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() _______________________________________________ Tutor maillist - Tutor@python.org To unsubscribe or change subscription options: http://mail.python.org/mailman/listinfo/tutor