DroidQuest/src/com/droidquest/levels/RO3.java

912 lines
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Java
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2014-02-02 18:39:08 -03:00
package com.droidquest.levels;
import java.awt.Color;
import com.droidquest.Room;
import com.droidquest.RoomDisplay;
import com.droidquest.avatars.GameCursor;
import com.droidquest.avatars.HelpCam;
import com.droidquest.avatars.Remote;
import com.droidquest.avatars.SolderingPen;
import com.droidquest.decorations.Arrow;
import com.droidquest.decorations.Graphix;
import com.droidquest.devices.ContactSensor;
import com.droidquest.devices.DirectionalSensor;
import com.droidquest.devices.SmallChip;
import com.droidquest.devices.StormShield;
import com.droidquest.items.Button;
import com.droidquest.items.Crystal;
import com.droidquest.items.ElevatorKey;
import com.droidquest.items.ElevatorSwitch;
import com.droidquest.items.F12Form;
import com.droidquest.items.FFButton;
import com.droidquest.items.GateKeeper;
import com.droidquest.items.HiddenCamera;
import com.droidquest.items.Key;
import com.droidquest.items.Sentry;
import com.droidquest.items.SlipperyToken;
import com.droidquest.items.StormCloud;
import com.droidquest.items.VendingHandle;
import com.droidquest.materials.CameraDisable;
import com.droidquest.materials.CameraEnable;
import com.droidquest.materials.ElevatorInPortal;
import com.droidquest.materials.ElevatorLock;
import com.droidquest.materials.ElevatorOutPortal;
import com.droidquest.materials.Material;
import com.droidquest.materials.PlayerBlocker;
import com.droidquest.materials.Portal;
import com.droidquest.materials.ShapeEditor;
import com.droidquest.materials.SwitchA;
import com.droidquest.materials.SwitchB;
import com.droidquest.materials.VendingSlot;
class RO3 extends Level
{
public RO3 (RoomDisplay rd)
{
super(rd);
materials.addElement(new Material(true, false)); // 0= Empty Space
materials.addElement(new Material(new Color(0,204,0),false, true)); // 1= Green
materials.addElement(new Material(new Color(255,224,192),false, true)); // 2= Lt Orange
materials.addElement(new Material(new Color(128,128,128),false, true)); // 3= Grey
materials.addElement(new Material(new Color(255,128,0),false, true)); // 4= Orange
materials.addElement(new Material(new Color(255,255,255),false, true)); // 5= White
materials.addElement(new Material(new Color(0,0,255),false, true)); // 6= Blue
materials.addElement(new Material(new Color(0,0,128),false,true)); // 7= Dk Blue
materials.addElement(new Material(new Color(63,32,0),false, true)); // 8= Dk Orange
materials.addElement(new ShapeEditor(new StormCloud(0,0,null))); // 9= Storm Editor
materials.addElement(new ElevatorLock()); // 10= ElevatorLock
materials.addElement(new ElevatorInPortal()); // 11= ElevatorIn
materials.addElement(new ElevatorOutPortal()); // 12= ElevatorOut
materials.addElement(new ElevatorSwitch()); // 13= ElevatorSwitch
materials.addElement(new VendingSlot()); // 14= VendingSlot
materials.addElement(new PlayerBlocker(Color.black)); // 15= PlayerBlock
materials.addElement(new SwitchA()); // 16
materials.addElement(new SwitchB()); // 17
materials.addElement(new CameraEnable()); // 18= Periscope
materials.addElement(new CameraDisable()); // 19
String[] files = {"field0.jpg","field1.jpg"};
materials.addElement(new PlayerBlocker(files)); // 20= Blue FF
materials.addElement(new Portal("RO4.lvl", true, true)); // 21= Portal
for (int a=0; a<=36; a++)
rooms.addElement(new Room());
{// Room 0 : Help Screen
Room room = (Room) rooms.elementAt(0);
int[][] table = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};
room.RoomArray = table;
room.AddTextBox("Explore the Town!",164,2*32, 560);
room.AddTextBox("HINTS: Weather the magnetic storm with a shield in a 'bot. (Turn it on.)",
2*28,4*32, 500);
room.AddTextBox("Chips 5 & 6 are blank.",2*28,6*32, 500);
room.AddTextBox("Sometimes junk can open doors...",2*28,7*32, 560);
room.AddTextBox("A Form-12 is your ticket to the Master Control Room.",2*28,8*32, 560);
room.AddTextBox("(To continue, press RETURN.)",4*28,11*32, 500);
}
{// Room 1 : Intro Maze 1
Room room = (Room) rooms.elementAt(1);
int[][] table = {
{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2},
{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
{2,0,0,0,0,0,2,2,2,0,0,0,0,2,0,0,0,0,0,2},
{2,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,2},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,2},
{2,0,0,0,0,0,2,2,2,0,0,2,2,2,0,0,0,0,0,2},
{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2}
};
room.RoomArray = table;
room.AddTextBox("EXIT",9*28+6,196,100);
room.AddArrow(280,4*32,Arrow.DIR_UP,32,Color.white);
room.AddArrow(280,8*32,Arrow.DIR_DOWN,32,Color.white);
room.AddArrow(7*28,6*32,Arrow.DIR_LEFT,28,Color.white);
room.AddArrow(13*28,6*32,Arrow.DIR_RIGHT,28,Color.white);
}
{// Room 2 : Intro Maze 2
Room room = (Room) rooms.elementAt(2);
int[][] table = {
{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2},
{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
{2,0,0,0,0,0,2,2,2,0,0,0,0,2,0,0,0,0,0,2},
{2,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,2},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,2},
{2,0,0,0,0,0,2,2,2,0,0,2,2,2,0,0,0,0,0,2},
{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2}
};
room.RoomArray = table;
room.AddTextBox("EXIT",9*28+6,196,100);
room.AddArrow(280,4*32,Arrow.DIR_UP,32,Color.white);
room.AddArrow(280,8*32,Arrow.DIR_DOWN,32,Color.white);
room.AddArrow(7*28,6*32,Arrow.DIR_LEFT,28,Color.white);
room.AddArrow(13*28,6*32,Arrow.DIR_RIGHT,28,Color.white);
}
{// Room 3 : Intro Maze 3
Room room = (Room) rooms.elementAt(3);
int[][] table = {
{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2},
{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
{2,0,0,0,0,0,2,2,2,0,0,0,0,2,0,0,0,0,0,2},
{2,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,2},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,2},
{2,0,0,0,0,0,2,2,2,0,0,2,2,2,0,0,0,0,0,2},
{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2}
};
room.RoomArray = table;
room.AddTextBox("EXIT",9*28+6,196,100);
room.AddArrow(280,4*32,Arrow.DIR_UP,32,Color.white);
room.AddArrow(280,8*32,Arrow.DIR_DOWN,32,Color.white);
room.AddArrow(7*28,6*32,Arrow.DIR_LEFT,28,Color.white);
room.AddArrow(13*28,6*32,Arrow.DIR_RIGHT,28,Color.white);
}
{// Room 4 : Sensor Editor Room, Magnetic Shield here
Room room = (Room) rooms.elementAt(4);
int[][] table = {
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}
};
room.RoomArray = table;
room.AddTextBox("Sensor Editor",64,56, 560);
room.AddTextBox("Magnetic Storm Shield (For Robots Only)",60,346, 560);
items.addElement(new StormShield(3*28, 8*32, room));
}
{// Room 5 : Street Maze
Room room = (Room) rooms.elementAt(5);
int[][] table = {
{3,3,3,3,3,3,3,3,3,0,0,3,3,0,0,0,0,0,3,3},
{3,3,0,0,3,3,0,0,3,3,3,3,3,0,0,0,0,0,3,3},
{3,3,0,0,3,3,0,0,0,0,0,3,3,0,0,3,0,0,3,3},
{3,3,0,0,3,3,0,0,0,0,0,3,3,0,0,3,0,0,3,3},
{3,3,0,0,3,3,3,3,3,0,0,0,0,0,0,3,0,0,0,0},
{3,3,0,0,3,3,0,0,3,0,0,0,0,0,0,3,0,0,0,0},
{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,3,0,0,0,0},
{3,3,0,0,0,0,0,0,3,0,0,3,3,0,0,3,0,0,0,0},
{3,3,0,0,0,0,0,0,3,0,0,3,3,0,0,3,0,0,3,3},
{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,3,0,0,3,3},
{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,3,0,0,3,3},
{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,0,0,0,3,3}
};
room.RoomArray = table;
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
}
{// Room 6 : Street Maze
Room room = (Room) rooms.elementAt(6);
int[][] table = {
{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,0,0,0,3,3},
{3,3,0,0,0,0,0,0,3,0,0,3,3,0,0,0,0,0,3,3},
{3,3,0,0,0,0,0,0,3,0,0,3,3,0,0,3,3,3,3,3},
{3,3,0,0,3,3,0,0,3,0,0,0,0,0,0,3,0,0,3,3},
{0,0,0,0,3,3,0,0,3,0,0,0,0,0,0,3,0,0,3,3},
{0,0,0,0,3,3,0,0,3,0,0,3,3,3,3,3,0,0,3,3},
{0,0,0,0,3,3,0,0,3,0,0,3,3,3,3,3,3,3,3,3},
{0,0,0,0,3,3,0,0,0,0,0,3,3,0,0,0,0,0,3,3},
{3,3,3,3,3,3,0,0,0,0,0,3,3,0,0,0,0,0,3,3},
{3,3,0,0,3,3,0,0,3,0,0,0,3,0,0,3,0,0,3,3},
{3,3,0,0,3,3,0,0,3,0,0,0,3,0,0,3,0,0,3,3},
{3,3,0,0,3,3,0,0,3,3,0,0,3,0,0,3,0,0,3,3}
};
room.RoomArray = table;
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
}
{// Room 7 : Street Maze
Room room = (Room) rooms.elementAt(7);
int[][] table = {
{3,3,0,0,3,3,0,0,3,3,0,0,3,0,0,3,0,0,3,3},
{3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,3,0,0,0,3},
{3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,3,3,0,0,3},
{3,3,0,0,3,3,0,0,3,3,3,3,3,0,0,0,0,0,0,3},
{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,0,0,0,0,0},
{3,3,0,0,3,3,3,3,3,0,0,3,3,0,0,3,3,0,0,0},
{3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,3,3,0,0,0},
{3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,3,3,0,0,0},
{3,3,0,0,3,3,0,0,3,3,3,3,3,0,0,3,3,3,3,3},
{3,3,3,3,3,3,0,0,3,0,0,3,3,0,0,3,3,3,3,3},
{3,0,0,0,3,3,0,0,3,0,0,3,3,0,0,3,3,0,0,3},
{3,0,0,0,3,3,0,0,3,0,0,3,3,0,0,3,3,0,0,3}
};
room.RoomArray = table;
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
}
{// Room 8 : Brown Tunnel
Room room = (Room) rooms.elementAt(8);
int[][] table = {
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}
};
room.RoomArray = table;
}
{// Room 9 : Lower Elevator, Trash Pile
Room room = (Room) rooms.elementAt(9);
int[][] table = {
{7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,11,11, 7, 7},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,11,11, 7, 7},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,10, 7, 7, 7, 7, 7, 7},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7},
{7, 7, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7}
};
room.RoomArray = table;
room.AddTextBox("ELEVATOR",9*28,152, 560);
room.AddTextBox("The things robots throw away...",0,6*32, 200);
room.AddArrow(14*28,4*32+16,Arrow.DIR_RIGHT,28,Color.white);
items.addElement(new ElevatorKey(1*28,9*32,room));
String[] filelist = {"trash0.gif","trash1.gif","trash2.gif","trash3.gif"};
room.graphix.addElement(new Graphix(filelist,28,8*32));
}
{// Room 10 : Stairs, Sentry
Room room = (Room) rooms.elementAt(10);
int[][] table = {
{7,7,7,7,7,7,7,7,7,7,0,0,0,0,7,7,7,7,7,7},
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7},
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7},
{7,7,7,7,7,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7},
{7,7,7,7,7,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7},
{7,7,7,7,7,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,0,0,0,0,0,0,0,0,7,7,7,7,7,7},
{7,7,7,7,7,7,7,0,0,0,0,0,0,0,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,0,0,0,0,0,0,7,7,7,7,7,7}
};
room.RoomArray = table;
room.AddTextBox("Use elevator.",8*28,10*32, 560);
int[] pace = {6*28,2*32, 6*28,8*32};
int[] pounce = {5*28,3*32,14*28,5*32, 12*28,0,
5*28,6*32,14*28,8*32, 9*28,11*32};
items.addElement(new Sentry(7*28,2*32,room,pace,pounce, true));
}
{// Room 11 : Upper Elevator, Top of Stairs
Room room = (Room) rooms.elementAt(11);
int[][] table = {
{7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0,11,11, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0,11,11, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7}
};
room.RoomArray = table;
items.addElement(new Crystal(7*28,4*32,room,100000));
}
{// Room 12 : Vending Machine
Room room = (Room) rooms.elementAt(12);
int[][] table = {
{7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7,14,14,14,14,14,14,14,14,14, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15,15, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 7, 7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7}
};
room.RoomArray = table;
room.AddTextBox("..........................................",28,274, 560);
room.AddTextBox("1) Insert Token ",112,6*32, 560);
room.AddTextBox("2) Pull ",308,96, 560);
room.AddTextBox("VENDING MACHINE",48,50, 560);
room.AddArrow(3*28,5*32,Arrow.DIR_UP,32,Color.white);
room.AddArrow(11*28+22,4*32+4,Arrow.DIR_DOWN,30,Color.white);
items.addElement(new VendingHandle(11*28,4*32+10,room));
items.addElement(new F12Form(3*28, 2*32, room));
}
{// Room 13 : Blue Maze : Button Room
Room room = (Room) rooms.elementAt(13);
int[][] table = {
{ 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{ 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{ 7, 0, 0, 0, 7, 7, 7, 7, 0, 0, 0, 0, 7, 7, 7, 7, 0, 0, 0, 7},
{ 7, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 7},
{20, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 7},
{20, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 7},
{20, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 7},
{ 7, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 7},
{ 7, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 7},
{ 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{ 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{ 7, 7, 7, 7, 7, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7}
};
room.RoomArray = table;
items.addElement(new HiddenCamera(room));
items.addElement(new FFButton(10*28, 5*32, room));
}
{// Room 14 : Blue Maze
Room room = (Room) rooms.elementAt(14);
int[][] table = {
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}
};
room.RoomArray = table;
}
{// Room 15 : Blue Maze
Room room = (Room) rooms.elementAt(15);
int[][] table = {
{7,7,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7},
{7,0,0,0,7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7},
{7,7,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7}
};
room.RoomArray = table;
}
{// Room 16 : Street Maze
Room room = (Room) rooms.elementAt(16);
int[][] table = {
{3,3,0,0,3,3,0,0,3,3,0,0,3,0,0,3,0,0,3,3},
{3,3,0,0,3,3,0,0,3,0,0,0,3,0,0,3,0,0,3,3},
{3,0,0,0,3,3,0,0,3,0,0,3,3,0,0,3,0,0,3,3},
{3,0,0,3,3,3,0,0,3,0,0,3,3,0,0,3,0,0,3,3},
{3,0,0,3,3,3,0,0,3,0,0,0,0,0,0,3,0,0,0,0},
{3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,3,0,0,0,0},
{3,0,0,0,0,0,0,0,3,0,0,0,0,3,3,3,3,0,0,0},
{3,3,3,3,0,0,3,3,3,3,3,0,0,3,0,0,3,0,0,0},
{3,0,0,3,0,0,3,3,0,0,3,0,0,3,3,3,3,0,0,3},
{3,0,0,3,0,0,3,3,0,0,3,0,0,0,0,0,0,0,0,3},
{3,0,0,3,0,0,3,3,0,0,3,0,0,0,0,0,0,0,0,3},
{3,0,0,3,0,0,3,3,0,0,3,0,0,3,3,0,0,3,3,3}
};
room.RoomArray = table;
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
}
{// Room 17 : Street Maze
Room room = (Room) rooms.elementAt(17);
int[][] table = {
{3,0,0,3,0,0,3,3,0,0,3,0,0,3,3,0,0,3,3,3},
{3,0,0,3,0,0,0,0,0,0,3,3,3,3,3,0,0,0,0,3},
{3,0,0,3,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,3},
{3,0,0,3,3,3,0,0,3,3,0,0,3,0,0,0,0,0,0,3},
{0,0,0,3,0,3,0,0,3,3,0,0,3,0,0,3,3,3,3,3},
{0,0,0,3,3,3,0,0,3,3,0,0,3,0,0,3,0,0,3,3},
{0,0,3,0,0,3,3,3,3,3,0,0,0,0,0,3,0,0,3,3},
{0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,3,3},
{3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,3},
{3,3,0,0,3,3,0,0,0,0,0,0,3,0,0,0,0,0,3,3},
{3,3,0,0,3,3,0,0,3,3,3,3,3,0,0,0,0,0,3,3},
{3,3,0,0,3,3,0,0,3,3,0,0,3,0,0,3,0,0,3,3}
};
room.RoomArray = table;
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
}
{// Room 18 : Street Maze
Room room = (Room) rooms.elementAt(18);
int[][] table = {
{3,0,0,0,3,3,0,0,3,0,0,3,3,0,0,3,3,0,0,3},
{3,3,3,3,3,3,0,0,0,0,0,0,3,0,0,0,3,0,0,3},
{3,0,0,0,0,0,3,0,0,0,0,0,3,0,0,0,3,0,0,3},
{3,0,0,0,0,0,3,0,0,3,0,0,3,3,3,3,3,0,0,3},
{3,0,0,3,0,0,3,3,3,3,0,0,0,0,0,0,0,0,0,3},
{3,0,0,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,3,0,0,3,0,0,0,0,0,3,3,3,3,3,3,3,3},
{3,0,0,3,0,0,3,0,0,3,0,0,3,0,0,0,0,0,0,3},
{3,0,0,3,0,0,0,0,0,3,0,0,0,0,0,0,3,0,0,3},
{3,0,0,3,0,0,0,0,0,3,0,0,0,0,0,0,3,0,0,3},
{3,0,0,3,0,0,0,0,0,3,0,0,0,3,3,3,3,0,0,3},
{3,0,0,3,3,3,3,3,3,3,3,3,3,3,0,0,3,0,0,3}
};
room.RoomArray = table;
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new SmallChip(28+14, 2*32+16, room, "6"));
}
{// Room 19 : Street Tunnel
Room room = (Room) rooms.elementAt(19);
int[][] table = {
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}
};
room.RoomArray = table;
}
{// Room 20 : Blue Maze
Room room = (Room) rooms.elementAt(20);
int[][] table = {
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0},
{7,7,0,0,0,0,0,7,7,0,0,0,0,0,0,0,0,0,0,0},
{7,7,0,0,0,0,0,7,7,0,0,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,7,0,0,7,0,0,0,0,0,0,0,7},
{7,7,7,7,7,7,7,7,7,0,0,7,7,7,7,7,7,7,7,7}
};
room.RoomArray = table;
}
{// Room 21 : Blue Maze
Room room = (Room) rooms.elementAt(21);
int[][] table = {
{7,7,7,7,7,7,7,7,7,7,0,0,0,0,7,7,7,7,7,7},
{7,0,0,0,0,0,0,0,0,7,0,0,0,0,7,0,0,0,0,7},
{7,7,7,7,7,7,7,7,7,7,0,0,0,0,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}
};
room.RoomArray = table;
items.addElement(new SmallChip(10*28, 3*32, room, "5"));
}
{// Room 22 : Blue Maze
Room room = (Room) rooms.elementAt(22);
int[][] table = {
{7,7,7,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7},
{7,0,0,0,0,7,0,0,0,7,0,0,0,0,0,0,0,0,0,7},
{7,7,7,7,7,7,0,0,0,7,0,0,0,0,0,0,0,0,0,7},
{0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,7},
{0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,0,0,7,7},
{7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7},
{7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7}
};
room.RoomArray = table;
items.addElement(new ContactSensor(13*28,8*32,room,
new Key(0,0,null, Color.blue)));
}
{// Room 23 : Blue Maze : 2 buttons
Room room = (Room) rooms.elementAt(23);
int[][] table = {
{7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7},
{0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7,16, 0, 0, 0, 0, 0, 0, 7},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 7},
{0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0},
{0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 7},
{7, 7, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 7, 7,17, 0, 0, 0, 0, 0, 0, 7},
{7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7}
};
room.RoomArray = table;
room.AddTextBox("Two buttons a day keep the sentry away.",148,5*32, 250);
int[] pace = {3*28,4*32, 3*28,9*32};
int[] protect = {4*28,1*32, 6*28,3*32, 0,2*32,
4*28,3*32, 6*28,9*32, 0,6*32,
4*28,9*32, 6*28,11*32, 0,9*32};
items.addElement(new Sentry(3*28,3*32,room,pace,protect, true));
}
{// Room 24 : Blue Maze: Button Anteroom
Room room = (Room) rooms.elementAt(24);
int[][] table = {
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7},
{7, 0, 0, 0, 7, 7, 7, 7, 0, 0, 0, 0, 7, 7, 7, 7, 0, 0, 0, 7},
{7, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 7},
{0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,20},
{0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,20},
{0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0,20},
{7, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 7},
{7, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,19,19, 7},
{7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,19,18, 7},
{7, 7, 7, 7, 7, 0, 0, 0, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7}
};
room.RoomArray = table;
room.AddTextBox("Look into the next room.",14*28,9*32+16, 150);
room.AddArrow(17*28, 10*32+16, Arrow.DIR_RIGHT,28,Color.white);
}
{// Room 25 : Blue Maze
Room room = (Room) rooms.elementAt(25);
int[][] table = {
{7,7,7,7,7,7,7,7,7,0,0,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,7,0,0,7,0,0,0,0,0,0,0,7},
{7,7,0,0,0,0,0,7,7,0,0,7,7,7,7,7,7,7,7,7},
{7,7,0,0,0,0,0,7,7,0,0,0,0,0,0,0,0,0,0,0},
{7,7,0,0,0,0,0,7,7,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7}
};
room.RoomArray = table;
}
{// Room 26 : Blue Maze
Room room = (Room) rooms.elementAt(26);
int[][] table = {
{7,7,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7},
{7,0,0,0,7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7},
{7,7,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,0,0,0,0,7,7,7,7,7,7},
{7,7,7,7,7,7,7,7,7,7,0,0,0,0,7,7,7,7,7,7}
};
room.RoomArray = table;
}
{// Room 27 : Blue Maze
Room room = (Room) rooms.elementAt(27);
int[][] table = {
{7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7},
{7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,0,0,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0},
{0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,7,7,0,0,0,0,0,0,0,7,7},
{7,7,7,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7},
{7,7,7,7,7,7,0,0,0,7,7,7,7,7,7,7,7,7,7,7}
};
room.RoomArray = table;
}
{// Room 28 : Brown Tunnel
Room room = (Room) rooms.elementAt(28);
int[][] table = {
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}
};
room.RoomArray = table;
}
{// Room 29 : Blue Maze : Form Taker
Room room = (Room) rooms.elementAt(29);
int[][] table = {
{7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,0,0,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,0,0,7,7},
{7,7,7,0,0,0,0,0,0,0,7,7,0,0,0,7,0,0,7,7},
{7,7,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7},
{0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7},
{0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7},
{0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7},
{7,7,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7},
{7,7,0,0,0,0,0,0,0,0,0,7,0,0,0,7,0,0,7,7},
{7,7,7,0,0,0,0,0,0,0,7,7,0,0,0,7,0,0,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,0,0,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,0,0,7,7}
};
room.RoomArray = table;
room.AddTextBox("Submit a Form-12, please.",3*28,3*32, 150);
room.AddTextBox(" OFFICIAL GATEKEEPER",112,9*32, 200);
room.AddGraphix("trashcan.gif",2*28, 8*32);
items.addElement(new GateKeeper(7*28,4*32,room));
items.addElement(new DirectionalSensor(16*28,5*32,room,
new Button(0,0,null,Color.white)));
}
{// Room 30 : Blue Maze
Room room = (Room) rooms.elementAt(30);
int[][] table = {
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0},
{7,0,0,0,7,0,0,0,7,7,7,0,0,0,0,7,7,7,7,7},
{7,0,0,0,7,0,0,0,7,0,7,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,0,0,0,7,0,7,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,7,0,7,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,7,0,7,0,0,0,0,7,7,7,7,7},
{7,7,7,7,7,0,0,0,7,0,7,0,0,0,0,7,0,0,0,7},
{7,0,0,0,7,0,0,0,7,7,7,0,0,0,0,7,0,0,0,7},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7},
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7}
};
room.RoomArray = table;
items.addElement(new DirectionalSensor(6*28,3*32,room,new Key(0,0,null,Color.blue)));
}
{// Room 31 : Blue Maze
Room room = (Room) rooms.elementAt(31);
int[][] table = {
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,0,0,0,0,0,0,0,0,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,7,7,7,7,7,0,0,0,0,0,0,0,0,7,7,7,7,7,7},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0},
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7}
};
room.RoomArray = table;
}
{// Room 32 : Blue Maze
Room room = (Room) rooms.elementAt(32);
int[][] table = {
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7},
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7},
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,0,0,0,7,0,0,0,0,0,0,0,0,0,0,7,7,7,7,7},
{7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0}
};
room.RoomArray = table;
}
{// Room 33 : Brown Tunnel
Room room = (Room) rooms.elementAt(33);
int[][] table = {
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}
};
room.RoomArray = table;
}
{// Room 34 : Street Maze : Token
Room room = (Room) rooms.elementAt(34);
int[][] table = {
{3,0,0,3,3,3,3,3,3,3,3,3,3,3,0,0,3,0,0,3},
{3,0,0,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3},
{3,3,3,3,3,3,3,3,3,0,0,3,3,0,0,0,0,0,3,3}
};
room.RoomArray = table;
room.AddTextBox("I never could hang onto money...",3*28,152, 560);
items.addElement(new SlipperyToken(3*28, 3*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
items.addElement(new StormCloud(10*28, 6*32, room));
}
{// Room 35 : Elevator
Room room = (Room) rooms.elementAt(35);
int[][] table = {
{ 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4},
{ 4, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 0, 4},
{ 4, 0, 0, 0, 4, 4, 4, 4, 4, 0, 0, 4, 4, 4, 4, 4, 0, 0, 0, 4},
{ 4, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 0, 4},
{ 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{ 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{ 4,13, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4},
{ 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}
};
room.RoomArray = table;
room.AddArrow(10*28-2,66,Arrow.DIR_UP,28,Color.green);
room.AddArrow(10*28-1,66,Arrow.DIR_UP,28,Color.green);
room.AddArrow(10*28,66,Arrow.DIR_UP,28,Color.green);
room.AddArrow(10*28+1,66,Arrow.DIR_UP,28,Color.green);
room.AddArrow(10*28+2,66,Arrow.DIR_UP,28,Color.green);
};
{// Room 36 : Secret room
Room room = (Room) rooms.elementAt(36);
int[][] table = {
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,2,2,2,2,2,2,2,0,0,0,0,2,2,2,2,2,2,2,2}
};
room.RoomArray = table;
room.AddTextBox("Good work! You Found me again!",
2*28,2*32, 500);
room.AddTextBox("You may find this hard to swallow, but there is no key to Secret #4. Just ride a robot through one of the challanges.",
2*28,4*32, 500);
String[] helperlist = {
"helper0.gif","helper0.gif","helper0.gif","helper0.gif",
"helper0.gif","helper0.gif","helper0.gif","helper0.gif",
"helper7.gif","helper6.gif","helper7.gif","helper6.gif",
"helper7.gif","helper6.gif","helper7.gif","helper6.gif",
"helper7.gif","helper6.gif","helper7.gif","helper6.gif",
"helper7.gif","helper6.gif","helper7.gif","helper6.gif",
"helper0.gif","helper0.gif","helper0.gif","helper0.gif",
"helper1.gif","helper4.gif","helper2.gif","helper3.gif",
"helper0.gif","helper0.gif","helper0.gif","helper0.gif",
"helper5.gif","helper5.gif","helper5.gif","helper5.gif",
};
Graphix helper = new Graphix(helperlist,15*28, 8*32);
room.graphix.addElement(helper);
items.addElement(new Crystal(2*28,8*32,room,100000));
items.addElement(new Key(2*28,9*32,room,Color.red));
}
// Intro Maze
LinkRoomsUpDown(1,2);
LinkRoomsUpDown(2,3);
LinkRoomsUpDown(3,1);
LinkRoomsLeftRight(1,3);
LinkRoomsLeftRight(3,1);
// Exit from Intro Maze
int[] roomlist1={4,2,33,6};
LinkRoomsHorizontally(roomlist1);
// Main Street
int[] roomlist2={5,6,16,17,7,18,34,5};
LinkRoomsVertically(roomlist2);
// Entrance to lower Elevator
LinkRoomsLeftRight(5,8);
LinkRoomsLeftRight(8,9);
// Stairs to vending machine
int[] roomlist3={12,11,10,9};
LinkRoomsVertically(roomlist3);
// Tunnel through Street Maze
LinkRoomsLeftRight(16,19);
LinkRoomsLeftRight(19,17);
// Blue Maze
int[][] roomgrid = {
{30,20,21,14,22,30},
{31,23,24,13,29,31},
{32,25,26,15,27,32},
{30,20,21,14,22,30}
};
LinkRoomsGrid(roomgrid);
// Tunnel to Blue Maze
LinkRoomsLeftRight(7,28);
LinkRoomsLeftRight(28,31);
gameCursor = new GameCursor(10*28,6*32,(Room) rooms.elementAt(1));
helpCam = new HelpCam( (Room) rooms.elementAt(0));
solderingPen = new SolderingPen();
remote = new Remote();
items.addElement(gameCursor);
items.addElement(helpCam);
items.addElement(solderingPen);
items.addElement(remote);
player = gameCursor;
currentViewer = player;
}
}