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棋盘

Coddy Roblox 游戏:无尽高塔 课程的第 12 课,共 21 课。

障碍赛会分轮进行:玩家先在大厅短暂等待,然后出现一座新塔,大家开始向顶端冲刺。玩家需要了解当前情况,因此大厅里有一块 Board,它是面向出生点的一块平板。

在部件上显示文本,需要用一个 SurfaceGui 来承载 TextLabel。UDim2.fromScale(1, 1) 会让标签铺满整个表面,而 TextScaled 会调整文字大小,使其适应表面:

local gui = Instance.new("SurfaceGui")
gui.Parent = workspace.Lobby.Board

local boardLabel = Instance.new("TextLabel")
boardLabel.Size = UDim2.fromScale(1, 1)
boardLabel.TextScaled = true
boardLabel.Text = "Endless Tower"
boardLabel.Parent = gui

倒计时可以用一个 for 循环实现,每次递减 1,并且每次等待一秒:

for i = 3, 1, -1 do
	print("Lift off in " .. i)
	task.wait(1)
end
challenge icon

挑战

中等

在大厅的公告板上倒计时,迎接每座塔。

  1. 在 workspace.Lobby.Board 上放置一个 SurfaceGui,其中包含一个名为 Status 的 TextLabel boardLabel,大小设为 UDim2.fromScale(1, 1),并启用 TextScaled。
  2. 编写 setBoard(text),让它设置 boardLabel.Text。
  3. 建造塔之前,让 i 从 Settings.Intermission 倒数到 1:setBoard("Next tower in " .. i),然后调用 task.wait(1)。

按“开始”:公告板从 5 开始倒计时,然后塔就会出现。接着按“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 tower = nil
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)

-- 第 12 课:The Board 放在这里

-- 碰到带有 Kill 标签的物体就会失去一条命
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,它很快会变淡并消失,然后重新出现
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

-- 从下往上建造一座新的随机塔
local function buildTower()
	tower = Instance.new("Model")
	tower.Name = "Tower"
	tower.Parent = workspace
	local top = 0
	for i = 1, Settings.StageCount do
		local stage, newTop = stack(pickStage(), top)
		top = newTop
		setupStage(stage)
	end
	stack(ServerStorage.Finish, top)
	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

startLava(buildTower())

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