local ReplicatedStorage = game:GetService("ReplicatedStorage") local Workspace = game:GetService("Workspace") local TweenService = game:GetService("TweenService") local tree = Workspace.TreeBlock local spawnInterval = 2 -- Time interval between spawning fruits local minDistance = 3 -- Minimum distance between apples local spawnedPositions = {} -- Table to keep track of apple positions local ripenTime = 3 -- Time in seconds before apple ripens local overripeTime = 5 -- Time in seconds before apple falls local maxRetries = 80 -- Maximum number of retries to find a valid position local function isPositionValid(newPosition) for _, position in pairs(spawnedPositions) do if (position - newPosition).Magnitude < minDistance then return false end end return true end local function ripenApple(apple) local colorChoice = math.random(1, 2) local targetColor if colorChoice == 1 then targetColor = Color3.fromRGB(0, 162, 255) -- Bright blue else targetColor = Color3.fromRGB(255, 0, 0) -- Bright red end local tweenInfo = TweenInfo.new( ripenTime, -- Duration of tween Enum.EasingStyle.Linear ) local colorTween = TweenService:Create(apple, tweenInfo, {Color = targetColor}) colorTween:Play() colorTween.Completed:Wait() wait(overripeTime) -- Unanchor apple to make it fall if apple then apple.Anchored = false apple.Touched:Connect(function(hit) if hit.Name == "Baseplate" then apple:Destroy() -- Remove position from spawnedPositions table table.remove(spawnedPositions, table.find(spawnedPositions, apple.Position)) end end) end end local function spawnFruit() local fruit = ReplicatedStorage.GreyApple:Clone() local newPosition local retries = 0 repeat newPosition = tree.Position + Vector3.new(math.random(-28, 21), math.random(6, 20), 0) newPosition = Vector3.new(newPosition.X, newPosition.Y, -31.538) retries = retries + 1 until isPositionValid(newPosition) or retries >= maxRetries if retries < maxRetries then table.insert(spawnedPositions, newPosition) -- Set the fruit's Position to avoid orientation issues fruit.Position = newPosition fruit.Anchored = true fruit.Parent = Workspace -- Start the ripening process coroutine.wrap(function() ripenApple(fruit) end)() else warn("Could not find a valid position for the fruit after " .. retries .. " retries.") end end while true do spawnFruit() wait(spawnInterval) print("done") end
Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.3. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.
OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.
name = io.read("*a")
print ("Hello ", name)
Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.
-- global variables
a = 10
-- local variables
local x = 30
Value Type | Description |
---|---|
number | Represents numbers |
string | Represents text |
nil | Differentiates values whether it has data or not |
boolean | Value can be either true or false |
function | Represents a sub-routine |
userdata | Represents arbitary C data |
thread | Represents independent threads of execution. |
table | Can hold any value except nil |
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while(condition)
do
--code
end
Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.
repeat
--code
until( condition )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.
optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end