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Toon Blast Game Clone

Unity implementation of a level-based blast puzzle with deterministic core gameplay rules and scene-driven presentation.

Scope

  • Main menu flow with persisted level progress and finished-state handling.
  • Level scene flow for taps, moves, win/fail transitions, and objective tracking.
  • Deterministic board systems for cube groups, rocket chains/combos, obstacle damage, and gravity refill.
  • Presentation layer for board rendering, popup theming, and gameplay VFX.

Tech Stack

  • Unity Editor: 6000.0.59f2
  • Language: C# (.NET Standard 2.1 assemblies)
  • UI: Unity UI + TextMeshPro
  • Tests: NUnit EditMode tests

Architecture

Layering follows docs/ARCHITECTURE.md:

  • Core: deterministic gameplay domain logic, no scene dependencies.
  • Infrastructure: parsing and persistence adapters.
  • Presentation: scene controllers and rendering/VFX.
  • Editor: Unity editor tooling.

Key Implemented Features

  • MainScene level button displays current level or Finished after final completion.
  • Local persistence for last played level via PlayerPrefs.
  • Editor tool to set last played level.
  • Level loading from JSON level definitions.
  • Group blast and rocket creation logic.
  • Rocket chain and adjacent-rocket combo behavior with border-safe traversal.
  • Obstacle rules for Box, Stone, Vase (including damaged vase state).
  • Gravity/refill after board resolution.
  • Win and fail popup flows with configurable visual settings.
  • Win celebration and vase shatter VFX hooks in presentation.

Repository Layout

  • Assets/Scripts/Core: gameplay domain logic.
  • Assets/Scripts/Infrastructure: persistence and parser adapters.
  • Assets/Scripts/Presentation: scene flow and board rendering.
  • Assets/Scripts/Editor: editor-only tools and custom inspectors.
  • Assets/Tests/EditMode: NUnit EditMode test suite.
  • Assets/Levels: level JSON data.

Build and Test

From repository root:

dotnet build DreamGames_BlastCase.sln

Optional Unity test execution can be run from the Unity Test Runner (EditMode).

Reviewer Checklist

  • MainScene:
    • Level button text reflects persisted progress.
    • Finished state does not attempt to load a non-existent level.
  • LevelScene:
    • Win/fail transitions behave correctly.
    • Rocket paths clear expected cells and handle borders.
    • Adjacent rocket combo produces 3x3 cross-lane behavior.
    • Obstacle interactions match rule definitions.
    • VFX do not block board resolution.
  • Persistence:
    • Last played level survives editor restart.
    • Editor progress setter updates runtime flow.

Contributor Notes

  • Keep .meta files versioned to preserve stable GUID references.
  • Ignore Unity cache folders (Library, Temp, Logs, UserSettings).
  • Use small, reviewer-focused commits.

About

Unity/C# puzzle game case study with deterministic board logic, JSON levels, layered architecture, and NUnit tests.

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