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