/* * Copyright (c) 2009-2012 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package jme3test.tools; import com.jme3.app.SimpleApplication; import com.jme3.light.AmbientLight; import com.jme3.scene.Node; import com.jme3.scene.Spatial; import jme3tools.savegame.SaveGame; public class TestSaveGame extends SimpleApplication { public static void main(String[] args) { TestSaveGame app = new TestSaveGame(); app.start(); } @Override public void simpleUpdate(float tpf) { } public void simpleInitApp() { //node that is used to store player data Node myPlayer = new Node(); myPlayer.setName("PlayerNode"); myPlayer.setUserData("name", "Mario"); myPlayer.setUserData("health", 100.0f); myPlayer.setUserData("points", 0); //the actual model would be attached to this node Spatial model = (Spatial) assetManager.loadModel("Models/Oto/Oto.mesh.xml"); myPlayer.attachChild(model); //before saving the game, the model should be detached so its not saved along with the node myPlayer.detachAllChildren(); SaveGame.saveGame("mycompany/mygame", "savegame_001", myPlayer); //later the game is loaded again Node player = (Node) SaveGame.loadGame("mycompany/mygame", "savegame_001"); player.attachChild(model); rootNode.attachChild(player); //and the data is available System.out.println("Name: " + player.getUserData("name")); System.out.println("Health: " + player.getUserData("health")); System.out.println("Points: " + player.getUserData("points")); AmbientLight al = new AmbientLight(); rootNode.addLight(al); //note you can also implement your own classes that implement the Savable interface. } }