add towers / effects

This commit is contained in:
JISAUAY committed 2025-07-25 13:32:06 -05:00
1 parent 3626379b23
commit 6000889ebf
3 files changed
+154 -2

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