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Discovering Endangered Wildlife
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GSPCD296A.iso
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dew
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lso
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dew_02.pzl
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Text File
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1995-08-02
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19KB
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557 lines
"LXWP"
TITLE=ELEPHANT
BRITISH=YES
RATING=1
AUTHOR=Lee
AUTHCODE=-1
ID=2002
VOLUME=ANIMALS
PHOTO=1000
***
H......FRUIT
EARS.F.....U
R..IVORY.T.S
D..X.R...O.K
S....GALLONS
.SCARE.A.T..
.....T.N.H..
POUNDS.D....
***
2 Elephants eat 300-650 lbs. of grass, bark, leaves, shrubs, and ___ a day.((tbs_fac3))
4 Elephants use their ___ to help keep them cool.((tbs_cls1))
7 Poachers kill elephants for their tusks of ___.((tbs_man02))
9 Elephants drink almost forty ___ of water a day.((tbs_snp1))
11 The elephant uses its trunk like a trumpet to ___ off its enemies.((tbs_snd1))
12 The average calf weighs over two hundred ___ at birth.((tbs_sil1))
***
1 Elephants like to be together, and usually live in groups called ___.((tbs_fnd1))
3 Both male and female elephants grow ___.((tbs_snp2))
5 Full grown forest elephants can be as short as ___ feet.((tbs_scl1))
6 An old saying is "An elephant never ___."((tbs_scr1))
8 An elephant is usually 40 years old before it gets its last ___.((tbs_fac2))
10 African elephants are the largest mammals that live on ___.((tbs_tic1))
***
;--- Settings
set Inherit=1
set subdir=02
set dll=$dew_02.dll
set tilesize=52
;--- Wave
wave2 w_ANIMAL_SND=$02a_snd1.wav ;Elephant Trumpet
button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
;--- Video
quicktime q_mov1=rmovie,$02qtm1.MOV,0
button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
quicktime q_mov2=rmovie,$02qtm2.MOV,0
button b_mov2=rbtn_c,bvidup,bviddn,StartVideo
;-------- Tile bmp defs
VAR gbase=1010 ;Specify ID# for ##TILES.BMP
bitmap cursor=gbase,0,0,ts,ts
bitmap hilite=gbase,ts,0,ts,ts
bitmap plaindn=gbase,0,ts,ts,ts
bitmap plain=gbase,ts,ts,ts,ts
bitmap cwd=gbase,g3,ts,ts,ts ; Indicates Crossword words.
;
;Concentration Tile Bitmaps
; Downs
bitmap tbD_uni1=gbase,0,g3,ts,ts ;Uni1
bitmap tbD_uni2=gbase,ts,g3,ts,ts ;Uni2
bitmap tbD_sil1=gbase,g3,g3,ts,ts ;Silouette
;Ups
bitmap tbU_uni1=gbase,0,g4,ts,ts
bitmap tbU_uni2=gbase,ts,g4,ts,ts
bitmap tbU_sil1=gbase,g3,g4,ts,ts
;
;Small Tile Bitmaps - for vueclue display (smaller)
bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
;
;------------------
; tileset -- the cursor hilite & however many plain tiles you want
tileset junk=cursor,hilite,cwd ;CWD should stand out from plain - Lee
;==================
;--- Done-ness
PICTURE p_MainPhoto=rfull,1000
rect rYeaMovie=445,19,0,0
quicktime q_yeaE=rYeaMovie,$yayE.MOV,0
;screen s_done1=rfull,(p_MainPhoto,b_cont_c)
screen s_done2=rfull,(p_MainPhoto,q_yeaE,b_cont_c),(m_blank,StartVideo,DisableBtnGame)
group _done=s_done2 ; End of Crossword Game
;
;--- BITMAP ASSIGNMENT
; Look & Feel
XREF BMP_VCBMP=VCLU01 ; Define the VueClue image here.
XREF BMP_GAMEBAR=GBAR01 ; Assign common Gamebar
PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
; Game done stuff 02
text x_gamedone=Good job!
PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
; CloseUp
BITMAP BMP_CLS0=1201
BITMAP BMP_CLS1=1202
BITMAP BMP_CLS2=1203
BITMAP BMP_CLS3=1204
; JigSaw
BITMAP BMP_JIG1=1301
; Maps
BITMAP BMP_MAP1A=1401
; Scale Screens
;p_sclbkgd defined in GAME.DSS
BITMAP BMP_SCLAO=1500 ; Large
BITMAP BMP_SCLAU=1502 ; Button Up
BITMAP BMP_SCLAD=1504 ; Button Down
BITMAP BMP_SCLBO=1510 ; Medium
BITMAP BMP_SCLBU=1512 ; Button Up
BITMAP BMP_SCLBD=1514 ; Button Down
BITMAP BMP_SCLCO=1520 ; Small
BITMAP BMP_SCLCU=1522 ; Button Up
BITMAP BMP_SCLCD=1524 ; Button Down
; Scramble Picture
BITMAP BMP_SCR1=1601
; Sound Picture (if any)
BITMAP BMP_SND1=1700
; Tic-Tac-Toe (bitmaps)
BITMAP BMP_TIC1o=1802 ; Make sure player is the good guy!
BITMAP BMP_TIC1x=1801
;BOOKS
XREF BMP_BOK1=BOK01 ;Cant contain clues, all same icon.
BITMAP BMP_BKP1=3500 ; Bear face for book
;LAW1
XREF BMP_LAW1=LAW01
; Threats
; Main - Man
BITMAP BMP_MAINTPIC=5030 ; Threat Picture - Hunter 1
XREF BMP_MAIN_ANI=AMAN02 ; Threat Animation - Hunter 1
XREF BMP_MAINTILE=TMAN02
XREF tbU_mT=tbU_MAN02 ; Threat Tile
XREF tbD_mT=tbD_MAN02 ; Threat Tile
XREF tbs_mT=tbs_MAN02 ; Threat Tile
; 2nd - Hab Des
BITMAP BMP_2NDTPIC=5032 ; Threat Picture - Hab Des 1
XREF BMP_2ND_ANI=AHDS02 ; Threat Animation - Hab Des 1
XREF BMP_2NDTILE=THDS02
XREF tbU_2T=tbU_HDS02 ; Threat Tile
XREF tbD_2T=tbD_HDS02 ; Threat Tile
XREF tbs_2T=tbs_HDS02 ; Threat Tile
; Extra Framed Pictures
PICTURE p_PIC01=rfull,2001 ; Family - 4 elephants - Used snp1
PICTURE p_PIC02=rfull,2002 ; Pair, 1 Big elephant - Used snp2
PICTURE p_PIC03=rfull,2003 ; 1 Big elephant - Used TIC
PICTURE p_PIC04=rfull,2004 ; Elephant by water
PICTURE p_PIC05=rfull,2005 ; Elephants w/lil guy
;VueClue definition
;--- VC_?? up to 10 actions. Drawn in order.
rect rVC1=0,0,52,48
rect rVC3=572,0,52,48
rect rVCrvw=52,0,52,48
screen s_rvw=rgame,null ; Redefined later in script
rect vc_01=104,0,416,48 ; this one's for the vc text
rect rVcbk=0,0,624,48 ; rect for vc background
picture vc_02=rVcbk,BMP_VCBMP ; the vc background
button vc_03=rVC1,bvctup,bvctdn,s_lhelp ; dir toggle
button vc_04=rVC3,bvcxup,bvcxdn,exit ; exit
rect vc_05=524,4,44,40 ; this one's for displaying tile bitmaps
button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw ; rvw hookup
;TEXT FILE =========================
include thetext=$xew\dew_02.xew
include wave_02=$inc\wave_02.inc
;--- Scramble game
PICTURE p_scr1=rgame,BMP_SCR1
game _scramble=rgame,scramble.dll,BMP_SCR1,3
showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS3,st_xs_scr,b_Give)
screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
group g_scr1=s_scr1,s_scr2,s_scr3
;--- TicTacToe REWIRED USES PIC03
game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
screen s_tic1=rfull,(p_tic1,p_gamebar,_TicTacToe,vtimeT,st_xs_tic,b_Give)
showtext st_tic1=rPicText,mapfont,v,black,x_tic1
waveque wq_tic1=w_snap,w_tic1
screen s_tic2=rfull,(p_pic03,st_tic1,b_Cont_c2),wq_tic1
group g_tic1=s_tic1,s_tic2
;--- WordFind
rect rGrid=70,65,300,300
rect rWl=460,120,200,400
showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
group g_fnd1=s_fnd1,s_fnd2
;--- Jigsaw
PICTURE p_jig1=rgame,BMP_JIG1
showtext st_jig1=rtopctr,font25,l,ds_yb,x_jig1
game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,5,4
screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ54,st_xs_jig,b_Give),DisableBtnGame
screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),(w_jig1)
group g_jig1=s_jig0,s_jig1,FlushCache,s_jig2
;--- Screen Definitions
;CONCENTRATION SCREENS
;--- Eat - Con
showtext st_eat1=rcon,font22,v,black,x_eat1
screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
;--- Hut - Con
showtext st_hab1=rcon,font22,v,black,x_hab1
screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
;--- Com - Con
showtext st_com1=rcon,font22,v,black,x_com1
screen s_comcon=rfull,(p_comcon,st_com1,b_Cont_c),w_com1
;--- Mov1 - Con
;showtext st_mov1=rcon,font22,v,white,x_mov1
screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
;--- Mov2 - Con
;showtext st_mov2=rcon,font22,v,white,x_mov2
screen s_movcon2=rfull,(p_movcon,q_mov2,b_mov2,b_Cont),StartVideo
;--- Uni1 - Con REWIRED TO USE PIC04
showtext st_uni1=rpictext,mapfont,v,black,x_uni1
waveque wq_uni1=w_snap,w_uni1
screen s_unicon1=rfull,(p_pic04,st_xs_snap,st_uni1,b_Cont