Build a Tower
Lesson 6 of 18 in Coddy's Roblox Game: Tower Defense course.
Now the player's side. DefenseClient is a LocalScript inside the HUD, a ScreenGui Roblox copies onto each player's screen. The HUD's Shop frame holds a TextButton per tower, named after it. A button's Activated event fires when it is clicked or tapped:
button.Activated:Connect(function()
selected = button.Name
end)Then a click on one of the grey pads builds the chosen tower there. The client reads the click from the mouse (me:GetMouse(), its Button1Down event and its Target, the part under the pointer), but it cannot build anything itself: towers live on the server. It asks through the RemoteEvent Remotes.Place:
-- client
remotes.Place:FireServer(pad, "Archer")
-- server: Roblox adds the player first
remotes.Place.OnServerEvent:Connect(function(player, pad, kind)
end)The tower models wait in ServerStorage.Towers; the server clones one onto the pad.
Challenge
MediumIn DefenseClient:
- Get
Players,Settings(withWaitForChild),local remotes = game.ReplicatedStorage:WaitForChild("Remotes"),local me = Players.LocalPlayerandlocal hud = script.Parent. - For each TextButton in
hud.Shop, set its text to the tower's name and price (Archer $60), and onActivatedremember it inselected. - On the mouse's
Button1Down, if the target is inworkspace.Padsand a tower is selected, fireremotes.Placewith the pad and the tower's name.
In DefenseServer: add local remotes and local towers = workspace.Towers, write placeTower(pad, kind) (clone, PivotTo the pad's CFrame raised by half the pad's height plus 1, parent to towers), and connect remotes.Place.OnServerEvent to it.
Press Play, pick a tower and click a pad. Then Check.
Try it yourself
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Settings = require(game.ReplicatedStorage.Settings)
local enemies = workspace.Enemies
print("The base can take " .. Settings.BaseHealth .. " hits")
-- The waypoints, in order (they are named 1, 2, 3...)
local waypoints = workspace.Path.Waypoints:GetChildren()
table.sort(waypoints, function(a, b)
return tonumber(a.Name) < tonumber(b.Name)
end)
-- The base's health, as an attribute of the workspace: every client can read it
workspace:SetAttribute("BaseHealth", Settings.BaseHealth)
-- Every player gets Money on the leaderboard
Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local money = Instance.new("IntValue")
money.Name = "Money"
money.Value = Settings.StartMoney
money.Parent = leaderstats
end)
-- An enemy reached the base
local function damageBase(amount)
local health = math.max(0, workspace:GetAttribute("BaseHealth") - amount)
workspace:SetAttribute("BaseHealth", health)
end
-- Walk an enemy along the path. MoveTo gives up after 8 seconds and says so
-- (MoveToFinished with false), so a slow enemy is sent again until it arrives.
local function walkPath(enemy)
local humanoid = enemy.Humanoid
for i = 2, #waypoints do
repeat
humanoid:MoveTo(waypoints[i].Position)
until humanoid.MoveToFinished:Wait() or not enemy.Parent
if not enemy.Parent then
return
end
end
-- it reached the base
damageBase(Settings.Enemies[enemy.Name].Damage)
enemy:Destroy()
end
-- A new enemy at the gate, walking the path
local function spawnEnemy(kind)
local enemy = ServerStorage.Enemies[kind]:Clone()
-- dropped in just above the first waypoint
enemy:PivotTo(waypoints[1].CFrame + Vector3.new(0, 5, 0))
local info = Settings.Enemies[kind]
enemy.Humanoid.MaxHealth = info.Health
enemy.Humanoid.Health = info.Health
enemy.Humanoid.WalkSpeed = info.Speed
enemy.Parent = enemies
task.spawn(walkPath, enemy)
return enemy
end
-- One wave: its enemies one by one, then wait until they are all gone
local function runWave(list)
for _, kind in list do
spawnEnemy(kind)
task.wait(Settings.SpawnGap)
end
while #enemies:GetChildren() > 0 do
task.wait(0.2)
end
end
-- The waves, each after a break
for i, list in Settings.Waves do
task.wait(Settings.WaveBreak)
runWave(list)
end
This lesson includes a short quiz. Start the lesson to answer it and track your progress.