Menangkan Permainan
Pelajaran 21 dari 22 dalam kursus Game Roblox: Tower Defense di Coddy.
Saat gelombang terakhir berakhir, markas tetap bertahan. Server menyatakannya melalui atribut workspace, Status, dan client menampilkan label Message tersembunyi di HUD.
Client menampilkan akhir sekali, untuk berjaga-jaga jika bergabung terlambat, lalu setiap kali status berubah:
workspace:GetAttributeChangedSignal("Status"):Connect(showEnd)Tantangan
SulitMenangkan permainan setelah semua wave berhasil dikalahkan.
- Di
DefenseServer, setelah perulangan wave, atur atribut workspaceStatusmenjadi"Won". - Di
DefenseClient, tulisshowEnd(): saatStatusbernilai"Won", aturhud.Message.TextmenjadiYou defended the base!dan tampilkan. - Panggil fungsi itu sekali dan setiap kali
Statusberubah.
Tekan tombol “Main” dan kalahkan kelima wave: sebuah pesan akan menyatakan bahwa kamu berhasil mempertahankan markas. Lalu tekan tombol “Periksa”.
Coba sendiri
local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Debris = game:GetService("Debris")
local Settings = require(game.ReplicatedStorage.Settings)
local remotes = game.ReplicatedStorage.Remotes
local enemies = workspace.Enemies
local towers = workspace.Towers
local towerPad = {} -- setiap tower -> pad tempatnya berdiri
local skipped = false
print("The base can take " .. Settings.BaseHealth .. " hits")
-- Waypoint sesuai urutan (bernama 1, 2, 3...)
local waypoints = workspace.Path.Waypoints:GetChildren()
table.sort(waypoints, function(a, b)
return tonumber(a.Name) < tonumber(b.Name)
end)
-- Nyawa base sebagai atribut workspace: setiap client dapat membacanya
workspace:SetAttribute("BaseHealth", Settings.BaseHealth)
-- Setiap pemain mendapat Money di 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)
-- Musuh mencapai base
local function damageBase(amount)
local health = math.max(0, workspace:GetAttribute("BaseHealth") - amount)
workspace:SetAttribute("BaseHealth", health)
print("Base: " .. health)
end
-- Gerakkan musuh menyusuri jalur. MoveTo berhenti mencoba setelah 8 detik dan memberi tahu hal itu
-- (MoveToFinished dengan false), jadi musuh yang lambat diarahkan lagi sampai tiba.
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
-- musuh mencapai base
damageBase(Settings.Enemies[enemy.Name].Damage)
enemy:Destroy()
end
-- Musuh baru di gerbang, berjalan menyusuri jalur
local function spawnEnemy(kind)
local enemy = ServerStorage.Enemies[kind]:Clone()
-- ditempatkan tepat di atas waypoint pertama
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
-- bilah nyawanya mengikuti jumlah nyawanya
enemy.Humanoid.HealthChanged:Connect(function(health)
enemy.HealthBar.Back.Fill.Size = UDim2.fromScale(health / enemy.Humanoid.MaxHealth, 1)
end)
enemy.Humanoid.Died:Connect(function()
-- setiap pemain mendapat hadiah
for _, player in Players:GetPlayers() do
player.leaderstats.Money.Value += info.Reward
end
enemy:Destroy()
end)
task.spawn(walkPath, enemy)
return enemy
end
-- Musuh hidup terdekat dalam jangkauan suatu titik, atau 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
-- Kilatan cahaya dari tower menuju targetnya
local function beam(from, to)
local ray = Instance.new("Part")
ray.Anchored = true
ray.CanCollide = false
ray.CanTouch = false
ray.Material = Enum.Material.Neon
ray.Color = Color3.fromRGB(255, 240, 150)
ray.Size = Vector3.new(0.2, 0.2, (to - from).Magnitude)
ray.CFrame = CFrame.lookAt((from + to) / 2, to)
ray.Parent = workspace
Debris:AddItem(ray, 0.1)
end
-- Frost: musuh berjalan dengan sebagian dari kecepatan biasanya selama 2 detik
local function slow(enemy, factor)
if enemy:GetAttribute("Slowed") then
return
end
enemy:SetAttribute("Slowed", true)
local speed = Settings.Enemies[enemy.Name].Speed
enemy.Humanoid.WalkSpeed = speed * factor
task.delay(2, function()
if enemy.Parent then
enemy.Humanoid.WalkSpeed = speed
enemy:SetAttribute("Slowed", nil)
end
end)
end
-- Tembakan: melukai target (dan, jika ditembakkan dari Cannon, semua musuh di dekatnya)
local function shoot(tower, target, info)
local damage = info.Damage * tower:GetAttribute("Level")
local at = target.HumanoidRootPart.Position
if info.Splash then
for _, enemy in enemies:GetChildren() do
local root = enemy:FindFirstChild("HumanoidRootPart")
if root and (root.Position - at).Magnitude <= info.Splash then
enemy.Humanoid:TakeDamage(damage)
end
end
else
target.Humanoid:TakeDamage(damage)
end
if info.Slow and target.Parent then
slow(target, info.Slow)
end
beam(tower.Head.Position, at)
end
-- Cara kerja tower: bidik musuh terdekat dalam jangkauan, tembak, lalu tunggu waktu jedanya
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)
shoot(tower, target, info)
task.wait(info.Cooldown)
else
task.wait(0.1)
end
end
end
-- Bangun tower di atas 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:SetAttribute("Level", 1)
tower.Parent = towers
pad:SetAttribute("Used", true)
towerPad[tower] = pad
task.spawn(runTower, tower)
end
-- client meminta tower di atas pad. Periksa semuanya: pad yang benar-benar ada dan belum digunakan,
-- tower yang benar-benar ada, serta uang untuk membayarnya.
remotes.Place.OnServerEvent:Connect(function(player, pad, kind)
if typeof(pad) ~= "Instance" or pad.Parent ~= workspace.Pads or pad:GetAttribute("Used") then
return
end
local info = typeof(kind) == "string" and Settings.Towers[kind]
if not info then
return
end
local money = player.leaderstats.Money
if money.Value < info.Price then
return
end
money.Value -= info.Price
placeTower(pad, kind)
end)
-- Peningkatan: biaya untuk naik ke level berikutnya makin besar, dan setiap level kembali menambah
-- daya serang tower
remotes.Upgrade.OnServerEvent:Connect(function(player, tower)
if typeof(tower) ~= "Instance" or tower.Parent ~= towers then
return
end
local level = tower:GetAttribute("Level")
local cost = math.floor(Settings.Towers[tower.Name].Price * Settings.UpgradeCost * level)
local money = player.leaderstats.Money
if money.Value < cost then
return
end
money.Value -= cost
tower:SetAttribute("Level", level + 1)
end)
-- Penjualan: separuh harga dikembalikan, dan pad bisa digunakan lagi
remotes.Sell.OnServerEvent:Connect(function(player, tower)
if typeof(tower) ~= "Instance" or tower.Parent ~= towers then
return
end
player.leaderstats.Money.Value += math.floor(Settings.Towers[tower.Name].Price / 2)
towerPad[tower]:SetAttribute("Used", nil)
towerPad[tower] = nil
tower:Destroy()
end)
-- Lewati: mulai gelombang berikutnya lebih awal (hanya saat jeda)
remotes.Skip.OnServerEvent:Connect(function()
if workspace:GetAttribute("Break") then
skipped = true
end
end)
-- Satu gelombang: musuh muncul satu per satu, lalu tunggu sampai semuanya hilang
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
-- Gelombang demi gelombang, masing-masing setelah jeda
for i, list in Settings.Waves do
workspace:SetAttribute("Wave", i)
workspace:SetAttribute("Break", true)
skipped = false
local started = time()
while time() - started < Settings.WaveBreak and not skipped do
task.wait(0.1)
end
workspace:SetAttribute("Break", false)
runWave(list)
end
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