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The Education Master 1994 (4th Edition)
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1992-12-28
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CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . 1
USING THE MOUSE. . . . . . . . . . . . . . . . . . . . . 2
CHOOSING AN OPTION . . . . . . . . . . . . . . . . . . . 2
CHOOSING A COLOR . . . . . . . . . . . . . . . . . . . . 3
THE DRAW OPTIONS . . . . . . . . . . . . . . . . . . . . 3
LINE. . . . . . . . . . . . . . . . . . . . . . . . 3
BOX . . . . . . . . . . . . . . . . . . . . . . . . 4
CIRCLE. . . . . . . . . . . . . . . . . . . . . . . 4
OVAL. . . . . . . . . . . . . . . . . . . . . . . . 4
MACRO . . . . . . . . . . . . . . . . . . . . . . . 5
CHOOSE A PROGRAMMED MACRO . . . . . . . . . . 5
CHOOSE A USER-DEFINED MACRO . . . . . . . . . 5
STORE EXISTING DRAWING AS MACRO . . . . . . . 6
PAINT . . . . . . . . . . . . . . . . . . . . . . . 6
TEXT. . . . . . . . . . . . . . . . . . . . . . . . 7
CLOAK . . . . . . . . . . . . . . . . . . . . . . . 7
GRAPHICS FUNCTIONS . . . . . . . . . . . . . . . . . . . 8
CLEAR . . . . . . . . . . . . . . . . . . . . . . . 8
DELETE. . . . . . . . . . . . . . . . . . . . . . . 8
ANIMATE MARK. . . . . . . . . . . . . . . . . . . . 9
ANIMATE . . . . . . . . . . . . . . . . . . . . . . 9
FILE. . . . . . . . . . . . . . . . . . . . . . . . 9
STORE A GRAPHICS FILE . . . . . . . . . . . . 10
GET A GRAPHICS FILE . . . . . . . . . . . . . 10
EXPORT TO COLORBOOK . . . . . . . . . . . . . 10
SEE DIRECTORY . . . . . . . . . . . . . . . . 10
CHANGE DIRECTORY. . . . . . . . . . . . . . . 10
DELETE A GRAPHICS FILE. . . . . . . . . . . . 10
EXIT PROGRAM. . . . . . . . . . . . . . . . . 11
CLOAKING AND ANIMATING . . . . . . . . . . . . . . . . . 11
PRINTING . . . . . . . . . . . . . . . . . . . . . . . . 12
CHILDREN'S GRAPHICS
Version 4.1
INTRODUCTION
Although anyone may find it useful, this graphics
program was designed especially for children. With this
software your child can draw lines, circles, boxes,
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. When the drawings are
complete your child can color-in the drawings by
painting them with a choice of 16 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 may come with some example drawings. Some
of these drawings may already be painted and animated
for demonstration purposes. If so, these will be listed
as DRAW1C.CGP, DRAW2C.CGP, DRAW3C.CGP, and so on.
Others are just line drawings which your child can
paint. These are listed as DRAW1.CGP, DRAW2.CGP, etc.
Think of them as pages in a coloring book. You may load
these files using the FILE option.
DRAW2C.CGP is an animated cartoon that clearly
demonstrates the animation capabilities of this
software. To see this file in action just load it using
the FILE option then click on the ANIMATE option.
One of the most powerful features of this graphics
package is its macro capability. You can make a
drawing, store it as a user-defined macro then recall it
and place it in your drawings anywhere you want and as
many times as you want (actually up to about 300 times).
You will find some user-defined macros on the disk that
have already been created for you. These can be
recalled through the MACRO option.
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All options are shown on the screen during operation.
The top row contains what we call functions. These are:
CLEAR, DELETE, MARK, ANIMATE, and FILE. The second row
contains the draw options. These are: LINE, BOX,
CIRCLE, OVAL, MACRO, PAINT, TEXT and CLOAK. The bottom
row contains the color choices. To choose any function,
draw option, or color simply place the mouse cursor on
it and click the left mouse button.
The following paragraphs describe the operation of this
program in detail.
USING THE MOUSE
You must 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. You may use
the right button or the ESC key to escape from most
options before completing them. This software requires
a Microsoft (tm) compatible mouse.
Some options have menus of their own. In this case the
menus will appear in the drawing box. To select one of
these suboptions place the mouse cursor on the option
you want and press the left mouse button to highlight
the option. Once the option button is highlighted,
press the left mouse button one more time to select the
option.
If your mouse is Microsoft compatible but still does not
work properly with this software, try changing the mouse
horizontal coordinate gain. Press the F2 key to do
this. Press the F3 key to reset the mouse horizontal
coordinate gain to the default setting.
CHOOSING AN OPTION
You must use the mouse to choose options. To select an
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option just move the mouse until the point of the cursor
arrow is on the option you want then press the left
button.
CHOOSING A COLOR
We'll cover the options and functions in reverse order
starting from the bottom and working up.
At the bottom you'll see all the color choices. You'll
notice that one has a check mark on it. The check mark
shows you which color is currently chosen. To select
another color move the mouse cursor to the color and
press the left mouse button. The check mark will move
to your new color choice and will not change until you
select another color.
All your drawings and paints use the color you select.
One thing you must remember is that, unless you choose
the border color paint option by press the B key, paint
always flows until it reaches black. So, if you want to
color a drawing you must draw it with black paint. Go
to the PAINT option description to learn more about
painting.
THE DRAW OPTIONS
Now lets learn about the draw options such as LINE, BOX,
CIRCLE, OVAL, MACRO, PAINT, TEXT and CLOAK. To select
one of these options place the mouse cursor on one then
press the left mouse button. When a draw option is
selected it will change to red so you'll always know
which option is currently in effect. That option will
stay in effect until you choose another.
LINE
Use this draw option to draw a line between any two
points in the drawing box. If LINE hasn't already been
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selected (indicated by a red color) then select it using
the mouse. Now, move the cursor to where you want the
line to start and press the left button. Don't release
it yet. Now move to where you want the end of the line
and release the button. The line will be drawn using
the color you selected earlier.
Remember, if you want to paint your drawing you should
draw it with the color black.
You'll find colored lines useful when you want to hide
unwanted lines. For example, when you place a macro in
an existing drawing, the lines in the macro and existing
drawing will overlap. You can remove these lines by
drawing over them with lines which are the same color as
the background.
BOX
Use this option to draw a box. After you select BOX,
move the cursor to where you want one corner of the box
then press the left mouse button. Without releasing the
button move to where you want the other corner of the
box and release the mouse button. It doesn't matter
which corner you start with.
CIRCLE
Use this option to draw circles. Verify that CIRCLE has
been selected from the Draw Option line then move the
mouse cursor to where you want the center of the circle
to be. Press the left mouse button. While holding the
button down, move the mouse to enlarge the circle to
your desired size then release the mouse button. The
circle will be drawn in your selected color.
OVAL
This works exactly the same way as CIRCLE except it
draws an oval. As you enlarge the oval you can make it
long or tall by moving the mouse left, right, up, or
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down.
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 your disk.
The third option allows you to store one of your
drawings as a macro file.
Options can be selected from this Macro Menu by using
either the keyboard or the mouse. To use the keyboard,
use the up and down arrow keys to highlight the options
you want then press ENTER. To use a mouse, place the
cursor on the option and press the left mouse button
twice. The first press will highlight the option and
the second will select it.
CHOOSE A PROGRAMMED MACRO
If you choose to select a programmed macro another menu
will be shown with a list of macros to choose from.
Select a programmed macro by highlighting the desired
macro using the technique described above then press
ENTER or the left mouse button. Next, you must choose
a size from another list. Your choices are: SMALL, MED,
LARGE, and EXTRA LARGE. Finally, move the cursor to
where you want the macro drawn then press the left mouse
button. The programmed macro will be drawn with the
size and location you have selected. It will also be
drawn in your selected color.
CHOOSE A USER-DEFINED MACRO
The USER-DEFINED MACRO option allows you to place a
previously designed macro into your current drawing.
When you choose this option, you'll be shown a list of
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these macros to choose from. Highlight the desired
macro using the arrow keys or the mouse then press ENTER
or the left mouse button. Next, select a location for
it to be drawn. Do this by placing the cursor over the
desired location then pressing the left mouse button.
The user-defined macro will be drawn exactly like it was
drawn when you stored it. If it was black when it was
stored it will be black when it is drawn again
regardless of which color you have currently selected.
STORE EXISTING DRAWING AS MACRO
The STORE EXISTING DRAWING AS MACRO option allows you to
store your drawing as a macro file. You must not have
any 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.
PAINT
This option allows you to fill in an enclosed area with
the currently selected color. The paint will fill all
the area surrounded by black lines. If the area is not
completely surrounded by black, the paint will spill
over outside the area. If the paint spills you can
correct it by going to the delete option and deleting
it.
Verify that PAINT has been selected from the Draw
Options Line then move the mouse cursor to a point
within the boundary and press the left mouse button.
The area within the black boundary will now be filled
with the color previously selected.
You can color an area surrounded by a lines other than
black if you press the B key before painting the area.
The area must be completely surrounded by lines of a
single color and the paint color must match the color of
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the surrounding lines. When you press the B key the
word paint will become red. When this happens you are
in the colored background paint mode.
Don't forget to go back to the black background mode
(the word PAINT will be black) before you try to paint
an area surrounded by black. To get back to this mode
press the B key again until the word PAINT is black.
If you try to delete a border while it contains paint it
will make quite a mess when you redraw it; 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, ovals, and macros without having to
delete the paint first.
TEXT
Choose this draw option if you want to type some text in
your drawing. This option supports most ASCII
characters including the number characters 0 through 9.
Verify that TEXT has been selected from the Draw Options
line then move the cursor to where you want the text to
start and press the left mouse button. Now you can
start typing text. If you make a mistake you can use
the backspace key to delete previously typed text. When
you're done press ENTER on the keyboard. The text will
be typed using the color you previously selected.
Once you've entered text you can delete it using the
DELETE option from the function line. We'll cover this
in detail later.
CLOAK
This option allows you to hide part of your drawing from
view without actually deleting components. This is very
useful for creating animated drawings.
-7-
Select the CLOAK draw option then locate the cursor at
one corner of the drawing that you want to hide. Press
the left button then without releasing the button move
the mouse to the opposite corner of the area to be
hidden. Release the button and the entire area within
the box you just drew will be hidden from view. You may
now repaint the hidden area (assuming that area is also
bounded by black at some point).
GRAPHICS FUNCTIONS
The following functions are selected from the top row of
the screen. Select them by placing the mouse cursor on
the one you want then press the left mouse button.
CLEAR
Select this function if you want to clear or erase all
components on your drawing. Be careful with this one!
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?". Use the left button for yes and the right
button 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 user-defined
macro, a circle (larger than the one for a painted area)
will flash around the starting point of the macro.
-8-
ANIMATE MARK
Choose this option if you want to store the current
drawing to be used later as an animation screen.
Whatever is in the drawing at the time you click on this
option will become a screen in your animation. After
you mark a screen for animation you can make changes to
the drawing then mark it again. Don't forget to cloak
or hide parts of the drawing that you don't want to show
in the next animation screens. Do not eliminate the
pieces with the DELETE option if you're animating. Once
they are deleted, they are gone forever. They will not
show in the animation. See the CLOAK and CLOAKING AND
ANIMATION sections for more details on cloaking.
You can put up to seven animation marks in one drawing.
Also, these marks can be deleted just like any other
drawing element.
ANIMATE
Use this option to animate your drawing if you have
placed animate marks in the drawing as it was created.
The animation screens will be shown sequentially.
You may adjust the animation speed. To slow the
animation rate to the slower speed press <. To increase
the rate back to the faster speed press >. To stop the
animation press ESC or press the right mouse button.
There are several drawings supplied on this disk that
are already animated. Retrieve them using the FILE
option and try them.
FILE
Select the FILE option from the function line 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 STORE, GET, EXPORT, SEE DIRECTORY, and
CHANGE DIRECTORY.
-9-
STORE A GRAPHICS FILE
Use this option to store or save a drawing to a 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 A GRAPHICS FILE
Use this option to retrieve a drawing you previously
saved. You are shown a list of existing files to select
from. Select by highlighting it then press ENTER or the
left mouse button.
EXPORT TO COLORBOOK
Use this option if you want to export your drawing to
Dr. Motes' Colorbook. This is another program that
allows you create and paint screen pictures. It is free
to registered owners of this program. You will be asked
to supply a filename for the colorbook page without an
extension. Type the filename then press ENTER.
Remember, the colorbook requires pictures that are drawn
in black. So, make sure all your drawings you want to
be colored or painted are drawn using black.
SEE DIRECTORY
Choose this option if you just want to see all the files
on the current directory. Press the left mouse button
to return to FILE MENU.
CHANGE DIRECTORY
Use this option to change your home directory. You may
find it useful to store some graphics files in a
subdirectory. In this case you can use this option to
change to that subdirectory. Once you choose this
option you'll have to type the name of the directory you
want then press ENTER.
DELETE A GRAPHICS FILE
Use this option to choose a graphics file to delete.
-10-
You'll be shown a list of all the graphics files on the
current directory. Choose one by highlighting it with
the keyboard arrow keys or the mouse then press ENTER or
the left mouse button.
EXIT PROGRAM
If you choose this option you'll exit the program. Make
sure you save your work before you do this.
That's all the functions and options. Now let talk
technique.
CLOAKING AND ANIMATING
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 absolutely essential.
If you're creating an animated drawing and you want to
take a piece of your drawing out for the next animation
screen you should not delete that part of the drawing.
If you do, that piece of the drawing will be lost
forever and will not show in any animation screen. To
hide a section of your drawing without deleting it you
can cloak it.
Another way to hide a draw component is to draw over it
with another identical component in the background
color. Let's try an example. Go to the FILE menu and
get the graphics file called DRAW2C.CGP. There are two
files with similar names. Make sure you get the one
with the C after the 2. This is an animated drawing.
Now that you have the drawing select ANIMATE and give it
a try. When you're ready to stop the animation press
ESC or the right mouse button. Next, select the DELETE
option. When it asks you if you want to delete animate
mark # 7 press the left mouse button for yes.
-11-
We want to make the man wink so lets cloak his right
eye. Choose CLOAK and use it to draw a box around the
right eye. His eye should now be covered with a light
gray patch.
Now choose the skin color and the PAINT option. Color
in the patch with this color. If it doesn't color
properly try coloring it with blue first then go back to
the skin color and do it again.
Once you have the patch colored choose LINE and the
color BLACK. Draw a horizontal line where the eye once
was then select the MARK option. This will mark the
current screen as animation screen # 7. Now try your
animation by selecting ANIMATE.
PRINTING
This program was not designed with its own print
routine. If you want a hard copy 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 printers, called
GRAPHICS, usually comes with your operating system. If
you have GRAPHICS loaded 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 printer.
If you use DOS version 5.0 and have a deskjet printer,
load the graphics routine from DOS like this. Type
GRAPHICS DESKJET /R then press ENTER. If you have a
laserjet printer use LASERJET instead. See your DOS
manual for instructions if you have a different printer.
The /R switch tells your computer not to reverse the
image. It will now print white as white and black as
black. Now run the Children's Graphics Program and load
a graphics file. Paint everything bright white then do
a screen dump as described above. You should paint
everything white so it will be white on your paper. The
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default screen backgroud is not white -- its light gray.
If you have Word Perfect (tm) you can also use its
screen grabber, called GRAB, to save the screen image to
a file then print it from within a document.
All rights reserved, 1992
Dr. Andrew Motes
MOTES EDUCATIONAL SOFTWARE
PO BOX 575
Siloam Springs, AR 72761
________________________________________________________________
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