sceneHelp = type:SceneSprite, x:CENTER, y:CENTER, width:240, height:240, navigationMode:DVD_MODE, visible:FALSE
sptHelpBox=type:Sprite, container:sceneHelp, x:10, y:10, width:220, height:220, frame:(0;0;0), frameBevel:1, color:(40;35;25)
btnHelpClose=type:Sprite, container:sceneHelp, GUIType:BUTTON, x:180, y:14, {TEXTURE_BUTTON_SHORT}, textColor:(255;255;255), textAlignment:CENTER, bitmapFont:bitmapfontProp, textShadow:(0;0;0), text:Close, defaultFocus:TRUE

HELP_SUBTITLE = width:180, height:20, textOffsetY:3, textShadow:(0;0;0), textAlignment:LEFT, bitmapFont:bitmapfontPropBold, textColor:(150;150;150), textBold:1, textSize:13
HELP_ENTRY = GUIType:TIPLINK, textOffsetY:3, height:15, textShadow:(0;0;0), textAlignment:LEFT, bitmapFont:bitmapfontProp, textColor:(150;150;150), textBold:1, textUnderline:0

txtAbout=type:Sprite, container:sceneHelp, x:13, y:20, {HELP_SUBTITLE}, text:About Chess
txtAboutGame=type:Sprite, container:sceneHelp, x:20, y:40, width:75, {HELP_ENTRY}, text:About Chess, href:tipBoxObjective

txtStdMove=type:Sprite, container:sceneHelp, x:13, y:60, {HELP_SUBTITLE}, text:Standard Piece Movements:
txtMoves1=type:Sprite, container:sceneHelp, x:20, y:80, width:35, {HELP_ENTRY}, text:King,		href:tipBoxMovementsKing
txtMoves2=type:Sprite, container:sceneHelp, x:55, y:80, width:35, {HELP_ENTRY}, text:Queen,		href:tipBoxMovementsQueen
txtMoves3=type:Sprite, container:sceneHelp, x:90, y:80, width:35, {HELP_ENTRY}, text:Bishop,	href:tipBoxMovementsBishop
txtMoves4=type:Sprite, container:sceneHelp, x:125, y:80, width:35, {HELP_ENTRY}, text:Rook,		href:tipBoxMovementsRook
txtMoves5=type:Sprite, container:sceneHelp, x:160, y:80, width:35, {HELP_ENTRY}, text:Knight,	href:tipBoxMovementsKnight
txtMoves6=type:Sprite, container:sceneHelp, x:195, y:80, width:35, {HELP_ENTRY}, text:Pawn,		href:tipBoxMovementsPawn

txtSpeMove=type:Sprite, container:sceneHelp, x:13, y:100, {HELP_SUBTITLE}, text:Special Piece Movements:
txtCastling=type:Sprite, container:sceneHelp, x:20, y:120, width:60, {HELP_ENTRY}, text:Castling,		href:tipBoxCastling
txtEnPassant=type:Sprite, container:sceneHelp, x:90, y:120, width:60, {HELP_ENTRY}, text:En Passant,	href:tipBoxEnPassant
txtPromotion=type:Sprite, container:sceneHelp, x:160, y:120, width:60, {HELP_ENTRY}, text:Promotion,	href:tipBoxPromotion

txtSpeState=type:Sprite, container:sceneHelp, x:13, y:140, {HELP_SUBTITLE}, text:Special Game Stages:
txtCheck=type:Sprite, container:sceneHelp, x:20, y:160, width:60, {HELP_ENTRY}, text:Check,				href:tipBoxCheck
txtCheckmate=type:Sprite, container:sceneHelp, x:90, y:160, width:60, {HELP_ENTRY}, text:Checkmate,		href:tipBoxCheckmate
txtStalemate=type:Sprite, container:sceneHelp, x:160, y:160, width:60, {HELP_ENTRY}, text:Stalemate,	href:tipBoxStalemate

txtOptions=type:Sprite, container:sceneHelp, x:13, y:180, {HELP_SUBTITLE}, text:Game Features
txtOpponentType=type:Sprite, container:sceneHelp, x:20, y:200, width:70, {HELP_ENTRY}, text:Opponent Type,		href:tipBoxOpponentType
txtUndoRedo=type:Sprite, container:sceneHelp, x:90, y:200, width:70, {HELP_ENTRY}, text:Undo/Redo,			href:tipBoxUndoRedo
txtSessionSaving=type:Sprite, container:sceneHelp, x:160, y:200, width:70, {HELP_ENTRY}, text:Session Saving,	href:tipBoxSessionSaving


#===========================================================
TEXT_BOX = container:sceneHelp, x:CENTER, y:CENTER, width:200, height:200, textPadding:2, frame:(0;0;0), frameBevel:1, color:(30;45;55), textFormatted:TRUE, bitmapFont:bitmapfontProp, textColor:(204;255;153), visible:FALSE

tipBoxObjective = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:\
	Game Objective\n\nTo checkmate opponent's king, by making the king under immediate attack and has no way to escape from attack on the next move.\n\n\n\
	How to Play\n\nWhite and black take turns alternately and move one piece at a time (except castling). Pieces are moved to an unoccupied square, or a square occupied by an opponent's piece to cause a capture. White starts first.	
	
tipBoxMovementsKing = type:Sprite, container:sceneHelp, {TEXT_BOX}, \
	texture:({PIECE_WHITE_BASE}/kingWH X1.png; {PIECE_WHITE_BASE}/kingWH X2.png; {PIECE_WHITE_BASE}/kingWH X3.png), keepTextureSize:1, textureOffsetX:170, textureOffsetY:2, \
	text:\
	Standard King Movement\n\n\
	Moves one unoccupied square in any direction.
tipBoxMovementsQueen = type:Sprite, container:sceneHelp, {TEXT_BOX}, \
	texture:({PIECE_WHITE_BASE}/queenWH X1.png; {PIECE_WHITE_BASE}/queenWH X2.png; {PIECE_WHITE_BASE}/queenWH X3.png), keepTextureSize:1, textureOffsetX:170, textureOffsetY:2, \
	text:\
	Standard Queen Movement\n\n\
	Moves any number of unoccupied squares in a straight line in any direction.
tipBoxMovementsBishop = type:Sprite, container:sceneHelp, {TEXT_BOX}, \
	texture:({PIECE_WHITE_BASE}/bishopWH X1.png; {PIECE_WHITE_BASE}/bishopWH X2.png; {PIECE_WHITE_BASE}/bishopWH X3.png), keepTextureSize:1, textureOffsetX:170, textureOffsetY:2, \
	text:\
	Standard Bishop Movement\n\n\
	Moves any number of unoccupied squares in a straight line diagonally.
tipBoxMovementsRook = type:Sprite, container:sceneHelp, {TEXT_BOX}, \
	texture:({PIECE_WHITE_BASE}/rookWH X1.png; {PIECE_WHITE_BASE}/rookWH X2.png; {PIECE_WHITE_BASE}/rookWH X3.png), keepTextureSize:1, textureOffsetX:170, textureOffsetY:2, \
	text:\
	Standard Rook Movement\n\n\
	Moves any number of unoccupied squares in a straight line vertically or horizontally.
tipBoxMovementsKnight = type:Sprite, container:sceneHelp, {TEXT_BOX}, \
	texture:({PIECE_WHITE_BASE}/knightWH X1.png; {PIECE_WHITE_BASE}/knightWH X2.png; {PIECE_WHITE_BASE}/knightWH X3.png), keepTextureSize:1, textureOffsetX:170, textureOffsetY:2, \
	text:\
	Standard Knight Movement\n\n\
	Moves two squares horizontally then one square vertically, or two squares vertically then one square horizontally. The complete movement forms an "L" shape. Knights can leap over other pieces.\n\n\
	To do this in the game, simply choose the knight, then choose the destination square.
tipBoxMovementsPawn = type:Sprite, container:sceneHelp, {TEXT_BOX}, \
	texture:({PIECE_WHITE_BASE}/pawnWH X1.png; {PIECE_WHITE_BASE}/pawnWH X2.png; {PIECE_WHITE_BASE}/pawnWH X3.png), keepTextureSize:1, textureOffsetX:170, textureOffsetY:2, \
	text:\
	Standard Pawn Movement\n\n\
	- May not move backwards\n\
	- Moves one unoccupied square forward\n\
        - On its first move, it may advance two unoccupied squares\n\
        - May move one square diagonally to capture a piece
	
tipBoxCastling = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:"\
	Castling\n\n\
	- Can only be done once for each side\n\
	- Involves a king and a rook\n\
	- By moving the king two squares along the row toward a rook, then placing the rook to the last square the king has just crossed\n\
	- Neither of the pieces may have been previously moved\n\
	- There must be no pieces between the king and the rook\n\
	- The king may not currently be in check, nor may the king pass through squares that are under attack by enemy pieces"
	
tipBoxEnPassant = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:"\
	En Passant\n\n\
	When a pawn advances two squares and there is an opponent's pawn directly beside it, \
	the opponent's pawn can capture it en passant (in passing), and move to the first square the pawn passed over. \
	However, this can only be done on opponent's very next move, or the right to En Passant is lost."
	
tipBoxPromotion = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:"\
	Promotion\n\n\
	When a pawn advances to the final row, it is promoted to a queen, rook, bishop, or knight. The usual choice is the queen. 
	There is no restriction on which piece to be promoted to, so it is possible to have more pieces of the same type \
	than at the start of the game (e.g. two queens)."
	
tipBoxCheck = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:"\
	Check\n\n\
	When a king is under immediate attack by opponent's piece(s), it is said to be in check. \
	The player has to make a movement to remove the king from attack. This can involve capturing the checking piece, interposing a piece between the checking piece \
	and the king, or moving the king to a square where it is not under attack."	
	
tipBoxCheckmate = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:"\
	Checkmate\n\n\
	When the king is under immediate attack (in check) and has no way to escape from attack on the next move."

tipBoxStalemate = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:"\
	Stalemate\n\n\
	When the player has no legal movements but the king is not in check."
	
tipBoxOpponentType = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:"\
	Opponent Type\n\n\
	Allows user to choose to play against a computer player or a human player."
	
tipBoxUndoRedo = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:"\
	Undo / Redo\n\n\
	- Unlimited number of undo and redos\n\
	- Cannot undo computer's first move if computer plays white"

tipBoxSessionSaving = type:Sprite, container:sceneHelp, {TEXT_BOX}, text:"\
	Session Saving\n\n\
	- Allows user to resume the game from last play\n\
	- Sessions are saved according to opponent type, difficulty level, side human player plays\n\
	- A new game can be saved after human player makes a move\n\
	- A loaded game can be resaved if the board state is different than when it was loaded or when human player made new moves\n\
	- A saved session is cleared when user chooses not to load it at game start
	