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Text File  |  1996-01-23  |  13KB  |  421 lines

  1. "LXWP"
  2. TITLE=CLOUDED LEOPARD
  3. BRITISH=YES
  4. RATING=1
  5. AUTHOR=Lee
  6. AUTHCODE=-1
  7. ID=2034
  8. VOLUME=ANIMALS
  9. PHOTO=1000
  10. ***
  11. ........F...
  12. .S..DAY.O...
  13. CHINA...R...
  14. .A..WEBBED..
  15. .D..N...S.P.
  16. .O......TAIL
  17. .W..FANGS.G.
  18. .SHY......S.
  19. ***
  20. 3 Clouded leopards usually hunt during the ___. ((tbs_snp1))
  21. 4 The clouded leopard lives in Nepal and north-east India to south-eastern ___. ((tbs_map1))
  22. 5 Clouded leopards have ___ toes. ((tbs_snp2))
  23. 7 The clouded leopard uses its ___ to keep its balance. ((tbs_cls1))
  24. 8 The clouded leopard has enormous ___. ((tbs_uni2))
  25. 9 Clouded leopards are very ___. ((tbs_scr1))
  26. ***
  27. 1 Clouded leopards live in primary ___. ((tbs_hab1))
  28. 2 With its spotted coat, the clouded leopard can slip in and out of ___. ((tbs_cls1))
  29. 3 The leopard is most active near ___ and twilight. ((tbs_tic1))
  30. 6 The clouded leopard eats birds, monkeys, ___, cattle, buffalo and goats. ((tbs_eat1))
  31. ***
  32. ;--- Settings
  33. set Inherit=1
  34. set subdir=34
  35. set dll=$dew_34.dll
  36. set tilesize=52
  37.  
  38. ;--- Wave
  39. ;wave2 w_ANIMAL_SND=$34a_snd1.wav                 ;
  40. ;button b_snd=rbtn_c,bsndup,bsnddn,w_ANIMAL_SND
  41.  
  42. ;-------- Tile bmp defs
  43. VAR gbase=1010                   ;Specify ID# for ##TILES.BMP
  44. bitmap cursor=gbase,0,0,ts,ts
  45. bitmap hilite=gbase,ts,0,ts,ts
  46. bitmap plaindn=gbase,0,ts,ts,ts
  47. bitmap plain=gbase,ts,ts,ts,ts
  48. bitmap cwd=gbase,g3,ts,ts,ts         ; Indicates Crossword words.
  49. ;
  50. ;Concentration Tile Bitmaps
  51. ; Downs
  52. bitmap tbD_uni1=gbase,0,g3,ts,ts    ;Uni1
  53. bitmap tbD_uni2=gbase,ts,g3,ts,ts   ;Uni2
  54. bitmap tbD_sil1=gbase,g3,g3,ts,ts   ;Silouette
  55. ;Ups
  56. bitmap tbU_uni1=gbase,0,g4,ts,ts
  57. bitmap tbU_uni2=gbase,ts,g4,ts,ts
  58. bitmap tbU_sil1=gbase,g3,g4,ts,ts
  59. ;
  60. ;Small Tile Bitmaps - for vueclue display (smaller)
  61. bitmap tbs_uni1=gbase,g1b,g3b,tsbw,tsb
  62. bitmap tbs_uni2=gbase,g2b,g3b,tsbw,tsb
  63. bitmap tbs_sil1=gbase,g3b,g3b,tsbw,tsb
  64. ;
  65. ;------------------
  66. ; tileset -- the cursor hilite & however many plain tiles you want
  67. tileset junk=cursor,hilite,cwd  ;CWD should stand out from plain - Lee
  68. ;==================
  69. ;--- Done-ness
  70. PICTURE p_MainPhoto=rfull,1000
  71. screen s_done1=rfull,(p_MainPhoto,b_cont_c)
  72. group _done=s_done1     ; End of Crossword Game
  73. ;
  74. ;--- BITMAP ASSIGNMENT
  75. ; Look & Feel
  76. XREF BMP_VCBMP=VCLU01                      ; Define the VueClue image here.
  77. XREF BMP_GAMEBAR=GBAR01                    ; Assign common Gamebar
  78. PICTURE p_GAMEBAR=rgamebar,BMP_GAMEBAR
  79.  
  80. ; Game done stuff
  81. text x_gamedone=Good job!
  82. PICTURE p_GAMEBARbox=r0,BMP_GAMEBAR
  83. showtext st_GameDone=rGbMsgboxtxt,font30,c,ds_yb,x_gamedone
  84. msgbox _gamedone=rGamebar,(p_gamebarbox,st_GameDone,tmr_gameend),(w_done)
  85.  
  86. ; CloseUp
  87. BITMAP BMP_CLS0=1201
  88. BITMAP BMP_CLS1=1202
  89. BITMAP BMP_CLS2=1203
  90.  
  91. ; JigSaw
  92. BITMAP BMP_JIG1=1301
  93.  
  94. ; Maps
  95. BITMAP BMP_MAP1A=1401
  96.  
  97. ; Scramble Picture
  98. BITMAP BMP_SCR1=1601
  99.  
  100. ; Sound Picture (if any)
  101. ;BITMAP BMP_SND1=1700
  102.  
  103. ; Tic-Tac-Toe (bitmaps)
  104. BITMAP BMP_TIC1o=1802        ; Make sure player is the good guy!
  105. BITMAP BMP_TIC1x=1801
  106.  
  107. ; Threats
  108. ; Main - Man
  109. BITMAP BMP_MAINTPIC=5030     ; Threat Picture - Hunter 1
  110. XREF BMP_MAIN_ANI=AHDS03     ; Threat Animation - Hunter 1
  111. XREF BMP_MAINTILE=THDS03
  112. XREF tbU_mT=tbU_HDS03        ; Threat Tile
  113. XREF tbD_mT=tbD_HDS03        ; Threat Tile
  114. XREF tbs_mT=tbs_HDS03        ; Threat Tile
  115.  
  116. ; 34 - Extra Framed Pictures
  117. PICTURE p_PIC01=rfull,2001    ; snp1
  118. PICTURE p_PIC02=rfull,2002    ; snp2
  119. PICTURE p_PIC03=rfull,2003    ; sil1
  120. PICTURE p_PIC04=rfull,2004    ; eat1
  121. PICTURE p_PIC05=rfull,2005    ; uni2
  122. PICTURE p_PIC06=rfull,2006    ; uni1
  123.  
  124. ;VueClue definition
  125. ;--- VC_?? up to 10 actions. Drawn in order.
  126. rect rVC1=0,0,52,48
  127. rect rVC3=572,0,52,48
  128. rect rVCrvw=52,0,52,48
  129. screen s_rvw=rgame,null      ; Redefined later in script
  130.  
  131. rect vc_01=104,0,416,48                           ; this one's for the vc text
  132. rect rVcbk=0,0,624,48                             ; rect for vc background
  133. picture vc_02=rVcbk,BMP_VCBMP                     ; the vc background
  134. button vc_03=rVC1,bvctup,bvctdn,s_lhelp           ; dir toggle
  135. button vc_04=rVC3,bvcxup,bvcxdn,exit          ; exit
  136. rect vc_05=524,4,44,40                              ; this one's for displaying tile bitmaps
  137. button vc_06=rVCrvw,bvcRvwUp,bvcRvwDn,s_rvw       ; rvw hookup
  138.  
  139. ;TEXT FILE =========================
  140. include thetext=$xew\dew_34.xew
  141. include wave_34=$inc\wave_34.inc
  142.  
  143. ;--- Scramble game
  144. PICTURE p_scr1=rgame,BMP_SCR1
  145. game _scramble=rgame,scramble.dll,BMP_SCR1,4
  146. showtext st_scramble3=rtopctr,font25,l,ds_yb,x_scr1
  147. screen s_scr1=rfull,(p_scr1,p_gamebar,st_xs_study,tmr_scr)
  148. screen s_scr2=rfull,(_scramble,p_gamebar,vtimeS4,st_xs_scr,b_Give)
  149. screen s_scr3=rfull,(p_scr1,p_gamebar,st_scramble3,b_Cont),w_scr1
  150. group g_scr1=s_scr1,s_scr2,s_scr3
  151.  
  152. ;--- TicTacToe
  153. PICTURE p_tic1a=rfull,1800
  154. game _TicTacToe=rgame,TicTac.dll,BMP_TIC1,BMP_TIC1x,BMP_TIC1o
  155. showtext st_tic1=rtictxt,font25,v,tfc,x_tic1
  156. screen s_tic1=rfull,(p_tic1,p_gamebar,vTimeT,_TicTacToe,st_xs_tic,b_Give)
  157. screen s_tic2=rfull,(p_tic1a,st_tic1,b_Cont_c),w_tic1
  158. group g_tic1=s_tic1,s_tic2
  159.  
  160. ;--- WordFind
  161. rect rGrid=70,65,300,300
  162. rect rWl=460,120,200,400
  163. showtext st_fnd1=rwfnd,font22,v,black,x_fnd1
  164. game _wordfind=rgame,wordfind.dll,p_fnd1,x_fndlst1,10,0,rGrid,rWl,0
  165. screen s_fnd1=rfull,(p_fnd1,p_gamebar,_wordfind,vtimeW,st_xs_fnd,b_Give)
  166. screen s_fnd2=rfull,(p_fnd2,p_gamebar,st_fnd1,b_Cont),w_fnd1
  167. group g_fnd1=s_fnd1,s_fnd2
  168.  
  169. ;--- Jigsaw
  170. PICTURE p_jig1=rgame,BMP_JIG1
  171. showtext st_jig1=rbotctr,font25,l,ds_yb,x_jig1
  172. game _jigsaw=rgame,jigsaw.dll,p_jigbkgrnd,BMP_JIG1,4,3
  173. screen s_jig0=rfull,(p_jig1,p_gamebar,st_xs_study,tmr_jig)
  174. screen s_jig1=rfull,(_jigsaw,p_gamebar,vtimeJ43,st_xs_jig,b_Give),DisableBtnGame
  175. screen s_jig2=rfull,(p_jig1,p_gamebar,st_jig1,b_Cont),w_jig1
  176. group g_jig1=s_jig0,s_jig1,s_jig2
  177.  
  178. ;--- Screen Definitions
  179. ;CONCENTRATION SCREENS
  180. ;--- Eat1 - Con   REWIRED TO USE PIC04
  181. showtext st_eat1=rpictext,mapfont,v,black,x_eat1
  182. waveque wq_eat1=w_snap,w_eat1
  183. screen s_eatcon=rfull,(p_pic04,st_xs_snap,st_eat1,b_Cont_c2),wq_eat1
  184.  
  185. ;--- Hut - Con
  186. showtext st_hab1=rcon,font22,v,black,x_hab1
  187. screen s_hutcon=rfull,(p_hutcon,st_hab1,b_Cont_c),w_hab1
  188.  
  189. ;--- Uni1 - Con   REWIRED TO USE PIC06
  190. showtext st_uni1=rpictext,mapfont,v,black,x_uni1
  191. waveque wq_uni1=w_snap,w_uni1
  192. screen s_unicon1=rfull,(p_pic06,st_xs_snap,st_uni1,b_Cont_c2),wq_uni1
  193.  
  194. ;--- Uni2 - Con   REWIRED TO USE PIC05
  195. showtext st_uni2=rpictext,mapfont,v,black,x_uni2
  196. waveque wq_uni2=w_snap,w_uni2
  197. screen s_unicon2=rfull,(p_pic05,st_xs_snap,st_uni2,b_Cont_c2),wq_uni2
  198.  
  199. ;--- Sil - Con   REWIRED TO USE PIC03
  200. showtext st_sil1=rpictext,mapfont,v,black,x_sil1
  201. waveque wq_sil1=w_snap,w_sil1
  202. screen s_silcon=rfull,(p_pic03,st_xs_snap,st_sil1,b_Cont_c2),wq_sil1
  203.  
  204. ;DYKs & WOWs (New Fast Facts & Snapshots)
  205. ;NEW FORMATS
  206. ;SNP1 USES PIC01
  207. showtext st_snp1=rpictext,mapfont,v,black,x_snp1
  208. waveque wq_snp1=w_snap,w_snp1
  209. screen s_snp1=rfull,(p_pic01,st_xs_snap,st_snp1,b_Cont_c2),wq_snp1
  210.  
  211. ;SNP2 USES PIC02
  212. showtext st_snp2=rpictext,mapfont,v,black,x_snp2
  213. waveque wq_snp2=w_snap,w_snp2
  214. screen s_snp2=rfull,(p_pic02,st_xs_snap,st_snp2,b_Cont_c2),wq_snp2
  215.  
  216. ;ACTIVITY SCREENS
  217.  
  218. ;--- The Map
  219. PICTURE p_map1a=rfull,BMP_MAP1A
  220. showtext st_map1a=rmaptext,mapfont,v,black,x_map1a
  221. screen s_map1a=rfull,(p_map1a,st_map1a,bg_mapbutts),w_map1a
  222. group g_map1=s_map1a
  223.  
  224. ;--- Closeups
  225. rect rUpInfo=30,30,560,100
  226. text x_ClsInfo=Click on the small magnifying glasses.
  227. showtext st_Upinfo=rUpInfo,font25,l,ds_yb,x_ClsInfo
  228.  
  229. PICTURE p_cls0=rfull,BMP_CLS0
  230.  
  231. PICTURE p_cls1=rfull,BMP_CLS1    ; Coat
  232. rect rClsTxt1=30,30,560,300            ; Adjust to position.
  233. showtext st_ClsTxt1=rClsTxt1,font22,l,ds_yb,x_cls1
  234. screen s_closeup1=rfull,(p_cls1,st_ClsTxt1,b_GoBack_r),w_cls1
  235. rect rMag1=215,300,80,80
  236. button b_Mag1=rMag1,0,0,s_closeup1
  237.  
  238. PICTURE p_cls2=rfull,BMP_CLS2    ; TAIL
  239. rect rClsTxt2=30,30,560,300            ; Adjust to position.
  240. showtext st_ClsTxt2=rClsTxt2,font22,l,ds_yb,x_cls2
  241. screen s_closeup2=rfull,(p_cls2,st_ClsTxt2,b_GoBack_r),w_cls2
  242. rect rMag2=516,197,80,80
  243. button b_Mag2=rMag2,0,0,s_closeup2
  244.  
  245. screen s_cls1=rfull,(p_cls0,st_Upinfo,b_Mag1,b_Mag2,b_cont)
  246.  
  247. ;--- Threats
  248. text x_mt_title=LOSS OF HABITAT