Room Numbers
Lesson 6 of 25 in Coddy's Roblox Game: Escape the Dark course.
A player should know how deep they are. Every room gets its number: as an attribute, Number, and on the sign over its door (Sign.SurfaceGui.Number).
Each room has an invisible Entry part a step inside its entrance. When a player's body touches it, that room becomes their Room on the leaderboard and their checkpoint: a player's RespawnLocation is the SpawnLocation they come back at, and each room has one, Checkpoint.
player.RespawnLocation = room.CheckpointPlayers:GetPlayerFromCharacter(hit.Parent) says whose body touched it, or nil.
Challenge
MediumNumber the rooms and make them checkpoints.
- Give each player
leaderstatswith an IntValueRoom. - In
addRoom, set theNumberattribute tocountandroom.Sign.SurfaceGui.Number.Textto"Room " .. count. - Write
setupEntry(room), called for the Lobby and each new room: touchingroom.Entrysets the player's Room to its Number,RespawnLocationtoroom.Checkpoint.
Press Play and walk into room 1: its sign and your Room read 1. Then Check.
Try it yourself
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Lighting = game:GetService("Lighting")
local TweenService = game:GetService("TweenService")
local Settings = require(game.ReplicatedStorage.Settings)
local rooms = workspace.Rooms
local lastRoom = rooms.Lobby -- the newest room
local count = 0 -- rooms made so far
-- Night falls: no sun, a little light everywhere, and fog
Lighting.ClockTime = Settings.ClockTime
Lighting.Ambient = Settings.Ambient
Lighting.OutdoorAmbient = Settings.Ambient
Lighting.FogColor = Color3.new(0, 0, 0)
Lighting.FogEnd = Settings.FogEnd
print("Lights out")
-- Swing a door open on its hinge
local function openDoor(door)
door:SetAttribute("Open", true)
door.Panel.Prompt.Enabled = false
local hinge, panel = door.Hinge, door.Panel
local goal = hinge.CFrame * CFrame.Angles(0, math.rad(90), 0) * hinge.CFrame:ToObjectSpace(panel.CFrame)
TweenService:Create(panel, TweenInfo.new(0.6), { CFrame = goal }):Play()
end
local addRoom -- written below: a door adds a room, and a room has a door
-- What a door does when a player opens it
local function setupDoor(door)
door.Panel.Prompt.Triggered:Connect(function(player)
if door:GetAttribute("Open") then
return
end
if door.Parent == lastRoom then
addRoom()
end
openDoor(door)
end)
end
setupDoor(workspace.Rooms.Lobby.Door)
-- Lesson 6: Room Numbers goes here
-- A new room at the exit of the newest one
function addRoom()
count += 1
local name = Settings.Order[(count - 1) % #Settings.Order + 1]
if count >= Settings.RoomsToEscape then
name = "Exit"
end
local room = ServerStorage.Rooms[name]:Clone()
room:PivotTo(lastRoom.Exit.CFrame)
room.Parent = rooms
lastRoom = room
setupDoor(room.Door)
return room
end
-- Every player: a flashlight every life
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function()
local flashlight = ServerStorage.Flashlight:Clone()
flashlight.Parent = player.Backpack
local beam = flashlight.Handle.Beam
flashlight.Activated:Connect(function()
beam.Enabled = not beam.Enabled
end)
end)
end)
All lessons in Roblox Game: Escape the Dark
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