Roblox Toy Defense Script Better -

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 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

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

-- Tower settings towerDamage = 10, towerRange = 100, towerUpgradeCost = 100, roblox toy defense script better

-- 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

-- Wave settings waveInterval = 10, waveIncrease = 1.2, }

function Tower:upgrade() self.level = self.level + 1 self.damage = self.damage * 1.2 self.range = self.range * 1.2 end function game:update(dt) -- Spawn enemies if math

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

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

-- Tower classes local Tower = {} Tower.__index = Tower function Enemy:update(dt) self

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.

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

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

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

-- 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