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drincs-productions/pixi-vn/saves

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PublishedOctober 26, 2026 at 03:44 AM
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version: "1.0.1" name: pixi-vn-saves description: Use when implementing save/load in a Pixi'VN game — Game.exportGameState()/restoreGameState()/jsonToGameState(), what the exported GameState contains, and how to persist it (save slots, quick-save, auto-save-on-refresh, downloadable JSON). Load this before writing any save-file, save-slot, or "continue game" feature.


Pixi'VN Saves: exporting, restoring, and persisting game state

Official docs: pixi-vn.com/start/save.

When to use this skill

Use this skill whenever a task involves saving/loading the game: a save-file format, save slots, a quick-save shortcut, "continue where I left off" after a page refresh, or exporting/importing a save as a file. This skill does not cover the module-level details of what's inside a save (storage variables — pixi-vn-storage; canvas element state — pixi-vn-canvas; step/backlog history — pixi-vn-history) — only the save/load flow itself and how those pieces fit together.

The core trio

ts
import { Game } from "@drincs/pixi-vn";
Game.exportGameState(): GameState
Game.restoreGameState(data: GameState): Promise<void>
Game.jsonToGameState(json: string): GameState
  • `Game.exportGameState()` returns a plain GameState object — version info plus the current

storage, canvas, sound, and history data — suitable for JSON.stringify.

  • `Game.restoreGameState(data)` restores everything from a previously exported GameState,

using whatever navigate function was set via Game.onNavigate/Game.init's navigate option — it no longer takes a navigate function as a second argument.

  • `Game.jsonToGameState(json)` just parses a JSON string back into a GameState — a thin

wrapper around JSON.parse with the right type, for symmetry with exportGameState.

ts
const json = JSON.stringify(Game.exportGameState());
// ... later, possibly after a page reload ...
await Game.restoreGameState(Game.jsonToGameState(json));

What's inside a GameState

A GameState bundles every module's current state: storage variables, the canvas's saved element/layer state (if the canvas was initialized), sound's channel/media state, and go-back history (capped by stepHistory.stepLimitSaved, default 20 — see pixi-vn-history for what that limit means for how far a player can go back after loading). Game.exportGameState/ restoreGameState is the layer application code should use — there's no need to go through any individual module directly for a full game save.

Real-world persistence convention (official React template)

Game.exportGameState() says nothing about where that payload lives or what metadata a save-slot UI needs (title, timestamp, thumbnail). That part is entirely up to the app. The official React+TS template (npm create pixi-vn@latest, source at src/models/GameSaveData.ts / src/lib/utils/save-utility.ts) shows one concrete way to close that gap — this is the template's convention, not a library requirement:

ts
interface GameSaveData {
saveData: GameState; // the raw Game.exportGameState() output
gameVersion: string;
date: Date;
name: string;
image?: string; // thumbnail, e.g. canvas.extractImage() — see pixi-vn-canvas
}
function createGameSave(options?: { image?: string; name?: string }): GameSaveData {
return {
saveData: Game.exportGameState(),
gameVersion: __APP_VERSION__,
date: new Date(),
name: options?.name ?? "",
image: options?.image,
};
}
async function loadSave(saveData: GameSaveData) {
await Game.restoreGameState(saveData.saveData);
}

The pattern: wrap exportGameState()'s return value in an app-level object carrying save metadata, and pass the inner saveData field back into restoreGameState() when loading.

From there, the template persists that wrapped GameSaveData object (not the raw game state alone) through several concrete mechanisms — illustrative, not exhaustive:

  • Numbered save slots via IndexedDB (saveGameToIndexDB/getSaveFromIndexDB/

deleteSaveFromIndexDB), auto-incrementing from 0.

  • Quick save slots, also via IndexedDB (quickSaveGameToIndexDB), reserved to a fixed negative-id

range below the numbered saves (e.g. ids -2..-7 for 6 slots) so they never collide with manual saves. Each quick-save fills the first empty slot, then cycles by overwriting the least-recently-used slot once all slots are full.

  • An "auto exit save" (addAutoExitSave, paired with a useAutoSaveOnPageClose hook bound to

the beforeunload and visibilitychange events) stringified straight into localStorage under its own key — not through IndexedDB — so an accidental tab close or reload doesn't lose progress.

  • A "Continue" button: getLastSaveFromIndexDB powers a main-menu "Continue" action by comparing

the latest numbered IndexedDB save against the auto exit save and returning whichever is newer (synthesizing id -1 for the auto exit save for that comparison) — null if neither exists, to disable the button; the result feeds straight into loadSave.

  • A downloadable/importable JSON file (downloadGameSave/loadGameSaveFromFile) for backing up

or sharing a save outside the app.

None of this is prescribed by @drincs/pixi-vn — treat it as one worked example of gluing exportGameState/restoreGameState to a real persistence layer, not the only way to do it.

Related skills

  • pixi-vn — Game.init/Game.onNavigate and the rest of the top-level Game API.
  • pixi-vn-storage — variables/flags/stored classes that end up inside a save, and reserved keys.
  • pixi-vn-history — stepHistory.stepLimitSaved and what survives a save/load for "go back".
  • pixi-vn-canvas — canvas.extractImage() for save thumbnails, and what canvas state gets saved.
  • pixi-vn-migration — renames affecting this area (getSaveData → Game.exportGameState, etc.).
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