# Day 4 ## Overview 👀 Today we will write scripts that handle managing players and the state of the game. ## Follow Along! 👍 First, we will download today's file [here](https://education.roblox.com/assets/blt11fb316f976718ea/battleroyale_lesson5_final.rbxl?disposition=inline). Once downloaded, let's open it up in Roblox studio and begin our quest for today. ### Fun Quiz 🧠 > Here are some quiz questions that we will be able to answer as we complete today's instructions.
In this simplified battle royale, what are the two end-conditions? The match will reset when either there are less than two players remaining or when our timer runs out of time.
In this simplified battle royale, what should happen when a player is defeated? That player should be sent to the lobby.
In this simplified battle royale, what should happen when the match resets? The timer must be reset and all players (including the winner) must be sent back to the lobby with full health.
--- Then we will work on programming by following [these](https://education.roblox.com/en-us/resources/battle-royale/ending-matches) instructions. When we are done, our scripts should resemble the following samples: ### `ServerScriptService > GameManager` ```lua -- Services local ServerStorage = game:GetService("ServerStorage") local Players = game:GetService("Players") -- Module Scripts local moduleScripts = ServerStorage:WaitForChild("ModuleScripts") local matchManager = require(moduleScripts:WaitForChild("MatchManager")) local gameSettings = require(moduleScripts:WaitForChild("GameSettings")) local displayManager = require(moduleScripts:WaitForChild("DisplayManager")) -- Events local events = ServerStorage:WaitForChild("Events") local matchEnd = events:WaitForChild("MatchEnd") while true do displayManager.updateStatus("Waiting for Players") repeat wait(gameSettings.intermissionDuration) until Players.NumPlayers >= gameSettings.minimumPlayers displayManager.updateStatus("Get ready!") wait(gameSettings.transitionTime) matchManager.prepareGame() local endState = matchEnd.Event:Wait() print("Game ended with: " .. endState) end ``` ### `ServerStorage > ModuleScripts > MatchManager` ```lua local MatchManager = {} -- Services local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") -- Module Scripts local moduleScripts = ServerStorage:WaitForChild("ModuleScripts") local playerManager = require(moduleScripts:WaitForChild("PlayerManager")) local gameSettings = require(moduleScripts:WaitForChild("GameSettings")) local timer = require(moduleScripts:WaitForChild("Timer")) -- Events local events = ServerStorage:WaitForChild("Events") local matchStart = events:WaitForChild("MatchStart") local matchEnd = events:WaitForChild("MatchEnd") -- Values local displayValues = ReplicatedStorage:WaitForChild("DisplayValues") local timeLeft = displayValues:WaitForChild("TimeLeft") -- Creates a new timer object to be used to keep track of match time. local myTimer = timer.new() -- Local Functions local function stopTimer() myTimer:stop() end local function timeUp() matchEnd:Fire(gameSettings.endStates.TimerUp) end local function startTimer() print("Timer started") myTimer:start(gameSettings.matchDuration) myTimer.finished:Connect(timeUp) while myTimer:isRunning() do -- Adding +1 makes sure the timer display ends at 1 instead of 0. timeLeft.Value = (math.floor(myTimer:getTimeLeft() + 1)) -- By not setting the time for wait, it offers more accurate looping wait() end end -- Module Functions function MatchManager.prepareGame() playerManager.sendPlayersToMatch() matchStart:Fire() end matchStart.Event:Connect(startTimer) matchEnd.Event:Connect(stopTimer) return MatchManager ``` ### `ServerStorage > ModuleScripts > GameSettings` ```lua local GameSettings = {} -- Game Variables GameSettings.intermissionDuration = 5 GameSettings.matchDuration = 10 GameSettings.minimumPlayers = 2 GameSettings.transitionTime = 5 -- Possible ways that the game can end. GameSettings.endStates = { TimerUp = "TimerUp", FoundWinner = "FoundWinner" } return GameSettings ``` ### `ServerStorage > ModuleScripts > PlayerManager` ```lua local PlayerManager = {} -- Services local Players = game:GetService("Players") local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") -- Modules local moduleScripts = ServerStorage:WaitForChild("ModuleScripts") local gameSettings = require(moduleScripts:WaitForChild("GameSettings")) -- Events local events = ServerStorage:WaitForChild("Events") local matchEnd = events:WaitForChild("MatchEnd") -- Map Variables local lobbySpawn = workspace.Lobby.StartSpawn local arenaMap = workspace.Arena local spawnLocations = arenaMap.SpawnLocations -- Values local displayValues = ReplicatedStorage:WaitForChild("DisplayValues") local playersLeft = displayValues:WaitForChild("PlayersLeft") -- Player Variables local activePlayers = {} local playerWeapon = ServerStorage.Weapon -- Local Functions local function checkPlayerCount() if #activePlayers == 1 then matchEnd:Fire(gameSettings.endStates.FoundWinner) end end local function removeActivePlayer(player) for playerKey, whichPlayer in pairs(activePlayers) do if whichPlayer == player then table.remove(activePlayers, playerKey) playersLeft.Value = #activePlayers checkPlayerCount() end end end local function respawnPlayerInLobby(player) player.RespawnLocation = lobbySpawn player:LoadCharacter() end local function onPlayerJoin(player) player.RespawnLocation = lobbySpawn end local function preparePlayer(player, whichSpawn) player.RespawnLocation = whichSpawn player:LoadCharacter() local character = player.Character or player.CharacterAdded:Wait() local sword = playerWeapon:Clone() sword.Parent = character local humanoid = character:WaitForChild("Humanoid") humanoid.Died:Connect(function() respawnPlayerInLobby(player) removeActivePlayer(player) end) end -- Module Functions function PlayerManager.sendPlayersToMatch() local arenaSpawns = spawnLocations:GetChildren() for playerKey, whichPlayer in pairs(Players:GetPlayers()) do table.insert(activePlayers,whichPlayer) local spawnLocation = arenaSpawns[1] preparePlayer(whichPlayer, spawnLocation) table.remove(arenaSpawns, 1) end playersLeft.Value = #activePlayers end -- Events Players.PlayerAdded:Connect(onPlayerJoin) return PlayerManager ``` --- A complete example project of the scripting we have done in class today can be found [here](https://education.roblox.com/assets/blt03dc7fe967c0c5f3/battleroyale_lesson4_final.rbxl?disposition=inline). ## Optional Homework 📄 Download [this](https://education.roblox.com/assets/bltb5d7401ffa20b600/battleroyale_lesson6_final.rbxl?disposition=inline) file and open it in Roblox Studio. Publish it to Roblox (`Alt+P`) as your final Roblox Royale game, so name it something cool! Change the way that the arena looks by changing the colors, materials, and shapes of existing parts and by adding new parts from the toolbox. --- See you tomorrow for day 5, our final session!