登上顶端
Coddy Roblox 游戏:无尽高塔 课程的第 14 课,共 21 课。
塔顶的金色 FinishPad 会结束攀登:你获胜后,就会乘坐载具返回大厅。stack 会返回它放置的 Finish,所以要在这里连接它的垫子的 Touched 事件。
Touched 会把触碰到的肢体交给你。它的 Parent 是角色,Players:GetPlayerFromCharacter 会返回该角色所属的 Player;如果触碰者不是角色,则返回 nil:
local player = Players:GetPlayerFromCharacter(hit.Parent)
if player then
print(player.Name .. " stepped on the pad")
endTouched 会为每个肢体触发一次,所以如果不加处理,一次着陆可能会获胜三四次。用一个表记录本轮已经完成的玩家,让每位玩家只获胜一次:
local finished = {}
if finished[player] then
return
end
finished[player] = true表可以使用 Player 作为键,因此 finished[player] 就是该玩家对应的条目。新一轮开始时清空这个表,这样所有人都能再次获胜。
挑战
中等到达顶部的金色垫子就能获胜。
- 添加
local lobbySpawn = workspace.Lobby.SpawnLocation和local finished = {};startRound会清空finished。 - 编写
reachTop(hit):除非Players:GetPlayerFromCharacter(hit.Parent)返回一名尚未完成的玩家,否则就停止。将该玩家标记为已完成,给 Wins 加 1,执行print(player.Name .. " reached the top"),并将hit.Parent移动到lobbySpawn上方 4 个单位处。 - 在
buildTower中,将FinishPad.Touched连接到它。
点击“开始”并到达金色垫子:你就会获胜并回到大厅。然后点击“检查”。
亲手试试
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 tower = nil
local towerStages = {}
local lava = nil
print("Each tower has " .. Settings.StageCount .. " stages")
-- 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)
-- 大厅里的告示牌
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
-- 碰到任何带有 Kill 标签的物体都会失去一条命
local function killOnTouch(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
humanoid.Health = 0
end
end
-- 有人踩上会消失的台阶后,台阶很快会变淡,然后恢复原状
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
-- 激光会不断滑向 Slide 指定的偏移位置,再滑回来
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
-- 弹跳垫会把踩上去的人弹到空中
local function bounce(hit)
local root = hit.Parent:FindFirstChild("HumanoidRootPart")
if root then
root.AssemblyLinearVelocity = Vector3.new(0, Settings.BouncePower, 0)
end
end
-- 旋转障碍物每帧都会转动一点
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)
-- 根据标签启用关卡中的每个障碍物
local function setupStage(stage)
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
end
-- 随机选择一个关卡
local function pickStage()
local all = stages:GetChildren()
return all[math.random(1, #all)]
end
-- 把模型的副本放到塔顶;返回副本和新的塔顶高度
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
-- 第 14 课:Reach the Top 的代码写在这里
-- 从下往上搭建一座新的随机塔
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(), top)
top = newTop
setupStage(stage)
towerStages[i] = stage
end
stack(ServerStorage.Finish, top)
return top
end
-- 熔岩从地面升起,直到塔顶下方
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()
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
-- 一轮游戏
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
Roblox 游戏:无尽高塔中的所有课
自己练习: Roblox 在线编辑器