Last time we added the ability to save and load basic player data, like their health, level and experience.
In this part we'll improve our saving system to make it possible to save all the remaining enemy and potions, as well as the player's and the camera's positions.
Firstly, we need to move all the code that spawns new enemies and potions into a separate function, which will only be called if the game was started as a new game, as opposed to a loaded one.
The "fork" which decides whether to call newGame() or loadGame() in PlayState.hx needs to be located in the create() function.
Make sure that this conditional block is placed before the HUD is added to the screen, to properly manage depth layers. Here's the full create() function:
override public function create():Void
{
super.create();
FlxG.worldBounds.width = TILE_WIDTH * LEVEL_WIDTH;
FlxG.worldBounds.height = TILE_HEIGHT * LEVEL_HEIGHT;
tileMap = new FlxTilemap();
tileMap.loadMap(Assets.getText("assets/data/map.csv"), "assets/images/tileset.png", TILE_WIDTH, TILE_HEIGHT, 0, 1);
tileMap.setTileProperties(0, FlxObject.ANY);
tileMap.setTileProperties(1, FlxObject.ANY);
tileMap.setTileProperties(2, FlxObject.NONE);
add(tileMap);
cameraFocus = new FlxSprite();
cameraFocus.makeGraphic(0, 0, FlxColor.WHITE);
add(cameraFocus);
camera = FlxG.camera;
camera.follow(cameraFocus, FlxCamera.STYLE_LOCKON);
movementMarker = new FlxSprite();
movementMarker.visible = false;
add(movementMarker);
hero = new FlxSprite(TILE_WIDTH * 7, TILE_HEIGHT * 3);
hero.loadGraphic("assets/images/hero.png", true, TILE_WIDTH, TILE_HEIGHT);
hero.animation.add("down", [0, 1, 0, 2]);
hero.animation.add("up", [3, 4, 3, 5]);
hero.animation.add("right", [6, 7, 6, 8]);
hero.animation.add("left", [9, 10, 9, 11]);
add(hero);
potions = new FlxTypedGroup<Potion>();
add(potions);
hero.animation.play("down");
path = new FlxPath();
enemies = new Array<Enemy>();
hud = new HUD();
if (loadedGame) {
loadGame();
}else {
newGame();
}
add(hud);
currentAction = Walking;
hero.active = true;
combatWindow = new CombatWindow(this);
combatWindow.active = false;
combatWindow.visible = false;
add(combatWindow);
saveButton = new FlxButton(FlxG.width - 80, 0, "Save", doSave);
add(saveButton);
}
All the previous potion and enemy spawning logic is placed in newGame():
public function newGame():Void {
spawnPotion(5, 5);
spawnPotion(6, 5);
spawnPotion(3, 10);
spawnPotion(4, 10);
spawnPotion(1, 10);
addEnemy(10, 15);
addEnemy(12, 10);
addEnemy(15, 6);
addEnemy(20, 6);
addEnemy(12, 20);
}
Next, we'll edit the doSave() function.
Loop through all the "enemies" array's members and add their coordinates to the saved data as dynamic objects. We're storing actual world coordinates.
The same needs to be done with all the potions, except that the "potions" variable is a group and not an array. You can access the actual array of the stored potions using the members property of the group.
Camera and hero coordinates are simply stored as integers.
var i:Int;
save.data.enemies = new Array<Dynamic>();
for (i in 0...enemies.length) {
if(enemies[i].exists && enemies[i].active){
save.data.enemies.push({ x: enemies[i].x, y: enemies[i].y });
}
}
save.data.potions = new Array<Dynamic>();
for (i in 0...potions.members.length) {
if(potions.members[i].exists && potions.members[i].active){
save.data.potions.push({ x: potions.members[i].x, y: potions.members[i].y });
}
}
save.data.heroX = hero.x;
save.data.heroY = hero.y;
save.data.cameraX = cameraFocus.x;
save.data.cameraY = cameraFocus.y;
Now we add this piece of code to load all this new data in loadGame():
var i:Int;
if(save.data.enemies != null){
for (i in 0...save.data.enemies.length) {
addEnemy(Math.floor(save.data.enemies[i].x / TILE_WIDTH), Math.floor(save.data.enemies[i].y / TILE_HEIGHT));
}
}
if(save.data.potions != null){
for (i in 0...save.data.potions.length) {
spawnPotion(Math.floor(save.data.potions[i].x / TILE_WIDTH), Math.floor(save.data.potions[i].y / TILE_HEIGHT));
}
}
hero.x = save.data.heroX;
hero.y = save.data.heroY;
cameraFocus.x = save.data.cameraX;
cameraFocus.y = save.data.cameraY;
The full PlayState.hx code looks like this:
package ;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.group.FlxTypedGroup;
import flixel.system.FlxSound;
import flixel.tile.FlxTilemap;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.ui.FlxButton;
import flixel.util.FlxColor;
import flixel.util.FlxPath;
import flixel.util.FlxPoint;
import flixel.util.FlxSave;
import openfl.Assets;
enum PlayerAction {
Walking;
Combat;
}
/**
* A FlxState which can be used for the actual gameplay.
*/
class PlayState extends FlxState
{
private var tileMap:FlxTilemap;
public static var TILE_WIDTH:Int = 16;
public static var TILE_HEIGHT:Int = 16;
public static var LEVEL_WIDTH:Int = 50;
public static var LEVEL_HEIGHT:Int = 50;
public static var CAMERA_SPEED:Int = 8;
private var camera:FlxCamera;
private var cameraFocus:FlxSprite;
private var movementMarker:FlxSprite;
public var hero:FlxSprite;
private var path:FlxPath;
public var hud:HUD;
private var potions:FlxTypedGroup<Potion>;
private var enemies:Array<Enemy>;
private var currentAction:PlayerAction;
private var combatWindow:CombatWindow;
private var combatHide:FlxTween;
private var saveButton:FlxButton;
public static var SAVE_NAME:String = "RPG_Save";
public var loadedGame:Bool;
/**
* Function that is called up when to state is created to set it up.
*/
override public function create():Void
{
super.create();
FlxG.worldBounds.width = TILE_WIDTH * LEVEL_WIDTH;
FlxG.worldBounds.height = TILE_HEIGHT * LEVEL_HEIGHT;
tileMap = new FlxTilemap();
tileMap.loadMap(Assets.getText("assets/data/map.csv"), "assets/images/tileset.png", TILE_WIDTH, TILE_HEIGHT, 0, 1);
tileMap.setTileProperties(0, FlxObject.ANY);
tileMap.setTileProperties(1, FlxObject.ANY);
tileMap.setTileProperties(2, FlxObject.NONE);
add(tileMap);
cameraFocus = new FlxSprite();
cameraFocus.makeGraphic(1, 1, FlxColor.TRANSPARENT);
add(cameraFocus);
camera = FlxG.camera;
camera.follow(cameraFocus, FlxCamera.STYLE_LOCKON);
movementMarker = new FlxSprite();
movementMarker.visible = false;
add(movementMarker);
hero = new FlxSprite(TILE_WIDTH * 7, TILE_HEIGHT * 3);
hero.loadGraphic("assets/images/hero.png", true, TILE_WIDTH, TILE_HEIGHT);
hero.animation.add("down", [0, 1, 0, 2]);
hero.animation.add("up", [3, 4, 3, 5]);
hero.animation.add("right", [6, 7, 6, 8]);
hero.animation.add("left", [9, 10, 9, 11]);
add(hero);
potions = new FlxTypedGroup<Potion>();
add(potions);
hero.animation.play("down");
path = new FlxPath();
enemies = new Array<Enemy>();
hud = new HUD();
if (loadedGame) {
loadGame();
}else {
newGame();
}
add(hud);
currentAction = Walking;
hero.active = true;
combatWindow = new CombatWindow(this);
combatWindow.active = false;
combatWindow.visible = false;
add(combatWindow);
saveButton = new FlxButton(FlxG.width - 80, 0, "Save", doSave);
add(saveButton);
}
public function newGame():Void {
spawnPotion(5, 5);
spawnPotion(6, 5);
spawnPotion(3, 10);
spawnPotion(4, 10);
spawnPotion(1, 10);
addEnemy(10, 15);
addEnemy(12, 10);
addEnemy(15, 6);
addEnemy(20, 6);
addEnemy(12, 20);
}
public function loadGame():Void {
var save:FlxSave = new FlxSave();
save.bind(SAVE_NAME);
hud.hp = save.data.hp;
hud.maxHp = save.data.maxHp;
hud.exp = save.data.exp;
hud.maxExp = save.data.maxExp;
hud.level = save.data.level;
var i:Int;
if(save.data.enemies != null){
for (i in 0...save.data.enemies.length) {
addEnemy(Math.floor(save.data.enemies[i].x / TILE_WIDTH), Math.floor(save.data.enemies[i].y / TILE_HEIGHT));
}
}
if(save.data.potions != null){
for (i in 0...save.data.potions.length) {
spawnPotion(Math.floor(save.data.potions[i].x / TILE_WIDTH), Math.floor(save.data.potions[i].y / TILE_HEIGHT));
}
}
hero.x = save.data.heroX;
hero.y = save.data.heroY;
cameraFocus.x = save.data.cameraX;
cameraFocus.y = save.data.cameraY;
}
private function doSave():Void {
var save:FlxSave = new FlxSave();
// Delete all existing data
save.bind(SAVE_NAME);
save.erase();
// Write new data
save.bind(SAVE_NAME);
save.data.hp = hud.hp;
save.data.maxHp = hud.maxHp;
save.data.exp = hud.exp;
save.data.maxExp = hud.maxExp;
save.data.level = hud.level;
var i:Int;
save.data.enemies = new Array<Dynamic>();
for (i in 0...enemies.length) {
if(enemies[i].exists && enemies[i].active){
save.data.enemies.push({ x: enemies[i].x, y: enemies[i].y });
}
}
save.data.potions = new Array<Dynamic>();
for (i in 0...potions.members.length) {
if(potions.members[i].exists && potions.members[i].active){
save.data.potions.push({ x: potions.members[i].x, y: potions.members[i].y });
}
}
save.data.heroX = hero.x;
save.data.heroY = hero.y;
save.data.cameraX = cameraFocus.x;
save.data.cameraY = cameraFocus.y;
save.flush();
FlxG.switchState(new MenuState());
}
private function spawnPotion(x:Int, y:Int):Void{
var potion:Potion = new Potion();
potion.x = x * TILE_WIDTH;
potion.y = y * TILE_HEIGHT;
potions.add(potion);
}
private function addEnemy(x:Int, y:Int):Void {
var enemy:Enemy = new Enemy(tileMap, hero);
enemy.x = x * TILE_WIDTH;
enemy.y = y * TILE_HEIGHT;
enemy.health = 5;
enemies.push(enemy);
add(enemy);
}
private function onPotionCollision(hero:FlxSprite, potion:Potion):Void {
if (potion.exists && hero.exists) {
potion.kill();
hud.addHealth(1);
}
}
private function onEnemyCollision(hero:FlxSprite, enemy:Enemy):Void {
if (enemy.exists && hero.exists && hero.active && enemy.active) {
hero.active = false;
enemy.active = false;
currentAction = Combat;
startCombat(enemy);
}
}
private function startCombat(enemy:Enemy):Void {
combatWindow.active = true;
combatWindow.visible = true;
if (combatHide!=null && combatHide.active) {
combatHide.cancel();
}
FlxTween.tween(combatWindow, { y: FlxG.height / 2 - 40 }, 1, { type: FlxTween.ONESHOT, ease: FlxEase.quadOut } );
combatWindow.y = -200;
combatWindow.fight(enemy);
}
public function winCombat(enemy:Enemy):Void {
endCombat(enemy);
}
public function endCombat(enemy:Enemy):Void {
enemy.kill();
combatHide = FlxTween.tween(combatWindow, {y: -200 }, 1, { type: FlxTween.ONESHOT, ease: FlxEase.quadIn, complete: hideCombat} );
hero.active = true;
currentAction = Walking;
}
private function hideCombat(tween:FlxTween):Void {
combatWindow.active = false;
combatWindow.visible = false;
}
/**
* Function that is called when this state is destroyed - you might want to
* consider setting all objects this state uses to null to help garbage collection.
*/
override public function destroy():Void
{
super.destroy();
}
/**
* Function that is called once every frame.
*/
override public function update():Void
{
super.update();
// Save visibility
saveButton.visible = currentAction == Walking;
// Collisions
FlxG.overlap(hero, potions, onPotionCollision);
var i:Int;
for (i in 0...enemies.length) {
FlxG.overlap(hero, enemies[i], onEnemyCollision);
}
// Animation
if (!path.finished && path.nodes!=null) {
if (path.angle == 0 || path.angle == 45 || path.angle == -45) {
hero.animation.play("up");
}
if (path.angle == 180 || path.angle == -135 || path.angle == 135) {
hero.animation.play("down");
}
if (path.angle == 90) {
hero.animation.play("right");
}
if (path.angle == -90) {
hero.animation.play("left");
}
} else {
hero.animation.curAnim.curFrame = 0;
hero.animation.curAnim.stop();
}
// Camera movement
if (FlxG.keys.anyPressed(["DOWN", "S"])) {
cameraFocus.y += CAMERA_SPEED;
}
if (FlxG.keys.anyPressed(["UP", "W"])) {
cameraFocus.y -= CAMERA_SPEED;
}
if (FlxG.keys.anyPressed(["RIGHT", "D"])) {
cameraFocus.x += CAMERA_SPEED;
}
if (FlxG.keys.anyPressed(["LEFT", "A"])) {
cameraFocus.x -= CAMERA_SPEED;
}
// Camera bounds
if (cameraFocus.x < FlxG.width / 2) {
cameraFocus.x = FlxG.width / 2;
}
if (cameraFocus.x > LEVEL_WIDTH * TILE_WIDTH - FlxG.width / 2) {
cameraFocus.x = LEVEL_WIDTH * TILE_WIDTH - FlxG.width / 2;
}
if (cameraFocus.y < FlxG.height / 2) {
cameraFocus.y = FlxG.height / 2;
}
if (cameraFocus.y > LEVEL_HEIGHT * TILE_HEIGHT - FlxG.height / 2) {
cameraFocus.y = LEVEL_HEIGHT * TILE_HEIGHT - FlxG.height / 2;
}
// Mouse clicks
if (currentAction == Walking && FlxG.mouse.justReleased){
var tileCoordX:Int = Math.floor(FlxG.mouse.x / TILE_WIDTH);
var tileCoordY:Int = Math.floor(FlxG.mouse.y / TILE_HEIGHT);
movementMarker.visible = true;
if (tileMap.getTile(tileCoordX, tileCoordY) == 2) {
var nodes:Array<FlxPoint> = tileMap.findPath(FlxPoint.get(hero.x + TILE_WIDTH/2, hero.y + TILE_HEIGHT/2), FlxPoint.get(tileCoordX * TILE_WIDTH + TILE_WIDTH/2, tileCoordY * TILE_HEIGHT + TILE_HEIGHT/2));
if (nodes != null) {
path.start(hero, nodes);
movementMarker.loadGraphic(AssetPaths.marker_move__png, false, TILE_WIDTH, TILE_HEIGHT);
}else {
movementMarker.loadGraphic(AssetPaths.marker_stop__png, false, TILE_WIDTH, TILE_HEIGHT);
}
}else {
movementMarker.loadGraphic(AssetPaths.marker_stop__png, false, TILE_WIDTH, TILE_HEIGHT);
}
movementMarker.setPosition(tileCoordX * TILE_WIDTH, tileCoordY * TILE_HEIGHT);
}
}
}
And done!
You should now be able to save and load all of the game data.
Next time we'll add particles!