On 07/04/13 12:05, James Gangur wrote:
Hello all. I'm not quite sure how to explain this, but this is what I am trying to do.

In my game (an RPG), I have a system where entities can call scripts written in python. Here is said entity:

    class entity_still_runscript(entity_object):
        def __init__(self, grid_x, grid_y, sprite, solid, hover_text,
    above, extra):
            entity_object.__init__(self, "still_runscript", grid_x,
    grid_y, pyglet.sprite.Sprite(sprite), solid, hover_text, above)
            self.script = extra.pop("script")
            self.infodict = extra

        def select(self):
            script = string_import("scripts."+self.script)
            script.go(self.infodict, self)


All that should matter is that select will get called when the player tells it to.

Next, here is the script that is getting called, sort of in pseudo code:


    #!/usr/bin/python
    def go(infodict, parent):
        >run some function that contains opengl calls
        >wait until the told to continue by some other function
        >continue with script


No, to try and do this, I was using the threading module to no success. I then found out (after much confusion) that opengl call can't be made from separate threads.

I tried a ton of other (nooby) things, but could not achieve the desired result.

How would I go about doing this?

Have you looked at the coroutines of any kind? The simplest would be to have go() be a generator, ie use the yield keyword to return to the calling routine but save all the state in go for the next time you need to call it. Alternatively there are greenlets and one or two other libraries that might get you what you want or try stackless python.

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