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Text File  |  1995-04-13  |  13KB  |  410 lines

  1. "LXWP"
  2. TITLE=WOOD BISON
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2031
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. ..BULL.WOLF.
  12. H.U....I....
  13. U.F.COWS..S.
  14. M.F.A..E..E.
  15. PLAINS.N..D.
  16. ..L.A..TOUGH
  17. ..O.D.....E.
  18. ...CALVES.S.
  19. ***
  20. 1 A male bison is also called a ___.((tbs_com1))
  21. 2 A common predator of the bison is the ___.((tbs_scr1))
  22. 4 The female bison are called ___.((tbs_sil1))
  23. 6 Scientists bred the wood to the ___ bison.((tbs_uni1))
  24. 7 Wood bison can eat grasses that are too ___ for other animals.((tbs_tic1))
  25. 8 ___ weigh between 30 and 65 pounds at birth.((tbs_fac2))
  26. ***
  27. 1 Animals we call ___ are really bison.((tbs_fac3))
  28. 2 The wood bison is related to an European bison called the ___.((tbs_fac1))
  29. 3 Wood bison have a distinctive ___ on their backs. ((tbs_jig1))
  30. 4 Wood bison are found in 6 separate wildlife reserves in the U.S. and ___.((tbs_map1))
  31. 5 Bison graze on grass and grass-like plants called ___.((tbs_eat1))
  32. ***
  33. ;--- Settings
  34. set Inherit=1
  35. set subdir=31
  36. set dll=$dew_31.dll
  37. set tilesize=52
  38.  
  39. ;--- Wave - NONE
  40. ;wave2 w_ANIMAL_SND=$31a_snd1.wav
  41. ;button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  42.  
  43. ;--- Video
  44. ;quicktime q_mov1=rmovie,$31qtm1.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=VCLU03                      ; Define the VueClue image here.
  82. XREF BMP_GAMEBAR=GBAR03                    ; 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.  
  96. ; JigSaw
  97. BITMAP BMP_JIG1=1301
  98.  
  99. ; Maps
  100. BITMAP BMP_MAP1A=1401
  101. BITMAP BMP_MAP1B=1402
  102.  
  103. ; Scramble Picture
  104. BITMAP BMP_SCR1=1601
  105.  
  106. ; Sound Picture (if any)
  107. BITMAP BMP_SND1=1700
  108.  
  109. ; Tic-Tac-Toe (bitmaps)
  110. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  111. BITMAP BMP_TIC1x=1801
  112.  
  113. ; Threats
  114. ; Main - Man
  115. BITMAP BMP_MAINTPIC=5030     ; Threat Picture
  116. XREF BMP_MAIN_ANI=AHDS01     ; Threat Animation
  117. XREF BMP_MAINTILE=THDS01
  118. XREF tbU_mT=tbU_HDS01        ; Threat Tile
  119. XREF tbD_mT=tbD_HDS01        ; Threat Tile
  120. XREF tbs_mT=tbs_HDS01        ; Threat Tile
  121.  
  122. ; Extra Framed Pictures
  123. PICTURE p_PIC01=rfull,2001    ; SNP1 Lone Bison
  124. PICTURE p_PIC02=rfull,2002    ; HAB1 Bison in woods
  125. PICTURE p_PIC03=rfull,2003    ; SIL1 Kissing bison
  126. PICTURE p_PIC04=rfull,2004    ; UNI1 -V- Big bison head
  127. PICTURE p_PIC05=rfull,2005    ; EAT1
  128. PICTURE p_PIC06=rfull,2006    ; TIC1  Herd of bison
  129.  
  130. ;VueClue definition
  131. ;--- VC_?? up to 10 actions. Drawn in order.
  132. rect rVC1=0,0,52,48
  133. rect rVC3=572,0,52,48
  134. rect rVCrvw=52,0,52,48
  135. screen s_rvw=rgame,null      ; Redefined later in script
  136.  
  137. rect vc_01=104,0,416,48                           ; this one's for the vc text
  138. rect rVcbk=0,0,624,48                             ; rect for vc background
  139. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  140. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  141. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  142. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  143. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  144.  
  145. ;TEXT FILE =========================
  146. include thetext=$xew\dew_31.xew
  147. include wave_31=$inc\wave_31.inc
  148.  
  149. ;--- Scramble game
  150. PICTURE p_scr1=rgame,BMP_SCR1
  151. game _scramble=rgame,scramble.dll,BMP_SCR1,3
  152. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  153. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  154. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS3,st_xs_scr,b_Give)
  155. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  156. group g_scr1=s_scr1,s_scr2,s_scr3
  157.  
  158. ;--- TicTacToe  REWIRED USES PIC06
  159. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  160. screen s_tic1=rfull,(p_tic1,p_gamebar,_TicTacToe,vtimeT,st_xs_tic,b_Give)
  161. showtext st_tic1=rpictext5,font19,v,black,x_tic1
  162. waveque wq_tic1=w_snap,w_tic1
  163. screen s_tic2=rfull,(p_pic06,st_tic1,b_Cont_c2),wq_tic1
  164. group g_tic1=s_tic1,s_tic2
  165.  
  166. ;--- WordFind
  167. rect rGrid=70,65,300,300
  168. rect rWl=460,120,200,400
  169. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  170. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  171. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  172. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  173. group g_fnd1=s_fnd1,s_fnd2
  174.  
  175. ;--- Jigsaw
  176. PICTURE p_jig1=rgame,BMP_JIG1
  177. showtext st_jig1=rbotctr,font22,v,ds_yb,x_jig1
  178. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,5,4
  179. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  180. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ54,st_xs_jig,b_Give),DisableBtnGame
  181. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  182. group g_jig1=s_jig0,s_jig1,s_jig2
  183.  
  184. ;--- Screen Definitions
  185. ;CONCENTRATION SCREENS
  186. ;--- Eat1 - Con   REWIRED TO USE PIC05
  187. showtext st_eat1=rpictext,mapfont,v,black,x_eat1
  188. waveque wq_eat1=w_snap,w_eat1
  189. screen s_eatcon=rfull,(p_pic05,st_xs_snap,st_eat1,b_Cont_c2),wq_eat1
  190.  
  191. ;--- Hut - Con   REWIRED TO USE PIC02
  192. showtext st_hab1=rpictext,mapfont,v,black,x_hab1
  193. waveque wq_hab1=w_snap,w_hab1
  194. screen s_hutcon=rfull,(p_pic02,st_xs_snap,st_hab1,b_Cont_c2),wq_hab1
  195.  
  196. ;--- Com - Con
  197. showtext st_com1=rcon,font22,v,black,x_com1
  198. screen s_comcon=rfull,(p_comcon,st_com1,b_Cont_c),w_com1
  199.  
  200. ;--- Mov1 - Con
  201. ;showtext st_mov1=rcon,font22,v,white,x_mov1
  202. ;screen s_movcon1=rfull,(p_movcon,q_mov1,b_mov1,b_Cont),StartVideo
  203.  
  204. ;--- Uni1 - Con   REWIRED TO USE PIC04
  205. showtext st_uni1=rvpic,font19,v,black,x_uni1
  206. waveque wq_uni1=w_snap,w_uni1
  207. screen s_unicon1=rfull,(p_pic04,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
  208.  
  209. ;--- Sil - Con   REWIRED TO USE PIC03
  210. showtext st_sil1=rpictext,mapfont,v,black,x_sil1
  211. waveque wq_sil1=w_snap,w_sil1
  212. screen s_silcon=rfull,(p_pic03,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
  213.  
  214. ;DYKs & WOWs (New Fast Facts & Snapshots)
  215. ;NEW FORMATS
  216.  
  217. ;FAC1
  218. showtext st_fac1=rFactTxt,font22,v,black,x_fac1
  219. waveque wq_fac1=w_fact,w_fac1
  220. msgbox s_fac1=rfact,(p_fact3,st_fac1,st_facttitle1,b_Cont_f),wq_fac1
  221.  
  222. ;FAC2
  223. showtext st_fac2=rFactTxt,font22,v,black,x_fac2
  224. waveque wq_fac2=w_fact,w_fac2
  225. msgbox s_fac2=rfact,(p_fact2,st_fac2,st_facttitle1,b_Cont_f),wq_fac2
  226.  
  227. ;FAC3
  228. showtext st_fac3=rFactTxt,font22,v,black,x_fac3
  229. waveque wq_fac3=w_fact,w_fac3
  230. msgbox s_fac3=rfact,(p_fact1,st_fac3,st_facttitle1,b_Cont_f),wq_fac3
  231.  
  232. ;SNP1 USES PIC01
  233. showtext st_snp1=rpictext,mapfont,v,black,x_snp1
  234. waveque wq_snp1=w_snap,w_snp1
  235. screen s_snp1=rfull,(p_pic01,st_xs_snap,st_snp1,b_Cont_c2),wq_snp1
  236.  
  237. ;ACTIVITY SCREENS
  238. ;--- The Maps (then & now)
  239. PICTURE p_map1a=rfull,BMP_MAP1A
  240. showtext st_map1a=rmaptext,mapfont,v,black,x_map1a
  241. screen s_map1a=rfull,(p_map1a,st_map1a,bg_mapbuttsf),w_map1a
  242. PICTURE p_map1b=rfull,BMP_MAP1B
  243. showtext st_map1b=rpictext5,mapfont,v,black,x_map1b
  244. screen s_map1b=rfull,(p_map1b,st_map1b,bg_mapbuttsl),w_map1b
  245. group g_map1=s_map1a,s_map1b
  246.  
  247. ;--- Threats
  248. text x_mt_title=LO