Piles Come Back
Lesson 4 of 18 in Coddy's Roblox Game: Pet Simulator course.
Once every pile is broken the game runs out of coins. A broken pile should come back on its spot after Settings.RespawnTime seconds.
The pile has to remember its spot. A table keyed by the pile does that:
local pileSpot = {} -- each pile -> the spot it stands on
pileSpot[pile] = spottask.delay(seconds, fn, ...) calls a function later, with arguments, without stopping anything now:
task.delay(Settings.RespawnTime, spawnPile, spot)Take the pile out of the table when it breaks, so the table does not keep every pile that ever existed.
Challenge
Easy- Near the top:
local pileSpot = {}. - In
spawnPile, storepileSpot[pile] = spot. - In
hitPile, when the pile breaks: read its spot, remove it frompileSpot, destroy the pile, andtask.delay(Settings.RespawnTime, spawnPile, spot).
This lesson's piles come back after 1 second. Press Play, then Check.
Try it yourself
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Settings = require(game.ReplicatedStorage.Settings)
local piles = workspace.Piles
print("A Meadow pile gives " .. Settings.PileValue .. " coins")
-- Every player gets Coins on the leaderboard
Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local coins = Instance.new("IntValue")
coins.Name = "Coins"
coins.Parent = leaderstats
end)
-- A pile's click needs hitPile, which is written below spawnPile: name it
-- here, before either
local hitPile
-- A coin pile on a spot: a copy of ServerStorage.CoinPile with its health
-- and value as attributes
local function spawnPile(spot)
local pile = ServerStorage.CoinPile:Clone()
pile.Position = spot.Position
pile:SetAttribute("MaxHealth", Settings.PileHealth)
pile:SetAttribute("Health", Settings.PileHealth)
pile:SetAttribute("Value", Settings.PileValue)
-- click it to hit it
local detector = Instance.new("ClickDetector")
detector.Parent = pile
pile.Parent = piles
detector.MouseClick:Connect(function(player)
hitPile(player, pile)
end)
return pile
end
-- A hit takes 1 off a pile's health;
-- at 0 the pile breaks and pays its value
function hitPile(player, pile)
local health = pile:GetAttribute("Health") - 1
if health > 0 then
pile:SetAttribute("Health", health)
return
end
player.leaderstats.Coins.Value += pile:GetAttribute("Value")
pile:Destroy()
end
-- A pile on every spot in the Meadow
for _, spot in workspace.Zones.Meadow.Spawns:GetChildren() do
spawnPile(spot)
end
This lesson includes a short quiz. Start the lesson to answer it and track your progress.