Docs / Scripting · v0.93.1

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 ships with exported builds. One key→value store per slot (its own file under save/).

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)

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

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

Values follow the synced-var guardrails: numbers, strings, booleans, tables up to depth 4 and ≤ 1 KB each — 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.

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]) → handlefn(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)

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 (assets/scripts/web_login.lua), 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).


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.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: this engine's "resolution"
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

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.

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

-- 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

Not here yet: window resolution, fullscreen and monitor choice. Those are one question — windowing — and it deserves answering properly rather than by adding a resolution setter that only half works. app.setRetroHeight is the one that already existed as a live render setting, and in a pixel-art game it is the "resolution" a player means.