My game is basically fruit ninja on Roblox. IN my game you have to click on the squares and not the circles. If you let a square fall you lose. My major bug is that the shapes don’t delete once I lose and once I lose enough times when I start the game nothing happens. I already tried using print statements to try and troubleshoot and see whats going wrong the the event fires once I click start but it doesn’t look like it starts the game! Most of my code is repetitive s taking a glance should give you an idea of my game.
local player = game.Players.LocalPlayer
local GAME = player.PlayerGui.Game
local lost = player.Lost
local fell = game.ReplicatedStorage.SquareFell
local stage = 0
local gamestarted = player:FindFirstChild(“GameGoing”)
local STAGE = player:FindFirstChild(“Stage”)
local scriptcheck = false
local function createSquare()
game.Workspace.SoundFX.SquareSpawn:Stop()
if player.Lost.Value ~= true then
local s = math.random(1,6)
if s == 1 then
local square = GAME.Square:Clone()
square.Position = GAME.t1.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.02, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.5,Enum.EasingStyle.Linear)
–make the square go up and down then self destruct
local tween = game:GetService(“TweenService”):Create(square, TweenInfo.new(1.5), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService(“TweenService”):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 2 then
local square = GAME.Square:Clone()
square.Position = GAME.t2.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.241, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.5,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1.5), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 3 then
local square = GAME.Square:Clone()
square.Position = GAME.t3.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.461, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.5,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1.5), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 4 then
local square = GAME.Square:Clone()
square.Position = GAME.t4.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.67, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.5,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1.5), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 5 then
local square = GAME.Square:Clone()
square.Position = GAME.t5.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.909, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.5,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1.5), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
end
end
end
local function createSquarestage3()
game.Workspace.SoundFX.SquareSpawn:Stop()
if player.Lost.Value ~= true then
local s = math.random(1,6)
if s == 1 then
local square = GAME.Square:Clone()
square.Position = GAME.t1.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.02, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.2,Enum.EasingStyle.Linear)
–make the square go up and down then self destruct
local tween = game:GetService(“TweenService”):Create(square, TweenInfo.new(1.2), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService(“TweenService”):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 2 then
local square = GAME.Square:Clone()
square.Position = GAME.t2.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.241, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.2,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1.2), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 3 then
local square = GAME.Square:Clone()
square.Position = GAME.t3.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.461, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.2,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1.2), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 4 then
local square = GAME.Square:Clone()
square.Position = GAME.t4.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.67, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.2,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1.2), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 5 then
local square = GAME.Square:Clone()
square.Position = GAME.t5.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.909, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1.5,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
end
end
end
local function createSquarestage5()
game.Workspace.SoundFX.SquareSpawn:Stop()
if player.Lost.Value ~= true then
local s = math.random(1,6)
if s == 1 then
local square = GAME.Square:Clone()
square.Position = GAME.t1.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.02, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1,Enum.EasingStyle.Linear)
–make the square go up and down then self destruct
local tween = game:GetService(“TweenService”):Create(square, TweenInfo.new(1), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService(“TweenService”):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 2 then
local square = GAME.Square:Clone()
square.Position = GAME.t2.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.241, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 3 then
local square = GAME.Square:Clone()
square.Position = GAME.t3.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.461, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 4 then
local square = GAME.Square:Clone()
square.Position = GAME.t4.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.67, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
elseif s == 5 then
local square = GAME.Square:Clone()
square.Position = GAME.t5.Position
square.Visible = true
square.Parent = GAME
local finalpos1 = UDim2.new(0.909, 0,0.78, 0)
local tweeninfo = TweenInfo.new(1,Enum.EasingStyle.Linear)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(square, TweenInfo.new(1), {Position = UDim2.new(square.Position.X.Scale, square.Position.X.Offset, square.Position.Y.Scale - 0.5, square.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(square, tweeninfo, {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
if square.Parent == GAME and lost.Value ~= true then
fell:FireServer()
square:Destroy()
player.Lost.Value = true
gamestarted.Value = false
game.Workspace.SoundFX.Lose:Play()
game.Workspace.SoundFX.Uptown:Stop()
game.Workspace.SoundFX.Medium:Stop()
game.Workspace.SoundFX.Normal:Stop()
game.Workspace.SoundFX.Hard:Stop()
game.Workspace.SoundFX.Chaos:Stop()
return
end
end
end
end
local function createCircle()
if player.Lost.Value ~= true then
local s = math.random(1,6)
if s == 1 then
local circle = GAME.Circle:Clone()
circle.Position = GAME.t1.Position
circle.Visible = true
circle.Parent = GAME
local finalpos1 = UDim2.new(0.02, 0,0.78, 0)
–make the square go up and down then self destruct
local tween = game:GetService(“TweenService”):Create(circle, TweenInfo.new(1.5), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService(“TweenService”):Create(circle, TweenInfo.new(1.5), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 2 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t2.Position
local finalpos1 = UDim2.new(0.241, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.5), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.5), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 3 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t3.Position
local finalpos1 = UDim2.new(0.461, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.5), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.5), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 4 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t4.Position
local finalpos1 = UDim2.new(0.67, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.5), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.5), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 5 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t5.Position
local finalpos1 = UDim2.new(0.909, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.5), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.5), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
end
end
end
local function createCirclestage3()
if player.Lost.Value ~= true then
local s = math.random(1,6)
if s == 1 then
local circle = GAME.Circle:Clone()
circle.Position = GAME.t1.Position
circle.Visible = true
circle.Parent = GAME
local finalpos1 = UDim2.new(0.02, 0,0.78, 0)
–make the square go up and down then self destruct
local tween = game:GetService(“TweenService”):Create(circle, TweenInfo.new(1.2), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService(“TweenService”):Create(circle, TweenInfo.new(1.2), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 2 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t2.Position
local finalpos1 = UDim2.new(0.241, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.2), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.2), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 3 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t3.Position
local finalpos1 = UDim2.new(0.461, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.2), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.2), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 4 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t4.Position
local finalpos1 = UDim2.new(0.67, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.2), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.2), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 5 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t5.Position
local finalpos1 = UDim2.new(0.909, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.2), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1.2), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
end
end
end
local function createCirclestage5()
if player.Lost.Value ~= true then
local s = math.random(1,6)
if s == 1 then
local circle = GAME.Circle:Clone()
circle.Position = GAME.t1.Position
circle.Visible = true
circle.Parent = GAME
local finalpos1 = UDim2.new(0.02, 0,0.78, 0)
–make the square go up and down then self destruct
local tween = game:GetService(“TweenService”):Create(circle, TweenInfo.new(1), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService(“TweenService”):Create(circle, TweenInfo.new(1), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 2 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t2.Position
local finalpos1 = UDim2.new(0.241, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 3 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t3.Position
local finalpos1 = UDim2.new(0.461, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 4 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t4.Position
local finalpos1 = UDim2.new(0.67, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
elseif s == 5 then
local circle = GAME.Circle:Clone()
circle.Visible = true
circle.Parent = GAME
circle.Position = GAME.t5.Position
local finalpos1 = UDim2.new(0.909, 0,0.78, 0)
--make the square go up and down then self destruct
local tween = game:GetService("TweenService"):Create(circle, TweenInfo.new(1), {Position = UDim2.new(circle.Position.X.Scale, circle.Position.X.Offset, circle.Position.Y.Scale - 0.5, circle.Position.Y.Offset)})
local tween2 = game:GetService("TweenService"):Create(circle, TweenInfo.new(1), {Position = finalpos1})
tween:Play()
wait(1)
tween2:Play()
wait(1)
circle:Destroy()
end
end
end
local function chooseShapestage1()
local lost = player.Lost
if lost.Value ~= true then
local shape = math.random(1,6)
print(shape)
if shape == 1 then
createSquare()
elseif shape == 2 then
createSquare()
elseif shape == 3 then
createSquare()
elseif shape == 4 then
createSquare()
elseif shape == 5 then
createSquare()
elseif shape == 6 then
createCircle()
end
end
end
local function chooseShapestage2()
local lost = player.Lost
if lost.Value ~= true then
local shape = math.random(1,6)
print(shape)
if shape == 3 then
createSquare()
elseif shape == 4 then
createSquare()
elseif shape == 5 then
createSquare()
elseif shape == 6 then
createSquare()
elseif shape == 1 then
createSquare()
elseif shape == 2 then
createCircle()
end
end
end
local function chooseShapestage3()
local lost = player.Lost
if lost.Value ~= true then
local shape = math.random(1,6)
print(shape)
if shape == 3 then
createSquarestage3()
elseif shape == 4 then
createSquarestage3()
elseif shape == 5 then
createSquarestage3()
elseif shape == 6 then
createSquarestage3()
elseif shape == 1 then
createSquarestage3()
elseif shape == 2 then
createCirclestage3()
end
end
end
local function chooseShapestage5()
local lost = player.Lost
if lost.Value ~= true then
local shape = math.random(1,6)
print(shape)
if shape == 3 then
createSquarestage5()
elseif shape == 4 then
createSquarestage5()
elseif shape == 5 then
createSquarestage5()
elseif shape == 6 then
createSquarestage5()
elseif shape == 1 then
createCirclestage5()
elseif shape == 2 then
createCirclestage5()
end
end
end
local function spawnTwoShapesstageThree()
local lost = player.Lost
if lost.Value ~= true then
local shape1 = math.random(1, 6)
local shape2 = math.random(1, 6)
print(“Spawning Shapes in Stage Three”)
local function spawnShape(shapeType)
if shapeType == 3 then
createSquarestage3()
elseif shapeType == 4 then
createSquarestage3()
elseif shapeType == 5 then
createSquarestage3()
elseif shapeType == 6 then
createSquarestage3()
elseif shapeType == 1 then
createSquarestage3()
elseif shapeType == 2 then
createCirclestage3()
end
end
-- Use a coroutine to spawn two shapes simultaneously
local function spawnTwoShapes()
spawnShape(shape1)
wait(0.1) -- Adjust the delay as needed to control the timing
spawnShape(shape2)
end
coroutine.wrap(spawnTwoShapes)()
end
end
local function spawnThreeShapesstageFive()
local lost = player.Lost
if lost.Value ~= true then
local shape1 = math.random(1, 6)
local shape2 = math.random(1, 6)
local shape3 = math.random(1,6)
print(“Spawning Shapes in Stage Three”)
local function spawnShape(shapeType)
if shapeType == 3 then
createSquarestage3()
elseif shapeType == 4 then
createSquarestage3()
elseif shapeType == 5 then
createSquarestage3()
elseif shapeType == 6 then
createSquarestage3()
elseif shapeType == 1 then
createSquarestage3()
elseif shapeType == 2 then
createCirclestage3()
end
end
-- Use a coroutine to spawn two shapes simultaneously
local function spawnTwoShapesstage5()
spawnShape(shape1)
wait(0.1) -- Adjust the delay as needed to control the timing
spawnShape(shape2)
wait(0.1)
spawnShape(shape3)
end
coroutine.wrap(spawnTwoShapesstage5)()
end
end
local gg = player.GameGoing
local function stageOne()
STAGE.Value = “Easy”
stage = 1
wait(0.1)
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
return
end
wait(1)
gg.Value = true
if gg.Value == true then
print(“Spaqn”)
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
gg.Value = true
if gg.Value == true then
chooseShapestage1()
elseif gg.Value == false then
stage = 0
return
end
wait(1)
game.Workspace.SoundFX.Uptown:Stop()
end
local function stageTwo()
STAGE.Value = “Normal”
stage = 2
game.Workspace.SoundFX.Normal:Play()
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
stage = 0
STAGE.Value = “Easy”
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
stage = 0
STAGE.Value = “Easy”
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
stage = 0
STAGE.Value = “Easy”
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
stage = 0
STAGE.Value = “Easy”
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
if gg.Value == true then
chooseShapestage2()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.7)
game.Workspace.SoundFX.Normal:Stop()
end
local function stageThree()
STAGE.Value = “Medium”
game.Workspace.SoundFX.Medium:Play()
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.6)
stage = 3
game.Workspace.SoundFX.Medium:Stop()
end
local function stageFour()
STAGE.Value = “Hard”
game.Workspace.SoundFX.Hard:Play()
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
chooseShapestage3()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.4)
stage = 4
game.Workspace.SoundFX.Hard:Stop()
end
local function stageFive()
STAGE.Value = “Chaos”
game.Workspace.SoundFX.Chaos:Play()
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
chooseShapestage5()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnThreeShapesstageFive()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
chooseShapestage5()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
chooseShapestage5()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
chooseShapestage5()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
chooseShapestage5()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
chooseShapestage5()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnThreeShapesstageFive()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnThreeShapesstageFive()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
chooseShapestage5()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnThreeShapesstageFive()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnThreeShapesstageFive()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
chooseShapestage5()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnThreeShapesstageFive()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnThreeShapesstageFive()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
chooseShapestage5()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnThreeShapesstageFive()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnThreeShapesstageFive()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
if gg.Value == true then
spawnTwoShapesstageThree()
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
return
end
wait(0.3)
stage = 5
end
local function infiniteChaos()
STAGE.Value = “Infinite Chaos”
game.Workspace.SoundFX.Chaos:Stop()
game.Workspace.SoundFX.Chaos:Play()
game.Workspace.SoundFX.Chaos.PlaybackSpeed = 2
while true do
if gg.Value == true then
spawnThreeShapesstageFive()
wait(0.3)
elseif gg.Value == false then
STAGE.Value = “Easy”
stage = 0
break
end
end
end
local function GameStart()
if gg.Value == true and stage == 0 then
stageOne()
else
return
end
if gg.Value == true and stage == 1 then
stageTwo()
else
return
end
if gg.Value == true and stage == 2 then
stageThree()
else
return
end
if gg.Value == true and stage == 3 then
stageFour()
else
return
end
if gg.Value == true and stage == 4 then
stageFive()
else
return
end
if gg.Value == true and stage == 5 then
infiniteChaos()
else
return
end
end
game.ReplicatedStorage.G.OnClientEvent:Connect(function()
if scriptcheck == false then
wait(0.5)
scriptcheck = true
print(“ClientFired”)
gamestarted.Value = true
print(“GameStarted”)
GameStart()
wait(1)
scriptcheck = false
end
end)