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流星雨

Coddy Roblox 游戏:灾难生存 课程的第 12 课,共 20 课。

第二场灾难会在整轮游戏期间每隔半秒落下一颗燃烧的流星。等待的循环会拖慢本轮的倒计时,所以它会通过 task.spawn 同时运行:

task.spawn(function()
	while map.Parent do
		-- 落下一颗陨石
		task.wait(0.5)
	end
end)

while map.Parent do 会自动停止:本轮游戏销毁地图时,地图的 Parent 会变成 nil。每颗流星都会落在随机位置,距离岛屿中心 math.random(-15, 15) 个 studs;Debris:AddItem(meteor, 4) 会在 4 秒后将其移除,避免流星堆积。

目前,这一轮会用流星代替洪水。第 13 课会让它做出选择。

challenge icon

挑战

中等

添加一场流星雨。

  1. 在顶部获取 Debris 服务。
  2. 编写 Disasters.Meteors(map):在 task.spawn 中循环执行 while map.Parent do,每次循环都调用 task.wait(0.5)。
  3. 每次循环都在地图中创建一个未锚定的 3 × 3 × 3 球体,命名为 Meteor,位置在 map.Base 上方 40 studs、半径 15 studs 范围内;触碰时会击败玩家;调用 Debris:AddItem(meteor, 4)。
  4. 调用它来代替 Disasters.Flood(map)。

按“开始”:流星会在整轮游戏中落向岛屿。然后按“检查”。

亲手试试

local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local TweenService = game:GetService("TweenService")
local Settings = require(game.ReplicatedStorage.Settings)

local lobbySpawn = workspace.LobbySpawn

print("Rounds last " .. Settings.RoundLength .. " seconds")

-- 每位玩家的排行榜上都有 Wins
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
end)

-- 大厅里的状态板
local gui = Instance.new("SurfaceGui")
gui.Parent = workspace.StatusBoard

local status = Instance.new("TextLabel")
status.Name = "Status"
status.Size = UDim2.fromScale(1, 1)
status.BackgroundColor3 = Color3.fromRGB(25, 25, 35)
status.TextColor3 = Color3.fromRGB(255, 255, 255)
status.TextScaled = true
status.Text = "Welcome to Disaster Survival!"
status.Parent = gui

local function setStatus(text)
	status.Text = text
end

local function teleport(player, target)
	local character = player.Character
	if character then
		character:PivotTo(target.CFrame + Vector3.new(0, 4, 0))
	end
end

local function defeat(hit)
	local humanoid = hit.Parent:FindFirstChild("Humanoid")
	if humanoid then
		humanoid.Health = 0
	end
end

-- 按名称分类的灾难
local Disasters = {}

function Disasters.Flood(map)
	local base = map.Base
	local water = Instance.new("Part")
	water.Name = "Water"
	water.Anchored = true
	water.CanCollide = false
	water.Transparency = 0.3
	water.Color = Color3.fromRGB(40, 120, 255)
	water.Size = Vector3.new(base.Size.X + 10, 1, base.Size.Z + 10)
	water.Position = base.Position - Vector3.new(0, 2, 0)
	water.Parent = map
	water.Touched:Connect(defeat)

	local rise = TweenInfo.new(Settings.RoundLength * 0.8, Enum.EasingStyle.Linear)
	TweenService:Create(water, rise, { Position = water.Position + Vector3.new(0, 8, 0) }):Play()
end

-- 第 12 课:在这里添加 Meteor Shower

-- 回合循环
while true do
	for seconds = Settings.Intermission, 1, -1 do
		setStatus("Intermission: " .. seconds)
		task.wait(1)
	end

	local map = ServerStorage.Maps.Island:Clone()
	map.Name = "Map"
	map.Parent = workspace

	local survivors = {}
	for _, player in Players:GetPlayers() do
		local character = player.Character
		if character and character.Humanoid.Health > 0 then
			teleport(player, map.Spawn)
			survivors[player] = true
			character.Humanoid.Died:Connect(function()
				survivors[player] = nil
			end)
		end
	end

	Disasters.Flood(map)
	for seconds = Settings.RoundLength, 1, -1 do
		setStatus("Time left: " .. seconds)
		task.wait(1)
	end

	local names = {}
	for player in survivors do
		player.leaderstats.Wins.Value += 1
		teleport(player, lobbySpawn)
		table.insert(names, player.Name)
	end
	map:Destroy()
	if #names > 0 then
		setStatus("Winners: " .. table.concat(names, ", "))
	else
		setStatus("Nobody survived!")
	end
	task.wait(3)
end

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