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Text File  |  1996-01-23  |  17KB  |  511 lines

  1. "LXWP"
  2. TITLE=HUMPBACK WHALE
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2017
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. .....POD...B
  12. ..B..L.....L
  13. .MAMMALS.O.U
  14. ..L..N.O.C.B
  15. .TEN.K.N.E.B
  16. ..E..T.G.A.E
  17. FINS.O.SONAR
  18. ..S..N...S..
  19. ***
  20. 1 A whale family is called a ___.((tbs_fac1))
  21. 4 Whales are ___ . ((tbs_snp2))
  22. 7 Whale experts believe  ___ different whale populations live on our planet. ((tbs_hab1))
  23. 8 Whales use their long pectoral ___ to leap from the water. ((tbs_scr1))
  24. 9 The humpback uses echolocation, which is like ___ to explore its world.((tbs_uni2))
  25. ***
  26. 1 Besides fish, humpbacks also eat ___.((tbs_eat1))
  27. 2 During the summer, humpbacks store extra energy in layers of ___.((tbs_tic1))
  28. 3 Humpback whales have grey-black ___ in their mouths. ((tbs_fac4))
  29. 5 No one knows why whales make sounds like ___. ((tbs_snd1))
  30. 6 Humpback whales live in all the ___ across the world. ((tbs_map1))
  31. ***
  32. ;--- Settings
  33. set Inherit=1
  34. set subdir=17
  35. set dll=$dew_17.dll
  36. set tilesize=52
  37.  
  38. ;--- Wave
  39. wave2 w_ANIMAL_SND=$17a_snd1.wav                 ; Songs
  40. button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  41.  
  42. ;--- Video
  43. quicktime q_mov1=rmovie,$17qtm1.MOV,0
  44. button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
  45. ;quicktime q_mov2=rmovie,$17qtm2.MOV,0
  46. ;button b_mov2=rbtn_c,bvidup,bviddn,StartVideo
  47.  
  48. ;-------- Tile bmp defs
  49. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  50. bitmap cursor=gbase,0,0,ts,ts
  51. bitmap hilite=gbase,ts,0,ts,ts
  52. bitmap plaindn=gbase,0,ts,ts,ts
  53. bitmap plain=gbase,ts,ts,ts,ts
  54. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  55. ;
  56. ;Concentration Tile Bitmaps
  57. ; Downs
  58. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  59. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  60. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  61. ;Ups
  62. bitmap tbU_uni1=gbase,0,g4,ts,ts
  63. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  64. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  65. ;
  66. ;Small Tile Bitmaps - for vueclue display (smaller)
  67. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  68. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  69. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  70. ;
  71. ;------------------
  72. ; tileset -- the cursor hilite & however many plain tiles you want
  73. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  74. ;==================
  75. ;--- Done-ness
  76. PICTURE p_MainPhoto=rfull,1000
  77. rect rYeaMovie=445,19,0,0
  78. quicktime q_yeaH=rYeaMovie,$yayH.MOV,0
  79. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  80. screen s_done2=rfull,(p_MainPhoto,q_yeaH,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=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. ; JigSaw
  96. BITMAP BMP_JIG1=1301
  97.  
  98. ; Maps
  99. BITMAP BMP_MAP1A=1401
  100. BITMAP BMP_MAP1B=1402
  101.  
  102. ; Scale Screens
  103. ;p_sclbkgd defined in GAME.DSS
  104. BITMAP BMP_SCLAO=1500     ; Large
  105. BITMAP BMP_SCLAU=1502        ;   Button Up
  106. BITMAP BMP_SCLAD=1504         ;   Button Down
  107. BITMAP BMP_SCLBO=1510     ; Medium
  108. BITMAP BMP_SCLBU=1512         ;   Button Up
  109. BITMAP BMP_SCLBD=1514         ;   Button Down
  110. BITMAP BMP_SCLCO=1520     ; Small
  111. BITMAP BMP_SCLCU=1522         ;   Button Up
  112. BITMAP BMP_SCLCD=1524         ;   Button Down
  113.  
  114. ; Scramble Picture
  115. BITMAP BMP_SCR1=1601
  116.  
  117. ; Sound Picture (if any)
  118. BITMAP BMP_SND1=1700
  119.  
  120. ; Tic-Tac-Toe (bitmaps)
  121. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  122. BITMAP BMP_TIC1x=1801
  123.  
  124. ;BOOKS
  125. XREF BMP_BOK1=BOK01
  126.  
  127. ;LAW1
  128. XREF BMP_LAW1=LAW01
  129.  
  130. ; Threats
  131. ; Main - Hunter
  132. BITMAP BMP_MAINTPIC=5030     ; Threat Picture
  133. XREF BMP_MAIN_ANI=AMAN04     ; Threat Animation
  134. XREF BMP_MAINTILE=TMAN04
  135. XREF tbU_mT=tbU_man04        ; Threat Tile
  136. XREF tbD_mT=tbD_man04        ; Threat Tile
  137. XREF tbs_mT=tbs_man04        ; Threat Tile
  138.  
  139. ; 2nd - Hab Des
  140. BITMAP BMP_2NDTPIC=5032      ; Threat Picture - Hab Des 1
  141. XREF BMP_2ND_ANI=APOL01      ; Threat Animation - Hab Des 1
  142. XREF BMP_2NDTILE=TPOL01
  143. XREF tbU_2T=tbU_pol01        ; Threat Tile
  144. XREF tbD_2T=tbD_pol01        ; Threat Tile
  145. XREF tbs_2T=tbs_pol01        ; Threat Tile
  146.  
  147. ;Globe Animation
  148. ;XREF BMP_GLB_ANI=AGLB01        ; Globe 1
  149.  
  150. ; 17 - Extra Framed Pictures
  151. PICTURE p_PIC01=rfull,2001    ; SNP1 - tail/2 whales
  152. PICTURE p_PIC02=rfull,2002    ; UNI2 -V- big tail
  153. PICTURE p_PIC03=rfull,2003    ; SIL1 - big with young - text topctr
  154. PICTURE p_PIC04=rfull,2004    ; UNI1 - 2 migrating left - text botctr
  155. PICTURE p_PIC05=rfull,2005    ; SNP2 - 2 migrating right
  156.  
  157. ;VueClue definition
  158. ;--- VC_?? up to 10 actions. Drawn in order.
  159. rect rVC1=0,0,52,48
  160. rect rVC3=572,0,52,48
  161. rect rVCrvw=52,0,52,48
  162. screen s_rvw=rgame,null      ; Redefined later in script
  163.  
  164. rect vc_01=104,0,416,48                           ; this one's for the vc text
  165. rect rVcbk=0,0,624,48                             ; rect for vc background
  166. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  167. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  168. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  169. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  170. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  171.  
  172. ;TEXT FILE =========================
  173. include thetext=$xew\dew_17.xew
  174. include wave_17=$inc\wave_17.inc
  175.  
  176. ;--- Scramble game
  177. PICTURE p_scr1=rgame,BMP_SCR1
  178. game _scramble=rgame,scramble.dll,BMP_SCR1,4
  179. showtext st_scramble3=rtopctr,font25,l,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,vtimeS4,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,font22,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_JIG1,4,3
  206. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  207. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,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 NOT USED
  222. ;showtext st_com1=rcon,font22,v,black,x_com1
  223. ;screen s_comcon=rfull,(p_comcon,st_com1,b_Cont_c),w_com1
  224.  
  225. ;--- Mov1 - Con
  226. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  227. screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  228.  
  229. ;--- Mov2 - Con
  230. ;showtext st_mov2=rcon,font22,v,white,x_mov2
  231. ;screen s_movcon2=rfull,(p_movcon,q_mov2,b_mov2,b_Cont),StartVideo
  232.  
  233. ;--- Uni1 - Con   REWIRED TO USE PIC04
  234. showtext st_uni1=rbotctr,font20,v,ds_yb,x_uni1
  235. waveque wq_uni1=w_snap,w_uni1
  236. screen s_unicon1=rfull,(p_pic04,st_xs_snap,st_uni1,b_Cont_c),wq_uni1
  237.  
  238. ;--- Uni2 - Con   REWIRED TO USE PIC02
  239. showtext st_uni2=rVpic,font20,v,black,x_uni2
  240. waveque wq_uni2=w_snap,w_uni2
  241. screen s_unicon2=rfull,(p_pic02,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
  242.  
  243. ;--- Sil - Con   REWIRED TO USE PIC03
  244. showtext st_sil1=rpictext,mapfont,v,black,x_sil1
  245. waveque wq_sil1=w_snap,w_sil1
  246. screen s_silcon=rf