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Discovering Endangered Wildlife
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GSPCD296A.iso
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dew
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dew_04.pzl
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Text File
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1996-01-23
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14KB
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437 lines
"LXWP"
TITLE=AMERICAN ALLIGATOR
BRITISH=YES
RATING=1
AUTHOR=Lee
AUTHCODE=-1
ID=2004
VOLUME=ANIMALS
PHOTO=1000
***
..DINOSAURS.
S.E...U.....
N.N..SNORKEL
O....C..U...
U....A..B.M.
TUNNEL....U.
S....EYELIDS
..HISS......
***
1 The alligator looks the same today as it did when the ___ were around.((tbs_jig1))
4 The alligator has sort of a built-in ___ and periscope.((tbs_tic1))
7 An alligator builds a ___ to get to its den. ((tbs_hab1))
8 The American alligator has clear, inner ___. ((tbs_cls1))
9 Female alligators ___ to scare enemies away from their nests. ((tbs_com1))
***
1 An alligator makes his home in a ___. ((tbs_hab1))
2 Alligators are ___ worshipers. ((tbs_fac2))
3 Alligators can use their ___ to smash air-holes in ice.((tbs_fnd1))
4 Each of the ___ along an alligator's back holds a bone plate.((tbs_cls1))
5 ___ a gator's tummy, and it falls asleep! ((tbs_uni1))
6 A gator's nest is made from ___ and leaves. ((tbs_sil1))
***
;--- Settings
set Inherit=1
set subdir=04
set dll=$dew_04.dll
set tilesize=52
;--- Wave - NONE
wave2 w_ANIMAL_SND=$04a_snd1.wav
button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
;--- Video
quicktime q_mov1=rmovie,$04qtm1.MOV,0
button b_mov1=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
screen s_done1=rfull,(p_MainPhoto,b_cont_c)
group _done=s_done1 ; End of Crossword Game
;
;--- BITMAP ASSIGNMENT
; Look & Feel
XREF BMP_VCBMP=VCLU03 ; Define the VueClue image here.
XREF BMP_GAMEBAR=GBAR03 ; Assign common Gamebar
PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
; Game done stuff
text x_gamedone=Way to Go!
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
; JigSaw
BITMAP BMP_JIG1=1301
; Maps
BITMAP BMP_MAP1A=1401
; 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
; Threats
; Main - Man
BITMAP BMP_MAINTPIC=5030 ; Threat Picture - Hunter 1
XREF BMP_MAIN_ANI=AMAN01 ; Threat Animation - Hunter 1
XREF BMP_MAINTILE=TMAN01
XREF tbU_mT=tbU_MAN01 ; Threat Tile
XREF tbD_mT=tbD_MAN01 ; Threat Tile
XREF tbs_mT=tbs_MAN01 ; Threat Tile
; Extra Framed Pictures
PICTURE p_PIC01=rfull,2001 ; Nose in Water - TIC1 - no frame on this pic
PICTURE p_PIC02=rfull,2002 ; Babies (lots) - SIL1
;;PICTURE p_PIC03=rfull,2003 ; moved to cls
PICTURE p_PIC04=rfull,2004 ; Head in Water - EAT1
PICTURE p_PIC05=rfull,2005 ; UNI2
PICTURE p_PIC06=rfull,2006 ; UNI1
;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_04.xew
include wave_04=$inc\wave_04.inc
;--- Scramble game
PICTURE p_scr1=rgame,BMP_SCR1
game _scramble=rgame,scramble.dll,BMP_SCR1,4
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,vtimeS4,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 PIC01
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=rbotctr,font20,v,ds_yb,x_tic1 ; no frame on this pic
waveque wq_tic1=w_snap,w_tic1
screen s_tic2=rfull,(p_pic01,st_tic1,b_Cont_c),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,vtimeW120,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_JIG1,4,3
screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,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,s_jig2
;--- Screen Definitions
;CONCENTRATION SCREENS
;--- Eat1 - Con REWIRED TO USE PIC04
showtext st_eat1=rpictext,mapfont,v,black,x_eat1
waveque wq_eat1=w_snap,w_eat1
screen s_eatcon=rfull,(p_pic04,st_xs_snap,st_eat1,b_Cont_c2),wq_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
;--- Uni1 - Con REWIRED TO USE PIC06
showtext st_uni1=rpictext,mapfont,v,black,x_uni1
waveque wq_uni1=w_snap,w_uni1
screen s_unicon1=rfull,(p_pic06,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
;--- Uni2 - Con REWIRED TO USE PIC05
showtext st_uni2=rpictext,mapfont,v,black,x_uni2
waveque wq_uni2=w_snap,w_uni2
screen s_unicon2=rfull,(p_pic05,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
;--- Sil - Con REWIRED TO USE PIC02
showtext st_sil1=rpictext,mapfont,v,black,x_sil1
waveque wq_sil1=w_snap,w_sil1
screen s_silcon=rfull,(p_pic02,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
;DYKs & WOWs (New Fast Facts & Snapshots)
;NEW FORMATS
;FAC1
showtext st_fac1=rFactTxt,font22,v,black,x_fac1
waveque wq_fac1=w_fact,w_fac1
msgbox s_fac1=rfact,(p_fact1,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
;FAC2
showtext st_fac2=rFactTxt,font22,v,black,x_fac2
waveque wq_fac2=w_fact,w_fac2
msgbox s_fac2=rfact,(p_fact1,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
;FAC3
showtext st_fac3=rFactTxt,font22,v,black,x_fac3
waveque wq_fac3=w_fact,w_fac3
msgbox s_fac3=rfact,(p_fact1,st_fac3,st_facttitle1,b_Cont_f),wq_fac3
;ACTIVITY SCREENS
;--- The Maps
PICTURE p_map1a=rfull,BMP_MAP1A
showtext st_map1a=rmaptext,mapfont,v,black,x_map1a
screen s_map1a=rfull,(p_map1a,st_map1a,bg_mapbutts),w_map1a
group g_map1=s_map1a
;--- Sound
PICTURE p_sound=rfull,BMP_SND1
showtext st_snd1=rtopctr,font25,l,ds_yb,x_snd1
waveque wq_snd1=w_ANIMAL_SND,w_snd1
screen s_snd1=rfull,(p_sound,st_snd1,b_snd,b_Cont),wq_snd1