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inform7/resources/Documentation/Examples/LowLight.txt
2019-03-16 13:12:11 +00:00

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* Choosing notable locale objects for something
(Levels of lighting; Low Light)
An object that is only visible and manipulable when a bright light fixture is on.
Suppose we want a different treatment of lighting than the usual: the room isn't totally dark, but there's something we can't see unless we turn on a bright light.
{*}"Low Light"
First we make our environment and its light:
{**}The Workroom is a room. The desk is in the Workroom. The brilliant lamp is a device on the desk.
To decide whether the light level is high:
if the brilliant lamp is switched off, no;
if the player cannot see the brilliant lamp, no;
yes.
To decide whether the light level is low:
if the light level is high, no;
yes.
Now we make a shadow so that the player can only refer to it if the shadow is in inventory or the light is on:
{**}The shadow is a privately-named thing on the desk.
Understand "barely-visible" or "barely visible" or "shadow" as the shadow when the light level is high. Understand "invisible" or "shadow" as the shadow when the player encloses the shadow.
And finally a couple of extra touches to make it clear why we're able to interact with the shadow when it's in inventory, even if the light is low:
{**}Before printing the name of the shadow:
if the light level is high:
say "barely-visible ";
otherwise if the player encloses the shadow:
say "invisible (but tangible) "
After dropping the shadow when the light level is low:
say "You let it go and it fades into the ambient gloom."
To handle the appearance of the object, we want to set its locale priority to 0: that will prevent it being named in room descriptions.
{**}After choosing notable locale objects:
unless the light level is high:
set locale priority of the shadow to 0.
Test me with "look / get shadow / turn on lamp / look / get shadow / i / turn off lamp / i / drop shadow / look / get shadow / turn on lamp / look".