This feels like a bit of a hack, but its the best I can come up with right now
Your serialization/deserializtion utility
This is going to attach obj.constructor.name to obj.__prototype before serialization. Upon deserializing, the prototype will be put back in place.
(function(global) {
function serialize(obj) {
obj.__prototype = obj.constructor.name;
return JSON.stringify(obj);
};
function deserialize(json) {
var obj = JSON.parse(json);
obj.__proto__ = global[obj.__prototype].prototype;
return obj;
}
global.serialize = serialize;
global.deserialize = deserialize;
})(window);
A sample "class"
(function(global) {
function Foo() {
this.a = "a";
this.b = "b";
}
Foo.prototype.hello = function() {
console.log("hello");
}
global.Foo = Foo;
})(window);
Let's try it out
var foo = new Foo();
var json = serialize(foo);
console.log(json);
var newFoo = deserialize(json);
console.log('a', newFoo.a); // a
console.log('b', newFoo.b); // b
newFoo.hello(); // hello
Watch out for some gotchas
If you use an expression to define your "class", you will have a nameless constructor
var Foo = function() {};
var foo = new Foo();
foo.constructor.name; // ""
As opposed to a named function
function Foo() {}
var foo = new Foo();
foo.constructor.name; // Foo
In order for serialize and deserialize to work, you will need to use named functions
Another gotcha
The deserialize method expects your "classes" to exist on the in the same namespace (window in this case). You could encapsulate your game object classes in another way, just make sure that you reconfigure the deserialize method so that it can find the prototypes as needed.
Making this better
Instead of attaching serialize to the global window, you could have serialize live on (e.g.) the GameObject.prototype then your individual classes could inherit from GameObject. Serializing an object would then be as simple as
var json = foo.serialize();
// {"a":"a","b":"b","__prototype":"Foo"}
You could then define deserialize as GameObject.deserialize and restoring foo would be
var foo = GameObject.deserialize(json);
An alternative solution
Instead of implementing a custom serializer and deserializer, you could make very clever use of the Factory Method Pattern.
This might be a little verbose, but it does give you individual control over how a game object should be deserialized/restored.
var savedData = // your normal JSON here
var player = Player.create(savedData.player);
var items = [];
for (var i=0, i<savedData.items.length; i++) {
items.push(Item.create(savedData.items[i]));
}
var map = Map.create(savedData.map);
This was a pretty interesting problem and I'm sure you're not the first to encounter it. I'm really curious to see what other people come up with.
toSTringwont work?