bitmapfont=type:BitmapFont, bitmap:(font.png;font X3.png;font X3.png), columns:10, rows:6
bitmapfontBright=type:BitmapFont, bitmap:(fontBright.png;fontBright X3.png;fontBright X3.png), columns:10, rows:6
bitmapfontProp=type:BitmapFont, bitmap:(propFont13.png; propFont13 X2.png; propFont13 X3.png), columns:91, rows:1, startCode:32, caseConvertion:0, monospace:FALSE 


CHMN_LD = piece
CHMN_MD = piece X2
CHMN_HD = piece X3

pieceBlackPawn	= type:Texture, src:({CHMN_LD}/pieceBlackPawn.png; {CHMN_MD}/pieceBlackPawn.png; {CHMN_HD}/pieceBlackPawn.png)
pieceBlackKing	= type:Texture, src:({CHMN_LD}/pieceBlackKing.png; {CHMN_MD}/pieceBlackKing.png; {CHMN_HD}/pieceBlackKing.png)
pieceRedPawn	= type:Texture, src:({CHMN_LD}/pieceRedPawn.png; {CHMN_MD}/pieceRedPawn.png; {CHMN_HD}/pieceRedPawn.png)
pieceRedKing	= type:Texture, src:({CHMN_LD}/pieceRedKing.png; {CHMN_MD}/pieceRedKing.png; {CHMN_HD}/pieceRedKing.png)

#========== SCENE GAME ===================
sceneGame = type:SceneSprite, x:CENTER, y:CENTER, width:240, height:240, navigationMode:DVD_MODE
sptSceneBKG=type:Sprite, container:sceneGame, x:CENTER, y:CENTER, width:400, height:400, texture:bkg.png, textureTiling:TRUE

sptStatusBar=type:Sprite, container:sceneGame, x:15, y:1, width:160, height:18, color:(55;60;10), frame:(55;60;10), frameBevel:2, frameBevelThickness:2, textSize:13, textOffsetY:3, bitmapFont:bitmapfontProp, textColor:(204;255;153)
sptGameBoard=type:Sprite, container:sceneGame, x:15, y:24, width:210, height:210, color:(15;15;15), frame:(45;55;10), frameBevel:1, frameBevelThickness:2, bitmapFont:bitmapfontProp, textSize:13
sptCell=type:Sprite, container:sceneGame, number:64, GUIType:BUTTON, bitmapFont:bitmapfontProp, textSize:13
btnExit = type:Sprite, GUIType:BUTTON, container:sceneGame, x:180, y:2, texture:(exitButton.png; exitButton X2.png; exitButton X3.png), textureBright:(exitButtonBright.png; exitButtonBright X2.png; exitButtonBright X3.png), defaultFocus:TRUE, z:1000
btnHelp = type:Sprite, GUIType:BUTTON, container:sceneGame, x:210, y:2, texture:(helpButton.png; helpButton X2.png; helpButton X3.png), textureBright:(helpButtonBright.png; helpButtonBright X2.png; helpButtonBright X3.png), z:1001

#============= SCENE HELP ===============
sceneHelp = type:SceneSprite, x:CENTER, y:CENTER, width:240, height:240, navigationMode:DVD_MODE, visible:FALSE
sptHelpBox=type:Sprite, container:sceneHelp, x:CENTER, y:10, width:230, height:220, frame:(0;0;0), color:(55;60;30)
btnHelpClose=type:Sprite, container:sceneHelp, GUIType:BUTTON, x:160, y:190, width:50, height:16, textColor:(255;255;255), textAlignment:CENTER, textUnderline:FALSE, textSize:13, bitmapFont:bitmapfontProp, textShadow:(0;0;0), LTID:CLOSE, text:Close, defaultFocus:TRUE
txtHelpTitle=type:Sprite, container:sceneHelp, x:10, y:20, width:220, height:20, textShadow:(0;0;0), textAlignment:CENTER, bitmapFont:bitmapfontBright, textColor:(114;177;6), textBold:1, LTID:HELP_TITLE, text:Game Help
txtObjective=type:Sprite, container:sceneHelp, GUIType:TIPLINK, href:txtObjectiveExp, x:40, y:60, width:160, height:20, textSize:14, textShadow:(0;0;0), textAlignment:CENTER, bitmapFont:bitmapfont, textColor:(150;150;150), textBold:1, textUnderline:0, LTID:OBJECTIVE, text:Game Objective
txtMoving=type:Sprite, container:sceneHelp, GUIType:TIPLINK, href:txtMovingExp, x:40, y:80, width:160, height:20, textSize:14, textShadow:(0;0;0), textAlignment:CENTER, bitmapFont:bitmapfont, textColor:(150;150;150), textBold:1, textUnderline:0, LTID:MOVING, text:Moving
txtJumping=type:Sprite, container:sceneHelp, GUIType:TIPLINK, href:txtJumpingExp, x:40, y:100, width:160, height:20, textSize:14, textShadow:(0;0;0), textAlignment:CENTER, bitmapFont:bitmapfont, textColor:(150;150;150), textBold:1, textUnderline:0, LTID:JUMPING, text:Jumping

txtMultiJumping=type:Sprite, container:sceneHelp, GUIType:TIPLINK, href:txtMultiJumpingExp, x:40, y:120, width:160, height:20, textSize:14, textShadow:(0;0;0), textAlignment:CENTER, bitmapFont:bitmapfont, textColor:(150;150;150), textBold:1, textUnderline:0, LTID:MULTI_JUMP, text:Multiple Jumps 
TEXT_BOX = container:sceneHelp, x:CENTER, y:3, width:220, height:234, textSize:13, textPadding:3, frame:(0;0;0), color:(45;50;20), textFormatted:TRUE, bitmapFont:bitmapfontProp, textColor:(204;255;153), visible:FALSE

txtObjectiveExp=type:Sprite, {TEXT_BOX}, \
LTID:OBJ_TXT, text:\
Checkers is a board game played by 2 players. \
In this game, you will play against a CPU opponent. \n\n\
Each player takes alternating turns until he/she has no more pieces to move. \
This happens when all your pieces are either captured or blocked. The player that cannot move loses the game. \
The game objective is to capture or block all your opponent's pieces. 
txtMovingExp=type:Sprite, {TEXT_BOX}, \
LTID:MOVING_TXT, text:\
Start by moving one of your black pieces to an adjacent empty square. All pieces can only move one square diagonally (except jumping case). All 12 pieces from each player start off as pawns. Pawns can only move forward.\n\n\
A pawn becomes a king when it advances to the opponent's end of the board. Kings may move forward or backward.\n\n\
To move a piece, select the piece to move, then select the empty square to move to.

txtJumpingExp=type:Sprite, {TEXT_BOX}, \
LTID:JUMPING_TXT, text:\
You may capture an opponent's piece by jumping over it. \
The jumping piece must land on an empty square directly beyond the captured piece. \
If one or more of your pieces are able to make a jump, you must do so (with any one of those pieces).\n\n\
Similar to moving, pawns may only jump forward and kings may jump forward or backward.\n\n\
To make a jump, select the piece to jump, then select the empty square to jump to.

txtMultiJumpingExp=type:Sprite, {TEXT_BOX}, \
LTID:MULTI_JUMP_TXT, text:\
If after making the first jump, there are more jumps available for the same piece, you must continue \
jumping until there are no more jumps available or when the jumping piece (pawn) reaches the end and becomes a king. \n\n\
During a multi-jump, the jumping piece is allowed to change directions between jumps. \
If your piece that just performed a jump is able to make another jump, it will remain highlighted. Simply select \
the appropriate empty square to perform the additional jump. 				

#============= SCENE MESSAGEBOX ===============
sceneMessageBox = type:SceneSprite, x:10, y:80, width:256, height:64, \
	virtualContainerWidth:240, virtualContainerHeight:240, visible:FALSE, navigationMode:DVD_MODE
sptBoxFrame = type:Sprite, container:sceneMessageBox, x:0, y:0, texture:msgboxframe.png
btnYes 	= type:Sprite, GUIType:BUTTON, container:sceneMessageBox, x:60, y:40, texture:button.png, textureBright:buttonBright.png, \
	textAlignment:CENTER, textOffsetY:2, textSize:14, textShadow:(0;0;0), textColor:(50;50;150), bitmapFont:bitmapfont, bitmapFontBright:bitmapfontBright, textColor:(150;150;150), textColorBright:(114;177;6), textBold:1, LTID:YES, text:Yes
btnNo 	= type:Sprite, GUIType:BUTTON, container:sceneMessageBox, x:120, y:40, texture:button.png, textureBright:buttonBright.png, \
	textAlignment:CENTER, textOffsetY:2, textSize:14, textShadow:(0;0;0), textColor:(50;50;150), bitmapFont:bitmapfont, bitmapFontBright:bitmapfontBright, textColor:(150;150;150), textColorBright:(114;177;6), textBold:1, LTID:NO, text:No
btnOk 	= type:Sprite, GUIType:BUTTON, container:sceneMessageBox, x:90, y:40, texture:button.png, textureBright:buttonBright.png, \
	textAlignment:CENTER, textOffsetY:2, textSize:14, textShadow:(0;0;0), textColor:(50;50;150), bitmapFont:bitmapfont, bitmapFontBright:bitmapfontBright, textColor:(150;150;150), textColorBright:(114;177;6), textBold:1, LTID:OK, text:Ok
sptMessage = type:Sprite, container:sceneMessageBox, x:10, y:8, width:200, height:32, \
	textAlignment:CENTER, bitmapFont:bitmapfontBright, textShadow:(0;0;0), textColor:(114;177;6), textBold:1, textSize:16
sptMessageContext = type:Sprite, container:sceneMessageBox, x:0, y:0, width:10, height:10, visible:FALSE
 