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
-- 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
-- Enemy classes local Enemy = {} Enemy.__index = Enemy
-- 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 function game:update(dt) -- Spawn enemies if math
-- Game logic local game = {} game.enemies = {} game.towers = {} game.wave = 1
function Tower:upgrade() self.level = self.level + 1 self.damage = self.damage * 1.2 self.range = self.range * 1.2 end towerRange = 100
-- 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