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 28 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 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 main(String[] args)42 public static void main(String[] args) { 43 44 TestSaveGame app = new TestSaveGame(); 45 app.start(); 46 } 47 48 @Override simpleUpdate(float tpf)49 public void simpleUpdate(float tpf) { 50 } 51 simpleInitApp()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