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Saving Games using Shared obj's
Author: Ruben Philippen
| Website: http://members.lycos.nl/rphilipp |
Saving your game on the user's PC
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
this.setCookie("database","item1",_root.database)
and reload it using:
_root.database = this.getCookie("database","item1")
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.
| » Level Basic |
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Added: : 2003-05-11
Rating: 6.89 Votes: 60
Hits: 481
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| » Author |
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I live in the Netherlands
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