Adding autofire to help full game autoplay

I really like the idea of the autoplay feature, and given I plan to push to around 100 levels or so, didn’t really want to have to keep firing the ball off.

I came up with a rather simple solution, which I thought I would share :slight_smile:

After adding the flag to the Paddle script (inAutoPlay in my case), I simply added another check to the Ball scripts update method, as so:

// Update is called once per frame
    void Update()
    {
        if (!hasStarted)
        {
            // Lock the ball relative to the paddle
            this.transform.position = Paddle.transform.position + paddleToBallVector;

            if (Input.GetMouseButtonDown(0) || Paddle.inAutoPlay)
            {
                fireBallOff();
            }
        }
    }

and the fire ball method…

void fireBallOff()
    {
        hasStarted = true;
        gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(2f, 10f);
    }

Hopefully may help someone else.

1 Like

Privacy & Terms