Fire
Lesson 8 of 18 in Coddy's Roblox Game: Tower Defense course.
Facing the enemy is half the job. shoot hurts the target with Humanoid:TakeDamage and draws a short flash of light from the head to the target: a thin neon part that Debris removes a tenth of a second later.
Debris:AddItem(ray, 0.1) -- destroyed in 0.1 secondsAfter a shot the tower waits its Cooldown before it can shoot again; that is what makes an Archer fast and a Cannon slow.
When a Humanoid's health reaches 0 its Died event fires. A beaten enemy should leave the game at once, so spawnEnemy connects Died to destroy it: then walkPath sees it gone and stops.
Challenge
Medium- Get the
Debrisservice. Writebeam(from, to): an anchored neon part, 0.2 by 0.2 and as long as the distance, set withCFrame.lookAt((from + to) / 2, to), removed by Debris after 0.1 seconds. - Write
shoot(tower, target, info):TakeDamage(info.Damage)on the target's Humanoid, then a beam from the head to the target. - In
runTower, shoot after turning, then waitinfo.Cooldowninstead of 0.1 (keep 0.1 when there is no target). - In
spawnEnemy, destroy the enemy when its Humanoid dies.
Press Play, then Check.
Try it yourself
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Settings = require(game.ReplicatedStorage.Settings)
local remotes = game.ReplicatedStorage.Remotes
local enemies = workspace.Enemies
local towers = workspace.Towers
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
-- The nearest living enemy within range of a point, or nil
local function nearestEnemy(position, range)
local best, bestDistance = nil, range
for _, enemy in enemies:GetChildren() do
local root = enemy:FindFirstChild("HumanoidRootPart")
if root and enemy.Humanoid.Health > 0 then
local distance = (root.Position - position).Magnitude
if distance <= bestDistance then
best, bestDistance = enemy, distance
end
end
end
return best
end
-- A tower's life: aim at the nearest enemy in range
local function runTower(tower)
local info = Settings.Towers[tower.Name]
while tower.Parent do
local target = nearestEnemy(tower.Head.Position, info.Range)
if target then
tower.Head.CFrame = CFrame.lookAt(tower.Head.Position, target.HumanoidRootPart.Position)
task.wait(0.1)
else
task.wait(0.1)
end
end
end
-- Build a tower on a pad
local function placeTower(pad, kind)
local tower = ServerStorage.Towers[kind]:Clone()
tower:PivotTo(pad.CFrame + Vector3.new(0, pad.Size.Y / 2 + 1, 0))
tower.Parent = towers
task.spawn(runTower, tower)
end
-- The client asks for a tower on a pad
remotes.Place.OnServerEvent:Connect(function(player, pad, kind)
placeTower(pad, kind)
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.