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; } }