Roll The Dice! {Open Sourced}

https://gyazo.com/bf02862401fdc3ce21c02f60402c8b3b


Disclaimer: This asset contains highly abstract programmer art, You’ve Been Warned!

I decided to make this random feature and Open Sourced it because I thought it would be fun and a nice opportunity for the community to learn from it

So what does it do?

  1. Rolls the Dice with physics when a button is pressed
  2. Waits for the Dice to stop moving
  3. Delivers the Result in the Output

“Well that’s pretty simple, isn’t it?”

You can take a look at GetTop function by @Corecii then decide if it’s simple or not; I’m sure that you can learn a lot from that which it contains pretty advance CFrame and Vector math.

Either way I took the approach to make the Dice’s results determined by physics rather than a RNG before the Roll, to add a little uniqueness to the Asset.

Resources

Feel free to use this asset in anyway you desire, there’s nothing stopping you!

Roll The Dice!.rbxl (25.2 KB)

Uncopylocked Game

Code
local Dice = workspace.Box.Dice

local Button = script.Parent

local Debounce

local function GetTop() -- Credit to @Corecii
    -- world-space up direction to compare again
    local upVec = Vector3.new(0, 1, 0)
    -- vars to find maximum
    local maxDotValue, maxDotNormalId
    -- loop through all possible faces
    for _, normalId in ipairs(Enum.NormalId:GetEnumItems()) do
        -- get object-space direction for this face
        local vec = Vector3.FromNormalId(normalId)
        -- get world-space direction for this face
        local diceVecInWorldSpace = workspace.Box.Dice.CFrame:VectorToWorldSpace(vec)
        -- Dot gets cos(angle) between upVec and diceVecInWorldSpace
        -- acos(dot) is a value between 1 (same direction) and -1 (opposite directions)
        -- common values you need to know here:
        --  1: same direction entirely
        --  bigger than 0: same side
        --  0: perpendicular directions
        --  smaller than 0: opposite sides
        --  -1: opposite direction entirely
        local dotValue = upVec:Dot(diceVecInWorldSpace)
        if not maxDotValue or dotValue > maxDotValue then
            maxDotValue, maxDotNormalId = dotValue, normalId
        end
    end
    return maxDotNormalId.Name
end

local valuesLookup = {
    Back = 4,
    Bottom = 6,
    Front = 3,
    Left = 2,
    Right = 5,
    Top = 1
}

Button.MouseButton1Down:Connect(function()
    if not Debounce then
        Debounce = true
        Dice.RotVelocity = Vector3.new(math.random(-10,10)*50,math.random(-10,10)*50,math.random(-10,10)*50)
        Button.TextColor3 = Color3.new(1,0,0)
        repeat wait(.5) until Dice.Velocity == Vector3.new(0,0,0)
        local top = GetTop()
        print(top, valuesLookup[top])
        Button.TextColor3 = Color3.new(0,1,0)
        Debounce = false
    end
end)

Enjoy!

28 Likes

I’m can see that this could potentially be made into its own game, maybe something like snakes vs ladders but on Roblox.

2 Likes

Thank you for this! I’ve been always needing something like this for games! This is very helpful! :smile:

1 Like

Was thinking about making a board game ported to Roblox.

As much as I knew how to make a rollable dice, this is a great timesaver with calculations and other mathsy stuff. It’s also good if you’re lazy like me.

Thank you very much… I gonna use to in my game! Btw can you make tic tac toe also?? :grin:

How would I make it compatible with multiple players. Currently when there are multiple players, only one player is really able to roll the dice.

1 Like