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Text File  |  1996-01-23  |  17KB  |  503 lines

  1. "LXWP"
  2. TITLE=GRIZZLY BEAR
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2016
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. ..L.CLAWS.W.
  12. E.O.U.....I.
  13. A.N.BELLS.N.
  14. TREES...A.T.
  15. I.R...SILVER
  16. NOSE....M.R.
  17. G...IDAHO...
  18. ........N...
  19. ***
  20. 2 Grizzlies have long, strong ___ for digging.((tbs_cls1))
  21. 5 While hiking near bears some people will tie "bear ___" to their legs. ((tbs_fac1))
  22. 7 A grizzly's favourite home has lots of ___.((tbs_hab1))
  23. 8 A grizzly bear's fur is tipped in ___.((tbs_cls1))
  24. 9 The grizzly uses its ___ to guide it. ((tbs_uni2))
  25. 10 Grizzlies are found in Washington, ___, Montana, and Wyoming.((tbs_map1))
  26. ***
  27. 1 Grizzly bears are such ___ scientists don't know how they communicate.((tbs_com1))
  28. 2 Baby grizzlies are called ___.((tbs_uni1))
  29. 3 Mother grizzly has her babies during the ___.((tbs_tic1))
  30. 4 During their winter "sleep," the bear stops ___ for three to five months.((tbs_scr1))
  31. 6 Grizzly bears just love to eat ___!((tbs_eat1))
  32. ***
  33. ;--- Settings
  34. set Inherit=1
  35. set subdir=16
  36. set dll=$dew_16.dll
  37. set tilesize=52
  38.  
  39. ;--- Wave
  40. wave2 w_ANIMAL_SND=$16a_snd1.wav                 ;Growl
  41. button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  42.  
  43. ;--- Video
  44. quicktime q_mov1=rmovie,$16qtm1.MOV,0
  45. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  46.  
  47. ;-------- Tile bmp defs
  48. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  49. bitmap cursor=gbase,0,0,ts,ts
  50. bitmap hilite=gbase,ts,0,ts,ts
  51. bitmap plaindn=gbase,0,ts,ts,ts
  52. bitmap plain=gbase,ts,ts,ts,ts
  53. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  54. ;
  55. ;Concentration Tile Bitmaps
  56. ; Downs
  57. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  58. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  59. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  60. ;Ups
  61. bitmap tbU_uni1=gbase,0,g4,ts,ts
  62. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  63. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  64. ;
  65. ;Small Tile Bitmaps - for vueclue display (smaller)
  66. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  67. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  68. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  69. ;
  70. ;------------------
  71. ; tileset -- the cursor hilite & however many plain tiles you want
  72. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  73. ;==================
  74. ;--- Done-ness
  75. PICTURE p_MainPhoto=rfull,1000
  76. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  77. group _done=s_done1     ; End of Crossword Game
  78. ;
  79. ;--- BITMAP ASSIGNMENT
  80. ; Look & Feel
  81. XREF BMP_VCBMP=VCLU01                      ; Define the VueClue image here.
  82. XREF BMP_GAMEBAR=GBAR01                    ; Assign common Gamebar
  83. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  84.  
  85. ; Game done stuff
  86. text x_gamedone=Good job!
  87. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  88. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  89. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  90.  
  91. ; CloseUp
  92. BITMAP BMP_CLS0=1201
  93. BITMAP BMP_CLS1=1202
  94. BITMAP BMP_CLS2=1203
  95. BITMAP BMP_CLS3=1204
  96.  
  97. ; JigSaw
  98. BITMAP BMP_JIG1=1301
  99.  
  100. ; Maps
  101. BITMAP BMP_MAP1A=1401
  102. BITMAP BMP_MAP1B=1402
  103.  
  104. ; Scramble Picture
  105. BITMAP BMP_SCR1=1601
  106.  
  107. ; Sound Picture (if any)
  108. BITMAP BMP_SND1=1700
  109.  
  110. ; Tic-Tac-Toe (bitmaps)
  111. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  112. BITMAP BMP_TIC1x=1801
  113.  
  114. ;BOOKS
  115. XREF BMP_BOK1=BOK01   ;Cant contain clues, all same icon.
  116. BITMAP BMP_BKP1=3500          ; Bear face for book
  117.  
  118. ;LAW1
  119. XREF BMP_LAW1=LAW01
  120.  
  121. ; Threats
  122. ; Main - Man
  123. BITMAP BMP_MAINTPIC=5030     ; Threat Picture - Hunter 1
  124. XREF BMP_MAIN_ANI=AMAN01     ; Threat Animation - Hunter 1
  125. XREF BMP_MAINTILE=TMAN01
  126. XREF tbU_mT=tbU_man01        ; Threat Tile
  127. XREF tbD_mT=tbD_MAN01        ; Threat Tile
  128. XREF tbs_mT=tbs_MAN01        ; Threat Tile
  129.  
  130. ; 2nd - Hab Des
  131. BITMAP BMP_2NDTPIC=5032      ; Threat Picture - Hab Des 1
  132. XREF BMP_2ND_ANI=AHDS06      ; Threat Animation - Hab Des 1
  133. XREF BMP_2NDTILE=THDS06
  134. XREF tbU_2T=tbU_HDS06        ; Threat Tile
  135. XREF tbD_2T=tbD_HDS06        ; Threat Tile
  136. XREF tbs_2T=tbs_HDS06        ; Threat Tile
  137.  
  138. ; 16 Extra Framed Pictures
  139. PICTURE p_PIC01=rfull,2001    ; Com - Big bear drinking water
  140. PICTURE p_PIC02=rfull,2002    ; Eat - Bear catching fish
  141. PICTURE p_PIC03=rfull,2003    ; Uni1 - Single cub
  142. PICTURE p_PIC04=rfull,2004    ; Sil1 - Mom & cubs by water
  143. PICTURE p_PIC05=rfull,2005    ; Tic - Lil bear in tree (check type???)
  144. PICTURE p_PIC06=rfull,2006    ; Snp1 - Big bear by water
  145. PICTURE p_PIC07=rfull,2007    ; Uni2 - Big bear in Vert Pic
  146.  
  147. ; Puzzle Pics
  148. BITMAP BMP_PUZ1=2501          ; Cool bear for Scr2
  149.  
  150. ;VueClue definition
  151. ;--- VC_?? up to 10 actions. Drawn in order.
  152. rect rVC1=0,0,52,48
  153. rect rVC3=572,0,52,48
  154. rect rVCrvw=52,0,52,48
  155. screen s_rvw=rgame,null      ; Redefined later in script
  156.  
  157. rect vc_01=104,0,416,48                           ; this one's for the vc text
  158. rect rVcbk=0,0,624,48                             ; rect for vc background
  159. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  160. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  161. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  162. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  163. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  164.  
  165. ;TEXT FILE =========================
  166. include thetext=$xew\dew_16.xew
  167. include wave_16=$inc\wave_16.inc
  168.  
  169. ;--- Scramble game
  170. PICTURE p_scr1=rgame,BMP_SCR1
  171. game _scramble=rgame,scramble.dll,BMP_SCR1,3
  172. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  173. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  174. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS3,st_xs_scr,b_Give)
  175. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  176. group g_scr1=s_scr1,s_scr2,s_scr3
  177.  
  178. ;--- Scramble game - 2
  179. PICTURE p_scr2_1=rgame,BMP_PUZ1
  180. game _scramble2=rgame,scramble.dll,BMP_PUZ1,4
  181. showtext st_scr2_3=rtopctr,font22,l,ds_yb,x_scr2
  182. screen s_scr2_1=rfull,(p_scr2_1,p_gamebar,st_xs_study,tmr_scr)
  183. screen s_scr2_2=rfull,(_scramble2,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  184. screen s_scr2_3=rfull,(p_scr2_1,p_gamebar,st_scr2_3,b_Cont),w_scr2
  185. group g_scr2=s_scr2_1,s_scr2_2,s_scr2_3
  186.  
  187. ;--- TicTacToe  REWIRED USES PIC05
  188. ;;;PICTURE p_tic1a=rfull,??TICBITMAP??
  189. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  190. screen s_tic1=rfull,(p_tic1,p_gamebar,_TicTacToe,vtimeT,st_xs_tic,b_Give)
  191. showtext st_tic1=rPicText,mapfont,v,black,x_tic1
  192. waveque wq_tic1=w_snap,w_tic1
  193. screen s_tic2=rfull,(p_pic05,st_tic1,b_Cont_c2),wq_tic1
  194. group g_tic1=s_tic1,s_tic2
  195.  
  196. ;--- WordFind
  197. rect rGrid=70,65,300,300
  198. rect rWl=460,120,200,400
  199. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  200. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  201. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  202. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  203. group g_fnd1=s_fnd1,s_fnd2
  204.  
  205. ;--- Jigsaw
  206. PICTURE p_jig1=rgame,BMP_JIG1
  207. showtext st_jig1=rtopctr,font25,l,ds_yb,x_jig1
  208. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,4,3
  209. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  210. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
  211. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  212. group g_jig1=s_jig0,s_jig1,s_jig2
  213.  
  214. ;--- Screen Definitions
  215. ;CONCENTRATION SCREENS
  216. ;--- Eat - Con   REWIRED TO USE PIC02
  217. showtext st_eat1=rpictext,mapfont,v,black,x_eat1
  218. waveque wq_eat1=w_snap,w_eat1
  219. screen s_eatcon=rfull,(p_pic02,st_xs_snap,st_eat1,b_Cont_c2),wq_eat1
  220.  
  221. ;--- Hut - Con
  222. showtext st_hab1=rcon,font22,v,black,x_hab1
  223. screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
  224.  
  225. ;--- Com - Con   REWIRED TO USE PIC01
  226. showtext st_com1=rpictext,mapfont,v,black,x_com1
  227. waveque wq_com1=w_snap,w_com1
  228. screen s_comcon=rfull,(p_pic01,st_xs_snap,st_com1,b_Cont_c2),wq_com1
  229.  
  230. ;--- Mov1 - Con
  231. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  232. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  233.  
  234. ;--- Uni1 - Con   REWIRED TO USE PIC03
  235. showtext st_uni1=rpictext,mapfont,v,black,x_uni1
  236. waveque wq_uni1=w_snap,w_uni1
  237. screen s_unicon1=rfull,(p_pic03,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
  238.  
  239. ;--- Uni2 - Con   REWIRED TO USE PIC07
  240. showtext st_uni2=rVpic,font22,v,black,x_uni2
  241. waveque wq_uni2=w_snap,w_uni2
  242. screen s_unicon2=rfull,(p_pic