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Text File  |  1996-01-23  |  16KB  |  487 lines

  1. "LXWP"
  2. TITLE=WOLF
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2001
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. ....A..A.D.D
  12. .YELLOWSTONE
  13. ..L.P..I.G.S
  14. ..K.H..A...E
  15. .T.PACK..FUR
  16. .A.U.....I.T
  17. .I.P..DENS..
  18. ALASKA...T..
  19. ***
  20. 5 Gray wolves will soon be released into ___ Park.((tbs_2ndT))
  21. 8 Wolves travel together in a family group called a ___.((tbs_tic1))
  22. 9 Wolves have lots of ___ between each toe so they can walk over snow.((tbs_uni2))
  23. 10 Wolves have their pups in ___.((tbs_hab1))
  24. 11 Today, in America, gray wolves can be found in ___.((tbs_map1))
  25. ***
  26. 1 The leader of a pack is called the ___ wolf.((tbs_jig1))
  27. 2 Gray wolves are found in North America, northern Europe, and ___.((tbs_map1))
  28. 3 A wolf can bite twice as hard as a ___.((tbs_uni1))
  29. 4 Except for the true ___, gray wolves can live almost anywhere.((tbs_fnd1))
  30. 6 Wolves may hunt deer, ___, moose, or rodents.((tbs_eat1))
  31. 7 The wolf's ___ can be two feet long! ((tbs_scr2))
  32. 8 Baby wolves are called ___.((tbs_scr1))
  33. 9 An adult wolf's paw print is about the size of a man's ___.((tbs_fac2))
  34. ***
  35. ;--- Settings
  36. set Inherit=1
  37. set subdir=01
  38. set dll=$dew_01.dll
  39. set tilesize=52
  40.  
  41. ;--- Wave
  42. wave2 w_ANIMAL_SND=$01a_snd1.wav                 ;Wolf Howls
  43. button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  44.  
  45. ;--- Video
  46. quicktime q_mov1=rmovie,$01qtm1.MOV,0
  47. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  48. quicktime q_mov2=rmovie,$01qtm2.MOV,0
  49. button b_mov2=rbtn_c,bvidup,bviddn,StartVideo
  50.  
  51. ;-------- Tile bmp defs
  52. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  53. bitmap cursor=gbase,0,0,ts,ts
  54. bitmap hilite=gbase,ts,0,ts,ts
  55. bitmap plaindn=gbase,0,ts,ts,ts
  56. bitmap plain=gbase,ts,ts,ts,ts
  57. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  58. ;
  59. ;Concentration Tile Bitmaps
  60. ; Downs
  61. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  62. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  63. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  64. ;Ups
  65. bitmap tbU_uni1=gbase,0,g4,ts,ts
  66. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  67. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  68. ;
  69. ;Small Tile Bitmaps - for vueclue display (smaller)
  70. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  71. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  72. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  73. ;
  74. ;------------------
  75. ; tileset -- the cursor hilite & however many plain tiles you want
  76. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  77. ;==================
  78. ;--- Done-ness
  79. PICTURE p_MainPhoto=rfull,1000
  80. rect rYeaMovie=445,19,0,0
  81. quicktime q_yeaW=rYeaMovie,$yayW.MOV,0
  82. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  83. screen s_done2=rfull,(p_MainPhoto,q_yeaW,b_cont_c),(m_blank,StartVideo)
  84. group _done=s_done2      ; End of Crossword Game
  85. ;
  86. ;--- BITMAP ASSIGNMENT
  87. ; Look & Feel
  88. XREF BMP_VCBMP=VCLU03                      ; Define the VueClue image here.
  89. XREF BMP_GAMEBAR=GBAR03                    ; Assign common Gamebar
  90. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  91.  
  92. ; Game done stuff
  93. text x_gamedone=Good job!
  94. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  95. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  96. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  97.  
  98. ; CloseUp
  99. BITMAP BMP_CLS0=1201
  100. BITMAP BMP_CLS1=1202
  101. BITMAP BMP_CLS2=1203
  102.  
  103. ; JigSaw
  104. BITMAP BMP_JIG1=1301
  105.  
  106. ; Maps
  107. BITMAP BMP_MAP1A=1401
  108. BITMAP BMP_MAP1B=1402
  109.  
  110. ; Scramble Picture
  111. BITMAP BMP_SCR1=1601
  112.  
  113. ; Sound Picture (if any)
  114. BITMAP BMP_SND1=1700
  115.  
  116. ; Tic-Tac-Toe (bitmaps)
  117. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  118. BITMAP BMP_TIC1x=1801
  119.  
  120. ; Threats
  121. ; Main - Hunter
  122. BITMAP BMP_MAINTPIC=5030     ; Threat Picture
  123. XREF BMP_MAIN_ANI=AHDS01     ; Threat Animation
  124. XREF BMP_MAINTILE=THDS01
  125. XREF tbU_mT=tbU_hds01        ; Threat Tile
  126. XREF tbD_mT=tbD_hds01        ; Threat Tile
  127. XREF tbs_mT=tbs_hds01        ; Threat Tile
  128.  
  129. ; 2nd - Hab Des
  130. BITMAP BMP_2NDTPIC=5032      ; Threat Picture
  131. XREF BMP_2ND_ANI=AMAN01      ; Threat Animation
  132. XREF BMP_2NDTILE=TMAN01
  133. XREF tbU_2T=tbU_man01        ; Threat Tile
  134. XREF tbD_2T=tbD_man01        ; Threat Tile
  135. XREF tbs_2T=tbs_man01        ; Threat Tile
  136.  
  137. ; Extra Framed Pictures
  138. PICTURE p_PIC01=rfull,2001    ; Single Pup - snp1
  139. PICTURE p_PIC02=rfull,2002    ; Lone wolf howling - com1
  140. PICTURE p_PIC03=rfull,2003    ; Pup pair behind log - sil1
  141. PICTURE p_PIC04=rfull,2004    ; Snarling wolf - uni1
  142. PICTURE p_PIC05=rfull,2005    ; Wolf in snow - uni2
  143.  
  144. ; Puzzle Pics
  145. BITMAP BMP_PUZ1=2501          ; Lying down facing wolf - Used in Scramble 2
  146.  
  147. ;VueClue definition
  148. ;--- VC_?? up to 10 actions. Drawn in order.
  149. rect rVC1=0,0,52,48
  150. rect rVC3=572,0,52,48
  151. rect rVCrvw=52,0,52,48
  152. screen s_rvw=rgame,null      ; Redefined later in script
  153.  
  154. rect vc_01=104,0,416,48                           ; this one's for the vc text
  155. rect rVcbk=0,0,624,48                             ; rect for vc background
  156. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  157. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  158. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  159. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  160. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  161.  
  162. ;TEXT FILE =========================
  163. include thetext=$xew\dew_01.xew
  164. include wave_01=$inc\wave_01.inc
  165.  
  166. ;--- Scramble game
  167. PICTURE p_scr1=rgame,BMP_SCR1
  168. game _scramble=rgame,scramble.dll,BMP_SCR1,3
  169. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  170. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  171. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS3,st_xs_scr,b_Give)
  172. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  173. group g_scr1=s_scr1,s_scr2,s_scr3
  174.  
  175. ;--- Scramble game - 2
  176. PICTURE p_scr2_1=rgame,BMP_PUZ1
  177. game _scramble2=rgame,scramble.dll,BMP_PUZ1,4
  178. showtext st_scr2_3=rtopctr,font22,l,ds_yb,x_scr2
  179. screen s_scr2_1=rfull,(p_scr2_1,p_gamebar,st_xs_study,tmr_scr)
  180. screen s_scr2_2=rfull,(_scramble2,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  181. screen s_scr2_3=rfull,(p_scr2_1,p_gamebar,st_scr2_3,b_Cont),w_scr2
  182. group g_scr2=s_scr2_1,s_scr2_2,s_scr2_3
  183.  
  184. ;--- TicTacToe
  185. PICTURE p_tic1a=rfull,1800
  186. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o,2
  187. showtext st_tic1=rtictxt,font25,v,tfc,x_tic1
  188. screen s_tic1=rfull,(p_tic1,p_gamebar,_TicTacToe,vTimeT,st_xs_tic,b_Give)
  189. screen s_tic2=rfull,(p_tic1a,st_tic1,b_Cont_c),w_tic1
  190. group g_tic1=s_tic1,s_tic2
  191.  
  192. ;--- WordFind
  193. rect rGrid=70,65,300,300
  194. rect rWl=460,120,200,400
  195. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  196. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  197. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  198. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  199. group g_fnd1=s_fnd1,s_fnd2
  200.  
  201. ;--- Jigsaw
  202. PICTURE p_jig1=rgame,BMP_JIG1
  203. showtext st_jig1=rtopctr,font25,l,ds_yb,x_jig1
  204. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,5,4
  205. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  206. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ54,st_xs_jig,b_Give),DisableBtnGame
  207. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),(w_jig1)
  208. group g_jig1=s_jig0,s_jig1,s_jig2
  209.  
  210. ;--- Screen Definitions
  211. ;CONCENTRATION SCREENS
  212. ;--- Eat - Con
  213. showtext st_eat1=rcon,font22,v,black,x_eat1
  214. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  215.  
  216. ;--- Hut - Con
  217. showtext st_hab1=rcon,font22,v,black,x_hab1
  218. screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
  219.  
  220. ;--- Com - Con   REWIRED TO USE PIC02
  221. showtext st_com1=rpictext,mapfont,v,black,x_com1
  222. waveque wq_com1=w_snap,w_com1
  223. screen s_comcon=rfull,(p_pic02,st_com1,b_Cont_c2),wq_com1
  224.  
  225. ;--- Mov1 - Con
  226. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  227. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  228.  
  229. ;--- Mov2 - Con
  230. ;showtext st_mov2=rcon,font22,v,white,x_mov2
  231. screen s_movcon2=rfull,(p_movcon,q_mov2,b_mov2,b_Cont),StartVideo
  232.  
  233. ;--- Uni1 - Con   REWIRED TO USE PIC04
  234. rect rbot01uni1=30,320,570,150
  235. showtext st_uni1=rbot01uni1,font22,v,ds_yb,x_uni1
  236. waveque wq_uni1=w_snap,w_uni1
  237. screen s_unicon1=rfull,(p_pic04,st_uni1,b_Cont_c),wq_uni1
  238.  
  239. ;--- Uni2 - Con   REWIRED TO USE PIC05
  240. showtext st_uni2=rtopctr,font22,l,ds_yb,x_uni2
  241. waveque wq_uni2=w_snap,w_uni2
  242. screen s_unicon2=rfull,(