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Into Space {A platformer} | @Stage\n\nwhen flag clicked\nset [fisheye v] effect to (0)\nset [pixelate v] effect to (0)\nforever\n change [color v] effect by (0.01)\nend\n\n@Clouds\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nshow\ngo to x: (500) y: (pick random (60) to (100))\nset size to (pick random (40) to (65)) %\nset [ghost v] effect to (pick random (10) to (50))\nrepeat until <[-232] > (x position)>\n change x by (pick random (-1) to (-5))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\n@Thumb\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (stop v)\ngo to [front v] layer\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to x: (0) y: (300)\nshow\nstart sound [OOF v]\nglide (0.5) secs to x: (0) y: (0)\n\nwhen flag clicked\nforever\n play sound [Count On Me v] until done\nend\n\nwhen flag clicked\nset [time: v] to [0]\nrepeat until <(level) = [9]>\n change [time: v] by (0.1)\n wait (0.1) seconds\nend\nset [highscore v] to (Time:)\n\nwhen flag clicked\nforever\n if <(Highscore) > (☁ Cloud highscore)> then\n set [☁ cloud highscore v] to (Highscore)\n end\nend\n\n@Player\n\nwhen I start as a clone\nset size to (100) %\nrepeat (10)\n change [color v] effect by (21)\n change size by (-10)\nend\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (costume2 v)\n change [x v] by (0.75)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (costume1 v)\n change [x v] by (-0.75)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-152) y: (85)\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (costume1 v)\nforever\n change [y v] by (-0.5)\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <(x position) > [230]> then\n go to x: (-207) y: (-70)\n change [level v] by (1)\n wait until <not <(x position) > [230]>>\n end\n if <(y position) < [-175]> then\n go to x: (-207) y: (-70)\n end\n if <touching (spikes v)?> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (10)\n change [pixelate v] effect by (10)\n end\n go to x: (-210) y: (-70)\n show\n repeat (10)\n change [pixelate v] effect by (-10)\n end\n end\n if <key (r v) pressed?> then\n repeat (10)\n change [pixelate v] effect by (10)\n end\n go to x: (-210) y: (-70)\n show\n repeat (10)\n change [pixelate v] effect by (-10)\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (0.1)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n go to x: (0) y: (0)\n switch costume to (level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (0.5)\nend\n\n@Clouds2\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nshow\ngo to x: (500) y: (pick random (60) to (100))\nset size to (pick random (40) to (65)) %\nset [ghost v] effect to (pick random (10) to (50))\nrepeat until <[-232] > (x position)>\n change x by (pick random (-1) to (-5))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\n@Clouds3\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nshow\ngo to x: (500) y: (pick random (60) to (100))\nset size to (pick random (40) to (65)) %\nset [ghost v] effect to (pick random (10) to (50))\nrepeat until <[-232] > (x position)>\n change x by (pick random (-1) to (-5))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\n@Clouds4\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nshow\ngo to x: (500) y: (pick random (60) to (100))\nset size to (pick random (40) to (65)) %\nset [ghost v] effect to (pick random (10) to (50))\nrepeat until <[-232] > (x position)>\n change x by (pick random (-1) to (-5))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (250) y: (21)\nforever\n wait (0.5) seconds\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\ngo to x: (259) y: (pick random (-170) to (160))\nset [color v] effect to (pick random (-50) to (50))\nset [ghost v] effect to (50)\nshow\nglide (pick random (1) to (3)) secs to x: (pick random (-170) to (160)) y: (pick random (-217) to (223))\ndelete this clone\n\n@Player2\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n go to x: (68) y: (-91)\n show\n end\nend\n\n | WASD or arrow keys or mobile to move.\n @ADino5 made an easier version https://scratch.mit.edu/projects/351489569/ check it out!\nPropose it to be featured is you like it! https://scratch.mit.edu/studios/4228481/projects/ |
Scroling platformer ⚽️ | @Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [x v] to [0]\ngo to x: (-170) y: (-112)\nset [y v] to [0]\nforever\n if <touching color (#ff0000)?> then\n set [scrolly v] to [0]\n set [scrollx v] to [0]\n set [x v] to [0]\n go to x: (-170) y: (-112)\n set [y v] to [0]\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#a76600)?> then\n change y by (1)\n if <touching color (#a76600)?> then\n change y by (1)\n if <touching color (#a76600)?> then\n change y by (1)\n if <touching color (#a76600)?> then\n change y by (1)\n if <touching color (#a76600)?> then\n change y by (1)\n if <touching color (#a76600)?> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#a76600)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#a76600)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [scrolly v] by ((y position) * (-1))\n change [scrollx v] by ((x position) * (-1))\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <touching color (#549a10)?> then\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nshow variable [time v]\nshow variable [high score v]\nset [time v] to [0]\nrepeat until <(A) = [1]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(Time) < (High score)> then\n if <(A) = [1]> then\n set [high score v] to (Time)\n end\n end\nend\n\n@ground\n\nwhen flag clicked\nset [scrolly v] to [0]\nset [scrollx v] to [0]\nforever\n go to x: (scrollx) y: (scrolly)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide variable [a v]\nset [a v] to [0]\nhide\nforever\n change [color v] effect by (2)\nend\n\nwhen I receive [message1 v]\nshow\nset [a v] to [1]\n\n | ****************My first scrolling platformer*********************\n___________________________________________________\nGo as quick as possible to the green flag!\n(Arrows to move)\n\nAnd try to beat the high score! |
fogformer || mobile platformer ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ #all #timmccool | @Stage\n\nwhen [space v] key pressed\nif <<(flash) = [0]> or <(flash) = [1]>> then\n change [flash v] by (1)\n change [brightness v] effect by (100)\n wait (0.01) seconds\n repeat (2)\n change [brightness v] effect by (-30)\n end\n repeat (5)\n change [brightness v] effect by (-6)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\nend\n\nwhen I receive [levelup v]\nset [flash v] to [0]\n\nwhen flag clicked\nset [flash v] to [4]\n\nwhen I receive [start v]\nset [flash v] to [0]\n\nwhen I receive [start v]\nforever\n set [pan left/right v] effect to (-50)\n play sound [bensound-betterdays v] until done\n stop all sounds\nend\n\nwhen flag clicked\nstop all sounds\n\n@Figur2\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@player\n\ndefine touching ground\nchange y by ((0) - (y))\nset [y v] to [1]\n\nwhen I start as a clone\nchange y by (-50)\nshow\ngo to [front v] layer\nset [ghost v] effect to (40)\nswitch costume to (dot v)\nset size to (20) %\nset [brightness v] effect to (0)\nset [cy2 v] to [0]\nset [cx1 v] to (pick random (-5) to (5))\nrepeat until <touching (_edge_ v)?>\n change x by (cx1)\n change y by (cy2)\n change [cy2 v] by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nwait (0.2) seconds\ngo to x: (-200) y: (-79)\ngo to [front v] layer\nswitch costume to (kostüm1 v)\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.6)\n turn right (15) degrees\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (0.6)\n turn left (15) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (1)\n end\n if <touching (figur3 v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n end\n change y by (y)\n if <touching (figur3 v)?> then\n touching ground\n end\n change y by (-1)\n if <<touching (figur3 v)?> and <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <touching (figur4 v)?> then\n if <(Level) < [16]> then\n broadcast (levelup v)\n wait (1) seconds\n go to x: (-200) y: (-79)\n else\n broadcast (fin v)\n end\n end\n if <touching (spring v)?> then\n set [y v] to [15.5]\n end\n if <touching (spring2 v)?> then\n set [y v] to [25.5]\n end\n if <touching (figur6 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n broadcast (died v)\n go to x: (-200) y: (-79)\n end\nend\n\nwhen flag clicked\ngo to x: (159) y: (69)\n\nwhen I receive [fin v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\n\n@Figur1\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nforever\n set size to (aize) %\n set [ghost v] effect to (durchs)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n set size to ((aize) - (-30)) %\n set [ghost v] effect to (durchs)\nend\n\nwhen I start as a clone\nforever\n go to (player v)\nend\n\nwhen I start as a clone\nforever\n\nwhen I receive [died v]\nrepeat (5)\n change [durchs v] by (1)\nend\nrepeat (5)\n change [durchs v] by (-1)\nend\n\nchange [ghost v] effect by (1)\n\nwhen flag clicked\nset [aize v] to [100]\n\nwhen flag clicked\nset [aize v] to [100]\nset [durchs v] to [88]\nforever\n repeat (100)\n change [aize v] by (0.1)\n change [durchs v] by (0.01)\n end\n repeat (100)\n change [aize v] by (-0.1)\n change [durchs v] by (-0.01)\n end\nend\n\nwhen I receive [fin v]\nrepeat (20)\n change [durchs v] by (1)\nend\n\n@Figur4\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (item (Level) of [portal_x v]) y: (item (Level) of [portal_y v])\n turn right (15) degrees\nend\n\nwhen flag clicked\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nforever\n go to x: (item (Level) of [portal_x v]) y: (item (Level) of [portal_y v])\n turn right (-15) degrees\nend\n\nwhen flag clicked\ndelete all of [portal_y v]\ndelete all of [portal_x v]\nadd [208] to [portal_x v]\nadd [59] to [portal_y v]\nadd [216] to [portal_x v]\nadd [-45] to [portal_y v]\nadd [214] to [portal_x v]\nadd [142] to [portal_y v]\nadd [222] to [portal_x v]\nadd [155] to [portal_y v]\nadd [215] to [portal_x v]\nadd [0] to [portal_y v]\nadd [215] to [portal_x v]\nadd [-45] to [portal_y v]\nadd [180] to [portal_x v]\nadd [0] to [portal_y v]\nadd [215] to [portal_x v]\nadd [100] to [portal_y v]\nadd [215] to [portal_x v]\nadd [-45] to [portal_y v]\nadd [215] to [portal_x v]\nadd [-45] to [portal_y v]\nadd [222] to [portal_x v]\nadd [155] to [portal_y v]\nadd [214] to [portal_x v]\nadd [87] to [portal_y v]\nadd [213] to [portal_x v]\nadd [-63] to [portal_y v]\nadd [213] to [portal_x v]\nadd [-63] to [portal_y v]\nadd [213] to [portal_x v]\nadd [-63] to [portal_y v]\nadd [213] to [portal_x v]\nadd [63] to [portal_y v]\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\n@Figur5\n\nwhen I receive [levelup v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nchange [level v] by (1)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n broadcast (start v)\n stop [this script v]\n end\nend\n\n@Figur6\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@spring\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nwait (1) seconds\nswitch costume to (Level)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n repeat (1)\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n end\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\n\n@Fog\n\nwhen flag clicked\nset [ghost v] effect to (50)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) = [-475]> then\n hide\n end\nend\n\nwhen I start as a clone\nset x to (475)\nforever\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-475]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\n@Figur3\n\nwhen I receive [intro v]\nswitch costume to (intro2 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (0.25)\n end\n repeat (10)\n change y by (-0.25)\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\nswitch costume to (intro v)\n\n@spring2\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nwait (1) seconds\nswitch costume to (Level)\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n repeat (1)\n repeat (10)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n end\n go to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\n\n@Figur7\n\nwhen flag clicked\nshow\nswitch costume to (kostüm1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n set size to (100) %\n set [ghost v] effect to (60)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n repeat (10)\n change size by (0.5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n set [ghost v] effect to (60)\n repeat (10)\n change size by (-0.5)\n end\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [intro v]\nnext costume\n\nwhen I receive [fin v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nswitch costume to (kostüm3 v)\nrepeat (4)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\n@Figur8\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n go to (figur4 v)\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nforever\n set size to ((aize) - (30)) %\n set [ghost v] effect to (durchs)\nend\n\nwhen I start as a clone\nhide\ngo to [back v] layer\nforever\n set size to ((aize) - (50)) %\n set [ghost v] effect to (durchs)\nend\n\nwhen I start as a clone\nforever\n go to (figur4 v)\nend\n\nwhen I start as a clone\nforever\n\nchange [ghost v] effect by (1)\n\nwhen flag clicked\nset [aize v] to [100]\n\nwhen flag clicked\nhide\n\nwhen I receive [fin v]\nrepeat (20)\n change [durchs v] by (1)\nend\n\n@TimMcCool2\n\nwhen flag clicked\nset [ghost v] effect to (80)\nhide\n\n@//📊 Scratch Analytics by @TimMcCool2\n\ndefine Send Data (payload)\nset [☁ to_host v] to (payload)\n\ndefine Encode (input)\nset [//output v] to []\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n switch costume to (join [=] (letter (i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\nwhen flag clicked\nwait (0.6) seconds\nEncode (join (username) (join [,] (join (current [hour v]) (join [,] []))))\nSend Data (//output)\n\n | a platformer by @TimMcCool. normal controls.\n\nspace to send lightflashes ( you don't need them) \n\nfullscreen is recommended |
star wars platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [1-02 Williams_ Star Wars Theme v] until done\nend\n\n@player\n\nwhen I receive [next level v]\ngo to x: (-177) y: (-100)\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-177) y: (-100)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n platformer\nend\n\ndefine platformer\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.75)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.75)\nend\nset [xv v] to ((xv) * (0.9))\nchange x by (xv)\nif <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yv)\nif <touching (base v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (base v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n change y by (1)\nend\nif <touching (next level v)?> then\n broadcast (next level v)\nend\nif <touching (bounce v)?> then\n set [yv v] to [18]\nend\nif <touching (move v)?> then\n set [yv v] to [0]\n set [xv v] to [18]\nend\nif <key (s v) pressed?> then\n broadcast (next level v)\n wait (2) seconds\nend\nif <<touching (danger 1 v)?> or <touching (danger 2 v)?>> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-177) y: (-100)\n set size to (100) %\n set [xv v] to [0]\nend\nif <(y position) < [-187]> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-177) y: (-100)\n set size to (100) %\nend\n\n@base\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@next level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext backdrop\nif <touching (base v)?> then\n hide\nend\n\nwhen backdrop switches to [backdrop1 v]\n\n@bounce\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@danger 1\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@move\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@front\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@danger 2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n | arrow keys is how you move and jump\n\nhave fun and may the force be with you!\nMore level are coming soon!!\nsorry about the intro and the long loading |
Easy 3D Scrolling Platformer Test | @Stage\n\nwhen I receive [nextlevel2 v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@lvl 1\n\nif then\n change y by (3)\nend\nif then\n change x by (-3)\nend\nif then\n change y by (-3)\nend\nif then\n change x by (3)\nend\n\nwhen flag clicked\nshow\ngo [backward v] (1) layers\nforever\n if <<key (w v) pressed?> or > then\n change y by (-5)\n end\n if <<key (s v) pressed?> or > then\n change y by (5)\n end\n if <<key (d v) pressed?> or > then\n change x by (-5)\n end\nend\n\nwhen flag clicked\ngo to x: (468) y: (173)\nshow\nset [xscroll v] to [0]\nrepeat until <(Lives) = [0]>\n set x to ((Xscroll) + ((480) * (0)))\nend\n\nif <key (a v) pressed?> then\n change x by (3)\nend\n\nwhen I receive [nextlevel v]\nhide\n\nwhen I receive [reset v]\ngo to x: (468) y: (173)\nset [xscroll v] to [0]\nrepeat until <(Lives) = [0]>\n set x to ((Xscroll) + ((480) * (0)))\nend\n\n@lvl 2\n\nwhen I receive [nextlevel v]\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevel v]\nshow\ngo [backward v] (1) layers\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change y by (-3)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change y by (3)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change x by (-3)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\n\nwhen I receive [nextlevel2 v]\nhide\n\n@player\n\nwhen flag clicked\nset size to (100) %\nset [reset v] to [0]\ngo to x: (-146) y: (-85)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n if <<key (w v) pressed?> or > then\n change y by (3)\n end\n if <<key (a v) pressed?> or > then\n change x by (-3)\n end\n if <<key (s v) pressed?> or > then\n change y by (-3)\n end\n if <<key (d v) pressed?> or > then\n change x by (3)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (Reset v)\n change [reset v] by (1)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nrepeat until <(Level:) = [1]>\n if <<<<touching color (#ffffff)?> or <touching color (#99b2ff)?>> or <<touching color (#124dff)?> or <touching color (#4170ff)?>>> or <<touching color (#99b2ff)?> or <<touching color (#4170ff)?> or <touching color (#678dff)?>>>> then\n if <not <touching color (#006622)?>> then\n if <(costume [number v]) = [1]> then\n go [backward v] (100) layers\n repeat (15)\n change y by (-7)\n change size by (-2)\n end\n broadcast (Reset v)\n end\n end\n end\nend\n\nwhen I receive [reset v]\nset size to (100) %\ngo to x: (-146) y: (-85)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n if <key (w v) pressed?> then\n change y by (3)\n end\n if <key (a v) pressed?> then\n change x by (-3)\n end\n if <key (s v) pressed?> then\n change y by (-3)\n end\n if <key (d v) pressed?> then\n change x by (3)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(Jump Cool Down:) = [Ready]>> then\n wait (1) seconds\n change [jump cool down: v] by (-1)\n wait (1) seconds\n change [jump cool down: v] by (-1)\n wait (1) seconds\n set [jump cool down: v] to [Ready]\n end\nend\n\nwhen flag clicked\nset [jump cool down: v] to [3]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n switch costume to (costume2 v)\n set [airborne v] to [1]\n repeat (10)\n change y by (5)\n set [cos v] to (Mark)\n end\n repeat (10)\n change y by (-5)\n set [cos v] to (Mark)\n end\n set [airborne v] to [0]\n switch costume to (costume1 v)\n start sound [pop v]\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset [airborne v] to [0]\nrepeat until <(Level:) = [1]>\n if <<<touching color (#ffffff)?> and <not <<touching color (#006622)?> or <touching color (#009933)?>>>> and <(Airborne) = [0]>> then\n broadcast (message1 v)\n repeat (15)\n change y by (-5)\n end\n broadcast (rst v)\n end\nend\n\nwhen flag clicked\nset [reset v] to [0]\nforever\n if <touching color (#6600cc)?> then\n wait (0.1) seconds\n broadcast (NextLevel v)\n go to x: (-157) y: (-102)\n change [level: v] by (1)\n end\nend\n\nwhen I receive [nextlevel v]\nset size to (100) %\nforever\n if <<<<<touching color (#ffffff)?> or <touching color (#99b2ff)?>> or <<touching color (#124dff)?> or <touching color (#4170ff)?>>> or <<touching color (#99b2ff)?> or <<touching color (#4170ff)?> or <touching color (#678dff)?>>>> or <touching color (#ffffff)?>> then\n if <not <touching color (#666666)?>> then\n if <(costume [number v]) = [1]> then\n go [backward v] (100) layers\n repeat (15)\n change y by (-7)\n change size by (-2)\n end\n change [reset v] by (1)\n broadcast (Reset v)\n end\n end\n end\nend\n\nwhen I receive [nextlevel v]\nset [airborne v] to [0]\nforever\n if <<<touching color (#ffffff)?> and <not <touching color (#666666)?>>> and <(Airborne) = [0]>> then\n broadcast (message1 v)\n repeat (15)\n change y by (-5)\n end\n broadcast (rst v)\n end\nend\n\nwhen flag clicked\nset [level: v] to [0]\n\nwhen I receive [nextlevel v]\nforever\n if <touching color (#ffccf2)?> then\n broadcast (nextlevel2 v)\n hide\n end\nend\n\nwhen flag clicked\nshow\n\n@testy\n\nif <key (w v) pressed?> then\n change y by (3)\nend\nif <key (a v) pressed?> then\n change x by (-3)\nend\nif <key (s v) pressed?> then\n change y by (-3)\nend\nif <key (d v) pressed?> then\n change x by (3)\nend\n\nwhen flag clicked\ngo to x: (20) y: (16)\nset [xscroll v] to [0]\nrepeat until <(Lives) = [0]>\n set x to ((Xscroll) + ((480) * (0)))\nend\n\nif <key (a v) pressed?> then\n change x by (3)\nend\n\nwhen I receive [nextlevel v]\nhide\n\nwhen I receive [reset v]\ngo to x: (20) y: (16)\nset [xscroll v] to [0]\nrepeat until <(Lives) = [0]>\n set x to ((Xscroll) + ((480) * (0)))\nend\n\nwhen flag clicked\nshow\ngo [backward v] (1) layers\nforever\n if <key (w v) pressed?> then\n change y by (-5)\n end\n if <key (s v) pressed?> then\n change y by (5)\n end\n if <key (d v) pressed?> then\n change x by (-5)\n end\nend\n\nwhen flag clicked\nchange [☁ plays v] by (1)\n\n@thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\ngo [forward v] (9999999999999999) layers\n\n | PRESS THE GREEN FLAG TWICE!!\nShoutout to @-Evolution_Coder- and @ianftwa\nCheck this out! https://scratch.mit.edu/projects/351773950\n\nWelcome to the 3D Scrolling Platformer (test)\n\n Controls\n========================================\nWASD to move\nSpace to jump\n\nPlease love and favorite, I spent a very long time on this, and it would make my day! =D \n\n Credits\n========================================\nArt by me, @dennyzen\nCode by me, @dennyzen |
Cute Cube Finale (Platformer Series) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop55 v)\n\nwhen flag clicked\nforever\n play sound [soundscrate-get-it-groovin-sc1 v] until done\nend\n\n@Cute Cube\n\nwhen flag clicked\nhide\n\ngo to x: (128) y: (-180)\n\nset [player: x v] to [5]\n\n\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\ngo to x: (-207) y: (-100)\nset rotation style [left-right v]\nset [player: x v] to [0]\nset [player: y v] to [0]\nshow\nforever\n if <(y position) = [-179]> then\n go to x: (-207) y: (-5)\n set [player: x v] to [0]\n set [player: y v] to [0]\n end\n if <(x position) > [234]> then\n switch backdrop to (next backdrop v)\n go to x: (-218) y: (-115)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <key (right arrow v) pressed?> then\n change [player: x v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [player: x v] by (-1)\n point in direction (-90)\n end\n set [player: x v] to ((Player: x) * (.9))\n change x by (Player: x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((Player: x) * (-1))\n if <key (up arrow v) pressed?> then\n set [player: y v] to [10]\n if <(Player: x) > [0]> then\n set [player: x v] to [-10]\n else\n set [player: x v] to [10]\n end\n else\n set [player: x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player: y v] by (-.5)\n change y by (Player: y)\n if <touching color (#000000)?> then\n change y by ((Player: y) * (-1))\n set [player: y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [player: y v] to [10]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-207) y: (-80)\n set [player: x v] to [0]\n set [player: y v] to [0]\n end\n if <touching color (#ff00a6)?> then\n set [player: y v] to [16]\n end\nend\n\nwhen [s v] key pressed\nswitch backdrop to (next backdrop v)\ngo to x: (-218) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [r v] key pressed\ngo to x: (-218) y: (-80)\nset [x v] to [0]\nset [y v] to [0]\n\nif <not <touching color (#000000)?>> then\n\nwhen backdrop switches to [backdrop21 v]\nhide\nstop [this script v]\n\n@Play Game Button\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (4)\n change size by (2)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\n | Cute Cube Adventure 6 (Platformer Series)\nFRONT PAGED ON 4/3/2020 thanks, Foxies4Ever!!\n\nPlay Cute Cube Adventure 1: https://scratch.mit.edu/projects/278923025/\nCute Cube Adventure 2: https://scratch.mit.edu/projects/289001637/\nCute Cube Adventure 3: https://scratch.mit.edu/projects/291836076/\nCute Cube Adventure 4: https://scratch.mit.edu/projects/318478945/\nCute Cube Adventure 5: https://scratch.mit.edu/projects/327064233/\n\nSetting:\nWelcome to Cute Cube Adventure 6, the official sixth part (and finale) in the platformer series!! Today Cute Cube decided to explore the lava valcanoes of Cube land, but he is stuck inside, and it's getting hotter and hotter! Can you help him get out safely?\n \nInstructions:\n--Use your arrow keys to move--\n--Press the R key to restart any level--\n--Press the S key to skip any level--\n--Dodge the red and other obstacles to help Cute Cube escape the lava valcanoes of Cube Land!--\n--Have fun!!-- |
Will_Wam II A Platformer | @Stage\n\n@Platform\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\n@Player\n\nwhen I start as a clone\nrepeat (35)\n change [ghost v] effect by (15)\n change size by (-5)\n change [color v] effect by (50)\nend\ndelete this clone\n\nnext costume\n\n\n\nwhen flag clicked\nforever\n play sound [Tevo v] until done\nend\n\nwhen flag clicked\nforever\n if <(y position) > [-10]> then\n if <(Level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-219) y: (-96)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset size to (100) %\nforever\n if <touching color (#003fff)?> then\n set [mode v] to [jump]\n set [y velocity v] to [13]\n end\n if <touching color (#308bff)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y velocity v] by (-1)\n else\n change [y velocity v] by (1)\n end\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n set size to (100) %\n go to x: (-222) y: (-223)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Restart v)\n end\n create clone of (_myself_ v)\n if <key (r v) pressed?> then\n if <not <key (g v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n set size to (100) %\n go to x: (-222) y: (-223)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n end\n go to [front v] layer\n if <(Back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n broadcast (Next v)\n set x to (-222)\n set y to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set size to (100) %\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n set size to (100) %\n go to x: (-180) y: (-40)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by (1)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-7)\n change x by ((-1) * (X Velocity))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(X Velocity) = [0]>>> then\n set [mode v] to [walljump]\n set [y velocity v] to [8]\n set [x velocity v] to (((X Velocity) / ([abs v] of (X Velocity) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(Y Velocity) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (X Velocity) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <key (up arrow v) pressed?> then\n set [mode v] to [jump]\n set [y velocity v] to [9]\n end\n end\n if <<<<(Mode) = [jump]> or <(Mode) = [walljump]>> and <(Y Velocity) < [0]>> or <<<(Mode) = [run]> or <(Mode) = [skid]>> and <(Y Velocity) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(Y Velocity) > [-15]> then\n change [y velocity v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (Y Velocity)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (Y Velocity))\n set [y velocity v] to [-3]\n end\n change y by (2)\n end\n if <touching color (#00ff55)?> then\n set size to (30) %\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n stop all sounds\n stop [all v]\nend\n\n | move with arrow keys\njump with the up arrow\nthe left arrow moves you to left\nthe right arrow moves you to right\nLove and favourite project then I will follow you |
BATTERY:The Platformer | @Stage\n\nwhen flag clicked\nset [sound on v] to [1]\nset [level 10 v] to [0]\nset [level 9 v] to [0]\nset [number of deaths v] to [0]\nset [level 5 v] to [0]\nset [level 2 v] to [0]\nforever\n if <(backdrop [number v]) = [1]> then\n switch backdrop to (mccloud v)\n end\n if <key (r v) pressed?> then\n broadcast (die v)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\n\nwhen I receive [level 2 v]\nbroadcast (charge v)\n\nwhen I receive [level 3 v]\nbroadcast (charge v)\n\nwhen I receive [level 4 v]\nbroadcast (charge v)\n\nwhen I receive [level 5 v]\nbroadcast (charge v)\n\nwhen I receive [level 6 v]\nbroadcast (charge v)\n\nwhen I receive [level 7 v]\nbroadcast (charge v)\n\nwhen I receive [level 8 v]\nbroadcast (charge v)\n\nwhen [timer v] > (0.4)\nhide variable [circle battery status v]\nhide variable [stage: square battery status v]\nhide variable [circle battery status v]\nhide variable [stage: square battery status v]\nhide variable [weird battery status v]\n\nwhen I receive [level 9 v]\nbroadcast (charge v)\n\nwhen I receive [level 10 v]\nbroadcast (charge v)\n\nwhen I receive [level 11 v]\nbroadcast (charge v)\n\nwhen I receive [level 12 v]\nbroadcast (charge v)\n\nwhen I receive [level 13 v]\nbroadcast (charge v)\n\nwhen I receive [level 15 v]\nstop all sounds\nplay sound [Undertale Megalovania v] until done\n\n@BATTERY square\n\nwhen I receive [die v]\nif <[5] < ([costume # v] of [levels v])> then\n stop [this script v]\nend\ngo to x: (-218) y: (-81)\nchange [number of deaths v] by (1)\nif <([costume name v] of [levels v]) = [end]> then\n forever\n stop [this script v]\n end\nelse\n if <(sound) = [1]> then\n play sound [oof v] until done\n stop [this script v]\n end\nend\nstop [this script v]\n\nwhen I receive [level 2 v]\nbroadcast (die v)\n\nwhen I receive [level 3 v]\nbroadcast (die v)\n\nwhen I receive [level 4 v]\nbroadcast (die v)\n\nwhen I receive [level 5 v]\ngo to x: (-218) y: (-86)\n\nwhen I receive [level 5 die v]\ngo to x: (-241) y: (55)\nplay sound [oof v] until done\nchange [number of deaths v] by (1)\n\nwhen I receive [level 7 v]\nbroadcast (die v)\n\nwhen I receive [level 6 v]\nbroadcast (die v)\n\nwhen I receive [level 11 v]\nif <(number of deaths) = [9]> then\n say [Good Job! You only died once!] for (2) seconds\nend\n\nwhen I receive [sound off v]\nset volume to (0) %\n\nstop all sounds\n\nwhen I receive [level 8 v]\nbroadcast (die v)\n\nwhen I receive [charge v]\nswitch costume to (100% v)\n\nwhen I receive [die v]\nbroadcast (charge v)\n\nwhen I receive [level 3 v]\nforever\n if <touching (level 3 trap v)?> then\n broadcast (level 1 trap touch v)\n end\nend\n\nwhen flag clicked\nbroadcast (BATTERY SQUARE PHYSICS SCRIPT v)\nbroadcast (RESET TIMER SCR v)\nbroadcast (BATTERY CHANGING v)\nbroadcast (BATTERY CHANGING DIE v)\n\nwhen flag clicked\nrepeat (10)\n show\nend\n\nwhen I receive [level 6 v]\nhide variable [square battery status v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nrepeat (10)\n show\nend\n\nwhen I receive [battery square physics script v]\nbroadcast (charge v)\nset [grad. charge v] to [0]\nset [grad.decharge v] to [0]\nset [square battery status v] to [100]\nshow variable [square battery status v]\nhide variable [circle battery status v]\ngo to x: (-211) y: (-103)\nswitch costume to (100% v)\nset rotation style [left-right v]\nset size to (50) %\nshow\nset [x vel v] to [0]\nset [y vel square v] to [0]\nforever\n if <(pause) = [1]> then\n stop [this script v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (-6)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change x by (-6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (6)\n end\n end\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel square v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change [y vel square v] by (-1)\n change y by (y vel square)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by ((y vel square) * (-1))\n set [y vel square v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel square v] to [12.5]\n end\n end\n change y by (1)\n if <(y position) < [-175]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [battery changing v]\nforever\n if <([costume name v] of [levels v]) = [level 6]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [battery changing die v]\nforever\n if <(costume [name v]) = [0%]> then\n wait (0.5) seconds\n broadcast (charge v)\n broadcast (die v)\n end\nend\n\nwhen I receive [reset timer scr v]\nforever\n reset timer\nend\n\nwhen flag clicked\nbroadcast (charge v)\n\nwhen I receive [pausestop physics script v]\nset rotation style [left-right v]\nset size to (50) %\nshow\nset [x vel v] to [0]\nset [y vel square v] to [0]\nforever\n if <<(pause) = [1]> or <[5] < ([costume # v] of [levels v])>> then\n stop [this script v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (-6)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change x by (-6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (6)\n end\n end\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel square v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change [y vel square v] by (-1)\n change y by (y vel square)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by ((y vel square) * (-1))\n set [y vel square v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel square v] to [12.5]\n end\n end\n change y by (1)\n if <(y position) < [-175]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [pausestop v]\nrepeat until <(costume [name v]) = [0%]>\n change [square battery status v] by (-0.41)\n if <(grad.decharge) = [1]> then\n stop [this script v]\n end\n if <(grad. charge) = [1]> then\n stop [this script v]\n end\n if <(pause) = [1]> then\n stop [this script v]\n else\n if <(SQUARE BATTERY STATUS) < [0]> then\n switch costume to (0% v)\n end\n end\nend\n\nwhen I receive [charge v]\nset [square battery status v] to [100]\n\nwhen I receive [charge v]\nswitch costume to (100% v)\nrepeat until <(costume [name v]) = [0%]>\n change [square battery status v] by (-0.41)\n if <(grad.decharge) = [1]> then\n stop [this script v]\n end\n if <(grad. charge) = [1]> then\n stop [this script v]\n end\n if <(pause) = [1]> then\n stop [this script v]\n else\n if <<(SQUARE BATTERY STATUS) < [0]> or <(SQUARE BATTERY STATUS) = [0]>> then\n set [square battery status v] to [0]\n switch costume to (0% v)\n end\n end\nend\n\nwhen [timer v] > (0.4)\nhide variable [circle battery status v]\nhide variable [square battery status v]\nhide variable [circle battery status v]\nhide variable [square battery status v]\n\nwhen flag clicked\nhide variable [circle battery status v]\nhide variable [square battery status v]\nhide variable [circle battery status v]\nhide variable [square battery status v]\n\nwhen I receive [charge v]\nswitch costume to (100% v)\nrepeat until <(costume [name v]) = [0%]>\n if <(SQUARE BATTERY STATUS) = [100]> then\n switch costume to (100% v)\n else\n if <(SQUARE BATTERY STATUS) > [75]> then\n switch costume to (100% v)\n else\n if <(SQUARE BATTERY STATUS) > [50]> then\n switch costume to (75% v)\n else\n if <(SQUARE BATTERY STATUS) > [25]> then\n switch costume to (50% v)\n else\n if <(SQUARE BATTERY STATUS) > [0]> then\n switch costume to (25% v)\n else\n if <(SQUARE BATTERY STATUS) < [0]> then\n switch costume to (0% v)\n else\n wait (0.5) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [pausestop v]\nrepeat until <(costume [name v]) = [0%]>\n if <(SQUARE BATTERY STATUS) = [100]> then\n switch costume to (100% v)\n else\n if <(SQUARE BATTERY STATUS) > [75]> then\n switch costume to (100% v)\n else\n if <(SQUARE BATTERY STATUS) > [50]> then\n switch costume to (75% v)\n else\n if <(SQUARE BATTERY STATUS) > [25]> then\n switch costume to (50% v)\n else\n if <(SQUARE BATTERY STATUS) > [0]> then\n switch costume to (25% v)\n else\n if <(SQUARE BATTERY STATUS) < [0]> then\n switch costume to (0% v)\n else\n wait (0.5) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@BATTERY circle\n\nwhen I receive [die v]\nif <(grad. charge) = [1]> then\n stop [this script v]\nend\nif <([costume # v] of [levels v]) < [6]> then\n stop [this script v]\nend\nif <[10] < ([costume # v] of [levels v])> then\n hide\n stop [this script v]\nend\nif <([costume name v] of [levels v]) = [level 7]> then\n go to x: (-218) y: (140)\n change [number of deaths v] by (1)\nelse\n go to x: (-218) y: (-96)\n change [number of deaths v] by (1)\nend\nforever\n if <([costume name v] of [levels v]) = [end]> then\n forever\n stop [this script v]\n end\n else\n if <(sound) = [1]> then\n play sound [oof v] until done\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 5 die v]\ngo to x: (-241) y: (55)\nplay sound [oof v] until done\nchange [number of deaths v] by (1)\n\nwhen I receive [level 7 v]\nbroadcast (die v)\n\nwhen I receive [level 6 v]\nbroadcast (die v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [level 11 v]\nif <(number of deaths) = [9]> then\n say [Good Job! You only died once!] for (2) seconds\nend\n\nwhen I receive [sound off v]\nset volume to (0) %\n\nstop all sounds\n\nwhen I receive [level 8 v]\nbroadcast (die v)\n\nwhen I receive [die v]\nbroadcast (charge v)\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 6 v]\nbroadcast (charge v)\nforever\n if <([costume name v] of [levels v]) = [level 11]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [level 6 v]\nforever\n if <(costume [name v]) = [0%]> then\n change [die v] by (0.41)\n wait (0.5) seconds\n broadcast (charge v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 6 v]\nbroadcast (CIRCLE MAIN SCPT v)\nbroadcast (GRAD CHARGE/DECHARGE v)\n\nwhen flag clicked\nhide\n\nwhen I receive [level 7 v]\nbroadcast (die v)\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [decharge v]\nswitch costume to (0% v)\n\nwhen I receive [level 9 v]\nbroadcast (die v)\n\nwhen I receive [level 10 v]\nbroadcast (die v)\n\nwhen I receive [pausestop physics script v]\nset rotation style [all around v]\nset size to (40) %\nshow\nif <<([costume # v] of [levels v]) < [6]> or <([costume # v] of [levels v]) > [10]>> then\n hide\n stop [this script v]\nend\nset [x vel v] to [0]\nset [y vel circle v] to [0]\nforever\n if <(pause) = [1]> then\n stop [this script v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n turn right (15) degrees\n change x by (8)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (-8)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n turn left (15) degrees\n change x by (-8)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (8)\n end\n end\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel circle v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change [y vel circle v] by (-1)\n change y by (y vel circle)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by ((y vel circle) * (-1))\n set [y vel circle v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel circle v] to [12.5]\n end\n end\n change y by (1)\n if <(y position) < [-175]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [grad. charge v]\nset [grad. charge v] to [1]\nset [grad.decharge v] to [0]\nrepeat until <<not <touching color (#ff0000)?>> or <(CIRCLE BATTERY STATUS) > [100]>>\n change [circle battery status v] by (0.82)\n broadcast (chargestop v)\nend\n\nwhen I receive [grad. decharge v]\nset [grad. charge v] to [0]\nset [grad.decharge v] to [1]\nrepeat until <<not <touching color (#edff00)?>> or <(CIRCLE BATTERY STATUS) > [100]>>\n change [circle battery status v] by (-3)\n broadcast (chargestop v)\nend\n\nwhen flag clicked\nset [circle battery status v] to [100]\n\nwhen I receive [charge v]\nset [circle battery status v] to [100]\n\nwhen I receive [level 6 v]\nrepeat until <(costume [name v]) = [0%]>\n change [circle battery status v] by (-0.41)\n if <(grad.decharge) = [1]> then\n stop [this script v]\n end\n if <(grad. charge) = [1]> then\n stop [this script v]\n end\n if <(pause) = [1]> then\n stop [this script v]\n else\n if <(CIRCLE BATTERY STATUS) < [0]> then\n switch costume to (0% v)\n end\n end\nend\n\nwhen I receive [chargestop v]\nset [grad.decharge v] to [0]\nrepeat until <(costume [name v]) = [0%]>\n change [circle battery status v] by (-0.41)\n if <(grad.decharge) = [1]> then\n stop [this script v]\n end\n if <(pause) = [1]> then\n stop [this script v]\n else\n if <(CIRCLE BATTERY STATUS) < [0]> then\n switch costume to (0% v)\n end\n end\nend\n\nwhen I receive [level 10 v]\nbroadcast (die v)\n\nwhen I receive [circle main scpt v]\nshow variable [circle battery status v]\nset [circle battery status v] to [100]\nhide variable [square battery status v]\nhide variable [circle battery status v]\ngo to x: (-211) y: (-96)\nswitch costume to (100% v)\nset rotation style [all around v]\nset size to (40) %\nshow\nset [x vel v] to [0]\nset [y vel circle v] to [0]\nforever\n if <(pause) = [1]> then\n stop [this script v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n turn right (10) degrees\n change x by (6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (-6)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n turn left (10) degrees\n change x by (-6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (6)\n end\n end\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel circle v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change [y vel circle v] by (-1)\n change y by (y vel circle)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by ((y vel circle) * (-1))\n set [y vel circle v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel circle v] to [12.5]\n end\n end\n change y by (1)\n if <(y position) < [-175]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [grad charge/decharge v]\nshow\nforever\n if <touching color (#ff0000)?> then\n broadcast (grad. charge v)\n else\n if <touching color (#edff00)?> then\n broadcast (grad. decharge v)\n end\n end\n if <not <touching color (#ff0000)?>> then\n set [grad. charge v] to [0]\n else\n if <not <touching color (#edff00)?>> then\n set [grad.decharge v] to [0]\n end\n end\n if <<([costume # v] of [levels v]) < [6]> or <([costume # v] of [levels v]) > [10]>> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [pausestop v]\nrepeat until <(costume [name v]) = [0%]>\n change [circle battery status v] by (-0.41)\n if <(grad.decharge) = [1]> then\n stop [this script v]\n end\n if <(grad. charge) = [1]> then\n stop [this script v]\n end\n if <(pause) = [1]> then\n stop [this script v]\n else\n if <(CIRCLE BATTERY STATUS) < [0]> then\n switch costume to (0% v)\n end\n end\nend\n\nwhen I receive [charge v]\nswitch costume to (100% v)\nrepeat until <(costume [name v]) = [0%]>\n change [circle battery status v] by (-0.41)\n if <(grad.decharge) = [1]> then\n stop [this script v]\n end\n if <(grad. charge) = [1]> then\n stop [this script v]\n end\n if <(pause) = [1]> then\n stop [this script v]\n else\n if <(CIRCLE BATTERY STATUS) < [0]> then\n switch costume to (0% v)\n end\n end\nend\n\n@WEIRD Battery\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [battery square physics script v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [die v]\nif <(grad. charge) = [1]> then\n stop [this script v]\nend\nif <([costume # v] of [levels v]) < [11]> then\n stop [this script v]\nend\nif <[15] < ([costume # v] of [levels v])> then\n hide\n stop [this script v]\nend\nif <([costume name v] of [levels v]) = [level 7]> then\n go to x: (-218) y: (140)\n change [number of deaths v] by (1)\nelse\n go to x: (-218) y: (-96)\n change [number of deaths v] by (1)\nend\n\nwhen I receive [level 12 v]\nbroadcast (die v)\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [sound off v]\nset volume to (0) %\n\nwhen I receive [die v]\nbroadcast (charge v)\n\nwhen I receive [level 11 v]\nbroadcast (charge v)\nforever\n if <([costume name v] of [levels v]) = [level 16]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [level 11 v]\nforever\n if <(costume [name v]) = [100%]> then\n change [die v] by (0.41)\n wait (0.5) seconds\n broadcast (charge v)\n broadcast (die v)\n end\nend\n\nwhen I receive [reverse physcrpt v]\nshow variable [weird battery status v]\nset [weird battery status v] to [0]\nhide variable [square battery status v]\nhide variable [circle battery status v]\ngo to x: (-211) y: (-96)\nswitch costume to (0% v)\nset rotation style [left-right v]\nset size to (35) %\nshow\nset [x vel v] to [0]\nset [y vel reverse v] to [0]\nforever\n if <(pause) = [1]> then\n stop [this script v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (-6)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change x by (-6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (6)\n end\n end\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel reverse v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change [y vel reverse v] by (-1)\n change y by (y vel reverse)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by ((y vel reverse) * (-1))\n set [y vel reverse v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel reverse v] to [12.5]\n end\n end\n change y by (1)\n if <(y position) < [-175]> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level 11 v]\nforever\n if <touching color (#ff0000)?> then\n broadcast (grad. charge v)\n else\n if <touching color (#edff00)?> then\n broadcast (grad. decharge v)\n end\n end\n if <not <touching color (#ff0000)?>> then\n set [grad. charge v] to [0]\n else\n if <not <touching color (#edff00)?>> then\n set [grad.decharge v] to [0]\n end\n end\nend\n\nwhen I receive [decharge v]\nswitch costume to (100% v)\n\nwhen I receive [pausestop physics script v]\nset rotation style [left-right v]\nset size to (35) %\nshow\nif <<([costume # v] of [levels v]) < [11]> or <([costume # v] of [levels v]) > [16]>> then\n hide\n stop [this script v]\nend\nset [x vel v] to [0]\nset [y vel circle v] to [0]\nforever\n if <(pause) = [1]> then\n stop [this script v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change x by (6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n point in direction (-90)\n change x by (-6)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (-6)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change x by (6)\n end\n end\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel reverse v] to [10]\n end\n end\n end\n end\n end\n end\n end\n change [y vel reverse v] by (-1)\n change y by (y vel reverse)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n change y by ((y vel reverse) * (-1))\n set [y vel reverse v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching (level 5 trap v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(sound) = [1]> then\n start sound [Boing v]\n end\n set [y vel reverse v] to [12.5]\n end\n end\n change y by (1)\n if <(y position) < [-175]> then\n broadcast (die v)\n end\nend\n\nwhen I receive [grad. charge v]\nset [grad. charge v] to [1]\nset [grad.decharge v] to [0]\nrepeat until <<not <touching color (#ff0000)?>> or <(Weird Battery Status) < [0]>>\n change [y vel reverse v] by (-0.82)\n broadcast (chargestop v)\nend\n\nwhen I receive [grad. decharge v]\nset [grad. charge v] to [0]\nset [grad.decharge v] to [1]\nrepeat until <<not <touching color (#edff00)?>> or <(Weird Battery Status) < [0]>>\n change [y vel reverse v] by (3)\n broadcast (chargestop v)\nend\n\nwhen I receive [charge v]\nset [weird battery status v] to [0]\n\nwhen flag clicked\nset [weird battery status v] to [0]\n\nwhen I receive [chargestop v]\nset [grad.decharge v] to [0]\nrepeat until <(costume [name v]) = [0%]>\n change [weird battery status v] by (-0.41)\n if <(grad.decharge) = [1]> then\n stop [this script v]\n end\n if <(pause) = [1]> then\n stop [this script v]\n else\n if <(Weird Battery Status) < [0]> then\n switch costume to (100% v)\n end\n end\nend\n\nwhen I receive [charge v]\nswitch costume to (0% v)\nrepeat until <(costume [name v]) = [0%]>\n change [weird battery status v] by (-0.41)\n if <(grad.decharge) = [1]> then\n stop [this script v]\n end\n if <(grad. charge) = [1]> then\n stop [this script v]\n end\n if <(pause) = [1]> then\n stop [this script v]\n else\n if <(Weird Battery Status) < [0]> then\n switch costume to (100% v)\n end\n end\nend\n\nwhen I receive [reverse timeout v]\nswitch costume to (0% v)\nrepeat until <(costume [name v]) = [100%]>\n if <(pause) = [1]> then\n stop [this script v]\n end\n change [weird battery status v] by (0.41)\n if <<(Weird Battery Status) > [0]> and <[25] > (Weird Battery Status)>> then\n switch costume to (0% v)\n else\n if <<(Weird Battery Status) > [25]> and <[50] > (Weird Battery Status)>> then\n switch costume to (25% v)\n else\n if <<(Weird Battery Status) > [50]> and <[75] > (Weird Battery Status)>> then\n switch costume to (50% v)\n else\n if <<(Weird Battery Status) > [75]> and <[100] > (Weird Battery Status)>> then\n switch costume to (75% v)\n else\n if <(Weird Battery Status) > [100]> then\n switch costume to (100% v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [weird battery status v]\n\nwhen I receive [level 11 v]\nbroadcast (REVERSE PHYSCRPT v)\nbroadcast (REVERSE TIMEOUT v)\n\nwhen I receive [die v]\nswitch costume to (0% v)\nrepeat until <(costume [name v]) = [100%]>\n if <(pause) = [1]> then\n stop [this script v]\n end\n change [weird battery status v] by (0.41)\n if <<(Weird Battery Status) > [0]> and <[25] > (Weird Battery Status)>> then\n switch costume to (0% v)\n else\n if <<(Weird Battery Status) > [25]> and <[50] > (Weird Battery Status)>> then\n switch costume to (25% v)\n else\n if <<(Weird Battery Status) > [50]> and <[75] > (Weird Battery Status)>> then\n switch costume to (50% v)\n else\n if <<(Weird Battery Status) > [75]> and <[100] > (Weird Battery Status)>> then\n switch costume to (75% v)\n else\n if <(Weird Battery Status) > [100]> then\n switch costume to (100% v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [pausestop v]\nswitch costume to (0% v)\nrepeat until <(costume [name v]) = [100%]>\n if <(pause) = [1]> then\n stop [this script v]\n end\n change [weird battery status v] by (0.41)\n if <<(Weird Battery Status) > [0]> and <[25] > (Weird Battery Status)>> then\n switch costume to (0% v)\n else\n if <<(Weird Battery Status) > [25]> and <[50] > (Weird Battery Status)>> then\n switch costume to (25% v)\n else\n if <<(Weird Battery Status) > [50]> and <[75] > (Weird Battery Status)>> then\n switch costume to (50% v)\n else\n if <<(Weird Battery Status) > [75]> and <[100] > (Weird Battery Status)>> then\n switch costume to (75% v)\n else\n if <(Weird Battery Status) > [100]> then\n switch costume to (100% v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [die v]\nforever\n if <([costume name v] of [levels v]) = [end]> then\n forever\n stop [this script v]\n end\n else\n if <(sound) = [1]> then\n play sound [oof v] until done\n stop [this script v]\n end\n end\nend\n\nwhen I receive [level 13 v]\nbroadcast (die v)\n\n@levels\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nrepeat (10)\n switch costume to (level 1 v)\nend\nforever\n if <(costume [name v]) = [end]> then\n broadcast (end v)\n end\nend\n\nwhen I receive [level 2 v]\nswitch costume to (level 2 v)\n\nwhen I receive [level 3 v]\nswitch costume to (level 3 v)\n\nwhen I receive [level 4 v]\nswitch costume to (level 4 v)\n\nwhen I receive [level 5 v]\nswitch costume to (level 5 v)\n\nwhen I receive [level 6 v]\nswitch costume to (level 6 v)\n\nwhen I receive [level 7 v]\nswitch costume to (level 7 v)\n\nwhen I receive [level 8 v]\nswitch costume to (level 8 v)\n\nwhen I receive [level 9 v]\nswitch costume to (level 9 v)\n\nwhen flag clicked\nbroadcast (BATTERY SQUARE PHYSICS SCRIPT v)\n\nwhen I receive [level 10 v]\nswitch costume to (level 10 v)\ngo to [back v] layer\n\nwhen I receive [level 11 v]\nswitch costume to (level 11 v)\n\nwhen I receive [level 12 v]\nswitch costume to (level 12 v)\n\nwhen I receive [level 13 v]\nswitch costume to (level 13 v)\n\nwhen I receive [level 14 v]\nswitch costume to (level 14 v)\n\nwhen I receive [level 15 v]\nswitch costume to (end v)\n\nwhen [timer v] > (0.4)\nhide\n\n@Portal\n\nwhen flag clicked\nshow\nstop [other scripts in sprite v]\ngo to x: (206) y: (-65)\nforever\n if <touching (battery square v)?> then\n broadcast (level 2 v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 2 v]\nstop [other scripts in sprite v]\ngo to x: (206) y: (-65)\nwait (0.5) seconds\nforever\n if <touching (battery square v)?> then\n broadcast (level 3 v)\n broadcast (die v)\n end\nend\n\nwhen I receive [level 3 v]\nstop [other scripts in sprite v]\ngo to x: (-21) y: (87)\nwait (0.5) seconds\nforever\n if <touching (battery square v)?> then\n broadcast (level 4 v)\n end\nend\n\nwhen I receive [level 4 v]\nstop [other scripts in sprite v]\ngo to x: (204) y: (29)\nwait (0.5) seconds\nforever\n if <touching (battery square v)?> then\n broadcast (level 5 v)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [level 5 v]\nstop [other scripts in sprite v]\ngo to x: (139) y: (-83)\nwait (0.5) seconds\nforever\n if <touching (battery square v)?> then\n broadcast (level 6 v)\n end\nend\n\nwhen I receive [level 6 v]\nstop [other scripts in sprite v]\ngo to x: (202) y: (-61)\nwait (0.5) seconds\nforever\n if <touching (battery circle v)?> then\n broadcast (level 7 v)\n end\nend\n\nwhen I receive [level 7 v]\nstop [other scripts in sprite v]\ngo to x: (221) y: (-106)\nwait (0.5) seconds\nforever\n if <touching (battery circle v)?> then\n broadcast (level 8 v)\n end\nend\n\nwhen I receive [level 8 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n if <touching (battery circle v)?> then\n broadcast (level 9 v)\n end\nend\n\nwhen I receive [level 9 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n if <touching (battery circle v)?> then\n broadcast (level 10 v)\n end\nend\n\nwhen I receive [level 10 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n if <touching (battery circle v)?> then\n broadcast (level 11 v)\n end\nend\n\nwhen I receive [level 11 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n if <touching (weird battery v)?> then\n broadcast (level 12 v)\n end\nend\n\nwhen I receive [level 12 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n if <touching (weird battery v)?> then\n broadcast (level 13 v)\n end\nend\n\nwhen I receive [level 13 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n if <touching (weird battery v)?> then\n broadcast (level 14 v)\n end\nend\n\nwhen I receive [level 14 v]\nstop [other scripts in sprite v]\ngo to x: (213) y: (-68)\nwait (0.5) seconds\nforever\n if <touching (weird battery v)?> then\n broadcast (level 15 v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\nshow\n\n@level 3 trap\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [level 3 v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [level 1 trap touch v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [die v]\nrepeat (10)\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 4 trap\n\nwhen flag clicked\ngo to x: (21) y: (55)\nhide\n\nwhen I receive [level 4 v]\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (battery square v)?> then\n broadcast (level 4 touch v)\n end\nend\n\nwhen I receive [level 4 touch v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [die v]\nrepeat (10)\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 4 trap 2\n\nwhen flag clicked\ngo to x: (-13) y: (-233)\nhide\n\nwhen I receive [level 4 v]\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (battery square v)?> then\n broadcast (level 4 touch 2 v)\n end\nend\n\nwhen I receive [level 4 touch 2 v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [die v]\nrepeat (10)\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 4 trap 3\n\nwhen flag clicked\ngo to x: (54) y: (-159)\nhide\n\nwhen I receive [level 4 v]\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (battery square v)?> then\n broadcast (level 4 touch 2 v)\n end\nend\n\nwhen I receive [level 4 touch 2 v]\nset [ghost v] effect to (0)\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [die v]\nrepeat (10)\n set [ghost v] effect to (100)\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@level 5 trap \n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [level 5 v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [level 6 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Sound\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <not <([costume name v] of [levels v]) = [end]>> then\n play sound [Undertale_Bossfight_Medley \(1\) v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(sound) = [1]> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <(sound) = [0]> then\n set volume to (0) %\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 2 v]\ngo to x: (109) y: (98)\n\nwhen I receive [level 5 v]\ngo to x: (-198) y: (143)\n\nwhen I receive [level 3 v]\ngo to x: (204) y: (143)\n\nwhen I receive [level 7 v]\ngo to x: (201) y: (150)\n\nwhen I receive [level 4 v]\ngo to x: (-204) y: (143)\n\nwhen flag clicked\nforever\n if <(volume) = [0]> then\n set [sound v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(volume) = [100]> then\n set [sound v] to [1]\n end\nend\n\nwhen I receive [battery square physics script v]\ngo to x: (-204) y: (143)\nset [sound v] to [1]\nswitch costume to (sound on v)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(sound) = [1]> then\n repeat (2)\n change size by (5)\n end\n switch costume to (sound off v)\n repeat (2)\n change size by (-5)\n end\n set [sound v] to [0]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(sound) = [0]> then\n repeat (2)\n change size by (5)\n end\n switch costume to (sound on v)\n repeat (2)\n change size by (-5)\n end\n set [sound v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I receive [level 14 v]\ngo to x: (-198) y: (143)\n\n@Skip control\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n if <([costume name v] of [levels v]) = [level 1]> then\n broadcast (level 2 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 2]> then\n broadcast (level 3 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 3]> then\n broadcast (level 4 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 4]> then\n broadcast (level 5 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 5]> then\n broadcast (level 6 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 6]> then\n broadcast (level 7 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 7]> then\n broadcast (level 8 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 8]> then\n broadcast (level 9 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 9]> then\n broadcast (level 10 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 10]> then\n broadcast (level 11 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 11]> then\n broadcast (level 12 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 12]> then\n broadcast (level 13 v)\n wait until <not <key (e v) pressed?>>\n else\n if <([costume name v] of [levels v]) = [level 13]> then\n broadcast (level 14 v)\n wait until <not <key (e v) pressed?>>\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@level 8 charging station\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (-92) y: (-3)\nhide\n\nwhen I receive [level 8 v]\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@level 8 decharging station2\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (80) y: (-2)\nhide\n\nwhen I receive [level 8 v]\nshow\n\nwhen I receive [level 9 v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Pause\n\nwhen flag clicked\ngo to x: (-204) y: (80)\nset [pause v] to [0]\nswitch costume to (pause on v)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(pause) = [1]> then\n repeat (2)\n change size by (5)\n end\n switch costume to (pause on v)\n repeat (2)\n change size by (-5)\n end\n set [pause v] to [0]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(pause) = [0]> then\n repeat (2)\n change size by (5)\n end\n switch costume to (pause off v)\n repeat (2)\n change size by (-5)\n end\n set [pause v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(pause) = [1]> then\n set [sound v] to [0]\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [level 2 v]\ngo to x: (109) y: (35)\n\nwhen I receive [level 5 v]\ngo to x: (-198) y: (80)\n\nwhen I receive [level 3 v]\ngo to x: (204) y: (80)\n\nwhen I receive [level 7 v]\ngo to x: (-201) y: (50)\n\nwhen flag clicked\nforever\n if <(pause) = [0]> then\n wait until <(pause) = [1]>\n wait until <(pause) = [0]>\n broadcast (pausestop physics script v)\n broadcast (pausestop v)\n set [sound v] to [1]\n end\nend\n\nwhen I receive [level 4 v]\ngo to x: (-204) y: (80)\n\nwhen I receive [level 9 v]\ngo to x: (-201) y: (143)\n\nwhen I receive [level 13 v]\ngo to x: (201) y: (85)\n\nwhen I receive [level 14 v]\ngo to x: (-201) y: (80)\n\n@water\n\nwhen flag clicked\nhide\n\nwhen I receive [level 12 v]\nshow\n\nwhen I receive [level 12 v]\nforever\n if <touching (weird battery v)?> then\n broadcast (die v)\n end\nend\n\nwhen I receive [level 14 v]\nhide\n\n | swdadqwqefeffeffeefffREAD The Instructions:\nFULL SCREEN PLEASE or you might fall through forever!\nW,A,S,D / Arrow keys to move. \nGo to the portal. \nR to restart!\nE/or skip button to skip\nBe sure to hit ❤️, ⭐ and maybe follow please :)\nTHUMBNAIL MADE BY @yohan3239\nPLEASE READ: If anything happens, it's meant to! Like if you get stuck in walls! |
Gacha Life Platformer [The Original] | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Fluffing a Duck v] until done\nend\n\n@Hitbox\n\nwhen flag clicked\nswitch costume to (screenshot 2019-12-07 at 10 v)\nset [player username v] to (username)\nshow variable [fails v]\nset [fails v] to [0]\nset rotation style [left-right v]\ngo to x: (-189) y: (-48)\npoint in direction (90)\ngo to [back v] layer\nset size to (35) %\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#00e016)?> or <touching color (#00ff57)?>> then\n change y by (1)\n end\n if <<touching color (#00e016)?> or <touching color (#00ff57)?>> then\n change y by (1)\n end\n if <<touching color (#00e016)?> or <touching color (#00ff57)?>> then\n change y by (1)\n end\n if <<touching color (#00e016)?> or <touching color (#00ff57)?>> then\n change y by (1)\n end\n if <<touching color (#00e016)?> or <touching color (#00ff57)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#00e016)?> or <touching color (#00ff57)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#00e016)?> or <touching color (#00ff57)?>>> then\n start sound [Magic Spell v]\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#0061ff)?> or <touching color (#000de0)?>> then\n change [fails v] by (1)\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n if <<(x position) > [222]> and <(backdrop [name v]) = [backdrop8]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <<(backdrop [name v]) = [backdrop11]> or <(backdrop [name v]) = [backdrop19]>> then\n if <(backdrop [name v]) = [backdrop17]> then\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [fails v] to [0]\n\nwhen flag clicked\nset [☁ player_username v] to [1]\n\nset y to (-100)\n\nwhen flag clicked\nhide variable [☁ player_username v]\nset [☁ player_username v] to (username)\n\n@Character\n\nwhen flag clicked\nswitch costume to (evilem10 \(old\) v)\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset size to (35) %\nforever\n go to (hitbox v)\nend\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen I receive [next costume v]\nnext costume\n\nwhen backdrop switches to [backdrop8 v]\nif <(costume [number v]) = [1]> then\n wait (4) seconds\n say [Nope, didn't add him in the game, the players really are being more persistent about adding him though] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nif <(costume [number v]) = [2]> then\n wait (0.25) seconds\n say [Quack!] for (2) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nif <(costume [number v]) = [1]> then\n wait (3) seconds\n say [Well yes, that's kinda the whole point-] for (4) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop7 v]\nif <(costume [number v]) = [1]> then\n wait (3) seconds\n say [Luni, maybe eh... get some glasses then] for (4) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n say [\( ͡° ͜ʖ ͡°\)] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop10 v]\nif <(costume [number v]) = [2]> then\n wait (0.25) seconds\n say [This pleb needs to find some cookies qwq] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop8 v]\nif <(costume [number v]) = [2]> then\n wait (3) seconds\n say [Does chu have cookies? \( ͡° ͜ʖ ͡°\)] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop7 v]\nif <(costume [number v]) = [2]> then\n wait (3) seconds\n say [Cookies?] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop11 v]\nif <(costume [number v]) = [1]> then\n wait (3) seconds\n say [Hey C.C. don't be sad :<] for (4) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nif <(costume [number v]) = [3]> then\n wait (0.25) seconds\n say [Hello, I'm a weirdo and proud!] for (2) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop7 v]\nif <(costume [number v]) = [3]> then\n wait (0.25) seconds\n say [I have CRIPPLING DEPRESSION, but that won't stop me!] for (2) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop8 v]\nif <(costume [number v]) = [4]> then\n wait (4) seconds\n say [Nope, haven't seen him.] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop11 v]\nif <(costume [number v]) = [4]> then\n wait (0.5) seconds\n say [Hewo, no I'm not afraid of you!] for (4) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop7 v]\nif <(costume [number v]) = [4]> then\n wait (2) seconds\n say [wow.] for (4) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nif <(costume [number v]) = [4]> then\n wait (1) seconds\n say [Quack quack] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen flag clicked\nsay [Hello,] for (2) seconds\nsay (username) for (2) seconds\nwait (0.25) seconds\nsay (2) for (3) seconds\n\nwhen flag clicked\nset [2 v] to [I guess it's pretty nice to see you again.]\n\nwhen flag clicked\nforever\n set [costume name v] to (costume [name v])\nend\n\nwhen flag clicked\nwait until <(Fails) = [15]>\nsay [You're KILLING me!] for (3) seconds\nwait until <(Fails) = [30]>\nsay [I guess you're not failing too much yet] for (3) seconds\nwait until <(Fails) = [50]>\nsay [You see the blue? Let's not touch it! Ok?] for (4) seconds\nwait until <(Fails) = [100]>\nsay [You... need some practice, lol] for (5) seconds\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n if <(backdrop [number v]) = [12]> then\n next backdrop\n else\n wait (1) seconds\n end\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nif <(costume [number v]) = [5]> then\n wait (0.25) seconds\n say [Euh, why am I here?] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nif <(costume [number v]) = [5]> then\n wait (0.25) seconds\n say [Hiya guys luv youuuuuuuuuu!] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nif <(costume [number v]) = [6]> then\n wait (0.25) seconds\n say [ikr] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nif <(costume [number v]) = [6]> then\n wait (1) seconds\n say [Quaaaaaaaaaaaaaaaack] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop2 v]\nif <(costume [number v]) = [7]> then\n wait (0.25) seconds\n say [I'm boredddddddddddddddd] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop8 v]\nif <(costume [number v]) = [7]> then\n wait (4) seconds\n say [No, sorry] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen flag clicked\nswitch costume to (username)\n\nwhen backdrop switches to [backdrop8 v]\nif <(costume [number v]) = [8]> then\n wait (4) seconds\n say [No... I'm sorry!] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nif <(costume [number v]) = [8]> then\n wait (1) seconds\n say [Hello?] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nif <(costume [number v]) = [8]> then\n wait (0.25) seconds\n say [Exactly!] for (3) seconds\nelse\n wait (2) seconds\nend\n\nwhen backdrop switches to [backdrop3 v]\nif <(costume [number v]) = [11]> then\n wait (0.25) seconds\n say [I'm hungry, do you have bananas?] for (3) seconds\nelse\n wait (2) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Next Costume v)\n\nwhen backdrop switches to [backdrop1 v]\nhide variable [player username v]\nhide variable [costume name v]\nhide variable [fails v]\n\nwhen backdrop switches to [backdrop2 v]\nshow variable [player username v]\nshow variable [costume name v]\nshow variable [fails v]\n\n | ~Stage 2 in development~\n~Better level style and backgrounds-\n~Use the arrow keys~\n[FULLSCREEN FOR BEST GAMING EXPERIENCE]\n\nNotice: No longer adding OC's due to excessive number of requests\n\n~This is just in its beginning stages~\n~The character is tiny because if it's bigger, it causes a lot of lag~\n~There will be more levels in the future~\n\n\n\n\n\n#funny\n#bored\n#platformer\n#Gacha |
Notebook Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (level backdrop v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch backdrop to (level backdrop v)\n end\nend\n\n@Player\n\ndefine None\nswitch costume to (hitbox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X Velocity) * (friction))\nchange x by (X Velocity)\nif <<<touching (level v)?> or <touching color (#0000ff)?>> or <touching color (#000000)?>> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <<<touching (level v)?> or <touching color (#0000ff)?>> or <touching color (#000000)?>>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <<<touching (level v)?> or <touching color (#0000ff)?>> or <touching color (#000000)?>> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <<<touching (level v)?> or <touching color (#0000ff)?>> or <touching color (#000000)?>> then\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\n set [x velocity v] to [0]\n end\nend\nchange y by (Y Velocity)\nif <<<touching (level v)?> or <touching color (#0000ff)?>> or <touching color (#000000)?>> then\n repeat ([ceiling v] of ([abs v] of (Y Velocity) ) )\n if <<<touching (level v)?> or <touching color (#0000ff)?>> or <touching color (#000000)?>> then\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nswitch costume to (idle v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(Y Velocity) > [2.5]> then\n switch costume to (jump v)\nend\nif <(Y Velocity) < [-2.5]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.08) seconds\nend\n\nwhen backdrop switches to [level backdrop v]\nshow\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n change [level v] by (1)\n go to x: ((x position) * (-1)) y: (-149)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <touching (spikes level 3 v)?> then\n go to x: (-205) y: (-149)\n end\n end\n if <(Level) = [4]> then\n if <touching (spikes level 4 v)?> then\n go to x: (-205) y: (-149)\n end\n end\n if <(Level) = [5]> then\n if <touching (spikes level 5 v)?> then\n go to x: (-205) y: (-149)\n end\n end\n if <(Level) = [6]> then\n if <touching (spikes level 6 v)?> then\n go to x: (-205) y: (-149)\n end\n end\n if <(Level) = [7]> then\n if <touching (spikes level 7 v)?> then\n go to x: (-205) y: (-149)\n end\n end\n if <(Level) = [8]> then\n broadcast (Level 8 v)\n end\n if <(Level) = [8]> then\n if <touching (spikes level 8 v)?> then\n go to x: (-205) y: (-149)\n end\n end\n if <(Level) = [9]> then\n broadcast (Level 9 v)\n end\n if <(Level) = [9]> then\n if <touching (spikes level 9 v)?> then\n go to x: (-205) y: (-149)\n end\n end\n if <(Level) = [10]> then\n switch backdrop to (level backdrop2 v)\n end\n if <<<<(Level) = [10]> or <(Level) = [14]>> or <(Level) = [15]>> and <(y position) < [-160]>> then\n go to x: (-205) y: (-149)\n end\n if <(Level) = [11]> then\n broadcast (Level 11 v)\n end\n if <(Level) = [11]> then\n if <touching (spikes level 11 v)?> then\n go to x: (-205) y: (-149)\n end\n end\n if <key (r v) pressed?> then\n go to x: (-205) y: (-149)\n end\n if <(Level) = [15]> then\n broadcast (Level 15 v)\n end\n if <(Level) = [16]> then\n broadcast (Level 16 v)\n end\n if <key (n v) pressed?> then\n if <not <(Level) = [16]>> then\n change [level v] by (1)\n wait (1) seconds\n else\n change [level v] by (0)\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset size to (150) %\ngo to x: (-205) y: (-149)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nforever\n Platform (12) (-1) (0.7) (3)\nend\n\nwhen flag clicked\nforever\n pen up\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <<(y position) < [-121]> and <<(x position) < [190]> and <(x position) > [67]>>> then\n broadcast (Level 3 suprise text appear v)\n end\n end\n if <(Level) = [10]> then\n if <(x position) > [116]> then\n broadcast (Level 10 Surprise Text v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n wait (2) seconds\n ask [2+3: What's the Answer?] and wait\n if <(answer) = [5]> then\n broadcast (Show 5 v)\n say [Good Job! Hope you showed your work...] for (2) seconds\n stop [this script v]\n end\n end\nend\n\nhide\n\nif then\nelse\nend\nsay [Oh Come On! You Know your Math!] for (2) seconds\nask [2+3: What's the Answer?] and wait\n\nstop [this script v]\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n broadcast (game end v)\n end\nend\n\n@Spikes Level 3\n\nwhen flag clicked\ngo to x: (4) y: (-159)\nforever\n if <(Level) = [3]> then\n show\n else\n hide\n end\nend\n\n@Level 2 surprise text\n\nwhen flag clicked\ngo to x: (133) y: (-52)\nhide\nforever\n if <(Level) = [4]> then\n hide\n end\nend\n\nwhen I receive [level 3 suprise text appear v]\nshow\n\n@Spikes Level 4\n\nwhen flag clicked\ngo to x: (90) y: (-160)\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\n@Spikes Level 5\n\nwhen flag clicked\ngo to x: (90) y: (-160)\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Spikes Level 6\n\nwhen flag clicked\ngo to x: (213) y: (-160)\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Spikes Level 7\n\nwhen flag clicked\ngo to x: (195) y: (-160)\nforever\n if <(Level) = [7]> then\n show\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset pen size to (3)\nhide\nerase all\npen up\nset pen color to (#0000ff)\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [level 8 v]\nforever\n if <mouse down?> then\n pen down\n wait until <not <mouse down?>>\n else\n pen up\n end\n wait until <(Level) = [9]>\n erase all\n stop [this script v]\nend\n\nwhen I receive [level 9 v]\nforever\n if <mouse down?> then\n pen down\n wait until <not <mouse down?>>\n else\n pen up\n end\n wait until <(Level) = [10]>\n erase all\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n erase all\n end\nend\n\nwhen I receive [level 11 v]\nforever\n if <mouse down?> then\n pen down\n wait until <not <mouse down?>>\n else\n pen up\n end\n wait until <(Level) = [12]>\n erase all\n stop [this script v]\nend\n\nwhen I receive [level 15 v]\nforever\n if <mouse down?> then\n pen down\n wait until <not <mouse down?>>\n else\n pen up\n end\n wait until <(Level) = [16]>\n erase all\n stop [this script v]\nend\n\nwhen I receive [level 16 v]\nforever\n if <mouse down?> then\n pen down\n wait until <not <mouse down?>>\n else\n pen up\n end\nend\n\nwait until <(Level) = [16]>\nerase all\nstop [this script v]\n\n@Spikes Level 8\n\nwhen flag clicked\ngo to x: (131) y: (-160)\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\n@Spikes Level 9\n\nwhen flag clicked\ngo to x: (0) y: (-4)\nforever\n if <(Level) = [9]> then\n show\n else\n hide\n end\nend\n\n@Level 2 surprise text2\n\nwhen flag clicked\ngo to x: (174) y: (-71)\nhide\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen I receive [level 10 surprise text v]\nshow\n\n@Spikes Level 11\n\nwhen flag clicked\ngo to x: (35) y: (103)\nforever\n if <(Level) = [11]> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen I receive [show 5 v]\nshow\ngo to x: (134) y: (34)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n show\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Player2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\n\n | 1. Click the green flag.\n2. WASD or Cursor key to move.\n3. Avoid the spikes.\n4. In some of the levels, you can draw a line to let the stick man get past.\n5.click c to erase your lines\n6. Have fun!\n7. Love❤ or Favourite⭐ or follow❤ or I will steal your candy!\n8. Enjoy! |
Red: The Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [portal 6 v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [portal 7 v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [portal 8 v]\nswitch backdrop to (backdrop1 v)\n\n@Red\n\nwhen flag clicked\nset [color v] effect to (0)\nswitch costume to (costume1 v)\nhide\nset size to (80) %\ngo to x: (-210) y: (-109)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nwait (1.18) seconds\nshow\nforever\n Platform Gravity: [-1] Jump Height: [10] Side Movement Speed [3] Friction [0.7] Slope: [8]\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (laserbeam v)?>> then\n start sound [Oops v]\n go to (spawn v)\n end\nend\n\nwhen I receive [next level v]\nstart sound [Teleport2 v]\ngo to (spawn v)\n\ngo to x: (-208) y: (-98)\n\nwhen flag clicked\nforever\n play sound [Dance Snare Beat v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (red portal v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n set [y velocity v] to [25]\n end\n if <touching (down bounce v)?> then\n set [y velocity v] to [-25]\n end\nend\n\nwhen I receive [end v]\nforever\n change [color v] effect by (25)\nend\n\nhide\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <<touching (level v)?> or <touching (moving platform lv 5 v)?>> then\n repeat until <not <<touching (level v)?> or <touching (moving platform lv 5 v)?>>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <<touching (level v)?> or <touching (moving platform lv 5 v)?>>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <<touching (level v)?> or <touching (moving platform lv 5 v)?>> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <touching (moving platform lv 5 v)?>>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\nif <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\nend\n\nmove (10) steps\n\n@Level\n\nwhen flag clicked\nset size to (110) %\nswitch costume to (1 v)\ngo to x: (16) y: (10)\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\nforever\n if <(costume [name v]) = [2]> then\n broadcast (Portal 2 v)\n end\n if <(costume [name v]) = [3]> then\n broadcast (Portal 3 v)\n end\n if <(costume [name v]) = [4]> then\n broadcast (Portal 4 v)\n end\n if <(costume [name v]) = [5]> then\n broadcast (Portal 5 v)\n end\n if <(costume [name v]) = [6]> then\n broadcast (Portal 6 v)\n end\n if <(costume [name v]) = [7]> then\n broadcast (Portal 7 v)\n end\n if <(costume [name v]) = [8]> then\n broadcast (Portal 8 v)\n end\n if <(costume [name v]) = [9]> then\n broadcast (End v)\n end\nend\n\nmove (10) steps\n\n@Logo \n\nwhen flag clicked\nshow\ngo to x: (-10) y: (187)\nglide (0.5) secs to x: (-10) y: (85)\nwait (1.1) seconds\nchange [ghost v] effect by (25)\nwait (0.05) seconds\nchange [ghost v] effect by (25)\nwait (0.05) seconds\nchange [ghost v] effect by (25)\nwait (0.05) seconds\nchange [ghost v] effect by (25)\nhide\n\n@Down Bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [portal 6 v]\nshow\ngo to x: (13) y: (205)\nswitch costume to (costume1 v)\nforever\n if <touching (red v)?> then\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [portal 7 v]\nhide\n\n@Logo Part 2\n\nwhen flag clicked\ngo to x: (213) y: (15)\nhide\nwait (0.7) seconds\nshow\nglide (0.5) secs to x: (-10) y: (15)\nwait (0.01) seconds\nplay sound [Snap v] until done\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.01) seconds\nchange [ghost v] effect by (25)\nwait (0.01) seconds\nchange [ghost v] effect by (25)\nwait (0.01) seconds\nchange [ghost v] effect by (25)\nhide\n\n@Red Portal\n\nwhen flag clicked\nhide\ngo to x: (222) y: (-92)\nset size to (16) %\nwait (1.18) seconds\nshow\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen I receive [portal 2 v]\ngo to x: (223) y: (154)\n\nwhen I receive [portal 3 v]\ngo to x: (221) y: (120)\n\nwhen I receive [portal 4 v]\ngo to x: (203) y: (1)\n\nwhen I receive [portal 5 v]\ngo to x: (168) y: (-38)\n\nwhen I receive [portal 7 v]\ngo to x: (-216) y: (34)\n\nwhen I receive [portal 8 v]\ngo to x: (-210) y: (10)\n\nwhen I receive [end v]\nhide\n\nset size to (500) %\ngo to [back v] layer\n\n@Spikes\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [portal 2 v]\ngo to x: (8) y: (13)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [portal 3 v]\nswitch costume to (costume2 v)\n\nwhen I receive [portal 4 v]\nswitch costume to (costume3 v)\n\nwhen I receive [portal 6 v]\nhide\n\nwhen I receive [portal 8 v]\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [end v]\nhide\n\nwhen I receive [portal 7 v]\nhide\n\n@Moving Platform Lv 5\n\nwhen flag clicked\ngo to x: (27) y: (-38)\nhide\nforever\n glide (1) secs to x: (214) y: (-38)\n glide (1) secs to x: (27) y: (-38)\nend\n\nwhen I receive [portal 5 v]\nshow\n\nwhen I receive [portal 6 v]\nhide\n\nwhen I receive [portal 7 v]\nhide\n\n@Laserbeam \n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (-21) y: (64)\nforever\n switch costume to (costume1 v)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n switch costume to (costume6 v)\n wait (0.6) seconds\nend\n\nwhen I receive [portal 7 v]\nshow\n\nwhen I receive [portal 8 v]\nhide\n\n@Purple Portal\n\nwhen flag clicked\ngo to x: (-106) y: (6)\nhide\nset size to (16) %\nforever\n next costume\n wait (0.01) seconds\nend\n\n@Bounce\n\nwhen I receive [portal 3 v]\nshow\ngo to x: (58) y: (-56)\nswitch costume to (costume1 v)\nforever\n if <touching (red v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [portal 4 v]\nshow\ngo to x: (-150) y: (-56)\nswitch costume to (costume1 v)\nforever\n if <touching (red v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [portal 5 v]\nhide\n\nwhen I receive [portal 6 v]\nshow\ngo to x: (13) y: (-52)\nswitch costume to (costume3 v)\nforever\n if <touching (red v)?> then\n switch costume to (costume4 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [portal 7 v]\nhide\n\nwhen I receive [portal 8 v]\nshow\ngo to x: (-73) y: (47)\nswitch costume to (costume1 v)\nforever\n if <touching (red v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (80) %\n\nshow\n\nshow\n\n@Spawn\n\nwhen flag clicked\nhide\ngo to x: (-197) y: (-98)\n\nwhen flag clicked\nhide variable [time v]\nwait (1.6) seconds\nshow variable [time v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [end v]\nset [☁ high score v] to (Time)\nstop [all v]\n\n@End \n\nwhen flag clicked\nhide\ngo to x: (2) y: (29)\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [end v]\nshow\n\n | CHECK OUT THE SEQUEL \nhttps://scratch.mit.edu/projects/356556802\n\nWelcome to Red! In this game you"ll control a red cube shaped block and try to complete each level by reaching the portal. \nSpikes- Reset you to beginning of the level\nTrampoline(blue)- Make you bounce \n\nPLEASE FOLLOW\n |
Dash || A Platformer | @Stage\n\n@Player\n\nwhen this sprite clicked\nhide\nstop [all v]\n\nwhen flag clicked\nforever\n wait (1) seconds\nend\n\nwhen flag clicked\nhide variable [minute timer v]\n\nwhen I receive [start game v]\nshow variable [minute timer v]\n\nwhen I receive [start game v]\nset [timer v] to [0]\nforever\n if <(timer) = [60]> then\n set [timer v] to [0]\n change [minute timer v] by (1)\n end\nend\n\nwhen flag clicked\nset [minute timer v] to [0]\nhide\nchange [timer v] by (1)\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nhide\n\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nclear graphic effects\nset [deaths v] to [0]\nshow\ngo to [back v] layer\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nshow\ngo to x: (-215) y: (20)\nswitch costume to (costume6 v)\nglide (1) secs to x: (-215) y: (-61)\nswitch costume to (costume1 v)\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n switch costume to (costume3 v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#00ff0c)?> then\n switch costume to (costume5 v)\n change y by (1)\n if <touching color (#00ff0c)?> then\n change y by (1)\n if <touching color (#00ff0c)?> then\n change y by (1)\n if <touching color (#00ff0c)?> then\n change y by (1)\n if <touching color (#00ff0c)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#00ff0c)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#00ff0c)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n switch costume to (costume4 v)\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-215) y: (20)\n switch costume to (costume6 v)\n glide (1) secs to x: (-215) y: (-61)\n switch costume to (costume1 v)\n change [deaths v] by (1)\n end\n if <(x position) > [238]> then\n next backdrop\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n change [level v] by (1)\n go to x: (-215) y: (20)\n switch costume to (costume6 v)\n glide (1) secs to x: (-215) y: (-61)\n switch costume to (costume1 v)\n switch costume to (costume1 v)\n end\n if <(y position) < [-178]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-215) y: (20)\n switch costume to (costume6 v)\n glide (1) secs to x: (-215) y: (-61)\n switch costume to (costume1 v)\n change [deaths v] by (1)\n end\n if <touching color (#0083ff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\n if <touching color (#e9ff00)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nset size to (75) %\n\nwhen I receive [intro done v]\nbroadcast (Start game v)\n\nwhen I receive [pressed see inside v]\nhide\n\nwhen I receive [start game v]\nwait until <(backdrop [number v]) = [20]>\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [start game v]\nshow variable [deaths v]\nshow variable [level v]\nshow variable [minute timer v]\nshow variable [timer v]\nset size to (100) %\nforever\n if <key (r v) pressed?> then\n go to x: (-215) y: (20)\n switch costume to (costume6 v)\n glide (1) secs to x: (-215) y: (-61)\n switch costume to (costume1 v)\n end\nend\n\nwhen [s v] key pressed\nnext backdrop\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [start game v]\nwait until <(backdrop [number v]) = [43]>\nbroadcast (Outro v) and wait\n\nwhen I receive [outro v]\nhide\n\n@thumnail\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [minute timer v]\nhide variable [deaths v]\nhide variable [level v]\n\ndefine Smooth Glide (x) (y) (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change [ghost v] effect by (-15)\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen [timer v] > (Timer2)\nSmooth Glide [0] [0] [6]\n\nwhen flag clicked\ngo to x: (-467) y: (0)\nset [ghost v] effect to (100)\nforever\n set [timer2 v] to (timer)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Music\n\nwhen I receive [start game v]\nforever\n play sound [Treenan v] until done\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n point in direction (pick random (0) to (360))\n switch costume to (particles v)\n go to x: (Intro2: X) y: (Intro2: Y)\n go to [front v] layer\n show\n repeat (Speed)\n change [y velocity v] by (-1)\n move ((Speed) / (2)) steps\n change y by (Y Velocity)\n end\n repeat (15)\n change [ghost v] effect by (5)\n change [y velocity v] by (-1)\n move ((Speed) / (4)) steps\n change y by (Y Velocity)\n end\n delete this clone\nend\n\ndefine Smoothly Size: (size) Smoothness: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((round (size)) - (round (size))) / (round (speed)))\nend\nset size to (size) %\n\ndefine Smoothly Glide To X: (x) Y: (y) Slowness: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (round (speed)))\n change y by (((round (y)) - (round (y position))) / (round (speed)))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (my logo v)\n go to x: (0) y: (0)\n show\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n switch costume to (my logo #2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (my logo v)\n repeat (5)\n change [ghost v] effect by (-10)\n end\n else\n switch costume to (my logo v)\n set [ghost v] effect to (50)\n end\n end\nend\nif <(Clone ID) = [2]> then\n switch costume to (skip button v)\n go to x: (0) y: (0)\n go to [front v] layer\n reset timer\n show\n repeat until <(timer) > [4.5]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Intro Done v)\n go to [front v] layer\n stop all sounds\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait () seconds\n\nwhen flag clicked\nswitch costume to (scarycake v)\nset rotation style [all around v]\ngo to x: (-335) y: (150)\nstart sound [Music v]\npoint in direction (90)\nset size to (100) %\nshow\nClone [0]\nClone [1]\nClone [2]\nSmoothly Glide To X: [0] Y: [0] Slowness: [5]\nParticles X: [0] Y: [0] Speed: [15] Amount [50]\nClone [3]\nClone [4]\npoint in direction (75)\nSmoothly Size: [150] Smoothness: [1.5]\nSmoothly Size: [100] Smoothness: [2]\npoint in direction (105)\nSmoothly Size: [150] Smoothness: [1.5]\nSmoothly Size: [100] Smoothness: [2]\nrepeat (3)\n turn left (5) degrees\nend\nrepeat (15)\n go to x: (pick random (-5) to (5)) y: (0)\nend\ngo to x: (0) y: (0)\nwait (.3) seconds\nParticles X: [0] Y: [0] Speed: [15] Amount [5]\npoint in direction (75)\nSmoothly Size: [150] Smoothness: [1.5]\nSmoothly Size: [100] Smoothness: [2]\npoint in direction (105)\nSmoothly Size: [150] Smoothness: [1.5]\nSmoothly Size: [100] Smoothness: [2]\nrepeat (3)\n turn left (5) degrees\nend\nParticles X: [0] Y: [0] Speed: [15] Amount [20]\nwait (.1) seconds\nParticles X: [0] Y: [0] Speed: [20] Amount [20]\nwait (.2) seconds\nParticles X: [0] Y: [0] Speed: [15] Amount [20]\nwait (.3) seconds\nSmoothly Size: [25] Smoothness: [5]\nwait (.3) seconds\nSmoothly Size: [105] Smoothness: [3]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Intro Done v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (background v)\n go to x: (0) y: (0)\n show\n forever\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (.03)\nend\n\nwhen I receive [intro done v]\nhide\ndelete this clone\n\nwhen I receive [intro done v]\nwait (.0005) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n switch costume to (spikes v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n Smoothly Glide To X: [0] Y: [110] Slowness: [1.5]\n Smoothly Glide To X: [0] Y: [-15] Slowness: [2]\n Smoothly Glide To X: [0] Y: [110] Slowness: [1.5]\n Smoothly Glide To X: [0] Y: [-15] Slowness: [2]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (.13) seconds\n Smoothly Glide To X: [0] Y: [110] Slowness: [1.5]\n Smoothly Glide To X: [0] Y: [-15] Slowness: [2]\n Smoothly Glide To X: [0] Y: [110] Slowness: [1.5]\n Smoothly Glide To X: [0] Y: [-15] Slowness: [2]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (spikes v)\n go to x: (0) y: (0)\n point in direction (-90)\n go to [front v] layer\n go [backward v] (1) layers\n show\n Smoothly Glide To X: [0] Y: [-110] Slowness: [1.5]\n Smoothly Glide To X: [0] Y: [15] Slowness: [2]\n Smoothly Glide To X: [0] Y: [-110] Slowness: [1.5]\n Smoothly Glide To X: [0] Y: [15] Slowness: [2]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (.13) seconds\n Smoothly Glide To X: [0] Y: [-110] Slowness: [1.5]\n Smoothly Glide To X: [0] Y: [15] Slowness: [2]\n Smoothly Glide To X: [0] Y: [-110] Slowness: [1.5]\n Smoothly Glide To X: [0] Y: [15] Slowness: [2]\n repeat (10)\n change [brightness v] effect by (10)\n end\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\ndefine Particles X: (x) Y: (y) Speed: (speed) Amount (amount)\nset [speed v] to (speed)\nset [y velocity v] to [10]\nset [intro2: x v] to (x)\nset [intro2: y v] to (y)\nrepeat (amount)\n set [clone id v] to [5]\n create clone of (_myself_ v)\nend\n\n@Outro\n\nwhen I start as a clone\nif <(Clone ID) = [3]> then\n point in direction (pick random (0) to (360))\n set size to (pick random (90) to (110)) %\n switch costume to (dot-blue v)\n set [y velocity v] to [10]\n go to x: (Outro: X) y: (Outro: Y)\n go to [front v] layer\n show\n repeat ((Speed) / (2))\n change [y velocity v] by (-1)\n move ((Speed) / (4)) steps\n change y by (Y Velocity)\n end\n repeat ((Speed) / (2))\n change [ghost v] effect by (5)\n change [y velocity v] by (-1)\n move ((Speed) / (4)) steps\n change y by (Y Velocity)\n end\n delete this clone\nend\n\ndefine Particles X: (x) Y: (y) Speed: (speed) Amount (amount)\nset [speed v] to (speed)\nset [outro: y v] to (y)\nset [outro: x v] to (x)\nrepeat (amount)\n Clone [3]\nend\n\ndefine Smoothly Turn to (direction) Smoothness: (speed)\nrepeat until <(round (direction)) = (round (direction))>\n turn right (((round (direction)) - (round (direction))) / (round (speed))) degrees\nend\npoint in direction (direction)\n\ndefine Smoothly Size: (size) Smoothness: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((round (size)) - (round (size))) / (round (speed)))\nend\nset size to (size) %\n\ndefine Smoothly Glide To X: (x) Y: (y) Slowness: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (round (speed)))\n change y by (((round (y)) - (round (y position))) / (round (speed)))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n switch costume to (my logo v)\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n show\n forever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n repeat (5)\n change [ghost v] effect by (10)\n end\n switch costume to (my logo #2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (my logo v)\n repeat (5)\n change [ghost v] effect by (-10)\n end\n else\n switch costume to (my logo v)\n set [ghost v] effect to (50)\n end\n end\nend\n\ndefine Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [0]> then\n switch costume to (background v)\n go to x: (0) y: (0)\n set size to (100) %\n show\n forever\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [2]> then\n switch costume to (dot v)\n go to x: (Outro: X) y: (Outro: Y)\n set size to (100) %\n show\n forever\n set x to ((Outro: X) + ((10) * ([sin v] of ((timer) * (150)) )))\n end\nend\n\ndefine Make Lines\nrepeat (20)\n change [outro: y v] by (20)\n Clone [2]\nend\nset [outro: y v] to [-200]\nset [outro: x v] to [-200]\nrepeat (20)\n change [outro: y v] by (20)\n Clone [4]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [4]> then\n switch costume to (dot v)\n go to x: (Outro: X) y: (Outro: Y)\n set size to (100) %\n show\n forever\n set x to ((Outro: X) + ((10) * (() - ([sin v] of ((timer) * (150)) ))))\n end\nend\n\nwhen I receive [outro v]\nshow\nswitch costume to (scarycake v)\nset [speed v] to [1]\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (5) %\nshow\nSmoothly Size: [100] Smoothness: [5]\npoint in direction (15)\nSmoothly Turn to [90] Smoothness: [3]\nClone [5]\nset [timer v] to [0]\nforever\n set y to ((10) * ([sin v] of ((Timer) * (150)) ))\nend\n\nwhen I receive [outro v]\nset [outro: y v] to [-200]\nset [outro: x v] to [200]\npoint in direction (90)\nClone [0]\nClone [1]\nClone [2]\nClone [7]\nMake Lines\nforever\n play sound [Hyperrealistic v] until done\nend\n\nwhen I receive [outro v]\nset [timer v] to [0]\nforever\n change [timer v] by (.03)\nend\n\nwhen I start as a clone\nif <(Clone ID) = [5]> then\n switch costume to (star v)\n go to x: (-105) y: (-105)\n go to [front v] layer\n set size to (0) %\n show\n Smoothly Size: [100] Smoothness: [5]\n wait (.1) seconds\n point in direction (15)\n Smoothly Turn to [90] Smoothness: [3]\n Clone [6]\n wait (3) seconds\n forever\n point in direction ((90) + ((10) * ([tan v] of ((timer) * (50)) )))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (heart v)\n go to x: (105) y: (-105)\n go to [front v] layer\n set size to (0) %\n show\n Smoothly Size: [100] Smoothness: [5]\n wait (.2) seconds\n point in direction (15)\n Smoothly Turn to [90] Smoothness: [3]\n wait (2) seconds\n forever\n point in direction ((90) + ((10) * ([tan v] of ((timer) * (50)) )))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [6]> then\n switch costume to (heart v)\n go to x: (105) y: (-105)\n go to [front v] layer\n set size to (0) %\n show\n Smoothly Size: [100] Smoothness: [5]\n wait (.2) seconds\n point in direction (15)\n Smoothly Turn to [90] Smoothness: [3]\n wait (2) seconds\n forever\n point in direction ((90) + ((10) * ([tan v] of ((timer) * (50)) )))\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [7]> then\n switch costume to (follow v)\n go to x: (0) y: (-150)\n go to [front v] layer\n set size to (0) %\n show\n Smoothly Size: [100] Smoothness: [5]\n reset timer\n forever\n point in direction ((90) + ((10) * ([sin v] of ((timer) * (150)) )))\n if <mouse down?> then\n Particles X: (x position) Y: (y position) Speed: [25] Amount [2]\n end\n end\nend\n\nwhen flag clicked\nhide\n\n | Arrow keys as always and hope you enjoy\n\nLast modified 10/1/2020\n\nPress the green flag 3 times\n\nFinally done 44 levels of fun most are easy some are hard\n\nIf you are stuck in the ground press "r"\n\nAll levels are possible I played it for any glitches and bugs. It's playable\n\nCHALLENGE: Try and complete the platformer with no deaths or in 5 minutes\n\nThere is a grey heart and a grey star. Currently somebody hasn't takin' care of it so smash it so they feel better\n\nGo ahead and drag it to make it easier ;)\n\nThere is a timer for how long it takes you to complete it\n\nThere is a death counter to count how many deaths you had \n\nRemix please it to make your own levels\n\n Advertising not Allowed it will be reported |
Naturistic- A scrolling Platformer | @Stage\n\n@level\n\nswitch costume to (1 v)\n\nwhen [f v] key pressed\n\ngo to x: (-240) y: (-86)\n\nwhen flag clicked\nplay sound [Alan Walker - Play \(Lyrics\) ft v] until done\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [level x v] to [0]\nrepeat (12)\n create clone of (_myself_ v)\n change [level x v] by (470)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((sx) * (-1)) + (level X)) y: ((sy) * (-1))\nend\n\n@Player\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\ndefine go\nswitch costume to (hitbox v)\nchange [my variable v] by (-1)\nchange y by (my variable)\nif <<touching color (#23ba00)?> or <touching color (#6f2400)?>> then\n repeat until <not <<touching color (#23ba00)?> or <touching color (#6f2400)?>>>\n change y by ((([abs v] of (my variable) ) / (my variable)) * (-1))\n end\n set [my variable v] to (<<key (up arrow v) pressed?> and <(([abs v] of (my variable) ) / (my variable)) = [-1]>> * (12))\nend\nchange x by ((<key (right arrow v) pressed?> * (6)) + (<key (left arrow v) pressed?> * (-6)))\nset [slope v] to [0]\nrepeat until <<(slope) = [-8]> or <not <<touching color (#23ba00)?> or <touching color (#6f2400)?>>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <<touching color (#23ba00)?> or <touching color (#6f2400)?>> then\n change y by (slope)\n repeat until <not <<touching color (#23ba00)?> or <touching color (#6f2400)?>>>\n change x by ((<key (right arrow v) pressed?> * (-6)) + (<key (left arrow v) pressed?> * (6)))\n end\nend\nchange [sx v] by (x position)\nchange [sy v] by (y position)\ngo to x: (0) y: (0)\nif <<<(sy) < [-500]> or <key (r v) pressed?>> or <touching (poison ivy v)?>> then\n set [my variable v] to [0]\n set [sx v] to [0]\n set [sy v] to [0]\nend\nswitch costume to (state)\n\nwhen flag clicked\nshow\nset [sx v] to [0]\nset [sy v] to [0]\nset [my variable v] to [0]\ngo to x: (0) y: (100)\nforever\n go\nend\n\nwhen flag clicked\nset [state v] to [3]\nforever\n if <not <(my variable) = [0]>> then\n if <(my variable) > [0]> then\n set [state v] to [11]\n else\n set [state v] to [12]\n end\n else\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [state v] by (1)\n if <(state) > [10]> then\n set [state v] to [3]\n end\n wait (.05) seconds\n else\n set [state v] to [2]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#087800)?> or <touching color (#e1e1e1)?>> then\n change [my variable v] by (1)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (0) y: (100)\n\n@Border\n\nwhen I receive [engine_start v]\n\nwhen flag clicked\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\ngo to x: (0) y: (0)\n\nhide\n\n@level3\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nhide\nset [level x v] to [0]\nrepeat (11)\n create clone of (_myself_ v)\n change [level x v] by (470)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((sx) * (-1)) + (level X)) y: ((sy) * (-1))\nend\n\n@Poison Ivy\n\nwhen flag clicked\n\nforever\n glide (1) secs to x: (-30) y: (10)\n wait (1) seconds\n glide (1) secs to x: (-30) y: (-86)\nend\n\ngo to x: (-30) y: (86)\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [level x v] to [0]\nrepeat (11)\n create clone of (_myself_ v)\n change [level x v] by (470)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((sx) * (-1)) + (level X)) y: ((sy) * (-1))\nend\n\n@level2\n\nwhen flag clicked\nset [ghost v] effect to (50)\n\nforever\n \nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [level x v] to [0]\nrepeat (11)\n create clone of (_myself_ v)\n change [level x v] by (470)\n next costume\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((sx) * (-1)) + (level X)) y: ((sy) * (-1))\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | R to restart\n\nFollow @theworldsdumb0 and @Deep_thoughts\n\nIM SHOWING OF THE GRAPHICS :3\nAdvertising gets reported |
Dark Winter - Platformer | @Stage\n\nwhen flag clicked\nforever\n set [coins-display v] to (join (join [Coins: ] (Collected)) (join [/] (CoinsInLevel)))\nend\n\nwhen flag clicked\nforever\n play sound [Cold - Jorge Méndez.mp3 v] until done\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (20)\n change [ghost v] effect by (10)\n change [brightness v] effect by (2)\n change size by (-0.5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (100) y: (100)\nset [score v] to [0]\nhide variable [coins-display v]\nhide\n\nwhen I receive [play v]\nset [coinsinlevel v] to [0]\ngo to x: (-175) y: (-20)\nset [lvl v] to [1]\nset size to (65) %\nswitch costume to (costume1 v)\nshow\nset [collected v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nshow variable [coins-display v]\nforever\n change [yv v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [xv v] by (-1)\n create clone of (trail v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [xv v] by (1)\n create clone of (trail v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n end\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <<touching (spikes/lava v)?> or <touching (crushers v)?>> then\n set [xv v] to [0]\n repeat (32)\n change x by (((-175) - (x position)) / (8))\n change y by (((-20) - (y position)) / (8))\n end\n end\n if <<(x position) > [240]> and <(Collected) = (CoinsInLevel)>> then\n go to x: (-175) y: (-20)\n change [lvl v] by (1)\n set [collected v] to [0]\n set [coinsinlevel v] to [0]\n if <(Lvl) = [5]> then\n set [coinsinlevel v] to [5]\n broadcast (Coin Clones v)\n end\n if <(Lvl) = [7]> then\n set [coinsinlevel v] to [3]\n broadcast (Coin Clones v)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (up-right v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (up-left v)\n end\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (normal v)\n end\n if <touching (springs v)?> then\n set [yv v] to [18.5]\n end\nend\n\nwhen I receive [play v]\nforever\n create clone of (_myself_ v)\n wait (0.09) seconds\nend\n\nwhen I receive [retry v]\ngo to x: (-175) y: (-20)\nset [xv v] to [0]\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Lvl)\nend\n\n@Fog\n\nwhen flag clicked\nforever\n set [ghost v] effect to (pick random (75) to (85))\n set [brightness v] effect to (20)\n switch costume to (pick random (1) to (2))\n set x to (-400)\n set y to (pick random (180) to (-110))\n create clone of (_myself_ v)\n wait (pick random (6) to (12)) seconds\nend\n\nwhen I start as a clone\nglide (pick random (8) to (13)) secs to x: (400) y: (y position)\ndelete this clone\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (25)\nshow\nset [yv v] to [-5]\npoint in direction (-170)\nset size to (100) %\ngo to x: (pick random (-200) to (275)) y: (200)\nset size to (100) %\nforever\n if <(pick random (1) to (10)) = [1]> then\n go to [front v] layer\n else\n go to [back v] layer\n end\n turn left (0.1) degrees\n change [yv v] by (1)\n set size to (100000) %\n move (YV) steps\n set size to (100) %\n if <(y position) < [-200]> then\n delete this clone\n end\nend\n\n@Storyline\n\nwhen flag clicked\nset [story? v] to [0]\nshow\nswitch costume to (1 v)\nrepeat (3)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Play v)\n\nwhen [space v] key pressed\nif <(Story?) = [0]> then\n set [story? v] to [1]\n hide\n stop [other scripts in sprite v]\n broadcast (Play v)\nend\n\n@Spikes/Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Lvl)\n go to [back v] layer\nend\n\nwhen I receive [play v]\nforever\n set y to ([y position v] of [ground v])\nend\n\n@Coins\n\nwhen flag clicked\nset [coin id v] to [0]\nhide\n\nwhen I receive [coin clones v]\nif <(Lvl) = [5]> then\n set [coin id v] to [0]\n repeat (5)\n create clone of (_myself_ v)\n change [coin id v] by (1)\n end\n stop [this script v]\nend\nif <(Lvl) = [7]> then\n set [coin id v] to [0]\n repeat (3)\n create clone of (_myself_ v)\n change [coin id v] by (1)\n end\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(Lvl) = [5]> then\n if <(Coin ID) = [1]> then\n go to x: (30) y: (-130)\n end\n if <(Coin ID) = [2]> then\n go to x: (-50) y: (-60)\n end\n if <(Coin ID) = [3]> then\n go to x: (35) y: (20)\n end\n if <(Coin ID) = [4]> then\n go to x: (-30) y: (20)\n end\n if <(Coin ID) = [4]> then\n go to x: (-50) y: (95)\n end\n if <(Coin ID) = [5]> then\n go to x: (30) y: (160)\n end\nend\nif <(Lvl) = [7]> then\n if <(Coin ID) = [1]> then\n go to x: (205) y: (-115)\n end\n if <(Coin ID) = [2]> then\n go to x: (-165) y: (35)\n end\n if <(Coin ID) = [3]> then\n go to x: (-165) y: (90)\n end\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\nset [color v] effect to ((1) / ())\nset [brightness v] effect to (25)\nforever\n next costume\n wait (0.09) seconds\n if <touching (player v)?> then\n start sound [collect v]\n change [collected v] by (1)\n change [score v] by (100)\n repeat (32)\n switch costume to (coin1b v)\n change x by (((-135) - (x position)) / (8))\n change y by (((-165) - (y position)) / (8))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nset [lvl v] to [6]\n\n@Crushers\n\nwhen flag clicked\nset [lvl v] to [0]\ngo to x: (-20) y: (-171)\nhide\nforever\n if <(Lvl) = [7]> then\n show\n repeat until <not <(Lvl) = [7]>>\n glide (0.2) secs to x: (-20) y: (-235)\n start sound [Jail Metal Door Slam Sound Effect \(Gaming Sound Effect\).mp3 v]\n wait (0.5) seconds\n glide (1.5) secs to x: (-20) y: (-171)\n wait (0.5) seconds\n end\n end\n if <(Lvl) = [8]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (grunge v)\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (95)\n set size to (120) %\n show\n go to [back v] layer\n change x by (round (((([x position v] of [player v]) / (-5)) - (x position)) / (5)))\n change y by (round (((([x position v] of [player v]) / (-5)) - (y position)) / (5)))\nend\n\nwhen I receive [retry v]\nwait (0.02) seconds\nclear graphic effects\nswitch costume to (white v)\nwait (0.02) seconds\nswitch costume to (grunge v)\n\n@TB\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Retry\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (why u retry level v)\nset size to (80) %\ngo to x: (190) y: (160)\nset [turn v] to [0]\npoint in direction (90)\nforever\n change [turn v] by (20)\n turn right ([cos v] of (((Turn) * (.2)) * (1)) ) degrees\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n change size by (((95) - (size)) * (0.2))\n if <mouse down?> then\n broadcast (Retry v)\n end\n else\n change size by (((80) - (size)) * (0.2))\n clear graphic effects\n end\n if <touching (player v)?> then\n set [brightness v] effect to (-5)\n end\nend\n\n@Boss\n\nwhen flag clicked\nforever\n hide\nend\n\nset [boss-lives v] to [10]\nset size to (85) %\nhide\nswitch costume to (boss v)\npoint in direction (90)\nforever\n if <(Lvl) = [9]> then\n show\n switch costume to (boss v)\n go to x: (125) y: (400)\n repeat (37)\n change y by (((28) - (y position)) / (8))\n end\n switch costume to (explode-05-june\[2 v)\n start sound [explode1 v]\n repeat until <(costume [number v]) = [27]>\n next costume\n end\n repeat until <(Boss-Lives) = [0]>\n end\n end\nend\n\nset [bossx v] to [0]\nset [bossy v] to [0]\n\nrepeat (10)\n change [bossx v] by (-1)\n change [bossy v] by (1)\nend\n\nchange y by (BossX)\nchange x by (10)\n\n | нσℓα! ωєℓ¢σмє тσ му ℓαтєѕт gαмє!\n\n[Instructions]:\n• Arrow keys/WASD to move\n• Avoid spikes & crushers\n• Collect all the coins to proceed to the next level\n\n \n\nWalkthrough (for hard levels):\n• Level 3: There is a hidden block against the edge. Jump to your left and you should land on it.\n• Level 5: Collect all the coins then pass\n\nOriginal Share Date: Dec 25, 2019. |
Minecraft Platformer 1 | @Stage\n\nwhen I receive [gamemusic v]\nforever\n stop all sounds\n play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (startscreen v)\n\nwhen I receive [levelup v]\nswitch backdrop to (Level)\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\n@Start End screens\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (ShowEpisode v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nwhen I receive [instructionspage v]\nrepeat (30)\n change size by (-1)\n change y by (1.5)\nend\nbroadcast (InstructionsStickers v)\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\n@BlueSticker\n\nwhen I receive [instructionsstickers v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (sticker1 v)\nwait (0.1) seconds\nrepeat (200)\n change x by (5)\nend\n\nwhen I start as a clone\nswitch costume to (sticker2 v)\nwait (3) seconds\nrepeat (200)\n change x by (5)\nend\nwait (0.1) seconds\nbroadcast (ShowPlayButton v) and wait\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nshow\nset size to (50) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-60)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@HERO\n\nwhen I receive [levelup v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (Footsteps v)\ngo to [front v] layer\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\nend\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\nnext costume\n\nwhen I receive [heropointright v]\npoint in direction (90)\nnext costume\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nforever\n if <not <(OldX) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldx v] to (x position)\nend\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\n@Score2\n\nwhen I receive [start v]\nhide\nset size to (40) %\ngo to x: (-150) y: (140)\nset [numeral v] to [0]\nwait (0.5) seconds\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n change x by (-10)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (☁ #BestScore)) - (Numeral)) of (☁ #BestScore))\n wait (1) seconds\n if <(Score) > [30000]> then\n if <<(Score) > (☁ #BestScore)> and <(☁ #BestScore) > [30000]>> then\n set [☁ #bestscore v] to (Score)\n if <(username) = [atomicmagicnumber]> then\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@ControlCharacter\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5]\nend\nchange y by (1)\n\nwhen I receive [start v]\nbroadcast (Walk v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\ngo to x: (-200) y: (0)\nforever\n change [yvelocity v] by (-0.5)\n if <[0] > (YVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <touching (platforms v)?> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <touching (platforms v)?> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < [-5]> then\n set [xvelocity v] to [-5]\n end\n end\n if <(XVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <touching (platforms v)?> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\n end\n end\nend\n\nwhen [w v] key pressed\nchange y by (-1)\nif <touching (platforms v)?> then\n set [yvelocity v] to [5]\nend\nchange y by (1)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-200) y: (-100)\nif <(Level) = [1]> then\n go to x: (-200) y: (-100)\nend\nif <(Level) = [4]> then\n go to x: (-210) y: (0)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-50)\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\ndefine PlotTrail\n\nwhen flag clicked\ngo to x: (-210) y: (50)\nhide\nforever\n if <(HoldingBoat?) = [Yes]> then\n if <(y position) < [-150]> then\n set y to (-150)\n set [yvelocity v] to [0]\n end\n end\nend\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-102)\nbroadcast (JoyMouseSenseDown v)\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n point towards (mouse-pointer v)\n if <<(direction) > [-23]> and <(direction) < [23]>> then\n switch costume to (n v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n broadcast (HeroPointLeft v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n change [xvelocity v] by (1.5)\n broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n end\n end\nend\n\nhide\n\nwhen I receive [joymousesensedown v]\nclear graphic effects\nforever\n if <<mouse down?> and <(mouse y) < [30]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n set [joyshowcounter v] to [0]\n else\n change [joyshowcounter v] by (1)\n if <(JoyShowCounter) > [25]> then\n switch costume to (neutral v)\n end\n if <(JoyShowCounter) > [50]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@portal\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\ngo to x: (213) y: (-115)\nshow\nset size to (33) %\nforever\n if <touching (hero v)?> then\n hide\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n end\n next costume\nend\n\nwhen I receive [levelup v]\nshow\nif <(Level) = [2]> then\n go to x: (-65) y: (68)\nend\nif <(Level) = [3]> then\n go to x: (224) y: (-84)\nend\nif <(Level) = [4]> then\n go to x: (220) y: (-115)\nend\nif <(Level) = [5]> then\n go to x: (220) y: (-142)\nend\n\nwhen I receive [start v]\nbroadcast (PortalPositioning v)\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@crafting\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (empty v)\nset size to (100) %\nforever\n if <(letter (1) of (costume [name v])) = [*]> then\n set size to (100) %\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\n end\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [3]> then\n if <(costume [number v]) = [17]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n end\n stop [this script v]\nend\nwait (0.1) seconds\nif <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [6]> then\n if <([x position v] of [controlcharacter v]) > [-40]> then\n next costume\n broadcast (-L1Bridge v)\n stop [this script v]\n else\n broadcast (L1BridgePrompt v)\n end\nend\nif <(costume [number v]) = [11]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [12]> then\n if <<([x position v] of [controlcharacter v]) > [-25]> and <([x position v] of [controlcharacter v]) < [56]>> then\n next costume\n broadcast (-L2Ladder v)\n stop [this script v]\n else\n broadcast (L2Ladderprompt v)\n end\nend\nif <(costume [number v]) = [23]> then\n broadcast (ArmWithSword v)\n next costume\nend\nif <(costume [number v]) = [28]> then\n set [holdingboat? v] to [Yes]\n next costume\nend\n\nwhen I receive [levelup v]\nif <(Level) = [1]> then\n switch costume to (empty v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 1-2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nwhen I receive [level3mining v]\nif <(costume [number v]) < [17]> then\n next costume\nend\nif <(costume [number v]) = [17]> then\n broadcast (-L3Mined v)\n stop [this script v]\nend\n\nwhen I receive [l4mining v]\nif <(costume [number v]) < [22]> then\n next costume\nend\nif <(costume [number v]) = [22]> then\n broadcast (-L4Mined v)\n wait (1) seconds\n next costume\n stop [this script v]\nend\n\nstop [this script v]\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nif <(Level) = [1]> then\n switch costume to (empty v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 1-2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level 2-3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 3/4 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\n@HINTS\n\nwhen I receive [start v]\nreset timer\nwait until <(timer) > [20]>\nrepeat until <([costume # v] of [crafting v]) > [4]>\n think [Go to the tree. Press SPACEBAR or click ACTION to chop 4 logs.]\nend\nif <([costume # v] of [crafting v]) < [5]> then\n think [What now?]\nend\nreset timer\nwait until <(timer) > [20]>\nrepeat until <([costume # v] of [crafting v]) > [5]>\n think [Press SPACEBAR or click ACTION to make planks.]\nend\nreset timer\nif <([costume # v] of [crafting v]) < [6]> then\n think [AWESOME!]\nend\nsay []\nwait until <(timer) > [2]>\nrepeat until <([costume # v] of [crafting v]) > [6]>\n think [Walk to the river then press SPACEBAR or ACTION to craft a bridge!]\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [A W E S O M E !] for (3) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [Grab the XP!] for (5) seconds\nend\n\nwhen flag clicked\nforever\n go to (controlcharacter v)\n change y by (15)\nend\n\nwhen I receive [l1bridgeprompt v]\nsay [Get closer to the river!] for (5) seconds\n\nwhen I receive [l2ladderprompt v]\nsay [Go higher first!] for (5) seconds\n\n@Platforms\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [-l1bridge v]\nswitch costume to (-l1bridge v)\nshow\n\nwhen I receive [-l2ladder v]\nswitch costume to (-l2ladder v)\nshow\n\nwhen I receive [-l3mined v]\nswitch costume to (-3mined v)\nshow\n\nwhen I receive [restartlevel v]\nswitch costume to (Level)\n\nwhen I receive [-l4mined v]\nswitch costume to (-4-dug v)\nshow\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\n@Trees2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (ShowTrees v)\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nshow\nswitch costume to (tree v)\n\ngo to [front v] layer\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\nshow\n\nshow\n\nwhen I receive [showtrees v]\nswitch costume to (tree v)\nif <[2] > [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (-200) y: (-90)\n create clone of (_myself_ v)\n clear graphic effects\nend\nif <(Level) = [2]> then\n go to x: (175) y: (-58)\n set [color v] effect to (-30)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n go to x: (-76) y: (117)\n set [color v] effect to (-50)\n create clone of (_myself_ v)\nend\ngo to x: (500) y: (500)\n\nwhen I receive [restartlevel v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\n@Creeper\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (Creeper v)\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n if <touching (holding v)?> then\n if <(#HoldingSword?) = [Yes]> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n repeat (3)\n next costume\n wait (0.1) seconds\n change x by (10)\n end\n hide\n else\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nbroadcast (Creeper v)\n\nwhen I receive [creeper v]\nswitch costume to (creeper v)\nif <(Level) = [3]> then\n wait (0.3) seconds\n show\n go to x: (111) y: (-70)\n go to [front v] layer\nend\nif <(Level) = [4]> then\n show\n go to x: (111) y: (-98)\n go to [front v] layer\nend\nforever\n point in direction (90)\n repeat (50)\n change x by (0.5)\n end\n point in direction (-90)\n repeat (50)\n change x by (-0.5)\n end\nend\n\n@LevelText\n\nwhen I receive [start v]\ngo to x: (-115) y: (73)\nset size to (80) %\nwait (1) seconds\nswitch costume to (1 v)\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n go to x: (-135) y: (-45)\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n go to x: (0) y: (20)\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (-111)\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n go to x: (-20) y: (-25)\n switch costume to (5 v)\nend\nset size to (80) %\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@blue flame2\n\nwhen I receive [#releasethefruit v]\nshow\nswitch costume to (jets v)\nrepeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change x by (-15)\n next costume\n change [yvelocity v] by (0.17)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <touching (platforms v)?> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\nend\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nset [color v] effect to (150)\nshow\nset size to (50) %\nrepeat (33)\n point towards (score v)\n move ((DistanceToScore) / (28)) steps\n change x by (7)\nend\ndelete this clone\n\n@Boat\n\nwhen I receive [gamemusic v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [holdingboat? v] to [No]\n\nwhen I receive [start v]\nset size to (50) %\nstop [other scripts in sprite v]\nforever\n if <(HoldingBoat?) = [Yes]> then\n go to (controlcharacter v)\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I receive [restartlevel v]\nset [holdingboat? v] to [No]\n\nwhen I receive [levelup v]\nset [holdingboat? v] to [No]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nclear graphic effects\ngo to x: (0) y: (2)\nset size to (0) %\nwait (1) seconds\nshow\nrepeat (95)\n change size by (1)\nend\nforever\n repeat (10)\n change size by (1)\n change [color v] effect by (5)\n end\n repeat (10)\n change size by (-1)\n change [color v] effect by (5)\n end\nend\n\n@XP\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <(distance to [controlcharacter v]) < [27]> then\n next costume\n set [color v] effect to (150)\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-12) to (-8))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n go to x: (-237) y: (pick random (0) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (15) to (20))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen I receive [-l2ladder v]\nshow\ngo to [front v] layer\nforever\n if <touching (controlcharacter v)?> then\n set [yvelocity v] to [2]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\n@HOLDING\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [#holdingsword? v] to [No]\nset [#holdingpickaxe? v] to [No]\n\nwhen I receive [levelup v]\nhide\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (37) y: (-102)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (-154) y: (96)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n set [#holdingsword? v] to [No]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\nwhen I receive [#crafting v]\nif <(#HoldingPickaxe?) = [No]> then\n stop [this script v]\nend\nif <(#HoldingSword?) = [Yes]> then\n stop [this script v]\nend\nif <(Level) = [3]> then\n if <(x position) < [-158]> then\n broadcast (Level3Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\nif <(Level) = [4]> then\n if <<<(x position) > [-140]> and <(x position) < [-70]>> and <<(y position) > [-20]> and <(y position) < [-10]>>> then\n broadcast (L4Mining v)\n else\n if <([costume # v] of [crafting v]) < [17]> then\n say [Go left to mine.] for (4) seconds\n end\n end\nend\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [restartlevel v]\nsay []\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (37) y: (-102)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (-154) y: (96)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n end\nend\n\n@blocksx3\n\nwhen I receive [dropcongrats v]\nif <(Level) = [5]> then\n stop [this script v]\nend\nstart sound [FunWin v]\nwait (1) seconds\nclear graphic effects\ngo to [front v] layer\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (3 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (2 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (1.4) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (all v)\nshow\nbroadcast (DeleteLocalClones v)\nrepeat (75)\n change y by (3)\nend\nhide\n\nwhen I start as a clone\nshow\nglide (0.6) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (50)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (20)\nglide (0.1) secs to x: (0) y: (0)\n\nchange [pixelate v] effect by (0.5)\n\nwhen I receive [deletelocalclones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Episode 1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nglide (0.5) secs to x: (0) y: (-100)\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (-100)\nglide (0.1) secs to x: (0) y: (-75)\nglide (0.1) secs to x: (0) y: (-100)\n\nwhen I receive [showepisode v]\nhide\nclear graphic effects\ngo to x: (0) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (9)\n create clone of (_myself_ v)\n next costume\n wait (0.3) seconds\nend\nwait (1.5) seconds\ngo to x: (0) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\ndelete this clone\n\nwhen I receive [dropletters v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [9]>> then\n wait (0.1) seconds\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n wait (0.4) seconds\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n wait (0.7) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [6]>> then\n wait (1) seconds\nend\nif <(costume [number v]) = [5]> then\n wait (1.33) seconds\nend\nglide (0.2) secs to x: (0) y: (-155)\nrepeat (40)\n change y by (-1)\nend\nif <(costume [number v]) = [5]> then\n broadcast (InstructionsPage v)\nend\ndelete this clone\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (controlcharacter v)?>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nif <(Level) = [1]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [7]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [6]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [13]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [14]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [5]> then\n go to x: (-150) y: (-150)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (80)\n end\nend\nif <(Level) = [3]> then\n go to x: (30) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <(Level) = [2]> then\n go to x: (65) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\nif <<(Level) = [1]> or <(Level) = [4]>> then\n go to x: (-193) y: (-134)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (40)\n end\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\nreset timer\ndelete this clone\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\n if <touching (hero v)?> then\n set [#xp seconds left v] to [-1]\n start sound [Ow v]\n delete this clone\n end\nend\ndelete this clone\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (2) seconds\nwait (3) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\nelse\n broadcast (LevelUp v)\nend\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nset [level v] to [0]\n\nwait (3) seconds\n\n@tinyrunner\n\nwhen I receive [gameover v]\nswitch costume to (tinyrunner40 v)\nwait (1) seconds\ngo to x: (8) y: (300)\nshow\nglide (1) secs to x: (8) y: (-51)\nbroadcast (EndTalk v)\nforever\n go to [front v] layer\n next costume\nend\n\nwhen I receive [endtalk v]\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nforever\n wait (0.2) seconds\n say [WOW!] for (2) seconds\n wait (3) seconds\n say [★★★ AWESOME! ★★★] for (7) seconds\n wait (1) seconds\n say (join (join [★★★ ] (Username)) [ WON! ★★★ ]) for (7) seconds\n wait (3) seconds\n say [This game took AGES to make...📆] for (7) seconds\n wait (3) seconds\n say (join (Username) [ please LOVE ♥ FAV ♥ FOLLOW!]) for (7) seconds\n wait (3) seconds\n say [AtomicMagicNumber MIGHT make episode 2...] for (10) seconds\n wait (3) seconds\n say (join (Username) [ is the BEST!]) for (7) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say (join (Username) [ beat Minecraft Platformer Episode 1!]) for (9) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say [★★★You RULE! ★★★] for (7) seconds\n wait (3) seconds\n say (join (Username) [ is a PRO-GAMER!]) for (7) seconds\n wait (3) seconds\n say [Still watching?] for (3) seconds\n wait (3) seconds\n say [Ok, free jokes coming up. No extra charge.] for (7) seconds\n wait (3) seconds\n say [How does Minecraft Steve get his exercise?] for (7) seconds\n wait (1) seconds\n say [He runs around the block!!!] for (7) seconds\n wait (3) seconds\n say [What is Minecraft Steve's fav sport?] for (7) seconds\n wait (1) seconds\n say [Boxing!!!] for (4) seconds\n wait (1) seconds\n say [Why did the skeleton run away?] for (7) seconds\n wait (1) seconds\n say [He had no-body to back him up!!!!!] for (7) seconds\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\n@LoveB\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to x: ((Scroll) + (480)) y: (-14)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\ngo to x: (0) y: (-100)\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n change [scroll v] by (-6)\n if <(Scroll) > [-480]> then\n go to x: (Scroll) y: (-14)\n else\n go to x: ((Scroll) + (960)) y: (-14)\n if <(Scroll) < [-959]> then\n set [scroll v] to [0]\n end\n end\nend\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\nset [☁ #bestscore v] to [0]\n\n | Minecraft Platformer - Episode 1 \n\n➊ Use ARROW keys, ASDW, touchscreen or mouse.\n➋ Press SPACEBAR to chop, hit or craft.\n\nLevel 1 has a tutorial to get you started...\n\nFirst 100 to love and comment win chance to be added to the credit crew!\n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #1 #animation #atomicmagicnumber #episode #mobile\n---------------------------------------------------------------\n{Dodolu~feeling GAY!!!} Hahahahaha!!!!! |
Christmas - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (thumbnail v)\nwait (15) seconds\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (thumbnail v)\ngo to x: (-203) y: (-127)\nhide\nwait (15) seconds\nshow\nstart sound [All I Want for Christmas Is You v]\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#ffffff)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#ffffff)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [13]\n end\n change y by (1)\n if <<<touching color (#ff0000)?> and <not <touching (lollipop v)?>>> or <(y position) < [-175]>> then\n start sound [Bonk v]\n death animation\n go to x: (-203) y: (-129)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-203) y: (-127)\n end\n if <touching color (#ffc366)?> then\n set [y v] to [17]\n end\n if <touching (lollipop v)?> then\n go to x: (-203) y: (-127)\n switch backdrop to (next backdrop v)\n end\nend\n\n@Snow\n\nwhen flag clicked\nset [ghost v] effect to (pick random (80) to (50))\nhide\nrepeat (30)\n go to x: (pick random (-240) to (240)) y: (pick random (-120) to (180))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [svel v] to (pick random (-4) to (-8))\nshow\nforever\n change x by (pick random (-1) to (1))\n change y by (svel)\n if <(y position) < [-120]> then\n set y to (180)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (257) y: (154)\nhide\nwait (15) seconds\nshow\nif <(Level) = [4]> then\n go to x: (251) y: (115)\nend\n\nwhen this sprite clicked\nswitch backdrop to (next backdrop v)\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@F6DD3234-0567-465D-AAB0-720874EC3F71\n\nwhen flag clicked\nstart sound [Undertale - Megalovania \(Sim Gretina Remix\).mp3 v]\npoint in direction (90)\nset size to (3) %\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (100)\n point in direction (90)\n change [sine v] by (-11)\n change size by (([sin v] of (sine) ) * (4))\n turn right (([sin v] of (sine) ) * (5.2)) degrees\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nbroadcast (Hide text v)\n\n@Sprite2\n\nwhen I receive [hide text v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\npoint in direction (90)\nset size to (3) %\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (100)\n point in direction (90)\n change [sine v] by (-11)\n change size by (([sin v] of (sine) ) * (4))\n turn right (([sin v] of (sine) ) * (5.2)) degrees\nend\nbroadcast (Enjoy text v)\n\nwhen flag clicked\nshow\n\nwhen I receive [fade text v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Sprite3\n\nwhen flag clicked\nset size to (3) %\nset [ghost v] effect to (100)\n\nwhen I receive [enjoy text v]\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\nrepeat (100)\n point in direction (90)\n change [sine v] by (-11)\n change size by (([sin v] of (sine) ) * (4))\n turn right (([sin v] of (sine) ) * (5.2)) degrees\nend\nbroadcast (Fade text v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nstop all sounds\n\n@lollipop\n\nwhen flag clicked\nhide\nwait (15) seconds\nshow\ngo to x: (294) y: (-122)\nif <touching (player v)?> then\n switch backdrop to (next backdrop v)\nend\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (34) y: (30)\nhide\nset [color v] effect to (0)\nwait (15) seconds\nshow\nrepeat (10)\n glide (1) secs to x: (77) y: (6)\n glide (1) secs to x: (65) y: (0)\nend\n\nwhen this sprite clicked\nhide\n\n | Arrow Keys to move \nRed you can die from\nYellow is bouncy\nYou HAVE TO BE TOUCHING the lollipop to go to the next level!\nUPDATED FOR 2020!!\nPlease subscribe to my YouTube channel!!\nhttps://www.youtube.com/channel/UCArZhJhjooueca5Bh-LR50w |
together - a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@player\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [levelup v]\nshow\n\nif <[230] < (x position)> then\n broadcast (message1 v)\n go to x: (-185) y: (-40)\n change [pdone v] by (1)\n if <(pdone) = [2]> then\n show\n change [level v] by (1)\n broadcast (levelup v)\n set [pdone v] to [0]\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(pdone) = [2]> then\n go to x: (-185) y: (-40)\n show\n change [level v] by (1)\n set [pdone v] to [0]\n end\nend\n\nwhen [o v] key pressed\ngo to x: (-185) y: (-40)\nshow\n\nwhen flag clicked\ngo to x: (-185) y: (-40)\n\nwhen flag clicked\nshow\nset [pdone v] to [0]\nforever\n if <[230] < (x position)> then\n broadcast (message1 v)\n go to x: (-185) y: (-40)\n change [pdone v] by (1)\n if <(pdone) = [2]> then\n show\n change [level v] by (1)\n broadcast (levelup v)\n set [pdone v] to [0]\n else\n hide\n go to x: (-185) y: (-40)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<<touching (obsticles v)?> or <touching (obsticles2 v)?>> or <touching (obsticles3 v)?>> or <touching (obsticles4 v)?>> then\n go to x: (-185) y: (-40)\n end\n if <touching (bouncer v)?> then\n set [speed y v] to [25]\n end\nend\n\ndefine TOUCHing ground <up>\nchange [flying? v] by (1)\nrepeat until <not <touching (levels v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [flying? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine walk (speed)\nchange x by (speed)\nset [ope v] to [0]\nrepeat until <<(ope) = [8]> or <not <touching (levels v)?>>>\n change [ope v] by (1)\n change y by (1)\nend\nif <(ope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (ope))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [flying? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speeD Y)\n TOUCHing ground <[0] < (speeD Y)>\nend\n\nwhen flag clicked\nforever\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed X) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed X) < [-0.5]> then\n point in direction (-90)\n else\n if <[0.5] < (speed X)> then\n point in direction (90)\n end\n end\nend\n\nwhen flag clicked\nchange [speed y v] by (-1)\npoint in direction (-90)\nchange y by (speeD Y)\nswitch costume to (hitbox v)\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n walk [-7]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n walk [7]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(flying?) < [3]>> then\n set [speed y v] to [13]\n end\n if <(y position) < [-180]> then\n go to x: (-185) y: (-40)\n set [speed y v] to [0]\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n play sound [thefatrat-jackpot-jackpot-ep-track-1-youtubemp3free v] until done\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen [o v] key pressed\nnext costume\nchange [level v] by (1)\n\n@player2\n\nwhen I receive [levelup v]\nshow\n\nwhen flag clicked\nforever\n if <(pdone) = [2]> then\n show\n go to x: (-185) y: (100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-185) y: (100)\n end\nend\n\nwhen [o v] key pressed\ngo to x: (-185) y: (100)\nshow\n\nwhen flag clicked\ngo to x: (-185) y: (100)\n\nwhen flag clicked\nshow\nforever\n if <[230] < (x position)> then\n broadcast (message1 v)\n go to x: (-185) y: (100)\n change [pdone v] by (1)\n if <(pdone) = [2]> then\n show\n broadcast (levelup v)\n change [level v] by (0)\n else\n hide\n go to x: (-185) y: (100)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<<touching (obsticles v)?> or <touching (obsticles2 v)?>> or <touching (obsticles3 v)?>> or <touching (obsticles4 v)?>> then\n go to x: (-185) y: (100)\n end\n if <touching (bouncer v)?> then\n set [up v] to [25]\n end\nend\n\ndefine TOUCHing ground <up>\nchange [falling v] by (1)\nrepeat until <not <touching (levels v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [up v] to [0]\nend\n\ndefine walk (speed)\nchange x by (speed)\nset [sloo v] to [0]\nrepeat until <<(sloo) = [8]> or <not <touching (levels v)?>>>\n change [sloo v] by (1)\n change y by (1)\nend\nif <(sloo) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (sloo))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n if <(jump wall) = [0]> then\n set [move v] to ((-1.2) * (speed))\n set [up v] to [11]\n set [falling v] to [6]\n set [jump wall v] to [15]\n end\n else\n set [move v] to [0]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [up v] to [0]\nforever\n change [up v] by (-1)\n change y by (up)\n TOUCHing ground <[0] < (up)>\nend\n\nwhen flag clicked\nforever\n if <(jump wall) > [0]> then\n change [wall jump v] by (-1)\n else\n set [move v] to ((move) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [move v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [move v] by (1.5)\n end\n end\n if <(move) < [-0.5]> then\n point in direction (-90)\n else\n if <[0.5] < (move)> then\n point in direction (90)\n end\n end\nend\n\nwhen flag clicked\nchange [up v] by (-1)\npoint in direction (-90)\nchange y by (up)\nswitch costume to (hitbox v)\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n walk [-7]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n walk [7]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(falling) < [3]>> then\n set [up v] to [13]\n end\n if <(y position) < [-180]> then\n go to x: (-185) y: (100)\n set [up v] to [0]\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n\n@obsticles\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen [o v] key pressed\nnext costume\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (36) y: (28)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@bouncer\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen [o v] key pressed\nnext costume\n\n | +++++++Together - a platformer+++++++++\nyou control both cubes at the same time\nWASD or arrow keys to move\nyou must get both cubes to the other side to progress\nspikes hurt you\nbounce pads make you jump higher\npress o to skip the level\n\n\n\nNote: this is supposed to be a short platformer |
Christmas: A Mobile Platformer | @Stage\n\n@Character\n\nwhen flag clicked\nset [level v] to [1]\nhide variable [deaths v]\nhide variable [deaths v]\nset [deaths v] to [0]\nhide\ngo to x: (-212) y: (-129)\nswitch costume to (costume1 v)\nset size to (50) %\n\nwhen I receive [game start v]\nshow\nshow variable [deaths v]\nforever\n if <touching color (#74c2c8)?> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (costume1 v)\n change [xv v] by (.7)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n change [xv v] by (-.7)\n end\n set [xv v] to ((Xv) * (.99))\n change x by (Xv)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < ((mouse y) + (-30))> and <mouse down?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#f1f1f1)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#f1f1f1)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < ((mouse y) + (-30))> and <mouse down?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (costume1 v)\n change [xv v] by (.7)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n change [xv v] by (-.7)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change y by (1)\n if <touching color (#f1f1f1)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < ((mouse y) + (-30))> and <mouse down?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#f1f1f1)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#f1f1f1)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < ((mouse y) + (-30))> and <mouse down?>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(x position) > [230]> then\n go to x: (-212) y: (-129)\n broadcast (Next level v)\n end\n if <touching color (#7aa4ba)?> then\n change [deaths v] by (1)\n go to x: (-212) y: (-129)\n end\n if <touching color (#0002dd)?> then\n set [yv v] to [20]\n end\n if <key (r v) pressed?> then\n go to x: (-212) y: (-129)\n end\n if <[15] < (Level)> then\n broadcast (4 v)\n stop [this script v]\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\ngo to x: (-212) y: (-129)\n\nwhen I receive [4 v]\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nstart sound [Masked Heroes v]\nforever\n if <key (u v) pressed?> then\n start sound [Masked Heroes v]\n end\n if <key (m v) pressed?> then\n stop all sounds\n end\nend\n\n@LEVEL\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [3 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@Sprite1\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset size to (60) %\ngo to x: (pick random (-227) to (229)) y: (172)\npoint in direction (180)\nforever\n move (10) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n create clone of (_myself_ v)\n wait (.05) seconds\nend\n\n@Dad\n\nwhen I receive [1 v]\nstop [other scripts in sprite v]\nglide (1) secs to x: (32) y: (-70)\nforever\n if <touching (sprite2 v)?> then\n forever\n go to (sprite2 v)\n end\n end\nend\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [start v]\ngo to x: (32) y: (-70)\nshow\nwait (.2) seconds\nforever\n glide (1) secs to x: (32) y: (-21)\n glide (1) secs to x: (32) y: (-70)\nend\n\n@Mom\n\nwhen I receive [1 v]\nstop [other scripts in sprite v]\nglide (1) secs to x: (161) y: (-105)\nforever\n if <touching (sprite2 v)?> then\n forever\n go to (sprite2 v)\n end\n end\nend\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [start v]\nset size to (83) %\ngo to x: (161) y: (-105)\nshow\nwait (.6) seconds\nforever\n glide (1) secs to x: (161) y: (-55)\n glide (1) secs to x: (161) y: (-105)\nend\n\n@Sister\n\nwhen I receive [1 v]\nstop [other scripts in sprite v]\nglide (1) secs to x: (-78) y: (-120)\nforever\n if <touching (sprite2 v)?> then\n forever\n go to (sprite2 v)\n end\n end\nend\n\nwhen I receive [2 v]\nhide\n\nwhen I receive [start v]\nset size to (65) %\nshow\ngo to x: (-78) y: (-120)\nforever\n glide (1) secs to x: (-78) y: (-67)\n glide (1) secs to x: (-78) y: (-120)\nend\n\n@Scratch Cat\n\nwhen I receive [1 v]\nstop [other scripts in sprite v]\nglide (1) secs to x: (-152) y: (-134)\n\nwhen I receive [2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nset size to (50) %\ngo to x: (-152) y: (-134)\nshow\nwait (1) seconds\nforever\n glide (1) secs to x: (-152) y: (-55)\n glide (1) secs to x: (-152) y: (-134)\nend\n\n@Talking\n\nwhen I receive [2 v]\nswitch costume to (costume3 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (1) seconds\nswitch costume to (costume4 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Game Start v)\nhide\n\nwhen I receive [4 v]\nshow\ngo to [front v] layer\nswitch costume to (costume5 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (3 v)\nhide\n\nwhen I receive [end game v]\nhide variable [grinch lives v]\nhide variable [lives v]\n\nwhen flag clicked\nforever\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nwait (1) seconds\nswitch costume to (costume2 v)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (1 v)\n\n@Sprite2\n\nwhen flag clicked\nhide\nset size to (50) %\ngo to x: (230) y: (-74)\n\nwhen I receive [1 v]\nswitch costume to (grinch_movie_character_2018 v)\nwait (1) seconds\nshow\nglide (1) secs to x: (200) y: (-117)\nwait (1) seconds\nglide (1) secs to x: (71) y: (-92)\nwait (1) seconds\nglide (1) secs to x: (-42) y: (-142)\nswitch costume to (grinch_movie_character_2 v)\nwait (1) seconds\nglide (1) secs to x: (238) y: (-128)\nbroadcast (2 v)\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Next level v)\n wait (2) seconds\n end\nend\n\nwhen I receive [4 v]\nhide\n\n@Grinch_movie_character_2018\n\nwhen flag clicked\nhide variable [grinch lives v]\nset [costume v] to [1]\nswitch costume to (grinch_movie_character_2018 v)\nhide\n\nwhen I receive [3 v]\nwait (1) seconds\nset [grinch lives v] to [75]\nshow variable [grinch lives v]\nset size to (40) %\nshow\ngo to x: (0) y: (0)\nforever\n point towards (mouse-pointer v)\n move (2) steps\nend\n\nwhen I receive [3 v]\nwait (1) seconds\nforever\n wait (pick random (7) to (12)) seconds\n switch costume to (grinch_movie_character_2 v)\n set [costume v] to [2]\n wait (2) seconds\n switch costume to (grinch_movie_character_2018 v)\n set [costume v] to [1]\nend\n\nwhen I receive [3 v]\nforever\n if <<touching (character 1 v)?> and <(costume) = [1]>> then\n broadcast (Again v)\n change [lives v] by (-1)\n end\n if <<touching (character 1 v)?> and <(costume) = [2]>> then\n broadcast (Again 1 v)\n change [grinch lives v] by (-1)\n end\nend\n\n@Character 1\n\nwhen flag clicked\ngo to x: (50) y: (90)\nhide variable [lives v]\nhide\nset size to (40) %\n\nwhen I receive [3 v]\nwait (1) seconds\nshow\nset [lives v] to [20]\nshow variable [lives v]\nhide variable [deaths v]\nforever\n if <touching (grinch_movie_character_2018 v)?> then\n broadcast (5 v)\n end\nend\n\nwhen I receive [3 v]\nwait (1) seconds\nforever\n if <(Lives) < [1]> then\n broadcast (3 v)\n end\n if <(Grinch Lives) < [1]> then\n broadcast (End game v)\n end\nend\n\nwhen I receive [3 v]\nforever\n go to (mouse-pointer v)\n point towards (mouse-pointer v)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end game v]\nshow\nwait (5) seconds\nbroadcast (END v)\n\n@Sprite5\n\nwhen flag clicked\nset [1 v] to [0]\nforever\n go to [front v] layer\n show\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n if <(1) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nset [1 v] to [1]\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nstop [all v]\n\n@download (5)\n\ndefine Set up (code)\npoint in direction (90)\nset [code v] to (code)\nswitch costume to (logo v)\nset size to (75) %\nshow\n\ndefine Glide type: (c)\nif <(c) = [1]> then\n Glide to X: (-100) Y: (0)\nelse\n if <(c) = [2]> then\n Glide to X: (100) Y: (0)\n else\n if <(c) = [3]> then\n Glide to X: (0) Y: (100)\n else\n if <(c) = [4]> then\n Glide to X: (0) Y: (-100)\n end\n end\n end\nend\n\ndefine Exit type (d)\nif <(d) = [1]> then\n Glide size to (0) [yes]\nelse\n if <(d) = [2]> then\n set [y v] to [0]\n repeat until <touching (_edge_ v)?>\n change y by (Y)\n change [y v] by (-1.5)\n end\n set [y v] to (() - ((Y) * (0.85)))\n repeat until <(y position) < [-180]>\n change y by (Y)\n change [y v] by (-1.5)\n end\n else\n Glide size to (0) [yus]\n end\nend\n\ndefine Make clone detailed (z)\nset [x v] to (z)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(letter (1) of (X)) = [1]> then\n switch costume to (words v)\n Start type (letter (2) of (X))\n wait (0) seconds\n Exit type (letter (3) of (X))\n delete this clone\nend\n\nwhen flag clicked\nstart sound [sound2 v]\nSet up (331)\nStart type (letter (1) of (Code))\nwait (1) seconds\nMake clone detailed (153)\nGlide type: (letter (2) of (Code))\nwait (1) seconds\nExit type (letter (3) of (Code))\nhide\nwait (1) seconds\nbroadcast (Start v)\n\ndefine Glide to X: (x) Y: (y)\nrepeat (25)\n change x by (((x) - (x position)) / (8))\n change y by (((y) - (y position)) / (8))\nend\n\ndefine Glide size to (b) (fade?)\nif <(fade?) = [yes]> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n end\nelse\n if <(fade?) = [yus]> then\n set [ghost v] effect to (0)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n turn right (15) degrees\n end\n else\n repeat (30)\n change size by (((b) - (size)) / (8))\n end\n end\nend\n\ndefine Start type (a)\nif <(a) = [1]> then\n go to x: (-300) y: (0)\n repeat (30)\n change x by (((4) - (x position)) / (8))\n end\nelse\n if <(a) = [2]> then\n go to x: (300) y: (0)\n repeat (30)\n change x by (((-4) - (x position)) / (8))\n end\n else\n if <(a) = [3]> then\n go to x: (0) y: (240)\n repeat (30)\n change y by (((-3) - (y position)) / (8))\n end\n else\n if <(a) = [4]> then\n go to x: (0) y: (-240)\n repeat (30)\n change y by (((3) - (y position)) / (8))\n end\n else\n if <(a) = [4]> then\n go to x: (0) y: (-240)\n repeat (30)\n change y by (((3) - (y position)) / (8))\n end\n else\n if <(a) = [5]> then\n go to x: (0) y: (0)\n set size to (0) %\n Glide size to (102) [no]\n end\n end\n end\n end\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n | A Christmas platformer, with a boss fight at the end! Move with the arrow keys or wasd, or tap if you're on mobile!\n\nM to mute. U to unmute!\n |
Spiderweb - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Paradox's theme v] until done\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [27]> then\n show variable [deaths: v]\n else\n show variable [deaths: v]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n wait (0.1) seconds\n change [color v] effect by (5)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (-46) y: (8)\ngo to [front v] layer\nhide\nforever\n if <not <([costume # v] of [ground v]) = [27]>> then\n hide\n end\n if <([costume # v] of [ground v]) = [27]> then\n wait (10) seconds\n broadcast (message2 v)\n stop [this script v]\n end\nend\n\n@Platformer code 1\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (movement speed)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <key (up arrow v) pressed?> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <key (left arrow v) pressed?> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <key (right arrow v) pressed?> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-191) y: (-20)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12) (-1) (0.9) (1) (12) (12)\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (message1 v)\n go to x: (-191) y: (-20)\n switch costume to (costume1 v)\n end\n if <touching (spikes v)?> then\n change [deaths: v] by (1)\n go to x: (-191) y: (-20)\n switch costume to (costume1 v)\n end\n if <touching (bounce v)?> then\n repeat (10)\n change y by (10)\n end\n end\n if <touching (small v)?> then\n switch costume to (costume2 v)\n end\n if <touching (trap v)?> then\n change [deaths: v] by (1)\n go to x: (-191) y: (-20)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [message3 v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nset [deaths: v] to [0]\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <([costume # v] of [ground v]) = [4]> then\n show\n switch costume to (costume1 v)\n else\n hide\n if <([costume # v] of [ground v]) = [5]> then\n show\n switch costume to (costume2 v)\n else\n hide\n if <([costume # v] of [ground v]) = [6]> then\n show\n switch costume to (costume3 v)\n else\n hide\n if <([costume # v] of [ground v]) = [8]> then\n show\n switch costume to (costume4 v)\n else\n hide\n if <([costume # v] of [ground v]) = [9]> then\n show\n switch costume to (costume5 v)\n else\n hide\n if <([costume # v] of [ground v]) = [10]> then\n show\n switch costume to (costume6 v)\n else\n hide\n if <([costume # v] of [ground v]) = [11]> then\n show\n switch costume to (costume7 v)\n else\n hide\n if <([costume # v] of [ground v]) = [12]> then\n show\n switch costume to (costume8 v)\n else\n hide\n if <([costume # v] of [ground v]) = [13]> then\n show\n switch costume to (costume9 v)\n else\n hide\n if <([costume # v] of [ground v]) = [15]> then\n show\n switch costume to (costume10 v)\n else\n hide\n if <([costume # v] of [ground v]) = [16]> then\n show\n switch costume to (costume11 v)\n else\n hide\n if <([costume # v] of [ground v]) = [17]> then\n show\n switch costume to (costume12 v)\n else\n hide\n if <([costume # v] of [ground v]) = [18]> then\n show\n switch costume to (costume13 v)\n else\n hide\n if <([costume # v] of [ground v]) = [19]> then\n show\n switch costume to (costume14 v)\n else\n hide\n if <([costume # v] of [ground v]) = [21]> then\n show\n switch costume to (costume15 v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Bounce\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <([costume # v] of [ground v]) = [7]> then\n show\n go to x: (37) y: (-41)\n else\n hide\n if <([costume # v] of [ground v]) = [8]> then\n show\n go to x: (37) y: (-41)\n else\n hide\n if <([costume # v] of [ground v]) = [11]> then\n go to x: (36) y: (28)\n switch costume to (costume2 v)\n show\n else\n hide\n if <([costume # v] of [ground v]) = [23]> then\n go to [back v] layer\n go to x: (92) y: (-29)\n switch costume to (costume1 v)\n show\n else\n hide\n if <([costume # v] of [ground v]) = [25]> then\n go to [back v] layer\n go to x: (92) y: (-29)\n switch costume to (costume3 v)\n show\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@small\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\nforever\n if <([costume # v] of [ground v]) = [7]> then\n show\n switch costume to (costume1 v)\n go to x: (36) y: (28)\n else\n hide\n if <([costume # v] of [ground v]) = [8]> then\n show\n switch costume to (costume2 v)\n go to x: (453) y: (27)\n else\n hide\n if <([costume # v] of [ground v]) = [11]> then\n go to x: (1) y: (-11)\n switch costume to (costume3 v)\n show\n else\n hide\n if <([costume # v] of [ground v]) = [16]> then\n go to x: (1) y: (-11)\n switch costume to (costume4 v)\n show\n else\n hide\n if <([costume # v] of [ground v]) = [17]> then\n go to x: (1) y: (-11)\n switch costume to (costume5 v)\n show\n else\n hide\n if <([costume # v] of [ground v]) = [19]> then\n go to x: (1) y: (-11)\n switch costume to (costume6 v)\n show\n else\n hide\n if <([costume # v] of [ground v]) = [23]> then\n go to x: (1) y: (-11)\n switch costume to (costume7 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Trap\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [14]> then\n go to x: (37) y: (27)\n show\n switch costume to (costume1 v)\n repeat until <not <([costume # v] of [ground v]) = [14]>>\n repeat (10)\n if <not <([costume # v] of [ground v]) = [14]>> then\n hide\n end\n wait (0.001) seconds\n next costume\n end\n if <not <([costume # v] of [ground v]) = [14]>> then\n hide\n end\n wait (1) seconds\n if <not <([costume # v] of [ground v]) = [14]>> then\n hide\n end\n repeat (10)\n if <not <([costume # v] of [ground v]) = [14]>> then\n hide\n end\n wait (0.001) seconds\n next costume\n end\n if <not <([costume # v] of [ground v]) = [14]>> then\n hide\n end\n wait (1) seconds\n if <not <([costume # v] of [ground v]) = [14]>> then\n hide\n end\n switch costume to (costume1 v)\n end\n else\n hide\n if <([costume # v] of [ground v]) = [21]> then\n go to x: (364) y: (16)\n show\n switch costume to (costume1 v)\n repeat until <not <([costume # v] of [ground v]) = [21]>>\n repeat (10)\n if <not <([costume # v] of [ground v]) = [21]>> then\n hide\n end\n wait (0.001) seconds\n next costume\n end\n if <not <([costume # v] of [ground v]) = [21]>> then\n hide\n end\n wait (0.75) seconds\n if <not <([costume # v] of [ground v]) = [21]>> then\n hide\n end\n repeat (10)\n if <not <([costume # v] of [ground v]) = [21]>> then\n hide\n end\n wait (0.001) seconds\n next costume\n end\n if <not <([costume # v] of [ground v]) = [21]>> then\n hide\n end\n wait (1) seconds\n if <not <([costume # v] of [ground v]) = [21]>> then\n hide\n end\n switch costume to (costume1 v)\n end\n else\n hide\n end\n end\nend\n\n@False\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <([costume # v] of [ground v]) = [20]> then\n switch costume to (costume1 v)\n show\n go to x: (94) y: (27)\n else\n hide\n end\nend\n\n@End\n\nwhen I receive [message2 v]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nwait (5) seconds\nswitch costume to (costume3 v)\nwait (5) seconds\nswitch costume to (costume4 v)\nwait (5) seconds\nswitch costume to (costume5 v)\nwait (5) seconds\nswitch costume to (costume6 v)\nwait (5) seconds\nswitch costume to (costume7 v)\nwait (5) seconds\nswitch costume to (costume8 v)\nwait (5) seconds\nswitch costume to (costume9 v)\nwait (5) seconds\nswitch costume to (costume10 v)\nwait (5) seconds\nswitch costume to (costume11 v)\nwait (5) seconds\nswitch costume to (screenshot 2019-12-22 at 2 v)\nbroadcast (message3 v)\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@Sprite17\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [message3 v]\nshow\ngo to x: (0) y: (-1)\nforever\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait (3) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (4) y: (1)\n\nwhen I receive [message3 v]\nshow\nforever\n play sound [Thunder & Lightn v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [message2 v]\nwait (10) seconds\nset [brightness v] effect to (0)\ngo to [front v] layer\nshow\nforever\n go to x: (36) y: (28)\n repeat (5)\n change [ghost v] effect by (-20)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n wait (3) seconds\nend\n\n | **CURATED Tues afternoon, March 10th, and most of Wed, March 11th, 2020. Thank you @LegoLover2018**\n\nDISCLAIMER: You aren't actually a fly, it's supposed to be like a metaphor, showing how trapped you are.\n\n*Warning:* this is a little bit scary for younger children...\nPLEASE READ:\nDouble-click green flag PLEASE! Or nothing will work right, and the thing below will happen. ------v\nIf a screen comes up saying, "There is no escape," at the beginning of the game, then please RESTART the game! It is supposed to come at the end. \nThank you!\nArrow keys to move the ball. The text is someone speaking to you.\nFull screen for better graphics.\nFollow the story, I spent a long time on it.\nAll levels are possible.\nTIP: If you can't get past a level, look for any yellow bits... they make you smaller, and that can help!\nIf you are having a lot of trouble getting past a level, just click see inside and move yourself... but only if you are having a lot of trouble.\n\nHope you enjoy!\n\nSTORY: In case you forgot to read them\n1: *gasps* A new visitor! We rarely ever get one of those...\n2: If you're wondering what I'm talking about... you don't want to know.\n3: You should just focus on getting out of here. Before it's too late. Don't worry, I'll help you, but we need to move quickly.\n4: Make sure to avoid gray. It's your enemy.\n5: Uh oh! This might not end well... Come on, hurry! Please!\n6: If he finds you... I'll have failed again.\n7: Green is bouncy... and yellow makes you smaller. Jump up here!\n8: Oh no... we're running out of time! Please hurry!\n9: You don't want to be stuck here... trust me!\n10: Every time someone else gets trapped...\n11: I just feel so bad when... It just doesn't...\n12: It just doesn't work. No matter how hard I try.\n13: I just can't get them out. They are lost forever.\n14: I don't - Oh no! Be careful... I think he knows you're here!\n15: That trap... it's scary. This is really bad.\n16: I thought this time it would work! I really did!\n17: You need to get out of here NOW!\n18: I've tried to protect you for so long...\n19: But sometimes, things don't happen the way you want them to.\n20: Sometimes, we have to look for illusions...\n21: Sometimes, we will fall to our deaths.\n22: This time, I thought it would be different.\n23: But every time, the same thing happens.\n24: I've watched this over and over.\n25: I tried to help you... but history has a way of repeating itself.\n26: He's found you. And now there's nothing I can do.\n27: There is no escape.\nBLACK SCREEN: \nThere is no escape. \nDon't you see? He has found you. You will never see the light again. History repeats itself. This has happened before. It's time to let go. Time to hand you over. To HIM. You are a fly. A fly caught in a his web. I'm sorry. There is no escape. |
The Strange Land (a platformer) ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ #all #timmccool | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [$R5DR0OE v] until done\nend\n\nwhen I receive [end v]\nrepeat (100)\n change volume by (-1)\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\n wait (3) seconds\n stop [this script v]\nend\nif <(volume) = [0]> then\n set volume to (100) %\n wait (3) seconds\n stop [this script v]\nend\n\n@player\n\nwhen flag clicked\ngo to x: (159) y: (69)\n\nwhen I receive [fin v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (30)\n end\nend\n\nwhen I receive [start v]\nhide\ngo to x: (-80) y: (0)\nset [ghost v] effect to (10)\ngo to [back v] layer\nswitch costume to (kostüm1 v)\npoint in direction (90)\nwait (1.5) seconds\nshow\ngo to [front v] layer\nforever\n change [y v] by (-1)\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.7)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (0.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-20]\n else\n set [x v] to [20]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-2)\n if <<touching (level v)?> and <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [15]\n end\n change y by (2)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <<key (r v) pressed?> or <<[-175] > (y position)> or <touching (saw v)?>>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-239) y: (0)\n end\n if <<(x position) > [230]> or <key (s v) pressed?>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-239) y: (0)\n hide\n broadcast (slide v)\n wait (0.5) seconds\n if <(Level) = [14]> then\n broadcast (end v)\n wait (1) seconds\n broadcast (levelup v)\n stop [this script v]\n end\n broadcast (levelup v)\n wait (1.5) seconds\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n repeat (8)\n wait (0.01) seconds\n next costume\n end\n wait (1) seconds\n end\nend\n\n@glow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n wait (0.7) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat (40)\n change [ghost v] effect by (-1)\nend\nrepeat (40)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@level\n\nwhen I receive [start v]\nswitch costume to (1 v)\n\nwhen flag clicked\nshow\nswitch costume to (intro v)\n\nwhen I receive [levelup v]\nnext costume\ngo to [front v] layer\n\n@decoration\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (30)\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\nswitch costume to (intro v)\nset [ghost v] effect to (30)\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (20)\n end\nend\n\nwhen I receive [levelup v]\nchange [level v] by (1)\n\nwhen flag clicked\n\nwhen I receive [levelup v]\nnext costume\n\n@Title\n\nnext costume\n\nwhen flag clicked\nset [title size change vel v] to [100]\nset size to (100) %\nshow\nswitch costume to (intro v)\nset [ghost v] effect to (30)\nforever\n point in direction ((([sin v] of ((timer) * (100)) ) * (2)) + (90))\n go to x: ((([sin v] of ((timer) * (150)) ) * (4)) + (20)) y: ((([cos v] of ((timer) * (150)) ) * (4)) + (70))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\n\nset size to (title size change vel) %\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nwait (3) seconds\nshow\nset [ghost v] effect to (100)\nswitch costume to (outro1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (5) seconds\nset [id v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(id) = [0]> then\n switch costume to (outro2 v)\nelse\n switch costume to (outro3 v)\nend\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@trans\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (1.5) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (1.5) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\n\nwhen I receive [levelup v]\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (1.5) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\n\nwhen I receive [slide v]\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\n@play_button\n\nwhen flag clicked\nshow\ngo to x: (0) y: (100)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [ghost v] effect to (35)\n if <mouse down?> then\n broadcast (slide v)\n wait (1) seconds\n broadcast (start v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n set [ghost v] effect to (5)\n end\nend\n\n@effect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (90)\nrepeat until <(timer) > [5]>\n\n@fog\n\nwhen flag clicked\nset [ghost v] effect to (90)\ngo to x: (10) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) = [-420]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset x to (420)\nforever\n change x by (-1)\n if <(x position) = [10]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-420]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\n\nwhen flag clicked\nset [title y change vl v] to [-10]\nforever\n repeat (50)\n change [title y change vl v] by (0.25)\n end\n repeat (50)\n change [title y change vl v] by (-0.25)\n end\nend\n\n@saw\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nnew saw at level [7] position [-67] [-85] type [1]\nnew saw at level [7] position [10] [-85] type [1]\nnew saw at level [7] position [210] [-85] type [1]\nnew saw at level [8] position [208] [-137] type [1]\nnew saw at level [8] position [153] [-137] type [1]\nnew saw at level [8] position [98] [-137] type [1]\nnew saw at level [8] position [43] [-137] type [1]\nnew saw at level [8] position [-12] [-137] type [1]\nnew saw at level [8] position [-67] [-137] type [1]\nnew saw at level [8] position [-122] [-137] type [1]\nnew saw at level [8] position [-177] [-137] type [1]\nnew saw at level [8] position [-232] [-137] type [1]\nnew saw at level [9] position [122] [-92] type [1]\nnew saw at level [9] position [67] [-127] type [1]\nnew saw at level [9] position [164] [-57] type [1]\nnew saw at level [9] position [16] [-92] type [1]\nnew saw at level [9] position [-24] [-57] type [1]\nnew saw at level [11] position [-165] [-45] type [1]\nnew saw at level [11] position [5] [-45] type [1]\nnew saw at level [11] position [170] [-45] type [1]\nnew saw at level [14] position [-86] [-102] type [1]\n\ndefine new saw at level (level) position (x) (y) type (type)\nhide\nif <(type) = [1]> then\n if <(Level) = (level)> then\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nelse\n if <(type) = [2]> then\n if <(Level) = (level)> then\n go to x: (x) y: (y)\n show\n forever\n if <(Level) = (level)> then\n show\n go to x: (x) y: (y)\n repeat (60)\n change x by (5)\n point in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.5))) + (90))\n wait until <(Level) = (level)>\n end\n show\n go to x: ((x) + (300)) y: (y)\n repeat (60)\n change x by (-5)\n point in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.5))) + (90))\n wait until <(Level) = (level)>\n end\n end\n end\n else\n if <(Level) = (level)> then\n forever\n if <(Level) = (level)> then\n show\n go to x: (x) y: (180)\n repeat (30)\n change y by (-10)\n point in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.5))) + (90))\n wait until <(Level) = (level)>\n end\n show\n go to x: (y) y: (-180)\n repeat (30)\n change y by (10)\n point in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.5))) + (90))\n wait until <(Level) = (level)>\n end\n end\n end\n end\nend\n\nwait (0.1) seconds\n\nwhen I start as a clone\nshow\nforever\n set [rot velocity v] to [200]\n point in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.5))) + (90))\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [levelup v]\nhide\ndelete this clone\n\nturn right (15) degrees\n\nturn right (15) degrees\n\nwhen flag clicked\nnew saw at level [10] position [-100] [80] type [2]\n\nwhen flag clicked\nnew saw at level [11] position [-110] [-147] type [2]\n\nwhen flag clicked\nnew saw at level [12] position [-84] [140] type [3]\n\nforever\n turn right (15) degrees\nend\n\n@Figur8\n\n@TimMcCool2\n\nwhen flag clicked\nset [ghost v] effect to (80)\nhide\n\n@//📊 Scratch Analytics by @TimMcCool3\n\ndefine Send Data (payload)\nset [☁ to_host v] to (payload)\n\ndefine Encode (input)\nset [//output v] to []\nset [//i v] to [0]\nrepeat (length of (input))\n change [//i v] by (1)\n switch costume to (join [=] (letter (//i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\nwhen flag clicked\nwait (0.6) seconds\nEncode (join (username) (join [,] (join (current [hour v]) (join [,] []))))\nSend Data (//output)\n\n | The Strange land (a platformer) by @TimMcCool\n\n> Story:\nYou got lost on your way back home and came up in a strange land without colors. Your goal is to leave this terrible place.\n\n> How to play:\nArrow keys to move. Don't fall into holes or touch gears. S to skip, r to restart, m to turn on / off the music.\n\nEnjoy! |
Jungle - Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (cenário1 v)\n\n@ground\n\nwhen flag clicked\ngo to [front v] layer\nswitch backdrop to (cenário1 v)\nforever\n switch costume to ([backdrop # v] of [_stage_ v])\nend\n\n@player\n\nwhen I start as a clone\nswitch costume to (fantasia2 v)\nset [ghost v] effect to (0)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-209) y: (-85)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n if <touching (bad v)?> then\n go to x: (-209) y: (-85)\n end\n if <touching (spike v)?> then\n go to x: (-209) y: (-85)\n end\n if <(x position) = [248]> then\n next backdrop\n go to x: (-209) y: (-85)\n end\n if <touching (spike v)?> then\n go to x: (-209) y: (-85)\n end\n if <touching (enemy v)?> then\n go to x: (-209) y: (-85)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nstop all sounds\nforever\n play sound [Itty Bitty 8 Bit v] until done\nend\n\n@spike\n\nwhen flag clicked\nforever\n switch costume to ([backdrop # v] of [_stage_ v])\nend\n\n@Ator1\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n change [ghost v] effect by (1000)\nend\n\n@Ator2\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (fantasia1 v)\nforever\n if on edge, bounce\n move (2) steps\nend\n\n@Ator3\n\nwhen flag clicked\npoint in direction (-90)\nswitch costume to (fantasia1 v)\nforever\n if on edge, bounce\n move (2) steps\nend\n\n@Ator4\n\nwhen flag clicked\npoint in direction (-90)\nswitch costume to (fantasia1 v)\nforever\n if on edge, bounce\n move (2) steps\nend\n\n | Move with arrow keys, WASD or touch\n\n |
Explore || a platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nset size to (20) %\ngo to x: (-201) y: (-113)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#00ad1c)?> then\n change y by (1)\n if <touching color (#00ad1c)?> then\n change y by (1)\n if <touching color (#00ad1c)?> then\n change y by (1)\n if <touching color (#00ad1c)?> then\n change y by (1)\n if <touching color (#00ad1c)?> then\n change y by (1)\n if <touching color (#00ad1c)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#00ad1c)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#00ad1c)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-113)\n end\n if <(y position) < [-170]> then\n go to x: (-201) y: (-113)\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-201) y: (-113)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-72)\n\nwhen flag clicked\nforever\n play sound [Make It Rain - Johan Borjesson \[House Music\].mp3 v] until done\nend\n\nwhen flag clicked\nshow\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset [ghost v] effect to (60)\nrepeat (15)\n change size by (-0.5)\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (-30)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n | |
2010's platformer! | @Stage\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\npoint in direction (90)\nforever\n switch costume to (costume2 v)\n change [y v] by (-0.5)\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <(x position) > [230]> then\n go to x: (-204) y: (-140)\n broadcast (message1 v)\n end\n if <(y position) < [-175]> then\n go to x: (-204) y: (-140)\n end\n if <touching (kah-nee-fay v)?> then\n go to x: (-210) y: (-36)\n end\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (0.75)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-0.75)\n point in direction (-90)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-204) y: (-140)\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\nwhen I receive [message1 v]\ngo to x: (-204) y: (-140)\nchange [level v] by (1)\n\nwhen I receive [message2 v]\ngo to x: (-204) y: (-140)\nset [x v] to [0]\nset [y v] to [0]\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [forward v] (99) layers\n\nwhen I receive [message1 v]\nif <(level) = [11]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next costume\nend\n\n@Skip2\n\nwhen flag clicked\nwait (0.0001) seconds\ngo to [front v] layer\nshow\ngo to x: (244) y: (-53)\n\nwhen this sprite clicked\nbroadcast (message2 v)\n\n@Skip\n\nwhen flag clicked\nwait (0.0001) seconds\ngo to [front v] layer\nshow\ngo to x: (199) y: (-53)\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\n@Kah-nee-fay\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [message1 v]\nif <(level) = [11]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next costume\nend\n\n@Text\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nif <(level) = [11]> then\n switch costume to (costume11 v)\n stop [this script v]\nelse\n next costume\nend\n\n@Sprite1\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n | Please love, favorite, and follow me.\nUse arrow keys, mouse, or WASD.\n\nCheck out: https://scratch.mit.edu/projects/350739841/\n\nYou can remix to create your own platformer!\n |
Platty The Platformer | @Stage\n\nwhen flag clicked\nshow variable [screen v]\nset [secretkonamicode v] to [0]\nhide variable [secretkonamicode v]\nreset timer\nwait until <key (up arrow v) pressed?>\nwait until <key (down arrow v) pressed?>\nwait until <key (up arrow v) pressed?>\nwait until <key (down arrow v) pressed?>\nwait until <key (left arrow v) pressed?>\nwait until <key (right arrow v) pressed?>\nwait until <key (left arrow v) pressed?>\nwait until <key (right arrow v) pressed?>\nwait until <key (b v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (space v) pressed?>\nchange [secretkonamicode v] by (1)\nstart sound [Pew v]\n\nwhen flag clicked\nforever\n if <(timer) > [5]> then\n if <(SecretKonamiCode) = [1]> then\n stop all sounds\n broadcast (KONAMI v)\n stop [this script v]\n else\n stop [other scripts in sprite v]\n broadcast (Keep In Touch v)\n forever\n reset timer\n end\n end\n end\nend\n\nwhen I receive [keep in touch v]\nrepeat until <(Screen) = [12]>\n wait (1) seconds\nend\nstop all sounds\nplay sound [Microsoft Windows XP Shutdown Sound v] until done\n\nwhen flag clicked\nhide variable [☁ total screens completed v]\n\nwhen I receive [outro v]\nshow variable [☁ total screens completed v]\n\nwhen [timer v] > (6)\nhide variable [☁ total screens completed v]\nhide variable [screen v]\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (wil-quinn-player1-walk v)\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\ngo to x: (-200) y: (0)\nset size to (60) %\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n next costume\n wait (0.03) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#67ff66)?> or <touching color (#6de76c)?>> then\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (10) steps\n next costume\n wait (0.03) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n if <touching color (#67ff66)?> then\n repeat (10)\n change y by (20)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fffd00)?> then\n repeat (10)\n change y by (25)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#a8a8a8)?> then\n go to x: (-200) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#9f7840)?> then\n move (-10) steps\n end\nend\n\nwhen I receive [object test v]\nswitch backdrop to (backdrop1 v)\ngo to x: (0) y: (0)\n\nbroadcast (Object Test v)\n\nwhen flag clicked\nforever\n set [screen v] to ((backdrop [number v]) - (1))\nend\n\nwhen I receive [konami v]\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nhide variable [x v]\nhide variable [y v]\nforever\n if <<touching color (#ff94dd)?> or <touching color (#e791cc)?>> then\n change [☁ total screens completed v] by (1)\n next backdrop\n go to x: (-200) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [-230]> then\n move (-10) steps\n end\nend\n\nwhen flag clicked\nforever\n set [x v] to (x position)\n set [y v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [230]> then\n move (-10) steps\n end\nend\n\nwhen I receive [konami v]\nstop all sounds\nplay sound [Glidewing - Shovel Knight King of Cards Soundtrack v] until done\n\nwhen I receive [konami v]\nchange [pixelate v] effect by (100)\n\nwhen flag clicked\nset [cutscene v] to [0]\nhide variable [cutscene v]\nforever\n if <touching color (#ff8d00)?> then\n repeat (10)\n change x by (20)\n end\n end\nend\n\nwhen flag clicked\nrepeat until <(Screen) = [17]>\nrepeat until <(Cutscene) = [1]>\n if <(x) = [100]> then\n go to x: (100) y: (-100)\n switch costume to (wil-quinn-player1-walk v)\n broadcast (showyourself.exe v)\n change [cutscene v] by (1)\n end\nend\n\nwhen I receive [showyourself.exe v]\nrepeat until <(End) = [1]>\n go to x: (100) y: (-100)\n switch costume to (wil-quinn-player1-walk v)\nend\n\nwhen flag clicked\nshow\nforever\n if <touching color (#9966ff)?> then\n change [☁ total screens completed v] by (1)\n hide\n hide variable [screen v]\n broadcast (Outro v)\n end\nend\n\nwhen I receive [outro v]\nstop all sounds\nswitch backdrop to (backdrop21 v)\nplay sound [627158_ClockWorks v] until done\n\nwhen I receive [mobileleft v]\npoint in direction (-90)\nmove (10) steps\nnext costume\nwait (0.03) seconds\n\nwhen I receive [mobileright v]\npoint in direction (90)\nmove (10) steps\nnext costume\nwait (0.03) seconds\n\nwhen I receive [mobilejump v]\nif <touching color (#67ff66)?> then\n repeat (10)\n change y by (20)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nplay sound [you reposted in the wrong neighborhood \(instrumental version\) v] until done\n\nwhen I receive [cutscene... v]\nplay sound [you reposted in the wrong neighborhood \(instrumental version\) v] until done\n\n@...\n\nwhen flag clicked\nset [end v] to [0]\nhide variable [end v]\ngo to x: (-157) y: (-97)\nhide\n\nwhen I receive [showyourself.exe v]\nshow\nplay sound [Undertale OST 029 - Danger Mystery v] until done\nwait (1) seconds\nchange x by (10)\nwait (1) seconds\nchange x by (10)\nwait (5) seconds\nglide (1) secs to x: (80) y: (-97)\nbroadcast (Cutscene... v)\nhide\nchange [end v] by (1)\nnext backdrop\n\n | |
Santa | A Mobile Platformer | @Stage\n\n@ character\n\nwhen flag clicked\n\ngo to x: (0) y: (200)\n\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nset [yv v] to [5]\n\nset [yv v] to [-1]\n\nset [yv v] to [-5]\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n change [yv v] by (1.3)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-200) y: (0)\ngo to [front v] layer\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (100) %\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [ 0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [250]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if <<touching (spikes v)?> or <touching (boomer servant v)?>> then\n repeat (10)\n change size by (-10)\n turn right (5) degrees\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\n end\n if <touching (are v)?> then\n set [yv v] to [20]\n end\n if <touching ( move fast v)?> then\n set [xv v] to [21]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching color (#00cccc)?> then\n if <color (#ffae00) is touching (#00cccc)?> then\n change [yv v] by (0.07)\n else\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n end\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.3)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.3)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.3)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.3)\n end\n end\nend\n\nwhen flag clicked\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\ngo [forward v] (3) layers\n\nwhen flag clicked\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo [forward v] (6) layers\nshow\n\nwhen flag clicked\nset [level v] to [1]\nset [level v] to (costume [number v])\n\n@intro\n\nwhen flag clicked\nshow\ngo to [back v] layer\nwait (4) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\nrepeat (4)\n wait (4) seconds\n next costume\nend\nbroadcast (start v)\nhide\n\n@spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo [forward v] (2) layers\n\nif <(costume [number v]) = [5]> then\n go to x: (29) y: (-17)\nend\n\nchange y by (10)\n\nchange x by (30)\n\nchange x by (-30)\n\n@Sprite1\n\nwhen flag clicked\n\nforever\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (pick random (50) to (100)) %\nset [brightness v] effect to (pick random (0) to (70))\ngo to x: (pick random (-237) to (237)) y: (180)\nrepeat until <<touching (level v)?> or <touching ( character v)?>>\n change y by (pick random (-3) to (-1))\nend\nwait (0.1) seconds\nif <<touching (level v)?> or <touching ( character v)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nelse\n repeat until <<touching (level v)?> or <touching ( character v)?>>\n change y by (pick random (-3) to (-1))\n end\nend\ndelete this clone\n\nwait (10) seconds\n\nwait (pick random (1) to (3)) seconds\n\nstamp\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\n@Boomer servant\n\ngo to x: (29) y: (-17)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n glide (1) secs to x: (50) y: (23)\n wait (0.1) seconds\n glide (1) secs to x: (-30) y: (23)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\nforever\n\nchange x by (-20)\n\nchange x by (-20)\nwait (0.1) seconds\n\nwhen flag clicked\nrepeat (10)\n play sound [Lost-Control-Alan-Walker-Sorana v] until done\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | @Toonimator\nSo, uh, use arrow keys, WASD or mobile controls, Find Boomer\nand thats basicly it.\nLove, Favorite, and Follow or Boomer will steal your gifts too. \nNote: The intro is exactly 16 seconds long\n |
Winter - a Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (scrolllx)) (join [,] ((mouse y) + (scrolly))))\nshow variable [mouse v]\n\nwhen flag clicked\nforever\n play sound [All I Want for Christmas Is You v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\nset [time v] to [0]\nhide variable [☁ world record v]\nhide variable [time v]\nbroadcast (thumbnail v)\nwait (1.5) seconds\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n game on\n repeat until <(exit) > []>\n tick\n broadcast (tick v) and wait\n end\n if <(exit) = [win]> then\n Game-win\n else\n Game-die\n end\nend\n\ndefine game on\nset [x v] to [0]\nset [y v] to [0]\nset [scrolllx v] to [0]\nset [scrolly v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow variable [☁ world record v]\nset size to (50) %\nset [ghost v] effect to (0)\nshow\n\ndefine tick\nif <key (right arrow v) pressed?> then\n change player x by [9]\nend\nif <key (left arrow v) pressed?> then\n change player x by [-9]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\nset [scrolllx v] to (x)\nif <(scrolllx) < [0]> then\n set [scrolllx v] to [0]\nend\nchange [scrolly v] by (round (((y) - (scrolly)) / (12)))\nif <(scrolly) < [0]> then\n set [scrolly v] to [0]\nend\nposition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nTest-die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine position\ngo to x: ((x) - (scrolllx)) y: ((y) - (scrolly))\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nTest-die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game-die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test-die\nif <touching color (#7c9292)?> then\n set [exit v] to [die]\n broadcast (die v)\nend\n\ndefine Game-win\nrepeat (50)\n point towards (ende v)\n turn right (65) degrees\n move ((distance to [ende v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [play game v]\nshow variable [time v]\n\nwhen flag clicked\nset [die v] to [1]\nforever\n wait until <<(y) < [-20]> and <<(x) > [0]> or <(x) < [0]>>>\n reset timer\n repeat until <<(die) = [2]> or <touching (_edge_ v)?>>\n end\n wait until <<(y) < [-20]> and <<(x) > [0]> or <(x) < [0]>>>\nend\n\nwhen I receive [die v]\nset [time v] to [0]\nset [die v] to [2]\nwait (2) seconds\nset [die v] to [1]\n\nwhen flag clicked\nset [die v] to [1]\nwait until <<(y) < [-20]> and <<(x) > [0]> or <(x) < [0]>>>\nreset timer\nrepeat until <(exit) = [win]>\n time\nend\nstop [this script v]\n\ndefine time\nwait (0.1) seconds\nset [time v] to (timer)\n\n@platforms\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\nwait (1) seconds\nshow\n\nwhen I receive [tick v]\nposition ((x) - (scrolllx)) ((y) - (scrolly))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nif <(Level) = [1]> then\n switch costume to (1 v)\n repeat (11)\n clone at [360] [0]\n end\n clone at [0] [200]\n clone at [360] [200]\n clone at [360] [100]\n repeat (9)\n clone at [360] [0]\n end\n clone at [0] [200]\n clone at [250] [200]\n clone at [300] [50]\nelse\n if <(Level) = [2]> then\n switch costume to (kostüm10 v)\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\n\ngo to x: (pick random (-200) to (200)) y: (130)\nshow\nrepeat until <touching (_edge_ v)?>\n change y by (pick random (-5) to (-10))\nend\ndelete this clone\n\nrepeat (100)\n create clone of (_myself_ v)\nend\n\n@Ende\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (scrolllx)) ((y) - (scrolly))\nif <touching (player v)?> then\n set [exit v] to [win]\n if <(time) < (☁ World record)> then\n set [☁ world record v] to (timer)\n end\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (1 v)\n clone at [8743] [851]\nelse\n set [x v] to [-99999]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at (x) (y)\nset [x v] to (x)\nset [y v] to (y)\n\n@thumbnail\n\nwhen I receive [thumbnail v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nwait (1.5) seconds\nforever\n hide\nend\n\nshow\ngo to x: (0) y: (0)\n\n@background\n\nwhen I receive [green flag v]\ngo to [back v] layer\nshow\n\nwhen I receive [tick v]\nposition ((x) - (scrolllx)) ((y) - (scrolly))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\nif <(Level) = [1]> then\n switch costume to (1 v)\n repeat (17)\n clone at [360] [0]\n end\nelse\n if <(Level) = [2]> then\n switch costume to (kostüm10 v)\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n | New Game: https://scratch.mit.edu/projects/415526555\n\n\n- Arrow keys to move\n- jump over the stones and the gorges\nYou can see your time in the top left corner. You can see the World Record in the top right.\nIt is possible! |
Platformer Powerups | @Stage\n\nwhen flag clicked\nforever\n if <([costume # v] of [text v]) = [5]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Coldplay - Paradise \(Official Video\) v] until done\nend\n\n@Intro\n\nswitch costume to (costume1 v)\nforever\n if <(Level) = [3]> then\n go to x: (0) y: (0)\n show\n else\n hide\n end\nend\n\nforever\n if <touching (1. spring v)?> then\n set [speed y v] to [28]\n broadcast (Bounce v)\n wait until <not <touching (1. spring v)?>>\n end\nend\n\nforever\n if <touching (2. speed v)?> then\n set [speed x v] to ((speed x) * (20))\n broadcast (Speed v)\n wait until <not <touching (2. speed v)?>>\n end\nend\n\nforever\n if <touching (3. water v)?> then\n set [speed y v] to ((speed y) / (2))\n if <key (up arrow v) pressed?> then\n change [speed y v] by (3)\n end\n end\nend\n\nswitch costume to (costume1 v)\nforever\n go to (character v)\n go to [back v] layer\n show\nend\n\nforever\n if <<touching (ground v)?> or <touching (5. door v)?>> then\n set [touch v] to [9]\n else\n set [touch v] to [0]\n end\nend\n\nforever\n if <touching (5. key v)?> then\n broadcast (Unlock v)\n end\nend\n\nwhen I receive [unlock v]\nhide\n\nswitch costume to (costume1 v)\nforever\n if <(Level) = [2]> then\n go to x: (0) y: (0)\n show\n else\n hide\n end\nend\n\nforever\n if <mouse down?> then\n go to (mouse-pointer v)\n set pen color to (#218cd0)\n pen down\n else\n pen up\n end\nend\n\nwhen [space v] key pressed\n\nforever\n if <touching color (#3373c3)?> then\n set [touch v] to [9]\n else\n set [touch v] to [0]\n end\nend\n\nforever\n if <touching (7. shield v)?> then\n if <(Shield) = [n]> then\n broadcast (Shield v)\n set [7. shield v] to [y]\n end\n end\nend\n\nforever\n if <<touching (7. spikes v)?> or <touching (8. enemies v)?>> then\n if <<(Shield) = [y]> and <key (z v) pressed?>> then\n end\nend\n\nforever\n if <touching (8. sword v)?> then\n if <(Sword) = [n]> then\n broadcast (Sword v)\n set [sword v] to [y]\n end\n end\nend\n\nerase all\n\nforever\n if <touching (9. ladder v)?> then\n if <key (up arrow v) pressed?> then\n change [speed y v] by (0.7)\n end\n end\nend\n\ndefine Get Touching <check platform?>\nif <<touching (ground v)?> or <touching (5. door v)?>> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\n@Character\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max steep (max steep)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(slope) = (max steep)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(slope) = (max steep)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max steep (max steep)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <key (down arrow v) pressed?> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(speed y) < [4]> or <key (up arrow v) pressed?>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Reset Level\nset size to (100) %\nset rotation style [left-right v]\ngo to x: (-146) y: (200)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <(y position) < [-189]> then\n Reset Level\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max steep (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <[-175] > (y position)> then\n Reset Level\n broadcast (Reset v)\n end\n if <<touching (7. spikes v)?> or <touching (8. enemies v)?>> then\n if <<(Shield) = [y]> and <key (z v) pressed?>> then\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (portal v)?> then\n if <(Level) = [11]> then\n Reset Level\n set [level v] to [1]\n broadcast (Restart v)\n else\n Reset Level\n change [level v] by (1)\n broadcast (Next Level v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (5. key v)?> then\n broadcast (Unlock v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (7. shield v)?> then\n if <(Shield) = [n]> then\n broadcast (Shield v)\n set [shield v] to [y]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (8. sword v)?> then\n if <(Sword) = [n]> then\n broadcast (Sword v)\n set [sword v] to [y]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (9. ladder v)?> then\n if <key (up arrow v) pressed?> then\n change [speed y v] by (0.7)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (3. water v)?> then\n set [speed y v] to ((speed y) / (2))\n if <key (up arrow v) pressed?> then\n change [speed y v] by (3)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (2. speed v)?> then\n set [speed x v] to ((speed x) * (20))\n broadcast (Speed v)\n wait until <not <touching (2. speed v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (1. spring v)?> then\n set [speed y v] to [28]\n broadcast (Bounce v)\n wait until <not <touching (1. spring v)?>>\n end\nend\n\ndefine Get Touching <check platform?>\nif <<<touching (ground v)?> or <touching color (#208cd0)?>> or <touching (5. door v)?>> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [restart v]\nswitch costume to (costume1 v)\n\n@Text\n\nwhen flag clicked\nswitch costume to (intro v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [restart v]\nswitch costume to (intro v)\n\n@Portal\n\nwhen flag clicked\ngo to x: (214) y: (-99)\nforever\n set [ghost v] effect to (Ghost)\nend\n\ndefine Ghost Effect\nset [ghost v] to [0]\nforever\n repeat (40)\n change [ghost v] by (2)\n end\n repeat (40)\n change [ghost v] by (-2)\n end\nend\n\nwhen flag clicked\nGhost Effect\n\nwhen flag clicked\nforever\n glide (1) secs to x: (214) y: ((y position) + (10))\n glide (1) secs to x: (214) y: ((y position) - (10))\nend\n\n@1. Spring\n\nwhen I receive [bounce v]\nswitch costume to (costume1 v)\nrepeat (4)\n next costume\nend\nrepeat (4)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [2]> then\n go to x: (0) y: (0)\n show\n else\n hide\n end\nend\n\n@2. Speed\n\nwhen I receive [speed v]\nswitch costume to (costume1 v)\nrepeat (4)\n change [brightness v] effect by (10)\nend\nrepeat (4)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [3]> then\n go to x: (0) y: (0)\n show\n else\n hide\n end\nend\n\n@3. Water\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [4]> then\n go to x: (0) y: (0)\n go to [back v] layer\n show\n else\n hide\n end\nend\n\n@4. Darkness\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [5]> then\n go to (character v)\n go to [back v] layer\n show\n else\n hide\n end\nend\n\n@5. Key\n\nwhen flag clicked\nforever\n repeat (20)\n change y by (1)\n end\n wait (0.1) seconds\n repeat (20)\n change y by (-1)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n show\nend\n\nwhen I receive [unlock v]\nhide\n\nwhen I receive [reset v]\nif <(Level) = [6]> then\n show\nend\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\n@5. Door\n\nwhen I receive [reset v]\nif <(Level) = [6]> then\n show\nend\n\nwhen I receive [next level v]\nif <(Level) = [6]> then\n show\nend\n\nwhen I receive [unlock v]\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\nhide\ngo to x: (0) y: (0)\n\n@6. Draw\n\nwhen flag clicked\nerase all\nset pen size to (10)\nforever\n if <(Level) = [7]> then\n if <mouse down?> then\n go to (mouse-pointer v)\n set pen color to (#218cd0)\n pen down\n else\n pen up\n end\n else\n erase all\n end\nend\n\nwhen [space v] key pressed\nerase all\n\n@7. Shield\n\nwhen I receive [shield v]\nhide\n\nwhen I receive [reset v]\nif <(Level) = [8]> then\n show\n set [shield v] to [n]\n go to x: (-110) y: (-100)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n if <(Shield) = [y]> then\n if <key (z v) pressed?> then\n go to (character v)\n show\n end\n end\n end\nend\n\nwhen flag clicked\nset [shield v] to [n]\nswitch costume to (costume1 v)\nforever\n if <not <(Level) = [8]>> then\n hide\n end\n if <(Level) = [8]> then\n if <(Shield) = [y]> then\n if <key (z v) pressed?> then\n show\n wait (3) seconds\n hide\n set [shield v] to [n]\n end\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [8]> then\n switch costume to (costume1 v)\n show\n go to x: (-110) y: (-100)\nelse\n hide\nend\n\n@7. Spikes\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n switch costume to (costume1 v)\n show\n else\n hide\n end\nend\n\n@8. Sword\n\nwhen flag clicked\nset [sword v] to [n]\nswitch costume to (costume1 v)\nforever\n if <not <(Level) = [9]>> then\n hide\n end\n if <(Level) = [9]> then\n if <(Sword) = [y]> then\n if <key (s v) pressed?> then\n go to x: (([x position v] of [character v]) + (10)) y: (([y position v] of [character v]) + (10))\n show\n switch costume to (costume1 v)\n repeat (5)\n next costume\n end\n hide\n wait until <not <key (s v) pressed?>>\n end\n end\n end\nend\n\nwhen I receive [sword v]\nhide\n\nwhen I receive [reset v]\nif <(Level) = [9]> then\n set [sword v] to [n]\n switch costume to (costume1 v)\n show\n go to x: (-92) y: (-94)\nend\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n switch costume to (costume1 v)\n show\n go to x: (-92) y: (-94)\nend\n\n@8. Enemies\n\nwhen flag clicked\nhide\nforever\n glide (1.5) secs to x: (30) y: (-112)\n glide (1.5) secs to x: (121) y: (-112)\nend\n\nwhen flag clicked\nforever\n if <touching (8. sword v)?> then\n if <(Sword) = [y]> then\n hide\n end\n end\nend\n\nwhen I receive [next level v]\nif <(Level) = [9]> then\n switch costume to (costume1 v)\n show\nelse\n hide\nend\n\n@9. Ladder\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [10]> then\n go to x: (0) y: (0)\n go to [back v] layer\n show\n else\n hide\n end\nend\n\n@Sprite1\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | |
Platforms - Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nswitch backdrop to (backdrop2 v)\n\nswitch backdrop to (backdrop5 v)\n\nwhen flag clicked\nforever\n play sound [Bossfight - Captain Cool.mp2 v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nset [☁ worldwide fails v] to [0]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-207) y: (14)\nset [jump v] to [0]\nset [fall v] to [0]\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#000000)?>> then\n set [jump v] to [8.5]\n repeat until <(Jump) = [0]>\n change [jump v] by (-0.3)\n change y by (Jump)\n end\n end\nend\n\nwhen [loudness v] > (10)\n\nwhen flag clicked\nforever\n if <<(Jump) = [0]> and <not <touching color (#000000)?>>> then\n set [fall v] to [-6]\n repeat until <<touching color (#000000)?> or <(y position) = [-150]>>\n change [fall v] by (-0.2)\n change y by (Fall)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#000000)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [fall v] to [0]\n set [jump v] to [0]\n repeat until <(Jump) = [0]>\n change [jump v] by (-0.3)\n change y by (Jump)\n end\n end\nend\n\nglide (1) secs to x: (-207) y: (-172)\n\nwhen flag clicked\nforever\n if <<touching color (#000000)?> and <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [fall v] to [0]\n set [jump v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change x by (7)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n repeat until <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>\n change x by (-7)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#130000)?> then\n change x by (-7)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#0c0000)?> then\n change x by (7)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff1b1b)?> or <<touching color (#ff5050)?> or <(y position) = [-172]>>> then\n go to x: (-207) y: (-14)\n set [fall v] to [0]\n set [jump v] to [0]\n change [☁ worldwide fails v] by (1)\n end\nend\n\nwhen flag clicked\nset [☁ worldwide fails v] to (☁ Worldwide Fails)\nforever\n if <touching color (#38bec3)?> then\n next backdrop\n go to x: (-207) y: (-14)\n set [fall v] to [0]\n set [jump v] to [0]\n end\nend\n\nwhen flag clicked\n\n | This was actually quite frustrating to make. I hope you guys enjoy it! \nWASD or arrow keys. Sorry for no wall jump!\nIt would be nice if you went and looked at @newsflash6784 's stuff or gave her a follow!\nIt's a little buggy, but it's my first platformer. |
3D Platformer モチモチスライム【3】!!100%PEN | @Stage\n\n@PENスクロールゲーム\n\ndefine 雲描画\nchange [雲のx v] by (-2)\nset pen color to (#ababab)\npen up\nset pen size to (30)\ngo to x: (雲のx) y: (雲のY)\npen down\ngo to x: ((雲のx) + (120)) y: (雲のY)\npen up\ngo to x: ((雲のx) + (20)) y: ((雲のY) + (20))\npen down\ngo to x: ((雲のx) + (100)) y: ((雲のY) + (20))\nif <(雲のx) < [-400]> then\n set [雲のx v] to [300]\n set [雲のy v] to (pick random (50) to (130))\nend\nchange [雲2x v] by (-2)\npen up\ngo to x: (雲2x) y: (雲2y)\npen down\ngo to x: ((雲2x) + (120)) y: (雲2y)\npen up\ngo to x: ((雲2x) + (20)) y: ((雲2y) + (20))\npen down\ngo to x: ((雲2x) + (100)) y: ((雲2y) + (20))\nif <(雲2x) < [-400]> then\n set [雲2x v] to [300]\n set [雲2y v] to (pick random (50) to (130))\nend\nset pen color to (#ffffff)\npen up\ngo to x: ((雲のx) - (3)) y: ((雲のY) + (3))\npen down\ngo to x: (((雲のx) + (120)) - (3)) y: ((雲のY) + (3))\npen up\ngo to x: (((雲のx) + (20)) - (3)) y: (((雲のY) + (20)) + (3))\npen down\ngo to x: (((雲のx) + (100)) - (3)) y: (((雲のY) + (20)) + (3))\npen up\ngo to x: ((雲2x) - (3)) y: ((雲2y) + (3))\npen down\ngo to x: (((雲2x) + (120)) - (3)) y: ((雲2y) + (3))\npen up\ngo to x: (((雲2x) + (20)) - (3)) y: (((雲2y) + (20)) + (3))\npen down\ngo to x: (((雲2x) + (100)) - (3)) y: (((雲2y) + (20)) + (3))\npen up\n\ndefine 線を引く (x) (y) 、 (x2) (y2) 太さ (太さ)\nset [x v] to (x)\nset [x2 v] to (x2)\nset [y v] to (y)\nset [y2 v] to (y2)\npen up\ngo to x: (x) y: (y)\nset pen size to (太さ)\npen down\ngo to x: (x2) y: (y2)\n\ndefine (縦) ✖ (横) の長方形を (x) , (y)\npen up\nif <<<[-240] < ((x) + (横))> and <[-240] < ((y) + (縦))>> and <<(x) < [240]> and <(y) < [240]>>> then\n set [12x v] to (x)\n set [12y v] to (y)\n set [23x v] to (横)\n set [23y v] to (縦)\n if <[240] < ((x) + (横))> then\n set [23x v] to ((240) - (x))\n end\n if <[180] < ((y) + (縦))> then\n set [23y v] to ((180) - (y))\n end\n if <(x) < [-240]> then\n set [12x v] to [-240]\n set [23x v] to (((x) + (240)) + (横))\n end\n if <(y) < [-180]> then\n set [12y v] to [-180]\n set [23y v] to (((y) + (180)) + (縦))\n end\n set pen (transparency v) to (半透明化)\n pen up\n if <(23y) < (23x)> then\n set pen size to (23y)\n set [太さ保存後 v] to ((23y) / (2))\n go to x: ((12x) + (太さ保存後)) y: ((12y) + (太さ保存後))\n pen down\n go to x: (((12x) + (23x)) - (太さ保存後)) y: ((12y) + (太さ保存後))\n else\n set pen size to (23x)\n set [太さ保存後 v] to ((23x) / (2))\n go to x: ((12x) + (太さ保存後)) y: ((12y) + (太さ保存後))\n pen down\n go to x: ((12x) + (太さ保存後)) y: (((12y) + (23y)) - (太さ保存後))\n end\n repeat until <(太さ保存後) < [1]>\n set [太さ保存後 v] to (((太さ保存後) * ((1) - ((1) / ([sqrt v] of (2) )))) / (2))\n set pen size to ((太さ保存後) * (2))\n pen up\n go to x: ((12x) + (太さ保存後)) y: ((12y) + (太さ保存後))\n pen down\n go to x: (((12x) + (23x)) - (太さ保存後)) y: ((12y) + (太さ保存後))\n go to x: (((12x) + (23x)) - (太さ保存後)) y: (((12y) + (23y)) - (太さ保存後))\n go to x: ((12x) + (太さ保存後)) y: (((12y) + (23y)) - (太さ保存後))\n go to x: ((12x) + (太さ保存後)) y: ((12y) + (太さ保存後))\n end\n pen up\nend\n\ndefine プレーヤー\nset [演算用 v] to [1]\nif <not <(ステージ) = [2]>> then\n set [演算用 v] to ((視力) / (75))\nend\npen up\ngo to x: (((プレーヤーx) - (カメラx)) * (演算用)) y: (((プレーヤーY) - (カメラy)) * (演算用))\npoint in direction (0)\nset pen (transparency v) to (0)\nset pen size to (7)\nset pen (saturation v) to (40)\nset pen (brightness v) to (100)\nset pen (color v) to (60)\nrepeat (45)\n move (16) steps\n turn right (8) degrees\n set y to ((((y position) - (((プレーヤーY) - (カメラy)) * (演算用))) * (プレーヤー収縮率)) + (((プレーヤーY) - (カメラy)) * (演算用)))\n pen down\n go to x: (((プレーヤーx) - (カメラx)) * (演算用)) y: (((プレーヤーY) - (カメラy)) * (演算用))\n pen up\nend\npoint in direction (0)\nset pen size to (7)\nset pen (saturation v) to (70)\nset pen (brightness v) to (100)\nset pen (color v) to (60)\nrepeat (45)\n pen up\n move (13) steps\n turn right (8) degrees\n set y to ((((y position) - (((プレーヤーY) - (カメラy)) * (演算用))) * (プレーヤー収縮率)) + (((プレーヤーY) - (カメラy)) * (演算用)))\n pen down\n go to x: (((プレーヤーx) - (カメラx)) * (演算用)) y: (((プレーヤーY) - (カメラy)) * (演算用))\n pen up\nend\npen up\nset pen (saturation v) to (0)\nset pen (brightness v) to (100)\nset pen (color v) to (2)\nset pen size to (14)\ngo to x: ((((プレーヤーx) - (カメラx)) * (演算用)) + ((プレーヤーの振り向き) * (8))) y: ((((プレーヤーY) - (カメラy)) * (演算用)) + (3))\npen down\npen up\nset pen (saturation v) to (0)\nset pen (brightness v) to (0)\nset pen (color v) to (15)\nset pen size to (8)\ngo to x: ((((プレーヤーx) - (カメラx)) * (演算用)) + ((プレーヤーの振り向き) * (8))) y: ((((プレーヤーY) - (カメラy)) * (演算用)) + (3))\npen down\nchange [プレーヤー収縮率 v] by ((0.5) * (((1) - ((0.9) * ((重力慣性) / (20)))) - (プレーヤー収縮率)))\nchange [プレーヤーの振り向き v] by ((0.3) * ((プレーヤー向き) - (プレーヤーの振り向き)))\n\ndefine 点 (x1) (y1) 、 (x2) (y2) 、 (x3) (y3) の三角形を塗りつぶす\nif <<not <<(x1) = (x2)> and <(x2) = (x3)>>> and <not <<(y2) = (y1)> and <(y2) = (y3)>>>> then\n if <not <<<[180] < (y1)> and <[180] < (y2)>> and <[180] < (y3)>>> then\n if <not <<<(y1) < [-180]> and <(y2) < [-180]>> and <(y3) < [-180]>>> then\n if <not <<<[240] < (x1)> and <[240] < (x2)>> and <[240] < (x3)>>> then\n if <not <<<(x1) < [-240]> and <(x2) < [-240]>> and <(x3) < [-240]>>> then\n set [x1 v] to (x1)\n set [x2 v] to (x2)\n set [x3 v] to (x3)\n set [y1 v] to (y1)\n set [y2 v] to (y2)\n set [y3 v] to (y3)\n set [太さ保存後 v] to (太さ)\n pen up\n set [太さ保存後 v] to (太さ)\n set pen size to (太さ保存後)\n set pen (transparency v) to (半透明化)\n set [12x v] to ((x1) - (x2))\n set [12y v] to ((y1) - (y2))\n set [23x v] to ((x2) - (x3))\n set [23y v] to ((y2) - (y3))\n set [31x v] to ((x3) - (x1))\n set [31y v] to ((y3) - (y1))\n set [12 v] to ([sqrt v] of (((12x) * (12x)) + ((12y) * (12y))) )\n set [23 v] to ([sqrt v] of (((23x) * (23x)) + ((23y) * (23y))) )\n set [31 v] to ([sqrt v] of (((31x) * (31x)) + ((31y) * (31y))) )\n 二つの線の交差位置 (x2) (y2) 、 ((x1) + (((x3) - (x1)) * ((12) / ((12) + (23))))) ((y1) + (((y3) - (y1)) * ((12) / ((12) + (23))))) と (x3) (y3) 、 ((x2) + (((x1) - (x2)) * ((23) / ((23) + (31))))) ((y2) + (((y1) - (y2)) * ((23) / ((23) + (31)))))\n set [三角形の中心x v] to (横2)\n set [三角形の中心y v] to (縦2)\n set [演算用 v] to ((((12) + (23)) + (31)) / (2))\n set [演算用 v] to ([sqrt v] of ((演算用) * (((演算用) - (12)) * (((演算用) - (23)) * ((演算用) - (31))))) )\n set [12x v] to ((x1) - (三角形の中心X))\n set [23x v] to ((x2) - (三角形の中心X))\n set [31x v] to ((x3) - (三角形の中心X))\n set [12y v] to ((y1) - (三角形の中心Y))\n set [23y v] to ((y2) - (三角形の中心Y))\n set [31y v] to ((y3) - (三角形の中心Y))\n set [三角形描画用最初の太さ v] to ((演算用) * ((2) / (((12) + (23)) + (31))))\n set [演算用2 v] to ((演算用) * ((2) / (((12) + (23)) + (31))))\n set [三角形描画中の太さ v] to (三角形描画用最初の太さ)\n if <(((23x) * (23x)) + ((23y) * (23y))) > (((12x) * (12x)) + ((12y) * (12y)))> then\n if <(((31x) * (31x)) + ((31y) * (31y))) > (((23x) * (23x)) + ((23y) * (23y)))> then\n set [演算用 v] to ([sqrt v] of (((31x) * (31x)) + ((31y) * (31y))) )\n else\n set [演算用 v] to ([sqrt v] of (((23x) * (23x)) + ((23y) * (23y))) )\n end\n else\n if <(((31x) * (31x)) + ((31y) * (31y))) > (((12x) * (12x)) + ((12y) * (12y)))> then\n set [演算用 v] to ([sqrt v] of (((31x) * (31x)) + ((31y) * (31y))) )\n else\n set [演算用 v] to ([sqrt v] of (((12x) * (12x)) + ((12y) * (12y))) )\n end\n end\n set [演算用 v] to ((演算用) / (2))\n set [演算用2 v] to (演算用)\n change [演算用 v] by ((-1) * ((三角形描画中の太さ) / (2)))\n set [三角形収縮率 v] to (((三角形描画用最初の太さ) - ((三角形描画中の太さ) / (2))) / (三角形描画用最初の太さ))\n repeat until <[1] > (三角形描画中の太さ)>\n set [12x v] to ((((x1) - (三角形の中心X)) * (三角形収縮率)) + (三角形の中心X))\n set [12y v] to ((((y1) - (三角形の中心Y)) * (三角形収縮率)) + (三角形の中心Y))\n set [23x v] to ((((x2) - (三角形の中心X)) * (三角形収縮率)) + (三角形の中心X))\n set [23y v] to ((((y2) - (三角形の中心Y)) * (三角形収縮率)) + (三角形の中心Y))\n set [31x v] to ((((x3) - (三角形の中心X)) * (三角形収縮率)) + (三角形の中心X))\n set [31y v] to ((((y3) - (三角形の中心Y)) * (三角形収縮率)) + (三角形の中心Y))\n set pen size to (三角形描画中の太さ)\n pen up\n go to x: (12x) y: (12y)\n pen down\n go to x: (23x) y: (23y)\n go to x: (31x) y: (31y)\n go to x: (12x) y: (12y)\n set [三角形描画中の太さ v] to ((三角形描画中の太さ) * (((演算用) / (演算用2)) / (2)))\n set [三角形収縮率 v] to (((三角形描画用最初の太さ) - ((三角形描画中の太さ) / (2))) / (三角形描画用最初の太さ))\n end\n set [12x v] to ((((x1) - (三角形の中心X)) * (三角形収縮率)) + (三角形の中心X))\n set [12y v] to ((((y1) - (三角形の中心Y)) * (三角形収縮率)) + (三角形の中心Y))\n set [23x v] to ((((x2) - (三角形の中心X)) * (三角形収縮率)) + (三角形の中心X))\n set [23y v] to ((((y2) - (三角形の中心Y)) * (三角形収縮率)) + (三角形の中心Y))\n set [31x v] to ((((x3) - (三角形の中心X)) * (三角形収縮率)) + (三角形の中心X))\n set [31y v] to ((((y3) - (三角形の中心Y)) * (三角形収縮率)) + (三角形の中心Y))\n set pen size to (三角形描画中の太さ)\n pen up\n go to x: (12x) y: (12y)\n pen down\n go to x: (23x) y: (23y)\n go to x: (31x) y: (31y)\n go to x: (12x) y: (12y)\n end\n end\n end\n end\nend\n\ndefine 二つの線の交差位置 (x) (y) 、 (x2) (y2) と (x3) (y3) 、 (x4) (y4)\nset [変化の割合 v] to (((y2) - (y)) / ((x2) - (x)))\nset [切片 v] to ((y) - ((変化の割合) * (x)))\nset [変化の割合2 v] to (((y3) - (y4)) / ((x3) - (x4)))\nset [切片2 v] to ((y3) - ((変化の割合2) * (x3)))\nif <(x) = (x2)> then\n set [横2 v] to (x)\n if <(y3) = (y4)> then\n set [縦2 v] to (y3)\n else\n set [縦2 v] to (((変化の割合2) * (横2)) + (切片2))\n end\nelse\n if <(x3) = (x4)> then\n set [横2 v] to (x3)\n if <(y) = (y2)> then\n set [縦2 v] to (y)\n else\n set [縦2 v] to (((変化の割合) * (横2)) + (切片))\n end\n else\n if <(y) = (y2)> then\n set [縦2 v] to (y)\n set [横2 v] to (((縦2) - (切片2)) / (変化の割合2))\n else\n if <(y3) = (y4)> then\n set [縦2 v] to (y3)\n set [横2 v] to (((縦2) - (切片)) / (変化の割合))\n else\n set [横2 v] to (((切片) - (切片2)) / ((変化の割合2) - (変化の割合)))\n set [縦2 v] to (((変化の割合) * (横2)) + (切片))\n end\n end\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\nreset timer\nbroadcast (リスポーン v)\n\ndefine (高さ) ✖ (横) を (x) , (y) ブロック種類 (種類)\nif <<<[-240] < ((x) + (横))> and <[-240] < ((y) + (高さ))>> and <<(x) < [240]> and <(y) < [240]>>> then\n add (種類) to [色当たり判定 v]\n add (種類) to [色当たり判定 v]\n add (種類) to [色当たり判定 v]\n add (種類) to [色当たり判定 v]\n add (x) to [x当たり判定 v]\n add (y) to [y当たり判定 v]\n add ((x) + (横)) to [x当たり判定 v]\n add (y) to [y当たり判定 v]\n add (x) to [x当たり判定 v]\n add ((y) + (高さ)) to [y当たり判定 v]\n add ((x) + (横)) to [x当たり判定 v]\n add ((y) + (高さ)) to [y当たり判定 v]\n add (x) to [x当たり判定 v]\n add (y) to [y当たり判定 v]\n add (x) to [x当たり判定 v]\n add ((y) + (高さ)) to [y当たり判定 v]\n add ((x) + (横)) to [x当たり判定 v]\n add (y) to [y当たり判定 v]\n add ((x) + (横)) to [x当たり判定 v]\n add ((y) + (高さ)) to [y当たり判定 v]\nend\nif <(種類) = [1]> then\n set pen color to (#fff40b)\n set [枠線 v] to [-80]\nelse\n if <(種類) = [2]> then\n set pen color to (#ff3d3d)\n set pen (color v) to ((10) - ((20) * ([abs v] of ((ブロック慣性) - (0.5)) )))\n set [枠線 v] to [-20]\n else\n if <(種類) = [3]> then\n set pen color to (#0affe6)\n set [枠線 v] to [-80]\n else\n if <(種類) = [4]> then\n set pen color to (#fff40b)\n set [枠線 v] to [-80]\n else\n set pen color to (#84ff0a)\n set [枠線 v] to [-80]\n end\n end\n end\nend\npen up\nif <not <<[0] < (x)> or <((x) + (横)) < [0]>>> then\n (高さ) ✖ (横) の長方形を (x) , (y)\n if <not <<(y) < [0]> and <[0] < ((y) + (高さ))>>> then\n if <(y) < [0]> then\n 点 (x) ((y) + (高さ)) 、 ((x) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 (((x) + (横)) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) の三角形を塗りつぶす\n 点 (x) ((y) + (高さ)) 、 (((x) + (横)) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 ((x) + (横)) ((y) + (高さ)) の三角形を塗りつぶす\n set pen size to (4)\n change pen (saturation v) by (枠線)\n pen up\n go to x: (x) y: ((y) + (高さ))\n pen down\n go to x: ((x) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: (((x) + (横)) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: ((x) + (横)) y: ((y) + (高さ))\n else\n 点 (x) (y) 、 ((x) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) の三角形を塗りつぶす\n 点 (x) (y) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 ((x) + (横)) (y) の三角形を塗りつぶす\n set pen size to (4)\n change pen (saturation v) by (枠線)\n pen up\n go to x: (x) y: (y)\n pen down\n go to x: ((x) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: (((x) + (横)) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: ((x) + (横)) y: (y)\n end\n else\n set pen size to (4)\n change pen (saturation v) by (枠線)\n end\nelse\n if <not <<[0] < (y)> or <((y) + (高さ)) < [0]>>> then\n (高さ) ✖ (横) の長方形を (x) , (y)\n if <(x) < [0]> then\n 点 ((x) + (横)) (y) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 ((x) + (横)) ((y) + (高さ)) の三角形を塗りつぶす\n 点 ((x) + (横)) ((y) + (高さ)) 、 (((x) + (横)) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) の三角形を塗りつぶす\n set pen size to (4)\n change pen (saturation v) by (枠線)\n pen up\n go to x: ((x) + (横)) y: ((y) + (高さ))\n pen down\n go to x: (((x) + (横)) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: (((x) + (横)) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: ((x) + (横)) y: (y)\n else\n 点 (x) (y) 、 ((x) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 (x) ((y) + (高さ)) の三角形を塗りつぶす\n 点 (x) ((y) + (高さ)) 、 ((x) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 ((x) * ((視力) / (100))) ((y) * ((視力) / (100))) の三角形を塗りつぶす\n set pen size to (4)\n change pen (saturation v) by (枠線)\n pen up\n go to x: (x) y: ((y) + (高さ))\n pen down\n go to x: ((x) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: ((x) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: (x) y: (y)\n end\n else\n if <[0] < ((y) + (高さ))> then\n if <[0] < (x)> then\n 点 ((x) + (横)) ((y) + (高さ)) 、 ((x) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 (x) ((y) + (高さ)) の三角形を塗りつぶす\n 点 ((x) + (横)) ((y) + (高さ)) 、 ((x) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 ((x) * ((視力) / (100))) ((y) * ((視力) / (100))) の三角形を塗りつぶす\n 点 ((x) + (横)) ((y) + (高さ)) 、 ((x) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) の三角形を塗りつぶす\n 点 ((x) + (横)) ((y) + (高さ)) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 ((x) + (横)) (y) の三角形を塗りつぶす\n set pen size to (4)\n change pen (saturation v) by (枠線)\n pen up\n go to x: (x) y: ((y) + (高さ))\n pen down\n go to x: ((x) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: ((x) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: (x) y: (y)\n pen up\n go to x: ((x) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n pen down\n go to x: (((x) + (横)) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: ((x) + (横)) y: (y)\n else\n 点 (x) ((y) + (高さ)) 、 ((x) + (横)) ((y) + (高さ)) 、 (((x) + (横)) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) の三角形を塗りつぶす\n 点 (x) ((y) + (高さ)) 、 (((x) + (横)) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) の三角形を塗りつぶす\n 点 (x) ((y) + (高さ)) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 ((x) * ((視力) / (100))) ((y) * ((視力) / (100))) の三角形を塗りつぶす\n 点 (x) ((y) + (高さ)) 、 ((x) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 (x) (y) の三角形を塗りつぶす\n set pen size to (4)\n change pen (saturation v) by (枠線)\n pen up\n go to x: ((x) + (横)) y: ((y) + (高さ))\n pen down\n go to x: (((x) + (横)) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: (((x) + (横)) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: ((x) + (横)) y: (y)\n pen up\n go to x: (((x) + (横)) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n pen down\n go to x: ((x) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: (x) y: (y)\n end\n else\n if <[0] < (x)> then\n 点 ((x) + (横)) (y) 、 (x) (y) 、 ((x) * ((視力) / (100))) ((y) * ((視力) / (100))) の三角形を塗りつぶす\n 点 ((x) + (横)) (y) 、 ((x) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 ((x) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) の三角形を塗りつぶす\n 点 ((x) + (横)) (y) 、 ((x) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 (((x) + (横)) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) の三角形を塗りつぶす\n 点 ((x) + (横)) (y) 、 (((x) + (横)) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 ((x) + (横)) ((y) + (高さ)) の三角形を塗りつぶす\n set pen size to (4)\n change pen (saturation v) by (枠線)\n pen up\n go to x: (x) y: ((y) + (高さ))\n pen down\n go to x: ((x) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: ((x) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: (x) y: (y)\n pen up\n go to x: ((x) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n pen down\n go to x: (((x) + (横)) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: ((x) + (横)) y: ((y) + (高さ))\n else\n 点 (x) (y) 、 (x) ((y) + (高さ)) 、 ((x) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) の三角形を塗りつぶす\n 点 (x) (y) 、 ((x) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 (((x) + (横)) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) の三角形を塗りつぶす\n 点 (x) (y) 、 (((x) + (横)) * ((視力) / (100))) (((y) + (高さ)) * ((視力) / (100))) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) の三角形を塗りつぶす\n 点 (x) (y) 、 (((x) + (横)) * ((視力) / (100))) ((y) * ((視力) / (100))) 、 ((x) + (横)) (y) の三角形を塗りつぶす\n set pen size to (4)\n change pen (saturation v) by (枠線)\n pen up\n go to x: (x) y: ((y) + (高さ))\n pen down\n go to x: ((x) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: (((x) + (横)) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n go to x: (((x) + (横)) * ((視力) / (100))) y: ((y) * ((視力) / (100)))\n go to x: ((x) + (横)) y: (y)\n pen up\n go to x: ((x) + (横)) y: ((y) + (高さ))\n pen down\n go to x: (((x) + (横)) * ((視力) / (100))) y: (((y) + (高さ)) * ((視力) / (100)))\n end\n end\n end\nend\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x) y: ((y) + (高さ))\ngo to x: ((x) + (横)) y: ((y) + (高さ))\ngo to x: ((x) + (横)) y: (y)\ngo to x: (x) y: (y)\nchange pen (saturation v) by ((-1) * (枠線))\npen up\n\ndefine 描画\nset [fps計算 v] to ((timer) - (fps計算))\nset [fps v] to ((1) / (fps計算))\nset [fps平均 v] to ((round (((((fps平均) + ((fps平均) + ((fps平均) + (fps平均)))) + (fps)) / (5)) * (10))) / (10))\nif <(fps平均) = [infinity]> then\n set [fps平均 v] to [25]\nend\ndelete all of [x当たり判定 v]\ndelete all of [y当たり判定 v]\ndelete all of [色当たり判定 v]\ngo to x: (0) y: (0)\nset pen color to (#73e3ff)\nset pen size to (600)\npen down\n雲描画\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [横 v]\ndelete all of [縦 v]\ndelete all of [種類 v]\ndelete all of [中心までの距離 v]\nset [描画命令番号 v] to [0]\nif <(ステージ) = [1]> then\n repeat (2)\n 横の奥行き補正後 [1] ✖ [1] 、 [0] [0] 種類 [0]\n 横の奥行き補正後 [300] ✖ [300] 、 (() - (カメラx)) ((() - (300)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [199] ✖ [100] 、 ((300) - (カメラx)) ((-201) - (カメラy)) 種類 [2]\n 横の奥行き補正後 [300] ✖ [200] 、 ((400) - (カメラx)) ((() - (300)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [300] ✖ [100] 、 ((600) - (カメラx)) ((() - (200)) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [100] ✖ [200] 、 ((800) - (カメラx)) (((100) - ()) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [100] ✖ [300] 、 ((1100) - (カメラx)) (((100) - ()) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [200] ✖ [100] 、 ((1400) - (カメラx)) (((100) - ()) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [50] ✖ [100] 、 ((1200) - (カメラx)) (((350) - ()) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [50] ✖ [100] 、 ((1400) - (カメラx)) (((500) - ()) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [50] ✖ [100] 、 ((1400) - (カメラx)) (((500) - ()) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [400] ✖ [200] 、 ((1600) - (カメラx)) (((200) - ()) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [199] ✖ [200] 、 ((1800) - (カメラx)) (((400) - ()) - (カメラy)) 種類 [2]\n 横の奥行き補正後 [200] ✖ [100] 、 ((2000) - (カメラx)) (((400) - ()) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [299] ✖ [100] 、 ((2100) - (カメラx)) (((400) - ()) - (カメラy)) 種類 [2]\n 横の奥行き補正後 [200] ✖ [300] 、 ((2200) - (カメラx)) (((400) - ()) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [100] ✖ [100] 、 ((2650) - (カメラx)) (((650) - ()) - (カメラy)) 種類 [5]\n set [描画命令番号 v] to [1]\n end\nend\nif <(ステージ) = [2]> then\n add [180] to [y当たり判定 v]\n add [240] to [x当たり判定 v]\n add [-180] to [y当たり判定 v]\n add [240] to [x当たり判定 v]\n repeat (2)\n 横の奥行き補正後 [1] ✖ [1] 、 [0] [0] 種類 [0]\n 横の奥行き補正後 [300] ✖ [300] 、 (() - (カメラx)) ((() - (300)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [300] ✖ [300] 、 ((300) - (カメラx)) ((() - (200)) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [300] ✖ [500] 、 ((600) - (カメラx)) ((() - (300)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [300] ✖ [100] 、 ((700) - (カメラx)) (((100) - ()) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [1] ✖ [200] 、 ((800) - (カメラx)) (((100) - ()) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [350] ✖ [100] 、 ((1100) - (カメラx)) ((() - (100)) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [1] ✖ [200] 、 ((900) - (カメラx)) (((200) - ()) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [200] ✖ [200] 、 ((1200) - (カメラx)) ((() - (200)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [300] ✖ [100] 、 ((1400) - (カメラx)) ((() - (200)) - (カメラy)) 種類 [2]\n 横の奥行き補正後 [200] ✖ [100] 、 ((1500) - (カメラx)) ((() - (200)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [300] ✖ [100] 、 ((1600) - (カメラx)) ((() - (200)) - (カメラy)) 種類 [2]\n 横の奥行き補正後 [200] ✖ [200] 、 ((1700) - (カメラx)) ((() - (200)) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [200] ✖ [100] 、 ((2000) - (カメラx)) ((() - (100)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [50] ✖ [50] 、 ((2100) - (カメラx)) (((50) - ()) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [50] ✖ [50] 、 ((2200) - (カメラx)) (((50) - ()) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [50] ✖ [50] 、 ((2300) - (カメラx)) (((50) - ()) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [50] ✖ [50] 、 ((2300) - (カメラx)) (((50) - ()) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [50] ✖ [50] 、 ((2400) - (カメラx)) (((50) - ()) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [200] ✖ [100] 、 ((2500) - (カメラx)) ((() - (100)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [300] ✖ [100] 、 ((2700) - (カメラx)) ((() - (100)) - (カメラy)) 種類 [2]\n 横の奥行き補正後 [200] ✖ [100] 、 ((2900) - (カメラx)) ((() - (100)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [50] ✖ [50] 、 ((3200) - (カメラx)) ((() - (50)) - (カメラy)) 種類 [5]\n set [描画命令番号 v] to [1]\n end\nend\nif <(ステージ) = [3]> then\n repeat (2)\n 横の奥行き補正後 [1] ✖ [1] 、 [0] [0] 種類 [0]\n 横の奥行き補正後 [300] ✖ [300] 、 (() - (カメラx)) ((() - (300)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [100] ✖ [100] 、 (((300) + ((100) * (ブロック慣性))) - (カメラx)) ((() - ()) - (カメラy)) 種類 [4]\n 横の奥行き補正後 [100] ✖ [100] 、 (((600) + ()) - (カメラx)) (((100) * (ブロック慣性)) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [100] ✖ [100] 、 (((700) + ((100) * (ブロック慣性))) - (カメラx)) ((200) - (カメラy)) 種類 [2]\n 横の奥行き補正後 [100] ✖ [100] 、 (((800) + ()) - (カメラx)) (() - (カメラy)) 種類 [3]\n 横の奥行き補正後 [200] ✖ [100] 、 (((900) + ()) - (カメラx)) (() - (カメラy)) 種類 [1]\n 横の奥行き補正後 [100] ✖ [100] 、 (((1100) + ((100) * (ブロック慣性))) - (カメラx)) ((100) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [100] ✖ [100] 、 (((1300) + ((100) * (ブロック慣性))) - (カメラx)) ((100) - (カメラy)) 種類 [4]\n 横の奥行き補正後 [100] ✖ [100] 、 (((1500) + ((100) * (ブロック慣性))) - (カメラx)) ((100) - (カメラy)) 種類 [3]\n 横の奥行き補正後 [100] ✖ [100] 、 (((1400) + ()) - (カメラx)) (((200) + ((100) * (ブロック慣性))) - (カメラy)) 種類 [2]\n 横の奥行き補正後 [100] ✖ [100] 、 (((1700) + ()) - (カメラx)) (((200) + ((100) * (ブロック慣性))) - (カメラy)) 種類 [1]\n 横の奥行き補正後 [100] ✖ [100] 、 (((1900) + ((100) * (ブロック慣性))) - (カメラx)) (((150) + ()) - (カメラy)) 種類 [4]\n 横の奥行き補正後 [100] ✖ [100] 、 (((1900) + ()) - (カメラx)) (((400) + ((-100) * (ブロック慣性))) - (カメラy)) 種類 [2]\n 横の奥行き補正後 [100] ✖ [100] 、 (((2200) + ()) - (カメラx)) (((400) + ((-100) * (ブロック慣性))) - (カメラy)) 種類 [3]\n if <[0.5] < ((100) * (ブロック慣性))> then\n 横の奥行き補正後 ((100) * (ブロック慣性)) ✖ ((100) * (ブロック慣性)) 、 (((2450) + ((-50) * (ブロック慣性))) - (カメラx)) (((650) + ((-50) * (ブロック慣性))) - (カメラy)) 種類 [5]\n end\n set [描画命令番号 v] to [1]\n end\nend\nプレーヤー\nプレーヤー移動\nif <(ステージ) = [2]> then\n change [カメラx v] by (5)\n set [カメラy v] to [100]\nelse\n change [カメラx v] by (((プレーヤーx) - (カメラx)) * (0.15))\n change [カメラy v] by ((round (((((プレーヤーY) - (カメラy)) - (-50)) * (0.1)) * (5))) / (5))\nend\nset [fps計算 v] to (timer)\n\ndefine 当たり判定、線 (x) (y) 、 (x2) (y2)\nset [当たり判定用変数 v] to [0]\nrepeat ((length of [x当たり判定 v]) / (2))\n change [当たり判定用変数 v] by (1)\n 二つの線の交差位置 (x) (y) 、 (x2) (y2) と (item (((当たり判定用変数) * (2)) - (1)) of [x当たり判定 v]) (item (((当たり判定用変数) * (2)) - (1)) of [y当たり判定 v]) 、 (item ((当たり判定用変数) * (2)) of [x当たり判定 v]) (item ((当たり判定用変数) * (2)) of [y当たり判定 v])\n set [12x v] to ([abs v] of ((x2) - (x)) )\n set [12y v] to ([abs v] of ((y2) - (y)) )\n set [23x v] to ([abs v] of ((item (((当たり判定用変数) * (2)) - (1)) of [x当たり判定 v]) - (item ((当たり判定用変数) * (2)) of [x当たり判定 v])) )\n set [23y v] to ([abs v] of ((item (((当たり判定用変数) * (2)) - (1)) of [y当たり判定 v]) - (item ((当たり判定用変数) * (2)) of [y当たり判定 v])) )\n if <not <(12x) < ([abs v] of ((横2) - (x)) )>> then\n if <not <(12x) < ([abs v] of ((横2) - (x2)) )>> then\n if <not <(12x) < ([abs v] of ((横2) - (x2)) )>> then\n if <not <(12y) < ([abs v] of ((縦2) - (y)) )>> then\n if <not <(12y) < ([abs v] of ((縦2) - (y2)) )>> then\n if <not <(23x) < ([abs v] of ((横2) - (item (((当たり判定用変数) * (2)) - (1)) of [x当たり判定 v])) )>> then\n if <not <(23x) < ([abs v] of ((横2) - (item ((当たり判定用変数) * (2)) of [x当たり判定 v])) )>> then\n if <not <(23y) < ([abs v] of ((縦2) - (item (((当たり判定用変数) * (2)) - (1)) of [y当たり判定 v])) )>> then\n if <not <(23y) < ([abs v] of ((縦2) - (item ((当たり判定用変数) * (2)) of [y当たり判定 v])) )>> then\n set [当たり判定 v] to [1]\n if <(item (当たり判定用変数) of [色当たり判定 v]) = [2]> then\n start sound [Oops v]\n broadcast (リスポーン v)\n stop [this script v]\n end\n if <(item (当たり判定用変数) of [色当たり判定 v]) = [5]> then\n broadcast (クリア v)\n stop [this script v]\n end\n if <(item (当たり判定用変数) of [色当たり判定 v]) = [4]> then\n set [横の動くブロックに乗っている v] to [1]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\npen up\nif <(ステージ) = [2]> then\n if <(プレーヤーY) < [-100]> then\n start sound [Oops v]\n broadcast (リスポーン v)\n end\nelse\n if <(プレーヤーY) < [-300]> then\n start sound [Oops v]\n broadcast (リスポーン v)\n end\nend\n\ndefine プレーヤー当たり判定\nset [当たり判定 v] to [0]\nset [横の動くブロックに乗っている v] to [0]\n当たり判定、線 ((10) - ((カメラx) - (プレーヤーx))) ((-22) - ((カメラy) - (プレーヤーY))) 、 ((22) - ((カメラx) - (プレーヤーx))) (() - ((カメラy) - (プレーヤーY)))\n当たり判定、線 ((-10) - ((カメラx) - (プレーヤーx))) ((-22) - ((カメラy) - (プレーヤーY))) 、 ((-22) - ((カメラx) - (プレーヤーx))) (() - ((カメラy) - (プレーヤーY)))\n当たり判定、線 ((10) - ((カメラx) - (プレーヤーx))) ((22) - ((カメラy) - (プレーヤーY))) 、 ((22) - ((カメラx) - (プレーヤーx))) (() - ((カメラy) - (プレーヤーY)))\n当たり判定、線 ((-10) - ((カメラx) - (プレーヤーx))) ((22) - ((カメラy) - (プレーヤーY))) 、 ((-22) - ((カメラx) - (プレーヤーx))) (() - ((カメラy) - (プレーヤーY)))\n当たり判定、線 ((22) - ((カメラx) - (プレーヤーx))) (() - ((カメラy) - (プレーヤーY))) 、 ((-22) - ((カメラx) - (プレーヤーx))) (() - ((カメラy) - (プレーヤーY)))\n\ndefine プレーヤー移動\nset [移動する v] to [0]\nset [ジャンプする v] to [0]\nif <mouse down?> then\n if <[10] < ([abs v] of ((mouse x) - ((プレーヤーx) - (カメラx))) )> then\n if <((プレーヤーx) - (カメラx)) < (mouse x)> then\n set [移動する v] to [1]\n set [プレーヤー向き v] to [1]\n else\n set [移動する v] to [-1]\n set [プレーヤー向き v] to [-1]\n end\n end\n if <((-1) * ((プレーヤーY) - (カメラy))) < ((mouse y) + (50))> then\n set [ジャンプする v] to [1]\n end\nelse\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n set [移動する v] to [0]\n else\n if <key (right arrow v) pressed?> then\n set [移動する v] to [1]\n set [プレーヤー向き v] to [1]\n end\n if <key (left arrow v) pressed?> then\n set [移動する v] to [-1]\n set [プレーヤー向き v] to [-1]\n end\n end\n if <key (up arrow v) pressed?> then\n set [ジャンプする v] to [1]\n end\n if <<key (a v) pressed?> and <key (d v) pressed?>> then\n set [移動する v] to [0]\n else\n if <key (d v) pressed?> then\n set [移動する v] to [1]\n set [プレーヤー向き v] to [1]\n end\n if <key (a v) pressed?> then\n set [移動する v] to [-1]\n set [プレーヤー向き v] to [-1]\n end\n end\n if <key (w v) pressed?> then\n set [ジャンプする v] to [1]\n end\n if <key (space v) pressed?> then\n set [ジャンプする v] to [1]\n end\nend\nif <(移動する) = [1]> then\n if <(移動慣性) < [12]> then\n change [移動慣性 v] by (1)\n end\nend\nif <(移動する) = [-1]> then\n if <[-12] < (移動慣性)> then\n change [移動慣性 v] by (-1)\n end\nend\nif <(移動する) = [0]> then\n if <([abs v] of (移動慣性) ) < [1]> then\n set [移動慣性 v] to ((移動慣性) * (0.5))\n else\n change [移動慣性 v] by ((-1) * ((移動慣性) / ([abs v] of (移動慣性) )))\n end\nend\nchange [プレーヤーy v] by (重力慣性)\nif <(重力慣性) > [0]> then\n プレーヤー当たり判定\n if <(当たり判定) = [1]> then\n set [重力慣性 v] to [0]\n repeat until <(当たり判定) = [0]>\n プレーヤー当たり判定\n change [プレーヤーy v] by (-1)\n end\n change [プレーヤーy v] by (-1)\n end\nend\nchange [プレーヤーy v] by (-1)\nプレーヤー当たり判定\nif <(当たり判定) = [1]> then\n set [重力慣性 v] to [0]\n repeat until <(当たり判定) = [0]>\n change [プレーヤーy v] by (1)\n プレーヤー当たり判定\n end\n if <(ジャンプする) = [1]> then\n start sound [Jump v]\n set [重力慣性 v] to [23]\n change [プレーヤーy v] by (重力慣性)\n プレーヤー当たり判定\n if <(当たり判定) = [1]> then\n set [重力慣性 v] to [0]\n repeat until <(当たり判定) = [0]>\n プレーヤー当たり判定\n change [プレーヤーy v] by (-1)\n end\n change [プレーヤーy v] by (-1)\n end\n end\nelse\n change [プレーヤーy v] by (1)\n if <[-16] < (重力慣性)> then\n change [重力慣性 v] by (-2)\n end\nend\nchange [プレーヤーx v] by (移動慣性)\nif <not <(移動慣性) = [0]>> then\n if <[0] < (移動慣性)> then\n プレーヤー当たり判定\n if <(当たり判定) = [1]> then\n change [プレーヤーy v] by (4)\n プレーヤー当たり判定\n if <(当たり判定) = [1]> then\n set [移動慣性 v] to [0]\n repeat until <(当たり判定) = [0]>\n change [プレーヤーx v] by (-1)\n プレーヤー当たり判定\n end\n end\n change [プレーヤーy v] by (-4)\n end\n else\n プレーヤー当たり判定\n if <(当たり判定) = [1]> then\n change [プレーヤーy v] by (4)\n プレーヤー当たり判定\n if <(当たり判定) = [1]> then\n set [移動慣性 v] to [0]\n repeat until <(当たり判定) = [0]>\n change [プレーヤーx v] by (1)\n プレーヤー当たり判定\n end\n end\n change [プレーヤーy v] by (-4)\n end\n end\nend\nchange [プレーヤーy v] by (-1)\nプレーヤー当たり判定\nif <(横の動くブロックに乗っている) = [1]> then\n change [プレーヤーx v] by ((100) * ((ブロック慣性) - (ブロック慣性動作前)))\nend\n\ndefine 横の奥行き補正後 (縦) ✖ (横) 、 (x) (y) 種類 (種類)\nif <(描画命令番号) = [0]> then\n if <<(((x) + (横)) * ((視力) / (100))) > [-240]> and <[240] > ((x) * ((視力) / (100)))>> then\n if <<(((y) + (縦)) * ((視力) / (100))) > [-180]> and <[180] > ((y) * ((視力) / (100)))>> then\n set [ブロック並べ替え用変数 v] to [0]\n if <(ブロック並べ替え用変数) = (length of [x v])> then\n change [ブロック並べ替え用変数 v] by (1)\n insert (x) at (ブロック並べ替え用変数) of [x v] \n insert (y) at (ブロック並べ替え用変数) of [y v] \n insert (縦) at (ブロック並べ替え用変数) of [縦 v] \n insert (横) at (ブロック並べ替え用変数) of [横 v] \n insert (種類) at (ブロック並べ替え用変数) of [種類 v] \n if <([abs v] of (x) ) < ([abs v] of ((x) + (横)) )> then\n insert ([abs v] of ((x) + (0.1)) ) at (ブロック並べ替え用変数) of [中心までの距離 v] \n else\n insert ([abs v] of (((x) + (横)) - (0.1)) ) at (ブロック並べ替え用変数) of [中心までの距離 v] \n end\n else\n repeat until <((ブロック並べ替え用変数) + (1)) > (length of [x v])>\n change [ブロック並べ替え用変数 v] by (1)\n if <([abs v] of (x) ) < ([abs v] of ((x) + (横)) )> then\n if <(item (ブロック並べ替え用変数) of [中心までの距離 v]) < ([abs v] of (x) )> then\n insert (x) at (ブロック並べ替え用変数) of [x v] \n insert (y) at (ブロック並べ替え用変数) of [y v] \n insert (縦) at (ブロック並べ替え用変数) of [縦 v] \n insert (横) at (ブロック並べ替え用変数) of [横 v] \n insert (種類) at (ブロック並べ替え用変数) of [種類 v] \n if <([abs v] of (x) ) < ([abs v] of ((x) + (横)) )> then\n insert ([abs v] of ((x) + (0.1)) ) at (ブロック並べ替え用変数) of [中心までの距離 v] \n else\n insert ([abs v] of (((x) + (横)) - (0.1)) ) at (ブロック並べ替え用変数) of [中心までの距離 v] \n end\n set [ブロック並べ替え用変数 v] to ((length of [x v]) + (3))\n end\n else\n if <(item (ブロック並べ替え用変数) of [中心までの距離 v]) < ([abs v] of ((x) + (横)) )> then\n insert (x) at (ブロック並べ替え用変数) of [x v] \n insert (y) at (ブロック並べ替え用変数) of [y v] \n insert (縦) at (ブロック並べ替え用変数) of [縦 v] \n insert (横) at (ブロック並べ替え用変数) of [横 v] \n insert (種類) at (ブロック並べ替え用変数) of [種類 v] \n if <([abs v] of (x) ) < ([abs v] of ((x) + (横)) )> then\n insert ([abs v] of ((x) + (0.1)) ) at (ブロック並べ替え用変数) of [中心までの距離 v] \n else\n insert ([abs v] of (((x) + (横)) - (0.1)) ) at (ブロック並べ替え用変数) of [中心までの距離 v] \n end\n set [ブロック並べ替え用変数 v] to ((length of [x v]) + (3))\n end\n end\n end\n if <((ブロック並べ替え用変数) + (2)) > (length of [x v])> then\n insert (x) at (ブロック並べ替え用変数) of [x v] \n insert (y) at (ブロック並べ替え用変数) of [y v] \n insert (縦) at (ブロック並べ替え用変数) of [縦 v] \n insert (横) at (ブロック並べ替え用変数) of [横 v] \n insert (種類) at (ブロック並べ替え用変数) of [種類 v] \n if <([abs v] of (x) ) < ([abs v] of ((x) + (横)) )> then\n insert ([abs v] of ((x) + (0.1)) ) at (ブロック並べ替え用変数) of [中心までの距離 v] \n else\n insert ([abs v] of (((x) + (横)) - (0.1)) ) at (ブロック並べ替え用変数) of [中心までの距離 v] \n end\n end\n end\n end\n end\nelse\n if <(描画命令番号) < ((length of [x v]) + (1))> then\n if <not <(item (描画命令番号) of [種類 v]) = [0]>> then\n (item (描画命令番号) of [縦 v]) ✖ (item (描画命令番号) of [横 v]) を (item (描画命令番号) of [x v]) , (item (描画命令番号) of [y v]) ブロック種類 (item (描画命令番号) of [種類 v])\n end\n change [描画命令番号 v] by (1)\n end\nend\n\nwhen I receive [リスポーン v]\nhide\nswitch costume to (点 v)\nset size to (150) %\nswitch costume to (コスチューム1 v)\nset [モード v] to [0]\nset [太さ v] to [1]\nset [プレーヤーx v] to [50]\nset [プレーヤーy v] to [300]\nset [移動慣性 v] to [0]\nset [重力慣性 v] to [0]\nset [視力 v] to [55]\nset [プレーヤー向き v] to [1]\nset [ブロック慣性計算 v] to [0]\nset [雲のx v] to [300]\nset [雲のy v] to (pick random (50) to (140))\nset [雲2x v] to [700]\nset [雲2y v] to (pick random (50) to (140))\nif <(ステージ) = [2]> then\n set [カメラx v] to [0]\nend\nset [fps計算 v] to (timer)\nforever\n 描画\nend\n\nset [三角形描画中の太さ v] to [1]\nset [三角形収縮率 v] to (((三角形描画用最初の太さ) - ((三角形描画中の太さ) / (2))) / (三角形描画用最初の太さ))\nset [12x v] to ((((x1) - (三角形の中心X)) * (三角形収縮率)) + (三角形の中心X))\nset [12y v] to ((((y1) - (三角形の中心Y)) * (三角形収縮率)) + (三角形の中心Y))\nset [23x v] to ((((x2) - (三角形の中心X)) * (三角形収縮率)) + (三角形の中心X))\nset [23y v] to ((((y2) - (三角形の中心Y)) * (三角形収縮率)) + (三角形の中心Y))\nset [31x v] to ((((x3) - (三角形の中心X)) * (三角形収縮率)) + (三角形の中心X))\nset [31y v] to ((((y3) - (三角形の中心Y)) * (三角形収縮率)) + (三角形の中心Y))\nset pen size to (三角形描画中の太さ)\npen up\ngo to x: (12x) y: (12y)\npen down\ngo to x: (23x) y: (23y)\ngo to x: (31x) y: (31y)\ngo to x: (12x) y: (12y)\npen up\n\nwhen I receive [クリア v]\nstop [other scripts in sprite v]\nplay sound [Win v] until done\nif <(ステージ) = [3]> then\n go to x: ((プレーヤーx) - (カメラx)) y: ((プレーヤーY) - (カメラy))\n switch costume to (点 v)\n set [☁ clear time v] to (timer)\n set [クリアタイム保存 v] to (timer)\n forever\n show\n say [クリア!!] for (2) seconds\n say (join (join [クリアタイム ] (クリアタイム保存)) [秒]) for (3) seconds\n say (join (join [Clear time ] (クリアタイム保存)) [s]) for (3) seconds\n say [☆Thank you for playing!!♡] for (2) seconds\n end\nelse\n change [ステージ v] by (1)\n broadcast (リスポーン v)\nend\n\nwhen I receive [リスポーン v]\nforever\n repeat until <[0.999] < (ブロック慣性)>\n set [ブロック慣性計算 v] to ((ブロック慣性) - (1))\n set [ブロック慣性動作前 v] to (ブロック慣性)\n set [ブロック慣性 v] to (((ブロック慣性計算) * (0.9)) + (1))\n end\n repeat until <(ブロック慣性) < [0.001]>\n set [ブロック慣性動作前 v] to (ブロック慣性)\n set [ブロック慣性 v] to ((ブロック慣性) * (0.9))\n end\nend\n\nif <(モード) = [1]> then\n if <<[180] < (y2)> and <[180] < (y3)>> then\n 二つの線の交差位置 (x2) (y2) 、 (x1) (y1) と [240] [180] 、 [240] [180]\n set [x2 v] to (横2)\n set [y2 v] to (縦2)\n 二つの線の交差位置 (x3) (y3) 、 (x1) (y1) と [240] [180] 、 [-240] [180]\n set [x3 v] to (横2)\n set [y3 v] to (縦2)\n end\n if <<(y2) < [-180]> and <(y3) < [-180]>> then\n 二つの線の交差位置 (x2) (y2) 、 (x1) (y1) と [240] [-180] 、 [-240] [-180]\n set [x2 v] to (横2)\n set [y2 v] to (縦2)\n 二つの線の交差位置 (x3) (y3) 、 (x1) (y1) と [240] [-180] 、 [-240] [-180]\n set [x3 v] to (横2)\n set [y3 v] to (縦2)\n end\n if <<[180] < (y1)> and <[180] < (y2)>> then\n 二つの線の交差位置 (x1) (y1) 、 (x3) (y3) と [240] [180] 、 [-240] [180]\n set [x1 v] to (横2)\n set [y1 v] to (縦2)\n 二つの線の交差位置 (x2) (y2) 、 (x3) (y3) と [240] [180] 、 [-240] [180]\n set [x2 v] to (横2)\n set [y2 v] to (縦2)\n end\n if <<(y1) < [-180]> and <(y2) < [-180]>> then\n 二つの線の交差位置 (x1) (y1) 、 (x3) (y3) と [240] [-180] 、 [-240] [-180]\n set [x1 v] to (横2)\n set [y1 v] to (縦2)\n 二つの線の交差位置 (x2) (y2) 、 (x3) (y3) と [240] [-180] 、 [-240] [-180]\n set [x2 v] to (横2)\n set [y2 v] to (縦2)\n end\n if <<[180] < (y3)> and <[180] < (y1)>> then\n 二つの線の交差位置 (x3) (y3) 、 (x2) (y2) と [240] [180] 、 [-240] [180]\n set [x3 v] to (横2)\n set [y3 v] to (縦2)\n 二つの線の交差位置 (x1) (y1) 、 (x2) (y2) と [240] [180] 、 [-240] [180]\n set [x1 v] to (横2)\n set [y1 v] to (縦2)\n end\n if <<(y3) < [-180]> and <(y1) < [-180]>> then\n 二つの線の交差位置 (x3) (y3) 、 (x2) (y2) と [240] [-180] 、 [-240] [-180]\n set [x3 v] to (横2)\n set [y3 v] to (縦2)\n 二つの線の交差位置 (x1) (y1) 、 (x2) (y2) と [240] [-180] 、 [-240] [-180]\n set [x1 v] to (横2)\n set [y1 v] to (縦2)\n end\n if <<[240] < (x1)> and <[240] < (x2)>> then\n 二つの線の交差位置 (x1) (y1) 、 (x3) (y3) と [240] [180] 、 [240] [-180]\n set [x1 v] to (横2)\n set [y1 v] to (縦2)\n 二つの線の交差位置 (x2) (y2) 、 (x3) (y3) と [240] [180] 、 [240] [-180]\n set [x2 v] to (横2)\n set [y2 v] to (縦2)\n end\n if <<(x1) < [-240]> and <(x2) < [-240]>> then\n 二つの線の交差位置 (x1) (y1) 、 (x3) (y3) と [-240] [180] 、 [-240] [-180]\n set [x1 v] to (横2)\n set [y1 v] to (縦2)\n 二つの線の交差位置 (x2) (y2) 、 (x3) (y3) と [-240] [180] 、 [-240] [-180]\n set [x2 v] to (横2)\n set [y2 v] to (縦2)\n end\n if <<[240] < (x2)> and <[240] < (x3)>> then\n 二つの線の交差位置 (x2) (y2) 、 (x1) (y1) と [240] [180] 、 [240] [-180]\n set [x2 v] to (横2)\n set [y2 v] to (縦2)\n 二つの線の交差位置 (x3) (y3) 、 (x1) (y1) と [240] [180] 、 [240] [-180]\n set [x3 v] to (横2)\n set [y3 v] to (縦2)\n end\n if <<(x2) < [-240]> and <(x3) < [-240]>> then\n 二つの線の交差位置 (x2) (y2) 、 (x1) (y1) と [-240] [180] 、 [-240] [-180]\n set [x2 v] to (横2)\n set [y2 v] to (縦2)\n 二つの線の交差位置 (x3) (y3) 、 (x1) (y1) と [-240] [180] 、 [-240] [-180]\n set [x3 v] to (横2)\n set [y3 v] to (縦2)\n end\n if <<[240] < (x3)> and <[240] < (x1)>> then\n 二つの線の交差位置 (x3) (y3) 、 (x2) (y2) と [240] [180] 、 [240] [-180]\n set [x3 v] to (横2)\n set [y3 v] to (縦2)\n 二つの線の交差位置 (x1) (y1) 、 (x2) (y2) と [240] [180] 、 [240] [-180]\n set [x1 v] to (横2)\n set [y1 v] to (縦2)\n end\n if <<(x3) < [-240]> and <(x1) < [-240]>> then\n 二つの線の交差位置 (x3) (y3) 、 (x2) (y2) と [-240] [180] 、 [-240] [-180]\n set [x3 v] to (横2)\n set [y3 v] to (縦2)\n 二つの線の交差位置 (x1) (y1) 、 (x2) (y2) と [-240] [180] 、 [-240] [-180]\n set [x1 v] to (横2)\n set [y1 v] to (縦2)\n end\nend\n\nwhen I receive [リスポーン v]\nforever\n play sound [魔王魂 音楽 v] until done\nend\n\nwhen [v v] key pressed\nif <(半透明化) = [70]> then\n set [半透明化 v] to [0]\nelse\n set [半透明化 v] to [70]\nend\n\npen up\nset pen size to (30)\ngo to x: (雲のx) y: (雲のY)\npen down\ngo to x: ((雲のx) + (120)) y: (雲のY)\n\npen up\nset pen size to (30)\ngo to x: (-8) y: (-34)\npen down\ngo to x: (-8) y: (-34)\n\n@image\n\nwhen flag clicked\nhide\n\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\n | ←↑→ or マウス or a、w、d、space、キー で操作です。(You can operation ←↑→ key or mouse or a、w、d、space、 key.\nVキーでブロックを半透明にできます。(You can make the block translucent with the V key.\n重い人はコチラ↓(Light version\nturbowarp.org/355995643\n最速記録↓\n@nt-zzz 63.937\nクリア者先着10名↓(秒)\n@kotachu 757.416\n@TNTend 224.772\n@Pinosuke_c5 552.748\n@DFV12 120.674\n@omowakagames 69.12\n@nt-zzz 63.937\n@pinonono 74.713\n@enjoy_scratch 1348.41\n@Guapillin 789.425\n@cammyawesome321 539.912 |
Thunderstorms | A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Faded.mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide variable [deaths v]\nhide variable [time taken v]\n\nwhen I receive [start the platformer v]\nrepeat until <(Stop Time Taken) = [1]>\n change [time taken v] by (1)\n wait (1) seconds\nend\n\nshow variable [deaths v]\nshow variable [time taken v]\n\nwhen flag clicked\nset [stop time taken v] to [0]\nset [show time? v] to [0]\nforever\n if <key (space v) pressed?> then\n if <(Show Time?) = [0]> then\n set [show time? v] to [1]\n show variable [time taken v]\n show variable [deaths v]\n else\n set [show time? v] to [0]\n hide variable [deaths v]\n hide variable [time taken v]\n end\n end\nend\n\nwhen I receive [start the platformer v]\n\n@Ground\n\nwhen flag clicked\nset [drawing level finished? v] to [1]\nhide\nswitch costume to (costume1 v)\ngo to x: (-2) y: (5)\ngo to [front v] layer\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [falling v] to [0]\n set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nset [time taken v] to [0]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Hide Next Level v)\n end\nend\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide variable [deaths v]\nhide variable [time taken v]\nhide\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [8]>> then\n broadcast (Hide Fake Lava v)\n else\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Acid Rain Residue coordinates v)\n end\nend\n\nbroadcast (Drawing Level v)\n\nwhen flag clicked\nset pen size to (10)\nerase all\nset pen color to (#767676)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (ARRc2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Acid Rain Residue coordinates Lv3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Acid Rain Residue Lv2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Acid Rain Residue Lv5 v)\n end\nend\n\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Show Portal v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Acid Rain Residue Lv4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Acid Rain Residue Lv6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Show Moving Platform v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Last Level v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n set [stop time taken v] to [1]\n broadcast (Hide Moving Platforms v)\n end\nend\n\n@player\n\nwhen flag clicked\nforever\n if <(x position) = [239]> then\n broadcast (Next Level v)\n go to x: (-210) y: (0)\n end\nend\n\nwhen flag clicked\n\ndefine walls\nif <not <(t) = [s]>> then\n if <<(t) < [4]> and <<<touching (ground v)?> or <touching (moving platform v)?>> or <<touching (moving platform2 v)?> or <touching (moving platform3 v)?>>>> then\n change [t v] by (1)\n change y by (1)\n walls\n else\n if <(t) = [4]> then\n change y by (-4)\n change x by ((-1) * (x_vel))\n set [x_vel v] to [0]\n end\n set [t v] to [s]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\nwhen I receive [next v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\nset [y_vel v] to [8]\n\nwhen I receive [platform v]\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\ndefine check\n\ncheck\n\nset size to (130) %\nset size to (100) %\n\nwhen flag clicked\n\nif <<touching (not touch v)?> or <<touching (_edge_ v)?> and <(edge) = [1]>>> then\n broadcast (restart v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-33)\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <<<<<touching (death v)?> or <touching (acid rain residue v)?>> or <touching (acid rain residue2 v)?>> or <touching (acid rain residue3 v)?>> or <touching (acid rain residue4 v)?>> then\n go to x: (-206) y: (-33)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-206) y: (-33)\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <key (right arrow v) pressed?> then\n change [x_vel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x_vel v] by (-1)\n end\n set [x_vel v] to ((0.9) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <<<touching (ground v)?> or <touching (moving platform v)?>> or <<touching (moving platform2 v)?> or <touching (moving platform3 v)?>>> then\n change y by ((-1) * (y_vel))\n if <<key (up arrow v) pressed?> and <(y_vel) < [0]>> then\n set [y_vel v] to [12]\n else\n set [y_vel v] to [0]\n end\n end\n broadcast (message1 v)\n check\nend\n\nwhen I receive [start the platformer v]\ngo to [front v] layer\nset [edge v] to [1]\ndelete (all) of [bugs v]\nbroadcast (platform v)\n\nwhen I receive [start the platformer v]\nshow\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nset [size check v] to [0]\nforever\n \n go to x: (-206) y: (-33)\n change [deaths v] by (1)\n end\nend\n\nnext backdrop\n\nwhen flag clicked\n\nforever\n if <touching (shrink v)?> then\n if <(Size Check) = [0]> then\n set size to (20) %\n set [size check v] to [1]\n else\n set size to (35) %\n end\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time taken v]\n\nforever\n if <touching (ladder v)?> then\n change y by (15)\n end\nend\n\nwhen flag clicked\n\n@Welcome\n\nwhen flag clicked\nset [scroll position v] to [0]\nforever\n if <[-23500] < (Scroll Position)> then\n change [scroll position v] by (-20)\n wait (0.01) seconds\n end\nend\n\nif <key (right arrow v) pressed?> then\nif <key (left arrow v) pressed?> then\n\nif <(Scroll Position) < [0]> then\n change [scroll position v] by (5)\n wait (0.01) seconds\nend\n\n@and\n\nwhen I start as a clone\nshow\nforever\n set x to ((Scroll Position) + ((480) * (Clone)))\nend\n\nwhen flag clicked\nhide\nset [clone v] to [0]\nswitch costume to (part 1 v)\ngo to x: (0) y: (0)\nrepeat (50)\n create clone of (_myself_ v)\n change [clone v] by (1)\n next costume\nend\n\n@Next Level\n\nwhen I receive [next level v]\nhide\nwait (2) seconds\nshow\n\nwhen I receive [hide next level v]\nhide\n\nshow\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start the platformer v]\n\n@Death\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [show portal v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Start the Platformer v)\n\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\n\n@Sprite2\n\nwhen I receive [show fake lava v]\nshow\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nshow\n\nwhen I receive [hide fake lava v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow\npoint in direction (90)\nshow\nset size to (100) %\nset [y v] to [2]\nset [x v] to [4]\nset [v v] to [5]\nforever\n change [y v] by (6)\n change [v v] by (3)\n change [x v] by (6)\n turn right (([cos v] of (v) ) / (3)) degrees\n change size by ([cos v] of (y) )\n change y by ([cos v] of (x) )\nend\n\ngo to x: (17) y: (117)\n\ngo to x: (-9) y: (66)\n\nwhen I receive [start the platformer v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (-271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [sprite5: x v] to [3]\nset [sprite5: y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (Sprite5: x)\n if <(Sprite5: y) = [0]> then\n change y by (-0.03)\n end\n if <(Sprite5: y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (Sprite5: x)\n if <(Sprite5: y) = [0]> then\n change y by (-0.3)\n end\n if <(Sprite5: y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [sprite6: x v] to [-3]\nset [sprite6: y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (Sprite6: x)\n if <(Sprite6: y) = [0]> then\n change y by (-0.03)\n end\n if <(Sprite6: y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (Sprite6: x)\n if <(Sprite6: y) = [0]> then\n change y by (-0.3)\n end\n if <(Sprite6: y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\n@Lightning\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nforever\n wait (pick random (7) to (20)) seconds\n repeat (pick random (1) to (3))\n show\n wait (0.1) seconds\n hide\n start sound [thunder1 copy v]\n end\nend\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (-232) to (232)) y: (140)\nrepeat until <touching (_edge_ v)?>\n point in direction (direction rain)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n set [direction rain v] to [175]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [180]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [170]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [-176]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [-174]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [-170]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [171]\n wait (pick random (5) to (10)) seconds\nend\n\nwhen flag clicked\nforever\n start sound [Rain v]\n wait (7.5) seconds\nend\n\nwhen I receive [start the platformer v]\n\n@Acid Rain Residue\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (113) y: (104)\nswitch costume to (costume3 v)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [acid rain residue coordinates v]\ngo to x: (-164) y: (41)\n\nwhen I receive [acid rain residue coordinates lv3 v]\ngo to x: (171) y: (-29)\n\nwhen I receive [acid rain residue lv5 v]\npoint in direction (180)\ngo to x: (170) y: (-102)\n\nwhen I receive [acid rain residue lv4 v]\ngo to x: (10) y: (-54)\n\nwhen I receive [acid rain residue lv6 v]\npoint in direction (90)\ngo to x: (-60) y: (23)\n\nshow\n\nwhen I receive [hide moving platforms v]\nhide\n\n@Acid Rain Residue2\n\nwhen flag clicked\npoint in direction (180)\nswitch costume to (costume1 v)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [arrc2 v]\ngo to x: (-143) y: (-25)\nshow\n\nwhen I receive [acid rain residue lv2 v]\ngo to x: (-49) y: (-100)\n\nwhen I receive [acid rain residue lv6 v]\npoint in direction (90)\ngo to x: (94) y: (-5)\n\n@Acid Rain Residue3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [acid rain residue lv6 v]\ngo to x: (252) y: (35)\n\nwhen I receive [acid rain residue lv2 v]\ngo to x: (121) y: (-139)\n\n@Acid Rain Residue4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [acid rain residue lv2 v]\npoint in direction (90)\n\n@Shrink\n\n@Moving Platform\n\nwhen flag clicked\ngo to x: (-145) y: (-90)\nforever\n glide (1.5) secs to x: (-117) y: (-90)\n glide (1.5) secs to x: (145) y: (-90)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show moving platform v]\nshow\n\nwhen I receive [last level v]\n\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [hide moving platforms v]\nforever\n hide\nend\n\n@Moving Platform2\n\nwhen flag clicked\ngo to x: (-145) y: (50)\nforever\n glide (1.5) secs to x: (145) y: (50)\n glide (1.5) secs to x: (-117) y: (50)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show moving platform v]\nshow\n\nwhen I receive [last level v]\n\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwait (4) seconds\n\nwhen I receive [hide moving platforms v]\nhide\n\n@Moving Platform3\n\nwhen flag clicked\ngo to x: (145) y: (-10)\nforever\n glide (1.5) secs to x: (-117) y: (-10)\n glide (1.5) secs to x: (145) y: (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show moving platform v]\nshow\n\nwhen I receive [last level v]\n\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwait (2) seconds\n\nwait (4) seconds\n\nwhen I receive [hide moving platforms v]\nhide\n\n | This is a very, very HARD Platformer!!\n\n#1 of the Disaster Series:\nThe story: You were coming home from work when a terrible storm suddenly started. It blew apart your house and you were left out in the open. Can you survive?\n\nControls:\nArrow keys to move. Press the space button to see your time/# of Deaths.\n\nAvoid the void and the acid rain residue.\n\nAll levels are 100% possible. |
Time -A Platformer- | @Stage\n\nwhen flag clicked\nset [pitch v] effect to (0)\nbroadcast (start v)\n\nstart sound [Mystery v]\nwait (2.5) seconds\n\nwhen I receive [start v]\nset [pitch v] effect to (0)\nforever\n play sound [Mystery v] until done\nend\n\nwhen I receive [oof v]\nrepeat (30)\n change [pitch v] effect by (-1.5)\nend\nstop all sounds\nstop [other scripts in sprite v]\nbroadcast (dead v)\nset [pitch v] effect to (-45)\nplay sound [Reverse Sound Effect - Copyright free sound effects v] until done\nset [pitch v] effect to (0)\nbroadcast (start v)\nset [game v] to [1]\n\nwhen I receive [start v]\nset [pitch v] effect to (0)\nforever\n if <(timer) = [0]> then\n stop all sounds\n broadcast (oof v)\n set [game v] to [0]\n repeat (30)\n change [pitch v] effect by (-1.5)\n end\n stop all sounds\n stop [other scripts in sprite v]\n broadcast (dead v)\n set [pitch v] effect to (-45)\n play sound [Reverse Sound Effect - Copyright free sound effects v] until done\n set [pitch v] effect to (0)\n broadcast (start v)\n set [game v] to [1]\n end\nend\n\nstop all sounds\n\nset [pitch v] effect to (0)\n\nrepeat (30)\n change [pitch v] effect by (-1.5)\nend\n\nbroadcast (oof v)\n\n@Sprite4\n\nwhen flag clicked\nset [game v] to [1]\nset [ghost v] effect to (0)\nshow\ngo to x: (-200) y: (-108)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(game) = [1]> then\n if <key (right arrow v) pressed?> then\n change [x v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.6)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching (sprite3 v)?> then\n change y by (0.5)\n if <touching (sprite3 v)?> then\n change y by (0.5)\n if <touching (sprite3 v)?> then\n change y by (0.5)\n if <touching (sprite3 v)?> then\n change y by (0.5)\n if <touching (sprite3 v)?> then\n change y by (0.5)\n if <touching (sprite3 v)?> then\n change y by (0.5)\n if <touching (sprite3 v)?> then\n change y by (0.5)\n if <touching (sprite3 v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <touching (sprite3 v)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching (sprite3 v)?> then\n change y by (Y)\n if <touching (sprite3 v)?> then\n change y by (Y)\n if <touching (sprite3 v)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite3 v)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <key (down arrow v) pressed?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume v)\n end\n if <touching (sprite1 v)?> then\n set [game v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: (-108)\n broadcast (oof v)\n end\n end\nend\n\nwhen I receive [next v]\nset [x v] to [0]\nset [y v] to [0]\nwait (0.01) seconds\ngo to x: (-179) y: (-108)\n\nwhen I receive [dead v]\nset [x v] to [0]\nset [y v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to x: (-200) y: (-108)\n\nbroadcast (start2 v)\n\nwhen I receive [oof v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (-200) y: (-108)\n\n@Sprite3\n\nwhen I receive [next v]\nwait (0.01) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen I receive [next v]\nwait (0.01) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@Sprite5\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite4 v)?> then\n broadcast (next v)\n wait (0.1) seconds\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [counter v] to [1]\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\nwait (2) seconds\nbroadcast (start2 v)\n\nwhen I receive [start2 v]\nset [counter v] to [1]\nset [timer v] to [5]\nforever\n repeat (5)\n wait (1.2) seconds\n change [timer v] by (-1)\n next costume\n end\n stop [this script v]\nend\n\nwhen I receive [oof v]\n\nwhen I receive [next v]\nswitch costume to (5 v)\nstop [other scripts in sprite v]\nset [timer v] to [5]\nbroadcast (start2 v)\n\nwhen I receive [start2 v]\nswitch costume to (5 v)\nset [timer v] to [5]\nforever\n set [brightness v] effect to (80)\nend\n\nwhen I receive [start v]\nbroadcast (start2 v)\n\nwhen I receive [start v]\nswitch costume to (5 v)\n\n@Sprite7\n\nwhen I receive [dead v]\nshow\nset [ghost v] effect to (100)\nrepeat (30)\n change [ghost v] effect by (-3)\nend\nrepeat (35)\n change [ghost v] effect by (3)\nend\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\n@Sprite8\n\nwhen I receive [start v]\nset [brightness v] effect to (60)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (11) %\n if <mouse down?> then\n broadcast (oof v)\n stop [this script v]\n end\n else\n set size to (10) %\n end\nend\n\n@effect\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (effect v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [x v] by (-2.5)\n change [y v] by (2)\n set x to (x)\n set y to (y)\n if <(x) = [-40]> then\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nhide\n\nerase all\n\nstamp\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\n | Time -A Platformer-\n\nIn this platformer, your goal is to finish the level without the time running out or touching spikes/lava. Arrow keys to move, press the restart button to restart the level.\n\nPlease heart and star! |
Space - A Platformer | @Stage\n\nwhen flag clicked\nset volume to (70) %\nforever\n play sound [bensound-summer v] until done\nend\n\n@Logo\n\nwhen flag clicked\ngo to x: (-30) y: (-16)\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (90)\nset size to (100) %\nhide\nset [ghost v] effect to (100)\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (background v)\n\nwhen flag clicked\nset [sine v] to [0]\npoint in direction (90)\nforever\n change [sine v] by (6.5)\n point in direction ((([sin v] of (sine) ) * (4)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (9)) + (100)) %\nend\n\nwhen I receive [hide v]\nhide\n\nglide (1) secs to (random position v)\n\n@Background\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [background v]\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nbroadcast (playbutton v)\n\nwhen I receive [hide v]\nhide\n\n@PlayButton\n\nwhen flag clicked\nset [clickable? v] to [1]\nset size to (160) %\nforever\n set size to (160) %\n if <touching (mouse-pointer v)?> then\n repeat (2)\n change size by (10)\n end\n wait until <not <touching (mouse-pointer v)?>>\n else\n repeat (2)\n change size by (-10)\n end\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-277) y: (-155)\n\nwhen I receive [playbutton v]\nshow\nset [speed v] to [64]\nrepeat until <(speed) < [1.6]>\n change x by (speed)\n change [speed v] by (((speed) / (2)) * (-1))\nend\n\nwhen this sprite clicked\nif <(clickable?) = [1]> then\n set [clickable? v] to [0]\n start sound [Click v]\n broadcast (game v)\nelse\nend\n\nwhen I receive [hide v]\nhide\n\n@Fade\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [game v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (hide v)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [game v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (gamestart v)\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@You\n\nwhen flag clicked\nhide\nset [lvl v] to [1]\n\ndefine Reset\ngo to x: (-213) y: (-11)\nset [movement v] to [False]\nset [x v] to [0]\nset [y v] to [0]\nwait (0.3) seconds\nset [movement v] to [True]\n\nwhen flag clicked\nset [blastable? v] to [1]\nforever\n if < ((lvl) / (10)) contains [.]?> then\n if <not <(lvl) = [31]>> then\n if <(x position) > [232]> then\n change [lvl v] by (1)\n Reset\n end\n end\n else\n if <touching (rocket ship v)?> then\n if <(blastable?) = [1]> then\n broadcast (blastoff v)\n set [blastable? v] to [0]\n end\n end\n end\n if <touching (spikes v)?> then\n start sound [Crunch v]\n Reset\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset [ghost v] effect to (10)\nrepeat (16)\n change [ghost v] effect by (7)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [gamestart v]\nswitch costume to (costume1 v)\nset [movement v] to [False]\nwait (0.1) seconds\nset [movement v] to [True]\ngo to x: (-213) y: (-11)\nshow\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\nset size to (70) %\nforever\n change [y v] by (-0.5)\n if <(Movement) = [True]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-6)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n start sound [Jump v]\n set [y v] to [8.5]\n end\n change y by (0.5)\nend\n\nwhen I receive [game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [reset v]\nReset\nset [blastable? v] to [1]\n\n@Ground\n\nwhen I receive [gamestart v]\nshow\nforever\n switch costume to (lvl)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [gamestart v]\nshow\nforever\n switch costume to (lvl)\nend\n\nwhen flag clicked\nhide\n\n@Swipe\n\nwhen flag clicked\ngo to x: (0) y: (400)\nhide\n\nwhen I receive [blastoff v]\ngo to [front v] layer\ngo to x: (0) y: (345)\nshow\nset [speed v] to [-5]\nrepeat until <(y position) < [-338]>\n change y by (speed)\n change [speed v] by (-1)\nend\nhide\n\nwhen I receive [blastoff v]\nwait until <(y position) < [8]>\nchange [lvl v] by (1)\nbroadcast (reset v)\nstop [this script v]\n\n@Rocket Ship\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if < ((lvl) / (10)) contains [.]?> then\n hide\n else\n go to x: (0) y: (-65)\n show\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n | Arrow keys or WASD to move. (Mobile compatible)\n |
A Scroll Platformer Multiplayer | @Stage\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch backdrop to (backdrop2 v)\n else\n if <(Level) > [13]> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop1 v)\n end\n end\nend\n\nwhen I receive [turn page v]\nforever\n play sound [Bob-omb Battlefi v] until done\nend\n\n@Improved2\n\nwhen I receive [turn page v]\nset [x v] to [-202]\nset [y v] to [-100]\nset [to scroll x v] to [0]\nset [to scroll y v] to [0]\nif <(Type Scroll) = [2]> then\n create clone of (_myself_ v)\nend\nReset Level\nforever\n switch costume to (hitbox v)\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <([abs v] of (speed x) ) > [0.5]> then\n set [last v] to (speed x)\n end\n Check Hit Celing / Wall (speed x) or (last)\n Tick\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <(left key pressed) = [1]>> then\n change [speed x v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <(right key pressed) = [1]>> then\n change [speed x v] by (1.5)\nend\nPosition\n\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <<(up key pressed) = [1]> or <touching (bounce v)?>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (down arrow v) pressed?> or <(down key pressed) = [1]>> then\n set [in platforrm v] to [2]\nend\nPosition\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange [y v] by (speed y)\nchange [falling? v] by (1)\nPosition\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [falling? v] to [0]\n end\n Position\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\nif <(Type Scroll) = [2]> then\n set [x v] to ((((480) * (Level1)) - (480)) - (202))\nelse\n set [x v] to ((((480) * (Level)) - (480)) - (202))\nend\nset [y v] to [-100]\nPosition\nCheck Hit Ceiling / Floor <(speed y) > [0]>\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nbroadcast (spawn enemies v)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume13 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [reset level v]\nReset Level\n\nwhen I receive [bounce v]\nset [speed y v] to [6]\nset [falling? v] to [6]\nset [jump key v] to [1]\n\ndefine Position\ngo to x: (((x) - (SCROLL X)) * (ZOOM)) y: (((y) - (SCROLL Y)) * (ZOOM))\nset size to ((25) * (ZOOM)) %\nif <<(round (((x) - (SCROLL X)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y)) * (ZOOM))) = (round (y position))>> then\n show\nelse\n hide\n if <<(Type Scroll) = [1]> and <(Screen For) = [2]>> then\n if <([abs v] of (((x) - (SCROLL X)) * (ZOOM)) ) > [240]> then\n set [x v] to ([x v] of [improved3 v])\n set [y v] to ([y v] of [improved3 v])\n set [speed x v] to [0]\n set [speed y v] to [0]\n Position\n Check Hit Ceiling / Floor <(speed y) > [0]>\n end\n end\nend\n\ndefine Check Hit Celing / Wall (sx) or (lx)\nchange [x v] by (sx)\nPosition\nif <touching (ground v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-7)\n repeat until <not <touching (ground v)?>>\n if <<(sx) > [0]> or <(lx) > [0]>> then\n change [x v] by (-1)\n if <<<key (up arrow v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed x) ) > [3.5]>> then\n if <(speed x) > [15]> then\n set [speed x v] to [15]\n else\n if <(speed x) < [-15]> then\n set [speed x v] to [-15]\n else\n set [speed x v] to ((-1.2) * (speed x))\n end\n end\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n repeat (10)\n if <touching (ground v)?> then\n change [x v] by (-1)\n Position\n end\n end\n repeat until <not <touching (ground v)?>>\n Tick\n end\n else\n set [speed x v] to [0]\n end\n else\n if <<not <(sx) > [0]>> or <(lx) < [0]>> then\n change [x v] by (1)\n if <<<key (up arrow v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed x) ) > [3.5]>> then\n if <(speed x) > [15]> then\n set [speed x v] to [15]\n else\n if <(speed x) < [-15]> then\n set [speed x v] to [-15]\n else\n set [speed x v] to ((-1.2) * (speed x))\n end\n end\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n repeat (10)\n if <touching (ground v)?> then\n change [x v] by (1)\n Position\n end\n end\n repeat until <not <touching (ground v)?>>\n Tick\n end\n else\n set [speed x v] to [0]\n end\n end\n end\n Position\n end\nend\n\nwhen [r v] key pressed\nbroadcast (reset level v)\n\ndefine Tick\nControls - Jump, Crouch\nGravity\nCheck Hit Ceiling / Floor <(speed y) > [0]>\nif <<(Type Scroll) = [0]> or <<(Type Scroll) = [1]> and <(Screen For) = [1]>>> then\n if <<(Type Scroll) = [0]> and <(Multiplayer) = [1]>> then\n change [to scroll x v] by (round (((x) - (to scroll x)) / (15)))\n change [to scroll y v] by (round (((y) - (to scroll y)) / (15)))\n else\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n if <(SCROLL X) > [9600]> then\n set [scroll x v] to [9600]\n end\n end\nelse\n if <not <<(Type Scroll) = [1]> and <(Screen For) = [2]>>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n if <(SCROLL X) > [9600]> then\n set [scroll x v] to [9600]\n end\n end\nend\nif <touching (hurt v)?> then\n Reset Level\nend\nif <(y) < [-180]> then\n Reset Level\nend\nSet Costume\nbroadcast (tick v)\nif <(Type Scroll) = [2]> then\n if <(x) > (((480) * (Level1)) - (240))> then\n change [level1 v] by (1)\n broadcast (spawn enemies v)\n end\nelse\n if <(x) > (((480) * (Level)) - (240))> then\n change [level v] by (1)\n broadcast (spawn enemies v)\n end\nend\n\nwhen I receive [reset level 2 v]\nPosition\n\nwhen I start as a clone\nforever\n set [x v] to ([x v] of [improved2 v])\n set [y v] to ([y v] of [improved2 v])\n Position2\nend\n\ndefine Position2\ngo to x: (((x) - (SCROLL X2)) * (ZOOM)) y: (((y) - (SCROLL Y2)) * (ZOOM))\nset size to ((25) * (ZOOM)) %\nif <<<(round (((x) - (SCROLL X2)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y2)) * (ZOOM))) = (round (y position))>> and <(y) < [180]>> then\n show\nelse\n hide\nend\n\n@Improved3\n\nwhen I receive [turn page v]\nset [x v] to [-202]\nset [y v] to [-100]\nset [to scroll x v] to [0]\nset [to scroll y v] to [0]\nif <(Type Scroll) = [2]> then\n create clone of (_myself_ v)\nend\nReset Level\nforever\n if <(Multiplayer) = [1]> then\n switch costume to (hitbox v)\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <([abs v] of (speed x) ) > [0.5]> then\n set [last v] to (speed x)\n end\n Check Hit Celing / Wall (speed x) or (last)\n Tick\n else\n hide\n end\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (a v) pressed?> or <(left key pressed) = [1]>> then\n change [speed x v] by (-1.5)\nend\nif <<key (d v) pressed?> or <(right key pressed) = [1]>> then\n change [speed x v] by (1.5)\nend\nPosition\n\ndefine Controls - Jump, Crouch\nif <<key (w v) pressed?> or <<(up key pressed) = [1]> or <touching (bounce v)?>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <(down key pressed) = [1]>> then\n set [in platforrm v] to [2]\nend\nPosition\n\ndefine Gravity\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <(up key pressed) = [1]>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange [y v] by (speed y)\nchange [falling? v] by (1)\nPosition\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [falling? v] to [0]\n end\n Position\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <<<touching (ground v)?> and <(Type Scroll) < [2]>> or <<touching (ground2 v)?> and <(Type Scroll) = [2]>>> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<<touching (platforms v)?> and <(Type Scroll) < [2]>> or <<touching (platforms2 v)?> and <(Type Scroll) = [2]>>>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\nif <(Type Scroll) = [2]> then\n set [x v] to ((((480) * (Level2)) - (480)) - (202))\nelse\n set [x v] to ((((480) * (Level)) - (480)) - (202))\nend\nset [y v] to [-100]\nPosition\nCheck Hit Ceiling / Floor <(speed y) > [0]>\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\nif <(Type Scroll) = [2]> then\n broadcast (spawn enemies 2 v)\nelse\n broadcast (spawn enemies v)\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (costume13 v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (12))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (costume13 v)\n else\n switch costume to (costume13 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [reset level 2 v]\nReset Level\n\nwhen I receive [bounce 2 v]\nset [speed y v] to [6]\nset [falling? v] to [6]\nset [jump key v] to [1]\n\ndefine Position\nif <(Type Scroll) = [2]> then\n go to x: (((x) - (SCROLL X2)) * (ZOOM)) y: (((y) - (SCROLL Y2)) * (ZOOM))\n set size to ((25) * (ZOOM)) %\n if <<<(round (((x) - (SCROLL X2)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y2)) * (ZOOM))) = (round (y position))>> and <(y) < [180]>> then\n show\n else\n hide\n end\nelse\n go to x: (((x) - (SCROLL X)) * (ZOOM)) y: (((y) - (SCROLL Y)) * (ZOOM))\n set size to ((25) * (ZOOM)) %\n if <<(round (((x) - (SCROLL X)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y)) * (ZOOM))) = (round (y position))>> then\n show\n else\n hide\n if <<(Type Scroll) = [1]> and <(Screen For) = [1]>> then\n if <([abs v] of (((x) - (SCROLL X)) * (ZOOM)) ) > [240]> then\n set [x v] to ([x v] of [improved2 v])\n set [y v] to ([y v] of [improved2 v])\n set [speed x v] to [0]\n set [speed y v] to [0]\n Position\n Check Hit Ceiling / Floor <(speed y) > [0]>\n end\n end\n end\nend\n\ndefine Check Hit Celing / Wall (sx) or (lx)\nchange [x v] by (sx)\nPosition\nif <<<touching (ground v)?> and <(Type Scroll) < [2]>> or <<touching (ground2 v)?> and <(Type Scroll) = [2]>>> then\n repeat (8)\n change [y v] by (1)\n Position\n if <(Type Scroll) = [2]> then\n if <not <touching (ground2 v)?>> then\n stop [this script v]\n end\n else\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n end\n change [y v] by (-7)\n if <(Type Scroll) = [2]> then\n repeat until <not <touching (ground2 v)?>>\n if <<(sx) > [0]> or <(lx) > [0]>> then\n change [x v] by (-1)\n if <<<key (w v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed x) ) > [3.5]>> then\n if <(speed x) > [15]> then\n set [speed x v] to [15]\n else\n if <(speed x) < [-15]> then\n set [speed x v] to [-15]\n else\n set [speed x v] to ((-1.2) * (speed x))\n end\n end\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n repeat (10)\n if <touching (ground2 v)?> then\n change [x v] by (-1)\n Position\n end\n end\n repeat until <not <touching (ground2 v)?>>\n Tick\n end\n else\n set [speed x v] to [0]\n end\n else\n if <<not <(sx) > [0]>> or <(lx) < [0]>> then\n change [x v] by (1)\n if <<<key (w v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed x) ) > [3.5]>> then\n if <(speed x) > [15]> then\n set [speed x v] to [15]\n else\n if <(speed x) < [-15]> then\n set [speed x v] to [-15]\n else\n set [speed x v] to ((-1.2) * (speed x))\n end\n end\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n repeat (10)\n if <touching (ground2 v)?> then\n change [x v] by (1)\n Position\n end\n end\n repeat until <not <touching (ground2 v)?>>\n Tick\n end\n else\n set [speed x v] to [0]\n end\n end\n end\n Position\n end\n else\n repeat until <not <touching (ground v)?>>\n if <<(sx) > [0]> or <(lx) > [0]>> then\n change [x v] by (-1)\n if <<<key (w v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed x) ) > [3.5]>> then\n if <(speed x) > [15]> then\n set [speed x v] to [15]\n else\n if <(speed x) < [-15]> then\n set [speed x v] to [-15]\n else\n set [speed x v] to ((-1.2) * (speed x))\n end\n end\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n repeat (10)\n if <touching (ground v)?> then\n change [x v] by (-1)\n Position\n end\n end\n repeat until <not <touching (ground v)?>>\n Tick\n end\n else\n set [speed x v] to [0]\n end\n else\n if <<not <(sx) > [0]>> or <(lx) < [0]>> then\n change [x v] by (1)\n if <<<key (w v) pressed?> or <(up key pressed) = [1]>> and <([abs v] of (speed x) ) > [3.5]>> then\n if <(speed x) > [15]> then\n set [speed x v] to [15]\n else\n if <(speed x) < [-15]> then\n set [speed x v] to [-15]\n else\n set [speed x v] to ((-1.2) * (speed x))\n end\n end\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n repeat (10)\n if <touching (ground v)?> then\n change [x v] by (1)\n Position\n end\n end\n repeat until <not <touching (ground v)?>>\n Tick\n end\n else\n set [speed x v] to [0]\n end\n end\n end\n Position\n end\n end\nend\n\nwhen [r v] key pressed\nbroadcast (reset level 2 v)\n\ndefine Tick\nControls - Jump, Crouch\nGravity\nCheck Hit Ceiling / Floor <(speed y) > [0]>\nif <<(Type Scroll) = [0]> or <<(Type Scroll) = [1]> and <(Screen For) = [2]>>> then\n if <(Type Scroll) = [0]> then\n change [to scroll x v] by (round (((x) - (to scroll x)) / (15)))\n change [to scroll y v] by (round (((y) - (to scroll y)) / (15)))\n else\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n if <(SCROLL X) > [9600]> then\n set [scroll x v] to [9600]\n end\n end\nelse\n if <not <<(Type Scroll) = [1]> and <(Screen For) = [1]>>> then\n change [scroll x2 v] by (round (((x) - (SCROLL X2)) / (10)))\n change [scroll y2 v] by (round (((y) - (SCROLL Y2)) / (10)))\n if <(SCROLL X2) < [0]> then\n set [scroll x2 v] to [0]\n end\n if <(SCROLL X2) > [9600]> then\n set [scroll x2 v] to [9600]\n end\n end\nend\nif <<<touching (hurt v)?> and <(Type Scroll) < [2]>> or <<touching (hurt2 v)?> and <(Type Scroll) = [2]>>> then\n Reset Level\nend\nif <(y) < [-180]> then\n Reset Level\nend\nSet Costume\nbroadcast (tick v)\nif <(Type Scroll) = [2]> then\n if <(x) > (((480) * (Level2)) - (240))> then\n change [level2 v] by (1)\n broadcast (spawn enemies 2 v)\n end\nelse\n if <(x) > (((480) * (Level)) - (240))> then\n change [level v] by (1)\n broadcast (spawn enemies v)\n end\nend\n\nwhen I receive [reset level v]\nPosition\n\nwhen I start as a clone\nforever\n set [x v] to ([x v] of [improved3 v])\n set [y v] to ([y v] of [improved3 v])\n Position2\nend\n\ndefine Position2\ngo to x: (((x) - (SCROLL X)) * (ZOOM)) y: (((y) - (SCROLL Y)) * (ZOOM))\nset size to ((25) * (ZOOM)) %\nif <<(round (((x) - (SCROLL X)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y)) * (ZOOM))) = (round (y position))>> then\n show\nelse\n hide\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [i v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [scroll x2 v] to [0]\nset [scroll y2 v] to [0]\nQuick\n\ndefine Position\ngo to x: (((x) - (SCROLL X)) * (ZOOM)) y: (((y) - (SCROLL Y)) * (ZOOM))\nset size to ((100) * (ZOOM)) %\nif <<(round (((x) - (SCROLL X)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y)) * (ZOOM))) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine Create Clone (x) (y) (for)\nset [x v] to (x)\nset [y v] to (y)\nset [for v] to (for)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nPosition\n\ndefine Quick\nswitch costume to (level 1 v)\nrepeat (20)\n change [i v] by (1)\n Create Clone ((480) * (i)) [0] [1]\nend\nset [x v] to [0]\nset [y v] to [0]\nset [for v] to [1]\nswitch costume to (level 1 v)\n\n@hurt\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [j v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nQuick\n\ndefine Position\ngo to x: (((x) - (SCROLL X)) * (ZOOM)) y: (((y) - (SCROLL Y)) * (ZOOM))\nset size to ((100) * (ZOOM)) %\nif <<(round (((x) - (SCROLL X)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y)) * (ZOOM))) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine Create Clone (x) (y) (for)\nset [x v] to (x)\nset [y v] to (y)\nset [for v] to (for)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [8]> then\n turn right (1.5) degrees\n else\n if <(costume [number v]) = [9]> then\n turn right (2.5) degrees\n else\n point in direction (90)\n end\n end\nend\n\nwhen I receive [tick v]\nPosition\n\ndefine Quick\nswitch costume to (level 1 v)\nrepeat (20)\n change [j v] by (1)\n Create Clone ((480) * (j)) [0] [1]\nend\nset [x v] to [0]\nset [y v] to [0]\nset [for v] to [1]\nswitch costume to (level 1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nif <(Mobile?) = [0]> then\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\n\nif <<(direction) > [44]> and <(direction) < [91]>> then\n\nwhen I receive [turn page v]\ngo to x: (0) y: (0)\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\nshow\nset [ghost v] effect to (50)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\n set [up key pressed v] to [0]\n set [down key pressed v] to [0]\n if <(Mobile?) = [0]> then\n hide\n stop [this script v]\n end\n if <mouse down?> then\n go to x: (0) y: (0)\n point towards (mouse-pointer v)\n move (28) steps\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [up key pressed v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [down key pressed v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [right key pressed v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [left key pressed v] to [1]\n end\n end\n end\nend\n\n@Platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [k v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nQuick\n\ndefine Create Clone (x) (y) (for)\nset [x v] to (x)\nset [y v] to (y)\nset [for v] to (for)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine Position\ngo to x: (((x) - (SCROLL X)) * (ZOOM)) y: (((y) - (SCROLL Y)) * (ZOOM))\nset size to ((100) * (ZOOM)) %\nif <<(round (((x) - (SCROLL X)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y)) * (ZOOM))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition\n\ndefine Quick\nswitch costume to (costume1 v)\nrepeat (20)\n change [k v] by (1)\n Create Clone ((480) * (k)) [0] [1]\nend\nset [x v] to [0]\nset [y v] to [0]\nset [for v] to [1]\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nshow\npoint in direction (90)\nhide variable [level v]\nhide variable [level1 v]\nhide variable [level2 v]\nset [multiplayer v] to [1]\nset [level v] to [1]\nset [level1 v] to [1]\nset [level2 v] to [1]\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [id v] to [0]\nrepeat (5)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [id v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to [front v] layer\n go [forward v] (1) layers\n go to x: (pick random (-240) to (240)) y: (-480)\n point in direction (90)\n set rotation style [all around v]\n switch costume to (costume4 v)\n show\n set [ghost v] effect to (50)\n repeat (40)\n turn right (3) degrees\n change y by (10)\n end\n repeat until <touching (_edge_ v)?>\n turn right (3) degrees\n change y by (10)\n end\n change y by (10)\n delete this clone\nelse\n if <(id) = [1]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n show\n else\n if <(id) = [2]> then\n go to [front v] layer\n go to x: (-150) y: (0)\n switch costume to (costume2 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n set [type scroll v] to [0]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n if <(Multiplayer) = [0]> then\n delete this clone\n end\n end\n else\n if <(id) = [3]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n set [type scroll v] to [1]\n set [screen for v] to [1]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n if <(Multiplayer) = [0]> then\n delete this clone\n end\n end\n else\n if <(id) = [4]> then\n go to [front v] layer\n go to x: (150) y: (0)\n switch costume to (costume6 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n set [type scroll v] to [2]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n if <(Multiplayer) = [0]> then\n delete this clone\n end\n end\n else\n if <(id) = [5]> then\n go to [front v] layer\n go to x: (0) y: (-100)\n if <(Multiplayer) = [0]> then\n switch costume to (costume9 v)\n else\n switch costume to (costume10 v)\n end\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(Multiplayer) = [0]> then\n set [multiplayer v] to [1]\n switch costume to (costume10 v)\n set [id v] to [2]\n create clone of (_myself_ v)\n set [id v] to [3]\n create clone of (_myself_ v)\n set [id v] to [4]\n create clone of (_myself_ v)\n else\n set [multiplayer v] to [0]\n switch costume to (costume9 v)\n set [id v] to [6]\n create clone of (_myself_ v)\n set [id v] to [7]\n create clone of (_myself_ v)\n end\n start sound [Collect v]\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [6]> then\n go to [front v] layer\n go to x: (-100) y: (0)\n switch costume to (costume7 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [1]\n set [type scroll v] to [0]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n if <(Multiplayer) = [1]> then\n delete this clone\n end\n end\n else\n if <(id) = [7]> then\n go to [front v] layer\n go to x: (100) y: (0)\n switch costume to (costume8 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n if <mouse down?> then\n set [mobile? v] to [0]\n set [type scroll v] to [0]\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n if <(Multiplayer) = [1]> then\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\nwhen I receive [turn page v]\nif <(Type Scroll) = [2]> then\n show variable [level1 v]\n show variable [level2 v]\nelse\n show variable [level v]\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sptite4\n\ndefine Gravity\nif <(speed y) < [4]> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange [y v] by (speed y)\nchange [falling? v] by (1)\nPosition\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [falling? v] to [0]\n end\n Position\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <<<<touching (ground v)?> and <not <(id) = [2]>>> or <<touching (ground2 v)?> and <(id) = [2]>>> or <touching (sptite4 v)?>> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<<touching (platforms v)?> and <not <(id) = [2]>>> or <<touching (platforms2 v)?> and <(id) = [2]>>>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [clone? v] to [0]\n\nwhen I receive [reset level 2 v]\nif <(id) = [2]> then\n delete this clone\nend\n\ndefine Position\nif <(id) = [2]> then\n go to x: (((x) - (SCROLL X2)) * (ZOOM)) y: (((y) - (SCROLL Y2)) * (ZOOM))\n set size to ((30) * (ZOOM)) %\n if <<(round (((x) - (SCROLL X2)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y2)) * (ZOOM))) = (round (y position))>> then\n show\n set [showing? v] to [1]\n else\n hide\n set [showing? v] to [0]\n end\nelse\n go to x: (((x) - (SCROLL X)) * (ZOOM)) y: (((y) - (SCROLL Y)) * (ZOOM))\n set size to ((30) * (ZOOM)) %\n if <<(round (((x) - (SCROLL X)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y)) * (ZOOM))) = (round (y position))>> then\n show\n set [showing? v] to [1]\n else\n hide\n set [showing? v] to [0]\n end\nend\n\ndefine Check Hit Celing / Wall (sx) or (lx)\nchange [x v] by (sx)\nPosition\nif <<<touching (ground v)?> and <not <(id) = [2]>>> or <<touching (ground2 v)?> and <(id) = [2]>>> then\n repeat (8)\n change [y v] by (1)\n Position\n if <(id) = [2]> then\n if <not <touching (ground2 v)?>> then\n stop [this script v]\n end\n else\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n end\n change [y v] by (-8)\n if <(id) = [2]> then\n repeat until <not <touching (ground2 v)?>>\n if <<(sx) > [0]> or <(lx) > [0]>> then\n change [x v] by (-1)\n set [speed x v] to [0]\n else\n if <<not <(sx) > [0]>> or <(lx) < [0]>> then\n change [x v] by (1)\n set [speed x v] to [0]\n end\n end\n Position\n end\n else\n repeat until <not <touching (ground v)?>>\n if <<(sx) > [0]> or <(lx) > [0]>> then\n change [x v] by (-1)\n set [speed x v] to [0]\n else\n if <<not <(sx) > [0]>> or <(lx) < [0]>> then\n change [x v] by (1)\n set [speed x v] to [0]\n end\n end\n Position\n end\n end\nend\n\nwhen I receive [reset level v]\nif <(id) < [2]> then\n delete this clone\nend\n\nwhen I receive [spawn enemies v]\nif <(id) < [2]> then\n delete this clone\nend\n\nwhen I receive [spawn enemies v]\nif <(clone?) = [0]> then\n go to x: (0) y: (0)\n hide\n if <(Type Scroll) < [2]> then\n if <(Level) = [16]> then\n Create enemy (0) (-120) (16) for [0]\n end\n if <(Level) = [17]> then\n Create enemy (0) (-120) (17) for [0]\n Create enemy (0) (-120) (17) for [0]\n Create enemy (100) (-120) (17) for [0]\n Create enemy (150) (-120) (17) for [0]\n end\n if <(Level) = [18]> then\n Create enemy (150) (-120) (18) for [0]\n Create enemy (150) (-120) (18) for [0]\n Create enemy (150) (-120) (18) for [0]\n Create enemy (0) (-120) (18) for [0]\n end\n if <(Level) = [19]> then\n Create enemy (-190) (100) (19) for [0]\n Create enemy (0) (100) (19) for [0]\n Create enemy (190) (100) (19) for [0]\n Create enemy (0) (-100) (19) for [0]\n Create enemy (0) (-100) (19) for [0]\n Create enemy (0) (-100) (19) for [0]\n end\n if <(Level) = [20]> then\n Create enemy (-35) (-150) (20) for [0]\n Create enemy (-35) (-150) (20) for [0]\n Create enemy (-35) (-150) (20) for [0]\n Create enemy (-35) (-150) (20) for [0]\n Create enemy (-35) (-150) (20) for [0]\n Create enemy (-35) (-150) (20) for [0]\n Create enemy (-150) (-50) (20) for [0]\n end\n else\n if <(Level1) = [16]> then\n Create enemy (0) (-120) (16) for [1]\n end\n if <(Level1) = [17]> then\n Create enemy (0) (-120) (17) for [1]\n Create enemy (0) (-120) (17) for [1]\n Create enemy (100) (-120) (17) for [1]\n Create enemy (150) (-120) (17) for [1]\n end\n if <(Level1) = [18]> then\n Create enemy (150) (-120) (18) for [1]\n Create enemy (150) (-120) (18) for [1]\n Create enemy (150) (-120) (18) for [1]\n Create enemy (0) (-120) (18) for [1]\n end\n if <(Level1) = [19]> then\n Create enemy (-190) (100) (19) for [1]\n Create enemy (0) (100) (19) for [1]\n Create enemy (190) (100) (19) for [1]\n Create enemy (0) (-100) (19) for [1]\n Create enemy (0) (-100) (19) for [1]\n Create enemy (0) (-100) (19) for [1]\n end\n if <(Level1) = [20]> then\n Create enemy (-35) (-150) (20) for [1]\n Create enemy (-35) (-150) (20) for [1]\n Create enemy (-35) (-150) (20) for [1]\n Create enemy (-35) (-150) (20) for [1]\n Create enemy (-35) (-150) (20) for [1]\n Create enemy (-35) (-150) (20) for [1]\n Create enemy (-150) (-50) (20) for [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<(distance to [improved2 v]) < (distance to [improved3 v])> and <(Type Scroll) < [2]>> or <<<(Type Scroll) = [2]> and <(id) = [1]>> or <(Multiplayer) = [0]>>> then\n if <([x v] of [improved2 v]) < (x)> then\n change [speed x v] by (-0.5)\n end\n if <([x v] of [improved2 v]) > (x)> then\n change [speed x v] by (0.5)\n end\n else\n if <([x v] of [improved3 v]) < (x)> then\n change [speed x v] by (-0.5)\n end\n if <([x v] of [improved3 v]) > (x)> then\n change [speed x v] by (0.5)\n end\n end\n if <(speed x) > [1.5]> then\n set [speed x v] to [1.5]\n end\n if <(speed x) < [-1.5]> then\n set [speed x v] to [-1.5]\n end\nend\n\nwhen I start as a clone\nhide\nshow\nset [speed x v] to [0]\nset size to ((30) * (ZOOM)) %\nset rotation style [left-right v]\nset [speed y v] to [0]\nset [clone? v] to [1]\nset [start x v] to (x)\nset [start y v] to (y)\nCheck Hit Ceiling / Floor <(speed y) > [0]>\nforever\n switch costume to (costume15 v)\n if <(showing?) = [1]> then\n if <([abs v] of (speed x) ) > [0.5]> then\n set [last v] to (speed x)\n end\n Check Hit Celing / Wall (speed x) or (last)\n Gravity\n Check Hit Ceiling / Floor <(speed y) > [0]>\n if <<<touching (improved2 v)?> and <(([y v] of [improved2 v]) - ((15) * (ZOOM))) < (y)>> and <(id) < [2]>> then\n broadcast (reset level v)\n end\n if <<<touching (improved2 v)?> and <(([y v] of [improved2 v]) - ((15) * (ZOOM))) > (y)>> and <(id) < [2]>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\n end\n if <<<touching (improved3 v)?> and <(([y v] of [improved3 v]) - ((15) * (ZOOM))) < (y)>> and <((id) mod (2)) = [0]>> then\n broadcast (reset level 2 v)\n end\n if <<<touching (improved3 v)?> and <(([y v] of [improved3 v]) - ((15) * (ZOOM))) > (y)>> and <((id) mod (2)) = [0]>> then\n broadcast (bounce 2 v)\n switch costume to (costume14 v)\n switch costume to (costume2 v)\n start sound [pop2 v]\n wait (0.1) seconds\n delete this clone\n end\n if <(y) < [-180]> then\n delete this clone\n end\n else\n repeat until <(showing?) = [1]>\n Position\n end\n Check Hit Ceiling / Floor <(speed y) > [0]>\n end\nend\n\ndefine Create enemy (x) (y) (level) for (p)\nif <<<(Level) = (level)> and <(p) = [0]>> or <<<(Level1) = (level)> and <(p) = [1]>> or <<(Level2) = (level)> and <(p) = [2]>>>> then\n if <(p) = [1]> then\n set [x v] to ((x) + (((480) * (Level1)) - (480)))\n else\n if <(p) = [2]> then\n set [x v] to ((x) + (((480) * (Level2)) - (480)))\n else\n set [x v] to ((x) + (((480) * (Level)) - (480)))\n end\n end\n set [y v] to (y)\n set [dizzy v] to [0]\n set [level in v] to (level)\n set [id v] to (p)\n create clone of (_myself_ v)\nend\nset [x v] to [-999999]\n\nwhen I receive [tick v]\nPosition\n\nwhen I start as a clone\nforever\n if <<<not <(Level) = (level in)>> and <(id) = [0]>> or <<<not <(Level1) = (level in)>> and <(id) = [1]>> or <<not <(Level2) = (level in)>> and <(id) = [2]>>>> then\n delete this clone\n end\nend\n\nwhen I receive [spawn enemies 2 v]\nif <(clone?) = [0]> then\n go to x: (0) y: (0)\n hide\n if <(Type Scroll) = [2]> then\n if <(Level2) = [16]> then\n Create enemy (0) (-120) (16) for [2]\n end\n if <(Level2) = [17]> then\n Create enemy (0) (-120) (17) for [2]\n Create enemy (0) (-120) (17) for [2]\n Create enemy (100) (-120) (17) for [2]\n Create enemy (150) (-120) (17) for [2]\n end\n if <(Level2) = [18]> then\n Create enemy (150) (-120) (18) for [2]\n Create enemy (150) (-120) (18) for [2]\n Create enemy (150) (-120) (18) for [2]\n Create enemy (0) (-120) (18) for [2]\n end\n if <(Level2) = [19]> then\n Create enemy (-190) (100) (19) for [2]\n Create enemy (0) (100) (19) for [2]\n Create enemy (190) (100) (19) for [2]\n Create enemy (0) (-100) (19) for [2]\n Create enemy (0) (-100) (19) for [2]\n Create enemy (0) (-100) (19) for [2]\n end\n if <(Level2) = [20]> then\n Create enemy (-35) (-150) (20) for [2]\n Create enemy (-35) (-150) (20) for [2]\n Create enemy (-35) (-150) (20) for [2]\n Create enemy (-35) (-150) (20) for [2]\n Create enemy (-35) (-150) (20) for [2]\n Create enemy (-35) (-150) (20) for [2]\n Create enemy (-150) (-50) (20) for [2]\n end\n end\nend\n\nwhen I receive [spawn enemies 2 v]\nif <(id) = [2]> then\n delete this clone\nend\n\n@Logo\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@scroll\n\nwhen I receive [turn page v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [zoom v] to [1]\nif <(Type Scroll) = [2]> then\n create clone of (_myself_ v)\nend\nforever\n if <<(Type Scroll) = [0]> and <(Multiplayer) = [1]>> then\n set [scroll x v] to (to scroll x)\n set [scroll y v] to (to scroll y)\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n if <(SCROLL X) > [9600]> then\n set [scroll x v] to [9600]\n end\n if <(SCROLL X2) < [0]> then\n set [scroll x2 v] to [0]\n end\n if <(SCROLL X2) > [9600]> then\n set [scroll x2 v] to [9600]\n end\n end\n if <(Type Scroll) = [2]> then\n set [scroll y v] to [-180]\n set [scroll y2 v] to [180]\n else\n set [scroll y v] to [0]\n end\n if <<(Type Scroll) = [0]> and <(Multiplayer) = [1]>> then\n set [xdis v] to ([abs v] of ((([x v] of [improved2 v]) - (SCROLL X)) - (([x v] of [improved3 v]) - (SCROLL X))) )\n set [ydis v] to ([abs v] of ((([y v] of [improved2 v]) - (SCROLL Y)) - (([y v] of [improved3 v]) - (SCROLL Y))) )\n change [zoom v] by (((((100) - (([sqrt v] of (((xDis) * (xDis)) + ((yDis) * (yDis))) ) * (0.1))) / (75)) - (ZOOM)) / (10))\n if <(ZOOM) > [1]> then\n set [zoom v] to [1]\n end\n if <(ZOOM) < [0.5]> then\n set [zoom v] to [0.5]\n end\n else\n if <<(Type Scroll) = [2]> and <(Multiplayer) = [1]>> then\n set [zoom v] to [0.5]\n else\n set [zoom v] to [1]\n end\n end\n set size to ((100) * (ZOOM)) %\n if <(Type Scroll) = [1]> then\n show\n go to (join [Improved] ((Screen For) + (1)))\n if <(y position) > [155]> then\n set y to (185)\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (join [scroll] (Screen For))\n else\n if <(Type Scroll) = [2]> then\n show\n go to (improved2 v)\n if <(y position) > [160]> then\n set y to (185)\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (scroll1 v)\n else\n hide\n end\n end\nend\n\nwhen I receive [turn page v]\nforever\n if <(Type Scroll) = [1]> then\n wait until <key (space v) pressed?>\n set [screen for v] to (((Screen For) mod (2)) + (1))\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I start as a clone\nforever\n set size to ((100) * (ZOOM)) %\n if <(Type Scroll) = [2]> then\n show\n go to (improved3 v)\n if <(y position) > [-20]> then\n set y to (5)\n point in direction (-90)\n else\n point in direction (90)\n end\n switch costume to (scroll2 v)\n else\n hide\n end\nend\n\n@Ground2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [i v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [scroll x2 v] to [0]\nset [scroll y2 v] to [0]\nQuick\n\ndefine Position\ngo to x: (((x) - (SCROLL X2)) * (ZOOM)) y: (((y) - (SCROLL Y2)) * (ZOOM))\nset size to ((100) * (ZOOM)) %\nif <<<(round (((x) - (SCROLL X2)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y2)) * (ZOOM))) = (round (y position))>> and <(Type Scroll) = [2]>> then\n show\nelse\n hide\nend\n\ndefine Create Clone (x) (y) (for)\nset [x v] to (x)\nset [y v] to (y)\nset [for v] to (for)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nPosition\n\ndefine Quick\nswitch costume to (level 1 v)\nrepeat (20)\n change [i v] by (1)\n Create Clone ((480) * (i)) [0] [2]\nend\nset [x v] to [0]\nset [y v] to [0]\nset [for v] to [2]\nswitch costume to (level 1 v)\n\n@hurt2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [j v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nQuick\n\ndefine Position\ngo to x: (((x) - (SCROLL X2)) * (ZOOM)) y: (((y) - (SCROLL Y2)) * (ZOOM))\nset size to ((100) * (ZOOM)) %\nif <<<(round (((x) - (SCROLL X2)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y2)) * (ZOOM))) = (round (y position))>> and <(Type Scroll) = [2]>> then\n show\nelse\n hide\nend\n\ndefine Create Clone (x) (y) (for)\nset [x v] to (x)\nset [y v] to (y)\nset [for v] to (for)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [8]> then\n turn right (1.5) degrees\n else\n if <(costume [number v]) = [9]> then\n turn right (2.5) degrees\n else\n point in direction (90)\n end\n end\nend\n\nwhen I receive [tick v]\nPosition\n\ndefine Quick\nswitch costume to (level 1 v)\nrepeat (20)\n change [j v] by (1)\n Create Clone ((480) * (j)) [0] [2]\nend\nset [x v] to [0]\nset [y v] to [0]\nset [for v] to [2]\nswitch costume to (level 1 v)\n\n@Platforms2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [k v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nQuick\n\ndefine Create Clone (x) (y) (for)\nset [x v] to (x)\nset [y v] to (y)\nset [for v] to (for)\nnext costume\ncreate clone of (_myself_ v)\n\ndefine Position\ngo to x: (((x) - (SCROLL X2)) * (ZOOM)) y: (((y) - (SCROLL Y2)) * (ZOOM))\nset size to ((100) * (ZOOM)) %\nif <<<(round (((x) - (SCROLL X2)) * (ZOOM))) = (round (x position))> and <(round (((y) - (SCROLL Y2)) * (ZOOM))) = (round (y position))>> and <(Type Scroll) = [2]>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition\n\ndefine Quick\nswitch costume to (costume1 v)\nrepeat (20)\n change [k v] by (1)\n Create Clone ((480) * (k)) [0] [2]\nend\nset [x v] to [0]\nset [y v] to [0]\nset [for v] to [2]\nswitch costume to (costume1 v)\n\n@Background\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen I receive [turn page v]\nif <(Type Scroll) = [2]> then\n create clone of (_myself_ v)\n switch backdrop to (backdrop1 v)\n forever\n go to [back v] layer\n set size to (50) %\n go to x: (0) y: (90)\n show\n if <(Level1) = [13]> then\n switch costume to (backdrop2 v)\n else\n if <(Level1) > [13]> then\n switch costume to (backdrop3 v)\n else\n switch costume to (backdrop1 v)\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (backdrop1 v)\nforever\n go to [back v] layer\n set size to (50) %\n go to x: (0) y: (-90)\n show\n if <(Level2) = [13]> then\n switch costume to (backdrop2 v)\n else\n if <(Level2) > [13]> then\n switch costume to (backdrop3 v)\n else\n switch costume to (backdrop1 v)\n end\n end\nend\n\n | Use the arrow keys in pc mode or drag in mobile mode to move player 1 and WASD to move player 2. On a shared screen, the camera adjusts to the distance of the two characters. And on screen for one, by pressing the "space" key the camera follows the indicated player.\nEnemies have a bug in the shared screen mode :/\nOriginal: https://scratch.mit.edu/projects/318447129 |
NEON 2 (the scrolling platformer) | @Stage\n\nwhen I receive [2 v]\nforever\n play sound [Lightscape - Recollection v] until done\nend\n\n@Nlogo2\n\ndefine 背景\npen up\nset pen color to (#8a55d7)\nset pen size to (250)\nset pen shade to (30)\ngo to x: (0) y: (10000)\npen down\nstart sound [BeepBox-Song v]\nrepeat (15)\n change y by (((-180) - (y position)) / (6))\nend\npen up\nset pen shade to (50)\ngo to x: (240) y: (10000)\npen down\nstart sound [BeepBox-Song v]\nrepeat (15)\n change y by (((-180) - (y position)) / (6))\nend\npen up\nset pen shade to (20)\ngo to x: (-240) y: (10000)\npen down\nstart sound [BeepBox-Song v]\nrepeat (20)\n change y by (((-180) - (y position)) / (6))\nend\npen up\n\ndefine 角色\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <not <(id) = [3]>> then\n pen up\n set size to (1) %\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n point in direction (39)\n if <(id) = [1]> then\n go to x: (-4) y: (18)\n switch costume to (nlogo4 v)\n else\n if <(id) = [2]> then\n go to x: (-6) y: (-85)\n switch costume to (nlogo3 v)\n end\n end\n if <(id) = [1]> then\n start sound [BeepBox-Song \(1\) v]\n end\n repeat (20)\n change [ghost v] effect by (-5)\n turn right (((91) - (direction)) / (6)) degrees\n end\n wait (2) seconds\n if <(id) = [1]> then\n start sound [BeepBox-Song \(2\) v]\n end\n set [y v] to [20]\n broadcast (n v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine 反馈\nclear\n背景\n角色\nwait (3.5) seconds\n清除\nerase all\n\ndefine 清除\npen up\nset pen color to (#7f00ff)\nset pen size to (250)\ngo to x: (-240) y: (180)\npen down\nstart sound [BeepBox-Song2 v]\nrepeat (15)\n change x by (((240) - (x position)) / (6))\nend\npen up\ngo to x: (240) y: (0)\npen down\nstart sound [BeepBox-Song2 v]\nrepeat (15)\n change x by (((-240) - (x position)) / (6))\nend\npen up\ngo to x: (-240) y: (-189)\npen down\nstart sound [BeepBox-Song2 v]\nrepeat (15)\n change x by (((240) - (x position)) / (6))\nend\npen up\nset [a v] to [0]\nset [n v] to [1]\nset [id v] to [3]\ncreate clone of (_myself_ v)\nbroadcast (消息1 v)\nbroadcast (2 v)\n\nwhen I start as a clone\nforever\n if <not <(id) = [3]>> then\n set [size v] to (((size) * (0.7)) + (((185) - (size)) / (6)))\n end\nend\n\nwhen flag clicked\nset [n v] to [0]\nset [y v] to [0]\nhide\nset size to (1) %\nif <(a) = [1]> then\n pen down\n 反馈\nelse\n broadcast (消息1 v)\n broadcast (2 v)\nend\n\nwhen I receive [n v]\nrepeat (10)\n change [y v] by (-3)\nend\n\nwhen I start as a clone\nforever\n if <not <(id) = [3]>> then\n change size by (size)\n change y by (y)\n end\nend\n\ndefine clear\npen down\nset pen size to (250)\nset pen color to (#ffffff)\ngo to x: (-240) y: (180)\ngo to x: (-240) y: (0)\ngo to x: (-240) y: (-180)\ngo to x: (240) y: (180)\ngo to x: (240) y: (0)\ngo to x: (240) y: (-180)\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nif <(id) = [3]> then\n go to x: (0) y: (0)\n show\n switch costume to (造型1 v)\n go to [front v] layer\nend\nforever\n if <(id) = [3]> then\n if <(n) = [1]> then\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nset [a v] to [1]\n\n@角色1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nstart sound [recording1 v]\nset [ghost v] effect to (100)\nshow\nset size to (9999) %\nrepeat (50)\n change [ghost v] effect by (-15)\n change size by (((100) - (size)) / (6))\n go to [front v] layer\nend\n\n@角色2\n\nwhen flag clicked\nset [场景x v] to [0]\nset [场景y v] to [100]\nset [x1 v] to [0]\nset [y1 v] to [0]\nhide\n\ndefine clone x: (x) y: (y) cos: (cos)\nswitch costume to (cos)\nset [x1 v] to (x)\nset y to (y)\ncreate clone of (_myself_ v)\n\ndefine p (x)\nset x to (x)\nif <(round (x)) = (round (x position))> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n p ((X1) - (场景x))\nend\n\ndefine lvl 1\nclone x: [0] y: [100] cos: [t1]\nclone x: [0] y: [-70] cos: [1]\nclone x: [250] y: [0] cos: [1]\nclone x: [500] y: [-100] cos: [1]\nclone x: [750] y: [-130] cos: [1]\nclone x: [1000] y: [-10] cos: [1]\nclone x: [1250] y: [40] cos: [1]\nclone x: [1500] y: [-50] cos: [1]\nclone x: [1750] y: [-20] cos: [2]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-15)\nend\n\nwhen I receive [start v]\nrepeat (1)\n delete this clone\nend\nset [lvl v] to [1]\nlvl 1\n\nwhen I receive [next lvl v]\nwait (0.4) seconds\nrepeat (1)\n delete this clone\nend\nchange [lvl v] by (1)\nif <(lvl) = [2]> then\n lvl 2\nelse\n if <(lvl) = [3]> then\n lvl3\n else\n if <(lvl) = [4]> then\n lvl4\n else\n if <(lvl) = [5]> then\n lvl5\n else\n if <(lvl) = [6]> then\n lvl6\n else\n if <(lvl) = [7]> then\n lvl7\n else\n if <(lvl) = [8]> then\n lvl8\n else\n if <(lvl) = [9]> then\n lvl9\n else\n if <(lvl) = [10]> then\n lvl10\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine lvl 2\nclone x: [0] y: [100] cos: [t2]\nclone x: [0] y: [-70] cos: [1]\nclone x: [200] y: [-70] cos: [3]\nclone x: [400] y: [-70] cos: [1]\nclone x: [600] y: [-70] cos: [3]\nclone x: [800] y: [-70] cos: [1]\nclone x: [1000] y: [-70] cos: [3]\nclone x: [1200] y: [-70] cos: [1]\nclone x: [1500] y: [-70] cos: [1]\nclone x: [1850] y: [-70] cos: [1]\nclone x: [2150] y: [-70] cos: [2]\n\ndefine lvl3\nclone x: [0] y: [120] cos: [t3]\nclone x: [0] y: [-70] cos: [1]\nclone x: [200] y: [-70] cos: [4]\nclone x: [400] y: [65] cos: [1]\nclone x: [600] y: [-70] cos: [4]\nclone x: [800] y: [50] cos: [1]\nclone x: [1000] y: [-70] cos: [1]\nclone x: [1200] y: [-70] cos: [4]\nclone x: [1200] y: [130] cos: [3]\nclone x: [1400] y: [20] cos: [1]\nclone x: [1600] y: [-30] cos: [1]\nclone x: [1800] y: [50] cos: [1]\nclone x: [2000] y: [50] cos: [1]\nclone x: [2200] y: [10] cos: [2]\n\ndefine lvl4\nclone x: [0] y: [130] cos: [t4]\nclone x: [0] y: [-70] cos: [1]\nclone x: [200] y: [-70] cos: [5]\nclone x: ((200) + ((171) * (1))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (2))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (3))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (4))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (5))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (6))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (7))) y: [-50] cos: [4]\nclone x: ((200) + ((171) * (8))) y: [50] cos: [2]\n\ndefine lvl5\nclone x: [0] y: [130] cos: [t5]\nclone x: [0] y: [-70] cos: [1]\nclone x: [200] y: [-70] cos: [6]\nclone x: [400] y: [40] cos: [1]\nclone x: [600] y: [-30] cos: [6]\nclone x: [850] y: [-40] cos: [1]\nclone x: [1150] y: [-40] cos: [6]\nclone x: [1450] y: [-40] cos: [1]\nclone x: [1750] y: [-40] cos: [6]\nclone x: [1950] y: [-40] cos: [2]\n\ndefine lvl6\nclone x: [0] y: [120] cos: [t6]\nclone x: [0] y: [-70] cos: [1]\nclone x: [200] y: [0] cos: [1]\nclone x: [400] y: [50] cos: [1]\nclone x: [600] y: [-70] cos: [1]\nclone x: [800] y: [-70] cos: [1]\nclone x: [1000] y: [-70] cos: [4]\nclone x: [1200] y: [80] cos: [1]\nclone x: [1300] y: [30] cos: [3]\nclone x: [1500] y: [-50] cos: [1]\nclone x: [1700] y: [50] cos: [4]\nclone x: [1900] y: [0] cos: [4]\nclone x: [2100] y: [80] cos: [1]\nclone x: [2300] y: [-10] cos: [1]\nclone x: [2500] y: [-10] cos: [3]\nclone x: [2700] y: [-10] cos: [1]\nclone x: [2900] y: [-10] cos: [5]\nclone x: [3100] y: [-30] cos: [4]\nclone x: [3300] y: [70] cos: [1]\nclone x: [3500] y: [70] cos: [2]\n\ndefine lvl7\nclone x: [0] y: [120] cos: [t7]\nclone x: [0] y: [-70] cos: [1]\nclone x: [200] y: [-70] cos: [5]\nclone x: ((200) + ((171) * (1))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (2))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (3))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (4))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (5))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (6))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (7))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (8))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (9))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (10))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (11))) y: [-70] cos: [5]\nclone x: ((200) + ((171) * (12))) y: [-50] cos: [4]\nclone x: ((200) + ((171) * (13))) y: [50] cos: [2]\n\ndefine lvl8\nclone x: [0] y: [120] cos: [t8]\nclone x: [0] y: [-70] cos: [1]\nclone x: [200] y: [-70] cos: [1]\nclone x: [400] y: [-70] cos: [1]\nclone x: [400] y: [50] cos: [1]\nclone x: [600] y: [50] cos: [3]\nclone x: [600] y: [-30] cos: [1]\nclone x: [800] y: [-70] cos: [1]\nclone x: [1000] y: [-70] cos: [4]\nclone x: [1200] y: [110] cos: [1]\nclone x: [1400] y: [60] cos: [1]\nclone x: [1600] y: [0] cos: [1]\nclone x: [1800] y: [-50] cos: [1]\nclone x: [2000] y: [-60] cos: [3]\nclone x: [2200] y: [-60] cos: [1]\nclone x: [2400] y: [30] cos: [1]\nclone x: [2500] y: [-10] cos: [3]\nclone x: [2700] y: [30] cos: [2]\n\ndefine lvl9\nclone x: [0] y: [-70] cos: [1]\nclone x: [250] y: [0] cos: [t9]\nclone x: [450] y: [-70] cos: [2]\n\ndefine lvl10\nclone x: [0] y: [120] cos: [t10]\nclone x: [0] y: [-70] cos: [1]\nclone x: [200] y: [-70] cos: [2]\n\n@角色3\n\nwhen flag clicked\nset [speed v] to [1.5]\nset [nx v] to [0]\nset [y v] to [0]\nset [die/ v] to [0]\nhide\n\nwhen I receive [2 v]\nset [die/ v] to [0]\nset [nx v] to [0]\nset [y v] to [0]\nswitch costume to (100 \(54\) v)\ngo to x: (0) y: (0)\nset size to (200) %\nset [ghost v] effect to (100)\nwait (0.2) seconds\nbroadcast (eye v)\nshow\nrepeat (25)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-15)\nend\nbroadcast (start v)\nwait (0.2) seconds\nforever\n if <(die/) = [0]> then\n 1\n set [nx v] to ((nx) * (0.85))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [nx v] by (speed)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-90)\n change [nx v] by ((speed) * (-1))\n end\n end\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change [场景x v] by ((nx) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [20]>>> then\n if <(nx) > [0]> then\n set [nx v] to [-5]\n else\n set [nx v] to [5]\n end\n set [y v] to [10]\n else\n set [nx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [20]>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n end\n outside/\n touch color/\nend\n\ndefine outside/\nif <(场景x) < [-20]> then\n set [场景x v] to [-20]\nend\nif <(y position) < [-180]> then\n die\nend\n\ndefine die\nset [die/ v] to [1]\ncreate clone of (_myself_ v)\nset [y v] to [0]\nset [nx v] to [0]\nrepeat (25)\n change y by (((0) - (y position)) / (6))\n change [场景x v] by (((0) - (场景x)) / (6))\nend\nset [die/ v] to [0]\n\nwhen I start as a clone\nswitch costume to (100 \(54\) v)\nset size to (100) %\nrepeat (25)\n change size by (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine 1\nif <not <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>>> then\n change [场景x v] by (nx)\nelse\n move (-1) steps\nend\n\ndefine touch color/\nif <color (#2887b6) is touching (#60ff42)?> then\n win animation\nelse\n if <color (#2887b6) is touching (#ff4242)?> then\n die\n else\n if <color (#2887b6) is touching (#fff042)?> then\n set [y v] to [20]\n else\n if <touching color (#ffffff)?> then\n set [speed v] to [1.5]\n else\n if <touching color (#42ffca)?> then\n set [y v] to [1]\n set [speed v] to [4.5]\n else\n if <touching color (#a7702b)?> then\n set [speed v] to [0.3]\n else\n set [speed v] to [1.5]\n end\n end\n end\n end\n end\nend\n\ndefine win animation\nbroadcast (hide v)\nset [die/ v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (next lvl v)\n\nwhen I receive [next end v]\nset [die/ v] to [0]\nset [nx v] to [0]\nset [y v] to [0]\nswitch costume to (100 \(54\) v)\ngo to x: (0) y: (0)\nset size to (200) %\nset [ghost v] effect to (100)\nwait (0.2) seconds\nbroadcast (eye v)\nshow\nrepeat (25)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-15)\nend\nwait (0.2) seconds\nforever\n if <(die/) = [0]> then\n 1\n set [nx v] to ((nx) * (0.85))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [nx v] by (speed)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-90)\n change [nx v] by ((speed) * (-1))\n end\n end\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by (1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change [场景x v] by ((nx) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [20]>>> then\n if <(nx) > [0]> then\n set [nx v] to [-5]\n else\n set [nx v] to [5]\n end\n set [y v] to [10]\n else\n set [nx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<color (#2887b6) is touching (#ffffff)?> or <color (#2887b6) is touching (#a7702b)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [20]>>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n end\n outside/\n touch color/\nend\n\nwhen I receive [next lvl v]\nstop [other scripts in sprite v]\n\nwhen I receive [skip v]\nwin animation\n\nset [y v] to [2]\n\nwhen I receive [next end v]\nif <(lvl) = [11]> then\n stop [other scripts in sprite v]\n broadcast (ending v)\n switch costume to (100 \(54\) v)\n go to x: (0) y: (0)\n set size to (200) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n broadcast (eye v)\n show\n repeat (25)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-15)\n end\n wait (1) seconds\n broadcast (hideee v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\nend\n\nwhen I receive [next end v]\nif <(lvl) = [11]> then\n stop [other scripts in sprite v]\n broadcast (ending v)\n switch costume to (100 \(54\) v)\n go to x: (0) y: (0)\n set size to (200) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n broadcast (eye v)\n show\n repeat (25)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-15)\n end\n wait (1) seconds\n broadcast (hideee v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\nend\n\nwhen I receive [next end v]\nif <(lvl) = [11]> then\n stop [other scripts in sprite v]\n broadcast (ending v)\n switch costume to (100 \(54\) v)\n go to x: (0) y: (0)\n set size to (200) %\n set [ghost v] effect to (100)\n wait (0.2) seconds\n broadcast (eye v)\n show\n repeat (25)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-15)\n end\n wait (1) seconds\n broadcast (hideee v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\nend\n\n@角色4\n\nwhen flag clicked\nhide\n\nwhen I receive [eye v]\ngo to (角色3 v)\nswitch costume to (造型1 v)\ngo to [front v] layer\nset size to (0) %\nset [ghost v] effect to (100)\nshow\nrepeat (25)\n change size by (((100) - (size)) / (5))\n change [ghost v] effect by (-5)\nend\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change x by (((([x position v] of [角色3 v]) + (5)) - (x position)) / (3))\n change y by ((([y position v] of [角色3 v]) - (y position)) / (3))\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n change x by (((([x position v] of [角色3 v]) + (-5)) - (x position)) / (3))\n change y by ((([y position v] of [角色3 v]) - (y position)) / (3))\n else\n change x by ((([x position v] of [角色3 v]) - (x position)) / (3))\n change y by ((([y position v] of [角色3 v]) - (y position)) / (3))\n end\n end\nend\n\ndefine eye animate\nswitch costume to (造型1 v)\nrepeat (7)\n next costume\nend\n\nwhen I receive [eye v]\nforever\n wait (pick random (1) to (5)) seconds\n eye animate\nend\n\nwhen I receive [hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\nwhen I receive [hideee v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@角色5\n\nwhen flag clicked\nhide\n\ndefine clone (id) (times)\nset [id v] to (id)\nrepeat (times)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to x: (-465) y: (0)\nshow\nif <(id) = [1]> then\n go to [front v] layer\n switch costume to (造型1 v)\nelse\n if <(id) = [2]> then\n go to [front v] layer\n switch costume to (造型2 v)\n else\n if <(id) = [3]> then\n switch costume to (造型3 v)\n end\n end\nend\nrepeat (20)\n change x by (((0) - (x position)) / (3.3))\nend\nstart sound [BeepBox-Song \(29\) v]\nset [场景x v] to [0]\nif <(id) = [1]> then\n repeat (19)\n change y by (((y position) - (1)) * (0.3))\n end\n delete this clone\nelse\n if <(id) = [2]> then\n repeat (19)\n change y by (((y position) - (-1)) * (0.3))\n end\n delete this clone\n else\n if <(id) = [3]> then\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (next end v)\n delete this clone\n end\n end\nend\n\nwhen I receive [next lvl v]\nrepeat (1)\n delete this clone\nend\nclone [1] [3]\n\n@MOSHED-2020-4-3-15-17-19\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [hideee v]\nwait (1.5) seconds\nshow\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (1) seconds\nrepeat (20)\n change [brightness v] effect by (-7)\nend\nwait (0.3) seconds\nrepeat (20)\n change [ghost v] effect by (6)\nend\nhide\nwait (0.3) seconds\nbroadcast (text v)\n\nwhen I receive [hideee v]\nwait (1.5) seconds\nswitch costume to (moshed-2020-4-3-15-17-19 v)\nrepeat (79)\n next costume\nend\n\n@角色6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (130) %\n\nwhen I receive [text v]\nswitch costume to (6 \(3\) v)\nset [ghost v] effect to (100)\nshow\nrepeat (7)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (1.5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n wait (1) seconds\nend\nhide\nstop [all v]\n\n@角色7\n\nwhen I receive [2 v]\nforever\n wait until <key (t v) pressed?>\n broadcast (skip v)\n wait until <not <key (t v) pressed?>>\nend\n\nwhen I receive [next end v]\nif <(lvl) = [11]> then\n stop [other scripts in sprite v]\nend\n\n | N E O N 2\n mobile/computer\n (Rolling platform)\n By @T_PLAN\nlove & fav by @Coltroc !\n||please leave a love||and then I'll make Neon:Rebirth\n ∷ X coordinate open world(if you can't fall XD)\n ∷ check "T" to skip a level =)\n ∷ 10 levels (hader then NEON 1)\n ∷ use ← → keys/tap left right screen to move\n ∷ use ↑ key/tap above of screen to jump\n ∷ yellow can make you jump high\n ∷ red / fall can make you die\n ∷ touch green to go to the next level\n ∷ sky blue can make you run fast~\n ∷ brown make you run slowly\n\n 〼 music: Recollection (by Lightscape)\n 〼 If you like this game don't forget leave a ❤️ and ⭐!\n\n#games #platformer #art #all #music #stories #T_PLAN #animations #popular #trending |
~LAVA~ A Platformer | @Stage\n\nwhen I receive [play game v]\nforever\n if <not <(Level) = [5]>> then\n play sound [500_Chunks_A_Minecraft_Parody_of_500_Miles_ v] until done\n end\nend\n\nwhen [space v] key pressed\n\nwhen I receive [level select v]\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [Kirby Triple Deluxe Music - Masked Dedede.mp3 v] until done\n\nset [mouse v] to (join ((mouse x) + (Scroll x)) (join [,] ((mouse y) + (Scroll y))))\nshow variable [mouse v]\n\nwhen I receive [boss battle v]\nforever\n play sound [Kirby Triple Deluxe Music - Masked Dedede.mp3 v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nclear graphic effects\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(Exit) > []>\n Tick\n broadcast (Tick v)\n change [tick v] by (1)\n end\n if <(Exit) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nhide\nset size to (30) %\nset [x v] to [0]\nclear graphic effects\nswitch costume to (hitbox v)\nset [tick v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nswitch costume to (hitbox2 v)\nset rotation style [don't rotate v]\nif <<key (left arrow v) pressed?> or <(left key pressed) = [1]>> then\n change [sx v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <(right key pressed) = [1]>> then\n change [sx v] by (1)\nend\nif <(sx) > [10]> then\n set [sx v] to [10]\nend\nif <[-10] > (sx)> then\n set [sx v] to [-10]\nend\nif <not <(sx) = [0]>> then\n Change Player x by (sx)\nend\nif <<key (up arrow v) pressed?> or <(up key pressed) = [1]>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <<touching (platforms v)?> and <touching color (#93ff93)?>> then\n start sound [Drum Boing v]\n set [sy v] to [30]\nend\nset [sx v] to ((sx) * (0.9))\nchange [sy v] by (-2)\nChange Player y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (Scroll x)) / (10)))\nif <(Scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nif <(Level) < [3]> then\n if <[1400] < (Scroll x)> then\n set [scroll x v] to [1400]\n end\nelse\n if <(Level) = [4]> then\n if <[0] < (Scroll x)> then\n set [scroll x v] to [0]\n end\n else\n if <[2000] < (Scroll x)> then\n set [scroll x v] to [2000]\n end\n end\nend\nif <(Scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(Level) = [4]> then\n if <[2000] < (Scroll y)> then\n set [scroll y v] to [2000]\n end\nelse\n if <[100] < (Scroll y)> then\n set [scroll y v] to [100]\n end\nend\nchange [scroll y v] by (round (((y) - (Scroll y)) / (10)))\nif <(Level) = [5]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nSet Costume\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <<touching color (#93ff93)?> or <not <touching (platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (platforms v)?> and <not <touching color (#93ff93)?>>> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n set [sx v] to [0]\n change [x v] by (-1)\n else\n set [sx v] to [0]\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nstart sound [Crunch v]\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nset [exit v] to []\nwait (0.5) seconds\n\nbroadcast (Tick v) and wait\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\nwhen I receive [turn page v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Game - Win\nstart sound [Teleport2 v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [levels unlocked v] by (1)\nbroadcast (level select v)\n\nbroadcast (transition v)\nwait (1) seconds\n\ndefine Set Costume\nset rotation style [left-right v]\nif <not <(in air) = [0]>> then\n if <(sx) > [0.1]> then\n point in direction (90)\n else\n if <(sx) < [-0.1]> then\n point in direction (-90)\n end\n end\n if <(sy) > [0]> then\n switch costume to (hitbox14 v)\n else\n switch costume to (hitbox15 v)\n end\nelse\n if <(sx) > [0.1]> then\n point in direction (90)\n switch costume to ((((timer) * (10)) mod (11)) + (2))\n else\n if <(sx) < [-0.1]> then\n point in direction (-90)\n switch costume to ((((timer) * (10)) mod (11)) + (2))\n else\n switch costume to (hitbox v)\n end\n end\nend\n\nset [scroll x v] to (x)\nset [sx v] to [0]\nPosition\n\nwhen I receive [play game v]\n\nwhen I receive [bounce v]\nset [sy v] to [15]\n\nset [sy v] to [0]\n\nwhen I receive [level select v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [bounce v]\nset [sy v] to [15]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1-1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2-1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3-1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4-1 v)\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n else\n switch costume to (level 5-1 v)\n Clones at x: [360] y: [0]\n end\n end\n end\nend\nset [x v] to [-99999999]\n\nClones at x: [360] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [level select v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nClones at x: [360] y: [0]\n\n@stamp\n\nwhen I start as a clone\nset size to (30) %\nshow\ngo to (player v)\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\ngo to [back v] layer\ngo [forward v] (10) layers\nrepeat (10)\n position ((x) - (Scroll x)) ((y) - (Scroll y))\n change size by (-1.5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwait (0) seconds\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nchange [x v] by ([sx v] of [player v])\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [id v] to [main]\nhide\nset [levels unlocked v] to [1]\n\nwhen I start as a clone\nset size to (100) %\nif <(id) = [0]> then\n go to [front v] layer\n go [forward v] (5) layers\n go to x: (240) y: (0)\n point in direction (180)\n set rotation style [all around v]\n change y by (pick random (-240) to (240))\n switch costume to (5 v)\n show\n set [ghost v] effect to (50)\n set size to (pick random (5) to (100)) %\n repeat (300)\n turn right (4) degrees\n change x by ((([sx v] of [player v]) / (3)) + ((size) * (-0.2)))\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\n end\n repeat (20)\n change [ghost v] effect by (5)\n turn right (4) degrees\n change x by ((([sx v] of [player v]) / (3)) + ((size) * (-0.2)))\n end\n delete this clone\nelse\n if <(id) = [1]> then\n go to [front v] layer\n set [rotation vel v] to [0]\n set size to (100) %\n go to x: (0) y: (240)\n switch costume to (costume5 v)\n show\n glide (0.25) secs to x: (0) y: (0)\n start sound [do you know da wae v]\n glide (0.05) secs to x: (0) y: (20)\n glide (0.1) secs to x: (0) y: (40)\n glide (0.05) secs to x: (0) y: (50)\n glide (0.1) secs to x: (0) y: (60)\n glide (0.05) secs to x: (0) y: (50)\n glide (0.1) secs to x: (0) y: (40)\n glide (0.05) secs to x: (0) y: (20)\n glide (0.2) secs to x: (0) y: (0)\n forever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n end\n else\n if <(id) = [2]> then\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n set [mobile? v] to [0]\n stop all sounds\n start sound [Collect v]\n broadcast (level select v)\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [3]> then\n go to [front v] layer\n go to x: (-160) y: (0)\n switch costume to (costume6 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n set [mobile? v] to [1]\n stop all sounds\n start sound [Collect v]\n broadcast (level select v)\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [4]> then\n go to [front v] layer\n go to x: (160) y: (0)\n switch costume to (costume2 v)\n show\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n set [mobile? v] to [1]\n stop all sounds\n start sound [Collect v]\n broadcast (instructions v)\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n end\n end\n else\n if <(id) = [5]> then\n hide\n else\n if <(id) = [6]> then\n go to [front v] layer\n set [rotation vel v] to [0]\n set size to (100) %\n go to x: (0) y: (240)\n switch costume to (cooltext344999736493236 v)\n show\n glide (0.25) secs to x: (0) y: (0)\n start sound [Drum Boing v]\n glide (0.05) secs to x: (0) y: (20)\n glide (0.1) secs to x: (0) y: (40)\n glide (0.05) secs to x: (0) y: (50)\n glide (0.1) secs to x: (0) y: (60)\n glide (0.05) secs to x: (0) y: (50)\n glide (0.1) secs to x: (0) y: (40)\n glide (0.05) secs to x: (0) y: (20)\n glide (0.2) secs to x: (0) y: (0)\n forever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\n end\n else\n if <<(id) > [6]> and <(id) < [13]>> then\n hide\n wait (((id) - (5)) / (6)) seconds\n go to [front v] layer\n go to x: ((((id) - (7)) * (100)) - (200)) y: (0)\n if <(Levels unlocked) > ((id) - (7))> then\n switch costume to ((id) + (2))\n else\n switch costume to (costume12 v)\n end\n show\n set size to (10) %\n repeat (6)\n change size by (10)\n end\n set size to (70) %\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <<mouse down?> and <(Levels unlocked) > ((id) - (7))>> then\n set [level v] to ((id) - (6))\n stop all sounds\n start sound [Collect v]\n broadcast (turn page v)\n end\n else\n clear graphic effects\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nchange y by (10)\n\nset [ghost v] effect to (50)\n\nforever\n go to [front v] layer\nend\n\nwhen I receive [turn page v]\nhide\n\nstop [other scripts in sprite v]\n\ndefine Rotate\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\n\nwhen I start as a clone\nset [rotation vel v] to [0]\nforever\n if <(id) = [2]> then\n forever\n Rotate\n end\n end\n if <(id) = [3]> then\n forever\n Rotate\n end\n end\n if <(id) = [4]> then\n forever\n Rotate\n end\n end\n if <(id) = [5]> then\n forever\n Rotate\n end\n end\n if <<(id) > [6]> and <(id) < [13]>> then\n forever\n Rotate\n end\n end\nend\n\nwhen I receive [turn page v]\ndelete this clone\n\nwhen I receive [instructions v]\n\nwhen I receive [highscore v]\nif <<(id) > [0]> and <not <(id) = [main]>>> then\n stop [other scripts in sprite v]\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [instructions v]\nif <<(id) > [0]> and <not <(id) = [main]>>> then\n stop [other scripts in sprite v]\n repeat (5)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\n\nwhen I receive [menu v]\nshow\nif <(costume [number v]) = [1]> then\n start sound [Super Mario Bros. 3 Medley - Super Smash Bros. Wii U.mp3 v]\n point in direction (90)\n hide variable [level v]\n hide variable [mobile? v]\n go to [front v] layer\n switch costume to (costume1 v)\n go to x: (0) y: (0)\n set [id v] to [0]\n repeat (5)\n change [id v] by (1)\n create clone of (_myself_ v)\n end\n forever\n set [id v] to [0]\n create clone of (_myself_ v)\n set [id v] to [main]\n wait (0) seconds\n end\nend\n\nwhen flag clicked\nset [id v] to [main]\n\nset [id v] to [main]\n\nwhen I receive [end v]\nshow\nbroadcast (menu v)\n\nRotate\n\ngo to [front v] layer\ngo to x: (100) y: (-105)\nswitch costume to (costume4 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n set [mobile? v] to [1]\n stop all sounds\n start sound [Collect v]\n broadcast (highscore v)\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [level select v]\ndelete this clone\n\nwhen I receive [level select v]\nbroadcast (transition v)\nwait (1) seconds\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [7]\ncreate clone of (_myself_ v)\nset [id v] to [8]\ncreate clone of (_myself_ v)\nset [id v] to [9]\ncreate clone of (_myself_ v)\nset [id v] to [10]\ncreate clone of (_myself_ v)\nset [id v] to [11]\ncreate clone of (_myself_ v)\n\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nrepeat (6)\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n set [mobile? v] to [0]\n stop all sounds\n start sound [Collect v]\n broadcast (level select v)\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [level select v]\nshow\n\n@Sprite4\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Jackpot! The fat rat2 v]\nset [velocity v] to [0]\nset size to (100) %\nshow\nswitch costume to (costume4 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset rotation style [all around v]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait until <key (space v) pressed?>\nstart sound [Connect v]\nbroadcast (end v)\n\nwhen I start as a clone\nshow\nif <(id) = [0]> then\n go [forward v] (1) layers\n go to x: (-240) y: (0)\n switch costume to (costume2 v)\n point in direction (90)\n set [velocity v] to [0]\n repeat (17)\n change [velocity v] by (1)\n change x by (velocity)\n turn right ((velocity) * (1.37)) degrees\n end\n repeat (24)\n change [velocity v] by (-1)\n change x by (velocity)\n turn right ((velocity) * (1.4)) degrees\n end\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (costume5 v)\n set size to (100) %\n set [velocity v] to [10]\n repeat (18)\n change [velocity v] by (-1)\n change size by (velocity)\n end\n set size to (100) %\n start sound [Siren Whistle v]\n clones\n wait (2) seconds\n set [id v] to [3]\n create clone of (_myself_ v)\n set [id v] to [0]\nelse\n if <(id) = [1]> then\n go to x: (240) y: (0)\n switch costume to (costume3 v)\n go to [front v] layer\n point in direction (90)\n repeat (17)\n change x by ((velocity) * (-1))\n turn right ((velocity) * (-1.37)) degrees\n end\n repeat (24)\n change x by ((velocity) * (-1))\n turn right ((velocity) * (-1.4)) degrees\n end\n point in direction (90)\n go to x: (0) y: (0)\n start sound [Coin v]\n delete this clone\n else\n if <(id) = [2]> then\n set rotation style [all around v]\n set size to (100) %\n switch costume to (costume6 v)\n repeat (10)\n move (10) steps\n end\n repeat (10)\n change [ghost v] effect by (10)\n move (10) steps\n end\n delete this clone\n else\n if <(id) = [3]> then\n show\n go to x: (0) y: (0)\n switch costume to (costume7 v)\n set rotation style [all around v]\n set size to (10) %\n set [velocity v] to [17]\n repeat (25)\n change [velocity v] by (-1)\n change size by (velocity)\n end\n repeat (10)\n change [velocity v] by (1)\n change size by (velocity)\n end\n wait (0) seconds\n set [id v] to [4]\n create clone of (_myself_ v)\n hide\n show\n wait (1) seconds\n start sound [Connect v]\n set [velocity v] to [0]\n repeat (10)\n change size by (-10)\n turn right (15) degrees\n end\n broadcast (message1 v)\n delete this clone\n else\n if <(id) = [4]> then\n show\n go to x: (0) y: (900)\n switch costume to (costume6 v)\n set size to (500) %\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (costume8 v)\n set [velocity v] to [0]\n repeat (9)\n change [velocity v] by (-7)\n change [ghost v] effect by (-25)\n change size by (velocity)\n change y by (-22)\n end\n set [velocity v] to [-10]\n repeat (9)\n change [velocity v] by (1)\n change [ghost v] effect by (-25)\n change y by (velocity)\n end\n wait (1) seconds\n switch costume to (costume8 v)\n show\n set [velocity v] to [0]\n repeat (10)\n change [velocity v] by (-2)\n turn left (velocity) degrees\n change y by (velocity)\n end\n delete this clone\n end\n end\n end\n end\nend\n\nchange [velocity v] by (1)\n\ndefine clones\nset rotation style [don't rotate v]\nset [id v] to [2]\nrepeat (30)\n turn right (12) degrees\n create clone of (_myself_ v)\nend\n\nturn right (15) degrees\nturn right (15) degrees\n\nwhen I receive [message1 v]\nif <(id) = [0]> then\n start sound [Teleport2 v]\n set rotation style [all around v]\n point in direction (90)\n switch costume to (costume5 v)\n show\n set [velocity v] to [0]\n repeat (20)\n change [velocity v] by (-1)\n turn left (velocity) degrees\n change y by (velocity)\n end\n hide\n set [vel v] to [0]\n go to x: (0) y: (0)\n show\n set [id v] to [5]\n create clone of (_myself_ v)\n set [id v] to [6]\n create clone of (_myself_ v)\n go to [front v] layer\n repeat (100)\n switch costume to (costume10 v)\n change [vel v] by (5)\n change size by (vel)\n switch costume to (costume11 v)\n end\n broadcast (end v)\n repeat (20)\n go to [front v] layer\n change volume by (-5)\n change [ghost v] effect by (5)\n end\n broadcast (menu v)\n delete this clone\nend\n\ngo to x: (0) y: (0)\n\nchange size by (10)\n\nwhen I receive [end v]\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change volume by (-5)\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n\n\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(id) > [4]> then\n set [brightness v] effect to (((7) - (id)) * (20))\n repeat (100)\n switch costume to (costume10 v)\n change [vel v] by (((7) - (id)) * (20))\n change size by (vel)\n switch costume to (costume11 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nset [velocity v] to [5]\nrepeat (10)\n change [velocity v] by (-1)\n change size by (velocity)\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change volume by (-5)\nend\nhide\ndelete this clone\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [coins v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1-1 v)\n Clones at x: [-124] y: [113]\n Clones at x: [503] y: [156]\n Clones at x: [1125] y: [36]\n Clones at x: [871] y: [163]\n Clones at x: [1529] y: [-95]\nelse\n if <(Level) = [2]> then\n switch costume to (level 1-1 v)\n Clones at x: [-201] y: [-80]\n Clones at x: [239] y: [187]\n Clones at x: [392] y: [257]\n Clones at x: [903] y: [243]\n Clones at x: [1589] y: [-84]\n else\n if <(Level) = [3]> then\n switch costume to (level 1-1 v)\n Clones at x: [189] y: [133]\n Clones at x: [353] y: [254]\n Clones at x: [732] y: [125]\n Clones at x: [1493] y: [-90]\n Clones at x: [2036] y: [-73]\n else\n if <(Level) = [4]> then\n Clones at x: [214] y: [-83]\n Clones at x: [1] y: [360]\n Clones at x: [194] y: [430]\n Clones at x: [-208] y: [739]\n Clones at x: [11] y: [1520]\n end\n end\n end\nend\nset [x v] to [-999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [coins v] by (1)\n if <(COINS) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\nset size to (80) %\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nswitch costume to ((((timer) * (15)) mod (6)) + (1))\n\nClones at x: [732] y: [125]\nClones at x: [1493] y: [-90]\nClones at x: [2036] y: [-73]\n\nwhen I receive [level select v]\ndelete this clone\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1-1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2-1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3-1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4-1 v)\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n Clones at x: [0] y: [360]\n end\n end\n end\nend\nset [x v] to [99999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (closed v)\n Clones at x: [1582] y: [218]\nelse\n if <(Level) = [2]> then\n switch costume to (closed v)\n Clones at x: [1156] y: [190]\n else\n if <(Level) = [3]> then\n switch costume to (closed v)\n Clones at x: [2159] y: [-80]\n else\n if <(Level) = [4]> then\n switch costume to (closed v)\n Clones at x: [-189] y: [1616]\n else\n switch costume to (closed v)\n Clones at x: [9999] y: [-32]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nswitch costume to (closed v)\nClones at x: [99999] y: [-138]\n\n@Sprite17\n\nwhen I receive [end v]\n\nwhen flag clicked\nset [score v] to [0]\nrepeat (10)\n hide\n delete this clone\nend\n\nwhen I receive [highscore v]\nhide\nshow\nset size to (100) %\nclear graphic effects\nset [brightness v] effect to (-50)\ngo to [front v] layer\nclear graphic effects\nhide variable [score v]\nshow\ngo to x: (28) y: (-50)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nforever\n set [id v] to [0]\n show\n switch costume to (letter (length of (☁ best time)) of (☁ best time))\nend\n\ngo to [front v] layer\n\ncreate clone of (_myself_ v)\n\nchange [score v] by (50)\n\nwhen I start as a clone\ngo to x: ((28) - ((id) * (28))) y: (-50)\ngo to [front v] layer\nforever\n show\n switch costume to (letter ((length of (☁ best time)) - (id)) of (☁ best time))\nend\n\nif <(Score) > [999]> then\n\nset [id v] to [15]\ncreate clone of (_myself_ v)\nset [id v] to [16]\ncreate clone of (_myself_ v)\nset [id v] to [17]\ncreate clone of (_myself_ v)\n\nbroadcast (die v)\n\nwhen I receive [menu v]\nset [score v] to [0]\n\nwhen I receive [pulse v]\nwait ((id) / (10)) seconds\nchange y by (5)\nwait (0.05) seconds\nchange y by (-5)\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nset [id v] to [4]\ncreate clone of (_myself_ v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [7]\ncreate clone of (_myself_ v)\nset [id v] to [8]\ncreate clone of (_myself_ v)\nset [id v] to [9]\ncreate clone of (_myself_ v)\n\nwhen I receive [menu v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite16\n\nwhen I receive [turn page v]\nforever\n broadcast (pulse v) and wait\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to x: (-210) y: (150)\n\nwhen I receive [level select v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [coins v] to [0]\nrepeat (10)\n hide\n delete this clone\nend\n\nwhen I receive [turn page v]\nhide\nshow\nset [brightness v] effect to (-50)\nclear graphic effects\nset size to (80) %\ngo to [front v] layer\nhide variable [score v]\nshow\ngo to x: (-140) y: (155)\ncreate clone of (_myself_ v)\nforever\n switch costume to (letter (1) of (COINS))\nend\n\ncreate clone of (_myself_ v)\n\nif <(Score) > [999]> then\n\nset [id v] to [15]\ncreate clone of (_myself_ v)\nset [id v] to [16]\ncreate clone of (_myself_ v)\nset [id v] to [17]\ncreate clone of (_myself_ v)\n\nwhen I receive [pulse v]\nwait ((id) / (10)) seconds\nrepeat (10)\n change size by (1)\nend\nrepeat (10)\n change size by (-1)\nend\n\n@Sprite5\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n repeat (5)\n turn right (5) degrees\n end\n repeat (5)\n turn right (3) degrees\n end\n repeat (5)\n turn right (1) degrees\n end\n repeat (5)\n turn right (-1) degrees\n end\n repeat (5)\n turn right (-3) degrees\n end\n repeat (5)\n turn right (-5) degrees\n end\n repeat (5)\n turn right (-5) degrees\n end\n repeat (5)\n turn right (-3) degrees\n end\n repeat (5)\n turn right (-1) degrees\n end\n repeat (5)\n turn right (1) degrees\n end\n repeat (5)\n turn right (3) degrees\n end\n repeat (5)\n turn right (5) degrees\n end\nend\n\nwhen I receive [turn page v]\nshow\ngo to x: (200) y: (-144)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [turn page v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [transition vel v] to [0]\nset [ghost v] effect to (0)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nbroadcast (fade out v)\n\nwhen I receive [fade out v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [transition v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (5)\n go to [front v] layer\n change [ghost v] effect by (-20)\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nbroadcast (fade out v)\n\nwhen I receive [menu v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nset [transition vel v] to [0]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (fade out v)\n\n@Sprite2\n\ngo to [front v] layer\n\nchange [score v] by (50)\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: ((220) - ((id) * (28))) y: (160)\nforever\n show\n switch costume to (letter ((length of (Time)) - (id)) of (Time))\nend\n\nbroadcast (die v)\n\nwhen I receive [menu v]\nset [score v] to [0]\n\nwhen I receive [win v]\nset size to (100) %\nstop [other scripts in sprite v]\nif <(☁ Highscore) > (Time)> then\n set [☁ highscore v] to (Time)\nend\n\nchange y by (5)\nwait (0.05) seconds\nchange y by (-5)\n\nset [id v] to [4]\ncreate clone of (_myself_ v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [7]\ncreate clone of (_myself_ v)\nset [id v] to [8]\ncreate clone of (_myself_ v)\nset [id v] to [9]\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\nrepeat until <(Level) = [609009090909876060]>\n change [time v] by (1)\n wait (1) seconds\nend\nif <(☁ best time) > (Time)> then\n set [☁ best time v] to (Time)\nend\n\nwhen I receive [play game v]\n\nsay (Time)\n\nwhen I receive [level select v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [time v] to [0]\nhide\ndelete this clone\n\nwhen I receive [play game v]\nhide\nshow\nset [brightness v] effect to (-50)\nclear graphic effects\nset size to (60) %\ngo to [front v] layer\nhide variable [score v]\nshow\ngo to x: (220) y: (160)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [3]\ncreate clone of (_myself_ v)\nforever\n set [id v] to [0]\n show\n switch costume to (letter (length of (Time)) of (Time))\nend\n\ncreate clone of (_myself_ v)\n\nif <(Score) > [999]> then\n\nset [id v] to [15]\ncreate clone of (_myself_ v)\nset [id v] to [16]\ncreate clone of (_myself_ v)\nset [id v] to [17]\ncreate clone of (_myself_ v)\n\nwhen I receive [pulse v]\nwait ((id) / (10)) seconds\nrepeat (10)\n change size by (1)\nend\nrepeat (10)\n change size by (-1)\nend\n\n@Sprite14\n\nwhen I receive [instructions v]\nstop all sounds\nset volume to (100) %\nstart sound [Menu Music v]\nclear graphic effects\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nset size to (10) %\ngo to x: (0) y: (0)\nset [size vel v] to [15]\nrepeat (22)\n change size by (size vel)\n change [size vel v] by (-1)\nend\nrepeat (8)\n change size by (size vel)\n change [size vel v] by (1)\nend\nwait until <mouse down?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (menu v)\n\nwhen I receive [turn page v]\nhide\n\nwhen I receive [highscore v]\nstop all sounds\nset volume to (100) %\nstart sound [Menu Music v]\nclear graphic effects\nswitch costume to (costume1 v)\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\nset size to (10) %\ngo to x: (0) y: (0)\nset [size vel v] to [15]\nrepeat (22)\n change size by (size vel)\n change [size vel v] by (-1)\nend\nrepeat (8)\n change size by (size vel)\n change [size vel v] by (1)\nend\nwait until <mouse down?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (menu v)\n\nwhen I receive [menu v]\nset volume to (0) %\n\ngo to [front v] layer\n\nwhen flag clicked\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\ngo to x: (-120) y: (-140)\nshow\nset [ghost v] effect to (25)\ngo to [front v] layer\nif <(Mobile?) = [0]> then\n hide\nend\n\nwhen I receive [level select v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\n\nif <<(direction) > [44]> and <(direction) < [91]>> then\n\nwhen I receive [play game v]\ngo to x: (-120) y: (0)\nset [left key pressed v] to [0]\nset [right key pressed v] to [0]\nset [down key pressed v] to [0]\nset [down key pressed v] to [0]\nshow\nset [ghost v] effect to (25)\ngo to [front v] layer\nforever\n go to x: (-120) y: (-140)\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\n set [up key pressed v] to [0]\n set [down key pressed v] to [0]\n if <(Mobile?) = [0]> then\n hide\n stop [this script v]\n end\n if <mouse down?> then\n go to x: (-120) y: (-140)\n point towards (mouse-pointer v)\n move (28) steps\n if <<(direction) > [-60]> and <(direction) < [60]>> then\n set [up key pressed v] to [1]\n else\n if <<(direction) < [-120]> or <(direction) > [120]>> then\n set [down key pressed v] to [1]\n end\n end\n if <<(direction) > [30]> and <(direction) < [150]>> then\n set [right key pressed v] to [1]\n else\n if <<(direction) > [-150]> and <(direction) < [-30]>> then\n set [left key pressed v] to [1]\n end\n end\n end\nend\n\nwhen I receive [level select v]\nhide\n\n@thumbnail that does not work\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\n@Background\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - ((Scroll x) / (2))) ((y) - ((Scroll y) / (2)))\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1-1 v)\n repeat (10)\n Clones at x: [480] y: [0]\n end\nelse\n if <(Level) = [2]> then\n switch costume to (level 4-1 v)\n repeat (10)\n Clones at x: [480] y: [0]\n end\n else\n if <(Level) = [3]> then\n switch costume to (level 4-1 v)\n repeat (10)\n Clones at x: [480] y: [0]\n end\n else\n switch costume to (level 4-1 v)\n repeat (10)\n Clones at x: [480] y: [0]\n end\n end\n end\nend\nset [x v] to [-99999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Enemies2\n\ndefine move enemy\nset rotation style [left-right v]\npoint towards (player v)\nclear graphic effects\nswitch costume to (costume1 v)\nset [old x v] to (x)\nif <(type) = [3]> then\n set size to (100) %\n set [x v] to (round ((orig x) + ((move x) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\n set [y v] to (round ((orig y) + ((move y) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\nelse\n set [x v] to (round ((orig x) + ((move x) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\n set [y v] to (round ((orig y) + ((move y) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\nend\nif <<touching (player v)?> and <(([y position v] of [player v]) - (((type) * (6)) - (5))) < (y position)>> then\n start sound [Jab-SoundBible v]\n broadcast (reset level v)\n set [exit v] to [die]\n set [speed y v] to [-10]\n hide\nend\nif <<touching (player v)?> and <(([y position v] of [player v]) - (((type) * (6)) - (5))) > (y position)>> then\n broadcast (bounce v)\n switch costume to (costume14 v)\n switch costume to (hitbox2 v)\n start sound [Pop v]\n hide\n delete this clone\nend\nPosition\nset [color v] effect to (((type) - (2)) * (140))\nswitch costume to ((((TICK) * ((div) / (100))) mod (12)) + (1))\n\ndefine Position\nposition at ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine New Enemy (costume) at x, y: (x) (y)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\nswitch costume to (costume)\nset [type v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [old x v] to [0]\n\ndefine then glide (time) secs to x: (x) y: (y)\nset [type v] to [2]\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [move x v] to ((x) - (x))\nset [move y v] to ((y) - (y))\nset [div v] to ((30) * (time))\nset [offset v] to [0]\n\ndefine Follow\nif <(visible) > [0]> then\n if <(([x position v] of [player v]) + (Scroll x)) < (x)> then\n change [move x v] by (-1)\n end\n if <(x) < (([x position v] of [player v]) + (Scroll x))> then\n change [move x v] by (1)\n end\n if <(move x) > [5]> then\n set [move x v] to [5]\n end\n if <[-5] > (move x)> then\n set [move x v] to [-5]\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [type v] to []\nif <(Level) = [1]> then\n New Enemy [enemy] at x, y: [222] [-61]\n then glide [2.5] secs to x: [115] y: [-61]\n New Enemy [enemy] at x, y: [229] [108]\n then glide [2.5] secs to x: [120] y: [108]\n New Enemy [enemy] at x, y: [555] [64]\n then glide [2.5] secs to x: [460] y: [64]\n New Enemy [enemy] at x, y: [1010] [-61]\n then glide [2.5] secs to x: [733] y: [-61]\n New Enemy [enemy] at x, y: [1612] [78]\n then glide [2.5] secs to x: [1241] y: [78]\n New Enemy [enemy] at x, y: [1612] [78]\n then glide [5] secs to x: [1241] y: [78]\n New Enemy [enemy] at x, y: [99999999] [-61]\n then glide [2.5] secs to x: [9999999999] y: [-61]\nelse\n if <(Level) = [2]> then\n New Enemy [enemy] at x, y: [134] [-26]\n then glide [5] secs to x: [-145] y: [-26]\n New Enemy [enemy] at x, y: [-66] [113]\n then glide [2] secs to x: [-146] y: [113]\n New Enemy [enemy] at x, y: [201] [174]\n then glide [2] secs to x: [52] y: [174]\n New Enemy [enemy] at x, y: [499] [-96]\n then glide [2] secs to x: [166] y: [-96]\n New Enemy [enemy] at x, y: [1046] [152]\n then glide [2] secs to x: [760] y: [152]\n New Enemy [enemy] at x, y: [979] [-27]\n then glide [2] secs to x: [893] y: [-27]\n New Enemy [enemy] at x, y: [9999999] [152]\n then glide [2] secs to x: [999999999] y: [152]\n else\n if <(Level) = [3]> then\n New Enemy [enemy] at x, y: [29] [112]\n then glide [2] secs to x: [-57] y: [112]\n New Enemy [enemy] at x, y: [291] [-98]\n then glide [2] secs to x: [124] y: [-98]\n New Enemy [enemy] at x, y: [493] [49]\n then glide [2] secs to x: [408] y: [49]\n New Enemy [enemy] at x, y: [583] [114]\n then glide [2] secs to x: [506] y: [114]\n New Enemy [enemy] at x, y: [408] [179]\n then glide [2] secs to x: [493] y: [179]\n New Enemy [enemy] at x, y: [951] [-8]\n then glide [2] secs to x: [865] y: [-8]\n New Enemy [enemy] at x, y: [865] [-164]\n then glide [2] secs to x: [951] y: [-164]\n New Enemy [enemy] at x, y: [1308] [22]\n then chase [2] secs to x: [1231] [22]\n New Enemy [enemy] at x, y: [1493] [-70]\n then chase [2] secs to x: [1493] [-70]\n New Enemy [enemy] at x, y: [1720] [-11]\n then glide [2] secs to x: [1635] y: [-11]\n New Enemy [enemy] at x, y: [2064] [-96]\n then glide [2] secs to x: [1996] y: [-96]\n New Enemy [enemy] at x, y: [9999999] [152]\n then glide [2] secs to x: [999999999] y: [152]\n else\n if <(Level) = [4]> then\n New Enemy [enemy] at x, y: [-160] [-65]\n then chase [4] secs to x: [0] [-65]\n New Enemy [enemy] at x, y: [160] [-65]\n then chase [4] secs to x: [0] [-65]\n New Enemy [enemy] at x, y: [-67] [65]\n then glide [2] secs to x: [84] y: [65]\n New Enemy [enemy] at x, y: [-220] [162]\n then glide [2] secs to x: [175] y: [162]\n New Enemy [enemy] at x, y: [32] [446]\n then chase [2] secs to x: [-36] [446]\n New Enemy [enemy] at x, y: [-32] [581]\n then glide [2] secs to x: [131] y: [581]\n New Enemy [enemy] at x, y: [-40] [848]\n then glide [2] secs to x: [20] y: [781]\n New Enemy [enemy] at x, y: [-32] [942]\n then glide [2] secs to x: [-129] y: [942]\n New Enemy [enemy] at x, y: [9] [942]\n then glide [2] secs to x: [92] y: [942]\n New Enemy [enemy] at x, y: [-208] [1115]\n then chase [2] secs to x: [118] [1115]\n New Enemy [enemy] at x, y: [47] [1325]\n then chase [2] secs to x: [-21] [1325]\n New Enemy [enemy] at x, y: [9999999] [152]\n then glide [2] secs to x: [999999999] y: [152]\n end\n end\n end\nend\nset [x v] to [9999999999]\n\nwhen I receive [tick v]\nif <(type) > []> then\n if <(type) = [2]> then\n move enemy\n else\n if <(type) = [3]> then\n set size to (100) %\n move enemy\n else\n if <(type) = [5]> then\n end\n end\n Position\nend\n\ndefine position at (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (30) %\nif <(type) = [3]> then\n set size to (100) %\nend\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [visible v] to [1]\nelse\n hide\n set [visible v] to [0]\nend\nif <((old x) - (x)) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\nwhen flag clicked\nhide\n\ndefine then rotate (time) secs\nset rotation style [all around v]\nset [type v] to [4]\nset [div v] to ((time) * (30))\n\ndefine then chase (time) secs to x: (x) (y)\nset [type v] to [3]\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [move x v] to ((x) - (x))\nset [move y v] to ((y) - (y))\nset [div v] to ((30) * (time))\nset [offset v] to [0]\n\npoint towards (player v)\n\nforever\n\nwhen I receive [level select v]\nset [time v] to [0]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nif <(([y position v] of [player v]) + (Scroll y)) < (y)> then\n change [move y v] by (-1)\nend\nif <(y) < (([y position v] of [player v]) + (Scroll y))> then\n change [move y v] by (1)\nend\n\nif <(move y) > [5]> then\n set [move y v] to [5]\nend\nif <[-5] > (move y)> then\n set [move y v] to [-5]\nend\nchange [x v] by (move x)\nchange [y v] by (move y)\n\nFollow\n\npoint in direction ((TICK) * (div))\n\nthen glide [2] secs to x: [118] y: [1118]\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nset size to (50) %\nshow\ngo to x: (-201) y: (-88)\nswitch costume to (costume1 v)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nforever\n set size to (50) %\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n stop all sounds\n start sound [Collect v]\n broadcast (level select v)\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [level select v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [play game v]\nwait until <(Exit) = []>\nwait until <(Exit) = [win]>\nrepeat (10)\n change size by (-5)\nend\nstop [other scripts in sprite v]\nhide\n\ngo to [front v] layer\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [boss battle v]\nstop all sounds\nset [player active v] to [0]\nshow\nset size to (100) %\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (0) y: (140)\nswitch costume to (costume1 v)\nset [color v] effect to (0)\npoint in direction (-90)\nwait (1) seconds\nforever\n Attack 1\n Attack2\n Attack3 \n Attack 1\n Attack 5\n Attack 4\n Attack2\n Attack 7\n Attack3 \n Attack 6\nend\n\nwhen I receive [boss battle v]\nhide\nshow\nclear graphic effects\nset size to (100) %\nset rotation style [left-right v]\nset [level in v] to (Level)\nset [speed y v] to [0]\nset [hp v] to [25]\nswitch costume to (costume1 v)\nforever\n if <<touching (player v)?> and <(([y position v] of [player v]) - (10)) < (y position)>> then\n change [score v] by (1)\n start sound [Fireballhit v]\n set [exit v] to [die]\n end\n if <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>> then\n if <(hp) > [0]> then\n broadcast (bounce v)\n change [hp v] by (-1)\n change [brightness v] effect by (2)\n start sound [pop2 v]\n wait (0.2) seconds\n else\n broadcast (bounce v)\n broadcast (boss defeated v)\n stop [other scripts in sprite v]\n change [hp v] by (-1)\n switch costume to (costume1 v)\n set size to (100) %\n switch costume to (costume14 v)\n switch costume to (costume1 v)\n start sound [pop2 v]\n start sound [BOOM v]\n Shake [0]\n switch costume to (costume1 v)\n start sound [Teleport v]\n repeat (100)\n create clone of (sprite15 v)\n change size by (-1)\n end\n hide\n start sound [BOOM v]\n wait (1) seconds\n start sound [pop2 v]\n set [exit v] to [win]\n end\n end\nend\n\nwait (0.1) seconds\n\nchange size by (-1)\n\ndelete this clone\n\nwait (0.3) seconds\n\ngo to x: (0) y: (140)\n\nswitch costume to (costume14 v)\nswitch costume to (costume2 v)\n\nwait (0.1) seconds\n\nforever\n\nwait (1) seconds\n\ndefine Attack 1\ngo to x: (0) y: (140)\nShake [0]\nstart sound [BOOM v]\nif <(pick random (1) to (2)) = [1]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nrepeat (10)\n repeat (4)\n move (3) steps\n end\n create clone of (sprite21 v)\nend\nturn right (180) degrees\nrepeat (20)\n repeat (4)\n move (3) steps\n end\n create clone of (sprite21 v)\nend\nturn right (180) degrees\nrepeat (10)\n repeat (4)\n move (3) steps\n end\n create clone of (sprite21 v)\nend\ngo to x: (0) y: (140)\nwait (1) seconds\n\ndefine Shake (0/90)\nif <(0/90) = [90]> then\n repeat (10)\n change x by (5)\n wait (0.05) seconds\n change x by (-5)\n wait (0.05) seconds\n end\nelse\n if <(0/90) = [45]> then\n repeat (10)\n change x by (-5)\n change y by (5)\n wait (0.05) seconds\n change x by (5)\n change y by (-5)\n wait (0.05) seconds\n end\n else\n repeat (10)\n change y by (5)\n wait (0.05) seconds\n change y by (-5)\n wait (0.05) seconds\n end\n end\nend\n\ndefine Attack2\nShake [0]\nrepeat (3)\n repeat (10)\n create clone of (sprite9 v)\n wait (0.1) seconds\n end\n wait (1) seconds\nend\n\ndefine Attack3 \ngo to x: (0) y: (140)\nShake [0]\nglide (0.5) secs to x: (-150) y: (140)\nstart sound [Fireballhit v]\nShake [0]\nglide (0.5) secs to x: (-150) y: (-40)\nstart sound [Fireballhit v]\nShake [90]\nglide (0.5) secs to x: (150) y: (-40)\nShake [0]\nstart sound [Fireballhit v]\nglide (0.5) secs to x: (150) y: (140)\nShake [90]\nstart sound [Fireballhit v]\nglide (0.5) secs to x: (0) y: (140)\nstart sound [Fireballhit v]\nwait (1) seconds\n\ndefine Attack 4\nShake [0]\ngo to x: (0) y: (140)\nglide (0.6) secs to x: (0) y: (-40)\nstart sound [Fireballhit v]\nwait (0.2) seconds\nShake [0]\nglide (0.3) secs to x: (0) y: (140)\nstart sound [Fireballhit v]\nShake [90]\ngo to x: (0) y: (140)\nglide (0.6) secs to x: (-150) y: (-40)\nstart sound [Fireballhit v]\nwait (0.2) seconds\nShake [0]\nglide (0.3) secs to x: (0) y: (140)\nstart sound [Fireballhit v]\nShake [90]\ngo to x: (0) y: (140)\nglide (0.6) secs to x: (150) y: (-40)\nstart sound [Fireballhit v]\nwait (0.2) seconds\nShake [0]\nglide (0.3) secs to x: (0) y: (140)\nstart sound [Fireballhit v]\nwait (1) seconds\n\nwait (1) seconds\npoint in direction (90)\n\nset [player active v] to [1]\n\ndefine Attack 5\nswitch costume to (costume15 v)\ngo to x: (0) y: (140)\nShake [90]\nglide (0.1) secs to x: (-150) y: (140)\nstart sound [Boom Cloud v]\nrepeat (5)\n create clone of (sprite13 v)\nend\nShake [90]\nglide (0.1) secs to x: (150) y: (140)\nstart sound [Boom Cloud v]\nrepeat (5)\n create clone of (sprite13 v)\nend\nShake [90]\nglide (0.1) secs to x: (-150) y: (140)\nstart sound [Boom Cloud v]\nrepeat (15)\n create clone of (sprite13 v)\n wait (0.2) seconds\nend\nglide (0.5) secs to x: (0) y: (140)\nwait (1) seconds\n\ndefine Attack 8\nShake [0]\nswitch costume to (costume15 v)\ngo to x: (201) y: (-60)\nrepeat (3)\n switch costume to (costume52 v)\n wait (0) seconds\n repeat (3)\n next costume\n end\n wait (0) seconds\n switch costume to (costume52 v)\n wait (0.1) seconds\nend\nswitch costume to (costume54 v)\nglide (0.5) secs to x: (201) y: (140)\nswitch costume to (costume56 v)\nstart sound [BOOM v]\nShake [90]\npoint in direction (180)\nrepeat (10)\n change x by (-40.2)\n create clone of (sprite21 v)\nend\nrepeat (3)\n glide (0.5) secs to x: ([x position v] of [improved2 v]) y: (140)\nend\nShake [0]\nglide (0) secs to x: (x position) y: (-60)\nstart sound [BOOM v]\nrepeat (15)\n create clone of (sprite13 v)\nend\nwait (2) seconds\nswitch costume to (costume15 v)\nglide (1) secs to x: (201) y: (-60)\nwait (1) seconds\npoint in direction (-90)\n\nglide (0.3) secs to x: (280) y: (140)\nhide\n\nwhen I receive [boss battle v]\nwait until <(Exit) = [die]>\nstop [other scripts in sprite v]\nwait until <(Exit) = []>\nbroadcast (boss battle v)\n\nwait (0) seconds\n\ndelete this clone\n\nwait (0.05) seconds\n\nstop [other scripts in sprite v]\n\nwhen I receive [play game v]\nwait until <(Level) = [5]>\nbroadcast (boss battle v)\n\n\n\nhide\n\nAttack 1\n\nAttack 1\nAttack 4\n\nsay [Hello!]\nsay []\n\nswitch costume to (costume44 v)\nShake [0]\nswitch costume to (costume45 v)\nset [speed y v] to [0]\npoint in direction (90)\nrepeat (100)\n create clone of (sprite21 v)\n turn left (91) degrees\nend\nswitch costume to (costume44 v)\ngo to x: (0) y: (60)\nglide (2) secs to x: (-100) y: (60)\nswitch costume to (costume44 v)\nrepeat (7)\n next costume\nend\nglide (2) secs to x: (0) y: (60)\nrepeat (2)\n wait (0) seconds\n switch costume to ((costume [number v]) - (1))\nend\nShake [0]\nrepeat (60)\n create clone of (sprite21 v)\n change [speed y v] by (1)\n turn right (speed y) degrees\nend\nswitch costume to (costume49 v)\nrepeat (12)\n switch costume to ((costume [number v]) - (1))\nend\nShake [0]\nstart sound [Fireballhit v]\nglide (0.1) secs to x: (0) y: (-60)\nstart sound [BOOM v]\nrepeat (5)\n create clone of (sprite13 v)\n wait (0.2) seconds\nend\nwait (2) seconds\npoint in direction (90)\nswitch costume to (costume15 v)\nShake [90]\nglide (0.5) secs to x: (201) y: (-60)\nwait (1) seconds\npoint in direction (-90)\n\ndefine Attack 6\npoint in direction (90)\ngo to x: (0) y: (140)\nShake [90]\nstart sound [BOOM v]\nglide (0.3) secs to x: (150) y: (140)\nrepeat (30)\n create clone of (sprite21 v)\nend\nShake [90]\nstart sound [BOOM v]\nglide (0.3) secs to x: (-150) y: (140)\nrepeat (30)\n create clone of (sprite21 v)\nend\nrepeat (20)\n repeat (3)\n move (5) steps\n end\n create clone of (sprite21 v)\nend\nrepeat (20)\n repeat (3)\n move (-5) steps\n end\n create clone of (sprite21 v)\nend\nrepeat (10)\n repeat (3)\n move (5) steps\n end\n create clone of (sprite21 v)\nend\nwait (1) seconds\n\nrepeat (4)\n move (3) steps\nend\n\ndefine Attack 7\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (0) y: (140)\nShake [90]\nrepeat (10)\n switch costume to (costume2 v)\n repeat (2)\n change x by (8)\n start sound [BOOM v]\n next costume\n end\nend\nrepeat (20)\n switch costume to (costume2 v)\n repeat (2)\n change x by (-8)\n start sound [BOOM v]\n next costume\n end\nend\nrepeat (10)\n switch costume to (costume2 v)\n repeat (2)\n change x by (8)\n start sound [BOOM v]\n next costume\n end\nend\nswitch costume to (costume1 v)\nwait (1) seconds\n\nwhen I receive [level select v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite21\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nstart sound [pop2 v]\ngo [backward v] (5) layers\nshow\nswitch costume to (costume15 v)\npoint in direction (90)\ngo to (sprite12 v)\nclear graphic effects\nset [brightness v] effect to (0)\nchange y by (0)\npoint in direction (180)\nchange x by (pick random (-40) to (40))\nmove (0) steps\nset size to (10) %\nset size to (60) %\nset [sprite21: yvel v] to [15]\nrepeat until <<touching (_edge_ v)?> or <touching (platforms v)?>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (ouch v)\n start sound [Fireballhit v]\n set [exit v] to [die]\n end\nend\nrepeat (10)\n change size by (-6)\n next costume\n move (0) steps\nend\ndelete this clone\n\ngo to [front v] layer\n\npoint towards (player v)\n\ndelete this clone\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nwhen I receive [delete clone v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nnext costume\n\nwhen I receive [boss defeated v]\ndelete this clone\n\npoint towards (improved2 v)\n\nwhen I receive [reset v]\nhide\ndelete this clone\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\n@Sprite9\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nstart sound [Laser2 v]\ngo [backward v] (5) layers\nshow\nswitch costume to (costume15 v)\npoint in direction (90)\ngo to (sprite12 v)\nclear graphic effects\nset [brightness v] effect to (25)\nchange y by (0)\npoint in direction (90)\npoint towards (player v)\nset size to (10) %\nset size to (60) %\nset [sprite9: yvel v] to [15]\nrepeat until <<touching (_edge_ v)?> or <touching (platforms v)?>>\n next costume\n move (5) steps\n if <touching (player v)?> then\n broadcast (ouch v)\n start sound [Fireballhit v]\n set [exit v] to [die]\n end\nend\nrepeat (10)\n change size by (-6)\n next costume\nend\ndelete this clone\n\ndelete this clone\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nwhen I receive [delete clone v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nnext costume\n\nwhen I receive [boss defeated v]\ndelete this clone\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level select v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite13\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nstart sound [pop2 v]\ngo [backward v] (5) layers\nshow\nswitch costume to (costume15 v)\nset [brightness v] effect to (25)\npoint in direction (90)\ngo to (sprite12 v)\ngo to x: (pick random (-180) to (180)) y: (480)\npoint in direction (180)\nset rotation style [all around v]\nset size to (10) %\nrepeat (9)\n change size by (10)\n change y by (-1)\nend\nset size to (100) %\nwait (0.3) seconds\nset [sprite13: yvel v] to [0]\npoint towards (improved2 v)\nrepeat until <touching (platforms v)?>\n move (7) steps\n if <touching (player v)?> then\n broadcast (ouch v)\n start sound [Fireballhit v]\n set [exit v] to [die]\n end\nend\nrepeat (10)\n change size by (-1)\nend\ndelete this clone\n\nchange [player hp v] by (-1)\ndelete this clone\n\nchange y by (-10)\n\nturn right (15) degrees\n\nchange y by (Sprite13: yvel)\nchange [sprite13: yvel v] by (-1)\n\nwhen I receive [spawn enemies v]\ndelete this clone\n\nwhen I receive [delete clone v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nnext costume\n\nwhen I receive [boss defeated v]\ndelete this clone\n\nwhen I receive [reset v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level select v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite15\n\nwhen flag clicked\nhide\nset [clone or main? v] to [main]\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nhide\nchange y by (-240)\nshow\nclear graphic effects\nset size to (200) %\ngo [backward v] (4) layers\nset [color v] effect to (0)\ngo to (sprite12 v)\nclear graphic effects\nset [yvel v] to [0]\nswitch costume to (costume1 v)\npoint in direction (pick random (180) to (-180))\nrepeat until <(y position) < [-180]>\n move (10) steps\n change [yvel v] by (-1)\n change y by (yvel)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n\n\nwhen I receive [reset level v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (10) seconds\nshow\n\nwhen this sprite clicked\nclear graphic effects\nswitch costume to (costume2 v)\nwait (0.4) seconds\nswitch costume to (costume1 v)\n\n | Hello, this is my newest, and best project yet. I worked REALLY hard on thhttps://scratch.mit.edu/mystuff/is. I won't say much about this except that it gets pretty hard at level 3. FULL SCREEN HIGHLY RECOMENDED\n-----------------------------------------------------------------\n~arrow keys to move\n |
Ghost - A Platformer #All #Animations #Art #Games #Music #Stories #Tutorial | @Stage\n\nwhen flag clicked\nforever\n play sound [Pokemon Sun & Moon - Abandoned Site Music \(HQ\) v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nset size to (200) %\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\ngo to x: (-219) y: (-119)\nset rotation style [left-right v]\nforever\n Platform\n if <(x position) > [239]> then\n start sound [Coin v]\n go to x: (-219) y: (-119)\n change [level v] by (1)\n end\n if <(Level) > [1]> then\n if <(x position) < [-239]> then\n start sound [Coin2 v]\n go to x: (219) y: (-119)\n change [level v] by (-1)\n end\n end\n if <touching (spikes v)?> then\n start sound [Coin2 v]\n go to x: (-219) y: (-119)\n end\nend\n\ndefine Platform\nswitch costume to (player v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [xv v] to [12]\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [xv v] to [-12]\n point in direction (-90)\n create clone of (_myself_ v)\nend\nset [xv v] to ((XV) / (2))\nchange x by (XV)\nif <touching (level v)?> then\n change x by ((0) - (XV))\n set [xv v] to [0]\nend\nchange y by (YV)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(YV) < [0]>> then\n if <touching (level v)?> then\n start sound [Jump v]\n set [yv v] to [14]\n change y by (14)\n end\nend\nif <touching (level v)?> then\n if <(YV) < [0]> then\n set [yv v] to [0]\n end\n if <(YV) > [0]> then\n change y by ((0) - (YV))\n set [yv v] to [-5]\n end\nend\nrepeat until <not <touching (level v)?>>\n change y by (1)\nend\nchange [yv v] by (-1)\nif <touching (trampoline v)?> then\n start sound [Boing v]\n set [yv v] to [18]\n change y by (18)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Ghost\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n wait (pick random (0.1) to (0.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (0) to (75))\nset size to (pick random (50) to (75)) %\ngo to x: (pick random (-220) to (220)) y: (-200)\nrepeat until <(y position) > [170]>\n change y by (10)\nend\ndelete this clone\n\n@Trampoline\n\nwhen flag clicked\nset size to (150) %\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Love and Favorite\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [10]> then\n show\n else\n hide\n end\nend\n\n | Ghost - A Platformer\n@chill_coder\n\n- Arrow keys or WASD to move\n- Avoid the spikes\n- Use the trampolines to jump higher |
Legends - A Platformer | @Stage\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\nforever\n play sound [Wind v] until done\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nbroadcast (Wind v)\nforever\n switch backdrop to (Area)\nend\n\nwhen I receive [title screen v]\nforever\n play sound [Pokemon Ultra Sun and Pokemon Ultra Moon - Ten Carat Hill \(Soundtrack OST\) v] until done\nend\n\nwhen I receive [title screen v]\nforever\n if <(Volume) = [1]> then\n set volume to (50) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [wind v]\nforever\n play sound [Wind v] until done\nend\n\nwhen I receive [wind v]\nforever\n if <(Pause Screen) = [Off]> then\n set volume to (75) %\n else\n set volume to (25) %\n end\nend\n\nwhen I receive [wind v]\nforever\n if <(Area) > [29]> then\n wait until <(Pause Screen) = [Off]>\n wait (pick random (1) to (3)) seconds\n wait until <(Pause Screen) = [Off]>\n clear graphic effects\n set [brightness v] effect to (25)\n start sound [Super Mario World - All Sound Effects \(COMPLETE\) v]\n repeat (25)\n wait until <(Pause Screen) = [Off]>\n change [brightness v] effect by (-1)\n end\n else\n clear graphic effects\n end\nend\n\n@Player\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nclear graphic effects\nswitch costume to (die v)\nstart sound [recording2 v]\nwait (1) seconds\nrepeat until <<touching (level v)?> or <(y position) < [-179]>>\n change y by (YV)\n change [yv v] by (-1)\nend\nstart sound [recording3 v]\nswitch costume to (die2 v)\nwait (0.1) seconds\nswitch costume to (die3 v)\nwait (0.5) seconds\nbroadcast (Show Game Over v)\nset [health v] to [0]\n\ndefine Platfrom (jump height) (gravity) (friction) (running speed)\nswitch costume to (hit box v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by ((running speed) * (-1))\nend\nif <(Area) = [15]> then\n set [xv v] to ((XV) * ((friction) + (0.1)))\nelse\n set [xv v] to ((XV) * (friction))\nend\nchange x by (XV)\nif <<touching (level v)?> or <touching (rock v)?>> then\n set [slopes v] to [0]\n repeat until <<(Slopes) = [8]> or <not <<touching (level v)?> or <touching (rock v)?>>>>\n change [slopes v] by (1)\n change y by (1)\n end\nend\nif <<touching (level v)?> or <touching (rock v)?>> then\n change y by ((Slopes) * (-1))\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <<touching (level v)?> or <touching (rock v)?>> then\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n end\n set [xv v] to [0]\nend\nchange y by (YV)\nif <<touching (level v)?> or <touching (rock v)?>> then\n if <<([abs v] of (YV) ) > [8]> and <(YV) < [0]>> then\n create clone of (dust 2 v)\n end\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n if <<touching (level v)?> or <touching (rock v)?>> then\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n end\n if <<(([abs v] of (YV) ) / (YV)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n start sound [Woosh-Mark_DiAngelo-4778593.mp3 v]\n set [onground? v] to [No]\n set [yv v] to (jump height)\n else\n if <(YV) < [-18]> then\n change [health v] by (-2)\n broadcast (Hurt v)\n end\n set [onground? v] to [Yes]\n set [yv v] to [0]\n end\nelse\n change [yv v] by (-1)\nend\nswitch costume to (Idle)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(YV) > [2]> then\n switch costume to (jump v)\nend\nif <(YV) < [-3]> then\n switch costume to (fall v)\nend\nif <touching (bouncy mushroom v)?> then\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n set [yv v] to [17]\nend\n\nwhen I receive [hurt v]\nstart sound [recording2 v]\nset [brightness v] effect to (-10)\nset [pixelate v] effect to (15)\nset [time hurt v] to [On]\nrepeat until <touching (level v)?>\n change y by (YV)\n change [yv v] by (-1)\nend\nwait (0.25) seconds\nclear graphic effects\nset [time hurt v] to [Off]\nset [yv v] to [0]\n\nwhen I receive [start v]\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.07) seconds\nend\n\nwhen I receive [start v]\nset [idle v] to [2]\nforever\n change [idle v] by (1)\n if <(Idle) > [4]> then\n set [idle v] to [2]\n end\n wait (0.15) seconds\nend\n\nwhen I receive [start v]\nshow\nclear graphic effects\nset size to (35) %\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-150) y: (-120)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nset [area v] to [1]\nset [iscollecting? v] to [No]\nforever\n if <(Pause Screen) = [Off]> then\n if <(IsCollecting?) = [No]> then\n if <(Time Hurt) = [Off]> then\n Platfrom (Jump Height) (3) (0.7) (Walk Speed)\n else\n switch costume to (hurt v)\n end\n else\n switch costume to (jump v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Area) > [1]> then\n if <(x position) < [-230]> then\n set x to (224)\n change [area v] by (-1)\n broadcast (Switch Area v)\n end\n end\n if <(x position) > [230]> then\n set x to (-224)\n change [area v] by (1)\n broadcast (Switch Area v)\n end\n if <touching (entrance v)?> then\n if <(Area) = [14]> then\n set [xv v] to [0]\n set [yv v] to [0]\n set x to (-120)\n change [area v] by (1)\n broadcast (Switch Area v)\n point in direction (90)\n else\n if <(Area) = [15]> then\n set [xv v] to [0]\n set [yv v] to [0]\n set x to (190)\n change [area v] by (-1)\n broadcast (Switch Area v)\n point in direction (90)\n else\n if <(Area) = [19]> then\n set [xv v] to [0]\n set [yv v] to [0]\n set x to (-120)\n change [area v] by (1)\n broadcast (Switch Area v)\n point in direction (90)\n else\n if <(Area) = [20]> then\n set [xv v] to [0]\n set [yv v] to [0]\n set x to (120)\n change [area v] by (-1)\n broadcast (Switch Area v)\n point in direction (-90)\n else\n if <(Area) = [29]> then\n set [xv v] to [0]\n set [yv v] to [0]\n set x to (-170)\n change [area v] by (1)\n broadcast (Switch Area v)\n point in direction (90)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Jump Height) > [14]> then\n set [jump height v] to [14]\n end\n if <(Walk Speed) > [5]> then\n set [walk speed v] to [5]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n if <<((costume [number v]) mod (7)) = [0]> and <(OnGround?) = [Yes]>> then\n Foot Sound\n create clone of (dust v)\n end\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nhide\nset [time hurt v] to [Off]\nset [touching star? v] to [No]\n\nwhen I receive [start v]\nset [time hurt v] to [Off]\nwait (0.1) seconds\nforever\n if <(Health) < [1]> then\n broadcast (Game Over v)\n stop [this script v]\n end\nend\n\ndefine Foot Sound\nif <<<(Area) = [1]> or <(Area) = [2]>> or <<<(Area) = [5]> or <(Area) = [7]>> or <<(Area) = [8]> or <<(Area) = [9]> or <<(Area) = [10]> or <<(Area) = [11]> or <<(Area) = [20]> or <<(Area) = [21]> or <<(Area) = [22]> or <<(Area) = [23]> or <<(Area) = [24]> or <<(Area) = [25]> or <<(Area) = [26]> or <<(Area) = [27]> or <<(Area) = [28]> or <<(Area) = [29]> or <(Area) = [30]>>>>>>>>>>>>>>>>> then\n play sound (pick random (7) to (10)) until done\nend\nif <<<<<(Area) = [3]> or <<(Area) = [4]> or <(Area) = [6]>>> or <(Area) = [12]>> or <(Area) = [13]>> or <(Area) = [14]>> then\n play sound (pick random (3) to (6)) until done\nend\nif <<<(Area) = [15]> or <<(Area) = [16]> or <(Area) = [17]>>> or <<(Area) = [18]> or <(Area) = [19]>>> then\n play sound (pick random (14) to (17)) until done\nend\n\nwhen I receive [switch area v]\nset [touching star? v] to [No]\n\nwhen I receive [grab star v]\nwait until <touching (star v)?>\nset [touching star? v] to [Yes]\nset [health v] to [10]\nwait until <not <touching (star v)?>>\nstart sound [All Super Mario 64 Sound Effects \(1\) v]\n\nwhen I receive [start v]\nforever\n if <<touching (spikes v)?> or <(y position) < [-179]>> then\n change [health v] by (-1)\n broadcast (Hurt v)\n point in direction (90)\n wait (0.1) seconds\n set [yv v] to [0]\n go to x: (-224) y: (-120)\n if <<<(Area) = [15]> or <(Area) = [16]>> or <<(Area) = [17]> or <<(Area) = [18]> or <(Area) = [19]>>>> then\n set [xv v] to [0]\n set [yv v] to [0]\n set x to (190)\n set [area v] to [14]\n broadcast (Switch Area v)\n point in direction (90)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (rocks falling v)?> then\n change [health v] by (-1)\n broadcast (Hurt v)\n wait (0.1) seconds\n go to x: (-120) y: (-120)\n set [xv v] to [0]\n set [yv v] to [0]\n set [area v] to [20]\n broadcast (Switch Area v)\n point in direction (90)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (fire v)?> then\n change [health v] by (-2)\n broadcast (Hurt v)\n wait until <not <touching (fire v)?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <key (b v) pressed?> then\n go to x: (-150) y: (-122)\n wait until <not <key (b v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [walk speed v] to [1]\nset [jump height v] to [3]\n\nset [jump height v] to [15]\nset [walk speed v] to [15]\n\n@Arms\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [hurt v]\nset [brightness v] effect to (-10)\nset [pixelate v] effect to (15)\nwait (0.25) seconds\nwait until <(Time Hurt) = [Off]>\nclear graphic effects\n\nwhen I receive [gun v]\ngo to (player v)\nswitch costume to (Item)\npoint in direction ([direction v] of [player v])\n\nwhen I receive [gun v]\nif <(Pause Screen) = [Off]> then\n if <(IsCollecting?) = [No]> then\n if <(Idle) = [2]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nshow\nset size to (35) %\ngo to [front v] layer\nforever\n broadcast (Gun v)\nend\n\nwhen I receive [start v]\nclear graphic effects\nset [item v] to [Nothing]\nforever\n if <(Pause Screen) = [Off]> then\n if <key (1 v) pressed?> then\n if <[item v] contains [Nothing]?> then\n set [item v] to [Nothing]\n wait until <not <key (1 v) pressed?>>\n end\n end\n if <key (2 v) pressed?> then\n if <[item v] contains [Pickaxe]?> then\n set [item v] to [Pickaxe]\n wait until <not <key (2 v) pressed?>>\n end\n end\n if <key (3 v) pressed?> then\n if <[item v] contains [Sword]?> then\n set [item v] to [Sword]\n wait until <not <key (3 v) pressed?>>\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (Area)\n if <(Area) > [19]> then\n set [brightness v] effect to (-25)\n else\n clear graphic effects\n end\nend\n\n@Enemy\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nclear graphic effects\n\ndefine Sense up\nrepeat until <not <touching (level v)?>>\n wait until <(Area) = [9]>\n wait until <(Pause Screen) = [Off]>\n change y by (1)\nend\nchange y by (-5)\n\nwhen I receive [start v]\nforever\n if <(Area) = [9]> then\n show\n if <(Pause Screen) = [Off]> then\n if <<touching (arms v)?> and <(Item) = [Sword]>> then\n set [show/hide y button v] to [Show]\n if <<key (y v) pressed?> or <key (space v) pressed?>> then\n start sound [recording2 v]\n change [alien hp tick v] by (-1)\n broadcast (Hurt Enemy v)\n if <(Alien HP Tick) < [1]> then\n set [alien hp tick v] to [5]\n change [alien hp v] by (-1)\n end\n if <(Alien Hp) < [1]> then\n hide\n set [show/hide y button v] to [Hide]\n change [walk speed v] by (0.5)\n change [jump height v] by (1)\n broadcast (Bouncy mushroom v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n wait until <not <<key (y v) pressed?> or <key (space v) pressed?>>>\n end\n else\n set [show/hide y button v] to [Hide]\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [start v]\nshow\nclear graphic effects\nset size to (35) %\ngo to x: (80) y: (-100)\nswitch costume to (enemy v)\nset rotation style [left-right v]\nset [alien hp v] to [10]\nset [alien hp tick v] to [5]\nforever\n if <(Area) = [9]> then\n show\n Sense up\n switch costume to (enemy v)\n wait until <(Area) = [9]>\n wait until <(Pause Screen) = [Off]>\n wait until <(Line of Sight) = [True]>\n wait (1) seconds\n switch costume to (enemy 2 v)\n wait until <(Area) = [9]>\n wait until <(Pause Screen) = [Off]>\n wait (0.05) seconds\n switch costume to (enemy 3 v)\n set [change x v] to ((([x position v] of [player v]) - (x position)) / (pick random (25) to (50)))\n set [yv v] to [16]\n wait until <(Area) = [9]>\n wait until <(Pause Screen) = [Off]>\n repeat until <not <touching (level v)?>>\n wait until <(Area) = [9]>\n wait until <(Pause Screen) = [Off]>\n change y by (yv)\n change [yv v] by (-1.5)\n change x by (Change X)\n end\n repeat until <touching (level v)?>\n wait until <(Area) = [9]>\n wait until <(Pause Screen) = [Off]>\n change y by (yv)\n change [yv v] by (-1.5)\n change x by (Change X)\n end\n wait until <(Area) = [9]>\n wait until <(Pause Screen) = [Off]>\n switch costume to (enemy v)\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n point towards (player v)\nend\n\nwhen I receive [start v]\nforever\n if <<<touching (player v)?> and <(costume [number v]) = [3]>> and <(yv) < [0]>> then\n broadcast (Hurt v)\n change [health v] by (-1)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [switch area v]\ngo to x: (80) y: (-100)\n\nwhen I receive [start v]\nforever\n Line of Sight (costume [number v])\nend\n\ndefine Line of Sight (costume #)\nset rotation style [all around v]\nswitch costume to (line of sight block v)\nset size to (((distance to [player v]) / (240)) * (100)) %\npoint towards (player v)\nswitch costume to (line of sight v)\nif <touching (level v)?> then\n set [line of sight v] to [False]\nelse\n set [line of sight v] to [True]\nend\nset rotation style [left-right v]\nswitch costume to (costume #)\nset size to (35) %\n\nwhen I receive [hurt enemy v]\nset [whirl v] effect to (pick random (10) to (100))\nset [brightness v] effect to (10)\nwait (0.1) seconds\nclear graphic effects\n\n@Tree\n\nwhen flag clicked\nhide\n\nwhen I receive [walk upgrade yes v]\ncreate clone of (walk upgrade v)\n\nwhen I receive [switch area v]\nset [show/hide y button v] to [Hide]\n\nwhen I receive [jump upgrade yes v]\ncreate clone of (jump upgrade v)\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Area)\nend\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n if <(Area) = [5]> then\n if <<(Item) = [Nothing]> and <touching (player v)?>> then\n set [show/hide y button v] to [Show]\n if <<key (y v) pressed?> or <key (space v) pressed?>> then\n start sound [Shaker v]\n set [show/hide y button v] to [Hide]\n set [iscollecting? v] to [Yes]\n wait (0.75) seconds\n if <(pick random (1) to (2)) = [1]> then\n broadcast (Walk Upgrade Yes v)\n else\n broadcast (Walk Upgrade No v)\n if <(pick random (1) to (3)) = [1]> then\n broadcast (Food Yes v)\n else\n broadcast (Food No v)\n end\n end\n set [iscollecting? v] to [No]\n wait until <not <<key (y v) pressed?> or <key (space v) pressed?>>>\n end\n else\n set [show/hide y button v] to [Hide]\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n if <(IsCollecting?) = [Yes]> then\n wait (0.1) seconds\n change x by (-2)\n wait (0.1) seconds\n change x by (2)\n else\n set x to (0)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n if <(Area) = [2]> then\n if <<(Item) = [Nothing]> and <touching (player v)?>> then\n set [show/hide y button v] to [Show]\n if <<key (y v) pressed?> or <key (space v) pressed?>> then\n start sound [Shaker v]\n set [show/hide y button v] to [Hide]\n set [iscollecting? v] to [Yes]\n wait (0.75) seconds\n if <(pick random (1) to (2)) = [1]> then\n broadcast (Jump Upgrade Yes v)\n else\n broadcast (Jump Upgrade No v)\n if <(pick random (1) to (10)) = [1]> then\n broadcast (Food Yes v)\n else\n broadcast (Food No v)\n end\n end\n set [iscollecting? v] to [No]\n wait until <not <<key (y v) pressed?> or <key (space v) pressed?>>>\n end\n else\n set [show/hide y button v] to [Hide]\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n if <(Area) = [7]> then\n if <<(Item) = [Nothing]> and <touching (player v)?>> then\n set [show/hide y button v] to [Show]\n if <<key (y v) pressed?> or <key (space v) pressed?>> then\n start sound [Shaker v]\n set [show/hide y button v] to [Hide]\n set [iscollecting? v] to [Yes]\n wait (0.75) seconds\n if <(pick random (1) to (2)) = [1]> then\n broadcast (Walk Upgrade Yes v)\n else\n broadcast (Walk Upgrade No v)\n if <(pick random (1) to (4)) = [1]> then\n broadcast (Food Yes v)\n else\n broadcast (Food No v)\n end\n end\n set [iscollecting? v] to [No]\n wait until <not <<key (y v) pressed?> or <key (space v) pressed?>>>\n end\n else\n set [show/hide y button v] to [Hide]\n end\n end\n end\nend\n\nwhen I receive [food yes v]\ncreate clone of (food v)\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n if <(Area) = [11]> then\n if <<(Item) = [Nothing]> and <touching (player v)?>> then\n set [show/hide y button v] to [Show]\n if <<key (y v) pressed?> or <key (space v) pressed?>> then\n start sound [Shaker v]\n set [show/hide y button v] to [Hide]\n set [iscollecting? v] to [Yes]\n wait (0.75) seconds\n if <(pick random (1) to (2)) = [1]> then\n broadcast (Walk Upgrade Yes v)\n else\n broadcast (Walk Upgrade No v)\n if <(pick random (1) to (2)) = [1]> then\n broadcast (Jump Upgrade Yes v)\n else\n broadcast (Jump Upgrade No v)\n if <(pick random (1) to (2)) = [1]> then\n broadcast (Food Yes v)\n else\n broadcast (Food No v)\n end\n end\n end\n set [iscollecting? v] to [No]\n wait until <not <<key (y v) pressed?> or <key (space v) pressed?>>>\n end\n else\n set [show/hide y button v] to [Hide]\n end\n end\n end\nend\n\n@Press Y\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nforever\n set x to ([x position v] of [player v])\n set y to ([y position v] of [player v])\nend\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n go to [front v] layer\n wait (0.4) seconds\n next costume\n end\nend\n\nwhen I receive [start v]\nset [show/hide y button v] to [Hide]\nforever\n if <(Show/hide Y button) = [Hide]> then\n hide\n end\n if <(Show/hide Y button) = [Show]> then\n show\n if <(IsCollecting?) = [Yes]> then\n set [show/hide y button v] to [Hide]\n else\n set [show/hide y button v] to [Show]\n end\n end\nend\n\n@Health\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [hurt v]\nset [org. x v] to (x position)\nset [org. y v] to (y position)\nrepeat (5)\n go to x: ((org. x) + (pick random (-3) to (3))) y: ((org. y) + (pick random (-3) to (3)))\nend\ngo to x: (org. x) y: (org. y)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.1) seconds\nshow\nset size to (0) %\nset [health v] to [2]\nforever\n change size by (((200) - (size)) / (3))\n switch costume to (Health)\nend\n\nwhen I receive [start v]\nforever\n if <(distance to [player v]) < [75]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (5)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Health) > [10]> then\n set [health v] to [10]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n go to [front v] layer\n end\nend\n\nwhen I receive [start v]\ngo to x: (-185) y: (167)\nforever\n wait until <(Pause Screen) = [Off]>\n glide (0.3) secs to x: (-185) y: (165)\n wait until <(Pause Screen) = [Off]>\n glide (0.3) secs to x: (-185) y: (167)\nend\n\nwhen I receive [stop all v]\nhide\n\n@NPC\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nsay [Are you okay?]\nswitch costume to (npc 5 v)\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n if <(Area) = [1]> then\n if <<<touching (arms v)?> and <<(Item) = [Sword]> or <(Item) = [Pickaxe]>>> and <(NPC State) = [Talking]>> then\n set [show/hide y button v] to [Show]\n if <<<key (y v) pressed?> or <key (space v) pressed?>> and <touching (arms v)?>> then\n start sound [recording2 v]\n set [npc state v] to [Hurt]\n set [brightness v] effect to (-10)\n set [pixelate v] effect to (15)\n wait (0.15) seconds\n clear graphic effects\n end\n else\n set [show/hide y button v] to [Hide]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset size to (32) %\ngo to x: (-50) y: (-120)\nswitch costume to (npc 1 v)\nset rotation style [left-right v]\nset [npc state v] to [Talking]\nforever\n if <(Pause Screen) = [Off]> then\n if <(NPC State) = [Talking]> then\n change y by (0.3)\n wait (0.1) seconds\n switch costume to (npc 1 v)\n change y by (-0.3)\n else\n switch costume to (npc 2 v)\n wait (0.1) seconds\n switch costume to (npc 3 v)\n wait (0.1) seconds\n switch costume to (npc 4 v)\n wait (1) seconds\n switch costume to (npc 3 v)\n wait (0.01) seconds\n set [npc state v] to [Talking]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(NPC State) = [Talking]> then\n point towards (player v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n if <(Area) = [1]> then\n show\n if <(NPC State) = [Talking]> then\n say [Arrow keys or WASD to move.]\n else\n say [OW!!]\n end\n else\n hide\n end\n end\nend\n\n@Birds\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset size to (75) %\nset rotation style [left-right v]\nforever\n point towards (player v)\n if <(Area) = [1]> then\n hide\n end\n if <(Area) = [2]> then\n show\n go to x: (100) y: (30)\n say [Press Y or Space to shake the tree for goodies.]\n end\n if <(Area) > [2]> then\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Pause Screen) = [Off]> then\n if <(IsCollecting?) = [No]> then\n switch costume to (1 v)\n else\n say [AHH!!]\n switch costume to (2 v)\n set y to ((30) + (([cos v] of (((timer) - (3)) * (2000)) ) * (2)))\n end\n end\nend\n\n@Shadow tree\n\nwhen flag clicked\nhide\n\nwhen I receive [gun v]\nswitch costume to (Area)\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (60)\nforever\n if <(Pause Screen) = [Off]> then\n if <(IsCollecting?) = [Yes]> then\n wait (0.1) seconds\n change x by (-2)\n wait (0.1) seconds\n change x by (2)\n else\n set x to (0)\n end\n end\nend\n\n@Shadow Player\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [gun v]\ngo to (player v)\npoint in direction ([direction v] of [player v])\nswitch costume to ([costume # v] of [player v])\n\nwhen I receive [start v]\nshow\nforever\n set size to (35) %\n if <(OnGround?) = [No]> then\n set [ghost v] effect to (85)\n else\n set [ghost v] effect to (60)\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@Level Count\n\nwhen I receive [stop all v]\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nshow\nset size to (0) %\nforever\n change size by (((100) - (size)) / (3))\n go to x: (((Digits) * (14)) - (198)) y: (145)\n if <(length of (Area)) < (Digits)> then\n hide\n else\n show\n switch costume to (letter (Digits) of (Area))\n end\nend\n\nwhen I start as a clone\nforever\n if <(Pause Screen) = [Off]> then\n go to [front v] layer\n if <(distance to [player v]) < [75]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (5)\n end\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nhide\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\n\n@Walk Upgrade\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [switch area v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to (tree v)\nswitch costume to (pick random (1) to (2))\nchange x by (pick random (-30) to (30))\nrepeat until <touching (level v)?>\n wait until <(Pause Screen) = [Off]>\n change y by (-5)\nend\nstop [this script v]\n\nwhen I start as a clone\nforever\n if <(Pause Screen) = [Off]> then\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Coin v]\n change [walk speed v] by (0.1)\n delete this clone\n end\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Walk Speed bar\n\nwhen I receive [stop all v]\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(distance to [player v]) < [75]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (5)\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nshow\nset size to (0) %\ngo to x: (204) y: (157)\nforever\n change size by (((100) - (size)) / (3))\n switch costume to (Walk Speed)\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\n\n@Leaf\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nset size to (pick random (50) to (80)) %\ngo to x: (pick random (90) to (170)) y: (-30)\nrepeat until <touching (level v)?>\n wait until <(Pause Screen) = [Off]>\n change y by (-2)\nend\nrepeat (20)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I receive [switch area v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <<<<(Area) = [2]> or <(Area) = [5]>> or <(Area) = [7]>> or <(Area) = [11]>> then\n if <(IsCollecting?) = [Yes]> then\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.2)) seconds\n end\n end\nend\n\n@Pickaxe\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (36) y: (28)\nforever\n if <(Pause Screen) = [Off]> then\n if <(Area) = [3]> then\n show\n say [Use the pickaxe to break rocks.]\n if <touching (player v)?> then\n set [show/hide y button v] to [Show]\n if <<key (y v) pressed?> or <key (space v) pressed?>> then\n start sound [Coin v]\n set [show/hide y button v] to [Hide]\n hide\n add [Pickaxe] to [item v]\n set [item v] to [Pickaxe]\n stop [this script v]\n end\n else\n set [show/hide y button v] to [Hide]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ndelete all of [item v]\nadd [Nothing] to [item v]\n\n@rock\n\nwhen flag clicked\nhide\n\nwhen I receive [switch area v]\nswitch costume to (rock v)\n\nwhen I receive [start v]\nswitch costume to (rock v)\nset rotation style [left-right v]\nforever\n if <(Pause Screen) = [Off]> then\n if <(Area) = [4]> then\n show\n go to x: (0) y: (-5)\n set size to (100) %\n clear graphic effects\n if <<(Item) = [Pickaxe]> and <touching (arms v)?>> then\n set [show/hide y button v] to [Show]\n if <<<key (y v) pressed?> or <key (space v) pressed?>> and <touching (arms v)?>> then\n start sound [Clang v]\n set [iscollecting? v] to [Yes]\n wait (0.5) seconds\n next costume\n set [iscollecting? v] to [No]\n end\n else\n set [show/hide y button v] to [Hide]\n end\n else\n if <(Area) = [6]> then\n show\n go to x: (-25) y: (32)\n set size to (125) %\n clear graphic effects\n if <<(Item) = [Pickaxe]> and <touching (arms v)?>> then\n set [show/hide y button v] to [Show]\n if <<<key (y v) pressed?> or <key (space v) pressed?>> and <touching (arms v)?>> then\n start sound [Clang v]\n set [iscollecting? v] to [Yes]\n wait (0.5) seconds\n next costume\n set [iscollecting? v] to [No]\n end\n else\n set [show/hide y button v] to [Hide]\n end\n else\n if <(Area) = [17]> then\n show\n go to x: (-180) y: (185)\n set size to (170) %\n set [brightness v] effect to (-5)\n if <<(Item) = [Pickaxe]> and <touching (arms v)?>> then\n set [show/hide y button v] to [Show]\n if <<<key (y v) pressed?> or <key (space v) pressed?>> and <touching (arms v)?>> then\n start sound [Clang v]\n set [iscollecting? v] to [Yes]\n wait (0.5) seconds\n next costume\n set [iscollecting? v] to [No]\n end\n else\n set [show/hide y button v] to [Hide]\n end\n else\n if <(Area) = [22]> then\n show\n go to x: (0) y: (0)\n set size to (100) %\n set [brightness v] effect to (-15)\n if <<(Item) = [Pickaxe]> and <touching (arms v)?>> then\n set [show/hide y button v] to [Show]\n if <<<key (y v) pressed?> or <key (space v) pressed?>> and <touching (arms v)?>> then\n start sound [Clang v]\n set [iscollecting? v] to [Yes]\n wait (0.5) seconds\n next costume\n set [iscollecting? v] to [No]\n end\n else\n set [show/hide y button v] to [Hide]\n end\n else\n if <(Area) = [25]> then\n show\n go to x: (-350) y: (275)\n set size to (300) %\n set [brightness v] effect to (-15)\n if <<(Item) = [Pickaxe]> and <touching (arms v)?>> then\n set [show/hide y button v] to [Show]\n if <<<key (y v) pressed?> or <key (space v) pressed?>> and <touching (arms v)?>> then\n start sound [Clang v]\n set [iscollecting? v] to [Yes]\n wait (0.5) seconds\n next costume\n set [iscollecting? v] to [No]\n end\n else\n set [show/hide y button v] to [Hide]\n end\n else\n if <(Area) = [28]> then\n show\n go to x: (-350) y: (275)\n set size to (300) %\n set [brightness v] effect to (-15)\n if <<(Item) = [Pickaxe]> and <touching (arms v)?>> then\n set [show/hide y button v] to [Show]\n if <<<key (y v) pressed?> or <key (space v) pressed?>> and <touching (arms v)?>> then\n start sound [Clang v]\n set [iscollecting? v] to [Yes]\n wait (0.5) seconds\n next costume\n set [iscollecting? v] to [No]\n end\n else\n set [show/hide y button v] to [Hide]\n end\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Shadow rock\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (rock v)\nset [ghost v] effect to (60)\nset rotation style [left-right v]\nforever\n if <(Area) = [4]> then\n show\n set size to (100) %\n go to x: (-10) y: (-80)\n switch costume to ([costume # v] of [rock v])\n else\n if <(Area) = [6]> then\n show\n set size to (125) %\n go to x: (-40) y: (-70)\n switch costume to ([costume # v] of [rock v])\n else\n if <(Area) = [17]> then\n show\n set size to (170) %\n go to x: (-200) y: (50)\n switch costume to ([costume # v] of [rock v])\n else\n if <(Area) = [22]> then\n show\n set size to (100) %\n go to x: (-10) y: (-80)\n switch costume to ([costume # v] of [rock v])\n else\n if <(Area) = [25]> then\n show\n set size to (300) %\n go to x: (-375) y: (50)\n switch costume to ([costume # v] of [rock v])\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@Item text\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(distance to [player v]) < [75]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (5)\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nshow\nset size to (0) %\ngo to [front v] layer\ngo to x: (-179) y: (120)\nforever\n change size by (((100) - (size)) / (3))\n switch costume to (Item)\nend\n\nwhen I receive [stop all v]\nhide\n\n@Jump Height bar\n\nwhen I receive [stop all v]\nhide\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.1) seconds\nshow\nset size to (0) %\ngo to x: (150) y: (157)\nforever\n change size by (((100) - (size)) / (3))\n switch costume to (Jump Height)\nend\n\nwhen I receive [start v]\nforever\n if <(distance to [player v]) < [75]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (5)\n end\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\n\n@Jump Upgrade\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [switch area v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to (tree v)\nswitch costume to (pick random (1) to (2))\nchange x by (pick random (-30) to (30))\nrepeat until <touching (level v)?>\n wait until <(Pause Screen) = [Off]>\n change y by (-5)\nend\nstop [this script v]\n\nwhen I start as a clone\nforever\n if <(Pause Screen) = [Off]> then\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Coin v]\n change [jump height v] by (0.2)\n delete this clone\n end\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Volume\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\nset size to (0) %\ngo to x: (210) y: (160)\nset [volume v] to [1]\nswitch costume to (volume v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n next costume\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\n if <key (v v) pressed?> then\n next costume\n start sound [Click v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [volume v] to [1]\n else\n set [volume v] to [0]\n end\nend\n\nwhen I receive [start v]\nshow\nset size to (0) %\ngo to x: (-210) y: (90)\nset [volume v] to [1]\nswitch costume to (volume v)\nstop [other scripts in sprite v]\nwait (0.1) seconds\nbroadcast (Volume 2 v)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n next costume\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\n if <key (v v) pressed?> then\n next costume\n start sound [Click v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen I receive [volume 2 v]\nforever\n if <(costume [number v]) = [1]> then\n set [volume v] to [1]\n else\n set [volume v] to [0]\n end\n if <(distance to [player v]) < [75]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (5)\n end\nend\n\nwhen I receive [stop all v]\nhide\n\n@Dust\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nshow\ngo to (player v)\nchange y by (-25)\nif <(Pause Screen) = [Off]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n else\n point in direction (-90)\n end\n move (5) steps\n forever\n move (-1) steps\n change y by (1)\n end\n else\n forever\n change y by (1)\n end\n end\nend\n\nwhen I start as a clone\nrepeat (15)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (1 v)\nwait (0.05) seconds\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (3 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [switch area v]\ndelete this clone\n\n@Dust 2\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\nstart sound [Teleport v]\nset [ghost v] effect to (50)\ngo to (player v)\nswitch costume to (1 v)\nrepeat (2)\n wait (0.05) seconds\n wait until <(Pause Screen) = [Off]>\n next costume\nend\ndelete this clone\n\nwhen I receive [switch area v]\ndelete this clone\n\n@Shadow Player2\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [gun v]\ngo to (player v)\npoint in direction ([direction v] of [player v])\n\nwhen I receive [start v]\nshow\nset size to (35) %\nforever\n if <(Pause Screen) = [Off]> then\n go to [front v] layer\n switch costume to (Item)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(OnGround?) = [No]> then\n set [ghost v] effect to (85)\n else\n set [ghost v] effect to (65)\n end\nend\n\nwhen I receive [game over v]\nhide\n\n@Sound\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\nforever\n play sound [Flughand - Feblu \(1\) v] until done\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Volume) = [1]> then\n set volume to (75) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [switch area v]\nif <<<(Area) = [1]> or <(Area) = [2]>> or <(Area) = [5]>> then\n set [soundrequested v] to [1]\nend\nif <<<(Area) = [3]> or <(Area) = [4]>> or <(Area) = [6]>> then\n set [soundrequested v] to [2]\nend\nif <<(Area) = [7]> or <(Area) = [8]>> then\n set [soundrequested v] to [0]\nend\nif <(Area) = [9]> then\n set [soundrequested v] to [3]\nend\nif <<(Area) = [10]> or <(Area) = [11]>> then\n set [soundrequested v] to [4]\nend\nif <<<(Area) = [12]> or <(Area) = [13]>> or <(Area) = [14]>> then\n set [soundrequested v] to [5]\nend\nif <<<<(Area) = [15]> or <(Area) = [16]>> or <(Area) = [17]>> or <<(Area) = [18]> or <(Area) = [19]>>> then\n set [soundrequested v] to [6]\nend\nif <<(Area) = [20]> or <<(Area) = [21]> or <<(Area) = [22]> or <<(Area) = [23]> or <<(Area) = [24]> or <<(Area) = [25]> or <<(Area) = [26]> or <<(Area) = [27]> or <<(Area) = [28]> or <(Area) = [29]>>>>>>>>>> then\n set [soundrequested v] to [7]\nend\nif <(Area) = [30]> then\n set [soundrequested v] to [8]\nend\n\nwhen I receive [volume for music v]\nforever\n if <not <(CurrentSound) = (SoundRequested)>> then\n stop all sounds\n end\nend\n\nwhen I receive [volume for music v]\nforever\n if <(SoundRequested) = []> then\n if <(SoundRequested) = [0]> then\n set [currentsound v] to (SoundRequested)\n play sound [Glimwood Tangle - Pokémon Sword and Shield OST \(Gamerip\) v] until done\n end\n if <(SoundRequested) = [1]> then\n set [currentsound v] to (SoundRequested)\n play sound [Field - Day \(The Legend of Zelda Breath of the Wild OST\) v] until done\n end\n if <(SoundRequested) = [2]> then\n set [currentsound v] to (SoundRequested)\n play sound [Kara Kara Bazaar \(The Legend of Zelda Breath of the Wild OST\) v] until done\n end\n if <(SoundRequested) = [3]> then\n set [currentsound v] to (SoundRequested)\n play sound [Battle \(Lynel Yiga\) - The Legend of Zelda Breath of the Wild Soundtrack v] until done\n end\n if <(SoundRequested) = [4]> then\n set [currentsound v] to (SoundRequested)\n play sound [Flughand - Feblu \(1\) v] until done\n end\n if <(SoundRequested) = [5]> then\n set [currentsound v] to (SoundRequested)\n play sound [Pokemon Sun & Moon OST Haina Desert Music v] until done\n end\n if <(SoundRequested) = [6]> then\n set [currentsound v] to (SoundRequested)\n play sound [Ruins - Super Mario Odyssey \[OST\] v] until done\n end\n if <(SoundRequested) = [7]> then\n set [currentsound v] to (SoundRequested)\n play sound [Full Moon Caves v] until done\n end\n if <(SoundRequested) = [8]> then\n set [currentsound v] to (SoundRequested)\n play sound [Final Bowser Battle - Super Mario Galaxy v] until done\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nbroadcast (Volume for music v)\nforever\n if <<<(Area) = [1]> or <(Area) = [2]>> or <(Area) = [5]>> then\n set [soundrequested v] to [1]\n end\n if <<<(Area) = [3]> or <(Area) = [4]>> or <(Area) = [6]>> then\n set [soundrequested v] to [2]\n end\n if <<(Area) = [7]> or <(Area) = [8]>> then\n set [soundrequested v] to [0]\n end\n if <(Area) = [9]> then\n set [soundrequested v] to [3]\n end\n if <<(Area) = [10]> or <(Area) = [11]>> then\n set [soundrequested v] to [4]\n end\n if <<<(Area) = [12]> or <(Area) = [13]>> or <(Area) = [14]>> then\n set [soundrequested v] to [5]\n end\n if <<<<(Area) = [15]> or <(Area) = [16]>> or <(Area) = [17]>> or <<(Area) = [18]> or <(Area) = [19]>>> then\n set [soundrequested v] to [6]\n end\n if <<(Area) = [20]> or <<(Area) = [21]> or <<(Area) = [22]> or <<(Area) = [23]> or <<(Area) = [24]> or <<(Area) = [25]> or <<(Area) = [26]> or <<(Area) = [27]> or <<(Area) = [28]> or <(Area) = [29]>>>>>>>>>> then\n set [soundrequested v] to [7]\n end\n if <(Area) = [30]> then\n set [soundrequested v] to [8]\n end\nend\n\nwhen I receive [volume for music v]\ngo to x: (0) y: (0)\nforever\n if <(Volume) = [1]> then\n if <(Pause Screen) = [Off]> then\n set volume to (75) %\n else\n set volume to (10) %\n end\n else\n set volume to (0) %\n end\nend\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (50) %\ndelete all of [item v]\ngo to x: (-63) y: (-93)\nadd [Nothing] to [item v]\nforever\n if <(Pause Screen) = [Off]> then\n go to [back v] layer\n if <(Area) = [6]> then\n show\n say [Use the Sword to hit enemies with.]\n if <touching (player v)?> then\n set [show/hide y button v] to [Show]\n if <<key (y v) pressed?> or <key (space v) pressed?>> then\n start sound [Coin v]\n set [show/hide y button v] to [Hide]\n hide\n add [Sword] to [item v]\n set [item v] to [Sword]\n stop [this script v]\n end\n else\n \n set [show/hide y button v] to [Hide]\n end\n end\n else\n hide\n end\n end\nend\n\n@NPC Shadow\n\nwhen flag clicked\nhide\n\nwhen I receive [gun v]\ngo to (npc v)\npoint in direction ([direction v] of [npc v])\n\nwhen I receive [start v]\nshow\nset size to (35) %\nset rotation style [left-right v]\nset [ghost v] effect to (65)\nforever\n if <(Pause Screen) = [Off]> then\n switch costume to ([costume # v] of [npc v])\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Area) = [1]> then\n show\n else\n hide\n end\nend\n\n@Start Button\n\nwhen I receive [title screen v]\nwait until <not <mouse down?>>\nshow\nset size to (0) %\ngo to [front v] layer\ngo to x: (130) y: (-20)\nswitch costume to (start button v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n change size by (((120) - (size)) / (3))\n if <mouse down?> then\n hide\n start sound [Click v]\n broadcast (Start v)\n stop [this script v]\n end\n else\n change size by (((100) - (size)) / (3))\n clear graphic effects\n end\nend\n\nwhen I receive [show game start button v]\nwait until <not <mouse down?>>\nshow\nset size to (0) %\ngo to [front v] layer\ngo to x: (0) y: (-50)\nswitch costume to (play again v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n change size by (((150) - (size)) / (3))\n if <mouse down?> then\n hide\n start sound [Click v]\n broadcast (Start v)\n stop [this script v]\n end\n else\n change size by (((120) - (size)) / (3))\n clear graphic effects\n end\nend\n\nwhen I receive [gun v]\ngo to [front v] layer\n\n@Menu Background\n\nwhen flag clicked\nbroadcast (Title Screen v)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [menu v]\nswitch costume to (menu background 2 v)\n\nwhen I receive [title screen v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (menu background 1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [show game over v]\nwait (0.3) seconds\nstart sound [Game Over - The Legend of Zelda Breath of the Wild OST v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (menu background 3 v)\nrepeat (80)\n change [ghost v] effect by (-1)\nend\nbroadcast (Show Game start button v)\n\nwhen I receive [show game over v]\nforever\n go to [front v] layer\nend\n\n@Hurt effect\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [hurt v]\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Extras\n\nwhen [m v] key pressed\nif <([abs v] of (mouse x) ) < [240]> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (SX)) (join [,] ((mouse y) + (SY))))\nelse\n hide variable [mouse v]\nend\n\nwhen I receive [start v]\nhide variable [fps v]\nhide variable [mouse v]\n\nwhen flag clicked\nhide variable [fps v]\nhide variable [mouse v]\nforever\n change [counter v] by (1)\n if <(timer) > [1]> then\n set [fps v] to (Counter)\n set [counter v] to [0]\n reset timer\n end\nend\n\nwhen flag clicked\nforever\n if <key (f v) pressed?> then\n show variable [fps v]\n wait until <not <key (f v) pressed?>>\n wait until <key (f v) pressed?>\n hide variable [fps v]\n wait until <not <key (f v) pressed?>>\n end\nend\n\n@Food\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Pause Screen) = [Off]> then\n go to [front v] layer\n if <touching (player v)?> then\n start sound [Chomp v]\n change [health v] by (1)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to (tree v)\nchange x by (pick random (-20) to (20))\nrepeat until <touching (level v)?>\n wait until <(Pause Screen) = [Off]>\n change y by (-7)\nend\nstop [this script v]\n\nwhen I receive [switch area v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Pause\n\nwhen I receive [the end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\nset [pause screen v] to [Off]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [pause screen v] to [Off]\n\nwhen I receive [start v]\nhide\nset [pause screen v] to [Off]\nforever\n if <(IsCollecting?) = [No]> then\n if <key (p v) pressed?> then\n set [pause screen v] to [On]\n wait until <not <key (p v) pressed?>>\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-7)\n end\n wait until <key (p v) pressed?>\n wait until <not <key (p v) pressed?>>\n set [pause screen v] to [Off]\n set [ghost v] effect to (30)\n repeat (10)\n change [ghost v] effect by (7)\n end\n hide\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nforever\n next costume\n wait (0.1) seconds\nend\n\n@Bouncy Mushroom\n\nwhen flag clicked\nhide\ngo to x: (77) y: (-127)\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [bouncy mushroom v]\nforever\n go to [back v] layer\n if <(Area) = [9]> then\n show\n else\n hide\n end\nend\n\n@Star\n\nwhen flag clicked\nhide\nset size to (20) %\ngo to x: (0) y: (-50)\n\nwhen I receive [start v]\nforever\n if <<<<(Area) = [10]> or <(Area) = [15]>> or <(Area) = [20]>> or <(Area) = [29]>> then\n if <(Area) = [10]> then\n go to x: (0) y: (-50)\n end\n if <(Area) = [15]> then\n go to x: (82) y: (0)\n end\n if <(Area) = [20]> then\n go to x: (0) y: (0)\n end\n if <(Area) = [29]> then\n go to x: (0) y: (0)\n end\n if <(Touching star?) = [Yes]> then\n hide\n else\n show\n broadcast (Grab Star v)\n end\n else\n hide\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nforever\n wait (0.01) seconds\n next costume\nend\n\n@grunge\n\nwhen I receive [gun v]\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (95)\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (Area)\nend\n\nwhen I receive [start v]\nforever\n if <<<<(Area) = [8]> or <(Area) = [23]>> or <(Area) = [26]>> or <<(Area) = [27]> or <(Area) = [28]>>> then\n wait until <(Pause Screen) = [Off]>\n wait (1) seconds\n wait until <(Pause Screen) = [Off]>\n glide (0.2) secs to x: (0) y: (27)\n wait until <(Pause Screen) = [Off]>\n start sound [Jail Metal Door Slam Sound Effect \(Gaming Sound Effect\).mp3 v]\n wait (0.5) seconds\n wait until <(Pause Screen) = [Off]>\n glide (0.2) secs to x: (0) y: (0)\n else\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<(Area) = [8]> or <(Area) = [23]>> or <<(Area) = [26]> or <<(Area) = [27]> or <(Area) = [28]>>>> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@Entrance\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n go to [back v] layer\n if <(Area) = [14]> then\n show\n go to x: (130) y: (-123)\n switch costume to (1 v)\n else\n if <(Area) = [15]> then\n show\n go to x: (-202) y: (-123)\n switch costume to (1 v)\n else\n if <(Area) = [19]> then\n show\n go to x: (200) y: (-123)\n switch costume to (1 v)\n else\n if <(Area) = [20]> then\n show\n go to x: (-210) y: (-123)\n switch costume to (2 v)\n else\n if <(Area) = [29]> then\n show\n go to x: (210) y: (-123)\n switch costume to (2 v)\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@Rocks Falling\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <<(Area) > [20]> and <(Area) < [29]>> then\n wait until <(Pause Screen) = [Off]>\n wait (pick random (0.5) to (1)) seconds\n wait until <(Pause Screen) = [Off]>\n create clone of (_myself_ v)\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [brightness v] effect to (-15)\ngo to x: (([x position v] of [player v]) + (pick random (-100) to (100))) y: (181)\nrepeat until <<touching (level v)?> or <touching (rock v)?>>\n wait until <(Pause Screen) = [Off]>\n change y by (-10)\nend\ndelete this clone\n\nwhen I receive [switch area v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <(Pause Screen) = [Off]>\n turn right (10) degrees\nend\n\nwhen I start as a clone\nwait until <<(Area) < [21]> or <(Area) > [28]>>\ndelete this clone\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@THUMBNAIL\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@HP Bar Enemy\n\nwhen I receive [hurt enemy v]\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\n wait until <(Pause Screen) = [Off]>\nend\nwait (1) seconds\nwait until <(Pause Screen) = [Off]>\nrepeat (20)\n change [ghost v] effect by (5)\n wait until <(Pause Screen) = [Off]>\nend\nhide\n\nwhen flag clicked\nhide\nset size to (200) %\n\nwhen I receive [start v]\nforever\n go to (enemy v)\n change y by (30)\nend\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nforever\n go [forward v] (10) layers\n switch costume to (Alien Hp)\nend\n\nwhen I receive [bouncy mushroom v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [switch area v]\nhide\nclear graphic effects\n\n@Boss\n\nwhen flag clicked\nhide\nclear graphic effects\nset [area v] to [1]\nset [firing? v] to [No]\nset [boss hp tick v] to [20]\nset [boss hp v] to [5]\n\nwhen I receive [start v]\nclear graphic effects\nset [boss hp tick v] to [20]\nset [boss hp v] to [5]\nforever\n if <(Area) = [30]> then\n broadcast (Start Boss v)\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [start boss v]\nshow\nset [firing? v] to [No]\ngo to x: (149) y: (-76)\npoint in direction (-90)\nset rotation style [left-right v]\nset size to (150) %\nswitch costume to (idol6 v)\nwait (1) seconds\nrepeat (3)\n wait until <(Pause Screen) = [Off]>\n wait (0.1) seconds\n next costume\nend\nwait (0.5) seconds\nwait until <(Pause Screen) = [Off]>\nswitch costume to (idol v)\nwait (0.5) seconds\nwait until <(Pause Screen) = [Off]>\nrepeat (2)\n wait until <(Pause Screen) = [Off]>\n wait (0.1) seconds\n change size by (10)\n next costume\nend\nswitch costume to (idol11 v)\nwait (1) seconds\nwait until <(Pause Screen) = [Off]>\nrepeat (6)\n wait until <(Pause Screen) = [Off]>\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nwait until <(Pause Screen) = [Off]>\nrepeat (2)\n wait until <(Pause Screen) = [Off]>\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nwait until <(Pause Screen) = [Off]>\nrepeat (3)\n wait until <(Pause Screen) = [Off]>\n wait (0.1) seconds\n next costume\nend\nwait (1) seconds\nwait until <(Pause Screen) = [Off]>\nbroadcast (Start Fire v)\n\nwhen I receive [start fire v]\nforever\n set [show/hide y button v] to [Hide]\n repeat (20)\n wait until <(Pause Screen) = [Off]>\n change y by (5)\n end\n set [firing? v] to [Yes]\n repeat (10)\n point towards (player v)\n wait until <(Pause Screen) = [Off]>\n repeat (10)\n wait until <(Pause Screen) = [Off]>\n change y by (2)\n end\n repeat (10)\n wait until <(Pause Screen) = [Off]>\n change y by (-2)\n end\n end\n set [firing? v] to [No]\n repeat (20)\n wait until <(Pause Screen) = [Off]>\n change y by (-5)\n end\n wait (pick random (4) to (6)) seconds\n wait until <(Pause Screen) = [Off]>\nend\n\nwhen I receive [start fire v]\nforever\n if <(Firing?) = [Yes]> then\n set [show/hide y button v] to [Hide]\n wait (0.1) seconds\n wait until <(Pause Screen) = [Off]>\n switch costume to (idol21 v)\n wait (0.1) seconds\n wait until <(Pause Screen) = [Off]>\n switch costume to (idol22 v)\n else\n if <(Pause Screen) = [Off]> then\n if <<touching (arms v)?> and <(Item) = [Sword]>> then\n set [show/hide y button v] to [Show]\n if <<key (y v) pressed?> or <key (space v) pressed?>> then\n change [boss hp tick v] by (-1)\n broadcast (Hurt Boss v)\n start sound [recording2 v]\n if <(Boss HP TIck) < [1]> then\n set [boss hp tick v] to [20]\n change [boss hp v] by (-1)\n end\n wait until <not <<key (y v) pressed?> or <key (space v) pressed?>>>\n end\n else\n set [show/hide y button v] to [Hide]\n end\n end\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [hurt boss v]\nset [whirl v] effect to (pick random (10) to (100))\nset [brightness v] effect to (10)\nwait (0.1) seconds\nclear graphic effects\n\nwhen I receive [start fire v]\nforever\n if <(Boss HP) < [1]> then\n broadcast (Hide HP v)\n set [firing? v] to [No]\n set [show/hide y button v] to [Hide]\n stop [other scripts in sprite v]\n clear graphic effects\n switch costume to (idol23 v)\n repeat until <touching (level v)?>\n change y by (-10)\n end\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n broadcast (THE END v)\n end\nend\n\n@Fire\n\nwhen I receive [start fire v]\nhide\nwait (1) seconds\nforever\n if <(Firing?) = [Yes]> then\n wait (1) seconds\n wait until <(Pause Screen) = [Off]>\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (boss v)\npoint towards (player v)\nstart sound [Super Mario World - All Sound Effects \(COMPLETE\) v]\nrepeat until <<touching (player v)?> or <touching (level v)?>>\n wait until <(Pause Screen) = [Off]>\n move (10) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0.01) seconds\n wait until <(Pause Screen) = [Off]>\n next costume\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\n@HP Bar Boss\n\nwhen I receive [hide hp v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [hurt boss v]\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\n wait until <(Pause Screen) = [Off]>\nend\nwait (1) seconds\nwait until <(Pause Screen) = [Off]>\nrepeat (20)\n change [ghost v] effect by (5)\n wait until <(Pause Screen) = [Off]>\nend\nhide\n\nwhen flag clicked\nhide\nset size to (200) %\n\nwhen I receive [start v]\nforever\n go to (boss v)\n change y by (30)\nend\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nforever\n go [forward v] (10) layers\n switch costume to (Boss HP)\nend\n\n@The End\n\nwhen I receive [the end v]\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nbroadcast (Stop All v)\n\nwhen flag clicked\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [stop all v]\nclear graphic effects\nwait (0.5) seconds\nswitch costume to (2 v)\n\n | <<<<<<<<THIS IS A BIG PROJECT. IT MAY TAKE A\nWHILE TO LOAD. >>>>>>>>>>>>> \n \n Legends - A Platformer\n @DuckGoose9254 2020\n=========================================\n [WASD or Arrow] - Move / Jump \n[1 to 3] - Select Item [Y / Space] interact\n[P] - Pause / Unpause [M] Toggle Mouse points\n[V] Toggle the Music [B] If you get stuck in a wall\n\nPlease no advertising.\nPLEASE WASH YOUR HANDS AND STAY SAFE!\n=========================================\nV1.0 - Release\nV1.1 - Made the enemy easier, removed unused code, and made it so you can use Space to interact too. |
Yellow: The Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (normal v)\n\nwhen I receive [portal 8 v]\nswitch backdrop to (red v)\n\nwhen I receive [end v]\nswitch backdrop to (normal v)\n\n@Yellow\n\nwhen flag clicked\nset [color v] effect to (0)\nswitch costume to (costume1 v)\nhide\nset size to (80) %\ngo to x: (-210) y: (-109)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nwait (1.18) seconds\nshow\nforever\n Platform Gravity: [-1] Jump Height: [10] Side Movement Speed [3] Friction [0.7] Slope: [8]\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (laserbeam v)?>> then\n start sound [Oops v]\n go to (spawn v)\n end\nend\n\nwhen I receive [next level v]\nstart sound [Teleport2 v]\ngo to (spawn v)\n\nwhen flag clicked\nforever\n play sound [\(FREE\) Chill Rap Beat Hard Trap Instrumental Dope Hip Hop - Cold \(Prod v] until done\nend\n\nwhen flag clicked\nforever\n if <<touching (yellow portal v)?> or <touching (red portal v)?>> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (bounce 1 v)?> or <touching (bounce 2 v)?>> then\n set [y velocity v] to [25]\n end\n if <touching (down bounce v)?> then\n set [y velocity v] to [-25]\n end\n if <touching (zoom v)?> then\n set [x velocity v] to [240]\n end\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed (side movement) Friction (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <<touching (level v)?> or <touching (moving platform lv 5 v)?>> then\n repeat until <not <<touching (level v)?> or <touching (moving platform lv 5 v)?>>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <<touching (level v)?> or <touching (moving platform lv 5 v)?>>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <<touching (level v)?> or <touching (moving platform lv 5 v)?>> then\n change y by (Slope)\n repeat until <not <<touching (level v)?> or <touching (moving platform lv 5 v)?>>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\nif <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\nend\n\nwhen [r v] key pressed\ngo to (spawn v)\n\nwhen I receive [shrink v]\nset size to (50) %\nwait (1) seconds\nset size to (80) %\n\nwhen I receive [enlarge v]\nset size to (300) %\nwait (2) seconds\nset size to (80) %\n\nwhen I receive [portal 6 v]\nset size to (80) %\n\nhide\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\n\n@Level\n\nwhen flag clicked\nset size to (110) %\nswitch costume to (1 v)\ngo to x: (16) y: (10)\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\nforever\n if <(costume [name v]) = [2]> then\n broadcast (Portal 2 v)\n end\n if <(costume [name v]) = [3]> then\n broadcast (Portal 3 v)\n end\n if <(costume [name v]) = [4]> then\n broadcast (Portal 4 v)\n end\n if <(costume [name v]) = [5]> then\n broadcast (Portal 5 v)\n end\n if <(costume [name v]) = [6]> then\n broadcast (Portal 6 v)\n end\n if <(costume [name v]) = [7]> then\n broadcast (Portal 7 v)\n end\n if <(costume [name v]) = [8]> then\n broadcast (Portal 8 v)\n end\n if <(costume [name v]) = [9]> then\n broadcast (End v)\n end\nend\n\n@Yellow Portal\n\nwhen flag clicked\nhide\ngo to x: (180) y: (26)\nset size to (16) %\nwait (1.18) seconds\nshow\nforever\n next costume\nend\n\nwhen I receive [portal 2 v]\ngo to x: (-195) y: (49)\n\nwhen I receive [portal 3 v]\ngo to x: (220) y: (-89)\n\nwhen I receive [portal 4 v]\ngo to x: (205) y: (133)\n\nwhen I receive [portal 5 v]\ngo to x: (168) y: (-38)\n\nwhen I receive [portal 7 v]\ngo to x: (212) y: (42)\n\nwhen I receive [portal 8 v]\nhide\n\nwhen I receive [end v]\nhide\n\nset size to (500) %\ngo to [back v] layer\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-71) y: (11)\nshow\ngo to [back v] layer\n\nwhen I receive [portal 2 v]\ngo to x: (-71) y: (11)\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [portal 3 v]\nswitch costume to (costume3 v)\ngo to x: (-21) y: (127)\nshow\n\nwhen I receive [portal 4 v]\ngo to x: (-163) y: (11)\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [portal 6 v]\ngo to x: (-28) y: (15)\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [portal 5 v]\nhide\n\nwhen I receive [portal 7 v]\nswitch costume to (costume5 v)\ngo to x: (-57) y: (130)\nshow\n\nwhen I receive [portal 8 v]\nhide\n\nhide\n\n@Bounce 1\n\nwhen I receive [portal 3 v]\nshow\ngo to x: (-38) y: (-50)\nswitch costume to (costume1 v)\nforever\n if <touching (yellow v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [portal 4 v]\ngo to x: (88) y: (77)\nswitch costume to (costume1 v)\nforever\n if <touching (yellow v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [portal 5 v]\nhide\n\nwhen I receive [portal 7 v]\ngo to x: (-62) y: (-50)\nshow\nforever\n if <touching (yellow v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [portal 8 v]\nhide\n\n@Bounce 2\n\nwhen I receive [portal 3 v]\nshow\ngo to x: (140) y: (-50)\nswitch costume to (costume1 v)\nforever\n if <touching (yellow v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [portal 7 v]\nhide\n\nwhen I receive [portal 8 v]\nshow\ngo to x: (-73) y: (47)\nswitch costume to (costume1 v)\nforever\n if <touching (yellow v)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [portal 4 v]\nhide\n\nwhen I receive [portal 8 v]\nhide\n\n@Small\n\nwhen flag clicked\nset size to (60) %\nhide\n\nwhen I receive [portal 4 v]\nshow\ngo to x: (-69) y: (-81)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (yellow v)?> then\n switch costume to (costume2 v)\n start sound [Slide Whistle v]\n broadcast (Shrink v)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [portal 5 v]\nhide\n\n@Big\n\nwhen flag clicked\nset size to (60) %\nhide\n\nwhen I receive [portal 5 v]\nshow\ngo to x: (-69) y: (-81)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching (yellow v)?> then\n switch costume to (costume2 v)\n start sound [Slide Whistle v]\n broadcast (Enlarge v)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [portal 6 v]\nhide\n\n@Zoom\n\nwhen flag clicked\nset size to (70) %\nhide\n\nwhen I receive [portal 6 v]\ngo to x: (-155) y: (-50)\nshow\n\nwhen I receive [portal 7 v]\nhide\n\n@Moving Platform Lv 5\n\nwhen flag clicked\ngo to x: (27) y: (-38)\nhide\nforever\n glide (1) secs to x: (214) y: (-38)\n glide (1) secs to x: (27) y: (-38)\nend\n\nwhen I receive [portal 5 v]\nhide\n\nshow\n\nwhen I receive [portal 6 v]\nhide\n\nwhen I receive [portal 7 v]\nhide\n\n@Spawn\n\nwhen flag clicked\nhide\ngo to x: (-197) y: (-98)\n\nwhen flag clicked\nhide variable [time v]\nwait (1.6) seconds\nshow variable [time v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [end v]\nset [☁ high score v] to (Time)\nstop [all v]\n\n@Red Portal\n\nwhen flag clicked\nhide\nset size to (16) %\nforever\n next costume\nend\n\nwhen I receive [portal 8 v]\ngo to x: (190) y: (-91)\nshow\n\nwhen I receive [end v]\nhide\n\n@End \n\nwhen flag clicked\nhide\ngo to x: (2) y: (29)\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [end v]\nshow\n\n@Yellow Thumbnail\n\nwhen flag clicked\nhide\nset size to (80) %\n\nshow\n\nshow\n\n@Yellow Logo\n\nwhen flag clicked\nshow\ngo to x: (-10) y: (187)\nglide (0.5) secs to x: (-10) y: (85)\nwait (1.1) seconds\nchange [ghost v] effect by (25)\nwait (0.05) seconds\nchange [ghost v] effect by (25)\nwait (0.05) seconds\nchange [ghost v] effect by (25)\nwait (0.05) seconds\nchange [ghost v] effect by (25)\nhide\n\n@Logo Part 2\n\nwhen flag clicked\ngo to x: (213) y: (15)\nhide\nwait (0.7) seconds\nshow\nglide (0.5) secs to x: (-10) y: (15)\nwait (0.01) seconds\nplay sound [Snap v] until done\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.01) seconds\nchange [ghost v] effect by (25)\nwait (0.01) seconds\nchange [ghost v] effect by (25)\nwait (0.01) seconds\nchange [ghost v] effect by (25)\nhide\n\n | Welcome to Yellow: The Platformer, the sequel to Red:The Platformer! \n\nObjective: To advance each level by reaching the portal!\n\nControls:\nArrow Keys - Used to move\nR - Restarts LEVEL \nS - Skips Level \n\nFigure out everything else by experimenting! :)\n |
Remixable Platformer Engine V0.4 | @Stage\n\n@objects\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\n@special objects\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@player\n\nwhen flag clicked\npoint in direction (90)\nset [y spawn v] to [-129]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (50) %\nset [movement x v] to [0]\nset [movement y v] to [0]\nforever\n player movement\nend\n\ndefine player movement\nif on edge, bounce\nchange [movement y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [movement x v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [movement x v] by (1)\nend\nset [movement x v] to ((Movement X) * (0.9))\nchange x by (Movement X)\nif <touching (objects v)?> then\n change y by (1)\n if <touching (objects v)?> then\n change y by (1)\n if <touching (objects v)?> then\n change y by (1)\n if <touching (objects v)?> then\n change y by (1)\n if <touching (objects v)?> then\n change y by (1)\n if <touching (objects v)?> then\n change y by (1)\n if <touching (objects v)?> then\n change y by (-6)\n change x by ((Movement X) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [movement y v] to [10]\n if <(Movement X) > [0]> then\n set [movement x v] to [-10]\n else\n set [movement x v] to [10]\n end\n else\n set [movement x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Movement Y)\nif <touching (objects v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y v] to [0]\nend\nchange y by (-0.5)\nif <<touching (objects v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [movement y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#00ff1a)?> then\n set [movement y v] to [16]\nend\nif <touching color (#f000ff)?> then\n set [movement x v] to [16]\nend\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nswitch costume to (square v)\nforever\n point in direction (90)\n if <<(x position) = [229]> or <(x position) > [229]>> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (title picture2 v)\nset [ghost v] effect to (100)\nshow\n\n@platform\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\n\n | To move use WASD or arrow keys. This is a remixable Platformer Engine and please give me credit if you use the script. \n\nKinda old, hand to take it down because of 'problems'.\n |
Moon (a platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (space v)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nwait (1.5) seconds\ngo to x: (-200) y: (-70)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#626262)?> then\n change y by (1)\n end\n if <touching color (#636363)?> then\n change y by (1)\n end\n if <touching color (#636363)?> then\n change y by (1)\n end\n if <touching color (#636363)?> then\n change y by (1)\n end\n if <touching color (#636363)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#636363)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#636363)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff6666)?> then\n go to x: (-200) y: (-70)\n end\n if <<(x position) = [351]> or <(x position) > [340]>> then\n broadcast (next level v)\n go to x: (-139) y: (-96)\n end\n if <touching color (#f276c8)?> then\n set [y v] to [20]\n end\n if <touching color (#636363)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n else\n set [y v] to [-1]\n end\n if <key (down arrow v) pressed?> then\n set [y v] to [-5]\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <touching color (#ff6666)?> then\n end\nend\n\n@Sprite4\n\nwhen I receive [next level v]\nnext costume\nwait (1) seconds\n\nwhen flag clicked\nswitch costume to (costume4 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nbroadcast (next level v)\nbroadcast (start v)\n\n@Sprite2\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\n | hello everyone, and welcome to Moon! this is a platformer that i made all by myself and this took forever, so i hope you like it! \n-----------------------------How to play-----------------------------------\n- use the arrow keys to move\n- dont touch the red!\n- press the 'skip' button to go to the next level if it is too hard\n-full screen NOT recommended!\n- have fun! |
Quest for Fame - a platformer | @Stage\n\n@the ball for the game...\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [improved2: slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(Improved2: slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [improved2: slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(Improved2: slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (Improved2: slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<key (w v) pressed?> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [improved2: speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [improved2: speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [in platforrm v] to [2]\nend\n\ndefine Gravity\nif <<(Improved2: speed y) < [4]> or <key (w v) pressed?>> then\n change [improved2: speed y v] by (-1)\nelse\n change [improved2: speed y v] by (-2)\nend\nchange y by (Improved2: speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [improved2: speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-232) y: (-91)\nreset timer\nshow\nset [speed x v] to [0]\nset [improved2: speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(Improved2: speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [change me backdrop mate v]\nReset Level\n\nwhen flag clicked\nhide\nforever\n play sound [91476_Glorious_morning v] until done\nend\n\nwhen I receive [some next level sh v]\ngo to x: (-232) y: (-91)\n\nwhen I receive [go v]\nshow\nif <<(Title) > [0]> and <(Full) < [12]>> then\n hide\n stop [this script v]\nend\nReset Level\nforever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(Improved2: speed y) > [0]>\n if <<(y position) < [-179]> or <touching (sprite2 v)?>> then\n Reset Level\n end\n \n go to x: (-232) y: (-91)\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\nend\n\nwhen I receive [go v]\nshow\nforever\n if <<(x position) = [247]> or <(x position) > [247]>> then\n broadcast (Some next level sh v)\n end\nend\n\nwhen I receive [text v]\nhide\n\n@Ground\n\nwhen I receive [some next level sh v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Spikes! v)\n else\n if <(costume [number v]) = [6]> then\n broadcast (Spikes! Ultra! v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (Invisible spikes v)\n end\n if <(costume [number v]) > [16]> then\n broadcast (wobbly yeet v)\n end\n if <(costume [number v]) = [23]> then\n broadcast (text v)\n end\n if <not <<<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> or <(costume [number v]) = [8]>>> then\n broadcast (hide v)\n end\n end\nend\n\nnext costume\n\nif <not <<<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> or <(costume [number v]) = [8]>>> then\n broadcast (hide v)\nend\n\n\n\nwhen I receive [wobbly yeet v]\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset size to (60) %\nset [ghost v] effect to (60)\nset [buttonshouldaccodingtocodehidenow...\(lolz\) v] to [0]\nshow\nrepeat until <(ButtonShouldAccodingToCodeHideNow...\(LOLZ\)) = [1]>\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (0)\n else\n set size to (60) %\n set [ghost v] effect to (60)\n end\nend\n\nchange size by (50)\n\nwhen this sprite clicked\nbroadcast (Go v)\nswitch backdrop to (backdrop2 v)\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [spikes! v]\nshow\nswitch costume to (costume1 v)\ngo to x: (141) y: (32)\n\nwhen I receive [spikes! ultra! v]\nshow\nswitch costume to (costume2 v)\ngo to x: (141) y: (32)\n\nwhen I receive [hide v]\nhide\n\nswitch costume to (costume2 v)\ngo to x: (141) y: (32)\n\nwhen I receive [invisible spikes v]\nshow\nswitch costume to (costume3 v)\ngo to x: (141) y: (32)\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n | woah @--DarkFire-- loved and faved\nand @yellowtrees omg im dying |
All Upside-down (A Platformer) | @Stage\n\nwhen I receive [littt v]\nwait (0.2) seconds\nnext backdrop\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\nbroadcast (hide v)\nhide variable [level v]\n\n@Level\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nset rotation style [all around v]\npoint in direction (90)\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [next lvl v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(costume [number v]) = [16]> then\n broadcast (End v)\n end\nend\n\nswitch costume to (level 15 v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nset [level v] to [15]\n\nhide variable [level v]\n\n@Dude\n\ndefine ghost effect\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [start v]\ngo to x: (-195) y: (84)\nset size to (60) %\nset [x v v] to [0]\nset [y v v] to [0]\ngo to [front v] layer\nshow\nghost effect\nforever\n change [y v v] by (0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v v] by (-0.7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v v] by (0.7)\n end\n set [x v v] to ((x v) * (0.9))\n change x by (x v)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <(y position) > [163]>> then\n change y by (-1)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <(y position) > [163]>> then\n change y by (-1)\n end\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <(y position) > [163]>> then\n change y by (-1)\n end\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <(y position) > [163]>> then\n change y by (-1)\n end\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <(y position) > [163]>> then\n change y by (-1)\n end\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <(y position) > [163]>> then\n change y by (-1)\n end\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <(y position) > [163]>> then\n change y by (6)\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [y v v] to [-9]\n if <(x v) > [0]> then\n set [x v v] to [-8]\n else\n set [x v v] to [8]\n end\n else\n change x by ((x v) * (-1))\n set [x v v] to [0]\n end\n end\n end\n change y by (y v)\n if <<<touching color (#000000)?> or <touching color (#000000)?>> or <(y position) > [163]>> then\n change y by ((y v) * (-1))\n set [y v v] to [0]\n end\n change y by (0.5)\n if <<<<touching color (#000000)?> or <touching color (#000000)?>> or <(y position) > [163]>> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n set [y v v] to [-8]\n end\n change y by (-0.5)\n if <<touching color (#ff0000)?> or <key (r v) pressed?>> then\n go to x: (-195) y: (84)\n set [x v v] to [0]\n set [y v v] to [0]\n ghost effect\n end\n if <<(x position) > [233]> or <key (o v) pressed?>> then\n broadcast (next lvl v)\n go to x: (-195) y: (84)\n set [x v v] to [0]\n set [y v v] to [0]\n ghost effect\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n broadcast (End v)\n end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [start v]\nshow variable [level v]\ngo to x: (-195) y: (84)\nshow\n\nwhen flag clicked\nhide variable [level v]\nwait (7.5) seconds\nbroadcast (Start v)\n\n@Intro\n\nwhen flag clicked\nset [finished v] to [0]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (background v)\nset [ghost v] effect to (100)\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (convivial v)\ngo to x: (0) y: (1000)\nrepeat (15)\n change y by (((0) - (y position)) * (0.3))\nend\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nstart sound [Sword Slash - Sound Effect \[HD\] v]\nswitch costume to (gloss v)\ngo to x: (-1000) y: (0)\nrepeat (15)\n change x by (((0) - (x position)) * (0.3))\nend\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nhide\nset [finished v] to [1]\n\nwhen I start as a clone\nforever\n if <(Finished) = [1]> then\n repeat until <(y position) > [344]>\n change y by (((345) - (y position)) * (0.3))\n change [ghost v] effect by (11)\n end\n delete this clone\n end\nend\n\n | ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nDouble click the green flag when you start or restart.\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n-Arrow keys or wasd keys to move\n-Don't touch red/lava\n-R to reset\n-O skips a level\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nThere are 15 levels some harder than others but none too hard. I know its short but i just needed to get a project out. Haven't shared a project in a long time.\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n100 views ✔️ 5 Loves ✔️ 5 Faves ✔️\n200 views ✔️ 10 Loves ✔️ 10 Faves ✔️\n300 views ✔️ 20 Loves ✔️ 20 Faves ✔️\n400 views ✔️ 30 Loves ✔️ 30 Faves ✔️\n500 views ✔️ 40 Loves ✔️ 40 Faves ✔️\n600 views ✔️ 50 Loves ✔️ 50 Faves ✔️\n700 views ✔️ 60 Loves ✔️ 60 Faves ✔️\n800 views ✔️ 70 Loves ✔️ 70 Faves ✔️\n900 views ✔️ 80 Loves ✔️ 80 Faves\n1k views ✔️ 90 Loves 90 Faves \n1.5k view ✔️ 100 Loves 100 Faves \n2k views ✔️ 150 Loves 150 Faves \n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ |
Trial of the Great Ninja - A platformer | @Stage\n\n@Rooms\n\nwhen I receive [room change v]\nswitch costume to (ROOM)\n\nwhen I receive [new game v]\nset [room v] to [1]\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (room 1 v)\nshow\n\nwhen I receive [animate v]\nshow\n\nwhen I receive [input v]\nhide\n\ngo to x: (0) y: (0)\n\n@Over Layer\n\nwhen I receive [room change v]\nshow\ngo to [front v] layer\nswitch costume to (ROOM)\n\nwhen I receive [new game v]\nset [room v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (room 1 v)\nshow\ngo to [front v] layer\n\nwhen I receive [input v]\nhide\n\nwhen I receive [animate v]\nshow\n\n@Walls\n\nwhen I receive [room change v]\nswitch costume to (ROOM)\n\nwhen flag clicked\nswitch costume to (room 1 v)\n\nwhen I receive [new game v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [input v]\nshow\n\nwhen I receive [animate v]\nhide\n\n@Game\n\nwhen flag clicked\nInit List\nset [boss defeated v] to [0]\nhide variable [health v]\nset [game state v] to [Title]\nset [music v] to [Title]\nforever\n broadcast (Input v)\n if <(Game State) = [Title]> then\n if <([spacepressed v] of [input v]) = [1]> then\n set [game state v] to [Intro]\n set [room v] to [1]\n set [gamepaused v] to [1]\n broadcast (New Game v)\n set [music v] to [Silence]\n stop all sounds\n end\n end\n if <(Game State) = [Intro]> then\n broadcast (Intro v)\n end\n if <(Game State) = [Play]> then\n broadcast (step v)\n end\n if <(Game State) = [Boss Intro]> then\n broadcast (Boss Intro v)\n end\n if <(Game State) = [Redo]> then\n set [game state v] to [Title]\n end\n broadcast (Animate v)\nend\n\ndefine Init List\nset [counter v] to [1]\nrepeat (length of (item (1) of [init list v]))\n replace item (Counter) of [type v] with (letter (Counter) of (item (1) of [init list v]))\n change [counter v] by (1)\nend\nset [counter v] to [1]\nrepeat (length of (item (2) of [init list v]))\n replace item (Counter) of [itemtype v] with (letter (Counter) of (item (2) of [init list v]))\n change [counter v] by (1)\nend\nset [counter v] to [1]\nrepeat (length of (item (3) of [init list v]))\n replace item (Counter) of [doors v] with (letter (Counter) of (item (3) of [init list v]))\n change [counter v] by (1)\nend\n\nwhen I receive [game complete v]\nInit List\nset [boss defeated v] to [0]\nhide variable [health v]\nset [game state v] to [Redo]\nstop all sounds\nset [music v] to [Title]\n\n@Player\n\ndefine Check Collision (y)\nif <touching color (#31a2f2)?> then\n change y by ((-1) * (yspd))\n repeat until <touching color (#31a2f2)?>\n if <(yspd) < [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n if <(yspd) < [0]> then\n change y by (1)\n set [grounded v] to [1]\n set [bounce v] to [0]\n set [jumpcounter v] to [0]\n else\n change y by (-1)\n end\n set [yspd v] to [0]\nelse\n set [grounded v] to [0]\n if <(jumpCounter) = [0]> then\n set [jumpcounter v] to [1]\n end\nend\n\nwhen I receive [step v]\nCheck input\nif <(state) = [Normal]> then\n Movement\n Attack\n sword hit\n Check for room change\nelse\n if <(state) = [Climb]> then\n Climbing\n Attack\n Check for room change\n else\n if <(state) = [Talking]> then\n Talking\n end\n end\nend\nCheck for death\nif <(ROOM) > [15]> then\n if <([spacepressed v] of [input v]) = [1]> then\n broadcast (Game Complete v)\n end\nend\n\ndefine Check input\nif <not <(state) = [Talking]>> then\n set [xdir v] to (([right1 v] of [input v]) - ([left1 v] of [input v]))\n if <(xdir) = [1]> then\n set [currentdir v] to [1]\n end\n if <(xdir) = [-1]> then\n set [currentdir v] to [-1]\n end\nend\n\ndefine Movement\nswitch costume to (mask v)\nset [xspd v] to ((speed) * (xdir))\nchange x by (xspd)\nCheck collision (x)\nif <([up1pressed v] of [input v]) = [1]> then\n if <(jumpCounter) < (maxJump)> then\n set [yspd v] to (JumpSpeed)\n change [jumpcounter v] by (1)\n end\nend\nif <<(yspd) > [0]> and <(bounce) = [0]>> then\n if <([up1 v] of [input v]) = [0]> then\n set [yspd v] to [0]\n end\nend\nif <(yspd) > (MaxYSpeed)> then\n change [yspd v] by (Grav)\nelse\n set [yspd v] to (MaxYSpeed)\nend\nchange y by (yspd)\nCheck Collision (y)\nif <<<touching (enemy v)?> or <touching (boss v)?>> and <(InviCounter) < [1]>> then\n set [invicounter v] to [30]\n change [health v] by (-1)\n broadcast (Update Health v)\n set [yspd v] to [6]\n set [bounce v] to [1]\n start sound [Muted Conga v]\nend\nif <(InviCounter) > [0]> then\n change [invicounter v] by (-1)\nend\nif <([up1pressed v] of [input v]) = [1]> then\n if <touching color (#e06f8b)?> then\n set [yspd v] to [0]\n set [state v] to [Climb]\n set [jumpcounter v] to [0]\n set x to ((([floor v] of (((x position) + (235)) / (20)) ) * (20)) - (230))\n end\nend\nif <([spacepressed v] of [input v]) = [1]> then\n if <touching (npc v)?> then\n set [state v] to [Talking]\n set [gamepaused v] to [1]\n broadcast (Talk to NPC v)\n end\nend\nif <touching (items v)?> then\n broadcast (Get Item v)\nend\nif <touching color (#f7e26b)?> then\n set [invicounter v] to [30]\n change [health v] by (-1)\n broadcast (Update Health v)\n go to x: (startX) y: (startY)\nend\n\ndefine Check collision (x)\nif <touching color (#31a2f2)?> then\n change x by ((-1) * (xspd))\n repeat until <touching color (#31a2f2)?>\n if <(xspd) < [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <(xspd) < [0]> then\n change x by (1)\n else\n change x by (-1)\n end\nend\n\ndefine Animation\nif <(CurrentDir) > [0]> then\n if <(Attack) = [0]> then\n switch costume to (playerright v)\n else\n if <(Attack) = [Right]> then\n switch costume to (attackright v)\n end\n if <(Attack) = [Left]> then\n switch costume to (attackbleft v)\n end\n if <(Attack) = [Up]> then\n switch costume to (attackupr v)\n end\n if <(Attack) = [Down]> then\n switch costume to (attackdownr v)\n end\n end\nelse\n if <(Attack) = [0]> then\n switch costume to (playerleft v)\n else\n if <(Attack) = [Right]> then\n switch costume to (attackbright v)\n end\n if <(Attack) = [Left]> then\n switch costume to (attackleft v)\n end\n if <(Attack) = [Up]> then\n switch costume to (attackupl v)\n end\n if <(Attack) = [Down]> then\n switch costume to (attackdownl v)\n end\n end\nend\nif <(InviCounter) > [0]> then\n if <((InviCounter) mod (2)) = [0]> then\n if <((InviCounter) mod (4)) = [0]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\ndefine Attack\nif <(Attack) = [0]> then\n if <([right2pressed v] of [input v]) = [1]> then\n set [attack v] to [Right]\n set [attacktimer v] to [5]\n start sound [High Whoosh v]\n end\n if <([left2pressed v] of [input v]) = [1]> then\n set [attack v] to [Left]\n set [attacktimer v] to [5]\n start sound [High Whoosh v]\n end\n if <([up2pressed v] of [input v]) = [1]> then\n set [attack v] to [Up]\n set [attacktimer v] to [5]\n start sound [High Whoosh v]\n end\n if <([down2pressed v] of [input v]) = [1]> then\n if <(grounded) = [0]> then\n set [attack v] to [Down]\n set [attacktimer v] to [5]\n start sound [High Whoosh v]\n end\n end\nend\nif <not <(Attack) = [0]>> then\n change [attacktimer v] by (-1)\n if <(AttackTimer) < [1]> then\n set [attacktimer v] to [0]\n set [attack v] to [0]\n end\nend\n\ndefine sword hit\nif <not <(Attack) = [0]>> then\n if <(Attack) = [Right]> then\n switch costume to (attackrmask v)\n end\n if <(Attack) = [Left]> then\n switch costume to (attacklmask v)\n end\n if <(Attack) = [Up]> then\n switch costume to (attackupmask v)\n end\n if <(Attack) = [Down]> then\n switch costume to (attackdmask v)\n end\n if <<touching (enemy v)?> or <touching (boss v)?>> then\n if <(Attack) = [Down]> then\n set [yspd v] to [10]\n set [bounce v] to [1]\n end\n broadcast (Enemy HIT v)\n end\nelse\n switch costume to (empty v)\nend\n\ndefine Check for room change\nif <<(x position) > [239]> and <(item (ROOM) of [right v]) > [0]>> then\n set x to (-238)\n set [room v] to (item (ROOM) of [right v])\n broadcast (Room change v)\nend\nif <<(x position) < [-239]> and <(item (ROOM) of [left v]) > [0]>> then\n set x to (238)\n set [room v] to (item (ROOM) of [left v])\n broadcast (Room change v)\nend\nif <<(y position) < [-179]> and <(item (ROOM) of [down v]) > [0]>> then\n set y to (178)\n set [room v] to (item (ROOM) of [down v])\n broadcast (Room change v)\nend\nif <<(y position) > [179]> and <(item (ROOM) of [up v]) > [0]>> then\n set y to (-178)\n set [room v] to (item (ROOM) of [up v])\n broadcast (Room change v)\nend\n\ndefine Climbing\nswitch costume to (mask v)\nif <<([right1pressed v] of [input v]) = [1]> or <([left1pressed v] of [input v]) = [1]>> then\n set [jumpcounter v] to [1]\n set [state v] to [Normal]\n set [yspd v] to (JumpSpeed)\n set [bounce v] to [1]\nend\nif <([up1 v] of [input v]) = [1]> then\n change y by (speed)\n if <touching color (#31a2f2)?> then\n set [state v] to [Normal]\n change y by (-5)\n end\nend\nif <([down1 v] of [input v]) = [1]> then\n change y by ((-1) * (speed))\n if <touching color (#31a2f2)?> then\n set [state v] to [Normal]\n change y by (5)\n end\nend\nif <not <touching color (#e06f8b)?>> then\n set [jumpcounter v] to [1]\n set [yspd v] to (JumpSpeed)\n set [state v] to [Normal]\nend\n\ndefine Check for death\nif <(Health) < [1]> then\n set [health v] to (Max Health)\n set [room v] to [1]\n set [game state v] to [Intro]\n go to x: (-13) y: (-104)\n broadcast (Room change v)\nend\n\nwhen I receive [new game v]\nset [max health v] to [4]\nset [invicounter v] to [0]\nset [bounce v] to [0]\nset [attack v] to [0]\nset [speed v] to [5]\nset [grounded v] to [0]\nset [grav v] to [-1]\nset [jumpspeed v] to [12]\nset [maxyspeed v] to [-14]\nset [health v] to [4]\nset [state v] to [Normal]\nset [maxjump v] to [1]\nset [jumpcounter v] to [0]\nset [number of crystals v] to [0]\nset [xdir v] to [0]\ngo to x: (-13) y: (-104)\nshow\ngo to [front v] layer\n\nwhen I receive [animate v]\nAnimation\n\ndefine Talking\nif <([spacepressed v] of [input v]) = [1]> then\n broadcast (Erase text v)\n set [gamepaused v] to [0]\n set [state v] to [Normal]\nend\n\nwhen I receive [maxjump addon v]\nset [maxjump v] to [2]\n\nwhen I receive [room change v]\nset [startx v] to (x position)\nset [starty v] to (y position)\nif <(ROOM) = [16]> then\n set [state v] to [finished]\n hide\nend\n\n@Input\n\nwhen I receive [input v]\nLeft Input\nRight Input\n\ndefine Left Input\nset [left1pressed v] to [0]\nset [down1pressed v] to [0]\nset [up1pressed v] to [0]\nset [right1pressed v] to [0]\nset [spacepressed v] to [0]\nset [down1 v] to [0]\nset [right1 v] to [0]\nset [left1 v] to [0]\nset [up1 v] to [0]\nset [space v] to [0]\nif <not <key (space v) pressed?>> then\n set [spacereleased v] to [1]\nend\nif <<not <key (a v) pressed?>> and <not <key (q v) pressed?>>> then\n set [left1released v] to [1]\nend\nif <not <key (s v) pressed?>> then\n set [down1released v] to [1]\nend\nif <not <key (d v) pressed?>> then\n set [right1released v] to [1]\nend\nif <<not <key (w v) pressed?>> and <not <key (z v) pressed?>>> then\n set [up1released v] to [1]\nend\nif <<key (a v) pressed?> or <key (q v) pressed?>> then\n set [left1 v] to [1]\n if <(Left1Released) = [1]> then\n set [left1pressed v] to [1]\n end\n set [left1released v] to [0]\nend\nif <key (s v) pressed?> then\n set [down1 v] to [1]\n if <(Down1Released) = [1]> then\n set [down1pressed v] to [1]\n end\n set [down1released v] to [0]\nend\nif <key (d v) pressed?> then\n set [right1 v] to [1]\n if <(Right1Released) = [1]> then\n set [right1pressed v] to [1]\n end\n set [right1released v] to [0]\nend\nif <<key (w v) pressed?> or <key (z v) pressed?>> then\n set [up1 v] to [1]\n if <(Up1Released) = [1]> then\n set [up1pressed v] to [1]\n end\n set [up1released v] to [0]\nend\nif <key (space v) pressed?> then\n set [space v] to [1]\n if <(SpaceReleased) = [1]> then\n set [spacepressed v] to [1]\n end\n set [spacereleased v] to [0]\nend\n\ndefine Right Input\nset [down2pressed v] to [0]\nset [left2pressed v] to [0]\nset [up2pressed v] to [0]\nset [right2pressed v] to [0]\nset [down2 v] to [0]\nset [right2 v] to [0]\nset [left2 v] to [0]\nset [up2 v] to [0]\nif <not <key (left arrow v) pressed?>> then\n set [left2released v] to [1]\nend\nif <not <key (down arrow v) pressed?>> then\n set [down2released v] to [1]\nend\nif <not <key (right arrow v) pressed?>> then\n set [right2released v] to [1]\nend\nif <not <key (up arrow v) pressed?>> then\n set [up2released v] to [1]\nend\nif <key (left arrow v) pressed?> then\n set [left2 v] to [1]\n if <(Left2Released) = [1]> then\n set [left2pressed v] to [1]\n end\n set [left2released v] to [0]\nend\nif <key (down arrow v) pressed?> then\n set [down2 v] to [1]\n if <(Down2Released) = [1]> then\n set [down2pressed v] to [1]\n end\n set [down2released v] to [0]\nend\nif <key (right arrow v) pressed?> then\n set [right2 v] to [1]\n if <(Right2Released) = [1]> then\n set [right2pressed v] to [1]\n end\n set [right2released v] to [0]\nend\nif <key (up arrow v) pressed?> then\n set [up2 v] to [1]\n if <(Up2Released) = [1]> then\n set [up2pressed v] to [1]\n end\n set [up2released v] to [0]\nend\n\n@Enemy\n\nwhen I receive [room change v]\nif <(creator) = [1]> then\n broadcast (Delete enemy v)\n if <(ROOM) = [1]> then\n set [first v] to [0]\n set [last v] to (item (1) of [id v])\n else\n set [first v] to (item ((ROOM) - (1)) of [id v])\n set [last v] to (item (ROOM) of [id v])\n end\n if <not <(first) = (last)>> then\n repeat ((last) - (first))\n change [first v] by (1)\n create enemy (item (first) of [type v]) at (item (first) of [x v]) (item (first) of [y v])\n end\n end\nend\n\nwhen I receive [delete enemy v]\ndelete this clone\n\nwhen I start as a clone\nset [creator v] to [0]\nshow\nif <(myType) = [1]> then\n set [jumpspeed v] to [10]\n set [jumptimer v] to (pick random (1) to (10))\n set [yspd v] to [0]\n switch costume to (jumping v)\nend\nif <(myType) = [2]> then\n switch costume to (moving v)\n set [myhealth v] to [1]\n set [speed v] to [3]\n Random Neg/Pos [1]\n set [xdir v] to (neg)\nend\nif <(myType) = [3]> then\n set [mystate v] to [Walk]\n set [speed v] to [1]\n set [xdir v] to [-1]\n set [myhealth v] to [4]\n set [jumpspeed v] to [7]\n switch costume to (bull_idle_left v)\nend\nif <(myType) = [4]> then\n Random Neg/Pos [1]\n set [yspd v] to (neg)\n switch costume to (fly1 v)\n set [myhealth v] to [1]\nend\nif <(myType) = [5]> then\n set [xdir v] to [1]\n set [myhealth v] to [10]\n switch costume to (ogre v)\nend\n\ndefine create enemy (type) at (x) (y)\nif <(item (first) of [type v]) > [0]> then\n set [id v] to (first)\n set [mytype v] to (type)\n go to x: (((x) * (20)) - (250)) y: (((y) * (20)) - (200))\n create clone of (_myself_ v)\nend\n\nwhen I receive [step v]\nif <(GAMEPAUSED) = [0]> then\n if <(creator) = [0]> then\n if <(myType) = [1]> then\n Jumping enemy\n end\n if <(myType) = [2]> then\n BasicMovement\n end\n if <(myType) = [3]> then\n Bull Enemy\n end\n if <(myType) = [4]> then\n Flying Up/Down\n end\n if <(myType) = [5]> then\n Ogre\n end\n Check for death\n end\nend\n\ndefine Jumping enemy\nif <(myState) = [Idle]> then\n BasicMovement\n change [jumptimer v] by (1)\n if <(jumpTimer) = [60]> then\n set [mystate v] to [Jump]\n end\nend\nif <(myState) = [Jump]> then\n set [yspd v] to (jumpSpeed)\n set [jumptimer v] to (pick random (1) to (10))\n set [mystate v] to [Idle]\nend\n\ndefine BasicMovement\nset [xspd v] to ((speed) * (xdir))\nchange x by (xspd)\nCheck collision X\nif <(yspd) > (MaxYSpeed)> then\n change [yspd v] by (grav)\nelse\n set [yspd v] to (MaxYSpeed)\nend\nchange y by (yspd)\nCheck Collision Y\n\ndefine Check Collision Y\nif <touching color (#31a2f2)?> then\n change y by ((-1) * (yspd))\n repeat until <touching color (#31a2f2)?>\n if <(yspd) < [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n if <(yspd) < [0]> then\n change y by (1)\n else\n change y by (-1)\n end\n set [yspd v] to [0]\n set [grounded v] to [1]\nelse\n set [grounded v] to [0]\nend\n\nwhen I receive [enemy hit v]\nif <(creator) = [0]> then\n Touch enemy\nend\n\ndefine Check collision X\nif <touching color (#31a2f2)?> then\n change x by ((-1) * (xspd))\n repeat until <touching color (#31a2f2)?>\n if <(xspd) < [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <(xspd) < [0]> then\n change x by (1)\n else\n change x by (-1)\n end\n set [xdir v] to ((-1) * (xdir))\nend\nif <<(x position) > [238]> or <(x position) < [-237]>> then\n set [xdir v] to ((-1) * (xdir))\n change x by (xdir)\nend\n\nwhen I receive [new game v]\nhide\nset [mytype v] to [0]\nset [creator v] to [1]\nset [grav v] to [-1]\nset [maxyspeed v] to [-16]\nset [jumpspeed v] to [0]\nset [mystate v] to [Idle]\nset [yspd v] to [0]\nset [xspd v] to [0]\nset [xdir v] to [0]\nset [speed v] to [0]\nset [grounded v] to [0]\nset [myhealth v] to [1]\nset [flycounter v] to [0]\nset [invitime v] to [0]\nset [animation counter v] to [0]\nset [state counter v] to [0]\nset [costume number v] to [0]\nbroadcast (Room change v)\n\ndefine Check for death\nif <(myHealth) < [1]> then\n if <(myType) = [5]> then\n replace item (id) of [type v] with [-1]\n if <(ROOM) = [6]> then\n replace item (1) of [doors v] with [0]\n broadcast (Delete Doors v)\n end\n end\n delete this clone\nend\nchange [invitime v] by (-1)\n\ndefine Flying Up/Down\nchange y by (yspd)\nchange [flycounter v] by (1)\nif <(flyCounter) > [10]> then\n set [flycounter v] to [0]\n set [yspd v] to ((-1) * (yspd))\nend\n\ndefine Random Neg/Pos (var)\nset [neg v] to (pick random (0) to (1))\nif <(neg) = [0]> then\n set [neg v] to (var)\nelse\n set [neg v] to ((-1) * (var))\nend\n\ndefine Bull Enemy\nswitch costume to (bull_mask v)\nBasicMovement\nDetect\nif <(myState) = [Idle]> then\n change [state counter v] by (1)\n if <(State Counter) > [30]> then\n Random Neg/Pos [1]\n if <(neg) = [1]> then\n set [mystate v] to [Walk]\n set [speed v] to [1]\n set [costume number v] to [0]\n end\n set [state counter v] to [1]\n end\n if <(Detect) = [1]> then\n set [mystate v] to [Alert]\n set [speed v] to [0]\n set [yspd v] to (jumpSpeed)\n end\nend\nif <(myState) = [Walk]> then\n change [state counter v] by (1)\n if <((State Counter) mod (60)) = [0]> then\n Random Neg/Pos [1]\n if <(neg) = [1]> then\n set [xdir v] to ((-1) * (xdir))\n end\n change [state counter v] by (1)\n end\n if <(State Counter) > [100]> then\n Random Neg/Pos [1]\n if <(neg) = [1]> then\n set [mystate v] to [Idle]\n set [speed v] to [0]\n end\n set [state counter v] to [1]\n end\n if <(Detect) = [1]> then\n set [mystate v] to [Alert]\n set [speed v] to [0]\n set [yspd v] to (jumpSpeed)\n end\nend\nif <(myState) = [Alert]> then\n if <<(grounded) = [1]> and <(yspd) = [0]>> then\n set [mystate v] to [Charge]\n set [speed v] to [.25]\n set [state counter v] to [1]\n start sound [Horse Gallop v]\n end\nend\nif <(myState) = [Charge]> then\n change [state counter v] by (1)\n if <(State Counter) > [20]> then\n set [speed v] to [10]\n set [state counter v] to [1]\n set [mystate v] to [Charging]\n end\nend\nif <(myState) = [Charging]> then\n if <(Detect) = [0]> then\n change [state counter v] by (1)\n else\n set [state counter v] to [1]\n end\n if <(State Counter) > [50]> then\n set [state counter v] to [1]\n set [mystate v] to [Walk]\n set [speed v] to [1]\n end\nend\n\ndefine Ogre\nswitch costume to (ogre_mask v)\nBasicMovement\nif <(myState) = [Idle]> then\n Ogre Idle State\nend\nif <(myState) = [Walk]> then\n change [state counter v] by (1)\n if <((State Counter) mod (30)) = [0]> then\n Random Neg/Pos [1]\n if <(neg) = [1]> then\n set [xdir v] to ((-1) * (xdir))\n end\n change [state counter v] by (1)\n end\n if <(State Counter) > [100]> then\n Random Neg/Pos [1]\n if <(neg) = [1]> then\n set [mystate v] to [Throw]\n set [speed v] to [0]\n set [flycounter v] to (pick random (3) to (6))\n end\n set [state counter v] to [1]\n end\nend\nif <(myState) = [Throw]> then\n change [state counter v] by (1)\n if <((State Counter) mod (30)) = [0]> then\n Throw\n change [flycounter v] by (-1)\n end\n if <(flyCounter) < [1]> then\n set [mystate v] to [Idle]\n set [state counter v] to [1]\n end\nend\n\ndefine Ogre Idle State\nchange [state counter v] by (1)\nif <(State Counter) > [30]> then\n Random Neg/Pos [1]\n if <(neg) = [1]> then\n set [mystate v] to [Walk]\n set [speed v] to [1]\n set [costume number v] to [0]\n end\n set [state counter v] to [1]\nend\n\nwhen I receive [animate v]\nif <(myType) = [4]> then\n change [animation counter v] by (1)\n if <(Animation Counter) > [5]> then\n if <(costume [name v]) = [Fly1]> then\n switch costume to (fly2 v)\n else\n switch costume to (fly1 v)\n end\n set [animation counter v] to [0]\n end\nend\nif <(myType) = [3]> then\n if <(myState) = [Idle]> then\n if <(xdir) = [-1]> then\n switch costume to (bull_idle_left v)\n else\n switch costume to (bull_idle_right v)\n end\n end\n if <(myState) = [Walk]> then\n if <(xdir) = [-1]> then\n switch costume to ((5) + (Costume Number))\n else\n switch costume to ((9) + (Costume Number))\n end\n change [animation counter v] by (1)\n if <(Animation Counter) > [5]> then\n change [costume number v] by (1)\n set [animation counter v] to [0]\n if <(Costume Number) > [3]> then\n set [costume number v] to [0]\n end\n end\n end\n if <(myState) = [Alert]> then\n if <(xdir) = [-1]> then\n switch costume to (bull_alert_left v)\n else\n switch costume to (bull_alert_right v)\n end\n end\n if <(myState) = [Charge]> then\n if <(xdir) = [-1]> then\n switch costume to ((5) + (Costume Number))\n else\n switch costume to ((9) + (Costume Number))\n end\n change [animation counter v] by (1)\n if <(Animation Counter) > [1]> then\n change [costume number v] by (1)\n set [animation counter v] to [0]\n if <(Costume Number) > [3]> then\n set [costume number v] to [0]\n end\n end\n end\n if <(myState) = [Charging]> then\n if <(xdir) = [-1]> then\n switch costume to ((5) + (Costume Number))\n else\n switch costume to ((9) + (Costume Number))\n end\n change [animation counter v] by (1)\n if <(Animation Counter) > [1]> then\n change [costume number v] by (1)\n set [animation counter v] to [0]\n if <(Costume Number) > [3]> then\n set [costume number v] to [0]\n end\n end\n end\nend\nif <(myType) = [5]> then\n if <(myState) = [Idle]> then\n switch costume to (ogre v)\n end\n if <(myState) = [Walk]> then\n switch costume to ((17) + (Costume Number))\n change [animation counter v] by (1)\n if <(Animation Counter) > [4]> then\n change [costume number v] by (1)\n set [animation counter v] to [0]\n if <(Costume Number) > [7]> then\n set [costume number v] to [0]\n end\n end\n end\n if <(myState) = [Throw]> then\n switch costume to (ogre10 v)\n end\nend\nif <(InviTime) > [0]> then\n if <((InviTime) mod (2)) = [0]> then\n if <((InviTime) mod (4)) = [0]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\ndefine Detect\nset [detect test v] to [0]\nif <(xdir) = [-1]> then\n if <([x position v] of [player v]) < (x position)> then\n if <([y position v] of [player v]) < ((y position) + (50))> then\n if <([y position v] of [player v]) > (y position)> then\n set [detect test v] to [1]\n end\n end\n end\nelse\n if <([x position v] of [player v]) > (x position)> then\n if <([y position v] of [player v]) < ((y position) + (50))> then\n if <([y position v] of [player v]) > (y position)> then\n set [detect test v] to [1]\n end\n end\n end\nend\nif <(Detect Test) = [1]> then\n set [detect v] to [1]\nelse\n set [detect v] to [0]\nend\n\ndefine Throw\nswitch costume to (moving v)\nset [mytype v] to [2]\nstart sound [Throw v]\ncreate clone of (_myself_ v)\nswitch costume to (ogre v)\nset [mytype v] to [5]\n\ndefine Touch enemy\nif <(myType) = [4]> then\n switch costume to (fly mask v)\n if <<touching (player v)?> and <(InviTime) < [1]>> then\n start sound [Bite v]\n change [myhealth v] by (-1)\n set [invitime v] to [20]\n end\n switch costume to (fly1 v)\nend\nif <<touching (player v)?> and <(InviTime) < [1]>> then\n start sound [Bite v]\n change [myhealth v] by (-1)\n set [invitime v] to [20]\nend\n\n@Grid\n\nwhen I receive [room change v]\n\n@NPC\n\nwhen I start as a clone\nset [creator v] to [0]\nshow\n\ndefine create NPC (type) at (x) (y)\nif <(item (first) of [npctype v]) > [0]> then\n set [id v] to (first)\n set [mytype v] to (type)\n go to x: (((x) * (20)) - (250)) y: (((y) * (20)) - (200))\n create clone of (_myself_ v)\nend\n\nwhen I receive [new game v]\nhide variable [last player to complete this game v]\nset [new game v] to [1]\nset [counter v] to [0]\nset [mytype v] to [0]\nset [creator v] to [1]\nhide\n\nwhen I receive [room change v]\nif <(creator) = [1]> then\n broadcast (Delete NPC v)\n if <(ROOM) = [1]> then\n set [first v] to [0]\n set [last v] to (item (1) of [id v])\n else\n set [first v] to (item ((ROOM) - (1)) of [id v])\n set [last v] to (item (ROOM) of [id v])\n end\n if <not <(first) = (last)>> then\n repeat ((last) - (first))\n change [first v] by (1)\n create NPC (item (first) of [npctype v]) at (item (first) of [x v]) (item (first) of [y v])\n end\n end\nend\nif <(ROOM) = [16]> then\n Register Name\n set size to (300) %\n go to x: (-5) y: (-28)\n if <(Number of Crystals) > [2]> then\n set [room v] to [17]\n broadcast (Room change v)\n set [☁ achievements v] to [1]\n else\n set [☁ achievements v] to [0]\n end\n show\nend\n\nwhen I receive [delete npc v]\ndelete this clone\n\nwhen I receive [talk to npc v]\nif <(creator) = [0]> then\n if <touching (player v)?> then\n say (item (id) of [text v])\n end\nend\n\nwhen I receive [erase text v]\nsay []\n\nwhen I receive [intro v]\nchange [counter v] by (1)\nif <(counter) = [50]> then\n if <(New game) = [1]> then\n if <(☁ Achievements) = [0]> then\n say (join [Hey! Welcome to the Trial of the Great Ninja! I am ] (join (Last player to complete this game) [. I am the last one to have survived this challenge. \(Talk to me by pressing Space\)]))\n change [counter v] by (1)\n set [new game v] to [0]\n else\n say (join [Hey! Welcome to the Trial of the Great Ninja! I am ] (join (Last player to complete this game) [. I am the last one to have survived this challenge. I even found all the secret crystals! I am so great! \(Talk to me by pressing Space\)]))\n change [counter v] by (1)\n set [new game v] to [0]\n end\n else\n say [Hey! Be careful! You fainted out. You should be glad I found you.]\n change [counter v] by (1)\n end\nend\nif <(counter) > [50]> then\n if <([spacepressed v] of [input v]) = [1]> then\n say []\n set [game state v] to [Play]\n set [gamepaused v] to [0]\n set [music v] to [Overworld]\n set [counter v] to [0]\n stop all sounds\n end\nend\n\ndefine Register Name\nset [☁ name v] to []\nset [let count v] to [1]\nif <not <(username) = []>> then\n repeat (length of (username))\n Is it lowercase? (letter (let count) of (username))\n Find letter (letter (let count) of (username))\n change [let count v] by (1)\n end\n set [☁ name v] to (join (☁ NAME) [00])\nend\n\ndefine Char list\ndelete all of [characters v]\nset [let count v] to [0]\nset [char v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz1234567890-_]\nrepeat ((length of (char)) + (1))\n add (letter (let count) of (char)) to [characters v]\n change [let count v] by (1)\nend\n\ndefine Find letter (letter)\nset [let count 2 v] to [1]\nrepeat until <(item (let count 2) of [characters v]) = (letter)>\n change [let count 2 v] by (1)\nend\nif <(isLowercase) = [true]> then\n change [let count 2 v] by (26)\nend\nif <(let count 2) < [10]> then\n set [☁ name v] to (join (☁ NAME) (join [0] (let count 2)))\nelse\n set [☁ name v] to (join (☁ NAME) (let count 2))\nend\n\nwhen flag clicked\nset size to (100) %\nshow variable [last player to complete this game v]\nChar list\nGenerate Name\n\ndefine Generate Name\nset [idlettre v] to [01]\nset [let count v] to [1]\nset [let count 2 v] to [2]\nset [last player to complete this game v] to []\nif <(☁ NAME) = []> then\n stop [this script v]\nend\nrepeat until <(IDLettre) = [00]>\n set [joinid v] to (join (letter (let count) of (☁ NAME)) (letter (let count 2) of (☁ NAME)))\n set [idlettre v] to (item (JoinID) of [characters v])\n set [last player to complete this game v] to (join (Last player to complete this game) (IDLettre))\n change [let count v] by (2)\n change [let count 2 v] by (2)\n if <(join (letter (let count) of (☁ NAME)) (letter (let count 2) of (☁ NAME))) = []> then\n stop [this script v]\n end\nend\n\ndefine Is it lowercase? (letter)\nset [joinid v] to [ABCDEFGHIJKLMNOPQRSTUVWXYZ]\nset [counter v] to [1]\nset [idlettre v] to []\nrepeat (length of (JoinID))\n if <(letter (counter) of (JoinID)) = (letter)> then\n set [idlettre v] to (join (IDLettre) (letter))\n else\n set [idlettre v] to (join (IDLettre) (letter (counter) of (JoinID)))\n end\n change [counter v] by (1)\nend\nswitch costume to (npc v)\nswitch costume to (IDLettre)\nif <(costume [number v]) = [1]> then\n set [islowercase v] to [false]\nelse\n set [islowercase v] to [true]\nend\n\nwhen I receive [game complete v]\nset size to (100) %\nshow variable [last player to complete this game v]\nChar list\nGenerate Name\n\n@Items\n\nwhen I start as a clone\nset [creator v] to [0]\nshow\nif <(myType) = [1]> then\n switch costume to (costume1 v)\nend\nif <(myType) = [2]> then\n switch costume to (costume2 v)\nend\nif <(myType) = [3]> then\n switch costume to (costume3 v)\nend\n\ndefine create item (type) at (x) (y)\nif <(item (first) of [itemtype v]) > [0]> then\n set [id v] to (first)\n set [mytype v] to (type)\n go to x: (((x) * (20)) - (250)) y: (((y) * (20)) - (200))\n create clone of (_myself_ v)\nend\n\nwhen I receive [new game v]\nset [mytype v] to [0]\nset [creator v] to [1]\nhide\n\nwhen I receive [room change v]\nif <(creator) = [1]> then\n broadcast (Delete Items v)\n if <(ROOM) = [1]> then\n set [first v] to [0]\n set [last v] to (item (1) of [id v])\n else\n set [first v] to (item ((ROOM) - (1)) of [id v])\n set [last v] to (item (ROOM) of [id v])\n end\n if <not <(first) = (last)>> then\n repeat ((last) - (first))\n change [first v] by (1)\n create item (item (first) of [itemtype v]) at (item (first) of [x v]) (item (first) of [y v])\n end\n end\nend\n\nwhen I receive [delete items v]\ndelete this clone\n\nwhen I receive [get item v]\nif <(creator) = [0]> then\n if <touching (player v)?> then\n if <(myType) = [1]> then\n change [max health v] by (2)\n set [gamepaused v] to [1]\n set [textbox v] to [Health]\n broadcast (Get Health v)\n end\n if <(myType) = [2]> then\n broadcast (maxJump addon v)\n set [gamepaused v] to [1]\n set [textbox v] to [Boots]\n end\n if <(myType) = [3]> then\n change [number of crystals v] by (1)\n set [gamepaused v] to [1]\n set [textbox v] to [Crystal]\n end\n replace item (id) of [itemtype v] with [-1]\n delete this clone\n end\nend\n\nwhen I receive [step v]\n\n@Music\n\nwhen flag clicked\nset [music v] to [0]\nforever\n if <(MUSIC) = [Title]> then\n play sound [Final Fantasy Adventure \(GB\) Music - Title Theme v] until done\n end\n if <(MUSIC) = [Overworld]> then\n play sound [Endless Battlefield - Final Fantasy Adventure v] until done\n end\n if <(MUSIC) = [Boss]> then\n play sound [Final Fantasy Adventure Soundtrack Fight 2 \(1080p\) v] until done\n end\n if <(MUSIC) = [End]> then\n play sound [Legend Forever - Final Fantasy Adventure v] until done\n end\nend\n\n@Title Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (download v)\ngo to [front v] layer\nshow\n\nwhen I receive [new game v]\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [game complete v]\ngo to x: (0) y: (0)\nswitch costume to (download v)\ngo to [front v] layer\nshow\n\n@Text Box\n\nwhen flag clicked\nhide\n\nwhen I receive [step v]\nif <not <(TEXTBOX) = [0]>> then\n if <not <(TEXTBOX) = [Display]>> then\n set [game state v] to [TextBox]\n set [music v] to [Silence]\n stop all sounds\n start sound [Win v]\n show\n if <(TEXTBOX) = [Health]> then\n switch costume to (health v)\n set [textbox v] to [Display]\n end\n if <(TEXTBOX) = [Boots]> then\n switch costume to (boots v)\n set [textbox v] to [Display]\n end\n if <(TEXTBOX) = [Crystal]> then\n switch costume to (crystal v)\n set [textbox v] to [Display]\n end\n end\nend\n\nwhen I receive [input v]\nif <not <(TEXTBOX) = [0]>> then\n if <([spacepressed v] of [input v]) = [1]> then\n stop all sounds\n set [music v] to [Overworld]\n set [gamepaused v] to [0]\n set [game state v] to [Play]\n set [textbox v] to [0]\n hide\n end\nend\n\n@Door\n\ndefine Create door at (x) (y) (door type)\ngo to x: (((x) * (20)) - (250)) y: (((y) * (20)) - (200))\nset [door type v] to (door type)\ncreate clone of (_myself_ v)\n\nwhen I receive [delete doors v]\ndelete this clone\n\nwhen flag clicked\nset [creator v] to [1]\nhide\n\nwhen I start as a clone\nset [creator v] to [0]\nshow\n\nwhen I receive [input v]\nif <(Door Type) = [1]> then\n switch costume to (mask v)\nend\nif <(Door Type) = [2]> then\n switch costume to (mask2 v)\nend\n\nwhen I receive [animate v]\nif <(Door Type) = [1]> then\n switch costume to (door2 v)\nend\nif <(Door Type) = [2]> then\n switch costume to (door3 v)\nend\n\nwhen I receive [room change v]\nif <(creator) = [1]> then\n broadcast (Delete Doors v)\n if <<(ROOM) = [6]> and <(item (1) of [doors v]) = [6]>> then\n Create door at [1] [4] [1]\n end\nend\n\nwhen I receive [boss door v]\nif <(Boss defeated) = [0]> then\n Create door at [24] [2] [2]\n Create door at [1] [2] [2]\nend\n\n@Health\n\nwhen flag clicked\nset [creator v] to [1]\nhide\nswitch costume to (4 v)\nset [heart number v] to [1]\ngo to x: (-220) y: (-179)\ncreate clone of (_myself_ v)\ngo to x: (-195) y: (-179)\nset [heart number v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (150) %\nset [creator v] to [0]\n\nwhen I receive [animate v]\nif <(Creator) = [0]> then\n show\nend\n\nwhen I receive [input v]\nhide\n\nwhen I receive [get health v]\nif <(Creator) = [1]> then\n if <(Max Health) = [6]> then\n set [health v] to (Max Health)\n set [heart number v] to [3]\n go to x: (-170) y: (-179)\n create clone of (_myself_ v)\n end\n if <(Max Health) = [8]> then\n set [health v] to (Max Health)\n set [heart number v] to [4]\n go to x: (-145) y: (-179)\n create clone of (_myself_ v)\n end\n broadcast (Update Health v)\nend\n\nwhen I receive [update health v]\nif <(Creator) = [0]> then\n if <(Health) < ((heart number) * (2))> then\n if <(Health) > (((heart number) - (1)) * (2))> then\n switch costume to (((Health) mod (2)) + (1))\n else\n switch costume to (0 v)\n end\n else\n switch costume to (4 v)\n end\nend\n\nwhen I receive [game complete v]\nset [creator v] to [1]\nhide\nswitch costume to (4 v)\nset [heart number v] to [1]\ngo to x: (-220) y: (-179)\ncreate clone of (_myself_ v)\ngo to x: (-195) y: (-179)\nset [heart number v] to [2]\ncreate clone of (_myself_ v)\n\n@Boss\n\nwhen flag clicked\nset [creator v] to [1]\nset [imbullet v] to [0]\nhide\n\nwhen I start as a clone\nset [creator v] to [0]\nif <(imBullet) = [0]> then\n set [speed v] to [10]\n set [mystate v] to [Intro]\n set [boss health v] to [10]\nend\nif <(imBullet) = [1]> then\n switch costume to (costume1 v)\nend\nif <(imBullet) = [2]> then\n set [i v] to [0]\nend\nshow\n\nwhen I receive [step v]\nif <(creator) = [0]> then\n if <(imBullet) = [0]> then\n BOSS\n end\n if <(imBullet) = [1]> then\n Bullet movement\n end\n if <(imBullet) = [2]> then\n change [i v] by (20)\n set [ghost v] effect to (i)\n if <(i) > [90]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [room change v]\nif <(creator) = [1]> then\n broadcast (Delete Boss v)\n if <(ROOM) = [15]> then\n if <(Boss defeated) = [0]> then\n Create boss at [15] [2]\n end\n end\nend\n\nwhen I receive [delete boss v]\ndelete this clone\n\ndefine Create boss at (x) (y)\nswitch costume to (boss_left v)\ngo to x: (((x) * (20)) - (250)) y: (((y) * (20)) - (200))\ncreate clone of (_myself_ v)\n\nwhen I receive [boss intro v]\nif <(creator) = [0]> then\n if <(myState) = [Intro]> then\n change [i v] by (1)\n if <(i) = [40]> then\n set [music v] to [Silence]\n stop all sounds\n say [Congratulation! You have reached the end of this trial.]\n set [mystate v] to [talking]\n set [i v] to [1]\n end\n end\n if <(myState) = [talking]> then\n if <([spacepressed v] of [input v]) = [1]> then\n change [i v] by (1)\n end\n if <(i) = [1]> then\n say [Congratulation! You have reached the end of this trial.]\n end\n if <(i) = [2]> then\n say (join [You're last challenge is to defeat me, the great ] (Last player to complete this game))\n end\n if <(i) = [3]> then\n say [If you succeed, I will give you my blue ninja suit...]\n end\n if <(i) = [4]> then\n say [which mean you will be considered the strongest ninja in this world!]\n end\n if <(i) = [5]> then\n say []\n broadcast (Boss door v)\n hide\n set [music v] to [Boss]\n set [mystate v] to [Dissapear]\n set [game state v] to [Play]\n end\n end\nend\n\nwhen I receive [animate v]\nif <(imBullet) = [0]> then\n if <([x position v] of [player v]) > (x position)> then\n if <(myState) = [Appear]> then\n switch costume to (boss_right v)\n end\n else\n if <(myState) = [Appear]> then\n switch costume to (boss_left v)\n end\n end\n if <(myState) = [Shoot]> then\n if <(Shot Ani) = [0]> then\n switch costume to (boss_shoot_1 v)\n else\n switch costume to (boss_shoot_2 v)\n end\n end\n if <(myState) = [Dash]> then\n if <(targetX) > [0]> then\n switch costume to (boss_right_dash v)\n else\n switch costume to (boss_left_dash v)\n end\n end\nend\nif <(imBullet) = [1]> then\n if <(costume [number v]) = [8]> then\n switch costume to (costume1 v)\n else\n next costume\n end\nend\nif <(InviTime) > [0]> then\n if <((InviTime) mod (2)) = [0]> then\n if <((InviTime) mod (4)) = [0]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\ndefine Shoot\nset [imbullet v] to [1]\nset [mydir v] to [right]\ncreate clone of (_myself_ v)\nset [mydir v] to [down]\ncreate clone of (_myself_ v)\nset [mydir v] to [left]\ncreate clone of (_myself_ v)\nset [mydir v] to [up]\ncreate clone of (_myself_ v)\nset [imbullet v] to [0]\n\ndefine BOSS\nif <(myState) = [Intro]> then\n if <([x position v] of [player v]) > [-100]> then\n set [game state v] to [Boss Intro]\n set [i v] to [1]\n end\nend\nif <(myState) = [Dissapear]> then\n change [i v] by (1)\n if <(i) = [50]> then\n set [mystate v] to [Appear]\n set [i v] to (pick random (1) to (5))\n if <(i) = [1]> then\n go to x: (-109) y: (-60)\n end\n if <(i) = [2]> then\n go to x: (107) y: (-60)\n end\n if <(i) = [3]> then\n go to x: (0) y: (18)\n end\n if <(i) = [4]> then\n go to x: (110) y: (99)\n end\n if <(i) = [5]> then\n go to x: (-107) y: (99)\n end\n show\n end\nend\nif <(myState) = [Appear]> then\n change [i v] by (1)\n if <(i) = [50]> then\n set [i v] to (pick random (1) to (2))\n if <(i) = [1]> then\n set [shootcounter v] to [0]\n set [numberofshoot v] to (pick random (3) to (5))\n set [mystate v] to [Shoot]\n end\n if <(i) = [2]> then\n Calculate target\n set [mystate v] to [Dash]\n end\n end\nend\nif <(myState) = [Shoot]> then\n if <(shootCounter) = [0]> then\n set [diag v] to (pick random (0) to (1))\n Shoot\n set [shot ani v] to [1]\n change [shootcounter v] by (1)\n end\n if <(i) > [50]> then\n if <(shootCounter) = (numberOfShoot)> then\n set [i v] to [1]\n hide\n set [mystate v] to [Dissapear]\n else\n set [diag v] to (pick random (0) to (1))\n Shoot\n set [shot ani v] to [1]\n change [shootcounter v] by (1)\n set [i v] to [1]\n end\n end\n if <(i) = [20]> then\n set [shot ani v] to [0]\n end\n change [i v] by (1)\nend\nif <(myState) = [Dash]> then\n change [i v] by (1)\n if <(i) > [3]> then\n set [i v] to [0]\n create shadow\n end\n change x by (targetX)\n change y by (targetY)\n if <<(x position) > [230]> or <<(y position) > [150]> or <<(x position) < [-230]> or <(y position) < [-170]>>>> then\n set [i v] to [1]\n hide\n set [mystate v] to [Dissapear]\n end\nend\nif <(InviTime) > [0]> then\n change [invitime v] by (-1)\nend\nif <(Boss defeated) = [0]> then\n Check for death\nend\n\ndefine Bullet movement\nif <(Diag) = [0]> then\n if <(myDir) = [right]> then\n change x by (5)\n end\n if <(myDir) = [down]> then\n change y by (5)\n end\n if <(myDir) = [left]> then\n change x by (-5)\n end\n if <(myDir) = [up]> then\n change y by (-5)\n end\nend\nif <(Diag) = [1]> then\n if <(myDir) = [right]> then\n change x by (3.5)\n change y by (-3.5)\n end\n if <(myDir) = [down]> then\n change x by (-3.5)\n change y by (-3.5)\n end\n if <(myDir) = [left]> then\n change x by (-3.5)\n change y by (3.5)\n end\n if <(myDir) = [up]> then\n change x by (3.5)\n change y by (3.5)\n end\nend\nif <<(x position) > [239]> or <<(y position) > [179]> or <<(x position) < [-239]> or <(y position) < [-179]>>>> then\n delete this clone\nend\n\nwhen I receive [enemy hit v]\nif <(creator) = [0]> then\n if <touching (player v)?> then\n if <(imBullet) = [0]> then\n if <not <(myState) = [Dash]>> then\n if <(InviTime) < [1]> then\n change [boss health v] by (-1)\n set [i v] to [1]\n start sound [hit v]\n set [invitime v] to [60]\n end\n end\n end\n end\nend\n\ndefine Calculate target\nset [targetx v] to ([x position v] of [player v])\nset [targety v] to ([y position v] of [player v])\nset [diffx v] to ((targetX) - (x position))\nset [diffy v] to ((targetY) - (y position))\nset [angle v] to ([atan v] of ((diffY) / (diffX)) )\nset [targetx v] to ((speed) * ([cos v] of (angle) ))\nset [targety v] to ((speed) * ([sin v] of (angle) ))\nif <(diffY) > [0]> then\n if <(targetY) < [0]> then\n set [targety v] to ((-1) * (targetY))\n end\nelse\n if <(targetY) > [0]> then\n set [targety v] to ((-1) * (targetY))\n end\nend\nif <(diffX) > [0]> then\n if <(targetX) < [0]> then\n set [targetx v] to ((-1) * (targetX))\n end\nelse\n if <(targetX) > [0]> then\n set [targetx v] to ((-1) * (targetX))\n end\nend\n\ndefine create shadow\nset [imbullet v] to [2]\ncreate clone of (_myself_ v)\nset [imbullet v] to [0]\n\ndefine Check for death\nif <(Boss Health) < [1]> then\n set [boss defeated v] to [1]\n set [mystate v] to [Defeat]\n broadcast (Delete Doors v)\n set [music v] to [End]\n stop all sounds\n hide\nend\n\nwhen I receive [game complete v]\nset [creator v] to [1]\nset [imbullet v] to [0]\nhide\n\n | Controls\n--------------------\nAWSD ---> Move your ninja\nArrow keys ----> use your sword in any direction\nSpace ----> Talk to people\n\nTry to complete the trial of the great ninja to become the new strongest ninja on earth.\n\n |
Dubblet! *Two Player Platformer* | @Stage\n\n@Loading Screen\n\nwhen I receive [start game v]\nset [menu variable v] to [0]\ngo to x: (0) y: (0)\nset size to (2000) %\ngo to [front v] layer\nswitch backdrop to (szare tło v)\nswitch costume to (kostium1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (-170)\nend\nstart sound [A Minor Ukulele v]\nbroadcast (GFE v)\nwait (2) seconds\nbroadcast (Menu v)\nset [menu variable v] to [1]\nforever\n if <(Menu variable) = [1]> then\n hide\n end\nend\n\n@Choose skin p1\n\nwhen I receive [start game v]\nhide\nset size to (60) %\ngo to x: (-97) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nswitch backdrop to (menu title v)\nforever\n if <(Menu variable) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nset [menu variable v] to [2]\nbroadcast (Skiny v)\nswitch backdrop to (menu title v)\n\n@Dubblet\n\nwhen I receive [start game v]\nhide\ngo to x: (0) y: (148)\nforever\n repeat (5)\n wait (0.05) seconds\n change y by (2)\n end\n repeat (5)\n wait (0.05) seconds\n change y by (-2)\n end\nend\n\nwhen I receive [menu v]\nforever\n if <<(Menu variable) = [1]> or <<(Menu variable) = [2]> or <(Menu variable) = [4]>>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Menu variable) = [1]> then\n set language to (en v)::tts\n set voice to (giant v)::tts\n speak [Dubblet!]::tts\nend\nif <(Menu variable) = [2]> then\n set language to (en v)::tts\n set voice to (giant v)::tts\n speak [Skins]::tts\nend\nif <(Menu variable) = [4]> then\n set language to (en v)::tts\n set voice to (giant v)::tts\n speak [How to play?]::tts\nend\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [4]> then\n switch costume to (kostium3 v)\n end\n if <(Menu variable) = [1]> then\n switch costume to (kostium1 v)\n end\n if <(Menu variable) = [2]> then\n switch costume to (kostium2 v)\n end\nend\n\n@Play Button\n\nwhen I receive [start game v]\nset [game v] to [0]\nhide\nset size to (90) %\ngo to x: (71) y: (-155)\nset [brightness v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n set size to (95) %\n else\n set [brightness v] effect to (0)\n set size to (90) %\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu variable) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nset [menu variable v] to [0]\nswitch backdrop to ((Poziom Wybór) + (2))\nset [game v] to [1]\nbroadcast (Total Game start v)\n\n@Wybór MAP Lewo\n\nwhen I receive [start game v]\nset [poziom wybór v] to [1]\nset size to (90) %\ngo to x: (-160) y: (0)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n set size to (90) %\n else\n set [brightness v] effect to (0)\n set size to (80) %\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu variable) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [Chomp v]\nchange [poziom wybór v] by (-1)\n\nwhen I receive [start game v]\nforever\n if <(Poziom Wybór) < [1]> then\n set [poziom wybór v] to [5]\n end\nend\n\n@Wybór MAP prawo\n\nwhen I receive [start game v]\nset size to (90) %\ngo to x: (160) y: (0)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n set size to (90) %\n else\n set [brightness v] effect to (0)\n set size to (80) %\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu variable) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [Chomp v]\nchange [poziom wybór v] by (1)\n\nwhen I receive [start game v]\nforever\n if <(Poziom Wybór) > [5]> then\n set [poziom wybór v] to [1]\n end\nend\n\n@Zdjęcia map\n\nwhen I receive [start game v]\nhide\ngo to x: (-4) y: (-2)\nset size to (50) %\n\nwhen I receive [menu v]\nforever\n if <(Menu variable) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start game v]\nforever\n switch costume to (Poziom Wybór)\nend\n\n@Obstacles on Game maps\n\nwhen I receive [start game v]\ngo to x: (1) y: (15)\nhide\nset [ghost v] effect to (99.99)\n\nwhen I receive [total game start v]\nif <(game) = [1]> then\n show\n switch costume to (Poziom Wybór)\nelse\n hide\nend\n\nset [ghost v] effect to (0)\n\n@Player 1\n\nwhen I receive [start game v]\nhide\nset size to (60) %\nset [player 1 health v] to [3]\n\nwhen I receive [total game start v]\nforever\n if <(game) = [1]> then\n show\n else\n hide\n end\n if <(game) = [1]> then\n if <touching (killed zone v)?> then\n change [player 1 health v] by (-1)\n if <(Poziom Wybór) = [1]> then\n go to x: (-148) y: (6)\n end\n if <(Poziom Wybór) = [2]> then\n go to x: (-148) y: (6)\n end\n if <(Poziom Wybór) = [3]> then\n go to x: (-146) y: (-82)\n end\n if <(Poziom Wybór) = [4]> then\n go to x: (-150) y: (93)\n end\n if <(Poziom Wybór) = [5]> then\n go to x: (-177) y: (-52)\n end\n end\n end\nend\n\nwhen I receive [total game start v]\nif <(Poziom Wybór) = [1]> then\n go to x: (-148) y: (6)\nend\nif <(Poziom Wybór) = [2]> then\n go to x: (-148) y: (6)\nend\nif <(Poziom Wybór) = [3]> then\n go to x: (-146) y: (-82)\nend\nif <(Poziom Wybór) = [4]> then\n go to x: (-146) y: (89)\nend\nif <(Poziom Wybór) = [5]> then\n go to x: (-177) y: (-52)\nend\n\nwhen I receive [total game start v]\nset [player 1 health v] to [3]\nset [x velocity p1 v] to [0]\nset [y velocity p1 v] to [0]\nforever\n if <(game) = [1]> then\n if <key (d v) pressed?> then\n change [x velocity p1 v] by (1)\n end\n if <key (a v) pressed?> then\n change [x velocity p1 v] by (-1)\n end\n change x by (X Velocity p1)\n if <touching (obstacles on game maps v)?> then\n change x by ((X Velocity p1) * (-1))\n set [x velocity p1 v] to [0]\n else\n set [x velocity p1 v] to ((X Velocity p1) * (0.8))\n end\n change y by (Y Velocity p1)\n if <touching (obstacles on game maps v)?> then\n change y by ((Y Velocity p1) * (-1))\n set [y velocity p1 v] to [0]\n if <(Lock p1) = [0]> then\n if <key (w v) pressed?> then\n set [y velocity p1 v] to [13]\n set [lock p1 v] to [1]\n end\n end\n else\n change [y velocity p1 v] by (-1)\n set [lock p1 v] to [0]\n end\n end\nend\n\nwhen I receive [total game start v]\nset rotation style [left-right v]\nswitch costume to (Skin p1 wybór)\nforever\n if <(game) = [1]> then\n if <key (d v) pressed?> then\n set [direction of player 1 v] to [90]\n point in direction (90)\n end\n if <key (a v) pressed?> then\n set [direction of player 1 v] to [-90]\n point in direction (-90)\n end\n if <touching (bullets of player 2 v)?> then\n wait (0.1) seconds\n if <(Poziom Wybór) = [1]> then\n go to x: (-148) y: (6)\n end\n if <(Poziom Wybór) = [2]> then\n go to x: (-148) y: (6)\n end\n if <(Poziom Wybór) = [3]> then\n go to x: (-146) y: (-82)\n end\n if <(Poziom Wybór) = [4]> then\n go to x: (-150) y: (93)\n end\n if <(Poziom Wybór) = [5]> then\n go to x: (-177) y: (-52)\n end\n end\n end\nend\n\nwhen I receive [total game start v]\nforever\n if <touching (bullets of player 2 v)?> then\n change [player 1 health v] by (-1)\n wait (0.4) seconds\n end\n if <(Player 1 Health) = [0]> then\n set [game v] to [0]\n broadcast (Player 2 wins v)\n set [menu variable v] to [1]\n broadcast (Menu v)\n set [player 1 health v] to [3]\n end\nend\n\n@Player 2\n\nwhen I receive [start game v]\nhide\nset size to (60) %\n\nwhen I receive [total game start v]\nforever\n if <(game) = [1]> then\n show\n else\n hide\n end\n if <(game) = [1]> then\n if <touching (killed zone v)?> then\n change [player 2 health v] by (-1)\n if <(Poziom Wybór) = [4]> then\n go to x: (-29) y: (115)\n end\n if <(Poziom Wybór) = [2]> then\n go to x: (165) y: (50)\n end\n if <(Poziom Wybór) = [3]> then\n go to x: (151) y: (59)\n end\n if <(Poziom Wybór) = [1]> then\n go to x: (154) y: (163)\n end\n if <(Poziom Wybór) = [5]> then\n go to x: (180) y: (100)\n end\n end\n end\nend\n\nwhen I receive [total game start v]\nif <(Poziom Wybór) = [1]> then\n go to x: (165) y: (135)\nend\nif <(Poziom Wybór) = [2]> then\n go to x: (165) y: (50)\nend\nif <(Poziom Wybór) = [3]> then\n go to x: (151) y: (59)\nend\nif <(Poziom Wybór) = [4]> then\n go to x: (-26) y: (112)\nend\nif <(Poziom Wybór) = [5]> then\n go to x: (180) y: (100)\nend\n\nwhen I receive [total game start v]\nset [player 2 health v] to [3]\nset [x velocity p2 v] to [0]\nset [y velocity p2 v] to [0]\nforever\n if <(game) = [1]> then\n if <key (right arrow v) pressed?> then\n change [x velocity p2 v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity p2 v] by (-1)\n end\n change x by (X Velocity p2)\n if <touching (obstacles on game maps v)?> then\n change x by ((X Velocity p2) * (-1))\n set [x velocity p2 v] to [0]\n else\n set [x velocity p2 v] to ((X Velocity p2) * (0.8))\n end\n change y by (Y Velocity p2)\n if <touching (obstacles on game maps v)?> then\n change y by ((Y Velocity p2) * (-1))\n set [y velocity p2 v] to [0]\n if <(Lock p2) = [0]> then\n if <key (up arrow v) pressed?> then\n set [y velocity p2 v] to [13]\n set [lock p2 v] to [1]\n end\n end\n else\n change [y velocity p2 v] by (-1)\n set [lock p2 v] to [0]\n end\n end\nend\n\nwhen I receive [total game start v]\nswitch costume to (Skin p2 wybór)\nset rotation style [left-right v]\nforever\n if <(game) = [1]> then\n if <key (right arrow v) pressed?> then\n set [directoin of player 2 v] to [90]\n point in direction (-90)\n end\n if <key (left arrow v) pressed?> then\n set [directoin of player 2 v] to [-90]\n point in direction (90)\n end\n if <touching (bullets of player 1 v)?> then\n wait (0.1) seconds\n if <(Poziom Wybór) = [1]> then\n go to x: (165) y: (135)\n end\n if <(Poziom Wybór) = [2]> then\n go to x: (165) y: (50)\n end\n if <(Poziom Wybór) = [3]> then\n go to x: (151) y: (59)\n end\n if <(Poziom Wybór) = [4]> then\n go to x: (-26) y: (112)\n end\n if <(Poziom Wybór) = [5]> then\n go to x: (180) y: (100)\n end\n end\n end\nend\n\nwhen I receive [total game start v]\nforever\n if <touching (bullets of player 1 v)?> then\n change [player 2 health v] by (-1)\n wait (0.4) seconds\n end\n if <(Player 2 Health) = [0]> then\n set [game v] to [0]\n broadcast (Player 1 Wins v)\n set [menu variable v] to [1]\n broadcast (Menu v)\n set [player 2 health v] to [3]\n end\nend\n\n@Bullets of Player 1\n\nwhen I receive [start game v]\nhide\nset size to (50) %\n\nwhen I receive [total game start v]\nforever\n if <(game) = [1]> then\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (Direction of player 1)\ngo to (player 1 v)\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (obstacles on game maps v)?>>\n move (20) steps\nend\ndelete this clone\n\n@Killed zone\n\nwhen I receive [start game v]\ngo to x: (0) y: (-172)\nset [ghost v] effect to (99.99)\nforever\n if <(game) = [1]> then\n show\n else\n hide\n end\nend\n\n@Back from game\n\nwhen I receive [start game v]\ngo to x: (0) y: (152)\ngo to [front v] layer\nforever\n if <(game) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [total game start v]\nforever\n if <(game) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nset [game v] to [0]\nset [menu variable v] to [1]\nswitch backdrop to (menu title v)\n\n@Back from skins\n\nwhen I receive [start game v]\ngo to x: (-188) y: (152)\ngo to [front v] layer\nforever\n if <<(Menu variable) = [2]> or <<(Menu variable) = [3]> or <<(Menu variable) = [4]> or <(Menu variable) = [5]>>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [total game start v]\nforever\n if <<(Menu variable) = [2]> or <<(Menu variable) = [3]> or <<(Menu variable) = [4]> or <(Menu variable) = [5]>>>> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nset [menu variable v] to [1]\nswitch backdrop to (menu title v)\n\n@Music player\n\nwhen I receive [start game v]\nset [sound v] to [10]\nforever\n set volume to (Sound) %\n if <<<(Menu variable) = [2]> or <<(Menu variable) = [3]> or <<(Menu variable) = [4]> or <(Menu variable) = [5]>>>> or <<(Menu variable) = [1]> or <(game) = [1]>>> then\n play sound [Dubblet! Theme Song perfect v] until done\n end\nend\n\n@Bullets of Player 2\n\nwhen I receive [start game v]\nhide\nset size to (50) %\n\nwhen I receive [total game start v]\nforever\n if <(game) = [1]> then\n if <key (5 v) pressed?> then\n create clone of (_myself_ v)\n wait until <not <key (5 v) pressed?>>\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (Directoin of player 2)\ngo to (player 2 v)\nshow\nrepeat until <<touching (_edge_ v)?> or <touching (obstacles on game maps v)?>>\n move (20) steps\nend\ndelete this clone\n\n@Panorama\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (101) %\nshow\nwait (1) seconds\nbroadcast (Start Game v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@HP of player 1\n\nwhen I receive [start game v]\ngo to x: (-170) y: (157)\nswitch costume to (3 v)\nset size to (90) %\nhide\n\nwhen I receive [total game start v]\nforever\n if <(game) = [1]> then\n show\n switch costume to ((Player 1 Health) + (1))\n else\n hide\n end\nend\n\n@Player 1 WINS\n\nwhen I receive [start game v]\nset voice to (alto v)::tts\nset language to (en v)::tts\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [player 2 wins v]\nshow\nswitch costume to (2 v)\nspeak [Player 2 win!]::tts\nwait (1) seconds\nhide\n\nwhen I receive [player 1 wins v]\nshow\nswitch costume to (1 v)\nspeak [Player 1 win!]::tts\nwait (1) seconds\nhide\n\n@HP of player 2\n\nwhen I receive [start game v]\ngo to x: (170) y: (157)\nswitch costume to (3 v)\nset size to (90) %\nhide\n\nwhen I receive [total game start v]\nforever\n if <(game) = [1]> then\n show\n switch costume to ((Player 2 Health) + (1))\n else\n hide\n end\nend\n\n@Zmień skin lewo p1\n\nwhen I receive [start game v]\nhide\nset size to (70) %\ngo to x: (-80) y: (69)\nset [skin p1 wybór v] to [1]\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nchange [skin p1 wybór v] by (-1)\nforever\n if <(Skin p1 wybór) < [1]> then\n set [skin p1 wybór v] to [6]\n end\n if <(Skin p1 wybór) > [6]> then\n set [skin p1 wybór v] to [1]\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Zmień skin prawo p1\n\nwhen I receive [start game v]\nhide\nset size to (70) %\ngo to x: (80) y: (69)\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nchange [skin p1 wybór v] by (1)\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Skiny p1 prezent\n\nwhen I receive [start game v]\nhide\nset size to (100) %\ngo to x: (0) y: (69)\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n switch costume to (Skin p1 wybór)\n show\n else\n hide\n end\nend\n\n@Zmień skin lewo p2\n\nwhen I receive [start game v]\nhide\nset size to (70) %\ngo to x: (-80) y: (-69)\nset [skin p2 wybór v] to [1]\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nchange [skin p2 wybór v] by (-1)\nforever\n if <(Skin p2 wybór) < [1]> then\n set [skin p2 wybór v] to [6]\n end\n if <(Skin p2 wybór) > [6]> then\n set [skin p2 wybór v] to [1]\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Zmień skin prawo p2\n\nwhen I receive [start game v]\nhide\nset size to (70) %\ngo to x: (80) y: (69)\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nchange [skin p2 wybór v] by (1)\n\nwhen I receive [start game v]\nhide\nset size to (70) %\ngo to x: (80) y: (-69)\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Skiny p2 prezent\n\nwhen I receive [start game v]\nhide\nset size to (100) %\ngo to x: (0) y: (-69)\n\nwhen I receive [start game v]\nforever\n go to [front v] layer\n if <(Menu variable) = [2]> then\n switch costume to (Skin p2 wybór)\n show\n else\n hide\n end\nend\n\n@Graphics for Skins menu\n\nwhen I receive [start game v]\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [2]> then\n show\n else\n hide\n end\nend\n\n@Opcje / Ustawienia\n\nwhen I receive [start game v]\nhide\nset size to (23) %\ngo to x: (155) y: (-156)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@How to play\n\nwhen I receive [start game v]\nhide\nset size to (23) %\ngo to x: (160) y: (153)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu variable) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nset [menu variable v] to [4]\nbroadcast (How to play v)\nswitch backdrop to (menu title v)\n\n@How to play info\n\nwhen I receive [start game v]\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [4]> then\n show\n else\n hide\n end\nend\n\n@About\n\nwhen I receive [start game v]\nhide\nset size to (23) %\ngo to x: (-160) y: (153)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (40)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Menu variable) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nset [menu variable v] to [5]\nbroadcast (About v)\nswitch backdrop to (menu title v)\n\n@About info\n\nwhen I receive [start game v]\nhide\nset size to (90) %\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nforever\n if <(Menu variable) = [5]> then\n show\n else\n hide\n end\nend\n\n | 2023 update - deleted all notes, because my writing skills were terrible, and overall description was outdated.\nThis is one of my oldest projects, have fun playing it! |
The Ultimate Platformer | Part 1 | @Stage\n\nwhen flag clicked\n\nwhen I receive [avengers: endgame v]\nswitch backdrop to (backdrop2 v)\n\n@deco\n\nwhen I receive [nextlevel v]\nchange [levelname v] by (1)\nnext costume\n\nwhen flag clicked\nset [levelname v] to [1]\ngo to [back v] layer\nswitch backdrop to (backdrop1 v)\nswitch costume to (! v)\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen flag clicked\nset [levelname v] to [1]\n\nwhen I receive [nextlevel v]\nif <(levelname) = [11]> then\n stop all sounds\n play sound [Factory Sounds v] until done\nend\n\nwhen I receive [nextlevel v]\nif <(levelname) = [13]> then\n stop all sounds\n play sound [SPACE TRIP \[ Chillwave - Synthwave - Retrowave Mix \] \(1\) v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [avengers: endgame v]\nhide\n\nwhen flag clicked\nplay sound [Vexento - Jump v] until done\n\n@Sprite1\n\nwhen flag clicked\nshow\nset size to (23) %\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (nextlevel v)\nbroadcast (back to start v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (25) %\n else\n set size to (23) %\n end\nend\n\nwhen I receive [avengers: endgame v]\nhide\n\n@theultimateplatformerthumbnail\n\nwhen flag clicked\nhide\n\nwhen I receive [avengers: endgame v]\nhide\n\ngo to [front v] layer\nshow\nset size to (50) %\ngo to x: (0) y: (0)\n\n@Cloud\n\nwhen flag clicked\ngo to x: (-113) y: (59)\nforever\n repeat (10)\n change y by (0.33)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-0.33)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(levelname) = [27]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [avengers: endgame v]\nhide\n\ngo to [front v] layer\nshow\n\n@Sprite2\n\nwhen I receive [back to start v]\ngo to x: (-240) y: (100)\n\nwhen flag clicked\nshow\ngo to x: (-185) y: (7)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#00ff0f)?> or <<touching color (#b36f00)?> or <<touching color (#d4d4d4)?> or <<touching color (#9966ff)?> or <<touching color (#7f00e7)?> or <<touching color (#070707)?> or <<touching color (#3f3f3f)?> or <<touching color (#000000)?> or <<touching color (#4ba2ff)?> or <<touching color (#4c4054)?> or <<touching color (#9966ff)?> or <<touching color (#49ff00)?> or >>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#00ff0f)?> or <<touching color (#b36f00)?> or <<touching color (#d4d4d4)?> or <<touching color (#9966ff)?> or <<touching color (#7f00e7)?> or <<touching color (#070707)?> or <<touching color (#3f3f3f)?> or <<touching color (#000000)?> or <<touching color (#4ba2ff)?> or <<touching color (#4c4054)?> or <<touching color <touching color (#4ba2ff)?>?> or <<touching color (#49ff00)?> or >>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#00ff0f)?> or <<touching color (#b36f00)?> or <<touching color (#d4d4d4)?> or <<touching color (#9966ff)?> or <<touching color (#7f00e7)?> or <<touching color (#070707)?> or <<touching color (#3f3f3f)?> or <<touching color (#000000)?> or <<touching color (#4ba2ff)?> or <<touching color (#4c4054)?> or <<touching color (#9966ff)?> or <<touching color (#49ff00)?> or >>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#00ff0f)?> or <<touching color (#b36f00)?> or <<touching color (#d4d4d4)?> or <<touching color (#9966ff)?> or <<touching color (#7f00e7)?> or <<touching color (#070707)?> or <<touching color (#3f3f3f)?> or <<touching color (#000000)?> or <<touching color (#4ba2ff)?> or <<touching color (#4c4054)?> or <<touching color (#9966ff)?> or <<touching color (#49ff00)?> or >>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#00ff0f)?> or <<touching color (#b36f00)?> or <<touching color (#d4d4d4)?> or <<touching color (#9966ff)?> or <<touching color (#7f00e7)?> or <<touching color (#070707)?> or <<touching color (#3f3f3f)?> or <<touching color (#000000)?> or <<touching color (#4ba2ff)?> or <<touching color (#4c4054)?> or <<touching color (#9966ff)?> or <<touching color (#49ff00)?> or >>>>>>>>>>>> then\n change y by (1)\n if <<touching color (#00ff0f)?> or <<touching color (#b36f00)?> or <<touching color (#d4d4d4)?> or <<touching color (#9966ff)?> or <<touching color (#7f00e7)?> or <<touching color (#070707)?> or <<touching color (#3f3f3f)?> or <<touching color (#000000)?> or <<touching color (#4ba2ff)?> or <<touching color (#4c4054)?> or <<touching color (#9966ff)?> or <<touching color (#49ff00)?> or >>>>>>>>>>>> then\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10.5]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching color (#00ff0f)?> or <<touching color (#b36f00)?> or <<touching color (#d3d3d3)?> or <<touching color (#9966ff)?> or <<touching color (#7f00e7)?> or <<touching color (#070707)?> or <<touching color (#3f3f3f)?> or <<touching color (#000000)?> or <<touching color (#4ba2ff)?> or <<touching color (#4c4054)?> or <<touching color (#9966ff)?> or <<touching color (#49ff00)?> or >>>>>>>>>>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#00ff0f)?> or <<touching color (#b36f00)?> or <<touching color (#d4d4d4)?> or <<touching color (#9966ff)?> or <<touching color (#7f00e7)?> or <<touching color (#070707)?> or <<touching color (#3f3f3f)?> or <<touching color (#000000)?> or <<touching color (#4ba2ff)?> or <<touching color (#4c4054)?> or <<touching color (#9966ff)?> or <<touching color (#49ff00)?> or >>>>>>>>>>>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <<touching color (#bfabab)?> or <<touching color (#fb6c00)?> or <<touching color (#ff6666)?> or <<touching color (#ef5d5d)?> or <<touching color (#ffa100)?> or <<touching color (#ffca00)?> or <<touching color (#ff0000)?> or <<touching color (#040404)?> or <<touching color (#343434)?> or <<touching color (#ff0000)?> or <<touching color (#36245a)?> or <<touching color (#ff6666)?> or <<touching color (#ff6800)?> or <<touching color (#ff0000)?> or <<touching color (#000000)?> or <<touching color (#540034)?> or <<touching color (#00d2a8)?> or <touching color (#a594ca)?>>>>>>>>>>>>>>>>>> then\n broadcast (back to start v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff66ff)?> or <<touching color (#9966ff)?> or <<touching color (#0008ff)?> or <<touching color (#df00ff)?> or <<touching color (#0002ff)?> or <<touching color (#bebebe)?> or >>>>>> then\n change [yv v] by (29)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [200]> then\n broadcast (back to start v)\n broadcast (nextlevel v)\n end\nend\n\nwhen I receive [avengers: endgame v]\nhide\n\nwhen I receive [avengers: endgame v]\nhide\n\nwhen I receive [back to start v]\nwait (0.1) seconds\nif <(levelname) = [27]> then\n go to x: (-200) y: (-100)\nend\n\n@Untitled drawing (36)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (50) %\n\nshow\n\nplay sound [ v] until done\n\nwhen I receive [nextlevel v]\nif <(levelname) = [10]> then\n show\n wait (1) seconds\n forever\n hide\n end\nend\n\n@Untitled drawing (36)2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset size to (50) %\n\nwhen I receive [nextlevel v]\nif <(levelname) = [12]> then\n show\n wait (1) seconds\n forever\n hide\n end\nend\n\nshow\n\nplay sound [ v] until done\n\n@Sprite3\n\nwhen I receive [nextlevel v]\nwait (0.1) seconds\nif <(levelname) = [28]> then\n broadcast (Avengers: Endgame v)\nend\n\n@star\n\nwhen flag clicked\ngo to x: (-181) y: (-125)\nset size to (40) %\nhide\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen I receive [avengers: endgame v]\nshow\n\n@00386\n\nwhen flag clicked\nhide\ngo to x: (-18) y: (-142)\nset size to (90) %\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen I receive [avengers: endgame v]\nshow\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen I receive [pink v]\nswitch costume to (costume2 v)\n\nshow\n\nwhen I receive [avengers: endgame v]\nforever\n go to x: (-97) y: (259)\n show\n set size to (1500) %\nend\n\n@kidsad\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (7) y: (112)\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen backdrop switches to [backdrop10 v]\n\nwhen I receive [avengers: endgame v]\nforever\n wait (0.01) seconds\n change size by (3.3)\n wait (0.01) seconds\n change size by (3.3)\n wait (0.01) seconds\n change size by (3.3)\n wait (0.01) seconds\n change size by (-3.3)\n wait (0.01) seconds\n change size by (-3.3)\n wait (0.01) seconds\n change size by (-3.3)\nend\n\nwhen I receive [avengers: endgame v]\nstop all sounds\nshow\nplay sound [Masked Heroes v] until done\n\n | APOLOGY:\nThis game has had a TON of setbacks and pushed-back due dates. I'm sorry, there were a lot of glitches and other unexpected issues making this game! Thanks for waiting!\nTHANK YOU:\nA while ago I created a platformer map... and now 28 \nlevels later, it's finished. SO MANY people joined! I would really like to thank everyone who took the time to make this game a reality! I've split this map in three parts, this first part has about 27 levels, the next one will as well! The next part should come out in a week or if this project gets top-loved even sooner.\nINSTRUCTIONS:\nUse WASD, the arrow keys, or tapping the screen to move\nAvoid lava, rocks, and any other obstacles that you encounter.\nGo to the end of the screen to finish a level!\nAlso, 2nd place winner (@Infinity_Gamez) has his level in this game! Check him and his level out! |
Scratch Cube ¦¦ Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [gogogogogogo!! v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [gogogogogogo!! v]\nforever\n play sound [Itty Bitty 8 Bit v] until done\nend\n\n@Pikachu\n\nhide\ndelete this clone\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n point in direction ((([sin v] of (rfvdcsx) ) * (7)) + (90))\n change y by ([sin v] of (rfvdcsx) )\n change size by ([sin v] of (rfvdcsx) )\n change [rfvdcsx v] by (10)\nend\n\nwhen flag clicked\nplay sound [Zix Intro \(7 seconds\) v] until done\nbroadcast (GoGoGoGoGoGo!! v) and wait\nhide\n\nwhen I receive [gogogogogogo!! v]\nhide\n\n@Triangles\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [gogogogogogo!! v]\nhide\n\n@Player\n\ndefine platformer\nif <key (right arrow v) pressed?> then\n switch costume to (run_r7 v)\n change [xv v] by (0.75)\nend\nif <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (-0.75)\nend\nset [xv v] to ((xV) * (0.9))\nchange x by (xV)\nif <<touching (base v)?> or > then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change y by (1)\n if then\n change x by ((xV) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xV) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [yv v] by (-1)\nchange y by (yV)\nif then\n change y by ((yV) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n change y by (1)\nend\nif <touching (next level v)?> then\n hide\n change [_lvl v] by (1)\n go to x: (-203) y: (-106)\n broadcast (transition - die v) and wait\n wait (1.5) seconds\n broadcast (transition - game on v) and wait\n show\n go to x: (-203) y: (-106)\nend\nif <touching (bounce v)?> then\n broadcast (jump v)\n start sound [boing v]\n set [yv v] to [18]\nend\nif <<touching (bounce v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [22]\nend\n\n broadcast (Next Level v)\n wait (2) seconds\nend\nif <touching (danger2 v)?> then\n start sound [hurt v]\n hide\n go to x: (-203) y: (-106)\n broadcast (transition - die v) and wait\n wait (1.5) seconds\n broadcast (transition - game on v) and wait\n show\nend\nif <(y position) < [-180]> then\n start sound [hurt v]\n hide\n go to x: (-203) y: (-106)\n broadcast (transition - die v) and wait\n wait (1.5) seconds\n broadcast (transition - game on v) and wait\n show\nend\n\nstart sound [Meow v]\n\nrepeat (1)\n change [next level v] by (1)\n hide\nend\n\nif <(next level) = [2]> then\n repeat (1)\n broadcast (Next Level v)\n end\n show\n set [next level v] to [0]\nend\n\nwhen I receive [gogogogogogo!! v]\nforever\n platformer\nend\n\nrepeat (10)\n change size by (-10)\nend\ngo to x: (-177) y: (-50)\nset size to (100) %\n\nwhen flag clicked\nhide\n\nwhen I receive [gogogogogogo!! v]\nshow\n\nwhen flag clicked\nset [_lvl v] to [1]\ngo to x: (-203) y: (-106)\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n end\nend\n\nchange [_lvl v] by (1)\n\nwhen flag clicked\nset [_lvl v] to [1]\n\nwhen [r v] key pressed\ngo to x: (-203) y: (-106)\n\n@Transitions\n\nwhen I receive [transition - game on v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset size to (100) %\nshow\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #1 v)\nend\nset size to ((size) * (0.5)) %\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #2 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #5 v)\nend\nhide\n\nwhen I receive [transition - die v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (mini v)\nset size to (1116) %\nswitch costume to (mask #5 v)\nshow\nrepeat (4)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #5 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #2 v)\nend\nswitch costume to (mini v)\nset size to (250) %\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) / (1.2)) %\n switch costume to (mask #1 v)\nend\nswitch costume to (black v)\nset size to (100) %\n\nwhen I receive [transition - splash to black v]\nrepeat (13)\n change [brightness v] effect by (-8)\nend\nswitch costume to (black v)\nset [brightness v] effect to (0)\n\nwhen I receive [pause v]\nset [ghost v] effect to (100)\nswitch costume to (paused v)\nset size to (80) %\nshow\ngo to [front v] layer\nrepeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\nend\nrepeat until <not <key (p v) pressed?>>\n wait (0) seconds\nend\nrepeat until <key (p v) pressed?>\n wait (0) seconds\nend\nrepeat until <not <key (p v) pressed?>>\n wait (0) seconds\nend\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-4)\nend\nhide\nset [ghost v] effect to (0)\n\n@Base\n\nwhen flag clicked\nswitch costume to (_1 v)\nhide\n\nwhen I receive [gogogogogogo!! v]\nshow\n\nwhen flag clicked\nwait until <(_lvl) = [2]>\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(_lvl) = [3]>\nswitch costume to (costume2 v)\n\nwhen flag clicked\nwait until <(_lvl) = [4]>\nswitch costume to (costume3 v)\n\nwhen flag clicked\nwait until <(_lvl) = [5]>\nswitch costume to (costume4 v)\n\nwhen flag clicked\nwait until <(_lvl) = [6]>\nswitch costume to (costume5 v)\n\nwhen flag clicked\nwait until <(_lvl) = [7]>\nswitch costume to (costume6 v)\n\nwhen flag clicked\nwait until <(_lvl) = [8]>\nswitch costume to (costume7 v)\n\nwhen flag clicked\nwait until <(_lvl) = [9]>\nswitch costume to (costume8 v)\n\nwhen flag clicked\nwait until <(_lvl) = [10]>\nswitch costume to (costume9 v)\n\n@Backdrops\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [back v] layer\nhide\n\nwhen I receive [gogogogogogo!! v]\nshow\n\nwhen flag clicked\nwait until <(_lvl) = [2]>\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(_lvl) = [3]>\nswitch costume to (costume3 v)\n\nwhen flag clicked\nwait until <(_lvl) = [4]>\nswitch costume to (costume4 v)\n\nwhen flag clicked\nwait until <(_lvl) = [5]>\nswitch costume to (costume5 v)\n\nwhen flag clicked\nwait until <(_lvl) = [6]>\nswitch costume to (costume6 v)\n\nwhen flag clicked\nwait until <(_lvl) = [7]>\nswitch costume to (costume7 v)\n\nwhen flag clicked\nwait until <(_lvl) = [8]>\nswitch costume to (costume8 v)\n\nwhen flag clicked\nwait until <(_lvl) = [9]>\nswitch costume to (costume9 v)\n\nwhen flag clicked\nwait until <(_lvl) = [10]>\nswitch costume to (costume10 v)\n\n@Next level\n\nwhen flag clicked\ngo to x: (24) y: (24)\nhide\n\nwhen I receive [gogogogogogo!! v]\nshow\n\nwhen flag clicked\nwait until <(_lvl) = [2]>\ngo to x: (30) y: (55)\n\nwhen flag clicked\nwait until <(_lvl) = [3]>\ngo to x: (26) y: (232)\n\nwhen flag clicked\nwait until <(_lvl) = [4]>\ngo to x: (28) y: (23)\n\nwhen flag clicked\nwait until <(_lvl) = [5]>\ngo to x: (27) y: (250)\n\nwhen flag clicked\nwait until <(_lvl) = [6]>\ngo to x: (0) y: (214)\n\nwhen flag clicked\nwait until <(_lvl) = [7]>\ngo to x: (22) y: (24)\n\nwhen flag clicked\nwait until <(_lvl) = [9]>\ngo to x: (-213) y: (23)\n\nwhen flag clicked\nwait until <(_lvl) = [10]>\nhide\n\n@Danger2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [gogogogogogo!! v]\nshow\n\nwhen flag clicked\nwait until <(_lvl) = [2]>\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(_lvl) = [3]>\nswitch costume to (costume3 v)\n\nwhen flag clicked\nwait until <(_lvl) = [4]>\nswitch costume to (costume4 v)\n\nwhen flag clicked\nwait until <(_lvl) = [5]>\nswitch costume to (costume5 v)\n\nwhen flag clicked\nwait until <(_lvl) = [6]>\nswitch costume to (costume6 v)\n\nwhen flag clicked\nwait until <(_lvl) = [7]>\nswitch costume to (costume7 v)\n\nwhen flag clicked\nwait until <(_lvl) = [8]>\nswitch costume to (costume8 v)\n\nwhen flag clicked\nwait until <(_lvl) = [9]>\nswitch costume to (costume9 v)\n\nwhen flag clicked\nwait until <(_lvl) = [10]>\nswitch costume to (costume10 v)\n\n@Writing\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [gogogogogogo!! v]\nshow\n\nwhen flag clicked\nwait until <(_lvl) = [2]>\nhide\n\nwhen flag clicked\nwait until <(_lvl) = [10]>\nshow\nswitch costume to (costume2 v)\n\n@Bounce\n\nwhen I receive [jump v]\nswitch costume to (costume1 v)\nrepeat (15)\n next costume\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [gogogogogogo!! v]\nhide\n\nwhen flag clicked\ngo to x: (-23) y: (-107)\nwait until <(_lvl) = [3]>\nshow\n\nwhen flag clicked\nwait until <(_lvl) = [4]>\nhide\n\nwhen flag clicked\nwait until <(_lvl) = [5]>\ngo to x: (214) y: (-107)\nshow\n\nwhen flag clicked\nwait until <(_lvl) = [6]>\nhide\n\nwhen flag clicked\nwait until <(_lvl) = [9]>\ngo to x: (-179) y: (-107)\nshow\n\nwhen flag clicked\nwait until <(_lvl) = [10]>\ngo to x: (226) y: (-107)\nshow\n\n@Fake wall\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <(_lvl) = [7]>\nshow\n\nwhen [n v] key pressed\nchange [_lvl v] by (1)\n\nwhen flag clicked\nwait until <(_lvl) = [8]>\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\nset [timer v] to [0.1]\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (timer)\nshow\ngo to [front v] layer\ngo to x: (-460) y: (346)\nglide (0.3) secs to x: (0) y: (0)\n\n | Welcome to scratch Cube! Tap that green fabricy thing \ntwice to get yourself started! Use the arrow keys to move around, N to skip the level if you're about to flip a table and R to restart if I did something wrong with the coding. (Sorry if you do find something wrong with the game XD) |
(Pseudo) Pen Platformer - Tutorial! | @Stage\n\nwhen flag clicked\nbroadcast (Flag v)\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nbroadcast (Stop v)\n\nwhen I receive [flag v]\nplay sound [intro v] until done\nforever\n play sound [loop v] until done\nend\n\nwhen I receive [flag v]\nset volume to (50) %\nforever\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n repeat (10)\n change volume by (-5)\n end\n wait until <not <key (m v) pressed?>>\n wait until <key (m v) pressed?>\n repeat (10)\n change volume by (5)\n end\nend\n\nwhen I receive [flag v]\nbroadcast (Unload pages v) and wait\n\n@1. Physics\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\nforever\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\nforever\n change [yv v] by (-1)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [17]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Do physics\nend\n\ndefine Do physics\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [17]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\n\n@2. Ground\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n erase all\n Draw ground\n Do physics\nend\n\ndefine Do physics\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [17]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\n\ndefine Draw line from (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw ground\nset pen color to (#000000)\nset pen size to (32)\nDraw line from [-240] [-100] to [240] [-100]\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n erase all\n set [player x v] to (x position)\n set [player y v] to (y position)\n Draw ground\n go to x: (Player X) y: (Player Y)\n Do physics\nend\n\n@3. Player\n\ndefine Do physics\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [17]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\n\ndefine Draw line from (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw ground\nset pen color to (#000000)\nset pen size to (32)\nDraw line from [-240] [-100] to [240] [-100]\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n erase all\n set [player x v] to (x position)\n set [player y v] to (y position)\n Draw ground\n go to x: (Player X) y: (Player Y)\n Do physics\n set [player x v] to (x position)\n set [player y v] to (y position)\n Draw player\n go to x: (Player X) y: (Player Y)\nend\n\ndefine Draw square at (center x) (center y) and size (side length)\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen down\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (2)))\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen up\n\ndefine Draw player\nset pen color to (#000000)\nset pen size to (8)\nDraw square at (Player X) (Player Y) and size [16]\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\nset [player x v] to [0]\nset [player y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n erase all\n Draw ground\n go to x: (Player X) y: (Player Y)\n Do physics\n set [player x v] to (x position)\n set [player y v] to (y position)\n Draw player\nend\n\n@4. Special Detection\n\ndefine Do physics\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [17]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\n\ndefine Draw line from (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw level collision\nset pen size to (32)\nset pen color to (#ff0000)\nDraw line from [0] [-100] to [0] [-25]\nset pen color to (#000000)\nDraw line from [-240] [-100] to [240] [-100]\nset pen size to (8)\nset pen color to (#ff9400)\nDraw square at [200] [-25] and size [50]\n\ndefine Draw square at (center x) (center y) and size (side length)\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen down\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (2)))\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen up\n\ndefine Draw player\nset pen color to (#000000)\nset pen size to (8)\nDraw square at (Player X) (Player Y) and size [16]\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\nset [level v] to [0]\nReset player\nforever\n erase all\n Draw level collision\n go to x: (Player X) y: (Player Y)\n Do physics\n set [player x v] to (x position)\n set [player y v] to (y position)\n Do special collision\n Draw player\nend\n\nset pen color to (#ff0000)\nDraw line from [] [] to [] []\n\nset pen color to (#ff9400)\nDraw square at [] [] and size []\n\nset pen color to (#2aff00)\nset pen size to (8)\nDraw line from [] [] to [] []\n\ndefine Do special collision\nif <<touching color (#ff0000)?> or <(y position) < [-170]>> then\n Reset player\nend\nif <touching color (#ff9400)?> then\n change [level v] by (1)\n Reset player\nend\n\ndefine Reset player\nset [player x v] to [0]\nset [player y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\n@5. Visual Design\n\ndefine Do physics\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [17]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\n\ndefine Draw line from (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw level collision\nset pen size to (32)\nset pen color to (#ff0000)\nDraw line from [0] [-100] to [0] [-25]\nset pen color to (#000000)\nDraw line from [-240] [-100] to [240] [-100]\nset pen size to (8)\nset pen color to (#ff9400)\nDraw square at [200] [-25] and size [50]\n\ndefine Draw square at (center x) (center y) and size (side length)\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen down\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (2)))\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen up\n\ndefine Draw player\nset pen color to (#1fd64f)\nset pen size to (2)\nDraw square at (Player X) (Player Y) and size [16]\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\nset [level v] to [0]\nReset player\nforever\n Collision\n Drawing\nend\n\ndefine Do special collision\nif <<touching color (#ff0000)?> or <(y position) < [-170]>> then\n Reset player\nend\nif <touching color (#ff9400)?> then\n change [level v] by (1)\n Reset player\nend\n\ndefine Reset player\nset [player x v] to [-200]\nset [player y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Collision\nerase all\nDraw level collision\ngo to x: (Player X) y: (Player Y)\nDo physics\nset [player x v] to (x position)\nset [player y v] to (y position)\nDo special collision\n\ndefine Drawing\nerase all\nDraw level visual\nDraw player\n\ndefine Draw level visual\nset pen size to (2)\nset pen color to (#ff6251)\nDraw line from [-16] [-86] to [-16] [-10]\nDraw line from [-16] [-10] to [16] [-10]\nDraw line from [16] [-10] to [16] [-86]\nset pen color to (#1b1b1b)\nDraw line from [-240] [-86] to [240] [-86]\nset pen color to (#009dff)\nDraw square at [200] [-25] and size [58]\n\n@6. Scrolling\n\ndefine Do physics\nchange [yv v] by (-1)\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [17]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\n\ndefine Draw line from (x1) (y1) to (x2) (y2) with offset (ox) (oy)\ngo to x: ((x1) + (ox)) y: ((y1) + (oy))\npen down\ngo to x: ((x2) + (ox)) y: ((y2) + (oy))\npen up\n\ndefine Draw level collision with offset (ox) (oy)\nset pen size to (32)\nset pen color to (#ff0000)\nDraw line from [0] [-100] to [0] [-25] with offset (ox) (oy)\nset pen color to (#000000)\nDraw line from [-240] [-100] to [240] [-100] with offset (ox) (oy)\nset pen size to (8)\nset pen color to (#ff9400)\nDraw square at [200] [-25] and size [50] with offset (ox) (oy)\n\ndefine Draw square at (center x) (center y) and size (side length) with offset (ox) (oy)\ngo to x: (((center x) + (ox)) + ((side length) / (2))) y: (((center y) + (oy)) + ((side length) / (2)))\npen down\ngo to x: (((center x) + (ox)) + ((side length) / (-2))) y: (((center y) + (oy)) + ((side length) / (2)))\ngo to x: (((center x) + (ox)) + ((side length) / (-2))) y: (((center y) + (oy)) + ((side length) / (-2)))\ngo to x: (((center x) + (ox)) + ((side length) / (2))) y: (((center y) + (oy)) + ((side length) / (-2)))\ngo to x: (((center x) + (ox)) + ((side length) / (2))) y: (((center y) + (oy)) + ((side length) / (2)))\npen up\n\ndefine Draw player\nset pen color to (#1fd64f)\nset pen size to (2)\nDraw square at [0] [0] and size [16] with offset [0] [0]\n\nwhen I receive [broadcast / when \[green flag\] clicked v]\nset [level v] to [0]\nReset player\nforever\n Collision\n Drawing\nend\n\ndefine Do special collision\nif <<touching color (#ff0000)?> or <(Player Y) < [-200]>> then\n Reset player\nend\nif <touching color (#ff9400)?> then\n change [level v] by (1)\n Reset player\nend\n\ndefine Reset player\nset [player x v] to [-200]\nset [player y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Collision\nerase all\nDraw level collision with offset (() - (Player X)) (() - (Player Y))\ngo to x: (0) y: (0)\nDo physics\nchange [player x v] by (x position)\nchange [player y v] by (y position)\nDo special collision\n\ndefine Drawing\nset size to (10000) %\nerase all\nDraw level visual with offset (() - (Player X)) (() - (Player Y))\nDraw player\nset size to (100) %\n\ndefine Draw level visual with offset (ox) (oy)\nset pen size to (2)\nset pen color to (#ff6251)\nDraw line from [-16] [-86] to [-16] [-10] with offset (ox) (oy)\nDraw line from [-16] [-10] to [16] [-10] with offset (ox) (oy)\nDraw line from [16] [-10] to [16] [-86] with offset (ox) (oy)\nset pen color to (#1b1b1b)\nDraw line from [-240] [-86] to [240] [-86] with offset (ox) (oy)\nset pen color to (#009dff)\nDraw square at [200] [-25] and size [58] with offset (ox) (oy)\n\n@[IGNORE] Thumbnail\n\nwhen I receive [flag v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [stop v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@[IGNORE] Text\n\nwhen I receive [flag v]\nshow\ngo to [back v] layer\nset [\[ignore\] textx v] to [0]\nset [\[ignore\] texty v] to [-360]\nset [\[ignore\] pagenumber v] to [1]\nset [\[ignore\] maxpage v] to [60]\nset [\[ignore\] frame v] to [0]\nset [\[ignore\] changeto v] to [0]\nset [_state v] to [0]\nClones\nset [_change v] to [0]\nset [_state v] to [0]\nset [_timer v] to [0]\nset [_scrollstart v] to [0]\nforever\n go to [front v] layer\n change [\[ignore\] frame v] by (4)\n change [\[ignore\] texty v] by (((([sin v] of (\[IGNORE\] frame) ) * (5)) - (\[IGNORE\] textY)) / (8))\n Check drag or tap\n Scroll\n if <<<key (right arrow v) pressed?> or <<(_timer) = [tap]> and <(mouse x) > [0]>>> and <<(\[IGNORE\] pageNumber) < (\[IGNORE\] maxPage)> and <(_state) = [0]>>> then\n set [_change v] to [-1]\n set [_state v] to [1]\n broadcast (join [Change page ] (\[IGNORE\] pageNumber))\n end\n if <<<key (left arrow v) pressed?> or <<(_timer) = [tap]> and <(mouse x) < [0]>>> and <<(\[IGNORE\] pageNumber) > [1]> and <(_state) = [0]>>> then\n set [_change v] to [1]\n set [_state v] to [-1]\n broadcast (join [Change page ] (\[IGNORE\] pageNumber))\n end\n if <([abs v] of (_state) ) = [1]> then\n Change page to ((\[IGNORE\] pageNumber) + (_state)) (_state)\n end\n if <([abs v] of (_state) ) = [2]> then\n set [\[ignore\] changeto v] to [0]\n change [\[ignore\] textx v] by (((0) - (\[IGNORE\] textX)) / (3))\n if <([abs v] of (x position) ) < [1]> then\n set [\[ignore\] textx v] to [0]\n set [_state v] to [0]\n end\n end\n if <(\[IGNORE\] changeTo) > [0]> then\n if <([abs v] of (_state) ) = [3]> then\n Change page to (\[IGNORE\] changeTo) ((_state) / (-3))\n else\n set [_change v] to (<(\[IGNORE\] changeTo) < (\[IGNORE\] pageNumber)> - <(\[IGNORE\] changeTo) > (\[IGNORE\] pageNumber)>)\n set [_state v] to ((_change) * (-3))\n end\n end\n go to x: (\[IGNORE\] textX) y: (\[IGNORE\] textY)\n switch costume to (join [page] (\[IGNORE\] pageNumber))\nend\n\nwhen I start as a clone\nif <(_state) = [-1]> then\n switch costume to (overlay v)\n set size to (50) %\n forever\n go to [back v] layer\n go to x: (\[IGNORE\] textX) y: ((\[IGNORE\] textY) + (\[IGNORE\] scrollY))\n switch costume to (empty v)\n switch costume to (join [script] (\[IGNORE\] pageNumber))\n if <(item (\[IGNORE\] pageNumber) of [yscrolls v]) > [450]> then\n set size to (50) %\n else\n set size to (75) %\n end\n end\nend\nif <(_state) = [-2]> then\n go to x: (0) y: (0)\n switch costume to (overlay v)\n set [ghost v] effect to (100)\n forever\n if <(item (\[IGNORE\] pageNumber) of [yscrolls v]) > [0]> then\n change [ghost v] effect by (-10)\n else\n change [ghost v] effect by (10)\n end\n end\nend\nif <(_state) = [-3]> then\n hide\nend\n\ndefine Scroll\nif <(_timer) = [drag]> then\n set [\[ignore\] scrolly v] to ((_lastScroll) + ((mouse y) - (_scrollStart)))\nend\nif <(\[IGNORE\] scrollY) < [0]> then\n set [\[ignore\] scrolly v] to [0]\nend\nif <(\[IGNORE\] scrollY) > (item (\[IGNORE\] pageNumber) of [yscrolls v])> then\n set [\[ignore\] scrolly v] to (item (\[IGNORE\] pageNumber) of [yscrolls v])\nend\n\ndefine Check drag or tap\nif <mouse down?> then\n if <((_timer) * (1)) > [3]> then\n set [_timer v] to [drag]\n set [_scrollstart v] to (mouse y)\n set [_lastscroll v] to (\[IGNORE\] scrollY)\n else\n if <not <(_timer) = [drag]>> then\n change [_timer v] by (1)\n end\n end\nelse\n if <<(_timer) = [drag]> or <<(_timer) = [tap]> or <(_timer) = [0]>>> then\n set [_timer v] to [0]\n else\n set [_timer v] to [tap]\n end\nend\nif <<key (space v) pressed?> and <(\[IGNORE\] changeTo) = [0]>> then\n set [\[ignore\] changeto v] to [-1]\n broadcast (Change page to number v)\nend\n\nwhen [up arrow v] key pressed\nchange [\[ignore\] scrolly v] by (-10)\n\nwhen [down arrow v] key pressed\nchange [\[ignore\] scrolly v] by (10)\n\nwhen I receive [change page scripts v]\nbroadcast (Unload pages v) and wait\nbroadcast (join [Load page ] (\[IGNORE\] pageNumber))\n\nwhen I receive [change page to number v]\nif <(_state) = [-3]> then\n ask (join [Change to what page \(between 1 and ] (join (\[IGNORE\] maxPage) [\)])) and wait\n if <<<((answer) * (1)) = (answer)> and <(answer) > [0]>> and <<(answer) < ((\[IGNORE\] maxPage) + (1))> and <not <(answer) = (\[IGNORE\] pageNumber)>>>> then\n broadcast (join [Change page ] (\[IGNORE\] pageNumber))\n set [\[ignore\] changeto v] to (answer)\n else\n set [\[ignore\] changeto v] to [0]\n end\nend\n\ndefine Clones\nrepeat (3)\n change [_state v] by (-1)\n create clone of (_myself_ v)\nend\n\ndefine Change page to (p) (state)\nchange [_change v] by ((_change) / (2))\nchange [\[ignore\] textx v] by (_change)\nif <([abs v] of (\[IGNORE\] textX) ) > [380]> then\n set [\[ignore\] textx v] to (() - (\[IGNORE\] textX))\n set [\[ignore\] scrolly v] to [0]\n set [\[ignore\] pagenumber v] to (p)\n broadcast (Change page scripts v)\n change [_state v] by (state)\nend\n\n@[IGNORE] Animations\n\nwhen I receive [unload pages v]\nclear graphic effects\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [load page 13 v]\nSetup [1]\n\nwhen I receive [change frame v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nchange [frame v] by (1)\nFrame for animation (animation)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nset [time v] to (days since 2000)\n\ndefine Frame for animation (a)\nswitch costume to (move v)\nswitch costume to (join (join [a] (a)) (join [f] (frame)))\nif <(costume [name v]) = [move]> then\n set [frame v] to [1]\n switch costume to (join (join [a] (a)) [f1])\nend\n\nwhen I receive [load page 15 v]\nSetup [2]\n\ndefine Setup (animation)\nshow\nset [frame v] to [1]\nset [animation v] to (animation)\nset [time v] to (days since 2000)\nbroadcast (loop v)\n\nwhen I receive [loop v]\nforever\n switch costume to (move v)\n go to x: (\[IGNORE\] textX) y: (\[IGNORE\] textY)\n Frame for animation (animation)\n if <(((days since 2000) - (time)) * (86400)) > [4]> then\n set [time v] to (days since 2000)\n broadcast (Change frame v)\n end\nend\n\nwhen I receive [load page 25 v]\nSetup [3]\n\nwhen I receive [load page 53 v]\nSetup [4]\n\n@[IGNORE] Demo\n\nwhen I receive [unload pages v]\nerase all\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [load page 9 v]\nshow\nrepeat until <(round (\[IGNORE\] textX)) = [0]>\n Go to transition position for script [1]\nend\nforever\n Do physics\nend\n\ndefine Do physics\nchange [yv v] by (-1)\nif <key (a v) pressed?> then\n change [xv v] by (-1)\nend\nif <key (d v) pressed?> then\n change [xv v] by (1)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <key (w v) pressed?> then\n set [yv v] to [10]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (w v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [12]\nend\nchange y by (1)\n\nwhen I receive [change page 9 v]\nstop [other scripts in sprite v]\nSet position for script [1]\nforever\n Go to transition position for script [1]\nend\n\nwhen I receive [flag v]\ninit\n\ndefine Draw ground (x shift) (y shift)\nset pen color to (#000000)\nset pen size to (64)\nDraw line from ((-240) + (x shift)) ((-180) + (y shift)) to ((240) + (x shift)) ((-180) + (y shift))\n\ndefine Draw line from (x1) (y1) to (x2) (y2)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I receive [load page 21 v]\nshow\nrepeat until <(round (\[IGNORE\] textX)) = [0]>\n erase all\n Draw ground (\[IGNORE\] textX) (\[IGNORE\] textY)\n Go to transition position for script [2]\nend\nforever\n set [player x v] to (x position)\n set [player y v] to (y position)\n erase all\n Draw ground (\[IGNORE\] textX) (\[IGNORE\] textY)\n go to x: (Player X) y: (Player Y)\n Do physics\nend\n\nwhen I receive [change page 21 v]\nstop [other scripts in sprite v]\nSet position for script [2]\nforever\n erase all\n Draw ground (\[IGNORE\] textX) (\[IGNORE\] textY)\n Go to transition position for script [2]\nend\n\ndefine Go to transition position for script (n)\nswitch costume to (position v)\ngo to x: ((\[IGNORE\] textX) + (item (((n) * (2)) - (1)) of [lastpositions v])) y: ((\[IGNORE\] textY) + (item ((n) * (2)) of [lastpositions v]))\nswitch costume to (hitbox v)\n\ndefine Set position for script (n)\nreplace item (((n) * (2)) - (1)) of [lastpositions v] with (x position)\nreplace item ((n) * (2)) of [lastpositions v] with ((y position) - (\[IGNORE\] textY))\n\nwhen I receive [change page 31 v]\nstop [other scripts in sprite v]\ngo to x: (Player X) y: (Player Y)\nSet position for script [3]\nforever\n erase all\n Draw ground (\[IGNORE\] textX) (\[IGNORE\] textY)\n Go to transition position for script [3]\n Draw player (x position) (y position)\nend\n\nwhen I receive [load page 31 v]\nhide\nset [player x v] to (item (5) of [lastpositions v])\nset [player y v] to (item (6) of [lastpositions v])\nrepeat until <(round (\[IGNORE\] textX)) = [0]>\n erase all\n Draw ground (\[IGNORE\] textX) (\[IGNORE\] textY)\n Draw player ((Player X) + (\[IGNORE\] textX)) (Player Y)\nend\nforever\n erase all\n Draw ground (\[IGNORE\] textX) (\[IGNORE\] textY)\n go to x: (Player X) y: (Player Y)\n Do physics\n set [player x v] to (x position)\n set [player y v] to (y position)\n Draw player (Player X) (Player Y)\nend\n\ndefine Draw player (x) (y)\nset pen color to (#000000)\nset pen size to (2)\nDraw square at (x) (y) and size [16]\n\ndefine Draw square at (center x) (center y) and size (side length)\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen down\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (2)))\ngo to x: ((center x) + ((side length) / (-2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (-2)))\ngo to x: ((center x) + ((side length) / (2))) y: ((center y) + ((side length) / (2)))\npen up\n\nwhen I receive [change page 39 v]\nstop [other scripts in sprite v]\ngo to x: (Player X) y: (Player Y)\nSet position for script [4]\nforever\n erase all\n Draw level collision (\[IGNORE\] textX) (\[IGNORE\] textY)\n Go to transition position for script [4]\n Draw player (x position) (y position)\nend\n\nwhen I receive [load page 39 v]\nhide\nset [player x v] to (item (7) of [lastpositions v])\nset [player y v] to (item (8) of [lastpositions v])\nrepeat until <(round (\[IGNORE\] textX)) = [0]>\n erase all\n Draw level collision (\[IGNORE\] textX) (\[IGNORE\] textY)\n Draw player ((Player X) + (\[IGNORE\] textX)) (Player Y)\nend\nforever\n erase all\n Draw level collision (\[IGNORE\] textX) (\[IGNORE\] textY)\n go to x: (Player X) y: (Player Y)\n Do physics\n set [player x v] to (x position)\n set [player y v] to (y position)\n Do special collision\n Draw player (Player X) (Player Y)\nend\n\ndefine init\nset [xv v] to [0]\nset [yv v] to [0]\ndelete all of [lastpositions v]\nrepeat (3)\n add [0] to [lastpositions v]\n add [-100] to [lastpositions v]\nend\nrepeat (3)\n add [-200] to [lastpositions v]\n add [-100] to [lastpositions v]\nend\n\ndefine Draw level collision (x shift) (y shift)\nset pen size to (32)\nset pen color to (#ff0000)\nDraw line from ((0) + (x shift)) ((-180) + (y shift)) to ((0) + (x shift)) ((-120) + (y shift))\nset pen size to (64)\nset pen color to (#000000)\nDraw line from ((-240) + (x shift)) ((-180) + (y shift)) to ((240) + (x shift)) ((-180) + (y shift))\nset pen size to (8)\nset pen color to (#ff9400)\nDraw square at ((200) + (x shift)) ((-75) + (y shift)) and size [50]\n\ndefine Reset player\nset [player x v] to [-200]\nset [player y v] to [-100]\nset [xv v] to [0]\nset [yv v] to [0]\n\ndefine Do special collision\nif <<touching color (#ff0000)?> or <(Player Y) < [-170]>> then\n Reset player\nend\nif <touching color (#ff9400)?> then\n change [level v] by (1)\n Reset player\nend\n\ndefine Draw level visual (x shift) (y shift)\nset pen size to (2)\nset pen color to (#ff6251)\nDraw line from ((-16) + (x shift)) ((-148) + (y shift)) to ((-16) + (x shift)) ((-104) + (y shift))\nDraw line from ((-16) + (x shift)) ((-104) + (y shift)) to ((16) + (x shift)) ((-104) + (y shift))\nDraw line from ((16) + (x shift)) ((-104) + (y shift)) to ((16) + (x shift)) ((-148) + (y shift))\nset pen color to (#1b1b1b)\nDraw line from ((-240) + (x shift)) ((-148) + (y shift)) to ((240) + (x shift)) ((-148) + (y shift))\nset pen color to (#009dff)\nDraw square at ((200) + (x shift)) ((-75) + (y shift)) and size [58]\n\ndefine Draw player pt2 (x) (y)\nset pen color to (#1fd64f)\nset pen size to (2)\nDraw square at (x) (y) and size [12]\n\ndefine Drawing (x) (y)\nswitch costume to (position v)\nerase all\nDraw level visual (x) (y)\nDraw player pt2 ((Player X) + (x)) ((Player Y) + (y))\nswitch costume to (hitbox v)\n\ndefine Collision\nerase all\nDraw level collision [0] [0]\ngo to x: (Player X) y: (Player Y)\nDo physics\nset [player x v] to (x position)\nset [player y v] to (y position)\nDo special collision\n\nwhen I receive [change page 47 v]\nstop [other scripts in sprite v]\nSet position for script [5]\nforever\n Drawing (\[IGNORE\] textX) (\[IGNORE\] textY)\nend\n\nwhen I receive [load page 47 v]\nhide\nset [player x v] to (item (9) of [lastpositions v])\nset [player y v] to (item (10) of [lastpositions v])\nrepeat until <(round (\[IGNORE\] textX)) = [0]>\n Drawing (\[IGNORE\] textX) (\[IGNORE\] textY)\nend\nforever\n Collision\n Drawing (\[IGNORE\] textX) (\[IGNORE\] textY)\nend\n\nwhen I receive [load page 57 v]\nhide\nset [player x v] to (item (11) of [lastpositions v])\nset [player y v] to (item (12) of [lastpositions v])\nrepeat until <(round (\[IGNORE\] textX)) = [0]>\n Drawing ((\[IGNORE\] textX) - (Player X)) (((\[IGNORE\] textY) + (-40)) - (Player Y))\nend\nforever\n Scrolling collision\n Drawing ((\[IGNORE\] textX) - (Player X)) (((\[IGNORE\] textY) + (-40)) - (Player Y))\nend\n\ndefine Scrolling collision\nerase all\nDraw level collision (() - (Player X)) (() - (Player Y))\ngo to x: (0) y: (0)\nDo physics\nchange [player x v] by (x position)\nchange [player y v] by (y position)\nDo special collision\n\nwhen I receive [change page 57 v]\nstop [other scripts in sprite v]\nreplace item (11) of [lastpositions v] with (Player X)\nreplace item (12) of [lastpositions v] with (Player Y)\nforever\n Drawing ((\[IGNORE\] textX) - (Player X)) (((\[IGNORE\] textY) + (-40)) - (Player Y))\nend\n\n | Please watch in fullscreen!\n\nSpace to select a page\nM to mute the music |
Geometry Dash Platformer v1.8.5 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [intro finished v]\nswitch backdrop to (unnamed v)\nwait (3) seconds\nswitch backdrop to (backdrop2 v)\nbroadcast (asdf v)\n\n@player\n\nwhen I receive [asdf v]\nswitch costume to (download \(10\) v)\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (-200) y: (130)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<touching (spike 1 v)?> or <touching color (#b2b2b2)?>> then\n switch costume to (download \(10\) v)\n start sound [Oops v]\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-195) y: (17)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n end\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xv v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (-0.6)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#000000)?> or <touching (ground v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (ground v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (ground v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (ground v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (ground v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (ground v)?>> then\n change x by ((Xv) * (-0.5))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(x position) > [250]> then\n start sound [Collect v]\n point in direction (90)\n go to x: (-195) y: (17)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (level-up v)\n end\n change y by (Yv)\n if <<touching color (#000000)?> or <touching (ground v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching (ground v)?>> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [8]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [asdf v]\nforever\n if <<touching (sprite3 v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n switch costume to (download \(10\)2 v)\n wait (0.5) seconds\n switch costume to (download \(10\) v)\n end\nend\n\nset [43y v] to [0]\n\nwhen flag clicked\nforever\n if <touching (jump pad v)?> then\n switch costume to (download \(10\)2 v)\n set [yv v] to [11]\n wait (0.3) seconds\n switch costume to (download \(10\) v)\n end\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [asdf v]\nshow\n\nwhen I receive [level-up v]\nnext costume\n\nwhen flag clicked\nforever\n go to x: (-1) y: (-11)\nend\n\ngo to x: (0) y: (0)\n\n@spike 1\n\nwhen flag clicked\nhide\n\nwhen I receive [asdf v]\nshow\npoint in direction (90)\nforever\n play sound [F-777 - Deadlocked Full Version -\[ mymusicroad.net \].mp3 v] until done\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [asdf v]\nforever\n forever\n if <([costume name v] of [ground v]) = [costume2]> then\n hide\n end\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume4]> then\n go to x: (-32) y: (-28)\n point in direction (90)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume7]> then\n go to x: (78) y: (-106)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume5]> then\n show\n go to x: (93) y: (68)\n point in direction (-90)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume3]> then\n show\n go to x: (143) y: (-53)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume1]> then\n show\n go to x: (7) y: (-106)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume9]> then\n show\n go to x: (49) y: (-28)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume8]> then\n go to x: (47) y: (5)\n show\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA2]> then\n show\n go to x: (38) y: (-52)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA3]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA4]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA5]> then\n show\n go to x: (84) y: (64)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA6]> then\n show\n go to x: (73) y: (-106)\n end\nend\n\n@Spike 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <([costume name v] of [ground v]) = [costume6]> then\n go to x: (123) y: (-8)\n end\n if <([costume name v] of [ground v]) = [costume5]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n forever\n if <([costume name v] of [ground v]) = [costume2]> then\n show\n go to x: (336) y: (-9)\n end\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume7]> then\n show\n go to x: (66) y: (-10)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume6]> then\n show\n go to x: (66) y: (-10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume9]> then\n go to [front v] layer\n show\n go to x: (240) y: (176)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume8]> then\n go to [front v] layer\n go to x: (126) y: (-11)\n show\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA2]> then\n go to x: (296) y: (44)\n show\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA3]> then\n show\n go to x: (112) y: (137)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA4]> then\n hide\n end\nend\n\nshow\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA5]> then\n show\n go to x: (244) y: (-10)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA6]> then\n show\n go to x: (142) y: (-11)\n end\nend\n\n@Jump pad\n\nwhen flag clicked\nhide\n\nwhen I receive [asdf v]\nforever\n forever\n if <([costume name v] of [ground v]) = [costume6]> then\n show\n go to x: (-11) y: (-79)\n end\n end\nend\n\nwhen I receive [asdf v]\nforever\n forever\n if <([costume name v] of [ground v]) = [costume2]> then\n go to x: (251) y: (-78)\n show\n end\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume9]> then\n show\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume8]> then\n show\n go to x: (47) y: (-79)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA3]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA4]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA3]> then\n show\n go to x: (37) y: (69)\n end\nend\n\ngo to x: (47) y: (-79)\n\nwhen I receive [asdf v]\nforever\n forever\n if <([costume name v] of [ground v]) = [costumeA6]> then\n show\n go to x: (51) y: (-79)\n end\n end\nend\n\nwhen I receive [asdf v]\nforever\n forever\n if <([costume name v] of [ground v]) = [costumeA5]> then\n show\n go to x: (-52) y: (-77)\n end\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\npoint in direction (90)\nhide\n\nwhen flag clicked\n\nwhen I receive [asdf v]\nforever\n forever\n if <([costume name v] of [ground v]) = [costume2]> then\n show\n go to [front v] layer\n go to x: (61) y: (-141)\n end\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume3]> then\n go to x: (279) y: (-140)\n show\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume9]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA2]> then\n show\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA3]> then\n show\n go to x: (234) y: (50)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA4]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA5]> then\n show\n go to x: (68) y: (34)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA6]> then\n show\n go to x: (-7) y: (-140)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume3]> then\n show\n go to x: (67) y: (111)\n else\n if <([costume name v] of [ground v]) = [costume2]> then\n hide\n end\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume2]> then\n go to x: (29) y: (5)\n show\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume11]> then\n show\n go to x: (12) y: (0)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costume9]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA2]> then\n show\n go to x: (63) y: (90)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA3]> then\n show\n go to x: (61) y: (-75)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA4]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA5]> then\n show\n go to x: (165) y: (113)\n end\nend\n\ngo to x: (63) y: (90)\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (11) y: (43)\npoint in direction (90)\n\nwhen I receive [message1 v]\nswitch costume to (profile-spic v)\nshow\nset volume to (50) %\nstart sound [Intro v]\ncreate clone of (_myself_ v)\nrepeat (5)\n repeat (20)\n change size by (0.5)\n end\n wait (0.1) seconds\n repeat (20)\n change size by (-0.5)\n end\n wait (0.1) seconds\nend\nstop all sounds\nhide\nbroadcast (intro finished v)\n\nwhen I start as a clone\nswitch costume to (love, fvaorite, follow v)\ngo to x: (12) y: (-116)\nrepeat (5)\n repeat (20)\n change size by (0.5)\n end\n wait (0.1) seconds\n repeat (20)\n change size by (-0.5)\n end\n wait (0.1) seconds\nend\nhide\n\nplay sound [explbomb v] until done\n\n@Sprite2\n\nwhen flag clicked\nshow\nstart sound [Whoop v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nrepeat (20)\n change [brightness v] effect by (5)\nend\nbroadcast (message1 v)\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA]> then\n show\n go to x: (-18) y: (-76)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA4]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA3]> then\n show\n go to x: (74) y: (100)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA6]> then\n show\n go to x: (50) y: (0)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA]> then\n show\n go to x: (-18) y: (-116)\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA2]> then\n hide\n end\nend\n\nwhen I receive [asdf v]\nforever\n if <([costume name v] of [ground v]) = [costumeA3]> then\n hide\n end\nend\n\n | Use WASD or arrow keys to move and dodge the spikes. The jump pad makes you have a big boost in the air. There are levels they are preety easy. I will soon add updates and more things to it. Thanks For Playing! I am also a big fan of geometry dash, which is why I also made this platformer.\n\nSong: Deadlocked by F-777 \n\nUPDATES:\n1.1 More levels :P\n1.2 more levels and better quality music\n1.3.1 Spike bug fixed\n1.4.5 WAY more levels and more tricky concepts.\n1.4.7 added intro! :P\n1.5 added jump orb\n1.5.2 more levels updated thumbnail\n1.5.6 more levels\n1.5.9 Updated thumbnail ;P\n1.6 Updated thumbnaill AGAIN -_-\n____________________\nTHE WILD UPDATE \n______________________\n1.7 Updated and edited levels \n1.7.5 Updated and fixed jump pad problems\n1.8 Created new levels \n1.8.5 Fixed Intro!\n___________________________________\n |
A Hero's Journey || Platformer (Two scripts) | @Stage\n\n@Sprite1\n\nwhen flag clicked\ncreate clone of (_myself_ v)\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [costume # v]\nset [delete clone v] to [0]\nhide\nset size to (100) %\nerase all\nset [pause v] to [0]\nset [clone go v] to [0]\nhide variable [volume v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset volume to (20) %\nset [wall jump v] to [0]\nset [jumping v] to [0]\nset [y velocity v] to [0]\nset [delete key v] to [0]\nset [up jump v] to [0]\nset [key v] to [2]\nset [next level v] to [1]\nset [level # v] to [1]\nswitch backdrop to (intro v)\nstart sound [Heart of Courage -TSFH v]\nshow\nswitch costume to (intro 1 v)\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (3)\nend\nswitch costume to (intro 2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (intro 3 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (intro 4 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (intro 5 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (intro 6 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (4) seconds\nrepeat (40)\n change [ghost v] effect by (2.5)\nend\ngo to x: (0) y: (0)\nset [old time v] to (((current [hour v]) * (3600)) + (((current [minute v]) * (60)) + (current [second v])))\nset [ghost v] effect to (0)\nerase all\ngo to x: (0) y: (0)\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume3 v)\nstamp\nstart sound [Victory v]\nswitch costume to (costume2 v)\ngo to x: (-76) y: (-40)\ncreate clone of (_myself_ v)\nforever\n set size to (100) %\n change y by (Y velocity)\n set [current time v] to (((current [hour v]) * (3600)) + (((current [minute v]) * (60)) + (current [second v])))\n if <not <touching color (#000000)?>> then\n change [y velocity v] by (-1)\n end\n if <(Y velocity) < [-40]> then\n set [y velocity v] to [-40]\n end\n if <touching color (#000000)?> then\n if <<(Y velocity) = [0]> or <(Y velocity) < [0]>> then\n change y by ((Y velocity) * (-1))\n set [jumping v] to [0]\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y velocity v] to [12]\n end\n else\n change y by ((Y velocity) * (-1))\n set [y velocity v] to ((Y velocity) * (-1))\n end\n end\n change [x velocity v] by (X acceleraion)\n change x by (X velocity)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n end\n end\n end\n end\n end\n end\n if <touching color (#000000)?> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [0]\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [jumping v] to [1]\n set [y velocity v] to [8]\n set [x velocity v] to [-8]\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n set [x acceleraion v] to [2]\n else\n set [x acceleraion v] to [0]\n end\n end\n change x by (-1)\n if <touching color (#000000)?> then\n change x by (-1)\n if <touching color (#000000)?> then\n change x by (-1)\n if <touching color (#000000)?> then\n change x by (-1)\n if <touching color (#000000)?> then\n change x by (-1)\n if <touching color (#000000)?> then\n change x by (-1)\n if <touching color (#000000)?> then\n change x by (-1)\n if <touching color (#000000)?> then\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\n end\n else\n set [x velocity v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [jumping v] to [1]\n set [y velocity v] to [8]\n set [x velocity v] to [8]\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n set [x acceleraion v] to [-2]\n else\n set [x acceleraion v] to [0]\n end\n end\n if <touching color (#000000)?> then\n change x by (1)\n if <touching color (#000000)?> then\n change x by (1)\n if <touching color (#000000)?> then\n change x by (1)\n if <touching color (#000000)?> then\n change x by (1)\n if <touching color (#000000)?> then\n change x by (1)\n if <touching color (#000000)?> then\n change x by (1)\n if <touching color (#000000)?> then\n change x by (1)\n if <touching color (#000000)?> then\n change x by (1)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching color (#ee00ff)?> then\n set [y velocity v] to [20]\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n switch costume to (costume2 v)\n if <(Jumping) = [0]> then\n set [x velocity v] to [7]\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n switch costume to (costume1 v)\n if <(Jumping) = [0]> then\n set [x velocity v] to [-7]\n end\n end\n if <not <<<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <mouse down?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n set [x velocity v] to ((X velocity) * (0.7))\n set [x acceleraion v] to ((X acceleraion) * (0.25))\n end\n if <(X acceleraion) < [-4]> then\n if <(Jumping) = [0]> then\n set [x acceleraion v] to [-4]\n end\n end\n if <(X acceleraion) > [4]> then\n if <(Jumping) = [0]> then\n set [x acceleraion v] to [4]\n end\n end\n if <(X velocity) > [4]> then\n if <(Jumping) = [0]> then\n set [x velocity v] to [4]\n end\n end\n if <(X velocity) < [-4]> then\n if <(Jumping) = [0]> then\n set [x velocity v] to [-4]\n end\n end\n if <(Jumping) = [1]> then\n if <(X acceleraion) < [-4]> then\n if <(Jumping) = [1]> then\n set [x acceleraion v] to [-4]\n end\n end\n if <(X acceleraion) > [4]> then\n if <(Jumping) = [1]> then\n set [x acceleraion v] to [4]\n end\n end\n if <(X velocity) > [10]> then\n if <(Jumping) = [1]> then\n set [x velocity v] to [10]\n end\n end\n if <(X velocity) < [-10]> then\n if <(Jumping) = [1]> then\n set [x velocity v] to [-10]\n end\n end\n end\n if <(Jumping) = [1]> then\n change [wall time v] by (1)\n end\n if <<(Wall time) > [8]> or <(Wall time) = [8]>> then\n set [wall time v] to [0]\n set [jumping v] to [0]\n end\n if <(Jumping) = [0]> then\n set [x acceleraion v] to ((X acceleraion) * (0.25))\n end\n if <<<touching color (#ff0000)?> or <key (r v) pressed?>> or <(y position) < [-170]>> then\n start sound [Crunch v]\n set [delete key v] to [1]\n set [wall jump v] to [0]\n set [jumping v] to [0]\n set [y velocity v] to [0]\n set [up jump v] to [0]\n set [x acceleraion v] to [0]\n set [x velocity v] to [0]\n set [clone go v] to [0]\n set [key v] to [2]\n create clone of (_myself_ v)\n set [delete clone v] to [1]\n set [explode v] to [1]\n create clone of (_myself_ v)\n delete all of [costume # v]\n delete all of [x v]\n delete all of [y v]\n go to x: (-211) y: (item (Level #) of [start y v])\n wait until <not <key (r v) pressed?>>\n end\n if <<(Key) = [0]> and <(x position) > [239]>> then\n set [wall jump v] to [0]\n set [jumping v] to [0]\n set [y velocity v] to [0]\n set [up jump v] to [0]\n set [x acceleraion v] to [0]\n set [x velocity v] to [0]\n set [next level v] to [1]\n change [level # v] by (1)\n set [clone go v] to [0]\n set [delete key v] to [1]\n set [delete clone v] to [1]\n set [key v] to [2]\n create clone of (_myself_ v)\n delete all of [costume # v]\n delete all of [x v]\n delete all of [y v]\n go to x: (-211) y: (item (Level #) of [start y v])\n end\n if <(Next Level) = [1]> then\n set [next level v] to [0]\n go to x: (0) y: (0)\n erase all\n switch costume to ((Level #) + (14))\n stamp\n switch costume to (costume2 v)\n go to x: (-211) y: (item (Level #) of [start y v])\n end\n if <<<((Old time) + (317)) = (Current Time)> or <((Old time) + (317)) < (Current Time)>> or <(Current Time) < (Old time)>> then\n set [old time v] to (((current [hour v]) * (3600)) + (((current [minute v]) * (60)) + (current [second v])))\n start sound [Victory v]\n end\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n set [pause v] to [1]\n set size to (300) %\n set [ghost v] effect to (30)\n set [old costume v] to (costume [number v])\n switch costume to (pause v)\n show variable [volume v]\n set [volume v] to (volume)\n repeat until <key (space v) pressed?>\n set volume to (Volume) %\n end\n wait until <not <key (space v) pressed?>>\n set [ghost v] effect to (0)\n set [pause v] to [0]\n set size to (100) %\n hide variable [volume v]\n switch costume to (Old costume)\n end\n if <not <<(x position) = [-211]> and <(Clone go) = [0]>>> then\n add (x position) to [x v]\n add (y position) to [y v]\n add (costume [number v]) to [costume # v]\n end\n if <<<<(length of [costume # v]) > [39]> or <<(length of [x v]) > [39]> or <(length of [y v]) > [39]>>> and <(Clone go) = [0]>> and <not <(x position) = [-211]>>> then\n set [clone go v] to [1]\n set [delete clone v] to [0]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Clone go) = [1]> then\n repeat until <(Delete Clone) = [1]>\n if <(Pause) = [0]> then\n go to x: (item (1) of [x v]) y: (item (1) of [y v])\n switch costume to ((item (1) of [costume # v]) + (2))\n delete (1) of [x v]\n delete (1) of [y v]\n delete (1) of [costume # v]\n end\n end\n delete this clone\nend\nif <(Key) = [2]> then\n set [key v] to [1]\n repeat until <(Delete key) = [1]>\n go to x: (join (letter (1) of (item (Level #) of [key pos v])) (join (letter (2) of (item (Level #) of [key pos v])) (join (letter (3) of (item (Level #) of [key pos v])) (letter (4) of (item (Level #) of [key pos v]))))) y: (join (letter (5) of (item (Level #) of [key pos v])) (join (letter (6) of (item (Level #) of [key pos v])) (join (letter (7) of (item (Level #) of [key pos v])) (letter (8) of (item (Level #) of [key pos v])))))\n show\n switch costume to (key v)\n set [delete key v] to [0]\n if <touching color (#ffffff)?> then\n hide\n set [key v] to [0]\n start sound [Collect v]\n wait until <(Delete key) = [1]>\n end\n end\n set [delete key v] to [0]\n delete this clone\nend\nif <(Explode) = [1]> then\n set [explode v] to [2]\n switch costume to (effect v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n delete this clone\nend\nif <(Explode) = [2]> then\n switch costume to (effect v)\n point in direction (pick random (0) to (360))\n repeat (pick random (8) to (10))\n move (pick random (5) to (10)) steps\n change [ghost v] effect by (6)\n if <<<touching color (#000000)?> or <touching (_edge_ v)?>> or <touching color (#ff0000)?>> then\n delete this clone\n end\n end\n delete this clone\nend\n\n | Arrow keys to move/WASD/Motion Controls\nCollect the blue orb or key to be able to go to the next level.\nThe ghost following you will kill you! Only his eyes are deadly though to make the game a bit more forgiving. \nSpace to pause\n\nDon't forget to love follow and favorite!\n\nThis is part two of the 10 part series called scripts. In this series every game will have one more script than the last from one all the way up to 10. I am allowed to use any number of sprites and costumes. |
Into The Unknown - a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [instructions v]\nswitch backdrop to (backdrop2 v)\nforever\n if <key (b v) pressed?> then\n broadcast (hide v)\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [l14 v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\n@DUDE\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [l14 v]\nif <(☁ Scratch Record:) > (Your Time)> then\n set [☁ scratch record: v] to (Your Time)\nend\nstop [this script v]\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (movement speed)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <key (up arrow v) pressed?> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <key (left arrow v) pressed?> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <key (right arrow v) pressed?> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen I receive [start v]\nshow\ngo to x: (-183) y: (-105)\nshow\nset [y vel v] to [0]\nset [x vel v] to [0]\nforever\n platform physics (12) (-1) (0.9) (1) (8) (8)\nend\n\nwhen flag clicked\ngo to x: (-214) y: (-85)\nhide\n\nwhen flag clicked\nset [your time v] to [0]\nforever\n play sound [Celtic Mystery Music - Forest of Forgetfulness v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n go to x: (-190) y: (-80)\n end\nend\n\nhide\n\nwhen I receive [start v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (Next Level v)\n go to x: (-190) y: (-80)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\ngo to x: (-190) y: (-50)\n\nwhen I receive [next level v]\ngo to x: (-190) y: (-50)\n\nwhen I receive [next level v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L3 v)\n go to x: (-190) y: (-80)\n stop [this script v]\n end\nend\n\nwhen I receive [l3 v]\nforever\n if <touching (sprite5 v)?> then\n go to x: (-190) y: (-80)\n broadcast (L4 v)\n stop [this script v]\n end\nend\n\nwhen I receive [l4 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L5 v)\n go to x: (-190) y: (-80)\n stop [this script v]\n end\nend\n\nwhen I receive [l5 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L6 v)\n go to x: (-190) y: (-80)\n stop [this script v]\n end\nend\n\nwhen I receive [l6 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L7 v)\n go to x: (-190) y: (-80)\n stop [this script v]\n end\nend\n\nwhen I receive [l7 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L8 v)\n go to x: (-190) y: (-80)\n stop [this script v]\n end\nend\n\nwhen I receive [l8 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L9 v)\n go to x: (-190) y: (-80)\n stop [this script v]\n end\nend\n\nwhen I receive [l9 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L10 v)\n go to x: (-213) y: (-85)\n stop [this script v]\n end\nend\n\nwhen I receive [l10 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (11 v)\n go to x: (-213) y: (-85)\n stop [this script v]\n end\nend\n\nwhen I receive [11 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L12 v)\n go to x: (-213) y: (-85)\n stop [this script v]\n end\nend\n\nwhen I receive [l12 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L13 v)\n go to x: (-213) y: (-85)\n stop [this script v]\n end\nend\n\nwhen I receive [l13 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L14 v)\n go to x: (-213) y: (-85)\n stop [this script v]\n end\nend\n\nwhen I receive [l14 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L15 v)\n go to x: (-213) y: (-85)\n stop [this script v]\n end\nend\n\nwhen I receive [l15 v]\nforever\n if <touching (sprite5 v)?> then\n broadcast (L16 v)\n go to x: (-213) y: (-85)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n wait (4) seconds\n next costume\n wait (.3) seconds\n next costume\nend\n\nwhen I receive [l14 v]\nhide\n\nwhen I receive [start v]\nset [your time v] to [0]\nforever\n change [your time v] by (1)\n wait (1) seconds\nend\n\ngo to x: (-190) y: (-80)\n\nwhen I receive [l14 v]\nforever\n set [your time v] to (Your Time)\nend\n\nwhen flag clicked\n\nset [☁ scratch record: v] to [36]\n\nwhen flag clicked\nforever\n set [☁ scratch record: v] to [is broken]\nend\n\n@Overlay\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to (dude v)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [l14 v]\nhide\n\ngo to x: (-190) y: (-80)\n\nwhen I receive [start v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\nwait (.1) seconds\nrepeat (4)\n change [ghost v] effect by (-25)\nend\n\nhide\n\nshow\n\nforever\n \n end\nend\n\nwhen I receive [start v]\nforever\n if <(x position) = [-190]> then\n broadcast (Flash v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(x position) = [-190]> then\n broadcast (Flash v)\n end\nend\n\nbroadcast (START v)\nstop [this script v]\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [l3 v]\nnext costume\n\nwhen I receive [l4 v]\nnext costume\n\nwhen I receive [l5 v]\nnext costume\n\nwhen I receive [l6 v]\nnext costume\n\nwhen I receive [l7 v]\nnext costume\n\nwhen I receive [l8 v]\nnext costume\n\nwhen I receive [l9 v]\nnext costume\n\nwhen I receive [l10 v]\nnext costume\n\nwhen I receive [11 v]\nnext costume\n\nwhen I receive [l12 v]\nnext costume\n\nwhen I receive [l13 v]\nnext costume\n\nwhen I receive [l13 v]\nnext costume\n\nwhen I receive [l14 v]\nhide\n\nnext costume\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (100)\n go to x: (-75) y: (-187)\nend\n\nwhen I receive [start v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change size by (((120) - (size)) / (3))\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Start v)\nstop [this script v]\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [hide v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change size by (((120) - (size)) / (3))\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nset x to (36)\nset y to (28)\n\nchange size by (10)\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (instructions v)\nhide\n\nwhen I receive [hide v]\nshow\n\n@Sprite4\n\nwhen flag clicked\nshow\nforever\n change [turn v] by (5)\n point in direction ((([cos v] of (Turn) ) * (8)) - (-90))\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [hide v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-153) y: (50)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\ngo to x: (-67) y: (32)\n\nwhen I receive [l3 v]\ngo to x: (5) y: (47)\n\nwhen I receive [l4 v]\ngo to x: (41) y: (20)\n\nwhen I receive [l5 v]\ngo to x: (76) y: (-94)\n\nwhen I receive [l6 v]\ngo to x: (-20) y: (-21)\n\nwhen I receive [l7 v]\ngo to x: (93) y: (17)\n\nwhen I receive [l8 v]\ngo to x: (-68) y: (84)\n\nwhen I receive [l9 v]\ngo to x: (85) y: (-68)\n\nwhen I receive [l10 v]\ngo to x: (209) y: (-137)\n\nwhen I receive [11 v]\ngo to x: (-132) y: (72)\n\nwhen I receive [l12 v]\ngo to x: (198) y: (-108)\n\nwhen I receive [l13 v]\ngo to x: (189) y: (46)\n\nwhen I receive [l15 v]\nhide\ngo to x: (203) y: (96)\n\nwhen I receive [l14 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change size by (((120) - (size)) / (3))\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nhide\nbroadcast (Start v)\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [l14 v]\nshow\n\n@Sprite7\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n change size by (((120) - (size)) / (3))\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nset x to (36)\nset y to (28)\nchange size by (10)\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (instructions v)\nhide\n\nwhen I receive [hide v]\nshow\n\n | if you play this game please take some time to visit:\n\nthis is an organization promoting |
Two Player Platformer | @Stage\n\n@player2\n\ndefine player\nif on edge, bounce\nchange [y2 v] by (-0.5)\nif <key (a v) pressed?> then\n change [x2 v] by (-1)\nend\nif <key (d v) pressed?> then\n change [x2 v] by (1)\nend\nset [x2 v] to ((X2) * (0.9))\nchange x by (X2)\nif <<touching (objects v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player v)?>> then\n change y by (-6)\n change x by ((X2) * (-1))\n if <key (w v) pressed?> then\n set [y2 v] to [10]\n if <(X2) > [0]> then\n set [x2 v] to [-10]\n else\n set [x2 v] to [10]\n end\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (Y2)\nif <<touching (objects v)?> or <touching (player v)?>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (player v)?> or <touching (objects v)?>> and <key (w v) pressed?>> then\n set [y2 v] to [10]\nend\nchange y by (0.5)\nif <touching (spikes v)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#f000ff)?> then\n set [y2 v] to [16]\nend\n\nwhen I receive [next v]\ngo to x: (X Spawn) y: (Y Spawn)\n\nwhen [r v] key pressed\ngo to x: (XSpawn2) y: (YSpawn2)\n\nwhen I receive [go v]\npoint in direction (90)\nset [y spawn v] to [-129]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (100) %\nset [x2 v] to [0]\nset [y2 v] to [0]\nforever\n player\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (square v)\nforever\n if <touching color (#05ff00)?> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nset [90 v] to [90]\nforever\n if <(90) = [90]> then\n point in direction (90)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [win v]\nset [90 v] to [0]\n\nwhen I receive [small cube v]\nset size to (50) %\n\n@Player\n\ndefine player 2\nif on edge, bounce\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (objects v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player2 v)?>> then\n change y by (1)\n if <<touching (objects v)?> or <touching (player2 v)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching (objects v)?> or <touching (player2 v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (objects v)?> or <touching (player2 v)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching (spikes v)?> then\n go to x: (XSpawn2) y: (YSpawn2)\nend\nif <touching color (#f000ff)?> then\n set [y v] to [16]\nend\n\nwhen I receive [next v]\ngo to x: (XSpawn2) y: (YSpawn2)\n\nwhen [r v] key pressed\ngo to x: (XSpawn2) y: (YSpawn2)\n\nwhen I receive [go v]\npoint in direction (90)\nset [yspawn2 v] to [-83]\nset [xspawn2 v] to [-218]\ngo to x: (XSpawn2) y: (YSpawn2)\nshow\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n player 2\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (square v)\nforever\n if <touching color (#05ff00)?> then\n go to x: (XSpawn2) y: (YSpawn2)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nset [90 v] to [90]\nforever\n if <(90) = [90]> then\n point in direction (90)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [win v]\nset [90 v] to [0]\n\nwhen I receive [small cube v]\nset size to (50) %\n\n@objects\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n wait (5) seconds\n broadcast (win v)\n stop [this script v]\n end\nend\n\n@spikes\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [go v]\nforever\n if <(level) = [2]> then\n stop [other scripts in sprite v]\n set size to (100) %\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nforever\n if <(level) = [1]> then\n repeat (4)\n change size by (5)\n wait (.1) seconds\n end\n repeat (4)\n change size by (-5)\n wait (.025) seconds\n end\n set size to (100) %\n end\nend\n\n@next\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n repeat (8)\n change size by (5)\n wait (.1) seconds\n end\n repeat (8)\n change size by (-5)\n wait (.025) seconds\n end\n set size to (100) %\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (209) y: (-130)\n\nwhen I receive [next v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n go to x: (209) y: (-130)\n end\n if <(level) = [2]> then\n go to x: (209) y: (-130)\n end\n if <(level) = [3]> then\n go to x: (213) y: (153)\n end\n if <(level) = [4]> then\n go to x: (209) y: (-119)\n end\n if <(level) = [5]> then\n go to x: (209) y: (-119)\n end\n if <(level) = [6]> then\n hide\n end\nend\n\n@text\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to [front v] layer\nshow\n\nwhen [s v] key pressed\nbroadcast (next v)\n\nwhen I receive [go v]\nforever\n play sound [1f1n1ty-psmd-within-the-sadness-remix v] until done\nend\n\n@Transition\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nshow\nstart sound [intro song v]\nshow\nswitch costume to (costume1 v)\nrepeat (16)\n next costume\nend\nswitch costume to (costume17 v)\nrepeat (16)\n wait (.0003) seconds\n next costume\nend\nswitch costume to (costume33 v)\nrepeat (6)\n wait (.0003) seconds\n next costume\nend\nwait (7.6) seconds\nbroadcast (go v)\ngo to [back v] layer\nhide\n\nwhen I receive [win v]\ngo to [front v] layer\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nrepeat (16)\n next costume\nend\nswitch costume to (costume17 v)\nrepeat (16)\n wait (.0003) seconds\n next costume\nend\nswitch costume to (costume33 v)\nrepeat (6)\n wait (.0003) seconds\n next costume\nend\nshow\n\nshow\n\nwhen I receive [go v]\nforever\n if <not <(level) = [6]>> then\n hide\n end\nend\n\n | to move player 1 (the blue square) use the arrow keys. to move player 2 (the red square) use the wasd keys. Don't touch the spikes because in this world triangles are a no, no and try to get to the green to get to the next level. S key to skip a level and R to restart the level. |
blue platformer | @Stage\n\n@playerSprite3\n\nwhen I receive [double v]\nset [y v] to [9]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>\nset [y v] to [8]\n\nwhen I receive [color v]\nset [yy v] to [0]\nset [y v] to [0]\ngo to x: (-204) y: (100)\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n change [y v] by (-0.6)\n change y by (y)\n go to [front v] layer\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-8)\n change x by ((x) * (-1))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <touching (ground v)?>> then\n if <[3] < (level)> then\n broadcast (double v)\n else\n set [y v] to [9]\n end\n end\n change y by (1)\n set [level v] to ([costume # v] of [ground v])\n if <<touching (spinning spikes v)?> or <<touching (shoorter v)?> or <<touching (shoorter 2 v)?> or <touching (shoorter 3 v)?>>>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-232) y: (-101)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nbroadcast (color v)\n\nwhen flag clicked\nforever\n if <not <(level) = [10]>> then\n if <<<touching (_edge_ v)?> and <(x position) > [220]>> or <key (e v) pressed?>> then\n set [done v] to [10]\n wait (0.1) seconds\n set [done v] to [0]\n go to x: (-230) y: (-101)\n set [level v] to ([costume # v] of [ground v])\n broadcast (next v)\n end\n end\nend\n\n@spinning spikes\n\nwhen I start as a clone\nshow\nset size to (90) %\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n erase all\n repeat (10)\n change [spikes v] by (1)\n end\n repeat (10)\n change [spikes v] by (-1)\n end\nend\n\nwhen I start as a clone\nset size to (90) %\nforever\n if <([costume # v] of [ground v]) = [2]> then\n set [spikes v] to ((spikes) * (0.9))\n change x by (spikes)\n turn right (10) degrees\n else\n turn right (10) degrees\n end\n if <(done) = [10]> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nset size to (96) %\ngo to [front v] layer\ngo to x: (-180) y: (-144)\ngo [backward v] (3) layers\nset drag mode [not draggable v]\nif <(level) = [8]> then\n create clone of (_myself_ v)\n change x by (105)\n create clone of (_myself_ v)\n change x by (100)\n create clone of (_myself_ v)\n change x by (93)\n create clone of (_myself_ v)\n change x by (85)\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n create clone of (_myself_ v)\n change x by (90)\n create clone of (_myself_ v)\n change x by (90)\n create clone of (_myself_ v)\n change y by (175)\n create clone of (_myself_ v)\n change x by (-180)\n change y by (-65)\n create clone of (_myself_ v)\n hide\n set [spikes v] to [0]\nend\nif <(level) = [6]> then\n go to x: (-170) y: (-144)\n create clone of (_myself_ v)\n change x by (90)\n change y by (45)\n create clone of (_myself_ v)\n change x by (90)\n change y by (48)\n create clone of (_myself_ v)\n change x by (90)\n change y by (48)\n create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n repeat (5)\n create clone of (_myself_ v)\n change x by (90)\n end\n hide\n set [spikes v] to [0]\nend\nif <(level) = [4]> then\n repeat (2)\n create clone of (_myself_ v)\n change x by (90)\n end\n change x by (90)\n repeat (2)\n create clone of (_myself_ v)\n change x by (90)\n end\n hide\n set [spikes v] to [0]\nend\n\n@ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\nwait (1) seconds\n\nswitch costume to (costume3 v)\n\n@shoorter \n\nwhen I receive [next v]\nhide\nif <(level) = [4]> then\n forever\n go to x: (31) y: (-143)\n switch costume to (costume1 v)\n point in direction (0)\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\nif <(level) = [7]> then\n forever\n point in direction (-90)\n go to x: (278) y: (7)\n switch costume to (costume1 v)\n wait (1) seconds\n create clone of (_myself_ v)\n end\nend\nif <(level) = [8]> then\n wait (0.5) seconds\n forever\n go to x: (-266) y: (-2)\n point in direction (90)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nshow\nshow\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nset drag mode [not draggable v]\nrepeat (7)\n move (10) steps\nend\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(done) = [10]> then\n stop [other scripts in sprite v]\n end\nend\n\n@thi,\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nhide\ngo to [back v] layer\n\n@shoorter 2\n\nwhen I receive [next v]\nhide\nif <(level) = [8]> then\n forever\n go to x: (-260) y: (100)\n point in direction (90)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nset drag mode [not draggable v]\nrepeat (7)\n move (10) steps\nend\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(done) = [10]> then\n stop [other scripts in sprite v]\n end\nend\n\n@shoorter 3\n\nwhen I receive [next v]\nhide\nif <(level) = [8]> then\n wait (0.5) seconds\n forever\n go to x: (-276) y: (155)\n point in direction (90)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nset drag mode [not draggable v]\nrepeat (7)\n move (10) steps\nend\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <(done) = [10]> then\n stop [other scripts in sprite v]\n end\nend\n\n@spinning spikes2\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nset size to (100) %\nforever\n erase all\n repeat (10)\n change [spikes v] by (1)\n end\n repeat (10)\n change [spikes v] by (-1)\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset drag mode [not draggable v]\nforever\n if <([costume # v] of [ground v]) = [2]> then\n set [spikes v] to ((spikes) * (0.9))\n change x by (spikes)\n turn right (10) degrees\n else\n turn right (10) degrees\n end\n if <(done) = [10]> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\ngo to [front v] layer\ngo to x: (-180) y: (-144)\ngo [backward v] (3) layers\nif <(level) = [8]> then\n create clone of (_myself_ v)\n change x by (105)\n create clone of (_myself_ v)\n change x by (100)\n create clone of (_myself_ v)\n change x by (93)\n create clone of (_myself_ v)\n change x by (85)\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n create clone of (_myself_ v)\n change x by (90)\n create clone of (_myself_ v)\n change x by (90)\n create clone of (_myself_ v)\n change y by (175)\n create clone of (_myself_ v)\n change x by (-180)\n change y by (-65)\n create clone of (_myself_ v)\n hide\n set [spikes v] to [0]\nend\nif <(level) = [6]> then\n go to x: (-170) y: (-144)\n create clone of (_myself_ v)\n change x by (90)\n change y by (45)\n create clone of (_myself_ v)\n change x by (90)\n change y by (48)\n create clone of (_myself_ v)\n change x by (90)\n change y by (48)\n create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n repeat (5)\n create clone of (_myself_ v)\n change x by (90)\n end\n hide\n set [spikes v] to [0]\nend\nif <(level) = [4]> then\n repeat (2)\n create clone of (_myself_ v)\n change x by (90)\n end\n change x by (90)\n repeat (2)\n create clone of (_myself_ v)\n change x by (90)\n end\n hide\n set [spikes v] to [0]\nend\n\n | double click green flag\n\nuse arrow keys to move or wasd\n\nmobile friendly\n\npress e to skip levels\n\n\navoid spinning spikes and spears |
Fearful Heights (A Non-generic Platformer) | @Stage\n\nwhen flag clicked\nhide variable [☁ score v]\n\nwhen I receive [next v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n switch backdrop to (level)\nend\n\n@Title\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (pixil-gif-drawing \(11\) v)\nwait (.25) seconds\nrepeat (10)\n go to [front v] layer\n wait (.03) seconds\n next costume\nend\nwait (1) seconds\nbroadcast (buttons v)\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\nset [pixelate v] effect to (500)\nrepeat (20)\n change [pixelate v] effect by (-25)\nend\n\nwhen flag clicked\nwait (.4) seconds\nstart sound [Clang v]\nwait (.2) seconds\nstart sound [Clang2 v]\nwait (.1) seconds\n\n@pixil-gif-drawing (10)\n\nwhen flag clicked\nshow\nset [pixelate v] effect to (500)\nrepeat (20)\n change [pixelate v] effect by (-25)\nend\n\nwhen flag clicked\nforever\n wait (.1) seconds\n next costume\nend\n\nwhen I receive [start v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to x: (0) y: (-141)\nhide\n\nwhen I receive [buttons v]\ngo to [front v] layer\nshow\nglide (.3) secs to x: (0) y: (-84)\nglide (.4) secs to x: (0) y: (-70)\nglide (.5) secs to x: (0) y: (-50)\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\n@Player Sprite\n\nwhen flag clicked\ngo to [front v] layer\nset size to (110) %\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nset rotation style [left-right v]\nshow\nforever\n go to (hitbox v)\nend\n\nwhen I receive [start v]\nforever\n if <(falling?) = [Yes]> then\n switch costume to (fall v)\n end\n if <<not <(STICK X) = [0]>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n set [walk? v] to [Yes]\n if <<(STICK X) > [.5]> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (90)\n end\n if <<(STICK X) < [-.5]> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (-90)\n end\n else\n if <not <(falling?) = [Yes]>> then\n set [walk? v] to [No]\n switch costume to (idle v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(walk?) = [Yes]> and <(falling?) = [No]>> then\n if <(costume [number v]) = [6]> then\n switch costume to (walk1 v)\n else\n next costume\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (land v)?> then\n set [falling? v] to [No]\n else\n set [falling? v] to [Yes]\n end\nend\n\n@Trampoline\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n wait until <touching (hitbox v)?>\n play sound [Boing v] until done\nend\n\n@Sparkle\n\nwhen I receive [start v]\nforever\n wait (pick random (0) to (.15)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (25)\ngo to (hitbox v)\nchange y by (pick random (-20) to (20))\nchange x by (pick random (-20) to (20))\nset size to (50) %\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Land\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n switch costume to (level)\n set [ghost v] effect to (100)\nend\n\n@DecorFront\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (level)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<touching (player sprite v)?> and <<<(level) = [1]> or <(level) = [3]>> or <(level) = [7]>>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Coin1\n\nwhen flag clicked\nforever\n wait (.1) seconds\n next costume\nend\n\nswitch costume to (pixil-gif-drawing \(9\)8 v)\n\nwhen flag clicked\nforever\n if <(collect) = [0]> then\n if <(level) = [3]> then\n show\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (139) y: (-87)\nset [collect v] to [0]\nset [brightness v] effect to (0)\nset [coins v] to [0]\nset size to (30) %\nwait until <touching (player sprite v)?>\nstart sound [Collect v]\nrepeat (5)\n change y by (2)\n change size by (2)\n change [brightness v] effect by (5)\nend\nrepeat (5)\n change y by (-4)\n change size by (-4)\n change [brightness v] effect by (5)\nend\nrepeat (5)\n change size by (-2)\nend\nhide\nchange [coins v] by (1)\nset [collect v] to [1]\n\n@Coin2\n\nwhen flag clicked\nforever\n wait (.1) seconds\n next costume\nend\n\nswitch costume to (pixil-gif-drawing \(9\)8 v)\n\nwhen flag clicked\nforever\n if <(collect2) = [0]> then\n if <(level) = [7]> then\n show\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-209) y: (-155)\nset [brightness v] effect to (0)\nset [collect2 v] to [0]\nset [coins v] to [0]\nset size to (30) %\nwait until <touching (player sprite v)?>\nstart sound [Collect v]\nrepeat (5)\n change y by (2)\n change size by (2)\n change [brightness v] effect by (5)\nend\nrepeat (5)\n change y by (-4)\n change size by (-4)\n change [brightness v] effect by (5)\nend\nrepeat (5)\n change size by (-2)\nend\nhide\nchange [coins v] by (1)\nset [collect2 v] to [1]\n\n@LandFront\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (7 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Kill\n\nwhen flag clicked\nforever\n switch costume to (level)\n if <(level) = [8]> then\n hide\n else\n show\n end\nend\n\n@MusicPlayer\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [Adv v] until done\n play sound [Adv2 v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Title v] until done\nend\n\nwhen I receive [end v]\nset [pitch v] effect to (100)\n\n@Coin3\n\nwhen flag clicked\nforever\n wait (.1) seconds\n next costume\nend\n\nswitch costume to (pixil-gif-drawing \(9\)8 v)\n\nwhen flag clicked\nforever\n if <(collect2) = [0]> then\n if <(level) = [6]> then\n show\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (3) y: (-150)\nset [brightness v] effect to (0)\nset [collect2 v] to [0]\nset [coins v] to [0]\nset size to (30) %\nwait until <touching (player sprite v)?>\nstart sound [Collect v]\nrepeat (5)\n change y by (2)\n change size by (2)\n change [brightness v] effect by (5)\nend\nrepeat (5)\n change y by (-4)\n change size by (-4)\n change [brightness v] effect by (5)\nend\nrepeat (5)\n change size by (-2)\nend\nhide\nchange [coins v] by (1)\nset [collect2 v] to [1]\n\n@pixil-frame-0 (70)\n\nwhen flag clicked\nhide\nswitch costume to (1n v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nwait (1) seconds\nif <(level) = [8]> then\n broadcast (bump v)\n switch costume to (1n v)\n show\n if <(coins) = [3]> then\n repeat (2)\n wait (2) seconds\n broadcast (bump v)\n next costume\n end\n wait (2) seconds\n broadcast (bump v)\n switch costume to (4g v)\n repeat (2)\n wait (2) seconds\n broadcast (bump v)\n next costume\n end\n wait (2) seconds\n broadcast (end v)\n else\n repeat (4)\n wait (2) seconds\n broadcast (bump v)\n next costume\n end\n end\nend\n\nwhen I receive [bump v]\nset [pitch v] effect to (pick random (-10) to (10))\nstart sound [rawr v]\nrepeat (10)\n change y by (2)\nend\nrepeat (2)\n change y by (-8)\nend\nchange y by (-4)\n\n@End\n\nwhen I receive [end v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nshow variable [☁ best time v]\nshow variable [☁ score v]\nset [☁ score v] to (timer)\nif <(☁ Score) < (☁ best time)> then\n set [☁ best time v] to (☁ Score)\nend\nforever\n wait (.5) seconds\n next costume\nend\n\nwhen flag clicked\nhide\nreset timer\nhide variable [☁ best time v]\nhide variable [☁ score v]\n\n@Turbo Mode Detector\n\nwhen flag clicked\nhide\nset [turbo v] to [0]\nforever\n change [turbo v] by (1)\nend\n\nwhen flag clicked\nforever\n wait (.125) seconds\n turbocheck\nend\n\ndefine turbocheck\nif <(turbo) > [100]> then\n show\n go to [front v] layer\n stop [all v]\nelse\n hide\nend\nset [turbo v] to [0]\n\n@Control Stick\n\nwhen flag clicked\nshow variable [mobile? v]\nset [myself v] to [Control Stick]\nset [max stick v] to [25]\ngo to x: (-186) y: (-127)\nswitch costume to (base v)\nset [ghost v] effect to (60)\nhide\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (.6))> then\n StickFunction\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine StickFunction\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (MAX STICK)> then\n move ((MAX STICK) - (STICK POWER)) steps\n set [stick power v] to (MAX STICK)\n end\n set [stick power v] to ((STICK POWER) / (MAX STICK))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen I receive [start v]\nif <(mobile?) = [1]> then\n show\n create clone of (_myself_ v)\nend\n\nwhen I receive [bump v]\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen flag clicked\n\nwhen I receive [intro v]\nhide variable [speedrunner? v]\nhide variable [mobile? v]\n\n@Hitbox\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen flag clicked\nforever\n if <(y position) > [-10]> then\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nhide variable [mobile? v]\nwait (.1) seconds\nset [ghost v] effect to (99)\nshow\ngo to x: (-222) y: (-80)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching (trampoline v)?> then\n set [mode v] to [jump]\n set [yv v] to [13]\n end\n if <(level) = [6]> then\n if <<(STICK Y) < [-.5]> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n change [yv v] by (-.25)\n else\n if <(yv) > [3]> then\n change [yv v] by (.25)\n else\n change [yv v] by (.75)\n end\n end\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Restart v)\n end\n if <key (r v) pressed?> then\n if <not <key (g v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n go to x: (-231) y: (-135)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n broadcast (Next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <touching (kill v)?>> then\n start sound [Bonk v]\n go to x: (-180) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(STICK X) < [-.5]> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<(STICK X) > [.5]> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching (land v)?> then\n change y by (-2)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (1)\n if <touching (land v)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<(STICK Y) > [.5]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (land v)?> then\n if <(yv) = [-3]> then\n if <<<(STICK X) > [.5]> or <(STICK X) < [-.5]>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(STICK Y) > [.5]>>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (land v)?>> then\n change y by (-1)\n if <not <touching (land v)?>> then\n change y by (-1)\n if <not <touching (land v)?>> then\n change y by (-1)\n if <not <touching (land v)?>> then\n change y by (-1)\n if <not <touching (land v)?>> then\n change y by (-1)\n if <not <touching (land v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching (land v)?> then\n change y by (-2)\n if <touching (land v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [player color v]\ngo to x: (-117) y: (-145)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nshow variable [mobile? v]\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [start v]\nhide\n\n | VOICELINE AUDITIONS- https://scratch.mit.edu/projects/763630453/\n-So, yeah, there's a few secrets to get the good ending and some pretty unique features, and one level is anti-gravity. I would've added a lot more, but I wanted to get this out by Halloween, and I ran out of time.\n-HOLY WHAT 4TH ON GAMES TRENDING??? THANK YOU ALL SO MUCH!!!\n-No advertising. :)\n\n----CONTROLS----\n-a, d, or left, right\nup arrow key only works for some reason\nuse down key in anti gravity to control yourself.\n\nShould I do a continuation? I think it has potential although was slightly rushed.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n... looking for cheats?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyou won't get any lol.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nfine.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nrickroll.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nok but seriously.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nyou need a hint?\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThe most difficult coin to find is in the level with the 3 floating islands. |
❤Save The Boba ❤ -platformer- | @Stage\n\nwhen I receive [save boba v]\nswitch backdrop to (68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f53746f7279496d6167652f5a516263624244577a5338436b513d3d2d3830353739323032362e3135643738656230386261343231646231303838373733 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nstart sound [dark cat - BUBBLE TEA \(feat v]\n\nforever\n\nwhen [space v] key pressed\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [boba stage 1 v]\nswitch backdrop to (what-is-pink-cloud v)\n\nswitch backdrop to (what-is-pink-cloud v)\n\nwhen I receive [hide v]\nswitch backdrop to (costume5 v)\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (speech_19 v)\nshow\n\nwhen I receive [save boba v]\nswitch costume to (speech_2 v)\ngo to [front v] layer\n\nwhen I receive [boba stage 1 v]\nhide\n\n@giphy\n\nwhen I receive [save boba v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (giphy v)\nrepeat (16)\n wait (0.1) seconds\n next costume\nend\nbroadcast (SAVE BOBA v)\n\n@giphy (2)\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen I receive [save boba v]\nshow\nforever\n next costume\nend\n\nwhen I receive [boba stage 1 v]\nhide\n\n@Bubble tea\n\nwhen I receive [think out of the box v]\nshow\ngo to x: (-214) y: (-124)\nforever\n if <touching (gold-coins-animated-gif v)?> then\n change [score v] by (15)\n repeat (10)\n wait (0.3) seconds\n start sound [Coin v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\nend\n\nwhen [up arrow v] key pressed\nrepeat (15)\n change y by (8)\nend\nrepeat until <touching (sprite3 v)?>\n change y by (-10)\nend\n\nwhen I receive [save boba v]\ngo to x: (1) y: (-57)\nset size to (100) %\ngo to [front v] layer\nshow\nrepeat (10)\n wait (0.2) seconds\n change size by (-10)\nend\nhide\nbroadcast (Boba stage 1 v)\n\nwhen I receive [boba stage 1 v]\ngo to x: (-214) y: (-124)\nset size to (45) %\nshow\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n change [level v] by (1)\n go to x: (-184) y: (-52)\n broadcast (Boba stage 2 v)\n forever\n if <touching (sprite4 v)?> then\n start sound [recording1 v]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [deaths v] to [0]\nset [score v] to [0]\nset [level v] to [0]\n\nwhen I receive [you lose to evel boba v]\nchange [deaths v] by (1)\ngo to x: (-214) y: (-124)\n\nwhen [p v] key pressed\nbroadcast (think out of the box v)\n\nwhen I receive [boba stage 2 v]\nforever\n if <touching (sprite4 v)?> then\n change [level v] by (1)\n go to x: (-184) y: (-52)\n broadcast (Stage 3 v)\n forever\n if <touching (sprite4 v)?> then\n start sound [recording1 v]\n end\n end\n end\nend\n\nwhen I receive [boba hit lava v]\ngo to x: (-214) y: (-124)\nchange [deaths v] by (1)\n\nwhen flag clicked\nforever\n if <(score) > (high score)> then\n set [high score v] to (score)\n end\nend\n\nwhen I receive [come out of the box v]\ngo to x: (-225) y: (-107)\n\nwhen I receive [stage 3 v]\nforever\n if <touching (sprite4 v)?> then\n go to x: (-214) y: (-124)\n broadcast (Stage 4 v)\n if <touching (sprite4 v)?> then\n start sound [recording1 v]\n end\n end\nend\n\nwhen I receive [hide v]\nforever\n hide\nend\n\nwhen flag clicked\n\nwhen I receive [boba stage 1 v]\nforever\n if <not <touching (sprite3 v)?>> then\n change y by (-3)\n end\nend\n\nwhen I receive [5 v]\ngo to x: (-184) y: (-91)\n\nwhen I receive [stage 4 v]\nchange [level v] by (1)\n\nwhen I receive [stage 3 v]\nchange [level v] by (1)\n\nwhen I receive [5 v]\nchange [level v] by (1)\n\nwhen I receive [7 v]\ngo to x: (-184) y: (-91)\n\nwhen I receive [7 v]\nchange [level v] by (1)\ngo to x: (-213) y: (160)\n\nwhen I receive [7 v]\ngo to x: (-214) y: (-124)\n\nwhen I receive [8 v]\nchange [level v] by (1)\ngo to x: (-222) y: (-106)\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\nend\n\nwhen I receive [12 v]\ngo to x: (-196) y: (-127)\n\nwhen [w v] key pressed\nrepeat (15)\n change y by (8)\nend\nrepeat until <touching (sprite3 v)?>\n change y by (-10)\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n change x by (-10)\n end\n if <key (d v) pressed?> then\n change x by (10)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (2) y: (-49)\nhide\n\nwhen I receive [boba stage 1 v]\nforever\n switch costume to (costume1 v)\n show\nend\n\nwhen I receive [boba stage 2 v]\nforever\n switch costume to (costume2 v)\nend\n\nwhen I receive [think out of the box v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (-49)\n\nwhen I receive [stage 3 v]\nforever\n go to x: (1) y: (18)\n switch costume to (costume3 v)\nend\n\nwhen I receive [come out of the box v]\nforever\n go to x: (1) y: (18)\n switch costume to (costume3 v)\nend\n\nwhen I receive [stage 4 v]\nforever\n switch costume to (costume4 v)\nend\n\nwhen I receive [5 v]\nforever\n switch costume to (costume5 v)\nend\n\nwhen I receive [stage 4 v]\nforever\n switch costume to (costume4 v)\nend\n\nwhen I receive [hide v]\nforever\n hide\nend\n\nwhen I receive [level 6 v]\nforever\n switch costume to (costume6 v)\nend\n\nwhen I receive [7 v]\nforever\n switch costume to (costume7 v)\nend\n\nwhen I receive [8 v]\nforever\n switch costume to (costume8 v)\nend\n\nwhen I receive [9 v]\nforever\n switch costume to (costume9 v)\nend\n\nwhen I receive [10 v]\nforever\n switch costume to (costume10 v)\nend\n\nwhen I receive [11 v]\nforever\n switch costume to (costume11 v)\nend\n\nwhen I receive [11 v]\nforever\n switch costume to (costume12 v)\nend\n\nwhen I receive [12 v]\n\nhide\n\nwhen I receive [12 v]\nforever\n switch costume to (costume13 v)\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (228) y: (-97)\nhide\n\nwhen I receive [boba stage 1 v]\nshow\n\nwhen I receive [think out of the box v]\nshow\ngo to x: (224) y: (-97)\nforever\n if <touching (bubble tea v)?> then\n broadcast (Come out of the box v)\n end\nend\n\nwhen I receive [stage 3 v]\ngo to x: (227) y: (110)\n\nwhen I receive [come out of the box v]\ngo to x: (227) y: (110)\n\nwhen I receive [stage 4 v]\nhide\n\ngo to x: (-214) y: (166)\n\nwhen I receive [5 v]\ngo to x: (216) y: (178)\n\nwhen I receive [hide v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [boba stage 2 v]\ngo to x: (74) y: (-169)\nshow\nforever\n glide (1) secs to x: (-30) y: (-166)\n wait (0.5) seconds\n glide (1) secs to x: (182) y: (-166)\nend\n\nwhen flag clicked\nforever\n if <touching (bubble tea v)?> then\n broadcast (YOu lose to evel boba v)\n end\nend\n\nwhen I receive [think out of the box v]\nhide\n\nwhen I receive [stage 3 v]\nhide\n\nwhen I receive [12 v]\nhide\n\nshow\n\n@christopher-haugen-coin-shine4\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\nforever\n next costume\nend\n\nwhen I receive [boba stage 1 v]\nshow\n\nset size to (20) %\n\nwhen I receive [boba stage 1 v]\nforever\n if <touching (bubble tea v)?> then\n change [score v] by (1)\n start sound [Coin v]\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (62) y: (-139)\n\nwhen I receive [boba stage 2 v]\nshow\nforever\n if <touching (bubble tea v)?> then\n change [score v] by (1)\n start sound [Coin v]\n hide\n end\nend\n\nwhen I receive [you lose to evel boba v]\nhide\n\nwhen I receive [think out of the box v]\nhide\n\nwhen I receive [stage 3 v]\nshow\ngo to x: (50) y: (23)\n\nwhen I receive [stage 4 v]\nshow\n\nwhen I receive [5 v]\nshow\nforever\n if <touching (bubble tea v)?> then\n change [score v] by (1)\n start sound [Coin v]\n hide\n end\nend\n\n@christopher-haugen-coin-shine2\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nhide\nforever\n next costume\nend\n\nwhen I receive [boba stage 1 v]\nshow\n\nset size to (20) %\n\nwhen I receive [boba stage 1 v]\nforever\n if <touching (bubble tea v)?> then\n change [score v] by (1)\n start sound [Coin v]\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-23) y: (-139)\n\nwhen I receive [think out of the box v]\nhide\n\nwhen I receive [stage 3 v]\nshow\n\nwhen I receive [stage 4 v]\nshow\n\nwhen I receive [5 v]\nforever\n if <touching (bubble tea v)?> then\n change [score v] by (1)\n start sound [Coin v]\n hide\n end\nend\n\nwhen I receive [8 v]\nshow\n\n@christopher-haugen-coin-shine3\n\nwhen flag clicked\nhide\nforever\n next costume\nend\n\nwhen I receive [boba stage 1 v]\nshow\n\nset size to (20) %\n\nwhen I receive [boba stage 1 v]\nforever\n if <touching (bubble tea v)?> then\n change [score v] by (1)\n hide\n start sound [Coin v]\n end\nend\n\nwhen flag clicked\ngo to x: (62) y: (-52)\n\nwhen I receive [think out of the box v]\nhide\n\nwhen I receive [stage 4 v]\nshow\n\nwhen I receive [hide v]\nhide\n\n@131980734-sweet-brown-sugar-bubble-milk-tea-or-boba-tea-in-plastic-cup-with-cute-smile-funny-cartoon-face-tren\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nchange [ghost v] effect by (250)\ngo to [front v] layer\n\n@gold-coins-animated-gif\n\nwhen flag clicked\nhide\n\nwhen I receive [think out of the box v]\nshow\nforever\n if <touching (bubble tea v)?> then\n hide\n change [score v] by (15)\n repeat (10)\n wait (0.3) seconds\n start sound [Coin v]\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [5 v]\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [stage 3 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (Boba hit lava v)\n end\nend\n\nwhen I receive [stage 4 v]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [think out of the box v]\nhide\n\nwhen I receive [come out of the box v]\nshow\n\nwhen I receive [5 v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (Boba hit lava v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [7 v]\nbroadcast (Boba fell lava 7 v)\n\nwhen I receive [8 v]\nswitch costume to (costume3 v)\n\nwhen I receive [9 v]\nswitch costume to (costume4 v)\n\nwhen I receive [10 v]\nswitch costume to (costume5 v)\n\nwhen I receive [11 v]\nswitch costume to (costume6 v)\n\nwhen I receive [11 v]\nswitch costume to (costume7 v)\n\nwhen I receive [12 v]\nforever\n switch costume to (costume8 v)\nend\n\nwhen I receive [12 v]\nswitch costume to (costume8 v)\n\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\nshow\nforever\n if <touching (bubble tea v)?> then\n hide\n start sound [Coin v]\n change [score v] by (30)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [stage 4 v]\nshow\ngo to x: (-214) y: (166)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (5 v)\n end\nend\n\nwhen I receive [5 v]\ngo to x: (199) y: (178)\nchange [level v] by (1)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (Level 6 v)\n end\nend\n\nwhen I receive [level 6 v]\nhide\n\ngo to x: (-204) y: (192)\nforever\n if <touching (bubble tea v)?> then\n broadcast (HIde v)\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\nshow\ngo to x: (-204) y: (192)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (7 v)\n hide\n end\nend\n\nwhen I receive [7 v]\n\ngo to x: (209) y: (168)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (HIde v)\n hide\n end\nend\n\nwhen I receive [7 v]\n\nwhen I receive [8 v]\n\ngo to x: (-204) y: (192)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (8 v)\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [7 v]\nshow\ngo to x: (-204) y: (192)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (8 v)\n end\nend\n\nwhen I receive [7 v]\n\nhide\n\nwhen I receive [8 v]\nchange [level v] by (1)\ngo to x: (209) y: (168)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (9 v)\n end\nend\n\nhide\n\nwhen I receive [9 v]\nchange [level v] by (1)\ngo to x: (209) y: (168)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (10 v)\n end\nend\n\nhide\n\nhide\n\nwhen I receive [11 v]\nhide\n\nwhen I receive [10 v]\nchange [level v] by (1)\ngo to x: (209) y: (168)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (11 v)\n end\nend\n\nwhen I receive [11 v]\ngo to x: (-201) y: (169)\n\nwhen flag clicked\ngo to x: (209) y: (168)\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (bubble tea v)?> then\n broadcast (YOu lose to evel boba v)\n end\nend\n\nwhen I receive [think out of the box v]\nhide\n\nwhen I receive [stage 3 v]\nhide\n\nwhen I receive [11 v]\ngo to x: (150) y: (21)\nshow\nforever\n glide (1.5) secs to x: (-96) y: (22)\n wait (0.5) seconds\n glide (1) secs to x: (150) y: (21)\nend\n\nwhen I receive [12 v]\nhide\n\nshow\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [11 v]\nshow\nforever\n forever\n if <touching (bubble tea v)?> then\n hide\n change [score v] by (20)\n end\n end\nend\n\n@Sprite12\n\nwhen I receive [11 v]\nshow\ngo to x: (-197) y: (163)\nchange [level v] by (1)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (12 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [7 v]\n\nhide\n\nhide\n\nwhen I receive [12 v]\nshow\ngo to x: (-17) y: (215)\nchange [level v] by (1)\nforever\n if <touching (bubble tea v)?> then\n start sound [recording1 v]\n broadcast (13 v)\n hide\n end\nend\n\ngo to x: (-123) y: (163)\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [7 v]\n\nhide\n\nhide\n\nwhen I receive [13 v]\nchange [level v] by (1)\ngo to x: (209) y: (168)\nforever\n broadcast (HIde v)\n hide\nend\n\n | ✨✨Save The Boba A Platformer✨✨\n-------------------------------------------------------------------------☆彡,。・:~:・゚✭,。・:~:・゚ ☆彡,。・:~:・゚✭,。・:~:・゚☆彡,。・:~:・゚\n!!!NOT DONE!!! I am adding more levels everyday so check in!\nHello and welcome to Save The Boba!!\nHow to play:\nRight arrow key or D to go right\nLeft arrow key or A to go left\nUp arrow key or W to jump\nGet to the boba to go to the next level\nThere are currently 12 levels\n\n\nEnjoy!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhat do you think would be down here?\n\n☆彡,。・:~:・゚✭,。・:~:・゚ ☆彡,。・:~:・゚✭,。・:~:・゚☆ |
My First Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [\[Trap\] - Going Quantum - Raw \[Monstercat Release\] v] until done\nend\n\n@Sprite4\n\nwhen I receive [showhomescreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nshow\n\n@Sprite1\n\ndefine Platform Gravity (gravity) Jump Height (jump height) Side Movement Speed (sms) Friction (friction) Slope (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching color (#00c31e)?> then\n repeat until <not <touching color (#00c31e)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((sms) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (sms)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching color (#00c31e)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching color (#00c31e)?> then\n change y by (Slope)\n repeat until <not <touching color (#00c31e)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\nwhen I receive [showhomescreen v]\nwait (2) seconds\nforever\n switch costume to ((1) + ((5) * (costumeClass)))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n switch costume to ((4) + ((5) * (costumeClass)))\n wait (0.5) seconds\n switch costume to ((5) + ((5) * (costumeClass)))\n wait (0.5) seconds\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to ((3) + ((5) * (costumeClass)))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to ((2) + ((5) * (costumeClass)))\n end\n if <key (q v) pressed?> then\n change [costumeclass v] by (-1)\n if <(costumeClass) = [-1]> then\n set [costumeclass v] to [3]\n end\n wait (0.5) seconds\n end\n if <key (e v) pressed?> then\n change [costumeclass v] by (1)\n if <(costumeClass) = [4]> then\n set [costumeclass v] to [0]\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [showhomescreen v]\nwait (2) seconds\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (0) y: (0)\nshow\nforever\n Platform Gravity [-1.3] Jump Height [15] Side Movement Speed [3] Friction [0.7] Slope [8]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [costumechanging v]\nforever\n switch costume to ((1) + ((5) * (costumeClass)))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to ((4) + ((5) * (costumeClass)))\n wait (0.5) seconds\n switch costume to ((5) + ((5) * (costumeClass)))\n wait (0.5) seconds\n end\n if <<key (right arrow v) pressed?> or <key (down arrow v) pressed?>> then\n switch costume to ((3) + ((5) * (costumeClass)))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to ((2) + ((5) * (costumeClass)))\n end\n if <key (q v) pressed?> then\n change [costumeclass v] by (-1)\n if <(costumeClass) = [-1]> then\n set [costumeclass v] to [3]\n end\n wait (0.5) seconds\n end\n if <key (e v) pressed?> then\n change [costumeclass v] by (1)\n if <(costumeClass) = [4]> then\n set [costumeclass v] to [0]\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [startplaying v]\nstop [other scripts in sprite v]\nwait (1) seconds\nbroadcast (costumeChanging v)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\ngo to x: (-200) y: (0)\nshow\nforever\n Platform Gravity [-1.3] Jump Height [15] Side Movement Speed [3] Friction [0.7] Slope [8]\nend\n\nwhen I receive [costumechanging v]\nforever\n if <<touching (_edge_ v)?> and <<(x position) = [230]> or <(x position) > [230]>>> then\n if <not <(backdrop [number v]) = [9]>> then\n next backdrop\n set x to (-230)\n end\n end\nend\n\nwhen I receive [costumechanging v]\nforever\n if <<touching color (#6e6e6e)?> or <touching color (#ff0000)?>> then\n set [y velocity v] to [0]\n if <(backdrop [number v]) = [6]> then\n go to x: (-230) y: (180)\n else\n if <(backdrop [number v]) = [3]> then\n go to x: (-230) y: (-20)\n else\n go to x: (-230) y: (-35)\n end\n end\n end\nend\n\nwhen I receive [costumechanging v]\nforever\n if <<touching (_edge_ v)?> and <<(y position) = [-170]> or <(y position) < [-170]>>> then\n set [y velocity v] to [0]\n if <(backdrop [number v]) = [6]> then\n go to x: (-230) y: (180)\n else\n if <(backdrop [number v]) = [3]> then\n go to x: (-230) y: (-20)\n else\n go to x: (-230) y: (-35)\n end\n end\n end\nend\n\nwhen flag clicked\nset [costumeclass v] to [0]\n\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching color (#00c31e)?> then\n repeat until <not <touching color (#00c31e)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((sms) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (sms)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching color (#00c31e)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching color (#00c31e)?> then\n change y by (Slope)\n repeat until <not <touching color (#00c31e)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (10) y: (70)\nhide\n\nwhen I receive [showhomescreen v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [startplaying v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [startplaying v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (70) y: (0)\nshow\n\nwhen I receive [showhomescreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-100)\nset [costumenumber v] to [0]\n\nwhen I receive [name v]\nshow\nrepeat (13)\n switch costume to ((13) - (costumeNumber))\n wait (pick random (0.1) to (0.2)) seconds\n change [costumenumber v] by (1)\nend\nwait (1) seconds\nbroadcast (showHomeScreen v)\n\nwhen I receive [showhomescreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [showhomescreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@part1\n\nwhen flag clicked\ngo to x: (240) y: (7)\nhide\n\nwhen I receive [part4 v]\nshow\nrepeat until <(round (x position)) = [-15]>\n change x by (((-15) - (x position)) / (20))\nend\nbroadcast (name v)\n\nwhen I receive [showhomescreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@part2\n\nwhen flag clicked\ngo to x: (-240) y: (17)\nhide\nwait (0.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change x by (((16) - (x position)) / (10))\n change [ghost v] effect by (-10)\nend\nbroadcast (part2 v)\nrepeat until <(round (x position)) = [16]>\n change x by (((16) - (x position)) / (10))\nend\n\nwhen I receive [showhomescreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@part3\n\nwhen I receive [part2 v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change y by (((-18) - (y position)) / (10))\n change [ghost v] effect by (-10)\nend\nrepeat until <(round (y position)) = [-18]>\n change y by (((-18) - (y position)) / (10))\nend\nbroadcast (part4 v)\n\nwhen flag clicked\ngo to x: (-29) y: (-180)\nhide\n\nwhen I receive [showhomescreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (75) y: (-15)\nhide\n\nwhen I receive [showhomescreen v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nbroadcast (startPlaying v)\n\nwhen I receive [startplaying v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite8\n\nwhen I receive [showhomescreen v]\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to x: (-130) y: (-40)\nhide\n\nwhen I receive [startplaying v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [startplaying v]\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\nend\n\n | Platformer Design\n-------------------------------------------------------------------------\n Updates\n-------------------------------------------------------------------------\n1.3 - Fixed another skin bug (sprite was not facing right when d was pressed)\n1.2 - Fixed Bug (Skin was reverting back to default skin when you pressed the play button)\n1.1 - New Skins (Transparent, Red, Orange and Blue)!!!\n1.0 - First Release. Contains Home Screen, my new logo and logo animation, game logo, approximately 10 levels, vector SVG graphics. 100% Scratch Sprite Editor (I love it so much!!!)\n-------------------------------------------------------------------------\n Controls\n-------------------------------------------------------------------------\n> WASD or Arrow Keys to Move\n> Be aware of spikes and lava\n> Collect Coins along the way (in an upcoming update)\n> Q and E keys to change skin\n-------------------------------------------------------------------------\n Overview\n-------------------------------------------------------------------------\nOK! Yeah Hi Everyone! Hope everyone is doing great! Welcome to my very first Platformer (and probably the worst one on Scratch). This is a concept. I might build a better, more solid software for a new platformer. Please provide feedback, as this is literally the first time I have EVER made a platformer on Scratch. The reason is because, I used to make platformers, but they always wouldn't be up to the standards which I wanted them to be, like good graphics, modern-looking gaming interface, etc. and moreover, the platformers which I did like like The Ninja Series by @Will_Wam and many other platformers had so much code that I couldn't understand it back then. But since everyone is making it, I decided to give it a shot and here is my shot at creating a simple platformer game, with a simple interface. Please like and love, would really appreciate those and also try and make your own platformer using this template!\n------------------------------------------------------------------------- |
The Dark Cave (a platformer sequel) ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ #all #timmccool | @Stage\n\nwhen flag clicked\nforever\n play sound [# v] until done\nend\n\nwhen flag clicked\nforever\n broadcast (scrolling b ground v)\nend\n\n@player\n\nwhen flag clicked\ngo to x: (159) y: (69)\n\nwhen I receive [scrolling b ground v]\nif <(paused) = [0]> then\n show\n change [y v] by (-1)\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.7)\n end\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (0.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-20]\n else\n set [x v] to [20]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-2)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [15]\n end\n change y by (2)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <<[-175] > (y position)> or <touching (figur7 v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-239) y: (0)\n end\n if <(x position) > [230]> then\n if <not <(Level) = [13]>> then\n set [x v] to [0]\n set [y v] to [0]\n broadcast (slide v)\n go to x: (-239) y: (0)\n hide\n end\n end\nend\n\nwhen I receive [scrolling b ground v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (60)\nelse\n set [ghost v] effect to (30)\nend\n\nwhen flag clicked\ngo to x: (-164) y: (-88)\npoint in direction (90)\nshow\nset [level v] to [0]\n\nwhen I receive [slide v]\nset [paused v] to [1]\nhide\nwait (0.5) seconds\nbroadcast (levelup v)\nwait (0.5) seconds\nchange [level v] by (1)\nwait (1.5) seconds\nset [paused v] to [0]\nshow\n\nwhen flag clicked\nforever\n switch costume to (kostüm1 v)\n if <key (up arrow v) pressed?> then\n repeat (10)\n next costume\n end\n end\nend\n\nwhen flag clicked\nset [paused v] to [1]\nhide\nwait (2) seconds\nset [paused v] to [0]\n\n@grass\n\ndefine Grass from (xpos1) to (xpos2)\nshow\ngo to x: (xpos1) y: (0)\npoint in direction (90)\nrepeat until <(x position) > (xpos2)>\n set size to (100) %\n switch costume to (pick random (1) to (5))\n create clone of (_myself_ v)\n change x by (20)\nend\nhide\n\nwhen I start as a clone\nshow\nGrass\nforever\n if <<touching (player v)?> or <touching (mouse-pointer v)?>> then\n Sway\n end\nend\n\ndefine Grass\nset [ghost v] effect to (50)\nif <touching (ground v)?> then\n repeat until <<not <touching (ground v)?>> or <touching (_edge_ v)?>>\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n change x by (-4)\nelse\n repeat until <touching (ground v)?>\n change y by (-5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n change y by (-10)\nend\n\ndefine Sway\nset [magnitude v] to (((xmotion) + (pick random (-15) to (5))) * (2))\nset [sway v] to [0]\nrepeat until <<[0] = (round ((Magnitude) * (2)))> or < and <([abs v] of (Magnitude) ) < ([abs v] of ((xmotion) * (2)) )>>>\n point in direction ((90) - (([sin v] of (sway) ) * (Magnitude)))\n change [sway v] by (-10)\n set [magnitude v] to ((0.9) * (Magnitude))\nend\n\n\n\ndefine flower at (xpos)\ngo to x: (xpos) y: (0)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [scrolling b ground v]\n\nwhen flag clicked\nbroadcast (start v)\n\nnew chain at [-14] [249]\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen I receive [start v]\nwait until <(Level) = [1]>\nGrass from [-245] to [216]\nwait until <(Level) = [2]>\nGrass from [-245] to [-28]\nwait until <(Level) = [3]>\nGrass from [-245] to [-180]\nGrass from [139] to [216]\n\nwhen I receive [start v]\nwait until <(Level) = [5]>\nGrass from [-245] to [-28]\nwait until <(Level) = [6]>\nGrass from [-245] to [215]\nwait until <(Level) = [8]>\nGrass from [-245] to [216]\nswitch backdrop to (bühnenbild3 v)\nwait until <(Level) = [9]>\nGrass from [-245] to [-44]\nwait until <(Level) = [10]>\nGrass from [-245] to [216]\n\nwhen flag clicked\nwait until <(Level) = [11]>\nGrass from [-245] to [216]\nwait until <(Level) = [12]>\nGrass from [-245] to [216]\nwait until <(Level) = [13]>\nGrass from [-245] to [216]\n\nwhen I receive [thumbnail v]\ndelete this clone\n\n@Figur7\n\nwhen flag clicked\nbroadcast (start v)\nhide\n\ndefine new saw at level (level) position (x) (y) type (type)\nif <(type) = [1]> then\n if <(Level) = (level)> then\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nelse\n if <(type) = [2]> then\n if <(Level) = (level)> then\n wait (0.1) seconds\n go to x: (x) y: (y)\n show\n forever\n if <(Level) = (level)> then\n repeat (60)\n change x by (5)\n turn right (15) degrees\n end\n repeat (60)\n change x by (-5)\n turn right (15) degrees\n end\n go to x: (x) y: (y)\n end\n end\n else\n if <(Level) = (level)> then\n wait (0.1) seconds\n forever\n if <(Level) = (level)> then\n show\n go to x: (x) y: (180)\n repeat (30)\n change y by (-10)\n turn right (15) degrees\n end\n go to x: (y) y: (-180)\n repeat (30)\n change y by (10)\n turn right (15) degrees\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n point in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.5))) + (90))\nend\n\nwhen I receive [levelup v]\nhide\ndelete this clone\n\nwhen flag clicked\nnew saw at level [2] position [32] [-148] type [1]\nnew saw at level [2] position [87] [-148] type [1]\nnew saw at level [2] position [142] [-148] type [1]\nnew saw at level [4] position [64] [141] type [1]\nnew saw at level [5] position [-20] [-132] type [1]\nnew saw at level [5] position [59] [-150] type [1]\nnew saw at level [5] position [109] [-150] type [1]\nnew saw at level [5] position [159] [-150] type [1]\nnew saw at level [5] position [209] [-150] type [1]\nnew saw at level [7] position [-33] [73] type [1]\nnew saw at level [7] position [59] [-135] type [3]\n\npoint in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.5))) + (90))\n\nwhen I receive [start v]\nwait until <(Level) = [8]>\nstop [other scripts in sprite v]\nnew saw at level [8] position [-129] [-143] type [2]\n\nwhen I receive [thumbnail v]\ndelete this clone\n\nwhen I receive [levelup v]\nnew saw at level [11] position [20] [-135] type [1]\n\nwhen I receive [levelup v]\nnew saw at level [9] position [104] [-179] type [1]\n\n@ground\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [ghost v] effect to (0)\n\nwhen I receive [scrolling b ground v]\ngo to [front v] layer\n\nwhen I receive [thumbnail v]\nswitch costume to (thumb v)\n\n@Figur3\n\nwhen flag clicked\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (14)\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\nswitch costume to (de v)\n\nwhen I receive [thumbnail v]\nswitch costume to (thumb v)\n\n@particle effects\n\nwhen I start as a clone\ngo to (player v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (60)\nswitch costume to (dot v)\nset size to (pick random (10) to (30)) %\nset [brightness v] effect to (0)\nset [cy2 v] to (pick random (20) to (30))\nset [cx1 v] to (pick random (-5) to (5))\nrepeat until <touching (_edge_ v)?>\n change x by (cx1)\n change y by (cy2)\n change [cy2 v] by (-2)\nend\ndelete this clone\n\nwhen I receive [levelup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\n@Figur5\n\nwhen flag clicked\nshow\nclear graphic effects\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [scrolling b ground v]\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I receive [slide v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Figur6\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (30)\n point in direction (90)\n forever\n point in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.01))) + (90))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (50)\n end\n end\nend\n\ndefine new chain at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nwait until <(Level) = [1]>\nnew chain at [-10] [213]\nnew chain at [20] [162]\nnew chain at [50] [127]\nnew chain at [80] [171]\nnew chain at [110] [222]\nwait until <(Level) = [2]>\nnew chain at [-154] [303]\nnew chain at [-183] [272]\nnew chain at [-217] [242]\nnew chain at [54] [157]\nnew chain at [94] [157]\nwait until <(Level) = [3]>\nnew chain at [-165] [193]\nnew chain at [-135] [252]\nnew chain at [-105] [223]\nnew chain at [74] [163]\nwait until <(Level) = [4]>\nnew chain at [-225] [280]\nnew chain at [-195] [240]\nnew chain at [-165] [220]\nnew chain at [-135] [250]\nnew chain at [-105] [220]\nnew chain at [-74] [240]\nnew chain at [-44] [230]\nnew chain at [-14] [270]\nnew chain at [130] [245]\nwait until <(Level) = [5]>\nnew chain at [-216] [227]\nwait until <(Level) = [6]>\nswitch backdrop to (bühnenbild2 v)\nnew chain at [-30] [213]\nnew chain at [20] [200]\nnew chain at [70] [213]\nwait until <(Level) = [7]>\nnew chain at [-221] [136]\nnew chain at [155] [72]\nwait until <(Level) = [8]>\nnew chain at [-10] [213]\nnew chain at [20] [162]\nnew chain at [50] [127]\nnew chain at [80] [171]\nnew chain at [110] [222]\nwait until <(Level) = [9]>\nnew chain at [-225] [280]\nnew chain at [-195] [240]\nnew chain at [-165] [220]\nnew chain at [-135] [250]\nnew chain at [-105] [220]\nnew chain at [-74] [240]\nnew chain at [-44] [230]\nnew chain at [-14] [270]\nnew chain at [96] [171]\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [levelup v]\nwait (0.5) seconds\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\n\n@Grunge\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (85)\nrepeat until <(timer) > [5]>\n\n@title\n\nwhen flag clicked\nhide\nset [ghost v] effect to (20)\n\n@glow\n\nwhen flag clicked\ngo to [back v] layer\nforever\n wait (0.7) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (random position v)\ngo to [back v] layer\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nrepeat (40)\n change [ghost v] effect by (-1)\nend\nrepeat (40)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\n@fog\n\nwhen flag clicked\nset [ghost v] effect to (90)\ngo to x: (10) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) = [-420]> then\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset x to (420)\nforever\n change x by (-1)\n if <(x position) = [10]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-420]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (90)\n\nwhen flag clicked\nset [title y change vl v] to [-10]\nforever\n repeat (50)\n change [title y change vl v] by (0.25)\n end\n repeat (50)\n change [title y change vl v] by (-0.25)\n end\nend\n\n@//📊 Scratch Analytics by @TimMcCool2\n\ndefine Send Data (payload)\nset [☁ to_host v] to (payload)\n\ndefine Encode (input)\nset [//output v] to []\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n switch costume to (join [=] (letter (i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\nwhen flag clicked\nwait (0.6) seconds\nEncode (join (username) (join [,] (join (current [hour v]) (join [,] []))))\nSend Data (//output)\n\n | The Dark Cave - a mobile platformer by @TimMcCool\nPlay in fullscreen\n\nHow to play:\nArrow keys or tap to move. Avoid saws and don't fall into holes. Complete all 13 levels!\n\n01/19/20 - shared\n\nCredits:\nArt - 100% by me in Scratch vector editor\nCoding - 95% by me\n- Thanks to @antiquark for the interactive grass engine\nMusic: The music is called "intimidation". I have it from that YouTube Video: https://www.youtube.com/watch?v=TrRL2pR4IoQ\nInspired by Limbo, @griffpatch_tutor, @--Explosion--, @antiquark, @Qalmar (@-Imagineer-) and many other scratchers |
Mega Man - Revenge of Plant Man -- PLATFORMER | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (4) seconds\nswitch backdrop to (backdrop3 v)\nset [brightness v] effect to (-100)\nset volume to (0) %\nstart sound [Mega Man 9 - Were the Robots \[SNES - MM7 style\] v]\nrepeat (20)\n change [brightness v] effect by (5)\n change volume by (5)\nend\nrepeat until <(START) = [1]>\nrepeat (10)\n change [brightness v] effect by (-10)\n change volume by (-10)\nend\nstop all sounds\nset [yeet v] to [0]\nrepeat (10)\n change volume by (10)\nend\nforever\n if <(yeet) = [1]> then\n play sound [Mega Man Star Force 3 - Rocket Emergency! \(FM\) v] until done\n else\n if <([costume # v] of [background v]) > [21]> then\n wait (1) seconds\n wait until <(TRANSITION) = [0]>\n play sound [Mega Man 5 Boss Music \(Arranged\) v] until done\n else\n play sound [Megaman 6 - Plant Man Stage v] until done\n end\n end\nend\n\nwhen I receive [darkmanfight v]\nwait (1) seconds\nstop all sounds\n\nwhen I receive [bossdie v]\nrepeat (10)\n change volume by (-10)\nend\nwait (3.5) seconds\nset [yeet v] to [1]\nstop all sounds\n\nwhen I receive [die v]\nset volume to (0) %\nwait (2) seconds\nstop all sounds\nset volume to (100) %\n\nforever\n\nwhen I receive [end v]\nstop all sounds\nrepeat (20)\n change volume by (5)\nend\n\nwait (1) seconds\n\n@Sprite1\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [start v] to [0]\nwait until <<key (any v) pressed?> or <mouse down?>>\nset [start v] to [1]\nstart sound [Mega Man 5 SFX \(5\) v]\n\n@SFX\n\nwhen flag clicked\nhide\n\nwhen I receive [player start v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (2)\n wait (.2) seconds\n show\n wait (.2) seconds\n hide\nend\n\n@ground\n\nwhen I receive [player start v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [checkpoint # v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nhide\n\nwhen I receive [nextsectiom v]\nnext costume\n\nwhen I receive [die v]\nif <(CHECKPOINT #) = [0]> then\n switch costume to (costume1 v)\nend\nif <(CHECKPOINT #) = [1]> then\n switch costume to (costume8 v)\nend\nif <(CHECKPOINT #) = [2]> then\n switch costume to (costume13 v)\nend\n\nwhen flag clicked\nforever\n wait until <(costume [number v]) = [16]>\n broadcast (BOSSFIGHT v)\n wait until <not <(costume [number v]) = [16]>>\nend\n\nwhen I receive [gemini die v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [teleportin v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [teleportin v]\nif <(CHECKPOINT #) = [0]> then\n switch costume to (costume1 v)\nend\nif <(CHECKPOINT #) = [1]> then\n switch costume to (costume8 v)\nend\nif <(CHECKPOINT #) = [2]> then\n switch costume to (costume13 v)\nend\n\nwhen I receive [sectionup v]\nnext costume\n\nwhen I receive [sectiondown v]\nswitch costume to ((costume [number v]) + (-1))\n\nwhen I receive [sectiondownprogress v]\nnext costume\n\nwhen I receive [darkmanfight v]\nstart sound [Mega Man 5 SFX \(15\) v]\nswitch costume to (costume21 v)\n\nbroadcast (NextSectiom v)\n\nset [checkpoint # v] to [2]\n\n@teleport\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nswitch costume to (sheor v)\ngo to x: (-210) y: (300)\nset size to (200) %\nrepeat (1)\n create clone of (_myself_ v)\nend\nwait (.5) seconds\ngo to x: (-210) y: (-120)\nstart sound [Mega Man 5 SFX \(2\) v]\nswitch costume to (pwor v)\ncreate clone of (_myself_ v)\nswitch costume to (pwoer v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [1]> then\n repeat (14)\n change y by (-20)\n end\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n repeat (7)\n change size by (30)\n end\n delete this clone\n else\n repeat (7)\n change size by (20)\n end\n delete this clone\n end\nend\n\nwhen I receive [bossdie v]\nwait (3) seconds\nstart sound [Mega Man 5 SFX \(31\) v]\nswitch costume to (sheor v)\nset size to (200) %\ngo to (animations v)\nshow\nrepeat (18)\n change y by (20)\nend\nhide\n\n@hitbox\n\ndefine Walk (direction) (speed)\nif <(CanMove?) = [1]> then\n point in direction (direction)\n change x by ((0) - (speed))\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <<not <touching (ground v)?>> and <not <<touching (rush coil v)?> and <(ON RUSH) = [1]>>>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <(slope) = [8]> then\n change x by (speed)\n change y by ((0) - (slope))\n end\nend\n\nwhen flag clicked\nwait until <(Health) < [1]>\nstop [other scripts in sprite v]\nbroadcast (game over v)\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n if <<(CanMove?) = [1]> and <(TRANSITION) = [0]>> then\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n end\nend\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen flag clicked\nset volume to (60) %\nset [frame v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(editmode>) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\n\nchange [scroll x v] by (10)\n\nwhen I receive [teleportin v]\ngo to x: (-210) y: (-78)\nset [ghost v] effect to (100)\nshow\nset [canmove? v] to [0]\nset [scroll x v] to [0]\nwait (1) seconds\nset [canmove? v] to [1]\nstart sound [Mega Man 5 SFX \(2\) v]\n\nwhen flag clicked\nset [canmove? v] to [0]\n\nforever\n if <key (r v) pressed?> then\n go to x: (0) y: (-120)\n set [speed y v] to [0]\n broadcast (Teleportin v)\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nset size to (150) %\nset [speed v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [speed v] to [-4]\n end\n if <key (right arrow v) pressed?> then\n set [speed v] to [-4]\n end\nend\n\nwhen I receive [die v]\nset [ghost v] effect to (100)\nset [speed v] to [1]\nwait (1) seconds\nset [ghost v] effect to (99)\n\nforever\n if <(slope) = [8]> then\n change [scroll x v] by ((0) - ((speed) * (2)))\n change y by (((0) - (slope)) * (2))\n set [slope v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\nset [scroll stop v] to [-1079]\n\ndefine Tick <<> <^> <>>\nif <(CanMove?) = [1]> then\n if <(CLIMBING ON LADDER) = [0]> then\n change [speed y v] by (-1)\n change y by (speed y)\n end\n Touch Ground <(speed y) > [0]>\n if <<> then\n point in direction (-90)\n change [speed x v] by (-3)\n end\n if <>> then\n point in direction (90)\n change [speed x v] by (3)\n end\n set [speed x v] to ((speed x) * (0.7))\n Walk (direction) ((speed x) * (-1))\n if <<^> and <(falling?) < [3]>> then\n set [speed y v] to [13]\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n if <(CLIMBING ON LADDER) = [0]> then\n change [speed y v] by (-1)\n end\n if <(CLIMBING ON LADDER) = [1]> then\n change y by (-6)\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(CLIMBING ON LADDER) = [1]> then\n change y by (6)\n end\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <<not <touching (ground v)?>> and <not <<touching (rush coil v)?> and <(ON RUSH) = [1]>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nset y to (0)\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwait (4) seconds\nset [canmove? v] to [1]\nstart sound [Mega Man 5 SFX \(2\) v]\n\ndefine Do (what?)\n\nif <(CanMove?) = [1]> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (run1 v)\n wait (0.1) seconds\n switch costume to (run2 v)\n wait (0.1) seconds\n switch costume to (run3 v)\n wait (0.1) seconds\n switch costume to (run4 v)\n wait (0.1) seconds\n end\n end\n if <(what?) = [GunRun]> then\n if <not <(dead:) = [1]>> then\n switch costume to (gunrun1 v)\n wait (0.1) seconds\n switch costume to (gunrun2 v)\n wait (0.1) seconds\n switch costume to (gunrun3 v)\n wait (0.1) seconds\n switch costume to (gunrun4 v)\n wait (0.1) seconds\n end\n end\nend\n\ndefine Touch Ground <up?>\n\ngo to x: (-172) y: (-81)\n\nchange x by (1)\n\nwhen flag clicked\n\nforever\n if <<<key (down arrow v) pressed?> and <(falling?) < [1]>> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n repeat (5)\n move (5) steps\n end\n wait (.2) seconds\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <<(x position) > [238]> and <not <([costume # v] of [ground v]) > [19]>>>\n broadcast (NextSectiom v)\n set x to (-220)\nend\n\nwhen flag clicked\n\nwhen I receive [knockback v]\nrepeat (3)\n Walk [90] [15]\nend\nrepeat (3)\n Walk [90] [8]\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <(y position) < [-166]>\n if <<([costume # v] of [background v]) = [8]> or <([costume # v] of [background v]) = [9]>> then\n broadcast (sectiondownprogress v)\n set y to (140)\n else\n if <<([costume # v] of [background v]) = [6]> or <([costume # v] of [background v]) = [7]>> then\n broadcast (sectiondown v)\n set y to (140)\n else\n broadcast (die v)\n wait (5) seconds\n end\n end\nend\n\nTick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n\nwhen I receive [gemini die v]\nset [canmove? v] to [0]\n\nbroadcast (NextSectiom v)\nset y to (166)\nset x to (-220)\n\nwhen flag clicked\nforever\n if <touching (ladder v)?> then\n set [climbing on ladder v] to [1]\n else\n set [climbing on ladder v] to [0]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <(y position) > [173]>\n if <<([costume # v] of [background v]) = [5]> or <<([costume # v] of [background v]) = [6]> or <([costume # v] of [background v]) = [7]>>> then\n broadcast (sectionup v)\n set y to (-140)\n end\nend\n\nwhen I receive [teleportin v]\nforever\n wait until <(falling?) > [0]>\n wait until <(falling?) < [1]>\n start sound [Mega Man 5 SFX \(5\) v]\nend\n\nwhen I receive [rushjump v]\nset [speed y v] to [25]\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nwait (.4) seconds\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nwhen flag clicked\n\nwait (1) seconds\nforever\n if <<(x position) < [-178]> and <([costume # v] of [background v]) > [22]>> then\n set x to (-135)\n end\nend\n\nwhen I receive [bossdie v]\nwait (1) seconds\nstop [other scripts in sprite v]\nwait (2) seconds\nhide\n\n@hpbar\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <(HEALTH) > [14]>\n broadcast (die v)\n wait (1) seconds\n broadcast (1stHalf v)\n set [health v] to [1]\nend\n\nbroadcast (die v)\n\nwhen flag clicked\nrepeat (10)\n set [health v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [player start v]\nshow\n\nwhen I receive [take dmg v]\nrepeat (3)\n set [brightness v] effect to (100)\n wait (.2) seconds\n clear graphic effects\n wait (.2) seconds\nend\n\nwhen I receive [gemini die v]\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\npoint in direction (0)\ngo to x: (-209) y: (91)\nclear graphic effects\nset size to (200) %\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n switch costume to (HEALTH)\nend\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nwait (4) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [player start v]\nwait (2.5) seconds\nhide\nwait (18) seconds\nshow\n\n@background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nset size to (100) %\ngo to [back v] layer\nset [brightness v] effect to (-100)\nshow\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (0) seconds\nrepeat until <(START) = [1]>\n wait (.4) seconds\n switch costume to (costume2 v)\n wait (.4) seconds\n switch costume to (costume1 v)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\n change volume by (-10)\nend\nswitch costume to (s1 v)\nset size to (150) %\nstop all sounds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (player start v)\nwait (1) seconds\nbroadcast (Teleportin v)\n\nwhen I receive [nextsectiom v]\nset [sectiondirecˇion v] to [r]\nset [transition v] to [1]\ncreate clone of (_myself_ v)\nchange x by (999)\nnext costume\nrepeat (10)\n change x by (-40)\nend\nset x to (0)\nwait (.19) seconds\nif <(costume [number v]) = [22]> then\n switch costume to (bossroom2 v)\n broadcast (DARKMANFIGHT v)\nend\nset [transition v] to [0]\n\nwhen I start as a clone\nif <(SECTIONDIRECˇION) = [r]> then\n repeat (10)\n change x by (-40)\n end\n delete this clone\nelse\n if <(SECTIONDIRECˇION) = [u]> then\n repeat (8)\n change y by (-40)\n end\n delete this clone\n else\n repeat (8)\n change y by (40)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nset [transition v] to [0]\n\nwhen I receive [teleportin v]\nif <(CHECKPOINT #) = [0]> then\n switch costume to (s1 v)\nend\nif <(CHECKPOINT #) = [1]> then\n switch costume to (s10 v)\nend\nif <(CHECKPOINT #) = [2]> then\n switch costume to (s15 v)\nend\n\nwhen I receive [sectionup v]\nset [sectiondirecˇion v] to [u]\nset [transition v] to [1]\ncreate clone of (_myself_ v)\nchange y by (999)\nnext costume\nrepeat (8)\n change y by (-40)\nend\nset y to (0)\nset [transition v] to [0]\n\nwhen I receive [sectiondown v]\nset [sectiondirecˇion v] to [d]\nset [transition v] to [1]\ncreate clone of (_myself_ v)\nchange y by (-999)\nswitch costume to ((costume [number v]) + (-1))\nrepeat (8)\n change y by (40)\nend\nset [transition v] to [0]\nset y to (0)\n\nwhen I receive [sectiondownprogress v]\nset [sectiondirecˇion v] to [d]\nset [transition v] to [1]\ncreate clone of (_myself_ v)\nchange y by (-999)\nnext costume\nrepeat (8)\n change y by (40)\nend\nset y to (0)\nset [transition v] to [0]\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nwait (4) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [smash v]\nrepeat (3)\n change y by (5)\n wait (0) seconds\n change y by (-5)\n wait (0) seconds\nend\nrepeat (3)\n change y by (2)\n wait (0) seconds\n change y by (-2)\n wait (0) seconds\nend\n\n@animations\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (idle v)\nset size to (200) %\nset size to (150) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nset volume to (100) %\nhide\n\nwhen I receive [die v]\nwait (0) seconds\nhide\nset [canmove? v] to [0]\ndeath\nswitch costume to (idle v)\nbroadcast (Teleportin v)\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(CanMove?) = [1]> then\n if <(CLIMBING ON LADDER) = [1]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n switch costume to (climb2 v)\n wait (.1) seconds\n switch costume to (climb1 v)\n wait (.1) seconds\n else\n switch costume to (climb1 v)\n end\n else\n if <([falling? v] of [hitbox v]) > [0]> then\n if <(using gun?) = [1]> then\n switch costume to (jumpgun v)\n else\n switch costume to (jump v)\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(using gun?) = [1]> then\n Do [GunRun]\n else\n Do [Walk]\n end\n end\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n if <(using gun?) = [1]> then\n switch costume to (idlegun v)\n else\n if <<key (down arrow v) pressed?> and <not <(Scroll X) < (SCROLL STOP)>>> then\n switch costume to (swipe v)\n if <(direction) = [-90]> then\n repeat (3)\n change [scroll x v] by ((speed) / (-3))\n end\n repeat (3)\n change [scroll x v] by ((speed) / (-5))\n end\n repeat (2)\n change [scroll x v] by ((speed) / (-8))\n end\n else\n repeat (3)\n change [scroll x v] by ((speed) / (3))\n end\n repeat (3)\n change [scroll x v] by ((speed) / (5))\n end\n repeat (2)\n change [scroll x v] by ((speed) / (8))\n end\n end\n switch costume to (idle v)\n wait (.2) seconds\n else\n switch costume to (idle v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine Do (what?)\nif <(CanMove?) = [1]> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n switch costume to (run1 v)\n wait (0.1) seconds\n switch costume to (run2 v)\n wait (0.1) seconds\n switch costume to (run3 v)\n wait (0.1) seconds\n switch costume to (run4 v)\n wait (0.1) seconds\n end\n end\n if <(what?) = [GunRun]> then\n if <not <(dead:) = [1]>> then\n switch costume to (gunrun1 v)\n wait (0.1) seconds\n switch costume to (gunrun2 v)\n wait (0.1) seconds\n switch costume to (gunrun3 v)\n wait (0.1) seconds\n switch costume to (gunrun4 v)\n wait (0.1) seconds\n end\n end\nend\n\nwhen flag clicked\nset volume to (60) %\nset [frame v] to [0]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(editmode>) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\n\nforever\n if <(slope) = [8]> then\n change [scroll x v] by ((0) - ((speed) * (2)))\n change y by (((0) - (slope)) * (2))\n set [slope v] to [0]\n end\nend\n\nchange [scroll x v] by (10)\n\nwhen I receive [teleportin v]\nif <not <(Health) > [15]>> then\n set [health v] to [1]\n go to x: (0) y: (-120)\n hide\n set [canmove? v] to [0]\n set [scroll x v] to [0]\n wait (1) seconds\n set [canmove? v] to [1]\n set [ghost v] effect to (100)\n show\n start sound [Mega Man 5 SFX \(4\) v]\n repeat (3)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n set [ghost v] effect to (100)\n end\n wait (.2) seconds\n clear graphic effects\nend\n\nwhen flag clicked\n\nforever\n if <key (r v) pressed?> then\n go to x: (0) y: (-120)\n set [speed y v] to [0]\n broadcast (Teleportin v)\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<<<(CanMove?) = [1]> and <(TRANSITION) = [0]>> and <(CLIMBING ON LADDER) = [0]>> and <<key (space v) pressed?> or <mouse down?>>> then\n set [hold v] to [0]\n create clone of (_myself_ v)\n start sound [Mega Man 5 SFX \(20\) v]\n repeat until <<(hold) > [19]> or <<not <key (space v) pressed?>> and <not <mouse down?>>>>\n change [hold v] by (1)\n end\n if <(hold) > [19]> then\n repeat until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n set [brightness v] effect to (100)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\n set [hold v] to [40]\n create clone of (_myself_ v)\n start sound [Mega Man 5 SFX \(21\) v]\n wait (.02) seconds\n else\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\nend\n\nwhen I start as a clone\nif <not <(costume [number v]) = [18]>> then\n if <(hold) = [40]> then\n set [x v] to [5]\n switch costume to (shot1 v)\n repeat (10)\n repeat (3)\n change [x v] by (1)\n next costume\n move (x) steps\n end\n switch costume to (shot1 v)\n end\n delete this clone\n end\n switch costume to (laser v)\n repeat (12)\n move (20) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nset size to (150) %\nset [speed v] to [1]\nforever\n if <(CanMove?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n set [speed v] to [-4]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n set [speed v] to [-4]\n end\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-12))\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [18]> then\n go to [front v] layer\n show\n repeat (10)\n move (5) steps\n end\n repeat (5)\n move (3) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [18]> then\n forever\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\nend\n\ndefine death\nstart sound [Mega Man 5 SFX \(7\) v]\nswitch costume to (death v)\npoint in direction (0)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\npoint in direction (90)\nwait (2) seconds\n\nwhen I start as a clone\nwait until <touching (_edge_ v)?>\ndelete this clone\n\nchange [color v] effect by (25)\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nrepeat (1)\n set [brightness v] effect to (50)\n wait (.2) seconds\n clear graphic effects\n wait (.2) seconds\nend\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nwhen flag clicked\nforever\n\nwhen I receive [blink v]\nrepeat (3)\n set [brightness v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\nend\n\nwhen flag clicked\nset [section at v] to [1]\n\nwhen I receive [intro over v]\nrepeat (10)\n show\nend\n\nif <not <(Health) > [15]>> then\n\nif <(CanMove?) = [1]> then\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset [takingdmg v] to [0]\nforever\n\nbroadcast (TAKE DMG v)\n\nwhen I receive [take dmg v]\nif <(costume [number v]) < [14]> then\n repeat (10)\n switch costume to (takedmg v)\n end\nend\n\nwhen I receive [bossdie v]\nwait (1) seconds\nstop [other scripts in sprite v]\nwait (2) seconds\nhide\n\nbroadcast (die v)\n\n@ladder\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nhide\n\nwhen I receive [teleportin v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [nextsectiom v]\nnext costume\n\nwhen I receive [sectionup v]\nnext costume\n\nwhen I receive [sectiondown v]\nswitch costume to ((costume [number v]) + (-1))\n\nwhen I receive [sectiondownprogress v]\nnext costume\n\nwhen I receive [teleportin v]\nif <(CHECKPOINT #) = [0]> then\n switch costume to (costume1 v)\nend\nif <(CHECKPOINT #) = [1]> then\n switch costume to (costume8 v)\nend\nif <(CHECKPOINT #) = [2]> then\n switch costume to (costume13 v)\nend\n\n@effects\n\nwhen flag clicked\ngo to x: (0) y: (-100)\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\nwait (0) seconds\nshow\nforever\n go to [back v] layer\n repeat (5)\n change y by (10)\n end\n repeat (5)\n change y by (6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-3)\n end\n repeat (5)\n change y by (-6)\n end\n repeat (5)\n change y by (-10)\n end\nend\n\nwhen I receive [player start v]\nhide\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to (random position v)\nset y to (-999)\nrepeat (10)\n change y by (10)\n turn right (15) degrees\nend\nrepeat (10)\n change y by (10)\n change [ghost v] effect by (10)\n turn right (15) degrees\nend\ndelete this clone\n\nwhen flag clicked\nwait (.02) seconds\nrepeat until <(START) = [1]>\n wait (.05) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n repeat (2)\n change x by (5)\n end\n repeat (2)\n change x by (3)\n end\n repeat (2)\n change x by (-3)\n end\n repeat (2)\n change x by (-5)\n end\n repeat (2)\n change x by (-3)\n end\n repeat (2)\n change x by (-5)\n end\n repeat (2)\n change x by (5)\n end\n repeat (2)\n change x by (3)\n end\nend\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nwait (4) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\ngo [backward v] (55) layers\n\n@deathtrap\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nhide\n\nwhen I receive [teleportin v]\n\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nwait (1) seconds\nforever\n wait until <touching (hitbox v)?>\n broadcast (die v)\n wait (10) seconds\nend\n\nwhen I receive [teleportin v]\nswitch costume to (costume1 v)\n\nwhen I receive [sectiondown v]\nswitch costume to ((costume [number v]) + (-1))\n\nwhen I receive [sectiondownprogress v]\nnext costume\n\nwhen I receive [sectionup v]\nnext costume\n\nwhen I receive [nextsectiom v]\nnext costume\n\n@Plant Man\n\nwhen flag clicked\nset [barrierup? v] to [0]\nhide\nwait (1) seconds\n\nwhen I receive [darkmanfight v]\ngo to x: (130) y: (-79)\nswitch costume to (plant1 v)\npoint in direction (90)\nset rotation style [left-right v]\nshow\nwait (.5) seconds\nset [transition v] to [1]\nbroadcast (ret###ded speech v)\nrepeat until <(TRANSITION) = [0]>\n switch costume to (plant1 v)\n wait (.2) seconds\n switch costume to (plant3 v)\n wait (.2) seconds\nend\nrepeat until <([costume # v] of [boss hp v]) > [14]>\n switch costume to (plant2 v)\n set [barrierup? v] to [1]\n repeat (4)\n set [proj x v] to (x position)\n set [proj y v] to ((y position) + (32))\n set [proj direction v] to [0]\n set [projectile name v] to [plant]\n broadcast (CREATE PROJECTILE v)\n wait (.15) seconds\n end\n wait (.8) seconds\n start sound [Mega Man 6 SRX \(63\) v]\n switch costume to (plant4 v)\n set [barrierup? v] to [0]\n wait (.5) seconds\n switch costume to (jump v)\n set [y v] to [0]\n repeat (12)\n change y by (y)\n change [y v] by (1)\n end\n repeat until <(y position) < [-79]>\n change y by (y)\n change [y v] by (-2)\n end\n set y to (-79)\n start sound [Mega Man 5 SFX \(2\) v]\n switch costume to (plant2 v)\n wait (.1) seconds\n switch costume to (plant1 v)\n repeat (8)\n switch costume to (plant7 v)\n move (-15) steps\n wait (.1) seconds\n move (-15) steps\n switch costume to (plant6 v)\n wait (.1) seconds\n end\n turn right (180) degrees\nend\n\nwhen I receive [darkmanfight v]\nwait (3) seconds\nwait until <([costume # v] of [boss hp v]) > [14]>\nbroadcast (BOSSDIE v)\nstop [other scripts in sprite v]\nhide\ndeath\nwait (4) seconds\n\nwhen I receive [darkmanfight v]\nwait (2) seconds\nforever\n if <<(BARRIERUP?) = [0]> and <touching color (#fcd8a8)?>> then\n broadcast (BossDMG v)\n set [brightness v] effect to (50)\n wait (.2) seconds\n clear graphic effects\n wait (.2) seconds\n end\nend\n\ndefine death\nstart sound [Mega Man 5 SFX \(7\) v]\npoint in direction (0)\nrepeat (3)\n switch costume to (death v)\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n point in direction (90)\n wait (.4) seconds\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n go to [front v] layer\n show\n repeat (40)\n move (5) steps\n end\n repeat (25)\n move (3) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n repeat (10)\n wait (.2) seconds\n switch costume to (death2 v)\n wait (.2) seconds\n switch costume to (death v)\n end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [darkmanfight v]\nwait (1) seconds\nforever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (1)\n broadcast (TAKE DMG v)\n wait (.5) seconds\nend\n\nset [barrierup? v] to [0]\n\n@Sprite2\n\nwhen I receive [take dmg v]\ngo to [front v] layer\nset size to (150) %\ngo to (animations v)\nshow\nrepeat (2)\n wait (.1) seconds\n set [ghost v] effect to (30)\n wait (.1) seconds\n set [ghost v] effect to (100)\nend\nhide\n\nwhen flag clicked\nhide\n\nbroadcast (TAKE DMG v)\n\nwhen I receive [bossdmg v]\ngo to [front v] layer\nset size to (200) %\ngo to (plant man v)\nshow\nrepeat (2)\n wait (.1) seconds\n set [ghost v] effect to (20)\n wait (.1) seconds\n set [ghost v] effect to (100)\nend\nhide\n\n@boss hp\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [darkmanfight v]\nwait (1) seconds\ngo to x: (-150) y: (91)\nshow\nset [color v] effect to (80)\nset [brightness v] effect to (0)\nswitch costume to (hpbar15 v)\nrepeat (14)\n start sound [Mega Man 5 SFX \(16\) v]\n switch costume to ((costume [number v]) + (-1))\nend\n\nwhen I receive [bossdmg v]\nrepeat (3)\n set [brightness v] effect to (100)\n wait (.1) seconds\n set [color v] effect to (80)\n set [brightness v] effect to (0)\n wait (.1) seconds\nend\n\nwhen I receive [bossdmg v]\nnext costume\n\nwhen I receive [die v]\nhide\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nwait (4) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Projectiles\n\nwhen flag clicked\nset size to (150) %\nhide\n\nwhen I receive [create projectile v]\nif <(clone) = [0]> then\n switch costume to (PROJECTILE NAME)\n go to x: (PROJ X) y: (PROJ Y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nshow\n\nwhen I start as a clone\nif <(costume [number v]) = [13]> then\n point in direction (90)\n set rotation style [left-right v]\n glide (1) secs to x: (-211) y: (169)\n delete this clone\nend\nif <(costume [number v]) = [15]> then\n point in direction (PROJ DIRECTION)\n set rotation style [all around v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (10) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [12]> then\n point in direction (PROJ DIRECTION)\n set rotation style [all around v]\n start sound [Mega Man 5 SFX \(50\) v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (5) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [8]> then\n set [y v] to [0]\n point in direction (90)\n repeat until <<touching (ground v)?> or <touching (hitbox v)?>>\n change y by (Y)\n change [y v] by (-.4)\n end\n start sound [Mega Man 5 SFX \(11\) v]\n switch costume to (expl1 v)\n repeat (2)\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (10) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (10) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (4)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n set rotation style [left-right v]\n start sound [Mega Man 6 SRX \(63\) v]\n repeat (48)\n turn right (15) degrees\n move (10) steps\n end\n point towards (animations v)\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (10) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [nextsectiom v]\nwait (.05) seconds\nif <([costume # v] of [ground v]) = [2]> then\n Create Enemy [fly] [131] [15]\nend\nif <([costume # v] of [ground v]) = [9]> then\n Create Enemy [colton] [77] [-61]\n wait (.02) seconds\n Create Enemy [colton] [184] [-13]\nend\nif <([costume # v] of [ground v]) = [10]> then\n Create Enemy [fly] [42] [135]\nend\nif <([costume # v] of [ground v]) = [11]> then\n Create Enemy [colton] [57] [36]\nend\nif <([costume # v] of [ground v]) = [12]> then\n Create Enemy [colton] [24] [37]\n wait (.02) seconds\n Create Enemy [slam] [186] [-77]\nend\nif <([costume # v] of [ground v]) = [13]> then\n Create Enemy [fly] [-73] [112]\n wait (.02) seconds\n Create Enemy [fly] [73] [112]\nend\nif <([costume # v] of [ground v]) = [14]> then\n Create Enemy [colton] [37] [10]\nend\nif <([costume # v] of [ground v]) = [15]> then\n Create Enemy [slam] [64] [-74]\nend\nif <([costume # v] of [ground v]) = [18]> then\n Create Enemy [slam] [110] [-52]\n wait (.02) seconds\n Create Enemy [fly] [85] [115]\nend\n\ndefine Create Enemy (what enemy ) (x) (y)\nset size to (150) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [nextsectiom v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n forever\n point towards (animations v)\n end\nend\nif <(costume [number v]) = [11]> then\n forever\n if <(x position) < ([x position v] of [animations v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [hp v] to [8]\n forever\n repeat (3)\n switch costume to (joe v)\n repeat (3)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n set [projectile name v] to [chain]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n switch costume to (joe5 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (1) seconds\n end\nend\nif <(costume [number v]) = [46]> then\n set [hp v] to [8]\n forever\n switch costume to (fat2 v)\n wait (2) seconds\n switch costume to (slam v)\n wait (1) seconds\n start sound [spring v]\n switch costume to (fat3 v)\n repeat (10)\n change y by (25)\n end\n hide\n wait (2) seconds\n switch costume to (slam v)\n show\n repeat (5)\n change y by (-50)\n end\n broadcast (smash v)\n switch costume to (fat2 v)\n start sound [super-stomp v]\n end\nend\nif <(costume [number v]) = [42]> then\n set [hp v] to [3]\n forever\n switch costume to (colton v)\n wait (1) seconds\n start sound [shot v]\n set [projectile name v] to [colt]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n repeat (3)\n next costume\n wait (.2) seconds\n end\n end\nend\nif <(costume [number v]) = [11]> then\n set [hp v] to [2]\n forever\n switch costume to (met v)\n wait (2) seconds\n repeat (2)\n wait (.1) seconds\n change y by (2)\n next costume\n end\n repeat (3)\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [bullet]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.1) seconds\n end\n switch costume to (met3 v)\n repeat (2)\n wait (.1) seconds\n move (2) steps\n next costume\n end\n wait (.1) seconds\n switch costume to (met3 v)\n repeat (2)\n wait (.1) seconds\n move (2) steps\n next costume\n end\n wait (.1) seconds\n switch costume to (met3 v)\n repeat (2)\n wait (.1) seconds\n move (-2) steps\n next costume\n end\n wait (.1) seconds\n switch costume to (met3 v)\n repeat (2)\n wait (.1) seconds\n move (-2) steps\n next costume\n end\n wait (.1) seconds\n switch costume to (met2 v)\n change y by (-2)\n wait (.1) seconds\n change y by (-2)\n end\nend\nif <(costume [number v]) = [16]> then\n set [hp v] to [3]\n forever\n switch costume to (bow v)\n wait (.1) seconds\n switch costume to (bow2 v)\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [35]> then\n set [hp v] to [6]\n forever\n point in direction (90)\n switch costume to (atst2 v)\n repeat (3)\n wait (.1) seconds\n next costume\n change x by (-10)\n end\n repeat (3)\n switch costume to (atst2 v)\n repeat (3)\n wait (.1) seconds\n next costume\n change x by (10)\n end\n end\n switch costume to (atst v)\n set [projectile name v] to [atst]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (((direction) * (-1)) + (25))\n broadcast (CREATE PROJECTILE v)\n wait (.3) seconds\n set [projectile name v] to [atst]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (((direction) * (-1)) + (5))\n broadcast (CREATE PROJECTILE v)\n wait (.3) seconds\n set [projectile name v] to [atst]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (((direction) * (-1)) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.3) seconds\n set [projectile name v] to [atst]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (((direction) * (-1)) + (-25))\n broadcast (CREATE PROJECTILE v)\n wait (.8) seconds\n switch costume to (atst2 v)\n repeat (3)\n wait (.1) seconds\n next costume\n change x by (-10)\n end\n switch costume to (atst2 v)\n repeat (3)\n wait (.1) seconds\n next costume\n change x by (-10)\n end\n end\nend\nif <(costume [number v]) = [18]> then\n point in direction (90)\n set [hp v] to [3]\n wait until <touching (hitbox v)?>\n wait (.2) seconds\n switch costume to (trap2 v)\n start sound [Mega Man 5 SFX \(34\) v]\n if <touching (hitbox v)?> then\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\nend\nif <(costume [number v]) = [20]> then\n point in direction (90)\n set [hp v] to [3]\n wait (1) seconds\n repeat (3)\n repeat (3)\n switch costume to (t3 v)\n change y by (15)\n change x by (-15)\n end\n repeat (3)\n switch costume to (t3 v)\n change y by (13)\n change x by (-10)\n end\n repeat (3)\n switch costume to (t4 v)\n change y by (2)\n change x by (-6)\n end\n repeat until <touching (ground v)?>\n switch costume to (t4 v)\n change y by (-7)\n change x by (-3)\n end\n switch costume to (t5 v)\n wait (.5) seconds\n end\nend\nif <(costume [number v]) = [40]> then\n set rotation style [left-right v]\n point in direction (90)\n set [hp v] to [5]\n glide (1) secs to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (35))\n set [x v] to [-2]\n set [y v] to [4]\n repeat (4)\n change [x v] by (-1)\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n end\n repeat (8)\n change [x v] by (0)\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n end\n repeat (5)\n change [x v] by (1)\n change [y v] by (1)\n change x by (x)\n change y by (y)\n end\n repeat (10)\n change [x v] by (1)\n change [y v] by (0)\n change x by (x)\n change y by (y)\n end\n repeat (6)\n change [x v] by (0)\n change [y v] by (1)\n change x by (x)\n change y by (y)\n end\n repeat (6)\n change [x v] by (1)\n change [y v] by (1)\n change x by (x)\n change y by (y)\n end\n repeat (6)\n change [x v] by (-1)\n change [y v] by (1)\n change x by (x)\n change y by (y)\n end\n repeat (25)\n change [x v] by (1)\n change [y v] by (1)\n change x by (x)\n change y by (y)\n end\n delete this clone\nend\nif <(costume [number v]) = [30]> then\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-75) y: (-28)\n set [hp v] to [1]\n forever\n glide (.5) secs to x: (-12) y: (-28)\n glide (.2) secs to x: (-12) y: (-66)\n glide (.5) secs to x: (-71) y: (-66)\n glide (.2) secs to x: (-75) y: (-28)\n end\nend\nif <(costume [number v]) = [33]> then\n set rotation style [left-right v]\n point in direction (90)\n set [hp v] to [1]\n repeat until <(([x position v] of [hitbox v]) + (65)) > (x position)>\n change x by (-5)\n end\n repeat (3)\n repeat (3)\n change x by (-5)\n end\n set [projectile name v] to [missile]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n end\n repeat until <(x position) < [-230]>\n change x by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [28]> then\n set rotation style [left-right v]\n point in direction (90)\n set [hp v] to [1]\n wait until <([x position v] of [hitbox v]) < (x position)>\n start sound [Mega Man 5 SFX \(34\) v]\n switch costume to (cling2 v)\n repeat (25)\n change y by (-15)\n end\n delete this clone\nend\nif <(costume [number v]) = [25]> then\n set rotation style [left-right v]\n point towards (hitbox v)\n set [hp v] to [1]\n forever\n repeat (3)\n repeat (2)\n switch costume to (fly v)\n repeat (2)\n change x by (-2)\n next costume\n end\n end\n repeat (4)\n switch costume to (fly v)\n repeat (2)\n change x by (2)\n next costume\n end\n end\n repeat (2)\n switch costume to (fly v)\n repeat (2)\n change x by (-2)\n next costume\n end\n end\n end\n set rotation style [left-right v]\n point towards (hitbox v)\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [bullet]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [bullet]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) + (25))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n end\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <touching color (#fcd8a8)?>\n if <<(costume [number v]) > [34]> and <(costume [number v]) < [40]>> then\n if <color (#ff8785) is touching (#fcd8a8)?> then\n change [hp v] by (-1)\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n start sound [Mega Man 5 SFX \(6\) v]\n switch costume to (expl1 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.2) seconds\n delete this clone\n else\n start sound [Mega Man 5 SFX \(9\) v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\n else\n start sound [Mega Man 5 SFX \(8\) v]\n set [projectile name v] to [nicetry]\n set [proj x v] to (x position)\n set [proj y v] to ((y position) + (30))\n set [proj direction v] to ((direction) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\n end\n else\n if <<(costume [number v]) > [29]> and <(costume [number v]) < [33]>> then\n play sound [Mega Man 5 SFX \(8\) v] until done\n else\n if <<not <(costume [number v]) = [11]>> and <not <(costume [number v]) = [12]>>> then\n change [hp v] by (-1)\n end\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n start sound [Mega Man 5 SFX \(6\) v]\n switch costume to (expl1 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.2) seconds\n delete this clone\n else\n start sound [Mega Man 5 SFX \(2\) v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (15)\n change x by (x)\n change y by (y)\n change [y v] by (-.2)\n change [x v] by (-.5)\n end\n repeat (15)\n change x by (x)\n change y by (y)\n change [y v] by (.2)\n change [x v] by (-.2)\n end\n repeat until <(x position) < [-245]>\n change x by (x)\n change y by (y)\n change [y v] by (.2)\n change [x v] by (-.2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n wait (.3) seconds\n repeat (5)\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [drop]\n set [proj x v] to (x position)\n set [proj y v] to (y position)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.3) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [11]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [16]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [20]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [30]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [28]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [33]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [35]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (4)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [40]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [46]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [20]> then\n wait (1) seconds\n wait until <(x position) < [-231]>\n delete this clone\nend\n\nwait (.02) seconds\n\nwhen I start as a clone\nif <(costume [number v]) = [30]> then\n forever\n wait (.1) seconds\n next costume\n wait (.1) seconds\n next costume\n wait (.1) seconds\n switch costume to (spike v)\n end\nend\nif <(costume [number v]) = [33]> then\n forever\n wait (.1) seconds\n next costume\n wait (.1) seconds\n switch costume to (aerial v)\n end\nend\nif <(costume [number v]) = [40]> then\n forever\n wait (.1) seconds\n next costume\n wait (.1) seconds\n switch costume to (rounder v)\n end\nend\n\nwhen I receive [sectiondown v]\ndelete this clone\n\nwhen I receive [sectiondownprogress v]\ndelete this clone\n\nwhen I receive [sectionup v]\ndelete this clone\n\nwhen I receive [sectiondownprogress v]\nif <([costume # v] of [ground v]) = [8]> then\n Create Enemy [slam] [178] [-77]\nend\n\n@toenail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nswitch costume to (costume2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\nshow\nforever\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\nend\n\n@text\n\nwhen flag clicked\nset [already heard plant mans ridiculous speech that is not funny in any way shape or fomr v] to [0]\nhide\n\nwhen I start as a clone\nset size to (105) %\nswitch costume to (trans1 v)\nchange x by (5)\nrepeat (25)\n wait (.01) seconds\n next costume\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [ret###ded speech v]\nif <(already heard plant mans ridiculous speech that is not funny in any way shape or fomr) = [1]> then\n go to x: (-550) y: (121)\n go to [front v] layer\n switch costume to (plantman1 v)\n show\n repeat (10)\n change x by (50)\n end\n switch costume to (plantman7 v)\n create clone of (_myself_ v)\n repeat (5)\n wait (.02) seconds\n start sound [voice v]\n end\n wait until <<key (space v) pressed?> or <mouse down?>>\nelse\n go to x: (-550) y: (121)\n go to [front v] layer\n switch costume to (plantman1 v)\n show\n repeat (10)\n change x by (50)\n end\n switch costume to (plantman6 v)\n create clone of (_myself_ v)\n repeat (5)\n wait (.02) seconds\n start sound [voice v]\n end\n wait (.2) seconds\n repeat (5)\n wait (.02) seconds\n start sound [voice v]\n end\n repeat (2)\n wait until <<key (space v) pressed?> or <mouse down?>>\n create clone of (_myself_ v)\n next costume\n repeat (15)\n wait (.02) seconds\n start sound [Mega Man 6 SRX \(40\)2 v]\n end\n end\n wait until <<key (space v) pressed?> or <mouse down?>>\n create clone of (_myself_ v)\n next costume\n repeat (15)\n wait (.02) seconds\n start sound [voice v]\n end\n wait until <<key (space v) pressed?> or <mouse down?>>\n create clone of (_myself_ v)\n next costume\n repeat (15)\n wait (.02) seconds\n start sound [Mega Man 6 SRX \(40\)2 v]\n end\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nset [already heard plant mans ridiculous speech that is not funny in any way shape or fomr v] to [1]\nset [transition v] to [0]\nrepeat (10)\n change x by (-50)\nend\nhide\n\nwhen I receive [player start v]\nwait (2.5) seconds\nset [ghost v] effect to (15)\ngo to x: (-550) y: (121)\ngo to [front v] layer\nswitch costume to (opening speech v)\nshow\nrepeat (10)\n change x by (50)\nend\nrepeat (4)\n next costume\n create clone of (_myself_ v)\n repeat (15)\n wait (.02) seconds\n start sound [light v]\n end\n wait (2) seconds\nend\nnext costume\ncreate clone of (_myself_ v)\nrepeat (8)\n wait (.02) seconds\n start sound [Mega Man 6 SRX \(40\)2 v]\nend\nwait (2) seconds\nnext costume\ncreate clone of (_myself_ v)\nrepeat (15)\n wait (.02) seconds\n start sound [light v]\nend\nwait (2) seconds\nrepeat (10)\n change x by (-50)\nend\nhide\n\nwhen I receive [bossdie v]\nwait (6) seconds\ngo to x: (-550) y: (121)\ngo to [front v] layer\nswitch costume to (ending3 v)\nshow\nrepeat (10)\n change x by (50)\nend\nswitch costume to (ending v)\ncreate clone of (_myself_ v)\nrepeat (15)\n wait (.02) seconds\n start sound [Mega Man 6 SRX \(40\)2 v]\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\ncreate clone of (_myself_ v)\nnext costume\nrepeat (13)\n wait (.02) seconds\n start sound [light v]\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\ncreate clone of (_myself_ v)\nnext costume\nrepeat (15)\n wait (.02) seconds\n start sound [Mega Man 6 SRX \(40\)2 v]\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (END v)\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen I receive [intro v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nclear graphic effects\nhide\n\nwhen I receive [intro v]\nset [brightness v] effect to (-100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\n@vile\n\nwhen flag clicked\nset volume to (100) %\nstart sound [a-ha-take-on-me-cut-mp3_rnSXv7Z v]\nswitch costume to (vile3 v)\nset size to (250) %\ngo to x: (-225) y: (-43)\npoint in direction (90)\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nrepeat (10)\n go to [front v] layer\n change x by (30)\nend\nrepeat (6)\n change x by (15)\nend\nrepeat (4)\n change x by (5)\nend\nswitch costume to (vile1 v)\nstart sound [Mega Man 5 SFX \(21\)3 v]\nwait (.2) seconds\nstart sound [Mega Man 5 SFX \(21\)3 v]\nswitch costume to (vile2 v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (vile3 v)\nrepeat (12)\n go to [front v] layer\n change x by (-30)\nend\nrepeat (8)\n change x by (-15)\nend\nrepeat (5)\n change x by (-5)\nend\nhide\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (INTRO v)\n\nwhen flag clicked\nstart sound [Mega Man 5 SFX \(42\) v]\n\nwhen I start as a clone\nswitch costume to (reee v)\npoint in direction (90)\nset size to (100) %\ngo to x: (12) y: (999)\nrepeat (3)\n change y by (-40)\nend\nrepeat (2)\n change y by (-30)\nend\nrepeat (2)\n change y by (-20)\nend\nrepeat (2)\n change y by (-10)\nend\nstart sound [mario_coin_sound v]\nrepeat (3)\n show\n wait (.5) seconds\n hide\n wait (.2) seconds\nend\ndelete this clone\n\n@well you guys wanted checkpoints so\n\nwhen flag clicked\nset [checkpoint # v] to [0]\nhide\nwait (1) seconds\nwait until <([costume # v] of [background v]) = [10]>\nswitch costume to (costume1 v)\ngo to x: (0) y: (7)\nset [checkpoint # v] to [1]\ngo to [front v] layer\nclear graphic effects\nstart sound [Mega Man 6 SRX \(18\) v]\nshow\nrepeat (5)\n set [ghost v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\nend\nwait (.1) seconds\nhide\nwait until <([costume # v] of [background v]) = [15]>\nswitch costume to (costume2 v)\ngo to x: (0) y: (7)\nset [checkpoint # v] to [2]\ngo to [front v] layer\nclear graphic effects\nstart sound [Mega Man 6 SRX \(18\) v]\nshow\nrepeat (5)\n set [ghost v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\nend\nwait (.1) seconds\nhide\n\n | ★★★★★★★INSTRUCTIONS★★★★★★★\n\n- Arrow keys or WASD to move and jump\n\n- Space to fire your blaster\n\n- Mobile Supported\n\n★★★★★★★★★★★★★★★★★★★★★★\n\nFight enemies with your blaster and make your way to the end, with a boss battle against Plant Man, a robot master with a Plant Barrier to protect him from damage.\n\n-Plant Man can't be damaged when he puts up his\n PLANT BARRIER.\n\n\n\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\n-All sprites and all sound effects belong to Capcom, the original creator of Mega Man 6.\n\n- Title screen music is We're the Robots remix, stage\n music is Plant Man Stage, and end music is from\n Mega Man Star Force.\n\n- Intro music is Take on Me by a-ha\n\n- Super Mario World for some sound effects.\n\n\n |
Adventurer: A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [costume edit v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [show all v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [win edit v]\nswitch backdrop to (win v)\n\nwhen I receive [troll lose v]\nforever\n switch backdrop to (backdrop4 v)\nend\n\nwhen I receive [troll lose v]\nwait (0.3) seconds\nplay sound [Dun Dun Dunnn v] until done\n\n@Adventurer\n\nwhen flag clicked\nshow\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (-206) y: (70)\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-2)\n change y by (Y Velocity)\n change [in air v] by (1)\n Handle Ground <(Y Velocity) > [0]>\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n Wallk [-6]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n Wallk [6]\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n set y to (170)\n end\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching (wall v)?>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\n\ndefine Wallk (steps)\nchange x by (steps)\nset [wall lift v] to [0]\nrepeat until <<not <touching (wall v)?>> or <(Wall Lift) = [8]>>\n change y by (1)\n change [wall lift v] by (1)\nend\nif <(Wall Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(In Air) < [8]>> then\n set [y velocity v] to [14]\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (-206) y: (70)\n\nwhen I receive [adventurer edit v]\ngo to x: (-206) y: (70)\nbroadcast (Heart Decrease v)\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [costume desicion v]\nswitch costume to (costume1 v)\n\nwhen I receive [costume decision 2 v]\nswitch costume to (costume2 v)\n\nwhen I receive [costume decision 3 v]\nswitch costume to (costume3 v)\n\nwhen I receive [show all v]\nshow\npoint in direction (90)\ngo to x: (-206) y: (70)\nset [maps collected v] to [0]\n\nwhen I receive [costume edit v]\nhide\n\n@Wall\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Win Edit v)\n play sound [Triumph v] until done\n set volume to (0) %\n wait until <color (#35c27c) is touching (#51294e)?>\n end\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [costume edit v]\nhide\n\nwhen I receive [show all v]\nshow\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Win Edit v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [troll lose v]\nset volume to (0) %\n\n@Torch\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <touching (adventurer v)?> then\n broadcast (Adventurer Edit v)\n play sound [Crunch v] until done\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level edit v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Guard Edit v)\n wait until <color (#be7f84) is touching (#81af38)?>\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Guard Edit 2 v)\n wait until <color (#be7f84) is touching (#81af38)?>\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Guard Edit 3 v)\n broadcast (Map Edit v)\n wait until <color (#be7f84) is touching (#81af38)?>\n end\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Guard Edit FIANLE v)\n wait until <color (#be7f84) is touching (#81af38)?>\n end\nend\n\nwhen I receive [costume edit v]\nhide\n\nwhen I receive [show all v]\nshow\n\nwhen flag clicked\nforever\n change [brightness v] effect by (25)\n wait (0.2) seconds\n change [brightness v] effect by (-25)\n wait (0.2) seconds\nend\n\n@Invisible Line\n\nwhen flag clicked\nshow\nforever\n if <<touching (adventurer v)?> and <<(Maps Collected) = [1]> or <(Maps Collected) > [1]>>> then\n broadcast (Next Level v)\n broadcast (Next level Edit v)\n play sound [Teleport2 v] until done\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Journey Of Wonders v] until done\nend\n\nwhen I receive [win edit v]\nset volume to (0) %\n\nwhen I receive [hide all v]\nhide\n\n@Guards\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset rotation style [left-right v]\nforever\n if <touching (adventurer v)?> then\n broadcast (Adventurer Edit v)\n play sound [Ricochet v] until done\n end\nend\n\nwhen I receive [next level edit v]\nnext costume\n\nwhen I receive [next level edit v]\nwait (0.1) seconds\nshow\n\n repeat (20)\n move (6) steps\n wait (0.05) seconds\n end\n repeat (20)\n move (-6) steps\n wait (0.05) seconds\n end\nend\n\nwhen I receive [guard edit v]\ngo to x: (119) y: (-68)\n\nwhen I receive [guard edit 2 v]\ngo to x: (223) y: (-67)\n\nwhen I receive [guard edit 3 v]\ngo to x: (268) y: (-67)\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [guard edit fianle v]\ngo to x: (170) y: (-65)\n\nwhen I receive [costume edit v]\nhide\n\nwhen I receive [show all v]\nshow\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [costume edit v]\nhide\n\nwhen I receive [show all v]\nshow\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n if <(backdrop [number v]) = [1]> then\n wait until <not <key (n v) pressed?>>\n broadcast (Next level Edit v)\n broadcast (Next Level v)\n play sound [Teleport2 v] until done\n end\n end\nend\n\n@Map\n\nwhen flag clicked\nwait (0.01) seconds\nswitch costume to (costume1 v)\ngo to x: (44) y: (-25)\nshow\n\nwhen flag clicked\nset [maps collected v] to [0]\n\nwhen I receive [next level v]\nset [maps collected v] to [0]\nnext costume\nshow\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <touching (adventurer v)?> then\n change [maps collected v] by (1)\n hide\n play sound [Rip v] until done\n end\nend\n\nwhen I receive [map edit v]\ngo to x: (48) y: (-63)\n\nwhen I receive [win edit v]\nhide\n\nwhen I receive [show all v]\nshow\n\nwhen I receive [costume edit v]\nhide\n\nwhen I receive [adventurer edit v]\nshow\nset [maps collected v] to [0]\n\n@Costumes\n\nwhen this sprite clicked\nbroadcast (Costume Edit v)\nplay sound [Slide Whistle v] until done\n\nwhen flag clicked\nset size to (25) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [costume edit v]\nhide\n\nwhen I receive [show all v]\nshow\n\nwhen I receive [win edit v]\nhide\n\n@Adventurer Costume\n\nwhen I receive [costume edit v]\nshow\n\nwhen this sprite clicked\nbroadcast (Costume Desicion v)\nbroadcast (Show All v)\nhide\nplay sound [Slide Whistle v] until done\n\nwhen I receive [costume decision 3 v]\nhide\n\nwhen I receive [costume decision 2 v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (30) %\n else\n set size to (20) %\n end\nend\n\nwhen I receive [play v]\nhide\n\n@Adventurer Costume 2\n\nwhen I receive [costume edit v]\nshow\n\nwhen this sprite clicked\nbroadcast (Costume Decision 2 v)\nbroadcast (Show All v)\nhide\nplay sound [Slide Whistle v] until done\n\nwhen I receive [costume decision 3 v]\nhide\n\nwhen I receive [costume desicion v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (30) %\n else\n set size to (20) %\n end\nend\n\nwhen I receive [play v]\nhide\n\n@Adventurer Costume 3\n\nwhen I receive [costume edit v]\nshow\n\nwhen this sprite clicked\nbroadcast (Costume Decision 3 v)\nbroadcast (Show All v)\nhide\nplay sound [Slide Whistle v] until done\n\nwhen I receive [costume desicion v]\nhide\n\nwhen I receive [costume decision 2 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (30) %\n else\n set size to (20) %\n end\nend\n\n@Surprise\n\nwhen flag clicked\nhide\n\nwhen I receive [win edit v]\nshow\nforever\n if <touching (adventurer v)?> then\n wait (0.2) seconds\n hide\n broadcast (Hide All v)\n broadcast (Troll Lose v) and wait\n end\nend\n\nwhen I receive [hide all v]\nforever\n hide\nend\n\n | Arrow keys or WASD to move around. All levels are possible.\nOkay, I admit it's pretty hard.\nYou must collect the map in each level, or else you won't be able to go to the next. \nIf you get stuck on a level, press "n" to skip. Jump over guards and and torches. \nFull Screen is recommended. This was my first platformer, so don't judge me if it's bad. \nPress the octagon shaped person at the top left corner for skins. Music: Journey of Wonders. \nRest: all from the Scratch Library. Art: 100% by me.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nDid anyone get the troll at the end? Lol |
Illusion ~ A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Alan Walker - Faded v] until done\nend\n\nwhen I receive [new level v]\nnext backdrop\n\nwhen backdrop switches to [backdrop15 v]\nbroadcast (End v)\n\n@Levels\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [end v]\nforever\n switch costume to (costume15 v)\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-229) y: (-73)\ngo to x: (-229) y: (-80)\n\nwhen flag clicked\nshow\nset [yv v] to [0]\ngo to x: (-229) y: (-73)\nset [xv v] to [0]\nforever\n if <touching color (#ff1d1d)?> then\n set [yv v] to [0]\n go to x: (-177) y: (94)\n set [xv v] to [0]\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> then\n change y by (1)\n if <touching color (#050052)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [9]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching color (#050052)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#050052)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<(x position) = [240]> or <(x position) > [240]>> then\n set x to (-229)\n set y to (-73)\n broadcast (New Level v)\n end\n if <touching color (#ff1d1d)?> then\n go to x: (-229) y: (-73)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen I receive [end v]\ngo to x: (3) y: (-78)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n | Lmao first platformer I ever made\n\nThis was originally shared like two years ago, I reshared it for a reason I can't remember.\n\nArrow keys to move.\n\nMusic: Faded - Alan Walker |
-Blue-Platformer- | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(Level) = [21]> then\n switch backdrop to (backdrop2 v)\n end\n if <(Level) = [24]> then\n switch backdrop to (backdrop3 v)\n broadcast (theend v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [pixelate v] effect to (0)\nswitch costume to (costume1 v)\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\ngo to x: (-215) y: (-105)\nshow\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n if <(y position) < [105]> then\n change y by (1)\n end\n if <<<(x position) = [241]> and <(Level) = [6]>> or <<(x position) = [241]> and <(Level) = [21]>>> then\n change [level v] by (1)\n go to x: (-215) y: (75)\n broadcast (next nevel v)\n else\n if <(x position) = [241]> then\n change [level v] by (1)\n go to x: (-215) y: (-104)\n broadcast (next nevel v)\n end\n end\nend\n\nwhen I receive [u dead v]\nchange [pixelate v] effect by (10)\ngo to x: (-215) y: (-104)\nset [pixelate v] effect to (0)\n\nif <(x position) = [241]> then\n change [level v] by (1)\n go to x: (-215) y: (-104)\n broadcast (next nevel v)\nend\n\nwhen I receive [theend v]\nhide\n\nwhen flag clicked\nforever\n play sound [bensound-funkysuspense v] until done\nend\n\n@ground\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\nwhen I receive [next nevel v]\nnext costume\n\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-7) y: (65)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\nwait (1.22) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (1)\n wait (0.1) seconds\nend\n\nhide\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-5) y: (-88)\nforever\n if <<<(Level) = [5]> or <(Level) = [7]>> or <<(Level) = [10]> or <<(Level) = [9]> or <<(Level) = [11]> or <<(Level) = [13]> or <<(Level) = [14]> or <<(Level) = [15]> or <<(Level) = [16]> or <(Level) = [19]>>>>>>>>> then\n show\n else\n hide\n end\n if <touching (sprite1 v)?> then\n broadcast (u dead v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n go to x: (-5) y: (-82)\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n switch costume to (costume8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n switch costume to (costume10 v)\n end\nend\n\n | Hello, and welcome to my third platformer!\n\nInstructions: Arrow-keys or WASD\n Don´t touch dark blue \n\n\nAll levels are possible!\n\n |
generic: a platformer | @Stage\n\nwhen I receive [start v]\nforever\n play sound [music 1 v] until done\nend\n\n@player\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (moving cloud 1 v)?> or <<touching (obstacles v)?> or <<touching (moving cloud 2 v)?> or <<touching (moving cloud 2 v)?> or <touching (mini-game clouds v)?>>>>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen I receive [next level v]\nset size to (60) %\npoint in direction (90)\ngo to x: (-180) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [reset level v]\nset size to (60) %\npoint in direction (90)\ngo to x: (-180) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen flag clicked\nhide\n\ndefine touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (moving cloud 1 v)?> or <<touching (obstacles v)?> or <<touching (moving cloud 2 v)?> or <<touching (moving cloud 2 v)?> or <touching (mini-game clouds v)?>>>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\nif <touching (bouncy things v)?> then\n set [speed y v] to [17]\nend\nif <touching (clouds v)?> then\n set [speed y v] to [-.5]\nend\n\nwhen flag clicked\nforever\n if <(paused?) = [False]> then\n change [score v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [start v]\nset size to (60) %\ngo to x: (-180) y: (0)\ngo to [front v] layer\nshow\nset [level v] to [0]\nset [speed y v] to [0]\nset [score v] to [0]\nset [falling? v] to [10]\nforever\n if <(paused?) = [False]> then\n change y by (speed y)\n touch ground <(speed y) > [0]>\n if <(y position) < [-175]> then\n broadcast (reset level v)\n end\n if <(x position) > [221]> then\n broadcast (next level v)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) (-5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (5)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [16]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(speed y) < [4]>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n if <touching (bouncy things v)?> then\n change [speed y v] by (8)\n end\n if <<touching (moving spike 1 v)?> or <touching (spikes v)?>> then\n start sound [Rip v]\n repeat (10)\n change size by (-5)\n end\n broadcast (reset level v)\n change [score v] by (5)\n end\n end\nend\n\n@obstacles\n\nwhen I receive [next level v]\nnext costume\nif <(costume [name v]) = [level 1]> then\n set [level v] to [1]\nend\n\nwhen flag clicked\nhide\n\nbroadcast (next level v)\n\nhide\n\nwhen I receive [start v]\ngo to x: (36) y: (-6)\nshow\nswitch costume to (level 1 v)\ngo to [front v] layer\n\n@bouncy things\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nswitch costume to (level 1 v)\n\nwhen I receive [next level v]\ngo to [back v] layer\ngo to x: (36) y: (28)\nnext costume\nset [level v] to (costume [number v])\n\nhide\n\n@restart\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n go to x: (-140) y: (-173)\n set size to (85) %\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (reset level v)\n end\n end\nend\n\n@pause\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [paused? v] to [False]\n\nwhen I receive [pause v]\nswitch costume to (paused v)\nset [paused? v] to [True]\n\nwhen I receive [unpause v]\nswitch costume to (unpaused v)\nset [paused? v] to [False]\n\nwhen I receive [start v]\nshow\nswitch costume to (unpaused v)\nforever\n go to [front v] layer\n go to x: (-85) y: (-173)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(costume [name v]) = [paused]> then\n broadcast (unpause v)\n wait (.5) seconds\n else\n if <(costume [name v]) = [unpaused]> then\n broadcast (pause v)\n wait (.5) seconds\n end\n end\n end\n end\nend\n\n@spikes\n\nwhen I receive [next level v]\ngo to x: (36) y: (28)\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nswitch costume to (level 1 v)\n\nbroadcast (next level v)\n\nhide\n\n@please like\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (36) y: (-6)\nshow\nswitch costume to (level 1 v)\n\nbroadcast (next level v)\n\n@moving cloud 1\n\nwhen flag clicked\nforever\n hide\n go to x: (-30) y: (-100)\n repeat until <not <(level) = [27]>>\n switch costume to (level 24 v)\n show\n change x by (-2)\n if <(x position) < [-279]> then\n go to x: (500) y: (-100)\n end\n end\nend\n\nshow\n\n@moving cloud 2\n\nwhen flag clicked\ngo to x: (370) y: (0)\nforever\n hide\n repeat until <not <(level) = [27]>>\n switch costume to (level 24 v)\n show\n change x by (-2)\n if <(x position) < [-300]> then\n go to x: (500) y: (0)\n end\n end\nend\n\n@moving spike 1\n\nwhen flag clicked\ngo to [back v] layer\nset [up? v] to [False]\nset x to (36)\nforever\n hide\n repeat until <not <(level) = [22]>>\n switch costume to (level 19.25 v)\n show\n if <(up?) = [True]> then\n change y by (3)\n else\n change y by (-3)\n end\n if <(y position) > [100]> then\n set [up? v] to [False]\n else\n if <(y position) < [-65]> then\n set [up? v] to [True]\n end\n end\n end\nend\n\n@mini-game clouds\n\nwhen flag clicked\nhide\nforever\n if <(level) = [28]> then\n create clone of (_myself_ v)\n wait (pick random (3) to (4.01)) seconds\n end\nend\n\nbroadcast (next level v)\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\nset size to (70) %\ngo to x: (500) y: (pick random (-150) to (150))\nrepeat until <<(level) = [29]> or <(x position) = [-270]>>\n change x by (-2)\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (150) y: (28)\nstart sound [Normal 2 v]\nglide (2) secs to x: (36) y: (28)\nwait (.5) seconds\nrepeat (30)\n turn right (12) degrees\n change size by ((-5) / (3))\nend\nwait (4) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (-120) y: (28)\nglide (2) secs to x: (36) y: (28)\nwait (.5) seconds\nrepeat (30)\n turn right (12) degrees\n change size by ((-5) / (3))\nend\nbroadcast (thing v)\nwait (4) seconds\nhide\nbroadcast (start v)\n\n@Sprite3\n\nwhen I receive [thing v]\nshow\nrepeat until <(size) < [100]>\n change size by (-20)\nend\nbroadcast (other thing v)\n\nwhen flag clicked\nset size to (300) %\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [start v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [other thing v]\nshow\nrepeat (10)\n wait (.2) seconds\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nhide\n\n | awd or arrow keys to move\nspikes are bad\norange is bouncy\n\nall levels are possible\nplease like and favorite\nhave fun! |
Trampoline - A Platformer | @Stage\n\n@Player\n\nwhen backdrop switches to [backdrop12 v]\nstart sound [Connect v]\n\nwhen I receive [end intro v]\n\nwhen flag clicked\nset [y spawn v] to [-100]\nset [x spawn v] to [-215]\ngo to x: (X Spawn) y: (Y Spawn)\npoint in direction (90)\nswitch backdrop to (backdrop1 v)\nswitch costume to (right v)\nshow\nset size to (75) %\nforever\n Platform\nend\n\ndefine Platform\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [9]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching color (#2c00ff)?> then\n set [y v] to [16]\nend\nif <touching (line v)?> then\n start sound [Disconnect v]\n go to x: (X Spawn) y: (Y Spawn)\n next backdrop\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-9)\n change size by (-4)\nend\ndelete this clone\n\ncreate clone of (_myself_ v)\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n set volume to (50) %\n play sound [F-777 - Ludicrous Speed \(Insanely Fast Techno\) v] until done\nend\n\n@Line\n\nwhen flag clicked\ngo to x: (244) y: (9)\nset [ghost v] effect to (99)\n\n | OMG!!!! Thanks everyone for 600 views and 100 loves!\n———————————————————————\nTRAMPOLINE - A PLATFORMER 11 LEVELS!\n\nYou are in a trampoline park rigged with spikes and platforms, and trampolines. Can you make it to the end? Find out.\nArrow keys and WAD to move too.\n- Added 2 more levels! Yay!\n- Added another level! Yay!\n- Made new effects and changed the song! |
The Cure | A Platformer | @Stage\n\nwhen flag clicked\nstop all sounds\nforever\n play sound [Dramatic6 v] until done\n play sound [Dramatic5 v] until done\n play sound [Dramatic1 v] until done\n play sound [Dramatic2 v] until done\n play sound [Dramatic3 v] until done\n play sound [Dramatic4 v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (Next Level v)\n change [time taken v] by (10)\n wait (1) seconds\n end\nend\n\nwhen I receive [start the platformer v]\nrepeat until <(Complete?) = [1]>\n change [time taken v] by (1)\n wait (1) seconds\nend\nchange [☁ total infected's saved v] by (1)\n\n@Ground\n\nwhen flag clicked\nset [drawing level finished? v] to [1]\nhide\nswitch costume to (costume3 v)\ngo to x: (-2) y: (5)\ngo to [front v] layer\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [falling v] to [0]\n set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nset [time taken v] to [0]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Hide Next Level v)\n end\nend\n\nwhen I receive [start the platformer v]\nswitch costume to (costume3 v)\nshow\n\nwhen [timer v] > (0.4)\nhide variable [deaths v]\nhide variable [time taken v]\nhide\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [8]>> then\n broadcast (Hide Fake Lava v)\n else\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Acid Rain Residue coordinates v)\n end\nend\n\nbroadcast (Drawing Level v)\n\nwhen flag clicked\nset pen size to (10)\nerase all\nset pen color to (#767676)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (ARRc2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Acid Rain Residue coordinates Lv3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Acid Rain Residue Lv2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Acid Rain Residue Lv5 v)\n end\nend\n\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Show Portal v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Acid Rain Residue Lv4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (Acid Rain Residue Lv6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (Show Heart v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (New blood cell v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Hide Moving Platforms v)\n end\nend\n\nhide\n\n@player\n\nwhen flag clicked\nforever\n if <touching (backup next level v)?> then\n broadcast (Next Level v)\n wait (2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n set [y_vel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [237]> then\n broadcast (Next Level v)\n go to x: (-210) y: (0)\n end\nend\n\ndefine walls\nif <not <(t) = [s]>> then\n if <<(t) < [4]> and <<<touching (ground v)?> or <touching (moving platform v)?>> or <<touching (moving platform2 v)?> or <touching (moving platform3 v)?>>>> then\n change [t v] by (1)\n change y by (1)\n walls\n else\n if <(t) = [4]> then\n change y by (-4)\n change x by ((-1) * (x_vel))\n set [x_vel v] to [0]\n end\n set [t v] to [s]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\nwhen I receive [next v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\nif <<touching (not touch v)?> or <<touching (_edge_ v)?> and <(edge) = [1]>>> then\n broadcast (restart v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-33)\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <<<<<touching (death v)?> or <touching (white blood cells v)?>> or <touching (white blood cell v)?>> or <touching (acid rain residue3 v)?>> or <touching (acid rain residue4 v)?>> then\n broadcast (SET WHITE BLOOD CELL'S POS v)\n go to x: (-206) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-206) y: (-33)\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [start the platformer v]\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x_vel v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x_vel v] by (-1)\n point in direction (-90)\n end\n set [x_vel v] to ((0.815) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <<<touching (ground v)?> or <touching (moving platform v)?>> or <<touching (moving platform2 v)?> or <touching (moving platform3 v)?>>> then\n change y by ((-1) * (y_vel))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y_vel) < [0]>> then\n set [y_vel v] to [12]\n else\n set [y_vel v] to [0]\n end\n end\n broadcast (message1 v)\n check\nend\n\nwhen I receive [start the platformer v]\ngo to [front v] layer\nset [edge v] to [1]\ndelete (all) of [bugs v]\nbroadcast (platform v)\n\nwhen I receive [start the platformer v]\nshow\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nset [size check v] to [0]\nforever\n \n go to x: (-206) y: (-33)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time taken v]\n\ndefine check\n\nwhen flag clicked\nset [xpos4cells v] to [0]\nset [ypos4cells v] to [0]\nforever\n set [xpos4cells v] to (x position)\n set [ypos4cells v] to (y position)\nend\n\nwhen flag clicked\nhide variable [☁ total infected's saved v]\nhide variable [☁ total infected's saved v]\nset [complete? v] to [0]\nforever\n if <touching (heart v)?> then\n set [complete? v] to [1]\n hide\n end\nend\n\nwhen I receive [complete!! v]\nhide\nshow variable [time taken v]\nshow variable [☁ total infected's saved v]\n\n@Sprite2\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (400)) %\nset [ghost v] effect to (pick random (70) to (100))\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.1) to (180))\nrepeat (10)\n change [color v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start the platformer v]\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (Start the Platformer v)\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Sprite3\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (400)) %\nset [ghost v] effect to (pick random (70) to (100))\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.1) to (180))\nrepeat (10)\n change [color v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start the platformer v]\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@Sprite4\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (400)) %\nset [ghost v] effect to (pick random (70) to (100))\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.1) to (180))\nrepeat (10)\n change [color v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start the platformer v]\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@Sprite5\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (1.01) to (400)) %\nset [ghost v] effect to (pick random (70) to (100))\ngo to x: (500) y: (pick random (-180.01) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.1) to (180))\nrepeat (10)\n change [color v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start the platformer v]\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@Death\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\n@White Blood Cells\n\nwhen flag clicked\nswitch costume to (costume2 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Bouncy\n\nwhen flag clicked\nhide\nswitch costume to (costume11 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\n@WHITE BLOOD CELL\n\nwhen I receive [start the platformer v]\nshow\nrepeat until <(Complete?) = [1]>\n go to [front v] layer\n glide (2) secs to (random position v)\nend\nhide\n\nwhen I receive [start the platformer v]\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\ngo to x: (-209) y: (127)\n\n@Sprite1\n\nwhen I receive [start the platformer v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nrepeat until <(Complete?) = [1]>\n glide (0.5) secs to x: ((XPOS4CELLS) - (25)) y: (YPOS4CELLS)\n glide (0.5) secs to x: ((XPOS4CELLS) - (25)) y: (YPOS4CELLS)\nend\n\nwhen flag clicked\nset size to (15) %\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <(Complete?) = [1]> then\n set size to (40) %\n glide (1) secs to (heart v)\n wait (1.5) seconds\n hide\n play sound [pop v] until done\n broadcast (Complete!! v)\n stop [this script v]\n end\nend\n\n@Heart\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [show heart v]\nset size to (100) %\nshow\n\nset [fisheye v] effect to (0)\n\nforever\n change size by (10)\n wait (0.5) seconds\n change size by (-10)\nend\n\nrepeat (5)\n\nchange size by (-5)\n\nforever\n set size to (125) %\nend\n\nchange size by (25)\n\nchange size by (-25)\n\nchange [fisheye v] effect by (-1)\n\nchange [fisheye v] effect by (1)\n\nrepeat (50)\n change [fisheye v] effect by (1)\nend\nrepeat (50)\n change [fisheye v] effect by (-1)\nend\n\nrepeat (2)\n\nrepeat (2)\n\nwhen I receive [show heart v]\nforever\n play sound [heartbeat-1 v] until done\nend\n\nset size to (5) %\n\n@Sprite6\n\nwhen flag clicked\nhide variable [time taken v]\nhide variable [deaths v]\nhide variable [☁ total infected's saved v]\nhide variable [☁ worldwide deaths v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [complete!! v]\nshow variable [☁ worldwide deaths v]\nshow variable [deaths v]\nshow\ngo to [front v] layer\n\nwhen [timer v] > (0.4)\nhide variable [time taken v]\nhide variable [deaths v]\nhide variable [☁ total infected's saved v]\nhide variable [☁ worldwide deaths v]\nhide\n\n@Backup Next Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [failed platformer v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nforever\n\n@Music\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nstop all sounds\nforever\n play sound [Dramatic6 v] until done\n play sound [Dramatic5 v] until done\n play sound [Dramatic1 v] until done\n play sound [Dramatic2 v] until done\n play sound [Dramatic3 v] until done\n play sound [Dramatic4 v] until done\nend\n\n | #3 of the Disaster series.\nThe story: You travelled across the city and you retrieved the cure! You have now put on your hazmat suit and shrunk yourself into an infected's bloodstream to distribute the cure. Can you save everyone?\n\nControls:\nArrow keys or WASD to move. Press the down arrow key or s to crouch.\nPressing space will skip a level but adds 10 seconds to your time. \nAvoid the white blood cells(the moving one and the white patches). |
Siege- A Platformer (mobile) | @Stage\n\n@ character\n\nwhen flag clicked\nforever\n if <touching color (#3c889b)?> then\n if <color (#ffae00) is touching (#3c889b)?> then\n change [yv v] by (0.07)\n else\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n set [yv v] to ((Yv) * (0.9))\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n end\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (0.3)\n end\n if <key (down arrow v) pressed?> then\n change [yv v] by (-0.3)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.3)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.3)\n end\n end\nend\n\npoint in direction (-90)\n\npoint in direction (90)\n\ngo to x: (0) y: (200)\nshow\n\nset [ghost v] effect to (100)\n\nset [yv v] to [5]\n\nset [yv v] to [-1]\n\nset [yv v] to [-5]\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\ngo to [front v] layer\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (100) %\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [ 0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [14]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <<(x position) > [230]> or <touching (sprite4 v)?>> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if <<touching (spikes v)?> or <<touching (sprite3 v)?> or >> then\n repeat (10)\n change size by (-10)\n turn right (5) degrees\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\n end\n if <touching (are v)?> then\n set [yv v] to [20]\n end\n if <touching ( move fast v)?> then\n set [xv v] to [21]\n end\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n if <<touching ( crocodile v)?> or <touching (kid! v)?>> then\n go to x: (-200) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n change [yv v] by (1.3)\n end\nend\n\nrepeat (10)\n change size by (-10)\n turn right (5) degrees\nend\nset [yv v] to [0]\nset [xv v] to [0]\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (-200) y: (0)\npoint in direction (90)\n\nwhen flag clicked\n\nwhen I receive [endgame v]\nhide\n\ngo [backward v] (1) layers\n\n@level\n\nchange x by (10)\n\nwhen I receive [endgame v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [forward v] (6) layers\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\ngo [forward v] (3) layers\n\nwhen flag clicked\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (text 2 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\nend\n\nbroadcast (text 2 v)\n\n@Sprite2\n\nwhen I receive [endgame v]\nhide\n\nturn right (36) degrees\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait (0.01) seconds\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n set size to (100) %\n show\n point in direction ([direction v] of [spikes v])\n go to ( character v)\n turn left (180) degrees\n repeat (10)\n go to ( character v)\n turn right (12) degrees\n create clone of (_myself_ v)\n turn right (12) degrees\n create clone of (_myself_ v)\n turn right (12) degrees\n create clone of (_myself_ v)\n end\n hide\n wait (0.5) seconds\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\ngo [backward v] (7) layers\n\nchange y by (-30)\n\nchange y by (30)\n\nwhen flag clicked\ngo to x: (29) y: (30)\nshow\n\ngo to x: (29) y: (-20)\n\ncreate clone of (pick random (1) to (5))\nset y to (pick random (-230) to (230))\n\nwait (0.5) seconds\nglide (0.8) secs to x: (29) y: (13)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n show\n glide (0.7) secs to x: (29) y: (10)\n wait (1) seconds\n glide (0.5) secs to x: (29) y: (150)\n end\nend\n\nrepeat (10)\n change y by (-10)\nend\nwait (1) seconds\nhide\nchange y by (100)\n\nforever\n\ngo to x: (29) y: (13)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n show\n glide (0.7) secs to x: (29) y: (150)\n wait (0.4) seconds\n glide (0.5) secs to x: (29) y: (150)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n show\n glide (0.9) secs to x: (230) y: (149)\n wait (1) seconds\n glide (0.4) secs to x: (120) y: (149)\n end\nend\n\n@level2\n\nwhen I receive [endgame v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [backward v] (7) layers\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\ngo [forward v] (3) layers\n\nwhen flag clicked\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (text 2 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (stand2 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [3]> then\n show\n glide (1) secs to x: (36) y: (28)\n wait (1) seconds\n glide (0.2) secs to x: (-120) y: (28)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [8]> then\n show\n glide (1) secs to x: (36) y: (28)\n glide (0.2) secs to x: (-120) y: (28)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (stand2 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [3]> then\n show\n glide (1) secs to x: (36) y: (28)\n wait (1) seconds\n glide (0.2) secs to x: (-120) y: (28)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n hide\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [5]> then\n show\n glide (1) secs to x: (36) y: (28)\n glide (1) secs to x: (-120) y: (28)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [8]> then\n show\n glide (1) secs to x: (36) y: (28)\n wait (1) seconds\n glide (1) secs to x: (-120) y: (28)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (stand2 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\n\n@level3\n\nchange x by (10)\n\nwhen I receive [endgame v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [forward v] (6) layers\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\ngo [forward v] (3) layers\n\ngo to [back v] layer\n\nwhen flag clicked\nset [level v] to [0]\n\nbroadcast (text 2 v)\n\n@level4\n\nchange x by (10)\n\nwhen I receive [endgame v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo [forward v] (6) layers\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\ngo [forward v] (3) layers\n\ngo to [back v] layer\n\nwhen flag clicked\nset [level v] to [0]\n\nbroadcast (text 2 v)\n\nwhen flag clicked\nforever\n if <touching ( character v)?> then\n broadcast (endgame v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [endgame v]\nshow\n\n@thumb\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\n\n | FOLLOW ME AN MIGHT CHECK OUT YOUR PROJECTS!\nFOLLOW ME AN MIGHT CHECK OUT YOUR PROJECTS!\n\nUse arrow keys, or mobile control space to attack\nEliminate everyone, and get to the ship\nLeave a luv and favorite and follow :P\nExpect my next platformer to surpass this ones quality by far :3 |
Journey-Ice-A Scrolling Platformer | @Stage\n\nNew Enemy [minion] at x, y: [115] [-38]\nthen glide [2.5] secs to x: [65] y: [-38]\nNew Enemy [minion2] at x, y: [650] [-38]\nthen glide [2] secs to x: [550] y: [-38]\nNew Enemy [minion3] at x, y: [1500] [65]\nthen glide [2] secs to x: [1450] y: [65]\nNew Enemy [hahahaha] at x, y: [] []\nthen chase [2] secs to x: [1231] [22]\nNew Enemy [enemy] at x, y: [1493] [-70]\nthen chase [2] secs to x: [1493] [-70]\nNew Enemy [enemy] at x, y: [1720] [-11]\nthen glide [2] secs to x: [1635] y: [-11]\nNew Enemy [enemy] at x, y: [2064] [-96]\n\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\n\n@Enemies\n\ndefine move enemy\nset rotation style [left-right v]\npoint towards (player v)\nclear graphic effects\nswitch costume to (costume1 v)\nset [old x v] to (x)\nif <(type) = [3]> then\n set size to (100) %\n set [x v] to (round ((orig x) + ((move x) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\n set [y v] to (round ((orig y) + ((move y) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\nelse\n set [x v] to (round ((orig x) + ((move x) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\n set [y v] to (round ((orig y) + ((move y) * ([abs v] of (((((TICK) / (div)) + (offset)) mod (2)) - (1)) ))))\nend\nif <<touching (player v)?> and <(([y position v] of [player v]) - (((type) * (6)) - (5))) < (y position)>> then\n broadcast (Reset v)\n set [exit v] to [die]\n set [speed y v] to [-10]\n hide\nend\nif <<touching (player v)?> and <(([y position v] of [player v]) - (((type) * (6)) - (5))) > (y position)>> then\n broadcast (bounce v)\n hide\n delete this clone\nend\nPosition\nset [color v] effect to (((type) - (2)) * (140))\nswitch costume to ((((TICK) * ((div) / (100))) mod (12)) + (1))\n\ndefine Position\nposition at ((x) - (Scroll x)) ((y) - (Scroll y))\n\ndefine then glide (time) secs to x: (x) y: (y)\nset [type v] to [2]\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [move x v] to ((x) - (x))\nset [move y v] to ((y) - (y))\nset [div v] to ((30) * (time))\nset [offset v] to [0]\n\ndefine Follow\nif <(visible) > [0]> then\n if <(([x position v] of [player v]) + (Scroll x)) < (x)> then\n change [move x v] by (-1)\n end\n if <(x) < (([x position v] of [player v]) + (Scroll x))> then\n change [move x v] by (1)\n end\n if <(move x) > [5]> then\n set [move x v] to [5]\n end\n if <[-5] > (move x)> then\n set [move x v] to [-5]\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [type v] to []\nif <(Level) = [1]> then\n New Enemy [minion] at x, y: [650] [-10]\n then glide [2.5] secs to x: [550] y: [-10]\n New Enemy [minion2] at x, y: [550] [-10]\n then glide [2] secs to x: [650] y: [-10]\n New Enemy [minion3] at x, y: [800] [42]\n then glide [2] secs to x: [900] y: [42]\n New Enemy [] at x, y: [] []\nelse\n if <(Level) = [2]> then\n New Enemy [minion4] at x, y: [1000] [-10]\n then glide [2] secs to x: [900] y: [-10]\n New Enemy [] at x, y: [] []\n else\n if <(Level) = [3]> then\n New Enemy [minion5] at x, y: [200] [-10]\n then glide [2] secs to x: [300] y: [-10]\n New Enemy [minion6] at x, y: [1120] [135]\n then glide [2] secs to x: [1190] y: [135]\n New Enemy [] at x, y: [] []\n else\n end\n end\nend\nset [x v] to [9999999999]\n\nwhen I receive [tick v]\nif <(type) > []> then\n if <(type) = [2]> then\n move enemy\n else\n if <(type) = [3]> then\n set size to (100) %\n move enemy\n else\n if <(type) = [4]> then\n end\n end\n Position\nend\n\ndefine position at (x) (y)\nset size to (200) %\ngo to x: (x) y: (y)\nset size to (100) %\nif <(type) = [3]> then\n set size to (100) %\nend\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [visible v] to [1]\nelse\n hide\n set [visible v] to [0]\nend\nif <((old x) - (x)) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\nwhen flag clicked\nhide\n\ndefine then rotate (time) secs\nset rotation style [all around v]\nset [type v] to [4]\nset [div v] to ((time) * (30))\n\ndefine then chase (time) secs to x: (x) (y)\nset [type v] to [3]\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [move x v] to ((x) - (x))\nset [move y v] to ((y) - (y))\nset [div v] to ((30) * (time))\nset [offset v] to [0]\n\ndefine New Enemy (costume) at x, y: (x) (y)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\nswitch costume to (costume)\nset [type v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [old x v] to [0]\n\nthen glide [2.5] secs to x: [550] y: [-10]\nNew Enemy [minion2] at x, y: [550] [-10]\nthen glide [2] secs to x: [650] y: [-10]\nNew Enemy [minion3] at x, y: [800] [42]\nthen glide [2] secs to x: [900] y: [42]\nNew Enemy [] at x, y: [] []\n\n@intro\n\nwhen I start as a clone\nshow\nif <(id) = [0]> then\n go [forward v] (1) layers\n go to x: (-240) y: (0)\n switch costume to (costume2 v)\n point in direction (90)\n set [velocity v] to [100]\n repeat (20)\n change [velocity v] by (0.5)\n change x by (velocity)\n end\nelse\n set [velocity v] to [5]\n repeat (18)\n change [velocity v] by (-0.5)\n end\n set size to (100) %\n if <(id) = [1]> then\n go [forward v] (1) layers\n show\n go to x: (200) y: (0)\n switch costume to (costume3 v)\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n show\n repeat (35)\n change x by ((velocity) * (-1))\n end\n point in direction (90)\n go to x: (200) y: (0)\n change [id v] by (1)\n CLONES 2\n hide\n wait (0.0000000001) seconds\n show\n go to x: (200) y: (-200)\n switch costume to (costume4 v)\n go to [front v] layer\n point in direction (90)\n go to x: (0) y: (0)\n repeat (60)\n change x by ((velocity) * (-0.0000000000000000000000000000000000000000000000000000000001))\n turn right ((velocity) * (1)) degrees\n end\n point in direction (90)\n go to x: (200) y: (0)\n hide\n show\n switch costume to (costume5 v)\n broadcast (end v) and wait\n end\nend\n\nwhen I receive [end v]\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change volume by (-5)\nend\nhide\nbroadcast (game start v) and wait\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine clones\n\ndefine CLONES 2\n\nwhen I receive [story end v]\n\nwhen flag clicked\nset volume to (100) %\nset [velocity v] to [0]\nset size to (100) %\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset rotation style [all around v]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait until <key (space v) pressed?>\nbroadcast (end v)\n\n@stamp\n\nwhen I start as a clone\nset size to (30) %\nshow\ngo to (player v)\nset [stamp: x2 v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\ngo to [back v] layer\ngo [forward v] (5) layers\nrepeat (10)\n position ((stamp: x2) - (Scroll x)) ((y) - (Scroll y))\n change size by (-1.5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwait (0) seconds\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n end\n end\nend\nset [danger: x v] to [99999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((Danger: x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClones at x: [360] y: [0]\n\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\n\n@snow\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (-232) to (232)) y: (140)\nrepeat until <touching (_edge_ v)?>\n point in direction (snow)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n set [snow v] to [175]\n wait (pick random (5) to (10)) seconds\n set [snow v] to [180]\n wait (pick random (5) to (10)) seconds\n set [snow v] to [170]\n wait (pick random (5) to (10)) seconds\n set [snow v] to [-176]\n wait (pick random (5) to (10)) seconds\n set [snow v] to [-174]\n wait (pick random (5) to (10)) seconds\n set [snow v] to [-170]\n wait (pick random (5) to (10)) seconds\n set [snow v] to [171]\n wait (pick random (5) to (10)) seconds\nend\n\n@thumbnail \n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to x: (11) y: (-12)\nswitch costume to (costume1 v)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\n@fake\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [danger: x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clones at x: [600] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 1 5 v)\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\nset [danger: x v] to [99999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((Danger: x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\nClones at x: [360] y: [0]\n\n@diamond\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nshow\nset [collected v] to [0]\nset [collected maximum v] to [0]\nset [coins: x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (snowflake v)\n Clones at x: [320] y: [50]\n Clones at x: [950] y: [175]\nelse\n if <(Level) = [2]> then\n switch costume to (snowflake v)\n Clones at x: [80] y: [60]\n Clones at x: [810] y: [-10]\n else\n if <(Level) = [3]> then\n switch costume to (snowflake v)\n Clones at x: [100] y: [0]\n Clones at x: [800] y: [180]\n else\n hide\n set [ghost v] effect to (100)\n end\n end\nend\nset [coins: x v] to [-999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((Coins: x) - (Scroll x)) ((y) - (Scroll y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(collected) = [2]> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\nset size to (100) %\nset [coins: x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((Platforms: x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n Clones at x: [360] y: [0]\n else\n switch costume to (end? v)\n Clones at x: [360] y: [0]\n end\n end\nend\nset [platforms: x v] to [-99999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@story\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit2: x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (closed v)\n Clones at x: [2000] y: [94]\nelse\n if <(Level) = [2]> then\n switch costume to (closed v)\n Clones at x: [1450] y: [94]\n else\n if <(Level) = [3]> then\n switch costume to (closed v)\n Clones at x: [1200] y: [200]\n else\n switch costume to (closed v)\n change [ghost v] effect by (100)\n hide\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((Exit2: x) - (Scroll x)) ((y) - (Scroll y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Clones at x: (x) y: (y)\nset size to (100) %\nset [exit2: x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n@player\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (transition v)\nwait (1) seconds\nchange [level v] by (1)\n\nbroadcast (transition v)\nwait (1) seconds\n\nwhen I receive [play game v]\n\nwhen flag clicked\nhide\n\nbroadcast (Tick v) and wait\n\nwhen I receive [bounce v]\nset [sy v] to [15]\n\nwhen I receive [level select v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [bounce v]\nset [sy v] to [15]\n\nwhen I receive [green flag v]\nclear graphic effects\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(Exit) > []>\n Tick\n broadcast (Tick v)\n change [tick v] by (1)\n end\n if <(Exit) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nhide\nset size to (100) %\nset [x v] to [0]\nclear graphic effects\nset [tick v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (-90)\nshow\n\ndefine Tick\nset rotation style [don't rotate v]\nif <<key (left arrow v) pressed?> or <<(left key pressed) = [1]> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>> then\n change [sx v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<(right key pressed) = [1]> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>>> then\n change [sx v] by (1)\nend\nif <key (r v) pressed?> then\n broadcast (Play Game v) and wait\nend\nif <(sx) > [10]> then\n set [sx v] to [10]\nend\nif <[-10] > (sx)> then\n set [sx v] to [-10]\nend\nif <not <(sx) = [0]>> then\n Change Player x by (sx)\nend\nif <<key (up arrow v) pressed?> or <<(up key pressed) = [1]> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <<touching (platforms v)?> and <touching color (#93ff93)?>> then\n set [sy v] to [30]\nend\nset [sx v] to ((sx) * (0.9))\nchange [sy v] by (-2)\nChange Player y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (Scroll x)) / (10)))\nif <(Scroll x) < [0]> then\n set [scroll x v] to [0]\nend\nif <(Level) < [3]> then\n if <[1400] < (Scroll x)> then\n set [scroll x v] to [1750]\n end\nelse\n if <(Level) = [4]> then\n if <[0] < (Scroll x)> then\n set [scroll x v] to [0]\n end\n else\n if <[2000] < (Scroll x)> then\n set [scroll x v] to [2000]\n end\n end\nend\nif <(Scroll y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(Level) = [4]> then\n if <[2000] < (Scroll y)> then\n set [scroll y v] to [2000]\n end\nelse\n if <[100] < (Scroll y)> then\n set [scroll y v] to [100]\n end\nend\nchange [scroll y v] by (round (((y) - (Scroll y)) / (10)))\nif <(Level) = [5]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nSet Costume\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n set [sx v] to [0]\n change [x v] by (-1)\n else\n set [sx v] to [0]\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nset [exit v] to []\nwait (0.5) seconds\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\nwhen I receive [game start v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\ndefine Set Costume\nif <(sx) > [0]> then\n switch costume to (right v)\nelse\n if <[0] > (sx)> then\n switch costume to (left v)\n else\n switch costume to (forward v)\n end\nend\n\n | Arrow keys to move (up arrow to jump). Avoid spikes, puddles, and enemies. |
Mega Man X Scrolling Platformer Test | @Stage\n\nwhen flag clicked\nset [scroll x min v] to [0]\nset [scroll y min v] to [0]\nset [scroll x max v] to [965]\nset [scroll y max v] to [1500]\nplay sound [Shadow Man Stage \(Mega Man 3\) - Super Smash Bros Wii U v] until done\n\nwhen I receive [game start v]\nbroadcast (Teleportin v)\nstop all sounds\nforever\n play sound [Mega Man X - Storm Eagles Theme \(remix\) v] until done\nend\n\n@Level_Art\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (str1 v)\nCreate\nhide\n\ndefine Create\nset size to (200) %\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\nwait (.02) seconds\nset [level_y v] to [416]\nset [level_x v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\nwait (.02) seconds\nset [level_y v] to [832]\nset [level_x v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\nset [level_y v] to [1248]\nset [level_x v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\nwait (1) seconds\nset [level_y v] to [2000]\nset [level_x v] to [2000]\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [480]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nwait (4) seconds\n\n@Level_Hit\n\nwhen I receive [setup v]\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (vc_1 v)\nCreate\nhide\n\nwhen flag clicked\nbroadcast (SetUp v)\nforever\n broadcast (Level Loop v)\nend\n\nwhen I receive [level loop v]\nforever\n set [ghost v] effect to (100)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [480]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [475]>> then\n hide\n else\n show\n end\nend\n\ndefine Create\nset size to (100) %\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\nwait (.02) seconds\nset [level_y v] to [416]\nset [level_x v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\nwait (.02) seconds\nset [level_y v] to [832]\nset [level_x v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\nwait (.02) seconds\nset [level_y v] to [1248]\nset [level_x v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (480)\n next costume\nend\n\ndefine Create\n\n@storm eagle sky\n\nwhen flag clicked\nset size to (150) %\ngo to x: (0) y: (-999)\nhide\nforever\n create clone of (_myself_ v)\n wait (.85) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nrepeat (55)\n change y by (15)\nend\ndelete this clone\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nset [brightness v] effect to (150)\n\n@storm eagle platform\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(Level_X) = [650]> then\n forever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [270]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [205]>> then\n hide\n else\n show\n end\n end\nend\nif <(Level_X) = [975]> then\n forever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [270]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [205]>> then\n hide\n else\n show\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(distance to [player v]) < [80]>\nif <(Level_X) = [650]> then\n start sound [message v]\n wait (.5) seconds\n repeat (63)\n change [level_x v] by (4)\n change [level_y v] by (4)\n end\n repeat (60)\n change [level_x v] by (2)\n end\n repeat (100)\n change [level_y v] by (-4)\n end\n set [level_y v] to [0]\n set [level_x v] to [650]\n create clone of (_myself_ v)\n delete this clone\nend\nif <(Level_X) = [975]> then\n start sound [message v]\n wait (.5) seconds\n forever\n repeat (235)\n change [level_y v] by (4)\n end\n repeat (35)\n change [level_x v] by (-4)\n end\n repeat (52)\n change [level_y v] by (-20)\n end\n repeat (35)\n change [level_x v] by (4)\n end\n repeat (26)\n change [level_y v] by (4)\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait (.02) seconds\n next costume\nend\n\nwhen I receive [teleportin v]\nhide\nset [scroll y v] to [0]\nwait (.3) seconds\nset [level_y v] to [0]\nset [level_x v] to [650]\ncreate clone of (_myself_ v)\nwait (.02) seconds\nset [level_y v] to [400]\nset [level_x v] to [975]\ncreate clone of (_myself_ v)\n\nwhen I receive [teleportin v]\ndelete this clone\n\n@toenail\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nwait (.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nrepeat (3)\n start sound [Mega Man 6 SRX \(6\) v]\n clear graphic effects\n change [brightness v] effect by (100)\n wait (.05) seconds\n change [ghost v] effect by (100)\n wait (.05) seconds\nend\nclear graphic effects\nchange [brightness v] effect by (100)\nwait (.5) seconds\nclear graphic effects\nforever\n switch costume to (mega-man-x v)\n wait (.4) seconds\n next costume\n wait (.4) seconds\nend\n\nwhen flag clicked\nwait (2) seconds\nwait until <key (any v) pressed?>\nstart sound [Mega Man 5 SFX \(19\) v]\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to [front v] layer\nstop [other scripts in sprite v]\nswitch costume to (costume1 v)\nchange [ghost v] effect by (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (GAME START v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (100)\nswitch costume to (costume3 v)\nforever\n go to [front v] layer\n show\nend\n\n@storm eagle\n\nwhen flag clicked\nset size to (150) %\ngo to x: (263) y: (208)\nhide\nwait (1) seconds\nstart sound [eagle v]\nshow\nglide (1) secs to x: (-256) y: (-208)\nhide\n\n@Player\n\ndefine Set Costume (#costume)\nif <not <(#costume) = (costume [number v])>> then\n switch costume to (#costume)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nReset Player\n\ndefine Reset Player\nshow\nset size to (200) %\nset rotation style [left-right v]\npoint in direction (90)\nbroadcast (Teleportin v)\ngo to x: (0) y: (0)\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [wall slide v] to [0]\nset [wall jump v] to [0]\nset [gravity toggle v] to [1]\nset [moving left v] to [0]\nset [moving right v] to [0]\nset [costume no. v] to [1]\nset [wall jump animation v] to [0]\nset [animation state v] to [0]\nset [dashing v] to [0]\nset [firing v] to [0]\nset [fire duration v] to [0]\nset [charging v] to [0]\nset [@fall v] to [0]\nset [@idle v] to [0]\nset [@idle_fire v] to [0]\nset [@jump v] to [0]\nset [@walk v] to [0]\nset [@wall cling v] to [0]\nset [@wall jump v] to [0]\nset [@dash v] to [0]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [play v]\nshow\nforever\n Platforming Engine [8]\nend\n\ndefine Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <(Firing) = [1]> then\n if <(Fire Duration) < [1]> then\n set [fire duration v] to [0]\n set [firing v] to [0]\n set [@idle_fire v] to [0]\n else\n change [fire duration v] by (-1)\n end\nend\nif <(fire key) = [1]> then\n change [charging v] by (1)\n if <(Charging) > [15]> then\n change [brightness v] effect by (1)\n end\n if <(Charging) = [15]> then\n start sound [MMX1_SE_00011 v]\n end\n if <(Charging) = [58]> then\n start sound [MMX1_SE_00011_Loop v]\n end\n if <(Charging) = [63]> then\n set [charging v] to [57]\n change [brightness v] effect by (-6)\n end\nend\nif <(Gravity Toggle) = [1]> then\n if <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n if <(speed y) < [-15]> then\n set [speed y v] to [-15]\n end\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(Wall Jump) > [0]> then\n change [wall jump v] by (-1)\n if <<(Moving Left) = [1]> and <not <(Moving Right) = [1]>>> then\n if <(Dashing) = [2]> then\n Walk [-90] ((speed) * (-2))\n else\n Walk [-90] ((speed) * (-1))\n end\n else\n if <<(Moving Right) = [1]> and <not <(Moving Left) = [1]>>> then\n if <(Dashing) = [2]> then\n Walk [90] ((speed) * (2))\n else\n Walk [90] (speed)\n end\n end\n end\nelse\n if <(Dashing) = [1]> then\n if <<(Moving Left) = [1]> and <not <(Moving Right) = [1]>>> then\n Walk [-90] ((speed) * (-2))\n else\n if <<(Moving Right) = [1]> and <not <(Moving Left) = [1]>>> then\n Walk [90] ((speed) * (2))\n end\n end\n else\n set [moving left v] to [0]\n set [moving right v] to [0]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<(Wall Slide) = [1]> and <(direction) = [90]>> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n end\n if <(Dashing) = [2]> then\n Walk [-90] ((speed) * (-2))\n else\n Walk [-90] ((speed) * (-1))\n end\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<(Wall Slide) = [1]> and <(direction) = [-90]>> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n end\n if <(Dashing) = [2]> then\n Walk [90] ((speed) * (2))\n else\n Walk [90] (speed)\n end\n else\n if <(Wall Slide) = [1]> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n end\n set [animation state v] to [0]\n end\n end\n end\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [MMX1_SE_00014 v]\n set [speed y v] to [20]\n set [falling? v] to [6]\n set [jump key v] to [1]\n if <(Dashing) = [1]> then\n set [dashing v] to [2]\n end\n end\nelse\n set [jump key v] to [0]\nend\nif <key (c v) pressed?> then\n if <<(dash key) = [0]> and <<(falling?) = [0]> and <<(Dashing) = [0]> and <(Wall Slide) = [0]>>>> then\n start sound [MMX1_SE_00016 v]\n if <(direction) = [-90]> then\n set [moving left v] to [1]\n set [moving right v] to [0]\n else\n if <(direction) = [90]> then\n set [moving right v] to [1]\n set [moving left v] to [0]\n end\n end\n set [dashing v] to [1]\n set [dash key v] to [1]\n end\nelse\n set [dash key v] to [0]\nend\nif <key (space v) pressed?> then\n if <(fire key) = [0]> then\n start sound [MMX1_SE_00009 v]\n set [@idle_fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [fire key v] to [1]\n set [shot type v] to [1]\n create clone of (player projectile v)\n end\nelse\n set [fire key v] to [0]\n if <(Charging) > [50]> then\n start sound [MMX1_SE_00010 v]\n set [@idle_fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [shot type v] to [3]\n create clone of (player projectile v)\n set [charging v] to [0]\n set [brightness v] effect to (0)\n else\n if <(Charging) > [15]> then\n start sound [MMX1_SE_00012 v]\n set [@idle_fire v] to [0]\n set [firing v] to [1]\n set [fire duration v] to [10]\n set [shot type v] to [2]\n create clone of (player projectile v)\n set [charging v] to [0]\n set [brightness v] effect to (0)\n else\n set [charging v] to [0]\n set [brightness v] effect to (0)\n end\n end\nend\nif <(y position) < [-180]> then\n start sound [MMX1_SE_00018 v]\n go to x: (0) y: (-60)\n point in direction (90)\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [speed y v] to [0]\n set [charging v] to [0]\n set [brightness v] effect to (0)\nend\nAnimation\nSet Costume (Costume NO.)\nScrolling Blocks\n\ndefine Touch Ground <up?>\nif <(Gravity Toggle) = [1]> then\n change [falling? v] by (1)\nend\nrepeat until <not <<touching (level_hit v)?> or <touching (storm eagle platform v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n if <(Wall Slide) = [1]> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n end\n if <(Dashing) > [1]> then\n set [dashing v] to [0]\n end\n if <(speed y) < [-6]> then\n start sound [MMX1_SE_00015 v]\n end\n set [falling? v] to [0]\n set [wall jump animation v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (level_hit v)?> or <touching (storm eagle platform v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<(falling?) > [10]> and <(Wall Jump) = [0]>> and <<not <(Moving Right) = [1]>> and <not <(Moving Left) = [1]>>>> then\n set [wall slide v] to [1]\n set [speed y v] to [0]\n set [gravity toggle v] to [0]\n set [falling? v] to [0]\n set [wall jump animation v] to [0]\n set [dashing v] to [0]\n start sound [MMX1_SE_00015 v]\n end\n if <<(Wall Slide) = [1]> and <(Wall Jump) = [0]>> then\n if <(@Wall Cling) > [3]> then\n set [speed y v] to [-2]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<(Wall Jump) = [0]> and <<(Moving Left) = [0]> and <(Moving Right) = [0]>>>> then\n if <(direction) = [90]> then\n point in direction (-90)\n set [moving left v] to [1]\n set [moving right v] to [0]\n else\n if <(direction) = [-90]> then\n point in direction (90)\n set [moving right v] to [1]\n set [moving left v] to [0]\n end\n end\n if <key (c v) pressed?> then\n set [dashing v] to [2]\n end\n set [speed y v] to [13]\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\n set [wall jump v] to [8]\n set [wall jump animation v] to [1]\n set [@wall jump v] to [0]\n start sound [MMX1_SE_00014 v]\n end\n end\n if <(Dashing) = [1]> then\n set [dashing v] to [0]\n set [@dash v] to [0]\n end\nend\nif <<(Wall Slide) = [1]> and <(slope) = [0]>> then\n set [wall slide v] to [0]\n set [gravity toggle v] to [1]\n set [falling? v] to [6]\nend\nif <(Wall Slide) = [1]> then\n set [animation state v] to [9]\nelse\n if <(Dashing) = [1]> then\n set [animation state v] to [2]\n if <(falling?) > [5]> then\n set [dashing v] to [2]\n end\n else\n set [animation state v] to [1]\n end\nend\nset [@idle_fire v] to [0]\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\ndefine Animation\nif <(falling?) < [6]> then\n if <<(Animation State) = [1]> and <(Wall Slide) = [0]>> then\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@fall v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@walk v] by (1)\n if <(Firing) = [1]> then\n if <(@Walk) > [0]> then\n set [costume no. v] to [31]\n end\n if <(@Walk) > [2]> then\n set [costume no. v] to [31]\n end\n if <(@Walk) > [4]> then\n set [costume no. v] to [32]\n end\n if <(@Walk) > [6]> then\n set [costume no. v] to [33]\n end\n if <(@Walk) > [8]> then\n set [costume no. v] to [34]\n end\n if <(@Walk) > [10]> then\n set [costume no. v] to [35]\n end\n if <(@Walk) > [12]> then\n set [costume no. v] to [36]\n end\n if <(@Walk) > [14]> then\n set [costume no. v] to [37]\n end\n if <(@Walk) > [16]> then\n set [costume no. v] to [38]\n end\n if <(@Walk) > [18]> then\n set [costume no. v] to [39]\n end\n if <(@Walk) > [20]> then\n set [costume no. v] to [40]\n end\n if <(@Walk) > [22]> then\n set [costume no. v] to [31]\n set [@walk v] to [3]\n end\n else\n if <(@Walk) = [1]> then\n set [costume no. v] to [4]\n end\n if <(@Walk) = [3]> then\n set [costume no. v] to [5]\n end\n if <(@Walk) = [5]> then\n set [costume no. v] to [6]\n end\n if <(@Walk) = [7]> then\n set [costume no. v] to [7]\n end\n if <(@Walk) = [9]> then\n set [costume no. v] to [8]\n end\n if <(@Walk) = [11]> then\n set [costume no. v] to [9]\n end\n if <(@Walk) = [13]> then\n set [costume no. v] to [10]\n end\n if <(@Walk) = [15]> then\n set [costume no. v] to [11]\n end\n if <(@Walk) = [17]> then\n set [costume no. v] to [12]\n end\n if <(@Walk) = [19]> then\n set [costume no. v] to [13]\n end\n if <(@Walk) = [21]> then\n set [costume no. v] to [14]\n end\n if <(@Walk) = [23]> then\n set [costume no. v] to [5]\n set [@walk v] to [3]\n end\n end\n else\n if <(Animation State) = [2]> then\n set [@fall v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@idle_fire v] to [0]\n change [@dash v] by (1)\n if <(Firing) = [1]> then\n if <(@Dash) > [0]> then\n set [costume no. v] to [41]\n end\n if <(@Dash) > [3]> then\n set [costume no. v] to [42]\n end\n if <(@Dash) > [15]> then\n set [costume no. v] to [41]\n end\n if <(@Dash) > [17]> then\n set [costume no. v] to [29]\n set [dashing v] to [0]\n end\n else\n if <(@Dash) = [1]> then\n set [costume no. v] to [15]\n end\n if <(@Dash) = [4]> then\n set [costume no. v] to [16]\n end\n if <(@Dash) = [16]> then\n set [costume no. v] to [15]\n end\n if <(@Dash) = [18]> then\n set [costume no. v] to [1]\n set [dashing v] to [0]\n end\n end\n else\n if <<(Animation State) = [9]> and <(Wall Slide) = [1]>> then\n set [@fall v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@wall cling v] by (1)\n if <(Firing) = [1]> then\n if <(@Wall Cling) > [0]> then\n set [costume no. v] to [50]\n end\n if <(@Wall Cling) > [3]> then\n set [costume no. v] to [51]\n end\n if <(@Wall Cling) > [6]> then\n set [costume no. v] to [52]\n end\n else\n if <(@Wall Cling) = [1]> then\n set [costume no. v] to [24]\n end\n if <(@Wall Cling) = [4]> then\n set [costume no. v] to [25]\n end\n if <(@Wall Cling) > [6]> then\n set [costume no. v] to [26]\n end\n end\n else\n if <(Firing) = [1]> then\n set [@dash v] to [0]\n set [@fall v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n change [@idle_fire v] by (1)\n if <(@Idle_Fire) = [1]> then\n set [costume no. v] to [29]\n end\n if <(@Idle_Fire) = [3]> then\n set [costume no. v] to [30]\n end\n if <(@Idle_Fire) = [6]> then\n set [costume no. v] to [29]\n end\n else\n set [@fall v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@idle v] by (1)\n if <(@Idle) = [1]> then\n set [costume no. v] to [1]\n end\n if <(@Idle) = [80]> then\n set [costume no. v] to [2]\n end\n if <(@Idle) = [82]> then\n set [costume no. v] to [3]\n end\n if <(@Idle) = [84]> then\n set [costume no. v] to [2]\n end\n if <(@Idle) = [86]> then\n set [costume no. v] to [1]\n set [@idle v] to [1]\n end\n end\n end\n end\n end\nelse\n if <(Wall Jump Animation) = [1]> then\n set [@fall v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@walk v] to [0]\n set [@wall cling v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@wall jump v] by (1)\n if <(Firing) = [1]> then\n if <(@Wall Jump) > [0]> then\n set [costume no. v] to [53]\n end\n if <(@Wall Jump) > [3]> then\n set [costume no. v] to [54]\n end\n if <(@Wall Jump) > [9]> then\n set [@jump v] to [5]\n set [costume no. v] to [45]\n set [wall jump animation v] to [0]\n end\n else\n if <(@Wall Jump) = [1]> then\n set [costume no. v] to [27]\n end\n if <(@Wall Jump) = [4]> then\n set [costume no. v] to [28]\n end\n if <(@Wall Jump) = [10]> then\n set [@jump v] to [5]\n set [costume no. v] to [19]\n set [wall jump animation v] to [0]\n end\n end\n else\n if <(speed y) > [0]> then\n set [@walk v] to [0]\n set [@idle v] to [0]\n set [@fall v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@jump v] by (1)\n if <(Firing) = [1]> then\n if <(@Jump) > [0]> then\n set [costume no. v] to [43]\n end\n if <(@Jump) > [2]> then\n set [costume no. v] to [44]\n end\n if <(@Jump) > [4]> then\n set [costume no. v] to [45]\n end\n else\n if <(@Jump) = [1]> then\n set [costume no. v] to [17]\n end\n if <(@Jump) = [3]> then\n set [costume no. v] to [18]\n end\n if <(@Jump) = [5]> then\n set [costume no. v] to [19]\n end\n end\n else\n set [@walk v] to [0]\n set [@idle v] to [0]\n set [@jump v] to [0]\n set [@wall cling v] to [0]\n set [@wall jump v] to [0]\n set [@dash v] to [0]\n set [@idle_fire v] to [0]\n change [@fall v] by (1)\n if <(Firing) = [1]> then\n if <(@Fall) > [0]> then\n set [costume no. v] to [46]\n end\n if <(@Fall) > [2]> then\n set [costume no. v] to [47]\n end\n else\n if <(@Fall) = [1]> then\n set [costume no. v] to [20]\n end\n if <(@Fall) = [3]> then\n set [costume no. v] to [21]\n end\n end\n end\n end\nend\n\nwhen I receive [game start v]\nbroadcast (Transition In v) and wait\nbroadcast (Level Loop v)\nbroadcast (Play v)\nbroadcast (Transition Out v) and wait\nbroadcast (Play BG Music v)\n\nbroadcast (SetUp v) and wait\n\n@Player Projectile\n\nwhen flag clicked\nset [shot type v] to [0]\nset [type v] to [0]\nset [costume no. v] to [1]\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nswitch costume to (x_buster_lv1 v)\nset size to (200) %\nhide\n\nwhen I start as a clone\nset [type v] to (Shot Type)\npoint in direction ([direction v] of [player v])\nif <([wall slide v] of [player v]) = [1]> then\n if <([direction v] of [player v]) > [0]> then\n go to x: (([x position v] of [player v]) - (20)) y: (([y position v] of [player v]) + (35))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n go to x: (([x position v] of [player v]) + (20)) y: (([y position v] of [player v]) + (35))\n point in direction (90)\n end\nelse\n if <([wall jump v] of [player v]) > [0]> then\n if <([direction v] of [player v]) > [0]> then\n go to x: (([x position v] of [player v]) - (20)) y: (([y position v] of [player v]) + (35))\n point in direction (-90)\n end\n if <([direction v] of [player v]) < [0]> then\n go to x: (([x position v] of [player v]) + (20)) y: (([y position v] of [player v]) + (35))\n point in direction (90)\n end\n else\n if <([direction v] of [player v]) > [0]> then\n go to x: (([x position v] of [player v]) + (20)) y: (([y position v] of [player v]) + (35))\n end\n if <([direction v] of [player v]) < [0]> then\n go to x: (([x position v] of [player v]) - (20)) y: (([y position v] of [player v]) + (35))\n end\n end\nend\nshow\nforever\n if <(type) = [1]> then\n move (14) steps\n if <touching (level_hit v)?> then\n start sound [MMX1_SE_00026 v]\n delete this clone\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n if <(type) = [2]> then\n move (15) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n if <(type) = [3]> then\n move (16) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n Animation\n Set Costume (Costume NO.)\nend\n\ndefine Set Costume (#costume)\nif <not <(#costume) = (costume [number v])>> then\n switch costume to (#costume)\nend\n\ndefine Animation\nif <(type) = [2]> then\n set [@lv3shot v] to [0]\n change [@lv2shot v] by (1)\n if <(@LV2Shot) = [1]> then\n set [costume no. v] to [5]\n end\n if <(@LV2Shot) = [3]> then\n set [costume no. v] to [6]\n end\n if <(@LV2Shot) = [5]> then\n set [costume no. v] to [7]\n end\n if <(@LV2Shot) = [7]> then\n set [costume no. v] to [8]\n end\n if <(@LV2Shot) = [9]> then\n set [costume no. v] to [9]\n end\n if <(@LV2Shot) = [11]> then\n set [costume no. v] to [5]\n set [@lv2shot v] to [1]\n end\nelse\n if <(type) = [3]> then\n set [@lv2shot v] to [0]\n change [@lv3shot v] by (1)\n if <(@LV3Shot) = [1]> then\n set [costume no. v] to [14]\n end\n if <(@LV3Shot) = [3]> then\n set [costume no. v] to [15]\n end\n if <(@LV3Shot) = [5]> then\n set [costume no. v] to [16]\n end\n if <(@LV3Shot) = [7]> then\n set [costume no. v] to [14]\n set [@lv3shot v] to [1]\n end\n else\n set [@lv2shot v] to [0]\n set [@lv3shot v] to [0]\n set [costume no. v] to [1]\n end\nend\n\n | This is a test using my new Mega Man X game \nengine, it is a small part of Storm Eagle's stage from the original game. There are some platforms you can ride into the air. You also have the ability to wall jump.\n\n------------------------Instructions------------------------\n\n- Arrow keys or WASD to move\n\n- Space bar to shoot or charge your shot\n\n- Press C to dash\n\n-------------------------------------------------------------\n\nAll credit goes to Capcom, the creators of Mega Man.\n\nMusic is Shadow Man stage and Storm Eagle Stage.\n\n |
3D Platformer V2 | @Stage\n\n@cube\n\nwhen flag clicked\nhide\nset size to (100) %\ndelete all of [level v]\nAdd Cubes type [3] from [-1] [-2] [2] to [7] [1] [2]\nAdd Cubes type [2] from [-1] [-2] [-1] to [1] [-1] [1]\nAdd Cubes type [6] from [2] [-2] [-1] to [4] [-2] [1]\nAdd Cubes type [2] from [5] [-2] [-1] to [7] [0] [1]\nset [x v] to [0]\nset [y v] to [0]\nset [z v] to [0]\nset [xv v] to [0]\nset [zv v] to [0]\nset [yv v] to [0]\nset [shadow y v] to [0]\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [camera z v] to [0]\nforever\n Render\n Physics\nend\n\ndefine Add cube (type) at (x) (y) (z)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (z) to [level v]\n\ndefine Render\nerase all\npen up\ndelete all of [front level v]\nset [i v] to [1]\nrepeat ((length of [level v]) / (4))\n if <<((Y) - (1)) < (item ((i) + (2)) of [level v])> and <<((X) - (1)) < (item ((i) + (1)) of [level v])> and <(item ((i) + (3)) of [level v]) < ((Z) + (1))>>> then\n add (i) to [front level v]\n else\n switch costume to (item ((i) + (0)) of [level v])\n go to (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) (item ((i) + (3)) of [level v])\n if <<(item ((i) + (0)) of [level v]) = [5]> or <(item ((i) + (0)) of [level v]) = [6]>> then\n change y by (([sin v] of (((timer) + ((item ((i) + (1)) of [level v]) + (item ((i) + (3)) of [level v]))) * (150)) ) * (4))\n end\n stamp\n end\n change [i v] by (4)\nend\nif <(Shadow Y) > [-10]> then\n go to (X) (Shadow Y) (Z)\n switch costume to (shadow v)\n stamp\nend\ngo to (X) (Y) (Z)\nswitch costume to (player v)\nstamp\nset [j v] to [1]\nrepeat (length of [front level v])\n set [i v] to (item (j) of [front level v])\n switch costume to (item ((i) + (0)) of [level v])\n go to (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) (item ((i) + (3)) of [level v])\n stamp\n change [j v] by (1)\nend\n\nwhen I start as a clone\nshow\n\ndefine Add Cubes type (type) from (x1) (y1) (z1) to (x2) (y2) (z2)\nset [i v] to (y1)\nrepeat (((y2) - (y1)) + (1))\n set [j v] to (z2)\n repeat (((z2) - (z1)) + (1))\n set [k v] to (x1)\n repeat (((x2) - (x1)) + (1))\n Add cube (type) at (k) (i) (j)\n change [k v] by (1)\n end\n change [j v] by (-1)\n end\n change [i v] by (1)\nend\n\ndefine Physics\nif <key (left arrow v) pressed?> then\n change [xv v] by (-2)\nend\nif <key (right arrow v) pressed?> then\n change [xv v] by (2)\nend\nset [xv v] to ((xv) * (0.8))\nChange x by ((round (xv)) * (0.05))\nif <key (down arrow v) pressed?> then\n change [zv v] by (-2)\nend\nif <key (up arrow v) pressed?> then\n change [zv v] by (2)\nend\nset [zv v] to ((zv) * (0.8))\nChange z by ((round (zv)) * (0.05))\nchange [yv v] by (-1)\nif <<key (space v) pressed?> and <(can jump?) = [1]>> then\n set [yv v] to [12]\nend\nChange y by ((round (yv)) * (0.05))\nShadow\nchange [camera x v] by (((X) - (Camera X)) / (10))\nchange [camera y v] by (((Y) - (Camera Y)) / (10))\nchange [camera z v] by (((Z) - (Camera Z)) / (10))\n\ndefine Collisions\ndelete all of [collisions v]\nset [i v] to [1]\nrepeat ((length of [level v]) / (4))\n if <<((X) + (1)) > (item ((i) + (1)) of [level v])> and <((item ((i) + (1)) of [level v]) + (1)) > (X)>> then\n if <<((Y) + (2)) > (item ((i) + (2)) of [level v])> and <((item ((i) + (2)) of [level v]) + (1)) > (Y)>> then\n if <<((Z) + (1)) > (item ((i) + (3)) of [level v])> and <((item ((i) + (3)) of [level v]) + (1)) > (Z)>> then\n add (item ((i) + (0)) of [level v]) to [collisions v]\n end\n end\n end\n change [i v] by (4)\nend\nif then\n set [x v] to [0]\n set [y v] to [0]\n set [z v] to [0]\n set [xv v] to [0]\n set [yv v] to [0]\n set [zv v] to [0]\n set [camera x v] to [0]\n set [camera y v] to [0]\n set [camera z v] to [0]\nend\n\ndefine Change x by (xv)\nchange [x v] by (xv)\nCollisions\nif <(length of [collisions v]) > [0]> then\n set [xv v] to [0]\n if <(xv) > [0]> then\n set [x v] to ([floor v] of (X) )\n end\n if <[0] > (xv)> then\n set [x v] to ([ceiling v] of (X) )\n end\nend\n\ndefine Change y by (yv)\nset [can jump? v] to [0]\nchange [y v] by (yv)\nCollisions\nif <(length of [collisions v]) > [0]> then\n set [yv v] to [0]\n if <(yv) > [0]> then\n set [y v] to ([floor v] of (Y) )\n end\n if <[0] > (yv)> then\n set [y v] to ([ceiling v] of (Y) )\n set [shadow y v] to (Y)\n set [can jump? v] to [1]\n end\nend\n\ndefine Change z by (zv)\nchange [z v] by (zv)\nCollisions\nif <(length of [collisions v]) > [0]> then\n set [zv v] to [0]\n if <(zv) > [0]> then\n set [z v] to ([floor v] of (Z) )\n end\n if <[0] > (zv)> then\n set [z v] to ([ceiling v] of (Z) )\n end\nend\n\ndefine Shadow\nif <(Shadow Y) > [-10]> then\n set [i v] to [1]\n set [good? v] to [0]\n repeat ((length of [level v]) / (4))\n if <<((X) + (1)) > (item ((i) + (1)) of [level v])> and <((item ((i) + (1)) of [level v]) + (1)) > (X)>> then\n if <<((Z) + (1)) > (item ((i) + (3)) of [level v])> and <((item ((i) + (3)) of [level v]) + (1)) > (Z)>> then\n if <(item ((i) + (2)) of [level v]) = ((Shadow Y) - (1))> then\n set [good? v] to [1]\n end\n if <(item ((i) + (2)) of [level v]) = (Shadow Y)> then\n set [shadow y v] to ((item ((i) + (2)) of [level v]) + (1))\n set [good? v] to [1]\n end\n end\n end\n change [i v] by (4)\n end\n if <(good?) = [0]> then\n change [shadow y v] by (-1)\n Shadow\n end\nend\n\ndefine go to (x) (y) (z)\ngo to x: (((((x) - (Camera X)) * (16)) + (((z) - (Camera Z)) * (16))) + ((mouse x) * (-0.1))) y: ((((((x) - (Camera X)) * (-9)) + (((y) - (Camera Y)) * (19))) + (((z) - (Camera Z)) * (9))) + ((mouse y) * (-0.1)))\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\n | I'm working on a Isometric 3D game, here's a preview of what I have so far... |
World Landmarks || A Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n play sound [A random piece of music that exists v] until done\nend\n\n@Character\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-200) y: (200)\nset [speed y v] to [0]\nset [falling v] to [10]\nforever\n switch costume to (hitbox v)\n change [speed y v] by (-1)\n change y by (speed y)\n touch ground <(speed y) > [0]>\n set [speed x v] to ((speed x) * (0.7))\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [50]>>> then\n change [speed x v] by (1.5)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <[-50] > (mouse x)>>> then\n change [speed x v] by (-1.5)\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <(speed x) < [-0.5]> then\n Walk [-90] (speed x)\n end\n if <(speed x) > [0.5]> then\n Walk [90] (speed x)\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <<(falling) < [3]> and <(falling) < [3]>> then\n set [speed y v] to [14]\n set [falling v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<(y position) < [-180]> or <touching (badness v)?>> then\n go to x: (-200) y: (200)\n set [speed x v] to [0]\n set [speed y v] to [0]\n end\n if <[240] < (x position)> then\n broadcast (Next level v)\n set [speed x v] to [0]\n set [speed y v] to [0]\n end\n switch costume to (cat v)\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (platforms v)?>>>\n change y by (1)\n change [slope v] by (1)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <([abs v] of (speed) ) > [3]>>> then\n if <(wall jump) = [0]> then\n set [speed y v] to [14]\n set [falling v] to [6]\n set [speed x v] to ((-1.2) * (speed))\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine touch ground <up>\nchange [falling v] by (1)\nrepeat until <not <touching (platforms v)?>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (200)\n\n@platforms\n\nwhen flag clicked\nswitch costume to (tower bridge v)\nset [ghost v] effect to (100)\nforever\n set [level v] to (costume [number v])\n set [word v] to (costume [name v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Badness\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\nhide\n\ndefine Type (word)\nset [letter? v] to [0]\ngo to x: (-200) y: (-140)\nrepeat (length of (word))\n change [letter? v] by (1)\n if <(letter (Letter?) of (word)) = [ ]> then\n move (12) steps\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nwait (0.00000001) seconds\nType (Word)\n\nwhen flag clicked\nwait (0.0001) seconds\nType (Word)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (200) y: (-150)\nforever\n change [color v] effect by (pick random (3) to (5))\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n broadcast (Next level v)\n set [speed x v] to [0]\n set [speed y v] to [0]\n end\nend\n\n | Control the cat with arrow keys/wasd/tapping the screen\nInteract with the different places \nYou can jump on some things\nOthers will send you back to the start\nGet to the other side\nIt repeats itself infinitely\nAll levels are possible |
Trolled (A Mobile Friendly Platformer) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [TheFatRat - Unity \(Instrumental\) v] until done\nend\n\nwhen I receive [end v]\nswitch backdrop to (backdrop1 v)\nstop [other scripts in sprite v]\nforever\n play sound [End v] until done\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change y by (1)\n if <touching (platform v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [12]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (platform v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (platform v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [12]\n end\n end\n if <touching (bounce pad v)?> then\n set [yv v] to [20]\n end\n change y by (1)\n if <not <(Level) = [5]>> then\n if <(x position) > [238]> then\n broadcast (message1 v)\n reset\n end\n else\n if <[-238] > (x position)> then\n broadcast (message1 v)\n reset\n end\n end\n if <key (r v) pressed?> then\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [message1 v]\nreset\n\nwhen I receive [retry v]\nreset\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Platform\n\nwhen I receive [message1 v]\nnext costume\nforever\n set [level v] to (costume [number v])\n if <(Level) = [11]> then\n broadcast (END v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Spikes\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Bounce Pad\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\nclear graphic effects\ngo to x: (-210) y: (162)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (retry v)\n else\n set [brightness v] effect to (10)\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nclear graphic effects\ngo to x: (-150) y: (162)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (hint v)\n else\n set [brightness v] effect to (10)\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen I receive [message1 v]\nhide\nnext costume\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nhide\n\nwhen I receive [hint v]\nif <<(Level) = [7]> or <(Level) = [8]>> then\n broadcast (bright v)\nelse\n show\n wait (2) seconds\n hide\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Fake\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [bright v]\nset [brightness v] effect to (50)\nwait (2) seconds\nclear graphic effects\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n | Part 2: https://scratch.mit.edu/projects/369899419/\nPart 3: https://scratch.mit.edu/projects/378456484\n**************************************************************\nArrow keys, WASD or tap to move.\nBeat all 10 levels to win.\n**************************************************************\nPlay my other games here.\nhttps://scratch.mit.edu/studios/4685976/ |
The Hamster Ball Platformer (Mobile Available) #games #all #platformer | @Stage\n\nwhen [1 v] key pressed\nstop all sounds\n\nwhen I receive [start v]\nrepeat until <(backdrop [number v]) = [71]>\n play sound [Minecraft - Calm 1 - Old v] until done\nend\n\n@Player\n\nwhen backdrop switches to [backdrop22 v]\nhide\nstop [all v]\n\ndefine Set Costume\nchange [in air? v] by (1)\nif <(in air?) < [6]> then\n if <(Costume) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ((2) + ([floor v] of ((Costume) mod (3)) ))\n end\nelse\n switch costume to (air v)\nend\n\nwhen flag clicked\nforever\n repeat (1)\n if <key (p v) pressed?> then\n next backdrop\n go to x: (-230) y: (-125)\n wait until <key (p v) pressed?>\n wait (0.05) seconds\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n set drag mode [not draggable v]\nend\n\nwhen flag clicked\nforever\n hide variable [costume v]\nend\n\nwhen backdrop switches to [backdrop22 v]\n\ndefine Score\nset [score v] to [510]\nforever\n change [score v] by (-5)\n wait (10) seconds\nend\n\nwhen flag clicked\nforever\n show\n Score\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nshow\nhide variable [time: v]\nhide variable [☁ high score v]\nreset timer\nswitch backdrop to (backdrop1 v)\nswitch costume to (run v)\nshow\ngo to x: (-230) y: (-141)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [x v] by (0.75)\n switch costume to (run v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [x v] by (-0.75)\n switch costume to (costume1 v)\n end\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <([abs v] of (x) ) > [0.5]> then\n change x by (x)\n if <(x) < [0]> then\n change [costume v] by ((x) / (-3))\n else\n change [costume v] by ((x) / (3))\n end\n else\n set [costume v] to [0]\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (space v) pressed?>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000008)?> then\n change y by ((y) - ((y) * (2)))\n set [in air? v] to [-1]\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (space v) pressed?>> and <touching color (#000008)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-227) y: (-120)\n end\n if <(x position) > [222]> then\n next backdrop\n go to x: (-230) y: (-141)\n end\n if <touching color (#003fff)?> then\n set [y v] to [25]\n end\n Set Costume\nend\n\n@qwertyqtip intro2\n\nwhen flag clicked\nwait (13) seconds\nbroadcast (START! v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n repeat (700)\n change [color v] effect by (20)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (13.75) seconds\nbroadcast (START v)\n\n | ---------------------------------Intro---------------------------------\nThe game is finished! I will no longer update it but I want to thank all of you for your support!\nMobile available!\n------------------------------Gameplay----------------------------\nW or ⬆ or space --- Jump\nA or ⬅ --- Move Left\nD or ➡ --- Move Right\n2 --- Turn on music\n1 --- Turn off music\nP --- Skip level (you only have 1 skip)\nThe purple number is what level you are on.\n------------------------------------------------------------------------\nIt's out! My first platformer! You are in a Hamster ball. \nObviously, try to make it through all the levels; all are possible! Please tell me if you find any bugs or glitches. Enjoy. @qwertyqtip. I know it says it's a remix but it is quite different in many ways.\nAds ok.\n------------------------------------------------------------------------\nTip #1: Use momentum to gain speed and make jumps easier. You will go farther while in the air with momentum as opposed to just taking a still jump then moving.\n\nTips #2: Many jumps in this platformer require you to jump, wait a second then move. Sometimes, you shouldn't always move right when you jump.\n\nTip #3: There are some jumps that require you to jump around something and curl back in. In these cases, change direction the moment you have jumped the other way. |
Platformer Bob | @Stage\n\nwhen flag clicked\nforever\n play sound [Rainbow Road Medley - Super Smash Bros. Wii U.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (level)\nend\n\n@effects\n\nwhen I receive [main menu v]\nset [level v] to [1]\nhide\n\nwhen I receive [story mode v]\nshow\nforever\n switch costume to (level)\nend\n\n@Sprite17\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [yellow dot v]\nset [ghost v] effect to (50)\nforever\n go to [front v] layer\n if <(level) > [12]> then\n if <not <(story mode) = [1]>> then\n show\n set size to (50) %\n go to x: (190) y: (28)\n forever\n turn right (15) degrees\n if <touching (bob v)?> then\n broadcast (create clone v)\n end\n end\n else\n if <(story mode) = [1]> then\n show\n set size to (50) %\n turn right (15) degrees\n go to x: (190) y: (100)\n if <<(bruh) = [1]> or <[8] > (level)>> then\n if <touching (bob v)?> then\n broadcast (create clone v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[1] = (cave)> then\n hide\n end\nend\n\nwhen I receive [yellow dot v]\nif <[12] > (level)> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <<(bruh) = [1]> or <[8] > (level)>> then\n set [ghost v] effect to (0)\n forever\n turn left (15) degrees\n end\nelse\n hide\nend\n\nwhen I receive [main menu v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(level) > [11]> then\n set [cave v] to [1]\n broadcast (cave v)\n else\n set [cave v] to [0]\n end\nend\n\nwhen I receive [cave v]\nhide\n\nwhen I receive [yellow dot v]\nforever\n if <(cave) = [1]> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nforever\n if <<(bruh) = [1]> or <[8] > (level)>> then\n turn left (15) degrees\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(bruh) = [1]> or <[8] > (level)>> then\n show\n else\n hide\n end\nend\n\n@Spikes\n\nwhen I receive [story mode v]\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [main menu v]\nhide\n\n@story made levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [story mode v]\ncreate clone of (_myself_ v)\nset [level v] to [1]\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [choose color v]\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [main menu v]\nhide\n\n@Sprite14\n\nwhen I receive [thumbnail over v]\nhide\ngo to [back v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (4) seconds\nswitch costume to (costume2 v)\nwait (7) seconds\nswitch costume to (costume3 v)\nwait (7) seconds\nswitch costume to (costume4 v)\nwait (7) seconds\nswitch costume to (costume5 v)\nwait (10) seconds\nswitch costume to (costume6 v)\nwait (10) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (main menu v)\ndelete this clone\n\nwhen I receive [main menu v]\ndelete this clone\n\n@Sprite13\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nbroadcast (world of evil v)\n\nwhen I receive [main menu v]\nhide\n\n@BOB\n\ndefine Ground touch <up>\nchange [falling v] by (1)\nrepeat until <<not <touching color (#633a00)?>> and <not <touching (story made levels v)?>>>\n if <up> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine walk (speed) (direction)\nchange x by (speed)\npoint in direction (direction)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <<not <touching color (#633a00)?>> and <not <touching (story made levels v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<<mouse down?> and <(y position) > (mouse x)>> or <<<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling v] to [6]\n set [wall jump v] to [2]\n end\n else\n set [speed x v] to [0]\n end\nend\n\npoint in direction (direction)\n\nplay sound [Pop v] until done\n\n\n\nwhen I receive [choose color v]\nchoose color right\n\nwhen I receive [choose color v]\nchoose color left\n\nwhen flag clicked\nset size to (80) %\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\nwhen I receive [story mode v]\ngo to x: (-120) y: (100)\nshow\n\nwhen I receive [multiplayer v]\nforever\n if <(multiplayer) = [1]> then\n broadcast (game on v)\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-179)\nset [speed y v] to [0]\nset [falling v] to [10]\nforever\n if <<[4] > (speed y)> or <<<mouse down?> and <(mouse y) > (y position)>> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Ground touch <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [speed x v] by (-3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (3)\n end\n end\n if <[-3] > (speed x)> then\n walk (speed x) [90]\n else\n if <(speed x) > [3]> then\n walk (speed x) [-90]\n end\n end\n if <[4] > (level)> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (space v) pressed?> or <<<key (up arrow v) pressed?> or <touching color (#5cb712)?>> or <key (w v) pressed?>>>> then\n if <(falling) < [3]> then\n set [speed y v] to [14]\n set [falling v] to [6]\n set [jump key v] to [1]\n end\n end\n else\n if <not <(story mode) = [1]>> then\n if <<key (space v) pressed?> or <<<key (up arrow v) pressed?> or <touching color (#5cb712)?>> or <key (w v) pressed?>>> then\n if <<(jump key) = [0]> and <(falling) < [3]>> then\n set [speed y v] to ((green jump?) + (14))\n set [falling v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n else\n if <(story mode) = [1]> then\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (space v) pressed?> or <<<key (up arrow v) pressed?> or <touching color (#5cb712)?>> or <key (w v) pressed?>>>> then\n if <(falling) < [3]> then\n set [speed y v] to [14]\n set [falling v] to [6]\n set [jump key v] to [1]\n end\n end\n end\n end\n end\nend\n\nset [jump key v] to [0]\n\nset [jump key v] to [0]\n\nplay sound [Pop v] until done\n\nplay sound [Pop v] until done\n\nif <<key (space v) pressed?> or <<<key (up arrow v) pressed?> or <touching color (#5cb712)?>> or <key (w v) pressed?>>> then\n if <<(jump key) = [0]> and <(falling) < [3]>> then\n set [speed y v] to [14]\n set [falling v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\n\nplay sound [Pop v] until done\n\nwhen flag clicked\nforever\n if <<<touching (spikes v)?> or <touching color (#ff0000)?>> or <<[1] = (retry)> or <key (r v) pressed?>>> then\n go to x: (-175) y: (-130)\n end\nend\n\nwhen flag clicked\ngo to x: (-189) y: (-120)\nforever\n if <<(bruh) = [1]> or <(level) < [8]>> then\n if <<touching color (#daea00)?> or <touching (sprite17 v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (-120)\n set [level v] to ((level) + (1))\n set [bruh v] to [0]\n end\n end\nend\n\nwhen I receive [story mode v]\nsay [woah.. where am I?] for (4) seconds\nwait (1) seconds\nbroadcast (yellow dot v)\nsay [I wonder what that yellow thing over there is] for (5) seconds\nwait (1) seconds\nsay [all i know is that i've got to get out of here.] for (2) seconds\n\nwhen I receive [start game v]\n\nwhen I start as a clone\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nforever\n change [ghost v] effect by (7)\n change size by (-7)\n if <(size) < [17]> then\n delete this clone\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwait (1) seconds\nswitch costume to (costume7 v)\nwait (1) seconds\nswitch costume to (costume8 v)\nwait (1) seconds\nswitch costume to (costume9 v)\nwait (1) seconds\nswitch costume to (costume10 v)\nwait (0.1) seconds\nswitch costume to (costume11 v)\nwait (0.1) seconds\nswitch costume to (costume11 v)\nwait (0.1) seconds\nswitch costume to (costume12 v)\nwait (0.1) seconds\nswitch costume to (costume13 v)\nwait (0.1) seconds\nswitch costume to (costume14 v)\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(level) = [30]> then\n say [GUY! I CAME TO SAVE YOU!]\n end\nend\n\nwhen flag clicked\nhide\n\nif <not <key (any v) pressed?>> then\n next costume\n if <(costume [number v]) = [100]> then\n switch costume to (costume7 v)\n end\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume6 v)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume4 v)\n else\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n switch costume to (costume3 v)\n end\n end\n end\nend\n\nforever\n\nwhen flag clicked\nforever\n if <<[11] < (level)> and <(story mode) = [1]>> then\n if <touching color (#000000)?> then\n go to x: (-200) y: (-120)\n set [level v] to ((level) + (1))\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n say [Woah, A Cave!] for (2) seconds\n end\nend\n\nwhen flag clicked\nset [light v] to [0]\n\nwhen I receive [cave v]\nforever\n if <(cave) = [1]> then\n set [light v] to (distance to [light v])\n end\nend\n\nwhen I receive [cave v]\nforever\n if <(cave) = [1]> then\n set [light v] to (distance to [light v])\n end\nend\n\ndefine choose color right\n\ndefine choose color left\n\nswitch costume to (costume1 v)\nshow\nforever\n create clone of (_myself_ v)\nend\n\n@Sprite9\n\nwhen I receive [story mode v]\nshow variable [level v]\n\nwhen I start as a clone\ngo to x: (100) y: (100)\ngo to [front v] layer\nshow\n\nforever\n\nwhen flag clicked\nhide variable [level v]\nhide variable [timer/score v]\nset [level v] to [0]\nset [timer/score v] to [0]\n\nwhen I receive [start game v]\nshow variable [level v]\nshow variable [timer/score v]\n\nwhen I receive [main menu v]\nhide\nhide variable [level v]\nhide variable [timer/score v]\nset [level v] to [0]\nset [timer/score v] to [0]\n\nwhen flag clicked\ndelete this clone\n\nbroadcast (end of game v)\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (main menu v)\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n switch costume to (costume2 v)\n else\n set size to (100) %\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [30]> then\n wait until <(level) = [30]>\n create clone of (_myself_ v)\n wait until <not <(level) = [30]>>\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [choose color v]\n\n@Sprite7\n\nwhen I receive [choose color v]\ngo to [front v] layer\nshow\nforever\n go to x: (-40) y: (0)\n if <touching (mouse-pointer v)?> then\n set size to (150) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen this sprite clicked\nset [choose color left v] to [1]\nwait (0.1) seconds\nset [choose color left v] to [0]\n\nwhen I receive [main menu v]\nhide\ndelete this clone\n\n@Sprite6\n\nwhen I receive [choose color v]\ngo to x: (40) y: (0)\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (150) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start game v]\nhide\ndelete this clone\n\nwhen this sprite clicked\nset [choose color right v] to [1]\nwait (0.1) seconds\nset [choose color right v] to [0]\n\nwhen I receive [main menu v]\nhide\ndelete this clone\n\n@Sprite8\n\nwhen I receive [choose color v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen I receive [main menu v]\nhide\ngo to [back v] layer\n\nwhen I receive [story mode v]\ndelete this clone\n\n@Sprite4\n\nwhen I receive [start game v]\nforever\n if <(mm) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [main menu v]\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Sprite16\n\nwhen flag clicked\nforever\n next costume\n if <<(story mode) = [1]> and <<[7] < (level)> and <[12] > (level)>>> then\n if <not <(bruh) = [1]>> then\n show\n if <touching (bob v)?> then\n wait until <touching (bob v)?>\n change [bruh v] by (1)\n hide\n wait until <not <touching (bob v)?>>\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [main menu v]\nset [bruh v] to [0]\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n go to x: (36) y: (28)\n else\n if <(level) = [9]> then\n go to x: (-190) y: (140)\n else\n if <(level) = [11]> then\n go to x: (-190) y: (140)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [1234567891011121gg]> then\n if <key (f v) pressed?> then\n wait until <key (f v) pressed?>\n set [level v] to ((level) + (1))\n wait until <not <key (f v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [15]> and <(story mode) = [1]>> then\n hide\n end\nend\n\n@Sprite20\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n change x by (-1)\n if <(x position) = [-240]> then\n set [grah v] to [0]\n delete this clone\n end\nend\n\nwhen I receive [story mode v]\nshow\ngo to x: (0) y: (0)\nif <not <(cave) = [1]>> then\n create clone of (_myself_ v)\n forever\n go to [front v] layer\n change x by (1)\n if <(x position) = [240]> then\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen flag clicked\nforever\n if <not <(grah) = [1]>> then\n create clone of (_myself_ v)\n set [grah v] to [1]\n end\nend\n\nwhen I receive [main menu v]\nbroadcast (story mode v)\n\nwhen I receive [cave v]\nhide\n\nwhen I start as a clone\nforever\n if <[12] < (level)> then\n delete this clone\n end\nend\n\n@Sprite15\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n go to [front v] layer\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (main menu v)\n delete this clone\n end\nend\n\nwhen I receive [world of evil v]\ncreate clone of (_myself_ v)\nhide\n\nwhen flag clicked\nbroadcast (world of evil v)\n\nwhen I receive [main menu v]\ndelete this clone\n\n@clouds\n\nwhen I receive [story mode v]\nset [delete v] to [0]\nhide\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nforever\n if <not <[12] < (level)>> then\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\n else\n set [delete v] to [1]\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\ngo to x: (-239) y: (pick random (0) to (180))\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (100)\nrepeat (7)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [cave v]\nhide\n\nwhen I start as a clone\nforever\n if <[12] < (level)> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n change x by (((0.5) * (size)) / (15))\n if <[229] < (x position)> then\n repeat (10)\n change x by (1)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<[239] < (x position)> or <(delete) = [1]>> then\n delete this clone\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [pixelate v] effect to (50)\nswitch costume to (costume2 v)\nrepeat (5)\n change [pixelate v] effect by (10)\nend\nrepeat (10)\n change [pixelate v] effect by (-10)\nend\nwait (3) seconds\nbroadcast (thumbnail over v)\ndelete this clone\n\nwhen I receive [thumbnail over v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (-205) y: (-171)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [level v] to ((level) + (1))\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [story mode v]\nshow\nforever\n go to [front v] layer\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [retry v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n else\n set [retry v] to [0]\n end\nend\n\nwhen I receive [story mode v]\ngo to x: (-152) y: (-169)\nshow\nforever\n go to [front v] layer\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\nend\n\n | try it in turbo mode lol\nDONE!\nStory mode: get to the portal thingy.\nwasd, space, arrow keys, or mouse to move.\nhit "r" to try the level again.\n\n\n\n\n\n\nIF YOU SCROLLED DOWN THIS FAR AND LOVED AND HEARTED I WILL LOVE, HEART, AND FOLLOW YOU |
Cheat Codes - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [coconut song v] until done\nend\n\n@character\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nrepeat (25)\n change [ghost v] effect by (2)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nif <(username) = [ItsYoMama2019]> then\n think [Hmm...]\n wait (2) seconds\n think [harry does not get to play]\n stop [all v]\nend\nset [level v] to [1]\nset rotation style [all around v]\nswitch backdrop to (lvl 1 v)\ngo to x: (-220) y: (-50)\npoint in direction (90)\nswitch costume to (normal v)\nset size to (50) %\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#00ff08)?> then\n change y by (1)\n if <touching color (#00ff08)?> then\n change y by (1)\n if <touching color (#00ff08)?> then\n change y by (1)\n if <touching color (#00ff08)?> then\n change y by (1)\n if <touching color (#00ff08)?> then\n change y by (1)\n if <touching color (#00ff08)?> then\n change x by ((XV) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <(XV) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (YV)\n if <touching color (#00ff08)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#00ff08)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <touching color (#9a64ff)?> then\n change [level v] by (1)\n next backdrop\n set [xv v] to [0]\n go to x: (-220) y: (-50)\n end\n if <touching color (#a264ff)?> then\n change [level v] by (1)\n next backdrop\n set [xv v] to [0]\n go to x: (-220) y: (-50)\n end\n if <touching color (#000000)?> then\n set [yv v] to [0]\n go to x: (-220) y: (-50)\n end\n if <touching (tramp v)?> then\n set [yv v] to [20]\n end\n if <touching (speed v)?> then\n set [xv v] to [20]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nrepeat (25)\n change [ghost v] effect by (2)\n change size by (-2)\nend\n\n@tramp\n\nwhen flag clicked\nforever\n hide\n if <(level) = [8]> then\n show\n go to x: (-49) y: (-87)\n end\n if <(level) = [9]> then\n show\n go to x: (-23) y: (-87)\n end\n if <(level) = [15]> then\n show\n go to x: (3) y: (-87)\n end\n if <(level) = [16]> then\n show\n go to x: (3) y: (-87)\n end\n if <(level) = [20]> then\n show\n go to x: (-146) y: (-89)\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nrepeat until <(level) = [21]>\n change [timer v] by (.1)\n wait (.1) seconds\nend\n\nset [level v] to [0]\n\nwhen I receive [well done! v]\nif <(timer) < (☁ lowest time)> then\n set [☁ lowest time v] to (timer)\n set [lowest time holder v] to (username)\nend\n\nwhen flag clicked\nforever\n if <(level) = [21]> then\n broadcast (Well Done! v)\n end\nend\n\n@speed\n\nwhen flag clicked\nforever\n hide\n if <(level) = [10]> then\n show\n go to x: (-8) y: (-101)\n end\n if <(level) = [11]> then\n show\n go to x: (-8) y: (-101)\n end\n if <(level) = [20]> then\n show\n go to x: (-105) y: (100)\n end\nend\n\n | arrow keys and only arrow keys\nget to the purple\nyou have to heart and star to comment\navoid the black\nclick the flag\nclick the heart and star icons\nclick the follow on my profile\nall levels are 100% possible\nyou have to heart and star it if you want to remix\nyou can use my engine with a credit for ALL of the engine |
SMB Giant Bowser Boss Battle | @Stage\n\nwhen I receive [mariostart v]\nset volume to (0) %\n\nwhen I receive [bowserdied v]\nstop [other scripts in stage v]\nswitch backdrop to (sky v)\n\nwhen I receive [bowserdierumble v]\nrepeat until <(bowserdieRumble) = [0]>\n switch backdrop to (lightning1 v)\n wait (0.1) seconds\n switch backdrop to (sky v)\n wait (0.1) seconds\nend\n\nwhen I receive [load v]\nset volume to (100) %\nswitch backdrop to (sky v)\nforever\n wait (pick random (1) to (8)) seconds\n start sound [thunder_firebreath v]\n switch backdrop to (lightning1 v)\n wait (0.3) seconds\n switch backdrop to (lightning2 v)\n wait (0.1) seconds\n switch backdrop to (lightning3 v)\n wait (0.1) seconds\n switch backdrop to (sky v)\n wait (0.1) seconds\nend\n\nwhen I receive [ending v]\nswitch backdrop to (blue1 v)\nwait (0.3) seconds\nswitch backdrop to (blue2 v)\nwait (0.3) seconds\nswitch backdrop to (blue3 v)\nwait (0.3) seconds\n\n@Floor\n\nwhen I receive [mariostart v]\ngo [backward v] (100) layers\n\nwhen I receive [rumble v]\nrepeat until <(rumble) = [0]>\n change y by (4)\n wait (0.1) seconds\n change y by (-4)\nend\ngo to x: (0) y: (0)\n\nstart sound [Break v]\nwait (0.05) seconds\n\nwhen I receive [mariostart v]\nset [rumble v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [bowserdierumble v]\nrepeat until <(bowserdieRumble) = [0]>\n change y by (4)\n wait (0.1) seconds\n change y by (-4)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [bowserdied v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\n\n@Mario\n\nwhen I receive [load v]\nshow\nset [canmove v] to [0]\nset [direction v] to [r]\nswitch costume to (r.skid/power v)\ngo to x: (0) y: (0)\nglide (0.6) secs to x: (0) y: (-150)\nswitch costume to (r.stand v)\nset [canmove v] to [1]\n\nwhen I receive [load v]\nforever\n if <(canMove) = [1]> then\n if <key (right arrow v) pressed?> then\n repeat until <not <key (right arrow v) pressed?>>\n set [direction v] to [r]\n move (5) steps\n end\n end\n end\nend\n\nwhen I receive [load v]\nforever\n if <(canMove) = [1]> then\n if <key (left arrow v) pressed?> then\n repeat until <not <key (left arrow v) pressed?>>\n set [direction v] to [l]\n move (-5) steps\n end\n end\n end\nend\n\nwhen I receive [load v]\nforever\n if <(canMove) = [1]> then\n if <<not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> and <touching (floor v)?>> then\n if <(direction) = [l]> then\n switch costume to (l.stand v)\n end\n if <(direction) = [r]> then\n switch costume to (r.stand v)\n end\n end\n end\nend\n\nif <touching (floor v)?> then\nelse\nend\nswitch costume to (r.walk1 v)\n\nwhen I receive [load v]\nforever\n if <(canMove) = [1]> then\n if <key (right arrow v) pressed?> then\n if <touching (floor v)?> then\n repeat until <not <key (right arrow v) pressed?>>\n wait (0.01) seconds\n switch costume to (r.walk1 v)\n wait (0.01) seconds\n switch costume to (r.walk2 v)\n wait (0.01) seconds\n switch costume to (r.walk3 v)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <touching (floor v)?> then\n repeat until <not <key (left arrow v) pressed?>>\n wait (0.01) seconds\n switch costume to (l.walk1 v)\n wait (0.01) seconds\n switch costume to (l.walk2 v)\n wait (0.01) seconds\n switch costume to (l.walk3 v)\n end\n end\n end\n end\nend\n\nwhen I receive [load v]\nforever\n if <(canMove) = [1]> then\n if <<key (x v) pressed?> or <key (up arrow v) pressed?>> then\n broadcast (jump v)\n start sound [jump2 v]\n if <(direction) = [r]> then\n set [jumping v] to [1]\n switch costume to (r.jump v)\n repeat (10)\n change y by (10)\n end\n change y by (7)\n wait (0.01) seconds\n change y by (5)\n wait (0.01) seconds\n change y by (3)\n wait (0.1) seconds\n change y by (-3)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\n change y by (-7)\n repeat (10)\n change y by (-10)\n end\n set [jumping v] to [0]\n else\n if <(direction) = [l]> then\n set [jumping v] to [1]\n switch costume to (l.jump v)\n repeat (10)\n change y by (10)\n end\n change y by (7)\n wait (0.01) seconds\n change y by (5)\n wait (0.01) seconds\n change y by (3)\n wait (0.1) seconds\n change y by (-3)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\n change y by (-7)\n repeat (10)\n change y by (-10)\n end\n set [jumping v] to [0]\n end\n end\n end\n end\nend\n\nwhen I receive [load v]\nforever\n if <(canMove) = [1]> then\n if <key (down arrow v) pressed?> then\n if <touching (floor v)?> then\n repeat until <not <key (down arrow v) pressed?>>\n set [canmove v] to [0]\n if <(direction) = [l]> then\n switch costume to (l.duck v)\n end\n if <(direction) = [r]> then\n switch costume to (r.duck v)\n end\n end\n set [canmove v] to [1]\n end\n end\n end\nend\n\nwhen I receive [load v]\nset [candie v] to [1]\nforever\n if <(canDie) = [1]> then\n if <<<touching (bowser v)?> or <touching (firebeam v)?>> or <touching (podoboo v)?>> then\n wait (0.1) seconds\n set [candie v] to [0]\n stop [other scripts in sprite v]\n go to [front v] layer\n broadcast (died v)\n switch costume to (dead v)\n start sound [Death v]\n wait (0.6) seconds\n repeat (10)\n change y by (10)\n end\n wait (0.1) seconds\n repeat until <(y position) < [-175]>\n change y by (-10)\n end\n hide\n wait (3) seconds\n broadcast (MarioStart v)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (MarioStart v)\n\nwhen I receive [load v]\nforever\n if <(canMove) = [1]> then\n if <<key (z v) pressed?> and <key (right arrow v) pressed?>> then\n move (5) steps\n end\n if <<key (z v) pressed?> and <key (left arrow v) pressed?>> then\n move (-5) steps\n end\n end\nend\n\nif then\nend\n\nwhen I receive [jump v]\nrepeat until <(jumping) = [0]>\n if <(direction) = [l]> then\n switch costume to (l.jump v)\n end\n if <(direction) = [r]> then\n switch costume to (r.jump v)\n end\nend\n\nswitch costume to (l.duck v)\n\nwhen I receive [bowserdierumble v]\nrepeat until <(bowserdieRumble) = [0]>\n change y by (4)\n wait (0.1) seconds\n change y by (-4)\nend\ngo to x: (-20) y: (-150)\n\nwhen I receive [startend v]\nswitch costume to (r.stand v)\n\nwhen I receive [bowserdied v]\nstop [other scripts in sprite v]\nwait (0.5) seconds\nset [canmove v] to [0]\nset [candie v] to [0]\nglide (1) secs to x: (x position) y: (-150)\nif <(direction) = [l]> then\n switch costume to (l.stand v)\nelse\n if <(direction) = [r]> then\n switch costume to (r.stand v)\n end\nend\n\nset [bowserhits v] to [1]\n\nset [bowserhits v] to [1]\n\n@Bowser\n\nwhen I receive [load v]\nhide\nwait (8) seconds\nshow\nswitch costume to (l.walk1 v)\ngo to x: (500) y: (-14)\nglide (0.3) secs to x: (444) y: (-14)\nwait (3) seconds\nglide (0.3) secs to x: (350) y: (-14)\nwait (0.3) seconds\nrepeat (3)\n switch costume to (l.walk2 v)\n wait (0.2) seconds\n switch costume to (l.walk1 v)\n wait (0.2) seconds\nend\nstart sound [Bullet v]\nglide (0.3) secs to x: (500) y: (-14)\nhide\nforever\n set [bowserattack v] to (pick random (1) to (6))\n if <(BowserAttack) = [1]> then\n attack.slideR\n wait (0.5) seconds\n end\n if <(BowserAttack) = [2]> then\n attack.slideL\n wait (0.5) seconds\n end\n if <(BowserAttack) = [3]> then\n attack.podoboos\n wait (0.5) seconds\n end\n if <(BowserAttack) = [4]> then\n attack.rumble1\n wait (0.5) seconds\n end\n if <(BowserAttack) = [5]> then\n attack.rumble2\n wait (0.5) seconds\n end\n if <(BowserAttack) = [6]> then\n attack.firebeam\n wait (0.5) seconds\n end\nend\n\ndefine attack.podoboos\nshow\nswitch costume to (l.walk2 v)\ngo to x: (500) y: (-8)\nglide (0.3) secs to x: (385) y: (-8)\nstart sound [Bullet v]\nwait (0.4) seconds\nbroadcast (podoboos v)\nwait (4) seconds\nglide (0.3) secs to x: (500) y: (-8)\nhide\n\ndefine attack.rumble1\nbroadcast (rumble v)\nset [rumble v] to [1]\nwait (1) seconds\nshow\nswitch costume to (l.walk2 v)\ngo to x: (500) y: (-250)\nglide (1) secs to x: (-500) y: (-250)\nhide\nset [rumble v] to [0]\n\nwhen I receive [rumble v]\nrepeat until <(rumble) = [0]>\n start sound [Destroy v]\n wait (0.05) seconds\nend\nstart sound [Break v]\nwait (0.05) seconds\n\ndefine attack.rumble2\nbroadcast (rumble v)\nset [rumble v] to [1]\nwait (1) seconds\nshow\nswitch costume to (l.walk2 v)\ngo to x: (500) y: (-250)\nglide (0.5) secs to x: (200) y: (-250)\nglide (0.5) secs to x: (150) y: (-250)\nwait (0.3) seconds\nglide (0.5) secs to x: (150) y: (-250)\nglide (0.6) secs to x: (500) y: (-250)\nhide\nwait (0.8) seconds\nshow\ngo to x: (-500) y: (-250)\nglide (1) secs to x: (500) y: (-250)\nhide\nset [rumble v] to [0]\n\ndefine attack.firebeam\nshow\nswitch costume to (l.walk2 v)\ngo to x: (500) y: (-100)\nglide (0.3) secs to x: (385) y: (-100)\nstart sound [Bullet v]\nwait (0.4) seconds\nbroadcast (firebeam v)\nwait (2) seconds\nglide (0.3) secs to x: (500) y: (-100)\nhide\n\nwhen I receive [mariostart v]\nhide\nstop [other scripts in sprite v]\n\ndefine attack.slideL\nshow\nswitch costume to (l.walk2 v)\ngo to x: (500) y: (-100)\nglide (0.7) secs to x: (200) y: (-100)\nstart sound [Bullet v]\nwait (0.4) seconds\nglide (0.7) secs to x: (500) y: (-100)\nhide\n\nwhen I receive [load v]\nset [bowserhits v] to [5]\nforever\n if <<touching (koopashell v)?> and <(MotionShell) = [1]>> then\n change [bowserhits v] by (-1)\n start sound [Fall2 v]\n repeat (5)\n wait (0.2) seconds\n change [color v] effect by (25)\n end\n clear graphic effects\n end\nend\n\ndefine attack.slideR\nshow\nswitch costume to (r.walk2 v)\ngo to x: (-500) y: (-100)\nglide (0.7) secs to x: (-200) y: (-100)\nstart sound [Bullet v]\nwait (0.4) seconds\nglide (0.7) secs to x: (-500) y: (-100)\nhide\n\nwhen I receive [load v]\nset [bowserdierumble v] to [0]\nset [bowserdied v] to [0]\nforever\n if <(BowserHits) = [0]> then\n if <(bowserDied) = [0]> then\n set [bowserdied v] to [1]\n stop [other scripts in sprite v]\n broadcast (bowserDied v)\n end\n end\nend\n\nwhen I receive [bowserdied v]\nrepeat (10)\n wait (0.2) seconds\n change [color v] effect by (25)\nend\nclear graphic effects\nbroadcast (bowserdieRumble v)\nset [bowserdierumble v] to [1]\nwait (3) seconds\nset [bowserdierumble v] to [0]\nbroadcast (startEnd v)\nhide\n\nwhen I receive [bowserdierumble v]\nrepeat until <(bowserdieRumble) = [0]>\n start sound [Destroy v]\n wait (0.05) seconds\nend\nstart sound [Fall2 v]\n\nset [bowserhits v] to [4]\n\n@Music\n\nwhen I receive [load v]\nset volume to (100) %\nplay sound [BossIntro v] until done\nrepeat until <(canDie) = [0]>\n play sound [BossMain v] until done\nend\n\nwhen I receive [died v]\nset volume to (0) %\n\nwhen I receive [mariostart v]\nstop all sounds\n\nwhen I receive [bowserdied v]\nstop [other scripts in sprite v]\n\nwhen I receive [startend v]\nwait (8) seconds\nbroadcast (ending v)\nset volume to (100) %\nplay sound [Peach Is Saved v] until done\n\n@MarioStart\n\nwhen I receive [mariostart v]\nset [ghost v] effect to (0)\nswitch costume to (mariostart v)\nshow\ngo to [front v] layer\nwait (3) seconds\nswitch costume to (fakenesthing v)\nwait (0.1) seconds\nbroadcast (load v)\nhide\n\nwhen I receive [startend v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (3) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (25)\n wait (1) seconds\nend\nhide\n\nwhen I receive [ending v]\nwait (60) seconds\nclear graphic effects\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\n\n@Podoboo\n\nwhen I receive [mariostart v]\nhide\n\nwhen I receive [podoboos v]\nwait (0.5) seconds\nhide\nrepeat (7)\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: ([x position v] of [mario v]) y: (31)\nswitch costume to (podobooup v)\nglide (0.4) secs to x: (x position) y: (125)\nswitch costume to (podoboodown v)\nglide (0.7) secs to x: (x position) y: (-180)\nhide\ndelete this clone\n\nwhen I receive [bowserdied v]\nstop [other scripts in sprite v]\nhide\n\n@FireBeam\n\nwhen I receive [firebeam v]\nshow\ngo to x: (500) y: (-70)\nglide (0.2) secs to x: (-27) y: (-70)\nwait (1.2) seconds\nglide (0.2) secs to x: (500) y: (-70)\nhide\n\nwhen I receive [bowserdied v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [mariostart v]\nhide\nclear graphic effects\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [podoboos v]\nshow\ngo to x: (500) y: (8)\nglide (0.2) secs to x: (-27) y: (8)\nwait (3) seconds\nglide (0.2) secs to x: (500) y: (8)\nhide\n\n@Pipe\n\nwhen I receive [load v]\nshow\nforever\n wait (15) seconds\n broadcast (giveShell v)\nend\n\nwhen I receive [rumble v]\nrepeat until <(rumble) = [0]>\n change y by (4)\n wait (0.1) seconds\n change y by (-4)\nend\ngo to x: (0) y: (148)\n\nwhen I receive [mariostart v]\nstop [other scripts in sprite v]\n\nwhen I receive [bowserdied v]\nstop [other scripts in sprite v]\n\nwhen I receive [bowserdierumble v]\nrepeat until <(bowserdieRumble) = [0]>\n change y by (4)\n wait (0.1) seconds\n change y by (-4)\nend\nhide\n\n@KoopaShell\n\nwhen I receive [mariostart v]\nset volume to (0) %\nhide\n\nwhen I receive [giveshell v]\nset volume to (100) %\nshow\nswitch costume to (shell v)\nset [hitbowser v] to [0]\nset [kickable v] to [1]\ngo to x: (0) y: (129)\nstart sound [Grow v]\nglide (0.7) secs to x: (0) y: (100)\nrepeat until <(y position) < [-130]>\n change y by (-10)\nend\nwait (6) seconds\nif <<(MotionShell) = [0]> and <(hitBowser) = [0]>> then\n set [kickable v] to [0]\n start sound [Disappear v]\n switch costume to (poof1 v)\n wait (0.1) seconds\n switch costume to (poof2 v)\n wait (0.1) seconds\n switch costume to (poof3 v)\n wait (0.1) seconds\n hide\nend\n\nwhen I receive [load v]\nclear graphic effects\nset [motionshell v] to [0]\nforever\n if <touching (mario v)?> then\n if <(kickable) = [1]> then\n start sound [Kick v]\n set [motionshell v] to [1]\n if <(direction) = [l]> then\n repeat until <<touching (_edge_ v)?> or <touching (bowser v)?>>\n change x by (-15)\n end\n hide\n else\n if <(direction) = [r]> then\n repeat until <<touching (_edge_ v)?> or <touching (bowser v)?>>\n change x by (15)\n end\n hide\n end\n end\n set [motionshell v] to [0]\n set [hitbowser v] to [1]\n end\n end\nend\n\nwhen I receive [died v]\nset [motionshell v] to [0]\n\nset [motionshell v] to [0]\n\nwhen I receive [rumble v]\nif <touching (floor v)?> then\n repeat until <(rumble) = [0]>\n change y by (4)\n wait (0.1) seconds\n change y by (-4)\n end\nend\n\nwhen I receive [died v]\nset [kickable v] to [0]\n\nwhen I receive [bowserdied v]\nstop [other scripts in sprite v]\nhide\n\n@Toadstool\n\nwhen I receive [mariostart v]\nhide\n\nwhen I receive [startend v]\nshow\ngo to x: (35) y: (180)\nglide (6) secs to x: (35) y: (-150)\n\n@thanks\n\nwhen I receive [ending v]\nwait (1) seconds\nshow\nswitch costume to (ending v)\nwait (1) seconds\nswitch costume to (ending2 v)\n\nwhen I receive [mariostart v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n | ARROW KEYS > Move\nZ > Run\nX or UP > Jump\n\nKick the shells at Bowser five times.\nYou die even as Super Mario.\nIt may lag at the initial startup. |
Lost in Egypt-#1- [platformer] | @Stage\n\nwhen flag clicked\nnext backdrop\n\n@Ground\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [13]>> then\n next costume\n next backdrop\nend\n\nwhen flag clicked\n\nif <not <(costume [number v]) = [13]>> then\n\nnext costume\nnext backdrop\n\nwhen I receive [green flag clicked v]\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\n\n@Player\n\nwhen I receive [green flag clicked v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\ngo to [front v] layer\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n set [color v] effect to (Color)\n switch costume to (costume2 v)\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (-200) y: (100)\n set [speed y v] to [0]\n end\n if <(x position) > [220]> then\n go to x: (-200) y: (100)\n broadcast (Next level v)\n end\n if <touching (spikes v)?> then\n broadcast (Die v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (100)\n end\n Set Costume\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-10))\nelse\n change [frame v] by ((speed) / (10))\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Set Costume\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (10)\nrepeat (10)\n change size by (-1)\n set [color v] effect to (Color)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag clicked v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [restart v]\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-200) y: (100)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\n@Particle\n\nwhen flag clicked\nhide\nforever\n switch costume to (pick random (1) to (3))\n go to x: (pick random (-200) to (200)) y: (-150)\n repeat (pick random (1) to (5))\n create clone of (_myself_ v)\n end\n wait (pick random (1) to (3)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (200) to (-200)) y: (-150)\nset size to (pick random (20) to (100)) %\nset [ghost v] effect to (pick random (45) to (90))\nglide (pick random (2) to (4)) secs to x: (pick random (-200) to (200)) y: (250)\ndelete this clone\n\ngo to x: (-10) y: (184)\n\nwhen flag clicked\nforever\n point towards (mouse-pointer v)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nif <not <(costume [number v]) = [5]>> then\n next costume\nend\nif <(costume [number v]) = [5]> then\n\nwhen flag clicked\nforever\n set [color v] effect to (Color)\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n broadcast (Green Flag clicked v)\nend\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\nset [ghost v] effect to (54)\n\n | UPDATE: https://scratch.mit.edu/projects/381147237/\n\nSCROLLING!: (Mobile friendly!)\nhttps://scratch.mit.edu/projects/460882798/\n\nHey guys!\nIts been a while now, so why not turn comments back on right? Anyways, my scrolling platformer is way better! Please visit it! Thanks guys!\n\nBackstory:\nYou are exploring aincent Egypt, and you get lost in a pyrimid. You can feel something odd happening inside but you cant quite figure out what. You must find your way out, before you die alone, without anyone ever knowing what happend to you. ENTER IF YOU DARE!!!!! or well, you play so u cant not enter XD |
Platformer! | @Stage\n\n@Ninja\n\nwhen flag clicked\nhide variable [level v]\nclear graphic effects\nhide\nset size to (100) %\nswitch backdrop to (lvl 1 v)\nset [levelcounter v] to [1]\ngo to x: (-214) y: (-111)\n\nwhen I receive [restart v]\ngo to x: (-214) y: (-111)\nset [levelcounter v] to [1]\n\nwhen flag clicked\nset [musicon? v] to [True]\nrepeat until <(MusicOn?) = [False]>\n play sound [otherworld v] until done\nend\n\nwhen I receive [shrink v]\nset size to (75) %\n\nwhen I receive [normalsuit v]\nswitch costume to (ninja dark suit v)\n\nwhen I receive [valentinesskinequip v]\nswitch costume to (ninja valentines suit v)\n\nwhen I receive [stpatricksequip v]\nswitch costume to (ninja st. patrick's suit v)\n\nwhen I receive [easterequip v]\nswitch costume to (ninja easter suit v)\n\nwhen I receive [world1equip v]\nswitch costume to (ninja world 1 suit v)\n\nwhen I receive [world2equip v]\nswitch costume to (ninja world 2 suit test v)\n\nwhen I receive [world#equip v]\nswitch costume to (ninja world 3 suit v)\n\nwhen [m v] key pressed\nset [musicon? v] to [False]\nstop all sounds\n\nwhen I receive [world4equip v]\nswitch costume to (ninja world 4 suit v)\n\nwhen I receive [vip skin equip v]\nswitch costume to (ninja vip suit v)\n\nwhen I receive [stpatricksvip v]\nswitch costume to (ninja st. patrick's vip suit v)\n\nwhen I receive [stpatricksvip v]\nswitch costume to (ninja st. patrick's vip suit v)\n\nwhen I receive [start v]\nshow variable [level v]\ngo to x: (-214) y: (-111)\nwait (0.5) seconds\nshow\nif <(username) = [jp_fox]> then\n switch costume to (ninja jp_fox suit v)\nelse\n switch costume to (ninja dark suit v)\nend\nforever\n set [level v] to (join [Level ] (join (LevelCounter) [/80]))\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<<touching color (#00cd0e)?> or <touching color (#000000)?>> or <<<touching color (#ffce93)?> or <touching color (#ffba65)?>> or <touching color (#e5e5e5)?>>> then\n change y by (1)\n if <<<touching color (#00cd0e)?> or <touching color (#000000)?>> or <<<touching color (#ffce93)?> or <touching color (#ffba65)?>> or <touching color (#e5e5e5)?>>> then\n change y by (1)\n if <<<touching color (#00cd0e)?> or <touching color (#000000)?>> or <<<touching color (#ffce93)?> or <touching color (#ffba65)?>> or <touching color (#e5e5e5)?>>> then\n change y by (1)\n if <<<touching color (#00cd0e)?> or <touching color (#000000)?>> or <<<touching color (#ffce93)?> or <touching color (#ffba65)?>> or <touching color (#e5e5e5)?>>> then\n change y by (1)\n if <<<touching color (#00cd0e)?> or <touching color (#000000)?>> or <<<touching color (#ffce93)?> or <touching color (#ffba65)?>> or <touching color (#e5e5e5)?>>> then\n change y by (1)\n if <<<touching color (#00cd0e)?> or <touching color (#000000)?>> or <<<touching color (#ffce93)?> or <touching color (#ffba65)?>> or <touching color (#e5e5e5)?>>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<<touching color (#00cd0e)?> or <touching color (#000000)?>> or <<<touching color (#ffce93)?> or <touching color (#ffba65)?>> or <touching color (#e5e5e5)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#00cd0e)?> or <touching color (#000000)?>> or <<<touching color (#ffce93)?> or <touching color (#ffba65)?>> or <touching color (#e5e5e5)?>>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <<touching color (#fff300)?> or <touching color (#fffc00)?>> then\n broadcast (message2 v)\n change [levelcounter v] by (1)\n wait (0.01) seconds\n switch backdrop to (next backdrop v)\n go to x: (-215) y: (-118)\n end\n if <touching color (#3791ff)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n if <(Hardcore) = [Hardcore!]> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [all v]\n else\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-214) y: (-118)\n clear graphic effects\n end\n end\n if <touching color (#d91cc4)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [all v]\n end\n if <(y position) < [-169]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [all v]\n end\n if <(backdrop [number v]) > [63]> then\n set size to (75) %\n end\n if <(backdrop [number v]) = [1]> then\n set [levelcounter v] to [1]\n end\nend\n\n@Button\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [Lvl 37]>\nshow\nwait until <(backdrop [name v]) = [Lvl 38]>\nhide\n\nwhen this sprite clicked\nswitch backdrop to (lvl 1 v)\nbroadcast (Restart v)\nhide\n\n@Cage\n\nwhen flag clicked\nclear graphic effects\ngo to x: (198) y: (-125)\nhide\nwait until <(backdrop [name v]) = [Lvl 37]>\nshow\nwait (10) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [restart v]\nhide\n\n@ShrinkButton\n\nwhen flag clicked\ngo to x: (-8) y: (44)\nhide\nwait until <(backdrop [name v]) = [Lvl 62]>\nshow\n\nwhen this sprite clicked\nbroadcast (Shrink v)\nhide\n\n@Skins\n\nwhen I receive [skinsclose v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen [e v] key pressed\nbroadcast (Shop v)\nshow\n\n@Normal\n\nwhen I receive [skinsclose v]\nhide\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n think [Click To Equip] for (0.01) seconds\n end\nend\n\nwhen this sprite clicked\nbroadcast (NormalSuit v)\n\n@VIP\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nrepeat (2)\n switch costume to (locked v)\nend\nhide\nforever\n switch costume to (locked v)\n if <touching (mouse-pointer v)?> then\n if <[vip v] contains (username)?> then\n switch costume to (normal v)\n think [Click To Equip] for (0.01) seconds\n else\n switch costume to (locked v)\n think [\[VIP\] Ask For VIP In The Comments] for (0.01) seconds\n end\n end\nend\n\nwhen I receive [skinsclose v]\nhide\n\nwhen this sprite clicked\nif <[vip v] contains (username)?> then\n broadcast (VIP Skin Equip v)\nend\n\nwhen flag clicked\nforever\n if <[vip v] contains (username)?> then\n switch costume to (normal v)\n end\nend\n\nwhen flag clicked\ndelete all of [vip v]\nadd [0Danielito] to [vip v]\nadd [0DanielitoTest] to [vip v]\nadd [_XEchoX_] to [vip v]\nadd [BsballKied] to [vip v]\nadd [21achandra] to [vip v]\nadd [Meepy_20] to [vip v]\nadd [BallGamer4140] to [vip v]\nadd [ZMTVTEST] to [vip v]\nadd [ColeMyPup] to [vip v]\nadd [ZMTV] to [vip v]\nadd [EpicCoderDude7] to [vip v]\nadd [leapstudent] to [vip v]\nadd [Cgg031711] to [vip v]\nadd [ Crispy_Otter26] to [vip v]\nadd [Ninjathanos12] to [vip v]\nadd [zxyxcckvlb] to [vip v]\nadd [rishaandas] to [vip v]\n\n@World1\n\nwhen I receive [skinsclose v]\nhide\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nrepeat (2)\n switch costume to (locked v)\nend\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <<(LevelCounter) > [20]> or <(username) = [0Danielito]>> then\n switch costume to (normal v)\n think [Click To Equip] for (0.01) seconds\n else\n switch costume to (locked v)\n think [\[Common\] Beat World 1 To Obtain This] for (0.01) seconds\n end\n end\nend\n\nwhen this sprite clicked\nif <<(LevelCounter) > [20]> or <(username) = [0Danielito]>> then\n broadcast (World1Equip v)\nend\n\nwhen flag clicked\nforever\n if <(LevelCounter) > [20]> then\n switch costume to (normal v)\n end\nend\n\n@World2\n\nwhen I receive [skinsclose v]\nhide\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nrepeat (2)\n switch costume to (locked v)\nend\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <<(LevelCounter) > [40]> or <(username) = [0Danielito]>> then\n switch costume to (normal v)\n think [Click To Equip] for (0.01) seconds\n else\n switch costume to (locked v)\n think [\[Uncommon\] Beat World 2 To Obtain This] for (0.01) seconds\n end\n end\nend\n\nwhen this sprite clicked\nif <<(LevelCounter) > [40]> or <(username) = [0Danielito]>> then\n broadcast (World2Equip v)\nend\n\nwhen flag clicked\nforever\n if <(LevelCounter) > [40]> then\n switch costume to (normal v)\n end\nend\n\n@World3\n\nwhen I receive [skinsclose v]\nhide\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nrepeat (2)\n switch costume to (locked v)\nend\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <<(LevelCounter) > [60]> or <(username) = [0Danielito]>> then\n switch costume to (normal v)\n think [Click To Equip] for (0.01) seconds\n else\n switch costume to (locked v)\n think [\[Rare\] Beat World 3 To Obtain This] for (0.01) seconds\n end\n end\nend\n\nwhen this sprite clicked\nif <<(LevelCounter) > [60]> or <(username) = [0Danielito]>> then\n broadcast (World#Equip v)\nend\n\nwhen flag clicked\nforever\n if <(LevelCounter) > [60]> then\n switch costume to (normal v)\n end\nend\n\n@World4\n\nwhen I receive [skinsclose v]\nhide\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nrepeat (2)\n switch costume to (locked v)\nend\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <<(LevelCounter) > [80]> or <(username) = [0Danielito]>> then\n switch costume to (normal v)\n think [Click To Equip] for (0.01) seconds\n else\n switch costume to (locked v)\n think [\[Legendary\] Beat World 4 To Obtain This] for (0.01) seconds\n end\n end\nend\n\nwhen this sprite clicked\nif <<(LevelCounter) > [80]> or <(username) = [0Danielito]>> then\n broadcast (World4Equip v)\nend\n\nwhen flag clicked\nforever\n if <(LevelCounter) > [80]> then\n switch costume to (normal v)\n end\nend\n\n@World5\n\nwhen I receive [skinsclose v]\nhide\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nrepeat (2)\n switch costume to (locked v)\nend\nhide\nforever\n if <touching (mouse-pointer v)?> then\n think [\[Mythic\] Beat World 5 To Obtain This] for (0.01) seconds\n end\nend\n\n@Valentines\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nrepeat (2)\n switch costume to (locked v)\nend\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <[valentinesskin v] contains (username)?> then\n switch costume to (normal v)\n think [Click To Equip] for (0.01) seconds\n else\n switch costume to (locked v)\n think [\[Mythic\] This Could Have Only Be Obtained During The 2020 Valentines Event] for (0.01) seconds\n end\n end\nend\n\nwhen I receive [skinsclose v]\nhide\n\nwhen flag clicked\ndelete all of [valentinesskin v]\nadd [0Danielito] to [valentinesskin v]\nadd [lnceptionTime] to [valentinesskin v]\nadd [0DanielitoTest] to [valentinesskin v]\nadd [Soybeen] to [valentinesskin v]\nadd [cbgodsie24] to [valentinesskin v]\nadd [Dinoelino29] to [valentinesskin v]\nadd [jp_fox] to [valentinesskin v]\nadd [BsballKied] to [valentinesskin v]\nadd [_XEchoX_] to [valentinesskin v]\nadd [0danielino] to [valentinesskin v]\nadd [xXRedWolfGamerXx] to [valentinesskin v]\n\nwhen this sprite clicked\nif <[valentinesskin v] contains (username)?> then\n broadcast (ValentinesSkinEquip v)\nend\n\nwhen flag clicked\nforever\n if <[valentinesskin v] contains (username)?> then\n switch costume to (normal v)\n end\nend\n\n@StPatricks\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (locked v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <[stpatricksskin v] contains (username)?> then\n switch costume to (normal v)\n think [Click To Equip] for (0.01) seconds\n else\n switch costume to (locked v)\n think [This Could Have Only Been Obtained During The 2020 St. Patricks Event!] for (0.01) seconds\n end\n end\nend\n\nwhen I receive [skinsclose v]\nhide\n\nwhen flag clicked\ndelete all of [stpatricksskin v]\nadd [0Danielito] to [stpatricksskin v]\nadd [0DanielitoTest] to [stpatricksskin v]\nadd [_XEchoX_] to [stpatricksskin v]\nadd [jp_fox] to [stpatricksskin v]\nadd [BsBallKied] to [stpatricksskin v]\n\nwhen this sprite clicked\nif <[stpatricksskin v] contains (username)?> then\n broadcast (StPatricksEquip v)\nend\n\nwhen flag clicked\nforever\n if <[stpatricksskin v] contains (username)?> then\n switch costume to (normal v)\n end\nend\n\n@StPatricksVIP\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (locked v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <[stpatricksvip v] contains (username)?> then\n switch costume to (normal v)\n think [Click To Equip] for (0.01) seconds\n else\n switch costume to (locked v)\n think [This Could Have Only Been Obtained During The 2020 St. Patricks Event!] for (0.01) seconds\n end\n end\nend\n\nwhen I receive [skinsclose v]\nhide\n\nwhen flag clicked\ndelete all of [stpatricksvip v]\nadd [0Danielito] to [stpatricksvip v]\nadd [0DanielitoTest] to [stpatricksvip v]\nadd [_XEchoX_] to [stpatricksvip v]\nadd [BsballKied] to [stpatricksvip v]\n\nwhen this sprite clicked\nif <[stpatricksvip v] contains (username)?> then\n broadcast (StPatricksVIP v)\nend\n\nwhen flag clicked\nforever\n if <[stpatricksvip v] contains (username)?> then\n switch costume to (normal v)\n end\nend\n\n@Easter\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nswitch costume to (locked v)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <[easterskin v] contains (username)?> then\n switch costume to (normal v)\n think [Click To Equip] for (0.01) seconds\n else\n switch costume to (locked v)\n think [This Could Have Only Been Obtained By The 2020 Easter Event] for (0.01) seconds\n end\n end\nend\n\nwhen I receive [skinsclose v]\nhide\n\nwhen flag clicked\ndelete all of [easterskin v]\nadd [0Danielito] to [easterskin v]\nadd [lnceptionTime] to [easterskin v]\nadd [0DanielitoTest] to [easterskin v]\nadd [Soybeen] to [easterskin v]\nadd [cbgodsie24] to [easterskin v]\nadd [Dinoelino29] to [easterskin v]\nadd [jp_fox] to [easterskin v]\nadd [BsballKied] to [easterskin v]\nadd [_XEchoX_] to [easterskin v]\nadd [0danielino] to [easterskin v]\nadd [xXRedWolfGamerXx] to [easterskin v]\n\nwhen this sprite clicked\nif <[easterskin v] contains (username)?> then\n broadcast (EasterEquip v)\nend\n\n@BackButton\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (SkinsClose v)\nhide\n\n@gamemode\n\nwhen flag clicked\nswitch costume to (selectgamemode v)\ngo to [back v] layer\nclear graphic effects\nshow\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nswitch costume to (newthumbnail v)\ngo to [front v] layer\n\n@NormalGamemode\n\nwhen flag clicked\ngo to x: (-88) y: (-70)\nset [hardcore v] to [False]\nclear graphic effects\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen this sprite clicked\nset [hardcore v] to [False]\nbroadcast (Start v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n think [Standard, Infinite lives!] for (0.01) seconds\n end\nend\n\n@HardcoreGamemode\n\nwhen flag clicked\ngo to x: (89) y: (-70)\nhide variable [hardcore v]\nclear graphic effects\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen this sprite clicked\nset [hardcore v] to [Hardcore!]\nshow variable [hardcore v]\nbroadcast (Start v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n think [You only have ONE life!] for (0.01) seconds\n end\nend\n\n@Rain\n\nwhen flag clicked\nset [ghost v] effect to (20)\nhide\nwait until <(LevelCounter) > [10]>\nshow\nrepeat until <(LevelCounter) > [16]>\n next costume\n wait (0.5) seconds\nend\nhide\n\n | |
Dienex 2 a Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nset [next v] to [0]\nset [ghost v] effect to (0)\nshow\ngo to x: (-179) y: (-112)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.6)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <touching (base v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((x) * (-1.3))\n change x by (x)\n set [x v] to [0]\n change x by ((x) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (y)\n if <touching (base v)?> then\n set [y v] to ((y) * (-0.25))\n change y by (y)\n if <touching (base v)?> then\n change y by (y)\n if <touching (base v)?> then\n change y by (y)\n if <touching (base v)?> then\n change y by (y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (base v)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching (danger v)?> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-179) y: (-108)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nchange [next v] by (1)\nset [x v] to [0]\nset [y v] to [0]\nwait (0.01) seconds\ngo to x: (-179) y: (-108)\n\nwhen flag clicked\nforever\n play sound [City Lights v] until done\nend\n\n@Base\n\nwhen flag clicked\nshow\nswitch costume to (kostüm1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\nshow\nswitch costume to (kostüm1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@next level\n\nwhen flag clicked\nshow\nforever\n if <touching (player v)?> then\n broadcast (Next Level v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(next) = [10]> then\n hide\n else\n show\n end\nend\n\n@love\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (-139) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [10]> then\n show\n else\n hide\n end\nend\n\n@favorite\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (-50) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [10]> then\n show\n else\n hide\n end\nend\n\n@follow\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (41) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [10]> then\n show\n else\n hide\n end\nend\n\n@Figur1\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [10]> then\n show\n else\n hide\n end\nend\n\n@Figur2\n\nwhen flag clicked\nhide\n\n | New Game: https://scratch.mit.edu/projects/378358307\n\npart1: https://scratch.mit.edu/projects/361969178\n\n- arrow keys to move\n- you can WALL JUMP\nFollow me @dienex\n\nHEART STAR FOLLOW IF YOU LIKE THE GAME |
Zone- A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\nwhen flag clicked\nset [boss lives v] to [5]\nhide variable [boss lives v]\nforever\n if <(LVL) = [13]> then\n show variable [boss lives v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss Lives) = [0]> then\n hide variable [boss lives v]\n hide variable [score v]\n broadcast (Win v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nshow variable [score v]\n\n@BossPlatforms\n\nwhen flag clicked\ngo to x: (-120) y: (-24)\nhide\n\nwhen I receive [nextlvl v]\nif <(LVL) = [13]> then\n show\n change y by (-300)\n glide (2) secs to x: (-120) y: (-24)\nend\n\n@Boss\n\nwhen flag clicked\nhide\nset [power v] to [0]\nset [shoot v] to [0]\ngo to x: (146) y: (-28)\nhide\nforever\n if <(LVL) = [13]> then\n switch costume to (power v)\n show\n wait (2.3) seconds\n switch costume to (stand v)\n wait (1) seconds\n say [I didn't want to do this, but you will be a challenge in the future.] for (3) seconds\n say [So... you must be terminated!] for (2) seconds\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LVL) = [13]> then\n show\n show\n say [MWAHAHAHA!!!] for (2) seconds\n wait (3) seconds\n forever\n wait (pick random (4.5) to (5.5)) seconds\n switch costume to (shoot v)\n set [shoot v] to [1]\n wait (0.1) seconds\n set [shoot v] to [0]\n wait (0.8) seconds\n switch costume to (stand v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(LVL) = [13]> then\n show\n show\n wait (5) seconds\n forever\n wait (pick random (7) to (9)) seconds\n switch costume to (power v)\n set [power v] to [1]\n wait (0.1) seconds\n set [power v] to [0]\n wait (0.8) seconds\n switch costume to (stand v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nshow\ngo to [front v] layer\nhide variable [score v]\nhide variable [boss lives v]\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@BossProjectiles\n\nwhen flag clicked\nhide\nforever\n if <(LVL) = [13]> then\n if <(Shoot) = [1]> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n show\n go to x: (68) y: (-47)\n glide (3) secs to x: (pick random (-100) to (-210)) y: (pick random (-140) to (140))\n forever\n repeat until <touching (player v)?>\n glide (3) secs to (random position v)\n if <touching (player v)?> then\n wait (0.1) seconds\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n wait (0.1) seconds\n hide\n end\nend\n\nwhen I start as a clone\nwait (pick random (9) to (12)) seconds\nhide\n\n@Power\n\nwhen flag clicked\nhide\nforever\n if <(LVL) = [13]> then\n if <(Power) = [1]> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n show\n go to x: (150) y: (100)\n wait (1) seconds\n glide (3) secs to x: (pick random (-100) to (-210)) y: (pick random (-140) to (140))\n forever\n repeat until <touching (player v)?>\n glide (4) secs to (random position v)\n end\n end\nend\n\nwhen I start as a clone\nwait (pick random (5) to (8)) seconds\nhide\n\n@Player\n\nwhen flag clicked\nset size to (300) %\ngo to x: (-100) y: (-135)\nhide variable [yvelocity v]\nhide variable [xvelocity v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-0.8)\n end\n set [xvelocity v] to ((Xvelocity) * (0.9))\n change x by (Xvelocity)\n if <<touching (bossplatforms v)?> or <touching (platforms v)?>> then\n change y by (1)\n if <<touching (bossplatforms v)?> or <touching (platforms v)?>> then\n change y by (1)\n if <<touching (bossplatforms v)?> or <touching (platforms v)?>> then\n change y by (1)\n if <<touching (bossplatforms v)?> or <touching (platforms v)?>> then\n change y by (1)\n if <<touching (bossplatforms v)?> or <touching (platforms v)?>> then\n change y by (1)\n if <<touching (bossplatforms v)?> or <touching (platforms v)?>> then\n change x by ((Xvelocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n if <(Xvelocity) > [0]> then\n set [xvelocity v] to [-5]\n else\n set [xvelocity v] to [5]\n end\n set [yvelocity v] to [10]\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvelocity v] by (-1)\n change y by (Yvelocity)\n if <<touching (bossplatforms v)?> or <touching (platforms v)?>> then\n change y by ((Yvelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <<touching (bossplatforms v)?> or <touching (platforms v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n set [yvelocity v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (hazards v)?> then\n change x by (2)\n change y by (-4)\n go to x: (-190) y: (-150)\n end\nend\n\nwhen I receive [nextlvl v]\ngo to x: (-190) y: (-135)\n\nwhen flag clicked\nforever\n if <touching (bossprojectiles v)?> then\n wait (0.1) seconds\n go to x: (-190) y: (-150)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (boss v)?> then\n go to x: (-190) y: (-150)\n change [boss lives v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (power v)?> then\n go to x: (-190) y: (-150)\n end\nend\n\n@GameOver\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [gameover v]\nhide variable [score v]\nswitch costume to (gameover v)\nshow\n\nwhen I receive [win v]\nhide variable [score v]\nswitch costume to (victory v)\nshow\n\n@Zone\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nmove (-500) steps\nshow\nrepeat until <touching (nextlvl v)?>\n move (2) steps\n if <<[12] < (Score)> and <(LVL) = [1]>> then\n hide\n stop [this script v]\n end\n if <[12] < (Score)> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [score v] to [0]\nforever\n wait (1) seconds\n change [score v] by (1)\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[12] < (Score)> then\n if <(LVL) = [2]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[23] < (Score)> then\n if <(LVL) = [3]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nhide\n\nwhen I receive [nextlvl v]\nforever\n if <[34] < (Score)> then\n if <(LVL) = [4]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[45] < (Score)> then\n if <(LVL) = [5]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[56] < (Score)> then\n if <(LVL) = [6]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[67] < (Score)> then\n if <(LVL) = [7]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[78] < (Score)> then\n if <(LVL) = [8]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[89] < (Score)> then\n if <(LVL) = [9]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[100] < (Score)> then\n if <(LVL) = [10]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[111] < (Score)> then\n if <(LVL) = [11]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[123] < (Score)> then\n if <(LVL) = [12]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[250] < (Score)> then\n if <(LVL) = [13]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (GameOver v)\n stop [all v]\n end\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nshow\n\n@Hazards\n\nwhen I receive [nextlvl v]\nwait (0.1) seconds\nif <(LVL) = [3]> then\n go to x: (40) y: (-170)\n switch costume to (lvl3 v)\n show\n if <(LVL) = [3]> then\n go to x: (40) y: (-170)\n switch costume to (lvl3 v)\n show\n end\nend\nif <(LVL) = [4]> then\n go to x: (117) y: (-169)\n switch costume to (lvl4 v)\n show\nend\nif <(LVL) = [5]> then\n go to x: (-53) y: (-170)\n switch costume to (lvl5 v)\n show\nend\nif <(LVL) = [6]> then\n go to x: (-18) y: (-133)\n switch costume to (lvl6 v)\n show\nend\nif <(LVL) = [7]> then\n go to x: (12) y: (-173)\n switch costume to (lvl7 v)\n show\n if <(LVL) = [7]> then\n go to x: (12) y: (-173)\n switch costume to (lvl7 v)\n show\n end\nend\nif <(LVL) = [8]> then\n go to x: (-21) y: (-52)\n switch costume to (lvl8 v)\n show\n if <(LVL) = [8]> then\n go to x: (-21) y: (-51)\n switch costume to (lvl8 v)\n show\n end\nend\nif <(LVL) = [9]> then\n go to x: (29) y: (-24)\n switch costume to (lvl9 v)\n show\nend\nif <(LVL) = [10]> then\n go to x: (29) y: (-39)\n switch costume to (lvl10 v)\n show\nend\nif <(LVL) = [11]> then\n go to x: (27) y: (-26)\n switch costume to (lvl11 v)\n show\nend\nif <(LVL) = [12]> then\n go to x: (27) y: (-26)\n switch costume to (lvl12 v)\n show\nend\nif <(LVL) = [13]> then\n go to x: (27) y: (-26)\n switch costume to (lvl13boss v)\n show\n if <(LVL) = [13]> then\n go to x: (27) y: (-26)\n switch costume to (lvl13boss v)\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@Platforms\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (lvl1 v)\n\nwhen I receive [nextlvl v]\nnext costume\n\n@Words\n\nwhen flag clicked\nswitch costume to (lvl1 v)\ngo to x: (100) y: (160)\nshow\n\nwhen I receive [nextlvl v]\nwait (0.1) seconds\nif <(costume [number v]) = [2]> then\n go to x: (20) y: (160)\n stop [this script v]\nend\n\nwhen I receive [nextlvl v]\ngo to x: (100) y: (160)\nnext costume\n\nwhen I receive [nextlvl v]\nwait (0.1) seconds\nif <(costume [number v]) = [12]> then\n go to x: (20) y: (160)\n stop [this script v]\nend\n\nwhen I receive [nextlvl v]\nwait (0.1) seconds\nif <(LVL) = [13]> then\n hide\nend\n\n@NextLVL\n\nwhen flag clicked\nshow\nset [lvl v] to [1]\ngo to x: (238) y: (10)\nforever\n if <touching (player v)?> then\n broadcast (NextLVL v)\n change [lvl v] by (1)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(LVL) = [13]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n | |
Wildfires | A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (rage v)\n\nwhen I receive [escape!! v]\nswitch backdrop to (escape fire! v)\n\nwhen I receive [fire!!!!!! v]\nswitch backdrop to (fire!!! v)\n\nwhen I receive [just start v]\nswitch backdrop to (fire!!! v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Crackling Fireplace Sound Effect HQ.mp3 v] until done\nend\n\nwhen I receive [start the platformer v]\nswitch backdrop to (fire!!! v)\n\nwhen I receive [start the platformer v]\nrepeat until <(Success!?) = [1]>\n wait (1) seconds\n change [time taken v] by (1)\nend\n\n@Ground\n\nwhen flag clicked\nset [drawing level finished? v] to [1]\nhide\nswitch costume to (costume1 v)\ngo to x: (-2) y: (5)\ngo to [front v] layer\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [falling v] to [0]\n set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nset [time taken v] to [0]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Hide Next Level v)\n end\nend\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide variable [deaths v]\nhide variable [time taken v]\nhide\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [8]>> then\n broadcast (Hide Fake Lava v)\n else\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Hide Infected Water v)\n end\nend\n\nwhen flag clicked\nset pen size to (10)\nerase all\nset pen color to (#767676)\n\nwhen flag clicked\nset [stop effects v] to [0]\nforever\n if <(costume [number v]) = [14]> then\n broadcast (Escape!! v)\n set [stop effects v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Acid Rain Residue coordinates Lv3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Acid Rain Residue Lv2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Acid Rain Residue Lv5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Acid Rain Residue Lv4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Acid Rain Residue Lv6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Show Speeeeeeeed!!!!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Hide Speeeeeed!!!!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Show move platform v)\n end\nend\n\nwhen flag clicked\nset volume to (90) %\nforever\n play sound [Elektronomia - Fire v] until done\nend\n\nwhen I receive [start the platformer v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <not <<<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>> or <(costume [number v]) = [1]>>> then\n broadcast (Fire!!!!!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (water v)\n end\nend\n\nrepeat until <(Success!?) = [1]>\n\nwhen I receive [start the platformer v]\nforever\n if <key (space v) pressed?> then\n broadcast (Next Level v)\n wait (0.2) seconds\n end\nend\n\nbroadcast (Start the Platformer v)\n\nwhen I receive [start music again v]\nset volume to (100) %\n\nwhen I receive [stop music temporairily v]\nset volume to (0) %\n\n@player2\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n set [y_vel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n broadcast (Next Level v)\n go to x: (-210) y: (0)\n end\nend\n\ndefine walls\nif <not <(t) = [s]>> then\n if <<(t) < [4]> and <<touching (ground v)?> or <touching (moving platform v)?>>> then\n change [t v] by (1)\n change y by (1)\n walls\n else\n if <(t) = [4]> then\n change y by (-4)\n change x by ((-1) * (x_vel))\n set [x_vel v] to [0]\n end\n set [t v] to [s]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\n\nwhen I receive [next v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\nwhen I receive [restart v]\n\nstop [other scripts in sprite v]\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\nbroadcast (platform v)\n\ndefine check\n\ncheck\n\nwhen flag clicked\nswitch costume to (costume3 v)\nforever\n set rotation style [left-right v]\nend\n\nif <<touching (not touch v)?> or <<touching (_edge_ v)?> and <(edge) = [1]>>> then\n broadcast (restart v)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-33)\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <<<<<touching (death v)?> or <touching (poisonous ash v)?>> or <touching (acid rain residue2 v)?>> or <touching (acid rain residue3 v)?>> or <touching (acid rain residue4 v)?>> then\n go to x: (-206) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-206) y: (-33)\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x_vel v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x_vel v] by (-1)\n end\n set [x_vel v] to ((0.825) * (x_vel))\n change x by (x_vel)\n set [t v] to [0]\n walls\n if <not <(t) = [s]>> then\n add (t) to [bugs v]\n end\n change [y_vel v] by (-0.8)\n change y by (y_vel)\n if <<touching (ground v)?> or <touching (moving platform v)?>> then\n change y by ((-1) * (y_vel))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y_vel) < [0]>> then\n set [y_vel v] to [12]\n else\n set [y_vel v] to [0]\n end\n end\n broadcast (message1 v)\n check\nend\n\nwhen I receive [start the platformer v]\nset [edge v] to [1]\ndelete (all) of [bugs v]\nbroadcast (platform v)\n\nwhen I receive [start the platformer v]\nshow\ngo to x: (-210) y: (0)\nset [x_vel v] to [0]\nset [y_vel v] to [0]\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nset [size check v] to [0]\ngo to [front v] layer\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time taken v]\n\nwhen flag clicked\nforever\n if <touching (speeeeeeeed!!!!!!!!! v)?> then\n change x by (30)\n end\nend\n\nwhen flag clicked\nset [success!? v] to [0]\nrepeat until <(Success!?) = [1]>\n if <touching (sprite1 v)?> then\n broadcast (Success!!! v)\n set [success!? v] to [1]\n end\nend\nchange [☁ koalas saved v] by (1)\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <touching color (#30b8c6)?> then\n change y by (5)\n end\nend\n\nwhen I receive [success!!! v]\nforever\n hide\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\n\nwhen I receive [just start v]\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Start the Platformer v)\n\n@Death\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [success!!! v]\nhide\n\n@Sprite2\n\nwhen I start as a clone\nchange [color v] effect by (pick random (-10) to (10))\nshow\npoint in direction (pick random (-50) to (50))\nforever\n move (2) steps\n change y by (2)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (2)\nend\n\nwhen I start as a clone\nwait (3) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n go to (player2 v)\nend\n\nwhen I receive [start the platformer v]\nset size to (50) %\ngo to x: (0) y: (-70)\nhide\nrepeat until <(Success!?) = [1]>\n create clone of (_myself_ v)\nend\n\nforever\nend\n\n@Particles2\n\nwhen flag clicked\nset [eeeee v] to [0]\n\nwhen I start as a clone\ngo to (random position v)\nset x to (240)\nset [ghost v] effect to (pick random (80) to (99))\nshow\nset size to (pick random (50) to (120)) %\ngo to [back v] layer\npoint in direction (pick random (-75) to (-105))\nset [particles2: speed v] to (pick random (4) to (5))\nrepeat until <(x position) < [-220]>\n go to [front v] layer\n move (Particles2: Speed) steps\nend\ndelete this clone\n\nwhen I receive [start the platformer v]\nhide\nrepeat until <<(Success!?) = [1]> or <(stop effects) = [1]>>\n create clone of (_myself_ v)\nend\n\nwhen I receive [start-screen v]\ndelete this clone\n\nwhen backdrop switches to [backdrop22 v]\nset [eeeee v] to [1]\n\nwhen I start as a clone\nif <(EEEEE) = [1]> then\n delete this clone\nend\n\n@Flames\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (100) %\nchange x by (pick random (-10) to (10))\nset [ghost v] effect to (pick random (20) to (70))\nforever\n change y by (pick random (1) to (3))\n change [ghost v] effect by (1)\n change size by (-0.5)\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (-10) to (20))\nset [brightness v] effect to (pick random (-30) to (20))\nwait (pick random (0.5) to (2.3)) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0) seconds\n next costume\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\nhide\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\nend\n\n@Flames2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (100) %\nchange x by (pick random (-10) to (10))\nset [ghost v] effect to (pick random (20) to (70))\nforever\n change y by (pick random (1) to (3))\n change [ghost v] effect by (1)\n change size by (-0.5)\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (-10) to (20))\nset [brightness v] effect to (pick random (-30) to (20))\nwait (pick random (0.5) to (2.3)) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0) seconds\n next costume\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\nhide\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\nend\n\n@Flames3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (100) %\nchange x by (pick random (-10) to (10))\nset [ghost v] effect to (pick random (20) to (70))\nforever\n change y by (pick random (1) to (3))\n change [ghost v] effect by (1)\n change size by (-0.5)\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (-10) to (20))\nset [brightness v] effect to (pick random (-30) to (20))\nwait (pick random (0.5) to (2.3)) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0) seconds\n next costume\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\nhide\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\nend\n\n@Flames4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (100) %\nchange x by (pick random (-10) to (10))\nset [ghost v] effect to (pick random (20) to (70))\nforever\n change y by (pick random (1) to (3))\n change [ghost v] effect by (1)\n change size by (-0.5)\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (-10) to (20))\nset [brightness v] effect to (pick random (-30) to (20))\nwait (pick random (0.5) to (2.3)) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0) seconds\n next costume\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\nhide\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\nend\n\n@Flames5\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (100) %\nchange x by (pick random (-10) to (10))\nset [ghost v] effect to (pick random (20) to (70))\nforever\n change y by (pick random (1) to (3))\n change [ghost v] effect by (1)\n change size by (-0.5)\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (-10) to (20))\nset [brightness v] effect to (pick random (-30) to (20))\nwait (pick random (0.5) to (2.3)) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0) seconds\n next costume\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\nhide\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\nend\n\n@Flames6\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (100) %\nchange x by (pick random (-10) to (10))\nset [ghost v] effect to (pick random (20) to (70))\nforever\n change y by (pick random (1) to (3))\n change [ghost v] effect by (1)\n change size by (-0.5)\nend\n\nwhen I start as a clone\nset [color v] effect to (pick random (-10) to (20))\nset [brightness v] effect to (pick random (-30) to (20))\nwait (pick random (0.5) to (2.3)) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0) seconds\n next costume\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\nhide\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Bouncy\n\nwhen flag clicked\nhide\nswitch costume to (costume11 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the platformer v]\nswitch costume to (costume11 v)\nshow\nforever\n go to [front v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n forever\n go to x: (0) y: (0)\n point in direction (90)\n end\nend\n\n@Poisonous Ash\n\nwhen flag clicked\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nswitch costume to (costume2 v)\nforever\n show\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@SPEEEEEEEED!!!!!!!!!\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [show speeeeeeeed!!!!! v]\ngo to [front v] layer\nshow\n\nwhen I receive [start the platformer v]\nswitch costume to (costume5 v)\n\n@seconds\n\nwhen I receive [start the platformer v]\nif <(Hard/Hardcore?) = [1]> then\n show\n set [burn time v] to [30]\n switch costume to (30 v)\n repeat until <<<(Burn Time) = [0]> or <(Burn Time) < [0]>> or <(Success!?) = [1]>>\n wait (1) seconds\n switch costume to ((costume [number v]) - (1))\n end\n broadcast (RIP Koala v)\n wait (3) seconds\n broadcast (Start the Platformer v) and wait\n stop [this script v]\nelse\n hide\nend\n\nshow\nset [burn time v] to [30]\nswitch costume to (30 v)\nrepeat until <<<(Burn Time) = [0]> or <(Burn Time) < [0]>> or <(Success!?) = [1]>>\n wait (1) seconds\n switch costume to ((costume [number v]) - (1))\nend\nbroadcast (RIP Koala v)\nwait (3) seconds\nbroadcast (Start the Platformer v) and wait\nstop [this script v]\n\nwhen [timer v] > (0.4)\nhide variable [burn time v]\n\nwhen flag clicked\nhide variable [burn time v]\nset [burn time v] to [30]\n\nwhen I receive [start the platformer v]\nif <(Hard/Hardcore?) = [1]> then\n set [burn time v] to [30]\n repeat until <<<(Burn Time) = [0]> or <(Burn Time) < [0]>> or <(Success!?) = [1]>>\n wait (1) seconds\n change [burn time v] by (-1)\n end\nelse\n stop [this script v]\nend\n\nset [burn time v] to [30]\nrepeat until <<<(Burn Time) = [0]> or <(Burn Time) < [0]>> or <(Success!?) = [1]>>\n wait (1) seconds\n change [burn time v] by (-1)\nend\n\nwhen I receive [next level v]\nset [burn time v] to [30]\nswitch costume to (30 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide variable [burn time v]\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [water v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide variable [☁ worldwide deaths v]\nhide variable [☁ koalas saved v]\nhide variable [time taken v]\nhide variable [deaths v]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [success!!! v]\nshow variable [☁ worldwide deaths v]\nshow variable [☁ koalas saved v]\nshow variable [deaths v]\nshow variable [time taken v]\nshow\ngo to [front v] layer\nwait (1) seconds\n\nwhen [timer v] > (0.4)\nhide\nhide variable [☁ worldwide deaths v]\nhide variable [☁ koalas saved v]\nhide variable [time taken v]\nhide variable [deaths v]\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Sprite4\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [rip koala v]\nbroadcast (Stop music temporairily v)\nset volume to (100) %\nstart sound [Sad Violin - MLG Sound Effects \(HD\) v]\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (start music again v)\n\n@Sprite5\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen this sprite clicked\nset [hard/hardcore? v] to [0]\nhide\nbroadcast (just start v)\n\nwhen flag clicked\nshow\n\nwhen I receive [just start v]\nhide\n\n@Sprite6\n\nwhen I receive [start the platformer v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen this sprite clicked\nset [hard/hardcore? v] to [1]\nhide\nbroadcast (just start v)\n\nwhen flag clicked\nshow\n\nwhen I receive [just start v]\nhide\n\n | 16/02/20 WOOHOO!! TOP LOVED!!! Thank you so much!\n#22 on Trending!\n25/02/20 WOOHOO!! TOP REMIXED!! Thank you so much!\n\nThis is the hardest platformer in the series so far!\n\n#4 in The Disaster Series.\nThe story:\nSince you survived the huge thunderstorm and The Great Plague, you decided to take a holiday to Australia. But you didn't read in the the brochure that Australia is burning! Your holiday is not as relaxing as you thought because somehow you volunteered to help rescue the animals. \n You were sent to a forest to save a koala but whilst you were in the forest another fire started! You ran out of the forest clutching the koala that you saved, but then you realised that you had caught fire! You must find some water quickly otherwise you and the koala will BURN!\n\nControls:\nArrow keys or WASD to move. \nPress the down arrow key or s to crouch.\nPress space to skip a level.\nAvoid the red-hot black ashes.\nThe yellow triangles propel you forward.\nOrange makes you bounce.\nIn Hardcore mode complete each level in 30 seconds otherwise the platformer will restart! |
No Steering - The Platformer | @Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (bakgrund2 v)\nwait (1) seconds\nswitch backdrop to (bakgrund1 v)\nbroadcast (Schow v)\n\nwhen flag clicked\nforever\n play sound [bensound-summer v] until done\nend\n\n@Rubik's cube\n\nwhen flag clicked\nshow\ngo to x: (-201) y: (-86)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#6c483c)?> then\n change y by (1)\n end\n change y by (y)\n if <touching color (#6c483c)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [-200]>>> then\n set [y v] to [10]\n end\n if <touching color (#6c483c)?> then\n change y by (1)\n if <touching color (#6c483c)?> then\n change y by (1)\n if <touching color (#6c483c)?> then\n change y by (1)\n if <touching color (#6c483c)?> then\n change y by (1)\n if <touching color (#6c483c)?> then\n change y by (1)\n if <touching color (#6c483c)?> then\n change y by (1)\n if <touching color (#6c483c)?> then\n change y by (1)\n if <touching color (#6c483c)?> then\n change y by (1)\n if <touching color (#6c483c)?> then\n change y by (1)\n if <touching color (#6c483c)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [-200]>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [5]\n else\n set [x v] to ((x) * (-1.3))\n change x by (x)\n set [x v] to [0]\n change x by ((x) / (5))\n end\n change x by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching color (#ffc600)?> then\n change [x v] by (4)\n end\n if <touching (next level v)?> then\n broadcast (Next Level! v)\n end\n if <touching (next level v)?> then\n go to x: (-201) y: (-86)\n end\n if <touching color (#ff6500)?> then\n change [y v] by (-7)\n end\n if <touching color (#c8ff00)?> then\n change [x v] by (6)\n end\n if <touching color (#e6ff00)?> then\n go to x: (-201) y: (-86)\n end\n if <touching color (#005cff)?> then\n go to x: (-201) y: (-86)\n end\n if <key (r v) pressed?> then\n go to x: (-201) y: (-86)\n end\n if <touching color (#ff6666)?> then\n change [x v] by (-5)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (100) %\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\n\nwhen I receive [schow v]\nshow\n\ngo to x: (-201) y: (-86)\n\ngo to x: (-201) y: (-86)\n\nwhen I receive [go back v]\ngo to x: (-201) y: (-86)\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nshow\ngo to x: (500) y: (pick random (100) to (0))\nset size to (pick random (50) to (125)) %\nset [ghost v] effect to (pick random (0) to (75))\nrepeat until <[-232] > (x position)>\n change x by (-2)\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\n\nwhen I receive [schow v]\nshow\n\n@Level\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (grass v)\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Water v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (Stop v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (End v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (STOP!!! v)\n end\nend\n\nwhen I receive [next level! v]\nnext costume\n\nwhen I receive [start v]\nhide\n\nwhen I receive [schow v]\nshow\n\n@Next Level\n\nwhen flag clicked\nshow\nswitch costume to (klädsel1 v)\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (1)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-1)\n end\nend\n\nwhen I receive [next level! v]\nnext costume\n\nwhen I receive [start v]\nhide\n\nwhen I receive [schow v]\nshow\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [water v]\nshow\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\nend\n\nwhen I receive [stop v]\nhide\n\n@Sprajt1\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nset [color v] effect to (0)\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Sprajt2\n\nwhen flag clicked\nset [idk v] to [0]\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [end v]\nshow\npoint in direction (90)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nforever\n go to [front v] layer\n change [idk v] by (7.5)\n point in direction ((([sin v] of (idk) ) * (15)) + (90))\n set size to ((([sin v] of (idk) ) * (15)) + (90)) %\nend\n\ngo [forward v] (5) layers\n\n@Sprajt3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [schow v]\nshow\n\nwhen this sprite clicked\nbroadcast (Go back v)\n\n | - All you have to do is press the up key, OR use touch. \n- If you are stuck then just press "R" and you will restart.\n- Touch the arrows and you fly in the \ndirection they point\n\ncheck out my new platformer https://scratch.mit.edu/projects/464113624/\n |
Koala Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (start v)\n\nwhen backdrop switches to [backdrop9 v]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\nbroadcast (Level Restart v)\nhide\nswitch backdrop to (backdrop2 v)\n\n@Koala\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n switch costume to (tenor v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n switch costume to (costume1 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n else\n set [yv v] to [10]\n end\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(backdrop [name v]) = [ 2 ]>\n set [time v] to (timer)\n wait (0.01) seconds\nend\n\nwhen I receive [level restart v]\nshow\ngo to x: (-226) y: (4)\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (Level Restart v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [587069_-Endgame-.mp3 v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching color (#fff000)?> then\n broadcast (Coin v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (start v)\ngo to x: (-226) y: (4)\nrepeat until <(backdrop [name v]) = [ backdrop3 ]>\n if <(x position) > [238]> then\n switch backdrop to (next backdrop v)\n go to x: (-226) y: (4)\n end\nend\n\n@Coins\n\nwhen flag clicked\nset [coins v] to [0]\nswitch costume to (costume2 v)\n\nwhen I receive [coin v]\nnext costume\nnext backdrop\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite2\n\nwhen backdrop switches to [backdrop8 v]\nshow\nforever\n wait (1) seconds\n wait (2) seconds\n change [ghost v] effect by (25)\n wait (2) seconds\n change [ghost v] effect by (25)\n wait (1) seconds\n change [ghost v] effect by (25)\n wait (1) seconds\n change [ghost v] effect by (25)\n wait (1) seconds\n change [ghost v] effect by (25)\n clear graphic effects\n set [ghost v] effect to (0)\n show\nend\n\nwhen flag clicked\nhide\n\nrepeat (1)\n\nwhen backdrop switches to [backdrop9 v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\nwhen backdrop switches to [backdrop9 v]\n\nforever\n wait (1) seconds\n wait (2) seconds\n change [ghost v] effect by (25)\n wait (2) seconds\n change [ghost v] effect by (25)\n wait (1) seconds\n change [ghost v] effect by (25)\n wait (1) seconds\n change [ghost v] effect by (25)\n wait (1) seconds\n change [ghost v] effect by (25)\n clear graphic effects\n set [ghost v] effect to (0)\n show\nend\n\nforever\n wait (1) seconds\n wait (2) seconds\n change [ghost v] effect by (25)\n wait (2) seconds\n change [ghost v] effect by (25)\n wait (1) seconds\n change [ghost v] effect by (25)\n wait (1) seconds\n change [ghost v] effect by (25)\n wait (1) seconds\n change [ghost v] effect by (25)\n clear graphic effects\n set [ghost v] effect to (0)\n show\nend\n\n | I Finally finished it!!!!! I love it like and fav for \n Koala\n Platformer\n 2!!!!!!!!! |
Geometry Dash Platformer (Scrolling) v0.1.11 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [menu v]\nswitch backdrop to (backdrop2 v)\n\n@Title\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [menu v]\ngo to x: (0) y: (115)\nshow\n\nwhen flag clicked\nhide\nset size to (90) %\n\n@Title2\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [menu v]\ngo to x: (0) y: (65)\nshow\n\n@Play Button\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (Level Menu v)\nhide\n\nwhen I receive [level menu v]\nhide\n\n@Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nif <(Music) = [1]> then\n if <(Play) = [1]> then\n start sound [explode v]\n else\n start sound [Start v]\n end\nend\nshow\nset [game mode v] to [1]\nset [scroll x v] to [0]\nset [player x v] to [0]\nset [player y v] to [-43]\nset [velocity x v] to [0]\nset [velocity y v] to [0]\nset [debug v] to [0]\nset [can jump? v] to [0]\nset [play v] to [1]\nbroadcast (Load Level v) and wait\nPosition Player\nforever\n broadcast (tick v) and wait\nend\n\ndefine Position Player\ngo to x: ((Player X) - (Scroll X)) y: (Player Y)\n\ndefine Do Player Tick\nif <<(username) = [MrPotatoHead321]> and <<key (z v) pressed?> and <key (m v) pressed?>>> then\n set [debug v] to [1]\nend\nif <(Game Mode) = [1]> then\n switch costume to (le epic cube v)\n set [velocity x v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Button Left) = [1]>> then\n set [velocity x v] to [-5]\n set [direction v] to [0]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Button Right) = [1]>> then\n set [velocity x v] to [5]\n set [direction v] to [1]\n end\n if <<(Velocity X) = [0]> and <(Can Jump?) = [1]>> then\n set [direction v] to [2]\n end\n if <<<touching (spikes v)?> or <<(y position) < [-100]> and <touching (_edge_ v)?>>> and <(Debug) = [0]>> then\n broadcast (game start v)\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Button Jump) = [1]>> then\n set [velocity y v] to [12]\n end\n end\n if <touching (end v)?> then\n broadcast (game end v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n Move Player (Velocity X) (0)\n change [velocity y v] by (-1)\n Move Player (0) (Velocity Y)\n set [scroll x v] to (round ((((Scroll X) * (7)) + (Player X)) / (8)))\n if <(Scroll X) < [0]> then\n set [scroll x v] to [0]\n end\n Position Player\n if <touching (ship portals v)?> then\n set [game mode v] to [2]\n end\nend\nif <(Game Mode) = [2]> then\n switch costume to (le epic ship v)\n set [velocity x v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Button Left) = [1]>> then\n set [velocity x v] to [-5]\n set [direction v] to [0]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Button Right) = [1]>> then\n set [velocity x v] to [5]\n set [direction v] to [1]\n end\n if <<<touching (spikes v)?> or <<(y position) < [-100]> and <touching (_edge_ v)?>>> and <(Debug) = [0]>> then\n broadcast (game start v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Button Jump) = [1]>> then\n if <(Velocity Y) < [6.5]> then\n change [velocity y v] by (1.5)\n end\n end\n Move Player (Velocity X) (0)\n if <(Velocity Y) > [-6.5]> then\n change [velocity y v] by (-0.75)\n end\n Move Player (0) (Velocity Y)\n set [scroll x v] to (round ((((Scroll X) * (7)) + (Player X)) / (8)))\n if <(Scroll X) < [0]> then\n set [scroll x v] to [0]\n end\n Position Player\n if <touching (cube portals v)?> then\n set [game mode v] to [1]\n end\nend\nif <(Game Mode) = [3]> then\n switch costume to (le epic cube v)\n set [velocity x v] to [0]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Button Left) = [1]>> then\n set [velocity x v] to [-5]\n set [direction v] to [0]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Button Right) = [1]>> then\n set [velocity x v] to [5]\n set [direction v] to [1]\n end\n if <<<touching (spikes v)?> or <<(y position) < [-100]> and <touching (_edge_ v)?>>> and <(Debug) = [0]>> then\n broadcast (game start v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Button Jump) = [1]>> then\n set [velocity y v] to [7.5]\n end\n if <touching (end v)?> then\n broadcast (game end v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n Move Player (Velocity X) (0)\n change [velocity y v] by (-1)\n Move Player (0) (Velocity Y)\n set [scroll x v] to (round ((((Scroll X) * (7)) + (Player X)) / (8)))\n if <(Scroll X) < [0]> then\n set [scroll x v] to [0]\n end\n Position Player\n if <touching (ship portals v)?> then\n set [game mode v] to [2]\n end\nend\n\ndefine Move Player (sx) (sy)\nchange [player x v] by (sx)\nchange [player y v] by (sy)\nPosition Player\nif <not <touching (level v)?>> then\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [velocity y v] to [0]\nend\nrepeat (8)\n change [player y v] by (1)\n Position Player\n if <not <touching (level v)?>> then\n set [can jump? v] to [1]\n stop [this script v]\n end\nend\nchange [player x v] by ((0) - (sx))\nchange [player y v] by ((-8) - (sy))\n\nwhen I receive [menu v]\nset [play v] to [0]\nstop [other scripts in sprite v]\nset size to (50) %\nset [ghost v] effect to (100)\nhide\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Button Jump) = [1]>> then\n set [velocity y v] to [15]\nend\n\nwait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Button Jump) = [1]>>>\n\nwhen I receive [tick v]\nDo Player Tick\n\nset [button jump v] to [0]\n\nchange [player x v] by (300)\n\n@Cube\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\nset size to (50) %\npoint in direction (90)\nforever\n if <touching (level v)?> then\n set [touching level v] to [1]\n wait until <not <touching (level v)?>>\n wait (0.1) seconds\n else\n set [touching level v] to [0]\n end\nend\n\nwhen I receive [tick v]\nCube Tick\n\nwhen I receive [menu v]\nshow\npoint in direction (90)\ngo to [front v] layer\ngo to x: (120) y: (-40)\nset size to (100) %\nforever\n switch costume to (Player Costume)\nend\n\nwhen I receive [level menu v]\nstop [other scripts in sprite v]\nhide\n\ndefine Cube Tick\ngo to (hitbox v)\nset rotation style [all around v]\nif <(Touching Level) = [1]> then\n if <<[45] < (direction)> and <[135] > (direction)>> then\n point in direction (90)\n else\n if <<[-135] < (direction)> and <[-45] > (direction)>> then\n point in direction (-90)\n else\n if <<[-45] < (direction)> and <[45] > (direction)>> then\n point in direction (0)\n else\n point in direction (180)\n end\n end\n end\nelse\n if <not <(Direction) = [2]>> then\n if <not <touching (level v)?>> then\n if <(Touching Level) = [0]> then\n if <(Direction) = [0]> then\n turn right (-10) degrees\n else\n turn right (10) degrees\n end\n end\n end\n end\nend\nif <<(Game Mode) = [1]> or <(Game Mode) = [3]>> then\n show\nelse\n hide\nend\n\n@Ship\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\npoint in direction (90)\nset rotation style [left-right v]\ngo to [front v] layer\ngo to x: (120) y: (-40)\nset size to (100) %\nswitch costume to (Player Costume)\n\nwhen I receive [game start v]\nswitch costume to (Player Costume)\nset size to (50) %\n\nwhen I receive [tick v]\nShip Tick\n\ndefine Ship Tick\ngo to (hitbox v)\nif <(Direction) = [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nif <(Game Mode) = [2]> then\n show\nelse\n hide\nend\n\n@Change Character2\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [menu v]\nshow\ngo to x: (115) y: (-40)\n\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <(Player Costume) = [1]>> then\n set [player costume v] to (([costume # v] of [cube v]) + (-1))\n else\n set [player costume v] to [14]\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nset [player costume v] to [1]\n\n@Change Character\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [menu v]\nshow\ngo to x: (125) y: (-40)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <(Player Costume) = [14]>> then\n set [player costume v] to (([costume # v] of [cube v]) + (1))\n else\n set [player costume v] to [1]\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\n@Frame\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset x to ([floor v] of ((Offset X) - (Scroll X)) )\nif <(x position) = ([floor v] of ((Offset X) - (Scroll X)) )> then\n show\nelse\n hide\nend\n\nwhen I receive [load level v]\ngo to x: (0) y: (0)\nhide\nswitch costume to (background1 v)\nset [offset x v] to [0]\nif <[0] = [0]> then\n delete this clone\nend\nrepeat (19)\n create clone of (_myself_ v)\n change [offset x v] by (478)\n next costume\nend\n\nwhen I receive [menu v]\nhide\n\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset x to ([floor v] of ((Offset X) - (Scroll X)) )\nif <(x position) = ([floor v] of ((Offset X) - (Scroll X)) )> then\n show\nelse\n hide\nend\n\nwhen I receive [load level v]\ngo to x: (0) y: (0)\nhide\nswitch costume to (background1 v)\nset [offset x v] to [0]\nif <[0] = [0]> then\n delete this clone\nend\nrepeat (19)\n create clone of (_myself_ v)\n change [offset x v] by (478)\n next costume\nend\n\nwhen I receive [menu v]\nhide\n\n@Cube Portals\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset x to ([floor v] of ((Offset X) - (Scroll X)) )\nif <(x position) = ([floor v] of ((Offset X) - (Scroll X)) )> then\n show\nelse\n hide\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [load level v]\ngo to x: (0) y: (0)\nhide\nswitch costume to (background1 v)\nset [offset x v] to [0]\nif <[0] = [0]> then\n delete this clone\nend\nrepeat (19)\n create clone of (_myself_ v)\n change [offset x v] by (478)\n next costume\nend\n\n@Ship Portals\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset x to ([floor v] of ((Offset X) - (Scroll X)) )\nif <(x position) = ([floor v] of ((Offset X) - (Scroll X)) )> then\n show\nelse\n hide\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [load level v]\ngo to x: (0) y: (0)\nhide\nswitch costume to (background1 v)\nset [offset x v] to [0]\nif <[0] = [0]> then\n delete this clone\nend\nrepeat (19)\n create clone of (_myself_ v)\n change [offset x v] by (478)\n next costume\nend\n\n@End\n\nwhen flag clicked\nhide\n\nwhen I receive [tick v]\nset x to ([floor v] of ((Offset X) - (Scroll X)) )\nif <(x position) = ([floor v] of ((Offset X) - (Scroll X)) )> then\n show\nelse\n hide\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [load level v]\ngo to x: (0) y: (0)\nhide\nswitch costume to (background1 v)\nset [offset x v] to [0]\nif <[0] = [0]> then\n delete this clone\nend\nrepeat (19)\n create clone of (_myself_ v)\n change [offset x v] by (478)\n next costume\nend\n\n@Line\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\n\nwhen I receive [menu v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\n@Level Parts\n\nwhen I receive [menu v]\nhide\n\n@Mobile Mode\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ngo to x: (-200) y: (-140)\nswitch costume to (costume1 v)\nshow\nset [mobile mode v] to [0]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n if <(Mobile Mode) = [0]> then\n set [mobile mode v] to [1]\n else\n set [mobile mode v] to [0]\n end\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [level menu v]\nhide\n\n@Mobile Button\n\nwhen I receive [game start v]\nset [button left v] to [0]\nset [button right v] to [0]\nif <(Mobile Mode) = [1]> then\n show\n forever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(mouse x) > (x position)>> then\n set [button right v] to [1]\n else\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(x position) > (mouse x)>> then\n set [button left v] to [1]\n else\n set [button left v] to [0]\n set [button right v] to [0]\n end\n end\n end\nelse\n hide\nend\n\nwhen I receive [menu v]\ngo to x: (-120) y: (-120)\nset size to (200) %\nhide\n\nwhen flag clicked\nhide\n\n@Jump Button\n\nwhen I receive [game start v]\nset [button jump v] to [0]\nif <(Mobile Mode) = [1]> then\n show\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [button jump v] to [1]\n else\n set [button jump v] to [0]\n end\n end\nelse\n hide\nend\n\nwhen I receive [menu v]\ngo to x: (170) y: (-120)\nset size to (200) %\nhide\n\nwhen flag clicked\nhide\n\n@Music\n\nwhen flag clicked\nset [music v] to [1]\nhide\n\nwhen I receive [game start v]\nhide\nstop all sounds\n\nwhen I receive [menu v]\nstop all sounds\ngo to x: (-183) y: (-100)\nshow\nswitch costume to (costume1 v)\nwait until <(Play) = [0]>\nrepeat until <not <(Play) = [0]>>\n if <(Music) = [1]> then\n play sound [geometrydashmusicthingofdoom v] until done\n end\nend\n\nwhen I receive [menu v]\nwait until <(Play) = [0]>\nrepeat until <not <(Play) = [0]>>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Music) = [1]> then\n set [music v] to [0]\n stop all sounds\n switch costume to (costume2 v)\n else\n set [music v] to [1]\n switch costume to (costume1 v)\n end\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\n@Banner\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [game end v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [game start v]\nhide\n\n@Back Button\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [game end v]\nset size to (150) %\ngo to x: (0) y: (-130)\nswitch costume to (costume2 v)\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (menu v)\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\nwhen I receive [game start v]\nhide\n\nwhen flag clicked\nhide\n\n@Intro Text\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-120)\n\nwhen I receive [do the thing 4 v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nset [play v] to [0]\nset [game mode v] to [1]\nbroadcast (menu v)\nhide\n\n@Intro\n\nwhen I receive [do the thing 2 v]\nswitch costume to (thingy2 v)\nset [ship speed v] to [12]\nrepeat (4)\n set [ship speed v] to ((ship speed) * (.8))\n wait (0.01) seconds\n change y by ((ship speed) * (-1))\n move (ship speed) steps\n turn left ((ship speed) / ((ship speed) * (0.9))) degrees\nend\nrepeat until <touching (_edge_ v)?>\n set [ship speed v] to ((ship speed) * (1.1))\n move (ship speed) steps\n turn left ((ship speed) / ((ship speed) * (0.9))) degrees\nend\nrepeat (4)\n set [ship speed v] to ((ship speed) * (1.1))\n move (ship speed) steps\n turn left ((ship speed) / ((ship speed) * (0.9))) degrees\nend\nrepeat until <touching (_edge_ v)?>\n set [ship speed v] to ((ship speed) * (1.1))\n move (ship speed) steps\n turn left ((ship speed) / ((ship speed) * (0.9))) degrees\nend\nrepeat (8)\n set [ship speed v] to ((ship speed) * (1.1))\n move (ship speed) steps\n turn left ((ship speed) / ((ship speed) * (0.9))) degrees\nend\nhide\nbroadcast (do the thing 3 v)\n\nwhen flag clicked\nswitch costume to (thingy v)\nhide\ngo to x: (-280) y: (-70)\n\nwhen I receive [do the thing v]\nset [ship speed v] to [3]\npoint in direction (115)\nshow\nrepeat (26)\n move (ship speed) steps\n set [ship speed v] to ((ship speed) * (1.09))\n turn left ((ship speed) / ((ship speed) * (.9))) degrees\nend\nrepeat (8)\n move (ship speed) steps\n set [ship speed v] to ((ship speed) * (.4))\nend\nset [ship speed v] to [2]\nrepeat (12)\n move ((ship speed) * (-1)) steps\n set [ship speed v] to ((ship speed) * (1.1))\nend\ngo to x: (0) y: (-100)\n\nwhen I receive [menu v]\nhide\n\n@Intro Icon\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (0)\nhide\nset size to (0) %\nswitch costume to (cube v)\nshow\nset [intro v] to [30]\nrepeat (13)\n turn right (intro) degrees\n change size by (10)\n change [intro v] by (-1)\nend\npoint in direction (0)\nrepeat (3)\n change y by (5)\n turn right (intro) degrees\n change size by (10)\n change [intro v] by (-1)\nend\nset [intro v] to [-10]\nrepeat (3)\n change y by (5)\n turn right (intro) degrees\n change [intro v] by (-1)\nend\nrepeat (3)\n change y by (5)\n turn right (intro) degrees\n change [intro v] by (-1)\nend\nrepeat (11)\n change y by (2)\n turn right (intro) degrees\n change size by (-10)\n change [intro v] by (-1)\nend\nbroadcast (do the thing v)\nchange size by (-2.5)\nturn right (-4) degrees\nwait (0.01) seconds\nchange size by (-2.5)\nturn right (-4) degrees\nwait (0.01) seconds\nchange size by (-2.5)\nturn right (-4) degrees\nwait (0.01) seconds\nchange size by (-2.5)\nturn right (-4) degrees\nwait (0.1) seconds\nchange size by (2.5)\nturn right (2) degrees\nwait (0.01) seconds\nchange size by (2.5)\nturn right (2) degrees\nwait (0.01) seconds\nchange size by (2.5)\nwait (0.01) seconds\nchange size by (2.5)\nwait (1.3) seconds\nglide (.2) secs to x: (0) y: (80)\nwait (0.1) seconds\nglide (.1) secs to x: (0) y: (-30)\nbroadcast (do the thing 2 v)\nhide\n\nwhen I receive [do the thing 3 v]\nset size to (0) %\nswitch costume to (gdicon3 v)\ngo to x: (0) y: (0)\npoint in direction (-150)\nset [intro v] to [30]\nshow\nrepeat (16)\n turn right (intro) degrees\n change size by (12)\n change [intro v] by (-2)\n wait (0.01) seconds\nend\nbroadcast (do the thing 4 v)\n\nwhen I receive [menu v]\nhide\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [level menu v]\nshow\nwait until <not <mouse down?>>\nwait until <mouse down?>\nbroadcast (game start v)\nhide\nstop all sounds\nwait until <(Play) = [1]>\nrepeat until <(Play) = [0]>\n if <(Music) = [1]> then\n play sound [Stereo Madness 2 v] until done\n end\nend\n\nwhen I receive [menu v]\nstop all sounds\nhide\n\nwhen I receive [game end v]\nstop all sounds\nhide\n\nbroadcast (Load Level v)\n\nbroadcast (do the thing v) and wait\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Debug Indicator\n\nwhen flag clicked\ngo to x: (-220) y: (160)\nhide\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nif <(Debug) = [1]> then\n show\nend\n\n | Press [W] or up arrow to jump, [A] or left arrow to go left, [D] or right arrow to go right.\nPress the star and the heart to reduce lag (totally works, very real)\nAvoid spikes.\nIn ship mode, you can fly by holding w or up arrow.\nGeometry Dash: a platformer!\n\nChangelog:\nVersion 0.1.11 (8/19/2023)\n-Added a "return to menu" button when you complete the level.\n-The cube now jumps at a consistent height instead of varying based on how long the button is held.\n-The cube no longer spins when jumping without moving left or right.\n\nVersion 0.1.10 (6/4/2023)\n-Improved FPS and fixed lag!\n-New level complete screen!\n-Updated many menu sprites.\n-Adjusted icon sprites to have rounded edges.\n-Level 1 name changed to "Stereo Adventure" from "Stereo Madness 2".\n-Nerfed first level to be more fair and less annoying.\n-Fixed a bug that caused the player to sometimes stick to walls.\n\nVersion 0.1.9\n-Adjusted the physics to be less floaty and slow and more like the real Geometry Dash game.\n-Level adjusted to account for physics change.\n\nVersion 0.1.8 (4/3/2021)\n-Added Michigun's icon.\n\nVersion 0.1.7\n-Added new very cool and epic thumbnail.\n\nVersion 0.1.6\n-Added a new icon for @KingCuddles314.\n\nVersion 0.1.5\n-Added unique ship sprites for 3 of the icons.\n\nVersion 0.1.4\n-Added a level select menu (even though there's only one level).\n\nVersion 0.1.3\n-The cube spinning is smoother and lands on the correct side always.\n\nVersion 0.1.2\n-The cube now lands on the correct side when it lands (for the most part).\n\nVersion 0.1.1\n-The cube now spins. |
Storm- A Fortnite Platformer | @Stage\n\nwhen flag clicked\nshow variable [health v]\nforever\n play sound [Music v] until done\nend\n\nwhen flag clicked\nforever\n if <(LVL) = [13]> then\n end\nend\n\nwhen flag clicked\nforever\n if <[] = [0]> then\n hide variable [stormtime v]\n broadcast (Win v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [botlive v] to [0]\nhide variable [stormtime v]\nset [health v] to [150]\n\n@Player\n\nwhen flag clicked\nset [goplayer v] to [1]\ngo to [front v] layer\ngo to x: (-100) y: (-45)\nset size to (60) %\nhide variable [yvelocity v]\nhide variable [xvelocity v]\nset rotation style [left-right v]\nforever\n if <(GoPlayer) = [1]> then\n if <(LVL) < [8]> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvelocity v] by (0.6)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvelocity v] by (-0.6)\n end\n set [xvelocity v] to ((Xvelocity) * (0.9))\n change x by (Xvelocity)\n if <<touching (platforms v)?> or <touching (breakableplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (breakableplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (breakableplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (breakableplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (breakableplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (breakableplatforms v)?>> then\n change x by ((Xvelocity) * (-1))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> then\n if <(Xvelocity) > [0]> then\n set [xvelocity v] to [-5]\n else\n set [xvelocity v] to [5]\n end\n set [yvelocity v] to [10]\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvelocity v] by (-1)\n change y by (Yvelocity)\n if <<touching (platforms v)?> or <touching (breakableplatforms v)?>> then\n change y by ((Yvelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <<touching (platforms v)?> or <touching (breakableplatforms v)?>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> then\n set [yvelocity v] to [10]\n end\n end\n change y by (1)\n end\n end\nend\n\nwhen I receive [nextlvl v]\ngo to x: (-200) y: (-45)\n\nwhen flag clicked\nforever\n if <touching (bossprojectiles v)?> then\n wait (0.1) seconds\n go to x: (-200) y: (-45)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (boss v)?> then\n go to x: (-200) y: (-45)\n change [boss lives v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (power v)?> then\n go to x: (-200) y: (-45)\n end\nend\n\nwhen flag clicked\nforever\n if <(GoPlayer) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (ravenstand v)\nforever\n if <(GoPlayer) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n if <(costume [name v]) = [MarshStand]> then\n wait (0.05) seconds\n switch costume to (marshrun v)\n end\n end\n if <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n if <(costume [name v]) = [MarshRun]> then\n switch costume to (marshstand v)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n if <(costume [name v]) = [WildCardStand]> then\n wait (0.05) seconds\n switch costume to (wildcardrun v)\n end\n end\n if <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n if <(costume [name v]) = [WildCardRun]> then\n switch costume to (wildcardstand v)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>> then\n if <(costume [name v]) = [RavenStand]> then\n wait (0.05) seconds\n switch costume to (ravenrun v)\n end\n end\n if <not <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (d v) pressed?>>>> then\n if <(costume [name v]) = [RavenRun]> then\n switch costume to (ravenstand v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (1 v) pressed?> then\n switch costume to (marshstand v)\n end\n if <key (2 v) pressed?> then\n switch costume to (wildcardstand v)\n end\n if <key (3 v) pressed?> then\n switch costume to (ravenstand v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (spiketraps v)?> then\n change [health v] by (-100)\n wait (2) seconds\n end\nend\n\nwhen I receive [nextlvl v]\nif <(LVL) = [8]> then\n hide\nend\n\nwhen I receive [animationdone v]\nshow\nset [goplayer v] to [1]\ngo to [front v] layer\ngo to x: (-200) y: (-45)\nforever\n if <(GoPlayer) = [1]> then\n if <(LVL) = [8]> then\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvelocity v] by (0.6)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvelocity v] by (-0.6)\n end\n set [xvelocity v] to ((Xvelocity) * (0.9))\n change x by (Xvelocity)\n if <<touching (platforms v)?> or <touching (bossplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (bossplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (bossplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (bossplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (bossplatforms v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (bossplatforms v)?>> then\n change x by ((Xvelocity) * (-1))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> then\n if <(Xvelocity) > [0]> then\n set [xvelocity v] to [-5]\n else\n set [xvelocity v] to [5]\n end\n set [yvelocity v] to [10]\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvelocity v] by (-1)\n change y by (Yvelocity)\n if <<touching (platforms v)?> or <touching (bossplatforms v)?>> then\n change y by ((Yvelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <<touching (platforms v)?> or <touching (bossplatforms v)?>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> then\n set [yvelocity v] to [10]\n end\n end\n change y by (1)\n end\n end\nend\n\n@BreakablePlatforms\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (1) layers\nhide\nwait (0.1) seconds\nhide\nforever\n if <(LVL) = [3]> then\n go to x: (133) y: (80)\n show\n if <touching (playerbullets v)?> then\n wait (0.2) seconds\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [nextlvl v]\nif <(LVL) = [4]> then\n hide\nend\n\nwhen I receive [nextlvl v]\nif <(LVL) = [5]> then\n hide\n wait (.3) seconds\n go to x: (-21) y: (-117)\n show\nend\n\nwhen flag clicked\nforever\n if <(LVL) = [5]> then\n if <touching (playerbullets v)?> then\n wait (0.2) seconds\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [nextlvl v]\nif <(LVL) = [6]> then\n go to x: (-21) y: (-117)\n show\nend\n\nwhen flag clicked\nforever\n if <(LVL) = [6]> then\n if <touching (playerbullets v)?> then\n wait (0.2) seconds\n hide\n stop [this script v]\n end\n end\nend\n\n@Bots\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (playerbullets v)?> then\n wait (0.1) seconds\n hide\n set [botlive v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <(BotLive) = [1]> then\n show\n end\nend\n\nwhen I receive [nextlvl v]\nif <(LVL) = [2]> then\n set [botlive v] to [1]\nend\nif <(LVL) = [3]> then\n set [botlive v] to [1]\nend\nif <(LVL) = [4]> then\n set [botlive v] to [1]\nend\nif <(LVL) = [5]> then\n set [botlive v] to [1]\n wait (.5) seconds\n change x by (20)\n point in direction (-90)\n glide (1.5) secs to x: (248) y: (-115)\n hide\nend\nif <(LVL) = [6]> then\n set [botlive v] to [1]\nend\nif <(LVL) = [7]> then\n set [botlive v] to [1]\n forever\n if <touching (playerbullets v)?> then\n wait (0.1) seconds\n hide\n set [botlive v] to [0]\n end\n end\nend\n\nwhen I receive [nextlvl v]\nif <(LVL) = [2]> then\n switch costume to (wildcardbot v)\n go to x: (134) y: (-56)\nend\nif <(LVL) = [3]> then\n switch costume to (ravenbot v)\n go to x: (120) y: (142)\nend\nif <(LVL) = [4]> then\n switch costume to (marshmellowbot v)\n go to x: (155) y: (-115)\nend\nif <(LVL) = [5]> then\n show\n switch costume to (marshmellowbotrun v)\n go to x: (-26) y: (-115)\nend\nif <(LVL) = [6]> then\n create clone of (_myself_ v)\n point in direction (90)\n show\n switch costume to (wildcardbot v)\n go to x: (120) y: (142)\nend\nif <(LVL) = [7]> then\n create clone of (_myself_ v)\n point in direction (90)\n go to x: (82) y: (83)\n show\n switch costume to (ravenbot v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (-26) y: (-115)\nswitch costume to (marshmellowbotrun v)\nchange x by (20)\npoint in direction (-90)\nrepeat until <touching (_edge_ v)?>\n show\n move (-6) steps\n if <touching (playerbullets v)?> then\n show\n end\nend\nforever\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n repeat until <touching (_edge_ v)?>\n if <touching (_edge_ v)?> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(BotLive) = [0]> then\n hide\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n broadcast (MarshBotDie v)\n end\nend\n\n@PlayerGun&Arms\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nforever\n go [forward v] (1) layers\n go to (player v)\n point towards (mouse-pointer v)\nend\n\nwhen flag clicked\nshow\nforever\n if <color (#353535) is touching <not <touching (player v)?>>?> then\n go to (player v)\n end\nend\n\nwhen I receive [nextlvl v]\nif <(LVL) = [8]> then\n hide\nend\n\nwhen I receive [animationdone v]\nshow\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [win v]\nhide\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [animationdone v]\nshow\ngo to x: (161) y: (-127)\nglide (1.8) secs to x: (161) y: (108)\nwait (1) seconds\nbroadcast (BossShoot v)\nwait (2) seconds\nbroadcast (BossShoot v)\nwait (2) seconds\nglide (1) secs to x: (30) y: (145)\nglide (1) secs to x: (-22) y: (-1)\nwait (0.3) seconds\nbroadcast (BossShoot v)\nwait (2) seconds\nbroadcast (BossShoot v)\nwait (2) seconds\n\nwhen flag clicked\nhide\nforever\n if <touching (playerbullets v)?> then\n hide\n broadcast (Win v)\n stop [all v]\n end\nend\n\n@BotBullets\n\nwhen flag clicked\nhide\nwait (0.1) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(LVL) = [2]> then\n if <(BotLive) = [1]> then\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\n end\n if <(LVL) = [3]> then\n if <(BotLive) = [1]> then\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\n end\n if <(LVL) = [4]> then\n if <(BotLive) = [1]> then\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\n end\n if <(LVL) = [6]> then\n if <(BotLive) = [1]> then\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\n end\n if <(LVL) = [7]> then\n if <(BotLive) = [1]> then\n wait (1.5) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nif <(BotLive) = [1]> then\n go to (bots v)\n switch costume to (bullet v)\n show\n point towards (player v)\n turn right (pick random (-8) to (8)) degrees\n point towards (player v)\n repeat until <<<touching (_edge_ v)?> or <touching (platforms v)?>> or <touching (player v)?>>\n move (20) steps\n if <touching (player v)?> then\n change [health v] by (pick random (-50) to (-80))\n end\n end\n wait (0.001) seconds\n delete this clone\nelse\n if <(BotLive) = [0]> then\n wait until <touching (player v)?>\n end\n delete this clone\nend\n\nwhen I receive [bossshoot v]\nshow\ngo to (boss v)\nswitch costume to (bullet v)\npoint towards (player v)\nrepeat until <<<touching (_edge_ v)?> or <touching (platforms v)?>> or <touching (player v)?>>\n move (20) steps\n if <touching (player v)?> then\n change [health v] by (pick random (-65) to (-100))\n hide\n delete this clone\n end\nend\nwait (0.001) seconds\nhide\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide variable [health v]\ngo [forward v] (5) layers\nshow\n\n@GameOver\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [gameover v]\ngo to [front v] layer\ngo [forward v] (4) layers\nhide variable [stormtime v]\nswitch costume to (gameover v)\nshow\nstop [all v]\n\nwhen I receive [win v]\ngo to [front v] layer\ngo [forward v] (4) layers\nhide variable [stormtime v]\nswitch costume to (victory v)\nshow\nstop [all v]\n\nwhen flag clicked\nforever\n if <(Health) < [1]> then\n broadcast (GameOver v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\n\n@BossPlatforms\n\nwhen flag clicked\ngo to x: (127) y: (-150)\nswitch costume to (slurp juice v)\nshow\n\nwhen I receive [nextlvl v]\nhide\n\nwhen flag clicked\nforever\n if <(LVL) = [1]> then\n if <touching (player v)?> then\n hide\n forever\n if <(Health) < [200]> then\n wait (1) seconds\n change [health v] by (1)\n end\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nif <(LVL) = [5]> then\n go to x: (127) y: (-150)\n switch costume to (chug jug v)\n show\n forever\n if <touching (player v)?> then\n hide\n set [health v] to [199]\n end\n end\nend\n\nwhen I receive [animationdone v]\nshow\ngo to x: (-27) y: (-27)\nswitch costume to (90ingup v)\nchange y by (-300)\nglide (1.5) secs to x: (-27) y: (-27)\nwait (2) seconds\nswitch costume to (placefloor v)\nwait (0.4) seconds\nswitch costume to (editfloor v)\nwait (0.8) seconds\nswitch costume to (breakfloor v)\nwait (2) seconds\nswitch costume to (placefloorwaterfall v)\nwait (1) seconds\nswitch costume to (waterfall v)\n\n@Platforms\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (lvl1 v)\ngo [backward v] (1) layers\n\nwhen I receive [nextlvl v]\nif <(LVL) = [8]> then\n switch costume to (lvl1 v)\n stop [this script v]\nend\nnext costume\n\n@PlayerBullets\n\nwhen flag clicked\nhide\nforever\n if <(GoPlayer) = [1]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (bullet v)\nset size to (100) %\nshow\ngo to (playergun&arms v)\npoint in direction ([direction v] of [playergun&arms v])\nrepeat until <<<<<touching (_edge_ v)?> or <touching (breakableplatforms v)?>> or <touching (platforms v)?>> or <touching (bossplatforms v)?>> or <touching (bots v)?>>\n move (25) steps\nend\nwait (.0001) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (bots v)?> then\n set [botlive v] to [0]\n end\nend\n\nwhen I receive [marshbotdie v]\nswitch costume to (marshbullet v)\ngo to (bots v)\nchange y by (-50)\nmove (10) steps\nshow\nwait (0.1) seconds\nhide\nstop [this script v]\n\nwhen I receive [marshbotdie v]\n\nhide\n\n@SpikeTraps\n\nwhen I receive [nextlvl v]\nwait (0.1) seconds\nif <(LVL) = [6]> then\n show\n switch costume to (lvl6neutral v)\n repeat until <touching (player v)?>\n if <touching (player v)?> then\n switch costume to (lvl6attack v)\n change [health v] by (-100)\n end\n wait (1) seconds\n switch costume to (lvl6neutral v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <not <touching (breakableplatforms v)?>> then\n hide\n end\n if <touching (player v)?> then\n switch costume to (lvl6attack v)\n wait (2) seconds\n switch costume to (lvl6neutral v)\n end\n if <not <touching (player v)?>> then\n switch costume to (lvl6neutral v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (playerbullets v)?> then\n hide\n end\nend\n\n@Animation\n\nwhen flag clicked\nhide\nforever\n if <(LVL) = [8]> then\n go to x: (0) y: (0)\n switch costume to (animation1 v)\n show\n repeat until <(costume [number v]) = [8]>\n wait (1) seconds\n next costume\n if <(costume [number v]) = [8]> then\n hide\n broadcast (AnimationDone v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Words\n\nwhen flag clicked\nswitch costume to (lvl1 v)\ngo to x: (100) y: (160)\n\nwhen I receive [nextlvl v]\nhide\nwait (0.1) seconds\nif <(costume [number v]) = [2]> then\n go to x: (20) y: (160)\n stop [this script v]\nend\n\nwhen I receive [nextlvl v]\ngo to x: (100) y: (160)\nnext costume\n\nwhen I receive [nextlvl v]\nwait (0.1) seconds\nif <(costume [number v]) = [12]> then\n go to x: (20) y: (160)\n stop [this script v]\nend\n\nwhen I receive [nextlvl v]\nwait (0.1) seconds\nif <(LVL) = [13]> then\n hide\nend\n\nshow\n\nwhen flag clicked\nhide\n\n@Storm\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nmove (-500) steps\nshow\nrepeat until <touching (nextlvl v)?>\n move (2) steps\n if <<[11] < (StormTime)> and <(LVL) = [1]>> then\n hide\n stop [this script v]\n end\n if <[11] < (StormTime)> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nset [stormtime v] to [0]\nforever\n wait (1) seconds\n change [stormtime v] by (1)\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[15] < (StormTime)> then\n if <(LVL) = [2]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[30] < (StormTime)> then\n if <(LVL) = [3]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nhide\n\nwhen I receive [nextlvl v]\nforever\n if <[45] < (StormTime)> then\n if <(LVL) = [4]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[60] < (StormTime)> then\n if <(LVL) = [5]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[75] < (StormTime)> then\n if <(LVL) = [6]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[90] < (StormTime)> then\n if <(LVL) = [7]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen I receive [nextlvl v]\nforever\n if <[105] < (StormTime)> then\n if <(LVL) = [8]> then\n go to x: (-460) y: (0)\n show\n repeat until <touching (nextlvl v)?>\n move (1.1) steps\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (GameOver v)\n stop [all v]\n end\nend\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nshow\n\n@NextLVL\n\nwhen flag clicked\nshow\nset [lvl v] to [1]\ngo to x: (238) y: (10)\nforever\n if <touching (player v)?> then\n broadcast (NextLVL v)\n change [lvl v] by (1)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(LVL) = [8]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n | DOUBLE CLICK THE GREEN FLAG OR ELSE IT WON'T WORK!!!\nFirst version: Zone- A Platformer-\nhttps://scratch.mit.edu/projects/362952547\n1, 2, or 3 to change skins.\nClick to shoot. W, space, or up arrow to jump and AD or arrow keys to move. \nAll levels are possible. \nRUN from the Storm!!!\nGet the meds!\nAvoid incoming fire! |
Simply Kindness- A Platformer | @Stage\n\n@Character\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n move (-3) steps\n change x by (-3)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n move (3) steps\n change x by (3)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching color (#343434)?>> then\n change y by (-5)\n end\nend\n\nwhen flag clicked\ngo to x: (-122) y: (-68)\nforever\n if <key (up arrow v) pressed?> then\n set [gravity v] to [14]\n change y by (Gravity)\n repeat until <touching color (#343434)?>\n change [gravity v] by (-.5)\n change y by (Gravity)\n end\n set [gravity v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [290]> then\n go to x: (-122) y: (-68)\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff4040)?> then\n go to x: (-122) y: (-68)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fffa00)?> then\n say [I like your face!] for (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff38)?> then\n say [Here, let me help you] for (3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00b3ff)?> then\n say [I have a surprise for you!] for (3) seconds\n end\nend\n\nwhen flag clicked\nplay sound [bensound-creativeminds v] until done\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-122) y: (-88)\n end\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n play sound [bensound-creativeminds v] until done\n end\nend\n\n@Level\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n | *NOTE* The level with "love and fave" is the end of the game. THERE ARE NO MORE LEVELS AFTER IT!\n\nArrow keys. \nR to restart\nM to mute music, N to play it again.\nAnd do one (if not all) of the things in the project!\n\n*UPDATE* added slightly interactive characters - 2/4/2020\nAdded music on 2/13/2020\n\nthe background is green because that is the color of kindness!\n\n#IReadTheTags #platformer #games |
Ethereal || Pen Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [ethereal win v]\nstop [other scripts in sprite v]\n\n@Sprite1\n\ndefine render\nerase all\ngo to x: (0) y: (0)\nset pen color to (#00006a)\nset pen size to (1000)\npen down\npen up\nset pen size to (5)\ndecor\nset [loops v] to [0]\nrepeat (length of [x v])\n change [loops v] by (1)\n if <<(item (loops) of [type v]) = [1]> or <(item (loops) of [type v]) = [2]>> then\n if <(item (loops) of [type v]) = [2]> then\n set pen color to (#9a0031)\n Render Rectangle (((item (loops) of [x v]) - ((([cos v] of ((move) * (6)) ) * (5)) + (10))) - (camx)) (((item (loops) of [y v]) - ((([cos v] of ((move) * (6)) ) * (5)) + (10))) - (camy)) (((item (loops) of [x2 v]) + ((([cos v] of ((move) * (6)) ) * (5)) + (10))) - (camx)) (((item (loops) of [y2 v]) + ((([cos v] of ((move) * (6)) ) * (5)) + (10))) - (camy)) dir [0] precision [5]\n end\n if <(item (loops) of [type v]) = [1]> then\n set pen color to (#000000)\n end\n if <(item (loops) of [type v]) = [2]> then\n set pen color to (#d40000)\n end\n Render Rectangle ((item (loops) of [x v]) - (camx)) ((item (loops) of [y v]) - (camy)) ((item (loops) of [x2 v]) - (camx)) ((item (loops) of [y2 v]) - (camy)) dir [0] precision [5]\n end\nend\nset pen color to (#000000)\nRender Rectangle (((x) - (20)) - (camx)) (((y) - (20)) - (camy)) (((x) + (20)) - (camx)) (((y) + (20)) - (camy)) dir [0] precision [2]\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: ((((x) + (xv)) - (-5)) - (camx)) y: (((y) + (10)) - (camy))\npen down\ngo to x: ((((x) + (xv)) - (-5)) - (camx)) y: (((y) - (0)) - (camy))\npen up\ngo to x: ((((x) + (xv)) - (5)) - (camx)) y: (((y) + (10)) - (camy))\npen down\ngo to x: ((((x) + (xv)) - (5)) - (camx)) y: (((y) - (0)) - (camy))\npen up\nset pen color to (#000000)\nset pen size to (5)\ngo to x: ((((x) + (xv)) - (-5)) - (camx)) y: (((y) + (7)) - (camy))\npen down\ngo to x: ((((x) + (xv)) - (-5)) - (camx)) y: (((y) + (4)) - (camy))\npen up\ngo to x: ((((x) + (xv)) - (5)) - (camx)) y: (((y) + (7)) - (camy))\npen down\ngo to x: ((((x) + (xv)) - (5)) - (camx)) y: (((y) + (4)) - (camy))\npen up\nset [loops v] to [0]\nrepeat (length of [waterx v])\n change [loops v] by (1)\n render water ((item (loops) of [waterx v]) - (camx)) ((item (loops) of [watery v]) - (camy)) ((item (loops) of [waterx2 v]) - (camx)) ((item (loops) of [watery2 v]) - (camy))\nend\nset [loops v] to [0]\nrepeat (length of [groundx v])\n change [loops v] by (1)\n set pen color to (#c35e00)\n Render Rectangle ((item (loops) of [groundx v]) - (camx)) ((item (loops) of [groundy v]) - (camy)) ((item (loops) of [groundx2 v]) - (camx)) ((item (loops) of [groundy2 v]) - (camy))\n set pen color to (#21f300)\n if <(item (loops) of [groundseason v]) = [winter]> then\n set pen color to (#ffffff)\n end\n if <(item (loops) of [groundseason v]) = [autumn]> then\n set pen color to (#ff6100)\n end\n if <not <(item (loops) of [groundseason v]) = [none]>> then\n set pen size to (20)\n go to x: ((item (loops) of [groundx v]) - (camx)) y: (((item (loops) of [groundy2 v]) - (camy)) - (10))\n pen down\n go to x: ((item (loops) of [groundx2 v]) - (camx)) y: (((item (loops) of [groundy2 v]) - (camy)) - (10))\n pen up\n end\nend\nset pen size to (5)\ngrass\nparticles\n\ndefine get level\ndelete all of [!springsx v]\ndelete all of [!springsy v]\ndelete all of [.sqd v]\ndelete all of [.sqs v]\ndelete all of [.sqx v]\ndelete all of [.sqy v]\ndelete all of [x v]\ndelete all of [x2 v]\ndelete all of [y v]\ndelete all of [y2 v]\ndelete all of [type v]\nset [seedloops v] to [0]\nset [dir v] to [25]\nif <(level) = [1]> then\n level 1\nend\nif <(level) = [2]> then\n level 2\nend\nif <(level) = [3]> then\n level 3\nend\nif <(level) = [4]> then\n level 4\nend\nif <(level) = [5]> then\n broadcast (ethereal win v)\nend\n\nif <not <(username) = [i8d]>> then\n\ndefine create rect (x) (y) (x2) (y2) (type)\nif <(x2) > (x)> then\n add (x) to [x v]\n add (x2) to [x2 v]\nelse\n add (x2) to [x v]\n add (x) to [x2 v]\nend\nif <(y2) > (y)> then\n add (y) to [y v]\n add (y2) to [y2 v]\nelse\n add (y2) to [y v]\n add (y) to [y2 v]\nend\nadd (type) to [type v]\n\ndefine get collision (x) (y) (x2) (y2)\ndelete all of [collisions v]\nset [loops v] to [0]\nrepeat (length of [x v])\n change [loops v] by (1)\n if <<<(item (loops) of [x v]) < (x2)> and <(x) < (item (loops) of [x2 v])>> and <<(item (loops) of [y v]) < (y2)> and <(y) < (item (loops) of [y2 v])>>> then\n add (item (loops) of [type v]) to [collisions v]\n end\nend\n\nwhen I receive [resume v]\nset [x v] to [0]\nset [y v] to [100]\nset [yv v] to [0]\nswitch costume to (costume2 v)\nset size to (50000000) %\nswitch costume to (costume1 v)\nhide\nforever\n broadcast (tick v)\nend\n\nwhen I receive [tick v]\nget level\nrender\nphysics\nchange [camx v] by (((x) - (camx)) / (10))\nchange [camy v] by (((y) - (camy)) / (10))\nchange [move v] by (1)\n\ndefine special detection\nget collision ((x) - (15)) ((y) - (20)) ((x) + (15)) ((y) + (20))\nif <[collisions v] contains [2]?> then\n broadcast (resume v)\nend\nif <[collisions v] contains [3]?> then\n set [yv v] to [17]\nend\nif <(y) < [-1000]> then\n broadcast (resume v)\nend\nif <[collisions v] contains [4]?> then\n change [level v] by (1)\n broadcast (resume v)\nend\n\ndefine left and right movement\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <[-50] > (mouse x)>>> then\n change [xv v] by (-3)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [50]>>> then\n change [xv v] by (3)\nend\nset [xv v] to ((xv) * (0.8))\nchange [x v] by (xv)\n\ndefine wall detection\nchange [y v] by (1)\nget collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\nrepeat (10)\n if <[collisions v] contains [1]?> then\n get collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\n change [y v] by (1)\n end\nend\nif <[collisions v] contains [1]?> then\n change [y v] by (-10)\n change [x v] by ((xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>> then\n if <(xv) > [0]> then\n set [xv v] to [-20]\n else\n set [xv v] to [20]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\nend\n\ndefine physics\nleft and right movement\nwall detection\nup-down movement\nspecial detection\n\ndefine up-down movement\nchange [yv v] by (-0.5)\nchange [y v] by (yv)\nget collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\nchange [y v] by (5)\nif <[collisions v] contains [1]?> then\n repeat (20)\n get collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\n if <[collisions v] contains [1]?> then\n change [y v] by (-1)\n set [yv v] to [-5]\n end\n end\n if <[collisions v] contains [1]?> then\n change [y v] by (10)\n end\nend\nchange [y v] by (-7)\nget collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\nif <[collisions v] contains [1]?> then\n change [y v] by (() - (yv))\n set [yv v] to [0]\n repeat (30)\n if <[collisions v] contains [1]?> then\n change [y v] by (1)\n get collision ((x) - (10)) ((y) - (15)) ((x) + (10)) ((y) + (10))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [50]>>> then\n set [yv v] to [12]\n end\nend\n\ndefine Render Rectangle (x) (y) (x2) (y2) dir (dir) precision (ye)\nif <not <<<(x2) < [-240]> or <(x) > [240]>> or <<(y2) < [-180]> or <(y) > [180]>>>> then\n if <((x2) - (x)) > ((y2) - (y))> then\n set [pen size v] to ((y2) - (y))\n else\n set [pen size v] to ((x2) - (x))\n end\n repeat (ye)\n set pen size to (pen size)\n set [pen size v] to ((pen size) / (2))\n go to x: ((x) + (pen size)) y: ((y) + (pen size))\n pen down\n go to x: ((x) + (pen size)) y: ((y2) - (pen size))\n go to x: ((x2) - (pen size)) y: ((y2) - (pen size))\n go to x: ((x2) - (pen size)) y: ((y) + (pen size))\n go to x: ((x) + (pen size)) y: ((y) + (pen size))\n pen up\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (100000) %\nswitch costume to (costume1 v)\n\ndefine level 1\ncreate rect [100] [-50] [200] ((([sin v] of ((move) * (3)) ) * (10)) + (30)) [2]\ncreate rect [200] [100] [250] [250] [2]\ncreate rect [50] [200] [100] [400] [2]\ncreate rect [200] [400] [250] [500] [2]\ncreate rect [250] [-40] [1700] ((([sin v] of ((move) * (3)) ) * (10)) + (10)) [2]\ncreate rect [600] [400] [650] [1000] [2]\nCreate Ground [-100] [-50] [100] [50]\nCreate Ground [200] [-50] [250] [100]\nCreate Ground [50] [100] [100] [200]\nCreate Ground [200] [250] [250] [400]\nCreate Ground [50] [400] [100] [600]\nCreate Ground [250] [450] [400] [500]\nCreate Ground ((([cos v] of ((move) * (2)) ) * (200)) + (600)) ((([cos v] of ((move) * (2)) ) * (-200)) + (250)) ((([cos v] of ((move) * (2)) ) * (200)) + (651)) ((([cos v] of ((move) * (2)) ) * (-200)) + (300))\nCreate Ground [850] [-50] [900] [50]\nCreate Ground [1050] [-50] [1100] [100]\nCreate Ground [1200] [-50] [1250] [30]\nCreate Ground [1400] [-50] [1450] [200]\nCreate Ground [1500] [-50] [1550] [100]\nCreate Ground [1700] [-50] [1900] [50]\nCreate portal [1850] [150]\n\ndefine decor\nif <((move) mod (10)) = [0]> then\n add (pick random ((camx) - (600)) to ((camx) + (600))) to [circlesx v]\n add (pick random ((camy) - (600)) to ((camy) + (600))) to [circlesy v]\n add [0] to [circlessize v]\n add (pick random (60) to (120)) to [circlescolor v]\nend\nif <((move) mod (10)) = [0]> then\n add (pick random ((camx) - (600)) to ((camx) + (600))) to [squaresx v]\n add (pick random ((camy) - (600)) to ((camy) + (600))) to [squaresy v]\n add [0] to [squaressize v]\n add (pick random (1) to (360)) to [squaresdir v]\n add (pick random (60) to (120)) to [squarescolor v]\nend\nset [loops v] to [0]\nrepeat (length of [squarescolor v])\n change [loops v] by (1)\n set pen color to (#ff0000)\n set pen (brightness v) to ((((190) - (item (loops) of [squaressize v])) / (1)) + (41))\n set pen (saturation v) to (100)\n set pen (color v) to ((item (loops) of [squarescolor v]) + (((66) - (item (loops) of [squarescolor v])) * ((item (loops) of [squaressize v]) / (190))))\n Create square ((item (loops) of [squaresx v]) - (camx)) ((item (loops) of [squaresy v]) - (camy)) (item (loops) of [squaressize v]) (item (loops) of [squaresdir v])\n if <(item (loops) of [squaressize v]) > [75]> then\n set pen color to (#00006a)\n Create square ((item (loops) of [squaresx v]) - (camx)) ((item (loops) of [squaresy v]) - (camy)) ((item (loops) of [squaressize v]) - (75)) (item (loops) of [squaresdir v])\n end\n replace item (loops) of [squaressize v] with ((((200) - (item (loops) of [squaressize v])) / (15)) + (item (loops) of [squaressize v]))\n replace item (loops) of [squarescolor v] with ((item (loops) of [squarescolor v]) + (0.1))\n if <(item (loops) of [squaressize v]) > [195]> then\n delete (loops) of [squaresdir v]\n delete (loops) of [squarescolor v]\n delete (loops) of [squaressize v]\n delete (loops) of [squaresx v]\n delete (loops) of [squaresy v]\n change [loops v] by (-1)\n end\nend\nset [loops v] to [0]\nrepeat (length of [circlescolor v])\n change [loops v] by (1)\n go to x: ((item (loops) of [circlesx v]) - (camx)) y: ((item (loops) of [circlesy v]) - (camy))\n set pen color to (#ff0000)\n set pen (brightness v) to ((((390) - (item (loops) of [circlessize v])) / (0.5)) + (41))\n set pen (saturation v) to (100)\n set pen (color v) to ((item (loops) of [circlescolor v]) + (((66) - (item (loops) of [circlescolor v])) * ((item (loops) of [circlessize v]) / (390))))\n set pen size to (item (loops) of [circlessize v])\n pen down\n pen up\n set pen color to (#00006a)\n change pen size by (-100)\n pen down\n pen up\n replace item (loops) of [circlessize v] with ((((400) - (item (loops) of [circlessize v])) / (15)) + (item (loops) of [circlessize v]))\n replace item (loops) of [circlescolor v] with ((item (loops) of [circlescolor v]) + (0.1))\n if <(item (loops) of [circlessize v]) > [390]> then\n delete (loops) of [circlescolor v]\n delete (loops) of [circlessize v]\n delete (loops) of [circlesx v]\n delete (loops) of [circlesy v]\n change [loops v] by (-1)\n end\nend\nset pen color to (#000000)\nset [loops v] to [0]\nrepeat (length of [!springsx v])\n change [loops v] by (1)\n Render Spring ((item (loops) of [!springsx v]) - (camx)) ((item (loops) of [!springsy v]) - (camy))\nend\nset [loops v] to [0]\nrepeat (length of [.sqx v])\n change [loops v] by (1)\n Create square ((item (loops) of [.sqx v]) - (camx)) ((item (loops) of [.sqy v]) - (camy)) (item (loops) of [.sqs v]) (item (loops) of [.sqd v])\nend\nset pen color to (#009191)\nCreate square ((portalx) - (camx)) ((portaly) - (camy)) ((([sin v] of ((move) * (5)) ) * (3)) + (20)) ((move) * (-2))\nset pen color to (#00bebe)\nCreate square ((portalx) - (camx)) ((portaly) - (camy)) ((([cos v] of ((move) * (5)) ) * (3)) + (20)) (move)\n\ndefine Create square (x) (y) (size) (dir)\nif <not <<<(x) < ((-240) - (size))> or <(x) > ((240) + (size))>> or <<(y) < ((-180) - (size))> or <(y) > ((180) + (size))>>>> then\n set [pen size v] to ((size) * (2))\n repeat (5)\n set pen size to (pen size)\n set [pen size v] to ((pen size) / (2))\n go to x: (((((() - (size)) + (pen size)) * ([cos v] of (dir) )) - (((() - (size)) + (pen size)) * ([sin v] of (dir) ))) + (x)) y: (((((() - (size)) + (pen size)) * ([cos v] of (dir) )) + (((() - (size)) + (pen size)) * ([sin v] of (dir) ))) + (y))\n pen down\n go to x: (((((() - (size)) + (pen size)) * ([cos v] of (dir) )) - (((size) - (pen size)) * ([sin v] of (dir) ))) + (x)) y: (((((size) - (pen size)) * ([cos v] of (dir) )) + (((() - (size)) + (pen size)) * ([sin v] of (dir) ))) + (y))\n go to x: (((((size) - (pen size)) * ([cos v] of (dir) )) - (((size) - (pen size)) * ([sin v] of (dir) ))) + (x)) y: (((((size) - (pen size)) * ([cos v] of (dir) )) + (((size) - (pen size)) * ([sin v] of (dir) ))) + (y))\n go to x: (((((size) - (pen size)) * ([cos v] of (dir) )) - (((() - (size)) + (pen size)) * ([sin v] of (dir) ))) + (x)) y: (((((() - (size)) + (pen size)) * ([cos v] of (dir) )) + (((size) - (pen size)) * ([sin v] of (dir) ))) + (y))\n go to x: (((((() - (size)) + (pen size)) * ([cos v] of (dir) )) - (((() - (size)) + (pen size)) * ([sin v] of (dir) ))) + (x)) y: (((((() - (size)) + (pen size)) * ([cos v] of (dir) )) + (((() - (size)) + (pen size)) * ([sin v] of (dir) ))) + (y))\n pen up\n end\nend\n\ndefine Create Ground (x) (y) (x2) (y2)\nchange [seedloops v] by (1)\ncreate rect (x) (y) (x2) (y2) [1]\nif <((x2) - (x)) > ((y2) - (y))> then\n set [loops v] to [0]\n repeat (([ceiling v] of (((x2) - (x)) / (25)) ) - (1))\n change [loops v] by (1)\n if <(letter (loops) of (item (seedloops) of [seed v])) = [1]> then\n add (dir) to [.sqd v]\n add (((y2) - (y)) / (2)) to [.sqs v]\n add ((x) + ((loops) * (25))) to [.sqx v]\n add (((y) + (y2)) / (2)) to [.sqy v]\n change [dir v] by ((item (seedloops) of [seed v]) / ((letter (loops) of (item (seedloops) of [seed v])) / (loops)))\n end\n end\nelse\n set [loops v] to [0]\n repeat (([ceiling v] of (((y2) - (y)) / (25)) ) - (1))\n change [loops v] by (1)\n if <(letter (loops) of (item (seedloops) of [seed v])) = [1]> then\n add (dir) to [.sqd v]\n add (((x2) - (x)) / (2)) to [.sqs v]\n add (((x) + (x2)) / (2)) to [.sqx v]\n add ((y) + ((loops) * (25))) to [.sqy v]\n change [dir v] by ((item (seedloops) of [seed v]) / ((letter (loops) of (item (seedloops) of [seed v])) / (loops)))\n end\n end\nend\n\nwhen flag clicked\nseed\n\ndefine seed\ndelete all of [seed v]\nset [loops v] to [0]\nrepeat (100)\n change [loops v] by (1)\n add [] to [seed v]\n repeat (100)\n replace item (loops) of [seed v] with (join (item (loops) of [seed v]) (pick random (0) to (1)))\n end\nend\n\ndefine Create portal (x) (y)\ncreate rect ((x) - (10)) ((y) - (10)) ((x) + (10)) ((y) + (10)) [4]\nset [portalx v] to (x)\nset [portaly v] to (y)\n\nwhen flag clicked\nbroadcast (Open Ethreal v)\n\nwhen I receive [open ethreal v]\nset [level v] to [1]\nbroadcast (resume v)\n\ndefine level 2\ncreate rect [410] [-50] [440] [300] [2]\ncreate rect [-290] [250] [-260] [700] [2]\nCreate Ground [-100] [-50] [100] [50]\nCreate Ground [-100] [250] [100] [300]\nCreate Ground [-100] [500] [100] [550]\nCreate Ground [400] [150] [450] [200]\nCreate Ground [-300] [400] [-250] [450]\nCreate Ground [200] [600] [300] [650]\nCreate Ground [-100] [700] [100] [750]\nCreate Ground [-500] [700] [-200] [750]\nCreate portal [-450] [850]\n\ndefine level 3\nCreate portal [1350] [650]\nCreate Spring [650] [50]\nCreate Spring [900] [250]\nCreate Spring [1000] [250]\nCreate Spring [1100] [250]\ncreate rect [50] ((([cos v] of ((move) * (5)) ) * (50)) + (100)) [100] ((([cos v] of ((move) * (5)) ) * (50)) + (150)) [2]\ncreate rect [125] ((([cos v] of (((move) * (5)) + (180)) ) * (50)) + (100)) [175] ((([cos v] of (((move) * (5)) + (180)) ) * (50)) + (150)) [2]\ncreate rect [200] ((([cos v] of ((move) * (5)) ) * (50)) + (100)) [250] ((([cos v] of ((move) * (5)) ) * (50)) + (150)) [2]\ncreate rect [275] ((([cos v] of (((move) * (5)) + (180)) ) * (50)) + (100)) [325] ((([cos v] of (((move) * (5)) + (180)) ) * (50)) + (150)) [2]\ncreate rect [350] ((([cos v] of ((move) * (5)) ) * (50)) + (100)) [400] ((([cos v] of ((move) * (5)) ) * (50)) + (150)) [2]\ncreate rect [800] [450] [1120] [500] [2]\nCreate Ground [-100] [-50] [750] [50]\nCreate Ground [800] [200] [1120] [250]\nCreate Ground [1200] [500] [1400] [550]\n\ndefine Create Spring (x) (y)\nadd (x) to [!springsx v]\nadd (y) to [!springsy v]\ncreate rect ((x) - (20)) (y) ((x) + (20)) ((y) + (40)) [3]\n\nwhen [space v] key pressed\nchange [level v] by (1)\nbroadcast (resume v)\n\ndefine Render Spring (x) (y)\ngo to x: ((x) + (15)) y: (y)\nset pen size to (5)\npen down\ngo to x: ((x) - (15)) y: ((y) + (20))\ngo to x: ((x) + (15)) y: ((y) + (40))\npen up\ngo to x: ((x) - (15)) y: (y)\nset pen size to (5)\npen down\ngo to x: ((x) + (15)) y: ((y) + (20))\ngo to x: ((x) - (15)) y: ((y) + (40))\npen up\nset pen size to (10)\npen down\ngo to x: ((x) - (20)) y: ((y) + (40))\ngo to x: ((x) + (20)) y: ((y) + (40))\npen up\n\ndefine level 4\nCreate portal [2400] [1200]\nCreate Spring [870] [50]\nCreate Spring [1070] [350]\ncreate rect [300] [50] [350] [100] [2]\ncreate rect [500] [50] [550] [100] [2]\ncreate rect [700] [50] [750] [100] [2]\ncreate rect [1400] [700] [1500] [750] [2]\ncreate rect [1400] [800] [1600] [850] [2]\ncreate rect [1500] [975] [1700] [1000] [2]\nCreate Ground [-100] [-50] [100] [50]\nCreate Ground (([abs v] of ((((move) * (5)) mod (1000)) - (500)) ) + (100)) [-50] (([abs v] of ((((move) * (5)) mod (1000)) - (500)) ) + (300)) [50]\nCreate Ground [800] [-50] [900] [50]\nCreate Ground [1000] [300] [1100] [350]\nCreate Ground [1200] [500] [1300] [550]\nCreate Ground [1800] [1000] [1900] [1050]\nCreate Ground [1400] (([abs v] of ((((move) * (5)) mod (1000)) - (500)) ) + (500)) [1700] (([abs v] of ((((move) * (5)) mod (1000)) - (500)) ) + (550))\nCreate Ground [2100] [1000] [2500] [1050]\n\ndefine level 5\nCreate Ground [-100] [-50] [100] [50]\n\nlevel 5\n\nwhen I receive [ethereal win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [☁ i stalk you! >:d v] to [0]\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [ethereal win v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n | |
ONE EYE WORLD_ a Mobile platformer | @Stage\n\nwhen [m v] key pressed\nif <(username) = [JellySulio]> then\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n show variable [mouse v]\nelse\n hide variable [mouse v]\nend\n\nwhen flag clicked\nswitch backdrop to (black v)\nhide variable [mouse v]\n\nwhen I receive [setup v]\nhide variable [mouse v]\n\nwhen I receive [lc v]\nswitch backdrop to (black v)\n\nwhen flag clicked\nset [levels unlocked v] to [1]\n\nwhen I receive [trans 2 v]\nif <(LEVEL) = [1]> then\n switch backdrop to (bg v)\nelse\n if <(LEVEL) = [2]> then\n switch backdrop to (bg2 v)\n else\n switch backdrop to (bg3 v)\n end\nend\n\n@player\n\nwhen I receive [play game v]\nset [attempts v] to [0]\nforever\n broadcast (RESET v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > [50]>\n TICK\n broadcast (TICK v)\n if <(PAUSE) = [1]> then\n wait until <(PAUSE) = [0]>\n end\n end\n if <(EXIT) = [WIN]> then\n I WON!\n else\n broadcast (game over v)\n start sound [Dun Dun Dunnn v]\n GAME OVER\n wait (1) seconds\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nbroadcast (GREEN FLAG v) and wait\n\ndefine GAME ON\nbroadcast (grow v)\nset [x v] to [0]\nset [y v] to [0]\nif <(attempts) = [0]> then\n if <(LEVEL) = [1]> then\n set [scroll x v] to [2500]\n set [scroll y v] to [0]\n else\n if <(LEVEL) = [2]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n else\n set [scroll x v] to [1500]\n set [scroll y v] to [500]\n end\n end\nend\nset [sj v] to [16]\nset [pause v] to [0]\nset [can be hit v] to [1]\nset [sx v] to [0]\nset [sy v] to [0]\nset [jump power v] to [4]\nset [in air v] to [0]\nset [exit v] to []\nset [tick v] to [0]\nset [hp v] to [3]\nchange [attempts v] by (1)\npoint in direction (90)\nshow\nset size to (10) %\nset [ghost v] effect to (0)\nset [whirl v] effect to (0)\n\ndefine TICK\nswitch costume to (idle)\nif <(Tick) > [50]> then\n if <<key (left arrow v) pressed?> or <<key (q v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [-10]> and <mouse down?>>>>> then\n change [sx v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [10]> and <mouse down?>>>> then\n change [sx v] by (1)\n end\n if <(sx) > [8.889]> then\n set [sx v] to [8.889]\n end\n if <[-8.889] > (sx)> then\n set [sx v] to [-8.889]\n end\n if <<key (up arrow v) pressed?> or <<key (z v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n if <(IN AIR) < (jump power)> then\n set [sy v] to (sj)\n if <(IN AIR) < [1]> then\n start sound [Jump v]\n end\n end\n end\n set [sx v] to ((sx) * (0.9))\n change [sy v] by (-2)\n CHANGE PLAYER X BY (sx)\n CHANGE PLAYER Y BY (SY)\nend\nTEST DIE\nPOSITION\nchange [scroll x v] by (round (((X) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPOSITION\nif <(Y) < [-400]> then\n set [exit v] to [die]\nend\nchange [tick v] by (1)\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPOSITION\nTEST DIE\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n POSITION\n set [sy v] to [0]\n end\nend\n\ndefine POSITION\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\ndefine CHANGE PLAYER X BY (sx)\nchange [x v] by (sx)\nPOSITION\nTEST DIE\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n POSITION\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-7)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n POSITION\n set [sx v] to [0]\n end\nend\n\ndefine GAME OVER\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine TEST DIE\nif <(LEVEL) = [1]> then\n if <<touching color (#9fe1ff)?> and <<not <touching color (#c5dd59)?>> or <<not <touching color (#b3d02a)?>> or <<not <touching color (#6fa124)?>> or <<not <touching color (#ac6c48)?>> or <not <touching color (#ac6c48)?>>>>>>> then\n set [exit v] to [DIE]\n end\nelse\n if <(LEVEL) = [2]> then\n if <<touching color (#9fe1ff)?> and < or < or < or < or >>>>> then\n set [exit v] to [DIE]\n end\n end\nend\n\ndefine I WON!\nrepeat (50)\n set rotation style [all around v]\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\n change [whirl v] effect by (2)\nend\nhide\nchange [levels unlocked v] by (1)\nwait (1) seconds\nbroadcast (trans end v)\n\nwhen flag clicked\nset [idle v] to [3]\nforever\n change [idle v] by (1)\n if <(idle) > [21]> then\n set [idle v] to [3]\n wait (pick random (1) to (10)) seconds\n end\nend\n\nwhen I receive [bounce v]\nset [sy v] to [15]\n\nwhen I receive [ouch v]\nif <(can be hit) = [1]> then\n broadcast (hurt v)\nend\n\nwhen I receive [hurt v]\nset [can be hit v] to [0]\nchange [hp v] by (-1)\nif <(hp) = [0]> then\n set [exit v] to [DIE]\n stop [this script v]\nelse\n start sound [Oops v]\n repeat (5)\n set [brightness v] effect to (-70)\n wait (0.1) seconds\n clear graphic effects\n wait (0.1) seconds\n end\nend\nset [can be hit v] to [1]\n\nwait until <(SCROLL X) = [0]>\nhide\nbroadcast (show v)\n\nwhen I receive [grow v]\nwait (2) seconds\nrepeat (8)\n change size by (10)\nend\nchange size by (6)\n\nwhen I receive [trans end v]\nhide\nstop [other scripts in sprite v]\nhide\n\nset [attempts v] to [0]\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\nwhen I receive [sj v]\nset [sj v] to [30]\n\nwhen I receive [fm v]\nset [jump power v] to [999999999999999999]\n\nwhen I receive [hp imm v]\nset [can be hit v] to [0]\n\n@PLATFORMS\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nmove level\n\nwhen I receive [setup v]\nhide\nset size to (50) %\nRESET\nlevel list\n\ndefine POSITION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine WORLD 1\nset [ghost v] effect to (0)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (50)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (50)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (50)\nrepeat (4)\n switch costume to (2 v)\n create clone of (_myself_ v)\n change [x v] by (50)\n change [y v] by (0)\nend\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nchange [x v] by (-250)\nchange [y v] by (-64)\nrepeat (5)\n switch costume to (5 v)\n create clone of (_myself_ v)\n change [x v] by (50)\n change [y v] by (0)\nend\nswitch costume to (6 v)\ncreate clone of (_myself_ v)\nchange [x v] by (55)\nchange [y v] by (0)\nswitch costume to (18 v)\ncreate clone of (_myself_ v)\nchange [x v] by (55)\nchange [y v] by (0)\nswitch costume to (18 v)\ncreate clone of (_myself_ v)\nchange [x v] by (-50)\nchange [y v] by (56)\nswitch costume to (17 v)\ncreate clone of (_myself_ v)\nchange [x v] by (64)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nchange [x v] by (49)\nchange [y v] by (70)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (0)\nchange [y v] by (-50)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nchange [x v] by (0)\nchange [y v] by (-50)\nswitch costume to (12 v)\ncreate clone of (_myself_ v)\nchange [x v] by (0)\nchange [y v] by (-50)\nswitch costume to (12 v)\ncreate clone of (_myself_ v)\nchange [x v] by (-1)\nchange [y v] by (0)\nswitch costume to (18 v)\ncreate clone of (_myself_ v)\nchange [x v] by (0)\nchange [y v] by (50)\nswitch costume to (18 v)\ncreate clone of (_myself_ v)\nchange [x v] by (50)\nchange [y v] by (0)\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (0)\nchange [y v] by (-60)\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (0)\nchange [y v] by (120)\nswitch costume to (5 v)\ncreate clone of (_myself_ v)\nchange [x v] by (0)\nchange [y v] by (40)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (64)\nchange [y v] by (0)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nchange [x v] by (64)\nchange [y v] by (0)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nchange [x v] by (261)\nchange [y v] by (0)\nswitch costume to (13 v)\ncreate clone of (_myself_ v)\nchange [x v] by (64)\nchange [y v] by (0)\nswitch costume to (14 v)\ncreate clone of (_myself_ v)\nchange [x v] by (64)\nchange [y v] by (0)\nswitch costume to (14 v)\ncreate clone of (_myself_ v)\nchange [x v] by (64)\nchange [y v] by (0)\nswitch costume to (15 v)\ncreate clone of (_myself_ v)\nchange [x v] by (100)\nchange [y v] by (-134)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (50)\nchange [y v] by (0)\nrepeat (10)\n switch costume to (2 v)\n create clone of (_myself_ v)\n change [x v] by (50)\n change [y v] by (0)\nend\nswitch costume to (13 v)\nchange [x v] by (-300)\nchange [y v] by (100)\ncreate clone of (_myself_ v)\nswitch costume to (14 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (14 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (15 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (13 v)\nchange [x v] by (-300)\nchange [y v] by (100)\ncreate clone of (_myself_ v)\nswitch costume to (14 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (15 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\nchange [x v] by (364)\nchange [y v] by (-200)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\nchange [x v] by (100)\nchange [y v] by (200)\ncreate clone of (_myself_ v)\nswitch costume to (12 v)\nchange [x v] by (0)\nchange [y v] by (-50)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\nswitch costume to (2 v)\nchange [x v] by (-50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (0)\nswitch costume to (2 v)\nchange [x v] by (100)\nchange [y v] by (50)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (9 v)\nchange [x v] by (-150)\nchange [y v] by (-50)\ncreate clone of (_myself_ v)\nrepeat (2)\n switch costume to (9 v)\n change [x v] by (50)\n change [y v] by (0)\n create clone of (_myself_ v)\nend\nswitch costume to (6 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\nchange [x v] by (-2115)\nchange [y v] by (-142)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (12 v)\nchange [x v] by (-50)\nchange [y v] by (-50)\ncreate clone of (_myself_ v)\nrepeat (6)\n switch costume to (5 v)\n change [x v] by (50)\n change [y v] by (0)\n create clone of (_myself_ v)\nend\nswitch costume to (16 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nrepeat (3)\n switch costume to (18 v)\n change [x v] by (50)\n change [y v] by (0)\n create clone of (_myself_ v)\nend\nswitch costume to (12 v)\nchange [x v] by (20)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nchange [x v] by (0)\nchange [y v] by (50)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nchange [x v] by (0)\nchange [y v] by (50)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nchange [x v] by (0)\nchange [y v] by (20)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\nchange [x v] by (28)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (6 v)\nchange [x v] by (0)\nchange [y v] by (-64)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nchange [x v] by (-28)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (16 v)\nchange [x v] by (28)\nchange [y v] by (-58)\ncreate clone of (_myself_ v)\nswitch costume to (5 v)\nchange [x v] by (-28)\nchange [y v] by (2)\ncreate clone of (_myself_ v)\nswitch costume to (12 v)\nchange [x v] by (580)\nchange [y v] by (-20)\ncreate clone of (_myself_ v)\nrepeat (10)\n switch costume to (5 v)\n change [x v] by (50)\n change [y v] by (0)\n create clone of (_myself_ v)\nend\nswitch costume to (16 v)\nchange [x v] by (64)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (12 v)\nchange [x v] by (400)\nchange [y v] by (210)\ncreate clone of (_myself_ v)\nrepeat (10)\n switch costume to (4 v)\n change [x v] by (0)\n change [y v] by (64)\n create clone of (_myself_ v)\nend\nswitch costume to (1 v)\nchange [x v] by (0)\nchange [y v] by (64)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nrepeat (10)\n switch costume to (6 v)\n change [x v] by (0)\n change [y v] by (-64)\n create clone of (_myself_ v)\nend\nswitch costume to (16 v)\nchange [x v] by (0)\nchange [y v] by (-64)\ncreate clone of (_myself_ v)\nswitch costume to (15 v)\nchange [x v] by (-200)\nchange [y v] by (160)\ncreate clone of (_myself_ v)\nswitch costume to (14 v)\nchange [x v] by (-64)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (13 v)\nchange [x v] by (-64)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nrepeat (3)\n switch costume to (15 v)\n change [x v] by (-160)\n change [y v] by (96)\n create clone of (_myself_ v)\n switch costume to (14 v)\n change [x v] by (-64)\n change [y v] by (0)\n create clone of (_myself_ v)\n switch costume to (13 v)\n change [x v] by (-64)\n change [y v] by (0)\n create clone of (_myself_ v)\nend\nswitch costume to (15 v)\nchange [x v] by (320)\nchange [y v] by (96)\ncreate clone of (_myself_ v)\nswitch costume to (14 v)\nchange [x v] by (-64)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (13 v)\nchange [x v] by (-64)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nrepeat (3)\n switch costume to (15 v)\n change [x v] by (320)\n change [y v] by (96)\n create clone of (_myself_ v)\n switch costume to (14 v)\n change [x v] by (-64)\n change [y v] by (0)\n create clone of (_myself_ v)\n switch costume to (13 v)\n change [x v] by (-64)\n change [y v] by (0)\n create clone of (_myself_ v)\nend\nset [ghost v] effect to (100)\nchange [x v] by (320)\nchange [y v] by (-40)\nswitch costume to (14 v)\nchange [x v] by (168)\nchange [y v] by (-648)\nrepeat (2)\n switch costume to (14 v)\n change [x v] by (64)\n change [y v] by (0)\nend\nchange [x v] by (128)\nrepeat (10)\n switch costume to (14 v)\n change [x v] by (64)\n create clone of (_myself_ v)\nend\nhide\n\ndefine WORLD 2\nclear graphic effects\nswitch costume to (19 v)\nchange [x v] by (0)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nrepeat (3)\n switch costume to (20 v)\n change [x v] by (50)\n change [y v] by (0)\n create clone of (_myself_ v)\nend\nswitch costume to (21 v)\nchange [x v] by (50)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nswitch costume to (30 v)\nchange [x v] by (-200)\nchange [y v] by (-50)\ncreate clone of (_myself_ v)\nrepeat (3)\n switch costume to (27 v)\n change [x v] by (50)\n create clone of (_myself_ v)\nend\nswitch costume to (31 v)\nchange [x v] by (50)\ncreate clone of (_myself_ v)\nswitch costume to (19 v)\nchange [x v] by (260)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nrepeat (5)\n switch costume to (20 v)\n change [x v] by (50)\n create clone of (_myself_ v)\nend\nswitch costume to (21 v)\nchange [x v] by (50)\ncreate clone of (_myself_ v)\nrepeat (5)\n switch costume to (32 v)\n change [x v] by (200)\n change [y v] by (100)\n create clone of (_myself_ v)\n repeat (2)\n switch costume to (33 v)\n change [x v] by (64)\n create clone of (_myself_ v)\n end\n switch costume to (34 v)\n change [x v] by (64)\n create clone of (_myself_ v)\n switch costume to (34 v)\n change [x v] by (-200)\n change [y v] by (100)\n create clone of (_myself_ v)\n repeat (2)\n switch costume to (33 v)\n change [x v] by (-64)\n create clone of (_myself_ v)\n end\n switch costume to (32 v)\n change [x v] by (-64)\n create clone of (_myself_ v)\nend\nswitch costume to (19 v)\nchange [x v] by ((64) * (9))\nchange [y v] by (-15)\ncreate clone of (_myself_ v)\nswitch costume to (30 v)\nchange [x v] by (0)\nchange [y v] by (-50)\ncreate clone of (_myself_ v)\nswitch costume to (20 v)\nchange [x v] by (14)\nchange [y v] by (50)\nrepeat (4)\n change [x v] by (50)\n create clone of (_myself_ v)\nend\nchange [y v] by (-50)\nrepeat (4)\n change [x v] by (-50)\nend\nswitch costume to (27 v)\nrepeat (4)\n change [x v] by (50)\n create clone of (_myself_ v)\nend\nswitch costume to (21 v)\nchange [x v] by (50)\nchange [y v] by (50)\ncreate clone of (_myself_ v)\nswitch costume to (31 v)\nchange [y v] by (-50)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\nswitch costume to (20 v)\nchange [y v] by (140)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (0)\nswitch costume to (34 v)\nchange [x v] by (-200)\nchange [y v] by (100)\ncreate clone of (_myself_ v)\nrepeat (2)\n switch costume to (33 v)\n change [x v] by (-64)\n create clone of (_myself_ v)\nend\nswitch costume to (32 v)\nchange [x v] by (-64)\ncreate clone of (_myself_ v)\nswitch costume to (21 v)\nchange [x v] by (((-64) * (3)) - (30))\nchange [y v] by (50)\ncreate clone of (_myself_ v)\nswitch costume to (24 v)\nchange [y v] by (-50)\ncreate clone of (_myself_ v)\nswitch costume to (31 v)\nchange [y v] by (-64)\ncreate clone of (_myself_ v)\nswitch costume to (27 v)\nrepeat (12)\n change [x v] by (-64)\n create clone of (_myself_ v)\nend\nswitch costume to (30 v)\nchange [x v] by (-64)\ncreate clone of (_myself_ v)\nswitch costume to (22 v)\nchange [y v] by (64)\ncreate clone of (_myself_ v)\nswitch costume to (19 v)\nchange [y v] by (64)\ncreate clone of (_myself_ v)\nswitch costume to (17 v)\nchange [y v] by (-20)\nchange [x v] by ((64) * (12))\ncreate clone of (_myself_ v)\nrepeat (11)\n change [x v] by (-64)\n create clone of (_myself_ v)\nend\nswitch costume to (18 v)\nchange [y v] by (-54)\ncreate clone of (_myself_ v)\nrepeat (11)\n change [x v] by (64)\n create clone of (_myself_ v)\nend\nset [ghost v] effect to (100)\nswitch costume to (33 v)\nchange [y v] by (128)\nchange [x v] by (-165)\ncreate clone of (_myself_ v)\nrepeat (3)\n change [y v] by (30)\n change [x v] by (-170)\n create clone of (_myself_ v)\nend\nswitch costume to (20 v)\nchange [y v] by (-300)\nchange [x v] by (1400)\ncreate clone of (_myself_ v)\nrepeat (10)\n change [x v] by (70)\n create clone of (_myself_ v)\nend\nRESET\nchange [x v] by (-100)\nchange [y v] by (1021)\nset [ghost v] effect to (0)\nswitch costume to (19 v)\ncreate clone of (_myself_ v)\nswitch costume to (20 v)\nchange [x v] by (64)\ncreate clone of (_myself_ v)\nswitch costume to (21 v)\nchange [x v] by (64)\ncreate clone of (_myself_ v)\nswitch costume to (30 v)\nchange [x v] by (-128)\nchange [y v] by (-64)\ncreate clone of (_myself_ v)\nswitch costume to (27 v)\nchange [x v] by (64)\ncreate clone of (_myself_ v)\nswitch costume to (31 v)\nchange [x v] by (64)\ncreate clone of (_myself_ v)\nrepeat (4)\n change [y v] by (-70)\n switch costume to (19 v)\n create clone of (_myself_ v)\n switch costume to (20 v)\n change [x v] by (64)\n create clone of (_myself_ v)\n switch costume to (21 v)\n change [x v] by (64)\n create clone of (_myself_ v)\n switch costume to (30 v)\n change [x v] by (-128)\n change [y v] by (-64)\n create clone of (_myself_ v)\n switch costume to (27 v)\n change [x v] by (64)\n create clone of (_myself_ v)\n switch costume to (31 v)\n change [x v] by (64)\n create clone of (_myself_ v)\nend\nchange [y v] by (-70)\nchange [x v] by (64)\nswitch costume to (34 v)\nchange [y v] by (((-64) * (2)) - (70))\nchange [x v] by (-65)\ncreate clone of (_myself_ v)\nswitch costume to (33 v)\nchange [x v] by (-64)\ncreate clone of (_myself_ v)\nswitch costume to (32 v)\nchange [x v] by (-64)\ncreate clone of (_myself_ v)\n\ndefine RESET\nset [x v] to [-100]\nset [y v] to [-100]\n\nswitch costume to (34 v)\nchange [x v] by (-100)\ncreate clone of (_myself_ v)\nswitch costume to (33 v)\nchange [x v] by (-64)\ncreate clone of (_myself_ v)\nswitch costume to (32 v)\nchange [x v] by (-64)\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\nswitch costume to (33 v)\nchange [x v] by (-64)\ncreate clone of (_myself_ v)\nswitch costume to (32 v)\nchange [x v] by (-64)\ncreate clone of (_myself_ v)\n\ndefine level list\nif <(LEVEL) = [1]> then\n WORLD 1\nelse\n if <(LEVEL) = [2]> then\n WORLD 2\n else\n World 3\n end\nend\n\ndefine World 3\nRESET\nclear graphic effects\nswitch costume to (tile \(1\) v)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(2\) v)\nrepeat (10)\n change [x v] by (50)\n create clone of (_myself_ v)\nend\nswitch costume to (tile \(3\) v)\nchange [x v] by (50)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(13\) v)\nchange [y v] by (-50)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(9\) v)\nrepeat (10)\n change [x v] by (-50)\n create clone of (_myself_ v)\nend\nswitch costume to (tile \(12\) v)\nchange [x v] by (-50)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(14\) v)\nchange [x v] by (700)\nchange [y v] by (120)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(15\) v)\nchange [x v] by (64)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(16\) v)\nchange [x v] by (64)\ncreate clone of (_myself_ v)\nrepeat (2)\n switch costume to (tile \(16\) v)\n change [x v] by (-190)\n change [y v] by (100)\n create clone of (_myself_ v)\n switch costume to (tile \(15\) v)\n change [x v] by (-64)\n create clone of (_myself_ v)\n switch costume to (tile \(14\) v)\n change [x v] by (-64)\n create clone of (_myself_ v)\nend\nrepeat (2)\n switch costume to (tile \(14\) v)\n change [x v] by (200)\n change [y v] by (100)\n create clone of (_myself_ v)\n switch costume to (tile \(15\) v)\n change [x v] by (64)\n create clone of (_myself_ v)\n switch costume to (tile \(16\) v)\n change [x v] by (64)\n create clone of (_myself_ v)\nend\nswitch costume to (tile \(1\) v)\nchange [x v] by (260)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(2\) v)\nrepeat (5)\n change [x v] by (50)\n create clone of (_myself_ v)\nend\nswitch costume to (tile \(3\) v)\nchange [x v] by (50)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(13\) v)\nchange [y v] by (-50)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(9\) v)\nrepeat (5)\n change [x v] by (-50)\n create clone of (_myself_ v)\nend\nswitch costume to (tile \(12\) v)\nchange [x v] by (-50)\ncreate clone of (_myself_ v)\nswitch costume to (tile \(14\) v)\nset [x v] to [1400]\nset [y v] to [200]\ncreate clone of (_myself_ v)\nswitch costume to (tile \(15\) v)\nrepeat (5)\n change [x v] by (64)\n create clone of (_myself_ v)\nend\nswitch costume to (tile \(16\) v)\nchange [x v] by (64)\ncreate clone of (_myself_ v)\n\nif <<(costume [number v]) < [18]> or <(costume [number v]) > [19]>> then\n\nPOSITION ((X) - (SCROLL X)) (((Y) + ((5) * ([sin v] of (((X) + (Tick)) * (10)) ))) - (SCROLL Y))\n\nswitch costume to (tile \(12\) v)\nchange [x v] by (-50)\ncreate clone of (_myself_ v)\n\nchange [x v] by (1)\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\ndefine move level\nPOSITION ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <<(costume [number v]) < [18]> or <(costume [number v]) > [19]>> then\n show\nelse\n set [ghost v] effect to (0)\n go [backward v] (costume [number v]) layers\nend\n\n@COINS\n\nwhen I receive [tick v]\nreact\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset size to (20) %\nif <(LEVEL) < [3]> then\n set [collected max v] to [5]\nelse\n set [collected max v] to [0]\nend\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n WORLD 1 COINS\nelse\n if <(LEVEL) = [2]> then\n World 2 coins\n end\nend\nchange [x v] by (-99999999999)\n\ndefine POSITION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine WORLD 1 COINS\nset [ghost v] effect to (0)\nchange [x v] by (200)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nchange [x v] by (200)\nchange [y v] by (50)\ncreate clone of (_myself_ v)\nchange [x v] by (565)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nchange [x v] by (675)\nchange [y v] by (0)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\nchange [x v] by (100)\nchange [y v] by (-10)\ncreate clone of (_myself_ v)\n\ndefine World 2 coins\nset [ghost v] effect to (0)\nchange [x v] by (649)\nchange [y v] by (1197)\ncreate clone of (_myself_ v)\nrepeat (3)\n change [x v] by (-170)\n change [y v] by (30)\n create clone of (_myself_ v)\nend\nchange [x v] by (-150)\nchange [y v] by (-80)\ncreate clone of (_myself_ v)\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\nset [levels unlocked v] to [3]\n\ndefine react\nif <(Tick) > [50]> then\n next costume\n POSITION ((X) - (SCROLL X)) (((Y) + ((5) * ([sin v] of (((X) + (Tick)) * (10)) ))) - (SCROLL Y))\n if <(coins) = (COLLECTED MAX)> then\n broadcast (CAN GO NEXT v)\n end\n if <touching (player v)?> then\n change [coins v] by (1)\n start sound [nsmb_coin v]\n if <(coins) = (COLLECTED MAX)> then\n broadcast (CAN GO NEXT v)\n end\n delete this clone\n end\nend\n\n@music\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [grow v]\nstop [other scripts in sprite v]\nforever\n if <(LEVEL) = [1]> then\n play sound [Grasslands Theme v] until done\n else\n if <(LEVEL) = [2]> then\n play sound [Desert Theme v] until done\n else\n play sound [Dungeon Theme v] until done\n end\n end\nend\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\nwhen I receive [lvl select v]\nstop [other scripts in sprite v]\nforever\n play sound [Intro Theme v] until done\nend\n\nwhen I receive [lc v]\nstop [other scripts in sprite v]\nforever\n play sound [Worldmap Theme v] until done\nend\n\n@PORTAL\n\nwhen I receive [tick v]\nif <(Tick) > [50]> then\n POSITION ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n LEVEL TEST\n next costume\n if <(portal open?) = [1]> then\n change [color v] effect by (5)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nclear graphic effects\nset [portal open? v] to [0]\nset size to (70) %\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n WORLD MODEL\nelse\n if <(LEVEL) = [2]> then\n Portal 2\n else\n portal 3\n end\nend\n\ndefine POSITION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine WORLD MODEL\nset size to (70) %\nset [ghost v] effect to (0)\nchange [x v] by (2300)\nchange [y v] by (0)\n\nwhen I receive [can go next v]\nset [portal open? v] to [1]\nset [brightness v] effect to (40)\npoint in direction (90)\n\ndefine LEVEL TEST\nif <<(portal open?) = [1]> and <touching (player v)?>> then\n set [exit v] to [WIN]\nend\n\ndefine Portal 2\nset size to (70) %\nset [ghost v] effect to (0)\nchange [x v] by (-146)\nchange [y v] by (40)\n\ndefine portal 3\nset size to (70) %\nset [ghost v] effect to (0)\nchange [x v] by (1450)\nchange [y v] by (500)\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\n@big coin\n\nwhen I receive [tick v]\nmove BIG COIN\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset size to (50) %\nset [color v] effect to (20)\nset [big coin v] to [NO]\nset [coins v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n WORLD 1 COINS\nelse\n if <(LEVEL) = [2]> then\n World 2 coins\n end\nend\nchange [x v] by (-99999999999)\n\ndefine POSITION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine WORLD 1 COINS\nset [ghost v] effect to (0)\nchange [x v] by (2849)\nchange [y v] by (186)\ncreate clone of (_myself_ v)\n\ndefine World 2 coins\nset [ghost v] effect to (0)\nchange [x v] by (2067)\nchange [y v] by (998)\ncreate clone of (_myself_ v)\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\ndefine move BIG COIN\nif <(Tick) > [50]> then\n next costume\n change [color v] effect by (5)\n POSITION ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n if <touching (player v)?> then\n set [big coin v] to [YES]\n start sound [nsmb_coin v]\n if <(coins) = (COLLECTED MAX)> then\n broadcast (CAN GO NEXT v)\n end\n delete this clone\n end\nend\n\n@Sprite1\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\n@entities\n\ndefine move enemy\nset rotation style [left-right v]\npoint towards (player v)\nclear graphic effects\nif <(type) = [3]> then\n switch costume to (hitbox 2 v)\nelse\n switch costume to (hitbox v)\nend\nset [old x v] to (x)\nif <(type) = [3]> then\n set size to (60) %\n set [brightness v] effect to (-70)\n set [x v] to (round ((orig x) + ((move x) * ([abs v] of (((((Tick) / (div)) + (offset)) mod (2)) - (1)) ))))\n set [y v] to (round ((orig y) + ((move y) * ([abs v] of (((((Tick) / (div)) + (offset)) mod (2)) - (1)) ))))\nelse\n set size to (100) %\n set [x v] to (round ((orig x) + ((move x) * ([abs v] of (((((Tick) / (div)) + (offset)) mod (2)) - (1)) ))))\n set [y v] to (round ((orig y) + ((move y) * ([abs v] of (((((Tick) / (div)) + (offset)) mod (2)) - (1)) ))))\nend\nif <<touching (player v)?> and <<([y v] of [player v]) > (y)> and <(SY) < [0]>>> then\n start sound [pop v]\n broadcast (bounce v)\n switch costume to (dead v)\n delete this clone\nend\nif <<touching (player v)?> and <<(SY) = [0]> or <(SY) > [0]>>> then\n broadcast (ouch v)\nend\nposition\nif <(type) = [3]> then\n switch costume to ((((Tick) * ((div) / (100))) mod (12)) + (76))\nelse\n switch costume to ((((Tick) * ((div) / (100))) mod (56)) + (1))\n if <<touching (player v)?> and <<([y v] of [player v]) > (y)> and <(SY) < [0]>>> then\n switch costume to (dead v)\n end\nend\n\n\n\ndefine position at x (x) y (y)\ngo to x: (x) y: (y)\nif <(type) = [3]> then\n set size to (60) %\nelse\n set size to (100) %\nend\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [visible v] to [1]\nelse\n hide\n set [visible v] to [0]\nend\n\ndefine position\nposition at x ((x) - (SCROLL X)) y ((y) - (SCROLL Y))\n\ndefine New enemy at x: (x) y: (y) With costume: (costume)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\nswitch costume to (costume)\nset [type v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [old x v] to [0]\n\ndefine then glide (time) secs to x: (x) y: (y)\nset [type v] to [2]\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [move x v] to ((x) - (x))\nset [move y v] to ((y) - (y))\nset [div v] to ((30) * (time))\nset [offset v] to [0]\n\ndefine then fly (speed) secs to x: (x) y: (y)\nset [type v] to [3]\nset [orig x v] to (x)\nset [orig y v] to (y)\nset [move x v] to ((x) - (x))\nset [move y v] to ((y) - (y))\nset [div v] to ((30) * (speed))\nset [offset v] to [0]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nset [type v] to []\nif <(LEVEL) = [1]> then\n New enemy at x: [410] y: [12] With costume: [1]\n then glide [3] secs to x: [620] y: [12]\n New enemy at x: [650] y: [12] With costume: [62]\n then fly [2] secs to x: [800] y: [12]\n New enemy at x: [850] y: [2] With costume: [1]\n then glide [2] secs to x: [1050] y: [2]\n New enemy at x: [1235] y: [69] With costume: [1]\n then glide [1] secs to x: [1375] y: [69]\n New enemy at x: [1135] y: [-122] With costume: [1]\n then glide [6] secs to x: [1470] y: [-122]\n New enemy at x: [1720] y: [-122] With costume: [1]\n then glide [6] secs to x: [1500] y: [-122]\n New enemy at x: [1830] y: [177] With costume: [1]\n then glide [2] secs to x: [1970] y: [177]\n New enemy at x: [1535] y: [273] With costume: [1]\n then glide [2] secs to x: [1695] y: [273]\n New enemy at x: [1250] y: [368] With costume: [1]\n then glide [3] secs to x: [1395] y: [368]\n New enemy at x: [1155] y: [561] With costume: [1]\n then glide [2] secs to x: [1295] y: [561]\n New enemy at x: [2245] y: [675] With costume: [62]\n then fly [1] secs to x: [2500] y: [675]\n New enemy at x: [2245] y: [600] With costume: [62]\n then fly [2] secs to x: [2500] y: [600]\n New enemy at x: [2245] y: [525] With costume: [62]\n then fly [3] secs to x: [2500] y: [525]\n New enemy at x: [2245] y: [450] With costume: [62]\n then fly [4] secs to x: [2500] y: [450]\n New enemy at x: [2245] y: [375] With costume: [62]\n then fly [5] secs to x: [2500] y: [375]\n New enemy at x: [2245] y: [300] With costume: [62]\n then fly [6] secs to x: [2500] y: [300]\n New enemy at x: [2245] y: [225] With costume: [62]\n then fly [7] secs to x: [2500] y: [225]\n New enemy at x: [2245] y: [150] With costume: [62]\n then fly [8] secs to x: [2500] y: [150]\nelse\n if <(LEVEL) = [2]> then\n New enemy at x: [350] y: [-100] With costume: [1]\n then glide [2] secs to x: [500] y: [-100]\n New enemy at x: [660] y: [-100] With costume: [1]\n then glide [2] secs to x: [530] y: [-100]\n New enemy at x: [850] y: [-10] With costume: [1]\n then glide [2] secs to x: [1060] y: [-10]\n New enemy at x: [640] y: [90] With costume: [1]\n then glide [2] secs to x: [855] y: [90]\n New enemy at x: [850] y: [190] With costume: [1]\n then glide [2] secs to x: [1060] y: [190]\n New enemy at x: [640] y: [290] With costume: [1]\n then glide [2] secs to x: [855] y: [290]\n New enemy at x: [850] y: [390] With costume: [1]\n then glide [2] secs to x: [1060] y: [390]\n New enemy at x: [640] y: [490] With costume: [1]\n then glide [2] secs to x: [855] y: [490]\n New enemy at x: [850] y: [590] With costume: [1]\n then glide [2] secs to x: [1060] y: [590]\n New enemy at x: [640] y: [690] With costume: [1]\n then glide [2] secs to x: [855] y: [690]\n New enemy at x: [850] y: [790] With costume: [1]\n then glide [2] secs to x: [1060] y: [790]\n New enemy at x: [640] y: [890] With costume: [1]\n then glide [2] secs to x: [855] y: [890]\n else\n New enemy at x: [-100] y: [-50] With costume: [1]\n then glide [2] secs to x: [160] y: [-50]\n New enemy at x: [450] y: [-50] With costume: [1]\n then glide [2] secs to x: [190] y: [-50]\n New enemy at x: [590] y: [20] With costume: [1]\n then glide [2] secs to x: [730] y: [20]\n New enemy at x: [400] y: [120] With costume: [1]\n then glide [2] secs to x: [550] y: [120]\n New enemy at x: [85] y: [220] With costume: [1]\n then glide [2] secs to x: [225] y: [220]\n New enemy at x: [285] y: [320] With costume: [1]\n then glide [2] secs to x: [430] y: [320]\n New enemy at x: [615] y: [420] With costume: [1]\n then glide [2] secs to x: [760] y: [420]\n end\nend\nNew enemy at x: [9999] y: [9] With costume: [1]\nthen glide [2] secs to x: [9999] y: [9]\n\nwhen I receive [tick v]\nmove in level\n\nsay [ouch]\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\ndefine move in level\nif <(Tick) > [50]> then\n if <(type) > []> then\n if <(type) = [3]> then\n set size to (60) %\n move enemy\n else\n set size to (100) %\n move enemy\n end\n end\nend\n\n@coins noter\n\nwhen I receive [tick v]\nshow\nif <(length of (coins)) < (digit)> then\n digit (0)\nelse\n digit ((letter (digit) of (coins)) + (1))\nend\n\ndefine digit (cost)\nif <(cost) = (costume [number v])> then\n set size to (30) %\nelse\n switch costume to (cost)\n set size to (30) %\nend\n\nwhen I receive [setup v]\nshow\nwait (0) seconds\ngo to x: (-170) y: (136)\nswitch costume to (0 v)\ngo to [front v] layer\nset [digit v] to [1]\n\nwhen I receive [lvl select v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\n@BG\n\nwhen I receive [tick v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (LEVEL)\nif <(costume [number v]) = [3]> then\n set size to (135) %\nelse\n set size to (100) %\nend\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\nswitch costume to (bg v)\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [lvl select v]\nset size to (100) %\nswitch costume to (costume3 v)\n\nwhen I receive [lc v]\ngo to [back v] layer\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (gg v)\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\n@Sprite2\n\nwhen flag clicked\nshow\nset size to (100) %\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I receive [music 1 v]\nforever\n if <(Tick) > [50]> then\n broadcast (transition v)\n stop [this script v]\n end\nend\n\nwhen I receive [lvl select v]\ngo to [front v] layer\n\n@thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo to [front v] layer\n\nwhen [timer v] > (check)\ngo to [front v] layer\n\n@Icon\n\nwhen I receive [tick v]\nshow\ngo to x: (180) y: (145)\n\nwhen I receive [lvl select v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\n@Sprite3\n\nwhen I receive [tick v]\nshow\nset size to (30) %\ngo to x: (210) y: (141)\nswitch costume to (([hp v] of [player v]) + (1))\n\nwhen I receive [lvl select v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\n@not in use\n\n@Text\n\nwhen I receive [intro done v]\nset [a v] to [1]\nhide\nerase all\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [ok v]\nset [a v] to [1]\ndelete this clone\n\ndefine Map Talk (text) With Sound (value)\nset [dialogue mode v] to [1]\nif <(light) = [-100]> then\n set [brightness v] effect to (100)\nelse\n set [brightness v] effect to (-100)\nend\ngo to x: (-220) y: (-110)\nset [a v] to [0]\nset [b v] to [1]\ngo to [front v] layer\nhide\nbroadcast (show tb v) and wait\nrepeat (length of (text))\n show\n set [a v] to [0]\n if <(x position) > [150]> then\n change y by (-20)\n set x to (-220)\n end\n change x by ((size) * (0.12))\n if <(letter (b) of (text)) = [ ]> then\n switch costume to ( v)\n change [b v] by (1)\n create clone of (_myself_ v)\n else\n switch costume to (letter (b) of (text))\n change [b v] by (1)\n end\n create clone of (_myself_ v)\nend\nif <(letter (b) of (name)) = [-]> then\n wait (0.001) seconds\nelse\n wait until <mouse down?>\nend\nhide\nset [dialogue mode v] to [0]\nbroadcast (ok v) and wait\n\nwhen I start as a clone\nrepeat until <(a) = [1]>\n go to [front v] layer\n show\nend\ndelete this clone\n\nMap Talk (join [apple ] (join [apple ] [banana])) With Sound (1)\n\nMap Talk [omg your game is so so broken!!!!!] With Sound (1)\n\nwhen [d v] key pressed\n\nstop [this script v]\n\nwhen I receive [talk v]\nMap Talk (join (join [Hello,] (username)) [\(tap or click to continue\)]) With Sound (1)\nMap Talk [Ready to play?] With Sound (1)\nMap Talk [If You're ready, click to begin!] With Sound (1)\nMap Talk [\(Don't forget to love and fave for extra cheat codes\)] With Sound (1)\nMap Talk (join [Leave a follow for more like this, ] (username)) With Sound (1)\nMap Talk [Oh, Just joking :D] With Sound (1)\nMap Talk [Ok, so let's start!] With Sound (1)\nbroadcast (intro done v)\n\nwhen [timer v] > (check)\nhide\n\nwhen I receive [help v]\nMap Talk [Oh! you want help?] With Sound (1)\nMap Talk [You know, it's really easy to play to my platformer] With Sound (1)\nMap Talk [Use WASD, ZQSD for French keyboarders , and sides of the screen if you want to play on mobile] With Sound (1)\nMap Talk [Avoid enemies and water and collect ALL coins to open the portal] With Sound (1)\nMap Talk [there are cheat codes in the pause menu only available if you love and fave.] With Sound (1)\nMap Talk [There are also invisible platforms but there are signs to help you!] With Sound (1)\nMap Talk [G.L] With Sound (1)\n\nwhen I receive [locked v]\nMap Talk [This level's locked :\(] With Sound (1)\n\nwhen I receive [volume v]\nMap Talk [For the moment, the only setting is volume.] With Sound (1)\nMap Talk [Which volume value do you desire? \(use a number input\)] With Sound (1)\nask [Which volume value do you desire?] and wait\nbroadcast (volume set to ... v)\nMap Talk (join [Good! now volume's set to ] (answer)) With Sound (1)\n\nwhen I receive [volume set to ... v]\nset volume to (answer) %\n\nwhen I receive [cheater... v]\nMap Talk [Hmmm... so you wanna cheat....] With Sound (1)\nif <[project lovers v] contains (username)?> then\n Map Talk [OK I'll tell you the cheat codes] With Sound (1)\n Map Talk [In fact, they are randomly generated, so you can't cheat on them!] With Sound (1)\n Map Talk [Mwahahahahahahahaha!!!!!!] With Sound (1)\n Map Talk (join [So the hp code is ] (hp code)) With Sound (1)\n Map Talk (join [The Superjump code is ] (superjump code)) With Sound (1)\n Map Talk (join [And the fly code is ] (fly code)) With Sound (1)\n Map Talk [Wanna test one of these random codes?] With Sound (1)\n Map Talk [so let's get a try!] With Sound (1)\n ask [type a code] and wait\n if <(answer) = (superjump code)> then\n broadcast (sj v)\n Map Talk [So cool! you got super jump !!!!] With Sound (1)\n else\n if <(answer) = (fly code)> then\n broadcast (fm v)\n Map Talk [Now you're flappy bird :D] With Sound (1)\n else\n if <(answer) = (hp code)> then\n broadcast (hp imm v)\n Map Talk [You're now immune against enemies] With Sound (1)\n else\n Map Talk [this code isn't valid, sorry] With Sound (1)\n end\n end\n end\nelse\n Map Talk [Then please put a heart and a little star on my project] With Sound (1)\nend\nMap Talk [don't forget that the codes are randomly generated at each game over] With Sound (1)\n\nwhen I receive [lc v]\nif <(levels unlocked) = [4]> then\n Map Talk [you actually made it!] With Sound (1)\n if <[project lovers v] contains (username)?> then\n Map Talk [thx for the love and fave! Thanks to you, this project got featured!!] With Sound (1)\n Map Talk [Follow for more stuff like this!] With Sound (1)\n else\n Map Talk [Levels are hard to create ] With Sound (1)\n Map Talk [And I don't have time to create them because of school] With Sound (1)\n Map Talk [So please put a heart and a little star as a contribution!\] With Sound (1)\n end\n Map Talk [I'll soon continue the serie of this game] With Sound (1)\n Map Talk [If you want, you can quit or replay levels!] With Sound (1)\n Map Talk [See ya!] With Sound (1)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nforever\n wait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (1) seconds\n if <[project lovers v] contains (username)?> then\n delete (item # of (username) in [project lovers v]) of [project lovers v]\n set [loved__ v] to [0]\n set [faved___ v] to [0]\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n set [timer v] to [0]\n switch costume to (costume2 v)\n set [ghost v] effect to (100)\n repeat until <(Timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n set [timer v] to [0]\n repeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n else\n add (username) to [project lovers v]\n set [loved__ v] to [0]\n set [faved___ v] to [0]\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n set [timer v] to [0]\n switch costume to (pick random (1) to (4))\n set [ghost v] effect to (100)\n repeat until <(Timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n set [timer v] to [0]\n repeat until <(Timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (.097)\nend\n\nwhen flag clicked\nreset timer\nforever\n set [check v] to (timer)\nend\n\nwhen [timer v] > (check)\nhide\nif <not <[project lovers v] contains (username)?>> then\n go to [front v] layer\n clear graphic effects\n wait (1) seconds\n show\n go to x: (0) y: (-100)\n reset timer\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n repeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n reset timer\n repeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\nelse\n go to [front v] layer\n show\n go to x: (0) y: (-100)\n reset timer\n switch costume to (5 v)\n set [ghost v] effect to (100)\n repeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n reset timer\n repeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\nend\n\nhide\n\n@logo\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (60)\nset size to (100) %\ncreate clone of (_myself_ v)\nforever\n next costume\n if <(costume [number v]) > [80]> then\n switch costume to (crunch v)\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (7) layers\nswitch costume to (d v)\nset size to (100) %\nbroadcast (talk v) and wait\nrepeat (100)\n clear graphic effects\nend\nbroadcast (lvl select v)\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (transition v)\n\nwhen [timer v] > (check)\nhide\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [intro done v]\nrepeat (100)\n change [whirl v] effect by (10)\n change [ghost v] effect by ((100) / (100))\nend\n\nwhen I receive [lvl select v]\nwait (5) seconds\nstop [other scripts in sprite v]\n\nforever\n\n@play\n\ndefine Rotate\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\n\nwhen I receive [lvl select v]\npoint in direction (90)\nset size to (100) %\nswitch costume to (pn v)\nshow\ngo to x: (0) y: (300)\nwait (1) seconds\nglide (1) secs to x: (0) y: (-10)\nforever\n Rotate\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(active) = [0]> then\n if <(dialogue mode) = [0]> then\n set [active v] to [1]\n broadcast (lc v)\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n stop [other scripts in sprite v]\n end\nend\nif <(active) = [1]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nset [rotation vel v] to [0]\nset [active v] to [0]\n\ndefine color change\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [color v] effect to (100)\nelse\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (150)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [lvl select v]\nforever\n color change\nend\n\n@Window\n\nwhen I receive [gg v]\ngo to x: (2) y: (0)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (montrer les niveaux v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [hide menu v]\nhide\n\n@pause\n\nwhen I receive [pause v]\ngo to x: (0) y: (10)\ngo to [front v] layer\ngo [backward v] (4) layers\nshow\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [lvl select v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [replay v]\nhide\n\nwhen flag clicked\nhide\n\n@opt\n\nwhen I receive [lvl select v]\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (opt v)\ngo to x: (300) y: (-105)\nwait (1) seconds\nglide (1) secs to x: (130) y: (-105)\nforever\n Rotate\nend\n\nwhen I receive [lc v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [other scripts in sprite v]\n\ndefine Rotate\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\n\ndefine cc\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [color v] effect to (100)\nelse\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (150)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [lvl select v]\nforever\n cc\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(dialogue mode) = [0]> then\n broadcast (volume v) and wait\n broadcast (done v)\nend\n\n@help\n\nwhen I receive [lvl select v]\npoint in direction (90)\nset size to (100) %\nshow\nswitch costume to (help v)\ngo to x: (-300) y: (-105)\nwait (1) seconds\nglide (1) secs to x: (-130) y: (-105)\nforever\n Rotate\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lc v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [other scripts in sprite v]\n\ndefine Rotate\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (0.1)\n turn right (rotation vel) degrees\nend\nrepeat (10)\n change [rotation vel v] by (-0.1)\n turn right (rotation vel) degrees\nend\n\ndefine cc\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [color v] effect to (100)\nelse\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (150)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [lvl select v]\nforever\n cc\nend\n\nwhen this sprite clicked\nif <(dialogue mode) = [0]> then\n broadcast (help v) and wait\n broadcast (instructions finished v)\nend\n\n@Sprite4\n\nwhen I receive [lvl select v]\nshow\nset [yv v] to [0]\ngo to x: (0) y: (410)\nrepeat (15)\n change [yv v] by (-1)\n change y by (YV)\nend\nset [yv v] to [6]\ngo to x: (0) y: (132)\nrepeat (12)\n change [yv v] by (-1)\n change y by (YV)\nend\nforever\n grow\nend\n\nwhen flag clicked\nset [grow speed v] to [0]\npoint in direction (90)\nset size to (70) %\nhide\n\nwhen I receive [lc v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nstop [other scripts in sprite v]\n\ndefine grow\nrepeat (10)\n change [grow speed v] by (0.1)\n change size by (grow speed)\nend\nrepeat (10)\n change [grow speed v] by (-0.1)\n change size by (grow speed)\nend\nrepeat (10)\n change [grow speed v] by (-0.1)\n change size by (grow speed)\nend\nrepeat (10)\n change [grow speed v] by (0.1)\n change size by (grow speed)\nend\nrepeat (10)\n change [grow speed v] by (-0.1)\n change size by (grow speed)\nend\nrepeat (10)\n change [grow speed v] by (0.1)\n change size by (grow speed)\nend\nrepeat (10)\n change [grow speed v] by (0.1)\n change size by (grow speed)\nend\nrepeat (10)\n change [grow speed v] by (-0.1)\n change size by (grow speed)\nend\n\n@BG2\n\nwhen I receive [lc v]\nset size to (125) %\ngo to [back v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\ngo [forward v] (2) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [hide menu v]\nhide\n\n@tb2\n\nwhen I receive [ok v]\nglide (1) secs to x: (-30) y: (-213)\nif <(dialogue mode) = [1]> then\n show\nelse\n hide\nend\n\nwhen I receive [show tb v]\ngo to [front v] layer\nshow\nglide (1) secs to x: (-30) y: (-120)\n\nwhen flag clicked\nset [brightness v] effect to (100)\nset [light v] to [100]\nhide\n\nwhen I receive [instructions finished v]\nset [brightness v] effect to (100)\nset [light v] to [100]\nhide\n\nwhen I receive [help v]\nset [brightness v] effect to (-100)\nset [light v] to [-100]\n\nwhen I receive [done v]\nset [brightness v] effect to (100)\nset [light v] to [100]\nhide\n\n@level 1\n\nwhen flag clicked\nset [glide speed v] to [0]\nhide\n\nwhen I receive [montrer les niveaux v]\nset [glide speed v] to [0]\ngo to [front v] layer\nshow\ngo to x: (-300) y: (-40)\nglide (1) secs to x: (-130) y: (-40)\nforever\n glide\nend\n\ndefine glide\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\n\nwhen I receive [montrer les niveaux v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [level v] to [1]\nbroadcast (trans 2 v)\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [hide menu v]\nhide\n\n@level 2\n\nwhen flag clicked\nhide\n\nwhen I receive [montrer les niveaux v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (-210)\nglide (1) secs to x: (0) y: (-40)\nforever\n glide\nend\n\ndefine glide\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\n\nwhen I receive [montrer les niveaux v]\nforever\n if <(levels unlocked) > [1]> then\n switch costume to (button v)\n else\n switch costume to (bu v)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(levels unlocked) > [1]> then\n set [level v] to [2]\n broadcast (trans 2 v)\nelse\n broadcast (locked v)\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [hide menu v]\nhide\n\n@level 3\n\nwhen flag clicked\nhide\n\nwhen I receive [montrer les niveaux v]\ngo to [front v] layer\nshow\ngo to x: (300) y: (-40)\nglide (1) secs to x: (130) y: (-40)\nforever\n glide\nend\n\ndefine glide\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (0.1)\n change y by (glide speed)\nend\nrepeat (10)\n change [glide speed v] by (-0.1)\n change y by (glide speed)\nend\n\nwhen I receive [montrer les niveaux v]\nforever\n if <(levels unlocked) > [2]> then\n switch costume to (button v)\n else\n switch costume to (costume1 v)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(levels unlocked) > [2]> then\n set [level v] to [3]\n broadcast (trans 2 v)\nelse\n broadcast (locked v)\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [hide menu v]\nhide\n\n@number pack\n\n@Sprite5\n\ngo to x: (0) y: (0)\n\nwhen I receive [trans 2 v]\nshow\ngo to [front v] layer\nswitch costume to (dot v)\nset size to (10000000) %\nrepeat (8)\n go to [front v] layer\n switch costume to (dot v)\n change size by (-1000)\n switch costume to (trans v)\nend\nswitch costume to (black v)\nwait (1) seconds\nbroadcast (hide menu v)\ngo to [front v] layer\nswitch costume to (dot v)\nset size to (1000) %\nrepeat (8)\n go to [front v] layer\n switch costume to (dot v)\n change size by (1000)\n switch costume to (trans v)\nend\nbroadcast (PLAY GAME v)\nhide\n\nwhen I receive [trans end v]\nbroadcast (lc v)\nshow\ngo to [front v] layer\nswitch costume to (dot v)\nset size to (10000000) %\nrepeat (8)\n go to [front v] layer\n switch costume to (dot v)\n change size by (-1000)\n switch costume to (trans v)\nend\nswitch costume to (black v)\nwait (1) seconds\ngo to [front v] layer\nswitch costume to (dot v)\nset size to (1000) %\nrepeat (8)\n go to [front v] layer\n switch costume to (dot v)\n change size by (1000)\n switch costume to (trans v)\nend\nhide\n\n@pause2\n\nwhen I receive [lvl select v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\nshow\ngo to x: (0) y: (135)\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\nset size to (20) %\n\nwhen this sprite clicked\nset [pause v] to [1]\nbroadcast (PAUSE v)\n\nwhen I receive [replay v]\nset [pause v] to [0]\n\nwhen flag clicked\nhide\n\n@PLAY\n\nwhen I receive [pause v]\ngo to x: (0) y: (20)\nset size to (100) %\ngo to [front v] layer\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(dialogue mode) = [0]> then\n broadcast (REPLAY v)\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nhide\n\n@brains\n\nwhen I receive [pause v]\ngo to x: (0) y: (-61)\nset size to (100) %\ngo to [front v] layer\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(dialogue mode) = [0]> then\n broadcast (cheater... v) and wait\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [replay v]\nhide\nstop [other scripts in sprite v]\n\ndefine set random hints\nset [letters v] to [azertyuiopqsdfghjklmwxcvbn]\ndelete all of [hint 1 v]\ndelete all of [hint 2 v]\ndelete all of [hint 3 v]\ndelete all of [hint 4 v]\ndelete all of [hint 5 v]\ndelete all of [hint 6 v]\ndelete all of [hint 7 v]\ndelete all of [hint 8 v]\nrepeat (3)\n add (letter (pick random (1) to (25)) of (letters)) to [hint 1 v]\n add (letter (pick random (1) to (25)) of (letters)) to [hint 2 v]\n add (letter (pick random (1) to (25)) of (letters)) to [hint 3 v]\n add (letter (pick random (1) to (25)) of (letters)) to [hint 4 v]\n add (letter (pick random (1) to (25)) of (letters)) to [hint 5 v]\n add (letter (pick random (1) to (25)) of (letters)) to [hint 6 v]\n add (letter (pick random (1) to (25)) of (letters)) to [hint 7 v]\n add (letter (pick random (1) to (25)) of (letters)) to [hint 8 v]\nend\nset [superjump code v] to (join (item (pick random (1) to (2)) of [hint 1 v]) (join (item (pick random (1) to (2)) of [hint 2 v]) (join (item (pick random (1) to (2)) of [hint 3 v]) (join (item (pick random (1) to (2)) of [hint 4 v]) (join (item (pick random (1) to (3)) of [hint 5 v]) (join (item (pick random (1) to (3)) of [hint 6 v]) (join (item (pick random (1) to (3)) of [hint 7 v]) (item (pick random (1) to (3)) of [hint 8 v]))))))))\nset [hp code v] to (join (item (pick random (1) to (2)) of [hint 1 v]) (join (item (pick random (1) to (2)) of [hint 2 v]) (join (item (pick random (1) to (2)) of [hint 3 v]) (join (item (pick random (1) to (2)) of [hint 4 v]) (join (item (pick random (1) to (3)) of [hint 5 v]) (join (item (pick random (1) to (3)) of [hint 6 v]) (join (item (pick random (1) to (3)) of [hint 7 v]) (item (pick random (1) to (3)) of [hint 8 v]))))))))\nset [fly code v] to (join (item (pick random (1) to (2)) of [hint 1 v]) (join (item (pick random (1) to (2)) of [hint 2 v]) (join (item (pick random (1) to (2)) of [hint 3 v]) (join (item (pick random (1) to (3)) of [hint 4 v]) (join (item (pick random (1) to (3)) of [hint 5 v]) (join (item (pick random (1) to (3)) of [hint 6 v]) (join (item (pick random (1) to (3)) of [hint 7 v]) (item (pick random (1) to (3)) of [hint 8 v]))))))))\n\nwhen I receive [setup v]\nset random hints\n\n@details\n\nwhen I receive [setup v]\nhide\nset size to (50) %\nRESET\nlist\n\nwhen I receive [lc v]\nhide\nstop [other scripts in sprite v]\nhide\n\ndefine RESET\nset [x v] to [-100]\nset [y v] to [-100]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPOSITION ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\ndefine POSITION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine list\nif <(LEVEL) = [1]> then\n w1\nelse\n if <(LEVEL) = [2]> then\n w2\n else\n end?\n end\nend\n\ndefine tile (tile) at x: (x) y: (y)\nswitch costume to (tile)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine tile (tile) moves by x: (x) y: (y)\nswitch costume to (tile)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\ndefine w1\nset rotation style [left-right v]\npoint in direction (90)\ntile [1] at x: [-50] y: [-52]\ntile [2] at x: [1725] y: [30]\nset size to (100) %\ntile [4] at x: [2335] y: [790]\n\ndefine w2\nset rotation style [left-right v]\npoint in direction (90)\ntile [1] at x: [-50] y: [-52]\nset rotation style [left-right v]\npoint in direction (-90)\ntile [1] at x: [1460] y: [974]\nset size to (100) %\nset rotation style [left-right v]\npoint in direction (90)\ntile [3] at x: [740] y: [1300]\ntile [1] at x: [-200] y: [985]\nset rotation style [left-right v]\npoint in direction (-90)\ntile [1] at x: [450] y: [108]\n\ndefine end?\nset rotation style [left-right v]\npoint in direction (90)\ntile [1] at x: [-50] y: [-52]\n\nwhen I receive [green flag v]\nhide\n\ngo [backward v] (3) layers\n\nset [jump power v] to [9999]\n\n@Sprite6\n\n | New game: https://scratch.mit.edu/projects/377953940 \n---------------------------------------------------------------\nHi Folks!\nThis is my 4th release.It's a scrolling platformer with enemies, based on a one-eyed cube.\n-Use arrow keys/WASD to move (or screen sides in mobile mode) \n-Avoid water and the void\n-Collect all coins to open the portal for next level\nLove and fave for extra cheat codes :D\nThanks for 300 loves _:D_ |
Jurassic World platformer | @Stage\n\nwhen I receive [play s plat v]\nset [mode v] to [s_plat]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nstop [other scripts in sprite v]\nwait (1.2) seconds\nset volume to (100) %\nbroadcast (start s plat v)\n\nwhen flag clicked\nset [mode v] to [intro]\n\nwhen I receive [start game v]\nwait (1) seconds\nbroadcast (main menu v)\n\nwhen I receive [main menu v]\nset volume to (100) %\nforever\n play sound [Jim Yosef - Reverse \[End of Time EP\] v] until done\nend\n\nwhen I receive [menu_ao v]\nset [mode v] to [menu_ao]\nstop [other scripts in sprite v]\nforever\n play sound [Break Free v] until done\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop all sounds\nplay sound [won v] until done\nstart sound [roar v]\nwait (20) seconds\nstop all sounds\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [tick v]\nif <(in water?) = [0]> then\n set volume to (100) %\nelse\n set volume to (9) %\nend\n\n@player\n\nwhen I receive [play s plat v]\nset size to (64) %\nstop [other scripts in sprite v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\n\ndefine game on!\nset [scroll x v] to []\nset [scroll y v] to ((SCROLL X) / (5))\nset [scroll x v] to (round (SCROLL X))\nif <(LEVEL) = [2]> then\n set [scroll y v] to [100]\nend\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset rotation style [left-right v]\n\ndefine Tick\nif <not <touching (art v)?>> then\n set [in water? v] to [0]\nend\nset [ghost v] effect to (40)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n point in direction (90)\n change player x by [8.3]\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> then\n point in direction (-90)\n change player x by [-8.3]\nend\nif <(in water?) = [0]> then\n change [sy v] by (-2)\nelse\n set [sy v] to ((sy) * (0.8))\n if <not <(sy) = ([abs v] of (sy) )>> then\n change [sy v] by (-0.8)\n else\n change [sy v] by (-2)\n end\nend\nchange player y by (sy)\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [-20]> then\n set [scroll y v] to [-20]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nposition\nif <<(SCROLL Y) < [-40]> or <touching (spikes v)?>> then\n set [exit v] to [die]\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <<(in air) < [4]> or <(in water?) = [1]>> then\n if <(in water?) = [0]> then\n set [sy v] to [16.3]\n else\n set [sy v] to [11]\n end\n end\nend\nif <<(LEVEL) = [1]> and <(SCROLL X) > [3759]>> then\n if <(Level_unlock) < [2]> then\n set [level_unlock v] to [2]\n end\n set [exit v] to [win]\nend\nif <<(LEVEL) = [2]> and <(SCROLL X) > [4476]>> then\n if <(Level_unlock) < [3]> then\n set [level_unlock v] to [3]\n end\n set [exit v] to [win]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nif <(in water?) = [0]> then\n change [in air v] by (1)\nend\nposition\nrepeat until <not <<touching (platforms v)?> or <<touching (bridges v)?> and <not <<key (down arrow v) pressed?> or <key (up arrow v) pressed?>>>>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n position\n set [sy v] to [0]\nend\n\ndefine change player x by (sx)\nif <not <<<key (up arrow v) pressed?> or <key (down arrow v) pressed?>> and <touching (bridges v)?>>> then\n change [x v] by (sx)\nend\nposition\nif then\n repeat (3)\n change [y v] by (1)\n position\n if <not > then\n stop [this script v]\n end\n end\n change [y v] by (-1)\nend\nrepeat until <not >\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\nend\n\ndefine game-die\nset [exit v] to []\nbroadcast (died v)\nhide\nwait (1.2) seconds\nshow\n\ndefine game - win\nstop [other scripts in sprite v]\nbroadcast (win v)\nrepeat (300)\n change [ghost v] effect by (5)\n change x by (((x position) - (245)) / (-4))\nend\nhide\n\nwhen I receive [start s plat v]\nset [in water? v] to [0]\nshow\nforever\n broadcast (setup v) and wait\n game on!\n repeat until <(EXIT) > []>\n Tick\n position\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n game - win\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n stop [this script v]\n else\n game-die\n end\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\ngo to [back v] layer\ngo to x: (15) y: (10)\nhide\nwait (1) seconds\nshow\nset [ghost v] effect to (40)\nset size to (150) %\nforever\n go to [front v] layer\n switch costume to (costume)\nend\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen I receive [next v]\nset size to (64) %\nrepeat (100)\n change size by (((150) - (size)) / (5))\nend\n\nwhen I receive [menu_ao v]\nhide\n\nwhen I receive [start s plat v]\nforever\n play sound [song v] until done\n play sound [song2 v] until done\nend\n\nwhen [space v] key pressed\nplay sound [roar v] until done\n\n@Figur5\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nswitch costume to (kostüm1 v)\nset [size#2 v] to [1]\nwait (1) seconds\nshow\ncreate clone of (_myself_ v)\nforever\n b4\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change [costume v] by (-1)\n broadcast (next v)\n wait (0.3) seconds\n if <(costume) = [0]> then\n set [costume v] to [3]\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (kostüm2 v)\nshow\nforever\n b4\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n change [costume v] by (1)\n broadcast (next v)\n wait (0.3) seconds\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n end\n end\nend\n\ndefine b4\nset [size5 v] to ((((size5) * (1.6)) + (((40) + (<touching (mouse-pointer v)?> * (10))) + ([sin v] of ((timer) * (100)) ))) / (2))\nset size to (size5) %\nset [ghost v] effect to (30)\n\nwhen I receive [start s plat v]\ndelete this clone\n\nwhen flag clicked\nset [level_unlock v] to [1]\n\nwhen I receive [menu_ao v]\nstop [other scripts in sprite v]\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (7)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\n@coins\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 7 v)\n new coin @ [3021] [-29]\n switch costume to (level 1 7 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 7 v)\n new coin @ [832] [420]\n switch costume to (level 1 7 v)\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\n change y by (2)\nelse\n hide\nend\n\nstop [other scripts in sprite v]\n\n\n\ndefine new coin @ (x) (y)\nset [ghost v] effect to (40)\nswitch costume to (coin v)\nset [x v] to (x)\nset [y v] to (y)\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [win v]\nwait (2) seconds\ndelete this clone\n\nwhen I receive [died v]\nwait (1) seconds\ndelete this clone\n\nwhen flag clicked\ndelete all of [coin v]\ndelete all of [water v]\nadd [0] to [coin v]\nadd [0] to [coin v]\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n if <(item (LEVEL) of [coin v]) = [0]> then\n play sound [Coin v] until done\n end\n replace item (LEVEL) of [coin v] with [1]\nend\n\nwhen I receive [tick v]\nif <(item (LEVEL) of [coin v]) = [0]> then\n switch costume to (coin v)\nelse\n switch costume to (done v)\nend\n\nwhen I receive [win v]\nwait (2) seconds\nhide\ndelete this clone\n\n@Ashampoo_Snap_2020\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [main menu v]\ngo to [front v] layer\n\n@Sprite1\n\nwhen I receive [thanks v]\ngo to x: (0) y: (0)\ngo [backward v] (5) layers\nshow\nwait (9) seconds\nbroadcast (menu_ao v)\nrepeat (10)\n change y by (-10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\n@art\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (10) layers\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [water v]\nif <(LEVEL) = [1]> then\n switch costume to (level 0 0 v)\n new platform at [0] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [400] [26]\n new platform at [400] [26]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (kostüm10 v)\n new platform at [0] [0]\n new water at [600] [0]\n new water at [400] [0]\n new platform at [0] [200]\n new platform at [800] [-200]\n new platform at [960] [0]\n new platform at [480] [0]\n new water at [480] [0]\n new water at [480] [0]\n new platform at [480] [0]\n end\nend\n\ndefine position (x) (y)\nset [ghost v] effect to (67)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <[water v] contains (costume [number v])?> then\n if <touching (player v)?> then\n set [in water? v] to [1]\n end\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new platform at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndefine new water at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nadd (costume [number v]) to [water v]\n\nwhen I receive [win v]\nwait (2) seconds\nhide\ndelete this clone\n\nwhen I receive [died v]\nwait (1) seconds\nhide\ndelete this clone\n\nwhen I receive [win v]\nwait (5) seconds\nhide\ndelete this clone\n\n@platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 0 0 v)\n new platform at [0] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [400] [26]\n new platform at [0] [0]\n new platform at [0] [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 1 10 v)\n new platform at [0] [0]\n new platform at [300] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [300] [0]\n new platform at [480] [0]\n new platform at [480] [0]\n new platform at [500] [0]\n new platform at [0] [0]\n new platform at [0] [0]\n end\nend\n\ndefine new platform at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [play s plat v]\ndelete this clone\n\nwhen I receive [win v]\nwait (4) seconds\nhide\ndelete this clone\n\nwhen I receive [died v]\nwait (0.2) seconds\ndelete this clone\n\nwhen I receive [win v]\nif <<(costume [name v]) = [flag1]> or <(costume [name v]) = [flag2]>> then\n stop [other scripts in sprite v]\n repeat (100)\n change y by (((y position) - (-200)) / (-35))\n end\n wait (2) seconds\n hide\n delete this clone\nend\nwait (5) seconds\nhide\ndelete this clone\n\n@Figur1\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [died v]\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [main menu v]\nif <(mode) = [intro]> then\n set [mode v] to [main_menu]\n stop [other scripts in sprite v]\n go to [front v] layer\n set [ghost v] effect to (0)\n show\n wait (0.5) seconds\n repeat (40)\n change [ghost v] effect by (2.5)\n end\n hide\nend\n\nwhen I receive [play s plat v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [win v]\nwait (4) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (4) seconds\nif <<(LEVEL) = [1]> or <(thx) = [1]>> then\n broadcast (menu_ao v)\nelse\n set [thx v] to [1]\n broadcast (thanks v)\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nset [thx v] to [0]\n\nwhen I receive [startintro v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n set [brightness v] effect to (helligk)\nend\n\nwhen I receive [start s plat v]\ndelete this clone\n\n@Figur3\n\nwhen flag clicked\nset [ghost v] effect to (20)\n\nwhen flag clicked\nhide\n\ndefine vel (var)\nif <not <(var) = [0]>> then\n set size to (100) %\n wait (1) seconds\n show\n set [ghost v] effect to (100)\n repeat (7)\n change [ghost v] effect by (-10)\n end\nend\nshow\nset [ghost v] effect to (28)\npoint in direction (90)\nset [size#button v] to [100]\nset [size#button:2 v] to [100]\nset [size5 v] to [100]\nforever\n point in direction ((90) - (title size change vel))\n if <(var) = [1]> then\n if <(var) < ((Level_unlock) + (1))> then\n set [size#button v] to ((((size#button) * (1.6)) + (((40) + (<touching (mouse-pointer v)?> * (10))) + ([sin v] of ((timer) * (100)) ))) / (2))\n set size to (size#button) %\n else\n forever\n locked\n end\n end\n end\n if <(var) = [2]> then\n if <(var) < ((Level_unlock) + (1))> then\n set [size#button:2 v] to ((((size#button:2) * (1.6)) + (((40) + (<touching (mouse-pointer v)?> * (10))) + ([sin v] of ((timer) * (100)) ))) / (2))\n set size to (size#button:2) %\n else\n locked\n end\n end\n if <(var) = [3]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(var) < ((Level_unlock) + (1))> then\n if <(var) = [1]> then\n set [level v] to (var)\n broadcast (play s plat v)\n wait (1) seconds\n hide\n stop [this script v]\n end\n if <(var) = [2]> then\n set [level v] to (var)\n broadcast (play s plat v)\n wait (1) seconds\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [main menu v]\ngo to x: (0) y: (-100)\nswitch costume to (start v)\nvel [0]\n\nwhen I receive [menu_ao v]\nhide\ndelete this clone\n\nwhen I receive [menu_ao v]\nwait (2) seconds\nstop [other scripts in sprite v]\nset [clone:id v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone:id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(clone:id) = [1]> then\n hide\n set [ghost v] effect to (28)\n set size to (100) %\n switch costume to (start2 v)\n point in direction (90)\n go to x: (0) y: (17)\n hide\nend\nif <(clone:id) = [2]> then\n hide\n set [ghost v] effect to (28)\n set size to (100) %\n switch costume to (start3 v)\n point in direction (90)\n go to x: (0) y: (-92)\n hide\nend\n\nwhen I start as a clone\nvel (clone:id)\n\nwhen I receive [play s plat v]\ndelete this clone\n\nwhen I receive [play s plat v]\nhide\nstop [other scripts in sprite v]\n\ndefine locked\nset size to (100) %\nswitch costume to (start6 v)\nset [size5 v] to ((((size5) * (1.6)) + (((40) + (<touching (mouse-pointer v)?> * (10))) + ([sin v] of ((timer) * (100)) ))) / (2))\nset size to (size5) %\n\nwhen I receive [main menu v]\nforever\n set [size# v] to ((((size#) * (1.6)) + (((40) + (<touching (mouse-pointer v)?> * (10))) + ([sin v] of ((timer) * (100)) ))) / (2))\n set size to (size#) %\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (menu_ao v)\n wait (1) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start s plat v]\ndelete this clone\n\n@effect\n\ndefine dd\nset [ghost v] effect to (92)\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (-5)\ngo to [back v] layer\nforever\n go to [back v] layer\n turn right (3) degrees\n go to x: (5) y: (5)\n set size to ((size#button) / (10)) %\nend\n\nwhen I start as a clone\ndd\n\nwhen I receive [play s plat v]\nstop [other scripts in sprite v]\nrepeat (10)\n change size by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [main menu v]\nset size to (20) %\npoint in direction (45)\ncreate clone of (_myself_ v)\npoint in direction (0)\ncreate clone of (_myself_ v)\npoint in direction (-45)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (-135)\ncreate clone of (_myself_ v)\npoint in direction (180)\ncreate clone of (_myself_ v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (135)\ndd\n\nwhen flag clicked\nhide\n\nwhen I receive [menu_ao v]\nhide\ndelete this clone\n\nwhen I receive [start s plat v]\ndelete this clone\n\n@intro (1)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\ndefine auseinandergehender effekt (sec)\nforever\n wait (sec) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo [backward v] (1) layers\nset [ghost v] effect to (60)\nset size to (100) %\nshow\nswitch costume to (pick random (1) to (3))\neffect (pick random (10) to (-10)) (pick random (10) to (-10))\n\ndefine effect (zufallszahl_x) (zufallszahl_y)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (10)\n change x by ((zufallszahl_x) * (3))\n change y by (zufallszahl_y)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [startintro v]\npoint in direction (135)\nrepeat until <(direction) < [91]>\n go to [front v] layer\n turn right (((90) - (direction)) / (6)) degrees\nend\n\nwhen I receive [startintro v]\nset [helligk v] to [100]\nforever\n go to [front v] layer\n change [helligk v] by ((helligk) / (-5))\nend\n\nwhen I receive [startintro v]\nplay sound [TheFatRat & JJD - Prelude \(VIP Edit\) \(1\)2 v] until done\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nset size to (10) %\nrepeat until <(size) = [200]>\n change size by (((200) - (size)) / (10))\nend\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nshow\nswitch costume to (kostüm4 v)\nset [pitch v] effect to (5)\nwait (1) seconds\nforever\n point in direction ((90) + (([sin v] of ((timer) * (400)) ) * (20)))\nend\n\nwhen I receive [startintro v]\nbounce4\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nset [mp v] to [0]\nwait (0.1) seconds\nforever\n set [mp v] to [1]\n set [helligk v] to [10]\n wait (0.2) seconds\n set [mp v] to [0]\n wait (0.2) seconds\nend\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nset volume to (100) %\nwait (4) seconds\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (endintro v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nwait (5) seconds\nstop [other scripts in sprite v]\ngo to [back v] layer\n\nwhen flag clicked\n\nwhen I receive [startintro v]\ngo to x: (0) y: (0)\nforever\n set [brightness v] effect to (helligk)\nend\n\nwhen I receive [endintro v]\nif <(costume [number v]) = [5]> then\n stop [other scripts in sprite v]\nend\nrepeat until <[135] < (direction)>\n change [ghost v] effect by (10)\n go to [front v] layer\n turn right (((-136) - (direction)) / (6)) degrees\nend\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n go to [front v] layer\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((205) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((155) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n end\nend\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\n@intro (3)\n\nwhen flag clicked\n\nwhen I receive [startintro v]\ngo to x: (0) y: (0)\nshow\ngo [backward v] (3) layers\ngo to [back v] layer\ngo [backward v] (5) layers\nrepeat (30)\n go to [front v] layer\n go [backward v] (2) layers\n turn right (5) degrees\nend\nrepeat until <(direction) < [91]>\n turn right (((90) - (direction)) / (6)) degrees\nend\n\nwhen I receive [startintro v]\nforever\n set [brightness v] effect to (helligk)\nend\n\nwhen I receive [startintro v]\nbounce4\n\nwhen I receive [startintro v]\nset size to (70) %\nforever\n change size by (((200) - (size)) / (10))\nend\n\nwhen I receive [startintro v]\nwait (1) seconds\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (startintro v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nbroadcast (begin v)\n\nbroadcast (scrolling b ground v)\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((200) + ()) - (size)) * (0.2)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((150) + ()) - (size)) * (0.2)))\n change size by (bounce?)\n end\nend\n\nwhen I receive [endintro v]\nstop [other scripts in sprite v]\nrepeat until <[135] < (direction)>\n broadcast (scrolling b ground v)\n change size by (-10)\n change [ghost v] effect by (8)\n go to [front v] layer\n turn right (((-136) - (direction)) / (6)) degrees\nend\nwait (1.5) seconds\nbroadcast (start game v)\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\n@intro (2)\n\ndefine dreh\nset [start v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (8)\n create clone of (_myself_ v)\n turn right ((360) / (8)) degrees\nend\nset [start v] to [1]\n\nwhen I start as a clone\nwait until <(start) = [1]>\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n turn right (3) degrees\nend\n\ngo to [back v] layer\n\nrepeat (1000)\n turn right (((direction) - (90)) / (30)) degrees\nend\n\nwhen I start as a clone\nwait until <(start) = [1]>\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nbounce4\n\nwhen I receive [startintro v]\nhide\ndreh\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((110) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((120) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n end\nend\n\nwhen I receive [endintro v]\nrepeat (10)\n change y by (((y position) - (40)) / (-10))\n change [ghost v] effect by (10)\nend\nwait (0.1) seconds\nbroadcast (start game v)\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\n@spikes\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 0 0 v)\n new saw at [206] [-75]\n new saw at [381] [-75]\n new saw at [1714] [-170]\n new saw at [1769] [-170]\n new saw at [1824] [-170]\n new saw at [3445] [20]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 0 0 v)\n new saw at [485] [-123]\n new saw at [785] [-123]\n new saw at [1085] [-123]\n new saw at [635] [0]\n new saw at [935] [0]\n new saw at [1400] [-123]\n new saw at [1500] [-123]\n new saw at [1600] [-123]\n new saw at [1800] [-123]\n new saw at [2900] [-18]\n new saw at [3201] [-18]\n new saw at [3050] [130]\n new saw at [640] [388]\n new saw at [3514] [-77]\n new saw at [3584] [-77]\n new saw at [3654] [-77]\n new saw at [3724] [-77]\n new saw at [3994] [-77]\n new saw at [4064] [-77]\n new saw at [4134] [-77]\n new saw at [4204] [-77]\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new saw at (x) (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nswitch costume to (kostüm1 v)\n\nnew saw at [480] []\nnew saw at [450] []\nnew saw at [450] []\nnew saw at [800] []\n\nwhen flag clicked\nhide\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\nturn right (2) degrees\n\nnew saw at [3924] [-77]\n\nwhen I receive [win v]\nwait (2) seconds\nhide\ndelete this clone\n\nwhen I receive [died v]\nwait (1) seconds\ndelete this clone\n\n@Figur4\n\nwhen I start as a clone\nswitch costume to (kostüm1 v)\nif <(id) = [0]> then\n go to x: (500) y: (10)\nend\nset [ghost v] effect to (99)\ngo to [back v] layer\nshow\n\nrepeat (4)\n\nwhen I receive [scrolling b ground v]\ngo to [back v] layer\nif <not <[untick] = (costume [name v])>> then\n change x by (-2)\n if <(x position) = [400]> then\n create clone of (_myself_ v)\n end\n if <(x position) < [-470]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nset [id v] to [0]\n\nwhen I receive [start game v]\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n if <not <(mode) = [s_plat]>> then\n broadcast (scrolling b ground v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [menu_ao v]\nif <[untick] = (costume [name v])> then\n stop [other scripts in sprite v]\nend\nforever\n if <not <(mode) = [s_plat]>> then\n broadcast (scrolling b ground v)\n end\nend\n\nwhen I receive [play s plat v]\nif <[untick] = (costume [name v])> then\n stop [other scripts in sprite v]\nend\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\n@Figur2\n\nwhen flag clicked\nset [ghost v] effect to (20)\n\nwhen I receive [main menu v]\n\nwhen flag clicked\nhide\n\ndefine vel\ngo to x: (0) y: (113)\nshow\nset [ghost v] effect to (28)\nset size to (100) %\npoint in direction (90)\nset [title size change vel v] to [90]\nforever\n set [title size change vel v] to ((((title size change vel) * (1.6)) + (((350) - (206)) + ([cos v] of ((timer) * (100)) ))) / (2))\n point in direction ((90) - (title size change vel))\n set [size v] to ((((size) * (1.6)) + (((40) + (0)) + ([sin v] of ((timer) * (100)) ))) / (2))\n set size to (size) %\nend\n\nwhen I receive [main menu v]\nswitch costume to (unbenannte zeichnung \(5\) v)\nvel\n\nwhen I receive [play s plat v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\nswitch costume to (level select2 v)\nshow\nset size to (100) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to x: (0) y: (133)\nset size to (80) %\npoint in direction (75)\nrepeat (70)\n turn right (((direction) - (90)) / (-13)) degrees\n change size by (((size) - (113)) / (-13))\n change y by (((100) - (y position)) / (13))\n change [ghost v] effect by (-1)\nend\nwait (3) seconds\nhide\n\nwhen I receive [win v]\nwait (0.5) seconds\n\ndefine particle (x) (y) (particle)\nshow\n\nwhen I receive [menu_ao v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (7)\nend\nstop [other scripts in sprite v]\nswitch costume to (level select v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (-7)\nend\nvel\n\nwhen I receive [start s plat v]\nstop [other scripts in sprite v]\n\n | Click the green dinosaur to start. Thnx for the views \n\nExplore Jurassic World!\n\nInstructions in game. |
Mars | Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@astronaut_Idle1\n\ngo to [front v] layer\n\ndefine Plattformer move (jump height) (gravity) (friction) (speed)\nswitch costume to (hitbox v)\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (speed)\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (friction))\nchange x by (Xv)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n if <touching (level v)?> then\n change y by (1)\n change [slope v] by (1)\n end\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (Xv) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (Xv) ) / (Xv)) * (-1))\n end\n end\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Yv) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Yv) ) / (Yv)) * (-1))\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(Yv) > [0]>>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (gravity)\nend\nswitch costume to (idle v)\nif <([abs v] of (Xv) ) > [1]> then\n switch costume to (Walk)\nend\nif <(Yv) > [1]> then\n switch costume to (jump v)\nend\nif <(Yv) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen I receive [next v]\nset [xv v] to [0]\nset [yv v] to [0]\nchange [level v] by (1)\nif <(Level) = [12]> then\n go to x: (0) y: (0)\nelse\n go to x: (-213) y: (-130)\nend\n\nwhen I receive [start v]\nwait until <key (any v) pressed?>\nshow\nset volume to (90) %\ngo to x: (-213) y: (-130)\nset rotation style [left-right v]\nset [level_type v] to [Walk]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Plattformer move [12] [-0.7] [0.7] [3]\nend\n\nwhen I receive [start v]\nset [walk v] to [4]\nforever\n change [walk v] by (1)\n if <(Walk) = [10]> then\n set [walk v] to [3]\n end\n wait (0.08) seconds\nend\n\nwhen I receive [start v]\nwait until <key (any v) pressed?>\nforever\n play sound [Mars v] until done\nend\n\nwhen I receive [start v]\nforever\n if <<(x position) > [238]> or <key (v v) pressed?>> then\n broadcast (Next v)\n wait until <not <key (v v) pressed?>>\n end\n if <touching (jumper v)?> then\n set [yv v] to [17]\n start sound [Boing v]\n end\n if <touching (spikes v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n go to x: (-213) y: (-130)\n end\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@Level\n\ngo to [back v] layer\n\ngo to [front v] layer\n\nwhen I receive [start v]\nset [level v] to [1]\nwait until <key (any v) pressed?>\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Level) = [13]> then\n set [level v] to [1]\n end\nend\n\nwhen flag clicked\nhide\n\n@Stars\n\ngo to [back v] layer\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to (random position v)\nrepeat (50)\n change [ghost v] effect by (-1.5)\nend\nrepeat (50)\n change [ghost v] effect by (1.5)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (0.08) seconds\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\ngo to [back v] layer\n\nwhen I receive [start v]\nwait until <key (any v) pressed?>\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Jumper\n\ngo to [back v] layer\n\nwhen I receive [start v]\nwait until <key (any v) pressed?>\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Front-backdrop\n\ngo to [front v] layer\n\ngo [backward v] (1) layers\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nrepeat until <key (any v) pressed?>\nend\nstart sound [Teleport v]\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Words\n\ngo to [front v] layer\n\nwhen I receive [start v]\nrepeat until <key (any v) pressed?>\n go to x: (0) y: (0)\n repeat (30)\n change [ghost v] effect by (1.5)\n end\n repeat (30)\n change [ghost v] effect by (-1.5)\n end\nend\n\nwhen I receive [start v]\nshow\nwait until <key (any v) pressed?>\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\n\n@Intro Logo\n\nwhen flag clicked\nhide\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [Background]> then\n show\n set [ghost v] effect to (0)\n wait until <(timer) > [3.8]>\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nelse\n show\n set [ghost v] effect to (100)\n set size to (75) %\n repeat (50)\n change [ghost v] effect by (-2)\n change size by (0.5)\n end\n wait (2) seconds\n broadcast (Start v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\n | To move:\n WASD / Arrow keys\n V to skip a level\n\nIf we reach the 10 likes and 100 views I will make more levels.\n\nI hope you enjoy it! |
Golden Light | 2.5D Platformer | 1,000 Follower Special | @Stage\n\nwhen I receive [music v]\nforever\n play sound [Neglection v] until done\n play sound [Neglection Part 2 v] until done\nend\n\nwhen I receive [prepareexit v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\n\n@Sprite1\n\n@IntroNew\n\nwhen flag clicked\nstart sound [OST-Xenogen v]\nwait (.5) seconds\nset [size v] to [1]\nset [spin v] to [1000]\nrepeat (100)\n point in direction ((Spin) * (0.9))\n set [spin v] to ((Spin) * (0.9))\nend\n\nwhen flag clicked\nset volume to (100) %\nwait (6) seconds\nrepeat (40)\n change volume by (-2.5)\nend\nstop all sounds\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\nwait (.5) seconds\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (0)\nset [size v] to [1]\nset size to (15) %\nrepeat (20)\n change size by ((Size) * (0.9))\n set [size v] to ((Size) * (1.05))\nend\nrepeat (80)\n change size by ((Size) * (0.9))\n set [size v] to ((Size) * (0.95))\nend\nwait (3) seconds\nset [size v] to [-1]\nset [spin v] to [2]\nrepeat (20)\n change [ghost v] effect by (5)\n change size by ((Size) * (0.9))\n set [size v] to ((Size) * (1.05))\n set [spin v] to ((Spin) * (1.3))\nend\nhide\nwait (1) seconds\nbroadcast (Game v)\nbroadcast (GameSetup v)\nbroadcast (Music v)\nswitch backdrop to (backdrop2 v)\n\nwhen I start as a clone\nset size to (100) %\nset [loc v] to [200]\nswitch costume to (costume2 v)\nrepeat (100)\n point in direction ((Spin) * (0.9))\n set y to ((LOC) * (0.9))\n set [loc v] to ((LOC) * (0.9))\nend\nwait (3) seconds\nrepeat (80)\n change [ghost v] effect by (5)\n change size by ((Size) * (0.9))\n point in direction ((Spin) * (1.2))\nend\ndelete this clone\n\n@player\n\nwhen I receive [gamesetup v]\nset [keycontrol v] to [1]\nset [playercanmove v] to [1]\nforever\n Setup\n broadcast (deleteAllClones v)\n broadcast (Game v)\n \n set [yp v] to ((<(globalSize) = [0]> * (YP)) + ((((1.055) * (globalSize)) - (74.5)) * <not <(globalSize) = [0]>>))\n set size to (20) %\n set [xp v] to ((((-74) + (globalSize)) * <not <(globalSize) = [0]>>) + ((XP) * <(globalSize) = [0]>))\n if <(Yv) < [-16]> then\n set [yv v] to [-16]\n end\n set [scrolllocky v] to ((((SCY) * <not <(YP) < ((SCY) - (70))>>) + (((YP) + (70)) * )) + (0))\n set [scrolllockx v] to [0]\n set [scx v] to (SCX)\n Platform Collision min SY (ScrollLockY) max SY [330] min SX (ScrollLockX) max SX [230] Second Area SCY min SY [-300] max SY [-170]\n Position Sprites\n broadcast (Refresh v)\n end\nend\n\ndefine Platform Collision min SY (misy) max SY (masy) min SX (misx) max SX (masx) Second Area SCY min SY (misy2) max SY (masy2)\nif <(playerCanMove) = [1]> then\n if <key (left arrow v) pressed?> then\n switch costume to (darkness3 v)\n else\n if <key (right arrow v) pressed?> then\n switch costume to (darkness2 v)\n else\n switch costume to (darkness v)\n end\n end\n set [xv v] to ((1) * (((Xv) + (((<key (left arrow v) pressed?> * (-2.5)) + (<key (right arrow v) pressed?> * (2.5))) * (keyControl))) * (1)))\n Change Player X by (Xv)\n set [xv v] to ((Xv) * (0.7))\n set [yv v] to (((13) * <<key (up arrow v) pressed?> and <(Spin) < [4]>>) + ((Yv) * <not <<key (up arrow v) pressed?> and <(Spin) < [4]>>>))\n change [yv v] by (-1)\n Change Player Y by (Yv)\n Position Sprites\n set [camdelay v] to ((0) + (((XP) - (SCX)) / (5)))\n change [scx v] by (CamDelay)\n set [scx v] to ((((misx) * <(SCX) < (misx)>) + ((masx) * <(masx) < (SCX)>)) + ((SCX) * <not <<(SCX) < (misx)> or <(masx) < (SCX)>>>))\n broadcast (correct SCY v)\n if <((SCY) + (80)) < (YP)> then\n set [scy v] to ((YP) - (80))\n else\n if <<(YP) < ((SCY) - (70))> and <not <<(SCY) < [10]> and <not <touching (scrollzones v)?>>>>> then\n set [scy v] to ((YP) + (70))\n else\n if <<(YP) < ((SCY) - (70))> and <<touching (scrollzones v)?> and <(ScrollLockY) < [10]>>> then\n set [scy v] to ((YP) + (70))\n end\n end\n end\n set [scy v] to (((((misy) * <(SCY) < (misy)>) + ((misy2) * <<not <(SCY) < (misy)>> and <(SCY) < (misy2)>>)) + ((masy) * <(masy) < (SCY)>)) + ((SCY) * <not <<<(SCY) < (misy)> or <(SCY) < (misy2)>> or <(masy) < (SCY)>>>))\n if <(YP) < [-175]> then\n if <not <touching (scrollzones v)?>> then\n broadcast (GameSetup v)\n end\n end\n Position Sprites\n if <(keyControl) < [1]> then\n change [keycontrol v] by (0.05)\n end\n if <[1] < (keyControl)> then\n set [keycontrol v] to [1]\n end\n set [playerxglobal v] to (x position)\n set [playeryglobal v] to (y position)\nend\n\ndefine Change Player Y by ( y )\nchange [yp v] by ( y )\nchange [spin v] by (1)\nPosition Sprites\nrepeat until <not <touching (ghitbox v)?>>\n if <( y ) > [0]> then\n change [yp v] by (-1)\n else\n change [yp v] by (1)\n set [spin v] to [0]\n end\n Position Sprites\n set [yv v] to [0]\nend\n\ndefine Position Sprites\ngo to x: ((XP) - (SCX)) y: ((YP) - (SCY))\n\ndefine Setup\nbroadcast (dump clones v)\nClone [10]\nset [xp v] to [-65]\nset [yp v] to [-63]\nset [xv v] to [0]\nset [yv v] to [0]\nset [scx v] to [0]\nset [scy v] to [0]\nset [spin v] to [0]\nset [scrolllocky v] to [0]\npoint in direction (90)\n\ndefine Change Player X by ( x )\nset [sliding? v] to [0]\nchange [xp v] by (round ( x ))\nPosition Sprites\nif <touching (ghitbox v)?> then\n repeat (12)\n change [yp v] by (1)\n Position Sprites\n if <not <touching (ghitbox v)?>> then\n stop [this script v]\n end\n end\n change [yp v] by (-12)\n repeat until <not <touching (ghitbox v)?>>\n if <( x ) > [0]> then\n change [xp v] by (-1)\n else\n change [xp v] by (1)\n end\n Position Sprites\n end\nend\n\nbroadcast (correct SCY v)\n\nwhen I start as a clone\nswitch costume to (darkness v)\nforever\n set [xp v] to ((playerXGlobal) + (SCX))\n set [yp v] to ((playerYGlobal) + (SCY))\n Position Sprites\n set x to (round (((playerXGlobal) * (((150) + ((zPos) * (-1))) / (150))) * (1)))\n set y to (round (((playerYGlobal) * (((200) + ((zPos) * (-1.5))) / (200))) * (1)))\nend\n\ndefine Clone ( amnt )\nclear graphic effects\nset [zpos v] to [0]\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (0.5)\n change [brightness v] effect by (-0.5)\nend\nclear graphic effects\nset [brightness v] effect to (0)\n\nwhen I receive [dump clones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [lvl v] to [1]\n\nwhen I receive [game v]\nwait (1) seconds\nforever\n if <[180] < (x position)> then\n go to x: (0) y: (0)\n broadcast (New v)\n broadcast (dump clones v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (Lvl)\n\nwhen I receive [correct scy v]\nif <(playerCanMove) = [1]> then\n if <key (left arrow v) pressed?> then\n switch costume to (darkness3 v)\n else\n if <key (right arrow v) pressed?> then\n switch costume to (darkness2 v)\n else\n switch costume to (darkness v)\n end\n end\nend\n\nwhen I receive [new v]\nif <not <(Lvl) = [19]>> then\n wait (0) seconds\n set [lvl v] to ((Lvl) + (1))\n broadcast (Game v)\n broadcast (GameSetup v)\nelse\n broadcast (deleteAllClones v)\n broadcast (prepareExit v)\n switch backdrop to (backdrop1 v)\nend\n\nwhen I receive [game v]\nforever\n if <touching (spikes v)?> then\n stop [other scripts in sprite v]\n wait (0) seconds\n broadcast (Game v)\n broadcast (GameSetup v)\n end\nend\n\nwhen I receive [prepareexit v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\nwait (2) seconds\nbroadcast (Outro v)\n\n@ground\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game v]\nClone [45]\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Clone ( amnt )\nhide\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-15)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (1.5)\n change [brightness v] effect by (0.5)\nend\nset [brightness v] effect to (0)\nhide\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\n\nwhen I start as a clone\nAdjust to large size ((zPos) + (150))\nshow\nforever\n Position (CHECK) (round (((SCX) * (((150) + (zPos)) / (150))) * (-1))) (round (((SCY) * (((150) + (zPos)) / (150))) * (-1)))\n if <(zPos) > [33.75]> then\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nwait (0) seconds\nforever\n switch costume to (Lvl)\nend\n\nwhen I receive [prepareexit v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\n\n@gHitbox\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game v]\nhide\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\n\nwhen I start as a clone\nAdjust to large size [175]\nset [ghost v] effect to (100)\nshow\nforever\n Position (CHECK) (round (((SCX) * (1.15)) * (-1))) (round (((SCY) * (1.15)) * (-1)))\nend\n\nwhen I start as a clone\nwait (0) seconds\nforever\n switch costume to (Lvl)\nend\n\nwhen I receive [prepareexit v]\nstop all sounds\nstop [other scripts in sprite v]\nhide\n\n@spikes\n\ndefine Position (CHECK) (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game v]\nClone [45]\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Clone ( amnt )\nhide\nclear graphic effects\nset [zpos v] to [0]\nset [brightness v] effect to (-15)\nrepeat ( amnt )\n create clone of (_myself_ v)\n change [zpos v] by (1.5)\n change [brightness v] effect by (0.5)\nend\nset [brightness v] effect to (0)\nhide\n\ndefine Adjust to large size ( size )\nswitch costume to (blank v)\nset size to ( size ) %\n\nwhen I start as a clone\nAdjust to large size ((zPos) + (150))\nshow\nforever\n Position (CHECK) (round (((SCX) * (((150) + (zPos)) / (150))) * (-1))) (round (((SCY) * (((150) + (zPos)) / (150))) * (-1)))\n if <(zPos) > [33.75]> then\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nwait (0) seconds\nforever\n switch costume to (Lvl)\nend\n\n@NewOutro\n\nwhen I receive [outro v]\nshow\nswitch costume to (pattern v)\nforever\n turn right (1) degrees\nend\n\nwhen I receive [outro v]\nforever\n play sound [BoyWithLuv-BTSBangtanBoysHalsey-5942549 v] until done\nend\n\nwhen I start as a clone\nswitch backdrop to (backdrop3 v)\nshow\nif <(CL#) = [0]> then\n forever\n go to [front v] layer\n switch costume to (logo v)\n point in direction ((([sin v] of (rfvdcsx) ) * (7)) + (90))\n change y by ([sin v] of (rfvdcsx) )\n change size by ([sin v] of (rfvdcsx) )\n change [rfvdcsx v] by (10)\n end\nend\nif <(CL#) = [1]> then\n forever\n set size to (100) %\n go to x: (0) y: (-25)\n point in direction (90)\n go to [front v] layer\n switch costume to (projects v)\n change [otb v] by (6.5)\n change y by ([cos v] of (OTB) )\n end\nend\n\nwhen I receive [outro v]\nset [cl# v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nchange [cl# v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | |
Mega Man - Rise of Ghost Man {SCROLLING PLATFORMER} | @Stage\n\nwhen flag clicked\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll x max v] to [965]\nset [scroll y max v] to [0]\nset [music v] to [3]\nset [kill v] to [0]\n\nwhen I receive [game start v]\nset [kill v] to [1]\nset [flying hacks? v] to [0]\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll x max v] to [965]\nset [scroll y max v] to [0]\nset [flying hacks? v] to [0]\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll x max v] to [965]\nset [scroll y max v] to [28]\nbroadcast (Teleportin v)\nstop all sounds\nwait (.02) seconds\nif <(HARD MODE?) = [1]> then\n set [music v] to [5]\nelse\n set [music v] to [3]\nend\nset [kill v] to [0]\nset volume to (100) %\nforever\n play sound (MUSIC) until done\nend\n\nwhen I receive [teleportin v]\nset [flying hacks? v] to [0]\nset [scroll y min v] to [0]\nset [scroll x min v] to [0]\nset [scroll x max v] to [0]\nset [scroll y min v] to [-2090]\nrepeat until <(Scroll Y) < [-2010]>\n set [scroll y max v] to (Scroll Y)\nend\nset [scroll x max v] to [5030]\nset [scroll y max v] to [-2090]\nwait (1) seconds\nwait until <(Scroll X) > [5029]>\nset [scroll x min v] to [5030]\nbroadcast (GHOST MAN FIGHT v)\n\nwait (.2) seconds\n\nset [flying hacks? v] to [0]\nset [scroll y min v] to [-0]\nset [scroll x min v] to [0]\nset [scroll y max v] to [0]\nset [scroll x max v] to [2000]\nwait (1) seconds\nwait until <[] > [4560]>\nif <not <(CHECKPOINT #) = [2]>> then\n set [scroll x min v] to [4560]\n set [scroll x max v] to [8000]\n broadcast (BOSSGATE #1 v)\nend\n\nwhen I receive [teleportin v]\nif <(CHECKPOINT #) = [1]> then\n set [kill v] to [1]\n set [scroll y v] to [0]\n repeat (25)\n set [flying hacks? v] to [0]\n set [scroll y min v] to [-2090]\n set [scroll x min v] to [4230]\n set [scroll y max v] to [-2090]\n set [scroll x max v] to [5030]\n end\nelse\n set [kill v] to [1]\n set [scroll y v] to [0]\n repeat (3)\n set [flying hacks? v] to [0]\n set [scroll x min v] to [0]\n set [scroll x max v] to [0]\n set [scroll y max v] to [0]\n end\nend\n\nforever\n play sound [Mega Man IV - Dive Man v] until done\nend\n\nset [scroll y min v] to [-4000]\n\nset [scroll x max v] to [5000]\n\nwhen I receive [fortressdoorexplosion\ v]\nset [scroll x max v] to [6000]\n\nwhen I receive [teleportin v]\nset volume to (100) %\nif <(CHECKPOINT #) = [2]> then\n set [music v] to [7]\n stop all sounds\nelse\n if <(HARD MODE?) = [1]> then\n set [music v] to [5]\n else\n set [music v] to [3]\n end\n stop all sounds\nend\n\nwhen I receive [bossgate #1 v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [5]\n\nwhen I receive [teleportin v]\nstop all sounds\nrepeat (10)\n change volume by (-10)\nend\nif <(HARD MODE?) = [1]> then\n set [music v] to [5]\nelse\n set [music v] to [3]\nend\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [grenade man run v]\nset [scroll x min v] to [4560]\nset [scroll x max v] to [20000]\n\nwhen I receive [ghost man fight v]\nrepeat (10)\n change volume by (-10)\nend\nset [music v] to [4]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwait until <([y position v] of [hitbox v]) < [50]>\n\nwhen I receive [die v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [kill v]\nrepeat (10)\n change volume by (-10)\nend\n\nset [hard mode? v] to [0]\n\nwhen I receive [yay v]\nstop [other scripts in sprite v]\nclear sound effects\nstop all sounds\nforever\n set volume to (100) %\n play sound [William Tell Overture Rossini - Mega Man Style \[0CC FamiTracker\] v] until done\nend\n\n@Star 1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nrepeat until <(x position) > [235]>\n change x by ((costume [number v]) * (2))\nend\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nswitch costume to (pick random (1) to (3))\nset size to (pick random (100) to (250)) %\ngo to [front v] layer\nshow\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [intro v]\nstart sound [Mega Man 3 \(NES\) Game Music Selected Robot Master Screen v]\nwait (0.01) seconds\nset volume to (100) %\nrepeat (40)\n if <(pick random (1) to (2)) = [1]> then\n go to x: (-240) y: (pick random (70) to (200))\n else\n go to x: (-240) y: (pick random (-200) to (-80))\n end\n create clone of (_myself_ v)\n wait (.1) seconds\nend\nwait (2) seconds\nbroadcast (SetUp v)\n\nwhen I receive [setup v]\nhide\ndelete this clone\n\n@mega man\n\nwhen flag clicked\nset size to (200) %\nset [speed v] to [1]\nforever\n if <(CanMove?) = [1]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n set [speed v] to [-4]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n set [speed v] to [-4]\n end\n end\nend\n\nwhen flag clicked\nforever\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-12))\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\n\nwhen I start as a clone\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nif <(hold) = [42]> then\n turn left (10) degrees\nelse\n if <(hold) = [41]> then\n turn right (10) degrees\n end\nend\nif <(hold) = [40]> then\n forever\n switch costume to (shot1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nelse\n start sound [Mega Man 5 SFX \(4\) v]\n switch costume to (laser v)\nend\n\nwhen flag clicked\nset [flame sword? v] to [0]\nforever\n if <<<(CanMove?) = [1]> and <(CLIMBING ON LADDER) = [0]>> and <<key (space v) pressed?> or <mouse down?>>> then\n set [hold v] to [0]\n create clone of (_myself_ v)\n start sound [Mega Man 5 SFX \(4\)2 v]\n repeat until <<(hold) > [19]> or <<not <key (space v) pressed?>> and <not <mouse down?>>>>\n change [hold v] by (1)\n end\n if <(hold) > [19]> then\n repeat until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n start sound [Mega Man 5 SFX \(12\) v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\n set [hold v] to [40]\n create clone of (_myself_ v)\n start sound [Mega Man 5 SFX \(21\) v]\n else\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(animations: editmode>2) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n set [animations: using gun?2 v] to [1]\n else\n set [animations: using gun?2 v] to [0]\n end\nend\n\ndefine Do (what?)\nif <<(CanMove?) = [1]> and <(FLAME SWORD?) = [0]>> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n if <(FLAME SWORD?) = [0]> then\n switch costume to (run1 v)\n end\n repeat (3)\n if <([falling? v] of [hitbox v]) > [1]> then\n if <(animations: using gun?2) = [1]> then\n if <(FLAME SWORD?) = [0]> then\n switch costume to (jumpgun v)\n end\n else\n if <(FLAME SWORD?) = [0]> then\n switch costume to (jump v)\n end\n end\n else\n wait (.1) seconds\n if <(FLAME SWORD?) = [0]> then\n next costume\n end\n end\n end\n wait (.1) seconds\n end\n end\n if <(what?) = [GunRun]> then\n if <not <(dead:) = [1]>> then\n if <(FLAME SWORD?) = [0]> then\n switch costume to (gunrun1 v)\n end\n repeat (3)\n if <([falling? v] of [hitbox v]) > [1]> then\n if <(animations: using gun?2) = [1]> then\n if <(FLAME SWORD?) = [0]> then\n switch costume to (j2 v)\n end\n else\n if <(FLAME SWORD?) = [0]> then\n switch costume to (j v)\n end\n end\n else\n wait (.1) seconds\n if <(FLAME SWORD?) = [0]> then\n next costume\n end\n end\n end\n wait (.1) seconds\n end\n end\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(getting ouched ?) = [1]> then\n switch costume to (takedmg v)\n else\n if <(SLIDING?) = [1]> then\n switch costume to (swipe v)\n else\n if <(CanMove?) = [1]> then\n if <([falling? v] of [hitbox v]) > [1]> then\n if <(animations: using gun?2) = [1]> then\n if <(FLAME SWORD?) = [0]> then\n switch costume to (jumpgun v)\n end\n else\n if <(FLAME SWORD?) = [0]> then\n switch costume to (jump v)\n end\n end\n else\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>>> then\n if <(animations: using gun?2) = [1]> then\n if <(FLAME SWORD?) = [0]> then\n Do [GunRun]\n end\n else\n if <(FLAME SWORD?) = [0]> then\n Do [Walk]\n end\n end\n else\n if <<not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>> or <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> or <key (up arrow v) pressed?>>>> and <(Holding?) = [0]>> then\n if <(animations: using gun?2) = [1]> then\n if <(FLAME SWORD?) = [0]> then\n switch costume to (idlegun v)\n end\n else\n if <(FLAME SWORD?) = [0]> then\n switch costume to (idle v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nswitch costume to (jumpgun v)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen I receive [intro over v]\nrepeat (10)\n show\nend\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I start as a clone\nif <not <(costume [number v]) = [24]>> then\n repeat until <touching (_edge_ v)?>\n move (20) steps\n end\n delete this clone\nend\n\ndefine death\nstart sound [Mega Man 5 SFX \(7\) v]\nswitch costume to (death v)\npoint in direction (0)\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\ncreate clone of (_myself_ v)\nturn right (45) degrees\npoint in direction (90)\n\nwhen flag clicked\nset [section at v] to [1]\n\nwhen I start as a clone\nforever\n show\nend\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (idle v)\nset size to (200) %\nclear graphic effects\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\npoint in direction (90)\nset volume to (100) %\n\nwhen I receive [die v]\nset [canmove? v] to [0]\nhide\ndeath\nwait (1) seconds\nswitch costume to (idle v)\nbroadcast (Teleportin v)\n\nwhen I start as a clone\nwait until <touching (_edge_ v)?>\ndelete this clone\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nset [getting ouched ? v] to [1]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (.05) seconds\n if <touching (ghost wall v)?> then\n set [ghost mode? v] to [1]\n set [ghost v] effect to (50)\n else\n set [ghost mode? v] to [0]\n set [ghost v] effect to (0)\n end\n wait (.05) seconds\nend\nset [getting ouched ? v] to [0]\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nwhen flag clicked\nset [getting ouched ? v] to [0]\nset [takingdmg v] to [0]\n\nwhen I receive [blink v]\nrepeat (3)\n set [ghost v] effect to (100)\n wait (.05) seconds\n if <<touching (ghost wall v)?> and <(GHOST MODE?) = [1]>> then\n set [ghost v] effect to (50)\n else\n set [ghost mode? v] to [0]\n set [ghost v] effect to (0)\n end\n wait (.05) seconds\nend\n\nwhen I receive [teleportin v]\nhide\nwait (.1) seconds\nset [canmove? v] to [0]\ngo to [front v] layer\nswitch costume to (break v)\nchange y by (200)\nshow\nif <(CHECKPOINT #) = [1]> then\n repeat (20)\n switch costume to (break v)\n change y by (-10)\n end\nelse\n repeat (40)\n switch costume to (break v)\n change y by (-10)\n end\nend\nstart sound [Mega Man 5 SFX \(2\) v]\nswitch costume to (tele2 v)\nwait (.1) seconds\nbroadcast (blink v)\nset [canmove? v] to [1]\n\nchange [scroll x v] by (-15)\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <<(y position) < [-165]> and <(HEALTH) < [15]>>\n start sound [Mega Man 5 SFX \(7\) v]\n hide\n wait (1) seconds\n broadcast (GAME START v)\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n show\n wait (3) seconds\nend\n\nmove (10) steps\n\nif <(costume [number v]) = [18]> then\n forever\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\nend\n\nwhen I receive [teleportin v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [heal v]\nrepeat (3)\n set [ghost v] effect to (100)\n wait (.1) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\nend\n\nwhen I receive [teleportin v]\nclear graphic effects\n\nwhen I receive [bossgate #1 v]\nset [canmove? v] to [0]\nrepeat (10)\n switch costume to (idle v)\nend\n\nwhen I receive [grenade man flee v]\nset [canmove? v] to [1]\n\nwhen flag clicked\nset [ghost mode? v] to [0]\nforever\n wait until <(GHOST MODE?) = [1]>\n set [ghost v] effect to (50)\n wait until <(GHOST MODE?) = [0]>\n set [ghost v] effect to (0)\nend\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [teleportin v]\nrepeat (10)\n clear graphic effects\nend\n\nwhen I receive [ghost man fight v]\nset [canmove? v] to [0]\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\n\nwhen I receive [kill v]\nwait (1) seconds\nstop [other scripts in sprite v]\nwait (2) seconds\nswitch costume to (jump v)\nglide (.25) secs to x: (0) y: (50)\nrepeat until <touching (ground v)?>\n change y by (-10)\nend\nstart sound [Mega Man II - Victory v]\nswitch costume to (idle v)\nset y to (-87)\nwait (7) seconds\nswitch costume to (jump v)\nglide (.25) secs to x: (0) y: (50)\nwait (.5) seconds\nswitch costume to (break v)\nstart sound [Mega Man 5 SFX \(31\) v]\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\nrepeat (5)\n change y by (10)\nend\nhide\nwait (1) seconds\nbroadcast (yay v)\n\nwhen flag clicked\nset [flame sword? v] to [0]\nforever\n if <<<(CanMove?) = [1]> and <(CLIMBING ON LADDER) = [0]>> and <key (z v) pressed?>> then\n if <(direction) = [90]> then\n set [canmove? v] to [0]\n set [flame sword? v] to [1]\n set [f_s. dir. v] to [45]\n broadcast (FLAME SWORD v)\n switch costume to (sword1 v)\n start sound [Mega Man 6 SRX \(34\) v]\n repeat (5)\n wait (.02) seconds\n next costume\n create clone of (flame sword projectile v)\n change [f_s. dir. v] by (15)\n end\n wait (.25) seconds\n set [canmove? v] to [1]\n set [flame sword? v] to [0]\n else\n set [flame sword? v] to [1]\n set [f_s. dir. v] to [-45]\n broadcast (FLAME SWORD v)\n switch costume to (sword1 v)\n start sound [Mega Man 6 SRX \(34\) v]\n repeat (5)\n wait (.02) seconds\n next costume\n create clone of (flame sword projectile v)\n change [f_s. dir. v] by (-15)\n end\n wait (.25) seconds\n set [flame sword? v] to [0]\n end\n end\nend\n\n@ground\n\nwhen I receive [setup v]\nshow\nset size to (200) %\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\nwhen I receive [level loop v]\nforever\n set [brightness v] effect to (0)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - ([ceiling v] of (Scroll Y) ))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [600]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [475]>> then\n hide\n else\n show\n end\nend\n\ndefine Create\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [level_y v] by (-416)\n next costume\nend\nchange [level_y v] by (416)\nswitch costume to (costume4 v)\nrepeat (20)\n change [level_x v] by (500)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (costume15 v)\nrepeat (3)\n create clone of (_myself_ v)\n change [level_x v] by (500)\n next costume\nend\nchange [level_y v] by (450)\nchange [level_x v] by (9999)\n\ndefine Create\n\nwhen I receive [setup v]\nbroadcast (GAME START v)\nforever\n broadcast (Level Loop v)\nend\n\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (costume7 v)\nset [level_x v] to [1440]\nset [level_y v] to [-965]\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (480)\nend\nswitch costume to (costume11 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\n change [level_y v] by (416)\nend\nchange [level_y v] by (-416)\nrepeat (9)\n change [level_x v] by (480)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (costume23 v)\nchange [level_y v] by (-416)\nchange [level_x v] by (-480)\ncreate clone of (_myself_ v)\nnext costume\nchange [level_x v] by (-480)\ncreate clone of (_myself_ v)\nnext costume\nchange [level_x v] by (480)\nset [level_y v] to [-190]\nrepeat (18)\n change [level_x v] by (480)\n create clone of (_myself_ v)\n next costume\nend\nchange [level_x v] by (480)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [bossgate #1 v]\n\nif <(costume [number v]) = [10]> then\n start sound [Mega Man 5 SFX \(15\) v]\n switch costume to (costume13 v)\nend\nif <(costume [number v]) = [12]> then\n switch costume to (costume14 v)\nend\n\nwhen I receive [teleportin v]\nif <(costume [number v]) = [13]> then\n switch costume to (costume10 v)\nend\nif <(costume [number v]) = [14]> then\n switch costume to (costume11 v)\nend\n\nwhen I receive [grenade man run v]\n\nif <(costume [number v]) = [13]> then\n start sound [Mega Man 5 SFX \(15\) v]\n switch costume to (costume10 v)\nend\nif <(costume [number v]) = [14]> then\n switch costume to (costume11 v)\nend\n\n@Level_Art\n\nwhen I receive [setup v]\nshow\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (grenade v)\nCreate\nhide\n\ndefine Create\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (winter3 v)\nset [level_y v] to [435]\nset [level_x v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (winter v)\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (1)\n create clone of (_myself_ v)\n change [level_y v] by (-416)\nend\nswitch costume to (ghsot v)\nrepeat (5)\n create clone of (_myself_ v)\n change [level_y v] by (-416)\nend\nchange [level_y v] by (416)\nrepeat (8)\n change [level_x v] by (500)\n create clone of (_myself_ v)\nend\nswitch costume to (winter2 v)\nrepeat (3)\n change [level_x v] by (499)\n create clone of (_myself_ v)\nend\n\nrepeat (20)\n create clone of (_myself_ v)\n change [level_x v] by (500)\nend\n\ndefine Find Costume Number\nset [level costumes v] to [1]\nswitch costume to ((1) / (1))\nnext costume\nrepeat until <(costume [number v]) = [1]>\n change [level costumes v] by (1)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [500]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n broadcast (Level Loop v)\nend\n\nchange [level_x v] by (480)\n\nchange [level_x v] by (480)\n\nset [level_y v] to [-150]\n\nchange [level_x v] by (540)\n\nchange [level_y v] by (-448)\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n repeat (20)\n change [brightness v] effect by (.4)\n end\n repeat (20)\n change [brightness v] effect by (-.4)\n end\nend\n\nwait (.5) seconds\nset [brightness v] effect to (20)\nwait (.5) seconds\n\nswitch costume to (ghsot v)\n\nbroadcast (blink v)\n\n@hitbox\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <<touching (ghost wall v)?> and <(GHOST MODE?) = [0]>>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\nwait until <(Health) < [1]>\nstop [other scripts in sprite v]\nbroadcast (game over v)\n\nwhen flag clicked\nswitch costume to (idle v)\nset size to (200) %\nset size to (100) %\nset [falling v] to [0]\nset [speed y v] to [0]\nset [canmove? v] to [0]\nset [holding? v] to [0]\nset [inshell? v] to [0]\nset [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n if <<(CanMove?) = [1]> and <(TRANSITION) = [0]>> then\n Tick <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse x) < (x position)>>>> <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(y position) < (mouse y)>>>> <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(x position) < (mouse x)>>>>\n end\nend\n\nwhen I receive [jumpup v]\nchange [speed y v] by (30)\n\nwhen I receive [jumphigh v]\nchange [speed y v] by (50)\n\nwhen flag clicked\nset volume to (60) %\nset [frame v] to [0]\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [using gun? v] to [1]\n else\n set [using gun? v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nif <(editmode>) = [1]> then\n set [speed v] to [28]\nelse\n set [speed v] to [3]\nend\n\nwhen flag clicked\n\nchange [scroll x v] by (10)\n\nwhen flag clicked\nset [canmove? v] to [0]\n\nforever\n if <key (r v) pressed?> then\n go to x: (0) y: (-120)\n set [speed y v] to [0]\n broadcast (Teleportin v)\n wait (10) seconds\n end\nend\n\nwhen flag clicked\nset size to (150) %\nset [speed v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n set [speed v] to [-3]\n end\n if <key (right arrow v) pressed?> then\n set [speed v] to [-3]\n end\nend\n\nwhen I receive [die v]\nset [speed v] to [1]\ngo to x: (-999) y: (-999)\n\nforever\n if <(slope) = [8]> then\n change [scroll x v] by ((0) - ((speed) * (2)))\n change y by (((0) - (slope)) * (2))\n set [slope v] to [0]\n end\nend\n\ndefine Tick <<> <^> <>>\nif <(CanMove?) = [1]> then\n if <(CLIMBING ON LADDER) = [0]> then\n if <<(Flying Hacks?) = [1]> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>>> then\n if <not <(speed y) > [3]>> then\n change [speed y v] by (-.1)\n end\n change y by (speed y)\n else\n if <(FLAME SWORD?) = [0]> then\n change [speed y v] by (-.8)\n change y by (speed y)\n end\n end\n end\n Touch Ground <(speed y) > [0]>\n if <<> then\n point in direction (-90)\n if <(FLAME SWORD?) = [0]> then\n Walk (direction) [-6]\n end\n end\n if <>> then\n point in direction (90)\n if <(FLAME SWORD?) = [0]> then\n Walk (direction) [6]\n end\n end\n set [speed x v] to ((speed x) * (0.7))\n if <(FLAME SWORD?) = [0]> then\n change y by (speed y)\n end\n Touch Ground <(speed y) > [0]>\n if <<^> and <(falling?) < [3]>> then\n if <(FLAME SWORD?) = [0]> then\n set [speed y v] to [10]\n end\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>> then\n if <(CLIMBING ON LADDER) = [0]> then\n change [speed y v] by (-1)\n end\n if <(CLIMBING ON LADDER) = [1]> then\n change y by (-6)\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(FLAME SWORD?) = [0]> then\n if <(falling?) < [3]> then\n set [speed y v] to [10]\n else\n end\n else\n set [speed y v] to [0]\n end\n else\n if <(FLAME SWORD?) = [0]> then\n change [speed y v] by (-1)\n end\n end\nend\n\nchange [speed x v] by (-3)\n\nchange [speed x v] by (3)\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <<touching (ghost wall v)?> and <(GHOST MODE?) = [0]>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\ndefine Touch Ground <up?>\n\ngo to x: (-172) y: (-81)\n\nchange x by (1)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [knockback v]\nif <(direction) = [90]> then\n repeat (3)\n Walk [90] [-15]\n end\n repeat (3)\n Walk [90] [-8]\n end\nelse\n repeat (3)\n Walk [90] [15]\n end\n repeat (3)\n Walk [90] [8]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ladder v)?> then\n set [climbing on ladder v] to [1]\n else\n set [climbing on ladder v] to [0]\n end\nend\n\nwhen I receive [teleportin v]\nforever\n wait until <(falling?) > [3]>\n wait until <(falling?) < [2]>\n start sound [Mega Man 5 SFX \(5\) v]\nend\n\nwhen I receive [rushjump v]\nset [speed y v] to [25]\n\nwhen I receive [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nwait (.4) seconds\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nwhen I receive [bossdie v]\nwait (1) seconds\nstop [other scripts in sprite v]\nwait (2) seconds\nhide\n\nbroadcast (Teleportin v)\n\ndefine Scrolling Blocks\nchange [scroll x v] by (x position)\nif <(Scroll X) < (Scroll X Min)> then\n set [scroll x v] to (Scroll X Min)\nelse\n if <(Scroll X) > (Scroll X Max)> then\n set [scroll x v] to (Scroll X Max)\n else\n set x to (0)\n end\nend\nchange [scroll y v] by (y position)\nif <(Scroll Y) < (Scroll Y Min)> then\n set [scroll y v] to (Scroll Y Min)\nelse\n if <(Scroll Y) > (Scroll Y Max)> then\n set [scroll y v] to (Scroll Y Max)\n else\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n Scrolling Blocks\nend\n\nwhen I receive [teleportin v]\nhide\nwait (.1) seconds\nset [scroll y v] to [100]\nset [speed y v] to [10]\nrepeat (5)\n if <(CHECKPOINT #) = [2]> then\n set [scroll x v] to [5100]\n else\n if <(CHECKPOINT #) = [1]> then\n set [scroll x v] to [4100]\n set [scroll y v] to [-2300]\n else\n set [scroll x v] to [0]\n end\n end\nend\nset [canmove? v] to [0]\ngo to [front v] layer\nchange y by (300)\nset [ghost v] effect to (100)\nshow\nrepeat (1)\n change y by (-20)\nend\nrepeat until <<touching (ground v)?> or <touching (ghost wall v)?>>\n change y by (-15)\nend\nset x to (0)\nchange y by (20)\nset y to (25)\nstart sound [Mega Man 5 SFX \(21\) v]\nwait (.1) seconds\nset [canmove? v] to [1]\n\nbroadcast (Teleportin v)\n\nbroadcast (Teleportin v)\n\nwhen flag clicked\nset [sliding? v] to [0]\n\nwhen flag clicked\nforever\n if <(SLIDING?) = [1]> then\n switch costume to (idle2 v)\n else\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nset [sliding? v] to [0]\nset [slide time v] to [0]\nforever\n if <(slide time) > [13]> then\n set [sliding? v] to [0]\n end\n if <not <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>>> then\n if <(slide time) > [0]> then\n change [slide time v] by (-1)\n set [sliding? v] to [0]\n end\n end\nend\n\nwhen I receive [bossgate #1 v]\nset [canmove? v] to [0]\n\nwhen I receive [grenade man flee v]\nset [canmove? v] to [1]\n\nchange y by (-20)\n\nwhen I receive [moveplatform v]\nchange x by (5)\n\nwhen I receive [moveplatformup v]\nchange y by (5)\n\nwhen flag clicked\nforever\n if <<<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) < (y position)>>>>> and <not <key (space v) pressed?>>> then\n start sound [Mega Man 6 SRX \(9\) v]\n set [ghost mode? v] to [1]\n wait until <<<key (space v) pressed?> and <not <touching (ghost wall v)?>>> or <(GHOST MODE?) = [0]>>\n set [ghost mode? v] to [0]\n start sound [Mega Man 6 SRX \(9\) v]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\n\nwhen I receive [ghost man fight v]\nset [canmove? v] to [0]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\n\nset [speed y v] to [5]\n\nset [speed y v] to [10]\n\nwhen flag clicked\n\nwait (1) seconds\nforever\n wait until <(FLAME SWORD?) = [1]>\n set [canmove? v] to [0]\n wait until <(FLAME SWORD?) = [0]>\n set [canmove? v] to [1]\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nhide\ngo to x: (-15) y: (-55)\nclear graphic effects\nset size to (200) %\nswitch costume to (nail man text2 v)\ngo to [front v] layer\nwait (3.5) seconds\nshow\nrepeat (8)\n next costume\n wait (0.005) seconds\nend\n\nwhen I receive [setup v]\nhide\ndelete this clone\n\nwhen I receive [teleportin v]\nswitch costume to (costume1 v)\nshow\nrepeat (2)\n go to [front v] layer\n clear graphic effects\n wait (.2) seconds\n set [ghost v] effect to (100)\n wait (.2) seconds\nend\nhide\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen I receive [intro v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nclear graphic effects\nhide\n\nwhen I receive [game start v]\nset [brightness v] effect to (-100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\n@toenail\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nwait (.5) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nrepeat (3)\n start sound [Mega Man 6 SRX \(6\) v]\n clear graphic effects\n change [brightness v] effect by (100)\n wait (.05) seconds\n change [ghost v] effect by (100)\n wait (.05) seconds\nend\nclear graphic effects\nchange [brightness v] effect by (100)\nwait (.5) seconds\nclear graphic effects\nforever\n switch costume to (mega-man-x v)\n wait (.4) seconds\n next costume\n wait (.4) seconds\nend\n\n@hpbar\n\nwhen flag clicked\nwait (1) seconds\nforever\n wait until <(HEALTH) > [14]>\n broadcast (die v)\n wait (1) seconds\nend\n\nbroadcast (die v)\n\nwhen flag clicked\nrepeat (10)\n set [health v] to [1]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [player start v]\nshow\n\nwhen I receive [take dmg v]\nif <(GHOST MODE?) = [0]> then\n set [brightness v] effect to (100)\n wait (.2) seconds\n clear graphic effects\n wait (.2) seconds\nend\n\nwhen I receive [gemini die v]\nwait (1) seconds\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nset [health v] to [1]\npoint in direction (0)\ngo to x: (-209) y: (91)\nclear graphic effects\nset size to (250) %\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n switch costume to (HEALTH)\nend\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nwait (4) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [heal v]\nstart sound [Mega Man 5 SFX \(19\) v]\nset [health v] to [1]\nrepeat (3)\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\nend\n\nwhen I receive [grenade man run v]\nrepeat (10)\n go to [front v] layer\nend\n\nwhen I receive [kill v]\nstop [other scripts in sprite v]\nhide\n\n@vile\n\nwhen flag clicked\nset volume to (100) %\nstart sound [a-ha-take-on-me-cut-mp3_rnSXv7Z v]\nswitch costume to (vile3 v)\nset size to (250) %\ngo to x: (-225) y: (-43)\npoint in direction (90)\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nrepeat (10)\n go to [front v] layer\n change x by (30)\nend\nrepeat (6)\n change x by (15)\nend\nrepeat (4)\n change x by (5)\nend\nswitch costume to (vile1 v)\nstart sound [Mega Man 5 SFX \(21\)3 v]\nwait (.2) seconds\nstart sound [Mega Man 5 SFX \(21\)3 v]\nswitch costume to (vile2 v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (vile3 v)\nrepeat (12)\n go to [front v] layer\n change x by (-30)\nend\nrepeat (8)\n change x by (-15)\nend\nrepeat (5)\n change x by (-5)\nend\nhide\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (INTRO v)\n\nbroadcast (GAME START v)\nbroadcast (SetUp v)\n\nwhen flag clicked\nstart sound [Mega Man 5 SFX \(42\) v]\nhide\n\nwhen I start as a clone\nswitch costume to (reee v)\npoint in direction (90)\nset size to (100) %\ngo to x: (12) y: (999)\nrepeat (3)\n change y by (-40)\nend\nrepeat (2)\n change y by (-30)\nend\nrepeat (2)\n change y by (-20)\nend\nrepeat (2)\n change y by (-10)\nend\nstart sound [mario_coin_sound v]\nrepeat (3)\n show\n wait (.5) seconds\n hide\n wait (.2) seconds\nend\ndelete this clone\n\nwhen I receive [flame sword v]\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (icon v)\nset size to (150) %\nrepeat (3)\n go to (hitbox v)\n change y by (40)\n show\n wait (.2) seconds\n hide\n wait (.2) seconds\nend\n\n@Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nshow\n\nwhen I receive [setup v]\nhide\ndelete this clone\n\n@Ghost Man\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nhide\ndelete this clone\n\nwhen I receive [ghost man fight v]\npoint in direction (-90)\nset rotation style [left-right v]\ngo to x: (150) y: (999)\nswitch costume to (gjump v)\nclear graphic effects\nshow\nrepeat (5)\n change y by (-5)\nend\nrepeat (3)\n change y by (-15)\nend\nrepeat (3)\n change y by (-25)\nend\nrepeat (3)\n change y by (-40)\nend\nchange y by (-13)\nrepeat (2)\n switch costume to (dance1 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n switch costume to (flash v)\n wait (.05) seconds\nend\nswitch costume to (dance1 v)\nwait (.5) seconds\nbroadcast (bATTLE begin v)\n\nwhen I receive [ghost man fight v]\nwait (2) seconds\nrepeat until <([costume # v] of [boss hp v]) > [14]>\n if <<touching color (#fcd8a8)?> or <touching (flame sword projectile v)?>> then\n start sound [Mega Man 5 SFX \(20\) v]\n broadcast (BossDMG v)\n repeat (7)\n set [ghost v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n end\n end\nend\n\nwhen I receive [kill v]\nstop [other scripts in sprite v]\nhide\nwait (.02) seconds\nstart sound [Mega Man 5 SFX \(22\) v]\nrepeat (12)\n set [projectile name v] to [expl1]\n set [proj x v] to ((5030) + ((x position) + (pick random (-25) to (25))))\n set [proj y v] to ((-2090) + (((y position) + (25)) + (pick random (-25) to (25))))\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\nend\n\nwhen I receive [ghost man fight v]\nwait (3) seconds\nwait until <([costume # v] of [boss hp v]) > [14]>\nstop [other scripts in sprite v]\nbroadcast (KILL v)\n\nwhen I start as a clone\nclear graphic effects\nif <(GHOST CLONE) = [1]> then\n glide (.5) secs to x: (100) y: (91)\n point towards (hitbox v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n point towards (hitbox v)\n next costume\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (pick random (-10) to (10)))\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\nelse\n glide (.5) secs to x: (-100) y: (91)\n wait (.1) seconds\n next costume\n wait (.05) seconds\n next costume\n point towards (hitbox v)\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (pick random (-10) to (10)))\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\nend\nwait (.25) seconds\nrepeat (3)\n start sound [Mega Man 5 SFX \(11\)2 v]\n set [ghost v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\nend\ndelete this clone\n\nwhen I receive [ghost man fight v]\nwait (1) seconds\nforever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (2)\n broadcast (TAKE DMG v)\nend\n\nwhen I receive [intro v]\nswitch costume to (idle v)\ngo to x: (3) y: (999)\nshow\nglide (1) secs to x: (3) y: (-17)\nrepeat (3)\n switch costume to (dance1 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n switch costume to (flash v)\n wait (.05) seconds\nend\nswitch costume to (dance1 v)\n\nwhen I receive [intro over v]\nhide\n\nwhen I receive [battle begin v]\nforever\n if <(HARD MODE?) = [1]> then\n go to x: (150) y: (-113)\n switch costume to (jump v)\n repeat (3)\n change y by (10)\n change x by (-5)\n end\n repeat (3)\n change y by (12)\n change x by (-6)\n end\n repeat (3)\n change y by (16)\n change x by (-9)\n end\n repeat (3)\n change y by (18)\n change x by (-13)\n end\n repeat (3)\n change y by (12)\n change x by (-18)\n end\n switch costume to (fireball v)\n point towards (hitbox v)\n set [ghost clone v] to [1]\n create clone of (_myself_ v)\n wait (.02) seconds\n set [ghost clone v] to [2]\n create clone of (_myself_ v)\n wait (1) seconds\n next costume\n wait (.05) seconds\n next costume\n point towards (hitbox v)\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (-25))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (25))\n broadcast (CREATE PROJECTILE v)\n wait (1) seconds\n set [jumpy jump v] to [5]\n go to x: (-3) y: (91)\n point in direction (-90)\n repeat until <touching (ground v)?>\n change y by (-15)\n end\n repeat (2)\n switch costume to (fireball v)\n set [jumpy jump v] to [5]\n play sound [Mega Man 5 SFX \(21\)3 v] until done\n repeat (5)\n change [jumpy jump v] by (4)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (-2))\n end\n repeat (5)\n change [jumpy jump v] by (-4)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (-2))\n end\n next costume\n point towards (hitbox v)\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (0))\n broadcast (CREATE PROJECTILE v)\n repeat (12)\n change [jumpy jump v] by (-4)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (2))\n end\n set y to (-110)\n end\n repeat (3)\n switch costume to (fireball v)\n point in direction (90)\n start sound [Mega Man 5 SFX \(21\)3 v]\n set [jumpy jump v] to [5]\n repeat (5)\n change [jumpy jump v] by (4)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (2))\n end\n repeat (5)\n change [jumpy jump v] by (-4)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (2))\n end\n next costume\n point towards (hitbox v)\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (0))\n broadcast (CREATE PROJECTILE v)\n repeat (12)\n change [jumpy jump v] by (-2)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (-2))\n end\n set y to (-110)\n end\n switch costume to (idle v)\n set y to (-115)\n repeat (3)\n repeat (2)\n start sound [Mega Man 5 SFX \(21\)3 v]\n switch costume to (dance2 v)\n repeat (1)\n start sound [Mega Man 5 SFX \(21\)3 v]\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n start sound [Mega Man 5 SFX \(21\)3 v]\n switch costume to (flash v)\n wait (.05) seconds\n end\n switch costume to (costume2 v)\n wait (.05) seconds\n start sound [Mega Man 6 SRX \(39\) v]\n point towards (hitbox v)\n set [projectile name v] to [skull]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n end\n wait (.25) seconds\n switch costume to (idle v)\n set x to (95)\n repeat (5)\n change x by (10)\n end\n set x to (150)\n else\n go to x: (150) y: (-113)\n switch costume to (jump v)\n repeat (3)\n change y by (10)\n change x by (-5)\n end\n repeat (3)\n change y by (12)\n change x by (-6)\n end\n repeat (3)\n change y by (16)\n change x by (-9)\n end\n repeat (3)\n change y by (18)\n change x by (-13)\n end\n repeat (3)\n change y by (12)\n change x by (-18)\n end\n switch costume to (fireball v)\n point towards (hitbox v)\n set [ghost clone v] to [1]\n create clone of (_myself_ v)\n wait (.02) seconds\n set [ghost clone v] to [2]\n create clone of (_myself_ v)\n wait (.5) seconds\n next costume\n wait (.05) seconds\n next costume\n point towards (hitbox v)\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (1) seconds\n set [jumpy jump v] to [5]\n go to x: (-3) y: (91)\n point in direction (-90)\n repeat until <touching (ground v)?>\n change y by (-15)\n end\n repeat (2)\n switch costume to (fireball v)\n set [jumpy jump v] to [5]\n play sound [Mega Man 5 SFX \(21\)3 v] until done\n repeat (5)\n change [jumpy jump v] by (2)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (-2))\n end\n repeat (5)\n change [jumpy jump v] by (-2)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (-2))\n end\n next costume\n point towards (hitbox v)\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (0))\n broadcast (CREATE PROJECTILE v)\n repeat (12)\n change [jumpy jump v] by (-2)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (2))\n end\n set y to (-110)\n end\n repeat (3)\n switch costume to (fireball v)\n point in direction (90)\n start sound [Mega Man 5 SFX \(21\)3 v]\n set [jumpy jump v] to [5]\n repeat (5)\n change [jumpy jump v] by (2)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (2))\n end\n repeat (5)\n change [jumpy jump v] by (-2)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (2))\n end\n next costume\n point towards (hitbox v)\n set [projectile name v] to [pharaoh]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to ((direction) + (0))\n broadcast (CREATE PROJECTILE v)\n repeat (12)\n change [jumpy jump v] by (-2)\n change y by (jumpy jump)\n change x by ((jumpy jump) / (-2))\n end\n set y to (-110)\n end\n switch costume to (idle v)\n set y to (-115)\n if <(x position) < ([x position v] of [mega man v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat (3)\n repeat (2)\n start sound [Mega Man 5 SFX \(21\)3 v]\n switch costume to (dance2 v)\n repeat (1)\n start sound [Mega Man 5 SFX \(21\)3 v]\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n start sound [Mega Man 5 SFX \(21\)3 v]\n switch costume to (flash v)\n wait (.05) seconds\n end\n switch costume to (costume2 v)\n wait (.05) seconds\n start sound [Mega Man 6 SRX \(39\) v]\n set [projectile name v] to [skull]\n set [proj x v] to ((5030) + (x position))\n set [proj y v] to ((-2090) + ((y position) + (25)))\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n end\n wait (.25) seconds\n switch costume to (idle v)\n set x to (95)\n repeat (5)\n change x by (10)\n end\n set x to (150)\n end\nend\n\nwhen I receive [kill v]\ndelete this clone\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@border2\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nclear graphic effects\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [yay v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@flame sword projectile\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (hitbox v)\nforever\n wait (.1) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nstart sound [Mega Man 6 SRX \(54\) v]\nset size to (200) %\nset rotation style [left-right v]\npoint in direction (F_S. DIR.)\nshow\nrepeat (15)\n move (15) steps\nend\nrepeat (30)\n move (5) steps\n turn right (15) degrees\n change y by (-5)\nend\nrepeat (10)\n move (5) steps\n turn right (15) degrees\n change y by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@checkpoints\n\nwhen flag clicked\nset [checkpoint # v] to [0]\nset size to (200) %\nhide\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [300]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n show\n end\nend\n\ndefine Create\nset [level_y v] to [-2150]\nset [level_x v] to [4188]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [level_x v] to [-5000]\n\nwhen I receive [setup v]\nshow\nset size to (200) %\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [-5000]\nswitch costume to (cp1 v)\nCreate\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n wait (.05) seconds\n next costume\nend\n\nwhen I start as a clone\nclear graphic effects\nwait (1) seconds\nif <(Level_X) = [4188]> then\n wait until <touching (mega man v)?>\n start sound [Mega Man 5 SFX \(14\) v]\n set [checkpoint # v] to [1]\n repeat (5)\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\nend\n\ngo to [front v] layer\n\n@boss hp\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [ghost man fight v]\nwait (1) seconds\ngo to x: (-180) y: (91)\nset size to (250) %\ngo to [front v] layer\nshow\nset [color v] effect to (23)\nset [brightness v] effect to (0)\nswitch costume to (hpbar15 v)\nrepeat (14)\n start sound [Mega Man 5 SFX \(16\) v]\n switch costume to ((costume [number v]) + (-1))\n wait (0) seconds\nend\n\nwhen I receive [bossdmg v]\nrepeat (3)\n set [brightness v] effect to (100)\n wait (.1) seconds\n set [color v] effect to (23)\n set [brightness v] effect to (0)\n wait (.1) seconds\nend\n\nwhen I receive [bossdmg v]\nnext costume\n\nwhen I receive [kill v]\nstop [other scripts in sprite v]\nwait (1) seconds\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [die v]\nhide\n\n@GHOST WALL\n\nwhen I receive [setup v]\nshow\nset size to (200) %\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nCreate\nhide\n\ndefine Create\nswitch costume to (ghost v)\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (6)\n create clone of (_myself_ v)\n change [level_y v] by (-416)\n next costume\nend\nchange [level_y v] by (416)\nswitch costume to (costume3 v)\nrepeat (20)\n change [level_x v] by (500)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [level loop v]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [600]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [330]>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n repeat (5)\n change [brightness v] effect by (5)\n end\n repeat (5)\n change [brightness v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n go to [front v] layer\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\ndelete this clone\n\ndefine Create Enemy (what enemy ) (x) (y)\ngo to [front v] layer\nset size to (200) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\nset [level_x v] to (x)\nset [level_y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [nextsectiom v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [46]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [67]>>> then\n set rotation style [left-right v]\n forever\n point towards (mega man v)\n end\nend\nif <<(costume [number v]) = [42]> or <<(costume [number v]) = [33]> or <(costume [number v]) = [51]>>> then\n wait (.05) seconds\n if <([x position v] of [mega man v]) < (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\nif <(costume [number v]) = [49]> then\n wait (.05) seconds\n forever\n if <(x position) < ([x position v] of [mega man v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\nif <(costume [number v]) = [58]> then\n wait until <<touching color (#66fff4)?> or <<touching color (#fcd8a8)?> or <touching (flame sword projectile v)?>>>\n switch costume to (exp1 v)\n broadcast (Fortressdoorexplosion\ v)\n stop [other scripts in sprite v]\n repeat (7)\n wait (.01) seconds\n start sound [Mega Man 5 SFX \(11\)2 v]\n next costume\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [42]> then\n set [hp v] to [4]\n forever\n wait (.1) seconds\n switch costume to (heli3 v)\n wait (.1) seconds\n next costume\n end\nend\nif <(costume [number v]) = [46]> then\n set [hp v] to [3]\n forever\n wait (.1) seconds\n switch costume to (met1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n next costume\n end\nend\nif <(costume [number v]) = [49]> then\n set [hp v] to [5]\nend\nif <(costume [number v]) = [51]> then\n set [hp v] to [9]\nend\nif <(costume [number v]) = [58]> then\n set [hp v] to [99]\nend\nif <(costume [number v]) = [11]> then\n if <(HARD MODE?) = [1]> then\n set [hp v] to [3]\n else\n set [hp v] to [1]\n end\nend\nif <(costume [number v]) = [67]> then\n if <(HARD MODE?) = [1]> then\n set [hp v] to [8]\n else\n set [hp v] to [5]\n end\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(ENEMY ONSCREEN?) = [1]> then\n if <(costume [number v]) = [57]> then\n if <touching (hitbox v)?> then\n broadcast (Heal v)\n delete this clone\n end\n else\n wait until <<touching color (#66fff4)?> or <<touching color (#fcd8a8)?> or <touching (flame sword projectile v)?>>>\n if <(costume [number v]) = [11]> then\n start sound [cling v]\n wait (.05) seconds\n else\n change [hp v] by (-1)\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n start sound [Mega Man 5 SFX \(6\) v]\n switch costume to (expl1 v)\n repeat (2)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n wait (.1) seconds\n next costume\n end\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n wait (.2) seconds\n delete this clone\n else\n start sound [Mega Man 5 SFX \(2\) v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n wait (.3) seconds\n repeat (5)\n start sound [Mega Man 5 SFX \(9\) v]\n end\nend\n\nset [projectile name v] to [drop]\nset [proj x v] to (x position)\nset [proj y v] to (y position)\nset [proj direction v] to (direction)\nbroadcast (CREATE PROJECTILE v)\nwait (.3) seconds\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [11]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [16]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [20]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [30]> then\n forever\n wait until <touching (hitbox v)?>\n if <(ENEMY ONSCREEN?) = [1]> then\n change [health v] by (3)\n broadcast (TAKE DMG v)\n wait (1) seconds\n end\n end\n end\n if <(costume [number v]) = [28]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [33]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [35]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (4)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [40]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [51]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (3)\n broadcast (TAKE DMG v)\n end\n end\n if <(costume [number v]) = [67]> then\n forever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.3) seconds\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [20]> then\n wait (1) seconds\n wait until <(x position) < [-231]>\n delete this clone\nend\n\nwhen I receive [sectiondown v]\ndelete this clone\n\nwhen I receive [sectiondownprogress v]\ndelete this clone\n\nwhen I receive [sectionup v]\ndelete this clone\n\nif <<(costume [number v]) > [29]> and <(costume [number v]) < [33]>> then\n play sound [cling v] until done\nelse\n if <<not <(costume [number v]) = [11]>> and <not <(costume [number v]) = [12]>>> then\n change [hp v] by (-1)\n end\nend\n\nwhen I receive [teleportin v]\nwait (2) seconds\nwait (.02) seconds\nCreate Enemy [met] [-25] [-565]\nwait (.02) seconds\nCreate Enemy [met1] [-115] [-930]\nwait (.02) seconds\nCreate Enemy [met] [-50] [-1775]\nwait (.02) seconds\nCreate Enemy [bone1] [200] [-2015]\nwait (.02) seconds\nCreate Enemy [bone1] [865] [-2040]\nwait (.02) seconds\nCreate Enemy [met] [1227] [-2000]\nwait (.02) seconds\nCreate Enemy [met] [1830] [-2128]\nwait (.02) seconds\nCreate Enemy [bone1] [2622] [-2163]\nwait (.02) seconds\nCreate Enemy [bone1] [3785] [-2100]\nwait (.02) seconds\nCreate Enemy [energy] [4324] [-2185]\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [260]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n set [enemy onscreen? v] to [0]\n hide\n else\n set [enemy onscreen? v] to [1]\n show\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [51]> then\n forever\n switch costume to (stomp v)\n wait (3) seconds\n if <(ENEMY ONSCREEN?) = [1]> then\n start sound [Mega Man 5 SFX \(5\) v]\n switch costume to (stomp2 v)\n repeat (5)\n change [level_y v] by (18)\n end\n repeat (5)\n change [level_y v] by (10)\n end\n repeat (5)\n change [level_y v] by (2)\n end\n repeat (5)\n change [level_y v] by (-2)\n end\n repeat (5)\n change [level_y v] by (-10)\n end\n repeat (5)\n change [level_y v] by (-18)\n end\n start sound [super-stomp v]\n repeat (4)\n next costume\n wait (.1) seconds\n end\n switch costume to (stomp v)\n end\n end\nend\nif <(costume [number v]) = [49]> then\n forever\n switch costume to (sniper v)\n wait (.5) seconds\n wait until <(distance to [hitbox v]) < [200]>\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (joe9 v)\n repeat (1)\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [bomb]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\n switch costume to (sniper v)\n wait (1) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [33]> then\n forever\n repeat until <(distance to [mega man v]) < [150]>\n if <(direction) = [90]> then\n change [level_x v] by (-5)\n else\n change [level_x v] by (5)\n end\n end\n repeat (4)\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [missile]\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (-15))\n set [proj direction v] to [180]\n broadcast (CREATE PROJECTILE v)\n repeat (4)\n if <(direction) = [90]> then\n change [level_x v] by (-5)\n else\n change [level_x v] by (5)\n end\n end\n end\n repeat (400)\n if <(direction) = [90]> then\n change [level_x v] by (-5)\n else\n change [level_x v] by (5)\n end\n end\n end\nend\nif <(costume [number v]) = [46]> then\n forever\n if <(HARD MODE?) = [1]> then\n wait (1) seconds\n wait until <(distance to [hitbox v]) < [250]>\n if <(ENEMY ONSCREEN?) = [1]> then\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [bullet]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n end\n else\n wait (2) seconds\n wait until <(distance to [hitbox v]) < [200]>\n if <(ENEMY ONSCREEN?) = [1]> then\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [bullet]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n end\n end\n end\nend\nif <(costume [number v]) = [42]> then\n forever\n repeat (20)\n if <(direction) = [90]> then\n change [level_x v] by (-5)\n else\n change [level_x v] by (5)\n end\n end\n if <(ENEMY ONSCREEN?) = [1]> then\n start sound [Mega Man 5 SFX \(11\) v]\n set [projectile name v] to [helishot2]\n if <(direction) = [90]> then\n set [proj x v] to ((Level_X) + (-15))\n else\n set [proj x v] to ((Level_X) + (15))\n end\n set [proj y v] to ((Level_Y) + (-15))\n if <(direction) = [90]> then\n set [proj direction v] to [-120]\n else\n set [proj direction v] to [120]\n end\n broadcast (CREATE PROJECTILE v)\n end\n end\nend\nif <(costume [number v]) = [67]> then\n forever\n wait (.5) seconds\n switch costume to (bone2 v)\n if <(ENEMY ONSCREEN?) = [1]> then\n if <(HARD MODE?) = [1]> then\n if <(distance to [mega man v]) < [250]> then\n switch costume to (bone2 v)\n wait (.1) seconds\n switch costume to (bone3 v)\n wait (.1) seconds\n switch costume to (bone1 v)\n wait (.1) seconds\n start sound [Mega Man 5 SFX \(11\)2 v]\n set [projectile name v] to [skull]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [skull]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to ((direction) + (-20))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n start sound [Mega Man 5 SFX \(11\)2 v]\n set [projectile name v] to [skull]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to ((direction) + (20))\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\n end\n else\n if <(distance to [mega man v]) < [250]> then\n switch costume to (bone2 v)\n wait (.1) seconds\n switch costume to (bone3 v)\n wait (.1) seconds\n switch costume to (bone1 v)\n wait (.1) seconds\n start sound [Mega Man 5 SFX \(11\)2 v]\n set [projectile name v] to [skull]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n switch costume to (bone2 v)\n wait (.1) seconds\n switch costume to (bone3 v)\n wait (.1) seconds\n switch costume to (bone1 v)\n wait (.1) seconds\n start sound [Mega Man 5 SFX \(11\)2 v]\n set [projectile name v] to [skull]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to ((direction) + (-20))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n switch costume to (bone2 v)\n wait (.1) seconds\n switch costume to (bone3 v)\n wait (.1) seconds\n switch costume to (bone1 v)\n wait (.1) seconds\n start sound [Mega Man 5 SFX \(11\)2 v]\n set [projectile name v] to [skull]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to ((direction) + (20))\n broadcast (CREATE PROJECTILE v)\n wait (.5) seconds\n end\n end\n end\n end\nend\nif <(costume [number v]) = [11]> then\n forever\n wait (.5) seconds\n if <(ENEMY ONSCREEN?) = [1]> then\n if <(distance to [mega man v]) < [150]> then\n switch costume to (met v)\n wait (.1) seconds\n switch costume to (met2 v)\n wait (.1) seconds\n switch costume to (met3 v)\n wait (.1) seconds\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [bullet]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [bullet]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to ((direction) + (-45))\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [bullet]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to ((direction) + (45))\n broadcast (CREATE PROJECTILE v)\n switch costume to (met3 v)\n wait (.1) seconds\n switch costume to (met2 v)\n wait (.1) seconds\n switch costume to (met v)\n wait (.1) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [46]> then\n forever\n wait (2) seconds\n if <(ENEMY ONSCREEN?) = [1]> then\n start sound [Mega Man 5 SFX \(9\) v]\n set [projectile name v] to [bullet]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n end\n end\nend\nif <(costume [number v]) = [30]> then\n forever\n set [y v] to [0]\n set [level_y v] to [-200]\n repeat (20)\n change [y v] by (.5)\n change [level_y v] by (y)\n end\n repeat (60)\n change [y v] by (-.5)\n change [level_y v] by (y)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (15)\n change x by (x)\n change y by (y)\n change [y v] by (-.2)\n change [x v] by (-.5)\n end\n repeat (15)\n change x by (x)\n change y by (y)\n change [y v] by (.2)\n change [x v] by (-.2)\n end\n repeat until <(x position) < [-245]>\n change x by (x)\n change y by (y)\n change [y v] by (.2)\n change [x v] by (-.2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [30]> then\n forever\n wait (.1) seconds\n next costume\n wait (.1) seconds\n next costume\n wait (.1) seconds\n switch costume to (spike v)\n end\nend\nif <(costume [number v]) = [33]> then\n forever\n wait (.1) seconds\n next costume\n wait (.1) seconds\n switch costume to (aerial v)\n end\nend\nif <(costume [number v]) = [40]> then\n forever\n wait (.1) seconds\n next costume\n wait (.1) seconds\n switch costume to (rounder v)\n end\nend\n\nrepeat (3)\n\nwhen I receive [blink v]\ndelete this clone\n\nwhen flag clicked\nset [brightness v] effect to (15)\n\nwait (.05) seconds\nCreate Enemy [sniper] [1212] [-1070]\nwait (.05) seconds\nCreate Enemy [sniper] [1814] [-1040]\nwait (.05) seconds\nCreate Enemy [sniper] [2600] [-1070]\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [fortressdoorexplosion\ v]\nwait (.2) seconds\nif <(costume [number v]) = [58]> then\n repeat (7)\n wait (.01) seconds\n start sound [Mega Man 5 SFX \(11\)2 v]\n next costume\n end\n delete this clone\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\nif <not <(CHECKPOINT #) = [2]>> then\n Create Enemy [sniper] [503] [-110]\n wait (.02) seconds\n Create Enemy [spike] [950] [-200]\n wait (.02) seconds\n Create Enemy [spike] [1150] [-200]\n wait (.02) seconds\n Create Enemy [sniper] [1500] [-110]\n wait (.02) seconds\n Create Enemy [sniper] [2500] [-33]\n wait (.02) seconds\n Create Enemy [spike] [2975] [-200]\n wait (.02) seconds\n Create Enemy [spike] [3150] [-200]\n wait (.02) seconds\n Create Enemy [spike] [3300] [-200]\n wait (.02) seconds\n Create Enemy [bomb] [3715] [-40]\n wait (.02) seconds\n Create Enemy [bomb] [3715] [20]\nend\nwait (.02) seconds\nCreate Enemy [sniper] [5590] [0]\nwait (.02) seconds\nCreate Enemy [sniper] [5590] [-88]\nwait (.02) seconds\nCreate Enemy [sniper] [7213] [31]\nwait (.02) seconds\nCreate Enemy [energy] [6150] [-95]\nwait (.02) seconds\nCreate Enemy [met] [7000] [-43]\nwait (.02) seconds\nCreate Enemy [met] [6464] [-100]\nwait (.02) seconds\nCreate Enemy [met1] [8000] [31]\nwait (.02) seconds\nCreate Enemy [met1] [8900] [-50]\nwait (.02) seconds\nCreate Enemy [met] [9504] [-35]\n\nwhen I start as a clone\nif <(costume [number v]) = [46]> then\n forever\n repeat (5)\n change [level_y v] by (2)\n end\n repeat (5)\n change [level_y v] by (5)\n end\n repeat (5)\n change [level_y v] by (8)\n end\n repeat (5)\n change [level_y v] by (-8)\n end\n repeat (5)\n change [level_y v] by (-5)\n end\n repeat (5)\n change [level_y v] by (-2)\n end\n end\nend\n\nwait (.02) seconds\nCreate Enemy [met1] [135] [-1190]\n\n@Projectiles\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen I receive [create projectile v]\nif <(clone) = [0]> then\n clear graphic effects\n switch costume to (PROJECTILE NAME)\n set [level_x v] to (PROJ X)\n set [level_y v] to (PROJ Y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nshow\n\nwhen I start as a clone\nset [clone v] to [1]\nset [blow up v] to [0]\ngo to [front v] layer\nif <(costume [number v]) = [9]> then\n go to [front v] layer\n point in direction (90)\n set rotation style [left-right v]\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n delete this clone\nend\nif <(costume [number v]) = [39]> then\n start sound [Mega Man 5 SFX \(11\)2 v]\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n end\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [27]> then\n start sound [Mega Man 5 SFX \(11\)2 v]\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (ground v)?> or <touching (hitbox v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (7)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (7)))\n end\n set [blow up v] to [1]\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\nend\nif <(costume [number v]) = [35]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n if <(HARD MODE?) = [1]> then\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (10)))\n if <(Scroll X) < [4533]> then\n turn right (-2) degrees\n end\n else\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (8)))\n end\n end\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [16]> then\n set rotation style [left-right v]\n repeat (5)\n point towards (hitbox v)\n end\n repeat until <<touching (ground v)?> or <touching (hitbox v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (8)))\n end\n set [blow up v] to [1]\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\nend\nif <(costume [number v]) = [13]> then\n point in direction (90)\n set rotation style [left-right v]\n glide (1) secs to x: (-211) y: (169)\n delete this clone\nend\nif <(costume [number v]) = [12]> then\n point in direction (PROJ DIRECTION)\n set rotation style [all around v]\n start sound [Mega Man 5 SFX \(50\) v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (5) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [8]> then\n set [y v] to [0]\n point in direction (PROJ DIRECTION)\n set rotation style [all around v]\n start sound [misseis-magicos v]\n repeat (20)\n change [y v] by (.4)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (Y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (Y)))\n end\n if <(direction) > [0]> then\n repeat (10)\n turn right (15) degrees\n change [y v] by (.4)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (Y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (Y)))\n end\n else\n repeat (10)\n turn right (-15) degrees\n change [y v] by (.4)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (Y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (Y)))\n end\n end\n repeat until <<touching (ground v)?> or <touching (hitbox v)?>>\n change [y v] by (.4)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (Y)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (Y)))\n end\n start sound [Mega Man 5 SFX \(11\) v]\n switch costume to (expl1 v)\n repeat (2)\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <touching (hitbox v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (8)))\n end\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [7]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (10) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (4)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [14]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n move (5) steps\n end\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [15]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <touching (hitbox v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (10)))\n end\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n repeat until <touching (hitbox v)?>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (10)))\n end\n if <touching (hitbox v)?> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [250]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\n delete this clone\n else\n show\n end\nend\n\nchange y by (-5)\n\nwhen I start as a clone\nset [internal timer v] to [0]\nrepeat until <(internal timer) > [3]>\n wait (1) seconds\n change [internal timer v] by (1)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n wait (.05) seconds\n repeat until <(blow up) = [1]>\n switch costume to (bomb v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n end\n switch costume to (exp1 v)\n start sound [Mega Man 5 SFX \(11\)2 v]\n repeat (7)\n wait (.01) seconds\n next costume\n end\n delete this clone\nend\nif <(costume [number v]) = [27]> then\n wait (.05) seconds\n repeat until <(blow up) = [1]>\n switch costume to (grenade v)\n repeat (7)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n end\n switch costume to (expl1 v)\n start sound [Mega Man 5 SFX \(11\) v]\n repeat (2)\n wait (.01) seconds\n next costume\n end\n delete this clone\nend\nif <(costume [number v]) = [35]> then\n forever\n wait (.02) seconds\n switch costume to (skull3 v)\n wait (.02) seconds\n switch costume to (skull4 v)\n wait (.02) seconds\n switch costume to (skull2 v)\n wait (.02) seconds\n switch costume to (skull v)\n end\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\n@toenail2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume6 v)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [yay v]\nwait (2) seconds\nif <(HARD MODE?) = [0]> then\n switch costume to (after hardmode v)\n set [hard mode? v] to [1]\nelse\n switch costume to (pre hardmode v)\nend\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\nshow\nforever\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\nend\n\nset [hard mode? v] to [0]\n\n@lightning\n\nwhen flag clicked\nset size to (150) %\nhide\n\nwhen I receive [game start v]\nforever\n wait (1) seconds\n if <not <(Scroll X) > [4533]>> then\n go to (random position v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (pick random (150) to (200)) %\nset y to (pick random (50) to (150))\nif <<(Scroll Y) > [-100]> or <(Scroll X) > [4233]>> then\n start sound [thunder v]\nend\nswitch costume to (thunder1 v)\nshow\nrepeat (4)\n wait (.1) seconds\n next costume\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\nwait (.1) seconds\ndelete this clone\n\n | ------------------------Instructions------------------------\n\n- Arrow keys or WASD to move\n\n- Space bar to shoot or charge your shot\n\n- Press the Down Arrow or S to enter Ghost Mode,\n where you can phase through laser walls. Shooting\n your blaster will deactivate it\n\n- Press Z to use your Flame Sword, which is effective\n against many enemies\n\n- Mobile supported as well\n\n-------------------------------------------------------------\n\nBreak into the diabolical Ghost Man's fortress, while fighting off undead enemies, and bypassing the defenses, with a showdown against the evil leader himself.\n\n\n-------------------------Credits-------------------------\n\nAll credit goes to Capcom, the creator of Mega Man.\n\nStage and boss were made completely by me\n\nIntro music is Take on Me by a-ha\n\nMusic is Super Mario World Ghost House, Zero theme, Duel of the Fates, and William Tell Overture.\n |
A Decent Platformer || MOBILE CONTROLS | @Stage\n\n@i definitely dint backpack this \n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset [ghost v] effect to (10)\nrepeat (18)\n change [ghost v] effect by (5)\n change size by (-4)\nend\ndelete this clone\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [speed x v] by (1.5)\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [improved2: slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nrepeat until <<(Improved2: slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [improved2: slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nif <(Improved2: slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (Improved2: slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> and <([abs v] of (speed) ) > [3.5]>> and <(touch) > [1]>> then\n set [speed x v] to ((-1.2) * (speed))\n set [improved2: speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [improved2: speed y v] to [14]\n set [falling? v] to [6]\n start sound [Jump v]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <key (down arrow v) pressed?> then\n set [in platforrm v] to [2]\nend\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [improved2: speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (oh my gosh guys guys my screens shaking v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (60) %\nset rotation style [left-right v]\ngo to x: (-232) y: (-91)\nreset timer\nshow\nset [speed x v] to [0]\nset [improved2: speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(Improved2: speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [change me backdrop mate v]\nReset Level\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\nset [pressmahkeyss v] to [0]\nforever\n set [x position v] to (x position)\nend\n\nwhen I receive [some next level sh v]\ngo to x: (-232) y: (-91)\n\nwhen I receive [go v]\nset [pressmahkeyss v] to [1]\nshow\nif <<(Title) > [0]> and <(Full) < [12]>> then\n hide\n stop [this script v]\nend\nReset Level\nif <(BossWait) = [0]> then\n forever\n switch costume to (hitbox v)\n Controls - Jump, Crouch\n Gravity\n Check Hit Ceiling / Floor <(Improved2: speed y) > [0]>\n if <<<(y position) < [-178]> or <touching (ooooolol v)?>> or <touching (sprite4 v)?>> then\n Reset Level\n end\n \n go to x: (-232) y: (-91)\n end\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n Controls - Left and Right\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\n end\n Set Costume\n broadcast (tick v) and wait\n end\nend\n\nwhen I receive [go v]\nshow\nforever\n if <<<(x position) = [236]> or <(x position) > [236]>> or <<(hehe) = [13]> and <(y position) = [180]>>> then\n broadcast (Some next level sh v)\n end\nend\n\ndefine Gravity\nif <<(Improved2: speed y) < [4]> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n change [improved2: speed y v] by (-1)\nelse\n change [improved2: speed y v] by (-2)\nend\nchange y by (Improved2: speed y)\nchange [falling? v] by (1)\n\nwhen I receive [heh, this is not a copy of @pezao123's game... v]\nhide\n\nwhen [r v] key pressed\nif <(pressmahkeyss) = [1]> then\n Reset Level\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to [back v] layer\nhide\n\n@credit to @--Explosion--\n\nwhen flag clicked\nhide\n\nwhen I receive [yeet v]\nhide\n\nwhen I receive [my saltrine sardines v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\nend\n\n@oh yes it took a long time to draw this\n\nwhen I receive [yeet v]\nwait (0.6) seconds\nhide\n\nwhen this sprite clicked\nstart sound [OOOOL v]\nset [color v] to [120]\nbroadcast (yeet v)\n\nwhen flag clicked\nhide\n\nwhen I receive [my saltrine sardines v]\nshow\n\n@oh my gosh guys guys my screens shaking\n\nwhen flag clicked\nset [bosswait v] to [0]\nhide\n\nwhen I receive [go v]\nswitch costume to (costume1 v)\nshow\nforever\n set [hehe v] to (costume [number v])\nend\n\nwhen I receive [some next level sh v]\nnext costume\nif <(costume [number v]) = [16]> then\n broadcast (this is the boss called kaj...... fudge v)\n change [bosswait v] by (1)\nend\n\nwhen I receive [bacredit v]\nswitch costume to (costume17 v)\n\n@Sprite1\n\nwhen I receive [yeet v]\ngo to [front v] layer\ngo to x: (0) y: (345)\nshow\nset [speed v] to [-5]\nrepeat until <(y position) < [-338]>\n change y by (speed)\n change [speed v] by (-1)\nend\nhide\nbroadcast (Go v)\n\nwhen flag clicked\nplay sound [Drum v] until done\nhide\n\nwhen I receive [my saltrine sardines v]\nstop all sounds\nforever\n play sound [Itro & Tobu - Cloud 9.mp3 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nset size to (150) %\nshow\nswitch costume to (logo v)\ngo to x: (0) y: (0)\nwait (2) seconds\nswitch costume to (logo2 v)\nwait (2) seconds\nhide\nbroadcast (my saltrine sardines v)\n\n@OOOOOLOL\n\nwhen flag clicked\nset [hehe v] to [1]\nforever\n switch costume to (hehe)\nend\n\nswitch costume to (1 v)\n\n@Dat Final Boss Who ate ur cookie\n\nwhen I receive [kingpunch v]\nif <touching (sprite1 v)?> then\n if <([x position v] of [i definitely dint backpack this v]) = [90]> then\n set [xv v] to [10]\n set [yv v] to [7]\n end\n if <([x position v] of [i definitely dint backpack this v]) = [-90]> then\n set [xv v] to [-10]\n set [yv v] to [7]\n end\nend\n\nwhen flag clicked\nhide\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n if <([direction v] of [sprite1 v]) = [90]> then\n set [xv v] to [2]\n set [yv v] to [5]\n end\n if <([direction v] of [sprite1 v]) = [-90]> then\n set [xv v] to [-2]\n set [yv v] to [5]\n end\n end\n if <touching (arrow v)?> then\n if <([direction v] of [arrow v]) = [-90]> then\n set [xv v] to [-2]\n set [yv v] to [7]\n end\n if <([direction v] of [arrow v]) = [90]> then\n set [xv v] to [2]\n set [yv v] to [7]\n end\n end\nend\n\nif <([direction v] of [sprite1 v]) = [-90]> then\n set [xv v] to [1]\nend\nif <([direction v] of [sprite1 v]) = [90]> then\n set [xv v] to [-1]\nend\n\nchange y by (10)\n\nwait (pick random (0) to (1)) seconds\n\nswitch costume to (costume2 v)\n\nwhen I receive [kinghit v]\nswitch costume to (costume2 v)\n\nwhen I receive [stickpunch v]\nif <touching (walkanimation v)?> then\n broadcast (cpuhit v)\n if <([direction v] of [walkanimation v]) = [90]> then\n set [xv v] to [10]\n set [yv v] to [7]\n end\n if <([direction v] of [walkanimation v]) = [-90]> then\n set [xv v] to [-10]\n set [yv v] to [7]\n end\nend\n\nwhen I receive [this is the boss called kaj...... fudge v]\nswitch costume to (walk1 v)\ngo to x: (158) y: (-32)\nshow\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if on edge, bounce\n if <(x position) < ([x position v] of [i definitely dint backpack this v])> then\n change [xv v] by (0.4)\n broadcast (oof hot bakc v)\n point in direction (90)\n end\n if <(x position) > ([x position v] of [i definitely dint backpack this v])> then\n change [xv v] by (-0.4)\n broadcast (oof hot bakc v)\n point in direction (-90)\n end\n change x by (xv)\n set [xv v] to ((xv) * (0.9))\n if then\n change y by (0.5)\n if then\n change y by (0.5)\n if then\n change y by (0.5)\n if then\n change y by (0.5)\n if then\n change y by (0.5)\n if then\n change y by (0.5)\n if then\n change y by (0.5)\n if then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (xv)> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((xv) * (-1.3))\n change x by (xv)\n set [xv v] to [0]\n change x by ((xv) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.6)\n change y by (yv)\n if then\n set [yv v] to ((yv) * (-0.25))\n change y by (yv)\n if then\n change y by (yv)\n if then\n change y by (yv)\n if then\n change y by (yv)\n end\n end\n end\n end\n change y by (-1)\n if then\n switch costume to (walk1 v)\n set [yv v] to [8]\n end\n change y by (1)\n if <<<(left) = [0]> and <(right) = [0]>> and <<(left) = [0]> and <(left) = [0]>>> then\n switch costume to (walk1 v)\n end\n if <(costume [name v]) = [extra]> then\n switch costume to (walk1 v)\n end\n if <<(leftclose) = [1]> or <(rightclose) = [1]>> then\n broadcast (cpupunch v)\n end\n if then\n point in direction (-90)\n end\n if then\n point in direction (90)\n end\n if <touching (sprite4 v)?> then\n hide\n broadcast (bacredit v)\n end\n if <touching (i definitely dint backpack this v)?> then\n if <([x position v] of [i definitely dint backpack this v]) > (x position)> then\n change [xv v] by (-0.4)\n else\n change [xv v] by (0.4)\n end\n end\nend\n\nnext costume\n\nnext costume\n\nwhen I receive [oof hot bakc v]\nforever\n next costume\n wait (0.05) seconds\nend\n\nchange [kills v] by (1)\n\ngo to x: (0) y: (-45)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [this is the boss called kaj...... fudge v]\nshow\ngo to x: (284) y: (-115)\n\n@End Credits\n\nwhen I receive [bacredit v]\nstop all sounds\nswitch backdrop to (backdrop2 v)\nshow\nswitch costume to (costume2 v)\ngo to x: (0) y: (-250)\nrepeat until <(y position) > [305]>\n switch costume to (costume2 v)\n change y by (0.5)\n switch costume to (costume1 v)\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (20) to (50)) %\nset [ghost v] effect to (pick random (90) to (95))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nwhen I receive [go v]\nforever\n hide\n create clone of (_myself_ v)\nend\n\n | All my games have had meaning recently, and I wanted a break, so I made one for fun before my next serious one comes out.\nArrow keys, or Mobile Controls (easier to wall jump)\nAll credits in game. \n\nMusic is Cloud 9 - Itro and Tobu (thats what it says on the mp3 file, tell me in the comments if I'm wrong.\n\nMy challenge for you is when remixing this, upgrade the boss fight. \nRight now it's just to lead him into a kill portal. But, feel free to remix at will.\nNo advertising, although you can advertise your remix. \nAny hate, advertising, spam REPORT REPORT REPORT\nYeet |
platformer engine with moving camera | @Stage\n\n@Alex\n\ndefine Ground/Physics <up?>\nif <<<key (space v) pressed?> or <<key (z v) pressed?> or <key (w v) pressed?>>> and <not <(vel y) < [-4]>>> then\n change [vel y v] by (-1)\nelse\n if <(vel y) < [-3]> then\n change [vel y v] by (-1)\n else\n change [vel y v] by (-3)\n end\nend\nset [old falling v] to (falling)\nchange y by (vel y)\nchange [falling v] by (1)\nif <touching (ground v)?> then\n repeat ([abs v] of (vel y) )\n if <touching (ground v)?> then\n if <up?> then\n change y by (-1)\n else\n set [falling v] to [0]\n change y by (1)\n end\n end\n set [vel y v] to [0]\n end\n if <<<key (space v) pressed?> or <<key (z v) pressed?> or <key (w v) pressed?>>> and <(Jump key) = [0]>> then\n if <not <up?>> then\n set [falling v] to [3]\n set [jump key v] to [1]\n set [vel y v] to ((12.5) + (([abs v] of (vel x) ) / (4)))\n start sound [Jump v]\n end\n else\n if <not <<key (z v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>>> then\n set [jump key v] to [0]\n end\n end\nend\nif <(slope) > [0]> then\n\nwhen flag clicked\nStart-up\nGame loop\n\ndefine Walking (slope limit)\nset [slope v] to [0]\nif <(wall jump) > [0 ]> then\n change [wall jump v] by (-1)\nelse\n if <(falling) > [3]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [vel x v] by (-1.2)\n set [facing v] to [L]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [vel x v] by (1.2)\n set [facing v] to [R]\n end\n set [vel x v] to ((vel x) * ((5) / (6)))\n else\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [vel x v] by (-4)\n set [facing v] to [L]\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [vel x v] by (4)\n set [facing v] to [R]\n end\n set [vel x v] to ((vel x) * (0.6))\n end\nend\nif <([abs v] of (vel x) ) > [1]> then\n change x by (vel x)\nend\nrepeat until <<(slope) = (slope limit)> or <not <touching (ground v)?>>>\n change [slope v] by (1)\n change y by (1)\n if <(slope) > [1]> then\n if <(vel x) > [1]> then\n turn left (slope) degrees\n else\n if <(vel x) < [-1]> then\n turn right (slope) degrees\n end\n end\n if <(direction) < ((90) - ((slope) * (6)))> then\n turn right (slope) degrees\n else\n if <(direction) > ((90) - ((slope) * (-6)))> then\n turn left (slope) degrees\n end\n end\n else\n if <(vel x) > [1]> then\n turn left (slope) degrees\n else\n if <(vel x) < [-1]> then\n turn right (slope) degrees\n end\n end\n if <(direction) < ((90) - ((slope) * (6)))> then\n turn right (slope) degrees\n else\n if <(direction) > ((90) - ((slope) * (-6)))> then\n turn left (slope) degrees\n end\n end\n end\nend\nif <(slope) = (slope limit)> then\n change y by ((0) - (slope))\n repeat ([abs v] of (vel x) )\n if <touching (ground v)?> then\n if <(vel x) > [1]> then\n change x by (-2)\n else\n if <(vel x) < [-1]> then\n change x by (2)\n end\n end\n end\n end\n if <(vel y) < [-3]> then\n if <<<key (space v) pressed?> or <<key (z v) pressed?> or <key (w v) pressed?>>> and <(falling) > [3]>> then\n set [jump key v] to [1]\n set [wall jump v] to [10]\n set [vel y v] to ([abs v] of ((vel x) * (2)) )\n set [vel x v] to ((vel x) * (-1))\n if <(facing) = [R]> then\n set [facing v] to [L]\n else\n set [facing v] to [R]\n end\n else\n set [vel x v] to [0]\n end\nend\nif <(slope) > [0s]> then\n set [oldslope v] to (slope)\nend\n\npoint in direction (135)\n\nif <(direction) < [45]> then\n point in direction (45)\nelse\n if <(direction) > [135]> then\n point in direction (135)\n end\nend\n\ndefine Start-up\nset [vel x v] to [0]\nset [vel y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [xcameracenter v] to [0]\nset [ycameracenter v] to [0]\nset [cameraxlocked v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nbroadcast (tick v)\n\ndefine Game loop\nStart-up\nforever\n erase all\n switch costume to (hitbox v)\n set rotation style [don't rotate v]\n Ground/Physics <(vel y) > [0]>\n Walking (8)\n Sound effects\n set rotation style [all around v]\n change [counter v] by (1)\n Set costume\n if <(timer) > [1]> then\n reset timer\n set [fps v] to (counter)\n set [counter v] to [0]\n end\n Scroll screen\nend\n\nwhen I start as a clone\nset rotation style [all around v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\npoint in direction (90)\n\n\n\ndefine Sound effects\nif <<(falling) = [0]> and <(old falling) > [0]>> then\n start sound [Landing v]\nelse\n if <<([abs v] of (vel x) ) > [5]> and <(falling) = [0]>> then\n change [i v] by (([abs v] of (vel x) ) / (36))\n if <(i) > [1]> then\n set [i v] to [0]\n start sound [Foot step 2 v]\n end\n else\n set [i v] to [0]\n end\nend\n\ndefine Set costume\nswitch costume to (join [AlexIdle] (facing))\nchange [blinktimer v] by (-1)\nif <(blinkTimer) < (pick random (-60) to (-1024))> then\n set [blinktimer v] to [3]\nend\nif <(blinkTimer) > [0]> then\n switch costume to (join [AlexBlink] (facing))\nend\nif <(lookUp) > [0]> then\n switch costume to (join [AlexLookUp] (facing))\nend\nif <[0] > (lookUp)> then\n switch costume to (join [AlexLookDown] (facing))\nend\nif <([abs v] of (vel x) ) > [1]> then\n change [running v] by (([abs v] of (vel x) ) / (12))\n switch costume to (join [AlexRun] (join (facing) ((round (running)) mod (6))))\nelse\n set [running v] to [0]\nend\nif <<(falling) > [0]> and <(Jump key) = [1]>> then\n if <(vel y) > [3]> then\n if <(wall jump) > [0]> then\n switch costume to (join [AlexJump] (join (facing) [3]))\n else\n switch costume to (join [AlexJump] (join (facing) [0]))\n end\n else\n if <(vel y) > [-3]> then\n switch costume to (join [AlexJump] (join (facing) [1]))\n else\n switch costume to (join [AlexJump] (join (facing) [2]))\n end\n end\nend\n\ndefine Scroll screen\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nif <([abs v] of ((x position) - (xCameraCenter)) ) > [30]> then\n set [scroll x v] to ([floor v] of ((((30) * (([abs v] of ((x position) - (xCameraCenter)) ) / ((x position) - (xCameraCenter)))) - ((x position) - (xCameraCenter))) / (3)) )\nend\nset [scroll y v] to ([floor v] of (((yCameraCenter) - (y position)) / (3)) )\nbroadcast (tick v)\nif <(cameraXLocked) = [0]> then\n change x by (Scroll X)\nend\nif <(cameraYLocked) = [0]> then\n change y by (Scroll Y)\nend\nif <<key (up arrow v) pressed?> and <not <key (down arrow v) pressed?>>> then\n change [lookup v] by (1)\nelse\n if <<key (down arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n change [lookup v] by (-1)\n else\n set [lookup v] to [0]\n end\nend\nif <(lookUp) = [0]> then\n if <[0] > (yCameraCenter)> then\n change [ycameracenter v] by (10)\n else\n if <(yCameraCenter) > [0]> then\n change [ycameracenter v] by (-10)\n else\n end\n end\n if <([abs v] of (yCameraCenter) ) < [10]> then\n set [ycameracenter v] to [0]\n end\nelse\n if <(lookUp) > [32]> then\n if <(yCameraCenter) > [-80]> then\n change [ycameracenter v] by (-3)\n else\n set [ycameracenter v] to [-80]\n end\n end\n if <[-32] > (lookUp)> then\n if <[80] > (yCameraCenter)> then\n change [ycameracenter v] by (3)\n else\n set [ycameracenter v] to [80]\n end\n end\nend\n\nset [xcameracenter v] to [0]\nset [ycameracenter v] to [0]\n\nset [cameraxlocked v] to [0]\n\nrepeat (10)\n\nchange [xcameracenter v] by (3)\nchange [scroll x v] by (3)\nchange x by (3)\n\nif <(cameraXLocked) = [0]> then\n\nwhen [q v] key pressed\nStart-up\n\nif <(vel y) = [24]> then\n start sound [Jump v]\nend\n\nchange [scroll y v] by (-3)\nchange y by (-3)\n\nif <(yCameraCenter) > [-80]> then\n change [ycameracenter v] by (-4)\nend\n\npoint in direction (90)\n\n@Ground\n\nwhen I receive [tick v]\nset [cameraxlocked v] to [0]\nset [cameraylocked v] to [0]\nchange x by (Scroll X)\nchange y by (Scroll Y)\nif <(x position) > [720]> then\n set x to (720)\n set [cameraxlocked v] to [1]\nelse\n if <[-720] > (x position)> then\n set x to (-720)\n set [cameraxlocked v] to [1]\n else\n set [cameraxlocked v] to [0]\n end\nend\nif <(y position) > [540]> then\n set y to (540)\n set [cameraylocked v] to [1]\nelse\n if <[-540] > (y position)> then\n set y to (-540)\n set [cameraylocked v] to [1]\n else\n set [cameraylocked v] to [0]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (400) %\nswitch costume to (costume5 v)\ngo to x: (720) y: (-540)\n\n\n\nif <[-720] > (x position)> then\n\n\nwhen [q v] key pressed\nswitch costume to (costume2 v)\nset size to (400) %\nswitch costume to (costume5 v)\ngo to x: (720) y: (-540)\n\n | L+R Arrows, A, D - Move left/right\nSpace, Z, W - Jump\nU+D Arrows - Look up/down (also pan camera)\nQ - Reset position (debug feature i guess) |
Fog - a platformer v1.3 | @Stage\n\n@player\n\nwhen flag clicked\nreset timer\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (10) seconds\nforever\n if <touching (levelgoal v)?> then\n broadcast (levelEnd v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [levelend v]\n\n@levelHitbox\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (setup v)\nset size to (500) %\nswitch costume to (1 v)\nset [vspd v] to [0]\ngo to x: (0) y: (0)\nforever\n move\nend\n\ndefine move\nchange [vspd v] by (1)\nchange y by (Vspd)\nif <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n change y by (((Vspd) / ([abs v] of (Vspd) )) * (-1))\n end\n set [vspd v] to [0]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (2)\n if <touching (player v)?> then\n set [vspd v] to [-15]\n end\n change y by (-2)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change x by (-10)\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n change x by (1)\n end\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change x by (10)\n if <touching (player v)?> then\n repeat until <not <touching (player v)?>>\n change x by (-1)\n end\n end\nend\n\nwhen I receive [levelend v]\nstop [other scripts in sprite v]\n\n@levelVisuals\n\nwhen flag clicked\nhide\nswitch costume to (setup v)\nset [brightness v] effect to (100)\nset size to (250) %\nclone\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nif <(size) > [500]> then\n go to [front v] layer\nend\nforever\n go to x: (([x position v] of [levelhitbox v]) * ((size) / (500))) y: (([y position v] of [levelhitbox v]) * ((size) / (500)))\n switch costume to ([costume name v] of [levelhitbox v])\nend\n\ndefine clone\nset [quality v] to [100]\nrepeat ((quality) + (1))\n create clone of (_myself_ v)\n change size by ((500) / ((quality) + (1)))\n change [brightness v] effect by ((-100) / ((quality) + (1)))\nend\n\ngo to (mouse-pointer v)\n\nwhen I receive [levelend v]\nwait ((((1000) - (size)) / (500)) - (.5)) seconds\ndelete this clone\n\n@levelGoal\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (setup v)\nset size to (500) %\nswitch costume to (1 v)\nset [vspd v] to [0]\ngo to x: (0) y: (0)\nforever\n go to (levelhitbox v)\nend\n\nset [ghost v] effect to (100)\n\n@timer\n\nwhen flag clicked\nerase all\nset [usage v] to [0]\nset size to (200) %\nset [cc v] to [1]\nhide\ngo to x: (0) y: (160)\nclone\nforever\n set ["timer" v] to ((round ((timer) * (10))) / (10))\nend\n\nwhen I start as a clone\nif <(usage) = [0]> then\n forever\n set x to (((CC) - (((length of ("timer")) / (2)) - (-.5))) * (22))\n go to [front v] layer\n switch costume to (letter (CC) of ("timer"))\n if <(CC) < ((length of ("timer")) + (1))> then\n show\n else\n hide\n end\n end\nend\nset x to (((CC) - (((length of ("timer")) / (2)) - (-.5))) * (33))\ngo to [front v] layer\nhide\nswitch costume to (letter (CC) of ("timer"))\nif <(CC) < ((length of ("timer")) + (1))> then\n stamp\nend\n\ndefine clone\nrepeat (10)\n create clone of (_myself_ v)\n change [cc v] by (1)\nend\n\nwhen I receive [levelend v]\nchange [usage v] by (1)\nrepeat (1)\n delete this clone\nend\nstop [other scripts in sprite v]\nset size to (200) %\nwait (1) seconds\ngo to x: (0) y: (80)\nshow\nswitch costume to (score: v)\nstamp\nhide\nwait (1) seconds\ngo to x: (0) y: (30)\nset [cc v] to [1]\nset size to (300) %\nclone\nset size to (150) %\nwait (1) seconds\ngo to x: (0) y: (-50)\nswitch costume to (fail v)\nif <("timer") < (☁ worldRecord)> then\n set [☁ worldrecord v] to ("timer")\n switch costume to (newrecord v)\nend\nshow\nstamp\nhide\n\n@timer2\n\nwhen flag clicked\nset [cc v] to [0]\nhide\ngo to x: (0) y: (-160)\nclone\nforever\nend\n\nwhen I start as a clone\nforever\n set x to (((CC) - (((length of (☁ worldRecord)) / (2)) - (-.5))) * (22))\n go to [front v] layer\n switch costume to (letter (CC) of (☁ worldRecord))\n if <(CC) < ((length of (☁ worldRecord)) + (1))> then\n show\n else\n hide\n end\nend\n\ndefine clone\nrepeat (10)\n change [cc v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [levelend v]\nrepeat (1)\n delete this clone\nend\nstop [other scripts in sprite v]\n\n | use arrows\ntry to get world record. |
Blue A Platformer | @Stage\n\n@Thumbnail \n\nwhen flag clicked\nshow\nwait (0.3) seconds\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Cube\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\nwait (0.4) seconds\nshow\n\nwhen flag clicked\ngo to x: (-201) y: (-142)\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n move (-5) steps\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [I'm Blue v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 v)?> then\n go to x: (-201) y: (-142)\n play sound [Pew v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n switch backdrop to (backdrop2 v)\n go to x: (-201) y: (-142)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-10)\n end\n set y to (-142)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-201) y: (-142)\n play sound [Pew v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (coin v)?> then\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal 2 v)?> then\n switch backdrop to (backdrop3 v)\n go to x: (-201) y: (-142)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n go to x: (-201) y: (-142)\n play sound [Pew v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n switch backdrop to (backdrop4 v)\n go to x: (-201) y: (-142)\n end\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n move (5) steps\n switch costume to (costume1 v)\n end\nend\n\n@Spike 1\n\nwhen flag clicked\nhide\nwait (0.4) seconds\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Portal\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nhide\nwait (0.4) seconds\nshow\n\nwhen flag clicked\nforever\n if <touching (cube v)?> then\n play sound [Teleport2 v] until done\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Coin \n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nhide\nwait (0.4) seconds\nshow\n\nwhen flag clicked\nforever\n if <touching (cube v)?> then\n hide\n play sound [Collect v] until done\n end\nend\n\n@PORTAL 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (222) y: (-136)\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (cube v)?> then\n play sound [Teleport2 v] until done\n end\nend\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <touching (cube v)?> then\n play sound [Teleport2 v] until done\n end\nend\n\nwhen flag clicked\ngo to x: (213) y: (-128)\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Coin 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nforever\n if <touching (cube v)?> then\n hide\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\ngo to x: (121) y: (-138)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (203) y: (-131)\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (cube v)?> then\n switch backdrop to (backdrop5 v)\n end\nend\n\n@Particles\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (pick random (-300) to (240)) y: (300)\nset size to (pick random (1) to (5)) %\nrepeat until <<touching color (#005fff)?> or <(y position) < [-150]>>\n change y by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\nwait (0.4) seconds\nshow\n\n | Welcome to Blue A platformer. Enjoy! There are 4 levels \nUse arrow keys to move.\nAvoid lava and spikes \nGet to the portal for the next level\n—————————————————————————\nMake sure to leave a like and follow for more games. |
-Warriors Platformer- | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\n@next level\n\nwhen flag clicked\nshow\nforever\n if <touching (cat v)?> then\n broadcast (Next Level v)\n wait (0.1) seconds\n next backdrop\n end\nend\n\nwhen flag clicked\nforever\n if <(next) = [10]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nforever\n play sound [And He Runs v] until done\n play sound [Walk without the stars- Blixemi v] until done\n play sound [Stride by Stride- Blixemi v] until done\n play sound [One not two- Blixemi v] until done\nend\n\n@Words\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [10]> then\n show\n else\n hide\n end\nend\n\n@favorite\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (-50) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [10]> then\n show\n else\n hide\n end\nend\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@follow\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (41) y: (0)\n\nwhen flag clicked\nforever\n if <(next) = [10]> then\n show\n else\n hide\n end\nend\n\n@Cat\n\nwhen flag clicked\nset [next v] to [0]\nset [ghost v] effect to (0)\nshow\ngo to x: (-179) y: (-112)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.6)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.6)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n if <[0] < (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((x) * (-1.3))\n change x by (x)\n set [x v] to [0]\n change x by ((x) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (y)\n if <touching (ground v)?> then\n set [y v] to ((y) * (-0.25))\n change y by (y)\n if <touching (ground v)?> then\n change y by (y)\n if <touching (ground v)?> then\n change y by (y)\n if <touching (ground v)?> then\n change y by (y)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (ground v)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching (spikes v)?> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-179) y: (-108)\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nchange [next v] by (1)\nset [x v] to [0]\nset [y v] to [0]\nwait (0.01) seconds\ngo to x: (-179) y: (-108)\n\nwhen flag clicked\nforever\n play sound [City Lights v] until done\nend\n\nwhen flag clicked\nswitch costume to (grey cat v)\n\nwhen [space v] key pressed\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\n@Background 1\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nset [veolcity v] to [0]\nwait (2) seconds\nforever\n repeat until <(veolcity) = [10]>\n wait (0.1) seconds\n change [veolcity v] by (1)\n end\n repeat until <(veolcity) = [-10]>\n wait (0.1) seconds\n change [veolcity v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n turn right ((veolcity) * (3)) degrees\nend\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (costume2 v)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-5)\nend\nwait (5.7) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.4) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.6) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.7) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.4) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\ngo [backward v] (1) layers\n\n@In/Fade2\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nglide (0.8) secs to x: (-300) y: (300)\n\nwhen I receive [end v]\nshow\nforever\n glide (0.8) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nshow\n\n@In/Fade\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen I receive [end v]\nshow\nforever\n glide (0.8) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nglide (0.8) secs to x: (300) y: (-300)\n\nwhen flag clicked\nshow\n\n@Logo/Name\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\nwait (5.7) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.4) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.6) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.7) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\nwait (0.4) seconds\npoint in direction (80)\nset [data v] to [70]\nset [doat v] to (pick random (70) to (110))\nset [daro v] to (pick random (-1) to (1))\nrepeat (17)\n set [brightness v] effect to (data)\n set [data v] to ((data) * (0.7))\n set size to ((90) + (data)) %\n point in direction ((doat) + (((data) / (4)) * (daro)))\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n point in direction ((([sin v] of ((timer) * (160)) ) * (16)) + (90))\nend\n\nwhen I receive [end v]\nset [ghost v] effect to (0)\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [end v]\nwait (2) seconds\nhide\n\nwhen flag clicked\nshow\n\n@Music\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nstart sound [Taylor Swift - ME! \(feat4 v]\nwait (13) seconds\nbroadcast (end v)\n\nwhen I receive [end v]\nhide\n\ngo [forward v] (1) layers\n\n | \n ~ⓌⓐⓡⓡⓘⓞⓡⓢⓅⓛⓐⓣⓕⓞⓡⓜⓔⓡ~\nWelcome to a platformer inspired by the Warriors book series by Erin Hunter about cats! Be sure to Like+Favorite+Follow @__Ivypool__ \nⓁⓔⓥⓔⓛⓢ:\n1-Four trees\n2-ThunderClan \n3-ThunderClan Camp\n4-Sunning Rocks\n5-RiverClan\n6-RiverClan Camp\n7-WindClan\n8-WindClan Camp\n9-ShadowClan\n10-ShadowClan Camp\n11-Back to Four trees!\n~~~~~\nOther Stuff:\n~Space changes cat pelt color\n~Get the mouse to go to next level\n |
Nitro Type: A Platformer | @Stage\n\n@NitroType\n\nwhen flag clicked\nswitch costume to (download \(2\) v)\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\nhide variable [x v]\nhide variable [y v]\nset [y v] to [0]\nset [x v] to [0]\nshow\ngo to x: (151) y: (-91)\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#00ffff)?> then\n switch backdrop to (next backdrop v)\n go to x: (-215) y: (-70)\n change [level v] by (1)\n end\n if <(y position) < [-178]> then\n go to x: (-215) y: (-70)\n end\n if <touching color (#29ff00)?> then\n go to x: (-215) y: (-70)\n end\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (screenshot 2020-01-30 at 10 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (screenshot 2020-01-30 at 2 v)\n\nwhen flag clicked\nforever\n play sound [Video Game 2 v] until done\nend\n\n | Arrow keys to move\nGreen Bad\nBlue Good\nAll levels are possible, you might need to look around to find the blue\n |
INFINITE - a Platformer | @Stage\n\nwhen I receive [done w/ logo v]\nrepeat until <(Level) = [16]>\n play sound [91476_Glorious_morning v] until done\nend\nstop all sounds\nforever\n play sound [trololol v] until done\nend\n\n@Bob Dude\n\nwhen I receive [start v]\ngo [backward v] (1) layers\ngo to x: (-200) y: (0)\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (level v)?> or <touching (moving sprites v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving sprites v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving sprites v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving sprites v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving sprites v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving sprites v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving sprites v)?>> then\n change x by ((Xv) * (-1))\n change y by (-8)\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <<touching (level v)?> or <touching (moving sprites v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving sprites v)?>> and <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [yv v] to [9]\n end\n change y by (0.5)\n if <[235] < (x position)> then\n go to x: (-200) y: (0)\n broadcast (New Level v)\n change [level v] by (1)\n end\n if <<(y position) < [-175]> or <touching (spike v)?>> then\n go to x: (-200) y: (0)\n end\n if <touching (jumpy thingimajig v)?> then\n set [yv v] to [12.5]\n end\n if <touching (water v)?> then\n change y by (15)\n if <touching (water v)?> then\n change y by (-15)\n if <touching (water v)?> then\n change y by (-1)\n change [yv v] by (0.4)\n if <touching (level v)?> then\n set [yv v] to [0]\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<touching (level v)?> or <touching (moving sprites v)?>> then\n set [yv v] to [7]\n else\n change [yv v] by (0.6)\n end\n end\n change y by (1)\n set [yv v] to ((Yv) * (0.9))\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.1)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-0.4)\n end\n set [was swimming v] to [1]\n else\n set [was swimming v] to [0]\n end\n else\n change y by (-15)\n if <(Was Swimming) = [1]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Splash v]\n set [yv v] to [7]\n end\n end\n set [yv v] to [0]\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (regular v)\nset [level v] to [1]\nhide\nset rotation style [left-right v]\n\nwhen I receive [normal v]\nswitch costume to (regular v)\n\nwhen I receive [orage v]\nswitch costume to (orange v)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [color v]\ngo to x: (0) y: (-200)\nwait (0.5) seconds\nshow\nglide (1) secs to x: (0) y: (-160)\n\n\n set [yv v] to [9]\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <touching (water v)?> then\n start sound [Splash v]\n wait until <not <touching (water v)?>>\n end\nend\n\n@Play Button\n\nwhen I receive [cool beginning v]\nshow\ngo to x: (-2400) y: (30)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((0) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nset [play1 v] to [12]\n\n change y by (Play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nrepeat (6)\n change x by (Play1)\nend\n\nwhen I receive [done w/ logo v]\nset [playing? v] to [false]\nhide\nbroadcast (Cool Beginning v)\nset size to (105) %\nset [color v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n set [brightness v] effect to (20)\n if <mouse down?> then\n set [playing? v] to [true]\n broadcast (Start v) and wait\n end\n else\n clear graphic effects\n set size to (105) %\n end\nend\n\n@Level\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (2) layers\nhide\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (level 1 v)\nforever\n go to x: (0) y: (0)\nend\n\ngo to [front v] layer\n\n@Backround\n\nwhen flag clicked\ngo to x: (15) y: (-15)\nforever\n switch costume to (cubed2 v)\n go to [back v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [start v]\nswitch costume to (cubed v)\n\n@POOT\n\nwhen I receive [start v]\nforever\n go to (bob dude v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (regular v)\n\nwhen I start as a clone\nshow\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [normal v]\nswitch costume to (regular v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [orage v]\nswitch costume to (orange v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\nshow\n\nstop [all v]\n\n@Logo\n\nwhen I receive [cool beginning v]\nshow\ngo to x: (2400) y: (120)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nset [play1 v] to [12]\n\n change y by (Play1)\n if <(y position) < [-170]> then\n repeat (6)\n change y by (Play1)\n end\n hide\n set [play1 v] to [0]\n stop [this script v]\n end\nend\n\n@Spike\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo [forward v] (1) layers\nforever\n if <(Level) = [5]> then\n show\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n hide\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n show\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [11]> then\n show\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n show\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n show\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Jumpy Thingimajig\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n show\n end\n if <(Level) = [7]> then\n hide\n end\n if <(Level) = [8]> then\n show\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [12]> then\n show\n switch costume to (level 12 v)\n end\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [16]> then\n show\n switch costume to (level 16 v)\n end\nend\n\n@Colors\n\nwhen flag clicked\nset [number v] to [0]\nforever\n hide\nend\n\nwhen I receive [color v]\nset [number v] to [0]\nwait (0) seconds\nrepeat (7)\n change [number v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nif <(Number) = [1]> then\n switch costume to (costume7 v)\n go to x: (-60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n broadcast (Normal v)\n end\n else\n clear graphic effects\n end\n end\nend\nif <(Number) = [2]> then\n switch costume to (costume1 v)\n go to x: (-40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n broadcast (Red v)\n end\n else\n clear graphic effects\n end\n end\nend\nif <(Number) = [3]> then\n switch costume to (costume2 v)\n go to x: (-20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n broadcast (Orage v)\n end\n else\n clear graphic effects\n end\n end\nend\nif <(Number) = [4]> then\n switch costume to (costume3 v)\n go to x: (0) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n broadcast (Yellow v)\n end\n else\n clear graphic effects\n end\n end\nend\nif <(Number) = [5]> then\n switch costume to (costume4 v)\n go to x: (20) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n broadcast (Green v)\n end\n else\n clear graphic effects\n end\n end\nend\nif <(Number) = [6]> then\n switch costume to (costume5 v)\n go to x: (40) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n broadcast (Blue v)\n end\n else\n clear graphic effects\n end\n end\nend\nif <(Number) = [7]> then\n switch costume to (costume6 v)\n go to x: (60) y: (-180)\n forever\n change y by (((-130) - (y position)) * (0.2))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n broadcast (Purple v)\n end\n else\n clear graphic effects\n end\n end\nend\n\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Red v)\nend\n\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Orage v)\nend\n\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Yellow v)\nend\n\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Green v)\nend\n\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Blue v)\nend\n\nif <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Purple v)\nend\n\nwhen I start as a clone\nforever\n if <(Playing?) = [true]> then\n hide\n delete this clone\n end\nend\n\n@Color Button\n\nwhen I receive [cool beginning v]\nshow\ngo to x: (2400) y: (-30)\nset [ghost v] effect to (80)\nrepeat (25)\n change x by (((-5) - (x position)) * (0.2))\n change [ghost v] effect by (-10)\nend\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n broadcast (Color v)\n delete this clone\nend\n\nwhen I receive [start v]\nset [play1 v] to [12]\n\n change y by (Play1)\n change [play1 v] by (-2)\n if <touching (_edge_ v)?> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [done w/ logo v]\nhide\nset size to (105) %\nset [color v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n set size to (120) %\n else\n clear graphic effects\n set size to (105) %\n end\nend\n\n@Water\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nforever\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n show\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n show\n switch costume to (level 11 v)\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n show\n switch costume to (level 13 v)\n end\n if <(Level) = [14]> then\n hide\n end\nend\n\n@Particles\n\nwhen I receive [start v]\nforever\n wait (pick random (0.06) to (0.08)) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nclear graphic effects\nset size to (pick random (1) to (200)) %\nset [ghost v] effect to (pick random (90) to (111))\ngo to x: (400) y: (pick random (-170) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.1) to (180))\ndelete this clone\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Timer\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [start v]\nreset timer\nshow variable [time v]\nforever\n set [time v] to ((round ((timer) * (10))) / (10))\n if <(Level) = [16]> then\n stop [this script v]\n end\nend\n\n@Burger Walking\n\nwhen flag clicked\nshow\nstart sound [Kahoot Lobby Music v]\nrepeat (75)\n wait (0.01) seconds\n next costume\nend\nhide\nstop all sounds\nbroadcast (Done w/ Logo v)\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\n | Use the arrow keys or WASD. |
I’m blue- a platformer [FIXED] | @Stage\n\nwhen flag clicked\nforever\n play sound [Eiffel 65 - Blue \(Da Ba Dee\) \(Video Edit\) \(Video Edit\) my-free-mp3s v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [let’s do dis v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (Stapp v)\n stop [this script v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [let’s do dis v]\nshow\nNewton\n\nset x to (36)\n\ndefine Newton\nset [saastds v] to [0]\nswitch costume to (costume3 v)\nset [my variable v] to [0]\nset [wow a state v] to [0]\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-226) y: (0)\nforever\n if <(Wow a state) = [0]> then\n change [yv v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [xv v] to [6]\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [xv v] to [-6]\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#004781)?> then\n change y by (1)\n if <touching color (#004781)?> then\n change y by (1)\n if <touching color (#004781)?> then\n change y by (1)\n if <touching color (#004781)?> then\n change y by (1)\n if <touching color (#004781)?> then\n change y by (1)\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#004781)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#004781)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [235]> then\n broadcast (DYEET v)\n change [my variable v] by (1)\n go to x: (-226) y: (0)\n end\n if <touching (sprite5 v)?> then\n broadcast (Reset v)\n end\n \n broadcast (Reset v)\n end\n end\n if <(Saastds) = [50]> then\n stop [this script v]\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-226) y: (0)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (30) %\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen I receive [upside down v]\nswitch costume to (costume1 v)\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-226) y: (0)\n\n\n\nwhen flag clicked\nforever\n if <<(username) = [Yellowtrees]> and <key (s v) pressed?>> then\n broadcast (DYEET v) and wait\n change [my variable v] by (1)\n end\nend\n\nwhen I receive [stapp v]\nbroadcast (Upside down v)\nforever\n set [wow a state v] to [1]\n set [saastds v] to [50]\n forever\n change [yv v] by (1)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set [xv v] to [5]\n point in direction (90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [xv v] to [-5]\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#004781)?> then\n change y by (-1)\n if <touching color (#004781)?> then\n change y by (-1)\n if <touching color (#004781)?> then\n change y by (-1)\n if <touching color (#004781)?> then\n change y by (-1)\n if <touching color (#004781)?> then\n change y by (-1)\n change x by ((Xv) * (-1))\n change y by (5)\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#004781)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <touching color (#004781)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [-15]\n end\n end\n change y by (-1)\n if <(x position) > [235]> then\n broadcast (DYEET v)\n change [my variable v] by <(mouse y) > (y position)>\n go to x: (-226) y: (0)\n end\n if <<<touching (sprite3 v)?> or <touching (sprite7 v)?>> or <<(my variable) = [3]> and <(y position) < [-167]>>> then\n broadcast (Reset v)\n end\n \n broadcast (Reset v)\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [let’s do dis v]\nhide\n\nwhen I receive [start v]\nshow\n\n@Sprite4\n\nwhen this sprite clicked\nbroadcast (Let’s do dis v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n point in direction ((([cos v] of ((tic) * (1.4)) ) * (5)) + (90))\n change y by (([cos v] of ((tic) * (2.1)) ) * (1.4))\n change size by (([cos v] of ((tic) * (1.4)) ) * (0.3))\n change [tic v] by (5)\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume2 v)\nhide\ngo [backward v] (2) layers\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [let’s do dis v]\nshow\n\n@yellow tree\n\nwhen flag clicked\nshow\nswitch costume to (yellow tree v)\ngo to x: (-131) y: (311)\npoint in direction (120)\nset [rotate v] to [0]\nrepeat (2)\n repeat (10)\n turn left (Rotate) degrees\n change [rotate v] by (0.5)\n end\n repeat (20)\n turn left (Rotate) degrees\n change [rotate v] by (-0.5)\n end\n repeat (10)\n turn left (Rotate) degrees\n change [rotate v] by (0.5)\n end\nend\nrepeat (10)\n turn left (Rotate) degrees\n change [rotate v] by (0.5)\nend\nrepeat (20)\n turn left (Rotate) degrees\n change [rotate v] by (-0.5)\nend\nswitch costume to (yellow tree2 v)\nwait (3) seconds\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nglide (3.5) secs to x: (-131) y: (70)\n\n@Sprite6\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nhide\n\n@IntroBlank\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nwait (4) seconds\nglide (1) secs to x: (300) y: (28)\nhide\n\n | SCRATCH UPDATE BROKE THIS GAME\n#48th on games!\n#168th on trending\nIf you luv and fave it will reduce lag greatly\n#14th on stories! UwU\nSpam that flag\n100 likes!!!!! |
Draw: The Platformer Level Editor | @Stage\n\nwhen stage clicked\nif <(EDIT_MODE) = [1]> then\n set [loadedlevel? v] to [0]\n if <not <(TOOL) = [debug.refresh]>> then\n if <not <(TOOL) = [delete]>> then\n if <not <(TOOL) = [sound]>> then\n if <not <(TOOL) = [enemy]>> then\n if <not <(TOOL) = [ink]>> then\n if <not <[0.1] < ((timer) - (DRAW_TimerOffset))>> then\n Auto Fix <>\n end\n set [draw_timeroffset v] to (timer)\n add (mouse x) to [penx v]\n add (mouse y) to [peny v]\n wait until <[0.1] < ((timer) - (DRAW_TimerOffset))>\n if <mouse down?> then\n add [draw] to [actionhistory v]\n add (mouse x) to [penx v]\n add (mouse y) to [peny v]\n add (letter (1) of (TOOL)) to [pentype v]\n add (Pen_Color) to [penink v]\n if <(Performance Mode) = [1]> then\n wait until <not <mouse down?>>\n replace item (length of [penx v]) of [penx v] with (mouse x)\n replace item (length of [peny v]) of [peny v] with (mouse y)\n broadcast (redraw_level v)\n else\n repeat until <not <mouse down?>>\n replace item (length of [penx v]) of [penx v] with (mouse x)\n replace item (length of [peny v]) of [peny v] with (mouse y)\n end\n end\n else\n Auto Fix <>\n broadcast (redraw_level v)\n end\n else\n if <(length of [inksize v]) < [20]> then\n add (mouse x) to [inkx v]\n add (mouse y) to [inky v]\n ask [Please set the ink size. \(1=Regular, 2=Big, 3=Infinite\)] and wait\n add ((answer) + (0)) to [inksize v]\n add [ink] to [actionhistory v]\n start sound [ink v]\n end\n end\n else\n if <(length of [enemyx v]) < [3]> then\n add (mouse x) to [enemyx v]\n add (mouse y) to [enemyy v]\n add [enemy] to [actionhistory v]\n start sound (pick random (1) to (2))\n end\n end\n else\n if <((length of [noteblocks v]) / (8)) < [10]> then\n add (mouse x) to [noteblocks v]\n add (mouse y) to [noteblocks v]\n ask [Enter the Hitbox Size] and wait\n add (answer) to [noteblocks v]\n ask [Select Amount of uses \(1 = 1x, 2 = Infinite\)] and wait\n add (answer) to [noteblocks v]\n ask [Select Type \(1 = Sound Effect, 2 = Instrument\)] and wait\n add (answer) to [noteblocks v]\n if <(answer) = [1]> then\n ask [Enter Sound Number] and wait\n add (answer) to [noteblocks v]\n add [] to [noteblocks v]\n add [] to [noteblocks v]\n else\n ask [Enter Note] and wait\n add (answer) to [noteblocks v]\n ask [Choose Instrument] and wait\n add (answer) to [noteblocks v]\n ask [Choose Length in Beats \(Tempo = 60\)] and wait\n add (answer) to [noteblocks v]\n end\n add [sound] to [actionhistory v]\n end\n end\n end\n else\n stop [other scripts in sprite v]\n broadcast (close_editor v) and wait\n switch backdrop to (debug.refreshing v)\n erase all\n wait (1) seconds\n broadcast (level_editor v)\n end\nend\n\nwhen stage clicked\nif <(EDIT_MODE) = [1]> then\n if <not <(TOOL) = [sound]>> then\n if <mouse down?> then\n wait (0.1) seconds\n repeat until <not <mouse down?>>\n play sound (pick random (1) to (2)) until done\n end\n end\n end\nend\n\nwhen flag clicked\nset [hard mode v] to [0]\nset [playtestorloaded? v] to [0]\nset [edit_mode v] to [0]\nswitch backdrop to (paper v)\nshow list [here is your level code v]\ndelete all of [actionhistory v]\n\nwhen I receive [level_editor v]\nstop [other scripts in sprite v]\nset [edit_mode v] to [1]\nforever\n set bg (Background) (Hard Mode)\nend\n\nwhen I receive [close_editor v]\nset [edit_mode v] to [0]\nhide variable [hard mode v]\n\nwhen I receive [new_level v]\nset [music v] to [1]\nset [pens v] to [1]\nset [starting ink v] to [100]\nset [background v] to [1]\nset [boss battle v] to [0]\nset [no ink restart bonus v] to [25]\nset [hard mode v] to [0]\ndelete all of [enemyx v]\ndelete all of [enemyy v]\ndelete all of [inksize v]\ndelete all of [inkx v]\ndelete all of [inky v]\ndelete all of [penx v]\ndelete all of [peny v]\ndelete all of [pentype v]\ndelete all of [penink v]\n\nwhen [x v] key pressed\nwait until <not <key (x v) pressed?>>\nif <(Performance Mode) = [1]> then\n set [performance mode v] to [0]\nelse\n set [performance mode v] to [1]\nend\n\nwhen I receive [game start v]\nset bg (Background) (Hard Mode)\n\nwhen [v v] key pressed\nwait until <not <key (v v) pressed?>>\nif <(PlayTesting?) = [1]> then\n broadcast (stopgame v) and wait\n broadcast (testlevel v)\nend\n\nwhen [any v] key pressed\nif <key ((join [`] []) v) pressed?> then\n wait until <not <key ((join [`] []) v) pressed?>>\n if <(Rectangle Fill?) = [1]> then\n set [rectangle fill? v] to [0]\n else\n set [rectangle fill? v] to [1]\n end\nend\n\ndefine Auto Fix <do ink + type?>\nif <((length of [penx v]) mod (2)) = [1]> then\n delete (last) of [penx v]\nend\nif <((length of [peny v]) mod (2)) = [1]> then\n delete (last) of [peny v]\nend\nif <do ink + type?> then\n if <((length of [penink v]) mod (2)) = [1]> then\n delete (last) of [penink v]\n end\n if <((length of [pentype v]) mod (2)) = [1]> then\n delete (last) of [pentype v]\n end\nend\n\nwhen I receive [level_editor v]\nset [render_offsetx v] to [0]\nset [render_offsety v] to [0]\n\nwhen I receive [testlevel v]\nclear graphic effects\n\nwhen I receive [fadeout v]\n\ndefine set bg (bg) (hard?)\nif <(hard?) = [1]> then\n if <(bg) = [1]> then\n switch backdrop to (paper4 v)\n else\n if <(bg) = [2]> then\n switch backdrop to (paper5 v)\n else\n switch backdrop to (paper6 v)\n end\n end\nelse\n if <(bg) = [1]> then\n switch backdrop to (paper v)\n else\n if <(bg) = [2]> then\n switch backdrop to (paper2 v)\n else\n if <(bg) = [3]> then\n switch backdrop to (paper3 v)\n else\n switch backdrop to (paper7 v)\n end\n end\n end\nend\n\n@blank\n\n@player\n\ndefine start (start) end (end)\nadd (start) to [start v]\nadd (end) to [end v]\n\ndefine gravity\nswitch costume to (hitbox v)\nif <<([costume # v] of [level v]) > [43]> and <(inkless) = [false]>> then\n if <(move right?) = [true]> then\n change [x v] by (0.6)\n turn right (4) degrees\n end\nelse\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n turn right (6) degrees\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n turn left (6) degrees\n end\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n start sound [jump v]\n end\nend\nchange y by (1)\nif <<([costume # v] of [level v]) > [43]> and <(inkless) = [false]>> then\n switch costume to (join (costume) [a])\nelse\n switch costume to (costume)\nend\n\nwhen I receive [level start v]\nif <<([costume # v] of [level v]) = [48]> or <([costume # v] of [level v]) = [49]>> then\n set [move right? v] to [true]\n wait (0.4) seconds\n set [move right? v] to [false]\n wait until <mouse down?>\n wait until <not <mouse down?>>\n set [move right? v] to [true]\nend\nif <([costume # v] of [level v]) = [50]> then\n set [move right? v] to [true]\n wait (0.4) seconds\n set [move right? v] to [false]\n wait until <([enemies v] of [pen v]) = [3]>\n set [move right? v] to [true]\nend\nif <([costume # v] of [level v]) = [51]> then\n set [move right? v] to [true]\n wait (0.4) seconds\n set [move right? v] to [false]\n wait until <([scribble v] of [pen v]) > [220]>\n repeat (10)\n change size by (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n go to x: (0) y: (-15)\n broadcast (drain v)\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\n end\n set size to (100) %\n clear graphic effects\nend\nif <([costume # v] of [level v]) > [63]> then\n go to x: (-215) y: (-50)\n set [y v] to [0]\n stop [other scripts in sprite v]\n reset\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen I receive [game start v]\nreset timer\nset [inkless v] to [false]\nset [continue v] to [false]\nset [y v] to [-25]\nset [paused? v] to [false]\ngo to (spawnpoint v)\nreset\n\nwhen I receive ["the platformer" v]\ngo to x: (-240) y: (-50)\nshow\nglide (0.1) secs to x: (-130) y: (-50)\nglide (0.5) secs to x: (110) y: (-50)\nglide (0.35) secs to x: (160) y: (-50)\nglide (0.35) secs to x: (165) y: (-50)\nif <not <(Performance Mode) = [1]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nhide\n\nwait (1) seconds\nstart sound [fall v]\nglide (0.1) secs to x: (165) y: (-115)\nglide (0.05) secs to x: (165) y: (-190)\nbroadcast (game start v)\n\ndefine make lists\ndelete (all) of [start v]\ndelete (all) of [end v]\nstart (0) end (10)\nstart (10) end (90)\nstart (90) end (-50)\nstart (-50) end (-50)\nstart (-130) end (25)\nstart (-130) end (-130)\nstart (-100) end (-100)\nstart (-100) end (80)\nstart (-130) end (-130)\nstart (75) end (75)\nstart (0) end (0)\nstart (0) end (120)\nstart (-76) end (-76)\nrepeat (3)\n start (0) end (0)\nend\nstart (-120) end (-120)\nstart (-50) end (-50)\nstart (0) end (-50)\nstart (-40) end (-40)\nstart (-40) end (25)\nstart (-120) end (-120)\nstart (-50) end (-50)\nstart (-50) end (-50)\nstart (-50) end (-50)\nstart (-45) end (35)\nstart (-50) end (-50)\nstart (80) end (80)\nstart (-100) end (40)\nstart (-50) end (-50)\nstart (-140) end (50)\nstart (0) end (0)\nstart (0) end (50)\nstart (-50) end (-50)\nstart (-50) end (-50)\nstart (0) end (100)\nstart (-80) end (-80)\nstart (125) end (-115)\nstart (55) end (80)\nstart (-90) end (0)\nstart (120) end (0)\nstart (0) end (10)\nstart (10) end (90)\nstart (-20) end (-20)\nstart (-60) end (-60)\nstart (-60) end (100)\nstart (-10) end (-10)\nrepeat (7)\n start (-60) end (-60)\nend\nstart (-60) end (100)\nrepeat (3)\n start (-60) end (-60)\nend\nstart (-20) end (-20)\nstart (100) end (-60)\nstart (-90) end (-90)\nrepeat (2)\n start (-80) end (-80)\nend\nstart (-50) end (-50)\nstart (-50) end (-50)\n\nwhen [p v] key pressed\nif <([mode v] of [paused v]) = []> then\n if <(paused?) = [false]> then\n set [paused? v] to [true]\n else\n set [paused? v] to [false]\n end\nend\n\nwhen I receive [red v]\nrepeat (5)\n show\n wait (0.03) seconds\n hide\n wait (0.03) seconds\nend\nshow\nset [invincible? v] to [false]\n\nwhen I receive [eraser gone v]\nset [continue v] to [true]\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\n\ndefine reset\nset [won? v] to [0]\nset [x v] to [0]\nset [invincible? v] to [false]\nset [move right? v] to [true]\nforever\n if <(paused?) = [false]> then\n gravity\n if <(x position) > [240]> then\n if <not <<([costume # v] of [level v]) = [40]> or <<([costume # v] of [level v]) = [64]> and <(continue) = [false]>>>> then\n if <<([costume # v] of [level v]) = [57]> and <(y position) > [40]>> then\n set [won? v] to [1]\n broadcast (next level v) and wait\n end\n if <not <([eraser_gone? v] of [the eraser v]) = [0]>> then\n hide\n set [won? v] to [1]\n broadcast (next level v) and wait\n set [y v] to [0]\n set [paused? v] to [won]\n end\n end\n end\n if <(y position) < [-175]> then\n if <([costume # v] of [level v]) = [40]> then\n start sound [page v]\n set [won? v] to [1]\n broadcast (next level v) and wait\n set [y v] to [0]\n go to x: (0) y: ([y position v] of [spawnpoint v])\n else\n broadcast (level start v)\n broadcast (red v)\n start sound [hurt v]\n set [y v] to [0]\n go to (spawnpoint v)\n end\n end\n if <<<<touching color (#ff0000)?> or <<touching color (#e50000)?> or <touching color (#ff3f3f)?>>> and <not <([costume # v] of [level v]) = [50]>>> and <(invincible?) = [false]>> then\n wait (0.1) seconds\n broadcast (red v)\n broadcast (restartlevel v)\n start sound [hurt v]\n set [invincible? v] to [true]\n set [y v] to [0]\n go to (spawnpoint v)\n end\n if <touching color (#000000)?> then\n set [on ground x v] to (x position)\n set [on ground y v] to (y position)\n end\n if <<touching color (#00c205)?> and <not <([eraser_gone? v] of [the eraser v]) = [0]>>> then\n hide\n set [won? v] to [1]\n broadcast (next level v) and wait\n set [y v] to [0]\n set [paused? v] to [won]\n end\n end\nend\n\nstart sound [page v]\nbroadcast (next level v) and wait\nset [y v] to [0]\ngo to x: (-215) y: (item ([costume # v] of [level v]) of [start v])\nbroadcast (skip v)\nwait until <not <key (z v) pressed?>>\n\nwhen I receive [game start v]\nmake lists\nset [costume v] to [1]\nforever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\nend\n\nwhen [c v] key pressed\nif <<([mode v] of [paused v]) = []> and <(PlayTesting?) = [1]>> then\n if <(paused?) = [help]> then\n set [paused? v] to [false]\n else\n set [paused? v] to [help]\n end\nend\n\nwhen I receive [drain v]\nrepeat until <key (r v) pressed?>\n go to x: (0) y: (-15)\nend\nset [inkless v] to [true]\n\nwhen I receive [initalize v]\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [level_editor v]\nrepeat until <(PlayTesting?) = [1]>\n hide\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nset [playtesting? v] to [0]\nhide\nswitch costume to (1 v)\nset [paused? v] to [false]\npoint in direction (90)\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game start v]\nforever\n if <key (r v) pressed?> then\n if <(PlayTesting?) = [1]> then\n set [x v] to [0]\n set size to (100) %\n clear graphic effects\n show\n start sound [restart v]\n go to (spawnpoint v)\n erase all\n broadcast (level start v)\n broadcast (redraw_level v)\n broadcast (restartlevel v)\n wait until <not <key (r v) pressed?>>\n end\n end\nend\n\nwhen I receive [lost v]\nstop [other scripts in sprite v]\nhide\nset [y v] to [0]\nset [paused? v] to [won]\n\n@level\n\nwhen I receive [game start v]\nset volume to (100) %\nforever\n if <not <(Music) = [0]>> then\n play sound (Music) until done\n end\nend\n\nwhen I receive [previous level v]\nvisited\nswitch costume to ((costume [number v]) - (1))\nstamp\n\nwhen I receive [next level v]\nset [paused? v] to [true]\nvisited\nbroadcast (win v)\n\nwhen [r v] key pressed\nif <(opening) = [false]> then\n stamp\nend\n\nwhen I receive [dust v]\nrepeat (3)\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n set [render_offsetx v] to (x position)\n set [render_offsety v] to (y position)\n broadcast (redraw_level v)\nend\nrepeat (2)\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n set [render_offsetx v] to (x position)\n set [render_offsety v] to (y position)\n broadcast (redraw_level v)\nend\ngo to x: (0) y: (0)\nbroadcast (redraw_level v)\n\nwhen I receive [game start v]\nset [opening v] to [false]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [back v] layer\nrepeat until <(EDIT_MODE) = [1]>\n switch costume to ((Boss Battle) + (1))\n stamp\nend\n\nwhen flag clicked\nset [opening v] to [true]\nswitch costume to (1 v)\nhide\nset [pitch v] effect to (0)\n\ndefine play (#) from (level 1) to (level 2)\nif <<((level 1) - (1)) < (costume [number v])> and <(costume [number v]) < (level 2)>> then\n stop all sounds\n set [music v] to (#)\n wait until <not <<((level 1) - (1)) < (costume [number v])> and <(costume [number v]) < (level 2)>>>\nend\n\nwhen I receive [red v]\nerase all\nbroadcast (redraw_level v)\nstamp\n\ndefine visited\nif <not <[levels visited v] contains (costume [number v])?>> then\n add (costume [number v]) to [levels visited v]\nend\nbroadcast (level start v)\n\nwhen I receive ["the platformer" v]\nwait (1.7) seconds\nset volume to (100) %\nforever\n play sound [12 v] until done\nend\n\nwhen I receive [level_editor v]\nrepeat (10)\n change volume by (-5)\nend\nstop [other scripts in sprite v]\nbroadcast (startMusicScripts v)\nstop all sounds\nset volume to (50) %\nforever\n if <not <(Music) = [0]>> then\n play sound (Music) until done\n end\nend\n\ndefine stamp\nclear graphic effects\nstamp\n\nwhen I receive [close_editor v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [stamp bossbar v]\nclear graphic effects\nstamp\nset [ghost v] effect to (99.99)\n\nforever\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n set [render_offsetx v] to (x position)\n set [render_offsety v] to (y position)\n broadcast (redraw_level v)\nend\n\nwhen I receive [fadeout v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [startmusicscripts v]\nforever\n if <(Hard Mode) = [1]> then\n set [pitch v] effect to (pick random (55) to (65))\n else\n set [pitch v] effect to (0)\n end\nend\n\nwhen I receive [game start v]\nforever\n if <(Hard Mode) = [1]> then\n set [pitch v] effect to (pick random (55) to (65))\n else\n set [pitch v] effect to (0)\n end\nend\n\nwhen I receive [startmusicscripts v]\nforever\n set [mus_oldid v] to (Music)\n wait until <not <((Music) + (1)) = ((MUS_OLDID) + (1))>>\n stop all sounds\nend\n\n@ink bar\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nswitch costume to (1 v)\nif <not <(fade?) = [0]>> then\n set [ghost v] effect to (100)\n show\n repeat (100)\n change [ghost v] effect by (-1)\n end\nelse\n show\nend\nforever\n switch costume to ([color v] of [pen v])\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\n\nwhen I receive [level_editor v]\nhide\n\n@ink bar black\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\ngo to x: (-463) y: (0)\nset x to (((-311) + ((3.11) * (((100) - (Starting Ink)) + (4)))) * (1.6))\ngo to [front v] layer\nif <not <(fade?) = [0]>> then\n set [ghost v] effect to (100)\n show\n repeat (100)\n change [ghost v] effect by (-0.5)\n end\nelse\n set [ghost v] effect to (50)\n show\nend\nforever\n set x to (((-311) + ((3.11) * ((([ink v] of [percentage v]) + (1)) + (4)))) * (1.6))\n if <(x position) > [10]> then\n set x to (10)\n end\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\n\nwhen I receive [level_editor v]\nhide\n\n@red\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game start v]\nforever\n if <<([costume # v] of [percentage v]) > [80]> and <([costume # v] of [percentage v]) < [100]>> then\n set [ghost v] effect to (100)\n show\n repeat (8)\n change [ghost v] effect by (-2)\n end\n repeat (8)\n change [ghost v] effect by (2)\n end\n end\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\n\nwhen I receive [level_editor v]\nstop [other scripts in sprite v]\nhide\n\n@percentage\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [ink bubble v]\nrepeat (15)\n if <not <(costume [number v]) = [1]>> then\n change [ink v] by (-1)\n end\nend\n\nwhen I receive [big bubble v]\nrepeat until <(costume [number v]) = [1]>\n change [ink v] by (-1)\nend\n\nwhen [r v] key pressed\nwait (0.1) seconds\nif <(Hard Mode) = [0]> then\n if <<(costume [number v]) = [101]> and <<([inkless v] of [player v]) = [false]> or <([costume # v] of [level v]) > [59]>>> then\n repeat (No Ink Restart Bonus)\n change [ink v] by (-1)\n end\n end\nend\n\nwhen I receive [red v]\nrepeat (5)\n if <<(costume [number v]) < [101]> and <([mode v] of [paused v]) = []>> then\n change [ink v] by (1)\n end\nend\n\nwhen I receive [skip v]\nrepeat (15)\n if <<(costume [number v]) < [101]> and <([mode v] of [paused v]) = []>> then\n change [ink v] by (1)\n end\nend\n\nwhen I receive [drain v]\nif <([mode v] of [paused v]) = []> then\n repeat until <(costume [number v]) = [101]>\n change [ink v] by (1)\n end\nend\n\nwhen I receive [game start v]\ngo to x: (-15) y: (0)\nset [ink v] to ((100) - (Starting Ink))\nswitch costume to ((101) - (Starting Ink))\nif <not <(fade?) = [0]>> then\n set [ghost v] effect to (100)\n show\n repeat (100)\n change [ghost v] effect by (-1)\n end\nelse\n show\nend\nforever\n if <([mode v] of [paused v]) = []> then\n change [ink v] by ((Hard Mode) * (0.025))\n if <(ink) > ((101) - (Hard Mode))> then\n switch costume to (100 v)\n start sound [hurt v]\n broadcast (lost v)\n broadcast (next level v)\n stop [this script v]\n end\n switch costume to ((round (ink)) + (1))\n go to [front v] layer\n go [backward v] (1) layers\n if <<<mouse down?> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>> and <<(mouse x) < [240]> and <(costume [number v]) < [101]>>> then\n set [x v] to (mouse x)\n set [y v] to (mouse y)\n set [difference v] to [0]\n change [ink v] by (0.5)\n wait (0.05) seconds\n calculate difference\n if <[100] > (ink)> then\n if <([color v] of [pen v]) = [1]> then\n change [ink v] by ((difference) / (80))\n else\n change [ink v] by ((difference) / (40))\n end\n else\n set [ink v] to [100]\n end\n end\n else\n wait (0.05) seconds\n calculate difference\n end\n if <([color v] of [pen v]) = [2]> then\n set [brightness v] effect to (40)\n else\n if <([color v] of [pen v]) = [3]> then\n set [brightness v] effect to (-10)\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\n\ndefine calculate difference\nset [difference v] to (([abs v] of ((x) - (mouse x)) ) + ([abs v] of ((y) - (mouse y)) ))\n\nif <[0] > ((x) - (mouse x))> then\n set [difference v] to (((x) - (mouse x)) * (-1))\nelse\n set [difference v] to ((x) - (mouse x))\nend\nif <[0] > ((y) - (mouse y))> then\n set [difference v] to ((difference) + (((y) - (mouse y)) * (-1)))\nelse\n set [difference v] to ((difference) + ((y) - (mouse y)))\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\n\nwhen I receive [level_editor v]\nhide\n\n@pen\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nerase all\nhide\nerase all\n\nwhen [space v] key pressed\nchange [color v] by (1)\nif <(Hard Mode) = [0]> then\n if <(Pens) > [2]> then\n if <(color) > [3]> then\n set [color v] to [1]\n end\n else\n if <(Pens) > [1]> then\n if <(color) > [2]> then\n set [color v] to [1]\n end\n else\n if <(color) > [1]> then\n set [color v] to [1]\n end\n end\n end\nelse\n if <(color) > [3]> then\n set [color v] to [1]\n end\nend\nif <(color) = [1]> then\n set pen color to (#000000)\n set pen size to (4)\nend\nif <(color) = [2]> then\n set pen color to (#ff3f3f)\n set pen size to (4)\nend\nif <(color) = [3]> then\n set pen color to (#e6e6e6)\n set pen size to (12)\nend\n\nwhen I receive [level start v]\nset [scribble v] to [0]\nif <([costume # v] of [level v]) = [50]> then\n set [draw enemies v] to [0]\n set [enemies v] to [0]\n repeat until <not <([costume # v] of [level v]) = [50]>>\n if <<mouse down?> and <(color) = [2]>> then\n change [draw enemies v] by ([difference v] of [percentage v])\n if <<(draw enemies) > [100]> and <(enemies) < [3]>> then\n change [enemies v] by (1)\n set [draw enemies v] to [0]\n erase all\n broadcast (draw enemy v)\n end\n end\n end\nend\n\nwhen I receive [game start v]\nshow\nset [color v] to [1]\nset pen color to (#000000)\nset pen size to (4)\nforever\n go to (mouse-pointer v)\n if <([paused? v] of [player v]) = [false]> then\n if <<<mouse down?> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>> and <<(mouse x) < [240]> and <([costume # v] of [percentage v]) < [100]>>> then\n if <(color) = [1]> then\n if <<([costume # v] of [level v]) = [51]> and <<(x position) > [-46]> and <<[46] > (x position)> and <<(y position) > [-55]> and <[25] > (y position)>>>>> then\n set pen size to (12)\n change [scribble v] by ([difference v] of [percentage v])\n else\n set pen size to (4)\n end\n end\n pen down\n else\n pen up\n end\n end\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\n\nwhen I receive [level_editor v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game start v]\nforever\n repeat until <not <<<mouse down?> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>> and <<(mouse x) < [240]> and <([costume # v] of [percentage v]) < [100]>>>>\n if <<<mouse down?> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>> and <<(mouse x) < [240]> and <([costume # v] of [percentage v]) < [100]>>> then\n start sound (pick random (1) to (2))\n if <<<mouse down?> and <<(mouse y) < [180]> and <(mouse y) > [-180]>>> and <<(mouse x) < [240]> and <([costume # v] of [percentage v]) < [100]>>> then\n wait (0.4) seconds\n end\n end\n end\nend\n\n@ink\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (x) y: (y)\npoint in direction (pick random (0) to (359))\nwait (pick random (0.1) to (0.9)) seconds\nswitch costume to (6 v)\nshow\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\nend\nforever\n repeat (5)\n change y by (0.25)\n end\n repeat (10)\n change y by (0.5)\n end\n repeat (5)\n change y by (0.25)\n end\n repeat (5)\n change y by (-0.25)\n end\n repeat (10)\n change y by (-0.5)\n end\n repeat (5)\n change y by (-0.25)\n end\nend\n\ndefine level (level) x: (x) y: (y) size: (size)\nif <<([costume # v] of [level v]) = (level)> and <not <[levels visited v] contains (level)?>>> then\n set [x v] to (x)\n set [y v] to (y)\n if <(size) = [1]> then\n set size to (75) %\n set [size v] to [75]\n else\n if <(size) = [2]> then\n set size to (175) %\n set [size v] to [175]\n else\n set size to (500) %\n set [size v] to [500]\n end\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [get v]\n if <(size) = [75]> then\n start sound [1 v]\n broadcast (ink bubble v)\n else\n start sound [2 v]\n broadcast (big bubble v)\n end\n repeat (5)\n next costume\n change size by (5)\n change [ghost v] effect by (10)\n end\n if <(Boss Battle) = [1]> then\n hide\n set size to (size) %\n clear graphic effects\n wait (pick random (40) to (60)) seconds\n switch costume to (6 v)\n show\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n else\n if <([costume # v] of [level v]) = [65]> then\n broadcast (epilogue v)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\n\nwhen I receive [previous level v]\ndelete this clone\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nwait (pick random (0.1) to (0.9)) seconds\nforever\n repeat (5)\n change [brightness v] effect by (0.25)\n end\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (5)\n change [brightness v] effect by (0.25)\n end\n repeat (5)\n change [brightness v] effect by (-0.25)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\n repeat (5)\n change [brightness v] effect by (-0.25)\n end\n clear graphic effects\nend\n\nwhen I receive [game start v]\ndelete (all) of [levels visited v]\ndelete this clone\n\nwhen I receive [game start v]\nset [i v] to [0]\nrepeat (length of [inksize v])\n change [i v] by (1)\n level ((1) + (Boss Battle)) x: (item (i) of [inkx v]) y: (item (i) of [inky v]) size: (item (i) of [inksize v])\nend\nchange [i v] by (1)\n\nwhen I receive [level_editor v]\nhide\ndelete this clone\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\nif <((i) + (1)) = (length of [inksize v])> then\n show\nend\ngo to x: (x) y: (y)\n\n@enemy\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [draw enemy v]\nif <([enemies v] of [pen v]) = [1]> then\n go to x: (mouse x) y: (mouse y)\nend\n\nwhen I receive [enemy beam v]\nif <([enemies v] of [the eraser v]) = [1]> then\n go to x: ([x position v] of [the eraser v]) y: (([y position v] of [the eraser v]) - (50))\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen [r v] key pressed\ngo to x: (item (1) of [enemyx v]) y: (item (1) of [enemyy v])\n\nwhen I receive [level start v]\nswitch costume to (1 v)\n\nwhen I receive [game start v]\nif <[0] < (length of [enemyx v])> then\n set [costume v] to [1]\n switch costume to (1 v)\n forever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\n if <(y position) < [-160]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n end\n if <<<touching color (#ff3f3f)?> and <not <([costume # v] of [level v]) = [50]>>> and <(costume [number v]) < [6]>> then\n start sound [hurt v]\n switch costume to (pop v)\n wait (0.05) seconds\n switch costume to (pop2 v)\n wait (0.05) seconds\n hide\n set [current level v] to [0]\n replace item (1) of [enemies v] with []\n end\n end\nend\n\nwhen I receive [game start v]\nif <[0] < (length of [enemyx v])> then\n forever\n if <<([paused? v] of [player v]) = [false]> and <[6] > (costume [number v])>> then\n if <<<([costume # v] of [level v]) = (current level)> and <<not <<(current level) = [50]> or <(current level) = [64]>>> or <<(current level) = [50]> and <([enemies v] of [pen v]) > [0]>>>> or <<([costume # v] of [level v]) = [64]> and <(item (1) of [enemies v]) = [!]>>> then\n show\n switch costume to (hitbox v)\n if <touching (_edge_ v)?> then\n set [movement v] to (pick random (1) to (2))\n end\n if <(movement) = [1]> then\n change [x v] by (0.5)\n turn right (4) degrees\n end\n if <(movement) = [2]> then\n change [x v] by (-0.5)\n turn left (4) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(jump) = [1]> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n if <(jump) = [1]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume)\n else\n hide\n end\n end\n end\nend\n\nlevel [16] x: [0] y: [0]\nlevel [17] x: [-200] y: [0]\nlevel [18] x: [0] y: [0]\nlevel [19] x: [60] y: [0]\nlevel [20] x: [0] y: [0]\nlevel [21] x: [60] y: [50]\nlevel [22] x: [-75] y: [-60]\nlevel [23] x: [50] y: [0]\nlevel [23] x: [50] y: [0]\nlevel [24] x: [100] y: [0]\nlevel [28] x: [0] y: [15]\nlevel [30] x: [0] y: [0]\nlevel [31] x: [0] y: [30]\nlevel [33] x: [0] y: [0]\nlevel [50] x: [0] y: [0]\nlevel [53] x: [0] y: [0]\nlevel [61] x: [0] y: [0]\nlevel [64] x: [0] y: [0]\n\nwhen I receive [game start v]\nif <[0] < (length of [enemyx v])> then\n level ((Boss Battle) + (1)) x: (item (1) of [enemyx v]) y: (item (1) of [enemyy v])\n go to x: (item (1) of [enemyx v]) y: (item (1) of [enemyy v])\nend\n\nwhen I receive [level_editor v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game start v]\nforever\n if <([paused? v] of [player v]) = [false]> then\n set [movement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\nend\n\nwhen I receive [red v]\nif <not <([costume # v] of [level v]) = [2]>> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\n\ndefine level (#) x: (x) y: (y)\nreplace item (#) of [level x v] with (x)\nreplace item (#) of [level y v] with (y)\nif <([costume # v] of [level v]) = (#)> then\n go to x: (x) y: (y)\n show\nend\nset [current level v] to (#)\nwait until <not <([costume # v] of [level v]) = (#)>>\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [level x v]\ndelete all of [level y v]\nrepeat (75)\n add [] to [level x v]\n add [] to [level y v]\nend\n\n@enemy2\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [draw enemy v]\nif <([enemies v] of [pen v]) = [2]> then\n go to x: (mouse x) y: (mouse y)\nend\n\nwhen I receive [enemy beam v]\nif <([enemies v] of [the eraser v]) = [2]> then\n go to x: ([x position v] of [the eraser v]) y: (([y position v] of [the eraser v]) - (50))\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen [r v] key pressed\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen flag clicked\n\nwhen I receive [level start v]\nswitch costume to (1 v)\n\nwhen I receive [game start v]\nif <[1] < (length of [enemyx v])> then\n level ((Boss Battle) + (1)) x: (item (2) of [enemyx v]) y: (item (2) of [enemyy v])\n go to x: (item (2) of [enemyx v]) y: (item (2) of [enemyy v])\nend\n\nwhen I receive [game start v]\nif <[1] < (length of [enemyx v])> then\n set [costume v] to [1]\n switch costume to (1 v)\n forever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\n if <(y position) < [-160]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n end\n if <<<touching color (#ff3f3f)?> and <not <([costume # v] of [level v]) = [50]>>> and <(costume [number v]) < [6]>> then\n start sound [hurt v]\n switch costume to (pop v)\n wait (0.05) seconds\n switch costume to (pop2 v)\n wait (0.05) seconds\n hide\n set [current level v] to [0]\n replace item (2) of [enemies v] with []\n end\n end\nend\n\nwhen I receive [game start v]\nif <[1] < (length of [enemyx v])> then\n forever\n if <<([paused? v] of [player v]) = [false]> and <[6] > (costume [number v])>> then\n if <<<([costume # v] of [level v]) = (current level)> and <<not <<(current level) = [50]> or <(current level) = [64]>>> or <<(current level) = [50]> and <([enemies v] of [pen v]) > [1]>>>> or <<([costume # v] of [level v]) = [64]> and <(item (2) of [enemies v]) = [!]>>> then\n show\n switch costume to (costume1 v)\n if <touching (_edge_ v)?> then\n set [movement v] to (pick random (1) to (2))\n end\n if <(movement) = [1]> then\n change [x v] by (0.5)\n turn right (4) degrees\n end\n if <(movement) = [2]> then\n change [x v] by (-0.5)\n turn left (4) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(jump) = [1]> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n if <(jump) = [1]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume)\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [level_editor v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game start v]\nforever\n if <([paused? v] of [player v]) = [false]> then\n set [movement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\nend\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\n\nforever\n level [16] x: [-45] y: [0]\n level [17] x: [-200] y: [30]\n level [18] x: [-50] y: [30]\n level [19] x: [-130] y: [-10]\n level [21] x: [-130] y: [-10]\n level [22] x: [75] y: [-100]\n level [23] x: [0] y: [0]\n level [24] x: [-100] y: [0]\n level [31] x: [0] y: [-30]\n level [50] x: [0] y: [-30]\n level [53] x: [0] y: [30]\n level [61] x: [0] y: [30]\n level [64] x: [0] y: [30]\nend\n\nwhen I receive [red v]\nif <not <([costume # v] of [level v]) = [2]>> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\nend\n\ndefine level (#) x: (x) y: (y)\nreplace item (#) of [level x v] with (x)\nreplace item (#) of [level y v] with (y)\nif <([costume # v] of [level v]) = (#)> then\n go to x: (x) y: (y)\n show\nend\nset [current level v] to (#)\nwait until <not <([costume # v] of [level v]) = (#)>>\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [level x v]\ndelete all of [level y v]\nrepeat (40)\n add [] to [level x v]\n add [] to [level y v]\nend\n\n@enemy3\n\nwhen I receive [draw enemy v]\nif <([enemies v] of [pen v]) = [3]> then\n go to x: (mouse x) y: (mouse y)\nend\n\nwhen I receive [enemy beam v]\nif <([enemies v] of [the eraser v]) = [3]> then\n go to x: ([x position v] of [the eraser v]) y: (([y position v] of [the eraser v]) - (50))\nend\n\nwhen I receive [dust v]\nchange [y v] by (8)\n\nwhen [r v] key pressed\ngo to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n\nwhen I receive [level start v]\nswitch costume to (1 v)\n\nwhen I receive [game start v]\nif <[2] < (length of [enemyx v])> then\n level ((Boss Battle) + (1)) x: (item (3) of [enemyx v]) y: (item (3) of [enemyy v])\n go to x: (item (3) of [enemyx v]) y: (item (3) of [enemyy v])\nend\n\nwhen I receive [game start v]\nif <[2] < (length of [enemyx v])> then\n set [costume v] to [1]\n switch costume to (1 v)\n forever\n change [costume v] by (1)\n if <(costume) = [5]> then\n set [costume v] to [1]\n end\n wait (0.1) seconds\n if <(y position) < [-160]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\n end\n if <<<touching color (#ff3f3f)?> and <not <([costume # v] of [level v]) = [50]>>> and <(costume [number v]) < [6]>> then\n start sound [hurt v]\n switch costume to (pop v)\n wait (0.05) seconds\n switch costume to (pop2 v)\n wait (0.05) seconds\n hide\n set [current level v] to [0]\n replace item (3) of [enemies v] with []\n end\n end\nend\n\nwhen I receive [game start v]\nif <[2] < (length of [enemyx v])> then\n forever\n if <<([paused? v] of [player v]) = [false]> and <[6] > (costume [number v])>> then\n if <<<([costume # v] of [level v]) = (current level)> and <<not <<(current level) = [50]> or <(current level) = [64]>>> or <<(current level) = [50]> and <([enemies v] of [pen v]) > [2]>>>> or <<([costume # v] of [level v]) = [64]> and <(item (3) of [enemies v]) = [!]>>> then\n show\n switch costume to (costume1 v)\n if <touching (_edge_ v)?> then\n set [movement v] to (pick random (1) to (2))\n end\n if <(movement) = [1]> then\n change [x v] by (0.5)\n turn right (4) degrees\n end\n if <(movement) = [2]> then\n change [x v] by (-0.5)\n turn left (4) degrees\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <(jump) = [1]> then\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#ff0404)?>> then\n if <(jump) = [1]> then\n set [y v] to [10]\n end\n end\n change y by (1)\n switch costume to (costume)\n else\n hide\n end\n end\n end\nend\n\ngo to x: (item (3) of [end v]) y: (item (3) of [end v])\n\nwhen I receive [level_editor v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [game start v]\nforever\n if <([paused? v] of [player v]) = [false]> then\n set [movement v] to (pick random (1) to (3))\n if <(pick random (1) to (2)) = [1]> then\n set [jump v] to [1]\n end\n wait (pick random (1) to (3)) seconds\n set [jump v] to [0]\n end\nend\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nstop [other scripts in sprite v]\n\nforever\n level [16] x: [45] y: [0]\n level [18] x: [50] y: [0]\n level [23] x: [-50] y: [0]\n level [31] x: [190] y: [0]\n level [50] x: [0] y: [0]\n level [61] x: [15] y: [15]\n level [64] x: [15] y: [15]\nend\n\nwhen I receive [red v]\nif <not <([costume # v] of [level v]) = [2]>> then\n go to x: (item ([costume # v] of [level v]) of [level x v]) y: (item ([costume # v] of [level v]) of [level y v])\nend\n\ndefine level (#) x: (x) y: (y)\nreplace item (#) of [level x v] with (x)\nreplace item (#) of [level y v] with (y)\nif <([costume # v] of [level v]) = (#)> then\n go to x: (x) y: (y)\n show\nend\nset [current level v] to (#)\nwait until <not <([costume # v] of [level v]) = (#)>>\nhide\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ndelete all of [level x v]\ndelete all of [level y v]\nrepeat (40)\n add [] to [level x v]\n add [] to [level y v]\nend\n\n@text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [drain v]\ncreate clone of (_myself_ v)\nnext []\nwait (5) seconds\nnext []\nwait (5) seconds\nnext []\n\ndefine next (#)\nwait until <([paused? v] of [player v]) = [false]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nif <(#) = []> then\n next costume\nelse\n switch costume to (#)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [drain v]\nwait until <key (r v) pressed?>\nstop [other scripts in sprite v]\nnext [5]\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <([costume # v] of [level v]) = [51]> then\n switch costume to (1 v)\n go to [front v] layer\n show\nelse\n if <([costume # v] of [level v]) = [64]> then\n switch costume to (eraser v)\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (glow v)\nset [ghost v] effect to (25)\nrepeat until <<([costume # v] of [percentage v]) = [101]> or <([mode v] of [paused v]) = [speedrun]>>\n repeat (10)\n change [ghost v] effect by (5)\n change [ghost v] effect by (pick random (-20) to (20))\n end\n repeat (10)\n change [ghost v] effect by (-5)\n change [ghost v] effect by (pick random (-20) to (20))\n end\nend\nhide\ndelete this clone\n\nwhen I receive [eraser gone v]\nnext [eraser gone]\n\n@the eraser\n\nwhen flag clicked\ndelete all of [enemies v]\nhide\nswitch costume to (still v)\n\nwhen I receive [start boss pattern v]\ngo to [front v] layer\nshow\nrepeat (pick random (1) to (4))\n switch costume to (fly right v)\n repeat until <(x position) > [155]>\n change x by (10)\n end\n switch costume to (still v)\n repeat until <(x position) > [185]>\n change x by (5)\n end\n switch costume to (fly left v)\n repeat until <[-155] > (x position)>\n change x by (-10)\n end\n switch costume to (still v)\n repeat until <[-185] > (x position)>\n change x by (-5)\n end\nend\nswitch costume to (fly right v)\nset [player x v] to ([on ground x v] of [player v])\nset [player y v] to ([on ground y v] of [player v])\nrepeat until <(x position) > (player x)>\n change x by (10)\nend\nswitch costume to (still v)\nif <(pick random (1) to (3)) = [1]> then\n stomp\nelse\n if <<(pick random (1) to (2)) = [1]> or <<(item (1) of [enemies v]) = [!]> and <<(item (2) of [enemies v]) = [!]> and <(item (3) of [enemies v]) = [!]>>>> then\n repeat (3)\n shake\n end\n repeat (4)\n create clone of (mini-erasers v)\n repeat (5)\n change x by (10)\n end\n end\n if <(pick random (1) to (2)) = [1]> then\n repeat until <(player x) > (x position)>\n change x by (-10)\n end\n stomp\n end\n else\n repeat (5)\n shake\n end\n switch costume to (laser1 v)\n wait (0.05) seconds\n if <(item (1) of [enemies v]) = []> then\n replace item (1) of [enemies v] with [!]\n else\n if <(item (2) of [enemies v]) = []> then\n replace item (2) of [enemies v] with [!]\n else\n replace item (3) of [enemies v] with [!]\n end\n end\n broadcast (enemy beam v)\n repeat (3)\n switch costume to (laser2 v)\n wait (0.05) seconds\n switch costume to (laser3 v)\n wait (0.05) seconds\n switch costume to (laser4 v)\n wait (0.05) seconds\n end\n switch costume to (laser5 v)\n wait (0.05) seconds\n if <(pick random (1) to (2)) = [1]> then\n stomp\n end\n end\nend\nbroadcast (start boss pattern v)\n\ndefine shake\nset [shake x v] to (x position)\nset [shake y v] to (y position)\nrepeat (2)\n go to x: ((shake x) + (pick random (-15) to (15))) y: ((shake y) + (pick random (-15) to (15)))\nend\nrepeat (3)\n go to x: ((shake x) + (pick random (-5) to (5))) y: ((shake y) + (pick random (-5) to (5)))\nend\nrepeat (2)\n go to x: ((shake x) + (pick random (-2) to (2))) y: ((shake y) + (pick random (-2) to (2)))\nend\n\ndefine stomp\nswitch costume to (still field going v)\nwait (0.05) seconds\nswitch costume to (still no field v)\nrepeat (5)\n shake\nend\nswitch costume to (stomp v)\nstart sound [whoosh v]\nrepeat until <(player y) > (y position)>\n change y by (-10)\nend\nstart sound [stomp v]\nbroadcast (dust v)\nshake\nswitch costume to (still no field v)\nglide (1) secs to x: (x position) y: (85)\n\nwhen I receive [game start v]\nwait (0.1) seconds\nset [eraser_gone? v] to [1]\nif <(Boss Battle) = [1]> then\n set [eraser_gone? v] to [0]\n set [health v] to [0]\n go to x: (0) y: (85)\n set size to (75) %\n clear graphic effects\n show\n broadcast (start boss pattern v)\nend\n\nrepeat (3)\n add [] to [enemies v]\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\n\nwhen I receive [start boss pattern v]\nforever\n if <not <([paused? v] of [player v]) = [false]>> then\n stop [other scripts in sprite v]\n wait until <([paused? v] of [player v]) = [false]>\n broadcast (start boss pattern v)\n end\nend\n\nwhen I receive [start boss pattern v]\nforever\n wait until <<touching color (#ff3d3d)?> and <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>>>\n stop [other scripts in sprite v]\n switch costume to (hurt v)\n create clone of (dust v)\n erase all\n broadcast (redraw_level v)\n broadcast (stamp v)\n if <[100] > (health)> then\n start sound [hurt v]\n repeat (20)\n change [health v] by (0.5)\n change [ghost v] effect by (5)\n change size by (2)\n end\n wait (2) seconds\n go to x: (0) y: (85)\n switch costume to (still v)\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (-2)\n end\n broadcast (start boss pattern v)\n else\n switch costume to (hurt2 v)\n start sound [hurt2 v]\n repeat (6)\n wait (0.1) seconds\n change [brightness v] effect by (3)\n next costume\n end\n start sound [boom v]\n repeat (6)\n wait (0.03) seconds\n change [brightness v] effect by (4)\n change [ghost v] effect by (15)\n next costume\n end\n wait (0.1) seconds\n hide\n broadcast (eraser gone v)\n set [eraser_gone? v] to [1]\n end\nend\n\nwhen I receive [return_editor v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level_editor v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [stopgame v]\nstop [other scripts in sprite v]\nhide\n\n@dust\n\nwhen flag clicked\nhide\n\nwhen I receive [dust v]\ncreate clone of (_myself_ v)\ngo to (the eraser v)\nchange y by (-50)\nswitch costume to (costume1 v)\nshow\nwait (0.05) seconds\nrepeat (5)\n next costume\n wait (0.05) seconds\nend\nhide\n\nwhen I start as a clone\ngo to (the eraser v)\nswitch costume to (costume7 v)\ngo to [back v] layer\nset size to (1) %\nshow\nrepeat (30)\n change size by (3)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\n@health bar\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nwait (0.1) seconds\nif <(Boss Battle) = [1]> then\n show\n go to [front v] layer\n set [ghost v] effect to (50)\n go to x: (0) y: (0)\n forever\n set x to (((-311) + ((3.11) * (([health v] of [the eraser v]) + (4)))) * (1.6))\n if <(x position) > [10]> then\n set x to (10)\n end\n if <([health v] of [the eraser v]) > [99]> then\n set x to (15)\n end\n end\nelse\n hide\nend\n\nwhen I receive [level_editor v]\nhide\nstop [other scripts in sprite v]\n\n@mini-erasers\n\nwhen I start as a clone\ngo to (the eraser v)\nswitch costume to (eraser v)\nshow\nrepeat until <<<touching (player v)?> or <touching color (#ff3f3f)?>> or <(timer) > [20]>>\n if <([paused? v] of [player v]) = [false]> then\n point towards (player v)\n move (3) steps\n end\nend\npoint towards (player v)\nmove (3) steps\nwait (0.2) seconds\nswitch costume to (pop v)\nwait (0.1) seconds\nswitch costume to (pop2 v)\nwait (0.1) seconds\ndelete this clone\n\nwhen I start as a clone\nset [timer v] to [0]\nforever\n if <([paused? v] of [player v]) = [false]> then\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\nwhen I receive [level_editor v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [return_editor v]\nstop [other scripts in sprite v]\nhide\n\n@title\n\nwhen flag clicked\nset [devmode? v] to [0]\nset [clicks: v] to [0]\ngo to x: (0) y: (0)\nhide\nbroadcast (EOS Continue v)\n\nwhen I receive [game start v]\nhide\n\ndefine change costume (#) times\nchange [i v] by (1)\nif <not <(Performance Mode) = [1]>> then\n start sound (pick random (2) to (3))\n repeat (#)\n switch costume to ((costume [number v]) - (1))\n end\n stop all sounds\n wait (0.05) seconds\nelse\n start sound (pick random (2) to (3))\n switch costume to ((costume [number v]) - (#))\n wait (item (i) of [timer v]) seconds\n stop all sounds\nend\n\nwhen I receive [level_editor v]\nif <not <(Performance Mode) = [1]>> then\n set [speed v] to [0]\n repeat until <(speed) = [9]>\n change y by (speed)\n change [ghost v] effect by ((speed) * (3))\n change [speed v] by (1)\n end\n hide\nelse\n hide\nend\n\nwhen this sprite clicked\nchange [clicks: v] by (1)\nif <[9] < (clicks:)> then\n set [devmode? v] to [1]\nend\n\nwhen backdrop switches to [white v]\nhide\n\nwhen I receive [eos continue v]\nset [i v] to [0]\nwait (0.1) seconds\nswitch costume to (80 v)\nshow\nchange costume [16] times\nchange costume [11] times\nchange costume [18] times\nchange costume [8] times\nchange costume [11] times\nbroadcast ("the platformer" v)\nwait (0.15) seconds\nchange costume [15] times\nwait (1) seconds\nbroadcast (startmove v)\nif <not <(Performance Mode) = [1]>> then\n set [speed v] to [0]\n repeat until <(speed) = [9]>\n change y by (speed)\n change [speed v] by (1)\n end\n broadcast (buttons v)\n repeat until <(speed) = [0]>\n change y by (speed)\n change [speed v] by (-1)\n end\nelse\n broadcast (buttons v)\n go to x: (0) y: (81)\nend\n\n@paused\n\nwhen flag clicked\nset [ghost v] effect to (35)\nhide variable [time v]\nhide variable [hurt v]\nset [hurt v] to [0]\nset [mode v] to []\nforever\n if <([paused? v] of [player v]) = [help]> then\n show\n switch costume to (white v)\n go to [front v] layer\n set [costume v] to (([costume # v] of [level v]) + (9))\n create clone of (_myself_ v)\n wait until <not <([paused? v] of [player v]) = [help]>>\n else\n if <([paused? v] of [player v]) = [true]> then\n show\n switch costume to (paused v)\n go to [front v] layer\n else\n hide\n go to [back v] layer\n end\n end\nend\n\nwhen I receive [epilogue v]\nstop [other scripts in sprite v]\ntime\nset [hurt v] to (join (hurt) [ times])\nif <(mode) = []> then\n if <(☁ fastest time) > (timer)> then\n set [☁ fastest time v] to (timer)\n end\nelse\n if <(☁ fastest time \(speedrun\)) > (timer)> then\n set [☁ fastest time \(speedrun\) v] to (timer)\n end\nend\nset [ghost v] effect to (100)\nswitch costume to (white v)\ngo to [front v] layer\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nif <(mode) = []> then\n set [costume v] to [3]\n repeat (7)\n create clone of (_myself_ v)\n change [costume v] by (1)\n wait (3) seconds\n end\nelse\n set [costume v] to [3]\n create clone of (_myself_ v)\n if <(time) = [15:00]> then\n set [costume v] to [11]\n create clone of (_myself_ v)\n else\n set [costume v] to [12]\n create clone of (_myself_ v)\n end\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nbroadcast (game start v)\nset [mode v] to [speedrun]\nswitch costume to (speedrun v)\nshow\nwait (3) seconds\nhide\n\nwhen I start as a clone\nswitch costume to (costume)\ngo to [front v] layer\nif <(costume) = [3]> then\n show variable [time v]\n show variable [hurt v]\nelse\n if <(costume) < [10]> then\n set [ghost v] effect to (100)\n repeat (50)\n change [ghost v] effect by (-0.5)\n end\n repeat (50)\n change [ghost v] effect by (-1.5)\n end\n else\n clear graphic effects\n wait until <not <([paused? v] of [player v]) = [help]>>\n delete this clone\n end\nend\n\nwhen I receive [red v]\nchange [hurt v] by (1)\n\nwhen I receive [game start v]\nhide variable [hurt v]\ndelete this clone\n\nwhen I receive [game start v]\nif <(mode) = [speedrun]> then\n forever\n time\n if <(time) = [15:00]> then\n stop [other scripts in sprite v]\n broadcast (epilogue v)\n end\n end\nend\n\ndefine time\nif <(length of (round ((timer) - (([floor v] of ((timer) / (60)) ) * (60))))) = [1]> then\n set [time v] to (join ([floor v] of ((timer) / (60)) ) (join [:] (join [0] (round ((timer) - (([floor v] of ((timer) / (60)) ) * (60)))))))\nelse\n set [time v] to (join ([floor v] of ((timer) / (60)) ) (join [:] (round ((timer) - (([floor v] of ((timer) / (60)) ) * (60))))))\nend\n\nwhen [p v] key pressed\nif <(mode) = [speedrun]> then\n broadcast (game start v)\nend\n\n@buttons\n\nwhen I receive [buttons v]\ngo to x: (0) y: (-50)\nset [id v] to [1]\nset [type v] to [hitbox]\nswitch costume to (hitbox v)\ncreate clone of (_myself_ v)\nset [type v] to [label]\nswitch costume to (new v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-115)\nset [id v] to [2]\nset [type v] to [hitbox]\nswitch costume to (hitbox v)\ncreate clone of (_myself_ v)\nset [type v] to [label]\nswitch costume to (load v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(type) = [hitbox]> then\n set [ghost v] effect to (99.9)\n show\n go to [front v] layer\nelse\n show\n if <not <(Performance Mode) = [1]>> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen this sprite clicked\nif <(type) = [hitbox]> then\n if <(id) = [1]> then\n hide\n broadcast (new_level v)\n if <([toggle? v] of [tutorial v]) = [1]> then\n broadcast (editor.tutorial v)\n else\n broadcast (level_editor v)\n end\n else\n hide\n broadcast (new_level v)\n ask [Input the Level Code.] and wait\n set [save code v] to (answer)\n if <not <<[29] < (length of (answer))> and < (answer) contains [_]?>>> then\n show\n say [Loading aborted, invalid level!] for (3) seconds\n stop [this script v]\n end\n ask [Do you want to \(e\)dit the level or \(p\)lay the level?] and wait\n if <not <<(answer) = [e]> or <(answer) = [p]>>> then\n repeat until <<(answer) = [e]> or <(answer) = [p]>>\n ask [Invalid answer! Do you want to \(e\)dit or \(p\)lay the level?] and wait\n end\n end\n broadcast (Load Save Code v) and wait\n BeginDumpSaveData\n RefreshSettingsDisplay\n if <(answer) = [e]> then\n broadcast (level_editor v)\n else\n set [playtestorloaded? v] to [2]\n broadcast (fadeOUT v)\n end\n end\nend\n\nwhen I receive [level_editor v]\nif <not <(Performance Mode) = [1]>> then\n set [speed v] to [0]\n repeat until <(speed) = [-9]>\n change y by (speed)\n change [ghost v] effect by ((speed) * (-2))\n change [speed v] by (-1)\n end\n hide\nelse\n hide\nend\ndelete this clone\n\nwhen I receive [game start v]\nhide\n\nwhen flag clicked\nset [loadedlevel? v] to [0]\n\ndefine RefreshSettingsDisplay\nset [music v] to (Music)\nset [pens v] to (Pens)\nset [starting ink v] to (Starting Ink)\nset [background v] to (Background)\nset [boss battle v] to (Boss Battle)\n\ndefine BeginDumpSaveData\nif <not <(letter (1) of (Save Code Data)) = [v]>> then\n DumpDataInCompatibiliityMode [1]\nelse\n if <(letter (2) of (Save Code Data)) = [3]> then\n DumpDataInCompatibiliityMode [2]\n else\n if <(letter (2) of (Save Code Data)) = [5]> then\n DumpDataInCompatibiliityMode [0]\n else\n if <not <(letter (2) of (Save Code Data)) = [4]>> then\n DumpDataInCompatibiliityMode [3]\n else\n DumpDataInCompatibiliityMode [4]\n end\n end\n end\nend\n\ndefine DumpDataInCompatibiliityMode (mode)\nset [hard mode v] to [0]\nif <(mode) = [0]> then\n set [j v] to [10]\n set [i v] to ((j) + (10))\n set [music v] to (item (2) of [save code data v])\n set [pens v] to (item (3) of [save code data v])\n set [starting ink v] to (item (4) of [save code data v])\n set [background v] to (item (5) of [save code data v])\n set [boss battle v] to (item (6) of [save code data v])\n broadcast (updateSavePosits v)\n set [details_basket v] to (item (8) of [save code data v])\n broadcast (LoadDetailsCode v)\n set [no ink restart bonus v] to (item (9) of [save code data v])\n set [hard mode v] to (item (10) of [save code data v])\n repeat (item ((j) + (1)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penx v]\n end\n repeat (item ((j) + (2)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [peny v]\n end\n repeat (item ((j) + (3)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [pentype v]\n end\n repeat (item ((j) + (4)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penink v]\n end\n repeat (item ((j) + (5)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyx v]\n end\n repeat (item ((j) + (6)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyy v]\n end\n repeat (item ((j) + (7)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inkx v]\n end\n repeat (item ((j) + (8)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inky v]\n end\n repeat (item ((j) + (9)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inksize v]\n end\n repeat (item ((j) + (10)) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [noteblocks v]\n end\n set [loadedlevel? v] to [1]\nelse\n if <(mode) = [1]> then\n set [i v] to [15]\n set [music v] to (item (1) of [save code data v])\n set [pens v] to (item (2) of [save code data v])\n set [starting ink v] to (item (3) of [save code data v])\n set [background v] to (item (4) of [save code data v])\n set [boss battle v] to (item (5) of [save code data v])\n set [no ink restart bonus v] to [25]\n broadcast (updateSavePosits v)\n repeat (item (7) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penx v]\n end\n repeat (item (8) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [peny v]\n end\n repeat (item (9) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [pentype v]\n end\n repeat (item (10) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penink v]\n end\n repeat (item (11) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyx v]\n end\n repeat (item (12) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyy v]\n end\n repeat (item (13) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inkx v]\n end\n repeat (item (14) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inky v]\n end\n repeat (item (15) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inksize v]\n end\n set [loadedlevel? v] to [1]\n delete all of [level details v]\n add [Legacy Level] to [level details v]\n add [Unknown User] to [level details v]\n add [before 5/29/2020] to [level details v]\n else\n if <(mode) = [2]> then\n set [i v] to [18]\n set [music v] to (item (2) of [save code data v])\n set [pens v] to (item (3) of [save code data v])\n set [starting ink v] to (item (4) of [save code data v])\n set [background v] to (item (5) of [save code data v])\n set [boss battle v] to (item (6) of [save code data v])\n set [no ink restart bonus v] to [25]\n broadcast (updateSavePosits v)\n repeat (item (8) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penx v]\n end\n repeat (item (9) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [peny v]\n end\n repeat (item (10) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [pentype v]\n end\n repeat (item (11) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penink v]\n end\n repeat (item (12) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyx v]\n end\n repeat (item (13) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyy v]\n end\n repeat (item (14) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inkx v]\n end\n repeat (item (15) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inky v]\n end\n repeat (item (16) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inksize v]\n end\n repeat (item (17) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [noteblocks v]\n end\n set [loadedlevel? v] to [1]\n delete all of [level details v]\n add [Legacy Level] to [level details v]\n add [Unknown User] to [level details v]\n add [before 6/24/2020] to [level details v]\n else\n if <(mode) = [3]> then\n set [i v] to [18]\n set [music v] to (item (2) of [save code data v])\n set [pens v] to (item (3) of [save code data v])\n set [starting ink v] to (item (4) of [save code data v])\n set [background v] to (item (5) of [save code data v])\n set [boss battle v] to (item (6) of [save code data v])\n set [no ink restart bonus v] to [25]\n broadcast (updateSavePosits v)\n set [details_basket v] to (item (8) of [save code data v])\n broadcast (LoadDetailsCode v) and wait\n repeat (item (9) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penx v]\n end\n repeat (item (10) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [peny v]\n end\n repeat (item (11) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [pentype v]\n end\n repeat (item (12) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penink v]\n end\n repeat (item (13) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyx v]\n end\n repeat (item (14) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyy v]\n end\n repeat (item (15) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inkx v]\n end\n repeat (item (16) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inky v]\n end\n repeat (item (17) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inksize v]\n end\n repeat (item (18) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [noteblocks v]\n end\n replace item (3) of [level details v] with (join (item (3) of [level details v]) [ \(V3\)])\n set [loadedlevel? v] to [1]\n else\n if <(mode) = [4]> then\n set [i v] to [19]\n set [music v] to (item (2) of [save code data v])\n set [pens v] to (item (3) of [save code data v])\n set [starting ink v] to (item (4) of [save code data v])\n set [background v] to (item (5) of [save code data v])\n set [boss battle v] to (item (6) of [save code data v])\n broadcast (updateSavePosits v)\n set [details_basket v] to (item (8) of [save code data v])\n set [no ink restart bonus v] to (item (9) of [save code data v])\n broadcast (LoadDetailsCode v)\n repeat (item (10) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penx v]\n end\n repeat (item (11) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [peny v]\n end\n repeat (item (12) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [pentype v]\n end\n repeat (item (13) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [penink v]\n end\n repeat (item (14) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyx v]\n end\n repeat (item (15) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [enemyy v]\n end\n repeat (item (16) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inkx v]\n end\n repeat (item (17) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inky v]\n end\n repeat (item (18) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [inksize v]\n end\n repeat (item (19) of [save code data v])\n change [i v] by (1)\n add (item (i) of [save code data v]) to [noteblocks v]\n end\n set [loadedlevel? v] to [1]\n end\n end\n end\n end\nend\nif <(item (1) of [level details v]) = [Untitled]> then\n replace item (1) of [level details v] with [Untitled Level]\nend\n\nwhen backdrop switches to [white v]\ndelete this clone\n\nwhen I receive [fadeout v]\nif <(type) = [hitbox]> then\n delete this clone\nend\n\n@level_pen\n\ndefine circle (width) (height) (x) (y) (number of points) <anchored on middle?>\ngo to x: ((x) + ((((width) / (2)) * ((1) - <anchored on middle?>)) + (([sin v] of (direction) ) * ((width) / (2))))) y: ((y) + ((((height) / (2)) * ((1) - <anchored on middle?>)) + (([cos v] of (direction) ) * ((height) / (2)))))\npen down\nif <[360] < (number of points)> then\n set [pramcircle v] to [360]\nelse\n if <(number of points) < [0]> then\n set [pramcircle v] to [0]\n else\n set [pramcircle v] to (number of points)\n end\nend\nrepeat (pramCIRCLE)\n turn right ((360) / (pramCIRCLE)) degrees\n go to x: ((x) + ((((width) / (2)) * ((1) - <anchored on middle?>)) + (([sin v] of (direction) ) * ((width) / (2))))) y: ((y) + ((((height) / (2)) * ((1) - <anchored on middle?>)) + (([cos v] of (direction) ) * ((height) / (2)))))\nend\npoint in direction (90)\npen up\n\nwhen I receive [close_editor v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine refresh\nswitch costume to (oof v)\nset size to ((1) / (0)) %\nswitch costume to (full v)\npen up\nset [i v] to [1]\nset [j v] to [2]\nset [h v] to [1]\nrepeat until <(j) > (length of [penx v])>\n if <(item (h) of [penink v]) = [1]> then\n set pen color to (#ff0000)\n else\n if <(item (h) of [penink v]) = [0]> then\n set pen color to (#000000)\n else\n if <(letter (1) of (item (h) of [penink v])) = [r]> then\n if <((join (letter (2) of (item (h) of [penink v])) (join (letter (3) of (item (h) of [penink v])) (join (letter (4) of (item (h) of [penink v])) (join (letter (5) of (item (h) of [penink v])) (join (letter (6) of (item (h) of [penink v])) (join (letter (8) of (item (h) of [penink v])) (join (letter (9) of (item (h) of [penink v])) (letter (10) of (item (h) of [penink v]))))))))) + (0)) = [0]> then\n set [r v] to (join ((item # of (letter (2) of (item (h) of [penink v])) in [encode_table v]) + (-1)) (join ((item # of (letter (3) of (item (h) of [penink v])) in [encode_table v]) + (-1)) ((item # of (letter (4) of (item (h) of [penink v])) in [encode_table v]) + (-1))))\n set [g v] to (join ((item # of (letter (5) of (item (h) of [penink v])) in [encode_table v]) + (-1)) (join ((item # of (letter (6) of (item (h) of [penink v])) in [encode_table v]) + (-1)) ((item # of (letter (7) of (item (h) of [penink v])) in [encode_table v]) + (-1))))\n set [b v] to (join ((item # of (letter (8) of (item (h) of [penink v])) in [encode_table v]) + (-1)) (join ((item # of (letter (9) of (item (h) of [penink v])) in [encode_table v]) + (-1)) ((item # of (letter (10) of (item (h) of [penink v])) in [encode_table v]) + (-1))))\n else\n set [r v] to ((join (letter (2) of (item (h) of [penink v])) (join (letter (3) of (item (h) of [penink v])) (letter (4) of (item (h) of [penink v])))) + (0))\n set [g v] to ((join (letter (5) of (item (h) of [penink v])) (join (letter (7) of (item (h) of [penink v])) (letter (7) of (item (h) of [penink v])))) + (0))\n set [b v] to ((join (letter (8) of (item (h) of [penink v])) (join (letter (9) of (item (h) of [penink v])) (letter (10) of (item (h) of [penink v])))) + (0))\n end\n set pen color to ((((round (r)) * (65536)) + ((round (g)) * (256))) + (round (b)))\n else\n set pen color to (item (h) of [penink v])\n end\n end\n end\n if <<(item (h) of [pentype v]) = [l]> or <(item (h) of [pentype v]) = [line]>> then\n set pen size to (2)\n go to x: ((item (i) of [penx v]) + (RENDER_OffsetX)) y: ((item (i) of [peny v]) + (RENDER_OffsetY))\n pen down\n go to x: ((item (j) of [penx v]) + (RENDER_OffsetX)) y: ((item (j) of [peny v]) + (RENDER_OffsetY))\n pen up\n end\n if <<(item (h) of [pentype v]) = [r]> or <(item (h) of [pentype v]) = [rectangle]>> then\n set pen size to (1)\n draw rectangle\n end\n if <(item (h) of [pentype v]) = [c]> then\n set pen size to (2)\n circle (((item (j) of [penx v]) + (RENDER_OffsetX)) - ((item (i) of [penx v]) + (RENDER_OffsetX))) (((item (j) of [peny v]) + (RENDER_OffsetY)) - ((item (i) of [peny v]) + (RENDER_OffsetY))) ((item (i) of [penx v]) + (RENDER_OffsetX)) ((item (i) of [peny v]) + (RENDER_OffsetY)) [36] <>\n end\n change [h v] by (1)\n change [i v] by (2)\n change [j v] by (2)\nend\n\nwhen I receive [level_editor v]\nerase all\nrefresh\nforever\n if <not <(Performance Mode) = [1]>> then\n erase all\n refresh\n end\nend\n\ndefine fill\ngo to x: ((item (i) of [penx v]) + (RENDER_OffsetX)) y: ((item (i) of [peny v]) + (RENDER_OffsetY))\nif <(letter (1) of (((item (i) of [penx v]) + (RENDER_OffsetX)) - ((item (j) of [penx v]) + (RENDER_OffsetX)))) = [-]> then\n repeat (([abs v] of ((item (j) of [penx v]) - (item (i) of [penx v])) ) + (1))\n set y to ((item (j) of [peny v]) + (RENDER_OffsetY))\n change x by (0.5)\n set y to ((item (i) of [peny v]) + (RENDER_OffsetY))\n change x by (0.5)\n end\nelse\n repeat (([abs v] of ((item (j) of [penx v]) - (item (i) of [penx v])) ) + (1))\n set y to ((item (j) of [peny v]) + (RENDER_OffsetY))\n change x by (-0.5)\n set y to ((item (i) of [peny v]) + (RENDER_OffsetY))\n change x by (-0.5)\n end\nend\n\nwhen I receive [redraw_level v]\nerase all\nrefresh\nbroadcast (stamp bossbar v)\n\ndefine draw rectangle\nif <(Rectangle Fill?) = [1]> then\n set pen size to (1)\nelse\n if <(PlayTesting?) = [1]> then\n set pen size to (1)\n else\n set pen size to (3)\n end\nend\ngo to x: ((item (i) of [penx v]) + (RENDER_OffsetX)) y: ((item (i) of [peny v]) + (RENDER_OffsetY))\npen down\ngo to x: ((item (j) of [penx v]) + (RENDER_OffsetX)) y: ((item (i) of [peny v]) + (RENDER_OffsetY))\ngo to x: ((item (j) of [penx v]) + (RENDER_OffsetX)) y: ((item (j) of [peny v]) + (RENDER_OffsetY))\ngo to x: ((item (i) of [penx v]) + (RENDER_OffsetX)) y: ((item (j) of [peny v]) + (RENDER_OffsetY))\ngo to x: ((item (i) of [penx v]) + (RENDER_OffsetX)) y: ((item (i) of [peny v]) + (RENDER_OffsetY))\nif <(Rectangle Fill?) = [1]> then\n fill\nelse\n if <(PlayTesting?) = [1]> then\n fill\n else\n pen up\n go to x: ((item (i) of [penx v]) + (RENDER_OffsetX)) y: ((item (i) of [peny v]) + (RENDER_OffsetY))\n pen down\n go to x: ((item (j) of [penx v]) + (RENDER_OffsetX)) y: ((item (j) of [peny v]) + (RENDER_OffsetY))\n pen up\n go to x: ((item (i) of [penx v]) + (RENDER_OffsetX)) y: ((item (j) of [peny v]) + (RENDER_OffsetY))\n pen down\n go to x: ((item (j) of [penx v]) + (RENDER_OffsetX)) y: ((item (i) of [peny v]) + (RENDER_OffsetY))\n end\nend\npen up\n\ndefine go to x: (x) y: (y) with offset\ngo to x: ((x) + (RENDER_OffsetX)) y: ((y) + (RENDER_OffsetY))\n\ndefine refresh with offset\nerase all\npen up\nset [i v] to [1]\nset [j v] to [2]\nset [h v] to [1]\nrepeat until <(j) > (length of [penx v])>\n if <(item (h) of [penink v]) = [1]> then\n set pen color to (#ff3d3d)\n else\n set pen color to (#000000)\n end\n if <(item (h) of [pentype v]) = [line]> then\n set pen size to (2)\n go to x: (item (i) of [penx v]) y: (item (i) of [peny v]) with offset\n pen down\n go to x: (item (j) of [penx v]) y: (item (j) of [peny v]) with offset\n pen up\n end\n if <(item (h) of [pentype v]) = [rectangle]> then\n set pen size to (1)\n go to x: (item (i) of [penx v]) y: (item (i) of [peny v]) with offset\n pen down\n go to x: (item (j) of [penx v]) y: (item (i) of [peny v]) with offset\n go to x: (item (j) of [penx v]) y: (item (j) of [peny v]) with offset\n go to x: (item (i) of [penx v]) y: (item (j) of [peny v]) with offset\n go to x: (item (i) of [penx v]) y: (item (i) of [peny v]) with offset\n fill with offset\n pen up\n end\n change [h v] by (1)\n change [i v] by (2)\n change [j v] by (2)\nend\n\ndefine fill with offset\ngo to x: (item (i) of [penx v]) y: (item (i) of [peny v]) with offset\nif <(letter (1) of (((item (i) of [penx v]) + (RENDER_OffsetX)) - ((item (j) of [penx v]) + (RENDER_OffsetX)))) = [-]> then\n repeat until <(x position) = ((item (j) of [penx v]) + (RENDER_OffsetX))>\n set y to (item (j) of [peny v]) with offset\n change x by (0.5)\n set y to (item (i) of [peny v]) with offset\n change x by (0.5)\n end\nelse\n repeat until <(x position) = (item (j) of [penx v])>\n set y to (item (j) of [peny v]) with offset\n change x by (-0.5)\n set y to (item (i) of [peny v]) with offset\n change x by (-0.5)\n end\nend\n\ndefine set y to (y) with offset\nset y to ((y) + (RENDER_OffsetY))\n\n@toolbar\n\nwhen flag clicked\nset [_first? v] to [1]\nhide variable [music v]\nhide variable [pens v]\nhide variable [starting ink v]\nhide variable [background v]\nhide variable [boss battle v]\nhide variable [no ink restart bonus v]\nhide variable [hard mode v]\nhide\n\nwhen I receive [level_editor v]\nswitch costume to (1 v)\nshow\nif <not <[1] < (_first?)>> then\n if <not <(Performance Mode) = [1]>> then\n set [ghost v] effect to (100)\n set size to (50) %\n go to x: (0) y: (50)\n set size to (100) %\n repeat (10)\n set size to (50) %\n change y by (-5)\n set size to (100) %\n change [ghost v] effect by (-10)\n end\n end\nend\ngo to x: (0) y: (0)\n\nwhen I receive [level_editor v]\nwait (1) seconds\nwait until <(settings_shown?) = [true]>\nforever\n if <(settings_shown?) = [true]> then\n set [donewithsettings? v] to [0]\n create clone of (_myself_ v)\n switch costume to (2 v)\n if <not <(Performance Mode) = [1]>> then\n set [ghost v] effect to (100)\n go to x: (0) y: (50)\n repeat (10)\n change y by (-5)\n change [ghost v] effect by (-5)\n end\n end\n set [ghost v] effect to (50)\n show variable [music v]\n show variable [pens v]\n show variable [starting ink v]\n show variable [background v]\n show variable [boss battle v]\n show variable [no ink restart bonus v]\n show variable [hard mode v]\n wait until <(settings_shown?) = [false]>\n else\n if <(Performance Mode) = [0]> then\n set [ghost v] effect to (50)\n hide variable [music v]\n hide variable [pens v]\n hide variable [starting ink v]\n hide variable [background v]\n hide variable [boss battle v]\n hide variable [no ink restart bonus v]\n hide variable [hard mode v]\n go to x: (0) y: (0)\n repeat (10)\n change y by (5)\n change [ghost v] effect by (5)\n end\n end\n set [donewithsettings? v] to [1]\n hide variable [music v]\n hide variable [pens v]\n hide variable [starting ink v]\n hide variable [background v]\n hide variable [boss battle v]\n hide variable [no ink restart bonus v]\n hide variable [hard mode v]\n switch costume to (1 v)\n set [ghost v] effect to (0)\n go to x: (0) y: (0)\n wait until <(settings_shown?) = [true]>\n end\nend\n\nwhen I start as a clone\nwait until <(settings_shown?) = [0]>\nwait until <(doneWithSettings?) = [1]>\nwait (0.1) seconds\ndelete this clone\n\nwhen I receive [close_editor v]\nchange [_first? v] by (1)\nhide\nclear graphic effects\nstop [other scripts in sprite v]\ndelete this clone\n\n@spawnpoint\n\nwhen this sprite clicked\nset [_dragoffsety v] to ((mouse y) - (y position))\nrepeat until <not <mouse down?>>\n set y to ((mouse y) - (_DRAGoffsetY))\nend\n\nwhen flag clicked\nhide\nset y to (0)\nforever\n set x to (-215)\n go to [back v] layer\nend\n\nwhen I receive [level_editor v]\nshow\nif <not <(Performance Mode) = [1]>> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [close_editor v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [updatesaveposits v]\nset y to (item (7) of [save code data v])\n\n@editGUI\n\nwhen I receive [level_editor v]\nset [settings_shown? v] to [0]\ngo to x: (220) y: (164)\nset [type v] to [tool]\nset [tool v] to [line]\nswitch costume to (line v)\ncreate clone of (_myself_ v)\ngo to x: (190) y: (164)\nset [type v] to [color]\nswitch costume to (color.red v)\ncreate clone of (_myself_ v)\ngo to x: (168) y: (164)\nset [type v] to [color]\nswitch costume to (color.black v)\ncreate clone of (_myself_ v)\ngo to x: (146) y: (164)\nset [type v] to [color]\nswitch costume to (color.picker v)\ncreate clone of (_myself_ v)\ngo to x: (-220) y: (164)\nset [type v] to [settings]\nswitch costume to (advanced v)\ncreate clone of (_myself_ v)\ngo to x: (-187) y: (164)\nset [type v] to [test]\nswitch costume to (play v)\ncreate clone of (_myself_ v)\ngo to x: (-154) y: (164)\nset [type v] to [save]\nswitch costume to (save v)\ncreate clone of (_myself_ v)\ngo to x: (-121) y: (164)\nset [type v] to [undo]\nswitch costume to (undo v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <not <[1] < ([_first? v] of [toolbar v])>> then\n wait (0.3) seconds\nend\nshow\ngo to [front v] layer\nif <not <(Performance Mode) = [1]>> then\n change y by (10)\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n set size to (1) %\n change y by (-1)\n set size to (100) %\n change [ghost v] effect by (-10)\n end\nend\nforever\n if <(type) = [color]> then\n if <<<(TOOL) = [rectangle]> or <(TOOL) = [line]>> or <<(TOOL) = [freehand]> or <(TOOL) = [circle]>>> then\n show\n set [loops v] to [0]\n change [ghost v] effect by (-10)\n else\n change [loops v] by (1)\n if <[9] < (loops)> then\n hide\n end\n change [ghost v] effect by (10)\n end\n if <(Pen_Color) = ((costume [number v]) - (3))> then\n set size to (125) %\n else\n set size to (100) %\n end\n if <<not <(Pen_Color) = [0]>> and <not <(Pen_Color) = [1]>>> then\n if <(costume [number v]) = [5]> then\n set size to (125) %\n else\n set size to (100) %\n end\n end\n else\n if <(type) = [undo]> then\n if <(length of [actionhistory v]) = [0]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(type) = [tool]> then\n Change Tool\nelse\n if <(type) = [color]> then\n if <(costume [number v]) = [3]> then\n set [pen_color v] to [0]\n else\n if <(costume [number v]) = [4]> then\n set [pen_color v] to [1]\n else\n set [pen_color v] to [-1]\n ask [Do you want to enter a color using \(R\)GB or \(H\)ex? Find the color you want and enter which way it is written.] and wait\n if <<(answer) = [rgb]> or <(answer) = [r]>> then\n ask [Enter the RED value.] and wait\n Shift Answer\n if <((answer) + (0)) = (answer)> then\n set [pen_color v] to (join [r] (temp))\n ask [Enter the GREEN value.] and wait\n Shift Answer\n if <((answer) + (0)) = (answer)> then\n set [pen_color v] to (join (Pen_Color) (temp))\n ask [Enter the BLUE value.] and wait\n Shift Answer\n if <((answer) + (0)) = (answer)> then\n set [pen_color v] to (join (Pen_Color) (temp))\n else\n ask [Invalid Answer! Press enter to exit] and wait\n stop [this script v]\n end\n else\n ask [Invalid Answer! Press enter to exit] and wait\n stop [this script v]\n end\n else\n ask [Invalid Answer! Press enter to exit] and wait\n stop [this script v]\n end\n else\n if <<(answer) = [hex]> or <(answer) = [h]>> then\n ask [Enter the hex code.] and wait\n if <(letter (1) of (answer)) = [#]> then\n if <(length of (answer)) = [7]> then\n set [pen_color v] to (answer)\n else\n ask [Invalid Answer! Press enter to exit] and wait\n stop [this script v]\n end\n else\n if <(length of (answer)) = [6]> then\n set [pen_color v] to (join [#] (answer))\n else\n ask [Invalid Answer! Press enter to exit] and wait\n stop [this script v]\n end\n end\n else\n ask [Invalid Answer! Press enter to exit] and wait\n end\n end\n end\n end\n else\n if <(type) = [settings]> then\n set [settings_shown? v] to <(settings_shown?) = [0]>\n else\n if <(type) = [test]> then\n set [playtestorloaded? v] to [1]\n broadcast (testlevel v)\n else\n if <(type) = [save]> then\n set [savegenerated? v] to [0]\n ask [Enter the level name. \(Maximum: 25 Characters\)] and wait\n if <[25] < (length of (answer))> then\n repeat until <not <[25] < (length of (answer))>>\n ask [Enter the level name. \(Maximum: 25 Characters\)] and wait\n end\n end\n if <(answer) = []> then\n set [details_basket v] to [Untitled]\n else\n if <(answer) = [ ]> then\n set [details_basket v] to [Untitled]\n else\n set [details_basket v] to (answer)\n end\n end\n broadcast (MakeDetailsCode v) and wait\n MakeSave\n broadcast (Generate Save Code v) and wait\n set [savegenerated? v] to [1]\n add [Your Level Code is below:] to [here is your level code v]\n add (Save Code) to [here is your level code v]\n add [Triple-click the Level Code and press CTRL+C or ⌘+C on your keyboard.] to [here is your level code v]\n add [Paste it in the ask box below.] to [here is your level code v]\n hide list [here is your level code v]\n hide\n ask [Paste the level in here to verify the Level Code and hide the list] and wait\n repeat until <(answer) = (Save Code)>\n ask [Please try copying the Level Code again, then paste it again.] and wait\n end\n delete (3) of [here is your level code v]\n delete (3) of [here is your level code v]\n if <[500] < (length of (Save Code))> then\n add [Paste it in the forum in the instructions to share your level.] to [here is your level code v]\n else\n add [Paste it in the Comments Section to share your level.] to [here is your level code v]\n end\n ask [The Level Code was copied correctly! Follow the list's instructions if you want to share it, then press the checkmark.] and wait\n show\n show list [here is your level code v]\n else\n if <(type) = [undo]> then\n UndoPrevAction\n end\n end\n end\n end\n end\nend\n\nwhen I receive [new_level v]\nset [pen_color v] to [0]\n\nwhen I receive [close_editor v]\nhide variable [music v]\nhide variable [pens v]\nhide variable [starting ink v]\nhide variable [background v]\nhide variable [boss battle v]\nhide variable [no ink restart bonus v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine MakeSave\ndelete all of [save code data v]\ndelete all of [here is your level code v]\nConvert V2.0 + Below to Current\nadd [v5] to [save code data v]\nadd (Music) to [save code data v]\nadd (Pens) to [save code data v]\nadd (Starting Ink) to [save code data v]\nadd (Background) to [save code data v]\nadd (Boss Battle) to [save code data v]\nadd ([y position v] of [spawnpoint v]) to [save code data v]\nadd (DETAILS_BASKET) to [save code data v]\nadd (No Ink Restart Bonus) to [save code data v]\nadd (Hard Mode) to [save code data v]\nadd (length of [penx v]) to [save code data v]\nadd (length of [peny v]) to [save code data v]\nadd (length of [pentype v]) to [save code data v]\nadd (length of [penink v]) to [save code data v]\nadd (length of [enemyx v]) to [save code data v]\nadd (length of [enemyy v]) to [save code data v]\nadd (length of [inkx v]) to [save code data v]\nadd (length of [inky v]) to [save code data v]\nadd (length of [inksize v]) to [save code data v]\nadd (length of [noteblocks v]) to [save code data v]\nset [i v] to [0]\nrepeat (length of [penx v])\n change [i v] by (1)\n add (item (i) of [penx v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [peny v])\n change [i v] by (1)\n add (item (i) of [peny v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [pentype v])\n change [i v] by (1)\n add (item (i) of [pentype v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [penink v])\n change [i v] by (1)\n add (item (i) of [penink v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [enemyx v])\n change [i v] by (1)\n add (item (i) of [enemyx v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [enemyy v])\n change [i v] by (1)\n add (item (i) of [enemyy v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [inkx v])\n change [i v] by (1)\n add (item (i) of [inkx v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [inky v])\n change [i v] by (1)\n add (item (i) of [inky v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [inksize v])\n change [i v] by (1)\n add (item (i) of [inksize v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [noteblocks v])\n change [i v] by (1)\n add (item (i) of [noteblocks v]) to [save code data v]\nend\n\nwhen flag clicked\nhide\nset [savegenerated? v] to [1]\n\ndefine Shift Answer\nif <[1] < (length of (answer))> then\n if <[2] < (length of (answer))> then\n set [temp v] to (answer)\n else\n set [temp v] to (join [0] (answer))\n end\nelse\n set [temp v] to (join [00] (answer))\nend\nset [i v] to [1]\nset [j v] to []\nrepeat (length of (temp))\n set [j v] to (join (j) (item ((letter (i) of (temp)) + (1)) of [encode_table v]))\n change [i v] by (1)\nend\nset [temp v] to (j)\n\ndefine Convert V2.0 + Below to Current\nset [i v] to [0]\nrepeat (length of [pentype v])\n change [i v] by (1)\n replace item (i) of [pentype v] with (letter (1) of (item (i) of [pentype v]))\nend\n\ndefine UndoPrevAction\nif <not <(length of [actionhistory v]) = [0]>> then\n if <(item (length of [actionhistory v]) of [actionhistory v]) = [draw]> then\n repeat (2)\n delete (length of [penx v]) of [penx v]\n delete (length of [peny v]) of [peny v]\n end\n delete (length of [penink v]) of [penink v]\n delete (length of [pentype v]) of [pentype v]\n else\n if <(item (length of [actionhistory v]) of [actionhistory v]) = [ink]> then\n delete (length of [inkx v]) of [inkx v]\n delete (length of [inky v]) of [inky v]\n delete (length of [inksize v]) of [inksize v]\n else\n if <(item (length of [actionhistory v]) of [actionhistory v]) = [enemy]> then\n delete (length of [enemyx v]) of [enemyx v]\n delete (length of [enemyy v]) of [enemyy v]\n else\n if <(item (length of [actionhistory v]) of [actionhistory v]) = [sound]> then\n delete (length of [noteblocks v]) of [noteblocks v]\n delete (length of [noteblocks v]) of [noteblocks v]\n delete (length of [noteblocks v]) of [noteblocks v]\n delete (length of [noteblocks v]) of [noteblocks v]\n delete (length of [noteblocks v]) of [noteblocks v]\n delete (length of [noteblocks v]) of [noteblocks v]\n delete (length of [noteblocks v]) of [noteblocks v]\n delete (length of [noteblocks v]) of [noteblocks v]\n end\n end\n end\n end\n delete (length of [actionhistory v]) of [actionhistory v]\n if <(Performance Mode) = [1]> then\n broadcast (redraw_level v)\n end\n start sound [restart v]\nend\n\ndelete all of [save code data v]\ndelete all of [here is your level code v]\nConvert V2.0 + Below to Current\nadd (Music) to [save code data v]\nadd (Pens) to [save code data v]\nadd (Starting Ink) to [save code data v]\nadd (Background) to [save code data v]\nadd (Boss Battle) to [save code data v]\nadd ([y position v] of [spawnpoint v]) to [save code data v]\nadd (length of [penx v]) to [save code data v]\nadd (length of [peny v]) to [save code data v]\nadd (length of [pentype v]) to [save code data v]\nadd (length of [penink v]) to [save code data v]\nadd (length of [enemyx v]) to [save code data v]\nadd (length of [enemyy v]) to [save code data v]\nadd (length of [inkx v]) to [save code data v]\nadd (length of [inky v]) to [save code data v]\nadd (length of [inksize v]) to [save code data v]\nset [i v] to [0]\nrepeat (length of [penx v])\n change [i v] by (1)\n add (item (i) of [penx v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [peny v])\n change [i v] by (1)\n add (item (i) of [peny v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [pentype v])\n change [i v] by (1)\n add (item (i) of [pentype v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [penink v])\n change [i v] by (1)\n add (item (i) of [penink v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [enemyx v])\n change [i v] by (1)\n add (item (i) of [enemyx v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [enemyy v])\n change [i v] by (1)\n add (item (i) of [enemyy v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [inkx v])\n change [i v] by (1)\n add (item (i) of [inkx v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [inky v])\n change [i v] by (1)\n add (item (i) of [inky v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [inksize v])\n change [i v] by (1)\n add (item (i) of [inksize v]) to [save code data v]\nend\n\nif <(costume [number v]) = [10]> then\n switch costume to (line v)\n set [tool v] to [line]\nelse\n if <(costume [number v]) = [9]> then\n switch costume to (ink v)\n set [tool v] to [ink]\n else\n if <(costume [number v]) = [2]> then\n switch costume to (enemy v)\n set [tool v] to [enemy]\n else\n switch costume to (rectange v)\n set [tool v] to [rectangle]\n end\n end\nend\n\ndefine Change Tool\nchange [tool# v] by (1)\nif <(length of [tools v]) < (Tool#)> then\n set [tool# v] to [1]\nend\nswitch costume to ((item (Tool#) of [toolslookup v]) + (0))\nset [tool v] to (item (Tool#) of [tools v])\n\ndelete all of [save code data v]\ndelete all of [here is your level code v]\nConvert V2.0 + Below to Current\nadd [v3] to [save code data v]\nadd (Music) to [save code data v]\nadd (Pens) to [save code data v]\nadd (Starting Ink) to [save code data v]\nadd (Background) to [save code data v]\nadd (Boss Battle) to [save code data v]\nadd ([y position v] of [spawnpoint v]) to [save code data v]\nadd (DETAILS_BASKET) to [save code data v]\nadd (length of [penx v]) to [save code data v]\nadd (length of [peny v]) to [save code data v]\nadd (length of [pentype v]) to [save code data v]\nadd (length of [penink v]) to [save code data v]\nadd (length of [enemyx v]) to [save code data v]\nadd (length of [enemyy v]) to [save code data v]\nadd (length of [inkx v]) to [save code data v]\nadd (length of [inky v]) to [save code data v]\nadd (length of [inksize v]) to [save code data v]\nadd (length of [noteblocks v]) to [save code data v]\nset [i v] to [0]\nrepeat (length of [penx v])\n change [i v] by (1)\n add (item (i) of [penx v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [peny v])\n change [i v] by (1)\n add (item (i) of [peny v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [pentype v])\n change [i v] by (1)\n add (item (i) of [pentype v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [penink v])\n change [i v] by (1)\n add (item (i) of [penink v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [enemyx v])\n change [i v] by (1)\n add (item (i) of [enemyx v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [enemyy v])\n change [i v] by (1)\n add (item (i) of [enemyy v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [inkx v])\n change [i v] by (1)\n add (item (i) of [inkx v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [inky v])\n change [i v] by (1)\n add (item (i) of [inky v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [inksize v])\n change [i v] by (1)\n add (item (i) of [inksize v]) to [save code data v]\nend\nset [i v] to [0]\nrepeat (length of [noteblocks v])\n change [i v] by (1)\n add (item (i) of [noteblocks v]) to [save code data v]\nend\n\nwhen flag clicked\ndelete all of [tools v]\ndelete all of [toolslookup v]\nadd tool [line] with costume # [1]\nadd tool [rectange] with costume # [2]\nadd tool [circle] with costume # [15]\nadd tool [enemy] with costume # [9]\nadd tool [ink] with costume # [10]\nadd tool [delete] with costume # [18]\nadd tool [sound] with costume # [13]\nif <(username) = [Mrk20200]> then\n add tool [debug.refresh] with costume # [19]\nend\n\ndefine add tool (name) with costume # (#)\nadd (name) to [tools v]\nadd (#) to [toolslookup v]\n\n@editor_enemys\n\nwhen I receive [close_editor v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n change [enemyanimation v] by (1)\n if <<(enemyAnimation) = [5]> or <(Performance Mode) = [1]>> then\n set [enemyanimation v] to [1]\n end\n wait (0.1) seconds\nend\n\nwhen I receive [level_editor v]\nclone\n\nwhen I start as a clone\nforever\n go to x: (item (i) of [enemyx v]) y: (item (i) of [enemyy v])\n if <((i) - (1)) < (length of [enemyx v])> then\n show\n else\n hide\n end\n go to [back v] layer\nend\n\ndefine clone\nset [i v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [i v] by (1)\nend\n\nwhen I start as a clone\nforever\n switch costume to (hitbox v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(TOOL) = [delete]> then\n start sound [restart v]\n delete (item # of [enemy] in [actionhistory v]) of [actionhistory v]\n delete (i) of [enemyx v]\n delete (i) of [enemyy v]\n end\n end\n switch costume to (enemyAnimation)\nend\n\nrepeat until <not <mouse down?>>\n switch costume to (enemyAnimation)\nend\n\n@overlays\n\nwhen flag clicked\nhide\n\nwhen I receive [testlevel v]\nclear graphic effects\nset [playtesting? v] to [1]\nshow\nswitch costume to (load1 v)\nbroadcast (close_editor v) and wait\nswitch costume to (load2 v)\nbroadcast (redraw_level v) and wait\nswitch costume to (load3 v)\nbroadcast (initalize v) and wait\nhide\nbroadcast (game start v)\n\nwhen I receive [next level v]\nif <([won? v] of [player v]) = [1]> then\n show\n set [ghost v] effect to (35)\n if <(LoadedLevel?) = [1]> then\n switch costume to (winvariation2 v)\n else\n switch costume to (winvariation1 v)\n end\n set [loadedlevel? v] to [0]\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n set [playtesting? v] to [0]\n set [playtestorloaded? v] to [0]\n broadcast (level_editor v)\n hide\nelse\n show\n set [ghost v] effect to (35)\n switch costume to (lose v)\n wait until <not <<key (space v) pressed?> or <key (r v) pressed?>>>\n wait until <<key (space v) pressed?> or <key (r v) pressed?>>\n if <key (space v) pressed?> then\n wait until <not <<key (space v) pressed?> or <key (r v) pressed?>>>\n set [playtesting? v] to [0]\n set [playtestorloaded? v] to [0]\n broadcast (level_editor v)\n hide\n else\n wait until <not <<key (space v) pressed?> or <key (r v) pressed?>>>\n broadcast (testlevel v)\n end\nend\n\nwhen I receive [return_editor v]\nset [playtesting? v] to [0]\nbroadcast (level_editor v)\n\nwhen I receive [game start v]\nforever\n if <key (z v) pressed?> then\n broadcast (return_editor v) and wait\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [fadeout v]\nswitch costume to (white v)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch backdrop to (white v)\nbroadcast (infocard v)\nwait (0.25) seconds\nstart sound [fall v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (3) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nerase all\nwait (0.5) seconds\nbroadcast (testlevel v)\n\nclear graphic effects\nshow\ngo to [front v] layer\nswitch costume to ((1) + (0))\nswitch costume to ((costume [number v]) - (1))\n\n@editor_ink\n\nwhen I receive [level_editor v]\nset [i v] to [0]\nrepeat (20)\n change [i v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (pick random (0) to (359))\nforever\n go to x: (item (i) of [inkx v]) y: (item (i) of [inky v])\n if <((i) - (1)) < (length of [inksize v])> then\n show\n else\n point in direction (pick random (0) to (359))\n hide\n end\n if <(item (i) of [inksize v]) = [3]> then\n set size to (500) %\n else\n if <(item (i) of [inksize v]) = [2]> then\n set size to (175) %\n else\n set size to (75) %\n end\n end\n go to [back v] layer\nend\n\nwhen I receive [close_editor v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(TOOL) = [delete]> then\n start sound [restart v]\n delete (i) of [inkx v]\n delete (i) of [inky v]\n delete (i) of [inksize v]\n end\n end\nend\n\nbroadcast (level_editor v)\n\nbroadcast (close_editor v)\n\n@Save Code Utility\n\ndefine Load Save Code\nset [i v] to [1]\nset [output v] to []\ndelete all of [save code data v]\nrepeat until <(i) > (length of (Save Code))>\n if <not <(letter (i) of (Save Code)) = []>> then\n repeat until <(letter (i) of (Save Code)) = [_]>\n set [output v] to (join (output) (letter (i) of (Save Code)))\n change [i v] by (1)\n end\n end\n change [i v] by (1)\n add (output) to [save code data v]\n set [output v] to []\nend\n\ndefine Generate Save Code\nset [i v] to [0]\nset [save code v] to []\nwait (0) seconds\nrepeat (length of [save code data v])\n change [i v] by (1)\n set [save code v] to (join (join (Save Code) (item (i) of [save code data v])) [_])\nend\ndelete all of [save code data v]\n\nwhen I receive [generate save code v]\nGenerate Save Code\n\nwhen I receive [load save code v]\nLoad Save Code\n\n@build_string\n\nwhen flag clicked\nhide\n\nwhen I receive [buttons v]\nshow\n\nwhen I receive [testlevel v]\nhide\n\nwhen I receive [level_editor v]\nhide\n\nwhen backdrop switches to [white v]\nhide\n\n@tutorial\n\nwhen I receive [editor.tutorial v]\nbroadcast (level_editor v)\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (100)\nswitch costume to (bg.bg v)\nset [done? v] to [0]\ncreate clone of (_myself_ v)\nwait (0.7) seconds\nset [i v] to [0]\nset [slide v] to [1]\nrepeat until <(slide) = [9]>\n Make Slide (slide)\n change [slide v] by (Tutorial.WhichDir)\nend\nset [done? v] to [1]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n repeat (12)\n change [ghost v] effect by (-1.25)\n end\n go to [front v] layer\n repeat (8)\n change [ghost v] effect by (-1.25)\n end\n wait until <([done? v] of (join [tutorial] [])) = [1]>\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nelse\n set [ghost v] effect to (100)\n show\n if <not <<(id) = [hitbox1]> or <(id) = [hitbox2]>>> then\n if <(Performance Mode) = [0]> then\n change y by (-10)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (1)\n end\n else\n clear graphic effects\n end\n else\n switch costume to (button.hitbox v)\n set [ghost v] effect to (99.9)\n show\n repeat until <([delete? v] of (join [tutorial] [])) = [1]>\n go to [front v] layer\n end\n end\nend\nwait until <([delete? v] of (join [tutorial] [])) = [1]>\nif <(Performance Mode) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (-1)\n end\nend\ndelete this clone\n\ndefine Make Slide (id)\nset [tutorial.whichdir v] to [0]\nset [delete? v] to [0]\nif <(id) = [1]> then\n switch costume to (slide.1 v)\n Buttons [10] [100] [0] [-75]\nelse\n if <(id) = [2]> then\n switch costume to (slide.2 v)\n Buttons [11] [100] [50] [-100]\n else\n if <(id) = [3]> then\n switch costume to (slide.3 v)\n Buttons [11] [100] [35] [-50]\n else\n if <(id) = [4]> then\n switch costume to (slide.4 v)\n Buttons [11] [100] [50] [-160]\n Spawn Decoration/Image [4] [variablesv3] [0] [0]\n else\n if <(id) = [5]> then\n switch costume to (slide.5 v)\n Buttons [11] [100] [20] [-50]\n else\n if <(id) = [6]> then\n switch costume to (slide.6 v)\n Buttons [11] [100] [20] [-65]\n else\n if <(id) = [7]> then\n switch costume to (slide.7 v)\n Buttons [11] [100] [35] [-10]\n else\n if <(id) = [8]> then\n switch costume to (slide.8 v)\n Buttons [21] [100] [0] [-75]\n else\n set [slide v] to [8]\n switch costume to (slide.err v)\n Buttons [20] [100] [0] [-65]\n end\n end\n end\n end\n end\n end\n end\nend\ngo to [front v] layer\nshow\nif <(Performance Mode) = [0]> then\n go to x: (0) y: (10)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (-1)\n end\nelse\n go to x: (0) y: (0)\n clear graphic effects\nend\nwait until <not <(Tutorial.WhichDir) = [0]>>\nDelete Current Slide\n\ndefine Buttons (button type) (distance apart) (x offset) (y)\nadd (x position) to [olddata v]\nadd (y position) to [olddata v]\nadd (costume [number v]) to [olddata v]\nif <(letter (1) of (button type)) = [1]> then\n go to x: (x offset) y: (y)\n if <(letter (2) of (button type)) = [1]> then\n change x by ((distance apart) / (2))\n end\n switch costume to (button.next v)\n set [id v] to [button]\n go to [front v] layer\n set [clone? v] to [1]\n create clone of (_myself_ v)\n switch costume to (button.hitbox v)\n set [id v] to [hitbox1]\n go to [front v] layer\n create clone of (_myself_ v)\n set [clone? v] to [0]\nend\nif <(letter (1) of (button type)) = [2]> then\n go to x: (x offset) y: (y)\n if <(letter (2) of (button type)) = [1]> then\n change x by ((distance apart) / (2))\n end\n switch costume to (button.finish v)\n set [id v] to [button]\n go to [front v] layer\n set [clone? v] to [1]\n create clone of (_myself_ v)\n switch costume to (button.hitbox v)\n set [id v] to [hitbox1]\n go to [front v] layer\n create clone of (_myself_ v)\n set [clone? v] to [0]\nend\nif <(letter (2) of (button type)) = [1]> then\n go to x: (x offset) y: (y)\n if <<(letter (1) of (button type)) = [1]> or <(letter (1) of (button type)) = [2]>> then\n change x by (((distance apart) / (2)) * (-1))\n end\n switch costume to (button.previous v)\n set [id v] to [button]\n go to [front v] layer\n set [clone? v] to [1]\n create clone of (_myself_ v)\n switch costume to (button.hitbox v)\n set [id v] to [hitbox2]\n go to [front v] layer\n create clone of (_myself_ v)\n set [clone? v] to [0]\nend\ngo to x: (item (1) of [olddata v]) y: (item (2) of [olddata v])\nswitch costume to (item (3) of [olddata v])\ndelete all of [olddata v]\n\ndefine Delete Current Slide\nset [delete? v] to [1]\nif <(Performance Mode) = [0]> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (1)\n end\nend\nhide\n\ndefine Spawn Decoration/Image (slide) (name) (x) (y)\ngo to x: (0) y: (0)\ndelete all of [olddata v]\nadd (x position) to [olddata v]\nadd (y position) to [olddata v]\nadd (costume [number v]) to [olddata v]\nset [id v] to [decor]\nswitch costume to (join [slide] (join (slide) (join [.] (name))))\nset [clone? v] to [1]\ncreate clone of (_myself_ v)\nset [clone? v] to [0]\ngo to x: (item (1) of [olddata v]) y: (item (2) of [olddata v])\nswitch costume to (item (3) of [olddata v])\ndelete all of [olddata v]\n\nwhen this sprite clicked\nif <(costume [number v]) = [5]> then\n if <(id) = [hitbox1]> then\n set [tutorial.whichdir v] to [1]\n else\n if <(id) = [hitbox2]> then\n set [tutorial.whichdir v] to [-1]\n end\n end\nend\n\nwhen I receive [buttons v]\nset [maingone? v] to [0]\nshow\ngo to x: (0) y: (0)\nset [toggle? v] to [0]\nrepeat until <(MAINGONE?) = [1]>\n switch costume to (checkhitbox v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(toggle?) = [1]> then\n set [toggle? v] to [0]\n else\n set [toggle? v] to [1]\n end\n end\n repeat until <not <mouse down?>>\n switch costume to ((17) + (toggle?))\n end\n switch costume to ((17) + (toggle?))\nend\nhide\n\nwhen I receive [level_editor v]\nhide\nset [maingone? v] to [1]\n\nwhen I receive [testlevel v]\nhide\nset [maingone? v] to [1]\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [white v]\nhide\nset [maingone? v] to [1]\n\n@LevelStatsController\n\ndefine time calculation (timer)\nif <(letter (2) of ([floor v] of ((timer) mod (60)) )) = []> then\n set [time v] to (join ([floor v] of ((timer) / (60)) ) (join [:0] ([floor v] of ((timer) mod (60)) )))\nelse\n set [time v] to (join ([floor v] of ((timer) / (60)) ) (join [:] ([floor v] of ((timer) mod (60)) )))\nend\n\ndefine timeloop\nrepeat until <(lvldone?) = [1]>\n time calculation (timer)\n set [leveltrust v] to (((timer) - (Deaths)) / (2))\nend\n\nwhen flag clicked\nset [lvldone? v] to [1]\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [game start v]\nset [deaths v] to [0]\nset [lvldone? v] to [0]\nreset timer\ntimeloop\n\nwhen I receive [next level v]\nif <([won? v] of [player v]) = [1]> then\n set [lvldone? v] to [1]\n show variable [time v]\n show variable [deaths v]\nend\n\nwhen I receive [red v]\nchange [deaths v] by (1)\n\nwhen I receive [level_editor v]\nhide variable [deaths v]\nhide variable [time v]\n\nwhen I receive [stopgame v]\nhide variable [deaths v]\nhide variable [time v]\n\n@titleLeveleditortag\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [level_editor v]\nif <not <(Performance Mode) = [1]>> then\n set [speed v] to [0]\n repeat until <(speed) = [9]>\n change y by (speed)\n change [ghost v] effect by ((speed) * (3))\n change [speed v] by (1)\n end\n hide\nelse\n hide\nend\n\nwhen I receive ["the platformer" v]\ngo to x: (0) y: (-82)\nswitch costume to (costume1 v)\nwait (0.095) seconds\nshow\nrepeat (10)\n next costume\nend\n\nwhen I receive [startmove v]\nif <not <(Performance Mode) = [1]>> then\n set [speed v] to [0]\n repeat until <(speed) = [9]>\n change y by (speed)\n change [speed v] by (1)\n end\n broadcast (buttons v)\n repeat until <(speed) = [0]>\n change y by (speed)\n change [speed v] by (-1)\n end\nelse\n broadcast (buttons v)\n go to x: (0) y: (-1)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [white v]\nhide\n\n@noteblocks\n\nwhen I start as a clone\nif <(_TYPE) = [1]> then\n\nwhen I start as a clone\nset [clone? v] to [1]\nif <(_TYPE) = [1]> then\n show\n set [ghost v] effect to (99.999)\n if <(_MODE) = [1]> then\n wait until <touching (player v)?>\n set [_type v] to [0]\n create clone of (_myself_ v)\n set [_type v] to [1]\n wait until <not <touching (player v)?>>\n delete this clone\n else\n forever\n wait until <touching (player v)?>\n set [_type v] to [0]\n create clone of (_myself_ v)\n set [_type v] to [1]\n wait until <not <touching (player v)?>>\n end\n end\nelse\n if <(EDIT_MODE) = [0]> then\n set size to (100) %\n set [ghost v] effect to (100)\n show\n change x by (13)\n change y by (-2)\n repeat (10)\n change [ghost v] effect by (-3)\n change y by (1.5)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (3)\n change y by (5)\n end\n delete this clone\n else\n show\n wait (0) seconds\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(_TYPE) = [1]> then\n\nwhen I start as a clone\nif <(_TYPE) = [1]> then\n\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\ndefine Render <spawn hitboxes>\nset [currentnoteblock v] to [Noteblock Stats Loading...]\nset [i v] to [0]\nhide variable [currentnoteblock v]\nrepeat ((length of [noteblocks v]) / (8))\n change [i v] by (1)\n set x to (item (i) of [noteblocks v])\n change [i v] by (1)\n set y to (item (i) of [noteblocks v])\n change [i v] by (1)\n set size to (item (i) of [noteblocks v]) %\n change [i v] by (1)\n set [_mode v] to (item (i) of [noteblocks v])\n switch costume to (hit v)\n set [_type v] to [0]\n if <spawn hitboxes> then\n set [_type v] to [1]\n end\n if <touching (mouse-pointer v)?> then\n change [i v] by (1)\n show variable [currentnoteblock v]\n set [currentnoteblock v] to [Noteblock | ]\n if <(item (i) of [noteblocks v]) = [1]> then\n change [i v] by (1)\n set [currentnoteblock v] to (join (currentNoteblock) (join [Sound ] (item (i) of [noteblocks v])))\n change [i v] by (2)\n else\n if <(item (i) of [noteblocks v]) = [2]> then\n change [i v] by (1)\n set [currentnoteblock v] to (join [Noteblock | Note ] (join (item (i) of [noteblocks v]) [ | ]))\n change [i v] by (1)\n set [currentnoteblock v] to (join (currentNoteblock) (join [Insturment ] (join (item (i) of [noteblocks v]) [ | ])))\n change [i v] by (1)\n if <(item (i) of [noteblocks v]) = [1]> then\n set [currentnoteblock v] to (join (currentNoteblock) (join (item (i) of [noteblocks v]) [ beat]))\n else\n set [currentnoteblock v] to (join (currentNoteblock) (join (item (i) of [noteblocks v]) [ beats]))\n end\n end\n end\n else\n change [i v] by (4)\n end\n set [@sound_or_note v] to (item ((i) - (3)) of [noteblocks v])\n set [@note v] to (item ((i) - (2)) of [noteblocks v])\n set [@inst v] to (item ((i) - (1)) of [noteblocks v])\n set [@beats v] to (item ((i) - (0)) of [noteblocks v])\n switch costume to ((4) + ((2) - (_MODE)))\n create clone of (_myself_ v)\nend\n\nask [x] and wait\nadd (answer) to [noteblocks v]\nask [y] and wait\nadd (answer) to [noteblocks v]\nask [size] and wait\nadd (answer) to [noteblocks v]\nask [1=1x 2=infinte] and wait\nadd (answer) to [noteblocks v]\nask [mode] and wait\nadd (answer) to [noteblocks v]\nif <(answer) = [1]> then\n ask [sound] and wait\n add (answer) to [noteblocks v]\n add [] to [noteblocks v]\n add [] to [noteblocks v]\nelse\n ask [note] and wait\n add (answer) to [noteblocks v]\n ask [inst] and wait\n add (answer) to [noteblocks v]\n ask [beats] and wait\n add (answer) to [noteblocks v]\nend\n\nwhen I receive [new_level v]\ndelete all of [noteblocks v]\n\nwhen I receive [level_editor v]\nwait (0) seconds\nforever\n Render <>\nend\n\nwhen I receive [close_editor v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [restartlevel v]\nif <(clone?) = [0]> then\n Render \nend\ndelete this clone\n\ngo to (player v)\nchange x by (13)\nrepeat (10)\n change [ghost v] effect by (-3)\n change y by (1.5)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (3)\n change y by (5)\nend\ndelete this clone\n\nwhen [q v] key pressed\n\nwhen I receive [game start v]\nRender \n\nif <(clone?) = [0]> then\n add (mouse x) to [noteblocks v]\n add (mouse y) to [noteblocks v]\n ask [Enter the Hitbox Size] and wait\n add (answer) to [noteblocks v]\n ask [Select Amount of uses \(1 = 1x, 2 = Infinite\)] and wait\n add (answer) to [noteblocks v]\n ask [Select Type \(1 = Sound Effect, 2 = Instrument\)] and wait\n add (answer) to [noteblocks v]\n if <(answer) = [1]> then\n ask [Enter Sound Number] and wait\n add (answer) to [noteblocks v]\n add [] to [noteblocks v]\n add [] to [noteblocks v]\n else\n ask [Enter Note] and wait\n add (answer) to [noteblocks v]\n ask [Choose Instrument] and wait\n add (answer) to [noteblocks v]\n ask [Choose Length in Beats \(Tempo = 60\)] and wait\n add (answer) to [noteblocks v]\n end\nend\n\n@Level Metadata Manager\n\ndefine Is (letter) a capital letter?\nif <[caps v] contains (letter)?> then\n switch costume to (costume1 v)\n set [cap_temp v] to (item (item # of (letter) in [caps v]) of [caps v])\n replace item (item # of (letter) in [caps v]) of [caps v] with (letter)\n switch costume to (caps)\n set [capital? v] to <(caps) = (costume [name v])>\n replace item (item # of (letter) in [caps v]) of [caps v] with (cap_TEMP)\nelse\n set [capital? v] to [false]\nend\nswitch costume to (costume1 v)\n\ndefine Encode (string)\nset [j v] to [1]\nset [output v] to []\nrepeat (length of (string))\n Is (letter (j) of (string)) a capital letter?\n if <(Capital?) = [true]> then\n set [output2 v] to ((item # of (letter (j) of (string)) in [code v]) + (26))\n else\n set [output2 v] to (item # of (letter (j) of (string)) in [code v])\n end\n if <(length of (output2)) = [1]> then\n set [output v] to (join (output) (join [0] (output2)))\n else\n set [output v] to (join (output) (output2))\n end\n change [j v] by (1)\nend\n\ndefine import (stuff) to list # (id)\nif <(id) = [3]> then\n delete all of [string v]\n repeat (length of (stuff))\n add (letter ((length of [string v]) + (1)) of (stuff)) to [string v]\n end\nelse\n if <(id) = [2]> then\n delete all of [caps v]\n repeat (length of (stuff))\n add (letter ((length of [caps v]) + (1)) of (stuff)) to [caps v]\n end\n else\n if <(id) = [1]> then\n delete all of [code v]\n repeat (length of (stuff))\n add (letter ((length of [code v]) + (1)) of (stuff)) to [code v]\n end\n end\n end\nend\n\ndefine Decode (num)\nset [output v] to []\nset [i v] to [1]\nrepeat ((length of (num)) / (2))\n set [output v] to (join (output) (item ((join (letter (i) of (num)) (letter ((i) + (1)) of (num))) + (0)) of [code v]))\n change [i v] by (2)\nend\n\ndefine Letters (1) to (2) in (item)\nset [output v] to []\nrepeat (((2) - (1)) + (1))\n set [output v] to (join (output) (letter ((1) + (length of (output))) of (item)))\nend\n\nLetters [1] to ((item # of [█] in [string v]) - (1)) in (string)\nadd (output) to [level details v]\nLetters ((item # of [█] in [string v]) + (1)) to (length of (string)) in (string)\nadd (output) to [level details v]\n\ndefine MakeLevelDetailsCode (name)\nEncode (join (name) (join [█] (join (username) (join [▄] (join (current [month v]) (join [/] (join (current [date v]) (join [/] (current [year v])))))))))\nset [i v] to [1]\nset [j v] to []\nrepeat (length of (output))\n set [j v] to (join (j) (item ((letter (i) of (output)) + (1)) of [encode_table v]))\n change [i v] by (1)\nend\nset [output v] to (j)\nset [details_basket v] to (j)\n\ndefine LoadLevelDetailsCode (code)\ndelete all of [level details v]\nTurnStringIntoNumberString (code)\nDecode (output)\nimport (output) to list # [3]\nLetters [1] to ((item # of [█] in [string v]) - (1)) in (string)\nadd (output) to [level details v]\nLetters ((item # of [█] in [string v]) + (1)) to ((item # of [▄] in [string v]) - (1)) in (string)\nadd (output) to [level details v]\nLetters ((item # of [▄] in [string v]) + (1)) to (length of (string)) in (string)\nadd (output) to [level details v]\n\nwhen I receive [makedetailscode v]\nMakeLevelDetailsCode (DETAILS_BASKET)\n\nwhen I receive [loaddetailscode v]\nLoadLevelDetailsCode (DETAILS_BASKET)\n\ndefine TurnStringIntoNumberString (1)\nset [i v] to [1]\nset [j v] to []\nrepeat (length of (1))\n set [j v] to (join (j) ((item # of (letter (i) of (1)) in [encode_table v]) - (1)))\n change [i v] by (1)\nend\nset [output v] to (j)\n\nMakeLevelDetailsCode [Test 1234]\n\nTurnStringIntoNumberString (j)\n\nLoadLevelDetailsCode (output)\n\nLoadLevelDetailsCode [chbaaiabchacaijgbbaeajgdgdfjffjhfjheffgbheffgdffgd]\n\n@InfoCardLogo\n\nwhen I receive [infocard v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [testlevel v]\nhide\n\n@FontEngine\n\ndefine _calcWW (text) (width) (firstwidth) (cspace) (spacewidth)\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\nset [_i3 v] to [1]\nset [_i4 v] to [0]\nset [_i5 v] to [0]\nset [_i6 v] to [0]\nset [_i7 v] to (firstwidth)\nset [_i8 v] to [0]\nrepeat (length of (text))\n if <(letter (_i3) of (text)) = [ ]> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to [0]\n set [_i8 v] to [0]\n else\n switch costume to (blank v)\n switch costume to (join (letter (_i3) of (text)) [_])\n set [_i9 v] to ((costume [number v]) - (1))\n if <(_i9) > [0]> then\n set [_ia v] to (item (_i9) of [_chwidth v])\n set [_ib v] to (item (_i9) of [_chkern v])\n set [_ib v] to ((join (join (letter ((_i8) - (3)) of (_ib)) (letter ((_i8) - (2)) of (_ib))) (join (letter ((_i8) - (1)) of (_ib)) (letter (_i8) of (_ib)))) / (1000))\n if <((_i5) + ((_ib) + (_ia))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n add ((_i5) - (cspace)) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i4)) to [_ww2 v]\n add [1] to [_ww0 v]\n set [_i4 v] to (length of [_ww0 v])\n set [_i5 v] to ((_ia) + (cspace))\n set [_i6 v] to (_i4)\n set [_i7 v] to ((-1) * ((cspace) + (spacewidth)))\n else\n change [_i5 v] by (((_ib) + (_ia)) + (cspace))\n end\n add (_i9) to [_ww0 v]\n end\n set [_i8 v] to ((4) * (_i9))\n end\n change [_i3 v] by (1)\nend\nif <(length of [_ww0 v]) > (_i6)> then\n if <(_i4) = [0]> then\n if <((_i7) + ((_i5) - (cspace))) > (width)> then\n insert [1] at (1) of [_ww0 v] \n add [0] to [_ww1 v]\n add [0] to [_ww2 v]\n set [_i6 v] to [1]\n end\n change [_i7 v] by ((_i5) - (cspace))\n else\n if <((_i7) + ((spacewidth) + (_i5))) > (width)> then\n if <(_i4) > (_i6)> then\n add (_i7) to [_ww1 v]\n add (((_i4) - (_i6)) - (1)) to [_ww2 v]\n end\n set [_i6 v] to (_i4)\n set [_i7 v] to ((_i5) - (cspace))\n else\n change [_i7 v] by ((spacewidth) + (_i5))\n end\n end\n add (_i7) to [_ww1 v]\n add ((length of [_ww0 v]) - (_i6)) to [_ww2 v]\nend\n\ndefine _sortRaster (lo) (hi)\nset [_i4 v] to ([ceiling v] of ((((hi) - (lo)) + (1)) / (4)) )\nrepeat until <(_i4) < [1]>\n set [_i5 v] to ((lo) + (_i4))\n set [_i4 v] to ((-1) * (_i4))\n set [_i6 v] to (_i5)\n repeat (((hi) + (1)) - (_i6))\n set [_i7 v] to (item (_i6) of [_raster v])\n set [_i9 v] to (item (_i6) of [_rasterdir v])\n set [_i8 v] to (_i6)\n repeat until <<(_i8) < (_i5)> or <not <(item ((_i8) + (_i4)) of [_raster v]) > (_i7)>>>\n replace item (_i8) of [_raster v] with (item ((_i8) + (_i4)) of [_raster v])\n replace item (_i8) of [_rasterdir v] with (item ((_i8) + (_i4)) of [_rasterdir v])\n change [_i8 v] by (_i4)\n end\n replace item (_i8) of [_raster v] with (_i7)\n replace item (_i8) of [_rasterdir v] with (_i9)\n change [_i6 v] by (1)\n end\n if <(_i4) = [-2]> then\n set [_i4 v] to [1]\n else\n set [_i4 v] to ([floor v] of ((_i4) / (-2.25)) )\n end\nend\n\nwhen flag clicked\npen up\nhide\nswitch costume to (blank v)\nset size to (100000) %\nswitch costume to ( _ v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [don't rotate v]\nClear | Cache\n\ndefine Clear | Cache\nset [_i0 v] to [1]\nrepeat (length of [_chindex v])\n set [_i1 v] to ((item (_i0) of [_chindex v]) + (2))\n repeat (20)\n replace item (_i1) of [_chdata0 v] with []\n replace item (_i1) of [_chdata1 v] with []\n replace item (_i1) of [_chdata2 v] with []\n replace item (_i1) of [_chdata3 v] with []\n replace item (_i1) of [_chdata4 v] with []\n change [_i1 v] by (1)\n end\n change [_i0 v] by (1)\nend\ndelete all of [_cacheidx v]\ndelete all of [_cache0 v]\ndelete all of [_cache1 v]\ndelete all of [_raster v]\ndelete all of [_rasterdir v]\nset [_cid v] to [0]\n\ndefine Clear | Character Data\nswitch costume to (blank v)\nswitch costume to ((costume [number v]) - (1))\nif <((costume [number v]) - (1)) > (length of [_chindex v])> then\n set [_i0 v] to ((costume [number v]) - (1))\nelse\n set [_i0 v] to (length of [_chindex v])\nend\ndelete all of [_chindex v]\ndelete all of [_chwidth v]\ndelete all of [_chkern v]\ndelete all of [_chdata0 v]\ndelete all of [_chdata1 v]\ndelete all of [_chdata2 v]\ndelete all of [_chdata3 v]\ndelete all of [_chdata4 v]\nrepeat (_i0)\n add [__] to [_chdata0 v]\n add [none] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add [] to [_chdata4 v]\n add (length of [_chdata0 v]) to [_chindex v]\n add ((1) * (0)) to [_chwidth v]\n add [] to [_chkern v]\n repeat (110)\n add [] to [_chdata0 v]\n add [] to [_chdata1 v]\n add [] to [_chdata2 v]\n add [] to [_chdata3 v]\n add [] to [_chdata4 v]\n end\nend\nadd [__] to [_chdata0 v]\nadd [none] to [_chdata1 v]\nadd [] to [_chdata2 v]\nadd [] to [_chdata3 v]\nadd [] to [_chdata4 v]\ndelete all of [_cacheidx v]\ndelete all of [_cache0 v]\ndelete all of [_cache1 v]\ndelete all of [_raster v]\ndelete all of [_rasterdir v]\nset [_cid v] to [0]\n\ndefine Load | Font (fontname)\nset [_i0 v] to (item # of (fontname) in [_fontname v])\nif <(_i0) < [1]> then\n stop [this script v]\nend\nset [_i0 v] to (item (_i0) of [_fontindex v])\nset [_i1 v] to (item (_i0) of [_fontdata v])\nchange [_i0 v] by (2)\nrepeat (item ((_i0) - (1)) of [_fontdata v])\n set [_i2 v] to (item (_i0) of [_fontdata v])\n replace item (_i2) of [_chwidth v] with (item ((_i0) + (1)) of [_fontdata v])\n replace item (_i2) of [_chkern v] with (item ((_i0) + (2)) of [_fontdata v])\n set [_i2 v] to (item (_i2) of [_chindex v])\n replace item (_i2) of [_chdata1 v] with (_i1)\n replace item (_i2) of [_chdata2 v] with (item ((_i0) + (3)) of [_fontdata v])\n replace item (_i2) of [_chdata3 v] with (item ((_i0) + (4)) of [_fontdata v])\n replace item ((_i2) + (1)) of [_chdata2 v] with (item ((_i0) + (5)) of [_fontdata v])\n replace item ((_i2) + (1)) of [_chdata3 v] with (item ((_i0) + (6)) of [_fontdata v])\n if <([abs v] of (item ((_i2) + (1)) of [_chdata3 v]) ) > ([abs v] of (item ((_i2) + (1)) of [_chdata2 v]) )> then\n replace item ((_i2) + (1)) of [_chdata4 v] with ((4) * ([abs v] of (item ((_i2) + (1)) of [_chdata3 v]) ))\n else\n replace item ((_i2) + (1)) of [_chdata4 v] with ((4) * ([abs v] of (item ((_i2) + (1)) of [_chdata2 v]) ))\n end\n replace item ((_i2) + (22)) of [_chdata0 v] with [string]\n replace item ((_i2) + (22)) of [_chdata1 v] with (item ((_i0) + (7)) of [_fontdata v])\n change [_i0 v] by (8)\nend\n\ndefine _printChar (id) (x) (y) (size) (min) (max) (new)\nset [_i2 v] to (item (id) of [_chindex v])\nset [_i3 v] to (item (_i2) of [_chdata1 v])\nif <(_i3) = [none]> then\n stop [this script v]\nend\nif <((y) + ((size) * (item ((_i2) + (1)) of [_chdata3 v]))) < [-184]> then\n stop [this script v]\nend\nif <((x) + ((size) * (item (_i2) of [_chdata2 v]))) > [244]> then\n stop [this script v]\nend\nif <((x) + ((size) * (item (_i2) of [_chdata3 v]))) < [-244]> then\n stop [this script v]\nend\nif <((y) + ((size) * (item ((_i2) + (1)) of [_chdata2 v]))) > [184]> then\n stop [this script v]\nend\nif <(item ((_i2) + (22)) of [_chdata0 v]) = [0]> then\n stop [this script v]\nend\nset [_i4 v] to ((_i2) + (2))\nrepeat (20)\n if <(item (_i4) of [_chdata0 v]) = (_i3)> then\n set [_i5 v] to (item (_i4) of [_chdata1 v])\n if <not <(_i5) < (min)>> then\n if <not <(_i5) > (max)>> then\n if <(_i4) > ((_i2) + (2))> then\n set [_i6 v] to (item (_i4) of [_chdata2 v])\n set [_i7 v] to (item (_i4) of [_chdata3 v])\n set [_i8 v] to (item (_i4) of [_chdata4 v])\n repeat ((_i4) - ((_i2) + (2)))\n replace item (_i4) of [_chdata0 v] with (item ((_i4) - (1)) of [_chdata0 v])\n replace item (_i4) of [_chdata1 v] with (item ((_i4) - (1)) of [_chdata1 v])\n replace item (_i4) of [_chdata2 v] with (item ((_i4) - (1)) of [_chdata2 v])\n replace item (_i4) of [_chdata3 v] with (item ((_i4) - (1)) of [_chdata3 v])\n replace item (_i4) of [_chdata4 v] with (item ((_i4) - (1)) of [_chdata4 v])\n change [_i4 v] by (-1)\n end\n replace item (_i4) of [_chdata0 v] with (item (_i2) of [_chdata1 v])\n replace item (_i4) of [_chdata1 v] with (_i5)\n replace item (_i4) of [_chdata2 v] with (_i6)\n replace item (_i4) of [_chdata3 v] with (_i7)\n replace item (_i4) of [_chdata4 v] with (_i8)\n end\n set [_i8 v] to (item ((_i2) + (2)) of [_chdata1 v])\n set [_i9 v] to (round ((_i8) * (item (_i2) of [_chdata2 v])))\n set x to ((x) + (((_i9) + (0.5)) * ((size) / (_i8))))\n set [_i7 v] to (item ((_i2) + (2)) of [_chdata3 v])\n if <(_i7) = []> then\n set [_i4 v] to (item ((_i2) + (2)) of [_chdata2 v])\n set [_i5 v] to ((size) / ((4) * (_i8)))\n if <(letter (1) of (_i4)) = [3]> then\n _drawChar3 (_i4) ((y) - ((500) * (_i5))) ((round ((_i8) * (item (_i2) of [_chdata3 v]))) - (_i9)) ((size) / (_i8)) (_i5)\n else\n _drawChar4 (_i4) ((y) - ((5000) * (_i5))) ((round ((_i8) * (item (_i2) of [_chdata3 v]))) - (_i9)) ((size) / (_i8)) (_i5)\n end\n else\n change [_cid v] by (1)\n if <not <(item (_i7) of [_cacheidx v]) = (item ((_i2) + (2)) of [_chdata4 v])>> then\n _createCache (item ((_i2) + (2)) of [_chdata2 v]) ((_i2) + (2)) ((round ((_i8) * (item (_i2) of [_chdata3 v]))) - (_i9))\n set [_i7 v] to (_i3)\n end\n replace item ((_i7) + (1)) of [_cacheidx v] with (_cID)\n _drawCache (item ((_i7) + (2)) of [_cacheidx v]) (y) ((round ((_i8) * (item (_i2) of [_chdata3 v]))) - (_i9)) ((size) / (_i8)) ((size) / ((4) * (_i8)))\n end\n stop [this script v]\n end\n end\n end\n change [_i4 v] by (1)\nend\nif <((new) * ((item (_i2) of [_chdata3 v]) - (item (_i2) of [_chdata2 v]))) > [4850]> then\n stop [this script v]\nend\nif <((new) * (item ((_i2) + (1)) of [_chdata4 v])) > [4950]> then\n stop [this script v]\nend\nrepeat (19)\n change [_i4 v] by (-1)\n replace item (_i4) of [_chdata0 v] with (item ((_i4) - (1)) of [_chdata0 v])\n replace item (_i4) of [_chdata1 v] with (item ((_i4) - (1)) of [_chdata1 v])\n replace item (_i4) of [_chdata2 v] with (item ((_i4) - (1)) of [_chdata2 v])\n replace item (_i4) of [_chdata3 v] with (item ((_i4) - (1)) of [_chdata3 v])\n replace item (_i4) of [_chdata4 v] with (item ((_i4) - (1)) of [_chdata4 v])\nend\nset [_i4 v] to ((_i2) + (22))\nif <(item (_i4) of [_chdata0 v]) = [string]> then\n _unpackDef (id) (_i4) (item (_i4) of [_chdata1 v])\nend\nif <(item (_i4) of [_chdata0 v]) = [0]> then\n stop [this script v]\nend\nset [_i5 v] to (round ((new) * (item (_i2) of [_chdata2 v])))\n_rasterizeChar (_i4) (new) ((round ((new) * (item (_i2) of [_chdata3 v]))) - (_i5)) ((0) - (_i5))\nset [_i3 v] to (round ((new) * (item (_i2) of [_chdata2 v])))\nset x to ((x) + (((_i3) + (0.5)) * ((size) / (new))))\nset [_i6 v] to (item ((_i2) + (2)) of [_chdata3 v])\nif <(_i6) = []> then\n set [_i4 v] to (item ((_i2) + (2)) of [_chdata2 v])\n set [_i5 v] to ((size) / ((4) * (new)))\n if <(letter (1) of (_i4)) = [3]> then\n _drawChar3 (_i4) ((y) - ((500) * (_i5))) ((round ((new) * (item (_i2) of [_chdata3 v]))) - (_i3)) ((size) / (new)) (_i5)\n else\n _drawChar4 (_i4) ((y) - ((5000) * (_i5))) ((round ((new) * (item (_i2) of [_chdata3 v]))) - (_i3)) ((size) / (new)) (_i5)\n end\nelse\n _drawCache (item ((_i6) + (2)) of [_cacheidx v]) (y) ((round ((new) * (item (_i2) of [_chdata3 v]))) - (_i3)) ((size) / (new)) ((size) / ((4) * (new)))\nend\n\ndefine Set Pen Color | RGBA (r) (g) (b) (a)\nset pen color to ((round (b)) + ((256) * ((round (g)) + ((256) * ((round (r)) + ((256) * (round (a))))))))\n\ndefine _rasterizeChar (idx) (s) (columns) (o)\nrepeat (((41) * (columns)) - (length of [_raster v]))\n add [] to [_raster v]\nend\nrepeat (((41) * (columns)) - (length of [_rasterdir v]))\n add [] to [_rasterdir v]\nend\nset [_i3 v] to [1]\nrepeat (columns)\n replace item (_i3) of [_raster v] with [0]\n change [_i3 v] by (41)\nend\nset [_i3 v] to ((idx) + (1))\nrepeat (item (idx) of [_chdata0 v])\n if <(letter (2) of (item (_i3) of [_chdata0 v])) = [+]> then\n set [_i9 v] to ((1) * (1))\n else\n set [_i9 v] to ((1) * (-1))\n end\n if <(letter (1) of (item (_i3) of [_chdata0 v])) = [Q]> then\n set [_i4 v] to (item (_i3) of [_chdata3 v])\n set [_i5 v] to (round ((s) * (item (_i3) of [_chdata1 v])))\n set [_i7 v] to (((41) * ((_i5) + (o))) + (1))\n if <(_i4) = [z]> then\n _rasterizeCurve [z] ((1) / ((item ((_i3) + (1)) of [_chdata0 v]) * (s))) [] [] ((((_i5) + (0.5)) / (s)) - (item ((_i3) + (1)) of [_chdata1 v])) ((s) * (item ((_i3) + (1)) of [_chdata2 v])) ((s) * (item ((_i3) + (1)) of [_chdata3 v])) ((s) * (item ((_i3) + (1)) of [_chdata4 v])) ((round ((s) * (item (_i3) of [_chdata2 v]))) - (_i5))\n else\n set [_i8 v] to (item ((_i3) + (1)) of [_chdata0 v])\n set [_i6 v] to ((item (_i3) of [_chdata4 v]) / (_i8))\n _rasterizeCurve (_i4) (_i6) (((_i6) * (_i6)) + (1e-7)) ((4) / ((41) * ((s) * (_i8)))) ((((41) * (s)) * ((item ((_i3) + (1)) of [_chdata1 v]) - (((_i5) + (0.5)) / (s)))) + (_i7)) ((s) * (item ((_i3) + (1)) of [_chdata2 v])) ((s) * (item ((_i3) + (1)) of [_chdata3 v])) ((s) * (item ((_i3) + (1)) of [_chdata4 v])) ((round ((s) * (item (_i3) of [_chdata2 v]))) - (_i5))\n end\n change [_i3 v] by (2)\n else\n set [_i4 v] to (round ((s) * (item (_i3) of [_chdata1 v])))\n set [_i5 v] to (item (_i3) of [_chdata4 v])\n set [_i7 v] to (((41) * ((_i4) + (o))) + (1))\n if <(_i5) = [0]> then\n set [_i6 v] to ((s) * (item (_i3) of [_chdata3 v]))\n repeat ((round ((s) * (item (_i3) of [_chdata2 v]))) - (_i4))\n set [_i8 v] to ((item (_i7) of [_raster v]) + (1))\n replace item ((_i7) + (_i8)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i8)) of [_raster v] with (_i6)\n replace item (_i7) of [_raster v] with (_i8)\n change [_i7 v] by (41)\n end\n else\n set [_i6 v] to (((s) * (item (_i3) of [_chdata3 v])) + ((_i5) * (((_i4) + (0.5)) - ((s) * (item (_i3) of [_chdata1 v])))))\n repeat ((round ((s) * (item (_i3) of [_chdata2 v]))) - (_i4))\n set [_i8 v] to ((item (_i7) of [_raster v]) + (1))\n replace item ((_i7) + (_i8)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i8)) of [_raster v] with (_i6)\n replace item (_i7) of [_raster v] with (_i8)\n change [_i7 v] by (41)\n change [_i6 v] by (_i5)\n end\n end\n change [_i3 v] by (1)\n end\nend\nset [_i3 v] to [1]\nrepeat (columns)\n _sortRaster ((_i3) + (1)) ((_i3) + (item (_i3) of [_raster v]))\n change [_i3 v] by (41)\nend\nset [_i3 v] to ((s) * (item ((_i2) + (1)) of [_chdata4 v]))\nset [_ib v] to [0]\nif <(_i3) < [495]> then\n set [_i3 v] to [3]\n set [_i4 v] to [1]\n repeat (columns)\n set [_i5 v] to []\n set [_i6 v] to [0]\n set [_i7 v] to [0]\n set [_i8 v] to (_i4)\n repeat (item (_i8) of [_raster v])\n change [_i8 v] by (1)\n if <(_i7) = [0]> then\n set [_i9 v] to ((item (_i8) of [_raster v]) + (500))\n else\n if <((_i7) + (item (_i8) of [_rasterdir v])) = [0]> then\n set [_ia v] to ((item (_i8) of [_raster v]) + (500))\n if <((_ia) - (_i9)) > [4]> then\n set [_i9 v] to (round ((_i9) + (2)))\n set [_i5 v] to (join (_i5) (join (join ([floor v] of ((_i9) / (100)) ) (([floor v] of ((_i9) / (10)) ) mod (10))) ((_i9) mod (10))))\n set [_ia v] to ((round ((_ia) - (2))) - (_i9))\n set [_i5 v] to (join (_i5) (join (join ([floor v] of ((_ia) / (100)) ) (([floor v] of ((_ia) / (10)) ) mod (10))) ((_ia) mod (10))))\n else\n set [_i9 v] to (round (((_i9) + (_ia)) / (2)))\n set [_i5 v] to (join (_i5) (join (join (join ([floor v] of ((_i9) / (100)) ) (([floor v] of ((_i9) / (10)) ) mod (10))) ((_i9) mod (10))) [000]))\n end\n change [_i6 v] by (1)\n change [_ib v] by (1)\n end\n end\n change [_i7 v] by (item (_i8) of [_rasterdir v])\n end\n set [_i3 v] to (join (_i3) (join (join ([floor v] of ((_i6) / (10)) ) ((_i6) mod (10))) (_i5)))\n change [_i4 v] by (41)\n change [_ib v] by (1)\n end\nelse\n set [_i3 v] to [4]\n set [_i4 v] to [1]\n repeat (columns)\n set [_i5 v] to []\n set [_i6 v] to [0]\n set [_i7 v] to [0]\n set [_i8 v] to (_i4)\n repeat (item (_i8) of [_raster v])\n change [_i8 v] by (1)\n if <(_i7) = [0]> then\n set [_i9 v] to ((item (_i8) of [_raster v]) + (5000))\n else\n if <((_i7) + (item (_i8) of [_rasterdir v])) = [0]> then\n set [_ia v] to ((item (_i8) of [_raster v]) + (5000))\n if <((_ia) - (_i9)) > [4]> then\n set [_i9 v] to (round ((_i9) + (2)))\n set [_i5 v] to (join (_i5) (join (join ([floor v] of ((_i9) / (1000)) ) (([floor v] of ((_i9) / (100)) ) mod (10))) (join (([floor v] of ((_i9) / (10)) ) mod (10)) ((_i9) mod (10)))))\n set [_ia v] to ((round ((_ia) - (2))) - (_i9))\n set [_i5 v] to (join (_i5) (join (join ([floor v] of ((_ia) / (1000)) ) (([floor v] of ((_ia) / (100)) ) mod (10))) (join (([floor v] of ((_ia) / (10)) ) mod (10)) ((_ia) mod (10)))))\n else\n set [_i9 v] to (round (((_i9) + (_ia)) / (2)))\n set [_i5 v] to (join (_i5) (join (join (join ([floor v] of ((_i9) / (1000)) ) (([floor v] of ((_i9) / (100)) ) mod (10))) (join (([floor v] of ((_i9) / (10)) ) mod (10)) ((_i9) mod (10)))) [0000]))\n end\n change [_i6 v] by (1)\n change [_ib v] by (1)\n end\n end\n change [_i7 v] by (item (_i8) of [_rasterdir v])\n end\n set [_i3 v] to (join (_i3) (join (join ([floor v] of ((_i6) / (10)) ) ((_i6) mod (10))) (_i5)))\n change [_i4 v] by (41)\n change [_ib v] by (1)\n end\nend\nreplace item ((_i2) + (2)) of [_chdata4 v] with []\nreplace item ((_i2) + (2)) of [_chdata3 v] with []\nreplace item ((_i2) + (2)) of [_chdata2 v] with (_i3)\nreplace item ((_i2) + (2)) of [_chdata1 v] with (s)\nreplace item ((_i2) + (2)) of [_chdata0 v] with (item (_i2) of [_chdata1 v])\nif <not <(_ib) > [109]>> then\n change [_cid v] by (1)\n _createCache (_i3) ((_i2) + (2)) (columns)\nend\n\ndefine _unpackDef (id) (idx) (d)\nset [_i5 v] to (length of (d))\nset [_i6 v] to (idx)\nset [_i7 v] to [1]\nset [_i8 v] to [0]\nrepeat until <(_i7) > (_i5)>\n if <(item (_i6) of [_chdata0 v]) = [__]> then\n insert [] at (_i6) of [_chdata0 v] \n insert [] at (_i6) of [_chdata1 v] \n insert [] at (_i6) of [_chdata2 v] \n insert [] at (_i6) of [_chdata3 v] \n insert [] at (_i6) of [_chdata4 v] \n change [_i8 v] by (1)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata0 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata0 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata1 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata1 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata2 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata2 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata3 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata3 v] with (_i9)\n end\n set [_i9 v] to []\n repeat until < [;] contains (letter (_i7) of (d))?>\n set [_i9 v] to (join (_i9) (letter (_i7) of (d)))\n change [_i7 v] by (1)\n end\n change [_i7 v] by (1)\n if <(_i9) = ((1) * (_i9))> then\n replace item (_i6) of [_chdata4 v] with ((1) * (_i9))\n else\n replace item (_i6) of [_chdata4 v] with (_i9)\n end\n change [_i6 v] by (1)\nend\nif <(_i8) > [0]> then\n set [_i5 v] to (id)\n repeat ((length of [_chindex v]) - (_i5))\n change [_i5 v] by (1)\n replace item (_i5) of [_chindex v] with ((item (_i5) of [_chindex v]) + (_i8))\n end\nend\n\ndefine _rasterizeCurve (type) (bx) (bx2) (ax) (cx) (ay) (by) (cy) (rep)\nif <(type) = [p]> then\n repeat (rep)\n set [_i4 v] to ((item (_i7) of [_raster v]) + (1))\n set [_i5 v] to ((bx) + ([sqrt v] of ((bx2) - ((ax) * ((cx) - (_i7)))) ))\n replace item ((_i7) + (_i4)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i4)) of [_raster v] with ((cy) + ((_i5) * ((by) + ((_i5) * (ay)))))\n replace item (_i7) of [_raster v] with (_i4)\n change [_i7 v] by (41)\n end\nelse\n if <(type) = [m]> then\n repeat (rep)\n set [_i4 v] to ((item (_i7) of [_raster v]) + (1))\n set [_i5 v] to ((bx) - ([sqrt v] of ((bx2) - ((ax) * ((cx) - (_i7)))) ))\n replace item ((_i7) + (_i4)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i4)) of [_raster v] with ((cy) + ((_i5) * ((by) + ((_i5) * (ay)))))\n replace item (_i7) of [_raster v] with (_i4)\n change [_i7 v] by (41)\n end\n else\n set [_i5 v] to (cx)\n repeat (rep)\n set [_i4 v] to ((item (_i7) of [_raster v]) + (1))\n replace item ((_i7) + (_i4)) of [_rasterdir v] with (_i9)\n replace item ((_i7) + (_i4)) of [_raster v] with ((cy) + ((_i5) * ((by) + ((_i5) * (ay)))))\n replace item (_i7) of [_raster v] with (_i4)\n change [_i7 v] by (41)\n change [_i5 v] by (bx)\n end\n end\nend\n\ndefine _createCache (d) (idx) (c)\nif <(length of [_cacheidx v]) < [5400]> then\n add (_cID) to [_cacheidx v]\n set [_i3 v] to (length of [_cacheidx v])\n add (_cID) to [_cacheidx v]\n set [_i4 v] to (length of [_cache0 v])\n add (_i4) to [_cacheidx v]\n repeat (110)\n add [] to [_cache0 v]\n add [] to [_cache1 v]\n end\nelse\n set [_i3 v] to ([floor v] of ((length of [_cacheidx v]) / (3)) )\n set [_i4 v] to [2]\n set [_i5 v] to (item (2) of [_cacheidx v])\n repeat (12)\n set [_i6 v] to (((3) * (pick random (1) to (_i3))) - (1))\n if <(item (_i6) of [_cacheidx v]) < (_i5)> then\n set [_i4 v] to (_i6)\n set [_i5 v] to (item (_i6) of [_cacheidx v])\n end\n end\n replace item ((_i4) - (1)) of [_cacheidx v] with (_cID)\n replace item (_i4) of [_cacheidx v] with (_cID)\n set [_i3 v] to ((_i4) - (1))\n set [_i4 v] to (item ((_i4) + (1)) of [_cacheidx v])\nend\nif <(letter (1) of (d)) = [3]> then\n set [_i5 v] to [1]\n repeat (c)\n change [_i4 v] by (1)\n change [_i5 v] by (2)\n replace item (_i4) of [_cache0 v] with ((letter (_i5) of (d)) + ((10) * (letter ((_i5) - (1)) of (d))))\n replace item (_i4) of [_cache1 v] with []\n repeat (item (_i4) of [_cache0 v])\n change [_i4 v] by (1)\n change [_i5 v] by (6)\n replace item (_i4) of [_cache0 v] with (((letter ((_i5) - (3)) of (d)) + ((10) * ((letter ((_i5) - (4)) of (d)) + ((10) * (letter ((_i5) - (5)) of (d)))))) - (500))\n replace item (_i4) of [_cache1 v] with ((letter (_i5) of (d)) + ((10) * ((letter ((_i5) - (1)) of (d)) + ((10) * (letter ((_i5) - (2)) of (d))))))\n end\n end\nelse\n set [_i5 v] to [1]\n repeat (c)\n change [_i4 v] by (1)\n change [_i5 v] by (2)\n replace item (_i4) of [_cache0 v] with ((letter (_i5) of (d)) + ((10) * (letter ((_i5) - (1)) of (d))))\n replace item (_i4) of [_cache1 v] with []\n repeat (item (_i4) of [_cache0 v])\n change [_i4 v] by (1)\n change [_i5 v] by (8)\n replace item (_i4) of [_cache0 v] with (((letter ((_i5) - (4)) of (d)) + ((10) * ((letter ((_i5) - (5)) of (d)) + ((10) * ((letter ((_i5) - (6)) of (d)) + ((10) * (letter ((_i5) - (7)) of (d)))))))) - (5000))\n replace item (_i4) of [_cache1 v] with ((letter (_i5) of (d)) + ((10) * ((letter ((_i5) - (1)) of (d)) + ((10) * ((letter ((_i5) - (2)) of (d)) + ((10) * (letter ((_i5) - (3)) of (d))))))))\n end\n end\nend\nreplace item (idx) of [_chdata4 v] with (_cID)\nreplace item (idx) of [_chdata3 v] with (_i3)\n\ndefine _drawChar3 (d) (y) (c) (xs) (ys)\nif <(xs) > [0.505]> then\n set pen size to ((2) * (xs))\nelse\n set pen size to (1.01)\nend\nset [_i3 v] to [1]\nrepeat (c)\n change [_i3 v] by (2)\n repeat ((letter (_i3) of (d)) + ((10) * (letter ((_i3) - (1)) of (d))))\n change [_i3 v] by (6)\n set y to ((y) + ((ys) * ((letter ((_i3) - (3)) of (d)) + ((10) * ((letter ((_i3) - (4)) of (d)) + ((10) * (letter ((_i3) - (5)) of (d))))))))\n pen down\n change y by ((ys) * ((letter (_i3) of (d)) + ((10) * ((letter ((_i3) - (1)) of (d)) + ((10) * (letter ((_i3) - (2)) of (d)))))))\n pen up\n end\n change x by (xs)\nend\n\ndefine _drawChar4 (d) (y) (c) (xs) (ys)\nif <(xs) > [0.505]> then\n set pen size to ((2) * (xs))\nelse\n set pen size to (1.01)\nend\nset [_i3 v] to [1]\nrepeat (c)\n change [_i3 v] by (2)\n repeat ((letter (_i3) of (d)) + ((10) * (letter ((_i3) - (1)) of (d))))\n change [_i3 v] by (8)\n set y to ((y) + ((ys) * ((letter ((_i3) - (4)) of (d)) + ((10) * ((letter ((_i3) - (5)) of (d)) + ((10) * ((letter ((_i3) - (6)) of (d)) + ((10) * (letter ((_i3) - (7)) of (d))))))))))\n pen down\n change y by ((ys) * ((letter (_i3) of (d)) + ((10) * ((letter ((_i3) - (1)) of (d)) + ((10) * ((letter ((_i3) - (2)) of (d)) + ((10) * (letter ((_i3) - (3)) of (d)))))))))\n pen up\n end\n change x by (xs)\nend\n\ndefine _drawCache (idx) (y) (c) (xs) (ys)\nif <(xs) > [0.505]> then\n set pen size to ((2) * (xs))\nelse\n set pen size to (1.01)\nend\nset [_i3 v] to (idx)\nrepeat (c)\n change [_i3 v] by (1)\n repeat (item (_i3) of [_cache0 v])\n change [_i3 v] by (1)\n set y to ((y) + ((ys) * (item (_i3) of [_cache0 v])))\n pen down\n change y by ((ys) * (item (_i3) of [_cache1 v]))\n pen up\n end\n change x by (xs)\nend\n\ndefine Set Scaling | Factor (factor)\nif <(factor) = [auto]> then\n set [_scale v] to [auto]\nelse\n if <(factor) = ((1) * (factor))> then\n if <(factor) < [0.5]> then\n set [_scale v] to ((1) * (0.5))\n else\n set [_scale v] to ((1) * (factor))\n end\n else\n set [_scale v] to [auto]\n end\nend\n\ndefine _updateScaling (size)\nif <(_scale) = [auto]> then\n set [_scmin v] to ((size) * (((2) / ((((size) * (size)) / (30)) + (1))) + (1)))\nelse\n set [_scmin v] to ((size) * (_scale))\nend\nset [_scnew v] to ((1.2) * (_scMin))\nset [_scmax v] to ((1.44) * (_scMin))\n\ndefine Print | Pos (x) (y) Size (size) Bounds (xmin) (xmax) Space (cspace) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nset [_x v] to ((1) * (x))\nset [_y v] to ((1) * (y))\nif <<not <(_i0) > [0]>> or <(_i0) > [800]>> then\n switch costume to ( _ v)\n stop [this script v]\nend\n_updateScaling (_i0)\nset [_i1 v] to ((cspace) * (_i0))\nset [_i2 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i3 v] to ((al.y) + (((0.5) * <(al.y) = [c]>) + <(al.y) = [t]>))\nif <(xmin) = []> then\n set [_i4 v] to ((-1) / (0))\nelse\n set [_i4 v] to (xmin)\nend\nif <(xmax) = []> then\n set [_i5 v] to ((1) / (0))\nelse\n set [_i5 v] to (xmax)\nend\n_printText (text) (x) ((y) - ((_i3) * (_i0))) (_i0) (_i4) (_i5) (_i1) (ul.height) (ul.weight) ((-1) * (_i2))\n\ndefine _printText (text) (x) (y) (size) (xmin) (xmax) (cspace) (ul.height) (ul.weight) (al.x)\nset [_x v] to (x)\nset [_y v] to (y)\nset [_width v] to [0]\nif <not <(al.x) = [0]>> then\n _getWidth (text) (size) (cspace)\n change [_x v] by ((al.x) * (_width))\nend\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nif <<(xmin) = ((-1) / (0))> and <(xmax) = ((1) / (0))>> then\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n set [_i3 v] to (item ((costume [number v]) - (1)) of [_chkern v])\n change [_x v] by (((size) * (join (join (letter ((_i1) - (3)) of (_i3)) (letter ((_i1) - (2)) of (_i3))) (join (letter ((_i1) - (1)) of (_i3)) (letter (_i1) of (_i3))))) / (1000))\n _printChar ((costume [number v]) - (1)) (_x) (y) (size) (_scMin) (_scMax) (_scNew)\n change [_x v] by (((size) * (item ((costume [number v]) - (1)) of [_chwidth v])) + (cspace))\n end\n set [_i1 v] to ((4) * ((costume [number v]) - (1)))\n change [_i0 v] by (1)\n end\nelse\n repeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n if <(costume [number v]) > [1]> then\n set [_i3 v] to (item ((costume [number v]) - (1)) of [_chkern v])\n change [_x v] by (((size) * (join (join (letter ((_i1) - (3)) of (_i3)) (letter ((_i1) - (2)) of (_i3))) (join (letter ((_i1) - (1)) of (_i3)) (letter (_i1) of (_i3))))) / (1000))\n if <not <<(_x) < (xmin)> or <((_x) + ((size) * (item ((costume [number v]) - (1)) of [_chwidth v]))) > (xmax)>>> then\n _printChar ((costume [number v]) - (1)) (_x) (y) (size) (_scMin) (_scMax) (_scNew)\n end\n change [_x v] by (((size) * (item ((costume [number v]) - (1)) of [_chwidth v])) + (cspace))\n end\n set [_i1 v] to ((4) * ((costume [number v]) - (1)))\n change [_i0 v] by (1)\n end\nend\nswitch costume to ( _ v)\nif <not <(ul.height) = []>> then\n set [_i0 v] to (round (((0.1) * (((ul.weight) + <(ul.weight) = []>) * (size))) - (1)))\n if <(_i0) < [1]> then\n set [_i0 v] to [1]\n end\n set [_i1 v] to ((x) + ((al.x) * (_width)))\n if <(_i1) < (xmin)> then\n set [_i1 v] to (xmin)\n end\n set [_i2 v] to ((_x) - (cspace))\n if <(_i2) > (xmax)> then\n set [_i2 v] to (xmax)\n end\n _drawUnderline (_i1) (_i2) ((y) + ((ul.height) * (size))) (_i0)\nend\n\ndefine _getWidth (text) (size) (cspace)\nset [_width v] to [0]\nset [_i0 v] to [1]\nset [_i1 v] to [0]\nset [_i4 v] to [0]\nrepeat (length of (text))\n switch costume to (blank v)\n switch costume to (join (letter (_i0) of (text)) [_])\n set [_i2 v] to ((costume [number v]) - (1))\n if <(_i2) > [0]> then\n change [_width v] by (((size) * (item (_i2) of [_chwidth v])) + (cspace))\n set [_i3 v] to (item (_i2) of [_chkern v])\n change [_width v] by (((size) * (join (join (letter ((_i1) - (3)) of (_i3)) (letter ((_i1) - (2)) of (_i3))) (join (letter ((_i1) - (1)) of (_i3)) (letter (_i1) of (_i3))))) / (1000))\n change [_i4 v] by (1)\n end\n set [_i1 v] to ((4) * (_i2))\n change [_i0 v] by (1)\nend\nif <(_i4) > [0]> then\n change [_width v] by ((-1) * (cspace))\nend\n\ndefine _drawUnderline (x0) (x1) (y) (weight)\nset pen size to (2)\nset y to ((y) + ((weight) / (2)))\nrepeat (weight)\n set x to (x0)\n pen down\n set x to (x1)\n pen up\n change y by (-1)\nend\n\ndefine Print WW | Pos (x) (y) Size (size) Bounds (xmin) (xmax) (ymax) (ymin) Space (cspace) (lspace) Underline (ul.height) (ul.weight) Align (al.x) (al.y) Text (text)\npen up\nset [_i0 v] to ((size) + ((12) * <(size) = []>))\nset [_x v] to ((1) * (x))\nset [_y v] to ((1) * (y))\nif <<not <(_i0) > [0]>> or <(_i0) > [800]>> then\n switch costume to ( _ v)\n stop [this script v]\nend\n_updateScaling (_i0)\nset [_i1 v] to ((xmin) + ((-230) * <(xmin) = []>))\nset [_i2 v] to ((xmax) + ((230) * <(xmax) = []>))\nset [_i3 v] to (item (1) of [_chwidth v])\n_calcWW (text) (((_i2) - (_i1)) / (_i0)) (<not <(x) = []>> * (((x) - (_i1)) / (_i0))) ((1) * (cspace)) ((cspace) + (_i3))\nset [_i3 v] to ((al.x) + (((0.5) * <(al.x) = [c]>) + <(al.x) = [r]>))\nset [_i8 v] to ((lspace) + <(lspace) = []>)\nif <(al.y) = []> then\n set [_i4 v] to [1]\nelse\n if <(al.y) = ((1) * (al.y))> then\n set [_i4 v] to (al.y)\n else\n if <(al.y) = [b]> then\n set [_i4 v] to ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)\n else\n if <(al.y) = [c]> then\n set [_i4 v] to ((0.5) * ((((0.7) * (_i8)) / (((0.7) * (_i8)) + (1))) + ((length of [_ww1 v]) - <<(item (1) of [_ww2 v]) = [0]> and <(x) = []>>)))\n else\n set [_i4 v] to (((0.7) * (_i8)) / (((0.7) * (_i8)) + (1)))\n end\n end\n end\nend\nset [_i5 v] to (round (((0.1) * (((ul.weight) + <(ul.weight) = []>) * (_i0))) - (1)))\nif <(_i5) < [1]> then\n set [_i5 v] to [1]\nend\nif <(ymax) = []> then\n set [_i6 v] to ((1) / (0))\nelse\n set [_i6 v] to ((ymax) - (_i0))\nend\nif <(ymin) = []> then\n set [_i7 v] to ((-1) / (0))\nelse\n set [_i7 v] to (ymin)\nend\nset [_i8 v] to ((_i0) * ((-1) - ((0.7) * (_i8))))\nif <(x) = []> then\n set [_i9 v] to [0]\nelse\n set [_i9 v] to [1]\nend\n_printWW ((((1) - (_i3)) * (_i1)) + ((_i3) * (_i2))) (x) (_i9) ((1) * (y)) (_i0) (_i6) (_i7) ((cspace) * (_i0)) (_i8) ((ul.height) * (_i0)) (_i5) <not <(ul.height) = []>> ((-1) * ((_i3) * (_i0))) (_i4)\n\ndefine _printWW (x) (firstx) (firstline) (y) (size) (ymax) (ymin) (cspace) (lspace) (ul.height) (ul.weight) <undl> (al.x) (al.y)\nswitch costume to ( _ v)\nset [_x v] to (x)\nset [_y v] to ((y) - (((al.y) - (1)) * (lspace)))\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nif <(item (1) of [_ww2 v]) = [0]> then\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n if <(firstline) = [1]> then\n change [_y v] by (lspace)\n end\nend\nrepeat until <<not <(_y) > (ymax)>> or <(_i0) > (length of [_ww1 v])>>\n change [_i1 v] by ((item (_i0) of [_ww2 v]) + (1))\n change [_i0 v] by (1)\n change [_y v] by (lspace)\nend\nrepeat until <<(_y) < (ymin)> or <(_i0) > (length of [_ww1 v])>>\n if <(_i0) = (firstline)> then\n set [_x v] to (firstx)\n else\n set [_x v] to ((x) + ((al.x) * (item (_i0) of [_ww1 v])))\n end\n repeat (item (_i0) of [_ww2 v])\n set [_i2 v] to ((4) * (item ((_i1) - (1)) of [_ww0 v]))\n set [_i3 v] to (item (item (_i1) of [_ww0 v]) of [_chkern v])\n change [_x v] by (((size) * (join (join (letter ((_i2) - (3)) of (_i3)) (letter ((_i2) - (2)) of (_i3))) (join (letter ((_i2) - (1)) of (_i3)) (letter (_i2) of (_i3))))) / (1000))\n _printChar (item (_i1) of [_ww0 v]) (_x) (_y) (size) (_scMin) (_scMax) (_scNew)\n change [_x v] by (((size) * (item (item (_i1) of [_ww0 v]) of [_chwidth v])) + (cspace))\n change [_i1 v] by (1)\n end\n if <undl> then\n if <(_i0) = (firstline)> then\n _drawUnderline (firstx) ((_x) - (cspace)) ((_y) + (ul.height)) (ul.weight)\n else\n _drawUnderline ((x) + ((al.x) * (item (_i0) of [_ww1 v]))) ((_x) - (cspace)) ((_y) + (ul.height)) (ul.weight)\n end\n end\n change [_i0 v] by (1)\n change [_i1 v] by (1)\n change [_y v] by (lspace)\nend\nif <((length of [_ww1 v]) - <(item (1) of [_ww2 v]) = [0]>) > [0]> then\n change [_y v] by ((-1) * (lspace))\nend\ndelete all of [_ww0 v]\ndelete all of [_ww1 v]\ndelete all of [_ww2 v]\n\ndefine New Lines | Number (lines) Size (size) Space (lspace)\nchange [_y v] by (((lines) + <(lines) = []>) * (((size) + ((12) * <(size) = []>)) * ((-1) - ((0.7) * ((lspace) + <(lspace) = []>)))))\n\ndefine Get Width | Size (size) Space (cspace) Text (text)\n_getWidth (text) ((size) + ((12) * <(size) = []>)) ((cspace) * ((size) + ((12) * <(size) = []>)))\n\ndefine LevelPrint (name) (user) (date) pos: (x) (y)\nLoad | Font [Handlee]\nSet Pen Color | RGBA [0] [0] [0] [0]\nPrint | Pos (x) (y) Size [15] Bounds [] [] Space [] Underline [] [] Align [] [] Text (name)\nPrint | Pos (x) ((y) + (-35)) Size [15] Bounds [] [] Space [] Underline [] [] Align [] [] Text (join [By: ] (user))\nif <(join (letter (1) of (date)) (join (letter (2) of (date)) (letter (3) of (date)))) = [bef]> then\n Print | Pos (x) ((y) + (-60)) Size [15] Bounds [] [] Space [] Underline [] [] Align [] [] Text (join [Made ] (date))\nelse\n Print | Pos (x) ((y) + (-60)) Size [15] Bounds [] [] Space [] Underline [] [] Align [] [] Text (join [Made on ] (date))\nend\n\nwhen I receive [infocard v]\nerase all\nLevelPrint (item (1) of [level details v]) (item (2) of [level details v]) (item (3) of [level details v]) pos: [-140] [-55]\n\n | Low-end Hardware not Recommended!\nPost your long level codes here: scratch.mit.edu/discuss/topic/415195\n\n~ INSTRUCTIONS ~\nPlease look at the tutorial for most of the information.\nPress Z to exit test mode\nPress V to reset test mode\nPress X to enable Performance Mode\nPress ` to toggle rectangle fill\n\nHow to use tools:\nPen Tool: Click and Drag to draw a straight line.\nRectangle Tool: Click and Drag to draw a rectangle.\nEnemy Tool: Click anywhere to spawn an enemy! (You can also drag them once they're spawned.)\nInk Tool: Click anywhere then type a number for the size, (1=Regular 2=Big 3=Infinite which is not infinite ink though) after that, the ink bubble will spawn!\nDelete Tool: Click on any ink bubble or enemy on the screen and they will be deleted!\nNoteblock Tool: Click anywhere to place a Noteblock! The project will ask you for the size of the hitbox, if you want to use instruments or in-game sounds.\nRefresh Tool: This tool is for debug purposes. The reason you can't find it is because only @Mrk20200 has it. If you hack it in, the only thing it will do is refresh the editor.\n\n~ MUSIC PLAYLIST & MUSIC CREDITS ~\n1 - 12: Draw: The Platformer Music (Edward Shallow)\n13: An Extremely Difficult Game 2 (1993 Star Fox Game)\nTags:\n#draw #platformer #mrk20200 #coolguybug #leveleditor\n\n\n20720 |
Desert | A Platformer | @Stage\n\n@Player\n\nwhen I receive [play v]\ngo to x: (-213) y: (0)\nforever\n create clone of (_myself_ v)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speedx v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speedx v] by (-1.5)\n end\n change x by (speedX)\n if <touching (platform v)?> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <touching (platform v)?> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [speedy v] to [13]\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (20)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [play v]\nforever\n if <(x position) > [230]> then\n go to x: (-213) y: (-94)\n change [level v] by (1)\n end\n if <touching (dangerous v)?> then\n if <(On/Off) = [1]> then\n start sound [Crunch v]\n end\n go to x: (-213) y: (-94)\n end\n if <key (r v) pressed?> then\n go to x: (-213) y: (-94)\n end\nend\n\nwhen flag clicked\ngo to x: (-213) y: (0)\n\nwhen I receive [r v]\ngo to x: (-213) y: (-94)\n\nwhen I receive [skip v]\ngo to x: (-213) y: (0)\n\n@Eye\n\nwhen I receive [play v]\ngo to [front v] layer\nforever\n point towards (mouse-pointer v)\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) - (1))\nend\n\nwhen flag clicked\ngo to x: (-213) y: (0)\n\n@platform\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen [s v] key pressed\nif <not <(Level) = [11]>> then\n wait until <key (k v) pressed?>\n wait until <key (i v) pressed?>\n wait until <key (p v) pressed?>\n change [level v] by (1)\nend\n\n@Particle\n\nwhen I start as a clone\nshow\nclear graphic effects\nset size to (pick random (1) to (500)) %\nset [ghost v] effect to (pick random (79) to (111))\ngo to x: (400) y: (pick random (-170) to (180))\nglide (pick random (1.01) to (5)) secs to x: (-240) y: (pick random (-180.1) to (180))\ndelete this clone\n\nwhen I receive [play v]\nhide\nforever\n create clone of (_myself_ v)\nend\n\n@Dangerous\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Play\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n set y to ((0) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n set x to ((0) + (([cos v] of (((timer) - (2)) * (300)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n set size to ((120) + (([cos v] of (((timer) - (3)) * (400)) ) * (10))) %\n if <mouse down?> then\n broadcast (Play v)\n hide\n forever\n stop [this script v]\n end\n end\n else\n set size to (100) %\n end\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (89)\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\nend\n\nwhen I receive [play v]\nhide\n\n@Love/Fav Detector\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nclear graphic effects\npoint in direction (pick random (-180) to (180))\nrepeat (50)\n switch costume to (pick random (2) to (3))\n move (5) steps\n change y by (-0.5)\n if <(direction) > [180]> then\n turn left (2.5) degrees\n end\n if <(direction) < [180]> then\n turn right (2.5) degrees\n end\n change [brightness v] effect by (1.5)\n change [ghost v] effect by (1.5)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [front v] layer\nwait (.5) seconds\nforever\n if <(touching) = [Love]> then\n wait (.2) seconds\n if <(touching) = [Love]> then\n change [love/favorite v] by (1)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [love/favorite v] to [0]\nforever\n if <(Love/Favorite) = [2]> then\n stop [other scripts in sprite v]\n show\n go to x: (0) y: (50)\n switch costume to (thank you! v)\n set [brightness v] effect to (100)\n set size to (500) %\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (-5)\n change size by (((185) - (size)) / (8))\n end\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n change size by (((385) - (size)) / (8))\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (.5) seconds\nforever\n if <(touching) = [Fav]> then\n wait (.2) seconds\n if <(touching) = [Fav]> then\n change [love/favorite v] by (1)\n stop [this script v]\n end\n end\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\nshow\nset [ghost v] effect to (100)\nforever\n set [touching v] to [none]\n Detect [Love] at [-201] [-220]\n Detect [Fav] at [-201] [-220]\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\n@Reset\n\nwhen flag clicked\ngo to x: (-178) y: (-150)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set y to ((-150) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n set x to ((-178) + (([cos v] of (((timer) - (2)) * (300)) ) * (10)))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (400)) ) * (10))) %\n else\n go to x: (-178) y: (-150)\n set size to (90) %\n end\nend\n\nwhen I receive [play v]\ngo to x: (-178) y: (-150)\nshow\nwait (1) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nif <mouse down?> then\n broadcast (r v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nwait (1) seconds\ngo to [front v] layer\n\nset [ghost v] effect to (0)\nwait (1) seconds\ngo to [front v] layer\n\n@Skip\n\nwhen flag clicked\ngo to x: (-89) y: (-150)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set y to ((-150) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n set x to ((-89) + (([cos v] of (((timer) - (2)) * (300)) ) * (10)))\n set size to ((100) + (([cos v] of (((timer) - (3)) * (400)) ) * (10))) %\n else\n go to x: (-89) y: (-150)\n set size to (90) %\n end\nend\n\nwhen I receive [play v]\ngo to x: (-89) y: (-150)\nshow\nwait (1) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nif <mouse down?> then\n broadcast (Skip v)\n change [level v] by (1)\nend\n\n@Settings\n\nwhen flag clicked\nshow\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (settings v)\n\n@Settings open\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [settings v]\nstart sound [pop v]\ngo to [front v] layer\nshow\n\nwhen I receive [close v]\ngo to [back v] layer\nhide\n\n@Sound effects on/off button\n\nwhen flag clicked\ngo to x: (-5) y: (63)\nset [on/off v] to [1]\nhide\nforever\n switch costume to (On/Off)\nend\n\nwhen I receive [settings v]\nwait (0.001) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nchange [on/off v] by (1)\nif <(On/Off) > [2]> then\n set [on/off v] to [1]\nend\n\nwhen I receive [close v]\ngo to [back v] layer\nhide\n\n@Close\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\nwait (0.001) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Close v)\nhide\n\n | Hi and welcome to my new game "Desert | A Platformer" In this game it is 11 levels i will add more soon. Pls propose this to be featured! Press "R" if you are stuck!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nIf you are on computer then move with the arrow keys.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nIf you are on mobile then drag around to move.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\nType skip to skip.\n\n#platformer #Desert #game #scratch #pro #platform #OSSEBRO #griffpatch #boy #roblox #XD\n\n |
STARS - A Scrolling Platformer! | @Stage\n\nwhen [m v] key pressed\nif <([abs v] of (mouse x) ) < [240]> then\n show variable [mouse v]\n set [mouse v] to (join ((mouse x) + (SX)) (join [,] ((mouse y) + (SY))))\nelse\n hide variable [mouse v]\nend\n\nwhen flag clicked\nhide variable [mouse v]\nforever\n play sound [Fossil Falls \(8-Bit\) - Super Mario Odyssey \[OST\] v] until done\nend\n\n@Player\n\ndefine Platformer\ngo to [front v] layer\nswitch costume to (hit box v)\nset rotation style [don't rotate v]\nset [xv v] to (((XV) + ((<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (Run Speed)) + (<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((Run Speed) * (-1))))) * (0.9))\nchange x by (round (XV))\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) < [-8]> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\n end\n if <touching (level v)?> then\n change y by (Slope)\n end\n if <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n change x by (((([abs v] of (XV) ) / (XV)) * <touching (level v)?>) * (-1))\n end\n set [xv v] to [0]\n end\nend\nchange [yv v] by (-2)\nchange y by (YV)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n change y by (((([abs v] of (YV) ) / (YV)) * <touching (level v)?>) * (-1))\n end\n set [yv v] to ((0) + ((25) * <<(([abs v] of (YV) ) / (YV)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>>))\nend\nset rotation style [left-right v]\nswitch costume to (Idol Animation)\nif <<touching (level v)?> and <(YV) = [0]>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (Sleep Animation)\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (Walk)\nend\npoint in direction ((<(XV) > [0]> * (90)) + (<(XV) < [0]> * (-90)))\nchange [sx v] by ((x position) * (-1))\nchange [sy v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <<not <touching (level v)?>> and <(YV) > [0]>> then\n play sound [Jump v] until done\n end\nend\n\nwhen I receive [set up v]\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [7]> then\n set [walk v] to [5]\n end\n if <(Run Speed) = [1]> then\n wait (0.1) seconds\n else\n wait (0.05) seconds\n end\nend\n\nwhen I receive [set up v]\nforever\n if <key (space v) pressed?> then\n set [run speed v] to [2]\n else\n set [run speed v] to [1]\n end\nend\n\nwhen I receive [set up v]\nset [idol animation v] to [2]\nforever\n change [idol animation v] by (1)\n if <(Idol Animation) > [4]> then\n set [idol animation v] to [2]\n end\n wait (0.1) seconds\nend\n\nwhen I receive [set up v]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [set up v]\nshow\nset size to (125) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Platformer\nend\n\nwhen I receive [set up v]\nforever\n if <(Timer On?) = [Yes]> then\n Timer\n end\nend\n\nwhen I receive [tick v]\nchange [100time v] by (3.33333)\n\nwhen flag clicked\nhide\nset [100time v] to [0]\nset [timer on? v] to [Yes]\n\nwhen I receive [set up v]\nforever\n if <touching (spikes v)?> then\n set [sx v] to [860]\n set [sy v] to [0]\n change [times loss v] by (1)\n broadcast (Reset v) and wait\n broadcast (Set Up v) and wait\n end\nend\n\nwhen I receive [set up v]\nset [sleep animation v] to [8]\nforever\n change [sleep animation v] by (1)\n if <(Sleep Animation) > [9]> then\n set [sleep animation v] to [8]\n end\n wait (0.5) seconds\nend\n\ndefine Timer\nset [time v] to ((round (100time)) / (100))\nif <(letter ((length of (Time)) - (1)) of (Time)) = [.]> then\n set [time v] to (join (Time) [0])\nelse\n if <not <(letter ((length of (Time)) - (2)) of (Time)) = [.]>> then\n set [time v] to (join (Time) [.00])\n end\nend\n\nwhen I receive [show you win! v]\nset [timer on? v] to [No]\nhide\nstop [other scripts in sprite v]\n\n@Level\n\nwhen I receive [set up v]\nswitch costume to (2 v)\nset size to (400) %\nswitch costume to (1 v)\n\nwhen I receive [set up v]\nhide\nset [my x v] to [0]\nset [my y v] to [0]\nset [sx v] to [860]\nset [sy v] to [0]\nClone [1000] [0]\nset [my x v] to [99999]\n\nwhen I receive [set up v]\nforever\n if <(SY) > [1000]> then\n set [sx v] to [860]\n set [sy v] to [0]\n change [times loss v] by (1)\n broadcast (Reset v) and wait\n broadcast (Set Up v) and wait\n end\nend\n\ndefine Clone (x) (y)\ncreate clone of (_myself_ v)\nset [my x v] to (x)\nset [my y v] to (y)\n\nwhen I receive [tick v]\nMy Position ((My X) + (SX)) ((My Y) + (SY))\n\ndefine My Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Stars\n\nwhen I receive [tick v]\nMy Position ((My X) + (SX)) ((My Y) + (SY))\nif <touching (player v)?> then\n change [stars collected v] by (1)\n start sound [Collect v]\n if <(STARS COLLECTED) = (STARS COLLECTED MAX)> then\n broadcast (Change Flag Color v)\n end\n delete this clone\nend\n\ndefine My Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nnext costume\n\nwhen flag clicked\n\ndefine Clone (x) (y)\nset [my x v] to (x)\nset [my y v] to (y)\nchange [stars collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nset [show stars collected and stars collected max v] to (join (join (STARS COLLECTED) [ of ]) (STARS COLLECTED MAX))\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nhide\nset [stars collected v] to [0]\nset [stars collected max v] to [0]\nset [my x v] to [0]\nset [my y v] to [0]\nClone [930] [100]\nClone [850] [-550]\nClone [419] [70]\nClone [100] [-200]\nClone [220] [-500]\nClone [-800] [-200]\nset [my x v] to [99999]\n\n@Flag\n\nwhen I receive [tick v]\nMy Position ((My X) + (SX)) ((My Y) + (SY))\n\ndefine My Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone (x) (y)\nset [my x v] to (x)\nset [my y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [set up v]\nhide\nset size to (200) %\nswitch costume to (1 v)\nset [my x v] to [0]\nset [my y v] to [0]\nClone [-800] [-64]\nset [my x v] to [99999]\n\nwhen I receive [change flag color v]\nswitch costume to (2 v)\n\nwhen I receive [tick v]\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n broadcast (Show You Win! v)\nend\n\n@You Win\n\nwhen flag clicked\nhide\ngo to x: (0) y: (50)\nhide variable [☁ best time v]\nhide variable [times loss v]\nhide variable [time v]\nhide variable [show stars collected and stars collected max v]\n\nwhen I receive [show you win! v]\nshow\nbroadcast (Stop Timer v)\nif <(Time) < (☁ BEST TIME)> then\n set [☁ best time v] to (Time)\n switch costume to (you got the world record! v)\nelse\n switch costume to (you win! v)\nend\nshow variable [times loss v]\nshow variable [☁ best time v]\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [set up v]\nshow variable [time v]\nshow variable [show stars collected and stars collected max v]\n\nset [☁ best time v] to [999.99]\n\n@Spikes\n\nwhen I receive [set up v]\nhide\nset size to (400) %\nswitch costume to (1 v)\nset [my x v] to [0]\nset [my y v] to [0]\nset [sx v] to [860]\nset [sy v] to [0]\nrepeat (8)\n Clone [0] [0]\nend\nset [my x v] to [99999]\n\ndefine Clone (x) (y)\ncreate clone of (_myself_ v)\nset [my x v] to (x)\nset [my y v] to (y)\nnext costume\n\nwhen I receive [tick v]\nMy Position ((My X) + (SX)) ((My Y) + (SY))\n\ndefine My Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nset [times loss v] to [0]\nswitch costume to (8 v)\n\n@Text\n\ndefine Say (thing) (sound)\nset instrument to (20 v)\nset [t v] to []\nset [textlenght v] to ((length of (thing)) - (1))\nrepeat until <(textlenght) = [-1]>\n set [t v] to (join (t) (letter ((length of (thing)) - (textlenght)) of (thing)))\n change [textlenght v] by (-1)\n say (t)\n play note (74) for ((sound) * (0.01)) beats\nend\nwait (1) seconds\nsay []\n\nwhen flag clicked\nhide\nforever\n if <(length of (username)) < [3]> then\n set [username v] to [YOU]\n else\n set [username v] to (username)\n end\nend\n\nwhen I receive [show you win! v]\nwait (0.5) seconds\nshow\nset size to (500) %\ngo to x: (-135) y: (-252)\nglide (0.4) secs to x: (-135) y: (-129)\nSay [Wow!] [0.3]\nwait (1) seconds\nSay (join (Username) [ WON!]) [0.3]\nwait (1) seconds\nSay (join (Username) [ IS THE BEST!!!]) [0.3]\nwait (1) seconds\nSay [How about a Love and Favorite and a FOLLOW!!] [0.3]\nforever\n wait (1) seconds\n Say [Love and Favorite and YOU'LL be the best Scratcher ever!] [0.3]\n wait (1) seconds\n Say (join (join [Please FOLLOW me ] (Username)) [!]) [0.3]\n wait (1) seconds\n Say (join (Username) [ BEAT THE GAME!!]) [0.3]\n wait (1) seconds\n Say (join (Username) [ IS AWESOME!!]) [0.3]\nend\n\nwhen I receive [show you win! v]\nforever\n wait (0.5) seconds\n next costume\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nswitch costume to (start v)\n\nshow\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\n\nwhen I receive [set up v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\nset size to (300) %\ngo to x: (0) y: (31)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n if <mouse down?> then\n hide\n broadcast (Reset v) and wait\n broadcast (Set Up v) and wait\n stop [this script v]\n end\n else\n clear graphic effects\n end\nend\n\n | ⭐ w ⭐ STARS!! =]\n @DuckGoose9254 2020\n=========================================\nArrow keys or WASD to move!\nSpace to move faster!\nCollect all 6 stars\n\nPlease no advertising.\n=========================================\nUpdates will come soon! |
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