Since there have been a number of comments asking how to implement the wait
function that would make deft_code
's example work, I've decided to write a possible implementation. The general idea is that we have a scheduler with a list of coroutines, and the scheduler decides when to return control to the coroutines after they give up control with their wait
calls. This is desirable because it makes asynchronous code be readable and easy to reason about.
This is only one possible use of coroutines, they are a more general abstraction tool that can be used for many different purposes (such as writing iterators and generators, writing stateful stream processing objects (for example, multiple stages in a parser), implementing exceptions and continuations, etc.).
First: the scheduler definition:
local function make_scheduler()
local script_container = {}
return {
continue_script = function(frame, script_thread)
if script_container[frame] == nil then
script_container[frame] = {}
end
table.insert(script_container[frame],script_thread)
end,
run = function(frame_number, game_control)
if script_container[frame_number] ~= nil then
local i = 1
--recheck length every time, to allow coroutine to resume on
--the same frame
local scripts = script_container[frame_number]
while i <= #scripts do
local success, msg =
coroutine.resume(scripts[i], game_control)
if not success then error(msg) end
i = i + 1
end
end
end
}
end
Now, initialising the world:
local fps = 60
local frame_number = 1
local scheduler = make_scheduler()
scheduler.continue_script(frame_number, coroutine.create(function(game_control)
while true do
--instead of passing game_control as a parameter, we could
--have equivalently put these values in _ENV.
game_control.wait(game_control.seconds(5))
game_control.start_eruption_volcano()
game_control.wait(game_control.frames(10))
s = game_control.play("rumble_sound")
game_control.wait( game_control.end_of(s) )
game_control.start_camera_shake()
-- more stuff
game_control.wait(game_control.minutes(2))
end
end))
The (dummy) interface to the game:
local game_control = {
seconds = function(num)
return math.floor(num*fps)
end,
minutes = function(num)
return math.floor(num*fps*60)
end,
frames = function(num) return num end,
end_of = function(sound)
return sound.start+sound.duration-frame_number
end,
wait = function(frames_to_wait_for)
scheduler.continue_script(
frame_number+math.floor(frames_to_wait_for),
coroutine.running())
coroutine.yield()
end,
start_eruption_volcano = function()
--obviously in a real game, this could
--affect some datastructure in a non-immediate way
print(frame_number..": The volcano is erupting, BOOM!")
end,
start_camera_shake = function()
print(frame_number..": SHAKY!")
end,
play = function(soundname)
print(frame_number..": Playing: "..soundname)
return {name = soundname, start = frame_number, duration = 30}
end
}
And the game loop:
while true do
scheduler.run(frame_number,game_control)
frame_number = frame_number+1
end