--- title: Code the game loop description: Create a battle royale experience in Roblox Studio. Code a round manager for a game. next: /education/battle-royale-series/managing-players prev: /education/battle-royale-series/project-setup --- With the map created, it's time to start building out the scripts. The remainder of this course will heavily focus on scripting all different elements of the game loop. ## Set up the scripts The battle royale will use a combination of module scripts and normal scripts. Below are the scripts and their functions.
| GameManager | Script. Runs functions from the Match Manager using variables from the Game Settings |
| MatchManager | Module Script. Runs functions like sending players into an arena or keeping track of time in a match. |
| GameSettings | Module Script. Stores commonly used variables used by other scripts. |
2. Open GameSettings and rename the module table to match the name of the script.
```lua
local GameSettings = {}
return GameSettings
```
3. In the module table, add variables for the following uses. Take your best guess for each value, you can always change it later as you test.
- **Intermission Duration** - Seconds players wait before a match.
- **Match Duration** - Length of a match in seconds.
- **Minimum Players** - Smallest number of players needed to start.
- **Transition Time** - Time before and after a match in seconds. Makes transitioning between parts of the game loop less sudden.
```lua
local GameSettings = {}
-- Game Variables
GameSettings.intermissionDuration = 5
GameSettings.matchDuration = 10
GameSettings.minimumPlayers = 2
GameSettings.transitionTime = 5
return GameSettings
```
### MatchManager script
The second script connected to the GameManager is the MatchManager. This script manages tasks like starting the timer or resetting players once the match ends.
Within MatchManager is a function named `prepareGame()` starts the game by transitioning players into the match.
1. In ServerStorage > ModuleScripts > add a module script named MatchManager. Rename the module table.
```lua
local MatchManager = {}
return MatchManager
```
2. Add a new module function to MatchManager named `prepareGame()`. Include a print statement to test the script later.
```lua
local MatchManager = {}
function MatchManager.prepareGame()
print("Game starting!")
end
return MatchManager
```
## Code the game loop
The main game loop will be coded in the GameManager script using the variables just created. Remember, there are three phases in the game loop: intermission, competition, and cleanup & reset.
### GameManager script
This script is a normal server script, so put it in ServerScriptService, rather than the module scripts folder. The actual game loop will be in a while true do loop.
1. In **ServerScriptService**, create a new script named **GameManager**.
2. Add a variable for the service "ServerStorage", which is where the Modulescripts are. Then add a variable for the service "Players", which will be needed to check player count during intermissions.
```lua
-- Services
local ServerStorage = game:GetService("ServerStorage")
local Players = game:GetService("Players")
```
3. To use the previously created modules:
- Set a variable named `moduleScripts` to the location of the ModuleScripts folder.
- Add variables named `matchManager` and `gameSettings`. Set each variable to require their respective script.
```lua
-- Services
local ServerStorage = game:GetService("ServerStorage")
local Players = game:GetService("Players")
-- Module Scripts
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local matchManager = require(moduleScripts:WaitForChild("MatchManager"))
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
```
4. After the variables, add a `while true do` loop. All phases of the game loop will go inside to repeat indefinitely.
```lua
-- Module Scripts
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local matchManager = require(moduleScripts:WaitForChild("MatchManager"))
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
-- Main game loop
while true do
end
```
### Code the intermission
While the game loop runs indefinitely, the intermission should pause the loop and only continue when there are enough players for a match. To code this pause, include a nested repeat loop for the intermission in the while loop. That nested loop will repeat until there are enough players, pausing the main loop. Once there are enough players, it'll exit and transition players into a match.
With a **repeat loop**, the code in the loop will run at least once. Unlike a while loop, it doesn't check it's condition until the loop ends. This ensures players always go to the lobby before a match.
1. In the `while true do` loop, type `repeat` and press Enter to autocomplete with the keyword `until`.
```lua
while true do
repeat
until
end
```
2. Check if the current number of players `(#Players:GetPlayers())` is greater or equal to the `minimumPlayers` variable created earlier in the GameSettings module.
```lua
while true do
repeat
until #Players:GetPlayers() >= gameSettings.minimumPlayers
end
```
3. In the repeat loop, add a print statement saying the intermission is starting. Use `Library.task.wait()` to pause for the intermission using `intermissionDuration` from GameSettings.
```lua
while true do
repeat
print("Starting intermission")
task.wait(gameSettings.intermissionDuration)
until #Players:GetPlayers() >= gameSettings.minimumPlayers
end
```
4. Playtest and check that the print statement `"Starting intermission"` is shown at least twice. Seeing the message twice proves the repeat loop didn't find enough players and ran again. You'll have to wait the length of intermission before seeing the message a second time.
### Troubleshooting tips
At this point, if you're not spawning as intended, try one of the following below.
- `Library.task.wait()` should be inside the repeat loop. Without the wait, the script will run too many times in a second, overloading Roblox Studio and causing an error.
- In the Game Settings module, the variable `intermissionDuration` should be greater than 1. If lower, the script can repeat too often, causing slow down issues.
### End the intermission
Once there are enough players, have them wait a short transition time. Then, send them into the match by calling the `prepareGame()` function in MatchManager. Remember, that function just prints a line, but you'll add more code later.
1. At the end of the repeat loop, add a print statement saying the intermission is over to test your code. Then, follow it with a `Library.task.wait()` using GameSetting's `transitionTime` variable.
```lua
while true do
repeat
print("Starting intermission")
task.wait(gameSettings.intermissionDuration)
until #Players:GetPlayers() >= gameSettings.minimumPlayers
print("Intermission over")
task.wait(gameSettings.transitionTime)
end
```
2. Once you're done testing, click the **End Session** button in any window to close all server and client windows and return to your normal Studio window.
### Troubleshooting tips
At this point, if the intended print statements didn't appear, try one of the following below.
- Check that functions like `prepareGame()` are in scope of the while true do loop.
- If the print from MatchManager didn't work, check some common troubleshooting with module scripts, like making sure that the MatchManager script is required in GameManager or that `prepareGame()` is added to that module's table.
## Completed scripts
Below are completed scripts to double check your work.
### GameManager script
```lua
-- Services
local ServerStorage = game:GetService("ServerStorage")
local Players = game:GetService("Players")
-- Module Scripts
local moduleScripts = ServerStorage:WaitForChild("ModuleScripts")
local matchManager = require(moduleScripts:WaitForChild("MatchManager"))
local gameSettings = require(moduleScripts:WaitForChild("GameSettings"))
-- Main game loop
while true do
repeat
print("Starting intermission")
task.wait(gameSettings.intermissionDuration)
until #Players:GetPlayers() >= gameSettings.minimumPlayers
print("Intermission over")
task.wait(gameSettings.transitionTime)
matchManager.prepareGame()
end
```
### MatchManager script
```lua
local MatchManager = {}
function MatchManager.prepareGame()
print("Game starting!")
end
return MatchManager
```
### GameSettings script
```lua
local GameSettings = {}
-- Game Variables
GameSettings.intermissionDuration = 5
GameSettings.roundDuration = 10
GameSettings.minimumPlayers = 2
GameSettings.transitionTime = 5
return GameSettings
```