Waktu Terbaik dan Penyimpanan
Pelajaran 18 dari 18 dalam kursus Game Roblox: Menara Tanpa Akhir di Coddy.
Speedrunner membuat obby bertahan lama. Catat waktu setiap pendakian, simpan waktu terbaik tiap pemain di papan peringkat, lalu simpan bersama Wins agar tersedia saat mereka kembali.
time() adalah jumlah detik permainan telah berjalan. Catat waktunya saat ronde dimulai; saat mencapai puncak, selisihnya adalah waktu pendakian. Bulatkan ke persepuluhan untuk papan peringkat:
local seconds = math.floor((time() - roundStart) * 10) / 10Waktu terbaik adalah waktu terkecil, dan 0 berarti belum ada. Penyimpanan menggunakan DataStore, seperti dalam game sungguhan: GetAsync saat pemain bergabung, SetAsync saat mereka keluar dan saat server ditutup (game:BindToClose). Keduanya bisa gagal di sisi Roblox, jadi bungkus dengan pcall.
Tantangan
Sulit- Di dekat bagian atas, ambil
DataStoreService, DataStore bernamaTower, danlocal roundStart = 0. Di dalamstartRound, aturroundStart = time(). - Beri pemain NumberValue bernama
BestTimedi leaderstats, lalu muatWinsdanBestTimeyang tersimpan saat mereka bergabung. - Di dalam
reachTop, hitung waktu pendakian dalam detik. Jika BestTime bernilai 0 atau pendakiannya lebih cepat, atur nilainya. CetakName reached the top in 12.3 secondssebagai pengganti baris lama. - Tulis
saveProgress(player)untuk menyimpan tabel berisi Wins dan BestTime dengan UserId pemain sebagai kunci, lalu panggil fungsi itu saatPlayerRemovingdan untuk setiap pemain digame:BindToClose.
Tekan Mainkan, menangkan permainan, tekan Hentikan, lalu tekan Mainkan lagi: waktu terbaikmu masih tersimpan. Lalu tekan Periksa.
Coba sendiri
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local CollectionService = game:GetService("CollectionService")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local Settings = require(game.ReplicatedStorage.Settings)
local stages = ServerStorage.Stages
local lobbySpawn = workspace.Lobby.SpawnLocation
local tower = nil
local towerStages = {}
local lava = nil
local finished = {}
print("Each tower has " .. Settings.StageCount .. " stages")
-- Setiap pemain mendapat Wins dan Stage di papan peringkat
Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local wins = Instance.new("IntValue")
wins.Name = "Wins"
wins.Parent = leaderstats
local stage = Instance.new("IntValue")
stage.Name = "Stage"
stage.Parent = leaderstats
-- Pemain yang jatuh mulai lagi dari tahap terakhir yang dicapainya,
-- kecuali jika lava sudah menutupinya: pemain itu menunggu di lobi
player.CharacterAdded:Connect(function(character)
task.wait()
local checkpoint = towerStages[stage.Value]
local covered = checkpoint and lava and checkpoint.Start.Position.Y < lava.Position.Y + lava.Size.Y / 2
if checkpoint and not covered and not finished[player] then
character:PivotTo(checkpoint.Start.CFrame + Vector3.new(0, 4, 0))
end
end)
end)
-- Papan di lobi
local gui = Instance.new("SurfaceGui")
gui.Parent = workspace.Lobby.Board
local boardLabel = Instance.new("TextLabel")
boardLabel.Name = "Status"
boardLabel.Size = UDim2.fromScale(1, 1)
boardLabel.BackgroundColor3 = Color3.fromRGB(25, 25, 35)
boardLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
boardLabel.TextScaled = true
boardLabel.Text = "Endless Tower"
boardLabel.Parent = gui
local function setBoard(text)
boardLabel.Text = text
end
-- Apa pun yang diberi tag Kill mengakhiri satu nyawa
local function killOnTouch(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
humanoid.Health = 0
end
end
-- Pijakan yang menghilang memudar sesaat setelah seseorang mendarat di atasnya, lalu muncul kembali
local function makeVanish(part)
part.Touched:Connect(function(hit)
if part:GetAttribute("Gone") or not hit.Parent:FindFirstChild("Humanoid") then
return
end
part:SetAttribute("Gone", true)
task.wait(Settings.VanishDelay)
part.Transparency = 0.8
part.CanCollide = false
task.wait(Settings.VanishTime)
part.Transparency = 0
part.CanCollide = true
part:SetAttribute("Gone", nil)
end)
end
-- Laser bergeser ke offset Slide lalu kembali, terus-menerus
local function makeSlide(part)
local info = TweenInfo.new(Settings.SlideTime, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut, -1, true)
local goal = { Position = part.Position + part:GetAttribute("Slide") }
TweenService:Create(part, info, goal):Play()
end
-- Papan pelontar melempar siapa pun yang mendarat di atasnya ke udara
local function bounce(hit)
local root = hit.Parent:FindFirstChild("HumanoidRootPart")
if root then
root.AssemblyLinearVelocity = Vector3.new(0, Settings.BouncePower, 0)
end
end
-- Spinner berputar sedikit setiap frame
RunService.Heartbeat:Connect(function(dt)
for _, spinner in CollectionService:GetTagged("Spinner") do
if spinner:IsDescendantOf(workspace) then
spinner:PivotTo(spinner:GetPivot() * CFrame.Angles(0, math.rad(Settings.SpinSpeed) * dt, 0))
end
end
end)
-- Aktifkan setiap rintangan dalam satu tahap berdasarkan tag-nya
local function setupStage(stage, index)
for _, part in stage:GetDescendants() do
if part:HasTag("Kill") then
part.Touched:Connect(killOnTouch)
end
if part:HasTag("Vanish") then
makeVanish(part)
end
if part:HasTag("Conveyor") then
part.AssemblyLinearVelocity = part.CFrame.LookVector * Settings.BeltSpeed
end
if part:HasTag("Slider") then
makeSlide(part)
end
if part:HasTag("Bounce") then
part.Touched:Connect(bounce)
end
end
-- Mencapai Start suatu tahap tercatat di papan peringkat
stage.Start.Touched:Connect(function(hit)
local player = Players:GetPlayerFromCharacter(hit.Parent)
if player and player.leaderstats.Stage.Value < index then
player.leaderstats.Stage.Value = index
end
end)
end
-- Tahap makin sulit di bagian atas: sepertiga bagian bawah mudah, sepertiga bagian atas sulit
local function pickStage(index)
local difficulty = math.ceil(index / Settings.StageCount * 3)
local choices = {}
for _, stage in stages:GetChildren() do
if stage:GetAttribute("Difficulty") == difficulty then
table.insert(choices, stage)
end
end
return choices[math.random(1, #choices)]
end
-- Letakkan salinan model di atas menara; kembalikan salinan dan ketinggian puncak yang baru
local function stack(template, bottom)
local copy = template:Clone()
local box, size = copy:GetBoundingBox()
local lift = bottom - (box.Position.Y - size.Y / 2)
copy:PivotTo(copy:GetPivot() + Vector3.new(0, lift, 0))
copy.Parent = tower
return copy, bottom + size.Y
end
-- Puncak menara: raih kemenangan, lalu kembali ke lobi
local function reachTop(hit)
local player = Players:GetPlayerFromCharacter(hit.Parent)
if not player or finished[player] then
return
end
finished[player] = true
player.leaderstats.Wins.Value += 1
print(player.Name .. " reached the top")
hit.Parent:PivotTo(lobbySpawn.CFrame + Vector3.new(0, 4, 0))
end
-- Bangun menara acak baru dari bawah ke atas
local function buildTower()
tower = Instance.new("Model")
tower.Name = "Tower"
tower.Parent = workspace
towerStages = {}
local top = 0
for i = 1, Settings.StageCount do
local stage, newTop = stack(pickStage(i), top)
top = newTop
setupStage(stage, i)
towerStages[i] = stage
end
local finish = stack(ServerStorage.Finish, top)
finish.FinishPad.Touched:Connect(reachTop)
return top
end
-- Lava naik dari tanah hingga tepat di bawah puncak menara
local function startLava(top)
lava = Instance.new("Part")
lava.Name = "Lava"
lava.Anchored = true
lava.CanCollide = false
lava.Size = Vector3.new(30, 2, 30)
lava.Position = Vector3.new(0, -2, 0)
lava.Color = Color3.fromRGB(255, 90, 20)
lava.Material = Enum.Material.Neon
lava.Parent = workspace
lava.Touched:Connect(killOnTouch)
local info = TweenInfo.new(top / Settings.LavaSpeed, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut, 0, false, Settings.LavaDelay)
TweenService:Create(lava, info, { Position = Vector3.new(0, top - 2, 0) }):Play()
end
local function startRound()
finished = {}
for _, player in Players:GetPlayers() do
player.leaderstats.Stage.Value = 0
end
local top = buildTower()
startLava(top)
for _, player in Players:GetPlayers() do
if player.Character then
player.Character:PivotTo(towerStages[1].Start.CFrame + Vector3.new(0, 4, 0))
end
end
end
local function endRound()
for _, player in Players:GetPlayers() do
if player.Character and not finished[player] then
player.Character:PivotTo(lobbySpawn.CFrame + Vector3.new(0, 4, 0))
end
player.leaderstats.Stage.Value = 0
end
tower:Destroy()
lava:Destroy()
towerStages = {}
end
-- Perulangan ronde
while true do
for i = Settings.Intermission, 1, -1 do
setBoard("Next tower in " .. i)
task.wait(1)
end
startRound()
for i = Settings.RoundLength, 1, -1 do
setBoard("Climb! " .. i .. " seconds left")
task.wait(1)
end
endRound()
end
Pelajaran ini berisi kuis singkat. Mulai pelajarannya untuk menjawab kuis dan melacak progresmu.
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