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- .. _doc_saving_games:
- Saving games
- ============
- Introduction
- ------------
- Save games can be complicated. It can be desired to store more
- information than the current level or number of stars earned on a level.
- More advanced save games may need to store additional information about
- an arbitrary number of objects. This will allow the save function to
- scale as the game grows more complex.
- Identify persistent objects
- ---------------------------
- First we should identify what objects we want to keep between game
- sessions and what information we want to keep from those objects. For
- this tutorial, we will use groups to mark and handle objects to be saved
- but other methods are certainly possible.
- We will start by adding objects we wish to save to the "Persist" group.
- As in the :ref:`doc_scripting_continued` tutorial, we can do this through
- the GUI or through script. Let's add the relevant nodes using the GUI:
- .. image:: /img/groups.png
- Once this is done when we need to save the game we can get all objects
- to save them and then tell them all to save with this script:
- ::
- var savenodes = get_tree().get_nodes_in_group("Persist")
- for i in savenodes:
- # Now we can call our save function on each node.
- Serializing
- -----------
- The next step is to serialize the data. This makes it much easier to
- read and store to disk. In this case, we're assuming each member of
- group Persist is an instanced node and thus has a path. GDScript
- has helper functions for this, such as :ref:`Dictionary.to_json()
- <class_Dictionary_to_json>` and :ref:`Dictionary.parse_json()
- <class_Dictionary_parse_json>`, so we will use a dictionary. Our node needs to
- contain a save function that returns this data. The save function will look
- like this:
- ::
- func save():
- var savedict = {
- filename=get_filename(),
- parent=get_parent().get_path(),
- posx=get_pos().x, #Vector2 is not supported by json
- posy=get_pos().y,
- attack=attack,
- defense=defense,
- currenthealth=currenthealth,
- maxhealth=maxhealth,
- damage=damage,
- regen=regen,
- experience=experience,
- TNL=TNL,
- level=level,
- AttackGrowth=AttackGrowth,
- DefenseGrowth=DefenseGrowth,
- HealthGrowth=HealthGrowth,
- isalive=isalive,
- last_attack=last_attack
- }
- return savedict
- This gives us a dictionary with the style
- ``{ "variable_name":that_variables_value }`` which will be useful when
- loading.
- Saving and reading data
- -----------------------
- As covered in the :ref:`doc_filesystem` tutorial, we'll need to open a file
- and write to it and then later read from it. Now that we have a way to
- call our groups and get their relevant data, let's use to_json() to
- convert it into an easily stored string and store them in a file. Doing
- it this way ensures that each line is its own object so we have an easy
- way to pull the data out of the file as well.
- ::
- # Note: This can be called from anywhere inside the tree. This function is path independent.
- # Go through everything in the persist category and ask them to return a dict of relevant variables
- func save_game():
- var savegame = File.new()
- savegame.open("user://savegame.save", File.WRITE)
- var savenodes = get_tree().get_nodes_in_group("Persist")
- for i in savenodes:
- var nodedata = i.save()
- savegame.store_line(nodedata.to_json())
- savegame.close()
- Game saved! Loading is fairly simple as well. For that we'll read each
- line, use parse_json() to read it back to a dict, and then iterate over
- the dict to read our values. But we'll need to first create the object
- and we can use the filename and parent values to achieve that. Here is our
- load function:
- ::
- # Note: This can be called from anywhere inside the tree. This function is path independent.
- func load_game():
- var savegame = File.new()
- if !savegame.file_exists("user://savegame.save"):
- return #Error! We don't have a save to load
- # We need to revert the game state so we're not cloning objects during loading. This will vary wildly depending on the needs of a project, so take care with this step.
- # For our example, we will accomplish this by deleting savable objects.
- var savenodes = get_tree().get_nodes_in_group("Persist")
- for i in savenodes:
- i.queue_free()
- # Load the file line by line and process that dictionary to restore the object it represents
- var currentline = {} # dict.parse_json() requires a declared dict.
- savegame.open("user://savegame.save", File.READ)
- currentline.parse_json(savegame.get_line())
- while (!savegame.eof_reached()):
- # First we need to create the object and add it to the tree and set its position.
- var newobject = load(currentline["filename"]).instance()
- get_node(currentline["parent"]).add_child(newobject)
- newobject.set_pos(Vector2(currentline["posx"],currentline["posy"]))
- # Now we set the remaining variables.
- for i in currentline.keys():
- if (i == "filename" or i == "parent" or i == "posx" or i == "posy"):
- continue
- newobject.set(i, currentline[i])
- currentline.parse_json(savegame.get_line())
- savegame.close()
- And now we can save and load an arbitrary number of objects laid out
- almost anywhere across the scene tree! Each object can store different
- data depending on what it needs to save.
- Some notes
- ----------
- We may have glossed over a step, but setting the game state to one fit
- to start loading data can be very complicated. This step will need to be
- heavily customized based on the needs of an individual project.
- This implementation assumes no Persist objects are children of other
- Persist objects. Doing so would create invalid paths. If this is one of
- the needs of a project this needs to be considered. Saving objects in
- stages (parent objects first) so they are available when child objects
- are loaded will make sure they're available for the add_child() call.
- There will also need to be some way to link children to parents as the
- nodepath will likely be invalid.
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