add towers / effects
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@@ -0,0 +1,42 @@
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local Tower = {}
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Tower.__index = Tower
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function Tower:new(model, position, range, damage, fireRate, effect)
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local self = setmetatable({}, Tower)
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self.model = model:Clone()
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self.model.Position = position
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self.model.Anchored = true
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self.model.Parent = workspace
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self.range = range
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self.damage = damage
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self.fireRate = fireRate or 1 -- shots per second
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self.effect = effect -- set of params for effect
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self.lastFire = 0
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return self
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end
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function Tower:canAttack(enemy)
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if not enemy.alive or not enemy.model or not enemy.model.PrimaryPart then return false end
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local dist = (self.model.Position - enemy.model.PrimaryPart.Position).Magnitude
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return dist <= self.range
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end
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function Tower:attack(enemies, dt)
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self.lastFire = self.lastFire + dt
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if self.lastFire >= (1 / self.fireRate) then
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for _, enemy in ipairs(enemies) do
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if self:canAttack(enemy) then
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enemy:damage(self.damage)
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if self.effect then
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enemy:applyEffect(self.effect.name, self.effect.params)
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end
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self.lastFire = 0
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break -- Only attack one enemy per fire
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end
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end
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end
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end
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return Tower
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+35
-1
@@ -7,12 +7,45 @@ function TrackEnemy:new(model, name, health, speed)
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self.model = model
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self.name = name
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self.health = health
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self.baseSpeed = speed
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self.speed = speed
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self.alive = true
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self.currentWaypoint = 1
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self.effects = {}
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return self
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end
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function TrackEnemy:applyEffect(effectName, params)
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self.effects[effectName] = {
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duration = params.duration,
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tick = params.tick,
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value = params.value,
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elapsed = 0
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}
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end
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function TrackEnemy:updateEffects(dt)
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for name, effect in pairs(self.effects) do
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effect.elapsed = effect.elapsed + dt
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if name == "burn" and effect.tick then
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if effect.elapsed >= effect.tick then
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self:damage(effect.value)
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effect.elapsed = effect.elapsed - effect.tick
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end
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elseif name == "slow" then
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self.speed = self.baseSpeed * effect.value
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elseif name == "freeze" then
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self.speed = 0
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end
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effect.duration = effect.duration - dt
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if effect.duration <= 0 then
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self.effects[name] = nil
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self.speed = self.baseSpeed
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end
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end
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end
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function TrackEnemy:damage(amount)
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self.health = self.health - amount
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if self.health <= 0 then
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@@ -28,7 +61,8 @@ function TrackEnemy:die()
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end
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end
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function Trackenemy:moveToWaypoints(waypoints, dt)
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function TrackEnemy:moveToWaypoints(waypoints, dt)
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self:updateEffects(dt)
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if not self.currentWaypoint then self.currentWaypoint = 1 end
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local target = waypoints[self.currentWaypoint]
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if target then
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+77
-1
@@ -1,5 +1,41 @@
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local RunService = game:GetService("RunService")
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local Tower = require(script.Parent.Tower)
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local Waves = require(script.Parent.Waves)
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local towerTypes = {
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{
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name = "Basic",
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model = workspace.BasicTowerModel,
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range = 20,
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damage = 10,
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fireRate = 1,
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},
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{
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name = "Slow",
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model = workspace.SlowTowerModel,
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range = 15,
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damage = 5,
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fireRate = 0.5,
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effect = {name = "slow", params = {duration = 2, value = 0.5}}
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},
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{
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name = "Fire",
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model = workspace.FireTowerModel,
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range = 18,
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damage = 8,
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fireRate = 1,
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effect = {name = "burn", params = {duration = 3, tick = 1, value = 2}}
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},
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{
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name = "Freeze",
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model = workspace.FreezeTowerModel,
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range = 12,
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damage = 0,
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fireRate = 0.5,
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effect = {name = "freeze", params = {duration = 1}}
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}
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}
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local waypoints = { -- Fill with your waypoint Parts
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workspace.Waypoint1,
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workspace.Waypoint2,
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@@ -7,8 +43,13 @@ local waypoints = { -- Fill with your waypoint Parts
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-- etc.
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}
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local selectedTowerType = towerTypes[1]
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local enemies = {} -- Table to hold TrackEnemy objects
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local towers = {}
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function selectTowerType(index)
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selectedTowerType = towerTypes[index]
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end
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local function spawnWave(waveData)
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coroutine.wrap(function()
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@@ -17,6 +58,7 @@ local function spawnWave(waveData)
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local enemyModel = group.model:Clone()
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enemyModel.Parent = workspace
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local enemy = TrackEnemy:new(enemyModel, group.name, group.health, group.speed)
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table.insert(enemies, enemy)
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end
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if group.delay and group.delay > 0 then
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@@ -28,6 +70,40 @@ end
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spawnWave(Waves[1])
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local function isOnTrack(position)
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for _, waypoint in ipairs(waypoints) do
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if (waypoint.Position - position).Magnitude < 5 then -- 5 studs
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return true
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end
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end
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return false
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end
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UserInputService.InputBegan:Connect(function (input, gameProcessed)
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if gameProcessed then return end
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if input.UserInputType == Enum.UserInputType.MouseButton1 then
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local mouse = game.Players.LocalPlayer():GetMouse()
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local position = mouse.Hit.p
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if not isOnTrack(position) then
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local tower = Tower:new(
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selectedTowerType.model,
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position,
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selectedTowerType.range,
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selectedTowerType.damage,
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selectedTowerType.fireRate,
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selectedTowerType.effect
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)
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table.insert(towers, tower)
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end
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end
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end)
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RunService.Heartbeat:Connect(function(dt)
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for _, tower in ipairs(towers) do
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tower:attack(enemies, dt)
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end
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end)
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RunService.Heartbeat:Connect(function(dt)
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for i, enemy in ipairs(enemies) do
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if enemy.alive then
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