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- .. _doc_saving_games:
- Saving games
- ============
- Introduction
- ------------
- Save games can be complicated. For example, it may be desirable
- to store information from multiple objects across multiple levels.
- Advanced save game systems should allow for additional information about
- an arbitrary number of objects. This will allow the save function to
- scale as the game grows more complex.
- .. note::
- If you're looking to save user configuration, you can use the
- :ref:`class_ConfigFile` class for this purpose.
- Identify persistent objects
- ---------------------------
- Firstly, 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. We can
- do this through either the GUI or 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:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var save_nodes = get_tree().get_nodes_in_group("Persist")
- for i in save_nodes:
- # Now, we can call our save function on each node.
- .. code-tab:: csharp
- var saveNodes = GetTree().GetNodesInGroup("Persist");
- foreach (Node saveNode 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 from 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:`to_json()
- <class_@GDScript_method_to_json>` and :ref:`parse_json()
- <class_@GDScript_method_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:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func save():
- var save_dict = {
- "filename" : get_filename(),
- "parent" : get_parent().get_path(),
- "pos_x" : position.x, # Vector2 is not supported by JSON
- "pos_y" : position.y,
- "attack" : attack,
- "defense" : defense,
- "current_health" : current_health,
- "max_health" : max_health,
- "damage" : damage,
- "regen" : regen,
- "experience" : experience,
- "tnl" : tnl,
- "level" : level,
- "attack_growth" : attack_growth,
- "defense_growth" : defense_growth,
- "health_growth" : health_growth,
- "is_alive" : is_alive,
- "last_attack" : last_attack
- }
- return save_dict
- .. code-tab:: csharp
- public Godot.Collections.Dictionary<string, object> Save()
- {
- return new Godot.Collections.Dictionary<string, object>()
- {
- { "Filename", GetFilename() },
- { "Parent", GetParent().GetPath() },
- { "PosX", Position.x }, // Vector2 is not supported by JSON
- { "PosY", Position.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 },
- { "LastAttack", LastAttack }
- };
- }
- This gives us a dictionary with the style
- ``{ "variable_name":value_of_variable }``, 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
- so we can write to it or read from it. Now that we have a way to
- call our groups and get their relevant data, let's use :ref:`to_json()
- <class_@GDScript_method_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.
- .. tabs::
- .. code-tab:: gdscript GDScript
- # 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 save_game = File.new()
- save_game.open("user://savegame.save", File.WRITE)
- var save_nodes = get_tree().get_nodes_in_group("Persist")
- for node in save_nodes:
- # Check the node is an instanced scene so it can be instanced again during load.
- if node.filename.empty():
- print("persistent node '%s' is not an instanced scene, skipped" % node.name)
- continue
- # Check the node has a save function.
- if !node.has_method("save"):
- print("persistent node '%s' is missing a save() function, skipped" % node.name)
- continue
- # Call the node's save function.
- var node_data = node.call("save")
- # Store the save dictionary as a new line in the save file.
- save_game.store_line(to_json(node_data))
- save_game.close()
- .. code-tab:: csharp
- // 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.
- public void SaveGame()
- {
- var saveGame = new File();
- saveGame.Open("user://savegame.save", (int)File.ModeFlags.Write);
- var saveNodes = GetTree().GetNodesInGroup("Persist");
- foreach (Node saveNode in saveNodes)
- {
- // Check the node is an instanced scene so it can be instanced again during load.
- if (saveNode.Filename.Empty())
- {
- GD.Print(String.Format("persistent node '{0}' is not an instanced scene, skipped", saveNode.Name));
- continue;
- }
- // Check the node has a save function.
- if (!saveNode.HasMethod("Save"))
- {
- GD.Print(String.Format("persistent node '{0}' is missing a Save() function, skipped", saveNode.Name));
- continue;
- }
- // Call the node's save function.
- var nodeData = saveNode.Call("Save");
- // Store the save dictionary as a new line in the save file.
- saveGame.StoreLine(JSON.Print(nodeData));
- }
- 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:
- .. tabs::
- .. code-tab:: gdscript GDScript
- # Note: This can be called from anywhere inside the tree. This function
- # is path independent.
- func load_game():
- var save_game = File.new()
- if not save_game.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 saveable objects.
- var save_nodes = get_tree().get_nodes_in_group("Persist")
- for i in save_nodes:
- i.queue_free()
- # Load the file line by line and process that dictionary to restore
- # the object it represents.
- save_game.open("user://savegame.save", File.READ)
- while save_game.get_position() < save_game.get_len():
- # Get the saved dictionary from the next line in the save file
- var node_data = parse_json(save_game.get_line())
- # Firstly, we need to create the object and add it to the tree and set its position.
- var new_object = load(node_data["filename"]).instance()
- get_node(node_data["parent"]).add_child(new_object)
- new_object.position = Vector2(node_data["pos_x"], node_data["pos_y"])
- # Now we set the remaining variables.
- for i in node_data.keys():
- if i == "filename" or i == "parent" or i == "pos_x" or i == "pos_y":
- continue
- new_object.set(i, node_data[i])
- save_game.close()
- .. code-tab:: csharp
- // Note: This can be called from anywhere inside the tree. This function is
- // path independent.
- public void LoadGame()
- {
- var saveGame = new File();
- if (!saveGame.FileExists("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 saveable objects.
- var saveNodes = GetTree().GetNodesInGroup("Persist");
- foreach (Node saveNode in saveNodes)
- saveNode.QueueFree();
- // Load the file line by line and process that dictionary to restore the object
- // it represents.
- saveGame.Open("user://savegame.save", (int)File.ModeFlags.Read);
- while (saveGame.GetPosition() < saveGame.GetLen())
- {
- // Get the saved dictionary from the next line in the save file
- var nodeData = new Godot.Collections.Dictionary<string, object>((Godot.Collections.Dictionary)JSON.Parse(saveGame.GetLine()).Result);
- // Firstly, we need to create the object and add it to the tree and set its position.
- var newObjectScene = (PackedScene)ResourceLoader.Load(nodeData["Filename"].ToString());
- var newObject = (Node)newObjectScene.Instance();
- GetNode(nodeData["Parent"].ToString()).AddChild(newObject);
- newObject.Set("Position", new Vector2((float)nodeData["PosX"], (float)nodeData["PosY"]));
- // Now we set the remaining variables.
- foreach (KeyValuePair<string, object> entry in nodeData)
- {
- string key = entry.Key.ToString();
- if (key == "Filename" || key == "Parent" || key == "PosX" || key == "PosY")
- continue;
- newObject.Set(key, entry.Value);
- }
- }
- saveGame.Close();
- }
- 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 have glossed over setting up the game state for loading. It's ultimately up
- to the project creator where much of this logic goes.
- This is often complicated and will need to be heavily
- customized based on the needs of the individual project.
- Additionally, our implementation assumes no Persist objects are children of other
- Persist objects. Otherwise, invalid paths would be created. To
- accommodate nested Persist objects, consider saving objects in stages.
- Load parent objects first so they are available for the :ref:`add_child()
- <class_node_method_add_child>`
- call when child objects are loaded. You will also need a way to link
- children to parents as the :ref:`NodePath
- <class_nodepath>` will likely be invalid.
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