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Buttons
local Dropper = script.Parent.Parent
local Variables = Dropper.Variables
local Buttons = Dropper.Buttons
local FireB = Buttons.Place
local StartB = Buttons.Start
local Head = Buttons:FindFirstChild("Stacker").Head
local function OnClickFire(child)
if Variables.InGame.Value == true then
Variables.FireB.Value = true
end
end
local function OnClickStart()
if Variables.StartB.Value ~= true then
Variables.StartB.Value = true
--
end
end
local function OnClickEx()
if Variables.StartB.Value ~= true then
Head.Parent.Name = "Stacker: Stack white blocks on top of each other to win."
wait(3)
Head.Parent.Name = "Press the black button to start the game, and press the red button to place."
wait(3)
Head.Parent.Name = "Stack the blocks all the way to the top to win. Do not place the blocks in the red columns."
wait(3)
Head.Parent.Name = "Stacker"
end
end
FireB.ClickDetector.MouseClick:connect(OnClickFire)
StartB.ClickDetector.MouseClick:connect(OnClickStart)
Head.ClickDetector.MouseClick:connect(OnClickEx)
true
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[null]
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-
StartB
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true
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InGame
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true
-
FireB
false
true
-
Player
true
-
BlockCount
3
true
-
Y
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true
-
X
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true
-
PlaceTime
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true
-
Direction
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true
-
Win
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true
-
false
Main
-- Stacker game: Made by RGT --
local Dropper = script.Parent
local Buttons = Dropper.Buttons
local Variables = Dropper.Variables
local Screen = Dropper.Screen
local StackerButton = Buttons:FindFirstChild("Stacker")
local BackgroundColor = BrickColor.new("Black")
local BackgroundColor2 = BrickColor.new("Bright red") -- for the red columns
local BlockColor = BrickColor.new("White")
-- functions
local function DrawPixel(xvar, yvar, color)
local pixeln = (xvar .. "_" .. yvar)
Screen:FindFirstChild(pixeln).BrickColor = color
end
local function ClearPixel(xvar, yvar) -- clears a pixel to either of the background colors
local pixeln = (xvar .. "_" .. yvar)
if (xvar == 1) or (xvar == 9) then
Screen:FindFirstChild(pixeln).BrickColor = BackgroundColor2
else
Screen:FindFirstChild(pixeln).BrickColor = BackgroundColor
end
end
local function ClearRow(yvar)
local pixeln = (1 .. "_" .. yvar)
Screen:FindFirstChild(pixeln).BrickColor = BackgroundColor2
pixeln = (9 .. "_" .. yvar)
Screen:FindFirstChild(pixeln).BrickColor = BackgroundColor2
for i = 2, 8 do
pixeln = (i .. "_" .. yvar)
Screen:FindFirstChild(pixeln).BrickColor = BackgroundColor
end
end
local function DrawRow(yvar, color)
for i = 1, 9 do
pixeln = (i .. "_" .. yvar)
Screen:FindFirstChild(pixeln).BrickColor = color
end
end
local function DrawBlocks(xvar, yvar, size)
for i = 0, (size - 1) do
local pixeln = ((xvar + i) .. "_" .. yvar)
Screen:FindFirstChild(pixeln).BrickColor = BlockColor
end
end
local function PlaceCheck(xvar, yvar, size)
local lower = yvar - 1
local rettable = {false, false, false} -- false = failed placement
if yvar ~= 1 then -- normal placement check
print("Other Placements")
for i = 0, (size - 1) do
local pixeln = ((xvar + i) .. "_" .. lower)
print("Block " .. i + 1 .. ": " .. pixeln)
if Screen:FindFirstChild(pixeln).BrickColor == BackgroundColor or Screen:FindFirstChild(pixeln).BrickColor == BackgroundColor2 then
rettable[i + 1] = true
end
end
else -- for the first placement of the block
print("First Placement")
for i = 0, (size - 1) do
if (xvar + i) == 1 or (xvar + i) == 9 then -- first or ninth columns are red
print("First Placement Fail")
rettable[i + 1] = true
end
end
end
return rettable
end
-- main functions
local function PlaceBlock(xvar, yvar, size)
-- draw block
DrawBlocks(xvar, yvar, size)
-- determine if valid placement; otherwise use a falling block animation and subtract blocks
local StatusTable = PlaceCheck(xvar, yvar, size)
local FailedBlocks = {} -- contains x and y values of all failed blocks
for i = 0, (size - 1) do
if StatusTable[i + 1] == true then
table.insert(FailedBlocks, (xvar + i))
Variables.BlockCount.Value = Variables.BlockCount.Value - 1
end
end
print("Failed Blocks: " .. #FailedBlocks)
----------------------------------------------------- FALLING BLOCK ANIMATION
if #FailedBlocks ~= 0 then -- falling block anim
local landed = false
local currenty = yvar - 1
if currenty ~= 0 then -- so the game doesnt crash on the first row
repeat
wait(0.2)
-- clear upper pixels
for i = 1, #FailedBlocks do
ClearPixel(FailedBlocks[i], (currenty + 1))
end
-- draw lower pixels
for i = 1, #FailedBlocks do
DrawPixel(FailedBlocks[i], currenty, BlockColor)
end
-- check if there is a white block below
currenty = currenty - 1
local pixeln = (FailedBlocks[1] .. "_" .. currenty)
if currenty == 0 then
landed = true
currenty = currenty + 1
elseif Screen:FindFirstChild(pixeln).BrickColor == BlockColor then
landed = true
currenty = currenty + 1
end
until landed == true
end
--flashing anim
if currenty == 0 then
currenty = 1
end
for i = 1, 5 do
wait(0.15)
if math.fmod(i, 2) == 0 then -- even
currentcolor = BlockColor
else -- odd number
currentcolor = BackgroundColor
end
for i = 1, #FailedBlocks do
DrawPixel(FailedBlocks[i], currenty, currentcolor)
end
-- reset red columns back to red
for i = 1, #FailedBlocks do
if FailedBlocks[i] == 1 or FailedBlocks[i] == 9 then
DrawPixel(FailedBlocks[i], currenty, BackgroundColor2)
end
end
end
------------------------------------------------------------
end
-- flashing animation for minor prize / win
if Variables.Y.Value == 11 or Variables.Y.Value == 15 then
if Variables.BlockCount.Value ~= 0 then
for i = 1, 5 do
wait(0.15)
if math.fmod(i, 2) == 0 then -- even
DrawRow(Variables.Y.Value, BlockColor)
else -- odd number
ClearRow(Variables.Y.Value)
end
end
DrawBlocks(Variables.X.Value, Variables.Y.Value, Variables.BlockCount.Value)
end
end
-- add to y
Variables.Y.Value = Variables.Y.Value + 1
-- random x beginning position
local pos2 = (8 - (Variables.BlockCount.Value - 1)) * 10
local pos = math.random(20, pos2) -- math.random(2, (8 - (Variables.BlockCount.Value - 1)))
local pos3 = math.floor((pos / 10) + 0.5)
Variables.X.Value = pos3
print("Random X: " .. pos3)
if Variables.Y.Value == 16 then -- player has won
Variables.Win.Value = true
end
if Variables.Y.Value == 5 or Variables.Y.Value == 10 then
Variables.PlaceTime.Value = Variables.PlaceTime.Value - 0.02
end
-- force smaller block size if player is too good
-- 3 > 2: Row 4
-- 2 > 1: Row 10
if Variables.BlockCount.Value == 3 and Variables.Y.Value == 4 then
Variables.BlockCount.Value = 2
elseif Variables.BlockCount.Value == 2 and Variables.Y.Value == 10 then
Variables.BlockCount.Value = 1
end
end
--test
-- main game loop
while true do
-- wait for start
repeat wait(0.5) until Variables.StartB.Value == true
-- begin game; set InGame to true
Variables.StartB.Value = false
Variables.FireB.Value = false
Variables.Y.Value = 1
Variables.X.Value = 3 -- coordinate position used is ALWAYS of the leftmost brick
Variables.BlockCount.Value = 3
Variables.Direction.Value = 1
Variables.PlaceTime.Value = 0.10
Variables.InGame.Value = true
Variables.Win.Value = false
StackerButton.Name = ("Stacker")
-- draw first brick
DrawBlocks(Variables.X.Value, Variables.Y.Value, Variables.BlockCount.Value)
repeat
-- allow player to place
if Variables.FireB.Value == true then
Variables.FireB.Value = false
PlaceBlock(Variables.X.Value, Variables.Y.Value, Variables.BlockCount.Value)
if Variables.BlockCount.Value <= 0 then -- game is over. skip to the end
Variables.InGame.Value = false
break
elseif Variables.Win.Value == true then -- player has won. yippee
Variables.InGame.Value = false
break
end
end
-- move blocks
Variables.X.Value = Variables.X.Value + Variables.Direction.Value
local RightBound = 9 - (Variables.BlockCount.Value - 1)
local LeftBound = 1 -- is always 1
if Variables.X.Value >= RightBound then
Variables.Direction.Value = -1 -- move to the left
elseif Variables.X.Value <= LeftBound then
Variables.Direction.Value = 1 -- move to the right
end
-- draw block
ClearRow(Variables.Y.Value)
DrawBlocks(Variables.X.Value, Variables.Y.Value, Variables.BlockCount.Value)
wait(Variables.PlaceTime.Value)
until Variables.InGame.Value == false
if Variables.Win.Value == true then
StackerButton.Name = ("You won! Score: Perfect - 15")
else
StackerButton.Name = ("Game over. " .. "Score: " .. (Variables.Y.Value - 1))
end
-- wipe screen
for i = 1, 15 do -- wipe entire screen with white
wait(0.1)
DrawRow(i, BlockColor)
end
wait(0.3)
for i = 1, 15 do -- reset screen
ClearRow(i)
end
wait(2)
StackerButton.Name = ("Stacker")
-- reset values, back to beginning
Variables.Win.Value = false -- everything else is reset at the beginning of the while loop
end
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