Difference between revisions of "User:Dora Gustafson/talking die"

From Second Life Wiki
Jump to navigation Jump to search
(The Die will say how many pips are on the upward face, after the Die is tossed)
 
 
Line 3: Line 3:
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.
<lsl>
<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;
     }
     }
}</lsl>
}</source>
{{LSLC|Library}}
{{LSLC|Library}}

Latest revision as of 13:57, 22 January 2015

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;
    }
}