home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
DIGIZINE 1
/
DIGIZINE.BIN
/
main
/
sony
/
highdes.dir
/
00001_Script_1
next >
Wrap
Text File
|
1995-09-12
|
9KB
|
340 lines
--high des start movie
on STARTMOVIE
global gCurrRolled,gDesScore,gHoldScore,gSndPath
global gQTSoundChannel, gKarmicSprite,gQTSoundVolume
-- set the traceLoad to 1
cursor 4
-- CLEARGLOBALS -------###delete me!!!!
-- INTBUGFIX
set gHoldScore = 0
set gDesScore = 0
set gCurrRolled = 0
set gQTSoundVolume = 255
initCLICKABLES
INITMOVIE
set gQTSoundChannel = 44
puppetSprite gQTSoundChannel, TRUE
put 22 into gKarmicSprite
if the machineType = 256 then
set gSndPath to the pathname & "sounds\" --PC
else
set gSndPath to the pathname & "sounds:" --Macintosh
end if
puppetsprite(30), true
set the castnum of sprite(30)=(the number of cast "Score 1")
SHOWNEEDLE
puppetsprite(46), true --Scoring Needle on the gauge
cursor 4
end
--------------------------------------------------------------------
--------------------------------------------------------------------
on CURSORENTERFRAME
global gCurrCursorSprite, gOrgCursorWidth, gOrgCursorHeight
global gPrevCursorH, gRightCursor, gCurrConstSprite
put the mouseV into currMouseV
put the mouseH into currMouseH
put (currMouseV - 100)/300.0000 into currPercent
if currPercent < .5 then put .5 into currPercent
if currPercent > 1 then put 1 into currPercent
spriteBox gCurrCursorSprite, ¼
currMouseH - (.666 * gOrgCursorWidth * currPercent), ¼
constrainV(gCurrConstSprite, currMouseV) - (.333 * gOrgCursorHeight * currPercent), ¼
(currMouseH - (.666 * gOrgCursorWidth * currPercent)) + (gOrgCursorWidth * currPercent), ¼
(constrainV(gCurrConstSprite, currMouseV) - (.333 * (gOrgCursorHeight * currPercent))) + (gOrgCursorHeight * currPercent)
if currMouseH - gPrevCursorH < -5 then
if the castNum of sprite gCurrCursorSprite = gRightCursor then
set the castNum of sprite gCurrCursorSprite to gRightCursor + 1
else
nothing
end if
else if currMouseH - gPrevCursorH > 5 then
if the castNum of sprite gCurrCursorSprite = gRightCursor then
nothing
else
set the castNum of sprite gCurrCursorSprite to gRightCursor
end if
end if
put currMouseH into gPrevCursorH
end
--------------------------------------------------------------------
--------------------------------------------------------------------
--checks rollovers and changes to appropriate sprite
on CHECKROLLOVER
global gCurrRolledSprite, gCurrCursorSprite
global gOverSprite, gUnderSprite, gCurrLayer
repeat with x=6 to 14
if sprite gCurrCursorSprite intersects x then --rollover the rectangular sprite area
puppetsprite(x), true
set currCastnumber = integer(the castNum of sprite(x))
set gCurrRolledSprite = x
set CurCastName = the name of cast(currCastnumber)
STOPPCSOUND --STOPS THE THUNDER ON A PC SO ROLLOVER SOUND PLAYS
go CurCastName
puppetsprite(x) false
exit
end if
end repeat
end
--------------------------------------------------------------------
--------------------------------------------------------------------
--clears rollover
on CLEARROLLOVER
global gCurrCursorSprite
-- set the visible of sprite(5) = TRUE
repeat with x=6 to 14
puppetsprite x, false
end repeat
puppetsprite gCurrCursorSprite, FALSE
cursor 0
end
--------------------------------------------------------------------
--------------------------------------------------------------------
--adjusts score needle
on MOVENEEDLE
global gDesScore,gHoldScore
-- alert "score " & gDesScore
set NeedleCast = "Score " & gDesScore
set the castnum of sprite(46) = the number of cast NeedleCast
updatestage
end
--------------------------------------------------------------------
--------------------------------------------------------------------
On CHECKDONETHAT whichClickable, goWhere
global gDesScore, gDoneThatList,gQTSoundChannel
if not listp(gDoneThatList) then put [] into gDoneThatList
--ò check if its already in list
if getOne(gDoneThatList, whichClickable) = 0 then
add gDoneThatList, whichClickable
HIDENEEDLE
cursor 4
go to goWhere
--unload
else
MotoCursor
KillQTSound
PlayQTSound "BEENTHER.MOV"
put the duration of cast "BEENTHER.MOV" into X
repeat while the movietime of sprite(gQTSoundChannel) < X
CURSORENTERFRAME
updateStage
end repeat
go to "hd main2"
sound stop 1
end if
end
--------------------------------------------------------------------
--------------------------------------------------------------------
On SCOREMINICLICK whichClickable, score, qtSound
global gDesScore, gDoneThatList
if not listp(gDoneThatList) then put [] into gDoneThatList
--ò check if its already in list
if getOne(gDoneThatList, whichClickable) = 0 then
add gDoneThatList, whichClickable
set gDesScore = gDesScore + score
MOVENEEDLE --adjusts the score needle
PlayQTSound qtSound
end if
end
--------------------------------------------------------------------
--------------------------------------------------------------------
On SCOREMAJORCLICK score
global gDesScore, gDoneThatList
set gDesScore = gDesScore + score
MOVENEEDLE --adjusts the score needle
end
--------------------------------------------------------------------
--------------------------------------------------------------------
--variable so user only gets points once for clicking on a
--miniclickable or major clickable
on initCLICKABLES
global gMesa,gRadio,gSnake,gTeePee,gAlien
global gCow,gCactus,gLizardade,gPrairiedog
--major clickable areas
set gMesa = 0
set gRadio = 0
set gSnake = 0
set gTeePee = 0
set gAlien = 0
--miniClickables
set gCow = false
set gCactus = false
set gLizardade = false
set gPrairiedog = false
end
--------------------------------------------------------------------
--------------------------------------------------------------------
--inits motorcycle cursor
on MotoCursor
global gCurrCursorSprite
puppetSprite gCurrCursorSprite, TRUE
cursor 200
end
--------------------------------------------------------------------
--------------------------------------------------------------------
on countTime seconds
startTimer
repeat while the timer < (60 * seconds)
nothing
end repeat
end countTime
--------------------------------------------------------------------
--------------------------------------------------------------------
--button presses up then down
on BUTTONOFFSET
set the locV of sprite(the clickon) to (the locV of sprite(the clickon) + 10)
set the locH of sprite(the clickon) to (the locH of sprite(the clickon) + 10)
updatestage
end
--------------------------------------------------------------------
--------------------------------------------------------------------
--hides the scoring needle
on HIDENEEDLE
set the visible of sprite(46) = false
updatestage
end
--------------------------------------------------------------------
--------------------------------------------------------------------
--show the scoring needle
on SHOWNEEDLE
set the visible of sprite(46) = true
updatestage
end
--------------------------------------------------------------------
--------------------------------------------------------------------
--Checks if machine is a PC, if so then stops sound of thunder
--so rollover sounds can play
on STOPPCSOUND
if the machineType = 256 then
if soundBusy(1) then sound stop (1)
end if
end
--------------------------------------------------------------------
--------------------------------------------------------------------
--sets and resets the pointer cursor when user rolls over a button
on SETPOINTER firstSprite,lastSprite