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Learning GDScript by Developing a Game with Godot 4

You're reading from   Learning GDScript by Developing a Game with Godot 4 A fun introduction to programming in GDScript 2.0 and game development using the Godot Engine

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781804616987
Length 378 pages
Edition 1st Edition
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Author (1):
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Sander Vanhove Sander Vanhove
Author Profile Icon Sander Vanhove
Sander Vanhove
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Toc

Table of Contents (22) Chapters Close

Preface 1. Part 1:Learning How to Program
2. Chapter 1: Setting Up the Environment FREE CHAPTER 3. Chapter 2: Getting Familiar with Variables and Control Flow 4. Chapter 3: Grouping Information in Arrays, Loops, and Dictionaries 5. Chapter 4: Bringing Structure with Methods and Classes 6. Chapter 5: How and Why to Keep Your Code Clean 7. Part 2: Making a Game in Godot Engine
8. Chapter 6: Creating a World of Your Own in Godot 9. Chapter 7: Making the Character Move 10. Chapter 8: Splitting and Reusing Scenes 11. Chapter 9: Cameras, Collisions, and Collectibles 12. Chapter 10: Creating Menus, Making Enemies, and Using Autoloads 13. Chapter 11: Playing Together with Multiplayer 14. Part 3: Deepening Our Knowledge
15. Chapter 12: Exporting to Multiple Platforms 16. Chapter 13: OOP Continued and Advanced Topics 17. Chapter 14: Advanced Programming Patterns 18. Chapter 15: Using the File System 19. Chapter 16: What Next? 20. Index 21. Other Books You May Enjoy

Creating a save system

In theory, all we need to do is open a file, write the data we want to save to it, and then, later on, read that same file whenever we need the data. As it turns out, in the Godot Engine, it is indeed easy to read and write files.

We’re first going to see how to write to an external file.

Writing data to the disk

Let’s get to it by creating a new script called save_manager.gd under the autoloads folder. Then, to save data, put this code in the script:

extends Node
const SAVE_FILE_PATH: String = "user://save_data.json"
var save_data: Dictionary = {
   "highscore": 0
}
func write_save_data():
   var json_string: String = JSON.stringify(save_data)
   var save_file: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.WRITE)
   if save_file == null:
      print("Could not open save file.")
     ...
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