[Tutor] Passing a Variable
Ryan Strunk
ryan.strunk at gmail.com
Mon Apr 4 03:55:25 CEST 2011
Hi list,
I am in the midst of trying to code a game based entirely on audio cues, and
I've run into a bit of a snag when trying to monitor certain variables. I'll
lay out the framework of what I'm going for in the hope that it makes sense
when written down.
In a standard video game I could have a health bar go from normal to yellow
to red as it diminishes. In audio, though, I don't have that luxury. As a
result, I have conceptualized a system whereby a player hears a sound every
so often if a particular stat drops into the caution range. If the player
drops into the danger range, the sound loops continuously. I also wanted to
make sure that if the player dropped from caution to danger, there wasn't a
big, awkward pause in the sound loop and that the player would know
immediately that his stat had dropped (see first and second if checks in the
check method).
The problem:
My existing methods directly update stats. For example: the player class has
a self.health stat which is directly affected by other methods. This has
caused no problem up until now. When I pass self.health to the code I will
paste below, however, the Statistic class does not receive health, but
rather health's value.
I understand that python passes variables by value and not by reference, and
this has not been a problem up until now. Now that I am trying to design a
class which explicitly checks a specific variable, though, I can't fathom a
way to do it unless I pass a direct reference, and I'm not sure that can be
done. I need to figure out a way for the below code to check the value of
the health variable and act on it. This way, if player's self.health
changes, the static class will take note of that and respond accordingly.
It occurred to me to make Statistic a child of int, but I'm told that's more
trouble than I probably want to deal with.
Any suggestions/advice anyone has would be greatly appreciated.
Best,
Ryan
import sound_lib
from game_utils import delay
#this encapsulates threading.Timer's assignment and start method
class Statistic(object):
def __init__(self, stat=None, sound=None, low=None, mid=None,
high=None):
self.stat = stat
self.sound = sound
self.low = low
self.mid = mid
self.high = high
self.status = 'safe'
self.auto_check_timer = None
def auto_check(self):
if self.stat > self.high:
self.status = 'safe'
return
if self.mid <= self.stat <= self.high:
self.status = 'caution'
self.sound.play(True)
self.auto_check_timer =
delay(self.sound.bytes_to_seconds(len(self.sound))*2, self.auto_check)
return
if self.low <= self.stat < self.mid:
self.status = 'danger'
self.sound.play(True)
self.auto_check_timer =
delay(self.sound.bytes_to_seconds(len(self.sound)), self.auto_check)
def check(self):
if self.status = 'caution' and self.low <= self.stat < self.mid:
#This will set the program to start a constant alarm when the
stat level has dropped below caution
self.auto_check_timer.cancel()
if self.sound.is_playing:
#to assist in setting up the caution to danger transition
#a standard playing sound will have a timer running alongside
it, so skip the next guard and return
if self.auto_check_timer.is_alive() == False:
#guard to make sure program doesn't catch every playing
sound, should prevent repeated checks from recalling auto_check
sound_duration =
self.sound.bytes_to_seconds(len(self.sound)) -
self.sound.bytes_to_seconds(self.sound.position)
self.auto_check_timer = delay(sound_duration,
self.auto_check)
return
if self.auto_check_timer == False:
#if the timer has never been called, call auto_check
self.auto_check()
return
if self.auto_check_timer.is_alive == True:
#there's already a timer running. return
return
#If it gets this far, it's because the timer already ran, the player
is 'safe', and another check is being performed
self.auto_check()
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