761 lines
31 KiB
Java
761 lines
31 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.DirectionalSensor;
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import com.droidquest.items.Ghost;
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import com.droidquest.items.Pellet;
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import com.droidquest.items.Sentry;
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import com.droidquest.items.Turbine;
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import com.droidquest.items.WallHandle;
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import com.droidquest.items.Wave;
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import com.droidquest.materials.CrystalRecharger;
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import com.droidquest.materials.HotWires;
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import com.droidquest.materials.Lock;
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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.Switch;
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class RO6 extends Level
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{
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public RO6 (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(Color.blue, false, true)); // 1 = Blue
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materials.addElement(new Material(Color.white, false, true)); // 2 = White
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materials.addElement(new Material(Color.red, false, true)); // 3 = Red
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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(Color.yellow, false, true)); // 5 = Yellow
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materials.addElement(new Material(Color.green, false, true)); // 6 = Green
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materials.addElement(new Material(new Color(255,0,255), false, true)); // 7 = Purple
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materials.addElement(new HotWires( HotWires.UP
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+ HotWires.DOWN
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+ HotWires.LEFT
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+ HotWires.RIGHT,
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true)); // 8=HotWire cross
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materials.addElement(new HotWires( HotWires.UP
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+ HotWires.DOWN,
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true)); // 9=HotWire Vertical
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materials.addElement(new HotWires( HotWires.LEFT
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+ HotWires.RIGHT,
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true)); // 10=HotWire Horizontal
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materials.addElement(new HotWires( HotWires.UP
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+ HotWires.LEFT,
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true)); // 11=HotWire J
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materials.addElement(new HotWires( HotWires.UP
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+ HotWires.RIGHT,
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true)); // 12=HotWire L
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materials.addElement(new HotWires(+ HotWires.DOWN
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+ HotWires.LEFT,
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true)); // 13=HotWire 7
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materials.addElement(new HotWires(+ HotWires.DOWN
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+ HotWires.RIGHT,
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true)); // 14=HotWire r
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materials.addElement(new HotWires( HotWires.DOWN
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+ HotWires.LEFT
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+ HotWires.RIGHT,
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true)); // 15=HotWire T
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materials.addElement(new HotWires( HotWires.UP
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+ HotWires.LEFT
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+ HotWires.RIGHT,
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true)); // 16=HotWire _|_
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materials.addElement(new HotWires( HotWires.UP
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+ HotWires.DOWN
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+ HotWires.RIGHT,
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true)); // 17=HotWire |-
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materials.addElement(new HotWires( HotWires.UP
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+ HotWires.DOWN
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+ HotWires.LEFT,
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true)); // 18=HotWire -|
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int[][] redlock = {
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{Lock.WIDE},
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{Lock.LEFT},
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{Lock.DOWN},
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{Lock.DOWN},
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{Lock.RIGHT},
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{1,5,0, 1,6,0, 1,2,3, 1,9,3},
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{1,4,0, 1,7,0, 1,1,3, 1,10,3, 2,5,0, 2,6,0, 2,2,3, 2,9,3},
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{2,4,0, 2,7,0, 2,1,3, 2,10,3, 3,5,0, 3,6,0, 3,2,3, 3,9,3},
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{3,4,0, 3,7,0, 3,1,3, 3,10,3},
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{Lock.REMOVE},
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{Lock.LEFT},
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{Lock.DOWN},
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{Lock.DOWN},
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{Lock.RIGHT},
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{3,4,3, 3,7,3, 3,1,0, 3,10,0},
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{2,4,3, 2,7,3, 2,1,0, 2,10,0, 3,5,3, 3,6,3, 3,2,0, 3,9,0},
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{1,4,3, 1,7,3, 1,1,0, 1,10,0, 2,5,3, 2,6,3, 2,2,0, 2,9,0},
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{1,5,3, 1,6,3, 1,2,0, 1,9,0}
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};
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materials.addElement(new Lock(Color.red, Color.red, redlock)); // 19=RedLock
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int[][] orangelock = {
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{Lock.WIDE},
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{Lock.RIGHT},
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{Lock.DOWN},
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{Lock.RIGHT},
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{4,5,0, 4,6,0, 4,2,4, 4,9,4},
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{4,4,0, 4,7,0, 4,1,4, 4,10,4, 5,5,0, 5,6,0, 5,2,4, 5,9,4},
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{5,4,0, 5,7,0, 5,1,4, 5,10,4, 6,5,0, 6,6,0, 6,2,4, 6,9,4},
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{6,4,0, 6,7,0, 6,1,4, 6,10,4},
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{Lock.REMOVE},
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{Lock.RIGHT},
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{Lock.DOWN},
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{Lock.RIGHT},
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{6,4,4, 6,7,4, 6,1,0, 6,10,0},
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{5,4,4, 5,7,4, 5,1,0, 5,10,0, 6,5,4, 6,6,4, 6,2,0, 6,9,0},
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{4,4,4, 4,7,4, 4,1,0, 4,10,0, 5,5,4, 5,6,4, 5,2,0, 5,9,0},
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{4,5,4, 4,6,4, 4,2,0, 4,9,0}
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};
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materials.addElement(new Lock(new Color(255,128,0),
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new Color(255,128,0), orangelock)); // 20=OrangeLock
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int[][] yellowlock = {
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{Lock.WIDE},
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{Lock.LEFT},
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{Lock.DOWN},
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{Lock.RIGHT},
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{7,5,0, 7,6,0, 7,2,5, 7,9,5},
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{7,4,0, 7,7,0, 7,1,5, 7,10,5, 8,5,0, 8,6,0, 8,2,5, 8,9,5},
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{8,4,0, 8,7,0, 8,1,5, 8,10,5, 9,5,0, 9,6,0, 9,2,5, 9,9,5},
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{9,4,0, 9,7,0, 9,1,5, 9,10,5},
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{Lock.REMOVE},
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{Lock.LEFT},
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{Lock.DOWN},
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{Lock.RIGHT},
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{9,4,5, 9,7,5, 9,1,0, 9,10,0},
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{8,4,5, 8,7,5, 8,1,0, 8,10,0, 9,5,5, 9,6,5, 9,2,0, 9,9,0},
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{7,4,5, 7,7,5, 7,1,0, 7,10,0, 8,5,5, 8,6,5, 8,2,0, 8,9,0},
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{7,5,5, 7,6,5, 7,2,0, 7,9,0}
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};
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materials.addElement(new Lock(Color.yellow,
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Color.yellow, yellowlock)); // 21=YellowLock
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int[][] greenlock = {
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{Lock.WIDE},
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{Lock.RIGHT},
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{Lock.UP},
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{Lock.RIGHT},
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{10,5,0, 10,6,0, 10,2,6, 10,9,6},
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{10,4,0, 10,7,0, 10,1,6, 10,10,6, 11,5,0, 11,6,0, 11,2,6, 11,9,6},
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{11,4,0, 11,7,0, 11,1,6, 11,10,6, 12,5,0, 12,6,0, 12,2,6, 12,9,6},
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{12,4,0, 12,7,0, 12,1,6, 12,10,6},
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{Lock.REMOVE},
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{Lock.RIGHT},
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{Lock.UP},
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{Lock.RIGHT},
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{12,4,6, 12,7,6, 12,1,0, 12,10,0},
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{11,4,6, 11,7,6, 11,1,0, 11,10,0, 12,5,6, 12,6,6, 12,2,0, 12,9,0},
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{10,4,6, 10,7,6, 10,1,0, 10,10,0, 11,5,6, 11,6,6, 11,2,0, 11,9,0},
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{10,5,6, 10,6,6, 10,2,0, 10,9,0}
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};
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materials.addElement(new Lock(Color.green,
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Color.green, greenlock)); // 22=GreenLock
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int[][] bluelock = {
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{Lock.WIDE},
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{Lock.LEFT},
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{Lock.UP},
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{Lock.RIGHT},
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{13,5,0, 13,6,0, 13,2,1, 13,9,1},
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{13,4,0, 13,7,0, 13,1,1, 13,10,1, 14,5,0, 14,6,0, 14,2,1, 14,9,1},
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{14,4,0, 14,7,0, 14,1,1, 14,10,1, 15,5,0, 15,6,0, 15,2,1, 15,9,1},
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{15,4,0, 15,7,0, 15,1,1, 15,10,1},
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{Lock.REMOVE},
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{Lock.LEFT},
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{Lock.UP},
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{Lock.RIGHT},
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{15,4,1, 15,7,1, 15,1,0, 15,10,0},
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{14,4,1, 14,7,1, 14,1,0, 14,10,0, 15,5,1, 15,6,1, 15,2,0, 15,9,0},
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{13,4,1, 13,7,1, 13,1,0, 13,10,0, 14,5,1, 14,6,1, 14,2,0, 14,9,0},
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{13,5,1, 13,6,1, 13,2,0, 13,9,0}
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};
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materials.addElement(new Lock(Color.blue,
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Color.blue, bluelock)); // 23=BlueLock
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int[][] purplelock = {
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{Lock.WIDE},
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{Lock.LEFT}, // Positioning is not set right yet.
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{Lock.UP},
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{Lock.UP},
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{Lock.RIGHT},
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{16,5,0, 16,6,0, 16,2,7, 16,9,7},
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{16,4,0, 16,7,0, 16,1,7, 16,10,7, 17,5,0, 17,6,0, 17,2,7, 17,9,7},
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{17,4,0, 17,7,0, 17,1,7, 17,10,7, 18,5,0, 18,6,0, 18,2,7, 18,9,7},
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{18,4,0, 18,7,0, 18,1,7, 18,10,7},
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{Lock.REMOVE},
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{Lock.LEFT},
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{Lock.UP},
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{Lock.UP},
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{Lock.RIGHT},
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{18,4,7, 18,7,7, 18,1,0, 18,10,0},
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{17,4,7, 17,7,7, 17,1,0, 17,10,0, 18,5,7, 18,6,7, 18,2,0, 18,9,0},
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{16,4,7, 16,7,7, 16,1,0, 16,10,0, 17,5,7, 17,6,7, 17,2,0, 17,9,0},
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{16,5,7, 16,6,7, 16,2,0, 16,9,0}
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};
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materials.addElement(new Lock(new Color(255,0,255),
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new Color(255,0,255), purplelock)); // 24=PurpleLock
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String[] files = {"field0.jpg","field1.jpg"};
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materials.addElement(new PlayerBlocker(files)); // 25= Blue FF
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int flipswitch[][] = {
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{Switch.WAIT4CONTACT},
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{Switch.SETVALUEHIGH},
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{Switch.REPLACE, 7,1,0, 8,1,0, 7,2,0, 8,2,0, 5,3,1, 6,3,1, 5,4,1, 6,4,1},
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{Switch.REPLACE, 11,1,0, 12,1,0, 11,2,0, 12,2,0, 9,3,1, 10,3,1, 9,4,1, 10,4,1},
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{Switch.REPLACE, 15,5,0, 16,5,0, 15,6,0, 16,6,0, 13,3,1, 14,3,1, 13,4,1, 14,4,1},
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{Switch.REPLACE, 3,9,0, 4,9,0, 3,10,0, 4,10,0, 1,7,1, 2,7,1, 1,8,1, 2,8,1},
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{Switch.REPLACE, 7,9,0, 8,9,0, 7,10,0, 8,10,0, 9,7,1, 10,7,1, 9,8,1, 10,8,1},
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{Switch.REPLACE, 11,5,0, 12,5,0, 11,6,0, 12,6,0, 13,7,1, 14,7,1, 13,8,1, 14,8,1},
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{Switch.REPLACE, 15,9,0, 16,9,0, 15,10,0, 16,10,0, 17,7,1, 18,7,1, 17,8,1, 18,8,1},
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{Switch.REPLACE, 18,10,0}
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};
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materials.addElement(new Switch(Switch.ROT_DOWN, flipswitch)); // 26= FlipSwitch
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materials.addElement(new CrystalRecharger()); // 27 = Recharger
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materials.addElement(new Portal("ROEndGame2.lvl", true, true)); // 28= Portal
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for (int a=0; a<=22; a++)
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rooms.addElement(new Room());
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{// Room 0 Help
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Room room = (Room) rooms.elementAt(0);
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room.AddTextBox("You're on your own here!",
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136,6*32, 560);
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room.AddTextBox("(To continue, press RETURN.)",
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96,346, 500);
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}
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{// Room 1 Maze
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Room room = (Room) rooms.elementAt(1);
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int[][] table1 = {
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{1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,1,1,1,1,1},
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{1,1,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,1,1},
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{0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0},
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{1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1},
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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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{1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1},
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{0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0},
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{1,1,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,1,1},
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{1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,1,1,1,1,1}
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};
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room.RoomArray = table1;
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}
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{// Room 1 Maze
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Room room = (Room) rooms.elementAt(1);
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int[][] table1 = {
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{1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,1,1,1,1,1},
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{1,1,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,1,1},
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{0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0},
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{1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1},
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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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{1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1},
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{0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,0,0,0},
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{1,1,1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,1,1},
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{1,1,1,1,1,1,0,1,0,0,0,0,1,0,1,1,1,1,1,1}
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};
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room.RoomArray = table1;
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}
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{// Room 2 Maze
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Room room = (Room) rooms.elementAt(2);
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room.SetMaterialFromRoom(1);
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}
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{// Room 3 Maze
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Room room = (Room) rooms.elementAt(3);
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room.SetMaterialFromRoom(1);
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}
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{// Room 4 Maze
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Room room = (Room) rooms.elementAt(4);
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room.SetMaterialFromRoom(1);
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}
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{// Room 5 Maze
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Room room = (Room) rooms.elementAt(5);
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room.SetMaterialFromRoom(1);
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}
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{// Room 6 Maze exit
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Room room = (Room) rooms.elementAt(6);
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int[][] table = {
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{2,2,2,2,2,2,2,2,0,0,0,0,2,2,2,2,2,2,2,2},
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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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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
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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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{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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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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{2,0,27,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
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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("Welcome to the Super Secret 6th level!",52,64, 560);
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room.AddTextBox("{255,000,000} Cross {255,128,000} the {255,255,000} rainbow {000,255,000} bridge {000,000,255} to {255,000,255} freedom!",
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64,9*32, 560);
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// items.addElement(new Key(2*28,3*32,room,Color.red));
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// items.addElement(new Key(2*28,4*32,room,new Color(255,128,0)));
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// items.addElement(new Key(2*28,5*32,room,Color.yellow));
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// items.addElement(new Key(2*28,6*32,room,Color.green));
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// items.addElement(new Key(2*28,7*32,room,Color.blue));
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// items.addElement(new Key(2*28,8*32,room,new Color(255,0,255)));
|
|
}
|
|
|
|
{// Room 7 Hallway
|
|
Room room = (Room) rooms.elementAt(7);
|
|
int[][] table = {
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}
|
|
};
|
|
room.RoomArray = table;
|
|
room.AddTextBox("Rainbow bridge",364, 6*32, 560);
|
|
room.AddArrow(559,6*32,Arrow.DIR_RIGHT,28,Color.white);
|
|
}
|
|
{// Room 8 Rainbow Bridge
|
|
Room room = (Room) rooms.elementAt(8);
|
|
int[][] table = {
|
|
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},
|
|
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
|
|
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
|
|
{2,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,2},
|
|
{0,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,0},
|
|
{0,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,0},
|
|
{0,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,0},
|
|
{0,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,0},
|
|
{2,3,3,3,4,4,4,5,5,5,6,6,6,1,1,1,7,7,7,2},
|
|
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
|
|
{2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
|
|
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}
|
|
};
|
|
room.RoomArray = table;
|
|
|
|
}
|
|
{// Room 9 Hallway
|
|
Room room = (Room) rooms.elementAt(9);
|
|
int[][] table = {
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}
|
|
};
|
|
room.RoomArray = table;
|
|
|
|
room.AddTextBox("Orange Lock", 28, 6*32, 560);
|
|
room.AddArrow(0, 6*32,Arrow.DIR_LEFT,28,Color.white);
|
|
room.AddTextBox("Yellow Lock", 400, 6*32, 560);
|
|
room.AddArrow(559,6*32,Arrow.DIR_RIGHT,28,Color.white);
|
|
}
|
|
{// Room 10 Hallway
|
|
Room room = (Room) rooms.elementAt(10);
|
|
int[][] table = {
|
|
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}
|
|
};
|
|
room.RoomArray = table;
|
|
|
|
room.AddTextBox("Red Lock Map", 28, 9*32, 560);
|
|
room.AddArrow(0,9*32+16,Arrow.DIR_LEFT,28,Color.white);
|
|
room.AddTextBox("Red Lock", 436, 2*32, 560);
|
|
room.AddArrow(559,2*32+16,Arrow.DIR_RIGHT,28,Color.white);
|
|
}
|
|
{// Room 11 Hallway
|
|
Room room = (Room) rooms.elementAt(11);
|
|
int[][] table = {
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2}
|
|
};
|
|
room.RoomArray = table;
|
|
|
|
room.AddTextBox("Green Lock", 28, 6*32, 560);
|
|
room.AddArrow(0, 6*32,Arrow.DIR_LEFT,28,Color.white);
|
|
room.AddTextBox("Blue Lock", 424, 6*32, 560);
|
|
room.AddArrow(559,6*32,Arrow.DIR_RIGHT,28,Color.white);
|
|
}
|
|
{// Room 12 Hallway
|
|
Room room = (Room) rooms.elementAt(12);
|
|
int[][] table = {
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
|
|
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},
|
|
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},
|
|
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2},
|
|
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}
|
|
};
|
|
room.RoomArray = table;
|
|
|
|
room.AddTextBox("Purple Lock", 400, 6*32, 560);
|
|
room.AddArrow(559,6*32,Arrow.DIR_RIGHT,28,Color.white);
|
|
}
|
|
|
|
{// Room 13 Red Lock upper
|
|
Room room = (Room) rooms.elementAt(13);
|
|
int[][] table = {
|
|
{10,10,10,10,10,10,10,15,10,10,10,10,10,10,10,10,10,10,10,13},
|
|
{ 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,19, 9},
|
|
{14,10,10,13, 0, 0, 0, 9, 0, 0, 0,14,10,10,10,10,10,10,10,18},
|
|
{ 9, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0,14,10,10,16,10,10,10,10,10,10,10,18, 0, 0, 0, 9}
|
|
};
|
|
room.RoomArray = table;
|
|
int[] pace = {2*28,2*32, 2*28, 9*32};
|
|
int[] program = {4*28,0, 18*28,11*32, 0,2*32};
|
|
items.addElement(new Sentry(5*28,2*32,room,pace,program,true));
|
|
}
|
|
{// Room 14 Red Lock lower
|
|
Room room = (Room) rooms.elementAt(14);
|
|
int[][] table = {
|
|
{ 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 9, 0, 0, 0,10,10,10,10,10,10,10,10,10,10,10,18},
|
|
{ 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0,12,10,10,10,10,10,10,10,10,10,10,10, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{ 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 9},
|
|
{12,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11}
|
|
};
|
|
room.RoomArray = table;
|
|
|
|
}
|
|
{// Room 15 Red Lock map upper (lower)
|
|
Room room = (Room) rooms.elementAt(15);
|
|
int[][] table = {
|
|
{1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1},
|
|
{1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1},
|
|
{1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1},
|
|
{1,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1},
|
|
{1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1},
|
|
{1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1},
|
|
{1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1},
|
|
{1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,1,1,1,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0},
|
|
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
|
|
};
|
|
room.RoomArray = table;
|
|
}
|
|
{// Room 16 Red Lock map lower (upper)
|
|
Room room = (Room) rooms.elementAt(16);
|
|
int[][] table = {
|
|
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
|
|
{1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
|
|
{1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1},
|
|
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1}
|
|
};
|
|
room.RoomArray = table;
|
|
|
|
}
|
|
{// Room 17 Orange Lock (pac-man)
|
|
Room room = (Room) rooms.elementAt(17);
|
|
int[][] table = {
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1},
|
|
{1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1},
|
|
{1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,25, 0, 0, 0, 0},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,25, 0, 0, 0, 0},
|
|
{1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0},
|
|
{1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,20, 1},
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
|
|
};
|
|
room.RoomArray = table;
|
|
items.addElement(new Pellet(2*28-14,2*32-14,room));
|
|
items.addElement(new Pellet(4*28-14,2*32-14,room));
|
|
items.addElement(new Pellet(6*28-14,2*32-14,room));
|
|
items.addElement(new Pellet(8*28-14,2*32-14,room));
|
|
items.addElement(new Pellet(10*28-14,2*32-14,room));
|
|
items.addElement(new Pellet(12*28-14,2*32-14,room));
|
|
items.addElement(new Pellet(14*28-14,2*32-14,room));
|
|
items.addElement(new Pellet(2*28-14,4*32-14,room));
|
|
items.addElement(new Pellet(6*28-14,4*32-14,room));
|
|
items.addElement(new Pellet(10*28-14,4*32-14,room));
|
|
items.addElement(new Pellet(14*28-14,4*32-14,room));
|
|
items.addElement(new Pellet(2*28-14,6*32-14,room));
|
|
items.addElement(new Pellet(4*28-14,6*32-14,room));
|
|
items.addElement(new Pellet(6*28-14,6*32-14,room));
|
|
items.addElement(new Pellet(8*28-14,6*32-14,room));
|
|
items.addElement(new Pellet(10*28-14,6*32-14,room));
|
|
items.addElement(new Pellet(12*28-14,6*32-14,room));
|
|
items.addElement(new Pellet(14*28-14,6*32-14,room));
|
|
items.addElement(new Pellet(2*28-14,8*32-14,room));
|
|
items.addElement(new Pellet(6*28-14,8*32-14,room));
|
|
items.addElement(new Pellet(10*28-14,8*32-14,room));
|
|
items.addElement(new Pellet(14*28-14,8*32-14,room));
|
|
items.addElement(new Pellet(2*28-14,10*32-14,room));
|
|
items.addElement(new Pellet(4*28-14,10*32-14,room));
|
|
items.addElement(new Pellet(6*28-14,10*32-14,room));
|
|
items.addElement(new Pellet(8*28-14,10*32-14,room));
|
|
items.addElement(new Pellet(10*28-14,10*32-14,room));
|
|
items.addElement(new Pellet(12*28-14,10*32-14,room));
|
|
items.addElement(new Pellet(14*28-14,10*32-14,room));
|
|
items.addElement(new Ghost(42,48,room));
|
|
items.addElement(new DirectionalSensor(16*28+8,4*32+16,room,
|
|
new Ghost(0,0,null)));
|
|
}
|
|
{// Room 18 Yellow Lock (Hot tunnel)
|
|
Room room = (Room) rooms.elementAt(18);
|
|
int[][] table = {
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
|
|
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
|
|
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
|
|
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
|
|
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,21, 1},
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
|
|
};
|
|
room.RoomArray = table;
|
|
items.addElement(new Wave(room));
|
|
|
|
int[] pace = {2*28,2*32, 2*28, 9*32};
|
|
int[] program = {4*28,0, 18*28,11*32, 0,5*32};
|
|
items.addElement(new Sentry(5*28,2*32,room,pace,program,true));
|
|
}
|
|
{// Room 19 Green Lock (Turbines)
|
|
Room room = (Room) rooms.elementAt(19);
|
|
int[][] table = {
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
|
|
{1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0},
|
|
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
|
|
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
|
|
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0,22, 1, 0, 0, 0, 0, 0, 1},
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
|
|
};
|
|
room.RoomArray = table;
|
|
int[] cells1 = {12,3,0,1, 11,3,0,1, 10,3,0,1, 9,3,0,1, 8,3,0,1, 7,3,0,1};
|
|
items.addElement(new Turbine(28,9*32,room,cells1));
|
|
int[] cells2 = {12,5,0,1, 11,5,0,1, 10,5,0,1, 9,5,0,1, 8,5,0,1, 7,5,0,1};
|
|
items.addElement(new Turbine(5*28,9*32,room,cells2));
|
|
int[] pace = {6*28,2*32, 13*28,2*32};
|
|
int[] program = {28,32, 15*28,10*32, 19*28,5*32};
|
|
items.addElement(new Sentry(6*28,2*32,room,pace,program, true));
|
|
}
|
|
{// Room 20 Blue Lock (Flip Maze)
|
|
Room room = (Room) rooms.elementAt(20);
|
|
int[][] table = {
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 1},
|
|
{0, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 1},
|
|
{0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1},
|
|
{0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1},
|
|
{0, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 1},
|
|
{1, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 2, 2, 0, 0, 1},
|
|
{1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1},
|
|
{1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0,26,23},
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
|
|
};
|
|
room.RoomArray = table;
|
|
|
|
int[] pace = {2*28,2*32, 2*28, 9*32};
|
|
int[] program = {4*28,0, 18*28,11*32, 0,5*32};
|
|
items.addElement(new Sentry(5*28,2*32,room,pace,program,true));
|
|
}
|
|
{// Room 21 Purple Lock (4 Pull Locks)
|
|
Room room = (Room) rooms.elementAt(21);
|
|
int[][] table = {
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 1, 0, 0, 0,24, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
|
|
};
|
|
room.RoomArray = table;
|
|
items.addElement(new WallHandle(11*28,3*32+8,room));
|
|
items.addElement(new WallHandle(11*28,5*32+8,room));
|
|
items.addElement(new WallHandle(11*28,7*32+8,room));
|
|
items.addElement(new WallHandle(11*28,9*32+8,room));
|
|
int[] pace = {2*28,2*32, 2*28, 9*32};
|
|
int[] program = {4*28,0, 18*28,11*32, 0,5*32};
|
|
items.addElement(new Sentry(5*28,2*32,room,pace,program,true));
|
|
}
|
|
|
|
{// Room 22 Final Portal!
|
|
Room room = (Room) rooms.elementAt(22);
|
|
int[][] table = {
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0,28, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
|
|
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
|
|
};
|
|
room.RoomArray = table;
|
|
room.AddTextBox("You did it! You beat the Secret 6th level!",2*28,2*32,500);
|
|
room.AddTextBox("Believe it or not, you have now accomplished something that Tom hasn't even done yet.!",
|
|
2*28,5*32,500);
|
|
String[] helperlist = {
|
|
"helper0.gif","helper0.gif","helper0.gif","helper0.gif",
|
|
"helper0.gif","helper0.gif","helper0.gif","helper0.gif",
|
|
"helper7.gif","helper6.gif","helper7.gif","helper6.gif",
|
|
"helper7.gif","helper6.gif","helper7.gif","helper6.gif",
|
|
"helper7.gif","helper6.gif","helper7.gif","helper6.gif",
|
|
"helper7.gif","helper6.gif","helper7.gif","helper6.gif",
|
|
"helper0.gif","helper0.gif","helper0.gif","helper0.gif",
|
|
"helper1.gif","helper4.gif","helper2.gif","helper3.gif",
|
|
"helper0.gif","helper0.gif","helper0.gif","helper0.gif",
|
|
"helper5.gif","helper5.gif","helper5.gif","helper5.gif",
|
|
};
|
|
Graphix helper = new Graphix(helperlist,15*28, 8*32);
|
|
room.graphix.addElement(helper);
|
|
}
|
|
|
|
for (int a=1; a<=5; a++)
|
|
{
|
|
Room roomA = (Room) rooms.elementAt(a);
|
|
Room room1 = (Room) rooms.elementAt(1);
|
|
roomA.upRoom = room1;
|
|
roomA.downRoom = room1;
|
|
roomA.leftRoom = room1;
|
|
roomA.rightRoom = room1;
|
|
}
|
|
|
|
((Room) rooms.elementAt(1)).leftRoom = (Room) rooms.elementAt(2);
|
|
((Room) rooms.elementAt(2)).upRoom = (Room) rooms.elementAt(3);
|
|
((Room) rooms.elementAt(3)).rightRoom = (Room) rooms.elementAt(4);
|
|
((Room) rooms.elementAt(4)).leftRoom = (Room) rooms.elementAt(5);
|
|
((Room) rooms.elementAt(5)).downRoom = (Room) rooms.elementAt(6);
|
|
((Room) rooms.elementAt(6)).upRoom = (Room) rooms.elementAt(1);
|
|
|
|
LinkRoomsLeftRight(6,7);
|
|
LinkRoomsLeftRight(7,8);
|
|
LinkRoomsLeftRight(8,22);
|
|
|
|
int[] list1 = {10,9,7,11,12};
|
|
LinkRoomsVertically(list1);
|
|
|
|
LinkRoomsUpDown(16,15);
|
|
LinkRoomsUpDown(13,14);
|
|
LinkRoomsLeftRight(15,10);
|
|
LinkRoomsLeftRight(10,13);
|
|
LinkRoomsLeftRight(17,9);
|
|
LinkRoomsLeftRight(9,18);
|
|
LinkRoomsLeftRight(19,11);
|
|
LinkRoomsLeftRight(11,20);
|
|
LinkRoomsLeftRight(12,21);
|
|
|
|
gameCursor = new GameCursor(9*28+14,5*32+16,(Room) rooms.elementAt(1));
|
|
helpCam = new HelpCam( (Room) rooms.elementAt(0));
|
|
solderingPen = new SolderingPen();
|
|
remote = new Remote();
|
|
items.addElement(gameCursor);
|
|
items.addElement(helpCam);
|
|
items.addElement(solderingPen);
|
|
items.addElement(remote);
|
|
player = gameCursor;
|
|
currentViewer = player;
|
|
|
|
}
|
|
|
|
} |