Supermarket SimulatorSupermarket Simulatorwiki
In-game picture from Supermarket Simulator showing the produce aisle of the shop, used to illustrate The lights and the switches in your shop.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

Running the shop · Supermarket Simulator · read from a local copy

The lights and the switches in your shop

There is a light object, and the lights are grouped behind managers.

Lights in Supermarket Simulator are objects rather than settings: the game gives the shop and the back room their own light managers, and every one of them is reached through a switch you can press.

What the game establishes

In play

The lights in this shop are things rather than a setting. There is a light object and a manager behind each group of them, which is why a light can be placed, seen and switched rather than only turned up in a menu.

The shop has its own set. A manager, a light object and an interaction belong to the shop floor, so switching the lights over the aisles does not have to be the same action as switching anything else.

The back room has a separate set. Storage has its own manager, its own lights and its own interaction, which is why the lights over the shelves in the warehouse can be dealt with while the shop stays lit.

Every light is reached through a switch. There is a switch object, an interaction for pressing it and a toggle switch behind it, so the game treats switching on the lights as something you do to a fixture rather than to the whole shop at once.

There are spot lights for inside and for outside, and the electrical side of the shop is its own kind of object. That is how the game can keep one list of things that draw power rather than letting each fixture decide for itself, and a manager of its own holds that list together.

Lights are built as well as bought. There is a generator for them, a type for a light that is attached to something, and animation data for one that sweeps, which is how a fitting can be made to move rather than merely switch on.

Lighting has presets as well. Keeping a set of presets means the look of the shop can be decided in one place and applied to a group of lights rather than to each light separately.

A fitting can be out of action. The build keeps a disabled state and a visual state of its own, which is why a light that cannot be used is something the game records rather than only something you notice by looking.

The two pictures beside this entry are the game's own: the handle and the frame the game draws for a switch in its off position. They are small, but they are what you press.

What this entry does not tell you: how many lights a shop may have, how much power they draw, or how the presets are set up. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).