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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