DroidQuest/src/com/droidquest/levels/RO2.java

998 lines
42 KiB
Java

package com.droidquest.levels;
import java.awt.Color;
import com.droidquest.Room;
import com.droidquest.RoomDisplay;
import com.droidquest.avatars.GameCursor;
import com.droidquest.avatars.HelpCam;
import com.droidquest.avatars.Remote;
import com.droidquest.avatars.SolderingPen;
import com.droidquest.decorations.Arrow;
import com.droidquest.decorations.Graphix;
import com.droidquest.devices.ContactSensor;
import com.droidquest.devices.SmallChip;
import com.droidquest.items.Handle;
import com.droidquest.items.Key;
import com.droidquest.items.Polarizer;
import com.droidquest.items.Sentry;
import com.droidquest.items.Token;
import com.droidquest.items.ToolBox;
import com.droidquest.items.Train;
import com.droidquest.items.XitTicket;
import com.droidquest.materials.CoinSlot;
import com.droidquest.materials.CrystalRecharger;
import com.droidquest.materials.Lock;
import com.droidquest.materials.Material;
import com.droidquest.materials.Portal;
import com.droidquest.materials.SecretReset;
import com.droidquest.materials.SecretSet;
import com.droidquest.materials.Switch;
import com.droidquest.materials.Switch1;
import com.droidquest.materials.XitSlot;
class RO2 extends Level
{
public RO2 (RoomDisplay rd)
{
super(rd);
materials.addElement(new Material(true, false)); // 0= Empty Space
materials.addElement(new Material(new Color(0,204,0),false, true)); // 1= Green
materials.addElement(new Material(new Color(192,192,255),false,true)); // 2= Lt Blue
materials.addElement(new Material(new Color(255,224,192),false, true)); // 3= Brown
materials.addElement(new Material(new Color(255,128,0),false, true)); // 4= Orange
materials.addElement(new Material(new Color(255,255,255),false, true)); // 5= White
materials.addElement(new Material(new Color(0,0,255),false,true)); // 6= Blue
materials.addElement(new Material(new Color(0,0,128),false, true)); // 7= Dk Blue
materials.addElement(new Material(new Color(63,32,0),false, true)); // 8= Dk Orange
int[][] lockProgram = {
{Lock.NARROW},
{14,5,0},
{14,4,0},
{Lock.REMOVE},
{14,4,6},
{14,5,6}};
materials.addElement(new Lock(Color.blue, Color.blue, lockProgram)); // 9= Lock
materials.addElement(new CoinSlot()); // 10=CoinSlot
materials.addElement(new Switch1()); // 11=Switch1
int[][] program1 = {
{Switch.WAIT4CONTACT},
{Switch.SETVALUEHIGH},
{Switch.REPLACE, 5,10,0, 3,4,0},
{Switch.REPLACE, 6,10,0, 3,3,0},
{Switch.REPLACE, 7,10,0, 3,2,0},
{Switch.WAIT4TIME, 5},
{Switch.REPLACE, 7,10,2, 3,2,2},
{Switch.REPLACE, 6,10,2, 3,3,2},
{Switch.REPLACE, 5,10,2, 3,4,2},
{Switch.SETVALUELOW}
};
materials.addElement(new Switch(Switch.ROT_UP, program1)); // 12=Switch2
materials.addElement(new CrystalRecharger()); // 13=Recharger
int program2[][] = {
{Switch.WAIT4CONTACT},
{Switch.SETVALUEHIGH},
{Switch.REPLACE, 16,2,0, 17,2,0},
{Switch.WAIT4TIME, 5},
{Switch.REPLACE, 16,2,2, 17,2,2},
{Switch.SETVALUELOW}
};
materials.addElement(new Switch(Switch.ROT_UP, program2)); // 14=Switch3
int program3[][] = {
{Switch.WAIT4CONTACT},
{Switch.SETVALUEHIGH},
{Switch.REPLACE, 16,3,0},
{Switch.REPLACE, 16,2,0},
{Switch.WAIT4TIME, 5},
{Switch.REPLACE, 16,2,6},
{Switch.REPLACE, 16,3,6},
{Switch.SETVALUELOW}
};
materials.addElement(new Switch(Switch.ROT_UP, program3)); // 15=Switch4
int program4[][] = {
{Switch.WAIT4CONTACT},
{Switch.SETVALUEHIGH},
{Switch.REPLACE, 1,4,0},
{Switch.REPLACE, 2,4,0},
{Switch.WAIT4TIME, 5},
{Switch.REPLACE, 2,4,6},
{Switch.REPLACE, 1,4,6},
{Switch.SETVALUELOW}
};
materials.addElement(new Switch(Switch.ROT_UP, program4)); // 16=Switch4
materials.addElement(new XitSlot()); // 17=XitSlot
materials.addElement(new Portal("RO3.lvl", true, true)); // 18=Portal
materials.addElement(new SecretSet()); // 19=SecretSet
materials.addElement(new SecretReset()); // 20=SecretReset
int program5[][] = {
{Lock.NARROW},
{19,5,0, 19,6,0, 18,5,3, 18,6,3},
{19,4,0, 19,7,0, 18,4,3, 18,7,3},
{18,3,3, 18,8,3, 18,5,0, 18,6,0},
{Lock.NARROW},
{18,3,0, 18,8,0, 18,5,3, 18,6,3},
{19,4,3, 19,7,3, 18,4,0, 18,7,0},
{19,5,3, 19,6,3, 18,5,0, 18,6,0},
};
materials.addElement(new Lock(Color.blue, Color.blue, program5)); // 21=SecretLock1
int program6[][] = {
{Lock.NARROW},
{17,5,0, 17,6,0},
{17,4,0, 17,7,0},
{Lock.NARROW},
{17,4,3, 17,7,3},
{17,5,3, 17,6,3},
};
materials.addElement(new Lock(Color.green, Color.green, program6)); // 22=SecretLock1
for (int a=0; a<41; a++)
rooms.addElement(new Room());
{ // Room 0: Help Screen
Room room = (Room) rooms.elementAt(0);
int[][] table = {
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
};
room.RoomArray = table;
room.AddTextBox("Ride the Subway to the Town!",4*28,64, 500);
room.AddTextBox("HINTS:",2*28,3*32, 500);
room.AddTextBox("Find the token to drop into the Turnstyle slot.",2*28,4*32, 500);
room.AddTextBox("Ride the Subway to places that no one has ever dared to go.",2*28,6*32, 500);
room.AddTextBox("Use the Exit Ticket to start the escalators going up, up, up...",2*28,8*32, 500);
room.AddTextBox("Chips 3 & 4 are blank.",2*28,10*32, 500);
room.AddTextBox("(To continue, press RETURN.)",96,350, 500);
}
{ // Room 1: Escalator
Room room = (Room) rooms.elementAt(1);
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, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 2, 0, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 2, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 2, 0, 2, 2, 2, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 2, 2, 2, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 2, 2, 2, 2, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 2, 0, 2, 2, 2, 2, 2, 2, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2},
{2, 2, 2, 2, 2, 2, 2,17, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 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("Insert Exit Ticket",244,10*32, 100);
}
{ // Room 2: Secret Room
Room room = (Room) rooms.elementAt(2);
int[][] table = {
{3, 3, 3, 3, 3, 0, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0,21, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 3, 3, 3, 3, 0, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}
};
room.RoomArray = table;
room.AddTextBox("Congratulations!!",176,66, 560);
room.AddTextBox("You have reached the Secret Room of Public Knowledge.",2*28,4*32, 500);
room.AddTextBox("Robot Odyssey I is dedicated to Warren Robinett, author of Atari Adventure, Rocky's Boots, and the animation utility underlying Robot Odyssey I.",2*28,6*32, 500);
}
{ // Room 3: Laundrobot, Level 1
Room room = (Room) rooms.elementAt(3);
int[][] table = {
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7},
{7,7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,7},
{0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,7},
{0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,7},
{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},
{0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0},
{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},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7}
};
room.RoomArray = table;
}
{ // Room 4: Laundrobot, Level 2 (Two Buttons)
Room room = (Room) rooms.elementAt(4);
int[][] table = {
{2, 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, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0},
{0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{0, 0, 0, 2, 0,12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2},
{0, 0, 0, 2, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{2, 2, 2, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2},
{2, 2, 2, 2, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2},
{0,12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2}
};
room.RoomArray = table;
}
{ // Room 5: Laundrobot, Level 3 (Sentry & Xit Ticket)
Room room = (Room) rooms.elementAt(5);
int[][] table = {
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{6,6,6,6,6,6,6,0,0,6,6,6,6,6,6,6,6,6,6,6},
{0,0,0,0,6,0,0,0,0,6,0,0,0,0,0,6,0,0,0,6},
{0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{6,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6},
{6,0,0,6,6,6,6,6,6,6,6,6,6,6,6,0,0,0,6,6},
{6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,6},
{6,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,6,6},
{6,0,0,0,6,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6},
{6,0,0,0,6,0,0,0,0,0,0,0,0,6,6,6,6,6,6,0},
{6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,0,0,0,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
};
room.RoomArray = table;
items.addElement(new XitTicket(15*28,6*32+16,room));
int[] pace = {11*28,7*32, 13*28,7*32};
int[] protect = {5*28,2*32,19*28,5*32, 8*28,0,
4*28,6*32,12*28,10*32, 0,3*32};
items.addElement(new Sentry(11*28,7*32,room, pace, protect, true));
}
{ // Room 6: Laundrobot Station
Room room = (Room) rooms.elementAt(6);
int[][] table = {
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,8,0,0,0,0,8,8,0,0,0,0,8,0,0,0,8},
{8,0,0,0,8,0,0,0,8,0,0,8,0,0,0,8,0,0,0,8},
{8,0,0,0,8,0,0,0,0,0,0,8,0,0,0,8,0,0,0,8},
{8,0,0,0,8,0,0,0,0,0,8,0,0,0,0,8,0,0,0,8},
{8,0,0,0,8,0,0,0,0,0,8,0,0,0,0,8,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,8,0,0,0,0,0,8,0,0,0,0,8,0,0,0,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}
};
room.RoomArray = table;
room.AddTextBox("Laundrobot Station",6*28,2*32, 300);
}
{ // Room 7: Muse Robotique Station, Level 1
Room room = (Room) rooms.elementAt(7);
int[][] table = {
{7, 7, 7, 7, 7,19, 7, 7, 7, 7, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 7,20, 7, 0, 0, 7, 0, 0, 0, 0, 7, 7, 7, 7, 7, 7},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{7, 0, 0, 0, 0, 0, 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},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 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, 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},
{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}
};
room.RoomArray = table;
}
{ // Room 8: Muse Robotique Station, Level 2
Room room = (Room) rooms.elementAt(8);
int[][] table = {
{2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0, 0, 2, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0},
{2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 0, 0, 0},
{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},
{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, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2},
{0, 0, 0, 0, 0,20, 0, 0, 0, 2, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2},
{2, 2, 2, 2, 2,19, 2, 2, 2, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0}
};
room.RoomArray = table;
}
{ // Room 9: Muse Robotique Station, Level 3
Room room = (Room) rooms.elementAt(9);
int[][] table = {
{6, 6, 0, 0, 0, 0, 0, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0},
{6,16, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6},
{6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0},
{6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 0},
{6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6},
{6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0, 0, 6}
};
room.RoomArray = table;
}
{ // Room 10: Muse Robotique Station, Level 4
Room room = (Room) rooms.elementAt(10);
int[][] table = {
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,8,0,0,0,0,0,0,0,0,8,8,8,8,8},
{8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8},
{8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8},
{8,8,0,0,0,0,0,8,8,8,8,8,8,8,8,0,0,0,0,0}
};
room.RoomArray = table;
room.AddTextBox("Muse Robotique Station",216,178, 200);
}
{ // Room 11: Jack in the Bot Station, Level 1
Room room = (Room) rooms.elementAt(11);
int[][] table = {
{0,0,0,0,0,7,0,0,7,7,7,0,0,7,7,7,7,0,0,7},
{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},
{7,7,7,7,7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,7},
{7,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7},
{7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{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}
};
room.RoomArray = table;
toolbox = new ToolBox(3*28, 7*32, room);
items.addElement(toolbox);
}
{ // Room 12: Jack in the Bot Station, Level 2
Room room = (Room) rooms.elementAt(12);
int[][] table = {
{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, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 2, 2,14, 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, 0, 0, 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, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 2, 0, 0, 2, 2, 2, 0, 0, 2, 2, 2, 2, 0, 0, 2}
};
room.RoomArray = table;
room.AddTextBox("Subway token",28,122, 560);
room.AddArrow(0,3*32+16,Arrow.DIR_LEFT,28,Color.white);
}
{ // Room 13: Big Magnet
Room room = (Room) rooms.elementAt(13);
int[][] table = {
{6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6},
{0,0,0,0,0,0,0,0,6,6,6,0,6,0,0,0,0,0,6,6},
{0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,6,6,6,0,6,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6}
};
room.RoomArray = table;
items.addElement(new SmallChip(13*28+14, 5*32+16, room, "4"));
}
{ // Room 14: Jack in the Bot Station
Room room = (Room) rooms.elementAt(14);
int[][] table = {
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}
};
room.RoomArray = table;
room.AddTextBox("Jack in the 'Bot Station",160,178, 300);
}
{ // Room 15: Game starts here
Room room = (Room) rooms.elementAt(15);
int[][] table = {
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,7},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,7,7},
{0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,7,7},
{0,0,0,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,7,7},
{7,7,7,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,7,7},
{7,7,7,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,0,0},
{7,7,7,0,0,0,0,0,0,0,7,7,7,7,7,0,0,0,0,0},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7}
};
room.RoomArray = table;
}
{ // Room 16: Seer's and Robot Station, Level 2
Room room = (Room) rooms.elementAt(16);
int[][] table = {
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,2,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,2,2},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0},
{2,2,2,2,2,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0},
{2,2,2,2,2,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2},
{2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{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},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
};
room.RoomArray = table;
}
{ // Room 17: Token first here
Room room = (Room) rooms.elementAt(17);
int[][] table = {
{6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,9,6,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,0,0,6,0},
{6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,0,0,0,6,0}
};
room.RoomArray = table;
items.addElement(new Token(6*28, 8*32, room));
int[] pace={3*28,2*32, 12*28,7*32};
int[] protect={0,0,18*28,9*32-2,15*28,10*32};
items.addElement(new Sentry(2*28, 2*32, room, pace, protect, true));
}
{ // Room 18: Seer's and Robot Station
Room room = (Room) rooms.elementAt(18);
int[][] table = {
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,8,8,8,8,8,0,0,0,0,0,0,0,8,8,8,8,8,8,8},
{8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8},
{8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8},
{8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8},
{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}
};
room.RoomArray = table;
room.AddTextBox("Seer's and Robot Station",164,178, 300);
}
{ // Room 19: Picadilly Circuit Station, Level 1
Room room = (Room) rooms.elementAt(19);
int[][] table19 = {
{0,0,0,7,7,7,7,7,7,7,7,7,7,7,0,0,7,7,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,7,7,0,0,7,7,7,7},
{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},
{7,7,7,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7},
{0,0,7,0,0,0,0,0,0,0,0,0,7,7,7,7,7,7,7,7},
{0,0,0,7,7,7,7,0,0,0,0,0,7,7,7,7,7,7,7,7},
{7,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,7}
};
((Room) rooms.elementAt(19)).RoomArray = table19;
}
{ // Room 20: Picadilly Circuit Station, Level 2
Room room = (Room) rooms.elementAt(20);
int[][] table = {
{0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2},
{0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2},
{0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2},
{0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2},
{0,0,0,2,0,0,0,0,0,2,2,2,0,0,0,0,2,2,2,2},
{0,0,0,2,0,0,0,0,0,0,0,2,2,2,0,0,2,2,0,0},
{0,0,0,2,0,0,0,0,0,0,0,0,0,2,0,0,2,2,0,0},
{0,0,0,2,0,0,0,0,0,0,0,0,0,2,0,0,2,2,0,0},
{0,0,0,2,2,2,2,2,2,2,2,2,2,2,0,0,2,2,0,0}
};
room.RoomArray = table;
}
{ // Room 21: Xit Ticket sensor here
Room room = (Room) rooms.elementAt(21);
int[][] table = {
{6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,0,0,6},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6},
{0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6}
};
room.RoomArray = table;
items.addElement(new ContactSensor(11*28,2*32,room,new XitTicket(0,0,null)));
}
{ // Room 22: Picadilly Circuit Station
Room room = (Room) rooms.elementAt(22);
int[][] table = {
{8,0,0,0,0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,0,0,0,0,0,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,8,8,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,0,0,0},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,0,0,8}
};
room.RoomArray = table;
room.AddTextBox("Picadilly Circuit Station",76,178, 500);
}
{ // Room 23: Cobble Bot Station, Level 1
Room room = (Room) rooms.elementAt(23);
int[][] table = {
{7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 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},
{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, 7, 0, 0},
{7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 0, 0, 0, 0, 0,13, 0, 7, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 7, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 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},
{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, 0, 7, 0, 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;
items.addElement(new SmallChip(8*28, 9*32, room, "3"));
}
{ // Room 24: Entrance to Token Maze
Room room = (Room) rooms.elementAt(24);
int[][] table = {
{2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,2,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0},
{2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,2,0,0},
{0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,0,0},
{0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,0,0},
{0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,0,0},
{2,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,2,0,0},
{2,0,0,0,0,2,0,0,0,2,0,0,0,0,0,0,0,2,0,0},
{2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0},
{2,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0},
{2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,2,0,0}
};
room.RoomArray = table;
}
{ // Room 25: Cobble Bot Square Station, Level 3
Room room = (Room) rooms.elementAt(25);
int[][] table = {
{6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0,15, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 6, 6},
{6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0},
{6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0}
};
room.RoomArray = table;
room.AddTextBox("Restroom",392,198, 560);
room.AddArrow(559,6*32,Arrow.DIR_RIGHT, 28, Color.white);
}
{ // Room 26: Cobble Bot Square Station
Room room = (Room) rooms.elementAt(26);
int[][] table = {
{8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8},
{8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8},
{8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8},
{8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8},
{8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8}
};
room.RoomArray = table;
room.AddTextBox("Cobble 'Bot Square Station",160,178, 250);
}
{ // Room 27: Jack in the Bot Station, Level 1
Room room = (Room) rooms.elementAt(27);
int[][] table = {
{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},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{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},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0},
{7,7,7,7,7,7,0,0,0,0,0,0,0,0,7,7,7,7,7,7}
};
room.RoomArray = table;
}
{ // Room 28: Token Maze
Room room = (Room) rooms.elementAt(28);
int[][] table = {
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,2},
{0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,2,0,0,0},
{2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,2,0,0,0},
{0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,2,2,2,2},
{0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0},
{0,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0},
{2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,0},
{2,0,0,0,0,2,0,0,0,0,2,0,0,0,0,2,0,0,0,2},
{2,0,0,0,2,2,0,0,0,0,2,0,0,0,0,2,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,2},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}
};
room.RoomArray = table;
int[] pace = {11*28,10*32, 14*28,10*32};
int[] protect = {3*28,0,10*28,11*32,0,5*32,
10*28,0,16*28,11*32,19*28,6*32};
items.addElement(new Sentry(0,0,room, pace,protect, true));
}
{ // Room 29: Turnstile, BART
Room room = (Room) rooms.elementAt(29);
int[][] table = {
{6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6},
{6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0},
{0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6, 0},
{0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6, 6},
{0, 6, 6, 6, 6, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 6},
{0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 6, 6, 6, 0, 0, 0, 0, 0, 0, 0,10, 0, 0, 0, 0, 0, 0},
{6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 0, 0, 6}
};
room.RoomArray = table;
room.AddTextBox("{BIG} {000,204,000} B {BSP} {SML} {255,255,255} ay {BIG} {000,204,000} A {BSP} {SML} {255,255,255} rea {BIG} {000,204,000} R {BSP} {SML} {255,255,255} obot {BIG} {000,204,000} T {BSP} {SML} {255,255,255} ransport",2*28,58, 560);
room.AddTextBox("Insert token, please.",9*28,9*32, 200);
room.AddArrow(13*28,10*32+16, Arrow.DIR_RIGHT, 28, Color.white) ;
}
{ // Room 30: Jack in the Bot Station
Room room = (Room) rooms.elementAt(30);
int[][] table = {
{8,8,8,8,8,8,0,0,0,0,0,0,0,0,8,8,8,8,8,8},
{8,8,8,8,8,0,0,0,0,0,0,0,0,0,0,8,8,8,8,8},
{8,8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,8},
{8,8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8},
{8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{8,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8},
{8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8},
{8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8}
};
room.RoomArray = table;
room.AddTextBox("Robotoplatz Station",216,178, 150);
}
{ // Room 31: Subway Depot, Level 1
Room room = (Room) rooms.elementAt(31);
int[][] table = {
{7,0,0,0,0,0,7,7,7,7,7,0,0,7,7,7,7,7,7,7},
{7,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0},
{7,0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0},
{7,7,7,7,0,0,0,0,0,0,7,7,7,7,7,7,7,7,7,7},
{0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7},
{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},
{7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7}
};
room.RoomArray = table;
}
{ // Room 32: Subway Depot, Level 2
Room room = (Room) rooms.elementAt(32);
int[][] table = {
{0,0,0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,2,2},
{2,2,2,2,2,2,2,0,0,0,0,0,0,0,2,0,0,0,0,0},
{0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0},
{0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,0,0,0,0,0},
{0,0,0,0,0,0,2,0,0,0,0,0,0,0,2,2,0,2,2,2},
{2,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,2},
{2,0,0,0,0,0,2,2,2,2,2,0,0,2,2,2,2,2,2,2}
};
room.RoomArray = table;
}
{ // Room 33: After Turnstile
Room room = (Room) rooms.elementAt(33);
int[][] table = {
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,6,6,6,6},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{6,6,6,6,6,6,6,6,6,6,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,6,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,6,6,6,6,6,6,6,6,6,6,6}
};
room.RoomArray = table;
}
{ // Room 34: Subway Depot
Room room = (Room) rooms.elementAt(34);
int[][] table = {
{8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8},
{8, 0,11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 8},
{8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 8},
{8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 0, 0, 0, 8},
{8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 0, 0, 0, 0, 0, 0, 8},
{8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8},
{8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8},
{8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8},
{8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8},
{8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8},
{8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8},
{8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 8, 8, 8, 8, 8}
};
room.RoomArray = table;
room.AddTextBox("SUBWAY DEPOT",408,84, 100);
room.AddTextBox("Push this button to call train.",104,2*32, 200);
room.AddTextBox("Pull here",384,206, 560);
room.AddArrow(13*28+14,5*32,Arrow.DIR_UP,32,Color.white);
items.addElement(new Handle(13*28,4*32+12,room));
items.addElement(new Train());
}
{ // Room 35: Secret tunnel 1
Room room = (Room) rooms.elementAt(35);
int[][] table = {
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}
};
room.RoomArray = table;
room.AddTextBox("At last...",220,2*32,450);
}
{ // Room 36: Secret tunnel 2
Room room = (Room) rooms.elementAt(36);
int[][] table = {
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}
};
room.RoomArray = table;
room.AddTextBox("the mystery is finally revealed!",88,2*32,450);
}
{ // Room 37: Secret tunnel 3
Room room = (Room) rooms.elementAt(37);
int[][] table = {
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}
};
room.RoomArray = table;
room.AddTextBox("Just what does the lock in the Secret Room of Public Knowledge open?",
2*28,2*32,500);
}
{ // Room 38: Secret tunnel 4
Room room = (Room) rooms.elementAt(38);
int[][] table = {
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}
};
room.RoomArray = table;
room.AddTextBox("What else, but a secret passage to...",58,2*32,450);
}
{ // Room 39: Secret lock
Room room = (Room) rooms.elementAt(39);
int[][] table = {
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,22,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}
};
room.RoomArray = table;
room.AddTextBox("...ANOTHER LOCK!",2*28,2*32,450);
room.AddTextBox("You DO have the green key, don't you?",58,8*32,450);
room.AddTextBox("If not, go back to the sewers and look around.",58,10*32,450);
}
{ // Room 40: Secret room
Room room = (Room) rooms.elementAt(40);
int[][] table = {
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3}
};
room.RoomArray = table;
room.AddTextBox("Hello again! Yes, every level has a secret! Here's the key to Secret #3.",
2*28,2*32,500);
room.AddTextBox("This Polarizer will open a door when it is hit by a random surge of energy, and the direction of the door will match the polarity of the energy.",
2*28-8,9*32-10,500);
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,14*28, 5*32);
room.graphix.addElement(helper);
items.addElement(new Polarizer(4*28,5*32,room));
items.addElement(new Key(6*28, 5*32, room, Color.yellow));
}
// 1
// 34 30 26 22 18 14 10 6
// 33 29 25 21 17 13 9 5
// 32 28 24 29 16 12 8 4
// 31 27 23 19 15 11 7 3
int[][] roomgrid = {
{34,30,26,22,18,14,10, 6,34},
{33,29,25,21,17,13, 9, 5,33},
{32,28,24,20,16,12, 8, 4,32},
{31,27,23,19,15,11, 7, 3,31},
{34,30,26,22,18,14,10, 6,34}
};
LinkRoomsGrid(roomgrid);
// 14
// 1
// 11
LinkRoomsUpDown(11,1);
LinkRoomsUpDown(1,14);
int[] secretlist = {2,35,36,37,38,39,40};
LinkRoomsHorizontally(secretlist);
gameCursor = new GameCursor(6*28,8*32,(Room) rooms.elementAt(15));
solderingPen = new SolderingPen();
remote = new Remote();
helpCam = new HelpCam( (Room) rooms.elementAt(0));
items.addElement(gameCursor);
items.addElement(helpCam);
items.addElement(solderingPen);
items.addElement(remote);
player = gameCursor;
currentViewer = player;
}
}