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This leads to code that is easier to understand and runs faster thanks to GDScript's typed instructions. The untyped declaration warning is now enabled on all projects where type hints were added. All projects currently run without any untyped declration warnings. Dodge the Creeps and Squash the Creeps demos intentionally don't use type hints to match the documentation, where type hints haven't been adopted yet (given its beginner focus).
63 lines
2.1 KiB
GDScript
63 lines
2.1 KiB
GDScript
extends Button
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# This script shows how to save data using the JSON file format.
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# JSON is a widely used file format, but not all Godot types can be
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# stored natively. For example, integers get converted into doubles,
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# and to store Vector2 and other non-JSON types you need to convert
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# them, such as to a String using var_to_str.
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## The root game node (so we can get and instance enemies).
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@export var game_node: NodePath
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## The player node (so we can set/get its health and position).
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@export var player_node: NodePath
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const SAVE_PATH = "user://save_json.json"
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func save_game() -> void:
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var file := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
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var player := get_node(player_node)
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# JSON doesn't support many of Godot's types such as Vector2.
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# var_to_str can be used to convert any Variant to a String.
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var save_dict := {
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player = {
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position = var_to_str(player.position),
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health = var_to_str(player.health),
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rotation = var_to_str(player.sprite.rotation),
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},
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enemies = [],
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}
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for enemy in get_tree().get_nodes_in_group(&"enemy"):
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save_dict.enemies.push_back({
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position = var_to_str(enemy.position),
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})
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file.store_line(JSON.stringify(save_dict))
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get_node(^"../LoadJSON").disabled = false
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func load_game() -> void:
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var file := FileAccess.open(SAVE_PATH, FileAccess.READ)
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var json := JSON.new()
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json.parse(file.get_line())
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var save_dict := json.get_data() as Dictionary
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var player := get_node(player_node) as Player
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# JSON doesn't support many of Godot's types such as Vector2.
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# str_to_var can be used to convert a String to the corresponding Variant.
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player.position = str_to_var(save_dict.player.position)
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player.health = str_to_var(save_dict.player.health)
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player.sprite.rotation = str_to_var(save_dict.player.rotation)
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# Remove existing enemies before adding new ones.
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get_tree().call_group("enemy", "queue_free")
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# Ensure the node structure is the same when loading.
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var game := get_node(game_node)
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for enemy_config: Dictionary in save_dict.enemies:
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var enemy: Enemy = preload("res://enemy.tscn").instantiate()
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enemy.position = str_to_var(enemy_config.position)
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game.add_child(enemy)
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