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Reach the Top

Lesson 13 of 18 in Coddy's Roblox Game: Endless Tower course.

The gold FinishPad on top of the tower ends the climb: a win, and a ride back to the lobby. stack returns the Finish it placed, so connect its pad's Touched right there.

Touched fires once for each limb, so without care one landing would win three or four times. Keep a table of who has finished this round, and let each player win once:

local finished = {}

if finished[player] then
	return
end
finished[player] = true

A table can use a Player as its key, so finished[player] is that player's entry. A new round empties the table so everyone can win again.

challenge icon

Challenge

Medium
  1. Near the top: local lobbySpawn = workspace.Lobby.SpawnLocation and local finished = {}.
  2. Write reachTop(hit): find the player; if there is none or they already finished, stop. Otherwise mark them finished, add 1 to their Wins, print Name reached the top (their Name), and move their character to 4 studs above lobbySpawn.
  3. In buildTower, keep the Finish that stack returns and connect its FinishPad.Touched to reachTop.
  4. In startRound, start with finished = {}.

This lesson's tower has 2 stages. Press Play and win. Then Check.

Try it yourself

local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local CollectionService = game:GetService("CollectionService")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local Settings = require(game.ReplicatedStorage.Settings)

local stages = ServerStorage.Stages
local tower = nil
local towerStages = {}
local lava = nil

print("Each tower has " .. Settings.StageCount .. " stages")

-- Every player gets Wins on the leaderboard
Players.PlayerAdded:Connect(function(player)
	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = player

	local wins = Instance.new("IntValue")
	wins.Name = "Wins"
	wins.Parent = leaderstats
end)

-- The board in the lobby
local gui = Instance.new("SurfaceGui")
gui.Parent = workspace.Lobby.Board

local boardLabel = Instance.new("TextLabel")
boardLabel.Name = "Status"
boardLabel.Size = UDim2.fromScale(1, 1)
boardLabel.BackgroundColor3 = Color3.fromRGB(25, 25, 35)
boardLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
boardLabel.TextScaled = true
boardLabel.Text = "Endless Tower"
boardLabel.Parent = gui

local function setBoard(text)
	boardLabel.Text = text
end

-- Anything tagged Kill ends a life
local function killOnTouch(hit)
	local humanoid = hit.Parent:FindFirstChild("Humanoid")
	if humanoid then
		humanoid.Health = 0
	end
end

-- A vanishing step fades soon after someone lands on it, then comes back
local function makeVanish(part)
	part.Touched:Connect(function(hit)
		if part:GetAttribute("Gone") or not hit.Parent:FindFirstChild("Humanoid") then
			return
		end
		part:SetAttribute("Gone", true)
		task.wait(Settings.VanishDelay)
		part.Transparency = 0.8
		part.CanCollide = false
		task.wait(Settings.VanishTime)
		part.Transparency = 0
		part.CanCollide = true
		part:SetAttribute("Gone", nil)
	end)
end

-- A laser slides to its Slide offset and back, forever
local function makeSlide(part)
	local info = TweenInfo.new(Settings.SlideTime, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut, -1, true)
	local goal = { Position = part.Position + part:GetAttribute("Slide") }
	TweenService:Create(part, info, goal):Play()
end

-- A bounce pad throws whoever lands on it up into the air
local function bounce(hit)
	local root = hit.Parent:FindFirstChild("HumanoidRootPart")
	if root then
		root.AssemblyLinearVelocity = Vector3.new(0, Settings.BouncePower, 0)
	end
end

-- Spinners turn a little every frame
RunService.Heartbeat:Connect(function(dt)
	for _, spinner in CollectionService:GetTagged("Spinner") do
		if spinner:IsDescendantOf(workspace) then
			spinner:PivotTo(spinner:GetPivot() * CFrame.Angles(0, math.rad(Settings.SpinSpeed) * dt, 0))
		end
	end
end)

-- Turn on every obstacle in a stage, by its tags
local function setupStage(stage)
	for _, part in stage:GetDescendants() do
		if part:HasTag("Kill") then
			part.Touched:Connect(killOnTouch)
		end
		if part:HasTag("Vanish") then
			makeVanish(part)
		end
		if part:HasTag("Conveyor") then
			part.AssemblyLinearVelocity = part.CFrame.LookVector * Settings.BeltSpeed
		end
		if part:HasTag("Slider") then
			makeSlide(part)
		end
		if part:HasTag("Bounce") then
			part.Touched:Connect(bounce)
		end
	end
end

-- Any stage, at random
local function pickStage()
	local all = stages:GetChildren()
	return all[math.random(1, #all)]
end

-- Put a copy of a model on top of the tower; returns the copy and the new top
local function stack(template, bottom)
	local copy = template:Clone()
	local box, size = copy:GetBoundingBox()
	local lift = bottom - (box.Position.Y - size.Y / 2)
	copy:PivotTo(copy:GetPivot() + Vector3.new(0, lift, 0))
	copy.Parent = tower
	return copy, bottom + size.Y
end

-- Build a new random tower, bottom up
local function buildTower()
	tower = Instance.new("Model")
	tower.Name = "Tower"
	tower.Parent = workspace
	towerStages = {}
	local top = 0
	for i = 1, Settings.StageCount do
		local stage, newTop = stack(pickStage(), top)
		top = newTop
		setupStage(stage)
		towerStages[i] = stage
	end
	stack(ServerStorage.Finish, top)
	return top
end

-- Lava rises from the ground to just under the top of the tower
local function startLava(top)
	lava = Instance.new("Part")
	lava.Name = "Lava"
	lava.Anchored = true
	lava.CanCollide = false
	lava.Size = Vector3.new(30, 2, 30)
	lava.Position = Vector3.new(0, -2, 0)
	lava.Color = Color3.fromRGB(255, 90, 20)
	lava.Material = Enum.Material.Neon
	lava.Parent = workspace
	lava.Touched:Connect(killOnTouch)
	local info = TweenInfo.new(top / Settings.LavaSpeed, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut, 0, false, Settings.LavaDelay)
	TweenService:Create(lava, info, { Position = Vector3.new(0, top - 2, 0) }):Play()
end

local function startRound()
	local top = buildTower()
	startLava(top)
	for _, player in Players:GetPlayers() do
		if player.Character then
			player.Character:PivotTo(towerStages[1].Start.CFrame + Vector3.new(0, 4, 0))
		end
	end
end

-- One round
for i = Settings.Intermission, 1, -1 do
	setBoard("Next tower in " .. i)
	task.wait(1)
end
startRound()
for i = Settings.RoundLength, 1, -1 do
	setBoard("Climb! " .. i .. " seconds left")
	task.wait(1)
end
quiz iconTest yourself

This lesson includes a short quiz. Start the lesson to answer it and track your progress.

All lessons in Roblox Game: Endless Tower