Creating a Point Giving Part
Creating a Point Giving Part
This project will create a point giving part that is constantly changing colors. Depending on what color the part is when touched, it’ll either award points to players or take them away. Blue will give players a few points, green will give a lot of points, and red will take away points. To set up the different conditions for each color of the part, you’ll create an if statement using elseif and else.
Setting up the Project
To setup this project, you’ll need a leaderboard and a part that changes colors.
Create a Leaderboard
On your own, create a leaderboard script to keep track of player points. If you haven’t created a Leaderboard before, learn how to create one with this tutorial.
Create the Part and Script
|0, 0, 255||Gives some points|
|0, 255, 0||Gives many points|
|255, 0, 0||Takes away points|
- Create an anchored part named PointPart with an attached script named PointScript.
- In PointScript, store the parent part in a variable.
- Set up the RGB value for blue, which will give players the least points.
blueand set it to
Color3.fromRGB(). To create a color, in the parenthesis, type
0, 0, 255, the RGB value for blue.
- Next, set up the green value
(0, 255, 0)and the red value
(255, 0, 0).
- Code variables for small and large amounts of points and a third for removing points.
Set Up the Script
Add the Players Service
To get to the player's information, add Players service to your script. Services are additional pre-built functions made by Roblox engineers to save you time. The Players service has a lot of helpful function for working with player information, like points.
local Players = game:GetService("Players")
Naming Service Variables
While other variables start lowercase, any service, like Players service, starts capitalized to let you know that variable is a service.
Set Up Touch and Points Functions
The part will need two functions. One function to give players points based on the current color of the part, the other to listen if a player touches the part.
- On the next line, create a new function named
givePoints()with a print statement for testing inside.
- Under that, create a second function named
partTouched()with a parameter named
- To find the name of the player that touched the part type:
- If a player touched the part, it’ll be stored inside the
playervariable. If not, then the variable will be empty. To award points, check if there is a player stored inside the
playervariable and if so, run
- Connect the function to the
pointPart's Touched event.
- Run the game and touch the part; you should see your test message.
- Check that the
game:GetService(“Players”)is capitalized and in quotations.
- Make sure that the Touched connection is at the bottom of the script.
Create Looping Colors
To loop through colors, the script will use a while true do loop that changes the part’s color every few seconds.
- At the end of the script, create a new
while true doloop.
Why Put the Loop at the Bottom?
while true do loop is not at the bottom of the script, any code below it will never be run. Since the while loop doesn’t stop, it’ll keep running the loop instead of any code below it.
- On your own, code a
while true doloop that changes pointPart to the color variables you’ve created. Don’t forget to use wait functions for each color. The solution is in the code box below.
- Playtest and check that all three colors loop without stopping.
- Check that the while loop is at the bottom of the script, below the Touched event. If the loop is not at the bottom, it’ll keep other parts of the script from running correctly.
- Check that each color inside
Color3.fromRGB()is correctly written. There must be three numbers between 0 and 255 separated by commas, like
(255, 50, 0).
Rewarding Players Points
Now that the part loops through the colors, it needs to give players points. Because each color gives a different amount of points, the script will use an if statement to check what color is active when touched and give points based on that color.
Get Player Points and Part Color
Before the player can be awarded the right amount of points, you need to set up variables to capture what color the part was when the player touched it and the amount of points the player already has.
- To get the current color inside the part’s
local currentColor = pointPart.Color
- Next, store that player’s leaderboard by typing:
local playerStats = player:FindFirstChild("leaderstats")
- Create a variable to get the player’s
Pointsvalue, a child of their leaderboard.
Give Players Points
|smallPoints||Gives some points|
|largePoints||Gives many points|
|losePoints||Takes away points|
- Code an if statement that checks if the current color is blue and if so, adds the number inside
smallPointsto the player’s points. Remember because
playerPointsis an IntValue, it’s changed by typing
.Valueafter the variable name.
- To check for the second color, create an elseif condition for green and add the larger points variable to that player’s points.
- Use an else statement to remove points if pointsPart was neither blue nor green. Remember to subtract rather than add this time.
- Destroy the part after the if statement so that the script only runs once, and doesn’t keep giving out points.
- Playtest and check that each color gives points as expected.
Testing Every Condition
When working with if statements with multiple conditions, it’s important to test that every elseif and else statement works. It’s possible to test one statement, think everything works, but then discover later on there’s a bug in one of the statements that could have been caught earlier.
Giving Player Feedback
Adding feedback when players use a part, like sounds, shakes, or particles, makes interactions with objects more satisfying to players.
Create a Particle Effect
The particle effect will be the same color as the part when touched. This is another reason why the colors were stored in variables so they can be used again here. Each particle will be attached to the player before it’s destroyed.
givePoints()after the part was destroyed, create a new ParticleEmitter instance. Make sure the instance name is spelled exactly as shown in the quotations.
- To let players know which color they hit, you’ll set the particle’s color property to a new color sequence, a type of color used by Particle Emitters.
- So the script can find where the player is physically in-game, use the player’s character. To store that character, create a new variable and set it equal to
- Now that you have the character, you can parent the particle to that player’s head.
WaitForChild() Helps Avoid Run-time Errors
Because scripts in Roblox run at different times, it’s possible that a player’s head might not be created yet. To avoid errors, like trying to find a part that doesn’t exist, the script uses
WaitForChild() to get the head part attached to the player’s character instead of using the dot operator, like
- Add a wait function and destroy the particles after one second.
- Playtest the game and make sure particles briefly follow the player after touching each color.
- Make when creating a new instance that ParticleEmitter is spelled exactly as shown and inside quotations.
- When parenting the particles, make sure to use
WaitForChild()with no spaces between.
Finished Project Sample
Download the finished project here.
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