Chapter 9: Props: Food, Clothing, Money, Toys, Books, Electronics
§9.1. Food; §9.2. Bags, Bottles, Boxes and Safes; §9.3. Clothing; §9.4. Money; §9.5. Dice and Playing Cards; §9.6. Reading Matter; §9.7. Painting and Labeling Devices; §9.8. Simple Machines; §9.9. Televisions and Radios; §9.10. Telephones; §9.11. Clocks and Scientific Instruments; §9.12. Cameras and Recording Devices
![]() | Contents of The Inform Recipe Book |
![]() | Chapter 8: Vehicles, Animals and Furniture |
![]() | Chapter 10: Physics: Substances, Ropes, Energy and Weight |
![]() | Indexes of the examples |
§9.1. Food
Inform provides an either/or property called "edible" and an action, "eating", for consuming edible things:
The lardy cake is edible. After eating the lardy cake, say "Sticky but delicious."
For eating something not immediately to hand, see Lollipop Guild. Delicious, Delicious Rocks, conversely, adds a sanity check which prevents the player from automatically taking inedible things only to be told they can't be eaten.
Inform does not normally simulate taste or digestion, but to provide foods with a range of flavours, see Would you...?; to make eating different foods affect the player differently, see Stone, or for the extreme case of poisoning foods, Candy. In MRE, hunger causes the player problems unless he regularly finds and eats food.
See Liquids for things to drink
See Dispensers and Supplies of Small Objects for a pizza buffet table from which the player may take all the slices he wants
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Suppose we want to give the player a bag of candies, of which a random one is poisonous. We can pick which one should be poisoned at the start of play, like this:
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Suppose we want to give the player a bag of candies, of which a random one is poisonous. We can pick which one should be poisoned at the start of play, like this:
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