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- CONTENTS
-
- Page
-
- INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . 1
-
- USING THE MOUSE . . . . . . . . . . . . . . . . . . . . . 2
-
- CHOOSING AN OPTION . . . . . . . . . . . . . . . . . . . 2
-
- CHOOSING A COLOR . . . . . . . . . . . . . . . . . . . . 2
-
- THE DRAW OPTIONS . . . . . . . . . . . . . . . . . . . . 3
- LINE . . . . . . . . . . . . . . . . . . . . . . . . . 3
- BOX . . . . . . . . . . . . . . . . . . . . . . . . . 3
- CIRCLE . . . . . . . . . . . . . . . . . . . . . . . . 4
- MACRO . . . . . . . . . . . . . . . . . . . . . . . . 4
- CHOOSE A PROGRAMMED MACRO . . . . . . . . . . . . . . 4
- CHOOSE A USER-DEFINED MACRO . . . . . . . . . . . . . 5
- STORE EXISTING DRAWING AS MACRO . . . . . . . . . . . 5
- PAINT . . . . . . . . . . . . . . . . . . . . . . . . . 5
- TEXT . . . . . . . . . . . . . . . . . . . . . . . . . 6
- CLOAK . . . . . . . . . . . . . . . . . . . . . . . . . 6
-
- GRAPHICS FUNCTIONS . . . . . . . . . . . . . . . . . . . 7
- CLEAR . . . . . . . . . . . . . . . . . . . . . . . . . 7
- DELETE . . . . . . . . . . . . . . . . . . . . . . . . 7
- ANIMATE MARK . . . . . . . . . . . . . . . . . . . . . 7
- ANIMATE . . . . . . . . . . . . . . . . . . . . . . . . 8
- FILE . . . . . . . . . . . . . . . . . . . . . . . . . 8
- STORE . . . . . . . . . . . . . . . . . . . . . . . . 8
- GET . . . . . . . . . . . . . . . . . . . . . . . . . 8
- EXPORT . . . . . . . . . . . . . . . . . . . . . . . 9
- SEE DIRECTORY . . . . . . . . . . . . . . . . . . . . 9
- CHANGE DIRECTORY . . . . . . . . . . . . . . . . . . 9
-
- CLOAKING AND ANIMATING . . . . . . . . . . . . . . . . . 9
-
- PRINTING . . . . . . . . . . . . . . . . . . . . . . . . 10
-
- DR. MOTES' COLORBOOK . . . . . . . . . . . . . . . . . . 11
-
- FINAL COMMENTS . . . . . . . . . . . . . . . . . . . . . 12
-
-
-
- CHILDREN'S GRAPHICS
- Version 4.0
-
-
-
- INTRODUCTION
- Although anyone may find it useful, this graphics program was
- designed especially for children. With this software your
- child can draw lines, circles, boxes, text, or other figures
- we call macros. You can create your own macros or choose one
- of the macros that is programmed or built into the software.
- The programmed macros can be drawn in one of four sizes --
- small, medium, large, and extra large. When the drawings are
- complete your child can color-in the drawings by painting
- them with a choice of 16 colors.
-
- By placing animation marks in the drawings at strategic
- locations you can also animate your drawings. This is a
- little more complicated and may require parent's assistance.
-
- This software comes with some example drawings. Some of
- these drawings are already painted and animated for
- demonstration purposes. These are listed as DRAW1C.CGP,
- DRAW2C.CGP, DRAW3C.CGP, and so on. Others are just line
- drawings which your child can paint. These are listed as
- DRAW1.CGP, DRAW2.CGP, etc. Think of them as pages in a
- coloring book. You may load these files using the FILE
- option.
-
- DRAW2C.CGP is an animated cartoon that clearly demonstrates
- the animation capabilities of this software. To see this
- file in action just load it using the FILE option then click
- on the ANIMATE option.
-
- One of the most powerful features of this graphics package is
- its macro capability. You can make a drawing, store it as a
- user-defined macro then recall it and place it in your
- drawings anywhere you want and as many times as you want.
- You will find some user-defined macros on the disk that have
- already been created for you. These can be recalled through
- the MACRO option.
-
-
- -1-
-
- All options are shown on the screen during operation. The
- top row contains what we call functions. These are: CLEAR,
- DELETE, MARK, ANIMATE, and FILE. The second row contains the
- draw options. These are: LINE, BOX, CIRCLE, MACRO, PAINT,
- TEXT and CLOAK. The bottom row contains the color choices.
- To choose any function, draw option, or color simply place
- the mouse cursor on it and click the left mouse button.
-
- The following paragraphs describe the operation of this
- program in detail.
-
-
-
-
- USING THE MOUSE
- You must use the mouse to select options and move the cursor.
- The left button is used in place of the return key to accept
- or answer yes. The right button is used in place of the ESC
- key or to answer no. You may use the right button or the ESC
- key to escape from most options before completing them. This
- software requires a mouse.
-
-
-
-
- CHOOSING AN OPTION
- You must use the mouse to choose options. To select an
- option just move the mouse until the point of the cursor
- arrow is on the option you want then press the left button.
-
-
-
-
- CHOOSING A COLOR
- We'll cover the options and functions in reverse order
- starting from the bottom and working up.
-
- At the bottom you'll see all the color choices. You'll
- notice that one has a check mark on it. The check mark shows
- you which color is currently chosen. To select another color
- move the mouse cursor to the color and press the left mouse
- button. The check mark will move to your new color choice
- and will not change until you select another color.
-
-
-
- -2-
-
- All your drawings and paints use the color you select. One
- thing you must remember is that paint always flows until it
- reaches black. So, if you want to color a drawing you must
- draw it with black paint.
-
-
-
-
- THE DRAW OPTIONS
- Now lets learn about the draw options such as LINE, BOX,
- CIRCLE, MACRO, PAINT, TEXT and CLOAK. To select one of these
- options place the mouse cursor on one then press the left
- mouse button. When a draw option is selected it will change
- to red so you'll always know which option is currently in
- effect. That option will stay in effect until you choose
- another.
-
-
- LINE
- Use this draw option to draw a line between any two points in
- the drawing box. If LINE hasn't already been selected
- (indicated by a red color) then select it using the mouse.
- Now, move the cursor to where you want the line to start and
- press the left button. Don't release it yet. Now move to
- where you want the end of the line and release the button.
- The line will be drawn using the color you selected earlier.
-
- Remember, if you want to paint your drawing you'll need to
- draw it with the color black.
-
- You'll find colored lines useful when you want to hide
- unwanted lines. For example, when you place a macro in an
- existing drawing, the lines in the macro and existing drawing
- will overlap. You can remove these lines by drawing over
- them with lines which are the same color as the background.
-
-
-
- BOX
- Use this option to draw a box. After you select BOX, move
- the cursor to where you want one corner of the box then press
- the left mouse button. Without releasing the button move to
-
-
-
- -3-
-
- where you want the other corner of the box and release the
- mouse button. It doesn't matter which corner you start with.
-
-
- CIRCLE
- Use this option to draw circles. Verify that CIRCLE has been
- selected from the Draw Option line then move the mouse cursor
- to where you want the center of the circle to be. Press the
- left mouse button. While holding the button down, move the
- mouse to enlarge the circle to your desired size then release
- the mouse button. The circle will be drawn in your selected
- color.
-
-
- MACRO
- Macro refers to a command that draws a complex figure for you
- automatically --- a house for example. Choose this option
- and you'll see a list of three Macro options to choose from.
- These options are CHOOSE A PROGRAMMED MACRO, CHOOSE A USER-
- DEFINED MACRO, and STORE EXISTING DRAWING AS MACRO.
- Programmed macros are those that are programmed into the
- software and cannot be changed. The user-defined macros are
- those that you can create and delete. These are stored as
- macro files on your disk. The third option allows you to
- store one of your drawings as a macro file.
-
- Options can be selected from this Macro Menu by using either
- the keyboard or the mouse. To use the keyboard, use the up
- and down arrow keys to highlight the options you want then
- press ENTER. To use a mouse, move the mouse up or down to
- highlight the option you want then press the left button.
-
- CHOOSE A PROGRAMMED MACRO
- If you choose to select a programmed macro another menu will
- be shown with a list of macros to choose from. Select a
- programmed macro by highlighting the desired macro using the
- technique described above then press ENTER or the left mouse
- button. Next, you must choose a size from another list.
- Your choices are: SMALL, MED, LARGE, and EXTRA LARGE.
- Finally, move the cursor to where you want the macro drawn
- then press the left mouse button. The programmed macro will
- be drawn with the size and location you have selected. It
- will also be drawn in your selected color.
-
-
-
- -4-
-
- CHOOSE A USER-DEFINED MACRO
- The USER-DEFINED MACRO option allows you to place a
- previously designed macro into your current drawing. When
- you choose this option, you'll be shown a list of these
- macros to choose from. Highlight the desired macro using the
- arrow keys or the mouse then press ENTER or the left mouse
- button. Next, select a location for it to be drawn. Do this
- by placing the cursor over the desired location then pressing
- the left mouse button.
-
- The user-defined macro will be drawn exactly like it was
- drawn when you stored it. If it was black when it was stored
- it will be black when it is drawn again regardless of which
- color you have currently selected.
-
- STORE EXISTING DRAWING AS MACRO
- The STORE EXISTING DRAWING AS MACRO option allows you to
- store your drawing as a macro file. You must not have any
- animation marks or other user-defined macros in this drawing.
- After you select this option, type a name for the macro file
- but do not include an extension. For example, suppose you
- have a drawing of a dog. Do not type DOG.MCR for the
- filename. Just type DOG. A MCR extension will be
- automatically added to the end.
-
-
- PAINT
- This option allows you to fill in an enclosed area with the
- currently selected color. The paint will fill all the area
- surrounded by black lines. If the area is not completely
- surrounded by black, the paint will spill over outside the
- area. If the paint spills you can correct it by going to the
- delete option and deleting it.
-
- Verify that PAINT has been selected from the Draw Options
- Line then move the mouse cursor to a point within the
- boundary and press the left mouse button. The area within
- the black boundary will now be filled with the color
- previously selected.
-
- If you try to delete a border while it contains paint it will
- make quite a mess when you redraw it; therefore, delete its
-
-
-
- -5-
-
- paint first. If you want to paint your drawing it is best to
- wait until all your drawing is finished. This allows you to
- make changes in lines, boxes, circles, and macros without
- having to delete the paint first.
-
-
- TEXT
- Choose this draw option if you want to type some text in your
- drawing. This option supports most ASCII characters
- including the number characters 0 through 9.
-
- Verify that TEXT has been selected from the Draw Options line
- then move the cursor to where you want the text to start and
- press the left mouse button. Now you can start typing text.
- If you make a mistake you can use the backspace key to delete
- previously typed text. When you're done press ENTER on the
- keyboard. The text will be typed using the color you
- previously selected.
-
- Once you've entered text you can delete it using the DELETE
- option from the function line. We'll cover this in detail
- later.
-
-
- CLOAK
- This option allows you to hide part of your drawing from view
- without actually deleting components. This is very useful
- for creating animated drawings.
-
- Select the CLOAK draw option then locate the cursor at one
- corner of the drawing that you want to hide. Press the left
- button then without releasing the button move the mouse to
- the opposite corner of the area to be hidden. Release the
- button and the entire area within the box you just drew will
- be hidden from view. You may now repaint the hidden area
- (assuming that area is also bounded by black at some point).
-
-
-
- -6-
-
- GRAPHICS FUNCTIONS
- The following functions are selected from the top row of the
- screen. Select them by placing the mouse cursor on the one
- you want then press the left mouse button.
-
-
- CLEAR
- Select this function if you want to clear or erase all
- components on your drawing. Be careful with this one!
-
-
- DELETE
- Use this option to delete individual elements in your
- drawing. The last thing drawn will begin to flash and you
- must answer the question "Do you want to delete this?". Use
- the left button for yes and the right button for no. Choose
- yes and the drawing will be redrawn without that object.
- Choose no and the next object will flash. This continues
- until you either choose yes, press the ESC key to escape, or
- all objects are flashed.
-
- When deleting a painted area, the entire paint does not
- flash. Only a small circle located around one pixel in the
- painted area will flash to indicate which painted area is
- being referenced. When deleting a user-defined macro, a
- circle (larger than the one for a painted area) will flash
- around the starting point of the macro.
-
-
- ANIMATE MARK
- Choose this option if you want to store the current drawing
- to be used later as an animation screen. Whatever is in the
- drawing at the time you click on this option will become a
- screen in your animation. After you mark a screen for
- animation you can make changes to the drawing then mark it
- again. Don't forget to cloak or hide parts of the drawing
- that you don't want to show in the next animation screens.
- Do not eliminate the pieces with the DELETE option if you're
- animating. Once they are deleted, they are gone forever.
- They will not show in the animation. See the CLOAK and
- CLOAKING AND ANIMATION sections for more details on cloaking.
-
-
-
- -7-
-
- You can put up to seven animation marks in one drawing.
- Also, these marks can be deleted just like any other drawing
- element.
-
-
- ANIMATE
- Use this option to animate your drawing if you have placed
- animate marks in the drawing as it was created. The
- animation screens will be shown sequentially.
-
- There are two animation speeds. To slow the animation rate
- to the slower speed press <. To increase the rate back to
- the faster speed press >. To stop the animation press ESC or
- press the right mouse button.
-
- There are several drawings supplied on this disk that are
- already animated. Retrieve them using the FILE option and
- try them.
-
-
- FILE
- Select the FILE option from the function line when you need
- to get an existing drawing, store a drawing for later use, or
- change the directory. Your options in the FILE menu are
- STORE, GET, EXPORT, SEE DIRECTORY, and CHANGE DIRECTORY.
-
- STORE
- Use this option to store or save a drawing to a file. After
- choosing this option you must type the name of the file where
- the drawing is to be stored. Do not put an extension on the
- file name. For example, do not use something like
- draw10.dat. Just use draw10. The extension is added
- automatically.
-
- GET
- Use this option to retrieve a drawing you previously saved.
- You are shown a list of existing files to select from.
- Select by highlighting it then press ENTER or the left mouse
- button.
-
-
-
- -8-
-
- EXPORT
- Use this option if you want to export your drawing to my
- colorbook program. You will be asked to supply a filename
- for the colorbook page without an extension. Type the
- filename then press ENTER.
-
- Remember, the colorbook requires pictures that are drawn in
- black. So, make sure all your drawings you want to be
- colored or painted are drawn using black.
-
- SEE DIRECTORY
- Choose this option if you just want to see all the graphics
- files on the current directory. Press the left mouse button
- to return to FILE MENU.
-
- CHANGE DIRECTORY
- Use this option to change your home directory. You may find
- it useful to store some graphics files in a subdirectory. In
- this case you can use this option to change to that
- subdirectory. Once you choose this option you'll have to
- type the name of the directory you want then press ENTER.
-
-
- That's all the functions and options. Now let talk
- technique.
-
-
-
- CLOAKING AND ANIMATING
- The purpose of cloaking is to hide a piece of a drawing
- without deleting it. This is sometimes easier than going
- through the delete process. For creating an animated drawing
- it is absolutely essential.
-
- If you're creating an animated drawing and you want to take
- a piece of your drawing out for the next animation screen you
- should not delete that part of the drawing. If you do, that
- piece of the drawing will be lost forever and will not show
- in any animation screen. To hide a section of your drawing
- without deleting it you can cloak it.
-
- Another way to hide a draw component is to draw over it with
- another identical component in dark gray color.
-
-
-
- -9-
-
- Lets try an example. Go to the FILE menu and get the
- graphics file called DRAW2C.CGP. There are two files with
- similar names. Make sure you get the one with the C after
- the 2. This is an animated drawing.
-
- Now that you have the drawing select ANIMATE and give it a
- try. When you're ready to stop the animation press ESC or
- the right mouse button. Next, select the DELETE option.
- When it asks you if you want to delete animate mark # 7 press
- the left mouse button for yes.
-
- We want to make the man wink so lets cloak his right eye.
- Choose CLOAK and use it to draw a box around the right eye.
- His eye should now be covered with a gray patch.
-
- Now choose the skin color and the PAINT option. Color in the
- patch with this color. It may take a couple of tries to get
- it all colored in so be patient.
-
- Once you have the patch colored in choose LINE and the color
- BLACK. Draw a horizontal line where the eye once was then
- select the MARK option. This will mark the current screen
- as animation screen # 7. Now try your animation by selecting
- ANIMATE.
-
-
-
- PRINTING
- This program was not designed with its own print routine. If
- you want a hard copy of your drawing you must load your
- favorite graphics screen dump memory resident program before
- you load this program. A program like this that supports
- most printers, called GRAPHICS, usually comes with your
- operating system. If you have GRAPHICS loaded press the
- SHIFT key then the PRINT key without releasing the SHIFT key
- (if your computer has it, press the PRINT SCREEN key
- instead). Your drawing will now be printed on your printer.
-
-
- Read your DOS manual for more information about this graphics
- utility.
-
-
-
- -10-
-
- If you have Word Perfect (tm) you can also use its screen
- grabber, called GRAB, to save the screen image to a file then
- print it from within a document.
-
-
-
- DR. MOTES' COLORBOOK
- This program is closely related to the Children's Graphics
- program; therefore, I've included it on the same disk. With
- the graphics program's EXPORT command you can create pages
- to be used with the colorbook program.
-
- This program is very simple to use. Use the mouse pointer to
- select a color then use the pointer to color the drawing. You
- can save the drawing you've colored under a different name or
- you can get another drawing.
-
- At the top of the screen you'll see 32 color choices. Place the
- mouse pointer on the color you desire then press the left mouse
- button to select it. The selected color will be displayed at
- the bottom of the screen.
-
- After you've selected a color, place the mouse pointer on the
- drawing where you want that color then press the left mouse
- button. Your selected color will stay in effect until you
- choose another.
-
- Any of the colors can be covered over except black and
- black/gray checks. Once you use these two colors they become
- permanent. Therefore, I recommend you always store your page
- before using either of these colors just in case you decide
- it's not the color you want. If so, you can recall the
- page you stored previously.
-
- Use the GET PAGE option to select a new colorbook page. Use the
- mouse to select the option similar to the way described above.
- Or, you can press the "g" key on the keyboard. You'll be shown
- a list of pages to choose from. Use the mouse or arrow keys to
- highlight the page you want then press the left mouse button or
- the ENTER key. The page you selected will be displayed on your
- screen.
-
-
-
- -11-
-
- Use the STORE PAGE option to store pages you've already colored.
- You can't copy over one of the original pages. If you try, the
- new page will be stored with the same name but with a "b" added
- to the end of the name. Actually, this will happen to any page
- that has a title that starts with "page". For this reason, you
- should name all your colored pages MYPAGExx where xx represents
- a number specified by you.
-
- Choose the STORE PAGE option using the mouse or the "s" key on
- the keyboard. Once you do this you'll have to type a file name
- or page name for your drawing. When you type a colorbook page
- name to store, do not use an extension. For example, use
- something like mypage10 but not mypage10.gfl. The gfl will be
- added to the end automatically.
-
- The current page name will always be displayed at the bottom
- right of the screen. Instructions will always be displayed on
- the bottom row of the screen.
-
- To escape from the program press the right mouse button or the
- ESC key. When you're asked if you really want to exit the
- program press either "y" for yes or "n" for no.
-
-
-
-
- FINAL COMMENTS
- I hope you and your children enjoy these programs. A lot of
- time went into designing them. Hopefully they are much easier
- to use than the elaborate commercial products that require large
- manuals. To run the programs just type go then press ENTER.
-
- I'VE MADE EVERY EFFORT TO REMOVE ALL BUGS FROM THIS SOFTWARE;
- HOWEVER, I CAN'T GUARANTEE THAT NONE EXISTS. NEITHER CAN I
- GUARANTEE THAT A VIRUS HAS NOT BEEN ATTACHED TO THE PROGRAM
- SINCE I'VE RELEASED IT. THE RISK MUST BE ALL YOURS. BY
- USING THIS SOFTWARE YOU ARE EXPRESSING YOUR WILLINGNESS TO
- ASSUME RESPONSIBILITY FOR THE RISKS.
-
- If you're interested in educational software for children try
- my program called SCHOOL-MOM. It is a menu driven program
- with modules for Music Composition, Art, English, Spelling,
-
-
-
- -12-
-
- Math, Time and Exams. It's a complete educational tool for
- kids age 4 to 14. You can get it from your favorite
- shareware dealer, from the IBMAPP forum on CompuServe, or
- from me by specifying it on your registration form.
-
-
- All rights reserved, 1992
- Dr. Andrew Motes
- MOTES EDUCATIONAL SOFTWARE
- PO BOX 575
- Siloam Springs, AR 72761
-
-
-
-
-
- _______
- ____|__ | (R)
- --| | |-------------------
- | ____|__ | Association of
- | | |_| Shareware
- |__| o | Professionals
- -----| | |---------------------
- |___|___| MEMBER
-
-
-
- This software is produced by a member of the Association of
- Shareware Professionals (ASP). ASP wants to make sure that
- the shareware principle works for you. If you are unable to
- resolve a shareware-related problem with an ASP member by
- contacting the member directly, ASP may be able to help. The
- ASP Ombudsman can help you resolve a dispute or problem with
- an ASP member, but does not provide technical support for
- members' products. Please write to the ASP Ombudsman at 545
- Grover Road, Muskegon, MI 49442-9427 or send a Compuserve
- message via easyplex to ASP Ombudsman 70007,3536.
-
-
-
-
-
- -13-
-
-