Difference between revisions of "User:Dora Gustafson/talking die"
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(The Die will say how many pips are on the upward face, after the Die is tossed) |
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Place this script in a cube and you have a Die.<br> | Place this script in a cube and you have a Die.<br> | ||
The Die will say how many pips are on the upward face, after the Die is tossed. | The Die will say how many pips are on the upward face, after the Die is tossed. | ||
< | <source lang="lsl2"> | ||
///// | ///// | ||
// The talking Die script, studio Dora, Dora Gustafson 2008 | // The talking Die script, studio Dora, Dora Gustafson 2008 | ||
Line 69: | Line 69: | ||
else pr = prnu; | else pr = prnu; | ||
} | } | ||
}</ | }</source> | ||
{{LSLC|Library}} | {{LSLC|Library}} |
Latest revision as of 12:57, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
The Talking Die script
Place this script in a cube and you have a Die.
The Die will say how many pips are on the upward face, after the Die is tossed.
/////
// The talking Die script, studio Dora, Dora Gustafson 2008
// v1.20 Basics
/////
// Place this script in a cube and you have a Die.
// The Die will say how many pips are up after it is tossed.
// Free ware! feel free to utilize this script
// and texture, partially or as a whole
// Please give credit to the creator: Dora Gustafson
// You can do that by keeping this header unchanged
/////
list pr;
string dieTexture = "b88d3ced-e298-83d7-7da6-e130a337b6ac"; // terning 2x6 SD.png
string pips_up()
{
vector u = llRot2Fwd( llGetRot() );
vector v = llRot2Left( llGetRot() );
vector w = llRot2Up( llGetRot() );
// Vectors associated with die pip numbers
list pips_list = [ u.z, 1, -u.z, 6, v.z, 2, -v.z, 5, w.z, 3, -w.z, 4 ];
// sort for the one with the biggest Z (vertical up) component,
// the associated pip number is upward
return llList2String( llListSort( pips_list, 2, FALSE ), 1 );
}
default
{
state_entry()
{
llSetPrimitiveParams([
PRIM_TEXTURE, 0, dieTexture, < 0.5, 0.333, 0.0>, < 0.75, -0.333, 0.0>, 0.0,
PRIM_TEXTURE, 1, dieTexture, < 0.5, 0.333, 0.0>, < -0.75, 0.0, 0.0>, 0.0,
PRIM_TEXTURE, 2, dieTexture, < 0.5, 0.333, 0.0>, < 0.75, 0.333, 0.0>, 0.0,
PRIM_TEXTURE, 3, dieTexture, < 0.5, 0.333, 0.0>, < 0.75, 0.0, 0.0>, 0.0,
PRIM_TEXTURE, 4, dieTexture, < 0.5, 0.333, 0.0>, < -0.75, 0.333, 0.0>, 0.0,
PRIM_TEXTURE, 5, dieTexture, < 0.5, 0.333, 0.0>, < -0.75, -0.333, 0.0>, 0.0 ]);
llSetStatus( STATUS_PHYSICS, TRUE );
llSetBuoyancy( 0.5 );
}
collision_start(integer n)
{
llSetTimerEvent( 2.0 );
pr = llGetPrimitiveParams([PRIM_POSITION, PRIM_ROTATION ]);
}
land_collision_start(vector v)
{
llSetTimerEvent( 2.0 );
pr = llGetPrimitiveParams([PRIM_POSITION, PRIM_ROTATION ]);
}
timer()
{
list prnu = llGetPrimitiveParams([PRIM_POSITION, PRIM_ROTATION ]);
if ( pr == prnu )
{
llSetTimerEvent( 0.0 );
llWhisper( PUBLIC_CHANNEL, pips_up() + " pips" );
}
else pr = prnu;
}
}