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197 lines
7.1 KiB
Markdown
197 lines
7.1 KiB
Markdown
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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. For example, it may be desirable
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to store information from multiple objects across multiple levels.
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Advanced save game systems should allow for 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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Note:
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If you're looking to save user configuration, you can use the
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`ConfigFile` class for this purpose.
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Identify persistent objects
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---------------------------
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Firstly, 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. We can
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do this through either the GUI or script. Let's add the relevant nodes using the
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GUI:
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![](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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gdscript GDScript
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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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```
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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 from 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 `to_json()
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( @GDScript_method_to_json )` and `parse_json()
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( @GDScript_method_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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gdscript GDScript
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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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```
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This gives us a dictionary with the style
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`{ "variable_name":value_of_variable }`, 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 `doc_filesystem` tutorial, we'll need to open a file
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so we can write to it or 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()
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( @GDScript_method_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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gdscript GDScript
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```
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# Note: This can be called from anywhere inside the tree. This function is
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# path independent.
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# Go through everything in the persist category and ask them to return a
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# 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 node in save_nodes:
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# Check the node is an instanced scene so it can be instanced again during load.
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if node.filename.empty():
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print("persistent node '%s' is not an instanced scene, skipped" % node.name)
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continue
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# Check the node has a save function.
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if !node.has_method("save"):
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print("persistent node '%s' is missing a save() function, skipped" % node.name)
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continue
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# Call the node's save function.
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var node_data = node.call("save")
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# Store the save dictionary as a new line in the save file.
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save_game.store_line(to_json(node_data))
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save_game.close()
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```
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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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gdscript GDScript
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```
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# Note: This can be called from anywhere inside the tree. This function
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# 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://savegame.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
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# during loading. This will vary wildly depending on the needs of a
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# project, so take care with this step.
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# For our example, we will accomplish this by deleting saveable 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
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# the object it represents.
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save_game.open("user://savegame.save", File.READ)
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while save_game.get_position() < save_game.get_len():
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# Get the saved dictionary from the next line in the save file
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var node_data = parse_json(save_game.get_line())
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# Firstly, we need to create the object and add it to the tree and set its position.
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var new_object = load(node_data["filename"]).instance()
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get_node(node_data["parent"]).add_child(new_object)
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new_object.position = Vector2(node_data["pos_x"], node_data["pos_y"])
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# Now we set the remaining variables.
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for i in node_data.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, node_data[i])
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save_game.close()
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```
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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 have glossed over setting up the game state for loading. It's ultimately up
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to the project creator where much of this logic goes.
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This is often complicated and will need to be heavily
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customized based on the needs of the individual project.
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Additionally, our implementation assumes no Persist objects are children of other
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Persist objects. Otherwise, invalid paths would be created. To
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accommodate nested Persist objects, consider saving objects in stages.
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Load parent objects first so they are available for the `add_child()
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( node_method_add_child )`
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call when child objects are loaded. You will also need a way to link
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children to parents as the `NodePath
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( nodepath )` will likely be invalid.
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