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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.
}
}