-----------card46----------
On opencard 40
if game_on is not 1 then
  play bargraph
   put 2 into ntx
   naratoranimex
wait 1 seconds

  play bokuwo

   put 5 into ntx
   naratoranimex
 end if

resetanimals
end opencard



On randomswap
put random(50) into n
put random(50) into m
put n + 11 - 1 into n
put m + 11 - 1 into m
put LocH of btn %n% into x0
put LocV of btn %n% into y0
put LocH of btn %m% into x1
put LocV of btn %m% into y1

set loc of btn %n% to x1, y1
set loc of btn %m% to x0, y0
End randomswap




On Scramble40
  put 0 into ColorCode
  put 71 into froglevel
  put 81 into ratlevel
  put 91 into kanilevel
  put 101 into rabitlevel
  put 111 into owllevel
  put 0 into effectiveselection
  put 0 into init40
  put 40 into presentcard
put 0 into num_frog
put 0 into num_rabit
put 0 into num_kani
put 0 into num_owl
put 0 into num_rat
erasegraph
lock screen
 repeat with i40 = 71 to 120
  if i40 < 81 then
   set bitmap of btn %i40% to red
  end if
  if i40 >=81 and i40 < 91 then
   set bitmap of btn %i40% to yellow
  end if
  if i40 >=91 and i40 < 101 then
   set bitmap of btn %i40% to green
  end if
  if i40 >=101 and i40 < 111 then
   set bitmap of btn %i40% to sky
  end if
  if i40 >=111 and i40 < 121 then
   set bitmap of btn %i40% to purple
  end if

 end repeat

unlock screen

put random(10) into num_owl
put random(10) into num_rat
put random(10) into num_kani
put random(10) into num_frog
put random(10) into num_rabit
lock screen
repeat 30 times
randomswap
end repeat
repeat with i = 1 to 10
 put 11 + i -1 into o
 if i <= num_owl then
 show btn %o%
 else
 hide btn %o%
end if
end repeat

repeat with i = 1 to 10
 put 21 + i -1 into r
if i <= num_rat then
 show btn %r%
else
 hide btn %r%
end if
end repeat


repeat with i = 1 to 10
 put 31 + i -1 into k
if i <= num_kani then
 show btn %k%
else
hide btn %k%
end if
end repeat

repeat with i = 1 to 10
 put 41 + i -1 into f
 if i <= num_frog then
   show btn %f%
 else
   hide btn %f%
 end if

end repeat


repeat with i = 1 to 10
 put 51 + i -1into rb
if i <= num_rabit then
 show btn %rb%
else
 hide btn %rb%
end if
end repeat


repeat 3 times
put random(5) into nn
put random(5) into mm
put nn + 60 into nn
put mm + 60 into mm
 put LocH of btn %nn% into nnx
 put LocH of btn %mm% into mmx
set loc of btn %nn% to mmx,358
set loc of btn %mm% to nnx, 358
end repeat


show btn "Decide?"
show btn "Change?"
show btn "quit"
hide btn 
unlock screen



show btn cover

hide btn erase_graph

End Scramble40


On hideallanimals
lock screen
repeat with i = 11 to 60
 hide btn %i%
end repeat
unlock screen
End hideallanimals


On resetanimals
hideallanimals
  put 0 into ColorCode
  put 71 into froglevel
  put 81 into ratlevel
  put 91 into kanilevel
  put 101 into rabitlevel
  put 111 into owllevel
  put 0 into effectiveselection
  put 0 into init40
  put 40 into presentcard
put 0 into num_frog
put 0 into num_rabit
put 0 into num_kani
put 0 into num_owl
put 0 into num_rat
lock screen
 repeat with i40 = 71 to 120
   hide btn %i40%
 end repeat
hide btn cover
hide btn "Change?"
hide btn "Decide?"
hide btn "quit"
show btn 
unlock screen
End resetanimals

On ColorDecideRed
put 1 into ColorCode
End ColorDecideRed


On ColorDecideYellow
put 2 into ColorCode
End ColorDecideYellow

On ColorDecideGreen
put 3 into ColorCode
End ColorDecideGreen


On ColorDecideSky
put 4 into ColorCode
End ColorDecideSky

On ColorDecideGreen
put 3 into ColorCode
End ColorDecideGreen


On ColorDecidePurple
put 5 into ColorCode
End ColorDecidePurple


On mkgraphfrog
if effectiveselection is not 1 then
         put 1 into effectiveselection
end if
if froglevel < 81  then
 set loc of btn %froglevel% to LocH of btn _frog, 320 - (froglevel - 71)* 23
    set bitmap of btn %froglevel% to red
 show btn %froglevel%
 put froglevel + 1 into froglevel
end if

  
End mkgraphfrog

On mkgraphrabit
if effectiveselection is not 2 then
         put 2 into effectiveselection
end if
if rabitlevel < 111  then
 set loc of btn %rabitlevel% to LocH of btn _rabbit, 320 - (rabitlevel - 101)* 23
    set bitmap of btn %rabitlevel% to sky
 show btn %rabitlevel%
 put rabitlevel + 1 into rabitlevel
end if


End mkgraphrabit







On mkgraphkani
if effectiveselection is not 3 then
         put 3 into effectiveselection
end if
if kanilevel < 101  then
 set loc of btn %kanilevel% to LocH of btn  _crab, 320 - (kanilevel - 91)* 23
     set bitmap of btn %kanilevel% to green
 show btn %kanilevel%
 put kanilevel + 1 into kanilevel
end if


End mkgraphkani






On mkgraphowl
if effectiveselection is not 4 then
         put 4 into effectiveselection
end if
if owllevel < 121  then
 set loc of btn %owllevel% to LocH of btn _owl, 320 - (owllevel - 111)* 23
     set bitmap of btn %owllevel% to purple
 show btn %owllevel%
   put owllevel + 1 into owllevel
end if


End mkgraphowl







On mkgraphrat
if effectiveselection is not 5 then
         put 5 into effectiveselection
end if
if ratlevel < 91  then
 set loc of btn %ratlevel% to LocH of btn _rat, 320 - (ratlevel - 81)* 23
     set bitmap of btn %ratlevel% to yellow
 show btn %ratlevel%
put ratlevel + 1 into ratlevel
end if


End mkgraphrat




On EraseGraph
  
  put 71 into froglevel
  put 81 into ratlevel
  put 91 into kanilevel
  put 101 into rabitlevel
  put 111 into owllevel


lock screen
 repeat with i40 = 71 to 120
   hide btn %i40%
 end repeat

unlock screen

End EraseGraph








On AreYouRight
--scramble40
 put (owllevel-110 -1) into a
 put (ratlevel -80 - 1) into b
 put (kanilevel -90 - 1) into c
 put (froglevel -70 -1)  into d
 put (rabitlevel-100 - 1) into e
 if (num_owl= a) and (num_rat = b) and (num_kani = c ) and (num_frog =d) and (num_rabit=e) then
    put 1 into math_answer
   else
    put 0 into math_answer
  end if



  if math_answer is not 1 then
        if math_answer is  -1 then
          play  Uhoh2
        else
              play jawharp
          showwitch_surprised
         end if
  else
           play good
           show_frog_good
show btn t_writer
  message2 52, 53, 9, "Congratulations! You gave the correct answer!"
hide btn t_writer
hide btn "decide?"
hide btn "change?"
 resetanimals
--show btn erase_graph
 end if




   put 0 into quiz_quit
   end AreYouRight

---------  card40  another Quiz ------------




On quizbargraph
lock screen
show fld covercolor
unlock screen
put 0 into score40

repeat 5 times

lock screen
repeat with i = 1 to 10
 put 0 into Item i of usedflag
 put 127 + i -1 into btn_n
 hide btn %btn_n%
end repeat

getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _rat, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 1 of Comptable

getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _frog, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 2 of Comptable


getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _owl, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 3 of Comptable

getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _rabbit, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 4 of Comptable




getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _crab, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 5 of Comptable

unlock screen

put Item 1 of CompTable into min
put Item 1 of CompTable into max

repeat with i = 1 to 5
if Item i of comptable < Min then
  put Item i of comptable into min
end if
if Item i of comptable > Max then
  put Item i of comptable into Max
end if

end repeat

put max into min2
put min into max2
repeat with i = 1 to 5
if Item i of comptable < min2 and Item i of comptable is not min then
  put Item i of comptable into min2
end if
if Item i of comptable > max2 and Item i of comptable is not max  then
  put Item i of comptable into Max2
end if

end repeat


put max into min3
put min into max3
repeat with i = 1 to 5
if Item i of comptable < min3 and Item i of comptable is not min and  Item i of comptable is not min2 then
  put Item i of comptable into min3
end if
if Item i of comptable > max3 and Item i of comptable is not max and  Item i of comptable is not max2 then
  put Item i of comptable into Max3
end if

end repeat




put random(6) into t
if t = 1 then
          QuizDlg4 "Input the number of the most dominant creature", Max, left
end if

if t = 2 then
          QuizDlg4 "Input the number of the second most dominant creature", Max2, left
end if

if t = 3 then
          QuizDlg4 "Input the number of the third most dominant creature", Max3, left
end if



if t = 4 then
         QuizDlg4 "Input the number of the most scarce creature", Min, left
 end if

if t = 5 then
         QuizDlg4 "Input the number of the second most scarce creature", Min2, left
 end if

if t = 6 then
         QuizDlg4 "Input the number of the third most scarce creature", Min3, left
 end if









      repeat while quiz_quit = 0
         wait 30 ticks
      end repeat
      put 0 into quiz_quit
  if math_answer is not 1 then
         if math_answer is  -1 then
          play  uhoh2
          exit repeat
          else
              play jawharp
              showwitch_surprised
          end if
       else
           play good
           show_frog_good
           put score40 + 1 into score40
      end if
end repeat
lock screen
hide fld covercolor
--hide fld measurestick
repeat with i = 1 to 10
 put 0 into Item i of usedflag
 put 127 + i -1 into btn_n
 hide btn %btn_n%
end repeat
show btn 
unlock screen
if score40 = 5 then
  ok100
end if
if score40 = 4 then
  ok80
end if

if score40 = 3 then
  ok60
end if


End quizbargraph


On getitem
put random(10) into itemx
 repeat with xxx = itemx to 10
if Item xxx of usedflag = 0 then
    put 1 into Item xxx of usedflag
    put xxx into gottenitem
    exit getitem
end if
end repeat
 repeat with xxx = 1 to itemx
if Item xxx of usedflag = 0 then
    put 1 into Item xxx of usedflag
    put xxx into gottenitem
    exit getitem
end if
end repeat
End getitem


---------------------------


On quizbargraph_2
lock screen
show fld covercolor
--show fld 
--hide btn 
unlock screen
put 0 into score40

repeat 2 times

lock screen
repeat with i = 1 to 10
 put 0 into Item i of usedflag
 put 127 + i -1 into btn_n
 hide btn %btn_n%
end repeat

getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _rat, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 1 of Comptable

getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _frog, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 2 of Comptable


getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _owl, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 3 of Comptable

getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _rabbit, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 4 of Comptable




getitem
put gottenitem +  127 -1 into  btn_n
set loc of btn %btn_n% to  LocH of btn _crab, 218
show btn %btn_n%
put Item gottenitem of barvalue into Item 5 of Comptable

unlock screen

put Item 1 of CompTable into min
put Item 1 of CompTable into max

repeat with i = 1 to 5
if Item i of comptable < Min then
  put Item i of comptable into min
end if
if Item i of comptable > Max then
  put Item i of comptable into Max
end if

end repeat

put max into min2
put min into max2
repeat with i = 1 to 5
if Item i of comptable < min2 and Item i of comptable is not min then
  put Item i of comptable into min2
end if
if Item i of comptable > max2 and Item i of comptable is not max  then
  put Item i of comptable into Max2
end if

end repeat


put max into min3
put min into max3
repeat with i = 1 to 5
if Item i of comptable < min3 and Item i of comptable is not min and  Item i of comptable is not min2 then
  put Item i of comptable into min3
end if
if Item i of comptable > max3 and Item i of comptable is not max and  Item i of comptable is not max2 then
  put Item i of comptable into Max3
end if

end repeat







put random(6) into t
if t = 1 then
          QuizDlg4 "Input the number of the most dominant creature", Max, left
end if

if t = 2 then
          QuizDlg4 "Input the number of the second most dominant creature", Max2, left
end if

if t = 3 then
          QuizDlg4 "Input the number of the third most dominant creature", Max3, left
end if



if t = 4 then
         QuizDlg4 "Input the number of the most scarce creature", Min, left
 end if

if t = 5 then
         QuizDlg4 "Input the number of the second most scarce creature", Min2, left
 end if

if t = 6 then
         QuizDlg4 "Input the number of the third most scarce creature", Min3, left
 end if










      repeat while quiz_quit = 0
         wait 30 ticks
      end repeat
      put 0 into quiz_quit
  if math_answer is not 1 then
         if math_answer is  -1 then
          play  uhoh2
          exit repeat
          else
              play jawharp
              showwitch_surprised
          exit repeat

          end if
       else
           play good
           show_frog_good
           put score40 + 1 into score40
      end if
end repeat
lock screen
hide fld covercolor
--hide fld measurestick
repeat with i = 1 to 10
 put 0 into Item i of usedflag
 put 127 + i -1 into btn_n
 hide btn %btn_n%
end repeat
show btn Question 
unlock screen
if score40 = 5 then
  ok100
end if
if score40 = 4 then
  ok80
end if

if score40 = 3 then
  ok60
end if


End quizbargraph_2

On quitbargraph
resetanimals

End quitbargraph
