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Text File  |  1995-08-02  |  15KB  |  456 lines

  1. "LXWP"
  2. TITLE=CHEETAH
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2009
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. E...THOUSAND
  12. A..H.O..P...
  13. SEVENTY.R.A.
  14. T..A.T..I.F.
  15. .M.R.E..N.R.
  16. FASTEST.TAIL
  17. .N...T....C.
  18. MEAT...ASIAN
  19. ***
  20. 2 Fewer than 15 ___ cheetahs still live in the wild.((tbs_map1))
  21. 6 The cheetah runs at speeds of ___ miles an hour.((tbs_scr1))
  22. 9 The cheetah is the ___ animal on land.((tbs_tic1))
  23. 10 The cheetah uses its ___ to help steer when it is really speeding.((tbs_jig1))
  24. 11 Cheetahs must eat ___ to survive.((tbs_eat1))
  25. 12 The ___ subspecies of the cheetah is in danger of extinction.((tbs_hds04))
  26. ***
  27. 1 We can help the cheetah by working for peace in the Middle ___.((tbs_MainT))
  28. 3 The cheetah hunts in the ___ part of the day. ((tbs_uni1))
  29. 4 When hunting, cheetahs stalk and then ___.((tbs_fac1))
  30. 5 The cheetah's lungs and ___ are bigger than other cats its size.((tbs_cls1))
  31. 7 Long ago, cheetahs could be found throughout ___.((tbs_map1))
  32. 8 The cheetah has a ___ on the back of its neck.((tbs_cls1))
  33. ***
  34.  
  35. ; Settings
  36. set Inherit=1
  37. set subdir=09
  38. set dll=$dew_09.dll
  39. set tilesize=52
  40.  
  41. ;--- Wave
  42. wave w_boiing=$boiing.wav
  43.  
  44. ;--- Video
  45. quicktime q_mov1=rmovie,$09qtm1.MOV
  46. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  47.  
  48. ;-------- Tile bmp defs
  49. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  50. bitmap cursor=gbase,0,0,ts,ts
  51. bitmap hilite=gbase,ts,0,ts,ts
  52. bitmap plaindn=gbase,0,ts,ts,ts
  53. bitmap plain=gbase,ts,ts,ts,ts
  54. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  55. ;
  56. ;Concentration Tile Bitmaps
  57. ; Downs
  58. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  59. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  60. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  61. ;Ups
  62. bitmap tbU_uni1=gbase,0,g4,ts,ts
  63. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  64. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  65. ;
  66. ;Small Tile Bitmaps - for vueclue display (smaller)
  67. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  68. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  69. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  70. ;
  71. ;------------------
  72. ; tileset -- the cursor hilite & however many plain tiles you want
  73. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  74. ;==================
  75. ;--- Done-ness
  76. PICTURE p_MainPhoto=rfull,1000
  77. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  78. group _done=s_done1     ; End of Crossword Game
  79. ;
  80. ;--- BITMAP ASSIGNMENT
  81. ; Look & Feel
  82. XREF BMP_VCBMP=VCLU01                      ; Define the VueClue image here.
  83. XREF BMP_GAMEBAR=GBAR01                    ; Assign common Gamebar
  84. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  85.  
  86. ; Game done stuff 09
  87. text x_gamedone=Good job!
  88. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  89. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  90. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  91.  
  92. ; CloseUp
  93. BITMAP BMP_CLS0=1201
  94. BITMAP BMP_CLS1=1202
  95. BITMAP BMP_CLS2=1203
  96. BITMAP BMP_CLS3=1204
  97.  
  98. ; JigSaw
  99. BITMAP BMP_JIG1=1301
  100.  
  101. ; Maps
  102. BITMAP BMP_MAP1A=1401
  103. BITMAP BMP_MAP1B=1402
  104.  
  105. ; Scramble Picture
  106. BITMAP BMP_SCR1=1601
  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. ;BOOKS
  113. XREF BMP_BOK1=BOK01
  114.  
  115. ; Threats
  116. ; Main - Man
  117. BITMAP BMP_MAINTPIC=5030     ; Threat Picture - Hunter 1
  118. XREF BMP_MAIN_ANI=AHDS04     ; Threat Animation - Hunter 1
  119. XREF BMP_MAINTILE=THDS04
  120. XREF tbU_mT=tbU_HDS04        ; Threat Tile
  121. XREF tbD_mT=tbD_HDS04        ; Threat Tile
  122. XREF tbs_mT=tbs_HDS04        ; Threat Tile
  123.  
  124. ; 2nd - Hab Des
  125. BITMAP BMP_2NDTPIC=5032      ; Threat Picture - Hab Des 1
  126. XREF BMP_2ND_ANI=AHDS06      ; Threat Animation - Hab Des 1
  127. XREF BMP_2NDTILE=THDS06
  128. XREF tbU_2T=tbU_HDS06        ; Threat Tile
  129. XREF tbD_2T=tbD_HDS06        ; Threat Tile
  130. XREF tbs_2T=tbs_HDS06        ; Threat Tile
  131.  
  132. ; 09 - Extra Framed Pictures
  133. PICTURE p_PIC01=rfull,2001    ; snp1 - family in grass
  134. PICTURE p_PIC02=rfull,2002    ; sil1 - 1 in grass
  135. PICTURE p_PIC03=rfull,2003    ; tic1 - coiled cruising
  136. PICTURE p_PIC04=rfull,2004    ; uni1 - 3 on a rock
  137. PICTURE p_PIC10=rfull,2010    ; snp2 - 1 on a tree
  138.  
  139. ;VueClue definition
  140. ;--- VC_?? up to 10 actions. Drawn in order.
  141. rect rVC1=0,0,52,48
  142. rect rVC3=572,0,52,48
  143. rect rVCrvw=52,0,52,48
  144. screen s_rvw=rgame,null      ; Redefined later in script
  145.  
  146. rect vc_01=104,0,416,48                           ; this one's for the vc text
  147. rect rVcbk=0,0,624,48                             ; rect for vc background
  148. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  149. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  150. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  151. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  152. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  153.  
  154. ;TEXT FILE =========================
  155. include thetext=$xew\dew_09.xew
  156. include wave_09=$inc\wave_09.inc
  157.  
  158. ;--- Scramble game
  159. PICTURE p_scr1=rgame,BMP_SCR1
  160. game _scramble=rgame,scramble.dll,BMP_SCR1,4
  161. showtext st_scramble3=rbotctr,font22,v,ds_yb,x_scr1
  162. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  163. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  164. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  165. group g_scr1=s_scr1,s_scr2,s_scr3
  166.  
  167. ;--- TicTacToe  REWIRED USES PIC03 full screen.
  168. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  169. screen s_tic1=rfull,(p_tic1,p_gamebar,_TicTacToe,vtimeT,st_xs_tic,b_Give)
  170. showtext st_tic1=rbotctr,font20,v,ds_yb,x_tic1
  171. waveque wq_tic1=w_tic1,w_boiing
  172. screen s_tic2=rfull,(p_pic03,st_tic1,b_Cont_c),wq_tic1
  173. group g_tic1=s_tic1,s_tic2
  174.  
  175. ;--- WordFind
  176. rect rGrid=70,65,300,300
  177. rect rWl=460,120,200,400
  178. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  179. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  180. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  181. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  182. group g_fnd1=s_fnd1,s_fnd2
  183.  
  184. ;--- Jigsaw
  185. PICTURE p_jig1=rgame,BMP_JIG1
  186. showtext st_jig1=rbotctr,font22,v,ds_yb,x_jig1
  187. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,4,3
  188. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  189. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
  190. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  191. group g_jig1=s_jig0,s_jig1,s_jig2
  192.  
  193. ;--- Screen Definitions
  194. ;CONCENTRATION SCREENS
  195. ;--- Eat - Con
  196. showtext st_eat1=rcon,font22,v,black,x_eat1
  197. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  198.  
  199. ;--- Hut - Con
  200. showtext st_hab1=rcon,font22,v,black,x_hab1
  201. screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
  202.  
  203. ;--- Mov1 - Con
  204. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  205. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  206.  
  207. ;--- Mov2 - Con
  208. ;showtext st_mov2=rcon,font22,v,white,x_mov2
  209. ;screen s_movcon2=rfull,(p_movcon,q_mov2,b_mov2,b_Cont),StartVideo
  210.  
  211. ;--- Uni1 - Con   REWIRED TO USE PIC04
  212. showtext st_uni1=rpictext,mapfont,v,black,x_uni1
  213. waveque wq_uni1=w_snap,w_uni1
  214. screen s_unicon1=rfull,(p_pic04,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
  215.  
  216. ;--- Sil1 - Con   REWIRED TO USE PIC02
  217. showtext st_sil1=rpictext,mapfont,v,black,x_sil1
  218. waveque wq_sil1=w_snap,w_sil1
  219. screen s_silcon=rfull,(p_pic02,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
  220.  
  221. ;DYKs & WOWs (New Fast Facts & Snapshots)
  222. ;NEW FORMATS
  223. ;FAC1
  224. showtext st_fac1=rFactTxt,font22,v,black,x_fac1
  225. waveque wq_fac1=w_fact,w_fac1
  226. msgbox s_fac1=rfact,(p_fact2,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
  227.  
  228. ;SNP1 USES PIC01
  229. showtext st_snp1=rpictext,mapfont,v,black,x_snp1
  230. waveque wq_snp1=w_snap,w_snp1
  231. screen s_snp1=rfull,(p_pic01,st_xs_snap,st_snp1,b_Cont_c2),wq_snp1
  232.  
  233. ;SNP2 USES PIC10
  234. showtext st_snp2=rbotctr,font22,v,ds_yb,x_snp2
  235. waveque wq_snp2=w_snap,w_snp2
  236. screen s_snp2=rfull,(p_pic10,st_xs_snap,st_snp2,b_Cont_c2),wq_snp2
  237.  
  238. ;ACTIVITY SCREENS
  239.  
  240. ;--- The Maps (then & now)
  241. PICTURE p_map1a=rfull,BMP_MAP1A
  242. showtext st_map1a=rmaptext,mapfont,v,black,x_map1a
  243. screen s_map1a=rfull,(p_map1a,st_map1a,bg_mapbuttsf),w_map1a
  244. PICTURE p_map1b=rfull,BMP_MAP1B
  245. showtext st_map1b=rmaptext,mapfont,v,black,x_map1b
  246. screen s_map1b=rfull,(p_map1b,st_map1b,bg_mapbuttsl),w_map1b
  247. group g_map1=s