I have a question regarding on how to save and load game automatically. In this example, like Temple Run, it automatically saved the game on everything (records, money gained, and unlocked goodies) as straightforward as it seems. Comparing to the PlayStation 1 game, let's say Abe's Exodus for example, it doesn't have an auto save/load feature but it can save the game on the exact location of the area within the level of the game where Abe left and when you load the game, it automatically starts the game on the last location left within this level.
Now, I'm trying to test this feature of the auto load and save game by this simple app I've made, here are the sequence that I've expecting to succeed the following:
My program has some bugs on it. Instead of the sprite on top and this location will supposed to save this coordinate, the sprite goes back to the center once I re-opened! I tried the keyword Preferences in the render() method onto the code workspace straightforwardly to test the save game capability but confusing as it seems it only reads the value.
Here's my few questions regarding this above topic:
Hope you can help me.
Here's my code:
Save_Load_Test.java
package com.test.save_and_load_test;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Preferences;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.utils.GdxRuntimeException;
public class Save_and_Load_Test implements Screen
{
private OrthographicCamera camera;
private Texture texture;
private Texture background;
private SpriteBatch batch;
private Rectangle pos;
private Rectangle BG_pos;
private float w = 720;
private float h = 1280;
Start game;
public Save_and_Load_Test(Start game)
{
this.game = game;
}
@Override
public void render(float delta)
{
// TODO render()
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
batch.begin();
batch.draw(background, BG_pos.x, BG_pos.y);
batch.draw(texture, pos.x, pos.y);
batch.end();
if(Gdx.input.getAccelerometerX() >= 1 && pos.x >= 0)
{
pos.x -= 20;
}
if(Gdx.input.getAccelerometerX() <= -1 && pos.x <= (720 - pos.width))
{
pos.x += 20;
}
if(Gdx.input.getAccelerometerY() >= 1 && pos.y >=0)
{
pos.y -= 20;
}
if(Gdx.input.getAccelerometerY() <= -1 && pos.y <= (1280 - pos.height))
{
pos.y += 20;
}
if(Gdx.input.isKeyPressed(Keys.RIGHT) && pos.x <= (720 - pos.width - 35))
{
pos.x += 20;
}
if(Gdx.input.isKeyPressed(Keys.LEFT) && pos.x >=0)
{
pos.x -= 20;
}
if(Gdx.input.isKeyPressed(Keys.UP) && pos.y <= (1280 - pos.height - 35))
{
pos.y += 20;
}
if(Gdx.input.isKeyPressed(Keys.DOWN) && pos.y >= 0)
{
pos.y -= 20;
}
Preferences prefs = Gdx.app.getPreferences("my-preferences");
prefs.putFloat("X", pos.x);
prefs.putFloat("Y", pos.y);
prefs.flush();
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void show()
{
// TODO show()
camera = new OrthographicCamera();
camera.setToOrtho(false, w, h);
texture = new Texture(Gdx.files.internal("Jeff_the_Happy_Clown.png"));
background = new Texture(Gdx.files.internal("babe_BG.png"));
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
background.setFilter(TextureFilter.Linear, TextureFilter.Linear);
batch = new SpriteBatch();
pos = new Rectangle();
pos.width = 100;
pos.height = 100;
pos.x = (w/2) - (pos.width/2);
pos.y = (h/2) - (pos.height/2);
BG_pos = new Rectangle();
BG_pos.width = background.getWidth();
BG_pos.height = background.getHeight();
BG_pos.x = (w/2) - (BG_pos.width/2);
BG_pos.y = (h/2) - (BG_pos.height/2);
}
@Override
public void hide() {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void dispose()
{
// TODO dispose
batch.dispose();
texture.dispose();
}
}
Start.java
package com.test.save_and_load_test;
import com.badlogic.gdx.Game;
public class Start extends Game
{
@Override
public void create()
{
setScreen(new Save_and_Load_Test(this));
}
@Override
public void resume()
{
// Is this method involved for loading the last file game saved?
}
}
You should initialize pos
in the resume
and show
methods from the saved preferences file. Something like:
Preferences prefs = Gdx.app.getPreferences("my-preferences");
pos.x = prefs.getFloat("X", 99.0f); // XXX use a better default
pos.y = prefs.getFloat("Y", 99.0f); // XXX use a better default
If you compute reasonable default values, you won't have to worry about the initial case.
Technically, you could just do this at the top of render
(in the usual case you'll just re-read the values you just saved on the previous render, but in the case where this is the first render
call it should help). But that seems a bit wasteful (and doing unnecessary stuff on the render thread, especially IO, is a bad idea).
It is a little excessive to flush
on every render, and will lead to the occasional hiccup when the IO stalls your render thread. You should be able to just flush
the preferences object in pause
, as your app is on its way out. (You'll have to keep a reference to the Preferences
object on your instance of course.)
Your other questions at the end of this question should be posted as a separate question. Before you do that, please be sure to read http://developer.android.com/guide/topics/data/data-storage.html