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Saving physic.bodies in a table

edited October 2013 in General Posts: 577

Hi, for the life of me, I can't figure out how to save a table, I know users like Zoyt have made some snippets of code to do this, but I can't get my head around using it to save physics bodies or vec2s, could someone explain please walk me through what the code does, or give me some pointers of what to do? :)

Zoyts code:

--# Main
-- String Table

-- Use this function to perform your initial setup
function setup()
    jo = {{1,2,3},{2,3,5}}

-- This function gets called once every frame
function draw()
    -- This sets a dark background color 
    background(40, 40, 50)

    -- This sets the line thickness

    -- Do your drawing here
table = readProjectData("jo", "jo = {}")

if table == jo then
    print("It Worked")

function tToS(name, value, saved)
    local function basicSerialize (o)
        if type(o) == "number" then
            return tostring(o)
        else -- assume it is a string
            return string.format("%q", o)
    saved = saved or {}
    local returnStr = name.." = " 
    if type(value) == "number" or type(value) == "string" then
        returnStr = returnStr..basicSerialize(value).."\n"
    elseif type(value) == "table" then
        if saved[value] then
            returnStr = returnStr..saved[value].."\n"
            saved[value] = name
            returnStr = returnStr.."{}\n"
            for k,v in pairs(value) do 
                local fieldname = string.format("%s[%s]", name, basicSerialize(k))
                returnStr = returnStr..tToS(fieldname, v, saved)
        error("Cannot save a " .. type(value))
    return returnStr




  • dave1707dave1707 Mod
    Posts: 7,522

    @Prynok Here's something I posted over a year ago. It saves physics.bodies in a table.

  • Posts: 577

    @dave1707 Does it save them to be used later ex: close app and reopen it, or does it just put the physic.bodies into a table. Because I already know how to put them in a table, just need help saving the data for the player when they close the app.

    Sorry if it wasn't clear enough.

  • dave1707dave1707 Mod
    edited October 2013 Posts: 7,522

    @Prynok It creates a new table each time the program is run. Saving a table with saveLocalData is a little more involved, but can be done. It just takes a little more thought in saving/reading the information.

  • Posts: 577

    @dave1707 but what about in a building game where you have to save the users work? Creating a new table wouldn't solve anything

  • dave1707dave1707 Mod
    edited October 2013 Posts: 7,522

    @Prynok After some checking, I'm not sure if you can save a physics.body. If you print the information of a physics.body, it says it's a rigidbody and gives a memory address. That address is specific to that program and won't mean anything in another program if you read the saved information. You could probably save a lot of the information about the physics.body and recreate it with that info, but saving the actual rigidbody probably won't work. EDIT: what physics.body are you trying to save ( circle, polygon, etc.)

  • Posts: 577

    Polygon, in the shape of a square.

  • dave1707dave1707 Mod
    Posts: 7,522

    @Prynok You can save a lot of the information about the polygon in localData and then recreate the polygon when the program is started again. Look at the list of information under physics.body and decide what information you want to save, ie. x,y,points, etc. Then you can recreate a new polygon using that information when the program starts.

  • dave1707dave1707 Mod
    edited October 2013 Posts: 7,522

    @Prynok Here's a simple example. I create a circle that falls under the influence of gravity. When you tap the screen, I save the current information and destroy the physics.body. When you tap the screen again, I recreate the circle at the x,y position, and with the velocity it had when I destroyed it. You would do the same thing, saving the polygon information you need. You would save the information with saveLocalData and then read it back in to recreate it. I just used the table information so I wouldn't have to add all the other code for save/read local data. Tap the screen before the circle reaches the bottom of the screen. Wait a little while and tap the screen to recreate the object. Taping the screen again will recreate the saved object again.

    function setup()     saved=false     tab={}     c1=physics.body(CIRCLE,10)     c1.x=WIDTH/2     c1.y=HEIGHT end function draw()     background(40, 40, 50)     if c1.x~=nil then         ellipse(c1.x,c1.y,20)     end end function saveData()     tab.x=c1.x     tab.y=c1.y     tab.radius=c1.radius     print(tab.x)     print(tab.y)     print(tab.radius)     print( end function create()     c1=physics.body(CIRCLE,10)     c1.x=tab.x     c1.y=tab.y     c1.radius=tab.radius end      function touched(t)     if t.state==BEGAN then         if saved then             create()         else             saveData()             saved=true             c1:destroy()         end     end end
  • edited October 2013 Posts: 577

    Hmm, intesting, I thought readLocalData only did strings though. Doesn't it?

  • dave1707dave1707 Mod
    Posts: 7,522

    @Prynok Here's the above code using saveLocalData and readLocalData.

    function setup()     clearLocalData()     saved=false     c1=physics.body(CIRCLE,10)     c1.x=WIDTH/2     c1.y=HEIGHT end function draw()     background(40, 40, 50)     if c1.x~=nil then         ellipse(c1.x,c1.y,20)     end end function saveData()     saveLocalData("c1x",c1.x)     saveLocalData("c1y",c1.y)     saveLocalData("c1radius",c1.radius)     saveLocalData("c1lvx",c1.linearVelocity.x)     saveLocalData("c1lvy",c1.linearVelocity.y) end function create()     c1=physics.body(CIRCLE,10)     c1.x=readLocalData("c1x")     c1.y=readLocalData("c1y")     c1.radius=readLocalData("c1radius")     c1.linearVelocity=vec2(readLocalData("c1lvx"),readLocalData("c1lvy")) end     function touched(t)     if t.state==BEGAN then         if saved then             create()         else             saveData()             saved=true             c1:destroy()         end     end end
  • Posts: 577

    Sorry @dave1707, but that still doesn't answer my question, how could I save data in a table? The example above just uses a few variables for it. How could I read over entire table, save save all the physic bodies in it?

    Sorry if I'm being confusing

  • IgnatzIgnatz Mod
    Posts: 5,396

    What I think Dave1707 is saying, is that you can't save the actual physics body. What you can do is save all the information you need to create a new body that is exactly the same, as a string of information, like the x and y position, radius etc.

    Your problem is that Codea never gives you the actual data in the physics object. When you write "b = physics.body(....)", Codea only puts the memory address of the object in b, not all the data.

    So you never get to see what the physics body data actually looks like, and you have no way of saving it. All you can do is build an identical copy.

  • dave1707dave1707 Mod
    edited October 2013 Posts: 7,522

    @Prynok You would loop thru the table creating the keys for saveLocalData based on the table offsets. You would save the info using those keys so that when you readLocalData, you could recreate the physics.bodies based on the keys you read. Here's an example showing a table of 2 physics.bodies. I read thru the table saving the info. I read the info and recreate the table. This will vary based on your info.

    function setup()     clearLocalData()          -- create a table of 2 physics.bodies     tab={}     tab[1]=physics.body(CIRCLE,10)     tab[1].x=100     tab[1].y=200     tab[1].radius=20          tab[2]=physics.body(CIRCLE,10)     tab[2].x=300     tab[2].y=150     tab[2].radius=15               -- read the table and save the info     for z=1,#tab do         saveLocalData("tab"..z.."-x",tab[z].x)         saveLocalData("tab"..z.."-y",tab[z].y)         saveLocalData("tab"..z.."-radius",tab[z].radius)     end          -- read the info and recreate the table     tab={}     ld=listLocalData()     for z=1,#ld/3 do -- 3 entries for the 2 objects         tab[z]=physics.body(CIRCLE,10)         tab[z].x=readLocalData("tab"..z.."-x")         tab[z].y=readLocalData("tab"..z.."-y")         tab[z].radius=readLocalData("tab"..z.."-radius")     end          -- print the table info     for z=1,#tab do         print(tab[z].x)         print(tab[z].y)         print(tab[z].radius)     end        end
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