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Discovering Endangered Wildlife
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GSPCD296A.iso
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dew
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lso
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dew_28.pzl
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Text File
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1996-02-05
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13KB
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419 lines
"LXWP"
TITLE=N. SPOTTED OWL
BRITISH=YES
RATING=1
AUTHOR=Lee
AUTHCODE=-1
ID=2028
VOLUME=ANIMALS
PHOTO=1000
***
..L.........
.ROUND.N.C..
..G...PELLET
H.G.N..S.A.I
EYESIGHT.W.M
A.D.G....S.B
D...HOT....E
S...T..RADAR
***
2 Spotted owls have ___ heads. ((tbs_scr1))
5 Owls spit out a ___ made up of any parts of their prey they can't digest. ((tbs_eat1))
9 Spotted owls have very keen ___ . ((tbs_uni2))
10 Northern spotted owls hate to be ___. ((tbs_tic1))
11 The owl's dish shaped face acts a bit like a satellite or ___ dish ((tbs_Cls1))
***
1 "Old growth forest" are forests that have never been ___ . ((tbs_hab1))
3 The ___ of the spotted owl usually faces north. ((tbs_fac3))
4 Northern spotted owls use their ___ to catch their prey ((tbs_uni1))
6 People who cut ___ want to cut down the old growth forests. ((tbs_hds03))
7 Spotted owls can turn their ___ in almost a full circle. ((tbs_cls1))
8 The northern spotted owl is active at ___. ((tbs_fac1))
***
;--- Settings
set Inherit=1
set subdir=28
set dll=$dew_28.dll
set tilesize=52
;--- Wave -
wave2 w_ANIMAL_SND=$28a_snd1.wav ;
button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
;--- Video
quicktime q_mov1=rmovie,$28qtm1.MOV
button b_mov1=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
screen s_done1=rfull,(p_MainPhoto,b_cont_c)
group _done=s_done1 ; End of Crossword Game
;
;--- BITMAP ASSIGNMENT
; Look & Feel
XREF BMP_VCBMP=VCLU03 ; Define the VueClue image here.
XREF BMP_GAMEBAR=GBAR03 ; 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
; 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
; Threats
; Main - Man
BITMAP BMP_MAINTPIC=5030 ; Threat Picture - Hunter 1
XREF BMP_MAIN_ANI=AHDS03 ; Threat Animation - Hunter 1
XREF BMP_MAINTILE=THDS03
XREF tbU_mT=tbU_HDS03 ; Threat Tile
XREF tbD_mT=tbD_HDS03 ; Threat Tile
XREF tbs_mT=tbs_HDS03 ; Threat Tile
; 28 - Extra Framed Pictures
PICTURE p_PIC01=rfull,2001 ; Catching mouse - EAT1
PICTURE p_PIC02=rfull,2002 ; Catching mouse - UNI2
PICTURE p_PIC03=rfull,2003 ; Profile - SIL1
;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_28.xew
include wave_28=$inc\wave_28.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,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
;--- 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
;--- Mov1 - Con
;showtext st_mov1=rcon,font22,v,white,x_mov1
screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,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 PIC02
showtext st_uni2=rpictext,mapfont,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=rfull,(p_pic03,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
;DYKs & WOWs (New Fast Facts & Snapshots)
;NEW FORMATS
;FAC1
showtext st_fac1=rFactTxt,font22,v,black,x_fac1
waveque wq_fac1=w_fact,w_fac1
msgbox s_fac1=rfact,(p_fact1,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
;FAC2
showtext st_fac2=rFactTxt,font22,v,black,x_fac2
waveque wq_fac2=w_fact,w_fac2
msgbox s_fac2=rfact,(p_fact1,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
;FAC3
showtext st_fac3=rFactTxt,font22,v,black,x_fac3
waveque wq_fac3=w_fact,w_fac3
msgbox s_fac3=rfact,(p_fact1,st_fac3,st_facttitle1,b_Cont_f),wq_fac3
;ACTIVITY SCREENS
;--- The Maps (then & now)
PICTURE p_map1a=rfull,BMP_MAP1A
showtext st_map1a=rmaptext,mapfont,v,black,x_map1a
screen s_map1a=rfull,(p_map1a,st_map1a,bg_mapbutts),w_map1a
group g_map1=s_map1a
;--- Sound
;wired without text
PICTURE p_sound=rfull,BMP_SND1
screen s_snd1=rfull,(p_sound,b_snd,b_Cont),w_ANIMAL_SND
;--- Closeups
rect rUpInfo=30,30,560,100
text x_ClsInfo=Click on the small magnifying glasses.
showtext st_Upinfo=rUpInfo,font25,l,ds_yb,x_ClsInfo
text x_ClsInfo2=Click anywhere on screen to return.
showtext st_Upinfo2=rUpInfo,font25,l,ds_yb,x_ClsInfo
PICTURE p_cls0=rfull,BMP_CLS0
PICTURE p_cls1=rfull,BMP_CLS1 ;head
rect rClsTxt1=30,300,560,300 ; Adjust to position.
showtext st_ClsTxt1=rClsTxt1,font22,l,ds_yb,x_cls1
screen s_closeup1=rfull,(p_cls1,st_ClsTxt1,b_GoBack_r),w_cls1
rect rMag1=204,66,119,77
button b_Mag1=rMag1,0,0,s_closeup1
PICTURE p_cls2=rfull,BMP_CLS2 ;ear -radar dish
rect rClsTxt2=30,30,560,300 ; Adjust to position.
showtext st_ClsTxt2=rClsTxt2,font22,l,ds_yb,x_cls2
screen s_closeup2=rfull,(p_cls2,st_ClsTxt2,b_GoBack_r),w_cls2
rect