In this tutorial, you will learn how to utilize Bindable Events in Roblox Studio for implementing loose coupling between various scripts. Bindable Events are a robust functionality enabling the creation of custom events and facilitating communication between distinct components of your game. It is important to note that they are limited to functioning within a single context, such as the client or the server, and do not extend across boundaries between them.
Step 1: Creating a Bindable Event
To get started, let’s create a new Bindable Event that will fire each time a player jumps. Here’s the code:
local Players = game:GetService('Players') function playerJoined(player: Player) local function characterAdded(character: Instance) local humanoid = character:FindFirstChild("Humanoid") if humanoid ~= nil then local customEvent = Instance.new("BindableEvent") customEvent.Name = "PlayerJumped" customEvent.Parent = humanoid humanoid:GetPropertyChangedSignal("Jump"):Connect(function() if humanoid.Jump == true then customEvent:Fire() end end) end end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(playerJoined)
Explanation:
- We start by getting the Players service using
game:GetService('Players')
. - We define a function
playerJoined
that will be called each time a player joins the game. - Inside
playerJoined
, we define another functioncharacterAdded
that will be called when a player’s character is added to the game. - We use
FindFirstChild
to check if the player’s character has a “Humanoid” part. - If a “Humanoid” part is found, we create a new Bindable Event using
Instance.new("BindableEvent")
. - We set the name of the Bindable Event to “PlayerJumped” using
customEvent.Name = "PlayerJumped"
. - We set the parent of the Bindable Event to the player’s humanoid using
customEvent.Parent = humanoid
. - We use
GetPropertyChangedSignal
to listen for changes in the “Jump” property of the humanoid. - When the “Jump” property changes and becomes true, we fire the custom event using
customEvent:Fire()
.
Step 2: Binding to the Bindable Event
Now that we have created the Bindable Event, let’s bind to it and print a message each time the player jumps. This code can be placed in different script than the above. To make your game funny, you can make various parts to jump on each PlayerJumped event. Here’s the code:
local Players = game:GetService('Players') function onPlayerJoined(player: Player) local function characterAdded(character: Instance) local humanoid = character:FindFirstChildOfClass('Humanoid') if humanoid ~= nil then local jumpedEvent: BindableEvent = humanoid:WaitForChild("PlayerJumped") jumpedEvent.Event:Connect(function() print("Jumped!") end) end end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(onPlayerJoined)
Explanation:
- We start by getting the Players service using
game:GetService('Players')
. - We define a function
onPlayerJoined
that will be called each time a player joins the game. - Inside
onPlayerJoined
, we define another functioncharacterAdded
that will be called when a player’s character is added to the game. - We use
FindFirstChildOfClass
to check if the player’s character has a “Humanoid” part. - If a “Humanoid” part is found, we use
WaitForChild
to wait for the “PlayerJumped” Bindable Event to be created. - We assign the Bindable:
jumpedEvent.Event:Connect