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GetRigidBody().velocity = Vector2.Reflect(prevVelocity, contactPoint.normal); + if (!LevelManager.Instance.CheckIfLevelFinished()) + { + GetRigidBody().velocity = Vector2.Reflect(prevVelocity, contactPoint.normal); + } } } diff --git a/BreakOut/Assets/Scripts/BrickMapper.cs b/BreakOut/Assets/Scripts/BrickMapper.cs index c2e77f6..74baa4c 100644 --- a/BreakOut/Assets/Scripts/BrickMapper.cs +++ b/BreakOut/Assets/Scripts/BrickMapper.cs @@ -84,33 +84,36 @@ private GameObject CreateBrick(float x, float y) } public void ConstructLevel(int level) // Based on the string with the codes, build the current level { - int levelIndex = level - 1; - int currentBrick = 0; - LevelManager.Instance.NumOfBricks = 0; - string currentBrickMap = brickMaps[levelIndex]; - foreach (char brickKey in currentBrickMap) + if (level <= LevelManager.MAX_LEVELS) { - if (brickKey == NO_BRICK) + int levelIndex = level - 1; + int currentBrick = 0; + LevelManager.Instance.NumOfBricks = 0; + string currentBrickMap = brickMaps[levelIndex]; + foreach (char brickKey in currentBrickMap) { - brickObjects[currentBrick].SetActive(false); - } - else - { - brickObjects[currentBrick].SetActive(true); - LevelManager.Instance.NumOfBricks++; - if (brickKey == BLOCK_BRICK) + if (brickKey == NO_BRICK) { - bricks[currentBrick].ToggleNormalBrick(false); - bricks[currentBrick].ToggleBlockBrick(true); + brickObjects[currentBrick].SetActive(false); } else { - bricks[currentBrick].ToggleNormalBrick(true); - bricks[currentBrick].ToggleBlockBrick(false); - SetBrickColor(currentBrick, brickKey); + brickObjects[currentBrick].SetActive(true); + LevelManager.Instance.NumOfBricks++; + if (brickKey == BLOCK_BRICK) + { + bricks[currentBrick].ToggleNormalBrick(false); + bricks[currentBrick].ToggleBlockBrick(true); + } + else + { + bricks[currentBrick].ToggleNormalBrick(true); + bricks[currentBrick].ToggleBlockBrick(false); + SetBrickColor(currentBrick, brickKey); + } } + currentBrick++; } - currentBrick++; } } diff --git a/BreakOut/Assets/Scripts/Managers/GameManager.cs b/BreakOut/Assets/Scripts/Managers/GameManager.cs index 0bc6518..a96e88c 100644 --- a/BreakOut/Assets/Scripts/Managers/GameManager.cs +++ b/BreakOut/Assets/Scripts/Managers/GameManager.cs @@ -1,6 +1,8 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UIElements; +using static UnityEngine.Rendering.VirtualTexturing.Debugging; using static UnityEngine.UIElements.UxmlAttributeDescription; public class GameManager : BaseBehaviour // Manages the whole game @@ -34,6 +36,7 @@ public static GameManager Instance private GameObject backgroundObj; private GameObject paddleObj; + private Paddle paddle; private GameObject wallColliderObj; public GameObject uiManagerObj; public LevelBackground levelBackground; @@ -42,15 +45,25 @@ public void Start() { GetBackgroundObj(); GetLevelBackground(); - SetBackgroundImage(); + GetPaddle(); InstantiatePrefabObjects(); BrickMapper.Instance.InstantiateBrickPool(); BrickMapper.Instance.LoadAllLevels(LevelManager.MAX_LEVELS, LevelManager.LEVEL_PREFIX); - LevelManager.Instance.SetBricksForCurrentLevel(); LevelManager.Instance.SetLevel(LevelManager.MIN_LEVELS); + InitGame(); UIManager.Instance.UpdateStartPopup(); } + public void InitGame() + { + SetGameMode(GameManager.GameMode.Pause); + GetPaddle()?.SetBallToPaddle(); + paddle?.GetBall()?.GetBallPhysics()?.UpdateRBSleep(); + LevelManager.Instance.SetBricksForCurrentLevel(); + SetBackgroundImage(); + } + + private void InstantiatePrefabObjects() { paddleObj = GameObject.Instantiate(paddlePrefab); @@ -58,6 +71,15 @@ private void InstantiatePrefabObjects() uiManagerObj = GameObject.Instantiate(uiManagerPrefab); } + public Paddle GetPaddle() + { + if(paddle == null) + { + paddle = paddleObj?.GetComponent(); + } + return paddle; + } + public LevelBackground GetLevelBackground() { if(levelBackground == null) @@ -78,7 +100,10 @@ public GameObject GetBackgroundObj() public void SetBackgroundImage() { Sprite backgroundSprite = Resources.Load(LevelManager.Instance.GetBackgroundPath()); - GetLevelBackground().SetBackgroundSprite(backgroundSprite); + if (backgroundSprite != null) + { + GetLevelBackground().SetBackgroundSprite(backgroundSprite); + } } public void TogglePausePlay() @@ -91,4 +116,9 @@ public GameMode GetGameMode() { return gamemode; } + + public void SetGameMode(GameMode mode) + { + gamemode = mode; + } } diff --git a/BreakOut/Assets/Scripts/Managers/LevelManager.cs b/BreakOut/Assets/Scripts/Managers/LevelManager.cs index 7bb701f..5956f0b 100644 --- a/BreakOut/Assets/Scripts/Managers/LevelManager.cs +++ b/BreakOut/Assets/Scripts/Managers/LevelManager.cs @@ -7,9 +7,10 @@ public class LevelManager : BaseBehaviour // Loads the right level private const string BACKGROUND_PREFIX = "Background_"; public const string LEVEL_PREFIX = "Levels/Level_"; public const int MIN_LEVELS = 1; - public const int MAX_LEVELS = 1; + public const int MAX_LEVELS = 3; private int currentLevel = MIN_LEVELS; private int numOfBricks = 0; + private bool gameEnded = false; private static LevelManager instance; public int NumOfBricks // How many bricks are left in the level @@ -44,7 +45,7 @@ public void SetLevel(int level) public void GoToNextLevel() { - SetLevel(currentLevel++); + SetLevel(++currentLevel); } public string GetBackgroundPath() @@ -61,4 +62,43 @@ public void SetBricksForCurrentLevel() { BrickMapper.Instance.ConstructLevel(GetCurrentLevel()); } + + public bool CheckIfLevelFinished() + { + if(NumOfBricks <=0) + { + if (GetCurrentLevel() == MAX_LEVELS) + { + UIManager.Instance.ShowLosePopup(false); + UIManager.Instance.ShowStartPopup(false); + UIManager.Instance.ShowWinPopup(true); + SetLevel(MIN_LEVELS); + } + else + { + UIManager.Instance.ShowWinPopup(false); + UIManager.Instance.ShowLosePopup(false); + UIManager.Instance.ShowStartPopup(true); + GoToNextLevel(); + } + GameManager.Instance.InitGame(); + return true; + } + return false; + } + + public bool CheckIfOutOfLives(int currentLives) + { + if (currentLives <= 0) + { + UIManager.Instance.ShowWinPopup(false); + UIManager.Instance.ShowStartPopup(false); + UIManager.Instance.ShowLosePopup(true); + SetLevel(MIN_LEVELS); + + GameManager.Instance.InitGame(); + return true; + } + return false; + } } diff --git a/BreakOut/Assets/Scripts/Managers/UIManager.cs b/BreakOut/Assets/Scripts/Managers/UIManager.cs index 04dabd8..a7de753 100644 --- a/BreakOut/Assets/Scripts/Managers/UIManager.cs +++ b/BreakOut/Assets/Scripts/Managers/UIManager.cs @@ -10,6 +10,8 @@ public Text StartPopupLevelValue; public GameObject background; public GameObject startPopup; + public GameObject winPopup; + public GameObject losePopup; private static UIManager instance; public static UIManager Instance @@ -46,18 +48,34 @@ public void UpdateStartPopup() if(GameManager.Instance.GetGameMode() == GameManager.GameMode.Pause) { + ShowWinPopup(false); + ShowLosePopup(false); ShowStartPopup(true); } else { ShowStartPopup(false); + ShowWinPopup(false); + ShowLosePopup(false); } } public void ShowStartPopup(bool show) { - background.SetActive(show); - startPopup.SetActive(show); + background?.SetActive(show); + startPopup?.SetActive(show); + } + + public void ShowWinPopup(bool show) + { + background?.SetActive(show); + winPopup?.SetActive(show); + } + + public void ShowLosePopup(bool show) + { + background?.SetActive(show); + losePopup?.SetActive(show); } } diff --git a/BreakOut/Assets/Scripts/Paddle.cs b/BreakOut/Assets/Scripts/Paddle.cs index 5885120..5c19f38 100644 --- a/BreakOut/Assets/Scripts/Paddle.cs +++ b/BreakOut/Assets/Scripts/Paddle.cs @@ -68,6 +68,11 @@ private void UpdateBallStatus() // Set the ball based on current condition { CurrentLives--; UIManager.Instance.SetLivesValue(CurrentLives); + if (LevelManager.Instance.CheckIfOutOfLives(CurrentLives)) + { + currentLives = GameManager.START_LIVES; + UIManager.Instance.SetLivesValue(CurrentLives); + } SetBallToPaddle(); } } @@ -81,7 +86,7 @@ private void CheckForPausePlay() } } - private void SetBallToPaddle() + public void SetBallToPaddle() { GetBall().StopBall(); ballObj.transform.parent = this.transform; @@ -90,11 +95,13 @@ private void SetBallToPaddle() private void LaunchBall() { + UIManager.Instance.ShowWinPopup(false); + UIManager.Instance.ShowLosePopup(false); ballObj.transform.parent = null; GetBall().LaunchBall(); } - private Ball GetBall() + public Ball GetBall() { if(ball == null) {