Three Pets Out
Lesson 12 of 20 in Coddy's Roblox Game: Pet Simulator course.
Pets should line up, and only Settings.MaxEquipped (3) can be out at once. A new pet comes out only while fewer than that are out; the rest wait in the Pets folder.
Counting the pets that are out is a loop over the folder:
local count = 0
for _, pet in player.Pets:GetChildren() do
if pet:GetAttribute("Equipped") then
count += 1
end
endTo stand them in a row, number the pets that are out as you place them, 1, 2, 3, and turn the number into a sideways offset: with (slot - 2) * 5, slot 1 goes 5 studs left and slot 3 5 right.
Challenge
MediumStand up to three pets in a row behind you.
- Write
equippedCount(player), the number of the player's pets that are Equipped. - Hatch with
givePet(player, name, equippedCount(player) < Settings.MaxEquipped). - In Heartbeat, count
slot1, 2, 3 over the pets that are out and place each atroot.CFrame * CFrame.new((slot - 2) * 3, -1.5, 4).
Press Play and hatch four: three pets walk behind you side by side. Then Check.
Try it yourself
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local RunService = game:GetService("RunService")
local Settings = require(game.ReplicatedStorage.Settings)
local remotes = game.ReplicatedStorage.Remotes
local piles = workspace.Piles
local petParts = workspace.PetParts
local pileSpot = {} -- each pile -> the spot it stands on
local lastHit = {} -- each player -> when they last hit
print("A Meadow pile gives " .. Settings.PileValue .. " coins")
-- Settings.Pets by name
local petInfo = {}
for _, info in Settings.Pets do
petInfo[info.Name] = info
end
-- A pet: a StringValue in the player's Pets folder holding its name, with
-- its rarity and power as attributes
local function givePet(player, name, equipped)
local info = petInfo[name]
local pet = Instance.new("StringValue")
pet.Name = "Pet"
pet.Value = name
pet:SetAttribute("Rarity", info.Rarity)
pet:SetAttribute("Power", info.Power)
pet:SetAttribute("Equipped", equipped)
pet.Parent = player.Pets
return pet
end
-- Lesson 12: Three Pets Out goes here
-- 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
-- the pets they own
local pets = Instance.new("Folder")
pets.Name = "Pets"
pets.Parent = player
end)
-- 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)
pile.HealthGui.Label.Text = pile:GetAttribute("Health") .. "/" .. pile:GetAttribute("MaxHealth")
pileSpot[pile] = spot
pile.Parent = piles
return pile
end
-- A hit takes 1 off a pile's health;
-- at 0 the pile breaks and pays its value
local function hitPile(player, pile)
local health = pile:GetAttribute("Health") - 1
if health > 0 then
pile:SetAttribute("Health", health)
pile.HealthGui.Label.Text = health .. "/" .. pile:GetAttribute("MaxHealth")
return
end
player.leaderstats.Coins.Value += pile:GetAttribute("Value")
local spot = pileSpot[pile]
pileSpot[pile] = nil
pile:Destroy()
-- a new pile on the same spot, a few seconds later
task.delay(Settings.RespawnTime, spawnPile, spot)
end
-- A pile on every spot in the Meadow
for _, spot in workspace.Zones.Meadow.Spawns:GetChildren() do
spawnPile(spot)
end
-- The client asks to hit a pile. Never trust the client: anyone can fire
-- this remote with anything, from anywhere, as fast as they like.
remotes.Hit.OnServerEvent:Connect(function(player, pile)
-- a real pile
if typeof(pile) ~= "Instance" or pile.Parent ~= piles then
return
end
-- in reach
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
if not root or (root.Position - pile.Position).Magnitude > Settings.Reach then
return
end
-- not too fast
local now = time()
if lastHit[player] and now - lastHit[player] < Settings.HitCooldown then
return
end
lastHit[player] = now
hitPile(player, pile)
end)
-- A weighted roll: each pet's Chance (out of 100) is its share of the line
local function rollPet()
local roll = math.random() * 100
for _, info in Settings.Pets do
roll -= info.Chance
if roll <= 0 then
return info.Name
end
end
return Settings.Pets[1].Name
end
-- Hatching: the egg's prompt, paid for in coins
workspace.Egg.ProximityPrompt.Triggered:Connect(function(player)
local coins = player.leaderstats.Coins
if coins.Value < Settings.EggPrice then
return
end
coins.Value -= Settings.EggPrice
local name = rollPet()
-- out at once, following its owner
givePet(player, name, true)
print(player.Name .. " hatched a " .. name)
end)
-- Pets out follow their owner: each one has a part in the world, kept
-- behind the player every frame
local petModels = {} -- each pet -> its part in the world
RunService.Heartbeat:Connect(function()
for _, player in Players:GetPlayers() do
local root = player.Character and player.Character:FindFirstChild("HumanoidRootPart")
local pets = player:FindFirstChild("Pets")
for _, pet in pets and pets:GetChildren() or {} do
local model = petModels[pet]
if pet:GetAttribute("Equipped") and root then
if not model then
model = ServerStorage.PetModels[pet.Value]:Clone()
model.Parent = petParts
petModels[pet] = model
end
model.CFrame = root.CFrame * CFrame.new(0, -1.5, 4)
end
end
end
end)
All lessons in Roblox Game: Pet Simulator
3Eggs and Pets
Hatch an EggPractice on your own: Roblox playground