if the soundbusy of 1 then go the framego to marker("red jar") puppetsound 0cursor -1go frame "start1 xx.yy"go to marker("light blue jar") -- check the value of the globalglobal broomif broom = 0 then go to marker("broom A") put 1 into broomelse go to marker("broom B") put o into broom end ifgo to marker("coffee maker") go to marker("purple jar") go to marker("tool box jar") go to marker("blender") go to marker("toaster") go to marker("closet door") go to marker("sudz") go to marker("top cabinet") go to marker("calendar") go to marker("shelf") go to marker("hungry gabster") go to marker ("left-CLICK")go to marker ("THE END-CLICK") -- loopgo to marker (0)go to marker ("right-CLICK") -- wait for clickgo to marker (0)-- do hi button functionhHiFunction-- do help button functionhHelpFunction-- do room1 button functionhRoom1Function-- do room2 button functionhRoom2Function-- loop till sound doneif the soundBusy of 1 then go to marker (0)end ifgo to marker (0)sound fadeout 1-- handle the button eventshButtonEvents-- handle help buttonhHelpButton-- handle house buttonhHouseButton-- handle hello buttonhHiButton-- handle the end buttonhEndButton-- handle the right buttonhRightButton-- handle the left buttonhLeftButtongo to marker("help-click") go to marker ("HELLO-CLICK") go to "THE END-CLICK" -- do room3 button functionhRoom3Function-- do room4 button functionhRoom4Functionhspecialbar 2cursor 200preload "bevents"-- do room5 button functionhRoom5Functionhspecialbar 4cursor 200preload "light blue jar"-- do right button function--hRightClickhRightClickRot-- do left button function-- hLeftClickhLeftClickRot-- handle button barif rollover(17) then hDoButtonBarend ifgo to marker ("y")go to marker ("n")-- do click on somethingglobal mv,mh,gotSprite,mainloopset mainloop = "start1 xx.yy"puppetsprite 16,TRUEpuppetsprite 15,TRUEpuppetsprite 14,TRUEpuppetsprite 13,TRUEpuppetsprite 12,TRUEpuppetsprite 11,TRUEpuppetsprite 10,TRUEpuppetsprite 9,TRUEpuppetsprite 8,TRUEpuppetsprite 7,TRUEpuppetsprite 6,TRUEpuppetsprite 5,TRUEpuppetsprite 4,TRUEpuppetsprite 3,TRUEpuppetsprite 2,TRUE-- run down list of objectsput 16 into thisSpriterepeat while thisSprite > 1 put the top of sprite thisSprite into tstop put the bottom of sprite thisSprite into tsbottom put the left of sprite thisSprite into tsleft put the right of sprite thisSprite into tsright -- lets see if the mouse is on it if mh > tsleft and mh < tsright then if mv > tstop and mv < tsbottom then -- this is the one ! put thisSprite into gotSprite -- exit put 1 into thisSprite end if end if put thisSprite -1 into thisSpriteend repeat-- close uppuppetsprite 16,falsepuppetsprite 15,falsepuppetsprite 14,falsepuppetsprite 13,falsepuppetsprite 12,falsepuppetsprite 11,falsepuppetsprite 10,falsepuppetsprite 9,falsepuppetsprite 8,falsepuppetsprite 7,falsepuppetsprite 6,falsepuppetsprite 5,falsepuppetsprite 4,falsepuppetsprite 3,falsepuppetsprite 2,false-- do scriptif gotSprite = 16 then go to marker ("hungry gabster")end ifif gotSprite = 15 then go to marker ("shelf")end ifif gotSprite = 14 then go to marker ("top cabinet")end ifif gotSprite = 13 then go to marker ("calendar")end ifif gotSprite = 12 then go to marker ("closet door")end ifif gotSprite = 11 then go to marker ("closet door")end ifif gotSprite = 10 then go to marker ("toaster")end ifif gotSprite = 9 then go to marker ("blender")end ifif gotSprite = 8 then go to marker ("purple jar")end ifif gotSprite = 7 then go to marker ("tool box jar")end ifif gotSprite = 6 then go to marker ("light blue jar")end ifif gotSprite = 5 then go to marker ("sudz")end ifif gotSprite = 4 then go to marker ("red jar")end ifif gotSprite = 3 then nothingend ifif gotSprite = 2 then go to marker ("coffee maker")end ifstopanim