Add the card numbers to the “Level of Difficulty” buttons at this time:

• Now is the time to complete the scripting for the “Level of Difficulty “ buttons. 
  See Figure 4.
• When we wrote these button scripts (see Figure 5), we omitted the card id 
  numbers.
• To get each game card id number, go to each game card and do the 
   following:

       - select Options fron the Menu bar and drag down to Card Information.
       - a window will appear which gives the card id number
       - type this number into the script of the corresponding Level of Difficulty 
         button (See Figure 5)
       - push enter to save the script

The Game Instructions:

• There will always be players who desire instructions to play a game. We will 
  now address the problem of how to supply these instructions. Rather than 
  making a separate card to show these instructions, we are going to make a 
  popup field. 

• A popup field is a field which “pops up” and covers the whole card or part of 
  the card on which it appears.

Making the ‘Instructions’ button: 

This button will cause a popup field containing the instructions to become visible. We will give the directions to make this field a little later.

• To make the button, select the Button tool from the Tool palette. Hold down 
  the Command Key () as you click and drag a button to the size needed. 
  The selected button can be resized, if needed, by clicking on a corner of the 
  active button then dragging it to the required size. Place the button at the 
  location shown in Figure 8.

Note: To select a button, choose the Button tool from the Tool palette, click
            on the button. The edges of the button will appear to have
            ‘marching ants’ around them.   

• Script the “Instructions” card button as shown in Figure 15: 

Figure 15: “Instructions” card button script.

 

 

Hint: In order to keep a long script line visible within a short script window, we sometimes break the script and continue it on the following line. You will notice the symbol ( ¬ ) in the above script. This symbol means that the script line has been broken and will be continued on the line below. The command for this symbol is Option Returnonly  when in the script window.

Now comes some really tricky parts. Buckle up!

The “Instructions“ and “Back to Game” button are layered, one button exactly on top the other button.

- When the game card is visible, the “Instructions” button must be visible. 
- When the “Back to Game” button is visible, the game instructions must be 
   visible. 

Follow the instructions carefully.

• These are the commands for moving a button to the top layer ( Shift +) 
  and moving a button to a bottom layer ( Shift -). You may need them. 
  (The above commands sometimes have to be repeated several times before 
   they will work.) 

  Remember: A button or field must be active before it can be moved.

Making the ‘Back to Game’ button: 

This button hides the popup field so you can see the game card again. 

•  After the player has read the instructions, it may be confusing as to how to
    return to the game. The only button visible will be the “Instructions” button.

• The “Back to Game” button is used to mask or hide the “Instructions”  button 
  and thus give a logical choice for the game player to return back to the 
  game. See Figure 8.

•  Make this button the same size and place it exactly over top of the
   “Instructions” button. 

•  Type the script for this button exactly as shown in Figure 16 . 

Figure 16: The “Back to Game”  button script.

Create a Popup field for the button “Instructions”:

• Select the Field tool, place a field over the top of the graphics on the Game 
  card. Name the field “Instructions” and position it on your card. Be sure it is 
  large enough to cover any graphics that are on the card.
      
Note: The “Instructions” button should be visible at the lower, center part of 
            the card between the two graphics as shown on the title page. See 
            Figure 8.

• When the card button is pushed, a Hidden Card Field will pop up.

• To make this popup field, select the Field tool from the Tool palette. Click at 
  the upper left hand side of the Game card, hold and drag diagonally down to 
  the lower right hand corner of the Game card. Make the field just large 
  enough to cover the graphics on the Game card.

• Double-click on the active field to open the dialogue box. 
    
Note:  An active field has “marching ants” around it, the same as an active button. 

 Set the field attributes to:

                            - transparent

                           - name the field “Instructions”

•  Select the Browse tool. Click on the top, left-hand side of the field to set the 
    flashing text insert point. Type the instructions for the game. 
   
Suggested instructions are shown in Figure 17.

Figure 17:
The “active” Instructions field showing the game instructions.

• Select the Field tool, double-click on the field to open the dialogue  
   box again. Select Lock Text. This will accomplish the following:

              - No other typing can be done on the field unless it is unlocked, and

- the Browse tool will appear when the cursor is over the field instead  
                 of the text insert line.

Possible problem areas:

Two difficulties which may arise from time to time:

1) A player might decide to go to different level but forget to reset the game. 
    This could cause the “Add 1 to score” buttons to remain hidden. 

2) The “Back to Game” and “Instructions” buttons might switch positions. 
     To solve these problems, I have added the following card script to each  
     of the game cards. Remember,  to get to these script windows, go to each 
     game card, hold down Option Command C, all at the same time. The 
     card script window will open. Copy the script shown in Fig. 18.

Figure 18: The game card “card script”.

Installing Sound in the Game: Option
 (Any HyperCard resource mover will work)

• To open the resource mover, ResCopy. 
  
  - Go to the HyperCard Home card (H). 
  - While holding down the Command Key (), type the letter “M”.
  - A small windoid will open towards the bottom of the computer screen. 
  - Type “ResCopy” into this windoid then push “Return”. 
  - If the ResCopy resource is installed into your version of HyperCard, the 
    “ResCopy” window will open. See Figure 19.

Figure 19: Typing ResCopy into the windoid. 

• Open a favorite sound folder on one side of the ResCopy window and the
  “Differences Game” on the other. See Figure 20.

Figure 20: “ResCopy”, the friendly resource mover.

• Transfer sounds as desired to give the game character and to make it 
  more fun for all to play. 

Note: It is extremely important to spell the name of the sounds correctly 
           (including spacing, capital letters and punctuation) when scripting. If 
           sounds have been transferred into the game and they will not  
           play, this is a likely culprit!

Installing color resources: Option

The Title Page script should be typed exactly as shown in Figure 21. Note that this is an “openCard” script (a script that runs as the so-scripted card opens). This script ensures that Color Text will load every time the card is reopened.
ie. Returning back to the title page after playing one of the "Differences" games.

To get to the card script window, go to the Title Page (1).  Push 
 Option C, all at the same time. The card script window will open.

Figure 21: The Title Page card script for the installation of color resources.

Notes:  

1) The numbers 180, 70 and 120, 70 in the above script refer to the 
     coordinates of the location where you want the colored text to appear. 

Note: To get the coordinates, type xy into the message windoid and push the Return key. Move the mouse pointer over the card to select location for Color Text message. The coordinates will show in the message windoid. 
See Fig. 22.

Figure 22: Type xy  in the message windoid.

2) The numbers 28 and 34 refer to the text size.

Figure 23: Push Return and move the cursor about on the card until  location for message is determined.

3) The numbers 3 and 4 refer to the color of the text .

     Alternate colors for you to use are:   

     0 = Black  1 = White  2 = Red   3 = Green  4 = Blue

4) The text enclosed in quotations is the “string” (message) you wish to display.

The openStack script should be modified from that shown in Fig. 7  to that shown in Fig. 24 to include the Color Text script. This modification causes Color Text to load on opening of the stack.

Figure 24: The modified stack script showing installation of color resources. 

SHAREWARE NOTE: The fee should be paid if the resource is used.

The XMCD “Color Text” was written by: 

Jesse Boettcher

1340 N. 68th St.

Milwaukee, WI 53213

- This shareware resource has been included with the game as a 
  convenience. 
- It can be installed into the Home stack of HyperCard, where it is easy to 
  access using ResCopy.  
             
Protecting the Stack: Option (at teacher discretion only) 

To lock the stack up and thereby help to prevent players from cheating, students may use the Protect Stack feature of HyperCard.

• To do this, go to the menu bar, choose File and drag down to Protect Stack. 
  Select the boxes as shown in Figure 25.  

Note: Protect Stack and Can't Abort are features which must be used very carefully. 

Figure 25: The “Protect Stack” window.

• Can’t Modify Stack / Can’t Delete Stack - These first two attributes 
   must be selected as a pair. They prevent the stack from being modified or 
   deleted (erased).

• Can’t Peek - This attribute prevents the player from looking at scripts,
   finding locations of buttons and fields, etc.. It is suggested this property 
  be set when the stack is completed to prevent others from 
  locating buttons to click on and thus, scoring points.

• Can't Abort - Controls whether the user may abort (stop) a script by typing 
  (.) This is a dangerous property to set if you are still constructing 
  the stack. You have no way of stopping an accidentally runaway script. 
  This setting remains in effect even if you close the stack.

• Set Password - It is suggested you not allow the students to choose their  
  own password. If they forget their password, access to the stack will be 
  denied. Keep a record of their passwords and explain to them the problem 
  of forgetting passwords. Passwords are case insensitive (Using upper 
  or lower case letters doesn't matter).

• Private Access: This property prompts the use of a password. See above 
  warning.

• Browsing - Allows the player to play the game and look at the stack only. 
  Tools are not available. This is the level the completed game should 
  be left in. Scripting for this is shown in Figure 7.