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      1 /*
      2  * Copyright (c) 2009-2010 jMonkeyEngine
      3  * All rights reserved.
      4  *
      5  * Redistribution and use in source and binary forms, with or without
      6  * modification, are permitted provided that the following conditions are
      7  * met:
      8  *
      9  * * Redistributions of source code must retain the above copyright
     10  *   notice, this list of conditions and the following disclaimer.
     11  *
     12  * * Redistributions in binary form must reproduce the above copyright
     13  *   notice, this list of conditions and the following disclaimer in the
     14  *   documentation and/or other materials provided with the distribution.
     15  *
     16  * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
     17  *   may be used to endorse or promote products derived from this software
     18  *   without specific prior written permission.
     19  *
     20  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     21  * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
     22  * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     23  * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
     24  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     25  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     26  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     27  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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     29  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
     30  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     31  */
     32 package jme3test.tools;
     33 
     34 import com.jme3.app.SimpleApplication;
     35 import com.jme3.light.AmbientLight;
     36 import com.jme3.scene.Node;
     37 import com.jme3.scene.Spatial;
     38 import jme3tools.savegame.SaveGame;
     39 
     40 public class TestSaveGame extends SimpleApplication {
     41 
     42     public static void main(String[] args) {
     43 
     44         TestSaveGame app = new TestSaveGame();
     45         app.start();
     46     }
     47 
     48     @Override
     49     public void simpleUpdate(float tpf) {
     50     }
     51 
     52     public void simpleInitApp() {
     53 
     54         //node that is used to store player data
     55         Node myPlayer = new Node();
     56         myPlayer.setName("PlayerNode");
     57         myPlayer.setUserData("name", "Mario");
     58         myPlayer.setUserData("health", 100.0f);
     59         myPlayer.setUserData("points", 0);
     60 
     61         //the actual model would be attached to this node
     62         Spatial model = (Spatial) assetManager.loadModel("Models/Oto/Oto.mesh.xml");
     63         myPlayer.attachChild(model);
     64 
     65         //before saving the game, the model should be detached so its not saved along with the node
     66         myPlayer.detachAllChildren();
     67         SaveGame.saveGame("mycompany/mygame", "savegame_001", myPlayer);
     68 
     69         //later the game is loaded again
     70         Node player = (Node) SaveGame.loadGame("mycompany/mygame", "savegame_001");
     71         player.attachChild(model);
     72         rootNode.attachChild(player);
     73 
     74         //and the data is available
     75         System.out.println("Name: " + player.getUserData("name"));
     76         System.out.println("Health: " + player.getUserData("health"));
     77         System.out.println("Points: " + player.getUserData("points"));
     78 
     79         AmbientLight al = new AmbientLight();
     80         rootNode.addLight(al);
     81 
     82         //note you can also implement your own classes that implement the Savable interface.
     83     }
     84 }
     85