home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Discovering Endangered Wildlife
/
GSPCD296A.iso
/
dew
/
lso
/
dew_17.pzl
< prev
next >
Wrap
Text File
|
1996-01-23
|
17KB
|
511 lines
"LXWP"
TITLE=HUMPBACK WHALE
BRITISH=YES
RATING=1
AUTHOR=Lee
AUTHCODE=-1
ID=2017
VOLUME=ANIMALS
PHOTO=1000
***
.....POD...B
..B..L.....L
.MAMMALS.O.U
..L..N.O.C.B
.TEN.K.N.E.B
..E..T.G.A.E
FINS.O.SONAR
..S..N...S..
***
1 A whale family is called a ___.((tbs_fac1))
4 Whales are ___ . ((tbs_snp2))
7 Whale experts believe ___ different whale populations live on our planet. ((tbs_hab1))
8 Whales use their long pectoral ___ to leap from the water. ((tbs_scr1))
9 The humpback uses echolocation, which is like ___ to explore its world.((tbs_uni2))
***
1 Besides fish, humpbacks also eat ___.((tbs_eat1))
2 During the summer, humpbacks store extra energy in layers of ___.((tbs_tic1))
3 Humpback whales have grey-black ___ in their mouths. ((tbs_fac4))
5 No one knows why whales make sounds like ___. ((tbs_snd1))
6 Humpback whales live in all the ___ across the world. ((tbs_map1))
***
;--- Settings
set Inherit=1
set subdir=17
set dll=$dew_17.dll
set tilesize=52
;--- Wave
wave2 w_ANIMAL_SND=$17a_snd1.wav ; Songs
button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
;--- Video
quicktime q_mov1=rmovie,$17qtm1.MOV,0
button b_mov1=rbtn_c,bvidup,bviddn,StartVideo
;quicktime q_mov2=rmovie,$17qtm2.MOV,0
;button b_mov2=rbtn_c,bvidup,bviddn,StartVideo
;-------- Tile bmp defs
VAR gbase=1010 ;Specify ID# for ##TILES.BMP
bitmap cursor=gbase,0,0,ts,ts
bitmap hilite=gbase,ts,0,ts,ts
bitmap plaindn=gbase,0,ts,ts,ts
bitmap plain=gbase,ts,ts,ts,ts
bitmap cwd=gbase,g3,ts,ts,ts ; Indicates Crossword words.
;
;Concentration Tile Bitmaps
; Downs
bitmap tbD_uni1=gbase,0,g3,ts,ts ;Uni1
bitmap tbD_uni2=gbase,ts,g3,ts,ts ;Uni2
bitmap tbD_sil1=gbase,g3,g3,ts,ts ;Silouette
;Ups
bitmap tbU_uni1=gbase,0,g4,ts,ts
bitmap tbU_uni2=gbase,ts,g4,ts,ts
bitmap tbU_sil1=gbase,g3,g4,ts,ts
;
;Small Tile Bitmaps - for vueclue display (smaller)
bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
;
;------------------
; tileset -- the cursor hilite & however many plain tiles you want
tileset junk=cursor,hilite,cwd ;CWD should stand out from plain - Lee
;==================
;--- Done-ness
PICTURE p_MainPhoto=rfull,1000
rect rYeaMovie=445,19,0,0
quicktime q_yeaH=rYeaMovie,$yayH.MOV,0
screen s_done1=rfull,(p_MainPhoto,b_cont_c)
screen s_done2=rfull,(p_MainPhoto,q_yeaH,b_cont_c),(m_blank,StartVideo,DisableBtnGame)
group _done=s_done2 ; End of Crossword Game
;
;--- BITMAP ASSIGNMENT
; Look & Feel
XREF BMP_VCBMP=VCLU02 ; Define the VueClue image here.
XREF BMP_GAMEBAR=GBAR02 ; 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)
; JigSaw
BITMAP BMP_JIG1=1301
; Maps
BITMAP BMP_MAP1A=1401
BITMAP BMP_MAP1B=1402
; 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
;LAW1
XREF BMP_LAW1=LAW01
; Threats
; Main - Hunter
BITMAP BMP_MAINTPIC=5030 ; Threat Picture
XREF BMP_MAIN_ANI=AMAN04 ; Threat Animation
XREF BMP_MAINTILE=TMAN04
XREF tbU_mT=tbU_man04 ; Threat Tile
XREF tbD_mT=tbD_man04 ; Threat Tile
XREF tbs_mT=tbs_man04 ; Threat Tile
; 2nd - Hab Des
BITMAP BMP_2NDTPIC=5032 ; Threat Picture - Hab Des 1
XREF BMP_2ND_ANI=APOL01 ; Threat Animation - Hab Des 1
XREF BMP_2NDTILE=TPOL01
XREF tbU_2T=tbU_pol01 ; Threat Tile
XREF tbD_2T=tbD_pol01 ; Threat Tile
XREF tbs_2T=tbs_pol01 ; Threat Tile
;Globe Animation
;XREF BMP_GLB_ANI=AGLB01 ; Globe 1
; 17 - Extra Framed Pictures
PICTURE p_PIC01=rfull,2001 ; SNP1 - tail/2 whales
PICTURE p_PIC02=rfull,2002 ; UNI2 -V- big tail
PICTURE p_PIC03=rfull,2003 ; SIL1 - big with young - text topctr
PICTURE p_PIC04=rfull,2004 ; UNI1 - 2 migrating left - text botctr
PICTURE p_PIC05=rfull,2005 ; SNP2 - 2 migrating right
;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=$xew\dew_17.xew
include wave_17=$inc\wave_17.inc
;--- Scramble game
PICTURE p_scr1=rgame,BMP_SCR1
game _scramble=rgame,scramble.dll,BMP_SCR1,4
showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS4,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,font22,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_JIG1,4,3
screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,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 NOT USED
;showtext st_com1=rcon,font22,v,black,x_com1
;screen s_comcon=rfull,(p_comcon,st_com1,b_Cont_c),w_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 PIC04
showtext st_uni1=rbotctr,font20,v,ds_yb,x_uni1
waveque wq_uni1=w_snap,w_uni1
screen s_unicon1=rfull,(p_pic04,st_xs_snap,st_uni1,b_Cont_c),wq_uni1
;--- Uni2 - Con REWIRED TO USE PIC02
showtext st_uni2=rVpic,font20,v,black,x_uni2
waveque wq_uni2=w_snap,w_uni2
screen s_unicon2=rfull,(p_pic02,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
;--- Sil - Con REWIRED TO USE PIC03
showtext st_sil1=rpictext,mapfont,v,black,x_sil1
waveque wq_sil1=w_snap,w_sil1
screen s_silcon=rf