--- title: Cleanup and reset description: Create a battle royale experience in Roblox Studio. Finish coding the scripts. next: /education/battle-royale-series/finishing-the-project prev: /education/battle-royale-series/ending-matches --- Time to code the last phase of the game: cleanup and reset. Code in this phase ensures that the game loops to intermission and that future matches start the same for each player. ## Update the GUI Before doing cleanup and reset, inform players how the game ended using the DisplayManager to show the appropriate status. ### Get the winner's name Start by getting the winning player's name if there was one. Previously, the code checked if the size of the active players table was down to 1. To get the remaining player's name, return the name at the first index of that table. 1. In PlayerManager, start a new module function named `getWinnerName()`. ```lua function PlayerManager.getWinnerName() end -- Events Players.PlayerAdded:Connect(onPlayerJoin) ``` 2. Add an if statement that runs if something exists in `activePlayers[1]`. Although the table count was checked before, the player might have disconnected or left the game. ```lua function PlayerManager.getWinnerName() local winningPlayer = activePlayers[1] if winningPlayer then end end ``` 3. In the if statement: - Return the player's name. - For the else, return an error string. ```lua function PlayerManager.getWinnerName() local winningPlayer = activePlayers[1] if winningPlayer then return winningPlayer.Name else return "Error: No winning player found" end end ``` ### Get the end status Use a module function to take information from the correct end state, whether the timer ends or one player is left. Then, send that state variable to DisplayManager to update the status GUI with the appropriate message. 1. In **MatchManager**, code a new module function named `getEndStatus()` with a parameter named `endState`. To store the message that will be sent, add an empty variable named `statusToReturn`. ```lua function MatchManager.prepareGame() playerManager.sendPlayersToMatch() matchStart:Fire() end function MatchManager.getEndStatus(endState) local statusToReturn end matchStart.Event:Connect(startTimer) matchEnd.Event:Connect(stopTimer) return MatchManager ``` 2. Set the value of `statusToReturn` using if and elseif statements. Check for the end state variables: `FoundWinner` and `TimerUp`. For error checking, include an else at the end. ```lua function MatchManager.getEndStatus(endState) local statusToReturn if endState == gameSettings.endStates.FoundWinner then elseif endState == gameSettings.endStates.TimerUp then else end end ``` 3. Add the following for each condition: `FoundWinner` - A variable for the winner using `playerManager.getWinnerName()`. - Update `statusToReturn` with a string announcing the winner. `TimerUp` - Update `statusToReturn` with a string announcing time ran out. `Else` - Update `statusToReturn` with an error message in case there are issues with getting the end game message. ```lua function MatchManager.getEndStatus(endState) local statusToReturn if endState == gameSettings.endStates.FoundWinner then local winnerName = playerManager.getWinnerName() statusToReturn = "Winner is : " .. winnerName elseif endState == gameSettings.endStates.TimerUp then statusToReturn = "Time ran out!" else statusToReturn = "Error found" end end ``` 4. Send back the message by typing `return statusToReturn`. ```lua function MatchManager.getEndStatus(endState) local statusToReturn if endState == gameSettings.endStates.FoundWinner then local winnerName = playerManager.getWinnerName() statusToReturn = "Winner is : " .. winnerName elseif endState == gameSettings.endStates.TimerUp then statusToReturn = "Time ran out!" else statusToReturn = "Error found" end return statusToReturn end ``` ### Display and test Get the updated announcement in GameManager and display it to the players using the DisplayManager. 1. Open **GameManager**. In the while true do loop, **delete** the last print statement. Then, create a variable named endStatus. Set it equal to calling `matchManager.getEndStatus(endState)`. ```lua while true do displayManager.updateStatus("Waiting for Players") repeat task.wait(gameSettings.intermissionDuration) until #Players:GetPlayers() >= gameSettings.minimumPlayers displayManager.updateStatus("Get ready!") task.wait(gameSettings.transitionTime) matchManager.prepareGame() local endState = matchEnd.Event:Wait() local endStatus = matchManager.getEndStatus(endState) end ``` 2. To display the returned message in the GUI label, call `displayManager.updateStatus()` and pass in `endStatus`. ```lua local endStatus = matchManager.getEndStatus(endState) displayManager.updateStatus(endStatus) ``` 3. So the game pauses to let players see the message, add a wait using `transitionTime`. ```lua local endStatus = matchManager.getEndStatus(endState) displayManager.updateStatus(endStatus) task.wait(gameSettings.transitionTime) ``` 4. Start a **test server** and check that players see the following messages for the time up and winning player conditions.
Time is up condition
Winning player condition
### Troubleshooting tips At this point, you're unable to see the messages, try one of the following below. - If your end status message is "Error Found", none of the conditions were successful. Check the code in `MatchManager.getEndStatus()` against the code samples. - If the end status doesn't display, check that `task.wait(gameSettings.transitionTime)` is after sending the message to displayManager. ## Start new matches Before starting a new match, there will be a brief transition. This gives players time to see the end status and makes being teleported to the lobby feel less sudden. At the end of the transition, remaining players will be removed from the arena, and all of the code will reset. This ensures that players will start the next match with a clean version of the game. ### Handle transitions When players move into the transition state, remove their weapons. 1. In PlayerManager, find the local functions. Copy and paste the highlighted code for `removePlayerWeapon()` below. The code will remove an individual player's weapon if it's actively equipped or in the player's backpack. ```lua local function removePlayerWeapon(whichPlayer) -- Check to see if a player exist in case they disconnected or left. if whichPlayer then local character = whichPlayer.Character -- If the player has it currently on their character local weapon = character:FindFirstChild("Weapon") if weapon then weapon:Destroy() end -- If the player has the weapon in their backpack local backpackWeapon = whichPlayer.Backpack:FindFirstChild("Weapon") if backpackWeapon then backpackWeapon:Destroy() end else print("No player to remove weapon") end end ``` 2. Start a new module function named `removeAllWeapons()`. ```lua function PlayerManager.removeAllWeapons() end -- Events Players.PlayerAdded:Connect(onPlayerJoin) return PlayerManager ``` 3. In that function, use a for loop to go through the active players table. In the loop, call `removePlayerWeapon()` and pass in the player found. ```lua function PlayerManager.removeAllWeapons() for playerKey, whichPlayer in activePlayers do removePlayerWeapon(whichPlayer) end end ``` ### Clean between matches Cleanup will be its own function in MatchManager. For now, cleanup will just use that previously created function to remove player weapons. As you expand the game, more can be added, such as functions to reset a map that changed during a match. 1. Open MatchManager. Add a new module function named `cleanupMatch()`. In that function, call `playerManager.removeAllWeapons()`. ```lua function MatchManager.cleanupMatch() playerManager.removeAllWeapons() end matchStart.Event:Connect(startTimer) matchEnd.Event:Connect(stopTimer) return MatchManager ``` 2. Next, call the cleanup function. Open **GameManager** and find the while true do loop. So players have weapons removed during the ending intermission, call `matchManager.cleanupMatch()` before the last `Library.task.wait()`. ```lua while true do displayManager.updateStatus("Waiting for Players") repeat task.wait(gameSettings.intermissionDuration) until #Players:GetPlayers() >= gameSettings.minimumPlayers displayManager.updateStatus("Get ready!") task.wait(gameSettings.transitionTime) matchManager.prepareGame() local endState = matchEnd.Event:Wait() local endStatus = matchManager.getEndStatus(endState) displayManager.updateStatus(endStatus) matchManager.cleanupMatch() task.wait(gameSettings.transitionTime) end ``` 3. Start a test server and run a match. Wait for the timer to run out and confirm that the player's weapon is removed during the end game intermission.
During a match
After the match
### Reset matches You may have noticed a few other things in the game, like players still being in the arena after a match ends. With the match cleaned up, next reset the game. This includes sending players in the arena back into the lobby and clearing the active players table. With a reset in place, a game loop can run indefinitely. First, start a function to send players back to the lobby. 1. In PlayerManager: - Create a module function named `resetPlayers()`. - Add a for loop to iterate through activePlayers. - In the loop, call `respawnPlayerInLobby()` and pass in the player as the parameter. ```lua function PlayerManager.resetPlayers() for playerKey, whichPlayer in activePlayers do respawnPlayerInLobby(whichPlayer) end end -- Events Players.PlayerAdded:Connect(onPlayerJoin) return PlayerManager ``` 2. Make sure the `activePlayers` table is empty for the next match by setting it equal to `{}`, which is a quick way of resetting to an empty table. ```lua function PlayerManager.resetPlayers() for playerKey, whichPlayer in activePlayers do respawnPlayerInLobby(whichPlayer) end activePlayers = {} end ``` 3. Open MatchManager. Code a new module function named `resetMatch()` and call `playerManager.resetPlayers()`. ```lua function MatchManager.resetMatch() playerManager.resetPlayers() end matchStart.Event:Connect(startTimer) matchEnd.Event:Connect(stopTimer) return MatchManager ``` 4. Go back to **GameManager**. At the end of the while true do loop, call `matchManager.resetMatch()`. ```lua while true do displayManager.updateStatus("Waiting for Players") repeat task.wait(gameSettings.intermissionDuration) until #Players:GetPlayers() >= gameSettings.minimumPlayers displayManager.updateStatus("Get ready!") task.wait(gameSettings.transitionTime) matchManager.prepareGame() local endState = matchEnd.Event:Wait() local endStatus = matchManager.getEndStatus(endState) displayManager.updateStatus(endStatus) matchManager.cleanupMatch() task.wait(gameSettings.transitionTime) matchManager.resetMatch() end ``` 5. Start a test server and run a match. Confirm that you can at least go through two game loops without any errors. ## 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")) local displayManager = require(moduleScripts:WaitForChild("DisplayManager")) -- Events local events = ServerStorage:WaitForChild("Events") local matchEnd = events:WaitForChild("MatchEnd") while true do displayManager.updateStatus("Waiting for Players") repeat task.wait(gameSettings.intermissionDuration) until #Players:GetPlayers() >= gameSettings.minimumPlayers displayManager.updateStatus("Get ready!") task.wait(gameSettings.transitionTime) matchManager.prepareGame() local endState = matchEnd.Event:Wait() local endStatus = matchManager.getEndStatus(endState) displayManager.updateStatus(endStatus) matchManager.cleanupMatch() task.wait(gameSettings.transitionTime) matchManager.resetMatch() end ``` ### MatchManager script ```lua local MatchManager = {} -- Services local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") -- Module Scripts local moduleScripts = ServerStorage:WaitForChild("ModuleScripts") local playerManager = require(moduleScripts:WaitForChild("PlayerManager")) local gameSettings = require(moduleScripts:WaitForChild("GameSettings")) local displayManager = require(moduleScripts:WaitForChild("DisplayManager")) local timer = require(moduleScripts:WaitForChild("Timer")) -- Events local events = ServerStorage:WaitForChild("Events") local matchStart = events:WaitForChild("MatchStart") local matchEnd = events:WaitForChild("MatchEnd") -- Values local displayValues = ReplicatedStorage:WaitForChild("DisplayValues") local timeLeft = displayValues:WaitForChild("TimeLeft") -- Creates a new timer object to be used to keep track of match time. local myTimer = timer.new() -- Local Functions local function stopTimer() myTimer:stop() end local function timeUp() matchEnd:Fire(gameSettings.endStates.TimerUp) end local function startTimer() myTimer:start(gameSettings.matchDuration) myTimer.finished:Connect(timeUp) while myTimer:isRunning() do -- Adding +1 makes sure the timer display ends at 1 instead of 0. timeLeft.Value = (myTimer:getTimeLeft() + 1) // 1 -- By not setting the time for wait, it offers more accurate looping task.wait() end end -- Module Functions function MatchManager.prepareGame() playerManager.sendPlayersToMatch() matchStart:Fire() end function MatchManager.getEndStatus(endState) local messageToReturn if endState == gameSettings.endStates.FoundWinner then local winnerName = playerManager.getWinnerName() messageToReturn = "Winner is : " .. winnerName elseif endState == gameSettings.endStates.TimerUp then messageToReturn = "Time ran out!" else messageToReturn = "Error found" end return messageToReturn end function MatchManager.cleanupMatch() playerManager.removeAllWeapons() end function MatchManager.resetMatch() playerManager.resetPlayers() end matchStart.Event:Connect(startTimer) matchEnd.Event:Connect(stopTimer) return MatchManager ``` ### PlayerManager script ```lua local PlayerManager = {} -- Services local Players = game:GetService("Players") local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") -- Modules local moduleScripts = ServerStorage:WaitForChild("ModuleScripts") local gameSettings = require(moduleScripts:WaitForChild("GameSettings")) -- Events local events = ServerStorage:WaitForChild("Events") local matchEnd = events:WaitForChild("MatchEnd") -- Map Variables local lobbySpawn = workspace.Lobby.StartSpawn local arenaMap = workspace.Arena local spawnLocations = arenaMap.SpawnLocations -- Values local displayValues = ReplicatedStorage:WaitForChild("DisplayValues") local playersLeft = displayValues:WaitForChild("PlayersLeft") -- Player Variables local activePlayers = {} local playerWeapon = ServerStorage.Weapon local function checkPlayerCount() if #activePlayers == 1 then matchEnd:Fire(gameSettings.endStates.FoundWinner) print("Found winner") end end local function removeActivePlayer(player) print("removing player") for playerKey, whichPlayer in activePlayers do if whichPlayer == player then table.remove(activePlayers, playerKey) playersLeft.Value = #activePlayers checkPlayerCount() end end end local function respawnPlayerInLobby(player) player.RespawnLocation = lobbySpawn player:LoadCharacter() end local function preparePlayer(player, whichSpawn) player.RespawnLocation = whichSpawn player:LoadCharacter() local character = player.Character or player.CharacterAdded:Wait() -- Give the player a tool local sword = playerWeapon:Clone() sword.Parent = character local humanoid = character:WaitForChild("Humanoid") humanoid.Died:Connect(function() respawnPlayerInLobby(player) removeActivePlayer(player) end) end local function onPlayerJoin(player) player.RespawnLocation = lobbySpawn end local function removePlayerWeapon(whichPlayer) -- Check to see if a player exist in case they disconnected or left. if whichPlayer then local character = whichPlayer.Character -- If the player has it currently on their character local weapon = character:FindFirstChild("Weapon") if weapon then weapon:Destroy() end -- If the player has the weapon in their backpack local backpackWeapon = whichPlayer.Backpack:FindFirstChild("Weapon") if backpackWeapon then backpackWeapon:Destroy() end else print("No player to remove weapon") end end function PlayerManager.sendPlayersToMatch() local availableSpawnPoints = spawnLocations:GetChildren() for playerKey, whichPlayer in Players:GetPlayers() do table.insert(activePlayers,whichPlayer) -- Gets a spawn location and then removes it from the table so the next player gets the next spawn local spawnLocation = table.remove(availableSpawnPoints, 1) preparePlayer(whichPlayer, spawnLocation) end playersLeft.Value = #activePlayers end function PlayerManager.getWinnerName() local winningPlayer = activePlayers[1] if winningPlayer then return winningPlayer.Name else return "Error: No player found" end end function PlayerManager.removeAllWeapons() for playerKey, whichPlayer in activePlayers do removePlayerWeapon(whichPlayer) end end function PlayerManager.resetPlayers() for playerKey, whichPlayer in activePlayers do respawnPlayerInLobby(whichPlayer) end activePlayers = {} end -- Events Players.PlayerAdded:Connect(onPlayerJoin) return PlayerManager ```