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Text File  |  1996-02-05  |  19KB  |  550 lines

  1. "LXWP"
  2. TITLE=EAGLE
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2005
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. TWO..FISH...
  12. U..SEA.C.E.W
  13. R..A.R.R.A.A
  14. KILL.M.EIGHT
  15. E..M...A.L.E
  16. Y.HOME.M.E.R
  17. ...N.....T..
  18. ....TALONS..
  19. ***
  20. 1 Adult eagles can soar at a height of ___ miles.((tbs_tic1))
  21. 2 ___ is the eagles favourite food.((tbs_eat1))
  22. 4 The bald eagle is related to the ___ or fish eagle.((tbs_jig1))
  23. 7 In 1940 the National Emblem Law made it illegal to ___ bald eagles.((tbs_law1))
  24. 8 A full-grown bald eagle has a wing span of six to ___ feet.((tbs_scl1))
  25. 9 Loss of its ___ to people and their houses is a big threat facing the eagle.((tbs_hds02))
  26. 10 Bald eagles use their ___ to snatch their prey and carry it off.((tbs_cls1))
  27. ***
  28. 1 Benjamin Franklin wanted the wild ___ to be the American national symbol.((tbs_uni1))
  29. 2 Eagles were killed because people thought they hurt their ___ animals.((tbs_man01))
  30. 3 The most common call of the bald eagle is the "___-call."((tbs_snd1))
  31. 4 Thousands of eagles get together in Alaska to fish for ___.((tbs_jig2))
  32. 5 Baby eagles are called ___.((tbs_fac1))
  33. 6 Bald eagles like to live near ___.((tbs_hab1))
  34. ***
  35. ;--- Settings
  36. set Inherit=1
  37. set subdir=05
  38. set dll=$dew_05.dll
  39. set tilesize=52
  40.  
  41. ;--- Wave
  42. wave2 w_ANIMAL_SND=$05a_snd1.wav                 ;Eagle Chitter Call
  43. button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  44.  
  45. ;--- Video
  46. quicktime q_mov1=rmovie,$05qtm1.MOV,0
  47. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  48. ;quicktime q_mov2=rmovie,$05qtm2.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. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  81. group _done=s_done1     ; End of Crossword Game
  82. ;
  83. ;--- BITMAP ASSIGNMENT
  84. ; Look & Feel
  85. XREF BMP_VCBMP=VCLU02                      ; Define the VueClue image here.
  86. XREF BMP_GAMEBAR=GBAR02                    ; Assign common Gamebar
  87. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  88.  
  89. ; Game done stuff
  90. text x_gamedone=Good job!
  91. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  92. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  93. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  94.  
  95. ; CloseUp
  96. BITMAP BMP_CLS0=1201
  97. BITMAP BMP_CLS1=1202
  98. BITMAP BMP_CLS2=1203
  99. BITMAP BMP_CLS3=1204
  100.  
  101. ; JigSaw
  102. BITMAP BMP_JIG1=1301
  103.  
  104. ; Maps
  105. BITMAP BMP_MAP1A=1401
  106. BITMAP BMP_MAP1B=1402
  107. BITMAP BMP_MAP1C=1403
  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
  133.  
  134. ;LAW1
  135. XREF BMP_LAW1=LAW01
  136.  
  137. ; Threats
  138. ; Main - Hab Des
  139. BITMAP BMP_MAINTPIC=5030       ; Threat Picture - Hab Des 1
  140. XREF BMP_MAIN_ANI=AHDS01     ; Threat Animation
  141. XREF BMP_MAINTILE=THDS01
  142. XREF tbU_mT=tbU_hds01        ; Threat Tile
  143. XREF tbD_mT=tbD_hds01        ; Threat Tile
  144. XREF tbs_mT=tbs_hds01        ; Threat Tile
  145.  
  146. ; 2nd - Man
  147. BITMAP BMP_2NDTPIC=5032        ; Threat Picture - Hunter 1
  148. XREF BMP_2ND_ANI=AMAN01      ; Threat Animation
  149. XREF BMP_2NDTILE=TMAN01
  150. XREF tbU_2T=tbU_man01        ; Threat Tile
  151. XREF tbD_2T=tbD_man01        ; Threat Tile
  152. XREF tbs_2T=tbs_man01        ; Threat Tile
  153.  
  154. ; 3rd - Crop Dusting
  155. BITMAP BMP_3RDTPIC=5033        ; Threat Picture - Polution
  156. XREF BMP_3RD_ANI=APOL02      ; Threat Animation - Pollution - Crop Dust
  157. XREF BMP_3RDTILE=TPOL02
  158. XREF tbU_3T=tbU_pol02        ; Threat Tile
  159. XREF tbD_3T=tbD_pol02        ; Threat Tile
  160. XREF tbs_3T=tbs_pol02        ; Threat Tile
  161.  
  162. ; 05 - Extra Framed Pictures
  163. PICTURE p_PIC01=rfull,2001    ; SNP1 - Eagle Head
  164. PICTURE p_PIC02=rfull,2002    ; SNP2 - Eagle Head angled
  165. PICTURE p_PIC03=rfull,2003    ; TIC1 - Adult on log
  166. PICTURE p_PIC04=rfull,2004    ; UNI1 - V - Sitting
  167. PICTURE p_PIC05=rfull,2005    ; COM1 - In Snow
  168.  
  169. ; Puzzle Pics
  170. BITMAP BMP_PUZ1=2501          ;Used-Jig2- Eagle on branch with snow
  171.  
  172. ;VueClue definition
  173. ;--- VC_?? up to 10 actions. Drawn in order.
  174. rect rVC1=0,0,52,48
  175. rect rVC3=572,0,52,48
  176. rect rVCrvw=52,0,52,48
  177. screen s_rvw=rgame,null      ; Redefined later in script
  178.  
  179. rect vc_01=104,0,416,48                           ; this one's for the vc text
  180. rect rVcbk=0,0,624,48                             ; rect for vc background
  181. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  182. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  183. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  184. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  185. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  186.  
  187. ;TEXT FILE =========================
  188. include thetext=$xew\dew_05.xew
  189. include wave_05=$inc\wave_05.inc
  190.  
  191. ;--- Scramble game
  192. PICTURE p_scr1=rgame,BMP_SCR1
  193. game _scramble=rgame,scramble.dll,BMP_SCR1,3
  194. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  195. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  196. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS3,st_xs_scr,b_Give)
  197. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  198. group g_scr1=s_scr1,s_scr2,s_scr3
  199.  
  200. ;--- TicTacToe  REWIRED USES PIC03
  201. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  202. screen s_tic1=rfull,(p_tic1,p_gamebar,_TicTacToe,vtimeT,st_xs_tic,b_Give)
  203. showtext st_tic1=rpictext,mapfont,v,black,x_tic1
  204. waveque wq_tic1=w_snap,w_tic1
  205. screen s_tic2=rfull,(p_pic03,st_tic1,b_Cont_c2),wq_tic1
  206. group g_tic1=s_tic1,s_tic2
  207.  
  208. ;--- WordFind
  209. rect rGrid=70,65,300,300
  210. rect rWl=460,120,200,400
  211. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  212. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  213. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  214. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  215. group g_fnd1=s_fnd1,s_fnd2
  216.  
  217. ;--- Jigsaw
  218. PICTURE p_jig1=rgame,BMP_JIG1
  219. showtext st_jig1=rbotctr,font25,v,ds_yb,x_jig1
  220. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,4,3
  221. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  222. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
  223. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  224. group g_jig1=s_jig0,s_jig1,s_jig2
  225.  
  226. ;--- Jigsaw - 2
  227. PICTURE p_jig2=rgame,BMP_PUZ1
  228. showtext st_jig2=rbotctr,font25,v,ds_yb,x_jig2
  229. game _jigsaw2=rgame,jigsaw.dll,p_jigbkgrnd,BMP_PUZ1,5,4
  230. screen s_jig2_0=rfull,(p_jig2,p_gamebar,st_xs_study,tmr_jig)
  231. screen s_jig2_1=rfull,(_jigsaw2,p_gamebar,vtimeJ54,st_xs_jig,b_Give),DisableBtnGame
  232. screen s_jig2_2=rfull,(p_jig2,p_gamebar,st_jig2,b_Cont),w_jig2
  233. group g_jig2=s_jig2_0,s_jig2_1,s_jig2_2
  234.  
  235. ;--- Screen Definitions
  236. ;CONCENTRATION SCREENS
  237.  
  238. ;--- Eat - Con
  239. showtext st_eat1=rcon,font22,v,black,x_eat1
  240. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  241.  
  242. ;--- Hut - Con
  243. showtext st_hab1=rcon,font22,v,black,x_hab1
  244. screen s_hu