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- global toDrawFromSet, lengthtoDrawFromSet, nrOfStims, stimSet, targetnr, bestresultSoFar, bestresultSoFarStr, nrofcalculations, nrbuttontable, currentStep, currentInputStatus, zerobuttonsnr, zerooperatorsnr, firstbuttonloch, hdistancebetweenbuttons, firstbuttonlocv, firstnrloch, firstnrlocv, vdistancebetweenbuttons, zeroClearsnr, operatorList, operand1, operand2, operator, operatorindex, tempoperatorindex, heaven, tempresultbuttonsnr, tempresultnrsnr, connectorsnr, tempoperatorsnr, spinnersnr, connectorlocs, connectorcastnums, opconnectorcastnums, calcIsRunningP, calculatorsnr, nrOfCalcsSnr, nrOfCalcsLoc, foundItIsSalient, foundItButtonNr, clockIsActiveP, fillbarsnr, timeAtReset, ticksPassed, maxlengthFillbar, maxsecssnr, deadlinePassed, nrOfSecsInMAxSecs, clocksnr, timeOutLinesnr, menusnr, score, hscoreFromFile, timeOnStartCalculator, calcAlwaysP, menuVisibleP, wrappedHOffset, wrappedVOffset, scorepossibleThisRoundP, lastbutton, operand2index, findProblemInDatabaseP, selectableProblems, fakesolution, justAborted, firstabortprocessed, easyP, minusalertGivenP, dividealertGivenP, initializedP
-
- on feedbackForSpinning
- set the castNum of sprite spinnersnr to cast "dicescoop"
- set the loc of sprite spinnersnr to point(505, 103)
- updateStage()
- waitawhile(20)
- set the castNum of sprite spinnersnr to cast "shaking"
- puppetSound("spin")
- repeat with i = 1 to 4
- shake(i, 8)
- end repeat
- updateStage()
- end
-
- on shake i, wt
- if (i mod 2) = 1 then
- set the loc of sprite spinnersnr to point(426, 48)
- else
- set the loc of sprite spinnersnr to point(422, 28)
- end if
- updateStage()
- waitawhile(wt)
- end
-
- on createbuttons
- put "enter create..." & the ticks
- set nrbuttontable to []
- repeat with n = 1 to nrOfStims
- add(nrbuttontable, [])
- end repeat
- repeat with s = 1 to nrOfStims
- repeat with m = 1 to nrOfStims
- createbutton(s, m)
- end repeat
- shake(s)
- end repeat
- put "exit create..." & the ticks
- end
-
- on createbutton s, m
- set newone to birth(script "nrbutton parent script", s, m)
- add(getAt(nrbuttontable, s), newone)
- end
-
- on resetbuttons
- put "enter reset..." & the ticks
- repeat with s = 1 to nrOfStims
- repeat with m = 1 to nrOfStims
- resetbutton(s, m)
- end repeat
- shake(s)
- end repeat
- put "exit reset..." & the ticks
- end
-
- on resetbutton s, m
- set whichObject to getAt(getAt(nrbuttontable, s), m)
- resetAllProps(whichObject)
- end
-
- on gameISOver
- go("blank")
- halt()
- end
-