package com.droidquest.levels; import com.droidquest.Room; import com.droidquest.RoomDisplay; import com.droidquest.Wire; 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.*; import com.droidquest.items.*; import com.droidquest.materials.*; import java.awt.*; class RO1 extends Level { public RO1(RoomDisplay rd) { super(rd); materials.addElement(new Material(true, false)); // 0= Blank materials.addElement(new Material(new Color(190, 190, 255), false, true)); // 1= Light Blue Wall int[][] lockProgram1 = { {Lock.NARROW}, {4, 9, 0, 4, 6, 1}, {4, 8, 0, 4, 5, 1}, {Lock.NARROW}, {4, 8, 1, 4, 5, 0}, {4, 9, 1, 4, 6, 0}, }; materials.addElement(new Lock(Color.blue, Color.blue, lockProgram1)); // 2= Lock 1 materials.addElement(new Material(new Color(0, 0, 128), false, true)); // 3= Dark Blue Wall materials.addElement(new BlueWall()); // 4= Blue Wall int[][] lockProgram2 = { {Lock.NARROW}, {5, 1, 0, 5, 2, 0, 5, 3, 0, 6, 1, 4, 6, 2, 4, 6, 3, 4}, {6, 1, 0, 6, 2, 0, 6, 3, 0, 7, 1, 4, 7, 2, 4, 7, 3, 4}, {7, 1, 0, 7, 2, 0, 7, 3, 0, 8, 1, 4, 8, 2, 4, 8, 3, 4}, {8, 1, 0, 8, 2, 0, 8, 3, 0, 9, 1, 4, 9, 2, 4, 9, 3, 4}, {9, 1, 0, 9, 2, 0, 9, 3, 0, 10, 1, 4, 10, 2, 4, 10, 3, 4}, {10, 1, 0, 10, 2, 0, 10, 3, 0, 11, 1, 4, 11, 2, 4, 11, 3, 4}, {11, 1, 0, 11, 2, 0, 11, 3, 0, 12, 1, 4, 12, 2, 4, 12, 3, 4}, {12, 1, 0, 12, 2, 0, 12, 3, 0, 13, 1, 4, 13, 2, 4, 13, 3, 4}, {13, 1, 0, 13, 2, 0, 13, 3, 0, 14, 1, 4, 14, 2, 4, 14, 3, 4}, {14, 1, 0, 14, 2, 0, 14, 3, 0, 15, 1, 4, 15, 2, 4, 15, 3, 4}, {15, 1, 0, 15, 2, 0, 15, 3, 0, 16, 1, 4, 16, 2, 4, 16, 3, 4}, {16, 1, 0, 16, 2, 0, 16, 3, 0, 17, 1, 4, 17, 2, 4, 17, 3, 4}, {17, 1, 0, 17, 2, 0, 17, 3, 0, 18, 1, 4, 18, 2, 4, 18, 3, 4}, {Lock.NARROW}, {17, 1, 4, 17, 2, 4, 17, 3, 4, 18, 1, 0, 18, 2, 0, 18, 3, 0}, {16, 1, 4, 16, 2, 4, 16, 3, 4, 17, 1, 0, 17, 2, 0, 17, 3, 0}, {15, 1, 4, 15, 2, 4, 15, 3, 4, 16, 1, 0, 16, 2, 0, 16, 3, 0}, {14, 1, 4, 14, 2, 4, 14, 3, 4, 15, 1, 0, 15, 2, 0, 15, 3, 0}, {13, 1, 4, 13, 2, 4, 13, 3, 4, 14, 1, 0, 14, 2, 0, 14, 3, 0}, {12, 1, 4, 12, 2, 4, 12, 3, 4, 13, 1, 0, 13, 2, 0, 13, 3, 0}, {11, 1, 4, 11, 2, 4, 11, 3, 4, 12, 1, 0, 12, 2, 0, 12, 3, 0}, {10, 1, 4, 10, 2, 4, 10, 3, 4, 11, 1, 0, 11, 2, 0, 11, 3, 0}, {9, 1, 4, 9, 2, 4, 9, 3, 4, 10, 1, 0, 10, 2, 0, 10, 3, 0}, {8, 1, 4, 8, 2, 4, 8, 3, 4, 9, 1, 0, 9, 2, 0, 9, 3, 0}, {7, 1, 4, 7, 2, 4, 7, 3, 4, 8, 1, 0, 8, 2, 0, 8, 3, 0}, {6, 1, 4, 6, 2, 4, 6, 3, 4, 7, 1, 0, 7, 2, 0, 7, 3, 0}, {5, 1, 4, 5, 2, 4, 5, 3, 4, 6, 1, 0, 6, 2, 0, 6, 3, 0} }; materials.addElement(new Lock(Color.blue, Color.blue, lockProgram2)); // 5= Lock2 materials.addElement(new Material(new Color(0, 255, 0), false, true)); // 6= Green Wall materials.addElement(new Portal("RO2.lvl", true, true)); // 7= Portal to Level 2 materials.addElement(new LockS1()); //8=Secret Lock for (int a = 0; a < 32; a++) { rooms.addElement(new Room()); } { // Room 0, Entry point Room room = rooms.elementAt(0); room.SetMaterialOutline(0, 0, 19, 11, 1); room.SetMaterialFill(19, 8, 19, 10, 0); room.AddTextBox("Welcome Traveller!", 150, 64, 400); room.AddTextBox("You have fallen into the under- ground city of Robotropolis. To escape, travel upward through all five levels of the city." , 60, 100, 400); room.AddTextBox("The three robots in the next room will help you on your journey. To learn how they work, choose Robot Anatomy from the menu." , 60, 200, 400); room.AddTextBox("This way to Robotropolis", 360, 290, 200); room.AddArrow(559, 11 * 28 + 16, Arrow.DIR_RIGHT, 100, Color.white); } { // Room 1, Robots Here Room room = rooms.elementAt(1); room.RoomArray = new int[][]{ {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, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1}, {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, 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} }; items.addElement(new BlueRobot(6 * 28, 5 * 32, room)); { Item robot = items.lastElement(); BlueRobot brobot = (BlueRobot) robot; brobot.thrusterPower = true; RoomSensor rSensor = new RoomSensor(8 * 28, 4 * 32 + 16, brobot.InternalRoom, new Key(0, 0, null, Color.white)); items.addElement(rSensor); rSensor.rotate(1); rSensor.rotate(1); NOTGate ng = new NOTGate(5 * 28, 3 * 32, brobot.InternalRoom); items.addElement(ng); FlipFlop ff = new FlipFlop(9 * 28, 6 * 32, brobot.InternalRoom); items.addElement(ff); Wire dummy; dummy = new Wire(rSensor.ports[0], ng.ports[0]); dummy = new Wire(ng.ports[1], brobot.devices[9].ports[0]); dummy = new Wire(ff.ports[0], brobot.devices[5].ports[0]); dummy = new Wire(ff.ports[1], brobot.devices[7].ports[0]); dummy = new Wire(ff.ports[2], brobot.devices[1].ports[0]); dummy = new Wire(ff.ports[3], brobot.devices[3].ports[0]); } items.addElement(new WhiteRobot(8 * 28, 3 * 32, room)); { Item robot = items.lastElement(); WhiteRobot wrobot = (WhiteRobot) robot; wrobot.thrusterPower = true; RoomSensor rSensor = new RoomSensor(4 * 28, 4 * 32, wrobot.InternalRoom, new Crystal(0, 0, null, 0)); items.addElement(rSensor); rSensor.rotate(1); rSensor.rotate(1); NOTGate ng = new NOTGate(5 * 28, 7 * 32, wrobot.InternalRoom); items.addElement(ng); ng.rotate(1); ng.rotate(1); ng.rotate(1); FlipFlop ff = new FlipFlop(8 * 28, 6 * 32, wrobot.InternalRoom); items.addElement(ff); ANDGate ag1 = new ANDGate(9 * 28, 2 * 32, wrobot.InternalRoom); items.addElement(ag1); ANDGate ag2 = new ANDGate(12 * 28, 8 * 32, wrobot.InternalRoom); items.addElement(ag2); ag2.rotate(1); ag2.rotate(1); Node node = new Node(15 * 28, 7 * 32, wrobot.InternalRoom, Node.TYPE_THREE); items.addElement(node); node.rotate(1); node.rotate(1); Wire dummy; dummy = new Wire(rSensor.ports[0], wrobot.devices[8].ports[0]); dummy = new Wire(node.ports[0], wrobot.devices[5].ports[0]); dummy = new Wire(node.ports[1], ag2.ports[0]); dummy = new Wire(node.ports[2], ng.ports[0]); dummy = new Wire(node.ports[3], ag1.ports[1]); dummy = new Wire(ag1.ports[2], wrobot.devices[0].ports[0]); dummy = new Wire(ag2.ports[2], wrobot.devices[2].ports[0]); dummy = new Wire(ng.ports[1], wrobot.devices[3].ports[0]); dummy = new Wire(ff.ports[0], wrobot.devices[4].ports[0]); dummy = new Wire(ff.ports[1], wrobot.devices[6].ports[0]); dummy = new Wire(ff.ports[2], ag1.ports[0]); dummy = new Wire(ff.ports[3], ag2.ports[1]); } items.addElement(new OrangeRobot(14 * 28, 9 * 32, room)); { Item robot = items.lastElement(); OrangeRobot orobot = (OrangeRobot) robot; orobot.thrusterPower = true; RoomSensor rSensor = new RoomSensor(8 * 28, 4 * 32 + 16, orobot.InternalRoom, new Key(0, 0, null, Color.white)); items.addElement(rSensor); rSensor.rotate(1); rSensor.rotate(1); NOTGate ng = new NOTGate(5 * 28, 3 * 32, orobot.InternalRoom); items.addElement(ng); SmallChip sc = new SmallChip(10 * 28, 6 * 32, orobot.InternalRoom, "2"); items.addElement(sc); sc.LoadChip("WallHugger.chip", true); Wire dummy; dummy = new Wire(rSensor.ports[0], ng.ports[0]); dummy = new Wire(ng.ports[1], orobot.devices[9].ports[0]); // Antenna dummy = new Wire(sc.ports[0], orobot.devices[0].ports[0]); // Top Thruster dummy = new Wire(sc.ports[1], orobot.devices[7].ports[0]); // Left Bumper dummy = new Wire(sc.ports[2], orobot.devices[3].ports[0]); // Left Thruster dummy = new Wire(sc.ports[3], orobot.devices[6].ports[0]); // Bottom Bumper dummy = new Wire(sc.ports[4], orobot.devices[2].ports[0]); // Bottom Thruster dummy = new Wire(sc.ports[5], orobot.devices[5].ports[0]); // Right Bumper dummy = new Wire(sc.ports[6], orobot.devices[1].ports[0]); // Right Thruster dummy = new Wire(sc.ports[7], orobot.devices[4].ports[0]); // Top Bumper } items.addElement(new Key(8 * 28, 8 * 32, room, Color.blue)); } { // Room 2, Sewer Door Room room = rooms.elementAt(2); room.RoomArray = new int[][]{ {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, 1, 1, 1, 1}, {1, 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, 1, 1, 1}, {1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0}, {1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1}, {0, 0, 0, 2, 1, 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, 0, 0, 0, 1, 1, 1, 1} }; room.AddTextBox("{BIG} The City Sewer", 40, 80, 500); items.addElement(new Sweeper(476, 224, room)); } { // Room 3, Maze 1 "PR" Room room = rooms.elementAt(3); room.RoomArray = new int[][]{ {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1}, {1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1}, {1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1}, {1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1} }; String[] i1 = {"0073.jpg", "0074.jpg"}; room.graphix.addElement(new Graphix(i1, 4 * 28 + 14, 5 * 32)); } { // Room 4, Maze 2 "CG" Room room = rooms.elementAt(4); room.RoomArray = new int[][]{ {1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 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} }; String[] i6 = {"0075.jpg", "0076.jpg", "0077.jpg", "0076.jpg"}; room.graphix.addElement(new Graphix(i6, 13 * 28, 4 * 32, Graphix.BOUNCE, 0, 2, 3 * 16)); } { // Room 5, Maze 3 "PC" Room room = rooms.elementAt(5); room.RoomArray = new int[][]{ {1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1}, {0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 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, 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, 0, 0, 1} }; } { // Room 6, Maze 4 "RC" Room room = rooms.elementAt(6); room.RoomArray = new int[][]{ {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1}, {1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 1, 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, 0, 0, 0, 1} }; String[] i7 = {"0082.jpg", "0083.jpg", "0084.jpg", "0085.jpg", "0084.jpg", "0083.jpg", "0082.jpg"}; room.graphix.addElement(new Graphix(i7, 12 * 28, 4 * 32, Graphix.BOUNCE, 0, 2, 3 * 16)); } { // Room 7, Maze 5 "MW" Room room = rooms.elementAt(7); room.RoomArray = new int[][]{ {1, 1, 1, 1, 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, 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, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1}, {0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1}, {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, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1} }; String[] i2 = {"0086.jpg", "0087.jpg"}; room.graphix.addElement(new Graphix(i2, 5 * 28, 2 * 32)); } { // Room 8, Maze 6 "CIG" Room room = rooms.elementAt(8); room.RoomArray = new int[][]{ {1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1}, {0, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0}, {1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0}, {1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1} }; } { // Room 9, Maze 7 "NH" Room room = rooms.elementAt(9); room.RoomArray = new int[][]{ {1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1}, {1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1} }; } { // Room 10, Maze 8 "SG" Room room = rooms.elementAt(10); room.RoomArray = new int[][]{ {1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1}, {1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 1, 1, 1} }; String[] i8 = {"0078.jpg", "0079.jpg", "0080.jpg", "0081.jpg"}; room.graphix.addElement(new Graphix(i8, 13 * 28, 10 * 32, Graphix.BOUNCE, 2, 0, 5 * 14)); } { // Room 11, Maze Bottom Room room = rooms.elementAt(11); room.RoomArray = new int[][]{ {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 8, 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, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; items.addElement(new ContactSensor(9 * 28, 2 * 32, room, new Token(0, 0, null))); } { // Room 12, Top Corridor 1 Room room = rooms.elementAt(12); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 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, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; } { // Room 13, Top Corridor 2 Room room = rooms.elementAt(13); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 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, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; } { // Room 14, Top Corridor Branch Room room = rooms.elementAt(14); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 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}, {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, 3, 3, 3, 3, 3, 3}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {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, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3} }; } { // Room 15, Hallway Top Right Room room = rooms.elementAt(15); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {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, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3} }; } { // Room 16, Hallway Bottom Right Room room = rooms.elementAt(16); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {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, 3, 3, 3, 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, 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, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; } { // Room 17, Hallway Bottom Room room = rooms.elementAt(17); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 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, 0, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3} }; items.addElement(new AmpireBot(10 * 28, 3 * 32, room)); } { // Room 18, Hallway Bottom Left Room room = rooms.elementAt(18); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 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, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; } { // Room 19, Hallway Top Left Room room = rooms.elementAt(19); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 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}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3} }; } { // Room 20, Hallway Top Room room = rooms.elementAt(20); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 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, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; } { // Room 21, WallHugger Puzzle Room room = rooms.elementAt(21); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3}, {3, 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, 3, 3}, {3, 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, 3, 3, 3, 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, 3, 3}, {3, 3, 3, 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, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; items.addElement(new Magnet(10 * 28, 9 * 32, room)); int[] pace = {3 * 28, 120, 16 * 28, 120}; int[] protect = {0, 3 * 32, 19 * 28, 11 * 32, 10 * 28, 0}; items.addElement(new Sentry(3 * 28, 120, room, pace, protect, false)); } { // Room 22, Bouncer Puzzle Room room = rooms.elementAt(22); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 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, 3, 3, 3}, {3, 3, 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}, {3, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3}, {3, 3, 3, 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, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; items.addElement(new Crystal(16 * 28, 5 * 32, room, 100000)); int[] pace = {3 * 28, 94, 3 * 28, 302}; int[] protect = {4 * 28, 0, 19 * 28, 11 * 32, 0, 5 * 32}; items.addElement(new Sentry(3 * 28, 94, room, pace, protect, false)); } { // Room 23, AnteChamber Room room = rooms.elementAt(23); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 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, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3, 3}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 3, 3}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 3, 3}, {3, 3, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 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, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0}, {3, 3, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 0, 0}, {3, 3, 3, 0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0, 3, 3}, {3, 3, 3, 3, 3, 0, 0, 0, 3, 3, 3, 3, 3, 0, 0, 0, 0, 0, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3} }; room.AddTextBox("Do you have EVERYTHING?", 98, 278, 168); } { // Room 24, Directional Token Sensor here Room room = rooms.elementAt(24); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3}, {3, 3, 3, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3}, {3, 3, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3}, {3, 3, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3}, {3, 3, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3}, {3, 3, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3}, {3, 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, 3, 3}, {3, 3, 3, 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, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3} }; room.AddTextBox("Time to board a 'Bot!", 170, 320, 500); items.addElement(new DirectionalSensor(3 * 28 + 14, 4 * 32, room, new Token(0, 0, null))); } { // Room 25, Sewer Grate Top Room room = rooms.elementAt(25); room.RoomArray = new int[][]{ {4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}, {4, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4}, {4, 0, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4}, {4, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 0}, {4, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 0}, {0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 0}, {0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4}, {0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4}, {0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4}, {4, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4} }; room.AddTextBox("SEWER GRATE", 182, 48, 90); items.addElement(new Sentry3(2 * 28, 64, room)); } { // Room 26, Sewer Grate Bottom Room room = rooms.elementAt(26); room.RoomArray = new int[][]{ {4, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 0, 0, 0, 0, 0, 4, 4, 4, 4}, {4, 4, 4, 4, 4, 0, 0, 4, 0, 0, 4, 0, 0, 0, 0, 0, 4, 0, 0, 4}, {4, 0, 0, 0, 4, 0, 0, 4, 0, 0, 4, 4, 4, 4, 4, 4, 4, 0, 0, 4}, {4, 0, 0, 0, 4, 4, 4, 4, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 0, 0, 4, 4, 0, 0, 4}, {4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4} }; String[] i3 = {"0064.jpg", "0065.jpg"}; room.graphix.addElement(new Graphix(i3, 5 * 28, 10 * 32)); String[] i4 = {"0066.jpg", "0067.jpg"}; room.graphix.addElement(new Graphix(i4, 11 * 28, 8 * 32)); String[] i5 = {"0068.jpg", "0069.jpg"}; room.graphix.addElement(new Graphix(i5, 16 * 28, 9 * 32)); room.AddTextBox("These poor creatures never made it out...Will you???", 84, 224, 500); } { // Room 27, 2nd Lock Room room = rooms.elementAt(27); room.RoomArray = new int[][]{ {4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}, {4, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {0, 0, 0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 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}, {4, 4, 4, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 5, 4, 0, 0, 0, 0, 0}, {4, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 0, 0, 4, 4, 0, 0, 0, 0, 4}, {4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 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, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4} }; room.AddTextBox("Congratulations!", 2 * 28, 304, 500); room.AddTextBox("That was a great job!", 2 * 28, 320, 500); } { // Room 28, Portal Chamber Room room = rooms.elementAt(28); room.RoomArray = new int[][]{ {4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4}, {4, 0, 0, 0, 0, 4, 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, 0, 0, 4, 4, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4}, {4, 4, 4, 4, 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, 0, 0, 0, 0, 7, 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, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4} }; room.AddTextBox("Prepare for an experience that will transport you to another dimension", 336, 48, 224); room.AddTextBox("You CAN take it with you (If you hold on tight)....", 336, 256, 224); } { // Room 29, Help Screen Room room = rooms.elementAt(29); room.RoomArray = new int[][]{ {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, 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, 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, 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, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6} }; room.AddTextBox("Escape from the City Sewer!", 3 * 28, 2 * 32, 500); room.AddTextBox("HINTS:", 2 * 28, 3 * 32, 500); room.AddTextBox("Observe how the robots move. Each is pre-wired to help you.", 2 * 28, 4 * 32, 500); room.AddTextBox("Robots go where humans dare not tread.", 2 * 28, 6 * 32, 500); room.AddTextBox("The key to success lies within.", 2 * 28, 7 * 32, 500); room.AddTextBox("Black crystals foil Ampire Bots.", 2 * 28, 8 * 32, 500); room.AddTextBox("Chip 1 is \"COUNT-TO-N\" Chip 2 is \"WALLHUGGER\"", 2 * 28, 9 * 32, 400); room.AddTextBox("(To continue, press RETURN.)", 3 * 28, 11 * 32, 500); } { // Room 30, Secret Trash-flow Room room = rooms.elementAt(30); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 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, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3}, {3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3} }; } { // Room 31, Secret room Room room = rooms.elementAt(31); room.RoomArray = new int[][]{ {3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 0, 0, 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, 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.AddTextBox("Hi! I'm the Secret Helper. Congratulations on finding Secret #1 (and #2... wink wink!)", 3 * 28, 2 * 32, 450); room.AddTextBox("Look at this... Somebody threw out a perfectly good suitcase. I wonder what's inside it?", 3 * 28, 9 * 32, 450); 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, 4 * 28, 5 * 32); room.graphix.addElement(helper); Item sc = new Suitcase(14 * 28, 5 * 32, room); items.addElement(sc); items.addElement(new Key(2 * 28, 5 * 32, sc.InternalRoom, Color.green)); } int[] roomlist1 = {0, 1, 2, 12, 13, 14, 23, 25, 27, 28}; LinkRoomsHorizontally(roomlist1); int[] roomlist2 = {2, 3, 4, 5, 6, 7, 8, 9, 10, 11}; LinkRoomsVertically(roomlist2); int[] roomlist3 = {3, 5, 7, 9}; LinkRoomsHorizontally(roomlist3); int[] roomlist4 = {4, 6, 8, 10, 18, 17, 16, 22}; LinkRoomsHorizontally(roomlist4); LinkRoomsUpDown(14, 15); LinkRoomsUpDown(15, 16); LinkRoomsUpDown(19, 18); LinkRoomsLeftRight(19, 20); LinkRoomsLeftRight(20, 15); LinkRoomsUpDown(17, 21); LinkRoomsUpDown(23, 24); LinkRoomsUpDown(25, 26); LinkRoomsUpDown(30, 31); for (int a = 0; a < 14; a++) { int speed = (random.nextInt(5) + 1) * 2; Graphix grx = new Graphix("junk" + a + ".jpg", 19 * 28, random.nextInt(3 * 32) + 4 * 32, Graphix.CYCLE, -speed, 0, 20 * 32 / speed ); int t = random.nextInt(20 * 32 / speed); grx.x -= speed * t; grx.count = t; rooms.elementAt(11).graphix.addElement(grx); } gameCursor = new GameCursor(252, 288, rooms.elementAt(0)); solderingPen = new SolderingPen(); remote = new Remote(); helpCam = new HelpCam(rooms.elementAt(29)); items.addElement(gameCursor); SmallChip sc = new SmallChip(0, 0, null, "1"); sc.LoadChip("CountToN.chip", true); items.addElement(sc); items.addElement(new RO1Init()); items.addElement(solderingPen); items.addElement(remote); items.addElement(helpCam); player = gameCursor; currentViewer = player; items.addElement(new BlackCrystal(2 * 28, 7 * 32, rooms.elementAt(3))); } } class RO1Init extends Initializer { public void Init() { // The Magnet and the Energy Crystal go into (one or the other) // X=10*28, Y=9*32, Room=21 // X=16*28, Y=5*32, Room-22 Item magnet = level.FindItem("Magnet"); Item crystal = level.FindItem(".Crystal"); if (level.random.nextInt(2) == 1) { magnet.x = 10 * 28; magnet.y = 9 * 32; magnet.room = level.rooms.elementAt(21); crystal.x = 16 * 28; crystal.y = 5 * 32; crystal.room = level.rooms.elementAt(22); } else { crystal.x = 10 * 28; crystal.y = 9 * 32; crystal.room = level.rooms.elementAt(21); magnet.x = 16 * 28; magnet.y = 5 * 32; magnet.room = level.rooms.elementAt(22); } // The Blue Key goes inside one of the Robots. Item robot1 = level.FindItem("BlueRobot"); Item robot2 = level.FindItem("WhiteRobot"); Item robot3 = level.FindItem("OrangeRobot"); Item key = level.FindItem("Key"); switch (level.random.nextInt(3)) { case 0: key.room = robot1.InternalRoom; break; case 1: key.room = robot2.InternalRoom; break; case 2: key.room = robot3.InternalRoom; break; } // The Black Crystal and Chip 1 go somewhere in the Maze // Room=3, 2,7 // Room=4 4,1 // Room=5 1,18 // Room=6 6,6 // Room=7 4,4 // Room=8 16,5 // Room=9 4,3 // Room=10 6,8 Item bcrystal = level.FindItem("BlackCrystal"); switch (level.random.nextInt(8)) { case 0: bcrystal.x = 2 * 28; bcrystal.y = 7 * 32; bcrystal.room = level.rooms.elementAt(3); break; case 1: bcrystal.x = 4 * 28; bcrystal.y = 1 * 32; bcrystal.room = level.rooms.elementAt(4); break; case 2: bcrystal.x = 14 * 28; bcrystal.y = 4 * 32; bcrystal.room = level.rooms.elementAt(5); break; case 3: bcrystal.x = 6 * 28; bcrystal.y = 6 * 32; bcrystal.room = level.rooms.elementAt(6); break; case 4: bcrystal.x = 4 * 28; bcrystal.y = 4 * 32; bcrystal.room = level.rooms.elementAt(7); break; case 5: bcrystal.x = 16 * 28; bcrystal.y = 5 * 32; bcrystal.room = level.rooms.elementAt(8); break; case 6: bcrystal.x = 4 * 28; bcrystal.y = 3 * 32; bcrystal.room = level.rooms.elementAt(9); break; case 7: bcrystal.x = 6 * 28; bcrystal.y = 8 * 32; bcrystal.room = level.rooms.elementAt(10); break; } // Room=3 17,10 // Room=4 5,2 // Room=5 2,9 // Room=6 17,9 // Room=7 8,5 // Room=8 7,9 // Room=9 13,7 // Room=10 5,1 Item chip = null; for (int a = 0; a < level.items.size(); a++) { Item item = level.items.elementAt(a); if (item.getClass().toString().endsWith("SmallChip")) { if (((GenericChip) item).label.endsWith("1")) { chip = item; } } } if (chip == null) { return; } switch (level.random.nextInt(8)) { case 0: chip.x = 17 * 28; chip.y = 10 * 32; chip.room = level.rooms.elementAt(3); break; case 1: chip.x = 5 * 28; chip.y = 2 * 32; chip.room = level.rooms.elementAt(4); break; case 2: chip.x = 2 * 28; chip.y = 9 * 32; chip.room = level.rooms.elementAt(5); break; case 3: chip.x = 17 * 28; chip.y = 9 * 32; chip.room = level.rooms.elementAt(6); break; case 4: chip.x = 8 * 28; chip.y = 5 * 32; chip.room = level.rooms.elementAt(7); break; case 5: chip.x = 7 * 28; chip.y = 9 * 32; chip.room = level.rooms.elementAt(8); break; case 6: chip.x = 13 * 28; chip.y = 7 * 32; chip.room = level.rooms.elementAt(9); break; case 7: chip.x = 5 * 28; chip.y = 1 * 32; chip.room = level.rooms.elementAt(10); break; } } }