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- on RollOverAnswers aWhichAnswer
- global gcTRROVER, gTROutsideMenu
- if the frame <> label("ShowQuestions") then
- return
- end if
- if aWhichAnswer = 1 then
- set the castNum of sprite gcTRROVER to the number of cast "A:"
- set gTROutsideMenu to 1
- else
- if aWhichAnswer = 2 then
- set the castNum of sprite gcTRROVER to the number of cast "B:"
- set gTROutsideMenu to 1
- else
- if aWhichAnswer = 3 then
- set the castNum of sprite gcTRROVER to the number of cast "C:"
- set gTROutsideMenu to 1
- else
- if (aWhichAnswer = 0) and gTROutsideMenu then
- set the castNum of sprite gcTRROVER to the number of cast "D:"
- set gTROutsideMenu to 0
- end if
- end if
- end if
- end if
- set the locH of sprite gcTRROVER to 168
- set the locV of sprite gcTRROVER to 268
- set the trails of sprite gcTRROVER to 0
- set the visible of sprite gcTRROVER to 1
- updateStage()
- end
-
- on MenuRollOver aForceUp
- global gTREndGame
- if voidp(aForceUp) then
- set aForceUp to 0
- end if
- set vMenuLoc to list()
- addAt(vMenuLoc, 1, rect(0, 0, 130, 25))
- addAt(vMenuLoc, 2, rect(131, 0, 255, 25))
- addAt(vMenuLoc, 3, rect(256, 0, 385, 25))
- addAt(vMenuLoc, 4, rect(386, 0, 515, 25))
- addAt(vMenuLoc, 5, rect(516, 0, 640, 25))
- if (the mouseV < 23) or aForceUp then
- set vMouse to point(the mouseH, the mouseV)
- puppetSprite(45, 1)
- set the visible of sprite 45 to 1
- repeat with vI = 1 to 5
- if inside(vMouse, getAt(vMenuLoc, vI)) then
- exit repeat
- end if
- end repeat
- if vI = 1 then
- set vCast to "NewGame"
- else
- if vI = 2 then
- set vCast to "HowToPlay"
- else
- if vI = 3 then
- set vCast to "Champs"
- else
- if vI = 4 then
- set vCast to "Player"
- else
- if vI = 5 then
- set vCast to "Sound"
- else
- if not aForceUp then
- set the visible of sprite 45 to 0
- puppetSprite(45, 0)
- exit
- end if
- set vCast to "NewGame"
- end if
- end if
- end if
- end if
- end if
- if mGetPlayMode(gTRGameObj) = 1 then
- set vCast to vCast & "Two"
- else
- set vCast to vCast & "One"
- end if
- if the soundEnabled then
- set vCast to vCast & "Off"
- else
- set vCast to vCast & "On"
- end if
- set the castNum of sprite 45 to cast vCast
- updateStage()
- if the mouseDown then
- set the castNum of sprite 45 to cast (vCast & ".dep")
- updateStage()
- repeat while the mouseDown
- nothing()
- end repeat
- set vMouse to point(the mouseH, the mouseV)
- set vValidLoc to vI
- repeat with vI = 1 to 5
- if inside(vMouse, getAt(vMenuLoc, vI)) then
- exit repeat
- end if
- end repeat
- if vValidLoc <> vI then
- return
- end if
- if vI = 1 then
- set the visible of sprite 45 to 0
- set gTREndGame to 0
- StartNewGame()
- mSetBeatHighScore(getAt(gzTRPlayerObj, 1), 0)
- mSetBeatHighScore(getAt(gzTRPlayerObj, 2), 0)
- ResetPlayerScores()
- SetPlayerScores()
- else
- if vI = 2 then
- HowToPlay()
- else
- if vI = 3 then
- ShowChampions()
- else
- if vI = 4 then
- if mGetPlayMode(gTRGameObj) = 1 then
- DoublePlayerGame()
- else
- SinglePlayerGame()
- end if
- else
- if vI = 5 then
- set the soundEnabled to not (the soundEnabled)
- end if
- end if
- end if
- end if
- end if
- end if
- else
- set the visible of sprite 45 to 0
- puppetSprite(45, 0)
- end if
- updateStage()
- end
-
- on RollOverButton aButton
- global gTREndGame, gTRButtInhibit
- if aButton = "NextQuestionButton" then
- set vButtArea to rect(410, 262, 493, 275)
- else
- if aButton = "EnterButton" then
- set vButtArea to rect(446, 229, 493, 249)
- else
- if aButton = "CloseButton" then
- set vButtArea to rect(446, 229, 493, 249)
- else
- if aButton = "NewGame" then
- set vYesArea to rect(434, 266, 463, 281)
- set vNoArea to rect(473, 264, 496, 281)
- else
- if aButton = "Champs" then
- set vATBArea to rect(189, 163, 298, 175)
- set vPBArea to rect(325, 163, 426, 175)
- end if
- end if
- end if
- end if
- end if
- set vMouse to point(the mouseH, the mouseV)
- if aButton = "NewGame" then
- puppetSprite(46, 1)
- repeat while inside(vMouse, vYesArea) and the mouseUp
- set the castNum of sprite 47 to cast "Yes.RollOver"
- updateStage()
- set vMouse to point(the mouseH, the mouseV)
- if the mouseDown then
- set the castNum of sprite 47 to cast "Yes.dep"
- updateStage()
- repeat while the mouseDown
- nothing()
- end repeat
- exit repeat
- end if
- end repeat
- set the castNum of sprite 47 to cast "Yes"
- updateStage()
- repeat while inside(vMouse, vNoArea) and the mouseUp
- set the castNum of sprite 46 to cast "No.RollOver"
- updateStage()
- set vMouse to point(the mouseH, the mouseV)
- if the mouseDown then
- set the castNum of sprite 46 to cast "No.dep"
- updateStage()
- repeat while the mouseDown
- nothing()
- end repeat
- exit repeat
- end if
- end repeat
- set the castNum of sprite 46 to cast "No"
- updateStage()
- puppetSprite(46, 0)
- else
- if aButton = "Champs" then
- repeat while inside(vMouse, vATBArea) and the mouseUp
- set the castNum of sprite 46 to cast "ATB.RollOver"
- updateStage()
- set vMouse to point(the mouseH, the mouseV)
- if the mouseDown then
- set the castNum of sprite 46 to cast "ATB.dep"
- updateStage()
- repeat while the mouseDown
- nothing()
- end repeat
- set vMouse to point(the mouseH, the mouseV)
- if inside(vMouse, vATBArea) then
- go("ChampionsATB")
- exit repeat
- end if
- end if
- end repeat
- set the castNum of sprite 46 to cast "ATB.blank"
- updateStage()
- repeat while inside(vMouse, vPBArea) and the mouseUp
- set the castNum of sprite 46 to cast "PB.RollOver"
- updateStage()
- set vMouse to point(the mouseH, the mouseV)
- if the mouseDown then
- set the castNum of sprite 46 to cast "PB.dep"
- updateStage()
- repeat while the mouseDown
- nothing()
- end repeat
- set vMouse to point(the mouseH, the mouseV)
- if inside(vMouse, vPBArea) then
- go("ChampionsPB")
- exit repeat
- end if
- end if
- end repeat
- set the castNum of sprite 46 to cast "ATB.blank"
- updateStage()
- else
- repeat while inside(vMouse, vButtArea) and the mouseUp
- set the castNum of sprite 47 to cast (aButton & ".RollOver")
- updateStage()
- set vMouse to point(the mouseH, the mouseV)
- if the mouseDown then
- set the castNum of sprite 47 to cast (aButton & ".dep")
- updateStage()
- repeat while the mouseDown
- nothing()
- end repeat
- exit repeat
- end if
- end repeat
- end if
- end if
- end
-