Docs / Scripting · v0.117.0

Data, time & the outside world

Data, time & the outside world

Saved games, timers, HTTP, the player's account, and the settings a game offers.

Part of the scripting guide · every call, as a reference

Contents


23. Saving: save.set, save.get & slots

Persistent game data — survives Play sessions, editor restarts, and installing a new version of an exported game. One key→value store per slot (its own file under save/). In the editor that is the project's save/; in an exported build it is save/ inside the player's own data folder, which outlives the build (see Where a player's data lives).

lua
save.set("gold", save.get("gold", 0) + 10)
save.set("checkpoint", { scene = scene.current(), x = node.x, y = node.y, z = node.z })
save.flush()                       -- checkpoint NOW (else: auto on Stop + ~5 s)
save.flush({ wait = true })        -- …and return only once it is on disk

local cp = save.get("checkpoint")
if cp then scene.load(cp.scene) end

save.slot("slot2")                 -- separate profile; save.slot() reads the name

Values are plain data: numbers, strings, booleans, and tables nested up to 16 deep — no functions/userdata. A violation is a script error, not silent data loss. A slot holds at most 10 000 keys and 4 MB in all; a save.set past either is the same kind of error.

Saving does not cost a frame. A flush (yours, or the automatic one) hands the keys that changed to a writer thread and returns; the writer encodes only those keys and reuses the rest from the last write. The slot file is replaced whole or not at all, so a crash or a kill mid-write leaves the previous save. A failed write is shown in the Console, the next save.flush() returns false, and the slot is tried again. In a browser the write happens on the frame — a page has no threads.

Large player data goes in a file, not a slot. A slot is read whole the first time it is touched and held in memory, and in a browser all of a game's storage is a few megabytes, so the 4 MB cap stays. A blueprint library, a level the player built or a recording goes in the player's own folder, with no cap of its own:

lua
local ok, err = assets.writeJson("user://crafts/" .. name .. ".json", craft)
if not ok then print("Could not save the craft: " .. err) end
local craft = assets.readJson("user://crafts/" .. name .. ".json")

assets.writeBytes does the same for bytes (a data.deflate blob, a replay). A user:// write replaces the file whole or not at all, like a slot. It runs on the frame, so write it when the player saves, not every few seconds. Reads stop at 64 MB.

Multiplayer: this is local storage. For server-authoritative progress, call save.* inside server-side paths (net.isServer()) and hand results to clients via synced vars or RPC.


24. Timers: after, every & tween

Schedule work in game time — tick-driven and deterministic (timers pause with the game, fire at the same tick on every machine, and never drift with frame rate). Callbacks get no arguments; capture what you need as locals.

lua
after(2, function() door.visible = false end)      -- once, in 2 s

local beeper = every(1, function()                 -- repeatedly, every 1 s
  audio.play("sounds/beep.ogg")
end)
beeper:cancel()                                    -- stop it (handles all have :cancel())

local y0 = node.y                                  -- animate: alpha eases 0 → 1
tween(0.5, function(a) node.y = y0 + a * 3 end, "smooth")
  • after(seconds, fn) → handle — fire once.
  • every(seconds, fn) → handle — first fire after one period, then anchored repeats (a long session doesn't drift; a stall never bursts to catch up).
  • tween(seconds, fn [, ease]) → handle — fn(alpha) every tick, the final call landing exactly at 1.0. Eases: "linear" (default), "smooth", "in", "out".

An error inside a callback logs to the Console and kills only that timer. On a scene switch all pending timers drop (they belonged to the old scene). In a networked session timers advance on the global tick only — prediction replays can't double-fire them.


26. The web: http.* & json.*

Non-blocking requests to your own server, so a game can have an account, a card list, a leaderboard or a shop. The callback runs on a later frame on the main thread, so it is safe to touch nodes from it.

lua
http.get(url [, opts], function(res) end)
http.post(url, body [, opts], function(res) end)   -- a TABLE body is sent as JSON
-- opts = { headers = {...}, timeout = 10, json = true }
-- res  = { ok, status, body, json, error }

json.encode(t)   json.decode(s)   -- decode returns nil, err rather than raising
openUrl(url)     -- open the player's own browser (the sign-in flow needs it)

The same calls work in a browser build, through the page's own fetch. There the server has to allow the page's address (CORS), redirects are followed rather than handed back, and a few headers are the browser's to set; see web-export.md.

Bytes made small, and bytes as text: data.*. A level, a ghost or a picture saved inside JSON is smaller and survives the trip as text:

lua
local packed = data.deflate(json.encode(level))          -- zlib, level 6
local text   = data.base64Encode(packed)                  -- safe inside JSON or a URL
local bytes, err = data.base64Decode(text)
local plain, err = data.inflate(bytes)                    -- nil, why for bad data

data.deflate(bytes [, { level, format }]) takes format = "zlib" (the default), "raw" or "gzip", and level 0–9. data.inflate reads what someone else sent, so bad data answers nil, why rather than raising, and it stops at maxSize bytes (64 MB unless you say otherwise) so a small hostile blob cannot expand to fill memory. data.base64Encode(bytes, { url = true }) uses the URL-safe alphabet; data.base64Decode reads either.

Play only; Stop and scene.load cancel everything in flight; a call from fixedUpdate warns, because a reply's timing can never be replayed.

docs/web-api.md is the full page — the res table in detail, the device-code sign-in flow (scripts/web_login.lua in a new project), the rate limits, and the one rule that makes an account-backed game possible at all:

The server decides what the player owns. The client asks; it never announces. Anything a client can announce, a modified client can announce.


27. The player's account: account.*

http.* is your game talking to your server. account.* is your game talking to Floptle's — Foverse accounts, Fobucks, cloud saves, leaderboards and missions, on fopull.com.

lua
account.signIn()          -- returns immediately; the player approves in a browser
account.state()           -- "signedOut" | "starting" | "waiting" | "signedIn" | "failed"
account.code()            -- while waiting: { code = "WXYZ-9999", url = "…", expiresIn }
account.player()          -- when signed in: { id, name, email, tier }
account.error()  account.cancel()  account.signOut()

account.get("/wallet", function(res) end)
account.post("/games/mygame/events", { event = "boss_killed", event_id = id }, cb)
account.put("/games/mygame/saves/slot1", { data = t }, cb)

The engine drives the OAuth device flow in Rust, because the provider mandates PKCE S256 and Lua has no SHA-256 — so a script asks for a player, never a token. There is no account.token() on purpose: a shipped game's Lua is readable, and anything a script can hold, somebody can read out of the file.

The calls take a path, not a URL. One host, which is what makes attaching the player's token to it safe.

The session lives in the OS keyring and is shared with the Floptle Hub — sign in once, in whichever you opened.

docs/web-api.md § Floptle Cloud is the full page: the mission and wallet shapes, why the wallet is read-only, and the three answers that surprise a first test (event_id is mandatory, an empty awarded is not always a failure, and a mission pays nothing until it is approved).

Reading as the game: cloud.*

Some things a game reads need no player at all: another player's profile picture, the remote config you publish from the game page, a public leaderboard on the title screen. cloud.* reads those as the game, with the key in project.ron (⚙ Settings ▸ Networked). The engine attaches the key; a script never handles it.

lua
cloud.avatar(net.identity(peer).id, 64, function(tex, err)
  if not tex then return end            -- err is "no_picture" when they have none
  ui.make(row, { "image", w = 32, h = 32, texture = tex, radius = 16 })
end)
cloud.config(function(config, err) motd = config and config.motd end)
cloud.get("/games/" .. cloud.game() .. "/rank/laps:canyon", function(res) end)
Call What it does
cloud.game() this project's game slug, or nil when it is not connected
cloud.get(path, cb) a read under /games/… or /players/…; res as http.get, and a blob's bytes in res.body
cloud.avatar(playerId [, size], cb) a player's picture as a texture, cb(tex, err); size 64, 128 (default) or 256
cloud.config(cb) your remote config, cb(config, err)

Reads only: a game key never writes, so saves, scores and uploads go through account.* as the player. Play only, like http.*, with the same rate limits.

Leaderboards, documents, files and counters by name

Four calls name a collection and hand back an object with the operations that collection has. They build the paths, encode the names and unwrap the replies, so a game writes no URL. Reads use the game key (or the player, for a private collection); writes always go out as the signed-in player.

lua
local times = cloud.rank("time:" .. level)
times:page({ limit = 25 }, function(page, err)      -- {entries, total, keep, next}
  if err then return show(err.message) end
  for _, e in ipairs(page.entries) do row(e.rank, e.player, e.value) end
end)
times:submit(61.25, { meta = { deaths = 2 }, blob = "replays/" .. runId }, function(r, err)
  if r and r.kept then print("new best, rank " .. r.rank) end
end)

local stages = cloud.docs("stages")
stages:put("canyon-2", data, { ifVersion = 0 }, function(doc, err)
  if err and err.code == "key_taken" then print("somebody already has that name") end
end)
cloud.blobs("replays"):put(runId, replayBytes)
cloud.counter("likes"):add("canyon-2", 1)
Object Operations
cloud.rank(board) :page{ limit, offset, around, player, sort }, :submit(value [, { meta, blob }]), :remove([playerId])
cloud.docs(name [, { private = true }]) :list{ prefix, owner, sort, after, limit }, :get(key), :put(key, data [, { ifVersion }]), :delete(key)
cloud.blobs(name [, { private = true }]) the same, with bytes (a string) where docs take a table; :get answers the bytes
cloud.counter(name) :add(key [, n]), :get(key), :top{ prefix, sort, limit }

Every operation takes a last function(result, err). result is the reply the Cloud documents for that call. err is nil on success, and otherwise the same table whichever call made it: { code = "key_taken", message = "...", status = 409 }. The codes are the Cloud's own (no_such_collection, private_collection, key_taken, version_conflict, invalid_blob, storage_budget_exceeded), or http_<status> and network when the server said nothing more. A board's collection is the part of its name before the first :, so time:canyon and time:canyon:week39 both belong to time.

floptle check warns about a collection a script uses that cloud_collections.ron does not declare. The one that matters most is a ranking: an undeclared one is created on its first write keeping each player's highest value, so a time trial would rank its slowest times first.

Declaring what the game stores: cloud_collections.ron

Everything a game stores on fopull.com lives in a named collection. Public data, leaderboards and counters have to be declared before the first write, or the write is refused with no_such_collection. Keep the list with the game, in cloud_collections.ron beside project.ron:

ron
[
    (name: "replays", kind: blobs, access: public, cap_kb: 512),
    (name: "stages", kind: docs, access: public),
    (name: "time", kind: rank, keep: min),
    (name: "installs", kind: counter, mode: unique),
]
  • kind: docs (JSON), blobs (bytes), rank (leaderboards) or counter.
  • access: private (only the player who wrote it, the default for docs and blobs) or public (anyone playing can read it). Rank and counter collections are always public.
  • keep, rank only, and required: max keeps each player's highest score, min their lowest (a lap time), latest their most recent.
  • mode, counter only: total (the default) adds every count, unique counts each player once.
  • cap_kb: the largest single object. Left out, the server's default holds.
sh
floptle cloud collections path/to/game           # what differs; writes nothing
floptle cloud collections path/to/game --apply   # make fopull.com match

Without --apply it reads with the game key, so it needs nobody signed in and fits in a build script: it exits 1 when the server differs from the file. --apply declares as the developer signed in to the Hub, who has to own the game. A collection that holds data can't change its kind or access, and the server's refusal is printed as it is. A collection that is only on the server is listed and left alone: deleting one deletes its data, so that stays a click on the game's page.


30. Settings a game offers its player: app.*

Every game has a menu with Quit on it, and a Video tab, and an Audio tab. Most of what those need has been here for a while and is documented elsewhere on this page; app.* is the rest.

app.quit() end the game
app.title() the game's title, for the top of a menu
app.version() the engine version this build was made with
app.platform() "windows", "macos", "linux" or "web"
app.isWeb() true in a browser build, to hide what a page cannot do
app.dataPath() the folder the player's user:// files are in, for "your files are in …" (nil in a browser)
app.vsync() / app.setVsync(mode) "On", "Adaptive" or "Off"
app.retro() / app.setRetro(on) the retro presentation — compositing small and upscaling
app.retroHeight() / app.setRetroHeight(px) the height it composites at, for a pixel-art game
app.renderScale() / app.setRenderScale(s) the fraction of the window the 3D scene renders at (0.25–1), upscaled smoothly with the UI kept sharp: the "render resolution" setting a weak GPU needs
app.renderSharpness() / app.setRenderSharpness(s) how hard the upscale from a render scale below 1 sharpens, 0–1 (default 0.4; 0 is a plain stretch)
app.retroIntegerScale() / app.setRetroIntegerScale(on) upscale by a whole number and letterbox, instead of stretching
app.fullscreen() / app.setFullscreen(on) cover the screen (borderless, no mode switch), or go back to a window

Render scale is the setting that rescues a slow GPU

Pixel count is most of what a frame costs on the GPU. On one shipped level, switching every lighting feature to its lowest setting saved 9% of the GPU time, while app.setRenderScale(0.67) saved 44%. The 3D scene renders at that fraction of the window and is upscaled smoothly. The game's UI draws afterwards at full resolution, so text stays sharp. A Video menu usually offers something like Native / 0.85 / 0.67 / 0.5 and keeps the player's choice with save.*:

lua
function start(node)
  app.setRenderScale(save.get("renderScale") or 1)
end

It's independent of retro mode. When retro is on, the retro height decides the resolution instead.

The upscale sharpens by local contrast, so edges stay crisp while flat sky and gradients do not turn to grain. app.setRenderSharpness(s) sets how hard, from 0 (a plain bilinear stretch) to 1; the default is 0.4. A retro upscale is hard pixels and is never sharpened.

Lines and rings a script draws with draw.* go into the scene, so they are drawn at the lowered resolution too and go soft. draw.nativeLines(true) draws them over the finished picture instead, one pixel wide at the window's own resolution and in exactly the colour given, whatever the render scale; the post effects (bloom, depth of field, grain) no longer touch them. An orbit map or an aim reticle wants that.

Lines draw through the scene by default, so an orbit reads through its planet. draw.depthTest(true) hides the lines queued after it behind whatever is in front of them, native or not; switch it back with draw.depthTest(false) for the ones that should stay on top:

lua
draw.depthTest(true)
draw.ring(ground.x, ground.y, ground.z, 0, 1, 0, 0.5, 1, 1, 1)  -- hides behind the player
draw.depthTest(false)
draw.polyline(orbit, 0.6, 0.8, 1)                               -- reads through the planet

Points are in world space unless the script set a frame. draw.setFrame(node) puts the 3D shapes the script queues after it (lines, rings, spheres, boxes, polylines, conics, triangles, cones, discs and quads) in that node's own space: its position, rotation and scale. The engine places them when it takes the frame's shapes, after every tick and lateUpdate have moved things, so they are drawn exactly where the node is drawn. An overlay on a planet on rails stays on the planet even when it is drawn from update and the planet moves on after it. draw.setFrame(nil) goes back to world space. The frame holds for that script until it changes it, and never applies to another script's shapes:

lua
function update(node, dt)
  draw.setFrame(planet)
  draw.ring(0, radius, 0, 0, 1, 0, 3, 0.4, 1, 0.6)   -- the pad's ring, in the planet's space
  draw.setFrame(nil)
end

What app.quit() does depends on where the game is running

There is one honest answer per host, and they are different things:

  • In an exported build the game is the program, so it closes. Your save.* data is flushed first — somebody quitting from a settings menu expects the setting they just changed to have been kept.
  • In the editor it stops Play. It is deliberately not a process exit: an editor that closed because a game under test called quit would take your unsaved work with it. A line in the Console says which of the two happened.
  • Under floptle run the run ends where it stands, and the report says it stopped early rather than claiming it ran the whole span.

Fullscreen is answered by the build even if your menu forgets

F11 and Alt+Enter toggle it in every exported build, with no code on your part — they are the two spellings of "fullscreen" a player will try without reading anything. app.fullscreen() reports the real state, so a Video tab that shows the setting stays right after the player used the key instead of the menu.

In the editor app.setFullscreen leaves the window alone — it is the editor's window, not the game's — and says so once in the Console, the same way app.quit() is honest about where it is running.

A setting you change is for this session only

Vsync and the retro settings live in project.ron, which is the file that ships to everybody who plays. So changing one changes it for this run, and Stop puts the project back exactly as it was — the same rule audio.track(…) follows. (A mixer change holds across scene.load for the rest of the session, so a Settings screen sets each bus once; it is Stop, not a new scene, that puts the saved mixer back.)

Which means persisting it is your game's job, through save.*. That is not an omission: a player's preference belongs in the player's save, not in a file every player gets a copy of.

lua
-- read them back on launch
function start(node)
  app.setVsync(save.get("vsync") or "On")
  app.setRetroHeight(save.get("pixelHeight") or app.retroHeight())
  access.setTextScale(save.get("textScale") or 1.0)
  audio.track("Master"):setVolume(save.get("masterDb") or 0)
end

A mode setVsync does not recognise is an error, not a shrug — a control that silently keeps the old value is a control that appears to work. Same for a setRetroHeight outside 32–4320.

A settings screen, in full

The four tabs a player expects, and where each one comes from:

lua
-- Audio — the project's mixer tracks (§11)
audio.track("Master"):setVolume(db)
audio.track("Music"):setVolume(db)

-- Video — the frame pacing and the internal resolution, plus the scene's
-- own post-processing, which is a component like any other (§7)
app.setVsync("Adaptive")
app.setRetroHeight(360)
local post = scene.find("Post Processing"):getComponent("PostProcess")
post.bloom = true          -- a flag
post.motionBlur = 0        -- an amount, 0..1 — the shutter, not a switch
-- the three players most often want off; each is an amount, and 0 is off
post.aberration = 0        -- chromatic aberration
post.distortion = 0        -- lens distortion (signed: negative pincushions)
post.grain = 0             -- film grain
-- "colour grade: off" puts the grade back to neutral: 0 for the offsets,
-- 1 for the scales
post.exposure, post.temperature, post.tint, post.lift = 0, 0, 0, 0
post.contrast, post.saturation, post.gradeGamma, post.gain = 1, 1, 1, 1

-- Accessibility — text scale, colour filter, reduced motion, captions
access.setTextScale(1.25)
access.setReducedMotion(true)

-- Controls — the action map, rebindable at runtime (§5)
for _, action in ipairs(input.actions()) do
  log(action .. ": " .. table.concat(input.bindingsOf(action), ", "))
end
input.startRebind("Jump")

-- …and the button that used to have nothing behind it
function onQuit()
  save.flush()
  app.quit()
end

A field a PostProcess does not have reads as nil, so a game can check for one before it offers the toggle.

Display — resolution and monitor. app.monitors() lists the screens, app.displayModes([monitor]) the full-screen modes each one offers, and app.setDisplayMode{ width =, height = [, refresh =, monitor =, fullscreen = ] } applies a pick. Full screen switches the monitor to that mode, so it has to be one the list offers (anything else raises, naming the sizes it does offer); a window may be any size and is centred on the monitor. In a pixel-art game app.setRetroHeight is still the "resolution" a player means.

lua
-- a Resolution dropdown and a Monitor dropdown
local monitors = app.monitors()
local modes = app.displayModes(chosenMonitor)
app.setDisplayMode{ width = 1920, height = 1080, refresh = 144, monitor = chosenMonitor, fullscreen = true }
save.set("display", { w = 1920, h = 1080, hz = 144, monitor = chosenMonitor })

Controls and Accessibility, ready-made. ui.engineSettings(container, "controls") and ui.engineSettings(container, "accessibility") build the engine's own pages into a container of yours with ui.make, in the styles you name. Call the returned page's :update() every frame while it is open, and save what its onChanged reports:

lua
function start(node)
  page = ui.engineSettings(find("Settings Body"), "controls", {
    styles = { row = "settingsRow", label = "settingsLabel", button = "chip" },
    onChanged = function(key, value) save.set("settings." .. key, value) end,
  })
end
function update(node, dt) page:update() end

A slot in styles is a style name, or a table of ui.make properties laid onto that element, a style among them: row = { style = "settingsRow", w = 480, h = 40 }. That is how the page gets sizes and insets, which a style does not set.

Inside a screen you describe every frame, pass nil for the container and place page:tree() in your own description. A page built into a container of its own would be taken down by your next ui.make of the screen, which does not describe the page's rows:

lua
function start(node) page = ui.engineSettings(nil, "accessibility") end
function update(node, dt)
  page:update()
  ui.make(node, { "col", { "text", text = "Settings" }, page:tree() })
end

A rebind replaces. The key the player presses becomes the action's keyboard binding (or its pad binding, for a pad button), and a binding on the other kind of device stays. The engine does not keep it across runs, so keep it yourself:

lua
-- in onChanged("binding", action), and once at start:
save.set("bindings", input.saveBindings())
local saved = save.get("bindings")
if saved then input.loadBindings(saved) end
-- a "Reset to defaults" button
input.resetBindings()

Rebinding reaches actions only: a script that reads input.key("space") gets nothing from a rebind. See moving key reads to actions.