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Text File  |  1996-02-05  |  18KB  |  534 lines

  1. "LXWP"
  2. TITLE=CHIMPANZEE
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2010
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. ..T..BALD...
  12. P.E..R..A...
  13. AFRICA..Y..T
  14. N.M..I.M...W
  15. T.I.KNEES..I
  16. ..T....A...N
  17. ..E....TOOLS
  18. ..S.........
  19. ***
  20. 2 Chimpanzees can become partially ___ as they get older.((tbs_cls1))
  21. 5 To see chimps in the wild, you would need to travel to ___.((tbs_Map1))
  22. 8 Chimpanzees have very long arms that can reach past their ___.((tbs_Cls1))
  23. 9 Chimpanzees make and use ___ .((tbs_scr1))
  24. ***
  25. 1 Chimpanzees like ____ as much as you like crisps.((tbs_jig1))
  26. 2 A chimpanzee's ___ is half the size of a humans.((tbs_snp2))
  27. 3 Chimps are most active during the ___.((tbs_uni2))
  28. 4 A chimp makes a "___-hoot" sound to communicate with other chimps.((tbs_snd1))
  29. 6 Chimps have ___ more often than people.((tbs_sil1))
  30. 7 Chimpanzees eat both plants and ___.((tbs_eat1))
  31. ***
  32. ;--- Settings
  33. set Inherit=1
  34. set subdir=10
  35. set dll=$dew_10.dll
  36. set tilesize=52
  37.  
  38. ;--- Wave
  39. wave2 w_ANIMAL_SND=$10a_snd1.wav                 ;
  40. button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  41.  
  42. ;--- Video
  43. quicktime q_mov1=rmovie,$10qtm1.MOV
  44. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  45. quicktime q_mov2=rmovie,$10qtm2.MOV
  46. button b_mov2=rbtn_c,bvidup,bviddn,StartVideo
  47.  
  48. ;-------- Tile bmp defs
  49. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  50. bitmap cursor=gbase,0,0,ts,ts
  51. bitmap hilite=gbase,ts,0,ts,ts
  52. bitmap plaindn=gbase,0,ts,ts,ts
  53. bitmap plain=gbase,ts,ts,ts,ts
  54. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  55. ;
  56. ;Concentration Tile Bitmaps
  57. ; Downs
  58. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  59. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  60. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  61. ;Ups
  62. bitmap tbU_uni1=gbase,0,g4,ts,ts
  63. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  64. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  65. ;
  66. ;Small Tile Bitmaps - for vueclue display (smaller)
  67. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  68. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  69. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  70. ;
  71. ;------------------
  72. ; tileset -- the cursor hilite & however many plain tiles you want
  73. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  74. ;==================
  75. ;--- Done-ness
  76. PICTURE p_MainPhoto=rfull,1000
  77. rect rYeaMovie=445,19,0,0
  78. quicktime q_yeaC=rYeaMovie,$yayC.MOV,0
  79. ;screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  80. screen s_done2=rfull,(p_MainPhoto,q_yeaC,b_cont_c),(m_blank,StartVideo,DisableBtnGame)
  81. group _done=s_done2      ; End of Crossword Game
  82. ;
  83. ;--- BITMAP ASSIGNMENT
  84. ; Look & Feel
  85. XREF BMP_VCBMP=VCLU01                      ; Define the VueClue image here.
  86. XREF BMP_GAMEBAR=GBAR01                    ; 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.  
  100. ; JigSaw
  101. BITMAP BMP_JIG1=1301
  102.  
  103. ; Maps
  104. BITMAP BMP_MAP1A=1401
  105.  
  106. ; Scale Screens
  107. ;p_sclbkgd defined in GAME.DSS
  108. BITMAP BMP_SCLAO=1500     ; Large
  109. BITMAP BMP_SCLAU=1502        ;   Button Up
  110. BITMAP BMP_SCLAD=1504         ;   Button Down
  111. BITMAP BMP_SCLBO=1510     ; Medium
  112. BITMAP BMP_SCLBU=1512         ;   Button Up
  113. BITMAP BMP_SCLBD=1514         ;   Button Down
  114. BITMAP BMP_SCLCO=1520     ; Small
  115. BITMAP BMP_SCLCU=1522         ;   Button Up
  116. BITMAP BMP_SCLCD=1524         ;   Button Down
  117.  
  118. ; Scramble Picture
  119. BITMAP BMP_SCR1=1601
  120.  
  121. ; Sound Picture (if any)
  122. BITMAP BMP_SND1=1700
  123.  
  124. ; Tic-Tac-Toe (bitmaps)
  125. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  126. BITMAP BMP_TIC1x=1801
  127.  
  128. ;BOOKS
  129. XREF BMP_BOK1=BOK01
  130.  
  131. ; Threats
  132. ; Main - Man
  133. BITMAP BMP_MAINTPIC=5030     ; Threat Picture - Lab Research
  134. XREF BMP_MAIN_ANI=AMAN02     ; Threat Animation
  135. XREF BMP_MAINTILE=TMAN02
  136. XREF tbU_mT=tbU_MAN02        ; Threat Tile
  137. XREF tbD_mT=tbD_MAN02        ; Threat Tile
  138. XREF tbs_mT=tbs_MAN02        ; Threat Tile
  139.  
  140. ; 2nd - Hab Des
  141. BITMAP BMP_2NDTPIC=5032      ; Threat Picture - Hab Des 1
  142. XREF BMP_2ND_ANI=AHDS02      ; Threat Animation
  143. XREF BMP_2NDTILE=THDS02
  144. XREF tbU_2T=tbU_HDS02        ; Threat Tile
  145. XREF tbD_2T=tbD_HDS02        ; Threat Tile
  146. XREF tbs_2T=tbs_HDS02        ; Threat Tile
  147.  
  148. ; 10 - Extra Framed Pictures
  149. PICTURE p_PIC01=rfull,2001    ; UNI1 pair
  150. PICTURE p_PIC02=rfull,2002    ; SNP2 single facing
  151. PICTURE p_PIC03=rfull,2003    ; COM1 single side, hand out
  152. PICTURE p_PIC04=rfull,2004    ; UNI2 Screamer
  153. PICTURE p_PIC05=rfull,2005    ; SNP1 Vpic - Face
  154. PICTURE p_PIC10=rfull,2010    ; SIL1 Mommy w/ lil one
  155.  
  156. ;VueClue definition
  157. ;--- VC_?? up to 10 actions. Drawn in order.
  158. rect rVC1=0,0,52,48
  159. rect rVC3=572,0,52,48
  160. rect rVCrvw=52,0,52,48
  161. screen s_rvw=rgame,null      ; Redefined later in script
  162.  
  163. rect vc_01=104,0,416,48                           ; this one's for the vc text
  164. rect rVcbk=0,0,624,48                             ; rect for vc background
  165. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  166. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  167. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  168. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  169. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  170.  
  171. ;TEXT FILE =========================
  172. include thetext=$xew\dew_10.xew
  173. include wave_10=$inc\wave_10.inc
  174.  
  175. ;--- Scramble game
  176. PICTURE p_scr1=rgame,BMP_SCR1
  177. game _scramble=rgame,scramble.dll,BMP_SCR1,3
  178. rect r10scr=22,261,338,151
  179. showtext st_scramble3=r10scr,font22,v,ds_yb,x_scr1
  180. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  181. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS3,st_xs_scr,b_Give)
  182. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  183. group g_scr1=s_scr1,s_scr2,s_scr3
  184.  
  185. ;--- TicTacToe
  186. PICTURE p_tic1a=rfull,1800
  187. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  188. showtext st_tic1=rtictxt,font25,v,tfc,x_tic1
  189. screen s_tic1=rfull,(p_tic1,p_gamebar,vTimeT,_TicTacToe,st_xs_tic,b_Give)
  190. screen s_tic2=rfull,(p_tic1a,st_tic1,b_Cont_c),w_tic1
  191. group g_tic1=s_tic1,s_tic2
  192.  
  193. ;--- WordFind
  194. rect rGrid=70,65,300,300
  195. rect rWl=460,120,200,400
  196. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  197. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  198. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  199. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  200. group g_fnd1=s_fnd1,s_fnd2
  201.  
  202. ;--- Jigsaw
  203. PICTURE p_jig1=rgame,BMP_JIG1
  204. showtext st_jig1=rtopctr,font25,l,ds_yb,x_jig1
  205. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,5,4
  206. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  207. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ54,st_xs_jig,b_Give),DisableBtnGame
  208. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  209. group g_jig1=s_jig0,s_jig1,s_jig2
  210.  
  211. ;--- Screen Definitions
  212. ;CONCENTRATION SCREENS
  213. ;--- Eat - Con
  214. showtext st_eat1=rcon,font22,v,black,x_eat1
  215. screen s_eatcon=rfull,(p_eatcon,st_eat1,b_Cont_c),w_eat1
  216.  
  217. ;--- Hut - Con
  218. showtext st_hab1=rcon,font22,v,black,x_hab1
  219. screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
  220.  
  221. ;--- Com - Con   REWIRED TO USE PIC03
  222. showtext st_com1=rpictext,mapfont,v,black,x_com1
  223. waveque wq_com1=w_snap,w_com1
  224. screen s_comcon=rfull,(p_pic03,st_xs_snap,st_com1,b_Cont_c2),wq_com1
  225.  
  226. ;--- Mov1 - Con
  227. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  228. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  229.  
  230. ;--- Mov2 - Con
  231. ;showtext st_mov2=rcon,font22,v,white,x_mov2
  232. screen s_movcon2=rfull,(p_movcon,q_mov2,b_mov2,b_Cont),StartVideo
  233.  
  234. ;--- Uni1 - Con   REWIRED TO USE PIC01
  235. showtext st_uni1=rpictext,mapfont,v,black,x_uni1
  236. waveque wq_uni1=w_snap,w_uni1
  237. screen s_unicon1=rfull,(p_pic01,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
  238.  
  239. ;--- Uni2 - Con   REWIRED TO USE PIC04
  240. showtext st_uni2=rpictext,mapfont,v,black,x_uni2
  241. waveque wq_uni2=w_snap,w_uni2
  242. screen s_unicon2=rfull,(p_pic04,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
  243.  
  244. ;--- Sil - Con   REWIRED TO USE PIC10
  245. showtext st_sil1=rbotctr,font22,v,ds_yb,x_sil1
  246. waveque wq_sil1=w_snap,w_sil1
  247. s