离开时保存
Coddy Roblox 游戏:无尽高塔 课程的第 20 课,共 21 课。
下次登录时,胜场数和最佳用时应该还在。Roblox 会在 DataStore 中保存玩家每次访问之间的数据。它是 Roblox 服务器上的一张表,即使游戏关闭,数据也会保留。玩家离开时保存数据,并在服务器关闭时为仍在游戏中的所有玩家保存数据:
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)Roblox 端的保存操作可能会失败,而失败会导致脚本停止运行,所以要把它放在 pcall 中。键是玩家的 UserId,它永远不会改变,不像玩家名称。
挑战
困难在每位玩家离开时,保存他们的 Wins 和 BestTime。
- 在靠前的位置添加:
local DataStoreService = game:GetService("DataStoreService")和local towerStore = DataStoreService:GetDataStore("Tower")。 - 编写
saveProgress(player):在pcall中,从玩家的 leaderstats 获取数据,并调用towerStore:SetAsync(player.UserId, { Wins = ..., BestTime = ... })。 - 在
Players.PlayerRemoving时调用它,并在game:BindToClose中为每位玩家调用它。
按“运行”,获胜后按“停止”:你的 Wins 会保存下来,供下一课加载。然后按“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 lobbySpawn = workspace.Lobby.SpawnLocation
local tower = nil
local towerStages = {}
local lava = nil
local roundStart = 0
local finished = {}
print("Each tower has " .. Settings.StageCount .. " stages")
-- 每位玩家的排行榜上都有 Wins、Stage 和 BestTime
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
-- 玩家掉落后,会从上次到达的关卡重新开始,
-- 除非岩浆已经淹没该关卡:这时玩家要在大厅等待
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)
-- 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
-- 碰到任何标记为 Kill 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
-- 有人落在会消失的踏板上后,踏板很快会变淡消失,之后又会恢复
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
-- 激光会不断滑动到 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
-- 弹跳板会把落在上面的人弹到空中
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, 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
-- 到达关卡的 Start 时,排行榜会记录这一进度
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
-- 越往上的关卡越难:底部三分之一较简单,顶部三分之一较难
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
-- 在塔顶放置模型的一个副本;返回该副本和塔的新顶部高度
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
-- 到达塔顶:获得一次胜利,然后返回大厅
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
-- 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(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
-- 熔岩从地面升起,直到接近塔顶
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
-- 第 20 课:在这里添加离开时保存的功能
-- 回合循环
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
Roblox 游戏:无尽高塔中的所有课
自己练习: Roblox 在线编辑器