Ever wanted to know how to save your game
on a local PC? It can be done using shared ob's. I got this code of an internetsite
site:
Object.prototype.setCookie = function(c, n, v) {
var so = SharedObject.getLocal(c);
so.data[n] = v;
so.flush();
};
Object.prototype.getCookie = function(c, n) {
var so = SharedObject.getLocal(c);
return so.data[n];
};
Just let this code run once, and it will do the job (please
don't ask me how it works, I don't know, it just works)
Now we can use two functions: getCookie("name","itemname") setCookie("name","itemname",
var_to_save)
of course name stands for how to call the file, itemname is the
subject in the file (you can have as many as you want) and when saving a
variabele, it needs to know what to save.
As you can see, you save 1 variabele at a time. In a game, many
variabeles influence the progress and need to be saved. I'm working on a game
too and didn't want to save each variabele at a time.
This is where arrays come in handy. Just think of an array as
a database, it contains as many variabeles as you want.
You can declare an array in 3 ways, I use only one, because it
give's the array's subjects ogical names.
_root.database = new Array(name, age, sex);
Now you have a database Array wich contains 3 variabeles.
You can acces these variabeles using _root.database.name.
After asigning vars to it, you can export it using
If there's something you don't understand, check the .fla, all the code is on
the mc, except for the function declaring. The database is located in the mc
too.