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.DirectionalSensor; import com.droidquest.items.Ghost; import com.droidquest.items.Pellet; import com.droidquest.items.Sentry; import com.droidquest.items.Turbine; import com.droidquest.items.WallHandle; import com.droidquest.items.Wave; import com.droidquest.materials.CrystalRecharger; import com.droidquest.materials.HotWires; import com.droidquest.materials.Lock; import com.droidquest.materials.Material; import com.droidquest.materials.PlayerBlocker; import com.droidquest.materials.Portal; import com.droidquest.materials.Switch; class RO6 extends Level { public RO6 (RoomDisplay rd) { super(rd); materials.addElement(new Material(true, false)); // 0 = Empty Space materials.addElement(new Material(Color.blue, false, true)); // 1 = Blue materials.addElement(new Material(Color.white, false, true)); // 2 = White materials.addElement(new Material(Color.red, false, true)); // 3 = Red materials.addElement(new Material(new Color(255,128,0), false, true)); // 4 = Orange materials.addElement(new Material(Color.yellow, false, true)); // 5 = Yellow materials.addElement(new Material(Color.green, false, true)); // 6 = Green materials.addElement(new Material(new Color(255,0,255), false, true)); // 7 = Purple materials.addElement(new HotWires( HotWires.UP + HotWires.DOWN + HotWires.LEFT + HotWires.RIGHT, true)); // 8=HotWire cross materials.addElement(new HotWires( HotWires.UP + HotWires.DOWN, true)); // 9=HotWire Vertical materials.addElement(new HotWires( HotWires.LEFT + HotWires.RIGHT, true)); // 10=HotWire Horizontal materials.addElement(new HotWires( HotWires.UP + HotWires.LEFT, true)); // 11=HotWire J materials.addElement(new HotWires( HotWires.UP + HotWires.RIGHT, true)); // 12=HotWire L materials.addElement(new HotWires(+ HotWires.DOWN + HotWires.LEFT, true)); // 13=HotWire 7 materials.addElement(new HotWires(+ HotWires.DOWN + HotWires.RIGHT, true)); // 14=HotWire r materials.addElement(new HotWires( HotWires.DOWN + HotWires.LEFT + HotWires.RIGHT, true)); // 15=HotWire T materials.addElement(new HotWires( HotWires.UP + HotWires.LEFT + HotWires.RIGHT, true)); // 16=HotWire _|_ materials.addElement(new HotWires( HotWires.UP + HotWires.DOWN + HotWires.RIGHT, true)); // 17=HotWire |- materials.addElement(new HotWires( HotWires.UP + HotWires.DOWN + HotWires.LEFT, true)); // 18=HotWire -| int[][] redlock = { {Lock.WIDE}, {Lock.LEFT}, {Lock.DOWN}, {Lock.DOWN}, {Lock.RIGHT}, {1,5,0, 1,6,0, 1,2,3, 1,9,3}, {1,4,0, 1,7,0, 1,1,3, 1,10,3, 2,5,0, 2,6,0, 2,2,3, 2,9,3}, {2,4,0, 2,7,0, 2,1,3, 2,10,3, 3,5,0, 3,6,0, 3,2,3, 3,9,3}, {3,4,0, 3,7,0, 3,1,3, 3,10,3}, {Lock.REMOVE}, {Lock.LEFT}, {Lock.DOWN}, {Lock.DOWN}, {Lock.RIGHT}, {3,4,3, 3,7,3, 3,1,0, 3,10,0}, {2,4,3, 2,7,3, 2,1,0, 2,10,0, 3,5,3, 3,6,3, 3,2,0, 3,9,0}, {1,4,3, 1,7,3, 1,1,0, 1,10,0, 2,5,3, 2,6,3, 2,2,0, 2,9,0}, {1,5,3, 1,6,3, 1,2,0, 1,9,0} }; materials.addElement(new Lock(Color.red, Color.red, redlock)); // 19=RedLock int[][] orangelock = { {Lock.WIDE}, {Lock.RIGHT}, {Lock.DOWN}, {Lock.RIGHT}, {4,5,0, 4,6,0, 4,2,4, 4,9,4}, {4,4,0, 4,7,0, 4,1,4, 4,10,4, 5,5,0, 5,6,0, 5,2,4, 5,9,4}, {5,4,0, 5,7,0, 5,1,4, 5,10,4, 6,5,0, 6,6,0, 6,2,4, 6,9,4}, {6,4,0, 6,7,0, 6,1,4, 6,10,4}, {Lock.REMOVE}, {Lock.RIGHT}, {Lock.DOWN}, {Lock.RIGHT}, {6,4,4, 6,7,4, 6,1,0, 6,10,0}, {5,4,4, 5,7,4, 5,1,0, 5,10,0, 6,5,4, 6,6,4, 6,2,0, 6,9,0}, {4,4,4, 4,7,4, 4,1,0, 4,10,0, 5,5,4, 5,6,4, 5,2,0, 5,9,0}, {4,5,4, 4,6,4, 4,2,0, 4,9,0} }; materials.addElement(new Lock(new Color(255,128,0), new Color(255,128,0), orangelock)); // 20=OrangeLock int[][] yellowlock = { {Lock.WIDE}, {Lock.LEFT}, {Lock.DOWN}, {Lock.RIGHT}, {7,5,0, 7,6,0, 7,2,5, 7,9,5}, {7,4,0, 7,7,0, 7,1,5, 7,10,5, 8,5,0, 8,6,0, 8,2,5, 8,9,5}, {8,4,0, 8,7,0, 8,1,5, 8,10,5, 9,5,0, 9,6,0, 9,2,5, 9,9,5}, {9,4,0, 9,7,0, 9,1,5, 9,10,5}, {Lock.REMOVE}, {Lock.LEFT}, {Lock.DOWN}, {Lock.RIGHT}, {9,4,5, 9,7,5, 9,1,0, 9,10,0}, {8,4,5, 8,7,5, 8,1,0, 8,10,0, 9,5,5, 9,6,5, 9,2,0, 9,9,0}, {7,4,5, 7,7,5, 7,1,0, 7,10,0, 8,5,5, 8,6,5, 8,2,0, 8,9,0}, {7,5,5, 7,6,5, 7,2,0, 7,9,0} }; materials.addElement(new Lock(Color.yellow, Color.yellow, yellowlock)); // 21=YellowLock int[][] greenlock = { {Lock.WIDE}, {Lock.RIGHT}, {Lock.UP}, {Lock.RIGHT}, {10,5,0, 10,6,0, 10,2,6, 10,9,6}, {10,4,0, 10,7,0, 10,1,6, 10,10,6, 11,5,0, 11,6,0, 11,2,6, 11,9,6}, {11,4,0, 11,7,0, 11,1,6, 11,10,6, 12,5,0, 12,6,0, 12,2,6, 12,9,6}, {12,4,0, 12,7,0, 12,1,6, 12,10,6}, {Lock.REMOVE}, {Lock.RIGHT}, {Lock.UP}, {Lock.RIGHT}, {12,4,6, 12,7,6, 12,1,0, 12,10,0}, {11,4,6, 11,7,6, 11,1,0, 11,10,0, 12,5,6, 12,6,6, 12,2,0, 12,9,0}, {10,4,6, 10,7,6, 10,1,0, 10,10,0, 11,5,6, 11,6,6, 11,2,0, 11,9,0}, {10,5,6, 10,6,6, 10,2,0, 10,9,0} }; materials.addElement(new Lock(Color.green, Color.green, greenlock)); // 22=GreenLock int[][] bluelock = { {Lock.WIDE}, {Lock.LEFT}, {Lock.UP}, {Lock.RIGHT}, {13,5,0, 13,6,0, 13,2,1, 13,9,1}, {13,4,0, 13,7,0, 13,1,1, 13,10,1, 14,5,0, 14,6,0, 14,2,1, 14,9,1}, {14,4,0, 14,7,0, 14,1,1, 14,10,1, 15,5,0, 15,6,0, 15,2,1, 15,9,1}, {15,4,0, 15,7,0, 15,1,1, 15,10,1}, {Lock.REMOVE}, {Lock.LEFT}, {Lock.UP}, {Lock.RIGHT}, {15,4,1, 15,7,1, 15,1,0, 15,10,0}, {14,4,1, 14,7,1, 14,1,0, 14,10,0, 15,5,1, 15,6,1, 15,2,0, 15,9,0}, {13,4,1, 13,7,1, 13,1,0, 13,10,0, 14,5,1, 14,6,1, 14,2,0, 14,9,0}, {13,5,1, 13,6,1, 13,2,0, 13,9,0} }; materials.addElement(new Lock(Color.blue, Color.blue, bluelock)); // 23=BlueLock int[][] purplelock = { {Lock.WIDE}, {Lock.LEFT}, // Positioning is not set right yet. {Lock.UP}, {Lock.UP}, {Lock.RIGHT}, {16,5,0, 16,6,0, 16,2,7, 16,9,7}, {16,4,0, 16,7,0, 16,1,7, 16,10,7, 17,5,0, 17,6,0, 17,2,7, 17,9,7}, {17,4,0, 17,7,0, 17,1,7, 17,10,7, 18,5,0, 18,6,0, 18,2,7, 18,9,7}, {18,4,0, 18,7,0, 18,1,7, 18,10,7}, {Lock.REMOVE}, {Lock.LEFT}, {Lock.UP}, {Lock.UP}, {Lock.RIGHT}, {18,4,7, 18,7,7, 18,1,0, 18,10,0}, {17,4,7, 17,7,7, 17,1,0, 17,10,0, 18,5,7, 18,6,7, 18,2,0, 18,9,0}, {16,4,7, 16,7,7, 16,1,0, 16,10,0, 17,5,7, 17,6,7, 17,2,0, 17,9,0}, {16,5,7, 16,6,7, 16,2,0, 16,9,0} }; materials.addElement(new Lock(new Color(255,0,255), new Color(255,0,255), purplelock)); // 24=PurpleLock String[] files = {"field0.jpg","field1.jpg"}; materials.addElement(new PlayerBlocker(files)); // 25= Blue FF int flipswitch[][] = { {Switch.WAIT4CONTACT}, {Switch.SETVALUEHIGH}, {Switch.REPLACE, 7,1,0, 8,1,0, 7,2,0, 8,2,0, 5,3,1, 6,3,1, 5,4,1, 6,4,1}, {Switch.REPLACE, 11,1,0, 12,1,0, 11,2,0, 12,2,0, 9,3,1, 10,3,1, 9,4,1, 10,4,1}, {Switch.REPLACE, 15,5,0, 16,5,0, 15,6,0, 16,6,0, 13,3,1, 14,3,1, 13,4,1, 14,4,1}, {Switch.REPLACE, 3,9,0, 4,9,0, 3,10,0, 4,10,0, 1,7,1, 2,7,1, 1,8,1, 2,8,1}, {Switch.REPLACE, 7,9,0, 8,9,0, 7,10,0, 8,10,0, 9,7,1, 10,7,1, 9,8,1, 10,8,1}, {Switch.REPLACE, 11,5,0, 12,5,0, 11,6,0, 12,6,0, 13,7,1, 14,7,1, 13,8,1, 14,8,1}, {Switch.REPLACE, 15,9,0, 16,9,0, 15,10,0, 16,10,0, 17,7,1, 18,7,1, 17,8,1, 18,8,1}, {Switch.REPLACE, 18,10,0} }; materials.addElement(new Switch(Switch.ROT_DOWN, flipswitch)); // 26= FlipSwitch materials.addElement(new CrystalRecharger()); // 27 = Recharger materials.addElement(new Portal("ROEndGame2.lvl", true, true)); // 28= Portal for (int a=0; a<=22; a++) rooms.addElement(new Room()); {// Room 0 Help Room room = (Room) rooms.elementAt(0); room.AddTextBox("You're on your own here!", 136,6*32, 560); room.AddTextBox("(To continue, press RETURN.)", 96,346, 500); } {// Room 1 Maze Room room = (Room) rooms.elementAt(1); int[][] table1 = { {1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,1,1,1,1,1}, {1,1,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,1,1}, {0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0}, {1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1}, {0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0}, {1,1,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,1,1}, {1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,1,1,1,1,1} }; room.RoomArray = table1; } {// Room 1 Maze Room room = (Room) rooms.elementAt(1); int[][] table1 = { {1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,1,1,1,1,1}, {1,1,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,1,1}, {0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0}, {1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1}, {0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0}, {1,1,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,1,1}, {1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,1,1,1,1,1} }; room.RoomArray = table1; } {// Room 2 Maze Room room = (Room) rooms.elementAt(2); room.SetMaterialFromRoom(1); } {// Room 3 Maze Room room = (Room) rooms.elementAt(3); room.SetMaterialFromRoom(1); } {// Room 4 Maze Room room = (Room) rooms.elementAt(4); room.SetMaterialFromRoom(1); } {// Room 5 Maze Room room = (Room) rooms.elementAt(5); room.SetMaterialFromRoom(1); } {// Room 6 Maze exit Room room = (Room) rooms.elementAt(6); int[][] table = { {2,2,2,2,2,2,2,2,0,0,0,0,2,2,2,2,2,2,2,2}, {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}, {2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {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}, {2,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2}, {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("Welcome to the Super Secret 6th level!",52,64, 560); room.AddTextBox("{255,000,000} Cross {255,128,000} the {255,255,000} rainbow {000,255,000} bridge {000,000,255} to {255,000,255} freedom!", 64,9*32, 560); // items.addElement(new Key(2*28,3*32,room,Color.red)); // items.addElement(new Key(2*28,4*32,room,new Color(255,128,0))); // items.addElement(new Key(2*28,5*32,room,Color.yellow)); // items.addElement(new Key(2*28,6*32,room,Color.green)); // items.addElement(new Key(2*28,7*32,room,Color.blue)); // items.addElement(new Key(2*28,8*32,room,new Color(255,0,255))); } {// Room 7 Hallway Room room = (Room) rooms.elementAt(7); int[][] table = { {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2} }; room.RoomArray = table; room.AddTextBox("Rainbow bridge",364, 6*32, 560); room.AddArrow(559,6*32,Arrow.DIR_RIGHT,28,Color.white); } {// Room 8 Rainbow Bridge Room room = (Room) rooms.elementAt(8); 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}, {2,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,2}, {0,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,0}, {0,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,0}, {0,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,0}, {0,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,0}, {2,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,2}, {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 9 Hallway Room room = (Room) rooms.elementAt(9); int[][] table = { {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2} }; room.RoomArray = table; room.AddTextBox("Orange Lock", 28, 6*32, 560); room.AddArrow(0, 6*32,Arrow.DIR_LEFT,28,Color.white); room.AddTextBox("Yellow Lock", 400, 6*32, 560); room.AddArrow(559,6*32,Arrow.DIR_RIGHT,28,Color.white); } {// Room 10 Hallway Room room = (Room) rooms.elementAt(10); int[][] table = { {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2} }; room.RoomArray = table; room.AddTextBox("Red Lock Map", 28, 9*32, 560); room.AddArrow(0,9*32+16,Arrow.DIR_LEFT,28,Color.white); room.AddTextBox("Red Lock", 436, 2*32, 560); room.AddArrow(559,2*32+16,Arrow.DIR_RIGHT,28,Color.white); } {// Room 11 Hallway Room room = (Room) rooms.elementAt(11); int[][] table = { {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2} }; room.RoomArray = table; room.AddTextBox("Green Lock", 28, 6*32, 560); room.AddArrow(0, 6*32,Arrow.DIR_LEFT,28,Color.white); room.AddTextBox("Blue Lock", 424, 6*32, 560); room.AddArrow(559,6*32,Arrow.DIR_RIGHT,28,Color.white); } {// Room 12 Hallway Room room = (Room) rooms.elementAt(12); int[][] table = { {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}, {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}, {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}, {2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2} }; room.RoomArray = table; room.AddTextBox("Purple Lock", 400, 6*32, 560); room.AddArrow(559,6*32,Arrow.DIR_RIGHT,28,Color.white); } {// Room 13 Red Lock upper Room room = (Room) rooms.elementAt(13); int[][] table = { {10,10,10,10,10,10,10,15,10,10,10,10,10,10,10,10,10,10,10,13}, { 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,19, 9}, {14,10,10,13, 0, 0, 0, 9, 0, 0, 0,14,10,10,10,10,10,10,10,18}, { 9, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 9}, { 9, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 9}, { 9, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 9}, { 9, 0, 0, 0,14,10,10,16,10,10,10,10,10,10,10,18, 0, 0, 0, 9} }; room.RoomArray = table; int[] pace = {2*28,2*32, 2*28, 9*32}; int[] program = {4*28,0, 18*28,11*32, 0,2*32}; items.addElement(new Sentry(5*28,2*32,room,pace,program,true)); } {// Room 14 Red Lock lower Room room = (Room) rooms.elementAt(14); int[][] table = { { 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 0, 9, 0, 0, 0,10,10,10,10,10,10,10,10,10,10,10,18}, { 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 0,12,10,10,10,10,10,10,10,10,10,10,10, 0, 0, 0, 9}, { 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, { 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9}, {12,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11} }; room.RoomArray = table; } {// Room 15 Red Lock map upper (lower) Room room = (Room) rooms.elementAt(15); int[][] table = { {1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1}, {1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1}, {1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1}, {1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1}, {1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0}, {1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0}, {1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1} }; room.RoomArray = table; } {// Room 16 Red Lock map lower (upper) Room room = (Room) rooms.elementAt(16); 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}, {1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1}, {1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1} }; room.RoomArray = table; } {// Room 17 Orange Lock (pac-man) Room room = (Room) rooms.elementAt(17); 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, 1, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1}, {1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,25, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,25, 0, 0, 0, 0}, {1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0}, {1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,20, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} }; room.RoomArray = table; items.addElement(new Pellet(2*28-14,2*32-14,room)); items.addElement(new Pellet(4*28-14,2*32-14,room)); items.addElement(new Pellet(6*28-14,2*32-14,room)); items.addElement(new Pellet(8*28-14,2*32-14,room)); items.addElement(new Pellet(10*28-14,2*32-14,room)); items.addElement(new Pellet(12*28-14,2*32-14,room)); items.addElement(new Pellet(14*28-14,2*32-14,room)); items.addElement(new Pellet(2*28-14,4*32-14,room)); items.addElement(new Pellet(6*28-14,4*32-14,room)); items.addElement(new Pellet(10*28-14,4*32-14,room)); items.addElement(new Pellet(14*28-14,4*32-14,room)); items.addElement(new Pellet(2*28-14,6*32-14,room)); items.addElement(new Pellet(4*28-14,6*32-14,room)); items.addElement(new Pellet(6*28-14,6*32-14,room)); items.addElement(new Pellet(8*28-14,6*32-14,room)); items.addElement(new Pellet(10*28-14,6*32-14,room)); items.addElement(new Pellet(12*28-14,6*32-14,room)); items.addElement(new Pellet(14*28-14,6*32-14,room)); items.addElement(new Pellet(2*28-14,8*32-14,room)); items.addElement(new Pellet(6*28-14,8*32-14,room)); items.addElement(new Pellet(10*28-14,8*32-14,room)); items.addElement(new Pellet(14*28-14,8*32-14,room)); items.addElement(new Pellet(2*28-14,10*32-14,room)); items.addElement(new Pellet(4*28-14,10*32-14,room)); items.addElement(new Pellet(6*28-14,10*32-14,room)); items.addElement(new Pellet(8*28-14,10*32-14,room)); items.addElement(new Pellet(10*28-14,10*32-14,room)); items.addElement(new Pellet(12*28-14,10*32-14,room)); items.addElement(new Pellet(14*28-14,10*32-14,room)); items.addElement(new Ghost(42,48,room)); items.addElement(new DirectionalSensor(16*28+8,4*32+16,room, new Ghost(0,0,null))); } {// Room 18 Yellow Lock (Hot tunnel) Room room = (Room) rooms.elementAt(18); 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, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1}, {1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,21, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} }; room.RoomArray = table; items.addElement(new Wave(room)); int[] pace = {2*28,2*32, 2*28, 9*32}; int[] program = {4*28,0, 18*28,11*32, 0,5*32}; items.addElement(new Sentry(5*28,2*32,room,pace,program,true)); } {// Room 19 Green Lock (Turbines) Room room = (Room) rooms.elementAt(19); 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, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,22, 1, 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; int[] cells1 = {12,3,0,1, 11,3,0,1, 10,3,0,1, 9,3,0,1, 8,3,0,1, 7,3,0,1}; items.addElement(new Turbine(28,9*32,room,cells1)); int[] cells2 = {12,5,0,1, 11,5,0,1, 10,5,0,1, 9,5,0,1, 8,5,0,1, 7,5,0,1}; items.addElement(new Turbine(5*28,9*32,room,cells2)); int[] pace = {6*28,2*32, 13*28,2*32}; int[] program = {28,32, 15*28,10*32, 19*28,5*32}; items.addElement(new Sentry(6*28,2*32,room,pace,program, true)); } {// Room 20 Blue Lock (Flip Maze) Room room = (Room) rooms.elementAt(20); 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, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 1}, {0, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 1}, {0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1}, {0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1}, {0, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 1}, {1, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 1}, {1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1}, {1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0,26,23}, {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1} }; room.RoomArray = table; int[] pace = {2*28,2*32, 2*28, 9*32}; int[] program = {4*28,0, 18*28,11*32, 0,5*32}; items.addElement(new Sentry(5*28,2*32,room,pace,program,true)); } {// Room 21 Purple Lock (4 Pull Locks) Room room = (Room) rooms.elementAt(21); 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, 1, 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, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 1, 0, 0, 0,24, 1, 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; items.addElement(new WallHandle(11*28,3*32+8,room)); items.addElement(new WallHandle(11*28,5*32+8,room)); items.addElement(new WallHandle(11*28,7*32+8,room)); items.addElement(new WallHandle(11*28,9*32+8,room)); int[] pace = {2*28,2*32, 2*28, 9*32}; int[] program = {4*28,0, 18*28,11*32, 0,5*32}; items.addElement(new Sentry(5*28,2*32,room,pace,program,true)); } {// Room 22 Final Portal! Room room = (Room) rooms.elementAt(22); 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}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0,28, 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("You did it! You beat the Secret 6th level!",2*28,2*32,500); room.AddTextBox("Believe it or not, you have now accomplished something that Tom hasn't even done yet.!", 2*28,5*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); } for (int a=1; a<=5; a++) { Room roomA = (Room) rooms.elementAt(a); Room room1 = (Room) rooms.elementAt(1); roomA.upRoom = room1; roomA.downRoom = room1; roomA.leftRoom = room1; roomA.rightRoom = room1; } ((Room) rooms.elementAt(1)).leftRoom = (Room) rooms.elementAt(2); ((Room) rooms.elementAt(2)).upRoom = (Room) rooms.elementAt(3); ((Room) rooms.elementAt(3)).rightRoom = (Room) rooms.elementAt(4); ((Room) rooms.elementAt(4)).leftRoom = (Room) rooms.elementAt(5); ((Room) rooms.elementAt(5)).downRoom = (Room) rooms.elementAt(6); ((Room) rooms.elementAt(6)).upRoom = (Room) rooms.elementAt(1); LinkRoomsLeftRight(6,7); LinkRoomsLeftRight(7,8); LinkRoomsLeftRight(8,22); int[] list1 = {10,9,7,11,12}; LinkRoomsVertically(list1); LinkRoomsUpDown(16,15); LinkRoomsUpDown(13,14); LinkRoomsLeftRight(15,10); LinkRoomsLeftRight(10,13); LinkRoomsLeftRight(17,9); LinkRoomsLeftRight(9,18); LinkRoomsLeftRight(19,11); LinkRoomsLeftRight(11,20); LinkRoomsLeftRight(12,21); gameCursor = new GameCursor(9*28+14,5*32+16,(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; } }