├── .gitignore ├── .vscode ├── extensions.json ├── launch.json └── settings.json ├── Art ├── Ball.psd ├── Bricks.psd └── Paddle.psd ├── Assets ├── Physics.meta ├── Physics │ ├── Bouncy.physicsMaterial2D │ └── Bouncy.physicsMaterial2D.meta ├── Prefabs.meta ├── Prefabs │ ├── Brick.prefab │ └── Brick.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Level1.unity │ ├── Level1.unity.meta │ ├── Level2.unity │ └── Level2.unity.meta ├── Scripts.meta ├── Scripts │ ├── Ball.cs │ ├── Ball.cs.meta │ ├── Brick.cs │ ├── Brick.cs.meta │ ├── GameManager.cs │ ├── GameManager.cs.meta │ ├── Paddle.cs │ ├── Paddle.cs.meta │ ├── ResetZone.cs │ └── ResetZone.cs.meta ├── Sprites.meta └── Sprites │ ├── Ball.png │ ├── Ball.png.meta │ ├── Brick-Blue.png │ ├── Brick-Blue.png.meta │ ├── Brick-Gray.png │ ├── Brick-Gray.png.meta │ ├── Brick-Green.png │ ├── Brick-Green.png.meta │ ├── Brick-Orange.png │ ├── Brick-Orange.png.meta │ ├── Brick-Red.png │ ├── Brick-Red.png.meta │ ├── Brick-Yellow.png │ ├── Brick-Yellow.png.meta │ ├── Paddle.png │ └── Paddle.png.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* 72 | -------------------------------------------------------------------------------- /.vscode/extensions.json: -------------------------------------------------------------------------------- 1 | { 2 | "recommendations": [ 3 | "visualstudiotoolsforunity.vstuc" 4 | ] 5 | } -------------------------------------------------------------------------------- /.vscode/launch.json: -------------------------------------------------------------------------------- 1 | { 2 | "version": "0.2.0", 3 | "configurations": [ 4 | { 5 | "name": "Attach to Unity", 6 | "type": "vstuc", 7 | "request": 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{fileID: 0} 118 | m_GameObject: {fileID: 534804146086615082} 119 | m_Enabled: 1 120 | m_EditorHideFlags: 0 121 | m_Script: {fileID: 11500000, guid: d6cbeba8dfc73a949b261f16f8d8bc0d, type: 3} 122 | m_Name: 123 | m_EditorClassIdentifier: 124 | states: 125 | - {fileID: 21300000, guid: 9291c8a2243a8954aa4836cbb3d8cd46, type: 3} 126 | - {fileID: 21300000, guid: fae375f9c3347604890ddde51bb04cdb, type: 3} 127 | - {fileID: 21300000, guid: 8a1f3a2b7be337041b9f2c591cc617db, type: 3} 128 | - {fileID: 21300000, guid: ded5f72da8d54b44d85ace0c5548180d, type: 3} 129 | - {fileID: 21300000, guid: 5e536f2cc14b65a44b8e9532d24f6c72, type: 3} 130 | points: 100 131 | unbreakable: 0 132 | -------------------------------------------------------------------------------- /Assets/Prefabs/Brick.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf757f52d920c7c409a6e190166c5d28 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 92212c01faadddf4a8c7c0f74caa4459 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Level1.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cda990e2423bbf4892e6590ba056729 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/Level2.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a0e22d6eacad914484f7315bb87f06d 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 92d6d2d700ccf844885eaecb5e370282 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Ball.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(Rigidbody2D))] 4 | public class Ball : MonoBehaviour 5 | { 6 | private Rigidbody2D rb; 7 | public float speed = 10f; 8 | 9 | private void Awake() 10 | { 11 | rb = GetComponent(); 12 | } 13 | 14 | private void Start() 15 | { 16 | ResetBall(); 17 | } 18 | 19 | public void ResetBall() 20 | { 21 | rb.velocity = Vector2.zero; 22 | transform.position = Vector2.zero; 23 | 24 | CancelInvoke(); 25 | Invoke(nameof(SetRandomTrajectory), 1f); 26 | } 27 | 28 | private void SetRandomTrajectory() 29 | { 30 | Vector2 force = new Vector2(Random.Range(-1f, 1f), -1f); 31 | rb.AddForce(force.normalized * speed, ForceMode2D.Impulse); 32 | } 33 | 34 | private void FixedUpdate() 35 | { 36 | rb.velocity = rb.velocity.normalized * speed; 37 | } 38 | 39 | } 40 | -------------------------------------------------------------------------------- /Assets/Scripts/Ball.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ca33a30c308bd1498177c939b9574da 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Brick.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(BoxCollider2D))] 4 | public class Brick : MonoBehaviour 5 | { 6 | public Sprite[] states = new Sprite[0]; 7 | public int points = 100; 8 | public bool unbreakable; 9 | 10 | private SpriteRenderer spriteRenderer; 11 | private int health; 12 | 13 | private void Awake() 14 | { 15 | spriteRenderer = GetComponent(); 16 | } 17 | 18 | private void Start() 19 | { 20 | ResetBrick(); 21 | } 22 | 23 | public void ResetBrick() 24 | { 25 | gameObject.SetActive(true); 26 | 27 | if (!unbreakable) 28 | { 29 | health = states.Length; 30 | spriteRenderer.sprite = states[health - 1]; 31 | } 32 | } 33 | 34 | private void Hit() 35 | { 36 | if (unbreakable) { 37 | return; 38 | } 39 | 40 | health--; 41 | 42 | if (health <= 0) { 43 | gameObject.SetActive(false); 44 | } else { 45 | spriteRenderer.sprite = states[health - 1]; 46 | } 47 | 48 | GameManager.Instance.OnBrickHit(this); 49 | } 50 | 51 | private void OnCollisionEnter2D(Collision2D collision) 52 | { 53 | if (collision.gameObject.name == "Ball") { 54 | Hit(); 55 | } 56 | } 57 | 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Scripts/Brick.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6cbeba8dfc73a949b261f16f8d8bc0d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.SceneManagement; 3 | 4 | [DefaultExecutionOrder(-1)] 5 | public class GameManager : MonoBehaviour 6 | { 7 | public static GameManager Instance { get; private set; } 8 | 9 | private const int NUM_LEVELS = 2; 10 | 11 | private Ball ball; 12 | private Paddle paddle; 13 | private Brick[] bricks; 14 | 15 | public int level { get; private set; } = 1; 16 | public int score { get; private set; } = 0; 17 | public int lives { get; private set; } = 3; 18 | 19 | private void Awake() 20 | { 21 | if (Instance != null) { 22 | DestroyImmediate(gameObject); 23 | } else { 24 | Instance = this; 25 | DontDestroyOnLoad(gameObject); 26 | FindSceneReferences(); 27 | } 28 | } 29 | 30 | private void OnDestroy() 31 | { 32 | if (Instance == this) { 33 | Instance = null; 34 | } 35 | } 36 | 37 | private void FindSceneReferences() 38 | { 39 | ball = FindObjectOfType(); 40 | paddle = FindObjectOfType(); 41 | bricks = FindObjectsOfType(); 42 | } 43 | 44 | private void LoadLevel(int level) 45 | { 46 | this.level = level; 47 | 48 | if (level > NUM_LEVELS) 49 | { 50 | // Start over again at level 1 once you have beaten all the levels 51 | // You can also load a "Win" scene instead 52 | LoadLevel(1); 53 | return; 54 | } 55 | 56 | SceneManager.sceneLoaded += OnLevelLoaded; 57 | SceneManager.LoadScene($"Level{level}"); 58 | } 59 | 60 | private void OnLevelLoaded(Scene scene, LoadSceneMode mode) 61 | { 62 | SceneManager.sceneLoaded -= OnLevelLoaded; 63 | FindSceneReferences(); 64 | } 65 | 66 | public void OnBallMiss() 67 | { 68 | lives--; 69 | 70 | if (lives > 0) { 71 | ResetLevel(); 72 | } else { 73 | GameOver(); 74 | } 75 | } 76 | 77 | private void ResetLevel() 78 | { 79 | paddle.ResetPaddle(); 80 | ball.ResetBall(); 81 | } 82 | 83 | private void GameOver() 84 | { 85 | // Start a new game immediately 86 | // You can also load a "GameOver" scene instead 87 | NewGame(); 88 | } 89 | 90 | private void NewGame() 91 | { 92 | score = 0; 93 | lives = 3; 94 | 95 | LoadLevel(1); 96 | } 97 | 98 | public void OnBrickHit(Brick brick) 99 | { 100 | score += brick.points; 101 | 102 | if (Cleared()) { 103 | LoadLevel(level + 1); 104 | } 105 | } 106 | 107 | private bool Cleared() 108 | { 109 | for (int i = 0; i < bricks.Length; i++) 110 | { 111 | if (bricks[i].gameObject.activeInHierarchy && !bricks[i].unbreakable) { 112 | return false; 113 | } 114 | } 115 | 116 | return true; 117 | } 118 | 119 | } 120 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aa6b1e99d01df174b8560f6cc2417735 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Paddle.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(Rigidbody2D))] 4 | public class Paddle : MonoBehaviour 5 | { 6 | private Rigidbody2D rb; 7 | private Vector2 direction; 8 | 9 | public float speed = 30f; 10 | public float maxBounceAngle = 75f; 11 | 12 | private void Awake() 13 | { 14 | rb = GetComponent(); 15 | } 16 | 17 | private void Start() 18 | { 19 | ResetPaddle(); 20 | } 21 | 22 | public void ResetPaddle() 23 | { 24 | rb.velocity = Vector2.zero; 25 | transform.position = new Vector2(0f, transform.position.y); 26 | } 27 | 28 | private void Update() 29 | { 30 | if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) { 31 | direction = Vector2.left; 32 | } else if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) { 33 | direction = Vector2.right; 34 | } else { 35 | direction = Vector2.zero; 36 | } 37 | } 38 | 39 | private void FixedUpdate() 40 | { 41 | if (direction != Vector2.zero) { 42 | rb.AddForce(direction * speed); 43 | } 44 | } 45 | 46 | private void OnCollisionEnter2D(Collision2D collision) 47 | { 48 | if (!collision.gameObject.CompareTag("Ball")) { 49 | return; 50 | } 51 | 52 | Rigidbody2D ball = collision.rigidbody; 53 | Collider2D paddle = collision.otherCollider; 54 | 55 | // Gather information about the collision 56 | Vector2 ballDirection = ball.velocity.normalized; 57 | Vector2 contactDistance = paddle.bounds.center - ball.transform.position; 58 | 59 | // Rotate the direction of the ball based on the contact distance 60 | // to make the gameplay more dynamic and interesting 61 | float bounceAngle = (contactDistance.x / paddle.bounds.size.x) * maxBounceAngle; 62 | ballDirection = Quaternion.AngleAxis(bounceAngle, Vector3.forward) * ballDirection; 63 | 64 | // Re-apply the new direction to the ball 65 | ball.velocity = ballDirection * ball.velocity.magnitude; 66 | } 67 | 68 | } 69 | 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m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Brick Breaker (2D) 2 | 3 | > Brick Breaker is a clone of the classic arcade game Breakout which the player must smash a wall of bricks by deflecting a bouncing ball with a paddle. When all the bricks have been destroyed, the player advances to a new, harder level. The player gets 3 lives to start with; a life is lost if the ball hits the bottom of the screen. If all lives are lost, the game is over. 4 | 5 | - **Topics**: Physics, Loading Levels 6 | - **Version**: Unity 2019.4 (LTS) 7 | - [**Download**](https://github.com/zigurous/unity-brick-breaker-tutorial/archive/refs/heads/main.zip) 8 | - [**Watch Video**](https://youtu.be/RYG8UExRkhA) 9 | --------------------------------------------------------------------------------