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Simpan saat Keluar

Pelajaran 20 dari 21 dalam kursus Game Roblox: Menara Tanpa Akhir di Coddy.

Jumlah kemenangan dan waktu terbaik seharusnya tetap tersimpan saat kamu kembali nanti. Roblox menyimpan data di antara kunjungan dalam DataStore, sebuah tabel di server Roblox yang tetap ada setelah game ditutup. Simpan data saat pemain keluar, dan untuk semua pemain yang masih bermain saat server dimatikan:

local coinStore = DataStoreService:GetDataStore("Coins")

local function save(player)
	pcall(function()
		coinStore:SetAsync(player.UserId, { Coins = player.leaderstats.Coins.Value })
	end)
end

Players.PlayerRemoving:Connect(save)
game:BindToClose(function()
	for _, player in Players:GetPlayers() do
		save(player)
	end
end)

Penyimpanan bisa gagal di pihak Roblox, dan kegagalan akan menghentikan skrip, jadi prosesnya diletakkan di dalam pcall. Kuncinya adalah UserId pemain, yang tidak pernah berubah, tidak seperti nama mereka.

challenge icon

Tantangan

Sulit

Simpan Wins dan BestTime setiap pemain saat mereka keluar.

  1. Di dekat bagian atas: local DataStoreService = game:GetService("DataStoreService") dan local towerStore = DataStoreService:GetDataStore("Tower").
  2. Tulis saveProgress(player): di dalam pcall, gunakan towerStore:SetAsync(player.UserId, { Wins = ..., BestTime = ... }) berdasarkan leaderstats mereka.
  3. Panggil fungsi ini saat Players.PlayerRemoving, dan untuk setiap pemain di dalam game:BindToClose.

Tekan tombol “Main”, menangkan permainan, lalu tekan Stop: Wins-mu akan disimpan untuk dimuat pada pelajaran berikutnya. Lalu tekan tombol “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 roundStart = 0
local finished = {}

print("Each tower has " .. Settings.StageCount .. " stages")

-- Setiap pemain mendapat Wins, Stage, dan BestTime 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

	local best = Instance.new("NumberValue")
	best.Name = "BestTime"
	best.Parent = leaderstats

	-- Pemain yang jatuh memulai lagi dari stage terakhir yang dicapai,
	-- kecuali jika lava sudah menutupinya: pemain 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 nyawa pemain
local function killOnTouch(hit)
	local humanoid = hit.Parent:FindFirstChild("Humanoid")
	if humanoid then
		humanoid.Health = 0
	end
end

-- Pijakan yang menghilang memudar sesaat setelah diinjak, 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 posisi sesuai 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

-- Landasan pemantul melontarkan 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 semua rintangan di sebuah stage 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 pada sebuah stage 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

-- Stage makin sulit di bagian atas: sepertiga terbawah mudah, sepertiga teratas 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, lalu kembalikan salinan dan posisi 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: pemain menang, 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
	local seconds = math.floor((time() - roundStart) * 10) / 10
	local best = player.leaderstats.BestTime
	if best.Value == 0 or seconds < best.Value then
		best.Value = seconds
	end
	print(player.Name .. " reached the top in " .. seconds .. " seconds")
	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)
	roundStart = time()
	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

-- Pelajaran 20: Save on Leave ditempatkan di sini

-- 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

Semua pelajaran di Game Roblox: Menara Tanpa Akhir

Latihan sendiri: Playground Roblox