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.SmallChip; import com.droidquest.items.Handle; import com.droidquest.items.Key; import com.droidquest.items.Polarizer; import com.droidquest.items.Sentry; import com.droidquest.items.Token; import com.droidquest.items.ToolBox; import com.droidquest.items.Train; import com.droidquest.items.XitTicket; import com.droidquest.materials.CoinSlot; import com.droidquest.materials.CrystalRecharger; import com.droidquest.materials.Lock; import com.droidquest.materials.Material; import com.droidquest.materials.Portal; import com.droidquest.materials.SecretReset; import com.droidquest.materials.SecretSet; import com.droidquest.materials.Switch; import com.droidquest.materials.Switch1; import com.droidquest.materials.XitSlot; class RO2 extends Level { public RO2 (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(192,192,255),false,true)); // 2= Lt Blue materials.addElement(new Material(new Color(255,224,192),false, true)); // 3= Brown 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 int[][] lockProgram = { {Lock.NARROW}, {14,5,0}, {14,4,0}, {Lock.REMOVE}, {14,4,6}, {14,5,6}}; materials.addElement(new Lock(Color.blue, Color.blue, lockProgram)); // 9= Lock materials.addElement(new CoinSlot()); // 10=CoinSlot materials.addElement(new Switch1()); // 11=Switch1 int[][] program1 = { {Switch.WAIT4CONTACT}, {Switch.SETVALUEHIGH}, {Switch.REPLACE, 5,10,0, 3,4,0}, {Switch.REPLACE, 6,10,0, 3,3,0}, {Switch.REPLACE, 7,10,0, 3,2,0}, {Switch.WAIT4TIME, 5}, {Switch.REPLACE, 7,10,2, 3,2,2}, {Switch.REPLACE, 6,10,2, 3,3,2}, {Switch.REPLACE, 5,10,2, 3,4,2}, {Switch.SETVALUELOW} }; materials.addElement(new Switch(Switch.ROT_UP, program1)); // 12=Switch2 materials.addElement(new CrystalRecharger()); // 13=Recharger int program2[][] = { {Switch.WAIT4CONTACT}, {Switch.SETVALUEHIGH}, {Switch.REPLACE, 16,2,0, 17,2,0}, {Switch.WAIT4TIME, 5}, {Switch.REPLACE, 16,2,2, 17,2,2}, {Switch.SETVALUELOW} }; materials.addElement(new Switch(Switch.ROT_UP, program2)); // 14=Switch3 int program3[][] = { {Switch.WAIT4CONTACT}, {Switch.SETVALUEHIGH}, {Switch.REPLACE, 16,3,0}, {Switch.REPLACE, 16,2,0}, {Switch.WAIT4TIME, 5}, {Switch.REPLACE, 16,2,6}, {Switch.REPLACE, 16,3,6}, {Switch.SETVALUELOW} }; materials.addElement(new Switch(Switch.ROT_UP, program3)); // 15=Switch4 int program4[][] = { {Switch.WAIT4CONTACT}, {Switch.SETVALUEHIGH}, {Switch.REPLACE, 1,4,0}, {Switch.REPLACE, 2,4,0}, {Switch.WAIT4TIME, 5}, {Switch.REPLACE, 2,4,6}, {Switch.REPLACE, 1,4,6}, {Switch.SETVALUELOW} }; materials.addElement(new Switch(Switch.ROT_UP, program4)); // 16=Switch4 materials.addElement(new XitSlot()); // 17=XitSlot materials.addElement(new Portal("RO3.lvl", true, true)); // 18=Portal materials.addElement(new SecretSet()); // 19=SecretSet materials.addElement(new SecretReset()); // 20=SecretReset int program5[][] = { {Lock.NARROW}, {19,5,0, 19,6,0, 18,5,3, 18,6,3}, {19,4,0, 19,7,0, 18,4,3, 18,7,3}, {18,3,3, 18,8,3, 18,5,0, 18,6,0}, {Lock.NARROW}, {18,3,0, 18,8,0, 18,5,3, 18,6,3}, {19,4,3, 19,7,3, 18,4,0, 18,7,0}, {19,5,3, 19,6,3, 18,5,0, 18,6,0}, }; materials.addElement(new Lock(Color.blue, Color.blue, program5)); // 21=SecretLock1 int program6[][] = { {Lock.NARROW}, {17,5,0, 17,6,0}, {17,4,0, 17,7,0}, {Lock.NARROW}, {17,4,3, 17,7,3}, {17,5,3, 17,6,3}, }; materials.addElement(new Lock(Color.green, Color.green, program6)); // 22=SecretLock1 for (int a=0; a<41; 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("Ride the Subway to the Town!",4*28,64, 500); room.AddTextBox("HINTS:",2*28,3*32, 500); room.AddTextBox("Find the token to drop into the Turnstyle slot.",2*28,4*32, 500); room.AddTextBox("Ride the Subway to places that no one has ever dared to go.",2*28,6*32, 500); room.AddTextBox("Use the Exit Ticket to start the escalators going up, up, up...",2*28,8*32, 500); room.AddTextBox("Chips 3 & 4 are blank.",2*28,10*32, 500); room.AddTextBox("(To continue, press RETURN.)",96,350, 500); } { // Room 1: Escalator Room room = (Room) rooms.elementAt(1); int[][] table = { {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 2, 0, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 2, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 2, 0, 2, 2, 2, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 2, 2, 2, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 2, 2, 2, 2, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 0, 2, 2, 2, 2, 2, 2, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2}, {2, 2, 2, 2, 2, 2, 2,17, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 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("Insert Exit Ticket",244,10*32, 100); } { // Room 2: Secret Room Room room = (Room) rooms.elementAt(2); int[][] table = { {3, 3, 3, 3, 3, 0, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 0, 0, 0,21, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3}, {3, 3, 3, 3, 3, 0, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; room.RoomArray = table; room.AddTextBox("Congratulations!!",176,66, 560); room.AddTextBox("You have reached the Secret Room of Public Knowledge.",2*28,4*32, 500); room.AddTextBox("Robot Odyssey I is dedicated to Warren Robinett, author of Atari Adventure, Rocky's Boots, and the animation utility underlying Robot Odyssey I.",2*28,6*32, 500); } { // Room 3: Laundrobot, Level 1 Room room = (Room) rooms.elementAt(3); int[][] table = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,7}, {0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,7}, {0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,7}, {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}, {0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0}, {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}, {7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7} }; room.RoomArray = table; } { // Room 4: Laundrobot, Level 2 (Two Buttons) Room room = (Room) rooms.elementAt(4); int[][] table = { {2, 0, 0, 0, 0, 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, 0, 0}, {0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0}, {0, 0, 0, 2, 0,12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2}, {0, 0, 0, 2, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {2, 2, 2, 2, 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, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {2, 2, 2, 2, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}, {0,12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2} }; room.RoomArray = table; } { // Room 5: Laundrobot, Level 3 (Sentry & Xit Ticket) Room room = (Room) rooms.elementAt(5); int[][] table = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {6,6,6,6,6,6,6,0,0,6,6,6,6,6,6,6,6,6,6,6}, {0,0,0,0,6,0,0,0,0,6,0,0,0,0,0,6,0,0,0,6}, {0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {6,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6}, {6,0,0,6,6,6,6,6,6,6,6,6,6,6,6,0,0,0,6,6}, {6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,6}, {6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,6}, {6,0,0,0,6,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6}, {6,0,0,0,6,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0}, {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,0,0,0,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} }; room.RoomArray = table; items.addElement(new XitTicket(15*28,6*32+16,room)); int[] pace = {11*28,7*32, 13*28,7*32}; int[] protect = {5*28,2*32,19*28,5*32, 8*28,0, 4*28,6*32,12*28,10*32, 0,3*32}; items.addElement(new Sentry(11*28,7*32,room, pace, protect, true)); } { // Room 6: Laundrobot Station Room room = (Room) rooms.elementAt(6); int[][] table = { {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,8,0,0,0,0,8,8,0,0,0,0,8,0,0,0,8}, {8,0,0,0,8,0,0,0,8,0,0,8,0,0,0,8,0,0,0,8}, {8,0,0,0,8,0,0,0,0,0,0,8,0,0,0,8,0,0,0,8}, {8,0,0,0,8,0,0,0,0,0,8,0,0,0,0,8,0,0,0,8}, {8,0,0,0,8,0,0,0,0,0,8,0,0,0,0,8,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,8,0,0,0,0,0,8,0,0,0,0,8,0,0,0,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8} }; room.RoomArray = table; room.AddTextBox("Laundrobot Station",6*28,2*32, 300); } { // Room 7: Muse Robotique Station, Level 1 Room room = (Room) rooms.elementAt(7); int[][] table = { {7, 7, 7, 7, 7,19, 7, 7, 7, 7, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 7,20, 7, 0, 0, 7, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {7, 0, 0, 0, 0, 0, 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}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 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, 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}, {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} }; room.RoomArray = table; } { // Room 8: Muse Robotique Station, Level 2 Room room = (Room) rooms.elementAt(8); int[][] table = { {2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 2, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0}, {2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0}, {2, 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}, {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, 0, 0}, {0, 0, 0, 0, 0, 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, 2, 2, 2, 2, 2, 2}, {0, 0, 0, 0, 0,20, 0, 0, 0, 2, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2}, {2, 2, 2, 2, 2,19, 2, 2, 2, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0} }; room.RoomArray = table; } { // Room 9: Muse Robotique Station, Level 3 Room room = (Room) rooms.elementAt(9); int[][] table = { {6, 6, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0}, {6,16, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6}, {6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0}, {6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0}, {6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6}, {6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6} }; room.RoomArray = table; } { // Room 10: Muse Robotique Station, Level 4 Room room = (Room) rooms.elementAt(10); int[][] table = { {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {8,8,8,8,8,8,8,0,0,0,0,0,0,0,0,8,8,8,8,8}, {8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8}, {8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8}, {8,8,0,0,0,0,0,8,8,8,8,8,8,8,8,0,0,0,0,0} }; room.RoomArray = table; room.AddTextBox("Muse Robotique Station",216,178, 200); } { // Room 11: Jack in the Bot Station, Level 1 Room room = (Room) rooms.elementAt(11); int[][] table = { {0,0,0,0,0,7,0,0,7,7,7,0,0,7,7,7,7,0,0,7}, {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}, {7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {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} }; room.RoomArray = table; toolbox = new ToolBox(3*28, 7*32, room); items.addElement(toolbox); } { // Room 12: Jack in the Bot Station, Level 2 Room room = (Room) rooms.elementAt(12); int[][] table = { {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, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 2,14, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2}, {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, 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, 2, 2, 2, 2}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0}, {0, 0, 0, 0, 0, 2, 0, 0, 2, 2, 2, 0, 0, 2, 2, 2, 2, 0, 0, 2} }; room.RoomArray = table; room.AddTextBox("Subway token",28,122, 560); room.AddArrow(0,3*32+16,Arrow.DIR_LEFT,28,Color.white); } { // Room 13: Big Magnet Room room = (Room) rooms.elementAt(13); int[][] table = { {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6}, {0,0,0,0,0,0,0,0,6,6,6,0,6,0,0,0,0,0,6,6}, {0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,6,6,6,0,6,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6} }; room.RoomArray = table; items.addElement(new SmallChip(13*28+14, 5*32+16, room, "4")); } { // Room 14: Jack in the Bot Station Room room = (Room) rooms.elementAt(14); int[][] table = { {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0}, {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8} }; room.RoomArray = table; room.AddTextBox("Jack in the 'Bot Station",160,178, 300); } { // Room 15: Game starts here Room room = (Room) rooms.elementAt(15); int[][] table = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7}, {7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,7}, {7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,7}, {0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,7,7}, {0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,7,7}, {7,7,7,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,7,7}, {7,7,7,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,0,0}, {7,7,7,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,0,0}, {7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7} }; room.RoomArray = table; } { // Room 16: Seer's and Robot Station, Level 2 Room room = (Room) rooms.elementAt(16); int[][] table = { {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,2,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,2,2}, {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}, {2,2,2,2,2,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0}, {2,2,2,2,2,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2}, {2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {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}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} }; room.RoomArray = table; } { // Room 17: Token first here Room room = (Room) rooms.elementAt(17); int[][] table = { {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,9,6,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0}, {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,0,0,0,6,0} }; room.RoomArray = table; items.addElement(new Token(6*28, 8*32, room)); int[] pace={3*28,2*32, 12*28,7*32}; int[] protect={0,0,18*28,9*32-2,15*28,10*32}; items.addElement(new Sentry(2*28, 2*32, room, pace, protect, true)); } { // Room 18: Seer's and Robot Station Room room = (Room) rooms.elementAt(18); int[][] table = { {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {8,8,8,8,8,8,0,0,0,0,0,0,0,8,8,8,8,8,8,8}, {8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8}, {8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8}, {8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8}, {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} }; room.RoomArray = table; room.AddTextBox("Seer's and Robot Station",164,178, 300); } { // Room 19: Picadilly Circuit Station, Level 1 Room room = (Room) rooms.elementAt(19); int[][] table19 = { {0,0,0,7,7,7,7,7,7,7,7,7,7,7,0,0,7,7,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,7,7}, {0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,7,7}, {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}, {7,7,7,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7}, {0,0,7,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7}, {0,0,0,7,7,7,7,0,0,0,0,0,7,7,7,7,7,7,7,7}, {7,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,7} }; ((Room) rooms.elementAt(19)).RoomArray = table19; } { // Room 20: Picadilly Circuit Station, Level 2 Room room = (Room) rooms.elementAt(20); int[][] table = { {0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2}, {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}, {0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2}, {0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2}, {0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2}, {0,0,0,2,0,0,0,0,0,2,2,2,0,0,0,0,2,2,2,2}, {0,0,0,2,0,0,0,0,0,0,0,2,2,2,0,0,2,2,0,0}, {0,0,0,2,0,0,0,0,0,0,0,0,0,2,0,0,2,2,0,0}, {0,0,0,2,0,0,0,0,0,0,0,0,0,2,0,0,2,2,0,0}, {0,0,0,2,2,2,2,2,2,2,2,2,2,2,0,0,2,2,0,0} }; room.RoomArray = table; } { // Room 21: Xit Ticket sensor here Room room = (Room) rooms.elementAt(21); int[][] table = { {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,0,0,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}, {0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6} }; room.RoomArray = table; items.addElement(new ContactSensor(11*28,2*32,room,new XitTicket(0,0,null))); } { // Room 22: Picadilly Circuit Station Room room = (Room) rooms.elementAt(22); int[][] table = { {8,0,0,0,0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {8,0,0,0,0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {8,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,8,8,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0}, {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,8} }; room.RoomArray = table; room.AddTextBox("Picadilly Circuit Station",76,178, 500); } { // Room 23: Cobble Bot Station, Level 1 Room room = (Room) rooms.elementAt(23); int[][] table = { {7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 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}, {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, 7, 0, 0}, {7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0,13, 0, 7, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 7, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 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}, {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, 0, 7, 0, 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; items.addElement(new SmallChip(8*28, 9*32, room, "3")); } { // Room 24: Entrance to Token Maze Room room = (Room) rooms.elementAt(24); int[][] table = { {2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,2,0,0}, {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}, {2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,2,0,0}, {0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,0,0}, {0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,0,0}, {0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,0,0}, {2,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,2,0,0}, {2,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,2,0,0}, {2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0}, {2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0}, {2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,2,0,0} }; room.RoomArray = table; } { // Room 25: Cobble Bot Square Station, Level 3 Room room = (Room) rooms.elementAt(25); int[][] table = { {6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0,15, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6}, {6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0}, {6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0} }; room.RoomArray = table; room.AddTextBox("Restroom",392,198, 560); room.AddArrow(559,6*32,Arrow.DIR_RIGHT, 28, Color.white); } { // Room 26: Cobble Bot Square Station Room room = (Room) rooms.elementAt(26); int[][] table = { {8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8}, {8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8}, {8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8}, {8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8}, {8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8} }; room.RoomArray = table; room.AddTextBox("Cobble 'Bot Square Station",160,178, 250); } { // Room 27: Jack in the Bot Station, Level 1 Room room = (Room) rooms.elementAt(27); int[][] table = { {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}, {7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {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}, {7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0}, {7,7,7,7,7,7,0,0,0,0,0,0,0,0,7,7,7,7,7,7} }; room.RoomArray = table; } { // Room 28: Token Maze Room room = (Room) rooms.elementAt(28); int[][] table = { {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,2}, {0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,2,0,0,0}, {2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,2,0,0,0}, {0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,2,2,2,2}, {0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0}, {0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0}, {2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0}, {2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,2}, {2,0,0,0,2,2,0,0,0,0,2,0,0,0,0,2,0,0,0,2}, {2,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2}, {2,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2}, {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2} }; room.RoomArray = table; int[] pace = {11*28,10*32, 14*28,10*32}; int[] protect = {3*28,0,10*28,11*32,0,5*32, 10*28,0,16*28,11*32,19*28,6*32}; items.addElement(new Sentry(0,0,room, pace,protect, true)); } { // Room 29: Turnstile, BART Room room = (Room) rooms.elementAt(29); int[][] table = { {6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6}, {6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0}, {0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 0}, {0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6}, {0, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6}, {0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0,10, 0, 0, 0, 0, 0, 0}, {6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 6} }; room.RoomArray = table; room.AddTextBox("{BIG} {000,204,000} B {BSP} {SML} {255,255,255} ay {BIG} {000,204,000} A {BSP} {SML} {255,255,255} rea {BIG} {000,204,000} R {BSP} {SML} {255,255,255} obot {BIG} {000,204,000} T {BSP} {SML} {255,255,255} ransport",2*28,58, 560); room.AddTextBox("Insert token, please.",9*28,9*32, 200); room.AddArrow(13*28,10*32+16, Arrow.DIR_RIGHT, 28, Color.white) ; } { // Room 30: Jack in the Bot Station Room room = (Room) rooms.elementAt(30); int[][] table = { {8,8,8,8,8,8,0,0,0,0,0,0,0,0,8,8,8,8,8,8}, {8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8}, {8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8}, {8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8}, {8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}, {8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}, {8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8} }; room.RoomArray = table; room.AddTextBox("Robotoplatz Station",216,178, 150); } { // Room 31: Subway Depot, Level 1 Room room = (Room) rooms.elementAt(31); int[][] table = { {7,0,0,0,0,0,7,7,7,7,7,0,0,7,7,7,7,7,7,7}, {7,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0}, {7,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0}, {7,7,7,7,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7}, {0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7}, {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}, {7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7} }; room.RoomArray = table; } { // Room 32: Subway Depot, Level 2 Room room = (Room) rooms.elementAt(32); int[][] table = { {0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2}, {2,2,2,2,2,2,2,0,0,0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0}, {0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,2,0,2,2,2}, {2,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2}, {2,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2}, {2,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2}, {2,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2}, {2,0,0,0,0,0,2,2,2,2,2,0,0,2,2,2,2,2,2,2} }; room.RoomArray = table; } { // Room 33: After Turnstile Room room = (Room) rooms.elementAt(33); int[][] table = { {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {6,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,6,6} }; room.RoomArray = table; } { // Room 34: Subway Depot Room room = (Room) rooms.elementAt(34); int[][] table = { {8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8}, {8, 0,11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 8}, {8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 8}, {8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 8}, {8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 8}, {8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8}, {8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8}, {8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8}, {8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8}, {8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8}, {8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8}, {8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 8, 8, 8, 8} }; room.RoomArray = table; room.AddTextBox("SUBWAY DEPOT",408,84, 100); room.AddTextBox("Push this button to call train.",104,2*32, 200); room.AddTextBox("Pull here",384,206, 560); room.AddArrow(13*28+14,5*32,Arrow.DIR_UP,32,Color.white); items.addElement(new Handle(13*28,4*32+12,room)); items.addElement(new Train()); } { // Room 35: Secret tunnel 1 Room room = (Room) rooms.elementAt(35); int[][] table = { {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3} }; room.RoomArray = table; room.AddTextBox("At last...",220,2*32,450); } { // Room 36: Secret tunnel 2 Room room = (Room) rooms.elementAt(36); int[][] table = { {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3} }; room.RoomArray = table; room.AddTextBox("the mystery is finally revealed!",88,2*32,450); } { // Room 37: Secret tunnel 3 Room room = (Room) rooms.elementAt(37); int[][] table = { {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3} }; room.RoomArray = table; room.AddTextBox("Just what does the lock in the Secret Room of Public Knowledge open?", 2*28,2*32,500); } { // Room 38: Secret tunnel 4 Room room = (Room) rooms.elementAt(38); int[][] table = { {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3} }; room.RoomArray = table; room.AddTextBox("What else, but a secret passage to...",58,2*32,450); } { // Room 39: Secret lock Room room = (Room) rooms.elementAt(39); int[][] table = { {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,22,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3} }; room.RoomArray = table; room.AddTextBox("...ANOTHER LOCK!",2*28,2*32,450); room.AddTextBox("You DO have the green key, don't you?",58,8*32,450); room.AddTextBox("If not, go back to the sewers and look around.",58,10*32,450); } { // Room 40: Secret room Room room = (Room) rooms.elementAt(40); int[][] table = { {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3}, {3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3} }; room.RoomArray = table; room.AddTextBox("Hello again! Yes, every level has a secret! Here's the key to Secret #3.", 2*28,2*32,500); room.AddTextBox("This Polarizer will open a door when it is hit by a random surge of energy, and the direction of the door will match the polarity of the energy.", 2*28-8,9*32-10,500); 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,14*28, 5*32); room.graphix.addElement(helper); items.addElement(new Polarizer(4*28,5*32,room)); items.addElement(new Key(6*28, 5*32, room, Color.yellow)); } // 1 // 34 30 26 22 18 14 10 6 // 33 29 25 21 17 13 9 5 // 32 28 24 29 16 12 8 4 // 31 27 23 19 15 11 7 3 int[][] roomgrid = { {34,30,26,22,18,14,10, 6,34}, {33,29,25,21,17,13, 9, 5,33}, {32,28,24,20,16,12, 8, 4,32}, {31,27,23,19,15,11, 7, 3,31}, {34,30,26,22,18,14,10, 6,34} }; LinkRoomsGrid(roomgrid); // 14 // 1 // 11 LinkRoomsUpDown(11,1); LinkRoomsUpDown(1,14); int[] secretlist = {2,35,36,37,38,39,40}; LinkRoomsHorizontally(secretlist); gameCursor = new GameCursor(6*28,8*32,(Room) rooms.elementAt(15)); solderingPen = new SolderingPen(); remote = new Remote(); helpCam = new HelpCam( (Room) rooms.elementAt(0)); items.addElement(gameCursor); items.addElement(helpCam); items.addElement(solderingPen); items.addElement(remote); player = gameCursor; currentViewer = player; } }