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lightt
by
Amy Yao
Played 1,218 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The Library is a room. "Thousands of books line the shelves. An old-fashioned lamp with a green lampshade sits on the table. Mounted on the wall beside the door is a light switch." The Library is dark. The oak table is a supporter in the Library. The old lamp is on the table. The light-switch is a device in the Library. The light-switch is scenery. Understand "light" and "switch" as the light-switch. Instead of switching on the light-switch: now the lamp is lit; say "By groping on the wall near the door, you find a light switch. Click -- the lamp goes on." Instead of switching off the light-switch: now the lamp is not lit. Rule for printing the announcement of darkness: if the location is the Library: say "Click -- the room is plunged into inky darkness." instead; otherwise: say "It is now pitch dark in here!" Instead of switching off the old lamp: try switching off the light-switch. After deciding the scope of the player when the location is the Library: place the light-switch in scope. Library darkness count is a number that varies. Library darkness count is 0. Rule for printing the description of a dark room: if the location is the Library and the library darkness count is greater than 0: say "You can't see a thing -- but as you grope around in the darkness, your fingers touch a switch on the wall."; otherwise: increase the library darkness count by 1; say "It is pitch dark, and you can't see a thing." Test me with "look / switch switch".