home *** CD-ROM | disk | FTP | other *** search
- THE CHILDREN'S GRAPHICS PROGRAM
- Version 2.0
-
-
-
- INTRODUCTION
- Although anyone may find it useful, this simple graphics
- program was designed especially for children. With this
- software your child can draw lines, circles, boxes,
- arcs, 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. All the figures
- and macros can be drawn in one of four colors
- (background or none, red, blue, and white). Actually
- the red and blue colors are magenta and cyan but these
- terms are usually not recognized by children. Once the
- drawing is complete your child can color-in the drawings
- by painting them in one of eight 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 six example drawings. These
- are draw1, draw2, draw3, draw4, draw5, and draw6. You
- may load them using the FILE option which is located in
- MAIN GRAPHICS MENU. You can use these drawings to
- practice deleting or painting. Draw3, Draw4, and Draw6
- are animated drawings -- try them!
-
- You will also find some user-defined macros on the disk
- that have already been created for you. These can be
- recalled through the MACRO option.
-
- The following paragraphs describe the operation of this
- program in detail.
-
-
-
- OVERVIEW
- This section shows you the logical breakdown of the
- various options.
-
- MAIN GRAPHICS MENU
- 1-GRAPH
- Graph Options:
- 1-DRAW
- Draw Options:
- 1-LINE
-
- 2-BOX
- 3-CIRCL (CIRCLE)
- 4-MACRO
- Macro Options:
- 1-Choose a Programmed Macro
- 2-Choose a User-defined Macro
- 3-Store Existing Drawing as Macro
- 5-END
- 6-ARC
- 7-TEXT
- 2-PAINT
- 3-DEL (DELETE)
- 4-CLOAK
- 5-END
- 6-AMARK (ANIMATE MARK)
- 7-AMATE (ANIMATE)
- 8-EXPRT (EXPORT)
- 9-COPY
- 2-FILE
- File Options:
- 1-STORE
- 2-GET
- 3-DIR (DIRECTORY)
- 4-CHDIR (CHANGE DIRECTORY)
- 5-END
- 3-ERASE
- 4-PRINT
- 5-END
-
-
-
- TO MOUSE OR NOT TO MOUSE
- Before the program starts it will ask you whether or not
- you'll be using a mouse. If so, you must press the y
- key. If not, you must press the n key. You can 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. I recommend you use a mouse if
- you have one. You'll find that it's much easier than
- using the keyboard.
-
-
-
- FINDING THE INSTRUCTIONS
- The instructions are always found on the top two lines
- above the drawing box. If the cursor is visible it's
- position will be shown on line 2 with the x-position
- first and the y-position shown last. The x-position
- increases from left to right while the y-position
- increases from top to bottom. The options that you may
-
- choose from will always be shown on the last row, below
- the drawing box.
-
-
-
- CHOOSING AN OPTION
- If you don't have a mouse you must use the keyboard to
- choose options. If you have a mouse and choose to use
- it you must use the mouse and not the keyboard.
-
- KEYBOARD
- To select an option using the keyboard just press the
- number key that corresponds to the option you want to
- select. The options and their corresponding numbers are
- listed at the bottom of the screen.
-
- MOUSE
- To select an option using the mouse just move the mouse
- left or right until the arrow is pointing to the option
- you want then press the left button. Note that this
- arrow only appears when you're using the mouse and when
- its time to select an option. You can only move this
- arrow left or right.
-
-
-
- MOVING THE CURSOR
- The cursor is a flashing circle that appears when its
- time to place an object in the drawing box. Its sole
- purpose for existing is to show you your location in the
- drawing box. It will not show on your printed drawings.
- The cursor can be moved using the keyboard or the mouse.
-
- KEYBOARD
- You may move the cursor one pixel at a time by using the
- appropriate arrow key. If you want to move in larger
- steps in the vertical direction, use the PGUP or PGDN
- keys. To move in larger steps horizontally you must
- first press the CONTROL key then the left or right arrow
- key before releasing the CONTROL key.
-
- MOUSE
- This is the easy part. Just move the mouse and the
- cursor will follow.
-
-
-
-
- MAIN GRAPHICS MENU
- In this menu your options are 1-GRAPH, 2-FILE, 3-ERASE,
- 2-PRINT, and 5-END. Choose one of these options using
-
- the procedures described above.
-
- GRAPH
- Choose this option from MAIN GRAPHICS MENU. The GRAPH
- menu has nine options. The first five are 1-DRAW, 2-
- PAINT, 3-DELete, 4-CLOAK, 5-END, and >. Choose > to see
- the additional options. These are <, 6-AMARK, 7-AMATE,
- 8-EXPRT, and 9-COPY. Choose < to see the first 5
- options again. Press c to change the background color
- if you're using the keyboard. If you choose END you
- will be returned to MAIN GRAPHICS MENU.
-
- DRAW
- Choose this option from GRAPH MENU when you want to draw
- something in the drawing box. Your options in the DRAW
- menu are 1-LINE, 2-BOX, 3-CIRCL, 4-MACRO, 5-END, and >.
- Choose > to see the additional options. These are <, 6-
- ARC, and 7-TEXT. Choose < to see the first 5 options
- again. If you choose END you will be returned to GRAPH
- MENU.
-
- After you choose one of these seven options you must
- choose a color. Your color options are 1-NONE, 2-BLUE,
- 3-RED, or 4-WHITE. Remember, the color NONE is just the
- background color. If you are not using a mouse, this
- background color can be changed by pressing the c key on
- the keyboard. You can even get green and yellow
- backgrounds!
-
- LINE
- Use this option to draw a line between any two points in
- the drawing box. After you choose the color. Move the
- cursor to where you want the line to start then press
- ENTER. If you have a mouse, you must press the left
- button instead of pressing ENTER. After you do this,
- move to where you want the end of the line and accept
- this point in the same manner.
-
- Now that you've chosen the color, the starting point of
- the line, and the ending point, the line will be drawn.
- After the line is drawn you're placed back in DRAW MENU.
- You may now choose another figure.
-
- BOX
- As with the LINE option, after you select BOX you must
- select its color. Next, move the cursor to where you
- want one corner of the box then press ENTER. If you
- have a mouse, you may press the left button instead of
- pressing ENTER. After you do this, move to where you
- want the opposite corner and accept this point in the
- same manner. It makes no difference which corner you
- start with.
-
-
- Now that you've chosen the color and two opposite
- corners, the box will be drawn. After the box is drawn
- you're placed back in DRAW MENU. You may now choose
- another component.
-
- CIRCLE
- Use this option to draw a circle in the drawing box.
- Again, you must first choose a color. Next, enter the
- radius measured in x-axis pixels. The y-axis pixels are
- further apart than those of the x-axis and a circle will
- have 0.833 times as many pixels in the y direction.
-
- Now that you've entered the radius using the keyboard,
- you must position the cursor where you want the center
- of the circle to be and press ENTER (or the left button
- if you're using a mouse). The circle will now be drawn
- and you'll be returned to DRAW MENU.
-
- 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 disk. The
- third option allows you to store one of your drawings as
- a macro file.
-
- Options can be selected from this menu by using either
- the keyboard or the mouse. If you're using the
- keyboard, use the up and down arrow keys to highlight
- the options you want then press ENTER. If you're using
- a mouse, move the mouse up or down to highlight the
- option you want then press the left button.
-
- CHOOSE A PROGRAMMED MACRO
- Select a programmed macro by highlighting the desired
- macro using the technique described above then pressing
- ENTER or the left mouse button. Next you must select a
- color. Once you've selected it's color you must choose
- a size. Your choices are: 1-SMALL, 2-MED, 3-LARGE, and
- 4-EXLRG. Finally, move the cursor to where you want the
- macro drawn then press ENTER or the left mouse button.
- The programmed macro will now be drawn with the color,
- size and location you have selected.
-
-
- CHOOSE A USER-DEFINED MACRO
- This option allows you to place a previously designed
- macro into your current drawing. When you choose this
- option you're shown a list of the current macro files.
- Use the keyboard or mouse as described above to select
- the file you want. Now that you've selected the file
- you must select a location for it to be drawn. Place
- the cursor over the desired location then press ENTER
- or the left mouse button. The macro will be drawn at
- this location and you'll be returned to the DRAW menu.
-
- STORE EXISTING DRAWING AS MACRO
- This option allows you to store your drawing as a macro
- file. You must not have any copies, 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.
-
- END
- Choose this option to return to GRAPH MENU.
-
- ARC
- This option allows you to draw complete or partial arcs.
- After choosing this option you must first choose a
- color. Next, you must enter the aspect ratio. This is
- the ratio of y-axis pixels to x-axis pixels. Since we
- know the y-axis pixels are 1/.833 times further apart
- than the x-axis pixels, to get a circle we'll have to
- choose the aspect ratio to be 0.833. Now choose the
- radius. If the aspect ratio that you chose above is
- less than one, the radius will be measured in x-axis
- pixels. If the aspect ratio is greater than one, the
- radius will be measured in y-axis pixels. In other
- words it is always measured along the longest axis as
- measured in pixels.
-
- After you've entered the radius from the keyboard, you
- must enter the start angle in degrees. This is the
- angle at which the computer starts drawing the arc.
- Next, you must enter the end angle for the arc. You can
- see that with these two values you can cause the
- computer to easily draw half or quarter arcs.
-
- Finally, you must move the cursor to where you want the
- center of the arc to be and press ENTER or the left
- mouse button. After you've done this the arc will be
- drawn and you'll be returned to DRAW MENU.
-
-
- TEXT
- Choose this option if you want to type some text in your
- drawing. This option supports most ASCII characters
- including the number characters 0 through 9. You are
- limited to 22 characters each time you use this option.
-
- This DRAW option with its variety of components,
- including TEXT, should provide you with all the tools
- you need for drawing. Now lets return to the GRAPH menu
- and learn how to paint your drawings.
-
- PAINT
- This option from GRAPH MENU allows you to fill in an
- enclosed area with one of the following colors: 1-NONE,
- 2-BLUE, 3-RED, 4-WHITE, 6-GRAY, 7-PINK, 8-CKBRD
- (CHECKERBOARD), or 9-HSTRP (HORIZONTAL STRIPE).
-
- After choosing PAINT, you must choose the fill color.
- Next, you must specify the boundary color. This
- boundary color must completely surround the area to be
- painted. The paint will fill all the area surrounded by
- the boundary color. If the area is not completely
- surrounded by this color the paint will spill over
- outside the area. If you do this accidentally, you can
- correct it by going to the delete option and deleting
- it.
-
- After you select the boundary color, move the cursor to
- a point within the boundary and press ENTER or the left
- mouse button. The area within the boundary will now be
- filled with the color previously selected.
-
- When drawing a figure that is to be painted, try to use
- a border color that is different than the desired paint
- color. If the colors are the same, you cannot change
- the paint color without deleting the old one.
-
- If you try to delete a border while it contains paint it
- will make quite a mess; therefore, delete its 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, macros,
- and arcs without having to delete the paint first.
-
- 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?". If you're using the keyboard use the y key for
- yes and the n key for no. If you're using a mouse use
- the left key for yes and the right key 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 graphics
- copy, a box will flash around the copied area showing
- you the graphics that is to be deleted if you choose to.
- Also, 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.
-
- CLOAK
- 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 an absolutely essential option.
-
- This option works by hiding everything within a boxed
- area that you define. You must first place the cursor
- on one corner of the cloaked area and press ENTER or the
- left mouse button. Next, place the cursor on the
- opposite corner of the area and accept it. Whatever is
- within the box drawn with these opposite corners will be
- hidden from view but not deleted.
-
- If you find that not all the enclosed drawing becomes
- hidden, try it again. Sometimes it will not take it all
- in a single step.
-
- END
- Choose this option to return to MAIN GRAPHICS MENU.
-
- ANIMATE MARK
- Choose this option if you want to store the current
- drawing to be used later as an animation screen. You
- can find more information on how to do animations in the
- tutorial.
-
- ANIMATE
- Use this option to animate your drawing if you have
- placed animate marks in the drawing as it was created.
- To stop the animation press key 5, press ESC or press
- the right mouse button.
-
- EXPORT
- Choose this option to export graphics to programs
- written in Turbo Basic or Power Basic. All the graphics
-
- within a box that you define will be stored in a file
- that you specify. This file can then be opened from
- other programs you've written. It can then be drawn on
- the screen using a few simple commands.
-
- You must first place the cursor at the upper left corner
- of the graphics you want to export then select it.
- Next, place the cursor at the bottom right corner of the
- graphics and select it. You are then shown the
- dimensions of an integer array required to store the
- graphics. You'll need this number when its time to
- place the graphics in your new program.
-
- Finally, you must enter a name with no extension for a
- file where the graphics can be stored. After the
- graphics is stored you'll be returned to GRAPH MENU.
-
- The following is an example Basic program for placing
- one of these drawings on the screen. The array
- dimension is 100 and the file name is draw10.
-
- SCREEN 1
- DIM GRAPHICSARRAY%(100)
- OPEN "i",1,"DRAW10.GFL"
- FOR X%=0 TO 100
- INPUT#1, GRAPHICSARRAY%(X%)
- NEXT X%
- CLS
- PUT (50,50),GRAPHICSARRAY%
- CLOSE 1
- END
-
- COPY
- Choose this option from GRAPH MENU if you want to copy
- graphics to another location in the drawing box. If you
- choose this option you must move the cursor to the upper
- left corner of the graphics you want to move then select
- it. Next, enter the cursor at the lower right corner of
- the graphics. Finally, move the cursor to the upper
- left corner of the area you want the graphics copied to
- then select it by pressing ENTER or the left mouse
- button. The graphics will be copied to this new
- location.
-
- Be careful where you copy the graphics. If you copy it
- over some graphics that already exists, it probably will
- not look quite right.
-
-
-
- FILE
- Select the FILE option from MAIN GRAPHICS MENU 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 1-STORE, 2-GET, 3-DIR (DIRECTORY), 4-CHDIR
- (CHANGE DIRECTORY), and 5-END.
-
- STORE
- Use this option to store or save a drawing to 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 that you
- previously saved. You are shown a list of existing
- files and then you must select one. Select by
- highlighting it then pressing ENTER or the left mouse
- button.
-
- DIRECTORY
- Choose this option if you just want to see all the
- graphics files on the current directory. Press the
- ENTER key or the left mouse button to return to FILE
- MENU.
-
- END
- Choose this option to return to MAIN GRAPHICS MENU.
-
-
-
- ERASE
- Choose this option from MAIN GRAPHICS MENU to erase all
- the current drawing. Be careful, once you've erased it
- you can't get it back unless you stored it earlier.
-
-
-
- PRINT
- Choose this option from MAIN GRAPHICS MENU to print your
- drawing to a printer. This program was not designed
- with its own print routine. If you want a hardcopy 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 dot
- matrix printers, called GRAPHICS, usually comes with
- your operating system. To print, choose the PRINT
- option from MAIN GRAPHICS MENU. Next, wait at least 4
- seconds, 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 dot matrix printer. When it's
- completed, press the RETURN key to go back to MAIN
- GRAPHICS MENU.
-
-
- END
- Choose this option from MAIN GRAPHICS MENU to exit the
- program. You'll find that this option exists in all the
- menus. In all other cases it returns you to the
- previous menu.
-
-
- If you have questions or suggestions for improving this
- program please send them to me at this address:
-
- Dr. Andy Motes
- 1632 Brooks St.
- Fayetteville, AR 72701
-
- I hope you and your children enjoy this program. A lot
- of time went into designing it. Hopefully it is much
- easier to use than the elaborate commercial products
- that require large manuals. To run the program 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, Math, Time and Exams. It's a
- complete educational tool for kids age 4 to 16. 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.
-
-
- _______
- ____|__ | (R)
- --| | |-------------------
- | ____|__ | Association of
- | | |_| Shareware
- |__| o | Professionals
- -----| | |---------------------
- |___|___| MEMBER
-
-
-
- This program 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.
-
-
-