Temporary Files And Directories in GDScript
In GDScript, we can create temporary files and directories using the built-in File
and Directory
classes. Here’s how we can achieve similar functionality:
extends SceneTree
func _init():
# The easiest way to create a temporary file is by
# using the File class. We'll create a file in the user://
# directory, which is the user-specific directory for the game.
var file = File.new()
var temp_file_name = "user://temp_" + str(randi()) + ".tmp"
var err = file.open(temp_file_name, File.WRITE)
if err != OK:
print("Error creating temporary file")
return
# Display the name of the temporary file.
print("Temp file name:", temp_file_name)
# We can write some data to the file.
file.store_buffer(PoolByteArray([1, 2, 3, 4]))
file.close()
# Clean up the file after we're done.
var dir = Directory.new()
dir.remove(temp_file_name)
# If we intend to create many temporary files, we may
# prefer to create a temporary directory.
var temp_dir_name = "user://temp_dir_" + str(randi())
err = dir.make_dir(temp_dir_name)
if err != OK:
print("Error creating temporary directory")
return
print("Temp dir name:", temp_dir_name)
# Now we can create files in this temporary directory.
var temp_file_in_dir = temp_dir_name.plus_file("file1.tmp")
err = file.open(temp_file_in_dir, File.WRITE)
if err == OK:
file.store_buffer(PoolByteArray([1, 2]))
file.close()
# Clean up the directory and its contents
remove_directory_recursive(temp_dir_name)
func remove_directory_recursive(path):
var dir = Directory.new()
if dir.open(path) == OK:
dir.list_dir_begin(true, true)
var file_name = dir.get_next()
while file_name != "":
if dir.current_is_dir():
remove_directory_recursive(path.plus_file(file_name))
else:
dir.remove(file_name)
file_name = dir.get_next()
dir.list_dir_end()
dir.remove(path)
# Run the script
var script = load("res://temporary_files_and_directories.gd")
var instance = script.new()
instance._init()
This script demonstrates how to create temporary files and directories in GDScript. Here’s a breakdown of what it does:
We create a temporary file using the
File
class. The file is created in theuser://
directory, which is specific to the user’s game data.We write some data to the file using
store_buffer()
.We then create a temporary directory using the
Directory
class.We create a file within this temporary directory.
Finally, we clean up by removing both the temporary file and the temporary directory (including its contents).
Note that GDScript doesn’t have built-in functions for creating temporary files or directories with random names, so we generate random names ourselves using randi()
.
Also, unlike the Go example, we need to manually implement recursive directory deletion in GDScript, which is done in the remove_directory_recursive
function.
To run this script, save it as temporary_files_and_directories.gd
in your Godot project and execute it as a script. The output will show the names of the temporary file and directory created.
Remember that in a real Godot game, you would typically integrate this functionality into your game scenes and scripts rather than running it as a standalone script.