-
Notifications
You must be signed in to change notification settings - Fork 0
/
TileHelp.java
1079 lines (1063 loc) · 27.6 KB
/
TileHelp.java
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
This file is part of MulgEd - The Mulg game and level editor.
Copyright (C) 1999-2003 Ilan Tayary, a.k.a. [NoCt]Yonatanz
Website: http://mulged.sourceforge.net
Contact: yonatanz at actcom.co.il (I do not like SPAM)
MulgEd is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
MulgEd is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with MulgEd, in a file named COPYING; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
import java.awt.event.*;
import java.awt.*;
public class TileHelp extends MyDialog {
/**
* help[tile][x] =
* x = 0 : name of tile
* x = 1 : effect of tile on ball
* x = 2 : what happens when activates / activated
* x = 3 : other interactions with specific tiles
* x = 4 : flags :
* B - blocking
* C - connectable
* A - activated
* R - activator
* L - below
* I - collectable
**/
final static String[][] help = {
/* 0x00 */
{"",
"",
"",
"",
""},
/* 0x01 */
{"",
"",
"",
"",
""},
/* 0x02 */
{"",
"",
"",
"",
""},
/* 0x03 */
{"Empty pit",
"If the ball falls into an empty pit, the user loses.",
"When activated, the pit turns into a floor",
"",
"CA"},
/* 0x04 */
{"Floor",
"The ball can roll over the floor undisturbed.",
"When activated, the floor turns into an empty pit",
"",
"CA"},
/* 0x05 */
{"Target cross",
"This is the goal of the level. Once the ball is on the target cross, the user has finished the level.",
"",
"",
"B"},
/* 0x06 */
{"Block",
"The block is the basic wall element, which does not let the ball pass through.",
"",
"",
"B"},
/* 0x07 */
{"Letter",
"A letter tile is connected to a note which represents the text in it. The user can collect the note, then read it.",
"",
"",
"CI"},
/* 0x08 */
{"",
"",
"",
"",
""},
/* 0x09 */
{"Switch - low",
"Switches can activate and deactivate channels, when the ball touches them. This switch is in the low position (off).",
"",
"Scarab beatles can turn switches on and off too.",
"BR"},
/* 0x0a */
{"Switch - high",
"Switches can activate and deactivate channels, when the ball touches them. This switch is in the high position (on).",
"",
"Scarab beatles can turn switches on and off too.",
"BR"},
/* 0x0b */
{"Vert. gate - closed",
"This is a gate that can be opened.",
"When activated, it'll open up, letting the ball go through.",
"A bomb explosion near a gate will cause it to explode too.",
"CA"},
/* 0x0c */
{"",
"",
"",
"",
""},
/* 0x0d */
{"",
"",
"",
"",
""},
/* 0x0e */
{"Vert. gate - opened",
"This is a gate that can be closed.",
"When activated, it'll be closed, not letting the ball go through.",
"A bomb explosion near a gate will cause it to explode too.",
"CA"},
/* 0x0f */
{"Horz. gate - closed",
"This is a gate that can be opened.",
"When activated, it'll open up, letting the ball go through.",
"A bomb explosion near a gate will cause it to explode too.",
"CA"},
/* 0x10 */
{"",
"",
"",
"",
""},
/* 0x11 */
{"",
"",
"",
"",
""},
/* 0x12 */
{"Horz. gate - opened",
"This is a gate that can be closed.",
"When activated, it'll be closed, not letting the ball go through.",
"A bomb explosion near a gate will cause it to explode too.",
"CA"},
/* 0x13 */
{"Swing from left",
"The swing lets the ball go through only from one side to the other, and then back.",
"",
"",
""},
/* 0x14 */
{"Swing from right",
"The swing lets the ball go through only from one side to the other, and then back.",
"",
"",
""},
/* 0x15 */
{"Swing from up",
"The swing lets the ball go through only from one side to the other, and then back.",
"",
"",
""},
/* 0x16 */
{"Swing from down",
"The swing lets the ball go through only from one side to the other, and then back.",
"",
"",
""},
/* 0x17 */
{"Inactive Ventilator",
"The ventilator, if active, sucks the ball into it and the user looses",
"The ventilator can be turned on and off when connected to a channel",
"",
"CA"},
/* 0x18 */
{"",
"",
"",
"",
""},
/* 0x19 */
{"",
"",
"",
"",
""},
/* 0x1a */
{"",
"",
"",
"",
""},
/* 0x1b */
{"Hole",
"The hole in the ground pulls the ball towards its center.",
"",
"A hole can also be created as a result of a bomb explosion.",
""},
/* 0x1c */
{"Bump",
"The bump interferes with the ball's movement by pushing it away from its center.",
"",
"",
""},
/* 0x1d */
{"Die - 1",
"A die is rolled when the ball touches it. The number on the dice is then selected randomly.",
"When all the dice that are connected to the same channel have the same number on them, that channel activates.",
"",
"CR"},
/* 0x1e */
{"Die - 2",
"A die is rolled when the ball touches it. The number on the dice is then selected randomly.",
"When all the dice that are connected to the same channel have the same number on them, that channel activates.",
"",
"CR"},
/* 0x1f */
{"Die - 3",
"A die is rolled when the ball touches it. The number on the dice is then selected randomly.",
"When all the dice that are connected to the same channel have the same number on them, that channel activates.",
"",
"CR"},
/* 0x20 */
{"Die - 4",
"A die is rolled when the ball touches it. The number on the dice is then selected randomly.",
"When all the dice that are connected to the same channel have the same number on them, that channel activates.",
"",
"CR"},
/* 0x21 */
{"Die - 5",
"A die is rolled when the ball touches it. The number on the dice is then selected randomly.",
"When all the dice that are connected to the same channel have the same number on them, that channel activates.",
"",
"CR"},
/* 0x22 */
{"Die - 6",
"A die is rolled when the ball touches it. The number on the dice is then selected randomly.",
"When all the dice that are connected to the same channel have the same number on them, that channel activates.",
"",
"CR"},
/* 0x23 */
{"Key",
"A key can be used to open locks and turn them into switches.",
"",
"A bored scarab beatle might sometimes pick up a key and drop it when it meets the ball.",
"I"},
/* 0x24 */
{"",
"",
"",
"",
""},
/* 0x25 */
{"Lock",
"The lock is turned into a switch when the ball touches it and a key is in the inventory.",
"After unlocked, it behaves the same as a switch",
"",
"CR"},
/* 0x26 */
{"Heavy box",
"The heavy box can be pushed onto a nearby floor, or into a nearby empty/switch pit",
"",
"If a bomb explodes near a heavy box, it explodes too.",
"L"},
/* 0x27 */
{"Heavy box in place",
"This is what a heavy box looks like when it is pushed into an empty space.",
"",
"",
""},
/* 0x28 */
{"Bouncer",
"The bouncer causes an effect like pinbal. It bounces the ball when the ball hits it.",
"",
"",
""},
/* 0x29 */
{"",
"",
"",
"",
""},
/* 0x2a */
{"Death cube",
"Oooohh. This tile can cause the user to loose the level if the ball touches it",
"",
"",
""},
/* 0x2b */
{"Icy floor",
"The icy floor is slippery, so no friction slows down the ball",
"",
"A bomb explosion nearby causes icy floors to turn to empty pits",
""},
/* 0x2c */
{"One-way left",
"This tile does not let the ball go back against the direction of the arrow",
"",
"",
""},
/* 0x2d */
{"One-way right",
"This tile does not let the ball go back against the direction of the arrow",
"",
"",
""},
/* 0x2e */
{"One-way up",
"This tile does not let the ball go back against the direction of the arrow",
"",
"",
""},
/* 0x2f */
{"One-way down",
"This tile does not let the ball go back against the direction of the arrow",
"",
"",
""},
/* 0x30 */
{"Bomb",
"A bomb on the floor can be lit if there is a match in the inventory",
"",
"A lit bomb will explode and cause damage to tiles around it. A bomb can be collected from a bomb dispenser",
"C"},
/* 0x31 */
{"",
"",
"",
"",
""},
/* 0x32 */
{"",
"",
"",
"",
""},
/* 0x33 */
{"Match",
"The match is used to light up bombs",
"",
"When the ball passes over a bomb and there is a match in the inventory, the bomb will light up",
"C"},
/* 0x34 */
{"",
"",
"",
"",
""},
/* 0x35 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x36 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x37 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x38 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x39 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x3a */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x3b */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x3c */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x3d */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x3e */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x3f */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x40 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x41 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x42 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x43 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x44 */
{"Groove",
"This is like a tunnel. It pulls the ball towards its center",
"",
"",
""},
/* 0x45 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x46 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x47 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x48 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x49 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x4a */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x4b */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x4c */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x4d */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x4e */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x4f */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x50 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x51 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x52 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x53 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x54 */
{"Rampart",
"This is like a raised platform. It pushes the ball away from its center",
"",
"",
""},
/* 0x55 */
{"Descending floor x2",
"This is an unstable floor. The ball can pass on it 2 more times. On the third time it turns into an empty pit and the user loses",
"",
"",
""},
/* 0x56 */
{"Descending floor x1",
"This is an unstable floor. The ball can pass on it one more time. On the second time it turns into an empty pit and the user loses",
"",
"",
""},
/* 0x57 */
{"Descending floor x0",
"This is an unstable floor. The ball can not pass on it any more. If the user tries, it turns into an empty pit and the user loses",
"",
"",
""},
/* 0x58 */
{"Floor switch - up",
"This is a switch that is hidden as a floor. When the ball presses it, It activates.",
"",
"",
"CR"},
/* 0x59 */
{"Floor switch - down",
"This is what the floor switch looks like when it is pressed.",
"",
"",
"CR"},
/* 0x5a */
{"Flip - on",
"This is a flip tile. It is connected to an X and a Y channel. It flips on/off when the ball touches it.",
"When the flip is flipped, all other flips in the level with the same X channel or the same Y channel are flipped too.",
"When all the flips in the level have the same status (on/off), channel 1 is activated.",
"R"},
/* 0x5b */
{"Flip - off",
"This is a flip tile. It is connected to an X and a Y channel. It flips on/off when the ball touches it.",
"When the flip is flipped, all other flips in the level with the same X channel or the same Y channel are flipped too.",
"When all the flips in the level have the same status (on/off), channel 1 is activated.",
"R"},
/* 0x5c */
{"Bomb dispenser",
"This is a dispenser of bombs. Each time the ball touches it, a bomb is added to the inventory.",
"",
"If a bomb explodes near the dispenser, the user looses.",
""},
/* 0x5d */
{"",
"",
"",
"",
""},
/* 0x5e */
{"Smiley",
"This is a nice decoration and can be used for the plot.",
"",
"",
""},
/* 0x5f */
{"Parachute",
"The parachute enables the ball to hover above empty pits, however, the user does not have control over the ball's direction when it hovers.",
"",
"",
"I"},
/* 0x60 */
{"",
"",
"",
"",
""},
/* 0x61 */
{"",
"",
"",
"",
""},
/* 0x62 */
{"Coin - 1",
"The 1 cent coin can activate a coin-slot tile",
"",
"When inserted into a coin-slot, it activates the channel for about 5 seconds",
"I"},
/* 0x63 */
{"",
"",
"",
"",
""},
/* 0x64 */
{"Coin - 5",
"The 5 cent coin can activate a coin-slot tile",
"",
"When inserted into a coin-slot, it activates the channel for about 40 seconds",
""},
/* 0x65 */
{"",
"",
"",
"",
""},
/* 0x66 */
{"Coin slot",
"The coin slot can be activated using a coin",
"The activation time depends on the coin's value",
"",
"CR"},
/* 0x67 */
{"",
"",
"",
"",
""},
/* 0x68 */
{"",
"",
"",
"",
""},
/* 0x69 */
{"",
"",
"",
"",
""},
/* 0x6a */
{"",
"",
"",
"",
""},
/* 0x6b */
{"",
"",
"",
"",
""},
/* 0x6c */
{"",
"",
"",
"",
""},
/* 0x6d */
{"",
"",
"",
"",
""},
/* 0x6e */
{"",
"",
"",
"",
""},
/* 0x6f */
{"Oil",
"If the ball rolls on an oil stain, it will get very slippery and remain that way until all the oil comes off",
"",
"When the ball is on the oil tile, the user has very little influence on the ball",
""},
/* 0x70 */
{"Mud",
"The mud slows down the ball to a stop almost immediately",
"",
"",
""},
/* 0x71 */
{"Light box",
"This is the light version of the heavy box. If it gets hit too hard, it'll break apart",
"",
"As the heavy one, this box can be pushed around and into pits. It can also have a tile underneath it",
"L"},
/* 0x72 */
{"Light box in place",
"This is what the light box looks like when it is pushed into a pit.",
"",
"",
""},
/* 0x73 */
{"",
"",
"",
"",
""},
/* 0x74 */
{"",
"",
"",
"",
""},
/* 0x75 */
{"",
"",
"",
"",
""},
/* 0x76 */
{"",
"",
"",
"",
""},
/* 0x77 */
{"Switch pit",
"This is a pit that activates its channel when a box is pushed inside",
"",
"",
"CR"},
/* 0x78 */
{"Scarab beatle",
"These bugs go around and chase the ball. They try to push the ball around the level",
"",
"If it gets bored, it might look for a key and take it until it meets the ball - then it'll drop it",
"L"},
/* 0x79 */
{"Scarab beatle",
"These bugs go around and chase the ball. They try to push the ball around the level",
"",
"If it gets bored, it might look for a key and take it until it meets the ball - then it'll drop it",
"L"},
/* 0x7a */
{"Scarab beatle",
"These bugs go around and chase the ball. They try to push the ball around the level",
"",
"If it gets bored, it might look for a key and take it until it meets the ball - then it'll drop it",
"L"},
/* 0x7b */
{"Scarab beatle",
"These bugs go around and chase the ball. They try to push the ball around the level",
"",
"If it gets bored, it might look for a key and take it until it meets the ball - then it'll drop it",
"L"},
/* 0x7c */
{"",
"",
"",
"",
""},
/* 0x7d */
{"",
"",
"",
"",
""},
/* 0x7e */
{"",
"",
"",
"",
""},
/* 0x7f */
{"",
"",
"",
"",
""},
/* 0x80 */
{"",
"",
"",
"",
""},
/* 0x81 */
{"",
"",
"",
"",
""},
/* 0x82 */
{"",
"",
"",
"",
""},
/* 0x83 */
{"",
"",
"",
"",
""},
/* 0x84 */
{"",
"",
"",
"",
""},
/* 0x85 */
{"Hanoi tower - Bottom",
"The ball can push smaller tower pieces onto larger ones, and then detach the two by pushing the smaller piece away from the larger one.",
"When the three parts are one on top of the other, the channel associated with the bottom part activates.",
"",
"BCR"},
/* 0x86 */
{"Hanoi tower - Middle",
"The ball can push smaller tower pieces onto larger ones, and then detach the two by pushing the smaller piece away from the larger one.",
"When the three parts are one on top of the other, the channel associated with the bottom part activates.",
"",
"BCR"},
/* 0x87 */
{"Hanoi tower - Top",
"The ball can push smaller tower pieces onto larger ones, and then detach the two by pushing the smaller piece away from the larger one.",
"When the three parts are one on top of the other, the channel associated with the bottom part activates.",
"",
"BCR"},
/* 0x88 */
{"Hanoi tower - Bottom and Middle",
"The ball can push smaller tower pieces onto larger ones, and then detach the two by pushing the smaller piece away from the larger one.",
"When the three parts are one on top of the other, the channel associated with the bottom part activates.",
"",
"BCR"},
/* 0x89 */
{"Hanoi tower - Bottom and Top",
"The ball can push smaller tower pieces onto larger ones, and then detach the two by pushing the smaller piece away from the larger one.",
"When the three parts are one on top of the other, the channel associated with the bottom part activates.",
"",
"BCR"},
/* 0x8a */
{"Hanoi tower - Moddle and Top",
"The ball can push smaller tower pieces onto larger ones, and then detach the two by pushing the smaller piece away from the larger one.",
"When the three parts are one on top of the other, the channel associated with the bottom part activates.",
"",
"BCR"},
/* 0x8b */
{"Hanoi tower - Bottom, Middle and Top",
"The ball can push smaller tower pieces onto larger ones, and then detach the two by pushing the smaller piece away from the larger one.",
"When the three parts are one on top of the other, the channel associated with the bottom part activates.",
"",
"BCR"},
/* 0x8c */
{"Walker - right",
"These tiles go \"Walking\" in one direction. ",
"The ball can cause their direction to change counter-clockwise by touching them (or clockwise if a parachute is active)",
"They will go and go, until they reach anything other than a path",
"BL"},
/* 0x8d */
{"Walker - down",
"These tiles go \"Walking\" in one direction. ",
"The ball can cause their direction to change counter-clockwise by touching them (or clockwise if a parachute is active)",
"They will go and go, until they reach anything other than a path",
"BL"},
/* 0x8e */
{"Walker - left",
"These tiles go \"Walking\" in one direction. ",
"The ball can cause their direction to change counter-clockwise by touching them (or clockwise if a parachute is active)",
"They will go and go, until they reach anything other than a path",
"BL"},
/* 0x8f */
{"Walker - up",
"These tiles go \"Walking\" in one direction. ",
"The ball can cause their direction to change counter-clockwise by touching them (or clockwise if a parachute is active)",
"They will go and go, until they reach anything other than a path",
"BL"},
/* 0x90 */
{"Exchange",
"This is a nice decoration and can be used for the plot",
"",
"",
"B"},
/* 0x91 */
{"Magnet - positive",
"This magnet pulls the ball towards it. The closer the ball, the harder the pull",
"",
"",
"B"},
/* 0x92 */
{"Magnet - netgative",
"This magnet pushes the ball away from it. The closer the ball, the harder the push",
"",
"",
"B"}
};
final static String[][] shelp = {
/* 1000 - starting point*/
{"Starting point",
"This is where the ball is placed in the beginning of the level",
"",
"",
""},
/* 1001 - Descending floor x3*/
{"Descending floor x3",
"This is an unstable floor. The ball can pass on it 3 more times. On the forth time it turns into an empty pit and the user loses",
"",
"",
""},
/* 1002 - Active vent*/
{"Active ventilator",
"The active ventilator sucks the ball into it and the user looses",
"The ventilator can be turned on or off when connected to a channel",
"",
"CA"},
/* 1003 - Open VGate*/
{"Vert. gate - opened",
"This is a gate that can be closed.",
"When activated, it'll be closed, not letting the ball go through.",
"A bomb explosion near a gate will cause it to explode too.",
"CA"},
/* 1004 - Open HGate*/
{"Horz. gate - opened",
"This is a gate that can be closed.",
"When activated, it'll be closed, not letting the ball go through.",
"A bomb explosion near a gate will cause it to explode too.",
"CA"},
/* 1005 Unreverser*/
{"Un-reverser",
"When the ball goes over this tile, The pen strokes return to their original state (not-reversed)",
"",
"The reversed-strokes effect can be caused by going over a kind of a Reverser",
""},
/* 1006 Reverser*/
{"Reverser",
"When the ball goes over this tile, the pen stroke directions get reversed",
"",
"This effect can be cancelled by going over a kind of an Un-Reverser",
""},
/* 1007 Ice-ur*/
{"Icy un-reverser",
"When the ball goes over this tile, The pen strokes return to their original state (not-reversed)",
"This tile is also slippery like an Icy floor tile",
"The reversed-strokes effect can be caused by going over a kind of a Reverser",
""},
/* 1008 Ice-rv*/
{"Icy reverser",
"When the ball goes over this tile, the pen stroke directions get reversed",
"This tile is also slippery like an Icy floor tile",
"This effect can be cancelled by going over a kind of an Un-Reverser",
""},
/* 1009 BoxFix-ur*/
{"Box in place un-reverser",
"When the ball goes over this tile, The pen strokes return to their original state (not-reversed)",
"This tile looks like a box in place",
"The reversed-strokes effect can be caused by going over a kind of a Reverser",
""},
/* 1010 BoxFix-rv*/
{"Box in place reverser",
"When the ball goes over this tile, the pen stroke directions get reversed",
"This tile looks like a box in place",
"This effect can be cancelled by going over a kind of an Un-Reverser",
""},
/* 1011 Memo0*/
{"Memorize cube",
"The memorize cube acts like the memory game. The ball has to touch all the memo-cubes of the same type",
"When all memo-cubes of the same type and channel are uncovered, that channel activates",
"NOTE: All memo cubes of the same type must be connected to the same channel !",
"CR"},
/* 1012 Memo1*/
{"Memorize cube",
"The memorize cube acts like the memory game. The ball has to touch all the memo-cubes of the same type",