Your Pet List
Lesson 13 of 18 in Coddy's Roblox Game: Pet Simulator course.
Players need to see their pets. The HUD has an Inventory ScrollingFrame with a UIListLayout in it, which stacks whatever goes inside, one under the other, in LayoutOrder. Each pet gets a TextButton there. Its AutomaticCanvasSize is Y, so the canvas grows with the list and a player with many pets scrolls it.
The client builds the list from the Pets folder the server keeps in the player, and rebuilds it when it changes: ChildAdded when a pet hatches, and each pet's GetAttributeChangedSignal("Equipped") when one comes out or goes away.
pet:GetAttributeChangedSignal("Equipped"):Connect(showPets)Rebuilding means removing the old buttons first, so the list never shows a pet twice.
Challenge
MediumIn PetClient:
- Wait for
Petsin the player. - Write
showPets(): destroy the TextButtons inhud.Inventory, then add one per pet (LayoutOrder its place, widthUDim2.new(1, -12, 0, 30), white scaled text), readingCat (out)for a pet that is out andCatfor one that is not; green when out. - Call it now, when a pet is added, and when any pet's
Equippedchanges.
Press Play and hatch. 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
-- how many pets a player has out
local function equippedCount(player)
local count = 0
for _, pet in player.Pets:GetChildren() do
if pet:GetAttribute("Equipped") then
count += 1
end
end
return count
end
-- what a player's pets add to each hit
local function petPower(player)
local power = 0
for _, pet in player.Pets:GetChildren() do
if pet:GetAttribute("Equipped") then
power += pet:GetAttribute("Power")
end
end
return power
end
-- 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, plus the power of the player's pets, 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 + petPower(player))
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, if there is room
local pet = givePet(player, name, equippedCount(player) < Settings.MaxEquipped)
print(player.Name .. " hatched a " .. name)
end)
-- Pets out follow their owner: each one has a part in the world, kept in a
-- row 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")
local slot = 0
for _, pet in pets and pets:GetChildren() or {} do
local model = petModels[pet]
if pet:GetAttribute("Equipped") and root then
slot += 1
if not model then
model = ServerStorage.PetModels[pet.Value]:Clone()
model.Parent = petParts
petModels[pet] = model
end
model.CFrame = root.CFrame * CFrame.new((slot - 2) * 3, -1.5, 4)
elseif model then
model:Destroy()
petModels[pet] = nil
end
end
end
end)
This lesson includes a short quiz. Start the lesson to answer it and track your progress.
All lessons in Roblox Game: Pet Simulator
3Eggs and Pets
Hatch an Egg