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Roblox Toy Defense Script Better

-- Wave system if game.waveTimer then game.waveTimer = game.waveTimer - dt if game.waveTimer <= 0 then game.wave = game.wave * config.waveIncrease game.waveTimer = config.waveInterval end else game.waveTimer = config.waveInterval end end

Are you tired of using the same old toy defense script in your Roblox game? Look no further! I've created an improved version with additional features and better performance.

-- Tower settings towerDamage = 10, towerRange = 100, towerUpgradeCost = 100,

function Enemy.new(x, y) local enemy = setmetatable({}, Enemy) enemy.x = x enemy.y = y enemy.speed = config.enemySpeedMultiplier enemy.damage = config.enemyDamageMultiplier return enemy end roblox toy defense script better

-- Tower classes local Tower = {} Tower.__index = Tower

function Tower:upgrade() self.level = self.level + 1 self.damage = self.damage * 1.2 self.range = self.range * 1.2 end

-- Update towers for i, tower in ipairs(game.towers) do -- Check for enemies in range for j, enemy in ipairs(game.enemies) do if (tower.x - enemy.x) ^ 2 + (tower.y - enemy.y) ^ 2 < tower.range ^ 2 then -- Attack enemy enemy.damage = enemy.damage - tower.damage * dt if enemy.damage <= 0 then table.remove(game.enemies, j) end end end end -- Wave system if game

function Tower.new(x, y) local tower = setmetatable({}, Tower) tower.x = x tower.y = y tower.damage = config.towerDamage tower.range = config.towerRange tower.level = 1 return tower end

-- Example usage local game = setmetatable({}, game) table.insert(game.towers, Tower.new(100, 100))

-- Wave settings waveInterval = 10, waveIncrease = 1.2, } -- Tower settings towerDamage = 10, towerRange =

function game:update(dt) -- Spawn enemies if math.random() < config.enemySpawnChance then local enemy = Enemy.new(math.random(0, 100), math.random(0, 100)) table.insert(game.enemies, enemy) end

-- Update enemies for i, enemy in ipairs(game.enemies) do enemy:update(dt) if enemy.x > 1000 then table.remove(game.enemies, i) end end

-- Enemy classes local Enemy = {} Enemy.__index = Enemy

-- Game logic local game = {} game.enemies = {} game.towers = {} game.wave = 1

function Enemy:update(dt) self.x = self.x + self.speed * dt end

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