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mygame_z2_level4.xci
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# Zone 2, level 4
bitmap mygame_bar_ext.data
sound car car.raw
init
sprite_frames 3 0 38 39 # Front of car
sprite_frames 2 0 49 50 # beacon
sprite 2 182 8
sprite_move 2 60 255 0 0
sprite_frames 5 0 51 52 # beer sign
sprite 5 191 134
sprite_move 5 45 255 0 0
if near_garage
sprite_frames 1 0 1 2 3 2 1 4 5 4
sprite 1 56 146
sprite_frames 4 0 40 # Rear of car, parked
sprite 3 236 170
sprite 4 252 170
end_if
if_not near_garage
if_not near_izzys
sprite_frames 4 0 41 42 # Rear of car, driving
sprite 3 320 170
sprite 4 336 170
sprite_move 3 2 42 -2 0
sprite_move 4 2 42 -2 0
wait 90
sprite_frames 4 0 40 # Rear of car, parked
sprite_frames 1 0 1H 2H 3H 2H 1H 4H 5H 4H
sprite 1 244 170
wait 30
sprite_move 1 4 12 -2 0
wait 48
sprite_frames 1 0 9 10 11 10 9 10H 11H 10H
sprite_move 1 4 12 0 -2
wait 48
sprite_frames 1 0 1H 2H 3H 2H 1H 4H 5H 4H
set_state near_car
end_if
end_if
if near_izzys
sprite_frames 1 0 6
sprite 1 164 146
sprite_frames 4 0 40 # Rear of car, parked
sprite 3 236 170
sprite 4 252 170
end_if
end_anim
tool_trigger use 4 15 10 18
if near_garage
clear
text 1 The door appears to be jammed.
wait 60
text 1 It only opens a tiny bit.
wait 60
text 1 If only we had something
text 1 to pry it open...
end_if
if_not near_garage
clear
text 1 We're not close enough to the door.
end_if
end_anim
tool_trigger look 4 15 10 18
clear
text 1 That old garage looks abandoned.
wait 60
text 1 The door doesn't even have a lock.
end_anim
item_trigger screwdriver 1 0 4 15 10 18
clear
text 1 That should do the trick...
wait 60
text 1 It's opening!
wait 90
go_level 2 5
end_anim
tool_trigger walk 4 19 10 21
if_not near_garage
if_not near_izzys
sprite_frames 1 0 1H 2H 3H 2H 1H 4H 5H 4H
sprite_move 1 4 82 -2 0
wait 255
wait 73
set_state near_garage
end_if
if near_izzys
sprite_frames 1 0 1H 2H 3H 2H 1H 4H 5H 4H
sprite_move 1 4 54 -2 0
clear_state near_izzys
wait 216
set_state near_garage
end_if
end_if
end_anim
tool_trigger run 4 19 10 21
if_not near_garage
if_not near_izzys
sprite_frames 1 0 1H 2H 3H 2H 1H 4H 5H 4H
sprite_move 1 2 82 -2 0
wait 164
set_state near_garage
end_if
if near_izzys
sprite_frames 1 0 1H 2H 3H 2H 1H 4H 5H 4H
sprite_move 1 2 54 -2 0
clear_state near_izzys
wait 108
set_state near_garage
end_if
end_if
end_anim
tool_trigger walk 27 18 34 24
if near_garage
sprite_frames 1 0 1 2 3 2 1 4 5 4
sprite_move 1 4 82 2 0
clear_state near_garage
wait 255
wait 73
set_state near_car
end_if
if near_izzys
sprite_frames 1 0 1 2 3 2 1 4 5 4
sprite_move 1 4 28 2 0
clear_state near_izzys
wait 112
set_state near_car
end_if
end_anim
tool_trigger run 27 18 34 24
if near_garage
sprite_frames 1 0 1 2 3 2 1 4 5 4
sprite_move 1 2 82 2 0
clear_state near_garage
wait 164
set_state near_car
end_if
if near_izzys
sprite_frames 1 0 1 2 3 2 1 4 5 4
sprite_move 1 2 28 2 0
clear_state near_izzys
wait 56
set_state near_car
end_if
end_anim
tool_trigger look 29 21 34 24
clear
text 1 Hey, our car didn't get stolen!
end_anim
item_trigger keys 1 0 29 21 34 24
if near_car
sprite_frames 1 0 6 7 8 7 6 7H 8H 7H 6
sprite_move 1 4 12 0 2
wait 48
sprite_frames 1 0 1 2 3 2 1 4 5 4
sprite_move 1 4 12 2 0
wait 48
sprite_hide 1
sprite_frames 4 0 41 42
sprite_move 3 2 118 -2 0
sprite_move 4 2 118 -2 0
play car
wait 236
go_level 2 6
end_if
if_not near_car
clear
text 1 We aren't close enough to the car.
end_if
end_anim