Class: Scene
Lua
C++
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Scene:Reload

This method reloads the states of the entities in a scene from a file, without recreating them. This is useful for loading game save states or synchonizing the world over a network.

Syntax

Parameter Description
path file path to read
stream JSON data to read
binstream binary data to read
flags optional load flags

Returns

Returns true of the scene was successfully reloaded, otherwise false is returned.

Remarks

This method can be faster than LoadScene because it does not create any new objects. It may be able to handle scenes that been updated since the saved scene was created. For example if additional objects have been added to the scene since it was last saved, they will remain unchanged when the scene state is reloaded.

This feature is in continued development and its behavior may change somewhat in future updates.

Example

This example saves the starting scene to memory and reloads the scene entity states when the space key is pressed.

-- Get the displays
local displays = GetDisplays()

-- Create a window
local window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[1], WINDOW_CENTER + WINDOW_TITLEBAR)

-- Create a world
local world = CreateWorld()

-- Create a framebuffer
local framebuffer = CreateFramebuffer(window)

-- Create a camera
local camera = CreateCamera(world)
camera:SetClearColor(0.125)
camera:SetPosition(0, 1, -4)

-- Create light
local light = CreateBoxLight(world)
light:SetRange(-10, 10)
light:SetArea(15, 15)
light:SetRotation(45, 35, 0)
light:SetColor(2)

-- Create the ground
local ground = CreateBox(world, 10, 1, 10)
ground:SetPosition(0, -0.5, 0)
ground:SetColor(0, 1, 0)

-- Create a scene
local scene = CreateMap()

-- Add some boxes
for n = 1, 10 do
    local box = CreateBox(world)
    box:SetColor(0, 0, 1)
    box:SetPosition(Random(-5, 5), Random(5, 10), Random(-5, 5))
    box:SetMass(1)
    scene.entities[#scene.entities + 1] = box
end

-- Save the starting scene to a file
scene:Save(stream, "game.sav")

-- Main loop
while not window:Closed() and not window:KeyDown(KEY_ESCAPE) do

    -- Reload the starting scene when space key is pressed
    if window:KeyHit(KEY_SPACE) then
        scene:Reload(stream, "game.sav")
    end

    world:Update()
    world:Render(framebuffer)
end
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