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Drivin' Route 66
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Drivin' Route 66 (1995)(Creative Multimedia)[Mac-PC].iso
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00021_Script_MAIN
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1995-10-03
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11KB
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358 lines
--Ben Tremblay
--Bill Tremblay
--Lisa Sirois
--⌐ 1995, Cambridge Digital Media, Inc.
on startMovie
set the volume of sound 1 to 180
hidetrip
getSoundPath
global FYI,jumpMode
setItinerary
clearItinerary
setTripPlanner
busyCursor
lowLevInit
puppetSound 0
end
on stopMovie
busyCursor
sound stop 2
puppetSound 0
noSprites
end
on getSoundPath
global where, thePath, theFolder
put the pathname into thepath
if the MachineType=256 then
put "snds/" into thefolder
else
put "snds:" into thefolder
end if
put (thePath) & (TheFolder) into where
end
on setTripPlanner
if the MachineType=256 then
set the textfont of field "tpw" to "Arial"
set the textsize of field "tpw" to 12
updatestage
else
set the textfont of field "tpw" to "Geneva"
set the textsize of field "tpw" to 12
updatestage
end if
end
on setItinerary
if the MachineType=256 then
set the textfont of field "Itinerary" to "Arial"
set the textsize of field "Itinerary" to 12
updatestage
else
set the textfont of field "Itinerary" to "Geneva"
set the textsize of field "Itinerary" to 12
updatestage
end if
end
on synchStory
global storyTarget,theButton,theButtonName
if soundBusy(1) then
repeat while soundBusy(1)
if the mouseDown then
-- repeat with s = 14 to 18
-- puppetSprite s,1
-- end repeat
-- puppetTransition 0
-- updateStage
-- -- put mouseCast() into theButton
-- -- put the name of cast theButton into theButtonName
-- --put theButtonName
-- -- u,?,66,exit,turn
-- put 0 into doHilite
-- repeat with s = 14 to 18
-- if rollover(s) then
-- put 1 into doHilite
-- exit repeat
-- end if
-- end repeat
-- if doHilite then
-- if s < 18 then -- it's a normal sign
-- set the castNum of sprite s to the castNum of sprite s+8
-- updateStage
-- repeat while the mouseDown
-- nothing
-- end repeat
-- set the castNum of sprite s to the castNum of sprite s-8
-- updateStage
-- if s = 14 then -- u-turn
-- sound stop 1
-- sound stop 2
-- repeat with s = 14 to 18
-- puppetSprite s,0
-- end repeat
-- puppetTransition 0
-- updateStage
-- if the frame < 45 then
-- go "menu 1"
-- else
-- go "menu 2"
-- end if
--
-- else if s = 15 then -- ?
-- alert "help"
-- else if s = 16 then -- home
-- sound stop 1
-- sound stop 2
-- repeat with s = 14 to 18
-- puppetSprite s,0
-- end repeat
-- puppetTransition 0
-- updateStage
-- -- alert "go to main menu"
-- else if s = 17 then -- quit
-- sound stop 1
-- sound stop 2
-- repeat with s = 14 to 18
-- puppetSprite s,0
-- end repeat
-- puppetTransition 0
-- updateStage
-- quit
-- end if
--
-- else -- it's the turn signals!
-- put the locH of sprite s into midPt
-- if the mouseH < midPt then -- go back
-- set the castNum of sprite s to the castNum of sprite s-1
-- updateStage
-- repeat while the mouseDown
-- nothing
-- end repeat
-- set the castNum of sprite s to the castNum of sprite s+1
-- puppetSprite s,0
-- updateStage
-- if marker(-1) > 29 then
-- go marker(-1)
-- else
-- go "story 12"
-- end if
-- else -- go forth
-- set the castNum of sprite s to the castNum of sprite s+1
-- updateStage
-- repeat while the mouseDown
-- nothing
-- end repeat
-- puppetSprite s,0
-- set the castNum of sprite s to the castNum of sprite s-1
-- updateStage
-- if marker(1) < 67 then
-- go marker(1)
-- else
-- go "story 1"
-- end if
-- end if
-- end if
-- end if
--PATCH:
exit repeat
end if
end repeat
-- What to do when all audio has played for a story:
--òNotice a need for a special case @end
if ((the frame + 1) = marker(1)) OR (the frame = 66) OR (the mouseDown) then
sound stop 1
sound stop 2
-- repeat with s = 14 to 18
-- puppetSprite s,0
-- end repeat
puppetTransition 0
updateStage
if the frame < 45 then
go "menu 1"
else
go "menu 2"
end if
end if
else
-- if the mouseDown then
--
-- repeat with s = 14 to 18
-- puppetSprite s,1
-- end repeat
-- puppetTransition 0
-- updateStage
-- -- put mouseCast() into theButton
-- -- put the name of cast theButton into theButtonName
-- --put theButtonName
-- -- u,?,66,exit,turn
-- put 0 into doHilite
-- repeat with s = 14 to 18
-- if rollover(s) then
-- put 1 into doHilite
-- exit repeat
-- end if
-- end repeat
-- if doHilite then
-- if s < 18 then -- it's a normal sign
-- set the castNum of sprite s to the castNum of sprite s+8
-- updateStage
-- repeat while the mouseDown
-- nothing
-- end repeat
-- set the castNum of sprite s to the castNum of sprite s-8
-- updateStage
-- if s = 14 then -- u-turn
-- sound stop 1
-- sound stop 2
-- repeat with s = 14 to 18
-- puppetSprite s,0
-- end repeat
-- puppetTransition 0
-- updateStage
-- if the frame < 45 then
-- go "menu 1"
-- else
-- go "menu 2"
-- end if
--
-- else if s = 15 then
--
-- else if s = 16 then
--
-- else if s = 17 then
--
-- end if
--
-- else -- it's the turn signals!
-- put the locH of sprite s into midPt
-- if the mouseH < midPt then -- go back
-- set the castNum of sprite s to the castNum of sprite s-1
-- updateStage
-- repeat while the mouseDown
-- nothing
-- end repeat
-- set the castNum of sprite s to the castNum of sprite s+1
-- puppetSprite s,0
-- updateStage
-- if marker(-1) > 29 then
-- go marker(-1)
-- else
-- go "story 12"
-- end if
-- else -- go forth
-- set the castNum of sprite s to the castNum of sprite s+1
-- updateStage
-- repeat while the mouseDown
-- nothing
-- end repeat
-- puppetSprite s,0
-- set the castNum of sprite s to the castNum of sprite s-1
-- updateStage
-- if marker(1) < 67 then
-- go marker(1)
-- else
-- go "story 1"
-- end if
-- end if
-- end if
-- end if
-- end if
if ((the frame + 1) = marker(1)) OR (the frame = 66) OR (the mouseDown) then
sound stop 1
sound stop 2
-- repeat with s = 14 to 18
-- puppetSprite s,0
-- end repeat
puppetTransition 0
updateStage
if the frame < 45 then
go "menu 1"
else
go "menu 2"
end if
end if
end if
end
on gomenu
global storyTarget
-- Handles mouseDown in menu
repeat with s = 3 to 11
if rollOver(s) then
-- set the foreColor of sprite s to 209
set the visible of sprite s to 1
updateStage
-- Put here to ensure a valid click:
-- put the name of cast mouseCast() into cName
repeat while the mouseDown
nothing
end repeat
sound stop 1
sound stop 2
doDelay
put the name of cast mouseCast() into cName
if char 1 of cName = "s" then
delete char 1 of cName
put integer(cName) into storyTarget
-- put storyTarget
go ("state" && string(storyTarget))
end if
exit repeat
else
--set the foreColor of sprite s to 29
set the visible of sprite s to 0
end if
end repeat
updateStage
end
on dealWithManics
end
on exIdle
global storyTarget
put the frame into f
if f = 1 then
-- menu 1:
set the mouseDownScript to "gomenu"
repeat with s = 3 to 11
if rollOver(s) then
-- set the foreColor of sprite s to 29
set the visible of sprite s to 1
else
-- set the foreColor of sprite s to 29
set the visible of sprite s to 0
end if
updateStage
end repeat
else
set the mouseDownScript to ""
end if
if the machineType <> 256 then -- whoops
if soundBusy(1) then
set the volume of sound 1 to 160
set the volume of sound 2 to 64
else
set the volume of sound 2 to 180
end if
else -- Damn PC's have no standard response! What to do?
if soundBusy(1) then -- This seems to fade BOTH channels.
set the volume of sound 1 to 160
set the volume of sound 2 to 64
else
set the volume of sound 2 to 180
end if
end if
cursor -1
end