudioClip crack; 7 | public Sprite[] hitSprites; 8 | public static int breakableCount = 0; 9 | public GameObject smoke; 10 | 11 | private int timesHit; 12 | private LevelManager levelManager; 13 | private bool isBreakable; 14 | 15 | // Use this for initialization 16 | void Start () { 17 | isBreakable = (this.tag == "Breakable"); 18 | // Keep track of breakable bricks 19 | if (isBreakable) { 20 | breakableCount++; 21 | } 22 | 23 | timesHit = 0; 24 | levelManager = GameObject.FindObjectOfType(); 25 | } 26 | 27 | // Update is called once per frame 28 | void Update () { 29 | 30 | } 31 | 32 | void OnCollisionEnter2D (Collision2D col) { 33 | AudioSource.PlayClipAtPoint (crack, transform.position, 0.8f); 34 | if (isBreakable) { 35 | HandleHits(); 36 | } 37 | } 38 | 39 | void HandleHits () { 40 | timesHit++; 41 | int maxHits = hitSprites.Length + 1; 42 | if (timesHit >= maxHits) { 43 | breakableCount--; 44 | levelManager.BrickDestoyed(); 45 | PuffSmoke(); 46 | Destroy(gameObject); 47 | } else { 48 | LoadSprites(); 49 | } 50 | } 51 | 52 | void PuffSmoke () { 53 | GameObject smokePuff = Instantiate (smoke, transform.position, Quaternion.identity) as GameObject; 54 | smokePuff.GetComponent().startColor = gameObject.GetComponent().color; 55 | } 56 | 57 | void LoadSprites () { 58 | int spriteIndex = timesHit - 1; 59 | 60 | if (hitSprites[spriteIndex] != null) { 61 | this.GetComponent().sprite = hitSprites[spriteIndex]; 62 | } else { 63 | Debug.LogError ("Brick sprite missing"); 64 | } 65 | } 66 | 67 | // TODO Remove this method once we can actually win! 68 | void SimulateWin () { 69 | levelManager.LoadNextLevel(); 70 | } 71 | } 72 | -------------------------------------------------------------------------------- /Assets/Scripts/Brick.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47689956037e142c482f983d49afd30f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/LevelManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class LevelManager : MonoBehaviour { 5 | 6 | public void LoadLevel(string name){ 7 | Debug.Log ("New Level load: " + name); 8 | Brick.breakableCount = 0; 9 | Application.LoadLevel (name); 10 | } 11 | 12 | public void QuitRequest(){ 13 | Debug.Log ("Quit requested"); 14 | Application.Quit (); 15 | } 16 | 17 | public void LoadNextLevel() { 18 | Brick.breakableCount = 0; 19 | Application.LoadLevel(Application.loadedLevel + 1); 20 | } 21 | 22 | public void BrickDestoyed() { 23 | if (Brick.breakableCount <= 0) { 24 | LoadNextLevel(); 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/LevelManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 914b8a75977ed47209fdf798a93ddac3 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/LoseCollider.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class LoseCollider : MonoBehaviour { 5 | 6 | private LevelManager levelManager; 7 | 8 | void OnTriggerEnter2D (Collider2D trigger) { 9 | levelManager = GameObject.FindObjectOfType(); 10 | levelManager.LoadLevel("Loose Screen"); 11 | } 12 | 13 | void OnCollisionEnter2D (Collision2D collision) { 14 | print ("Collision"); 15 | } 16 | 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Scripts/LoseCollider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37aaab9426bb6450496c2a2f77670b35 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class MusicPlayer : MonoBehaviour { 5 | static MusicPlayer instance = null; 6 | 7 | // Use this for initialization 8 | void Start () { 9 | if (instance != null) { 10 | Destroy (gameObject); 11 | print ("Duplicate music player self-destructing!"); 12 | } else { 13 | instance = this; 14 | GameObject.DontDestroyOnLoad(gameObject); 15 | } 16 | 17 | } 18 | 19 | // Update is called once per frame 20 | void Update () { 21 | 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de01848f3a22f4c029498cef005440ca 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Paddle.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Paddle : MonoBehaviour { 5 | 6 | public bool autoPlay = false; 7 | public float minX, maxX; 8 | 9 | private Ball ball; 10 | 11 | void Start () { 12 | ball = GameObject.FindObjectOfType(); 13 | } 14 | 15 | // Update is called once 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m_TestMode: 0 9 | m_EnabledPlatforms: 4294967295 10 | m_IosGameId: 11 | m_AndroidGameId: 12 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAnalyticsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!303 &1 4 | UnityAnalyticsManager: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_TestEventUrl: 10 | m_TestConfigUrl: 11 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Complete Unity Developer - Section 5 - Block Breaker 2 | 3 | This is the [Complete Unity Developer](http://gdev.tv/cudgithub) - one of the most successful e-learning courses on the internet! Completely re-worked from scratch with brand-new projects and our latest teaching techniques. You will benefit from the fact we have already taught over 360,336 students game development, many shipping commercial games as a result. 4 | 5 | You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: [Complete Unity Developer](http://gdev.tv/cudgithub) 6 | 7 | ## In This Section 8 | 9 | + 2D Collisions & destroying objects. 10 | + Triggering SFX and music. 11 | + Responding to mouse input. 12 | + Automated playtesting. 13 | + Build & share your own levels. 14 | 15 | ### Section 5 Game Design Document ### 16 | 17 | 18 | 19 | ### Your Block Breaker Assets ### 20 | 21 | 22 | 23 | ### Section 5 Notes ### 24 | 25 | 26 | 27 | ### Gimp Image Editing 101 ### 28 | 29 | + How to use [GIMP](https://www.gimp.org/) as an alternative to PhotoShop 30 | + Selecting in Gimp 31 | + Cropping and Scaling 32 | + Adjusting Colour and Exposure 33 | + Saving Your Image 34 | 35 | ### Creating A 2D Brick Sprite ### 36 | 37 | + Researching brick sizes. 38 | + Source an appropriate image. 39 | + Edit our brick sprites. 40 | + Create new project and import. 41 | 42 | ### Import The Menu System ### 43 | 44 | + Export the menus from Number Wizard UI. 45 | + Import to this project. 46 | + Customise the words & fonts. 47 | + Wire up the buttons. 48 | 49 | ### Playing Background Music ### 50 | 51 | + How persistent music improves quality. 52 | + Add a Music Player Game Object. 53 | + Add a music track of your choice. 54 | + Use **GameObject.DontDestroyOnLoad()**. 55 | + Test your music plays consistently. 56 | 57 | **Useful Links** 58 | + Sounds - [Freesound.org](http://www.freesound.org/) 59 | 60 | ### About Statics & Singletons ### 61 | 62 | + How a static can help us here. 63 | + Watch Unity's short video 64 | + Preventing duplicate music players. 65 | 66 | **Useful Links** 67 | + [Unity 3D Statics](https://unity3d.com/learn/tutorials/topics/scripting/statics) 68 | 69 | 70 | ### Using Static Variables ### 71 | 72 | 73 | 74 | ### A Note About The Music Manager ### 75 | 76 | Explaining that we don't use the music manager again for a while. 77 | 78 | ### Execution Order & Singletons ### 79 | 80 | + Introducing Script Execution Order 81 | + Exactly when do scripts get called? 82 | + Debugging & explaining our music glitch 83 | + A simple fix using the **Awake()** method 84 | 85 | **Useful Links** 86 | + [Unity - Execution Order of Event Functions](http://docs.unity3d.com/Manual/ExecutionOrder.html) 87 | 88 | 89 | ### Z-Depth in 2D games ### 90 | 91 | + What z-depth means. 92 | + **The problem**: sprites becoming semi-transparent or invisible for unknown reasons. 93 | + **The solution**: look at the z-position of sprites relative to the background. 94 | 95 | ### Setting Up Your Play Space ### 96 | 97 | 98 | 99 | ### Ball + Gravity + Colliders = Fun ### 100 | 101 | + Add a ball to your space 102 | + Import the ball sprite to Sprites folder. 103 | + Set a sensible “Pixels Per Unit” value. 104 | + Place the ball in the middle of the play space. 105 | 106 | ### Colliders, Triggers & Collisions ### 107 | 108 | + What are colliders 109 | + If colliders overlap during a frame then… 110 | + … messages may be passed by the engine. 111 | + What is message passing? 112 | + Signatures of messages passed 113 | + Types of colliders explained 114 | 115 | ### Tidying Up Before Moving On ### 116 | 117 | + Delete Music Player on Level_01 scene. 118 | + Setting Game window to 800 x 600. 119 | + Two handy keyboard shortcuts. 120 | + Remove Canvas and Event System from Level_01. 121 | + Make loose collider load next level. 122 | 123 | ### Choosing Collider Type In Unity ### 124 | 125 | + Add our brick sprite as a player paddle. 126 | + Choosing our paddle collider type. 127 | + Rigid Body 2D 128 | + CHALLENGE: Add components to our paddle. 129 | 130 | ### Using Physics Materials ### 131 | 132 | + What is a physics material. 133 | + Add a bouncy material. 134 | + Observe funky physics. 135 | 136 | ### Movement By Mouse ### 137 | 138 | + Using **Input.MousePosition.x** 139 | + **Screen.width** to get screen width. 140 | + Move the paddle **this.transform.position** 141 | + Introducing **float** and **Vector3**. 142 | + Using **Mathf.Clamp** to constrain paddle. 143 | + Fix the paddle's “Pixels per unit” to 128. 144 | 145 | **Useful Links** 146 | + [Unity - Scripting API](https://docs.unity3d.com/ScriptReference/) 147 | 148 | 149 | ### Launching Ball On Mouse Click ### 150 | 151 | + Start the ball sitting on the paddle. 152 | + Capture the relative position from the editor. 153 | + Respond to **Input.GetMouseButtonDown(0)**. 154 | + **rigidbody2D.velocity** to launch the ball. 155 | + Using **bool hasStarted** to keep track. 156 | 157 | ### Invisible Colliders & Gravity Scale ### 158 | 159 | + Setup all your play space wall colliders. 160 | + Adjust the initial velocity and gravity. 161 | + Understanding Gravity Scale 162 | 163 | ### Creating & Using Unity Prefabs ### 164 | 165 | + What is a prefab in Unity 166 | + Why prefabs are useful. 167 | + Setting up your prefabs. 168 | + How prefab linking works. 169 | 170 | ### Unity Editor Snap To Grid ### 171 | 172 | + How Edit > Snap Settings works. 173 | + Snap initially to get on the grid. 174 | + You can do this with multi-select. 175 | + Hold cmd (ctrl) while dragging! 176 | + Build your first level 177 | 178 | ### Making Everything A Prefab ### 179 | 180 | + Make everything a prefab! 181 | + Set Main Camera background to black. 182 | + Move & group Loose Collider. 183 | + Test by making new level. 184 | 185 | ### GameObject.FindObjectOfType ### 186 | 187 | + Why linking prefabs programmatically helps. 188 | + Unity doesn't support “nested prefabs”. 189 | + How to use **GameObject.FindObjectOfType< >** 190 | + Link the ball to the paddle programatically. 191 | + Challenge: do this for LevelManager 192 | 193 | ### Level Build Order ### 194 | 195 | + Create Loose Scene, modify **LooseCollider.cs** 196 | + Add **LoadNextLevel()** to **LevelManager.cs** 197 | + Add all our levels to Project > Build Settings 198 | + Modify **Block.cs** by adding **SimulateWin()** 199 | + Test that game transitions between levels 200 | 201 | ### Destroying When Hit ### 202 | 203 | + How the **Destroy()** method works. 204 | + Why we destroy **gameObject** not **this**. 205 | + Challenge: only destroy on max hits 206 | 207 | **Useful Links** 208 | + [Unity Scripting API - Object Destroy](https://docs.unity3d.com/ScriptReference/Object.Destroy.html) 209 | 210 | ### Importing Sprite Sheets ### 211 | 212 | + Why a sprite sheet is useful. 213 | + Key features of a sprite sheet. 214 | + Creating sprites for partially broken blocks. 215 | + Importing sprites into Unity. 216 | 217 | ### Swapping Sprites In Script ### 218 | 219 | + The affordance principle 220 | + What is an array? 221 | + Using arrays to store these sprites. 222 | + Loading sprite when hit. 223 | 224 | ### Consolidating Hit Counting ### 225 | 226 | + What are tags? 227 | + Why tags are useful for keeping track. 228 | + Tagging unbreakable bricks. 229 | + Use tags to decide when level is won. 230 | 231 | **Useful Links** 232 | + [Unity - Tags](https://docs.unity3d.com/Manual/Tags.html) 233 | 234 | ### Statics To Detect Win Condition ### 235 | 236 | + Why loading levels could be problematic. 237 | + How a static **Brick** variable can help. 238 | + Keeping track of breakable bricks in the level. 239 | + Creating a simple **BrickDestroyed** “message”. 240 | + Testing inc. when 2 bricks destroyed at once. 241 | 242 | ### Playing Sound Effects On Impact ### 243 | 244 | + Using **audio.Play()** to play “boing” sound; 245 | + Why **AudioSource.PlayClipAtPoint** useful. 246 | + Using this for playing “crack”. 247 | + Test & demonstrate. 248 | 249 | ### Using Random.Range() ### 250 | 251 | 252 | 253 | ### Automated Play Testing ### 254 | 255 | + Create & tidy your levels 256 | + Ensure Hierarchy is tidy in each level. 257 | + Give each level a different 800x600 background. 258 | + Play test all the levels. 259 | + Ensure level order is right in File > Build Order. 260 | 261 | ### Build & Share On The Web ### 262 | 263 | + Revising setting your Game window. 264 | + How to tweak sound levels. 265 | + Doing a test web build and playing locally. 266 | + Revising building and sharing to web. 267 | + Looking forward to seeing your levels! 268 | 269 | **Useful Links** 270 | + [Unity Scripting API - AudioSource](https://docs.unity3d.com/ScriptReference/AudioSource.html) 271 | 272 | ### Fixing User Reported Bugs ### 273 | 274 | + How to reproduce the problem? 275 | + Debug to find the root cause. 276 | + Make the fix, and re-test. 277 | + Remove debug code. 278 | + Challenge: Fix the bug 279 | 280 | ### More Complex Collider Shapes ### 281 | 282 | + What's a polygon collider. 283 | + Why it can help us improve our game. 284 | + How to manipulate polygon colliders. 285 | + Challenge: Chamfer your paddle. 286 | 287 | ### Making Code Extendable ### 288 | 289 | + The coding trade off triangle. 290 | + Think about your future self on the project. 291 | + Renaming a game object and class. 292 | + Using Debug.LogError(). 293 | 294 | ### Using Particle Systems ### 295 | 296 | + Create a simple particle system. 297 | + Make brick look like it goes “up in smoke”. 298 | + Write code to trigger smoke puffs. 299 | + Tweak the smoke prefab while play testing. 300 | 301 | **Useful Links** 302 | + [Unity Manual - Particle Systems](https://docs.unity3d.com/Manual/ParticleSystems.html) 303 | + [Unity Scripting API - Object Instantiate](https://docs.unity3d.com/ScriptReference/Object.Instantiate.html) 304 | 305 | ### BB Unity 5 Upgrade & WebGL Build ### 306 | 307 | OPTIONALLY converting your project to Unity 5, and sharing with Web GL. 308 | 309 | ### DOWNLOAD Section 5 Unity Project ### 310 | 311 | 312 | 313 | ### Section 5 Wrap Up ### 314 | 315 | + Recap and what's next 316 | + Congratulations, you've learnt a lot. 317 | + Make your own levels. 318 | + Ask a friend to make levels. 319 | + Care with commercial music. 320 | + Share your creation with our fantastic [community](https://community.gamedev.tv/c/unity/S05-blockbreaker), or on our [Complete Unity Developer Facebook Group](https://www.facebook.com/groups/completeunitydeveloper/). 321 | --------------------------------------------------------------------------------