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Text File  |  1996-01-23  |  14KB  |  437 lines

  1. "LXWP"
  2. TITLE=AMERICAN ALLIGATOR
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2004
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. ..DINOSAURS.
  12. S.E...U.....
  13. N.N..SNORKEL
  14. O....C..U...
  15. U....A..B.M.
  16. TUNNEL....U.
  17. S....EYELIDS
  18. ..HISS......
  19. ***
  20. 1 The alligator looks the same today as it did when the ___ were around.((tbs_jig1))
  21. 4 The alligator has sort of a built-in ___ and periscope.((tbs_tic1))
  22. 7 An alligator builds a ___ to get to its den. ((tbs_hab1))
  23. 8 The American alligator has clear, inner ___. ((tbs_cls1))
  24. 9 Female alligators ___ to scare enemies away from their nests. ((tbs_com1))
  25. ***
  26. 1 An alligator makes his home in a ___. ((tbs_hab1))
  27. 2 Alligators are ___ worshipers. ((tbs_fac2))
  28. 3 Alligators can use their ___ to smash air-holes in ice.((tbs_fnd1))
  29. 4 Each of the ___ along an alligator's back holds a bone plate.((tbs_cls1))
  30. 5 ___ a gator's tummy, and it falls asleep! ((tbs_uni1))
  31. 6 A gator's nest is made from ___ and leaves. ((tbs_sil1))
  32. ***
  33. ;--- Settings
  34. set Inherit=1
  35. set subdir=04
  36. set dll=$dew_04.dll
  37. set tilesize=52
  38.  
  39. ;--- Wave - NONE
  40. wave2 w_ANIMAL_SND=$04a_snd1.wav
  41. button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  42.  
  43. ;--- Video
  44. quicktime q_mov1=rmovie,$04qtm1.MOV,0
  45. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  46.  
  47. ;-------- Tile bmp defs
  48. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  49. bitmap cursor=gbase,0,0,ts,ts
  50. bitmap hilite=gbase,ts,0,ts,ts
  51. bitmap plaindn=gbase,0,ts,ts,ts
  52. bitmap plain=gbase,ts,ts,ts,ts
  53. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  54. ;
  55. ;Concentration Tile Bitmaps
  56. ; Downs
  57. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  58. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  59. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  60. ;Ups
  61. bitmap tbU_uni1=gbase,0,g4,ts,ts
  62. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  63. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  64. ;
  65. ;Small Tile Bitmaps - for vueclue display (smaller)
  66. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  67. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  68. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  69. ;
  70. ;------------------
  71. ; tileset -- the cursor hilite & however many plain tiles you want
  72. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  73. ;==================
  74. ;--- Done-ness
  75. PICTURE p_MainPhoto=rfull,1000
  76. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  77. group _done=s_done1     ; End of Crossword Game
  78. ;
  79. ;--- BITMAP ASSIGNMENT
  80. ; Look & Feel
  81. XREF BMP_VCBMP=VCLU03                      ; Define the VueClue image here.
  82. XREF BMP_GAMEBAR=GBAR03                    ; Assign common Gamebar
  83. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  84.  
  85. ; Game done stuff
  86. text x_gamedone=Way to Go!
  87. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  88. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  89. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  90.  
  91. ; CloseUp
  92. BITMAP BMP_CLS0=1201
  93. BITMAP BMP_CLS1=1202
  94. BITMAP BMP_CLS2=1203
  95.  
  96. ; JigSaw
  97. BITMAP BMP_JIG1=1301
  98.  
  99. ; Maps
  100. BITMAP BMP_MAP1A=1401
  101.  
  102. ; Scramble Picture
  103. BITMAP BMP_SCR1=1601
  104.  
  105. ; Sound Picture (if any)
  106. BITMAP BMP_SND1=1700
  107.  
  108. ; Tic-Tac-Toe (bitmaps)
  109. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  110. BITMAP BMP_TIC1x=1801
  111.  
  112. ; Threats
  113. ; Main - Man
  114. BITMAP BMP_MAINTPIC=5030     ; Threat Picture - Hunter 1
  115. XREF BMP_MAIN_ANI=AMAN01     ; Threat Animation - Hunter 1
  116. XREF BMP_MAINTILE=TMAN01
  117. XREF tbU_mT=tbU_MAN01        ; Threat Tile
  118. XREF tbD_mT=tbD_MAN01        ; Threat Tile
  119. XREF tbs_mT=tbs_MAN01        ; Threat Tile
  120.  
  121. ; Extra Framed Pictures
  122. PICTURE p_PIC01=rfull,2001    ; Nose in Water - TIC1 - no frame on this pic
  123. PICTURE p_PIC02=rfull,2002    ; Babies (lots) - SIL1
  124. ;;PICTURE p_PIC03=rfull,2003    ; moved to cls
  125. PICTURE p_PIC04=rfull,2004    ; Head in Water - EAT1
  126. PICTURE p_PIC05=rfull,2005    ; UNI2
  127. PICTURE p_PIC06=rfull,2006    ; UNI1
  128.  
  129. ;VueClue definition
  130. ;--- VC_?? up to 10 actions. Drawn in order.
  131. rect rVC1=0,0,52,48
  132. rect rVC3=572,0,52,48
  133. rect rVCrvw=52,0,52,48
  134. screen s_rvw=rgame,null      ; Redefined later in script
  135.  
  136. rect vc_01=104,0,416,48                           ; this one's for the vc text
  137. rect rVcbk=0,0,624,48                             ; rect for vc background
  138. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  139. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  140. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  141. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  142. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  143.  
  144. ;TEXT FILE =========================
  145. include thetext=$xew\dew_04.xew
  146. include wave_04=$inc\wave_04.inc
  147.  
  148. ;--- Scramble game
  149. PICTURE p_scr1=rgame,BMP_SCR1
  150. game _scramble=rgame,scramble.dll,BMP_SCR1,4
  151. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  152. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  153. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  154. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  155. group g_scr1=s_scr1,s_scr2,s_scr3
  156.  
  157. ;--- TicTacToe  REWIRED USES PIC01
  158. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  159. screen s_tic1=rfull,(p_tic1,p_gamebar,_TicTacToe,vtimeT,st_xs_tic,b_Give)
  160. showtext st_tic1=rbotctr,font20,v,ds_yb,x_tic1   ; no frame on this pic
  161. waveque wq_tic1=w_snap,w_tic1
  162. screen s_tic2=rfull,(p_pic01,st_tic1,b_Cont_c),wq_tic1
  163. group g_tic1=s_tic1,s_tic2
  164.  
  165. ;--- WordFind
  166. rect rGrid=70,65,300,300
  167. rect rWl=460,120,200,400
  168. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  169. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  170. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW120,st_xs_fnd,b_Give)
  171. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  172. group g_fnd1=s_fnd1,s_fnd2
  173.  
  174. ;--- Jigsaw
  175. PICTURE p_jig1=rgame,BMP_JIG1
  176. showtext st_jig1=rtopctr,font25,l,ds_yb,x_jig1
  177. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,4,3
  178. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  179. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
  180. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),(w_jig1)
  181. group g_jig1=s_jig0,s_jig1,s_jig2
  182.  
  183. ;--- Screen Definitions
  184. ;CONCENTRATION SCREENS
  185. ;--- Eat1 - Con   REWIRED TO USE PIC04
  186. showtext st_eat1=rpictext,mapfont,v,black,x_eat1
  187. waveque wq_eat1=w_snap,w_eat1
  188. screen s_eatcon=rfull,(p_pic04,st_xs_snap,st_eat1,b_Cont_c2),wq_eat1
  189.  
  190. ;--- Hut - Con
  191. showtext st_hab1=rcon,font22,v,black,x_hab1
  192. screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
  193.  
  194. ;--- Com - Con
  195. showtext st_com1=rcon,font22,v,black,x_com1
  196. screen s_comcon=rfull,(p_comcon,st_com1,b_Cont_c),w_com1
  197.  
  198. ;--- Mov1 - Con
  199. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  200. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  201.  
  202. ;--- Uni1 - Con   REWIRED TO USE PIC06
  203. showtext st_uni1=rpictext,mapfont,v,black,x_uni1
  204. waveque wq_uni1=w_snap,w_uni1
  205. screen s_unicon1=rfull,(p_pic06,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
  206.  
  207. ;--- Uni2 - Con   REWIRED TO USE PIC05
  208. showtext st_uni2=rpictext,mapfont,v,black,x_uni2
  209. waveque wq_uni2=w_snap,w_uni2
  210. screen s_unicon2=rfull,(p_pic05,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
  211.  
  212. ;--- Sil - Con   REWIRED TO USE PIC02
  213. showtext st_sil1=rpictext,mapfont,v,black,x_sil1
  214. waveque wq_sil1=w_snap,w_sil1
  215. screen s_silcon=rfull,(p_pic02,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
  216.  
  217. ;DYKs & WOWs (New Fast Facts & Snapshots)
  218. ;NEW FORMATS
  219.  
  220. ;FAC1
  221. showtext st_fac1=rFactTxt,font22,v,black,x_fac1
  222. waveque wq_fac1=w_fact,w_fac1
  223. msgbox s_fac1=rfact,(p_fact1,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
  224.  
  225. ;FAC2
  226. showtext st_fac2=rFactTxt,font22,v,black,x_fac2
  227. waveque wq_fac2=w_fact,w_fac2
  228. msgbox s_fac2=rfact,(p_fact1,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
  229.  
  230. ;FAC3
  231. showtext st_fac3=rFactTxt,font22,v,black,x_fac3
  232. waveque wq_fac3=w_fact,w_fac3
  233. msgbox s_fac3=rfact,(p_fact1,st_fac3,st_facttitle1,b_Cont_f),wq_fac3
  234.  
  235. ;ACTIVITY SCREENS
  236. ;--- The Maps
  237. PICTURE p_map1a=rfull,BMP_MAP1A
  238. showtext st_map1a=rmaptext,mapfont,v,black,x_map1a
  239. screen s_map1a=rfull,(p_map1a,st_map1a,bg_mapbutts),w_map1a
  240.  
  241. group g_map1=s_map1a
  242.  
  243. ;--- Sound
  244. PICTURE p_sound=rfull,BMP_SND1
  245. showtext st_snd1=rtopctr,font25,l,ds_yb,x_snd1
  246. waveque wq_snd1=w_ANIMAL_SND,w_snd1
  247. screen s_snd1=rfull,(p_sound,st_snd1,b_snd,b_Cont),wq_snd1
  248.