![]() Orpheus carries a torch.Įurydice is a woman in the Wedding Procession. Orpheus is a man in the Wedding Procession. A torch is usually lit.īefore printing the name of a lit torch, say "flaming ".īefore printing the name of an unlit torch, say "extinguished ". Understand "lighted" or "flaming" or "burning" as lit. Understand the lit property as describing a torch. Test me with "x lamp / switch lamp on / look / x lamp".Ī torch is kind of thing. The examine devices rule is not listed in the carry out examining rules. For this we do need to borrow from a later chapter: Since we've built the description of its light or darkness into the lamp's description, though, we may want to get rid of the ".is switched on" line that automatically follows when we look at something. Instead of burning the sodium lamp, try switching on the lamp. ![]() The description is "It is a heavy-duty archaeologist's lamp, currently off.blazing with brilliant yellow light." "The sodium lamp squats on the ground, burning away.The sodium lamp squats heavily on the ground.". The sodium lamp is an electric light in the Stooped Corridor. "A low, square-cut corridor, running north to south, stooping you over." Adding this rule to the carry out train does guarantee, though, that in no case will we manage to make the lamp lit without actually making it switched on (or vice versa). If we wanted a special way of describing turning on electric lights as opposed to all other devices, we could also add an after rule for the electric light class. In this case that is probably what we want. The player will still see "You switch the sodium lamp on." or the like. This will not affect the behavior of any other devices when switched it will also not change the way in which switching lights on and off is reported. Carry out switching off an electric light: now the noun is unlit. Carry out switching on an electric light: now the noun is lit. For instance, suppose we want to have a class of electric light:Īn electric light is a kind of device. This will be explored more in subsequent examples, but one of the things we can do with carry out rules is extend the function of existing commands so that they do more, or have special effects in specific situations. ![]() See Fire for a non-electrical way to produce light See Electricity and Magnetism for batteries to power a torch or flashlight See Going, Pushing Things in Directions for making it hazardous to walk around in the dark See Looking Under and Hiding for a looking under action which is helped by the fiercer brightness of a light source ![]() See Room Descriptions for an item that can only be seen in bright light, when an extra lamp is switched on Unblinking demonstrates one way of doing this, so long as there are no backdrop light sources.Ĭloak of Darkness is a short and sweet game based on a light puzzle. It is sometimes useful to check whether a room that is not the current location happens to contain a light source or be naturally lighted. The first of the two examples in Peeled allows exploration of a dark place by touch. ("It is pitch dark, and you can't see a thing.") Hohmann Transfer gives darkness a quite different look, and Four Stars heightens the other senses so that a player in darkness can still detect her surroundings. When the player experiences darkness in a location, Inform is usually very guarded in what it reveals. The fierce, locally confined light thrown out by a carried lamp has a quality quite unlike weak but ambient daylight, and Reflections exploits this to make a lantern feel more realistic. Hymenaeus allows us to explicitly refer to torches as "lit" or "unlit", or (as synonyms) "flaming" or "extinguished".įor light produced electrically we might want a wall switch, as in Down Below, or a portable lamp, as in The Dark Ages Revisited. The candle lantern is a lit thing in the Deep Crypt. (We assume daylight or some always-on electric lighting.) A "dark" room may well still be illuminated if a light source happens to be present: The reason darkness is not a constant hazard in Inform-written games is that rooms always have the "lighted" property unless declared "dark". Light can be added to, but not taken away: rooms and things can act as sources of light, by having the "lighted" and "lit" properties respectively, but they cannot be sinks which drain light away. Inform does not usually try to track intermediate states of lighting, but see The Undertomb 2 for a single lantern with varying light levels and Zorn of Zorna for multiple candles that can be lit for cumulative changes to the light level. At any place (room, or inside a container) light is either fully present or fully absent.
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