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Move Saving and Loading demo to Loading category
This commit is contained in:
20
loading/serialization/README.md
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20
loading/serialization/README.md
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# Saving and Loading (Serialization)
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This demo showcases how to save a simple game with each serialization
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format supported by Godot:
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- ConfigFile
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- JSON
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More formats may be added in the future.
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For more information, see this documentation article:
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https://docs.godotengine.org/en/latest/tutorials/io/saving_games.html
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Language: GDScript
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Renderer: GLES 2
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## Screenshots
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7
loading/serialization/default_env.tres
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7
loading/serialization/default_env.tres
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[gd_resource type="Environment" load_steps=2 format=2]
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[sub_resource type="ProceduralSky" id=1]
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[resource]
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background_mode = 2
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background_sky = SubResource( 1 )
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29
loading/serialization/enemy.gd
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29
loading/serialization/enemy.gd
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extends KinematicBody2D
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const MOVE_SPEED = 75
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const DAMAGE_PER_SECOND = 15
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# The node we should be "attacking" every frame.
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# If `null`, nobody is in range to attack.
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var attacking = null
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func _process(delta):
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if attacking:
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attacking.health -= delta * DAMAGE_PER_SECOND
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# warning-ignore:return_value_discarded
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move_and_slide(Vector2(MOVE_SPEED, 0))
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# The enemy went outside of the window. Move it back to the left.
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if position.x >= 732:
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position.x = -32
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func _on_AttackArea_body_entered(body):
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if body.name == "Player":
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attacking = body
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func _on_AttackArea_body_exited(_body):
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attacking = null
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30
loading/serialization/enemy.tscn
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30
loading/serialization/enemy.tscn
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://enemy.gd" type="Script" id=1]
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[ext_resource path="res://icon.png" type="Texture" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 32, 32 )
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 38, 38 )
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[node name="Enemy" type="KinematicBody2D" groups=[
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"enemy",
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]]
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position = Vector2( 64, 160 )
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="Sprite" type="Sprite" parent="."]
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modulate = Color( 2, 0.6, 0.5, 1 )
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texture = ExtResource( 2 )
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[node name="AttackArea" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="AttackArea"]
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shape = SubResource( 2 )
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[connection signal="body_entered" from="AttackArea" to="." method="_on_AttackArea_body_entered"]
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[connection signal="body_exited" from="AttackArea" to="." method="_on_AttackArea_body_exited"]
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13
loading/serialization/gui.gd
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13
loading/serialization/gui.gd
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extends VBoxContainer
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func _ready():
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var file = File.new()
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# Don't allow loading files that don't exist yet.
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$SaveLoad/LoadConfigFile.disabled = not file.file_exists(ProjectSettings.globalize_path("user://save_config_file.ini"))
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$SaveLoad/LoadJSON.disabled = not file.file_exists(ProjectSettings.globalize_path("user://save_json.json"))
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func _on_open_user_data_folder_pressed():
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# warning-ignore:return_value_discarded
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OS.shell_open(ProjectSettings.globalize_path("user://"))
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BIN
loading/serialization/icon.png
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BIN
loading/serialization/icon.png
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Binary file not shown.
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After Width: | Height: | Size: 2.0 KiB |
34
loading/serialization/icon.png.import
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34
loading/serialization/icon.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://icon.png"
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dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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30
loading/serialization/player.gd
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30
loading/serialization/player.gd
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extends KinematicBody2D
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# The player's movement speed.
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const MOVE_SPEED = 240
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var health = 100 setget set_health
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var motion = Vector2()
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onready var progress_bar = $Sprite/ProgressBar
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func _process(delta):
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# Player movement (controller-friendly).
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var velocity = Vector2.ZERO
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velocity.x = Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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velocity.y = Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
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position += velocity * MOVE_SPEED * delta
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# Prevent the player from going outside the window.
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position.x = clamp(position.x, 32, 700)
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position.y = clamp(position.y, 32, 536)
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func set_health(p_health):
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health = p_health
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progress_bar.value = health
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if health <= 0:
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# The player died.
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# warning-ignore:return_value_discarded
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get_tree().reload_current_scene()
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71
loading/serialization/project.godot
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71
loading/serialization/project.godot
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=4
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_global_script_classes=[ ]
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_global_script_class_icons={
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}
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[application]
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config/name="Saving and Loading (Serialization)"
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run/main_scene="res://save_load.tscn"
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config/icon="res://icon.png"
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[display]
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window/size/height=576
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window/stretch/mode="2d"
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window/stretch/aspect="expand"
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[input]
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move_up={
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"deadzone": 0.2,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":12,"pressure":0.0,"pressed":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":90,"unicode":0,"echo":false,"script":null)
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]
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}
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move_down={
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"deadzone": 0.2,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":13,"pressure":0.0,"pressed":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
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]
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}
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move_left={
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"deadzone": 0.2,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":14,"pressure":0.0,"pressed":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":81,"unicode":0,"echo":false,"script":null)
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]
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}
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move_right={
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"deadzone": 0.2,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":0,"button_index":15,"pressure":0.0,"pressed":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
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]
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}
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[rendering]
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quality/driver/driver_name="GLES2"
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vram_compression/import_etc=true
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vram_compression/import_etc2=false
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environment/default_clear_color=Color( 0.133333, 0.2, 0.266667, 1 )
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environment/default_environment="res://default_env.tres"
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160
loading/serialization/save_load.tscn
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160
loading/serialization/save_load.tscn
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[gd_scene load_steps=10 format=2]
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||||
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||||
[ext_resource path="res://enemy.tscn" type="PackedScene" id=1]
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[ext_resource path="res://gui.gd" type="Script" id=2]
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||||
[ext_resource path="res://save_load_json.gd" type="Script" id=3]
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||||
[ext_resource path="res://save_load_config_file.gd" type="Script" id=4]
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||||
[ext_resource path="res://icon.png" type="Texture" id=5]
|
||||
[ext_resource path="res://player.gd" type="Script" id=6]
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||||
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[sub_resource type="RectangleShape2D" id=1]
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||||
extents = Vector2( 32, 32 )
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id=2]
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||||
bg_color = Color( 0.45098, 1, 0.152941, 1 )
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||||
corner_radius_top_left = 16
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||||
corner_radius_top_right = 16
|
||||
corner_radius_bottom_right = 16
|
||||
corner_radius_bottom_left = 16
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||||
|
||||
[sub_resource type="StyleBoxFlat" id=3]
|
||||
bg_color = Color( 0, 0, 0, 0.25098 )
|
||||
corner_radius_top_left = 16
|
||||
corner_radius_top_right = 16
|
||||
corner_radius_bottom_right = 16
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||||
corner_radius_bottom_left = 16
|
||||
|
||||
[node name="Node" type="Node"]
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||||
|
||||
[node name="Game" type="Node2D" parent="."]
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||||
position = Vector2( 296, 8 )
|
||||
|
||||
[node name="Player" type="KinematicBody2D" parent="Game"]
|
||||
position = Vector2( 48, 40 )
|
||||
script = ExtResource( 6 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Game/Player"]
|
||||
shape = SubResource( 1 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="Game/Player"]
|
||||
texture = ExtResource( 5 )
|
||||
|
||||
[node name="ProgressBar" type="ProgressBar" parent="Game/Player/Sprite"]
|
||||
margin_left = -32.0
|
||||
margin_top = -40.0
|
||||
margin_right = 32.0
|
||||
margin_bottom = -34.0
|
||||
custom_styles/fg = SubResource( 2 )
|
||||
custom_styles/bg = SubResource( 3 )
|
||||
value = 100.0
|
||||
percent_visible = false
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="Enemy" parent="Game" instance=ExtResource( 1 )]
|
||||
|
||||
[node name="Enemy2" parent="Game" instance=ExtResource( 1 )]
|
||||
position = Vector2( 376, 304 )
|
||||
|
||||
[node name="Enemy3" parent="Game" instance=ExtResource( 1 )]
|
||||
position = Vector2( 232, 464 )
|
||||
|
||||
[node name="Control" type="Control" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
margin_left = 8.0
|
||||
margin_top = 8.0
|
||||
margin_right = -11.9999
|
||||
margin_bottom = -12.0
|
||||
__meta__ = {
|
||||
"_edit_lock_": true,
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="Control"]
|
||||
margin_right = 269.0
|
||||
margin_bottom = 330.0
|
||||
custom_constants/separation = 30
|
||||
script = ExtResource( 2 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="SaveLoad" type="GridContainer" parent="Control/VBoxContainer"]
|
||||
margin_right = 269.0
|
||||
margin_bottom = 78.0
|
||||
custom_constants/vseparation = 8
|
||||
custom_constants/hseparation = 8
|
||||
columns = 2
|
||||
|
||||
[node name="SaveConfigFile" type="Button" parent="Control/VBoxContainer/SaveLoad"]
|
||||
margin_right = 130.0
|
||||
margin_bottom = 35.0
|
||||
rect_min_size = Vector2( 0, 35 )
|
||||
size_flags_horizontal = 3
|
||||
text = "Save as ConfigFile"
|
||||
script = ExtResource( 4 )
|
||||
game_node = NodePath("../../../../Game")
|
||||
player_node = NodePath("../../../../Game/Player")
|
||||
|
||||
[node name="LoadConfigFile" type="Button" parent="Control/VBoxContainer/SaveLoad"]
|
||||
margin_left = 138.0
|
||||
margin_right = 268.0
|
||||
margin_bottom = 35.0
|
||||
rect_min_size = Vector2( 0, 35 )
|
||||
size_flags_horizontal = 3
|
||||
text = "Load as ConfigFile"
|
||||
script = ExtResource( 4 )
|
||||
game_node = NodePath("../../../../Game")
|
||||
player_node = NodePath("../../../../Game/Player")
|
||||
|
||||
[node name="SaveJSON" type="Button" parent="Control/VBoxContainer/SaveLoad"]
|
||||
margin_top = 43.0
|
||||
margin_right = 130.0
|
||||
margin_bottom = 78.0
|
||||
rect_min_size = Vector2( 0, 35 )
|
||||
size_flags_horizontal = 3
|
||||
text = "Save as JSON"
|
||||
script = ExtResource( 3 )
|
||||
game_node = NodePath("../../../../Game")
|
||||
player_node = NodePath("../../../../Game/Player")
|
||||
|
||||
[node name="LoadJSON" type="Button" parent="Control/VBoxContainer/SaveLoad"]
|
||||
margin_left = 138.0
|
||||
margin_top = 43.0
|
||||
margin_right = 268.0
|
||||
margin_bottom = 78.0
|
||||
rect_min_size = Vector2( 0, 35 )
|
||||
size_flags_horizontal = 3
|
||||
text = "Load as JSON"
|
||||
script = ExtResource( 3 )
|
||||
game_node = NodePath("../../../../Game")
|
||||
player_node = NodePath("../../../../Game/Player")
|
||||
|
||||
[node name="OpenUserDataFolder" type="Button" parent="Control/VBoxContainer"]
|
||||
margin_top = 108.0
|
||||
margin_right = 269.0
|
||||
margin_bottom = 143.0
|
||||
rect_min_size = Vector2( 0, 35 )
|
||||
hint_tooltip = "Click this button to check the saved files using the operating system's file manager."
|
||||
text = "Open User Data Folder"
|
||||
|
||||
[node name="RichTextLabel" type="RichTextLabel" parent="Control/VBoxContainer"]
|
||||
margin_top = 173.0
|
||||
margin_right = 269.0
|
||||
margin_bottom = 453.0
|
||||
rect_min_size = Vector2( 0, 280 )
|
||||
custom_constants/line_separation = 4
|
||||
bbcode_enabled = true
|
||||
bbcode_text = "Use the arrow keys or controller to move the player.
|
||||
|
||||
Use the save and load buttons to save/load the game with the respective format (each format is its own savegame)."
|
||||
text = "Use the arrow keys or controller to move the player.
|
||||
|
||||
Use the save and load buttons to save/load the game with the respective format (each format is its own savegame)."
|
||||
[connection signal="pressed" from="Control/VBoxContainer/SaveLoad/SaveConfigFile" to="Control/VBoxContainer/SaveLoad/SaveConfigFile" method="save_game"]
|
||||
[connection signal="pressed" from="Control/VBoxContainer/SaveLoad/LoadConfigFile" to="Control/VBoxContainer/SaveLoad/LoadConfigFile" method="load_game"]
|
||||
[connection signal="pressed" from="Control/VBoxContainer/SaveLoad/SaveJSON" to="Control/VBoxContainer/SaveLoad/SaveJSON" method="save_game"]
|
||||
[connection signal="pressed" from="Control/VBoxContainer/SaveLoad/LoadJSON" to="Control/VBoxContainer/SaveLoad/LoadJSON" method="load_game"]
|
||||
[connection signal="pressed" from="Control/VBoxContainer/OpenUserDataFolder" to="Control/VBoxContainer" method="_on_open_user_data_folder_pressed"]
|
||||
52
loading/serialization/save_load_config_file.gd
Normal file
52
loading/serialization/save_load_config_file.gd
Normal file
@@ -0,0 +1,52 @@
|
||||
extends Button
|
||||
# This script shows how to save data using Godot's custom ConfigFile format.
|
||||
# ConfigFile can store any Godot type natively.
|
||||
|
||||
# The root game node (so we can get and instance enemies).
|
||||
export(NodePath) var game_node
|
||||
# The player node (so we can set/get its health and position).
|
||||
export(NodePath) var player_node
|
||||
|
||||
const SAVE_PATH = "user://save_config_file.ini"
|
||||
|
||||
|
||||
func save_game():
|
||||
var config = ConfigFile.new()
|
||||
|
||||
var player = get_node(player_node)
|
||||
config.set_value("player", "position", player.position)
|
||||
config.set_value("player", "health", player.health)
|
||||
|
||||
var enemies = []
|
||||
for enemy in get_tree().get_nodes_in_group("enemy"):
|
||||
enemies.push_back({
|
||||
position = enemy.position,
|
||||
})
|
||||
config.set_value("enemies", "enemies", enemies)
|
||||
|
||||
config.save(SAVE_PATH)
|
||||
|
||||
get_node("../LoadConfigFile").disabled = false
|
||||
|
||||
|
||||
# `load()` is reserved.
|
||||
func load_game():
|
||||
var config = ConfigFile.new()
|
||||
config.load(SAVE_PATH)
|
||||
|
||||
var player = get_node(player_node)
|
||||
player.position = config.get_value("player", "position")
|
||||
player.health = config.get_value("player", "health")
|
||||
|
||||
# Remove existing enemies and add new ones.
|
||||
for enemy in get_tree().get_nodes_in_group("enemy"):
|
||||
enemy.queue_free()
|
||||
|
||||
var enemies = config.get_value("enemies", "enemies")
|
||||
# Ensure the node structure is the same when loading.
|
||||
var game = get_node(game_node)
|
||||
|
||||
for enemy_config in enemies:
|
||||
var enemy = preload("res://enemy.tscn").instance()
|
||||
enemy.position = enemy_config.position
|
||||
game.add_child(enemy)
|
||||
62
loading/serialization/save_load_json.gd
Normal file
62
loading/serialization/save_load_json.gd
Normal file
@@ -0,0 +1,62 @@
|
||||
extends Button
|
||||
# This script shows how to save data using the JSON file format.
|
||||
# JSON is a widely used file format, but not all Godot types can be
|
||||
# stored natively. For example, integers get converted into doubles,
|
||||
# and to store Vector2 and other non-JSON types you need `var2str()`.
|
||||
|
||||
# The root game node (so we can get and instance enemies).
|
||||
export(NodePath) var game_node
|
||||
# The player node (so we can set/get its health and position).
|
||||
export(NodePath) var player_node
|
||||
|
||||
const SAVE_PATH = "user://save_json.json"
|
||||
|
||||
|
||||
func save_game():
|
||||
var file = File.new()
|
||||
file.open(SAVE_PATH, File.WRITE)
|
||||
|
||||
var player = get_node(player_node)
|
||||
# JSON doesn't support complex types such as Vector2.
|
||||
# `var2str()` can be used to convert any Variant to a String.
|
||||
var save_dict = {
|
||||
player = {
|
||||
position = var2str(player.position),
|
||||
health = var2str(player.health),
|
||||
},
|
||||
enemies = []
|
||||
}
|
||||
|
||||
for enemy in get_tree().get_nodes_in_group("enemy"):
|
||||
save_dict.enemies.push_back({
|
||||
position = var2str(enemy.position),
|
||||
})
|
||||
|
||||
file.store_line(to_json(save_dict))
|
||||
|
||||
get_node("../LoadJSON").disabled = false
|
||||
|
||||
|
||||
# `load()` is reserved.
|
||||
func load_game():
|
||||
var file = File.new()
|
||||
file.open(SAVE_PATH, File.READ)
|
||||
var save_dict = parse_json(file.get_line())
|
||||
|
||||
var player = get_node(player_node)
|
||||
# JSON doesn't support complex types such as Vector2.
|
||||
# `str2var()` can be used to convert a String to the corresponding Variant.
|
||||
player.position = str2var(save_dict.player.position)
|
||||
player.health = str2var(save_dict.player.health)
|
||||
|
||||
# Remove existing enemies and add new ones.
|
||||
for enemy in get_tree().get_nodes_in_group("enemy"):
|
||||
enemy.queue_free()
|
||||
|
||||
# Ensure the node structure is the same when loading.
|
||||
var game = get_node(game_node)
|
||||
|
||||
for enemy_config in save_dict.enemies:
|
||||
var enemy = preload("res://enemy.tscn").instance()
|
||||
enemy.position = str2var(enemy_config.position)
|
||||
game.add_child(enemy)
|
||||
0
loading/serialization/screenshots/.gdignore
Normal file
0
loading/serialization/screenshots/.gdignore
Normal file
BIN
loading/serialization/screenshots/save_load.png
Normal file
BIN
loading/serialization/screenshots/save_load.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 28 KiB |
Reference in New Issue
Block a user