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The ReadSaveData() API allows you to read saved data by supplying a key. If no matching key exists, "undefined" is returned.

Usage

ReadSaveData ( key, defaultValue )

Arguments

Name Value Description
key string The string key used to find the data.
defaultValue string The optional string to use if data does not exist.

Returns

Value Description
string Returns string data associated with the supplied key.

Example

In this example, we are going to attempt to read the last time the game was loaded. When the game shuts down, it will save a timestamp to be read the next time the game is run. Running this code will output the following:

image alt text

Lua

function Init()

  -- Example Title
  DrawText("ReadSaveData()", 8, 8, DrawMode.TilemapCache, "large", 15)
  DrawText("Lua Example", 8, 16, DrawMode.TilemapCache, "medium", 15, -4)
  
  -- Draw the last opneded text
  DrawText("Last Opened", 1, 4, DrawMode.Tile, "large", 15)

  -- Draw the saved data to the display
  DrawText(ReadSaveData("LastOpened", "Never"), 1, 5, DrawMode.Tile, "large", 14)

end

function Draw()
  -- Redraw the display
  RedrawDisplay()
end

-- When the game shuts down, it will automatically save the timestamp
function Shutdown()

  -- Write timestamp to the saves.json file.
  WriteSaveData("LastOpened", os.date('%Y-%m-%d %H:%M:%S', ts))

end

C#

using System;

namespace PixelVision8.Player
{
    class ReadSaveDataExample : GameChip
    {
        public override void Init()
        {

            // Example Title
            DrawText("ReadSaveData()", 8, 8, DrawMode.TilemapCache, "large", 15);
            DrawText("C Sharp Example", 8, 16, DrawMode.TilemapCache, "medium", 15, -4);

            // Draw the last opneded text
            DrawText("Last Opened", 1, 4, DrawMode.Tile, "large", 15);

            // Draw the saved data to the display
            DrawText(ReadSaveData("LastOpened", "Never"), 1, 5, DrawMode.Tile, "large", 14);

        }

        public override void Draw()
        {
            // Redraw the display
            RedrawDisplay();
        }

        // When the game shuts down, it will automatically save the timestamp
        public override void Shutdown()
        {
            // Write timestamp to the saves.json file.
            WriteSaveData("LastOpened", DateTime.Now.ToString());

            //  TODO need a utility to write this to the file system since it's not run in the main engine

        }
    }
}
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