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Text File  |  1995-08-02  |  19KB  |  557 lines

  1. "LXWP"
  2. TITLE=ELEPHANT
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2002
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. H......FRUIT
  12. EARS.F.....U
  13. R..IVORY.T.S
  14. D..X.R...O.K
  15. S....GALLONS
  16. .SCARE.A.T..
  17. .....T.N.H..
  18. POUNDS.D....
  19. ***
  20. 2 Elephants eat 300-650 lbs. of grass, bark, leaves, shrubs, and ___ a day.((tbs_fac3))
  21. 4 Elephants use their ___ to help keep them cool.((tbs_cls1))
  22. 7 Poachers kill elephants for their tusks of ___.((tbs_man02))
  23. 9 Elephants drink almost forty ___ of water a day.((tbs_snp1))
  24. 11 The elephant uses its trunk like a trumpet to ___ off its enemies.((tbs_snd1))
  25. 12 The average calf weighs over two hundred ___ at birth.((tbs_sil1))
  26. ***
  27. 1 Elephants like to be together, and usually live in groups called ___.((tbs_fnd1))
  28. 3 Both male and female elephants grow ___.((tbs_snp2))
  29. 5 Full grown forest elephants can be as short as ___ feet.((tbs_scl1))
  30. 6 An old saying is "An elephant never ___."((tbs_scr1))
  31. 8 An elephant is usually 40 years old before it gets its last ___.((tbs_fac2))
  32. 10 African elephants are the largest mammals that live on ___.((tbs_tic1))
  33. ***
  34. ;--- Settings
  35. set Inherit=1
  36. set subdir=02
  37. set dll=$dew_02.dll
  38. set tilesize=52
  39.  
  40. ;--- Wave
  41. wave2 w_ANIMAL_SND=$02a_snd1.wav                 ;Elephant Trumpet
  42. button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  43.  
  44. ;--- Video
  45. quicktime q_mov1=rmovie,$02qtm1.MOV,0
  46. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  47. quicktime q_mov2=rmovie,$02qtm2.MOV,0
  48. button b_mov2=rbtn_c,bvidup,bviddn,StartVideo
  49.  
  50. ;-------- Tile bmp defs
  51. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  52. bitmap cursor=gbase,0,0,ts,ts
  53. bitmap hilite=gbase,ts,0,ts,ts
  54. bitmap plaindn=gbase,0,ts,ts,ts
  55. bitmap plain=gbase,ts,ts,ts,ts
  56. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  57. ;
  58. ;Concentration Tile Bitmaps
  59. ; Downs
  60. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  61. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  62. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  63. ;Ups
  64. bitmap tbU_uni1=gbase,0,g4,ts,ts
  65. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  66. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  67. ;
  68. ;Small Tile Bitmaps - for vueclue display (smaller)
  69. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  70. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  71. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  72. ;
  73. ;------------------
  74. ; tileset -- the cursor hilite & however many plain tiles you want
  75. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  76. ;==================
  77. ;--- Done-ness
  78. PICTURE p_MainPhoto=rfull,1000
  79. rect rYeaMovie=445,19,0,0
  80. quicktime q_yeaE=rYeaMovie,$yayE.MOV,0
  81. ;screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  82. screen s_done2=rfull,(p_MainPhoto,q_yeaE,b_cont_c),(m_blank,StartVideo,DisableBtnGame)
  83. group _done=s_done2      ; End of Crossword Game
  84. ;
  85. ;--- BITMAP ASSIGNMENT
  86. ; Look & Feel
  87. XREF BMP_VCBMP=VCLU01                      ; Define the VueClue image here.
  88. XREF BMP_GAMEBAR=GBAR01                    ; Assign common Gamebar
  89. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  90.  
  91. ; Game done stuff 02
  92. text x_gamedone=Good job!
  93. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  94. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  95. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  96.  
  97. ; CloseUp
  98. BITMAP BMP_CLS0=1201
  99. BITMAP BMP_CLS1=1202
  100. BITMAP BMP_CLS2=1203
  101. BITMAP BMP_CLS3=1204
  102.  
  103. ; JigSaw
  104. BITMAP BMP_JIG1=1301
  105.  
  106. ; Maps
  107. BITMAP BMP_MAP1A=1401
  108.  
  109. ; Scale Screens
  110. ;p_sclbkgd defined in GAME.DSS
  111. BITMAP BMP_SCLAO=1500     ; Large
  112. BITMAP BMP_SCLAU=1502        ;   Button Up
  113. BITMAP BMP_SCLAD=1504         ;   Button Down
  114. BITMAP BMP_SCLBO=1510     ; Medium
  115. BITMAP BMP_SCLBU=1512         ;   Button Up
  116. BITMAP BMP_SCLBD=1514         ;   Button Down
  117. BITMAP BMP_SCLCO=1520     ; Small
  118. BITMAP BMP_SCLCU=1522         ;   Button Up
  119. BITMAP BMP_SCLCD=1524         ;   Button Down
  120.  
  121. ; Scramble Picture
  122. BITMAP BMP_SCR1=1601
  123.  
  124. ; Sound Picture (if any)
  125. BITMAP BMP_SND1=1700
  126.  
  127. ; Tic-Tac-Toe (bitmaps)
  128. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  129. BITMAP BMP_TIC1x=1801
  130.  
  131. ;BOOKS
  132. XREF BMP_BOK1=BOK01   ;Cant contain clues, all same icon.
  133. BITMAP BMP_BKP1=3500          ; Bear face for book
  134.  
  135. ;LAW1
  136. XREF BMP_LAW1=LAW01
  137.  
  138. ; Threats
  139. ; Main - Man
  140. BITMAP BMP_MAINTPIC=5030     ; Threat Picture - Hunter 1
  141. XREF BMP_MAIN_ANI=AMAN02     ; Threat Animation - Hunter 1
  142. XREF BMP_MAINTILE=TMAN02
  143. XREF tbU_mT=tbU_MAN02        ; Threat Tile
  144. XREF tbD_mT=tbD_MAN02        ; Threat Tile
  145. XREF tbs_mT=tbs_MAN02        ; Threat Tile
  146.  
  147. ; 2nd - Hab Des
  148. BITMAP BMP_2NDTPIC=5032      ; Threat Picture - Hab Des 1
  149. XREF BMP_2ND_ANI=AHDS02      ; Threat Animation - Hab Des 1
  150. XREF BMP_2NDTILE=THDS02
  151. XREF tbU_2T=tbU_HDS02        ; Threat Tile
  152. XREF tbD_2T=tbD_HDS02        ; Threat Tile
  153. XREF tbs_2T=tbs_HDS02        ; Threat Tile
  154.  
  155. ; Extra Framed Pictures
  156. PICTURE p_PIC01=rfull,2001    ; Family - 4 elephants - Used snp1
  157. PICTURE p_PIC02=rfull,2002    ; Pair, 1 Big elephant - Used snp2
  158. PICTURE p_PIC03=rfull,2003    ; 1 Big elephant - Used TIC
  159. PICTURE p_PIC04=rfull,2004    ; Elephant by water
  160. PICTURE p_PIC05=rfull,2005    ; Elephants w/lil guy
  161.  
  162. ;VueClue definition
  163. ;--- VC_?? up to 10 actions. Drawn in order.
  164. rect rVC1=0,0,52,48
  165. rect rVC3=572,0,52,48
  166. rect rVCrvw=52,0,52,48
  167. screen s_rvw=rgame,null      ; Redefined later in script
  168.  
  169. rect vc_01=104,0,416,48                           ; this one's for the vc text
  170. rect rVcbk=0,0,624,48                             ; rect for vc background
  171. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  172. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  173. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  174. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  175. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  176.  
  177. ;TEXT FILE =========================
  178. include thetext=$xew\dew_02.xew
  179. include wave_02=$inc\wave_02.inc
  180.  
  181. ;--- Scramble game
  182. PICTURE p_scr1=rgame,BMP_SCR1
  183. game _scramble=rgame,scramble.dll,BMP_SCR1,3
  184. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  185. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  186. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS3,st_xs_scr,b_Give)
  187. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  188. group g_scr1=s_scr1,s_scr2,s_scr3
  189.  
  190. ;--- TicTacToe  REWIRED USES PIC03
  191. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  192. screen s_tic1=rfull,(p_tic1,p_gamebar,_TicTacToe,vtimeT,st_xs_tic,b_Give)
  193. showtext st_tic1=rPicText,mapfont,v,black,x_tic1
  194. waveque wq_tic1=w_snap,w_tic1
  195. screen s_tic2=rfull,(p_pic03,st_tic1,b_Cont_c2),wq_tic1
  196.  
  197. group g_tic1=s_tic1,s_tic2
  198.  
  199. ;--- WordFind
  200. rect rGrid=70,65,300,300
  201. rect rWl=460,120,200,400
  202. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  203. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  204. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  205. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  206. group g_fnd1=s_fnd1,s_fnd2
  207.  
  208. ;--- Jigsaw
  209. PICTURE p_jig1=rgame,BMP_JIG1
  210. showtext st_jig1=rtopctr,font25,l,ds_yb,x_jig1
  211. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,5,4
  212. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  213. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ54,st_xs_jig,b_Give),DisableBtnGame
  214. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),(w_jig1)
  215. group g_jig1=s_jig0,s_jig1,FlushCache,s_jig2
  216.  
  217. ;--- Screen Definitions
  218. ;CONCENTRATION SCREENS
  219. ;--- Eat - Con
  220. showtext st_eat1=rcon,font22,v,black,x_eat1
  221. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  222.  
  223. ;--- Hut - Con
  224. showtext st_hab1=rcon,font22,v,black,x_hab1
  225. screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
  226.  
  227. ;--- Com - Con
  228. showtext st_com1=rcon,font22,v,black,x_com1
  229. screen s_comcon=rfull,(p_comcon,st_com1,b_Cont_c),w_com1
  230.  
  231. ;--- Mov1 - Con
  232. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  233. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  234.  
  235. ;--- Mov2 - Con
  236. ;showtext st_mov2=rcon,font22,v,white,x_mov2
  237. screen s_movcon2=rfull,(p_movcon,q_mov2,b_mov2,b_Cont),StartVideo
  238.  
  239. ;--- Uni1 - Con   REWIRED TO USE PIC04
  240. showtext st_uni1=rpictext,mapfont,v,black,x_uni1
  241. waveque wq_uni1=w_snap,w_uni1
  242. screen s_unicon1=rfull,(p_pic04,st_xs_snap,st_uni1,b_Cont