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Discovering Endangered Wildlife
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GSPCD296A.iso
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dew
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dew_10.pzl
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Text File
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1996-02-05
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18KB
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534 lines
"LXWP"
TITLE=CHIMPANZEE
BRITISH=YES
RATING=1
AUTHOR=Lee
AUTHCODE=-1
ID=2010
VOLUME=ANIMALS
PHOTO=1000
***
..T..BALD...
P.E..R..A...
AFRICA..Y..T
N.M..I.M...W
T.I.KNEES..I
..T....A...N
..E....TOOLS
..S.........
***
2 Chimpanzees can become partially ___ as they get older.((tbs_cls1))
5 To see chimps in the wild, you would need to travel to ___.((tbs_Map1))
8 Chimpanzees have very long arms that can reach past their ___.((tbs_Cls1))
9 Chimpanzees make and use ___ .((tbs_scr1))
***
1 Chimpanzees like ____ as much as you like crisps.((tbs_jig1))
2 A chimpanzee's ___ is half the size of a humans.((tbs_snp2))
3 Chimps are most active during the ___.((tbs_uni2))
4 A chimp makes a "___-hoot" sound to communicate with other chimps.((tbs_snd1))
6 Chimps have ___ more often than people.((tbs_sil1))
7 Chimpanzees eat both plants and ___.((tbs_eat1))
***
;--- Settings
set Inherit=1
set subdir=10
set dll=$dew_10.dll
set tilesize=52
;--- Wave
wave2 w_ANIMAL_SND=$10a_snd1.wav ;
button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
;--- Video
quicktime q_mov1=rmovie,$10qtm1.MOV
button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
quicktime q_mov2=rmovie,$10qtm2.MOV
button b_mov2=rbtn_c,bvidup,bviddn,StartVideo
;-------- Tile bmp defs
VAR gbase=1010 ;Specify ID# for ##TILES.BMP
bitmap cursor=gbase,0,0,ts,ts
bitmap hilite=gbase,ts,0,ts,ts
bitmap plaindn=gbase,0,ts,ts,ts
bitmap plain=gbase,ts,ts,ts,ts
bitmap cwd=gbase,g3,ts,ts,ts ; Indicates Crossword words.
;
;Concentration Tile Bitmaps
; Downs
bitmap tbD_uni1=gbase,0,g3,ts,ts ;Uni1
bitmap tbD_uni2=gbase,ts,g3,ts,ts ;Uni2
bitmap tbD_sil1=gbase,g3,g3,ts,ts ;Silouette
;Ups
bitmap tbU_uni1=gbase,0,g4,ts,ts
bitmap tbU_uni2=gbase,ts,g4,ts,ts
bitmap tbU_sil1=gbase,g3,g4,ts,ts
;
;Small Tile Bitmaps - for vueclue display (smaller)
bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
;
;------------------
; tileset -- the cursor hilite & however many plain tiles you want
tileset junk=cursor,hilite,cwd ;CWD should stand out from plain - Lee
;==================
;--- Done-ness
PICTURE p_MainPhoto=rfull,1000
rect rYeaMovie=445,19,0,0
quicktime q_yeaC=rYeaMovie,$yayC.MOV,0
;screen s_done1=rfull,(p_MainPhoto,b_cont_c)
screen s_done2=rfull,(p_MainPhoto,q_yeaC,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
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
; 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
; Threats
; Main - Man
BITMAP BMP_MAINTPIC=5030 ; Threat Picture - Lab Research
XREF BMP_MAIN_ANI=AMAN02 ; Threat Animation
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
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
; 10 - Extra Framed Pictures
PICTURE p_PIC01=rfull,2001 ; UNI1 pair
PICTURE p_PIC02=rfull,2002 ; SNP2 single facing
PICTURE p_PIC03=rfull,2003 ; COM1 single side, hand out
PICTURE p_PIC04=rfull,2004 ; UNI2 Screamer
PICTURE p_PIC05=rfull,2005 ; SNP1 Vpic - Face
PICTURE p_PIC10=rfull,2010 ; SIL1 Mommy w/ lil one
;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=$xew\dew_10.xew
include wave_10=$inc\wave_10.inc
;--- Scramble game
PICTURE p_scr1=rgame,BMP_SCR1
game _scramble=rgame,scramble.dll,BMP_SCR1,3
rect r10scr=22,261,338,151
showtext st_scramble3=r10scr,font22,v,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
PICTURE p_tic1a=rfull,1800
game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
showtext st_tic1=rtictxt,font25,v,tfc,x_tic1
screen s_tic1=rfull,(p_tic1,p_gamebar,vTimeT,_TicTacToe,st_xs_tic,b_Give)
screen s_tic2=rfull,(p_tic1a,st_tic1,b_Cont_c),w_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,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 REWIRED TO USE PIC03
showtext st_com1=rpictext,mapfont,v,black,x_com1
waveque wq_com1=w_snap,w_com1
screen s_comcon=rfull,(p_pic03,st_xs_snap,st_com1,b_Cont_c2),wq_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 PIC01
showtext st_uni1=rpictext,mapfont,v,black,x_uni1
waveque wq_uni1=w_snap,w_uni1
screen s_unicon1=rfull,(p_pic01,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
;--- Uni2 - Con REWIRED TO USE PIC04
showtext st_uni2=rpictext,mapfont,v,black,x_uni2
waveque wq_uni2=w_snap,w_uni2
screen s_unicon2=rfull,(p_pic04,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
;--- Sil - Con REWIRED TO USE PIC10
showtext st_sil1=rbotctr,font22,v,ds_yb,x_sil1
waveque wq_sil1=w_snap,w_sil1
s