912 lines
38 KiB
Java
912 lines
38 KiB
Java
package com.droidquest.levels;
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import java.awt.Color;
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import com.droidquest.Room;
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import com.droidquest.RoomDisplay;
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import com.droidquest.avatars.GameCursor;
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import com.droidquest.avatars.HelpCam;
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import com.droidquest.avatars.Remote;
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import com.droidquest.avatars.SolderingPen;
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import com.droidquest.decorations.Arrow;
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import com.droidquest.decorations.Graphix;
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import com.droidquest.devices.ContactSensor;
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import com.droidquest.devices.DirectionalSensor;
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import com.droidquest.devices.SmallChip;
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import com.droidquest.devices.StormShield;
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import com.droidquest.items.Button;
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import com.droidquest.items.Crystal;
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import com.droidquest.items.ElevatorKey;
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import com.droidquest.items.ElevatorSwitch;
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import com.droidquest.items.F12Form;
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import com.droidquest.items.FFButton;
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import com.droidquest.items.GateKeeper;
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import com.droidquest.items.HiddenCamera;
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import com.droidquest.items.Key;
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import com.droidquest.items.Sentry;
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import com.droidquest.items.SlipperyToken;
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import com.droidquest.items.StormCloud;
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import com.droidquest.items.VendingHandle;
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import com.droidquest.materials.CameraDisable;
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import com.droidquest.materials.CameraEnable;
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import com.droidquest.materials.ElevatorInPortal;
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import com.droidquest.materials.ElevatorLock;
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import com.droidquest.materials.ElevatorOutPortal;
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import com.droidquest.materials.Material;
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import com.droidquest.materials.PlayerBlocker;
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import com.droidquest.materials.Portal;
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import com.droidquest.materials.ShapeEditor;
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import com.droidquest.materials.SwitchA;
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import com.droidquest.materials.SwitchB;
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import com.droidquest.materials.VendingSlot;
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class RO3 extends Level
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{
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public RO3 (RoomDisplay rd)
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{
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super(rd);
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materials.addElement(new Material(true, false)); // 0= Empty Space
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materials.addElement(new Material(new Color(0,204,0),false, true)); // 1= Green
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materials.addElement(new Material(new Color(255,224,192),false, true)); // 2= Lt Orange
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materials.addElement(new Material(new Color(128,128,128),false, true)); // 3= Grey
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materials.addElement(new Material(new Color(255,128,0),false, true)); // 4= Orange
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materials.addElement(new Material(new Color(255,255,255),false, true)); // 5= White
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materials.addElement(new Material(new Color(0,0,255),false, true)); // 6= Blue
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materials.addElement(new Material(new Color(0,0,128),false,true)); // 7= Dk Blue
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materials.addElement(new Material(new Color(63,32,0),false, true)); // 8= Dk Orange
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materials.addElement(new ShapeEditor(new StormCloud(0,0,null))); // 9= Storm Editor
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materials.addElement(new ElevatorLock()); // 10= ElevatorLock
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materials.addElement(new ElevatorInPortal()); // 11= ElevatorIn
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materials.addElement(new ElevatorOutPortal()); // 12= ElevatorOut
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materials.addElement(new ElevatorSwitch()); // 13= ElevatorSwitch
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materials.addElement(new VendingSlot()); // 14= VendingSlot
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materials.addElement(new PlayerBlocker(Color.black)); // 15= PlayerBlock
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materials.addElement(new SwitchA()); // 16
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materials.addElement(new SwitchB()); // 17
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materials.addElement(new CameraEnable()); // 18= Periscope
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materials.addElement(new CameraDisable()); // 19
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String[] files = {"field0.jpg","field1.jpg"};
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materials.addElement(new PlayerBlocker(files)); // 20= Blue FF
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materials.addElement(new Portal("RO4.lvl", true, true)); // 21= Portal
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for (int a=0; a<=36; a++)
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rooms.addElement(new Room());
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{// Room 0 : Help Screen
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Room room = (Room) rooms.elementAt(0);
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int[][] table = {
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
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};
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room.RoomArray = table;
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room.AddTextBox("Explore the Town!",164,2*32, 560);
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room.AddTextBox("HINTS: Weather the magnetic storm with a shield in a 'bot. (Turn it on.)",
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2*28,4*32, 500);
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room.AddTextBox("Chips 5 & 6 are blank.",2*28,6*32, 500);
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room.AddTextBox("Sometimes junk can open doors...",2*28,7*32, 560);
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room.AddTextBox("A Form-12 is your ticket to the Master Control Room.",2*28,8*32, 560);
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room.AddTextBox("(To continue, press RETURN.)",4*28,11*32, 500);
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}
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{// Room 1 : Intro Maze 1
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Room room = (Room) rooms.elementAt(1);
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int[][] table = {
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{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2},
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{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
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{2,0,0,0,0,0,2,2,2,0,0,0,0,2,0,0,0,0,0,2},
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{2,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,2},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{2,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,2},
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{2,0,0,0,0,0,2,2,2,0,0,2,2,2,0,0,0,0,0,2},
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{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
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{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2}
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};
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room.RoomArray = table;
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room.AddTextBox("EXIT",9*28+6,196,100);
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room.AddArrow(280,4*32,Arrow.DIR_UP,32,Color.white);
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room.AddArrow(280,8*32,Arrow.DIR_DOWN,32,Color.white);
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room.AddArrow(7*28,6*32,Arrow.DIR_LEFT,28,Color.white);
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room.AddArrow(13*28,6*32,Arrow.DIR_RIGHT,28,Color.white);
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}
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{// Room 2 : Intro Maze 2
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Room room = (Room) rooms.elementAt(2);
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int[][] table = {
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{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2},
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{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
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{2,0,0,0,0,0,2,2,2,0,0,0,0,2,0,0,0,0,0,2},
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{2,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,2},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{2,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,2},
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{2,0,0,0,0,0,2,2,2,0,0,2,2,2,0,0,0,0,0,2},
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{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
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{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2}
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};
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room.RoomArray = table;
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room.AddTextBox("EXIT",9*28+6,196,100);
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room.AddArrow(280,4*32,Arrow.DIR_UP,32,Color.white);
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room.AddArrow(280,8*32,Arrow.DIR_DOWN,32,Color.white);
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room.AddArrow(7*28,6*32,Arrow.DIR_LEFT,28,Color.white);
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room.AddArrow(13*28,6*32,Arrow.DIR_RIGHT,28,Color.white);
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}
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{// Room 3 : Intro Maze 3
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Room room = (Room) rooms.elementAt(3);
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int[][] table = {
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{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2},
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{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
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{2,0,0,0,0,0,2,2,2,0,0,0,0,2,0,0,0,0,0,2},
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{2,0,0,0,0,0,0,2,2,2,2,2,0,0,0,0,0,0,0,2},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{2,0,0,0,0,0,0,2,2,2,2,2,2,0,0,0,0,0,0,2},
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{2,0,0,0,0,0,2,2,2,0,0,2,2,2,0,0,0,0,0,2},
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{2,2,0,0,0,2,2,2,0,0,0,0,2,2,2,0,0,0,2,2},
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{2,2,0,0,0,2,2,0,0,0,0,0,0,2,2,0,0,0,2,2}
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};
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room.RoomArray = table;
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room.AddTextBox("EXIT",9*28+6,196,100);
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room.AddArrow(280,4*32,Arrow.DIR_UP,32,Color.white);
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room.AddArrow(280,8*32,Arrow.DIR_DOWN,32,Color.white);
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room.AddArrow(7*28,6*32,Arrow.DIR_LEFT,28,Color.white);
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room.AddArrow(13*28,6*32,Arrow.DIR_RIGHT,28,Color.white);
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}
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{// Room 4 : Sensor Editor Room, Magnetic Shield here
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Room room = (Room) rooms.elementAt(4);
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int[][] table = {
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{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},
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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
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{2,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
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{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}
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};
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room.RoomArray = table;
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room.AddTextBox("Sensor Editor",64,56, 560);
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room.AddTextBox("Magnetic Storm Shield (For Robots Only)",60,346, 560);
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items.addElement(new StormShield(3*28, 8*32, room));
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}
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{// Room 5 : Street Maze
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Room room = (Room) rooms.elementAt(5);
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int[][] table = {
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{3,3,3,3,3,3,3,3,3,0,0,3,3,0,0,0,0,0,3,3},
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{3,3,0,0,3,3,0,0,3,3,3,3,3,0,0,0,0,0,3,3},
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{3,3,0,0,3,3,0,0,0,0,0,3,3,0,0,3,0,0,3,3},
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{3,3,0,0,3,3,0,0,0,0,0,3,3,0,0,3,0,0,3,3},
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{3,3,0,0,3,3,3,3,3,0,0,0,0,0,0,3,0,0,0,0},
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{3,3,0,0,3,3,0,0,3,0,0,0,0,0,0,3,0,0,0,0},
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{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,3,0,0,0,0},
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{3,3,0,0,0,0,0,0,3,0,0,3,3,0,0,3,0,0,0,0},
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{3,3,0,0,0,0,0,0,3,0,0,3,3,0,0,3,0,0,3,3},
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{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,3,0,0,3,3},
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{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,3,0,0,3,3},
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{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,0,0,0,3,3}
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};
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room.RoomArray = table;
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items.addElement(new StormCloud(10*28, 6*32, room));
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items.addElement(new StormCloud(10*28, 6*32, room));
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items.addElement(new StormCloud(10*28, 6*32, room));
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}
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{// Room 6 : Street Maze
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Room room = (Room) rooms.elementAt(6);
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int[][] table = {
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{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,0,0,0,3,3},
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{3,3,0,0,0,0,0,0,3,0,0,3,3,0,0,0,0,0,3,3},
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{3,3,0,0,0,0,0,0,3,0,0,3,3,0,0,3,3,3,3,3},
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{3,3,0,0,3,3,0,0,3,0,0,0,0,0,0,3,0,0,3,3},
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{0,0,0,0,3,3,0,0,3,0,0,0,0,0,0,3,0,0,3,3},
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{0,0,0,0,3,3,0,0,3,0,0,3,3,3,3,3,0,0,3,3},
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{0,0,0,0,3,3,0,0,3,0,0,3,3,3,3,3,3,3,3,3},
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{0,0,0,0,3,3,0,0,0,0,0,3,3,0,0,0,0,0,3,3},
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{3,3,3,3,3,3,0,0,0,0,0,3,3,0,0,0,0,0,3,3},
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{3,3,0,0,3,3,0,0,3,0,0,0,3,0,0,3,0,0,3,3},
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{3,3,0,0,3,3,0,0,3,0,0,0,3,0,0,3,0,0,3,3},
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{3,3,0,0,3,3,0,0,3,3,0,0,3,0,0,3,0,0,3,3}
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};
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room.RoomArray = table;
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items.addElement(new StormCloud(10*28, 6*32, room));
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items.addElement(new StormCloud(10*28, 6*32, room));
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items.addElement(new StormCloud(10*28, 6*32, room));
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}
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{// Room 7 : Street Maze
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Room room = (Room) rooms.elementAt(7);
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int[][] table = {
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{3,3,0,0,3,3,0,0,3,3,0,0,3,0,0,3,0,0,3,3},
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{3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,3,0,0,0,3},
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{3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,3,3,0,0,3},
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{3,3,0,0,3,3,0,0,3,3,3,3,3,0,0,0,0,0,0,3},
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{3,3,0,0,3,3,0,0,3,0,0,3,3,0,0,0,0,0,0,0},
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{3,3,0,0,3,3,3,3,3,0,0,3,3,0,0,3,3,0,0,0},
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{3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,3,3,0,0,0},
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{3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,3,3,0,0,0},
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{3,3,0,0,3,3,0,0,3,3,3,3,3,0,0,3,3,3,3,3},
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{3,3,3,3,3,3,0,0,3,0,0,3,3,0,0,3,3,3,3,3},
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{3,0,0,0,3,3,0,0,3,0,0,3,3,0,0,3,3,0,0,3},
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{3,0,0,0,3,3,0,0,3,0,0,3,3,0,0,3,3,0,0,3}
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};
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room.RoomArray = table;
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items.addElement(new StormCloud(10*28, 6*32, room));
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items.addElement(new StormCloud(10*28, 6*32, room));
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items.addElement(new StormCloud(10*28, 6*32, room));
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}
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{// Room 8 : Brown Tunnel
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Room room = (Room) rooms.elementAt(8);
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int[][] table = {
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{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
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{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
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{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
|
|
{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;
|
|
|
|
}
|
|
|
|
}
|