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)