title
stringlengths
5
100
content
stringlengths
10
791k
instructions
stringlengths
0
8.7k
PICKLEMAN: Retro Style Platformer V4
@Stage\n\nwhen flag clicked\nset [shop v] to [0]\nset [magic v] to [0]\nforever\n if <(Shop) = [0]> then\n switch backdrop to (backdrop1 v)\n if <(Level) = [5]> then\n switch backdrop to (backdrop3 v)\n end\n if <(Level) = [7]> then\n switch backdrop to (backdrop4 v)\n end\n else\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n\n@PickleMan\n\nwhen flag clicked\nshow\nset size to (200) %\nforever\n if <not <(Flying) = [2]>> then\n if <<(speed y) < [4]> or <key (up arrow 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 Touch Ground <(speed y) > [0]>\n if <(y position) < [-180]> then\n if <<(Title) > [0]> and <(Full) < [9.2]>> then\n if <(Stop) = [0]> then\n if <key (left arrow v) pressed?> then\n Walk (-90) (-6)\n else\n if <key (right arrow v) pressed?> then\n Walk (90) (6)\n else\n set [frame v] to [0]\n end\n end\n end\n else\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <(Stop) = [0]> then\n set [speed x v] to ((speed x) * (0.7))\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (2)\n end\n end\n end\n if <(Stop) = [0]> then\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 end\n end\n if <key (up arrow v) pressed?> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n if <(Bunny) = [0]> then\n set [speed y v] to [16]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n if <(Bunny) = [1]> then\n set [speed y v] to [24]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n end\n else\n set [jump key v] to [0]\n end\n Set Costume\n broadcast (tick v) and wait\n end\nend\n\ndefine Touch Ground <up?>\nif <not <(Flying) = [2]>> then\n change [falling? v] by (1)\n Get Touching <not <up?>>\n if <<(speed y) = [0]> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n else\n if <(touch) = [0]> then\n set [in platforrm v] to [1]\n end\n end\n repeat 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 set [speed y v] to [0]\n Get Touching <not <up?>>\n end\nend\n\ndefine Get Touching <check platform?>\nif <not <(Flying) = [2]>> then\n if <<touching color (#000000)?> or <touching (sprite5 v)?>> then\n set [downward v] to [0]\n set [touch v] to [9]\n else\n if <<check platform?> and <touching (sprite5 v)?>> then\n set [downward v] to [0]\n set [touch v] to [1]\n else\n set [touch v] to [0]\n set [grounded v] to [0]\n end\n end\nend\n\ndefine Walk (direction) (speed)\nif <not <(Flying) = [2]>> then\n point in direction (direction)\n change x by (speed)\n set [slope v] to [0]\n Get Touching <>\n repeat until <<(slope) = [8]> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <>\n end\n if <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(Full) > [11.1]> then\n if <<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 [12]\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\n end\n end\n if <<(Title) > [0]> and <(Full) < [9.3]>> then\n change [frame v] by (0.5)\n else\n if <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\n else\n change [frame v] by ((speed) / (8))\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n set [stage forward v] to [1]\n show\n go to x: (-200) y: (-98)\n stop [this script v]\nend\n\ndefine Set Costume\n\nwhen flag clicked\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 v] to [0]\n\nwhen flag clicked\nwait (0.1) seconds\ngo to x: (-200) y: (-98)\nforever\n if <(x position) = [240]> then\n if <(Wall) = [0]> then\n set [shop v] to [0]\n change [stage forward v] by (1)\n go to x: (-235) y: (y position)\n end\n end\nend\n\nwhen flag clicked\nset [health v] to [0]\ngo to [front v] layer\nhide\nset [checkpole v] to [1]\nforever\n if <(y position) = [-187]> then\n if <<<(Level) = [2]> and <(Stage Forward) = [11]>> or <<(Level) = [2]> and <(Stage Forward) = [12]>>> then\n set y to (187)\n change [stage forward v] by (1)\n else\n set [game over v] to [1]\n end\n end\n if <(y position) = [-196]> then\n set [game over v] to [1]\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(x position) = [-240]> then\n if <(Wall) = [0]> then\n set [shop v] to [0]\n if <not <(Stage Forward) = [1]>> then\n change [stage forward v] by (-1)\n go to x: (235) y: (y position)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n set [direction v] to [L]\n end\n if <key (right arrow v) pressed?> then\n set [direction v] to [R]\n end\nend\n\nwhen flag clicked\nset [health v] to [3]\nset [airslash v] to [0]\nset [stop v] to [0]\nhide\nforever\n switch costume to (normal v)\n if <(Bunny) = [1]> then\n switch costume to (normal2 v)\n end\n if <not <(Flying) = [2]>> then\n if <(Direction) = [R]> then\n if <key (z v) pressed?> then\n set [airslash v] to [1]\n repeat (3)\n change [speed x v] by (17)\n end\n switch costume to (charging v)\n wait (0.5) seconds\n set [airslash v] to [0]\n switch costume to (normal v)\n end\n end\n if <(Direction) = [L]> then\n if <key (z v) pressed?> then\n set [airslash v] to [1]\n repeat (3)\n change [speed x v] by (-17)\n end\n switch costume to (charging v)\n wait (0.5) seconds\n set [airslash v] to [0]\n switch costume to (normal v)\n end\n end\n end\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [1]> then\n set [speed y v] to [24]\n wait (0.6) seconds\n set [bounce v] to [0]\n end\nend\n\nwhen flag clicked\nset [bunny v] to [0]\nforever\n if <key (down arrow v) pressed?> then\n if <(Bounce) = [0]> then\n set [downward v] to [1]\n set [speed y v] to [-12]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n wait (1) seconds\n set [stage forward v] to (Checkpole)\n go to x: (-200) y: (-98)\n set [health v] to (MAX Health)\n set [game over v] to [0]\n set [wall v] to [0]\n end\nend\n\nif <(Showtime) = [0]> then\n go to x: (-200) y: (-98)\n if <(Showtime) = [1]> then\n wait until <(Showtime) = [0]>\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (speed boost v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[0] < (Level)> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Got Hit?) = [1]> then\n change [health v] by (-1)\n set [ghost v] effect to (25)\n wait (Frames) seconds\n set [ghost v] effect to (0)\n set [got hit? v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level Complete) = [1]> then\n go to x: (-220) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (speed boost2 v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (leftspeed boost v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nset [wind v] to [0]\nforever\n change x by (Wind)\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [2]> then\n set [speed y v] to [30]\n wait (0.6) seconds\n set [bounce v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Magic) = [2]> then\n set size to (100) %\n else\n set size to (200) %\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (speed boost3 v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (speed boost4 v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (leftspeed boost2 v)?> and <(AirSlash) = [1]>> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Flying) = [2]> then\n if <key (down arrow v) pressed?> then\n change y by (-6)\n if <<touching (sprite5 v)?> or <touching color (#000000)?>> then\n change y by (6)\n end\n end\n if <key (up arrow v) pressed?> then\n change y by (6)\n if <<touching (sprite5 v)?> or <touching color (#000000)?>> then\n change y by (-6)\n end\n end\n if <key (right arrow v) pressed?> then\n change x by (6)\n if <<touching (sprite5 v)?> or <touching color (#000000)?>> then\n change x by (-6)\n end\n end\n if <key (left arrow v) pressed?> then\n change x by (-6)\n if <<touching (sprite5 v)?> or <touching color (#000000)?>> then\n change x by (6)\n end\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nforever\n if <(Flying) = [1]> then\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n set [brightness v] effect to (0)\n set [flying v] to [2]\n wait (5) seconds\n set [brightness v] effect to (20)\n set [flying v] to [1]\n wait (5) seconds\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<not <touching (movingplatform v)?>> or <<not <touching (movingplatform2 v)?>> or <not <touching (movingplatform3 v)?>>>> then\n set [wind v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (slashgello v)?> and <(AirSlash) = [1]>> then\n if <(direction) = [-90]> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n end\n if <(direction) = [90]> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Rainbow Slashable) = [1]> then\n if <(direction) = [-90]> then\n repeat (3)\n change x by (-30)\n change y by (2)\n end\n set [rainbow slashable v] to [0]\n end\n if <(direction) = [90]> then\n repeat (3)\n change x by (30)\n change y by (2)\n end\n set [rainbow slashable v] to [0]\n end\n end\nend\n\n@Background Details\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [1]> then\n set size to (500) %\n switch costume to (tree v)\n show\n go to x: (170) y: (-190)\n end\n if <(Stage Forward) = [2]> then\n hide\n end\n if <(Stage Forward) = [3]> then\n set size to (500) %\n switch costume to (tree v)\n show\n go to x: (-180) y: (-190)\n end\n if <(Stage Forward) = [4]> then\n set size to (300) %\n switch costume to (sign v)\n show\n go to x: (-150) y: (-90)\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [6]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n set size to (500) %\n switch costume to (tree v)\n show\n go to x: (170) y: (-188)\n end\n if <(Stage Forward) = [8]> then\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [1]> then\n set size to (300) %\n switch costume to (sign2 v)\n show\n go to x: (-30) y: (-103)\n end\n if <(Stage Forward) = [2]> then\n set size to (300) %\n switch costume to (sign3 v)\n show\n go to x: (100) y: (40)\n end\n if <(Stage Forward) = [3]> then\n set size to (500) %\n switch costume to (tree v)\n show\n go to x: (150) y: (-190)\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [1]> then\n set size to (300) %\n switch costume to (sign4 v)\n show\n go to x: (-30) y: (-103)\n end\n if <(Stage Forward) = [2]> then\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [4]> then\n set size to (300) %\n switch costume to (sign5 v)\n show\n go to x: (150) y: (-103)\n end\n if <(Stage Forward) = [5]> then\n set [level v] to [6]\n set [stage forward v] to [1]\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Background Details2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n if <(Stage Forward) = [2]> then\n show\n go to x: (150) y: (-220)\n end\n if <(Stage Forward) = [3]> then\n show\n go to x: (180) y: (-220)\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [6]> then\n show\n go to x: (-140) y: (-216)\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n if <(Stage Forward) = [4]> then\n show\n go to x: (150) y: (-220)\n end\n if <(Stage Forward) = [5]> then\n show\n go to x: (150) y: (-90)\n end\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Sourd\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n if <(Direction) = [R]> then\n if <key (x v) pressed?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n point in direction (-10)\n show\n repeat (8)\n if <(AirSlash) = [0]> then\n if <(Downward) = [0]> then\n turn right (20) degrees\n end\n end\n end\n hide\n wait until <not <key (x v) pressed?>>\n end\n end\n end\n end\n if <(Direction) = [L]> then\n if <key (x v) pressed?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n point in direction (10)\n show\n repeat (8)\n if <(AirSlash) = [0]> then\n turn right (-20) degrees\n end\n end\n hide\n wait until <not <key (x v) pressed?>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [swordsize v] to [200]\nhide\nforever\n go to (pickleman v)\n set size to (SwordSize) %\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n if <(Direction) = [R]> then\n if <key (z v) pressed?> then\n show\n end\n end\n if <(Direction) = [L]> then\n if <key (z v) pressed?> then\n show\n point in direction (-90)\n wait (0.5) seconds\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <key (down arrow v) pressed?> then\n if <[0] < (Level)> then\n show\n point in direction (180)\n wait until <not <key (down arrow v) pressed?>>\n hide\n wait (0.3) seconds\n end\n end\nend\n\nwait (0.3) seconds\n\nwhen flag clicked\nforever\n if <(Direction) = [R]> then\n if <key (z v) pressed?> then\n show\n point in direction (90)\n wait (0.5) seconds\n hide\n end\n end\n if <(Direction) = [L]> then\n if <key (z v) pressed?> then\n show\n point in direction (-90)\n wait (0.5) seconds\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Flying) = [1]> then\n change [swordsize v] by (25)\n stop [this script v]\n end\nend\n\n@Gello's\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [5]> then\n go to x: (25) y: (-105)\n repeat until <not <(Stage Forward) = [5]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [5]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [8]> then\n go to x: (50) y: (-105)\n repeat until <not <(Stage Forward) = [8]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [8]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n go to x: (25) y: (-105)\n repeat until <not <(Stage Forward) = [10]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n show\n if <(Health) = [6]> then\n switch costume to (6 v)\n end\n if <(Health) = [5]> then\n switch costume to (5 v)\n end\n if <(Health) = [4]> then\n switch costume to (4 v)\n end\n if <(Health) = [3]> then\n switch costume to (3 v)\n end\n if <(Health) = [2]> then\n switch costume to (2 v)\n end\n if <(Health) = [1]> then\n switch costume to (1 v)\n end\n if <(Health) = [0]> then\n switch costume to (0 v)\n wait (1) seconds\n set [game over v] to [1]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [level v] to [0]\nset [menu v] to [0]\nforever\n if <(Level) < [1]> then\n if <key (x v) pressed?> then\n set [menu v] to [1]\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [level v] to [0]\nforever\n if <[0] < (Level)> then\n wait (1) seconds\n repeat until <not <[0] < (Level)>>\n if <(Game Over) = [1]> then\n go to [front v] layer\n switch costume to (game over v)\n set [ghost v] effect to (100)\n show\n set [stop v] to [1]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n if <<(Stage Forward) = [10]> and <(Level) = [1]>> then\n wait (4) seconds\n end\n if <<(Stage Forward) = [11]> and <(Level) = [6]>> then\n wait (7.5) seconds\n end\n if <<(Stage Forward) = [13]> and <(Level) = [7]>> then\n wait (11) seconds\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [stop v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [level v] to [0]\nforever\n if <(Game Completed) = [1]> then\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n switch costume to (costume2 v)\n wait (2) seconds\n switch costume to (costume3 v)\n if <(Timer) < ((☁ Speedrun Record) + (0.5))> then\n switch costume to (costume4 v)\n stop [all v]\n end\n if <<<<(Egg) = [1]> and <(Magic) = [1]>> and <(Collector Coin) = [23]>> and <(Timer) < ((☁ 100% Speedrun Record) + (2.5))>> then\n switch costume to (costume5 v)\n stop [all v]\n else\n if <(Bunny) = [1]> then\n switch costume to (bunny v)\n stop [all v]\n else\n stop [all v]\n end\n end\n end\nend\n\n@Big Block\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [4]> then\n show\n if <touching (sourd v)?> then\n next costume\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [5]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Stage Forward) = [4]> then\n switch costume to (costume1 v)\n wait until <not <(Stage Forward) = [4]>>\n end\nend\n\n@Coins\n\nwhen flag clicked\nset [collector coin v] to [0]\nset [g v] to [0]\nhide\nforever\n if <(Level) = [1]> then\n set [coin screen v] to [1]\n set [coin x v] to [-80]\n set [coin y v] to [0]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [2]\n set [coin x v] to [50]\n set [coin y v] to [100]\n repeat (5)\n create clone of (_myself_ v)\n change [coin x v] by (30)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [1]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [2]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [4]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [airslash v]\nforever\n if <[0] < (Level)> then\n show variable [g v]\n else\n hide variable [g v]\n end\nend\n\nwhen I start as a clone\nforever\n next costume\nend\n\nwhen flag clicked\nset [g v] to [0]\nhide\nforever\n if <(Level) = [2]> then\n set [coin screen v] to [1]\n set [coin x v] to [-90]\n set [coin y v] to [80]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [2]\n set [coin x v] to [-90]\n set [coin y v] to [80]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [3]\n set [coin x v] to [-32]\n set [coin y v] to [-50]\n repeat (3)\n create clone of (_myself_ v)\n change [coin y v] by (50)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [2]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [2]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [5]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [3]> then\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [7]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [g v] to [0]\nhide\nforever\n if <(Level) = [3]> then\n set [coin screen v] to [1]\n set [coin x v] to [-100]\n set [coin y v] to [100]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n set [coin screen v] to [2]\n set [coin x v] to [-80]\n set [coin y v] to [100]\n repeat (3)\n create clone of (_myself_ v)\n change [coin x v] by (40)\n end\n \n end\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (Coin X) y: (Coin Y)\nif <(Level) = [3]> then\n if <(Coin Screen) = [1]> then\n forever\n if <(Level) = [3]> then\n if <(Stage Forward) = [1]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\n if <(Coin Screen) = [2]> then\n forever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n show\n if <touching (pickleman v)?> then\n change [g v] by (1)\n change [collector coin v] by (1)\n hide\n \n end\n else\n hide\n end\n end\n end\n end\nend\n\n@Checkpint\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [6]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to [3]\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [6]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [6]\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [10]> then\n go to x: (0) y: (-75)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to [3]\n forever\n if <(Level) = [1]> then\n if <(Stage Forward) = [10]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [10]\n if <(Stage Forward) = [9]> then\n hide\n end\n if <(Stage Forward) = [11]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to [3]\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [4]\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [3]> then\n hide\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [10]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [2]> then\n if <(Stage Forward) = [10]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [10]\n if <(Stage Forward) = [9]> then\n hide\n end\n if <(Stage Forward) = [11]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [3]\n if <(Stage Forward) = [2]> then\n hide\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [2]> then\n hide\n end\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [11]\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [6]\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [11]\n if <(Stage Forward) = [10]> then\n hide\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [5]> then\n hide\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [7]> then\n if <(Stage Forward) = [8]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [8]\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [7]> then\n hide\n end\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [13]> then\n go to x: (0) y: (-109)\n show\n switch costume to (costume1 v)\n if <touching (pickleman v)?> then\n set [health v] to (MAX Health)\n forever\n if <(Level) = [7]> then\n if <(Stage Forward) = [13]> then\n show\n end\n switch costume to (costume2 v)\n set [checkpole v] to [13]\n if <(Stage Forward) = [12]> then\n hide\n end\n if <(Stage Forward) = [14]> then\n hide\n end\n end\n end\n end\n end\n if <(Stage Forward) = [12]> then\n hide\n end\n if <(Stage Forward) = [14]> then\n hide\n end\n end\nend\n\n@Gello's2\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [7]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [8]> then\n go to x: (-50) y: (-105)\n repeat until <not <(Stage Forward) = [8]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [8]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n go to x: (-50) y: (-105)\n repeat until <not <(Stage Forward) = [10]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [2]> then\n go to x: (0) y: (-105)\n repeat until <not <(Stage Forward) = [2]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n hide\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait until <not <(Stage Forward) = [2]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n show\n if <(BadGuyHealth) = [10]> then\n switch costume to (10 v)\n end\n if <(BadGuyHealth) = [9]> then\n switch costume to (9 v)\n end\n if <(BadGuyHealth) = [8]> then\n switch costume to (8 v)\n end\n if <(BadGuyHealth) = [7]> then\n switch costume to (7 v)\n end\n if <(BadGuyHealth) = [6]> then\n switch costume to (6 v)\n end\n if <(BadGuyHealth) = [5]> then\n switch costume to (5 v)\n end\n if <(BadGuyHealth) = [4]> then\n switch costume to (4 v)\n end\n if <(BadGuyHealth) = [3]> then\n switch costume to (3 v)\n end\n if <(BadGuyHealth) = [2]> then\n switch costume to (2 v)\n end\n if <(BadGuyHealth) = [1]> then\n switch costume to (1 v)\n end\n if <(BadGuyHealth) = [0]> then\n switch costume to (0 v)\n end\n end\nend\n\n@Talk/Timer\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(Talk) = [1]> then\n go to x: (0) y: (-40)\n show\n switch costume to (costume3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume6 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume7 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n set [stop v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [1]> then\n if <(Talk) = [2]> then\n show\n switch costume to (costume8 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nforever\n if <(Game Completed) = [1]> then\n if <<<(Egg) = [1]> and <(Magic) = [1]>> and <(Collector Coin) = [23]>> then\n if <(timer) < (☁ 100% Speedrun Record)> then\n set [☁ 100% speedrun record v] to (timer)\n set [☁ speedrun holder v] to (username)\n end\n else\n if <(timer) < (☁ Speedrun Record)> then\n set [☁ speedrun record v] to (timer)\n set [☁ speedrun holder v] to (username)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n reset timer\n \n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Talk) = [1]> then\n go to x: (0) y: (-40)\n wait (1) seconds\n show\n switch costume to (level2 1 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n set [stop v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [2]> then\n if <(Talk) = [2]> then\n show\n switch costume to (level2 2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Talk) = [1]> then\n go to x: (0) y: (-120)\n show\n switch costume to (3-1 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n set [stop v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [3]> then\n if <(Talk) = [2]> then\n show\n switch costume to (3-2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Talk) = [1]> then\n go to x: (0) y: (-40)\n show\n switch costume to (6-1 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (6-2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (6-3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (6-4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (6-5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n set [stop v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [6]> then\n if <(Talk) = [2]> then\n show\n switch costume to (6-6 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [7]> then\n if <(Talk) = [1]> then\n show\n switch costume to (final 1 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (final 2 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [0]\n wait until <(Talk) = [1]>\n end\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nhide\nforever\n if <(Level) = [7]> then\n if <(Talk) = [2]> then\n show\n switch costume to (final 3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n set [talk v] to [3]\n set [showtime v] to [0]\n set [level complete v] to [1]\n hide\n wait until <(Talk) = [1]>\n end\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n show\n if <<<(Stage Forward) = [1]> or <(Stage Forward) = [4]>> or <<(Stage Forward) = [5]> or <<(Stage Forward) = [6]> or <(Stage Forward) = [8]>>>> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (1-1-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (1-1-3 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (1-1-7 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (1-1-9 v)\n end\n if <<(Stage Forward) = [10]> or <(Stage Forward) = [11]>> then\n switch costume to (1-1-10 v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [2]> then\n show\n if <(Stage Forward) = [1]> then\n set size to (200) %\n switch costume to (2-1 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (2-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (2-3 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (2-5 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (2-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (2-7 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (2-8 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (2-8 v)\n end\n if <(Stage Forward) = [10]> then\n set size to (200) %\n switch costume to (flat v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (your dead boi v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (2-12 v)\n end\n if <(Stage Forward) = [13]> then\n set size to (100) %\n switch costume to (2-boss v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [3]> then\n show\n if <(Stage Forward) = [1]> then\n set size to (200) %\n switch costume to (3-1 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (3-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (3-5 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (2-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (3-7 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (3-8 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (3-9 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (flat v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [4]> then\n show\n if <(Stage Forward) = [1]> then\n set size to (200) %\n switch costume to (flat v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [5]> then\n show\n if <(Stage Forward) = [1]> then\n set size to (200) %\n switch costume to (2-1 v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (2-2 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (2-3 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (2-5 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (2-6 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (2-7 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (2-8 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (2-8 v)\n end\n if <(Stage Forward) = [10]> then\n set size to (200) %\n switch costume to (flat v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (2-11 v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [13]> then\n set size to (100) %\n switch costume to (2-boss v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [6]> then\n show\n if <(Stage Forward) = [1]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (6-1 v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (6-8 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (6-9 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (6-10 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (6-1 v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (6-5 v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (6-9 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (6-6 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (flat v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (flat v)\n end\n end\nend\n\nwhen flag clicked\nset size to (200) %\ngo to x: (0) y: (-150)\nhide\nforever\n if <(Level) = [7]> then\n go to x: (0) y: (-132)\n show\n if <(Stage Forward) = [1]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [2]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [3]> then\n switch costume to (castle flat2 v)\n end\n if <(Stage Forward) = [4]> then\n switch costume to (castle flat3 v)\n end\n if <(Stage Forward) = [5]> then\n switch costume to (castle flat4 v)\n end\n if <(Stage Forward) = [6]> then\n switch costume to (castle flat5 v)\n end\n if <(Stage Forward) = [7]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [8]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [9]> then\n switch costume to (castle flat4 v)\n end\n if <(Stage Forward) = [10]> then\n switch costume to (castle flat6 v)\n end\n if <(Stage Forward) = [11]> then\n switch costume to (castle flat7 v)\n end\n if <(Stage Forward) = [12]> then\n switch costume to (castle flat8 v)\n end\n if <(Stage Forward) = [13]> then\n switch costume to (castle flat v)\n end\n if <(Stage Forward) = [14]> then\n switch costume to (castle flat v)\n end\n end\nend\n\n@Ground\n\n@Father Gello\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [11]> then\n if <(Level) = [1]> then\n go to x: (192) y: (-60)\n show\n set [stop v] to [1]\n set [talk v] to [1]\n wait until <not <(Stage Forward) = [11]>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [10]> then\n set [badguyhealth v] to [10]\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [12]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-2)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [11]> then\n wait (0.1) seconds\n point in direction (90)\n if <(Talk) = [0]> then\n repeat until <<(BadGuyHealth) = [0]> or <not <(Stage Forward) = [11]>>>\n glide (1.8) secs to x: (-192) y: (-60)\n wait (1) seconds\n point in direction (-90)\n wait (1) seconds\n glide (1.8) secs to x: (192) y: (-60)\n wait (1) seconds\n point in direction (90)\n wait (1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [11]> then\n if <(BadGuyHealth) = [0]> then\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n hide\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nset [wall v] to [0]\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [11]> then\n set [wall v] to [1]\n end\n end\nend\n\n@New Game Button\n\nwhen flag clicked\ngo to x: (0) y: (100)\nhide\nforever\n if <(Level) < [1]> then\n if <(Menu) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <mouse down?> then\n go to x: (0) y: (0)\n switch costume to (costume3 v)\n wait until <key (x v) pressed?>\n set [level v] to [1]\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [max health v] to [3]\nforever\n if <(Level Complete) = [1]> then\n show\n wait (1) seconds\n set [level complete v] to [0]\n change [level v] by (1)\n set [stage forward v] to [1]\n set [stop v] to [0]\n set [wall v] to [0]\n set [checkpole v] to [1]\n set [health v] to (MAX Health)\n else\n hide\n end\nend\n\nwhen flag clicked\nset [game completed v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Level Complete) = [1]> then\n set [game completed v] to [1]\n end\n end\nend\n\n@Small Block\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [2]> then\n show\n if <touching (sourd v)?> then\n next costume\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n wait (0.3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [2]> then\n switch costume to (costume1 v)\n wait until <not <(Stage Forward) = [2]>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Speed Boost\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [5]> then\n go to x: (-76) y: (-88)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [6]> then\n go to x: (0) y: (30)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [4]> then\n go to x: (50) y: (0)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Speed Boost2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [5]> then\n go to x: (100) y: (-88)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [9]> then\n go to x: (20) y: (-40)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [8]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@LeftSpeed Boost\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [8]> then\n point in direction (90)\n go to x: (110) y: (20)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [9]> then\n point in direction (90)\n go to x: (20) y: (-100)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@GelloBird\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [13]> then\n wait (1.1) seconds\n wait until <(Talk) = [0]>\n repeat until <not <(Stage Forward) = [13]>>\n glide (1) secs to x: (50) y: (70)\n glide (1) secs to x: (-50) y: (70)\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [13]> then\n if <(Level) = [2]> then\n set [stop v] to [1]\n set [wall v] to [1]\n set [talk v] to [1]\n wait (1) seconds\n go to x: (0) y: (70)\n show\n wait until <not <(Stage Forward) = [13]>>\n end\n end\nend\n\nwhen flag clicked\nset size to (300) %\nforever\n switch costume to (costume1 v)\n change y by (2)\n wait (0.08) seconds\n switch costume to (costume2 v)\n change y by (-2)\n wait (0.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [13]> then\n wait (1.1) seconds\n wait until <(Talk) = [0]>\n repeat until <not <(Stage Forward) = [13]>>\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (200) %\nswitch costume to (costume3 v)\ngo to x: (x position) y: (y position)\nset rotation style [all around v]\npoint towards (pickleman v)\nrepeat until <<touching (sprite5 v)?> or <touching (_edge_ v)?>>\n move (5) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n if <not <(BadGuyHealth) = [0]>> then\n if <(Talk) = [0]> then\n set [got hit? v] to [1]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-2)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [10]> then\n set [badguyhealth v] to [10]\n hide\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [13]> then\n if <(BadGuyHealth) = [0]> then\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n hide\n stop [this script v]\n end\n end\nend\n\n@New Game Button2\n\nwhen flag clicked\n\nhide\nforever\n if <(Menu) = [1]> then\n if <(Level) < [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <mouse down?> then\n ask [Level Code] and wait\n if <(answer) = [Intro]> then\n set [level v] to [1]\n else\n if <(answer) = [Slash]> then\n set [level v] to [2]\n else\n if <(answer) = [Jump]> then\n set [level v] to [3]\n else\n if <(answer) = [Town]> then\n set [level v] to [4]\n else\n if <(answer) = [Magic]> then\n set [level v] to [5]\n else\n if <(answer) = [Move]> then\n set [level v] to [6]\n else\n if <(answer) = [King]> then\n set [level v] to [7]\n else\n say [Error] for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n hide\n end\nend\n\n@New Game Button4\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [☁ speedrun record v]\nhide\nforever\n if <(Level) < [1]> then\n if <(Menu) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n if <mouse down?> then\n set [level v] to [1]\n show variable [timer v]\n show variable [☁ speedrun record v]\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n repeat until <(Game Completed) = [1]>\n set [timer v] to (timer)\n end\nend\n\n@JumpJello\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [1]> then\n point in direction (90)\n go to x: (130) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [2]> then\n point in direction (90)\n go to x: (-65) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [4]> then\n point in direction (90)\n go to x: (-190) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n point in direction (90)\n go to x: (-32) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n point in direction (90)\n go to x: (-128) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n point in direction (90)\n go to x: (-160) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n point in direction (90)\n go to x: (-224) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\n@JumpGello's\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [3]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n go to x: (0) y: (-103)\n repeat until <not <(Stage Forward) = [5]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [5]>>\n else\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [3]> then\n go to x: (0) y: (-103)\n repeat until <not <(Stage Forward) = [3]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [3]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@JumpGello's2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [6]> then\n set size to (200) %\n show\n go to x: (20) y: (-40)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [6]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n set size to (100) %\n show\n go to x: (0) y: (-10)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [8]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n set size to (200) %\n show\n go to x: (178) y: (-70)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [9]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n go to x: (0) y: (-10)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n go to x: (0) y: (-42)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n go to x: (160) y: (-106)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Spikes) = [0]> then\n set [game over v] to [1]\n else\n change [got hit? v] by (1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (200) y: (0)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (200) y: (0)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [8]> then\n go to x: (49) y: (-42)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n go to x: (-11) y: (-42)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Spikes) = [0]> then\n set [game over v] to [1]\n else\n change [got hit? v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n go to x: (128) y: (22)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n go to x: (192) y: (-106)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nhide\ngo to x: (200) y: (0)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (200) y: (0)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [8]> then\n point in direction (-90)\n go to x: (49) y: (100)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n go to x: (-11) y: (100)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\n@JumpGello's3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n set [got hit? v] to [1]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [8]> then\n set size to (100) %\n show\n go to x: (128) y: (50)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [8]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [5]> then\n set size to (200) %\n show\n go to x: (-80) y: (-90)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [5]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [6]> then\n set size to (100) %\n show\n go to x: (-145) y: (-40)\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [6]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@JumpGelloBird\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n wait (1.1) seconds\n wait until <(Talk) = [0]>\n repeat until <<not <(Stage Forward) = [12]>> or <(BadGuyHealth) = [0]>>\n glide (1.5) secs to x: (200) y: (70)\n glide (1.5) secs to x: (-200) y: (69)\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [12]> then\n if <(Level) = [3]> then\n wait (1) seconds\n go to x: (0) y: (70)\n show\n set [stop v] to [1]\n set [wall v] to [1]\n set [talk v] to [1]\n wait until <not <(Stage Forward) = [12]>>\n end\n end\nend\n\nwhen flag clicked\nset size to (300) %\nforever\n switch costume to (costume1 v)\n change y by (2)\n wait (0.08) seconds\n switch costume to (costume2 v)\n change y by (-2)\n wait (0.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n wait (1.1) seconds\n wait until <(Talk) = [0]>\n repeat until <<not <(Stage Forward) = [12]>> or <(BadGuyHealth) = [0]>>\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (200) %\nswitch costume to (costume3 v)\ngo to x: (x position) y: (y position)\nset rotation style [all around v]\npoint towards (pickleman v)\nrepeat until <<touching (_edge_ v)?> or <touching (sprite5 v)?>>\n move (5) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Downward) = [0]> then\n if <(AirSlash) = [0]> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n change [badguyhealth v] by (-2)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n set [badguyhealth v] to [10]\n hide\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n if <(BadGuyHealth) = [0]> then\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n hide\n stop [this script v]\n end\n end\n end\nend\n\n@JumpJello2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n point in direction (90)\n go to x: (224) y: (-102)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\n@Weapon Shop\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [1]> then\n switch costume to (costume1 v)\n go to x: (-50) y: (-58)\n show\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [1]\n end\n else\n if <(Stage Forward) = [3]> then\n show\n switch costume to (costume2 v)\n go to x: (-50) y: (-58)\n if <(Magic) = [0]> then\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n ask [Hello Traveler. I am a mighty wizard. I have lost a magic orb in the Magic Realm. Will you go there and retrieve my orb. I will pay you 5 coins. But beware, the Magic Realm is full of danger and I will not be able to bring you back until you collect the orb. Y/N] and wait\n if <<(answer) = [Y]> or <(answer) = [Yes]>> then\n set [shop v] to [0]\n set [stage forward v] to [1]\n set [level v] to [5]\n else\n set [shop v] to [0]\n end\n end\n end\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) > [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Weapon Shop2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [1]> then\n go to [back v] layer\n switch costume to (costume2 v)\n go to x: (150) y: (-58)\n show\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [2]\n end\n else\n if <(Stage Forward) = [3]> then\n go to [back v] layer\n switch costume to (costume3 v)\n go to x: (150) y: (-58)\n show\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [4]\n end\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) > [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Weapon Shop3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [2]> then\n go to x: (50) y: (-58)\n go to [back v] layer\n show\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [3]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) > [0]> then\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Shop Talk\n\nwhen flag clicked\ngo to x: (0) y: (-38)\nhide\nforever\n if <(Shop) = [1]> then\n go to [front v] layer\n show\n switch costume to (costume3 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n switch costume to (costume4 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n \n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-38)\nhide\nforever\n if <(Shop) = [2]> then\n go to [front v] layer\n show\n switch costume to (costume5 v)\n wait (0.3) seconds\n wait until <key (x v) pressed?>\n hide\n \n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Increase Sword size by 50% 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [swordsize v] by (25)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Increase Sword size by 50% 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [swordsize v] by (25)\n change [g v] by (-5)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Increase Sword size by 50% 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [swordsize v] by (25)\n change [g v] by (-5)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Straberry Susy(Teacher)\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [2]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nset [frames v] to [1]\nhide\nforever\n if <(Shop) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Double Invincibility Frames 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [frames v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nforever\n if <(Shop) = [2]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Only take 1 damage from spikes. 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [spikes v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nforever\n if <(Shop) = [3]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra HP 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [max health v] by (1)\n change [health v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nforever\n if <(Shop) = [3]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra HP 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [max health v] by (1)\n change [health v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nforever\n if <(Shop) = [3]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Extra HP 5 Gold]\n if <mouse down?> then\n if <[4] < (G)> then\n change [g v] by (-5)\n change [max health v] by (1)\n change [health v] by (1)\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Speed Boost3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [5]> then\n go to x: (-76) y: (-88)\n show\n repeat until <not <(Stage Forward) = [5]>>\n glide (1) secs to x: (-76) y: (-200)\n glide (1) secs to x: (-76) y: (-88)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [6]> then\n go to x: (0) y: (30)\n show\n repeat until <not <(Stage Forward) = [6]>>\n glide (1) secs to x: (100) y: (30)\n glide (1) secs to x: (0) y: (30)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [11]> then\n go to x: (-60) y: (-70)\n show\n if <touching (pickleman v)?> then\n broadcast (Trickster v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\n@Speed Boost4\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [5]> then\n go to x: (100) y: (-88)\n show\n repeat until <not <(Stage Forward) = [5]>>\n glide (1) secs to x: (100) y: (-200)\n glide (1) secs to x: (100) y: (-88)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [9]> then\n go to x: (20) y: (-100)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [8]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\n@LeftSpeed Boost2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [10]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [8]> then\n point in direction (90)\n go to x: (100) y: (-70)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [9]> then\n point in direction (90)\n go to x: (20) y: (-50)\n show\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [11]> then\n point in direction (90)\n show\n repeat until <not <(Stage Forward) = [11]>>\n go to x: (70) y: (-60)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [12]> then\n hide\n end\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\nset [magic v] to [0]\nforever\n if <(Level) = [5]> then\n if <(Stage Forward) = [13]> then\n show\n set [wall v] to [1]\n if <touching (pickleman v)?> then\n change [g v] by (5)\n set [wall v] to [0]\n set [level v] to [4]\n set [stage forward v] to [1]\n set [magic v] to [1]\n hide\n end\n end\n end\nend\n\n@Sprite18\n\nwhen flag clicked\nset [spikes v] to [0]\nhide\nset [flying v] to [0]\nforever\n if <(Shop) = [4]> then\n show\n if <touching (mouse-pointer v)?> then\n say [No one knows what this item does. 25G]\n if <mouse down?> then\n if <[24] < (G)> then\n say [Press Left and Right to use.] for (2) seconds\n change [g v] by (-25)\n change [flying v] by (1)\n hide\n stop [this script v]\n else\n say [Not enough gold.] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@Sprite19\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [2]> then\n show\n go to x: (100) y: (0)\n if <not <(Stage Forward) = [2]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [4]> then\n show\n go to x: (-30) y: (-80)\n if <not <(Stage Forward) = [4]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [8]> then\n show\n go to x: (150) y: (-65)\n if <not <(Stage Forward) = [8]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [6]> then\n show\n go to x: (-143) y: (5)\n if <not <(Stage Forward) = [6]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [7]> then\n hide\n end\n end\nend\n\n@Sprite20\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [2]> then\n show\n go to x: (-25) y: (-60)\n if <not <(Stage Forward) = [2]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [4]> then\n show\n go to x: (90) y: (0)\n if <not <(Stage Forward) = [4]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [5]> then\n hide\n end\n end\nend\n\n@Sprite21\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [3]> then\n show\n go to x: (20) y: (-150)\n if <not <(Stage Forward) = [3]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-10)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [2]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [4]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [5]> then\n show\n go to x: (-150) y: (-15)\n if <not <(Stage Forward) = [5]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (-4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\n@Sprite22\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [7]> then\n show\n go to x: (100) y: (-100)\n if <not <(Stage Forward) = [7]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [8]> then\n show\n go to x: (-50) y: (-160)\n if <not <(Stage Forward) = [8]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n show\n go to x: (-50) y: (-160)\n if <not <(Stage Forward) = [9]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n show\n go to x: (-90) y: (-160)\n if <not <(Stage Forward) = [10]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\n@Sprite23\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n show\n go to x: (100) y: (-160)\n if <not <(Stage Forward) = [10]>> then\n hide\n end\n if <touching (pickleman v)?> then\n wait (0.5) seconds\n repeat until <touching (_edge_ v)?>\n set drag mode [draggable v]\n change y by (4)\n end\n hide\n wait (3) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\n@Sprite24\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n go to x: (194) y: (-40)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Spikes) = [0]> then\n set [game over v] to [1]\n else\n change [got hit? v] by (1)\n end\n end\nend\n\n@Sprite25\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [10]> then\n point in direction (-90)\n go to x: (194) y: (102)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [9]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(Spikes) = [0]> then\n set [game over v] to [1]\n else\n change [got hit? v] by (1)\n end\n end\nend\n\n@WizardJello\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [12]> then\n if <(Level) = [6]> then\n go to x: (192) y: (-95)\n show\n set [stop v] to [1]\n set [talk v] to [1]\n wait until <not <(Stage Forward) = [12]>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [11]> then\n set [badguyhealth v] to [10]\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n change [badguyhealth v] by (-2)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (300) %\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [12]> then\n point in direction (90)\n show\n switch costume to (costume1 v)\n if <(Talk) = [0]> then\n repeat until <<(BadGuyHealth) = [0]> or <not <(Stage Forward) = [12]>>>\n repeat (5)\n go to x: (pick random (-192) to (192)) y: (100)\n set rotation style [left-right v]\n point towards (pickleman v)\n set [random v] to [1]\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n repeat (10)\n go to x: (pick random (-192) to (192)) y: (100)\n set rotation style [left-right v]\n point towards (pickleman v)\n set [random v] to [2]\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\n hide\n wait (3.5) seconds\n show\n set [random v] to (pick random (1) to (2))\n if <(Random) = [1]> then\n point in direction (90)\n go to x: (192) y: (-95)\n wait (1) seconds\n glide (1) secs to x: (-192) y: (-95)\n else\n point in direction (-90)\n go to x: (-192) y: (-95)\n wait (1) seconds\n glide (1) secs to x: (192) y: (-95)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [12]> then\n if <(BadGuyHealth) = [0]> then\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nset [wall v] to [0]\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [12]> then\n set [wall v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n set rotation style [all around v]\nend\n\nwhen I start as a clone\nif <(Random) = [1]> then\n set size to (100) %\n switch costume to (costume2 v)\n point towards (pickleman v)\n repeat until <<touching (_edge_ v)?> or <touching (sprite5 v)?>>\n move (7) steps\n end\n delete this clone\nend\nif <(Random) = [2]> then\n set size to (100) %\n switch costume to (costume2 v)\n point towards (pickleman v)\n wait (3) seconds\n repeat until <<touching (_edge_ v)?> or <touching (sprite5 v)?>>\n move (7) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (pickleman v)?> then\n if <not <(BadGuyHealth) = [0]>> then\n set [got hit? v] to [1]\n end\n end\nend\n\n@SlashGello\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [4]> then\n set size to (200) %\n show\n go to x: (30) y: (50)\n if <touching (sourd v)?> then\n if <(AirSlash) = [1]> then\n wait (0.1) seconds\n hide\n wait until <not <(Stage Forward) = [4]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n next costume\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [3]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [5]> then\n set size to (200) %\n show\n go to x: (100) y: (100)\n if <touching (sourd v)?> then\n if <(AirSlash) = [1]> then\n wait (0.1) seconds\n hide\n wait until <not <(Stage Forward) = [5]>>\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [1]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [6]> then\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@RainbowJello\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nset [rainbow slashable v] to [0]\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [7]> then\n go to x: (200) y: (-103)\n repeat until <not <(Stage Forward) = [7]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n if <(costume [number v]) = [2]> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [7]>>\n end\n end\n if <(costume [number v]) = [3]> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [7]>>\n end\n end\n if <(costume [number v]) = [1]> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [7]>>\n else\n hide\n wait until <not <(Stage Forward) = [7]>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [7]> then\n switch costume to (blue-slash v)\n repeat until <not <(Stage Forward) = [7]>>\n wait (0.5) seconds\n next costume\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [10]> then\n go to x: (0) y: (-103)\n repeat until <not <(Stage Forward) = [10]>>\n set rotation style [left-right v]\n show\n point towards (pickleman v)\n if <(direction) < [0]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (3) steps\n if <not <touching (sprite5 v)?>> then\n move (-3) steps\n end\n if <touching (sourd v)?> then\n if <(costume [number v]) = [2]> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n if <(costume [number v]) = [3]> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n if <(costume [number v]) = [1]> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [10]>>\n else\n hide\n wait until <not <(Stage Forward) = [10]>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [10]> then\n switch costume to (blue-slash v)\n repeat until <not <(Stage Forward) = [10]>>\n wait (1) seconds\n next costume\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@RainbowJello2\n\nwhen flag clicked\nhide\nset [rainbow slashable v] to [0]\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [9]> then\n go to x: (50) y: (-103)\n show\n if <touching (sourd v)?> then\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [9]>>\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [9]>>\n end\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [9]>>\n else\n hide\n wait until <not <(Stage Forward) = [9]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [9]> then\n repeat (5)\n switch costume to (red1 v)\n wait (0.1) seconds\n switch costume to (red2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (green1 v)\n wait (0.1) seconds\n switch costume to (green2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (blue1 v)\n wait (0.1) seconds\n switch costume to (blue2 v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [11]> then\n repeat (5)\n switch costume to (red1 v)\n wait (0.1) seconds\n switch costume to (red2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (green1 v)\n wait (0.1) seconds\n switch costume to (green2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (blue1 v)\n wait (0.1) seconds\n switch costume to (blue2 v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [11]> then\n go to x: (0) y: (100)\n show\n if <touching (sourd v)?> then\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [11]>>\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [11]>>\n end\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [11]>>\n else\n hide\n wait until <not <(Stage Forward) = [11]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [12]> then\n go to x: (-100) y: (-50)\n show\n if <touching (sourd v)?> then\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n else\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [12]> then\n repeat (5)\n switch costume to (red1 v)\n wait (0.1) seconds\n switch costume to (red2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (green1 v)\n wait (0.1) seconds\n switch costume to (green2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (blue1 v)\n wait (0.1) seconds\n switch costume to (blue2 v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@RainbowJello3\n\nwhen flag clicked\nhide\nset [rainbow slashable v] to [0]\nforever\n if <touching (pickleman v)?> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [13]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n change y by (2)\n wait (0.08) seconds\n change y by (-2)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [12]> then\n go to x: (100) y: (140)\n show\n if <touching (sourd v)?> then\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n hide\n wait until <not <(Stage Forward) = [12]>>\n else\n hide\n wait until <not <(Stage Forward) = [12]>>\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [12]> then\n repeat (5)\n switch costume to (red1 v)\n wait (0.1) seconds\n switch costume to (red2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (green1 v)\n wait (0.1) seconds\n switch costume to (green2 v)\n wait (0.1) seconds\n end\n repeat (5)\n switch costume to (blue1 v)\n wait (0.1) seconds\n switch costume to (blue2 v)\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Stage Forward) = [8]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@King Jello\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Stage Forward) = [14]> then\n if <(Level) = [7]> then\n go to x: (180) y: (-92)\n show\n set [stop v] to [1]\n set [talk v] to [1]\n wait until <not <(Stage Forward) = [14]>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [13]> then\n set [badguyhealth v] to [10]\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(costume [number v]) = [2]> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n change [badguyhealth v] by (-1)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\n end\n if <(costume [number v]) = [3]> then\n if <(AirSlash) = [1]> then\n set [rainbow slashable v] to [1]\n change [badguyhealth v] by (-1)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\n end\n if <(costume [number v]) = [1]> then\n change [badguyhealth v] by (-1)\n set [ghost v] effect to (25)\n wait (1) seconds\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (300) %\nset [badguyhealth v] to [10]\nset [ghost v] effect to (0)\nforever\n if <touching (sourd v)?> then\n if <(costume [number v]) = [1]> then\n if <(Downward) = [1]> then\n set [bounce v] to [1]\n end\n end\n if <(costume [number v]) = [2]> then\n if <(Downward) = [1]> then\n set [bounce v] to [2]\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n point in direction (90)\n show\n switch costume to (red v)\n if <(Talk) = [0]> then\n set [stop v] to [0]\n repeat until <<(BadGuyHealth) = [0]> or <not <(Stage Forward) = [14]>>>\n show\n repeat (5)\n point in direction (90)\n glide (1) secs to x: (-200) y: (-92)\n point in direction (-90)\n glide (1) secs to x: (200) y: (-92)\n end\n point in direction (90)\n glide (1) secs to x: (200) y: (300)\n hide\n go to x: (pick random (-200) to (200)) y: (300)\n wait (1) seconds\n show\n glide (1) secs to x: (x position) y: (-92)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n if <(BadGuyHealth) = [0]> then\n stop [other scripts in sprite v]\n set [stop v] to [1]\n set [talk v] to [2]\n wait until <(Talk) = [3]>\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [talk v] to [0]\nset [wall v] to [0]\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n set [wall v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nforever\n set rotation style [all around v]\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n if <(Talk) = [0]> then\n repeat until <<(BadGuyHealth) = [0]> or <not <(Stage Forward) = [14]>>>\n switch costume to (red v)\n wait (1) seconds\n switch costume to (green v)\n wait (1) seconds\n switch costume to (blue v)\n wait (1) seconds\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [rainbow slashable v] to [0]\nforever\n if <touching (pickleman v)?> then\n if <(costume [number v]) = [3]> then\n if <(AirSlash) = [0]> then\n set [got hit? v] to [1]\n end\n end\n if <(costume [number v]) = [2]> then\n if <(Downward) = [0]> then\n set [got hit? v] to [1]\n end\n end\n if <(costume [number v]) = [1]> then\n if <<(Downward) = [0]> and <(AirSlash) = [0]>> then\n set [got hit? v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Game Over) = [1]> then\n hide\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <not <(Stage Forward) = [11]>> then\n stop all sounds\n play sound [Level 1 and 3 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n stop all sounds\n play sound [Level 2 and 2 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <(Stage Forward) = [11]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <not <(Stage Forward) = [13]>> then\n stop all sounds\n play sound [Level 2 and 4 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <(Stage Forward) = [13]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <not <(Stage Forward) = [12]>> then\n stop all sounds\n play sound [Level 1 and 3 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(Stage Forward) = [12]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <not <(Stage Forward) = [12]>> then\n stop all sounds\n play sound [Level 2 and 4 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Stage Forward) = [12]> then\n stop all sounds\n play sound [Boss Music v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n stop all sounds\n play sound [Level 2 and 4 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <not <(Stage Forward) = [14]>> then\n stop all sounds\n play sound [Level 5 v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n if <(Stage Forward) = [14]> then\n stop all sounds\n play sound [Level 5 v] until done\n end\n end\nend\n\n@Easter Egg\n\nwhen flag clicked\nset [egg v] to [0]\nforever\n if <<(Level) = [2]> and <(Stage Forward) = [10]>> then\n set [egg v] to [1]\n end\nend\n\nwhen flag clicked\nset [egg v] to [0]\nset [easter v] to [0]\nforever\n if <<<(Level) = [2]> and <(Stage Forward) = [1]>> and <(Egg) = [1]>> then\n show\n if <touching (pickleman v)?> then\n set [easter v] to [1]\n hide\n stop [this script v]\n end\n else\n hide\n end\nend\n\[email protected]\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [6]> then\n show\n else\n hide\n end\nend\n\n@Weapon Shop4\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <(Stage Forward) = [2]> then\n show\n switch costume to (costume2 v)\n go to x: (-120) y: (-58)\n if <<touching (pickleman v)?> and <key (down arrow v) pressed?>> then\n set [shop v] to [6]\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) > [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n hide\n end\nend\n\n@Sprite26\n\n@Sprite27\n\n@Sprite28\n\nwhen flag clicked\nset [frames v] to [1]\nset [bunny v] to [0]\nhide\nforever\n if <(Shop) = [6]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Bunny Ears. Jump super high. Can't buy. Will trade for an Egg.]\n if <mouse down?> then\n if <(Easter) = [1]> then\n set [bunny v] to [1]\n say [Purchase Complete] for (2) seconds\n hide\n stop [this script v]\n else\n say [Restart the game and go find the Easter Egg!] for (2) seconds\n end\n end\n else\n say []\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Shop) = [0]> then\n hide\n end\nend\n\n@New Game Button3\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [☁ speedrun record v]\nhide variable [☁ 100% speedrun record v]\nhide\nforever\n if <(Level) < [1]> then\n if <(Menu) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Collect the Egg, Magic Orb and all 23 Coins!]\n switch costume to (costume2 v)\n if <mouse down?> then\n set [level v] to [1]\n show variable [timer v]\n show variable [☁ 100% speedrun record v]\n end\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <[0] < (Level)> then\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n repeat until <(100% Complete) = [1]>\n set [timer v] to (timer)\n end\nend\n\n
THE SEQUEL IS OUT!\nhttps://scratch.mit.edu/projects/396126528/\nUpdated Version!\nhttps://scratch.mit.edu/projects/417911423/\n EASTER EGG UPDATE IS OUT NOW! Here is a clue.\nhttps://scratch.mit.edu/projects/384649294/\nBeat the game with the bunny powerup and unlock a secret.\nSpeedrun World Record\n5/5/20 Awesome6543210 148.072 Seconds\n4/16/20 Awesome6543210 151.766 Seconds\n4/10/20 Awesome6543210 151.998 Seconds\n4/10/20 Awesome6543210 161.336 Seconds\n4/9/20 Awesome6543210 165.924 Seconds\n4/9/20 Awesome6543210 204.633 seconds\n4/9/20 Awesome6543210 264.331 seconds.\n4/9/20 Pinapulz 285.627 seconds.\n4/9/20 djokaner 302.137 seconds (Unconfirmed)\n4/9/20 Sava_B 373.711 seconds.\n4/8/20 junseo0912 387.117 seconds\n2/18/20 Nolpro-1794.651 Seconds \n
Jump! - A mobile platformer Hacked!
@Stage\n\nwhen flag clicked\nset [music v] to []\nset [level max v] to [17]\n\n@Sprite1\n\n@Player\n\ndefine platform (jump height) (friction) (running speed)\nif <<<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 velocity v] by (running speed)\nend\nif <<<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 velocity v] by ((running speed) * (-1))\nend\nset [x velocity v] to ((X velocity) * (friction))\nchange x by (X velocity)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X velocity) ) )\n if <touching (level v)?> 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)?> then\n repeat ([ceiling v] of ([abs v] of (Y velocity) ) )\n if <touching (level v)?> 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?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [4]\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\nif <(x position) > [230]> then\n if <not <(Level) = (Level MAX)>> then\n broadcast (Next v)\n change [level v] by (1)\n Reset\n end\nend\nif <touching (trampoline v)?> then\n if <(Level) = [16]> then\n set [y velocity v] to [25]\n else\n set [y velocity v] to [20]\n end\nend\nif <touching (boost v)?> then\n set [x velocity v] to [30]\nend\nif <touching (inverted boost v)?> then\n set [x velocity v] to [-30]\nend\nif <touching (portal1 v)?> then\n start sound [Teleport2 v]\n Reset\n go to (portal2 v)\nend\n\nwhen flag clicked\nwait (0.001) seconds\nset size to (200) %\ngo to [front v] layer\ngo to x: (-213) y: (-82)\nhide\n\nwhen I receive [play v]\nshow\nforever\n platform [13] [.9] [1]\nend\n\ndefine Reset\ngo to x: (-213) y: (-82)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [skip v]\ngo to x: (-213) y: (-82)\n\nwhen I receive [animation finished v]\nswitch costume to (costume1 v)\n\nwhen I receive [skip v]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nswitch costume to (costume1 v)\n\nwhen I receive [venom v]\nswitch costume to (costume2 v)\n\nwhen I receive [fail v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y velocity v] to [4]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-213) y: (-82)\n end\nend\n\n@Level\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nset [level v] to [1]\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [animation finished v]\nshow\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation finished v]\ngo to [back v] layer\n\n@Shadow\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset rotation style [left-right v]\npoint in direction (90)\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to (player v)\n go to [back v] layer\nend\n\n@Intro\n\nwhen flag clicked\nset volume to (100) %\npoint in direction (90)\nswitch backdrop to (backdrop1 v)\nshow\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nstart sound [Gioni - Trigger \[Bass Boosted\].mp3 v]\nswitch costume to (25582564_170x100 v)\nrepeat (42)\n next costume\nend\nset size to (100000) %\nrepeat (20)\n set [bounce v] to (((Bounce) * (0.7)) + (((100) - (size)) / (1.5)))\n change size by (Bounce)\nend\nrepeat (50)\n point in direction ((100) + ((20) * ([cos v] of ((timer) * (1200)) )))\nend\npoint in direction (90)\nset size to (100000) %\nrepeat (20)\n set [bounce v] to (((Bounce) * (0.7)) + (((100) - (size)) / (1.5)))\n change size by (Bounce)\nend\nbroadcast (Message1 v)\nrepeat (15)\n change y by (intro)\n set [intro v] to ((intro) * (1.5))\nend\nset size to (100) %\ngo to x: (0) y: (-180)\ngo to [front v] layer\nshow\nset [intro v] to [20]\nrepeat (35)\n change y by (intro)\n set [intro v] to ((intro) * (0.9))\nend\nwait (.2) seconds\nset size to (100000) %\nrepeat (20)\n set [bounce v] to (((Bounce) * (0.7)) + (((100) - (size)) / (1.5)))\n change size by (Bounce)\n change [brightness v] effect by (15)\n change volume by (-10)\nend\nhide\nswitch backdrop to (backdrop2 v)\nbroadcast (Animation finished v)\n\nwhen I receive [message1 v]\nrepeat until <(costume [number v]) = [83]>\n next costume\nend\n\n@thx\n\nwhen I receive [outro v]\nshow\npoint in direction (90)\nset size to (100) %\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\n set y to ((-70) + (([sin v] of ((timer) * (275)) ) * (7)))\n set x to ((0) + (([sin v] of ((timer) * (275)) ) * (7)))\nend\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\n@title\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (0) y: (500)\nhide\n\nwhen I receive [animation finished v]\nshow\nglide (0.5) secs to x: (0) y: (100)\nforever\n set y to ((75) - (([sin v] of ((timer) * (275)) ) * (7)))\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [play v]\nhide\n\n@Play button\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nclear graphic effects\ngo to x: (270) y: (-10)\n\nwhen I receive [animation finished v]\nshow\nglide (.5) secs to x: (-18) y: (-10)\nforever\n set [brightness v] effect to (0)\n set x to ((-20) + (([sin v] of ((timer) * (275)) ) * (7)))\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\nbroadcast (Play v)\nstart sound [menu001 v]\nhide\n\n@Music select\n\nwhen flag clicked\nwait (0.001) seconds\nhide\nset volume to (100) %\ngo to x: (-270) y: (-85)\n\nwhen I receive [animation finished v]\nshow\nglide (.5) secs to x: (-18) y: (-85)\nforever\n set [brightness v] effect to (0)\n set x to ((-20) + (([sin v] of ((timer) * (275)) ) * (7)))\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Music v)\nhide\n\nwhen I receive [back v]\nshow\n\nwhen [u v] key pressed\nset volume to (100) %\n\nwhen [m v] key pressed\nset volume to (0) %\n\nwhen I receive [play v]\nhide\n\nwhen I receive [play v]\nif <(MUSIC) = []> then\n forever\n play sound (pick random (1) to (4)) until done\n end\nelse\n if <(MUSIC) = [1]> then\n forever\n play sound [Vexento - Pegasus v] until done\n end\n else\n if <(MUSIC) = [2]> then\n forever\n play sound [Vexento - Masked Heroes \(128 kbps\) v] until done\n end\n else\n if <(MUSIC) = [3]> then\n forever\n play sound [Lights \[Dream Trance\] v] until done\n end\n else\n if <(MUSIC) = [4]> then\n forever\n play sound [Vexento - Empty v] until done\n end\n else\n forever\n play sound (pick random (1) to (4)) until done\n end\n end\n end\n end\n end\nend\n\nwhen I receive [animation finished v]\ngo to [front v] layer\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nif <touching (play button v)?> then\n switch costume to (play v)\nelse\n if <touching (vexento - pegasus v)?> then\n switch costume to (vexento - pegasus v)\n else\n if <touching (vexento - empty v)?> then\n switch costume to (vexento - empty v)\n else\n if <touching (lights \[tream trance\] v)?> then\n switch costume to (lights \[tream trance\] v)\n else\n if <touching (vexento - masked heroes v)?> then\n switch costume to (vexento - masked heroes v)\n else\n if <touching (random v)?> then\n switch costume to (random v)\n else\n if <touching (back button v)?> then\n switch costume to (back v)\n else\n if <touching (music select v)?> then\n switch costume to (music select v)\n else\n if <touching (skip v)?> then\n switch costume to (skip v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Grunge\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (grunge2 v)\ngo to [back v] layer\nset [ghost v] effect to (50)\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [play v]\nset [ghost v] effect to (96)\ngo to [back v] layer\nswitch costume to (grunge v)\nshow\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [back v] layer\nend\n\n@Vexento - Pegasus\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-190) y: (31)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [1]\nstart sound [menu001 v]\n\n@Vexento - Empty\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-21) y: (-51)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [4]\nstart sound [menu001 v]\n\n@Vexento - Masked Heroes\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (-190) y: (-128)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [2]\nstart sound [menu001 v]\n\n@Lights [Tream Trance]\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (134) y: (-128)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [3]\nstart sound [menu001 v]\n\n@Random\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (134) y: (31)\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen this sprite clicked\nbroadcast (Back v)\nset [music v] to [5]\nstart sound [menu001 v]\n\n@Back button\n\nwhen flag clicked\nwait (0.001) seconds\ngo to x: (139) y: (139)\nhide\n\nwhen this sprite clicked\nstart sound [menu001 v]\nbroadcast (Back v)\n\nwhen I receive [music v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (10)\n end\nend\n\n@Particle Effects\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (80)\nset size to (pick random (80) to (150)) %\ngo to x: (240) y: (pick random (-180) to (180))\npoint in direction (pick random (-60) to (-105))\nset [speed v] to (pick random (5) to (10))\nrepeat until <<(x position) < [-235]> or <(y position) > [170]>>\n move (Speed) steps\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\n go to [back v] layer\nend\n\nwhen I receive [play v]\nforever\n create clone of (_myself_ v)\nend\n\n@Spikes\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\nwhen I receive [play v]\nforever\n go to [back v] layer\n show\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nwait (0.001) seconds\ngo to [back v] layer\nforever\n hide\n if <(Level) = [2]> then\n go to x: (-24) y: (-101)\n Trampoline\n else\n if <(Level) = [3]> then\n set [level v] to [3]\n go to x: (0) y: (-101)\n create clone of (_myself_ v)\n go to x: (120) y: (-101)\n create clone of (_myself_ v)\n go to x: (-120) y: (-101)\n wait until <not <(Level) = (LeVeL)>>\n else\n if <(Level) = [4]> then\n go to x: (50) y: (-101)\n Trampoline\n else\n if <(Level) = [9]> then\n go to x: (-150) y: (-101)\n Trampoline\n else\n if <(Level) = [13]> then\n go to x: (-65) y: (-101)\n Trampoline\n else\n if <(Level) = [16]> then\n set [level v] to [16]\n go to x: (0) y: (-170)\n create clone of (_myself_ v)\n go to x: (120) y: (-170)\n create clone of (_myself_ v)\n go to x: (-120) y: (-170)\n wait until <not <(Level) = (LeVeL)>>\n end\n end\n end\n end\n end\n end\nend\n\ndefine Trampoline\nshow\ngo to [back v] layer\nif <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\nend\n\nwhen I start as a clone\nrepeat until <not <(Level) = (LeVeL)>>\n Trampoline\nend\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n Trampoline\n else\n if <(Level) = [16]> then\n Trampoline\n end\n end\nend\n\n@Fake spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n go to [back v] layer\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n change [ghost v] effect by (50)\n end\nend\n\n@Boost\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Inverted boost\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Portal1\n\nwhen flag clicked\ngo to x: (-107) y: (-130)\nset [whirl v] effect to (500)\nhide\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (-210) y: (30)\n show\n else\n if <(Level) = [9]> then\n go to x: (35) y: (132)\n show\n else\n if <(Level) = [14]> then\n go to x: (31) y: (-70)\n show\n else\n hide\n end\n end\n end\nend\n\n@Portal2\n\nwhen flag clicked\ngo to x: (11) y: (-54)\nset [whirl v] effect to (500)\nhide\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n go to x: (165) y: (85)\n show\n else\n if <(Level) = [9]> then\n go to x: (35) y: (0)\n show\n else\n if <(Level) = [14]> then\n go to x: (-192) y: (150)\n show\n else\n hide\n end\n end\n end\nend\n\n@Skip\n\nwhen flag clicked\nwait (0.001) seconds\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to x: (0) y: (0)\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change [brightness v] effect by (-10)\n end\nend\n\nwhen this sprite clicked\nif <not <(Level) = (Level MAX)>> then\n start sound [Collect v]\n broadcast (Skip v)\n change [level v] by (1)\n wait (.3) seconds\nend\n\n@Venom\n\nwhen flag clicked\nwait (0.001) seconds\nset size to (70) %\nhide\nforever\n if <touching (player v)?> then\n hide\n broadcast (Venom v)\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (0)) * (100)) ) * (10)))\nend\n\nwhen I receive [next v]\nif <(Level) = [10]> then\n show\n go to x: (-16) y: (-76)\nelse\n if <(Level) = [11]> then\n show\n go to x: (-50) y: (0)\n else\n if <(Level) = [14]> then\n show\n go to x: (-197) y: (102)\n else\n hide\n end\n end\nend\n\nwhen I receive [skip v]\nif <(Level) = [10]> then\n show\n go to x: (-16) y: (-76)\nelse\n if <(Level) = [11]> then\n show\n go to x: (-50) y: (0)\n else\n if <(Level) = [14]> then\n show\n go to x: (-197) y: (102)\n else\n hide\n end\n end\nend\n\nwhen I receive [fail v]\nif <(Level) = [10]> then\n show\n go to x: (-16) y: (-76)\nelse\n if <(Level) = [11]> then\n show\n go to x: (-50) y: (0)\n else\n if <(Level) = [14]> then\n show\n go to x: (-197) y: (102)\n else\n hide\n end\n end\nend\n\n@text engine\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (200) %\n go to x: (((digits) * (17)) - (20)) y: (132)\n if <(length of (venom)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (venom))\n end\nend\n\nwhen I receive [skip v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [venom v]\nstop [other scripts in sprite v]\nbroadcast (Message2 v)\nset [venom v] to [5]\nrepeat (5)\n wait (1) seconds\n change [venom v] by (-1)\nend\nbroadcast (Fail v)\n\nwhen I receive [fail v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [message2 v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\n wait (0) seconds\nend\nhide\n\n@Trap\n\nwhen flag clicked\nwait (0.001) seconds\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [back v] layer\n if <(Level) = [12]> then\n show\n go to x: (0) y: (-100)\n else\n if <(Level) = [14]> then\n show\n go to x: (120) y: (-100)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [cloneid v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(CloneID) = [1]> then\n switch costume to (costume2 v)\n go to x: (200) y: (-30)\n repeat (30)\n change x by (-20)\n end\n delete this clone\nelse\n switch costume to (costume3 v)\n set size to (120) %\n go to x: (x position) y: (200)\n repeat (13)\n change y by (-20)\n end\n change y by (-10)\n wait (.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [fail v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Crunch v]\n broadcast (Fail v)\n end\nend\n\nwhen I receive [skip v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@TB\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\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
Press r to restart the project if you get stuck\nFollow me for a CHANCE TO GET A FREE SHOUTOUT on this project, I will be picking a random person.\n\nHi! Welcome to Jump! - A mobile platformer!\nTurn your volume up! This is a music game!\nNormal controls
Math-A Platformer. (not actually math)
@Stage\n\nwhen flag clicked\nforever\n play sound [Mission Impossible Theme Tune2 v] until done\nend\n\n@go\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 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\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nif <(username) = [ItsYoMama2019]> then\n say [ACSSESS DENIED ] for (2) seconds\n stop [all v]\nend\nset [level v] to [1]\nswitch backdrop to (backdrop1 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?> 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 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 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 end\n change [yv v] by (-1)\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)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <(x position) > [248]> then\n change [level v] by (1)\n next backdrop\n go to x: (-220) y: (-20)\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [0]\n go to x: (-220) y: (-50)\n end\n if <touching (follow v)?> then\n set [yv v] to [0]\n go to x: (-220) y: (-50)\n end\n if <touching (me v)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n broadcast (Well Done! v)\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen flag clicked\nrepeat until <(level) = [11]>\n change [timer v] by (.1)\n wait (.1) seconds\nend\n\n@follow\n\nwhen flag clicked\nforever\n hide\n if <(level) = [6]> then\n show\n go to x: (-24) y: (-149)\n switch costume to (1 v)\n end\n if <(level) = [7]> then\n show\n go to x: (23) y: (20)\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nforever\n turn left (3) degrees\nend\n\nwhen flag clicked\nhide\n\n@me\n\nwhen flag clicked\nforever\n hide\n if <(level) = [8]> then\n switch costume to (costume2 v)\n show\n go to x: (38) y: (-134)\n end\n if <(level) = [9]> then\n switch costume to (costume1 v)\n show\n go to x: (-40) y: (-134)\n end\n if <(level) = [10]> then\n switch costume to (costume2 v)\n show\n go to x: (-70) y: (-134)\n end\nend\n\n
Arrow keys or WSAD\nJust love and favorite why not. It takes 2 clicks and is good for me and you. \nplease heart and star \nall levels are possible\ncomment on what 1+1 is in the chat\nif you are looking for the answer to level 10 look below\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\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\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\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\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\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\nheart and star then.....\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\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\njust go through the wall... it is invisible
Space Platformer
@Stage\n\nwhen I receive [menu v]\nswitch backdrop to (in space v)\nforever\n play sound [Dyson Sphere Kurzgesagt v] until done\nend\n\nwhen I receive [begin spel v]\nswitch backdrop to (intro backdrop v)\n\nwhen flag clicked\nswitch backdrop to (mvh12 v)\n\n@Player\n\nwhen I receive [start v]\nset [level v] to [1]\nrepeat until <(Level) = [4]>\n broadcast (Reset v) and wait\n broadcast (Set up v) and wait\n Game on\n switch costume to (player v)\n repeat until <(Exit) > []>\n show\n Tick\n broadcast (Tick v)\n end\n if <(Exit) = [win]> then\n Game - win\n else\n if <(Exit) = [death]> then\n Game - death\n end\n end\nend\n\ndefine Game on\nset rotation style [left-right v]\nshow\nclear graphic effects\nset size to (0) %\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nset [sx v] to [0]\nset [sy v] to [0]\nset [exit v] to []\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\n\ndefine Tick\nif <not <(round (size)) = [100]>> then\n change size by (((100) - (size)) / (2))\nend\nset [sx v] to ((sx) * (0.8))\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <<(x) > ((mouse x) + (SCROLL X))> and <((x) - ((mouse x) + (SCROLL X))) > [5]>>>> then\n point in direction (-90)\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <<((mouse x) + (SCROLL X)) > (x)> and <[-5] > ((x) - ((mouse x) + (SCROLL X)))>>>> then\n point in direction (90)\n change [sx v] by (2)\nend\nif <([abs v] of (sx) ) > [0.5]> then\n Change player x by (sx)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) + (SCROLL Y)) > (y)>>> then\n if <(in air) < [1]> then\n set [sy v] to [22]\n end\nend\nchange [sy v] by (-2)\nChange player Y by (sy)\nset [scroll x v] to (x)\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (3)))\nposition\nif <(y) < [-720]> then\n set [exit v] to [death]\nend\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 set [sy v] to [0]\n position\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 change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine Game - death\nstart sound [273587__n-audioman__mag-explosion v]\nshow\nset [exit v] to []\nset [sy v] to [12]\nwait (0.1) seconds\nhide\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\nwait (1) seconds\n\ndefine Game - win\nrepeat until <(round (size)) = [30]>\n change size by (((30) - (size)) / (2))\n wait (.01) seconds\nend\nhide\nif <(Level) = [3]> then\n broadcast (End v)\nelse\nend\nchange [level v] by (1)\nbroadcast (Fly Away v) and wait\n\nwhen I start as a clone\nshow\nswitch costume to (particle v)\nset size to (pick random (50) to (100)) %\nset [brightness v] effect to (pick random (-25) to (25))\nset [sx v] to (pick random (-15) to (15))\nset [sy v] to (pick random (0) to (20))\nforever\n change x by (sx)\n change y by (sy)\n set [sx v] to ((sx) * (0.95))\n change [sy v] by (-1)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nif <touching (ship v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [start v]\n\n if <touching (bleh v)?> then\n set [exit v] to [death]\n end\nend\n\nwhen I receive [begin spel v]\nhide\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nshow\n\nwhen I receive [set up 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 Clone at x: [0] y: [0]\n Clone at x: [360] y: [75]\n Clone at x: [710] y: [151]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [220] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [1300] y: [0]\n Clone at x: [1400] y: [350]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [0] y: [400]\n Clone at x: [700] y: [500]\n end\n end\nend\nset [x v] to [1000000000000000]\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: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [end v]\nhide\n\nif <(Level) = [4]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nelse\nend\n\nwhen I receive [begin spel v]\nhide\n\n@Bleh\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I start as a clone\nshow\n\nwhen I receive [set up 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 Clone at x: [0] y: [0]\n Clone at x: [360] y: [75]\n Clone at x: [700] y: [151]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [220] y: [0]\n Clone at x: [800] y: [0]\n Clone at x: [1300] y: [0]\n Clone at x: [1400] y: [350]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [0] y: [400]\n Clone at x: [700] y: [500]\n end\n end\nend\nset [x v] to [1000000000000000]\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: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [end v]\nhide\n\nwhen I receive [begin spel v]\nhide\n\n@Ship\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 go to x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set up v]\nif <(Level) = [1]> then\n go to x: [850] y: [177]\nelse\n if <(Level) = [2]> then\n go to x: [1650] y: [372]\n else\n if <(Level) = [3]> then\n go to x: [1070] y: [654]\n else\n end\n end\nend\n\nwhen I receive [fly away v]\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nrepeat (24)\n change x by (X Velocity)\n change y by (Y Velocity)\n change [x velocity v] by (1)\n change [y velocity v] by (.5)\n turn left (.7) degrees\nend\nhide\npoint in direction (90)\nif <(Level) = [4]> then\n broadcast (End v) and wait\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [begin spel v]\nhide\n\n@Play Button\n\nwhen I receive [menu v]\nwait (.6) seconds\nclear graphic effects\ngo to [front v] layer\nshow\ngo to x: (0) y: (-40)\n\n set y to ((-20) - ((10) * ([sin v] of (((timer) - (4)) * (80)) )))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n point in direction (([sin v] of ((1000) * (timer)) ) + (90))\n if <mouse down?> then\n broadcast (Start v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (Level 1 v)\n end\n else\n point in direction (90)\n change size by (((80) - (size)) / (3))\n end\nend\n\nwhen I receive [begin spel v]\nhide\n\n@Menu Text\n\nwhen I receive [menu v]\nclear graphic effects\ngo to x: (0) y: (50)\nwait (.6) seconds\nshow\n\n set y to ((100) + ((20) * ([sin v] of (((timer) - (4)) * (150)) )))\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (4)) * (150)) )))\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [begin spel v]\nhide\n\n@End\n\nwhen I receive [end v]\nforever\n create clone of (_myself_ v)\n wait (.5) seconds\nend\n\nwhen I start as a clone\nif <(pick random (0) to (1)) = [1]> then\n set [turn v] to [3]\nelse\n set [turn v] to [-3]\nend\ngo to [front v] layer\ngo to x: (pick random (-235) to (235)) y: (-195)\nswitch costume to (pick random (1) to (3))\nshow\nset [y velocity v] to [25]\nrepeat (51)\n change y by (Y Velocity)\n change [y velocity v] by (-1)\n turn right (Turn) degrees\nend\ndelete this clone\n\nwhen I receive [begin spel v]\nhide\n\n@Thanks For Playing Text\n\nwhen I receive [end v]\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (50)\nshow\n\n set y to ((100) + ((20) * ([sin v] of (((timer) - (4)) * (150)) )))\n point in direction ((90) + ((15) * ([cos v] of (((timer) - (4)) * (150)) )))\nend\n\n@Sushi\n\nwhen I start as a clone\nclear graphic effects\nif <(id) = [1]> then\n clear graphic effects\n set [ghost v] effect to (60)\n if <not <(y position) = [0]>> then\n go to x: (0) y: (-180)\n end\n set [xvel v] to (pick random (-30) to (30))\n set [yvel v] to (pick random (7) to (20))\n show\n set size to (20) %\n repeat until <(x position) < [-300]>\n change [yvel v] by (-1)\n set size to (500) %\n set [xvel v] to ((xvel) * (0.9))\n change x by (xvel)\n change y by (yvel)\n turn right ((xvel) * (5)) degrees\n set size to (20) %\n end\n delete this clone\nelse\n if <(id) = [2]> then\n go to [front v] layer\n switch costume to (green v)\n set size to (1) %\n repeat until <(round (size)) = [220]>\n switch costume to (small v)\n change size by (((220) - (size)) / (10))\n switch costume to (green v)\n end\n else\n if <(id) = [3]> then\n wait (0.2) seconds\n go to [front v] layer\n switch costume to (purple v)\n set size to (1) %\n repeat until <(round (size)) = [220]>\n switch costume to (small v)\n change size by (((220) - (size)) / (6))\n switch costume to (purple v)\n end\n else\n go to [front v] layer\n switch costume to (small v)\n set size to (36000) %\n set x to (600)\n set size to (112) %\n switch costume to (transition v)\n repeat until <(round (x position)) < [0]>\n go to [front v] layer\n switch costume to (small v)\n set size to (100000) %\n change x by (((-2) - (x position)) / (6))\n set size to (112) %\n switch costume to (transition v)\n end\n set [vel v] to [0]\n repeat until <(x position) < [-300]>\n go to [front v] layer\n change [vel v] by (-2)\n switch costume to (small v)\n set size to (100000) %\n change x by (vel)\n set size to (112) %\n switch costume to (transition v)\n end\n hide\n end\n end\nend\n\ndefine Clones\nset [id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <<(id) = [4]> and <((round ((x position) / (10))) * (10)) = [0]>> then\n broadcast (Hide v)\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [hide v]\nif <not <(id) = [4]>> then\n hide\nend\n\nwhen I receive [begin spel v]\nswitch backdrop to (intro backdrop v)\nswitch costume to (sushi v)\npoint in direction (90)\nstart sound [Ali-a_Intro_Song v]\nhide\nset size to (10000) %\ngo to x: (0) y: (-360)\nset size to (100) %\nwait (.3) seconds\nshow\nClones\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (3))\nend\nset y to (0)\nrepeat (70)\n set [brightness v] effect to ((loudness) * (0.5))\n set size to ((70) + ((loudness) * (0.8))) %\n point in direction ((90) + ((15) * ([sin v] of ((timer) * (400)) )))\n if <(pick random (1) to (7)) = [4]> then\n set [id v] to [1]\n create clone of (_myself_ v)\n end\nend\npoint in direction (90)\nset size to (100) %\nset [id v] to [2]\nrepeat (2)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nwait (1) seconds\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (text v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\ncreate clone of (_myself_ v)\nset [id v] to [1516171]\nwait (1.3) seconds\nbroadcast (Menu v)\nstop all sounds\n\n@Thumbnail\n\nwhen I receive [begin spel v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@tr\n\nwhen flag clicked\nshow\nswitch costume to (cat-a v)\nsay [Hello!!!] for (2) seconds\nswitch costume to (tr v)\nwait (3) seconds\nbroadcast (hello v)\nhide\n\n@c6fbc7c466e4ccdd080fc876d02fc67d\n\nwhen I receive [hello v]\nshow\nrepeat (100)\n next costume\n wait (0.0001) seconds\nend\nbroadcast (begin spel v)\nhide\n\n
THANKS!!! I came in 3rd!!! =D\n\nWelcome to Space, a platformer where you traverse between different planets, each with their own difficulties. =)\n\n-=-=-=-=-=-=-=-=-=-= Instructions =-=-=-=-=-=-=-=-=-=-\nUmmm, its a platformer: Arrow Keys = Move\nGoal: Get to the spaceship at the end of each level. =)\n\nI'll make a sequel some time. =)\n\nI don't expect to win, I had this planned and so I just made it as the contest entry. =D If I had more time I would have added more stuff but, it is what it is. =)\n\n#Platformer #Scrolling #Space @ MJM3 #3k #Followers #Contest #Entry #IlikeCanada #Kurzgesagt #DysonSphere #Dyson #Sphere #Music #Games #Game #Art #Animation #Juice #PewDiePie #Sushi #Slamer #Slammer #Jim #Bob #Hi #Hai #Art
Castaway: A Platformer
@Stage\n\n@Fred\n\nwhen I receive [level1 v]\nshow\nset rotation style [left-right v]\ngo to x: (-174) y: (-101)\nwait until <not <mouse down?>>\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n Walk [-90] [-5]\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n Walk [90] [5]\n end\n if <<<<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> or <key (w v) pressed?>> and <(falling?) < [3]>> then\n start sound [Jump Sound Effects All Sounds2 v]\n set [speed y v] to [12]\n end\nend\n\nwhen flag clicked\nhide variable [speed y v]\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n change y by (speed y)\n Touch Ground <(speed y) > [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 (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))\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 (2)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (fred v)\nhide\n\nwhen I receive [level1 v]\nset size to (90) %\n\nwhen I receive [level1 v]\nforever\n if <touching (spikes v)?> then\n start sound [Sound - 8-bit Death Sounds AudioJungle2 v]\n go to x: (-174) y: (-101)\n broadcast (dead v)\n end\nend\n\nwhen I receive [level1 v]\nforever\n if <touching (portal v)?> then\n play sound [Teleport2 v] until done\n broadcast (nextlevel v)\n end\nend\n\nwhen I receive [nextlevel v]\ngo to x: (-174) y: (-101)\n\nwhen I receive [level1 v]\nforever\n create clone of (_myself_ v)\n wait (.01) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (60)\nrepeat (10)\n change size by (-10)\n wait (.03) seconds\nend\ndelete this clone\n\nwhen I receive [level1 v]\nforever\n if <touching (bouncy v)?> then\n change [speed y v] by (22)\n start sound [Big Boing v]\n end\nend\n\nwhen I receive [level1 v]\nforever\n if <[-189] > (y position)> then\n start sound [Splash v]\n go to x: (-174) y: (-101)\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-174) y: (-101)\n end\nend\n\nwhen I receive [level1 v]\nset [skps v] to [2]\nforever\n if <<key (s v) pressed?> and <[0] < (skps)>> then\n broadcast (nextlevel v)\n change [skps v] by (-1)\n wait (1) seconds\n end\n if <<key (s v) pressed?> and <(skps) = [0]>> then\n broadcast (notenough v)\n end\nend\n\nwhen I receive [outro v]\nswitch costume to (costume1 v)\n\n@thumbnail\n\nwhen flag clicked\nshow variable [deaths v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (200)\nshow\nforever\n go to [front v] layer\nend\n\nhide variable [deaths v]\n\n@start\n\nwhen I receive [level1 v]\nhide\n\nwhen flag clicked\n\nwhen I receive [startscrreeen v]\ngo to x: (29) y: (27)\nswitch costume to (costume1 v)\nshow\nplay sound [High Whoosh v] until done\n\n@start2\n\nwhen this sprite clicked\nrepeat (8)\n wait (.09) seconds\n change [ghost v] effect by (25)\nend\nhide\nbroadcast (level1 v)\n\nwhen I receive [startscrreeen v]\nshow\ngo to x: (30) y: (6)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (17) y: (-59)\nhide\n\nwhen I receive [level1 v]\nshow\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Ground\n\nwhen I receive [dead v]\nchange [deaths v] by (1)\n\nwhen I receive [level1 v]\nswitch costume to (level1 v)\ngo to x: (146) y: (-7)\nshow\nset size to (145) %\n\nwhen I receive [nextlevel v]\nchange [levelnumber v] by (1)\nnext costume\n\nwhen I receive [level1 v]\nset [levelnumber v] to [1]\n\nwhen I receive [startscrreeen v]\nshow variable [deaths v]\nset [deaths v] to [0]\nset [levelnumber v] to [0]\nhide\n\nwhen flag clicked\nhide variable [deaths v]\n\nwhen I receive [nextlevel v]\nif <(levelnumber) = [15]> then\n broadcast (dor v)\nend\n\n@Sign\n\nwhen flag clicked\nhide\nset [ghost v] effect to (36)\n\nwhen I receive [level1 v]\nshow\n\nwhen I receive [nextlevel v]\nhide\n\n@portal\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\ngo to x: (44) y: (26)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [level1 v]\nshow\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Music\n\nwhen I receive [level1 v]\nforever\n repeat until <(Mute?) = [1]>\n if <(Mute?) = [0]> then\n set volume to (70) %\n forever\n play sound [Video Game 2 v] until done\n end\n end\n end\nend\n\nwhen [m v] key pressed\nif <(Mute?) = [0]> then\n set [mute? v] to [1]\n wait (1) seconds\nend\nif <(Mute?) = [1]> then\n set [mute? v] to [0]\n wait (1) seconds\nend\n\nwhen flag clicked\nset [mute? v] to [0]\n\nwhen I receive [level1 v]\nforever\n repeat until <(Mute?) = [0]>\n if <(Mute?) = [1]> then\n set volume to (0) %\n end\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(levelnumber) = [15]> then\n set volume to (0) %\n end\nend\n\n@text\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [nextlevel v]\nnext costume\nshow\n\nwhen I receive [level1 v]\nshow\n\nwhen I receive [outro v]\nhide\n\n@bouncy\n\nwhen flag clicked\ngo to x: (37) y: (30)\nswitch costume to (level1 v)\nhide\n\nwhen I receive [nextlevel v]\nshow\nnext costume\n\n@sign!\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nset [ghost v] effect to (50)\n\nwhen I receive [nextlevel v]\nif <(levelnumber) = [4]> then\n show\nelse\n hide\nend\n\n@Sprite1\n\nwhen I receive [notenough v]\nshow\nwait (1.9) seconds\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\n@intro\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [itnro v]\nstart sound [Pluck v]\nswitch costume to (costume2 v)\nwait (1) seconds\nplay sound [Kids Saying Yay \[Sound Effect\] v] until done\nbroadcast (startscrreeen v)\nhide\n\n@intro fred\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nwait (1) seconds\nglide (1.8) secs to x: (183) y: (28)\nstart sound [Jump v]\nglide (.2) secs to x: (183) y: (81)\nwait (.2) seconds\nbroadcast (itnro v)\nglide (.13) secs to x: (183) y: (28)\n\nwhen I receive [startscrreeen v]\nhide\n\n@endoutro\n\nwhen flag clicked\nswitch costume to (credits v)\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [outro v]\nshow\nwait (1.8) seconds\nplay sound [Noise of a door opening closing v] until done\nbroadcast (outromusic v)\nwait (5) seconds\nswitch costume to (credits2 v)\nwait (4) seconds\nswitch costume to (costume2 v)\nwait (3.5) seconds\nswitch costume to (costume3 v)\nwait (2) seconds\nswitch costume to (costume4 v)\nwait (2) seconds\nswitch costume to (costume5 v)\nwait (2) seconds\nswitch costume to (costume6 v)\n\nwhen I receive [outromusic v]\nforever\n wait (3) seconds\n start sound [Title Theme - The Legend of Zelda_ Ocarina of Time v]\n wait (169) seconds\nend\n\n@door\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (36) y: (27)\nhide\n\nwhen I receive [dor v]\nshow\n\nwhen this sprite clicked\nbroadcast (outro v)\nhide\n\nwhen I receive [outro v]\nhide variable [deaths v]\nhide\n\n@Sprite2\n\nwhen this sprite clicked\nif <[0] < (skps)> then\n broadcast (nextlevel v)\n change [skps v] by (-1)\n wait (1) seconds\nend\nif <(skps) = [0]> then\n broadcast (notenough v)\nend\n\nwhen flag clicked\ngo to x: (36.01) y: (28)\nhide\n\nwhen I receive [tapskip v]\nshow\nset [skps v] to [2]\n\nwhen I receive [outro v]\nhide\n\n@mobile?\n\nwhen flag clicked\nset [mobile? v] to [0]\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [startscrreeen v]\nshow\n\nwhen this sprite clicked\nset [mobile? v] to [1]\n\nwhen I receive [level1 v]\nhide\nif <(mobile?) = [1]> then\n broadcast (tapskip v)\nelse\n stop [this script v]\nend\n\n
NO ADVERTISING OR UNCHANGED REMIXES(id be happy if you feel free to remix if you're gonna change something)\n\nYou are a little cube who is lost on an island with no recollection of anything whatsoever... except your name... Play through the game to get back home and regain your memories!\nTAP MOBILE? BOX IF YOU ARE ON MOBILE!!\n\nTESTED ON BOTH MOBILE AND COMPUTER WITHOUT SKIPS. IT IS DIFFICULT BUT POSSIBLE!!\nUse the WAD/arrow keys/touchscreen to move.\nBlue means bouncy!\nSpikes kill you(obviously)\nMAKE IT BACK HOME!\nPRESS s to skip a level or tap skip button if you're on mobile. (you can only skip twice)\npress r to restart a level\nClick the little heart and favorite button to reduce lags\n*grin*\n\nTags:\n___________________________________________\n#Mobilefriendly#Platform#Platformer#Long#Good#Games#Art#game #fun #fun #love #jump #spikes #scratchpigking#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags#All #Animation #Art #Games #Stories #Tutorials #Scratchpigking #Play #Hi #Hello #Play #Random #Cool #Awesome #Weird #Hashtags\n
bad a platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Mystery v] until done\nend\n\nchange [color v] effect by (25)\n\nset [mosaic v] effect to (0)\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset x to (-200)\nforever\n change [y v] by (-0.5)\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 (#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 (-6)\n if <touching color (#000008)?> then\n change y by (0.5)\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 color (#000008)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000008)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <[235] < (x position)> then\n next backdrop\n set x to (-200)\n end\n if <touching color (#ff0000)?> then\n set y to (-20)\n set x to (-200)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
follow m y go od friend @-ClickerBoi-\n8 leve l s\nth a nk s f or 10 00 vi e wws\nplz do nt comment ad d mo re level s
Explore A Platformer
@Stage\n\n@Thumbnail \n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch backdrop to (world1 v)\n\nwhen flag clicked\nshow\nwait (0.4) seconds\nhide\nbroadcast (Start v)\nforever\n play sound [:0 v] until done\nend\n\n@Player \n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\ngo to x: (-210) y: (-91)\n\nwhen flag clicked\nforever\n if <touching (spike 1 v)?> then\n go to x: (-210) y: (-91)\n play sound [Pew v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n move (6) steps\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n move (-6) steps\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n repeat (10)\n change y by (10.5)\n change [y v] by (10.5)\n end\n wait (0.1) seconds\n repeat (10)\n change y by (-10.5)\n change [y v] by (-10.5)\n end\n set y to (-91)\n set [y v] to [-91]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-210) y: (-91)\n next backdrop\n play sound [Teleport2 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 2 v)?> then\n go to x: (-210) y: (-91)\n play sound [Pew v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (geometry-4 v)\nset [ghost v] effect to (60)\nrepeat (15)\n change size by (-0.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n wait (0.01) seconds\n create clone of (_myself_ v)\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 (spike 3 v)?> then\n go to x: (-210) y: (-91)\n play sound [Pew v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (coin 2 v)?> then\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 4 v)?> then\n go to x: (-210) y: (-91)\n play sound [Pew v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 5 v)?> then\n go to x: (-210) y: (-91)\n play sound [Pew v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (coin 3 v)?> then\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (moving spike v)?> then\n go to x: (-210) y: (-91)\n play sound [Pew v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 6 v)?> then\n go to x: (-210) y: (-91)\n play sound [Pew v] until done\n end\n if <touching (spike 7 v)?> then\n go to x: (-210) y: (-91)\n play sound [Pew v] until done\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Spike 1\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen flag clicked\ngo to x: (-43) y: (-53)\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Spike 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen flag clicked\ngo to x: (-19) y: (-54)\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Coin\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nrepeat (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (113) y: (-94)\n\nwhen flag clicked\ngo to x: (-67) y: (-94)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\n@Spike 3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-123) y: (-56)\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop 4 v]\nhide\n\n@Coin 2\n\nwhen flag clicked\ngo to x: (15) y: (-94)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [backdrop 4 v]\nhide\n\n@Spike 4\n\nwhen flag clicked\ngo to x: (-161) y: (-55)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop 4 v]\nshow\n\nwhen backdrop switches to [backdrop 5 v]\nhide\n\n@Spike 5\n\nwhen flag clicked\ngo to x: (30) y: (-54)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop 4 v]\nshow\n\nwhen backdrop switches to [backdrop 5 v]\nhide\n\n@Coin 3\n\nwhen flag clicked\ngo to x: (-115) y: (-98)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop 5 v]\nshow\n\nwhen backdrop switches to [backdrop 6 v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\nwhen flag clicked\nrepeat (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (147) y: (-95)\nforever\n if <touching (player v)?> then\n hide\n end\nend\n\n@Moving spike\n\nwhen flag clicked\ngo to x: (-6) y: (-52)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop 5 v]\nshow\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n move (40) steps\n wait (0.5) seconds\n move (-40) steps\n wait (0.5) seconds\n move (40) steps\n wait (0.5) seconds\n move (-40) steps\nend\n\nwhen backdrop switches to [backdrop 6 v]\nhide\n\n@Spike 6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-176) y: (-53)\n\nwhen backdrop switches to [backdrop 6 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@Spike 7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (36) y: (-55)\n\nwhen backdrop switches to [backdrop 6 v]\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n
Welcome to another Platformer. It has 6 levels. There are some spikes that move so be careful.\nAvoid spikes and other obstacles. Get to the portal for the next level. :D all levels are possible. #10 on games and #33 on trending (was) not anymore XD\n—————————————————————————\nPlease give a ❤️, a ⭐️ and follow for more Platformers....
Soccer Ball A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <[10] = (✺LEVEL)> then\n switch backdrop to (backdrop1 v)\n end\n if <[16] = (✺LEVEL)> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Player\n\nwhen I receive [play v]\nset rotation style [all around v]\ngo to x: (-200) y: (-100)\nclear graphic effects\nshow\npoint in direction (90)\nset [my variable v] to [0]\nset [↓yv v] to [0]\nset [✺level v] to [1]\nReset\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [my variable v] by (1.5)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [my variable v] by (-1.5)\n end\n set [my variable v] to ((my variable) * (0.85))\n change x by (my variable)\n if <<touching (level v)?> or <touching (help v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (help v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (help v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (help v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (help v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (help v)?>> then\n change x by ((my variable) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(my variable) > [0]> then\n set [my variable v] to [-5]\n else\n set [my variable v] to [5]\n end\n set [↓yv v] to [10]\n else\n set [my variable v] to [0]\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 (help v)?>> then\n change y by ((↓Yv) * (-1))\n set [↓yv v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (help v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [↓yv v] to [10]\n end\n end\n change y by (1)\n if <touching (spikes v)?> then\n change [deaths v] by (1)\n broadcast (die v)\n Reset\n end\n if <(x position) > [240]> then\n broadcast (next level v)\n Reset\n if <[1] = (✺LEVEL)> then\n broadcast (NO v)\n end\n end\n if <(y position) < [-170]> then\n Reset\n if <[10] = (✺LEVEL)> then\n broadcast (next level v)\n else\n change [deaths v] by (1)\n broadcast (die v)\n end\n end\nend\n\ndefine Reset\ngo to x: (-200) y: (-100)\nset [↓yv v] to [0]\nset [my variable v] to [0]\n\nwhen flag clicked\npoint in direction (90)\nforever\nend\n\nturn right ((my variable) / (.5)) degrees\n\nwhen flag clicked\nbroadcast (Original v)\nforever\n if <touching (goal v)?> then\n broadcast (Goal!!! v)\n end\nend\n\nwhen I receive [goal!!! v]\nrepeat until <not <[20] = (✺LEVEL)>>\n say [Yay, thanks for getting me back home!] for (0.0000000001) seconds\nend\n\nwhen I receive [next level v]\nchange [✺level v] by (1)\nReset\n\nwhen I receive [menu v]\nhide\n\nwhen [r v] key pressed\nReset\n\nwhen flag clicked\nset [✺level v] to [Thumbnail]\nset [deaths v] to [0]\nforever\n if <(✺LEVEL) = [21]> then\n set [✺level v] to [Thumbnail]\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [menu v]\nset [✺level v] to [Menu]\nrepeat until <[1] = (✺LEVEL)>\n set [deaths v] to [0]\nend\n\nwhen I receive [redo v]\nReset\n\nwhen I receive [gold&black v]\nswitch costume to (gold and black v)\n\nwhen I receive [green&white v]\nswitch costume to (green and white v)\n\nwhen I receive [black&blue v]\nswitch costume to (black and blue v)\n\nwhen I receive [original v]\nswitch costume to (original v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nforever\n if <[1] = (✺LEVEL)> then\n switch costume to (1 v)\n end\n if <[2] = (✺LEVEL)> then\n switch costume to (2 v)\n end\n if <[3] = (✺LEVEL)> then\n switch costume to (3 v)\n end\n if <[4] = (✺LEVEL)> then\n switch costume to (4 v)\n end\n if <[5] = (✺LEVEL)> then\n switch costume to (5 v)\n end\n if <[6] = (✺LEVEL)> then\n switch costume to (6 v)\n end\n if <[7] = (✺LEVEL)> then\n switch costume to (7 v)\n end\n if <[8] = (✺LEVEL)> then\n switch costume to (8 v)\n end\n if <[9] = (✺LEVEL)> then\n switch costume to (9 v)\n end\n if <[10] = (✺LEVEL)> then\n switch costume to (10 v)\n end\nend\n\nwhen I receive [next level v]\nforever\n if <[11] = (✺LEVEL)> then\n switch costume to (11 v)\n end\n if <[12] = (✺LEVEL)> then\n switch costume to (12 v)\n end\n if <[13] = (✺LEVEL)> then\n switch costume to (13 v)\n end\n if <[14] = (✺LEVEL)> then\n switch costume to (14 v)\n end\n if <[15] = (✺LEVEL)> then\n switch costume to (15 v)\n end\n if <[16] = (✺LEVEL)> then\n switch costume to (16 v)\n end\n if <[17] = (✺LEVEL)> then\n switch costume to (17 v)\n end\n if <[18] = (✺LEVEL)> then\n switch costume to (18 v)\n end\n if <[19] = (✺LEVEL)> then\n switch costume to (19 v)\n end\n if <[20] = (✺LEVEL)> then\n switch costume to (20 v)\n end\nend\n\n@Shadows\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(✺LEVEL) = [1]> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [next level v]\nswitch costume to (✺LEVEL)\n\nwhen I receive [play v]\nswitch costume to (1 v)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nforever\n if <[2] = (✺LEVEL)> then\n switch costume to (2 v)\n end\n if <[3] = (✺LEVEL)> then\n switch costume to (3 v)\n end\n if <[4] = (✺LEVEL)> then\n switch costume to (4 v)\n end\n if <[5] = (✺LEVEL)> then\n switch costume to (5 v)\n end\n if <[6] = (✺LEVEL)> then\n switch costume to (6 v)\n end\n if <[7] = (✺LEVEL)> then\n switch costume to (7 v)\n end\n if <[8] = (✺LEVEL)> then\n switch costume to (8 v)\n end\n if <[9] = (✺LEVEL)> then\n switch costume to (9 v)\n end\n if <[10] = (✺LEVEL)> then\n switch costume to (10 v)\n end\nend\n\nwhen I receive [next level v]\nforever\n if <[11] = (✺LEVEL)> then\n switch costume to (11 v)\n end\n if <[12] = (✺LEVEL)> then\n switch costume to (12 v)\n end\n if <[13] = (✺LEVEL)> then\n switch costume to (13 v)\n end\n if <[14] = (✺LEVEL)> then\n switch costume to (14 v)\n end\n if <[15] = (✺LEVEL)> then\n switch costume to (15 v)\n end\n if <[16] = (✺LEVEL)> then\n switch costume to (16 v)\n end\n if <[17] = (✺LEVEL)> then\n switch costume to (17 v)\n end\n if <[18] = (✺LEVEL)> then\n switch costume to (18 v)\n end\n if <[19] = (✺LEVEL)> then\n switch costume to (19 v)\n end\n if <[20] = (✺LEVEL)> then\n switch costume to (20 v)\n end\nend\n\n@Help\n\nwhen I receive [next level v]\nforever\n if <[2] = (✺LEVEL)> then\n switch costume to (2 v)\n end\n if <[3] = (✺LEVEL)> then\n switch costume to (3 v)\n end\n if <[4] = (✺LEVEL)> then\n switch costume to (4 v)\n end\n if <[5] = (✺LEVEL)> then\n switch costume to (5 v)\n end\n if <[6] = (✺LEVEL)> then\n switch costume to (6 v)\n end\n if <[7] = (✺LEVEL)> then\n switch costume to (7 v)\n end\n if <[8] = (✺LEVEL)> then\n switch costume to (8 v)\n end\n if <[9] = (✺LEVEL)> then\n switch costume to (9 v)\n end\n if <[10] = (✺LEVEL)> then\n switch costume to (10 v)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nforever\n if <[11] = (✺LEVEL)> then\n switch costume to (11 v)\n end\n if <[12] = (✺LEVEL)> then\n switch costume to (12 v)\n end\n if <[13] = (✺LEVEL)> then\n switch costume to (13 v)\n end\n if <[14] = (✺LEVEL)> then\n switch costume to (14 v)\n end\n if <[15] = (✺LEVEL)> then\n switch costume to (15 v)\n end\n if <[16] = (✺LEVEL)> then\n switch costume to (16 v)\n end\n if <[17] = (✺LEVEL)> then\n switch costume to (17 v)\n end\n if <[18] = (✺LEVEL)> then\n switch costume to (18 v)\n end\n if <[19] = (✺LEVEL)> then\n switch costume to (19 v)\n end\n if <[20] = (✺LEVEL)> then\n switch costume to (20 v)\n end\nend\n\n@Goal\n\nwhen flag clicked\nhide\nforever\n if <(✺LEVEL) = [20]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen I receive [goal!!! v]\nset [goal? v] to [Yes]\n\nwhen I receive [next level v]\nif <[Yes] = (Goal?)> then\n broadcast (Title v)\n go to [front v] layer\n show\n wait (3.5) seconds\n hide\n set [goal? v] to [No]\n broadcast (Menu v)\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (3.5) seconds\nhide\nset [goal? v] to [No]\nbroadcast (Menu v)\n\nwhen flag clicked\nforever\n if <[Yes!] = (Sound on?)> then\n play sound [Return of the Hero v] until done\n else\n stop all sounds\n end\nend\n\n@Menu\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ngo to [front v] layer\ngo [backward v] (5) layers\nshow\n\n@Menu Name\n\nwhen I receive [menu v]\ngo to x: (35) y: (40)\ngo to [front v] layer\nswitch costume to (menu name v)\npoint in direction (90)\nset [play? v] to [No]\nshow\n\nrepeat until <[Yes] = (Play?)>\n move (10) steps\n wait (0.21) seconds\n turn right (7) degrees\n wait (0.21) seconds\n turn left (7) degrees\n wait (0.21) seconds\n move (-10) steps\n wait (0.21) seconds\n move (-10) steps\n wait (0.21) seconds\n turn left (7) degrees\n wait (0.21) seconds\n turn right (7) degrees\n wait (0.21) seconds\n move (10) steps\n wait (0.21) seconds\nend\n\nwhen I receive [settings v]\ngo to x: (5) y: (40)\nswitch costume to (settings name v)\npoint in direction (90)\nset [play? v] to [No]\nshow\n\nrepeat until <[Yes] = (Play?)>\n move (10) steps\n wait (0.4) seconds\n turn right (7) degrees\n wait (0.4) seconds\n turn left (7) degrees\n wait (0.4) seconds\n move (-10) steps\n wait (0.4) seconds\n move (-10) steps\n wait (0.4) seconds\n turn left (7) degrees\n wait (0.4) seconds\n turn right (7) degrees\n wait (0.4) seconds\n move (10) steps\n wait (0.4) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [play? v] to [Yes]\nhide\n\n@Play ButtonSprite1Sprite1\n\nwhen I receive [menu v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (35)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Play v)\n\nset size to (100) %\nwait (0.3) seconds\nchange size by (-30)\nmove (-10) steps\nwait (0.3) seconds\nmove (10) steps\n\nset size to (100) %\n\nwhen I receive [play v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\nhide\n\n@Settings\n\nwhen I receive [menu v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (28)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (35)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Settings v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [settings v]\nhide\n\nset size to (100) %\nwait (0.3) seconds\nchange size by (-30)\nmove (-10) steps\nwait (0.3) seconds\nmove (10) steps\n\nset size to (100) %\n\n@Skip Button\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\n\nwhen I receive [menu v]\nhide\n\nwhen this sprite clicked\nif <(✺LEVEL) = [20]> then\n broadcast (Goal!!! v)\n broadcast (next level v)\nelse\n broadcast (next level v)\nend\n\nwhen I receive [next level v]\n\nif <(✺LEVEL) = [20]> then\n broadcast (Goal!!! v)\n broadcast (next level v)\nelse\n broadcast (next level v)\nend\n\ngo to [front v] layer\nshow\n\n@Sound\n\nwhen this sprite clicked\nnext costume\nif <(costume [name v]) = [music off]> then\n set [sound on? v] to [No!]\n stop all sounds\n broadcast (stop sound v)\nend\nif <(costume [name v]) = [music on]> then\n set [sound on? v] to [Yes!]\n broadcast (on sound v)\nend\n\nwhen I receive [settings v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to [front v] layer\nset [sound on? v] to [Yes!]\nswitch costume to (music on v)\nbroadcast (on sound v)\nhide\n\nwhen I receive [menu v]\nhide\n\n@Ball Color\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\ngo to [front v] layer\nshow\n\n@Green and White Color\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [settings v]\ngo to x: (41) y: (-95)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Green&White v)\n\n@Blue and Black Color\n\nwhen flag clicked\nhide\n\nwhen I receive [settings v]\ngo to x: (-21) y: (-95)\ngo to [front v] layer\nshow\n\nwhen I receive [menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (Black&Blue v)\n\nwhen I receive [settings v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Original Color\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [settings v]\ngo to x: (-81) y: (-95)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Original v)\n\nwhen I receive [settings v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Gold and Black\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [settings v]\ngo to x: (101) y: (-95)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Gold&Black v)\n\nwhen I receive [settings v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Back Button\n\nwhen this sprite clicked\nbroadcast (Menu v)\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [settings v]\ngo to [front v] layer\nshow\n\nwhen I receive [menu v]\nhide\n\n@HomeButton \n\nwhen this sprite clicked\nbroadcast (Menu v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\n\ngo to [front v] layer\nshow\n\nwhen I receive [menu v]\nhide\n\n@Selected Color of Ball\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\ngo to x: (-25) y: (-4)\nhide\n\nwhen I receive [settings v]\ngo to [front v] layer\nshow\n\nwhen I receive [black&blue v]\ngo to x: (35) y: (-4)\n\nwhen I receive [gold&black v]\ngo to x: (155) y: (-4)\n\nwhen I receive [green&white v]\ngo to x: (95) y: (-4)\n\nwhen I receive [original v]\ngo to x: (-25) y: (-4)\n\n@Heart Star 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]> or <(FAVED___) = [1]>> and <not <[username v] contains (username)?>>>\nadd (username) to [username v]\nwait (1) seconds\nshow\ngo to [front v] layer\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@grunge_surface_dark_scratches_18460_3840x2400\n\nwhen flag clicked\nbroadcast (Title v)\nhide\n\nwhen [timer v] > (i)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (90)\n\nwhen I receive [play v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n repeat until <(Menu?) = [Yes]>\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (90)\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [title v]\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n repeat until <(Menu?) = [Yes]>\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (90)\n end\nend\n\n@Menu Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [reset clones v]\ndelete this clone\n\nwhen I start as a clone\nif <(Menu: clone id) = [2]> then\n go [backward v] (1) layers\n switch costume to (redo v)\n glide (.5) secs to x: (-156) y: (155)\nelse\n switch costume to (skip v)\n glide (.5) secs to x: (-188) y: (155)\nend\n\nwhen I receive [reset menu v]\nset [open v] to [0]\nif <[0] < (Menu: clone id)> then\n glide (1) secs to x: (-218) y: (155)\nend\n\nwhen I start as a clone\nif <(Menu: clone id) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (next level v) and wait\n if <[20] = (✺LEVEL)> then\n broadcast (Goal!!! v)\n end\n end\n else\n clear graphic effects\n end\n end\nelse\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (redo v) and wait\n end\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [play v]\nbroadcast (reset clones v)\ngo to x: (-218) y: (155)\nforever\n if <(Level) = [20]> then\n broadcast (reset clones v)\n hide\n else\n show\n set [brightness v] effect to (10)\n switch costume to (menu v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(open) = [0]> then\n broadcast (reset clones v)\n set [menu: clone id v] to [0]\n set [open v] to [1]\n repeat (2)\n change [menu: clone id v] by (1)\n create clone of (_myself_ v)\n end\n set [menu: clone id v] to [0]\n else\n broadcast (reset menu v) and wait\n broadcast (reset clones v)\n end\n end\n else\n clear graphic effects\n end\n end\nend\n\nwhen I receive [next level v]\nbroadcast (reset clones v)\n\nwhen I receive [redo v]\nbroadcast (reset clones v)\n\nwhen this sprite clicked\nbroadcast (reset clones v)\n\nwhen flag clicked\nforever\n if <[1] = (costume [number v])> then\n if <touching (mouse-pointer v)?> then\n broadcast (1 v)\n else\n broadcast (No v)\n end\n end\n if <[2] = (costume [number v])> then\n if <touching (mouse-pointer v)?> then\n broadcast (2 v)\n else\n broadcast (No v)\n end\n end\n if <[3] = (costume [number v])> then\n if <touching (mouse-pointer v)?> then\n broadcast (3 v)\n else\n broadcast (No v)\n end\n end\nend\n\n@Die or Next Level\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [die v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [title v]\nhide\n\nwhen I receive [menu v]\nhide\n\n@Trail\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to (player v)\nrepeat (15)\n change [ghost v] effect by (7.5)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (90)\n\n\n\nwhen I receive [black&blue v]\nswitch costume to (black and blue v)\n\nwhen I receive [original v]\nswitch costume to (original v)\n\nwhen I receive [green&white v]\nswitch costume to (green and white v)\n\nwhen I receive [gold&black v]\nswitch costume to (gold and black v)\n\n@Level #\n\nwhen I receive [play v]\ngo to [front v] layer\nforever\n if <[Yes] = (Play?)> then\n show\n switch costume to (✺LEVEL)\n end\nend\n\nwhen I receive [title v]\nhide\n\nwhen flag clicked\nhide\n\n@trail\n\nwhen I start as a clone\nset size to (50) %\nshow\nforever\n switch costume to (costume1 v)\n set [ghost v] effect to (0)\n go to (mouse-pointer v)\n repeat (10)\n wait (0.05) seconds\n next costume\n change [ghost v] effect by (5)\n change [color v] effect by (10)\n end\n wait (.5) seconds\n delete this clone\nend\n\nwhen flag clicked\ngo to [back v] layer\nforever\n set size to (50) %\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\n@Me\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (30)\nswitch costume to (1 v)\nforever\n if <touching (mouse-pointer v)?> then\n repeat (11)\n next costume\n wait (0.013) seconds\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (11)\n switch costume to ((costume [number v]) - (1))\n wait (0.013) seconds\n end\n end\nend\n\n@Help2\n\nwhen I receive [next level v]\nhide\n\nwhen flag clicked\nhide\n\nwhen [h v] key pressed\nshow\n\n@sun\n\nwhen flag clicked\nhide\nwait (4.5) seconds\nshow\ngo to x: (227) y: (194)\npoint in direction (90)\nforever\n turn right (1) degrees\n go to [back v] layer\nend\n\nwhen [n v] key pressed\nnext backdrop\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop1 v)\nforever\n if <(backdrop [number v]) = [1]> then\n show\n end\n if <not <(backdrop [number v]) = [1]>> then\n hide\n end\nend\n\nwhen flag clicked\nchange [☁ played v] by (1)\nhide variable [☁ played v]\n\n@Clouds\n\nwhen I receive [title v]\nset [clouds? v] to [0]\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\nwait (5) seconds\ncreate clone of (_myself_ v)\nforever\n if <(Clouds?) = [1]> then\n wait (pick random (3) to (10)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (10)\ngo to [back v] layer\ngo [forward v] (3) layers\nswitch costume to (pick random (1) to (6))\ngo to x: (290) y: (pick random (150) to (60))\nrepeat (300)\n change x by (-1)\n if <(Clouds?) = [0]> then\n delete this clone\n end\nend\nrepeat until <touching (_edge_ v)?>\n change x by (-1)\n if <(Clouds?) = [0]> then\n delete this clone\n end\nend\nrepeat (160)\n change x by (-1)\n if <(Clouds?) = [0]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [play v]\nset [clouds? v] to [1]\n\nwhen I receive [next level v]\nif <[10] = (✺LEVEL)> then\n set [clouds? v] to [0]\nend\nif <[16] = (✺LEVEL)> then\n set [clouds? v] to [1]\nend\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nif <touching (play buttonsprite1sprite1 v)?> then\n switch costume to (play game v)\nelse\n if <touching (skip button v)?> then\n switch costume to (modulation- on the move v)\n else\n if <touching (back button v)?> then\n switch costume to (back v)\n else\n if <touching (selected color of ball v)?> then\n switch costume to (revenge v)\n else\n if <touching (vexento - empty v)?> then\n switch costume to (vexento - empty v)\n else\n if <touching (lights \[dream trance\] v)?> then\n switch costume to (lights \[dream trance\] v)\n else\n if <touching (settings v)?> then\n switch costume to (revenge v)\n else\n if <touching (back button v)?> then\n switch costume to (back v)\n else\n if <touching (green and white color v)?> then\n switch costume to (costume2 v)\n else\n if <touching (original color v)?> then\n switch costume to (costume2 v)\n else\n if <<touching (?? v)?> or <touching (??? v)?>> then\n switch costume to (??? v)\n else\n if <touching (blue and black color v)?> then\n switch costume to (costume2 v)\n else\n if <touching (gold and black v)?> then\n switch costume to (costume2 v)\n else\n if <touching (sound v)?> then\n switch costume to (costume3 v)\n else\n if <touching (revenge v)?> then\n switch costume to (revenge v)\n else\n if <touching (vexento - pegasus v)?> then\n switch costume to (vexento - pegasus v)\n else\n if <touching (never gonna give you up v)?> then\n switch costume to (never gonna give you up v)\n else\n if <touching (me v)?> then\n switch costume to (costume1 v)\n else\n if <<touching (cloud v)?> and <(Random variable1) = [0]>> then\n switch costume to (highscore v)\n else\n if <<touching (instructions v)?> and <(Random variable2) = [0]>> then\n switch costume to (instructions v)\n else\n if <touching (costume selection v)?> then\n switch costume to (costume selection v)\n else\n if <(LOL variable) = [1]> then\n go to [front v] layer\n switch costume to (resume v)\n else\n if <<touching (pause/play button v)?> and <([costume # v] of [pause/play button v]) = [1]>> then\n switch costume to (pause 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\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\nwhen I receive [1 v]\nshow\nswitch costume to (next3 v)\n\nwhen I receive [2 v]\nshow\nswitch costume to (next2 v)\n\nwhen I receive [3 v]\nshow\nswitch costume to (next v)\n\nwhen I receive [no v]\n\nshow\nswitch costume to (sense v)\n\n
We got to 1000 views and 100 faves!!! Thanks everyone :)\nThis is my entree for the platformer contest!\nAll levels 100% possible!\n Instructions\n-------------------------------------------------------------------------\nArrow keys or w,d,s, a to move, avoid spikes, if you get stuck press the redo button and if you can't beat a level press the skip button! If you are stuck on level 10 scroll all the way down for the secret way to beat it!\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\nScroll down more for a way to beat level 10 or just press h for an arrow to show you!\n\n\n\n\n\n\n\n\n\n\n\n\nWay to beat level 10:\nOn the floor, there is a secret hole that sends you to the next level!!
Mega Man Showdown - [SCROLLING PLATFORMER]
@Stage\n\nwhen flag clicked\nwait (4) seconds\nset volume to (100) %\nforever\n play sound [In the Hall of the Mountain King Grieg - Mega Man Style \[0CC FamiTracker\] v] until done\nend\n\nwhen I receive [bossgate #1 v]\nstop [other scripts in sprite v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nstart sound [Axel F v]\nrepeat (10)\n change volume by (10)\nend\n\nbroadcast (BOSSGATE #1 v)\n\nwhen I receive [battle begin v]\nstop [other scripts in sprite v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\nforever\n play sound [Mega Man IV - Ring Man v] until done\nend\n\nwhen I receive [you win v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\nforever\n play sound [Axel F v] until done\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 (nee1 v)\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (8)\n create clone of (_myself_ v)\n change [level_x v] by (542)\n next costume\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)) ) > [520]> 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\nset [brightness v] effect to (10)\n\nwait (.5) seconds\nset [brightness v] effect to (20)\nwait (.5) seconds\n\nwhen flag clicked\nbroadcast (SetUp v)\nset [scroll x min v] to [0]\nset [scroll x max v] to [3810]\nforever\n broadcast (Level Loop v)\nend\n\nbroadcast (Teleportin v)\n\nrepeat (40)\n change [brightness v] effect by (.2)\nend\nrepeat (40)\n change [brightness v] effect by (-.2)\nend\n\nforever\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Scroll X) > [3809]>\nbroadcast (BOSSGATE #1 v)\nrepeat (100)\n set [scroll x min v] to [3810]\nend\n\nwhen I receive [bossgate #1 v]\nif <(costume [number v]) = [8]> then\n switch costume to (nee7 v)\nend\n\nwhen I receive [bossgate #1 v]\nrepeat (10)\n change [brightness v] effect by (-5)\nend\nset [scroll x min v] to [2731]\n\nwhen I receive [battle begin v]\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (5)\nend\n\nwhen I receive [ground shake v]\nchange [level_y v] by (5)\nwait (0) seconds\nchange [level_y v] by (-5)\nwait (0) seconds\nchange [level_y v] by (3)\nwait (0) seconds\nchange [level_y v] by (-3)\nwait (0) seconds\nchange [level_y v] by (1)\nwait (0) seconds\nchange [level_y v] by (-1)\nwait (0) seconds\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 [ghost v] effect to (99)\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)) ) > [475]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nbroadcast (GAME START v)\nforever\n broadcast (Level Loop v)\nend\n\nrepeat (3)\n change [level_y v] by (-416)\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 [fortressdoorexplosion\ v]\nif <(costume [number v]) = [8]> then\n switch costume to (costume9 v)\nend\n\nwhen I receive [bossgate #1 v]\nif <(costume [number v]) = [8]> then\n start sound [Mega Man 5 SFX \(15\) v]\n switch costume to (nee7 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]\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\ndefine Create\nset [brightness v] effect to (15)\nset size to (200) %\nswitch costume to (costume1 v)\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (8)\n create clone of (_myself_ v)\n change [level_x v] by (542)\n next costume\nend\n\nwhen I receive [bossgate #1 v]\nif <(costume [number v]) = [6]> then\n switch costume to (nee7 v)\nend\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 [sliding? v] to [0]\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 if <(SLIDING?) = [0]> then\n if <(BLADE ?) = [1]> then\n start sound [Mega Man 6 SRX \(55\) v]\n if <([falling? v] of [hitbox v]) > [1]> then\n broadcast (BLADE ATTACK MIDAIR v)\n else\n broadcast (BLADE ATTACK v)\n end\n wait (.5) seconds\n else\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 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 if <(SLIDING?) = [0]> then\n create clone of (_myself_ v)\n start sound [Mega Man 5 SFX \(21\) v]\n end\n else\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\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 <(SLIDING?) = [0]>> then\n if <(BLADE ?) = [1]> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n if <(SLIDING?) = [0]> then\n switch costume to (costume11 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 <(SLIDING?) = [0]> then\n switch costume to (costume4 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (costume9 v)\n end\n end\n else\n wait (.1) seconds\n if <(SLIDING?) = [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 <(SLIDING?) = [0]> then\n switch costume to (costume2 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 <(SLIDING?) = [0]> then\n switch costume to (costume4 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (costume9 v)\n end\n end\n else\n wait (.1) seconds\n if <(SLIDING?) = [0]> then\n next costume\n end\n end\n end\n wait (.1) seconds\n end\n end\n else\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\n if <(SLIDING?) = [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 <(SLIDING?) = [0]> then\n switch costume to (jumpgun v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (jump v)\n end\n end\n else\n wait (.1) seconds\n if <(SLIDING?) = [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 <(SLIDING?) = [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 <(SLIDING?) = [0]> then\n switch costume to (j2 v)\n end\n else\n if <(SLIDING?) = [0]> then\n switch costume to (j v)\n end\n end\n else\n wait (.1) seconds\n if <(SLIDING?) = [0]> then\n next costume\n end\n end\n end\n wait (.1) seconds\n end\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 if <(BLADE ?) = [1]> then\n switch costume to (costume8 v)\n else\n switch costume to (takedmg v)\n end\n else\n if <(SLIDING?) = [1]> then\n if <(BLADE ?) = [1]> then\n switch costume to (costume14 v)\n else\n switch costume to (swipe v)\n end\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 <(SLIDING?) = [0]> then\n if <(BLADE ?) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to (jumpgun v)\n end\n end\n else\n if <(SLIDING?) = [0]> then\n if <(BLADE ?) = [1]> then\n switch costume to (costume9 v)\n else\n switch costume to (jump v)\n end\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 <(SLIDING?) = [0]> then\n Do [GunRun]\n end\n else\n if <(SLIDING?) = [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 <(SLIDING?) = [0]> then\n if <(BLADE ?) = [1]> then\n switch costume to (costume7 v)\n else\n switch costume to (idlegun v)\n end\n end\n else\n if <(SLIDING?) = [0]> then\n if <(BLADE ?) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (idle v)\n end\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 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\nrepeat (20)\n change y by (-10)\nend\nbroadcast (blink v)\nset [canmove? v] to [1]\nstart sound [Mega Man 5 SFX \(2\)2 v]\nchange [scroll x v] by (-15)\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 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 (3) 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\nbroadcast (yay v)\nhide\n\nwhen flag clicked\nset [flame sword? v] to [0]\n\nwhen flag clicked\nforever\n if <(SLIDING?) = [1]> then\n if <(BLADE ?) = [1]> then\n switch costume to (costume14 v)\n else\n switch costume to (swipe v)\n end\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [bossgate #1 v]\nwait (1) seconds\npoint in direction (90)\nswitch costume to (idlegun v)\nrepeat (3)\n wait (.25) seconds\n point in direction (-90)\n wait (.25) seconds\n point in direction (90)\nend\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\nglide (.5) secs to x: (x position) y: (-121)\nwait (1) seconds\nswitch costume to (idle v)\nstart sound [Mega Man II - Victory v]\ndelete this clone\n\nwhen flag clicked\nset [health v] to [1]\nset [health v] to [1]\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 (-1.5)\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 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 if <(FLAME SWORD?) = [0]> then\n Walk (direction) ((speed x) * (1))\n end\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 (-2)\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 [13]\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 (-2)\n end\n end\nend\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\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\nif <(CHECKPOINT #) = [1]> then\n set [scroll y v] to [-920]\nelse\n if <(FIGHTSTART?) = [1]> then\n set [scroll y v] to [3810]\n else\n set [scroll y v] to [0]\n end\nend\nset [speed y v] to [10]\nrepeat (5)\n if <(FIGHTSTART?) = [1]> then\n set [scroll x v] to [3810]\n else\n set [scroll x v] to [0]\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 (0)\nset y to (10)\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]\nset y to (-109)\n\nwhen I receive [grenade man flee v]\nset [canmove? v] to [1]\n\nwhen I receive [moveplatform v]\nchange x by (5)\n\nwhen I receive [moveplatformup v]\nchange y by (5)\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\nset [fightstart? v] to [0]\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\nif <(CHECKPOINT #) = [2]> then\n set [scroll x v] to [5100]\nelse\n if <(CHECKPOINT #) = [1]> then\n set [scroll x v] to [4100]\n set [scroll y v] to [-2300]\n end\nend\n\nwhen I receive [slide v]\nif <(falling?) < [3]> then\n start sound [Mega Man 6 SRX \(9\) v]\n repeat (10)\n set [canmove? v] to [0]\n set [sliding? v] to [1]\n if <(direction) = [90]> then\n Walk (direction) [15]\n else\n Walk (direction) [-15]\n end\n end\n set [canmove? v] to [1]\n set [sliding? v] to [0]\nend\nwait (1) seconds\n\nwhen I receive [you win v]\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 [bossgate #1 v]\nif <(FIGHTSTART?) = [1]> then\nbroadcast (bATTLE begin v)\nset [fightstart? v] to [1]\nset [transition v] to [0]\nrepeat (10)\n change x by (-50)\nend\nhide\n\nwhen flag clicked\nwait (10) seconds\nset [ghost v] effect to (5)\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 (2)\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\nnext costume\ncreate clone of (_myself_ v)\nrepeat (15)\n wait (.02) seconds\n start sound [light v]\nend\nwait (2) seconds\nnext costume\ncreate clone of (_myself_ v)\nrepeat (5)\n wait (.02) seconds\n start sound [Mega Man 6 SRX \(40\)2 v]\nend\nwait (2) seconds\nrepeat (10)\n change x by (-50)\nend\nhide\n\nwhen I receive [you win v]\nwait (6) seconds\nset [ghost v] effect to (5)\ngo to x: (-550) y: (121)\ngo to [front v] layer\nswitch costume to (yayayaya v)\nshow\nrepeat (10)\n change x by (50)\nend\nnext costume\ncreate clone of (_myself_ v)\nrepeat (22)\n wait (.02) seconds\n start sound [light 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\nnext costume\ncreate clone of (_myself_ v)\nrepeat (5)\n wait (.02) seconds\n start sound [light v]\nend\nwait (2) seconds\nnext costume\ncreate clone of (_myself_ v)\nrepeat (5)\n wait (.02) seconds\n start sound [Mega Man 6 SRX \(40\)2 v]\nend\nwait (.2) seconds\nrepeat (5)\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 (5)\n wait (.02) seconds\n start sound [Mega Man 6 SRX \(40\)2 v]\nend\nwait (.2) seconds\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 (7)\n wait (.02) seconds\n start sound [light v]\nend\nwait (2) seconds\nrepeat (10)\n change x by (-50)\nend\nhide\nbroadcast (END v)\n\n@ready\n\nwhen flag clicked\nset [scroll x v] to [0]\nhide\nwait (5) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (3)\n show\n wait (.3) seconds\n hide\n wait (.3) seconds\nend\nbroadcast (Teleportin v)\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]) = [35]> then\n start sound [Mega Man 5 SFX \(11\) v]\n point in direction (PROJ DIRECTION)\n set rotation style [all around v]\n if <(direction) = [90]> then\n repeat until <(direction) = [180]>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n if <((x position) + (0)) > ([x position v] of [hitbox v])> then\n point in direction (180)\n end\n end\n else\n repeat until <(direction) = [180]>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\n if <((x position) + (0)) < ([x position v] of [hitbox v])> then\n point in direction (180)\n end\n end\n end\n repeat until <<touching (ground v)?> or <(y position) < [-150]>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (15)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (15)))\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]) = [9]> then\n start sound [Mega Man 5 SFX \(11\) v]\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]) = [36]> then\n start sound [Mega Man 6 SRX \(6\) 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) ) * (14)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (14)))\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]) = [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) ) * (5)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (5)))\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]) = [39]> then\n point in direction (PROJ DIRECTION)\n start sound [Mega Man 5 SFX \(50\) v]\n set rotation style [all around v]\n repeat until <<touching (_edge_ v)?> or <touching (hitbox v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (9)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (9)))\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]) = [37]> then\n point in direction (PROJ DIRECTION)\n set rotation style [all around v]\n start sound [Mega Man 5 SFX \(11\)2 v]\n repeat until <<touching (_edge_ v)?> or <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]) = [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]) = [39]> then\n forever\n switch costume to (spark v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [37]> then\n forever\n switch costume to (spark shot v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\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\n\nwhen I receive [teleportin v]\ndelete this clone\n\n@Robot Masters\n\nwhen flag clicked\nset [fightstart? v] to [0]\nhide\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(costume [number v]) = [1]> then\n if <(FIGHTSTART?) = [1]> then\n hide\n wait (.02) seconds\n show\n set [robot master hp v] to [15]\n point in direction (90)\n go to x: (184) y: (194)\n switch costume to (mag4 v)\n repeat (8)\n change y by (-35)\n end\n change y by (-30)\n switch costume to (mag1 v)\n repeat until <(ROBOT MASTER HP) < [1]>\n switch costume to (mag4 v)\n set [y v] to [0]\n repeat (4)\n change [y v] by (5)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-8) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-8) steps\n end\n end\n change y by (y)\n move (-8) steps\n end\n repeat (8)\n change [y v] by (-5)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-8) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-8) steps\n end\n end\n change y by (y)\n move (-8) steps\n end\n set [y v] to [0]\n set y to (-116)\n repeat (4)\n change [y v] by (8)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-8) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-8) steps\n end\n end\n change y by (y)\n move (-8) steps\n end\n repeat (8)\n change [y v] by (-8)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-8) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-8) steps\n end\n end\n change y by (y)\n move (-8) steps\n end\n set [y v] to [0]\n set y to (-116)\n repeat (5)\n change [y v] by (8)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-8) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-8) steps\n end\n end\n change y by (y)\n move (-8) steps\n end\n repeat (5)\n change [y v] by (-8)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-8) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-8) steps\n end\n end\n change y by (y)\n move (-8) steps\n end\n switch costume to (mag4 v)\n wait (.2) seconds\n switch costume to (mag5 v)\n repeat (3)\n wait (.2) seconds\n if <(x position) > ([x position v] of [hitbox v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) * (-1))\n set [projectile name v] to [magnet]\n broadcast (CREATE PROJECTILE v)\n end\n wait (1) seconds\n switch costume to (mag2 v)\n set [y v] to [0]\n repeat (5)\n change [y v] by (-8)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-8) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-8) steps\n end\n end\n change y by (y)\n end\n set [y v] to [0]\n set y to (-116)\n end\n else\n point in direction (90)\n go to x: (184) y: (194)\n switch costume to (mag4 v)\n repeat (8)\n change y by (-35)\n end\n change y by (-30)\n switch costume to (mag1 v)\n repeat (3)\n point in direction (-90)\n wait (.25) seconds\n switch costume to (mag3 v)\n wait (.25) seconds\n switch costume to (mag1 v)\n point in direction (90)\n wait (.25) seconds\n switch costume to (mag3 v)\n wait (.25) seconds\n switch costume to (mag1 v)\n end\n end\nend\nif <(costume [number v]) = [6]> then\n if <(FIGHTSTART?) = [1]> then\n hide\n wait (.02) seconds\n go to x: (160) y: (201)\n show\n set [robot master hp v] to [15]\n point in direction (90)\n switch costume to (hard3 v)\n repeat (8)\n change y by (-35)\n end\n change y by (-25)\n repeat until <(ROBOT MASTER HP) < [1]>\n point towards (hitbox v)\n turn right (180) degrees\n repeat (2)\n switch costume to (hard1 v)\n wait (.2) seconds\n switch costume to (hard2 v)\n wait (.2) seconds\n end\n start sound [spring v]\n switch costume to (hard3 v)\n glide (.5) secs to x: ([x position v] of [mega man v]) y: (109)\n switch costume to (hard4 v)\n wait (.1) seconds\n wait (.1) seconds\n repeat until <(y position) < [-112]>\n change y by (-50)\n end\n switch costume to (hard6 v)\n set y to (-120)\n start sound [super-stomp v]\n broadcast (ground shake v)\n wait (.5) seconds\n switch costume to (hard5 v)\n wait (.1) seconds\n switch costume to (hard4 v)\n switch costume to (hard5 v)\n set y to (-108)\n end\n else\n go to x: (103) y: (194)\n switch costume to (hard3 v)\n point in direction (90)\n switch costume to (hard1 v)\n repeat (8)\n change y by (-35)\n end\n change y by (-20)\n switch costume to (hard1 v)\n repeat (3)\n point in direction (-90)\n wait (.25) seconds\n switch costume to (hard2 v)\n wait (.25) seconds\n switch costume to (hard1 v)\n point in direction (90)\n wait (.25) seconds\n switch costume to (hard2 v)\n wait (.25) seconds\n switch costume to (hard1 v)\n end\n end\nend\nif <(costume [number v]) = [12]> then\n if <(FIGHTSTART?) = [1]> then\n hide\n wait (.02) seconds\n go to x: (160) y: (201)\n show\n set [robot master hp v] to [15]\n point in direction (90)\n switch costume to (needle2 v)\n repeat (8)\n change y by (-35)\n end\n change y by (-30)\n switch costume to (needle1 v)\n repeat until <(ROBOT MASTER HP) < [1]>\n switch costume to (needle1 v)\n wait (.25) seconds\n point towards (hitbox v)\n turn right (180) degrees\n switch costume to (needl36 v)\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) + (180))\n set [projectile name v] to [needle]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n switch costume to (needl36 v)\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to (((direction) + (180)) + (25))\n set [projectile name v] to [needle]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n switch costume to (needl36 v)\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to (((direction) + (180)) + (-25))\n set [projectile name v] to [needle]\n broadcast (CREATE PROJECTILE v)\n wait (1) seconds\n switch costume to (needle2 v)\n set [y v] to [0]\n repeat (6)\n change [y v] by (5)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-10) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-10) steps\n end\n end\n change y by (y)\n move (-10) steps\n end\n repeat (6)\n change [y v] by (-5)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-10) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-10) steps\n end\n end\n change y by (y)\n move (-10) steps\n end\n repeat (3)\n point towards (hitbox v)\n turn right (180) degrees\n switch costume to (needl36 v)\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) + (180))\n set [projectile name v] to [needle]\n broadcast (CREATE PROJECTILE v)\n switch costume to (needle3 v)\n wait (.1) seconds\n switch costume to (needle4 v)\n wait (.1) seconds\n end\n set [y v] to [0]\n repeat (5)\n change [y v] by (-4)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-8) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-8) steps\n end\n end\n change y by (y)\n move (-8) steps\n end\n set [y v] to [0]\n set y to (-110)\n end\n else\n switch costume to (needle2 v)\n go to x: (-175) y: (194)\n point in direction (-90)\n repeat (8)\n change y by (-35)\n end\n change y by (-25)\n switch costume to (needle1 v)\n repeat (3)\n point in direction (90)\n wait (.25) seconds\n switch costume to (needl36 v)\n wait (.25) seconds\n switch costume to (needle1 v)\n point in direction (-90)\n wait (.25) seconds\n switch costume to (needl36 v)\n wait (.25) seconds\n switch costume to (needle1 v)\n end\n end\nend\nif <(costume [number v]) = [17]> then\n if <(FIGHTSTART?) = [1]> then\n hide\n wait (.02) seconds\n go to x: (160) y: (201)\n show\n set [robot master hp v] to [15]\n point in direction (90)\n switch costume to (mm3_sparkman9 v)\n repeat (8)\n change y by (-35)\n end\n change y by (-30)\n switch costume to (mm3_sparkman v)\n wait (.5) seconds\n repeat until <(ROBOT MASTER HP) < [1]>\n switch costume to (mm3_sparkman v)\n repeat (6)\n wait (.1) seconds\n next costume\n point towards (hitbox v)\n turn right (180) degrees\n end\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) + (180))\n set [projectile name v] to [spark shot]\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n switch costume to (mm3_sparkman9 v)\n set [y v] to [0]\n repeat (6)\n change [y v] by (5)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-10) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-10) steps\n end\n end\n change y by (y)\n move (-10) steps\n end\n repeat (14)\n change [y v] by (-5)\n if <(x position) < [-195]> then\n turn right (180) degrees\n move (-10) steps\n else\n if <(x position) > [199]> then\n turn right (180) degrees\n move (-10) steps\n end\n end\n change y by (y)\n move (-10) steps\n end\n set y to (-113)\n switch costume to (mm3_sparkman8 v)\n wait (.1) seconds\n switch costume to (mm3_sparkman2 v)\n wait (.1) seconds\n point towards (hitbox v)\n turn right (180) degrees\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) + (0))\n set [projectile name v] to [spark]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) + (180))\n set [projectile name v] to [spark]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) + (90))\n set [projectile name v] to [spark]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [proj x v] to ((x position) + (3810))\n set [proj y v] to (y position)\n set [proj direction v] to ((direction) + (-90))\n set [projectile name v] to [spark]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n end\n else\n switch costume to (mm3_sparkman9 v)\n go to x: (-103) y: (194)\n point in direction (-90)\n repeat (8)\n change y by (-35)\n end\n change y by (-25)\n switch costume to (mm3_sparkman v)\n repeat (3)\n point in direction (90)\n wait (.25) seconds\n switch costume to (mm3_sparkman2 v)\n wait (.25) seconds\n switch costume to (mm3_sparkman v)\n point in direction (-90)\n wait (.25) seconds\n switch costume to (mm3_sparkman2 v)\n wait (.25) seconds\n switch costume to (mm3_sparkman v)\n end\n end\nend\n\nwhen I receive [bossgate #1 v]\nif <(FIGHTSTART?) = [0]> then\n wait (5) seconds\n switch costume to (mag1 v)\n create clone of (_myself_ v)\n wait (.05) seconds\n switch costume to (hard1 v)\n create clone of (_myself_ v)\n wait (.05) seconds\n switch costume to (needle1 v)\n create clone of (_myself_ v)\n wait (.05) seconds\n switch costume to (mm3_sparkman v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [battle begin v]\nrepeat (10)\n change y by (40)\nend\ndelete this clone\n\nwhen I receive [battle begin v]\nwait (1.5) seconds\nswitch costume to (mag1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [left-right v]\nshow\nif <(costume [number v]) = [1]> then\n if <(FIGHTSTART?) = [1]> then\n forever\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n wait (1) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [12]> then\n if <(FIGHTSTART?) = [1]> then\n forever\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n wait (1) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [6]> then\n if <(FIGHTSTART?) = [1]> then\n forever\n if <touching (hitbox v)?> then\n change [health v] by (3)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n wait (1) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [17]> then\n if <(FIGHTSTART?) = [1]> then\n forever\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n broadcast (KNOCKBACK v)\n wait (1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(costume [number v]) = [1]> then\n if <(FIGHTSTART?) = [1]> then\n forever\n wait until <touching color (#fcd8a8)?>\n broadcast (BossDMG v)\n start sound [Mega Man 5 SFX \(20\) v]\n repeat (5)\n set [ghost v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [12]> then\n if <(FIGHTSTART?) = [1]> then\n forever\n wait until <touching color (#fcd8a8)?>\n broadcast (BossDMG v)\n start sound [Mega Man 5 SFX \(20\) v]\n repeat (5)\n set [ghost v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [6]> then\n if <(FIGHTSTART?) = [1]> then\n forever\n wait until <touching color (#fcd8a8)?>\n broadcast (BossDMG v)\n start sound [Mega Man 5 SFX \(20\) v]\n repeat (5)\n set [ghost v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n end\n end\n end\nend\nif <(costume [number v]) = [17]> then\n if <(FIGHTSTART?) = [1]> then\n forever\n wait until <touching color (#fcd8a8)?>\n broadcast (BossDMG v)\n start sound [Mega Man 5 SFX \(20\) v]\n repeat (5)\n set [ghost v] effect to (100)\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\n end\n end\n end\nend\n\ndefine death\nstart sound [Mega Man 5 SFX \(7\)2 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 I receive [bossdie v]\nif <(clone) = [1]> then\n if <(costume [number v]) < [6]> then\n broadcast (needle man v)\n end\n if <<(costume [number v]) > [11]> and <(costume [number v]) < [17]>> then\n broadcast (hard man v)\n end\n if <<(costume [number v]) > [5]> and <(costume [number v]) < [12]>> then\n broadcast (spark man v)\n end\n if <(costume [number v]) > [16]> then\n broadcast (you win v)\n end\n death\n delete this clone\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nif <(costume [number v]) = [26]> then\n repeat (25)\n move (8) steps\n end\n delete this clone\nend\n\nwhen I receive [hard man v]\nwait (2) seconds\nswitch costume to (hard1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [needle man v]\nwait (2) seconds\nswitch costume to (needle1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [spark man v]\nwait (2) seconds\nswitch costume to (mm3_sparkman v)\ncreate clone of (_myself_ v)\n\n@border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nclear graphic effects\nshow\n\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\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]\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@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 flag clicked\nrepeat (10)\n go to [front v] layer\nend\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\nforever\n switch costume to (HEALTH)\nend\n\nwhen I receive [bossdie v]\n\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 [you win v]\nstop [other scripts in sprite v]\n\n@boss hp\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [battle begin v]\ngo to x: (-180) y: (91)\nset size to (250) %\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nswitch costume to (hpbar29 v)\nrepeat (28)\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 [brightness v] effect to (0)\n wait (.1) seconds\nend\n\nwhen I receive [bossdmg v]\nnext costume\nnext costume\nnext costume\nif <(costume [number v]) > [28]> then\n broadcast (BOSSDIE v)\nend\n\nwhen I receive [bossdie v]\nshow\n\nwhen I receive [aight im out v]\nhide\n\nwhen I receive [hard man v]\ngo to x: (-180) y: (91)\nset size to (250) %\nclear graphic effects\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nswitch costume to (hpbar29 v)\nrepeat (28)\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 [needle man v]\ngo to x: (-180) y: (91)\nset size to (250) %\nclear graphic effects\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nswitch costume to (hpbar29 v)\nrepeat (28)\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 [spark man v]\ngo to x: (-180) y: (91)\nset size to (250) %\nclear graphic effects\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nswitch costume to (hpbar29 v)\nrepeat (28)\n start sound [Mega Man 5 SFX \(16\) v]\n switch costume to ((costume [number v]) + (-1))\n wait (0) seconds\nend\n\n@toenail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (costume5 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
★★★★★★★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\nMega Man's creator, DR. LIGHT has been awoken by a loud noise of some ROBOT MASTERS partying. Dr. Light sends Mega Man to crash it.\n\n- Fight against Magnet Man, Needle Man, Hard Man, and Spark Man in a Tag-Team-Dance-Fight.\n\n\n\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\n-All sprites and all sound effects belong to Capcom, the original creator of Mega Man\n\n- Music is In the Hall of the Mountain King, Axel-F, and Ring Man Stage\n\n- Intro music is Take on Me by a-ha\n\n- Super Mario World for some sound effects.\n\n
Sir Shield (Platformer)
@Stage\n\nwhen flag clicked\nset volume to (75) %\nswitch backdrop to (2 v)\n\nwhen I receive [title v]\nforever\n play sound [Jake Kaufman - Shovel Knight Original Soundtrack - 08 The Adventure Awaits \(Map Screen\).mp3 v] until done\nend\n\nwhen I receive [gamestart v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Jake Kaufman - Shovel Knight Original Soundtrack - 09 In the Halls of the Usurper \(Pridemoor Keep\).mp3 v] until done\nend\n\nwhen I receive [bossreset v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Jake Kaufman - Shovel Knight Original Soundtrack - 10 The Decadent Dandy \(King Knight Battle\).mp3 v] until done\nend\n\nwhen I receive [bossded v]\nstop [other scripts in stage v]\nstop all sounds\nforever\n play sound [Jake Kaufman - Shovel Knight Original Soundtrack - 08 The Adventure Awaits \(Map Screen\).mp3 v] until done\nend\n\nwhen I receive [winscreen v]\nstop [other scripts in stage v]\nswitch backdrop to (2 v)\nstop all sounds\nforever\n play sound [Jake Kaufman - Shovel Knight Original Soundtrack - 08 The Adventure Awaits \(Map Screen\).mp3 v] until done\nend\n\nwhen I receive [holygrail v]\nstop [other scripts in stage v]\n\nwhen I receive [title v]\nswitch backdrop to (1 v)\n\nwhen flag clicked\nset [mute v] to [-1]\n\nwhen [m v] key pressed\nset [mute v] to ((0) - (mute))\nif <[-1] = (mute)> then\n broadcast (mute v)\nelse\n broadcast (unmute v)\nend\n\nwhen I receive [gamestart v]\nswitch backdrop to (1 v)\n\nwhen I receive [unmute v]\nset volume to (75) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\n@Hitbox\n\ndefine physics\nchange y by (yvel)\nif <touching (ground v)?> then\n ground\n if <[-.1] < (yvel)> then\n set [yvel v] to [-1]\n else\n set [yvel v] to [0]\n set [jump v] to [2]\n end\nelse\n change [yvel v] by (-0.75)\n if <(yvel) < [-16]> then\n set [yvel v] to [-16]\n end\nend\nchange y by (-1)\nif <<touching (ground v)?> and <(dash) < [2]>> then\n set [dash v] to [0]\nend\nchange y by (1)\nif <[1] < (dash)> then\n change [dash v] by (-1)\n set [yvel v] to [0]\n move (8) steps\n if <touching (ground v)?> then\n goback\n set [dash v] to [1]\n end\nend\nif <<[0] = (dash)> and <<key (x v) pressed?> or <key ((join [shift] []) v) pressed?>>> then\n start sound [Dash v]\n set [dash v] to [9]\nend\nif <<(dash) < [2]> and <<<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (z v) pressed?> or <key (space v) pressed?>>> and <[0] < (jump)>> and <[0] < (jumppress)>>> then\n start sound [Jump v]\n set [yvel v] to [8]\n change [jump v] by (-1)\n set [jumppress v] to [0]\nelse\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (z v) pressed?> or <key (space v) pressed?>>>> then\n set [jumppress v] to [1]\n end\nend\nif <(dash) < [2]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change x by (-3)\n if <touching (ground v)?> then\n change x by (3)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change x by (3)\n if <touching (ground v)?> then\n change x by (-3)\n end\n end\nend\nchange y by (-1)\nif <touching (ground v)?> then\n set [ycol v] to [1]\nelse\n set [ycol v] to [0]\nend\nchange y by (1)\nif <<key (r v) pressed?> or <<(y position) < [-180]> or <touching (obstacle v)?>>> then\n set [diex v] to (x position)\n set [diey v] to (y position)\n change [deaths v] by (1)\n broadcast (die v)\n reset\nend\nbroadcast (render v)\n\ndefine ground\nset [checkem v] to [0]\nrepeat until <<[360] < (checkem)> or <not <touching (ground v)?>>>\n change [checkem v] by (1)\n if <[-.1] < (yvel)> then\n change y by (-1)\n else\n change y by (1)\n end\nend\nif <[360] < (checkem)> then\n reset\nend\n\ndefine wall\nset [checkem v] to [0]\nrepeat until <<[360] < (checkem)> or <not <touching (ground v)?>>>\n change [checkem v] by (1)\n if <[-.1] < (xvel)> then\n change x by (-1)\n else\n change x by (1)\n end\nend\nif <[360] < (checkem)> then\n reset\nend\n\ndefine reset\nshow\nset [yvel v] to [0]\nset [xvel v] to [0]\nset [jump v] to [0]\nset [dash v] to [1]\ngo to x: (-232) y: (-180)\ngoup\n\ndefine goback\nrepeat until <not <touching (ground v)?>>\n move (-8) steps\nend\n\nwhen I receive [start v]\nreset\nset [ghost v] effect to (100)\nif <[9] = (level)> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\nforever\n physics\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nhide\n\ndefine goup\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (1)\n\nwhen I receive [level v]\nstop [other scripts in sprite v]\n\nwhen I receive [bossreset v]\nreset\n\nwhen I receive [bossded2 v]\nset [diex v] to (x position)\nset [diey v] to (y position)\nchange [deaths v] by (1)\nbroadcast (die v)\nreset\nwait (1) seconds\nbroadcast (boss v) and wait\nbroadcast (bossreset v)\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (title v)\nhide\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (break v)\nclear graphic effects\nshow\nforever\n set [break v] to [0]\n wait until <<[1] < (dash)> and <(distance to [hitbox v]) < [24]>>\n change x by (8)\n if <touching (hitbox v)?> then\n set [break v] to [1]\n end\n change x by (-16)\n if <touching (hitbox v)?> then\n set [break v] to [1]\n end\n change x by (8)\n if <[1] = (break)> then\n set [dash v] to [9]\n hide\n wait (4) seconds\n wait until <not <touching (hitbox v)?>>\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n show\n end\nend\n\nwhen I receive [gamestart v]\nset size to (1600) %\ngo to x: (0) y: (-4)\nshow\n\nwhen I receive [s v]\nshow\nclear graphic effects\ndelete this clone\n\nwhen I receive [level v]\nswitch costume to ((level) + (2))\ndelete this clone\n\ndefine clone\nset size to (100) %\nset [clone v] to [0]\nrepeat (length of [breaky v])\n change [clone v] by (1)\n go to x: (item (clone) of [breakx v]) y: (item (clone) of [breaky v])\n create clone of (_myself_ v)\nend\ngo to x: (0) y: (-4)\nset size to (1600) %\n\nwhen I receive [h v]\nset [ghost v] effect to (100)\nclone\n\nwhen I receive [winscreen v]\nhide\n\n@Obstacle\n\nwhen flag clicked\nhide\n\nwhen I receive [level v]\nswitch costume to (level)\n\nwhen I receive [h v]\nset [ghost v] effect to (100)\n\nwhen I receive [s v]\nclear graphic effects\n\nwhen I receive [gamestart v]\nset size to (1600) %\ngo to x: (0) y: (-4)\nshow\n\n@Cosmetic\n\nwhen flag clicked\nhide\n\nwhen I receive [s v]\nclear graphic effects\n\nwhen I receive [level v]\nswitch costume to (level)\n\nwhen I receive [h v]\nset [ghost v] effect to (100)\n\nwhen I receive [gamestart v]\nset size to (1600) %\ngo to x: (0) y: (-4)\nshow\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\nerase all\nset [skiptitle v] to [0]\nif <[1] = (skiptitle)> then\n broadcast (title v)\n broadcast (gamestart v)\n stop [this script v]\nend\nswitch costume to (1 v)\nshow\ngo to x: (-85) y: (300)\nset [yv v] to [-4]\nrepeat until <(y position) < [0]>\n change y by (yv)\n change [yv v] by (-1)\nend\nset [yv v] to [12]\nset y to (0)\nstart sound [Hit_Hurt v]\nrepeat until <(y position) < [0]>\n change y by (yv)\n change [yv v] by (-1)\nend\nset [yv v] to [6]\nset y to (0)\nstart sound [Hit_Hurt v]\nrepeat until <(y position) < [0]>\n change y by (yv)\n change [yv v] by (-1)\nend\nset [yv v] to [3]\nset y to (0)\nstart sound [Hit_Hurt v]\nrepeat until <(y position) < [0]>\n change y by (yv)\n change [yv v] by (-1)\nend\nset [yv v] to [1]\nset y to (0)\nstart sound [Hit_Hurt v]\nrepeat until <(y position) < [0]>\n change y by (yv)\n change [yv v] by (-1)\nend\nset y to (0)\nstart sound [Hit_Hurt v]\nbroadcast (a v)\nwait (0.5) seconds\nset [yv v] to [0]\nrepeat (26)\n change [yv v] by (0.45)\n change x by (yv)\nend\nrepeat (26)\n change [yv v] by (-0.45)\n change x by (yv)\nend\nwait (1) seconds\nbroadcast (title v)\nbroadcast (title3 v)\nerase all\n\nwhen I receive [title v]\nhide\n\nwhen I receive [gamestart v]\nbroadcast (level v) and wait\nbroadcast (tiles v)\n\nwhen I receive [unmute v]\nset volume to (100) %\n\n@Text\n\nwhen I receive [clonedelete v]\ndelete this clone\n\nwhen I receive [a v]\nerase all\nprint [j^ameso^uo^] at x: (-195) y: (0) size: (8) centered: (0) clones: (0)\n\nwhen I receive [widths v]\ndelete (all) of [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [1] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [1] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [2] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [5] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [8] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [2] to [width v]\nadd [2] to [width v]\nadd [1] to [width v]\nadd [4] to [width v]\nadd [5] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [2] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [4] to [width v]\nadd [1] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [4] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\nadd [3] to [width v]\n\nwhen I start as a clone\nforever\n if <(level) = [8]> then\n if <[0] = (bosstext)> then\n hide\n else\n show\n end\n else\n if <[1] < (timer)> then\n hide\n if <[2] < (timer)> then\n reset timer\n show\n end\n else\n show\n end\n end\nend\n\nwhen I receive [gamestart v]\ndelete this clone\n\nwhen I receive [level v]\ndelete this clone\n\ndefine calculate cloud data\nif <<<(deaths) < [1]> or <(deaths) < (☁ lowest_deaths)>> and <not <[winners v] contains (username)?>>> then\n set [☁ lowest_deaths v] to (deaths)\nend\n\nadd [StormC] to [winners v]\n\nwhen flag clicked\nerase all\n\nwhen I receive [title2 v]\nprint [s^] at x: (-63) y: (110) size: (6) centered: (0) clones: (0)\nprint [i^r^_s^hield] at x: (-35) y: (119) size: (3) centered: (0) clones: (0)\nprint [_and_the] at x: (0) y: (96) size: (2) centered: (1) clones: (0)\nprint [h^o^l^y^_g^r^a^i^l^] at x: (0) y: (60) size: (4) centered: (1) clones: (0)\nprint [\[p^r^e^s^s^_z^_o^r^_s^p^a^c^e^_t^o^_b^e^g^i^n^\]] at x: (0) y: (0) size: (1) centered: (1) clones: (1)\nprint [m^o^v^e^] at x: (0) y: (-44) size: (1) centered: (1) clones: (0)\nprint [d^o^u^b^l^e^_j^u^m^p^] at x: (0) y: (-60) size: (1) centered: (1) clones: (0)\nprint [d^a^s^h^] at x: (0) y: (-76) size: (1) centered: (1) clones: (0)\n\ndefine None\nset size to ((size) * (100)) %\nif <[1] = (centered)> then\n set [.. v] to [0]\n set [. v] to [0]\n set y to (y)\n repeat until <(length of (text)) < ((.) + (1))>\n change [. v] by (1)\n switch costume to (letter (.) of (text))\n if <[^] = (letter ((1) + (.)) of (text))> then\n switch costume to (join (letter (.) of (text)) (letter (.) of (text)))\n else\n end\n if <[^] = (letter ((1) + (.)) of (text))> then\n change [. v] by (1)\n end\n change [.. v] by (((item (costume [number v]) of [width v]) + (1)) * (size))\n end\n hide\n set x to ((0) - ((..) / (2)))\nelse\n go to x: (x) y: (y)\nend\nset [. v] to [0]\nshow\nrepeat until <(length of (text)) < ((.) + (1))>\n change [. v] by (1)\n switch costume to (letter (.) of (text))\n if <[^] = (letter ((1) + (.)) of (text))> then\n switch costume to (join (letter (.) of (text)) (letter (.) of (text)))\n else\n end\n if <not <[_] = (letter (.) of (text))>> then\n if <[0] = (clones)> then\n stamp\n else\n create clone of (_myself_ v)\n end\n end\n change x by ((size) * ((item (costume [number v]) of [width v]) + (1)))\n if <[^] = (letter ((1) + (.)) of (text))> then\n change [. v] by (1)\n end\nend\nhide\n\nwhen I receive [start v]\nif <[1] = (level)> then\n print [z^/s^p^a^c^e^:_j^u^m^p^] at x: (-220) y: (0) size: (1) centered: (0) clones: (0)\n print [d^o^u^b^l^e^_j^u^m^p^!] at x: (-90) y: (-82) size: (1) centered: (0) clones: (0)\n print [x^:_d^a^s^h^,_c^o^m^b^i^n^e^_w^i^t^h^_j^u^m^p^s^!] at x: (36) y: (76) size: (1) centered: (0) clones: (0)\nend\nif <[2] = (level)> then\n print [j^u^m^p^,_d^a^s^h^,_j^u^m^p^!] at x: (-140) y: (-76) size: (1) centered: (0) clones: (0)\n print [j^u^m^p^,_j^u^m^p^,_d^a^s^h^!] at x: (64) y: (-76) size: (1) centered: (0) clones: (0)\nend\nif <[3] = (level)> then\n print [t^i^g^h^t^e^n^_u^p^_t^h^e^_p^l^a^t^f^o^r^m^i^n^g^] at x: (-200) y: (126) size: (1) centered: (0) clones: (0)\n print [o^n^_l^e^v^e^l^_3!] at x: (-200) y: (116) size: (1) centered: (0) clones: (0)\nend\nif <[4] = (level)> then\n print [g^e^t^t^i^n^g^_t^r^i^c^k^y^_y^e^t^?] at x: (48) y: (100) size: (1) centered: (0) clones: (0)\nend\nif <[5] = (level)> then\n print [d^a^s^h^_t^h^r^o^u^g^h^_b^l^o^c^k^s^!] at x: (-128) y: (-24) size: (1) centered: (0) clones: (0)\nend\nif <[6] = (level)> then\n print [b^l^o^c^k^s^_r^e^g^e^n^e^r^a^t^e^!] at x: (0) y: (92) size: (1) centered: (0) clones: (0)\nend\nif <[7] = (level)> then\n print [t^h^e^_t^r^u^e^_c^h^a^l^l^e^n^g^e^!] at x: (-192) y: (126) size: (1) centered: (0) clones: (0)\nend\nif <[8] = (level)> then\n print [d^e^f^l^e^c^t^_t^h^e^_f^i^r^e^b^a^l^l^s^!] at x: (0) y: (64) size: (1) centered: (1) clones: (1)\nend\n\nwhen I receive [winscreen v]\nerase all\ncalculate cloud data\nprint [a^] at x: (-120) y: (110) size: (6) centered: (0) clones: (0)\nprint [n^d^_so,_s^ir_s^hield_had_aquired_the_most_valuable] at x: (-90) y: (124) size: (1) centered: (0) clones: (0)\nprint [treasure-_the_h^oly_g^rail._h^e_then_proceeded_to_drink] at x: (-90) y: (114) size: (1) centered: (0) clones: (0)\nprint [apple_juice_out_of_his__newfound_gem_like_the_greatest] at x: (-90) y: (104) size: (1) centered: (0) clones: (0)\nprint [knight_in_the_world.] at x: (-90) y: (94) size: (1) centered: (0) clones: (0)\nprint [w^ow,_you_beat_s^ir_s^hield!] at x: (0) y: (74) size: (1) centered: (1) clones: (0)\nprint (join [t^oo_bad_it_took_you_] (join (deaths) [_deaths_though...])) at x: (0) y: (64) size: (1) centered: (1) clones: (0)\nprint (join [t^his_guy_managed_to_beat_the_game_with_only_] (join (☁ lowest_deaths) [_deaths,_wow!_])) at x: (0) y: (54) size: (1) centered: (1) clones: (0)\nprint [\(p^ress_the_"c^loud_d^ata"_button_to_see_the_username\)] at x: (0) y: (44) size: (1) centered: (1) clones: (0)\nprint [c^ongrats_on_beating_s^ir_s^hield!] at x: (0) y: (0) size: (2) centered: (1) clones: (0)\nprint [i^_you_liked_this,_please_give_a_love_and_favorite!] at x: (0) y: (-20) size: (1) centered: (1) clones: (0)\n\n@Goal\n\nwhen flag clicked\nhide\ndelete (all) of [goalpos v]\nadd [-234,100] to [goalpos v]\nadd [212,-106] to [goalpos v]\nadd [230,110] to [goalpos v]\nadd [230,145] to [goalpos v]\nadd [230,-75] to [goalpos v]\nadd [230,70] to [goalpos v]\nadd [6,-28] to [goalpos v]\nadd [0,-60] to [goalpos v]\n\nwhen I start as a clone\ngo to (costume v)\nshow\nrepeat (32)\n change y by (2)\nend\npoint in direction (-90)\nreset timer\nrepeat until <[2] < (timer)>\n move (1) steps\n turn right (1) degrees\nend\nglide (1) secs to x: (0) y: (64)\nwait (0.5) seconds\nbroadcast (holygrail v)\ndelete this clone\n\nwhen I receive [start v]\nset [numb v] to [0]\nset [memory v] to []\nrepeat until <(letter (numb) of (item (level) of [goalpos v])) = [,]>\n set [memory v] to (join (memory) (letter (numb) of (item (level) of [goalpos v])))\n change [numb v] by (1)\nend\nset x to (memory)\nset [memory v] to []\nrepeat until <(numb) = (length of (item (level) of [goalpos v]))>\n change [numb v] by (1)\n set [memory v] to (join (memory) (letter (numb) of (item (level) of [goalpos v])))\nend\nset y to (memory)\ngo to x: (((round ((x position) / (16))) * (16)) + (8)) y: (((round ((y position) / (16))) * (16)) + (8))\nshow\nif <<[9] = (level)> or <[8] = (level)>> then\n hide\nend\nwait until <touching (hitbox v)?>\nhide\nchange [level v] by (1)\nbroadcast (level v) and wait\nbroadcast (tiles v)\n\nwhen I receive [bossded v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Costume\n\nwhen I receive [render v]\ngo to (hitbox v)\npoint in direction ([direction v] of [hitbox v])\nchange y by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\nforever\n go to x: (-240) y: (-122)\n hide\n wait (4) seconds\n point in direction (90)\n show\n broadcast (run v)\n repeat (160)\n change x by (3)\n end\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [bossded2 v]\nhide\n\nwhen I receive [bossreset v]\nshow\n\nwhen I receive [level v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nif <[9] = (level)> then\n stop [other scripts in sprite v]\n broadcast (9 v)\n stop [this script v]\nend\nshow\nforever\n if <[1] < (dash)> then\n switch costume to (run5 v)\n else\n if <[1] = ([ycol v] of [hitbox v])> then\n if <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <key (a v) pressed?>>>> then\n next costume\n if <[4] < (costume [number v])> then\n switch costume to (run1 v)\n end\n if <((costume [number v]) mod (2)) = [0]> then\n start sound [Step v]\n end\n wait (0.05) seconds\n else\n switch costume to (idle v)\n end\n else\n if <[0] < ([jump v] of [hitbox v])> then\n switch costume to (run3 v)\n else\n switch costume to (run1 v)\n end\n end\n end\nend\n\nwhen I receive [9 v]\ngo to x: (-231) y: (-59)\nswitch costume to (idle v)\npoint in direction (90)\nshow\nwait (0.5) seconds\nbroadcast (run v)\nrepeat (77)\n change x by (3)\nend\nstop [other scripts in sprite v]\nswitch costume to (idle v)\nwait (0.5) seconds\nrepeat (8)\n create clone of (goal v)\n wait (1.45) seconds\nend\n\nwhen I receive [run v]\nforever\n next costume\n if <[4] < (costume [number v])> then\n switch costume to (run1 v)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [mute v]\nset volume to (0) %\n\n@Tiles\n\ndefine render\ngo to x: (-232) y: (-172)\nerase all\nshow\nbroadcast (s v) and wait\ndelete (all) of [breakx v]\ndelete (all) of [breaky v]\nrepeat (23)\n repeat (30)\n switch costume to (render v)\n if <<touching (ground v)?> or <<touching (obstacle v)?> or <touching (cosmetic v)?>>> then\n if <touching color (#000000)?> then\n switch costume to (d v)\n stamp\n else\n if <touching color (#666666)?> then\n if <(x position) = [-232]> then\n set [side v] to []\n else\n change x by (-16)\n if <touching color (#666666)?> then\n set [side v] to [2]\n else\n set [side v] to []\n end\n change x by (16)\n end\n switch costume to (join [g] (side))\n stamp\n else\n if <touching color (#660000)?> then\n switch costume to (s v)\n stamp\n else\n if <touching color (#7f7f7f)?> then\n switch costume to (r v)\n stamp\n else\n if <touching color (#b2b2b2)?> then\n switch costume to (l v)\n stamp\n else\n if <touching color (#006622)?> then\n switch costume to (a v)\n stamp\n else\n if <touching color (#990000)?> then\n switch costume to (u v)\n stamp\n else\n if <touching color (#001966)?> then\n if <(x position) = [-232]> then\n set [side v] to [3]\n else\n change x by (-16)\n if <touching color (#001966)?> then\n set [side v] to []\n else\n set [side v] to [3]\n end\n change x by (16)\n end\n switch costume to (join [b] (side))\n stamp\n switch costume to (render v)\n if <(y position) = [-172]> then\n set [side v] to [2]\n else\n change y by (-16)\n if <touching color (#001966)?> then\n set [side v] to []\n else\n set [side v] to [2]\n end\n change y by (16)\n end\n switch costume to (join [b] (side))\n stamp\n else\n if <touching color (#009933)?> then\n switch costume to (c v)\n stamp\n else\n if <touching color (#cc0000)?> then\n switch costume to (s2 v)\n stamp\n else\n if <touching color (#663b00)?> then\n add (x position) to [breakx v]\n add (y position) to [breaky v]\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 change x by (16)\n end\n set x to (-232)\n change y by (16)\nend\nhide\nset [clone v] to [0]\nbroadcast (h v)\n\nwhen I receive [tiles v]\nrender\nbroadcast (start v)\n\nwhen flag clicked\nhide\n\nwhen I receive [title3 v]\nrender\nbroadcast (title2 v)\n\n@Effects\n\nwhen I receive [die v]\nif <[1] = (costume [number v])> then\n start sound [Explosion v]\n go to x: ([diex v] of [hitbox v]) y: ([diey v] of [hitbox v])\n set [clone v] to [0]\n repeat (6)\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I start as a clone\nshow\nif <[1] = (clone)> then\n switch costume to (2 v)\n set [v v] to [4]\n repeat until <(y position) < [-176]>\n change x by (2)\n change y by (v)\n turn right (45) degrees\n change [v v] by (-0.5)\n end\n delete this clone\nend\nif <[2] = (clone)> then\n switch costume to (2 v)\n set [v v] to [4]\n repeat until <(y position) < [-176]>\n change x by (-2)\n change y by (v)\n turn right (-45) degrees\n change [v v] by (-0.5)\n end\n delete this clone\nend\nif <[3] = (clone)> then\n switch costume to (3 v)\n set [v v] to [6]\n repeat until <(y position) < [-176]>\n change x by (2)\n change y by (v)\n change [v v] by (-0.5)\n end\n delete this clone\nend\nif <[4] = (clone)> then\n switch costume to (3 v)\n set [v v] to [6]\n repeat until <(y position) < [-176]>\n change x by (-2)\n change y by (v)\n change [v v] by (-0.5)\n end\n delete this clone\nend\nif <[5] = (clone)> then\n switch costume to (3 v)\n set [v v] to [7]\n repeat until <(y position) < [-176]>\n change x by (1)\n change y by (v)\n change [v v] by (-0.5)\n end\n delete this clone\nend\nif <[6] = (clone)> then\n switch costume to (3 v)\n set [v v] to [7]\n repeat until <(y position) < [-176]>\n change x by (-1)\n change y by (v)\n change [v v] by (-0.5)\n end\n delete this clone\nend\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\n@Controls\n\nwhen flag clicked\nhide\n\nwhen I receive [title2 v]\ngo to x: (-44) y: (-33)\nshow\nswitch costume to (1 v)\ngo to x: (-64) y: (-33)\nstamp\nswitch costume to (2 v)\ngo to x: (41) y: (-33)\nstamp\nhide\nwait until <<key (z v) pressed?> or <key (space v) pressed?>>\nbroadcast (gamestart v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ndefine size\nset size to (600) %\nswitch costume to (1 v)\n\nshow\ngo to x: (36) y: (48)\nswitch costume to (2 v)\ngo to [front v] layer\nsize\nstop [all v]\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nif <[8] = (level)> then\n broadcast (bossreset v)\nend\n\nwhen I start as a clone\nforever\n go to x: (dx) y: (dy)\n if <[0] = (dd)> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen I receive [bossreset v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <[1] = (clone)> then\n switch costume to (head v)\n forever\n if <[1] = (bossani)> then\n hide\n else\n show\n if <[3] = (bossani)> then\n switch costume to (head2 v)\n else\n switch costume to (head v)\n end\n end\n if <touching (hitbox v)?> then\n broadcast (bossded2 v)\n end\n end\nend\nif <[2] = (clone)> then\n switch costume to (body v)\n forever\n if <[1] = (bossani)> then\n hide\n else\n show\n end\n if <touching (hitbox v)?> then\n broadcast (bossded2 v)\n end\n end\nend\nif <[3] = (clone)> then\n forever\n if <<[3] = (bossani)> or <[0] = (bossani)>> then\n show\n switch costume to (wings1 v)\n wait (0.1) seconds\n switch costume to (wings2 v)\n wait (0.1) seconds\n switch costume to (wings3 v)\n wait (0.1) seconds\n switch costume to (wings2 v)\n wait (0.1) seconds\n else\n if <[1] = (bossani)> then\n switch costume to (wings1 v)\n hide\n else\n switch costume to (wings1 v)\n show\n end\n end\n end\nend\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\n\nwhen I receive [bossreset v]\nset [bosshp v] to [3]\ngo to x: (32) y: (0)\nforever\n set [dx v] to (x position)\n set [dy v] to (y position)\nend\n\nwhen I receive [bossreset v]\nswitch costume to (1 v)\nset [clone v] to [0]\nset [bosstext v] to [0]\nrepeat (3)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\nforever\n set [dd v] to [0]\n repeat (8)\n set [bossani v] to [0]\n repeat (6)\n change y by (1)\n end\n repeat (6)\n change y by (-1)\n end\n end\n repeat (48)\n change y by (4)\n end\n set [bossani v] to [1]\n wait (2) seconds\n go to x: (480) y: (180)\n repeat (60)\n change x by (-8)\n change y by ((0) - ((x position) / (16)))\n set [bossani v] to [2]\n end\n set [bossani v] to [1]\n set [dd v] to [1]\n wait (2) seconds\n go to x: (-480) y: (180)\n set [bossani v] to [2]\n repeat (60)\n change x by (8)\n change y by ((x position) / (16))\n end\n set [bossani v] to [1]\n set [dd v] to [1]\n wait (2) seconds\n set [dd v] to [0]\n set [bossani v] to [0]\n go to x: (32) y: (180)\n repeat (47)\n change y by (-4)\n end\n set [bosstext v] to [1]\n repeat (2)\n set [bossani v] to [0]\n repeat (6)\n change y by (1)\n end\n repeat (6)\n change y by (-1)\n end\n set [bossani v] to [3]\n create clone of (fire v)\n wait (0.5) seconds\n end\n set [bossani v] to [0]\n repeat (4)\n repeat (6)\n change y by (1)\n end\n repeat (6)\n change y by (-1)\n end\n end\n set [bosstext v] to [0]\nend\n\nwhen I receive [hit v]\nif <[0] = (bosshp)> then\n stop [other scripts in sprite v]\n set [bosstext v] to [0]\n start sound [Explosion11 v]\n repeat (42)\n change y by (-4)\n end\n broadcast (bossded v)\n stop [other scripts in sprite v]\n hide\nelse\n set [bossani v] to [3]\n start sound [Explosion v]\n repeat (6)\n change x by (4)\n end\n repeat (12)\n change x by (-2)\n end\n wait (0.5) seconds\n set [bossani v] to [0]\nend\n\nwhen I receive [bossded v]\ndelete this clone\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\n@Fire\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (boss v)\nchange x by (-16)\nchange y by (-4)\nshow\nrepeat until <touching (hitbox v)?>\n change x by (-4)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\nif <[1] < (dash)> then\n point towards (boss v)\n repeat until <touching (boss v)?>\n move (4) steps\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n change [bosshp v] by (-1)\n broadcast (hit v)\n delete this clone\nelse\n broadcast (bossded2 v)\n delete this clone\nend\n\nwhen I receive [hit v]\ndelete this clone\n\nwhen I receive [bossreset v]\ndelete this clone\n\n@Grail\n\nwhen flag clicked\nhide\n\ndefine size\nset size to (400) %\nswitch costume to (2 v)\n\nwhen I receive [holygrail v]\nswitch costume to (1 v)\ngo to x: (0) y: (65)\nshow\ncreate clone of (_myself_ v)\ngo to [front v] layer\nset size to (400) %\nstop all sounds\nplay sound [Jake Kaufman - Shovel Knight Original Soundtrack - 06 For Shovelry! \(Boss Victory\).mp3 v] until done\nbroadcast (fade v)\nrepeat (50)\n change size by (-6)\nend\nglide (1) secs to x: (6) y: (-54)\nwait (0.5) seconds\nbroadcast (winscreen v)\n\nwhen I receive [fade v]\nif <[2] = (costume [number v])> then\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nswitch costume to (3 v)\nsize\nset [ghost v] effect to (50)\nset [brightness v] effect to (100)\nforever\n turn right (2) degrees\nend\n\nwhen I receive [unmute v]\nset volume to (100) %\n\nwhen I receive [mute v]\nset volume to (0) %\n\n
CONTROLS:\nMove - Arrows / WASD\nDouble Jump - Z / Space\nDash - X
Reversed - A Platformer
@Stage\n\nwhen I receive [platformer v]\nrepeat until <<key (m v) pressed?> or <key (n v) pressed?>>\n play sound [Undertale - Megalovania.mp3 v] until done\nend\n\n@intro\n\nwhen flag clicked\nshow\nstart sound [INSANE 10 SECOND BEAT DROP BYTrap Nations v]\nrepeat (2)\n switch costume to (costume1 v)\n wait (.03) seconds\n switch costume to (costume2 v)\n wait (.03) seconds\n switch costume to (costume3 v)\n wait (.03) seconds\n switch costume to (costume4 v)\n wait (.03) seconds\n switch costume to (costume5 v)\n wait (.03) seconds\n switch costume to (costume6 v)\n wait (.03) seconds\n switch costume to (costume7 v)\n wait (.03) seconds\n switch costume to (costume8 v)\n wait (.2) seconds\n switch costume to (costume9 v)\n wait (.03) seconds\n switch costume to (costume10 v)\n wait (.03) seconds\n switch costume to (costume11 v)\n wait (.03) seconds\n switch costume to (costume12 v)\n wait (.03) seconds\n switch costume to (costume13 v)\n wait (.03) seconds\n switch costume to (costume14 v)\n wait (.03) seconds\n switch costume to (costume15 v)\n wait (.03) seconds\n switch costume to (costume16 v)\n wait (.03) seconds\n switch costume to (costume17 v)\n wait (.03) seconds\n switch costume to (costume18 v)\n wait (.03) seconds\n switch costume to (costume19 v)\n wait (.03) seconds\n switch costume to (costume20 v)\n wait (.03) seconds\n switch costume to (costume21 v)\n wait (.03) seconds\n switch costume to (costume22 v)\n wait (.03) seconds\n switch costume to (costume23 v)\n wait (.03) seconds\n switch costume to (costume24 v)\n wait (.03) seconds\n switch costume to (costume25 v)\n wait (.03) seconds\n switch costume to (costume26 v)\n wait (.03) seconds\n switch costume to (costume27 v)\n wait (.03) seconds\n switch costume to (costume28 v)\n wait (.03) seconds\n switch costume to (costume29 v)\n wait (1) seconds\n switch costume to (costume32 v)\n wait (.033) seconds\n switch costume to (costume39 v)\n wait (.033) seconds\n switch costume to (costume30 v)\n wait (.033) seconds\n switch costume to (costume40 v)\n wait (.033) seconds\n switch costume to (costume41 v)\n wait (.033) seconds\n switch costume to (costume42 v)\n wait (.033) seconds\n switch costume to (costume43 v)\n wait (.033) seconds\n switch costume to (costume44 v)\n wait (.033) seconds\n switch costume to (costume45 v)\n wait (.033) seconds\n switch costume to (costume46 v)\n wait (.033) seconds\n switch costume to (costume47 v)\n wait (.033) seconds\n switch costume to (costume48 v)\n wait (.033) seconds\n switch costume to (costume49 v)\n wait (.033) seconds\n switch costume to (costume50 v)\n wait (.033) seconds\n switch costume to (costume51 v)\nend\nhide\nbroadcast (platformer v)\n\n@character\n\nwhen I start as a clone\nswitch costume to (costume1 v)\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 I receive [platformer v]\nset volume to (100) %\nif <(username) = [ItsYoMama2019]> then\n stop [all v]\nend\nshow variable [level v]\nset [level v] to [1]\nset rotation style [all around v]\nswitch backdrop to (backdrop1 v)\ngo to x: (-220) y: (-50)\npoint in direction (90)\nswitch costume to (normal v)\nset size to (200) %\nshow\nbroadcast (swirly v)\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (d v) pressed?> 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 color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change y by (1)\n if <touching color (#ff0000)?> then\n change x by ((XV) * (-1))\n change y by (-5)\n if <<key (s v) pressed?> or <key (down 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]\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 (#ff0000)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#ff0000)?> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <touching color (#000000)?> then\n set [yv v] to [0]\n go to x: (-220) y: (-50)\n end\n if <(x position) > [240]> then\n change [level v] by (1)\n next backdrop\n go to x: (-220) y: (-50)\n end\n if <touching color (#c900ff)?> then\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nhide\n\nwhen I receive [swirly v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [platformer v]\nforever\n if <key (r v) pressed?> then\n set [yv v] to [0]\n go to x: (-220) y: (-50)\n end\nend\n\nwhen I receive [platformer v]\nforever\n if <key (m v) pressed?> then\n set volume to (0) %\n end\n if <key (n v) pressed?> then\n set volume to (100) %\n end\nend\n\n
Arrow Keys or WSAD\nAnd yes the intro is supposed to play twice\nR to restart\nHeart and Star or you will see reversed FOREVER (jk but do it)\n\n\n\nbuy this book by this kid in my class the book is really funny and you should buy it\nhttps://www.amazon.com/Book-Karen-Jack-Mashaw-ebook/dp/B084C2LH1R/ref=sr_1_1?keywords=the+book+of+karen+by+jack+mashaw&qid=1582301026&s=books&sr=1-1
DARK||A PLATFORMER
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Vexento - Anesthesia my-free-mp3s v] until done\nend\n\nwhen I receive [dyeet v]\nnext backdrop\n\n@Sprite1\n\nset x to (36)\n\ndefine Newton\nset rotation style [left-right v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (-120)\nforever\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 [5]\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n set [xv v] to [-5]\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> 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 (sprite2 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite2 v)?> 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 if <touching (sprite4 v)?> then\n set [yv v] to [30]\n end\n end\n change y by (1)\n if <touching (sprite3 v)?> then\n broadcast (DYEET v)\n set [xv v] to [0]\n change [my variable v] by (1)\n set [yv v] to [0]\n go to x: (-200) y: (-129)\n end\n if <key (r v) pressed?> then\n broadcast (Reset v)\n end\n if <touching (sprite5 v)?> then\n broadcast (Reset v)\n end\nend\n\n\n\nwhen I receive [reset v]\ngo to x: (-200) y: (-125)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nNewton\n\nset [yv v] to [50]\n\nwhen flag clicked\nset [my variable v] to [0]\n\ndefine Easter eggg.io\nset [my variable v] to [0]\nstop [other scripts in sprite v]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change x by (10)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change x by (-10)\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change y by (10)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n change y by (-10)\n end\n if <touching (sprite3 v)?> then\n broadcast (DYEET v)\n change [my variable v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n Easter eggg.io\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen flag clicked\nforever\n if <<<(username) = [Yellowtrees]> or <(username) = [Totallynotasia]>> and <key (s v) pressed?>> then\n broadcast (DYEET v)\n change [my variable v] by (1)\n broadcast (Reset v)\n wait (1) seconds\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nset [my variable v] to [0]\nforever\n broadcast (In tribute tho the greatest graphic-maker, @--explosion-- v)\nend\n\nwhen I receive [in tribute tho the greatest graphic-maker, @--explosion-- v]\nforever\n Ssaddddd\nend\n\ndefine Ssaddddd\nset size to (75) %\nif <(my variable) = [0]> then\n go to x: (168) y: (56)\nend\nif <(my variable) = [1]> then\n go to x: (-169) y: (34)\nend\nif <(my variable) = [2]> then\n go to x: (-183) y: (34)\nend\nif <(my variable) = [3]> then\n go to x: (-18) y: (124)\nend\nif <(my variable) = [4]> then\n go to x: (-179) y: (129)\nend\nif <(my variable) = [5]> then\n go to x: (-179) y: (39)\nend\nif <(my variable) = [6]> then\n go to x: (163) y: (-112)\nend\nif <(my variable) = [9]> then\n go to x: (-10) y: (0)\nend\n\nwhen I start as a clone\nforever\n turn left (5) degrees\nend\n\nwhen flag clicked\ngo to [back v] layer\ncreate clone of (_myself_ v)\nforever\n turn right (5) degrees\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume6 v)\nset [state v] to [0]\ngo to x: (175) y: (-58)\nhide\nforever\n if <(my variable) = [5]> then\n show\n end\n if <(my variable) = [6]> then\n go to x: (-152) y: (-139)\n end\n if <(my variable) = [7]> then\n switch costume to (costume1 v)\n end\n if <(my variable) = [8]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n turn left (15) degrees\n wait (0.1) seconds\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [dyeet v]\nnext costume\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\n\nwhen I receive [let’s do dis v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nshow\ngo to x: (4) y: (0)\ngo to [front v] layer\ngo [forward v] (7) layers\n\nwhen this sprite clicked\nhide\nbroadcast (Let’s do dis v)\n\nwhen I receive [let’s do dis v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to x: (12) y: (-4)\ngo to [front v] layer\ngo [forward v] (7) layers\n\nwhen this sprite clicked\nhide\nbroadcast (Let’s do dis v)\nbroadcast (Mobile v)\n\nwhen I receive [let’s do dis v]\nhide\n\nturn right (15) degrees\n\n@Sprite9\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile v]\nshow\n\nwhen this sprite clicked\ngo to x: (37) y: (26)\nbroadcast (Reset v)\nrepeat (7)\n change y by (-5)\nend\nwait (1) seconds\nrepeat (7)\n change y by (5)\nend\n\n@Sprite11\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
#8th on stories!!!\n#28th on games!!!\nIf you follow me and like and Star this project, \nI will give u a skip function\n OMG #64th ON TRENDING OMGOMGOMGOMGOMGOMG\nHELP ME HIT TOP LUVEED\nThere is a hacking surprise if you click on something.\nRESHARED AFTER MAJOR GLITCH \nTo make the bounce pad work, jump on the bounce pad\nArrow keys or wasd\nThis is my greatest creation\nIn mobile, there is a reset button\nIn pc its just r\n
Ground Pound - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (game v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-220) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset rotation style [left-right v]\nshow\nforever\n if <not <touching (ground v)?>> then\n set [in air v] to [yes]\n else\n set [in air v] to [no]\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yv v] by (-7)\n else\n change [yv v] by (-0.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<not <key (s v) pressed?>> and <not <key (down arrow v) pressed?>>> then\n point in direction (-90)\n change [xv v] by (-0.75)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<not <key (s v) pressed?>> and <not <key (down arrow v) pressed?>>> then\n point in direction (90)\n change [xv v] by (0.75)\n end\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 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?>> then\n set [yv v] to [5]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching (ground v)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n set [in air v] to [no]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [9]\n end\n if <[235] < (x position)> then\n broadcast (Next Level v)\n end\n if <touching (spikes v)?> then\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-220) y: (-20)\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nforever\n create clone of (fade of player v)\n wait (0.05) seconds\nend\n\nwhen flag clicked\nforever\n create clone of (backround v)\n wait (0.2) seconds\nend\n\nwhen I receive [shake v]\nchange x by (-5)\nwait (0.07) seconds\nchange y by (-7)\nwait (0.03) seconds\nchange x by (5)\nwait (0.07) seconds\nchange y by (7)\nwait (0.03) seconds\n\nwhen I receive [shake2 v]\nchange x by (5)\nwait (0.07) seconds\nchange y by (-10)\nwait (0.03) seconds\nchange x by (-5)\nwait (0.07) seconds\nchange y by (10)\nwait (0.03) seconds\n\nwhen flag clicked\nforever\n if <(In air) = [yes]> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n wait until <<(YV) = [0]> and <(In air) = [no]>>\n broadcast (Bam v)\n wait until <<not <key (s v) pressed?>> and <not <key (down arrow v) pressed?>>>\n set [yv v] to [11]\n wait (0.5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[100] < (y position)> and <(Level) = [9]>> then\n broadcast (Easter EGG v)\n end\nend\n\nwhen I receive [retry v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-220) y: (-20)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (100) %\ngo to x: (-220) y: (-20)\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Xenogenesis v] until done\nend\n\nhide\n\n@Fade of Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-3)\nend\ndelete this clone\n\nwhen I receive [shake v]\nchange x by (-5)\nwait (0.07) seconds\nchange y by (-7)\nwait (0.03) seconds\nchange x by (5)\nwait (0.07) seconds\nchange y by (7)\nwait (0.03) seconds\n\nwhen I receive [shake2 v]\nchange x by (5)\nwait (0.07) seconds\nchange y by (-10)\nwait (0.03) seconds\nchange x by (-5)\nwait (0.07) seconds\nchange y by (10)\nwait (0.03) seconds\n\nhide\n\n@Backround\n\nwhen I start as a clone\ngo to x: (pick random (-200) to (200)) y: (-200)\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nshow\nrepeat (10)\n change y by (4)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (pick random (-2) to (2))\n change y by (4)\nend\nrepeat (10)\n change y by (4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [shake v]\nchange x by (-5)\nwait (0.07) seconds\nchange y by (-7)\nwait (0.03) seconds\nchange x by (5)\nwait (0.07) seconds\nchange y by (7)\nwait (0.03) seconds\n\nwhen I receive [shake2 v]\nchange x by (5)\nwait (0.07) seconds\nchange y by (-10)\nwait (0.03) seconds\nchange x by (-5)\nwait (0.07) seconds\nchange y by (10)\nwait (0.03) seconds\n\n@ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [shake v]\nchange x by (-5)\nwait (0.07) seconds\nchange y by (-7)\nwait (0.03) seconds\nchange x by (5)\nwait (0.07) seconds\nchange y by (7)\nwait (0.03) seconds\n\nwhen I receive [shake2 v]\nchange x by (5)\nwait (0.07) seconds\nchange y by (-10)\nwait (0.05) seconds\nchange x by (-5)\nwait (0.07) seconds\nchange y by (10)\nwait (0.03) seconds\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [shake v]\nchange x by (-5)\nwait (0.07) seconds\nchange y by (-7)\nwait (0.03) seconds\nchange x by (5)\nwait (0.07) seconds\nchange y by (7)\nwait (0.03) seconds\n\nwhen I receive [shake2 v]\nchange x by (5)\nwait (0.07) seconds\nchange y by (-10)\nwait (0.03) seconds\nchange x by (-5)\nwait (0.07) seconds\nchange y by (10)\nwait (0.03) seconds\n\n@Ground Pound Text\n\nwhen flag clicked\nhide\n\nwhen I receive [bam v]\nshow\ngo to (player v)\nchange y by (-20)\npoint in direction (90)\nswitch costume to (pick random (1) to (8))\nset [ghost v] effect to (0)\nset size to (30) %\nrepeat (5)\n change size by (7)\nend\nrepeat (7)\n change size by (7)\n change [ghost v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (2.5)\nend\nhide\n\nwhen I receive [shake v]\nchange x by (-5)\nwait (0.07) seconds\nchange y by (-7)\nwait (0.03) seconds\nchange x by (5)\nwait (0.07) seconds\nchange y by (7)\nwait (0.03) seconds\n\nwhen I receive [bam v]\nbroadcast (Shake2 v)\n\nwhen I receive [shake2 v]\nchange x by (5)\nwait (0.07) seconds\nchange y by (-10)\nwait (0.03) seconds\nchange x by (-5)\nwait (0.07) seconds\nchange y by (10)\nwait (0.03) seconds\n\n@Easter Egg\n\nwhen flag clicked\nhide\n\nwhen I receive [easter egg v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\nwait (1) seconds\nhide\n\n@Retry Button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n point in direction ((([sin v] of ((timer) * (2000)) ) * (10)) + (90))\n else\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\n end\nend\n\nwhen this sprite clicked\nbroadcast (Retry v)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\n@Skip Button\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n point in direction ((([sin v] of ((timer) * (2000)) ) * (10)) + (90))\n else\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [21]>\nhide\n\nwhen flag clicked\nshow\n\n@End Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\n\nwhen flag clicked\nwait until <(Level) = [21]>\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\nwait until <(Level) = [22]>\nswitch costume to (costume2 v)\n\n
Welcome to, Ground pound - A platformer\nPart 2 - https://scratch.mit.edu/projects/402674966/ \n___________________________________________\n Controls:\n- W-A-S-D or ARROW KEYS\n- S or DOWN ARROW KEY to ground pound\n___________________________________________\nWhen you ground pound it gives you A high thrust into the air, a little higher then your normal jump.\n\nNOTE: You do not need to ground pound until level 9\n___________________________________________\nThere are 20 levels in this platformer, can you finish them all? If you get stuck on a level you can either press the RETRY button or the SKIP button witch will take you to the next level.\n___________________________________________\n Music: TheFatRat - Xenogenesis\n___________________________________________
Dry | Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nforever\n play sound [4 v] until done\nend\n\nforever\n play sound [4 v] until done\nend\n\nforever\n play sound [4 v] until done\nend\n\nwhen flag clicked\nstop all sounds\nforever\n play sound [4 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (thumb_drop v)\nwait (4) seconds\nnext backdrop\n\n@Cube\n\nwhen flag clicked\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 <not <touching (water v)?>> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n walk [-6]\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n walk [6]\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(y position) < [-170]> then\n switch costume to (costume2 v)\n set [y velocity v] to [0]\n play sound [Crunch v] until done\n wait (0.2) seconds\n go to x: (-201) y: (-50)\n switch costume to (costume1 v)\n end\nend\n\ndefine handle ground <moving up>\nrepeat until <not <touching (ground 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 walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nforever\n if <not <touching (water v)?>> then\n if <<key (up arrow v) pressed?> and <(in air) < [8]>> then\n set [y velocity v] to [14]\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-201) y: (-50)\nforever\n if <touching (water v)?> then\n switch costume to (costume2 v)\n set [y velocity v] to [0]\n play sound [Crunch v] until done\n set volume to (0) %\n wait (0.2) seconds\n go to x: (-201) y: (-50)\n switch costume to (costume1 v)\n wait (0.5) seconds\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) < [8]> and <(x position) > [228]>> then\n broadcast (level v)\n go to x: (-201) y: (-50)\n end\n if <(backdrop [number v]) = [8]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nforever\n if <touching (bounce v)?> then\n set [y velocity v] to [26]\n end\nend\n\nwhen flag clicked\nforever\n if <<(y position) > [179]> and <touching (ground v)?>> then\n go to x: (-201) y: (-50)\n end\nend\n\nhide\n\nset [ghost v] effect to (100)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [level v]\nnext costume\nnext backdrop\n\ngo to [front v] layer\ngo to [back v] layer\n\n@water\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [level v]\nnext costume\n\ngo [backward v] (1) layers\n\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.4)\nshow\n\nwhen flag clicked\nhide variable [high score time v]\nset [timer v] to [0]\nrepeat until <(backdrop [number v]) = [8]>\n change [timer v] by (0.1)\n wait (0.1) seconds\nend\n\nshow\n\n@background cover\n\nwhen flag clicked\nset [ghost_background v] to [20]\nset [ghost v] effect to (20)\ngo to [back v] layer\n\nwhen I receive [level v]\nchange [ghost v] effect by (10)\nchange [ghost_background v] by (10)\n\n@Stamp\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\nend\n\nwait (0.1) seconds\n\nwhen I start as a clone\nset size to (40) %\ngo to [back v] layer\nset [ghost v] effect to (0)\ngo to (cube v)\nrepeat until <(size) < [15]>\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nhide\n\nrepeat (20)\nend\n\n@Bounce\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [level v]\nnext costume\n\nhide\n\n@logo\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (50)\n change [pixelate v] effect by (2)\n change [ghost v] effect by (2)\nend\n\n
Very easy and simple platformer. Got lots of inspiration from Lava by @SaltyCreeper67. Green pads make you bounce. Arrow keys to move. Water makes you harden and sink...\n\n♡, ☆, Follow please.\n\nIf you search "platformer" this game is on the first trending page.\n\n#games #platformer #fun #nonmobile #hopefullytrending
Non-euclidean Platformer v1.3
@Stage\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (front v)\nforever\n if <(costume [name v]) = [Front]> then\n broadcast (Front Face v)\n end\n if <(costume [name v]) = [Left]> then\n broadcast (Left Face v)\n end\n if <(costume [name v]) = [Right]> then\n broadcast (Right Face v)\n end\n if <(costume [name v]) = [Top]> then\n broadcast (Top Face v)\n end\n if <(costume [name v]) = [Bottom]> then\n broadcast (Bottom Face v)\n end\n if <(costume [name v]) = [Back]> then\n broadcast (Back Face v)\n end\nend\n\nwhen I receive [left v]\nif <<(direction) = [90]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (left v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [90]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [90]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (top v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [90]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (right v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [90]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [90]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (back v)\n turn right (180) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn right (180) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [90]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [90]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (back v)\n turn right (180) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn right (180) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [90]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [90]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (back v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [90]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (right v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [90]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (left v)\n turn right (90) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [180]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn right (90) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (right v)\n turn right (90) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [0]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn right (90) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [90]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (left v)\n turn left (90) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [0]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn left (90) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (right v)\n turn left (90) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [180]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn left (90) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [90]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [90]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (back v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [90]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (left v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [90]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (right v)\n turn left (90) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [0]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn left (90) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (left v)\n turn left (90) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [180]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn left (90) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [90]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (right v)\n turn right (90) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [180]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn right (90) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (left v)\n turn right (90) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [0]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn right (90) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [90]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn left (90) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [0]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (left v)\n turn left (90) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn left (90) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [180]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (right v)\n turn left (90) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [90]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn right (90) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [180]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (right v)\n turn right (90) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn right (90) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [0]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (left v)\n turn right (90) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (right v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (right v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (back v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (left v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (left v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (back v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [0]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (right v)\n turn right (90) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn right (90) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [180]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (left v)\n turn right (90) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [90]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn right (90) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [180]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (left v)\n turn left (90) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn left (90) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [0]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (right v)\n turn left (90) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [90]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn left (90) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [180]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [180]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (back v)\n turn right (180) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [0]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn right (180) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [180]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [0]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (top v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (top v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [180]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (right v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [0]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (left v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [180]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (left v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [0]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (right v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [180]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (top v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [0]> and <(costume [name v]) = [Front]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [180]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [0]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (back v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [180]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (back v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [0]> and <(costume [name v]) = [Left]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [180]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (back v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [0]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [180]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [0]> and <(costume [name v]) = [Right]>> then\n wait (0.0001) seconds\n switch costume to (back v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (front v)\n turn right (180) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [0]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (back v)\n turn right (180) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [180]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (back v)\n turn right (180) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [0]> and <(costume [name v]) = [Top]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [left v]\nif <<(direction) = [180]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [-90]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (back v)\n turn right (180) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [180]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (front v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [0]> and <(costume [name v]) = [Bottom]>> then\n wait (0.0001) seconds\n switch costume to (back v)\n turn right (180) degrees\nend\n\nwhen I receive [left v]\nif <<(direction) = [180]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn right (180) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [90]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn right (180) degrees\nend\n\nwhen I receive [up v]\nif <<(direction) = [90]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn right (180) degrees\nend\n\nwhen I receive [down v]\nif <<(direction) = [180]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (left v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [180]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (right v)\nend\n\nwhen I receive [down v]\nif <<(direction) = [0]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (right v)\nend\n\nwhen I receive [up v]\nif <<(direction) = [0]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (left v)\nend\n\nwhen I receive [right v]\nif <<(direction) = [180]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (top v)\n turn right (180) degrees\nend\n\nwhen I receive [right v]\nif <<(direction) = [0]> and <(costume [name v]) = [Back]>> then\n wait (0.0001) seconds\n switch costume to (bottom v)\n turn right (180) degrees\nend\n\n@Up\n\nwhen flag clicked\ngo to x: (0) y: (200)\n\n@Down\n\nwhen flag clicked\ngo to x: (0) y: (-200)\n\n@Left\n\nwhen flag clicked\ngo to x: (-250) y: (0)\n\n@Right\n\nwhen flag clicked\ngo to x: (250) y: (0)\n\n@Guy\n\nwhen flag clicked\nforever\n if <touching (up v)?> then\n broadcast (Up v)\n go to x: (x position) y: (-140)\n start sound [Low Whoosh v]\n end\n if <touching (down v)?> then\n broadcast (Down v)\n go to x: (x position) y: (140)\n start sound [Low Whoosh v]\n end\n if <touching (left v)?> then\n broadcast (Left v)\n go to x: (200) y: (y position)\n start sound [Low Whoosh v]\n end\n if <touching (right v)?> then\n broadcast (Right v)\n go to x: (-200) y: (y position)\n start sound [Low Whoosh v]\n end\n if <(costume [name v]) = [Walk2]> then\n play sound [Wood Tap v] until done\n end\nend\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 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 (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 [improved2: speed y v] to [11]\n set [improved2: falling? v] to [6]\n set [wall jump v] to [15]\n start sound [Clown Honk v]\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 <<(Improved2: jump key) = [0]> and <(Improved2: falling?) < [3]>> then\n set [improved2: speed y v] to [14]\n set [improved2: falling? v] to [6]\n set [improved2: jump key v] to [1]\n start sound [Clown Honk v]\n end\nelse\n set [improved2: 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 <<(Improved2: speed y) < [4]> or <key (up arrow 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 [improved2: 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 [improved2: 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: (0) y: (0)\nreset timer\nshow\nset [speed x v] to [0]\nset [improved2: speed y v] to [0]\nset [improved2: 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 <(Improved2: 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 flag clicked\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 <(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\n@Map\n\nwhen flag clicked\nset size to (150) %\ngo to x: (175) y: (140)\n\nwhen I receive [front face v]\nswitch costume to (costume1 v)\n\nwhen I receive [left face v]\nswitch costume to (costume2 v)\n\nwhen I receive [right face v]\nswitch costume to (costume5 v)\n\nwhen I receive [top face v]\nswitch costume to (costume3 v)\n\nwhen I receive [bottom face v]\nswitch costume to (costume4 v)\n\nwhen I receive [back face v]\nswitch costume to (costume6 v)\n\n
Double press flag\nUse arrow keys to move\nYou live on a cube and are constantly going down (If you don't understand, just play)\n\nRight now there is no goal, so just play around inside a cube\nPlease tell me your ideas for a level\nThere is a map on the top right corner soooo... that's cool\nThis is definitely not done yet so tell me of any glitches you find.\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\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
Black & White - A Physics Platformer + Editor
@Stage\n\nwhen I receive [reset v]\nhide variable [mouse v]\nbroadcast (FPS On v)\n\nwhen flag clicked\nforever\n play sound (pick random (1) to (4)) until done\nend\n\nwhen flag clicked\nhide variable [fps v]\nhide variable [mouse v]\nforever\n if <(Volume) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen I receive [reset v]\nforever\n if <key (r v) pressed?> then\n broadcast (Show sign v)\n broadcast (Reset v) and wait\n end\nend\n\nwhen flag clicked\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 I receive [fps on v]\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\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) (join [,] (mouse y)))\nelse\n hide variable [mouse v]\nend\n\n@Physics\n\nwhen I receive [reset v]\nset [walk v] to [2]\nforever\n change [walk v] by (1)\n if <(Walk) > [4]> then\n set [walk v] to [2]\n end\n wait (0.1) seconds\nend\n\ndefine Turn\nchange x by (20)\nif <not <touching color (#0f0f0f)?>> then\n change [direction v] by (3)\n change [xv v] by (.3)\nend\nchange x by (-40)\nif <not <touching color (#0f0f0f)?>> then\n change [direction v] by (-3)\n change [xv v] by (-.3)\nend\nchange x by (20)\nturn right (4) degrees\nif <not <touching color (#0f0f0f)?>> then\n change [direction v] by (1)\nend\nturn left (8) degrees\nif <not <touching color (#0f0f0f)?>> then\n change [direction v] by (-1)\nend\nturn right (4) degrees\nturn right (20) degrees\nif <not <touching color (#0f0f0f)?>> then\n change [direction v] by (2)\nend\nturn left (40) degrees\nif <not <touching color (#0f0f0f)?>> then\n change [direction v] by (-2)\nend\nturn right (20) degrees\n\ndefine Physics (friction) (stiffness)\nswitch costume to (hit box v)\nset rotation style [don't rotate v]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\nend\nif <not <touching color (#0e0e0e)?>> then\n change [yv v] by (-0.8)\nend\nchange y by (YV)\nif <touching color (#0f0f0f)?> then\n repeat ([abs v] of ([ceiling v] of (YV) ) )\n change y by (((([abs v] of (YV) ) / (YV)) * <touching color (#0f0f0f)?>) * (-1))\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 [yv v] to [14]\n else\n set [yv v] to [0]\n end\nend\nset [xv v] to ((XV) * (friction))\nchange x by (XV)\nif <touching color (#0f0f0f)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [-8]> or <not <touching color (#0f0f0f)?>>>\n change [slope v] by (-1)\n change y by (1)\n end\n if <(Slope) = [-8]> then\n change y by ((Slope) * (-1))\n repeat ([abs v] of ([ceiling v] of (XV) ) )\n change x by (((([abs v] of (XV) ) / (XV)) * <touching color (#0f0f0f)?>) * (-1))\n end\n set [xv v] to [0]\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)\nelse\n switch costume to (1 v)\nend\nset rotation style [all around v]\nturn right (Direction) degrees\nset [direction v] to ((Direction) * (stiffness))\nset [xv v] to ((XV) * (friction))\nTurn\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nshow\nset size to (100) %\npoint in direction (90)\ngo to x: (-190) y: (-90)\nset [direction v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nset [cat state v] to [1]\nforever\n if <(Cat state) = [1]> then\n broadcast (Check Cats set v)\n Physics [.95] [.6]\n else\n if <key (space v) pressed?> then\n set x to ((x position) + (((mouse x) - (x position)) / (4)))\n set y to ((y position) + (((mouse y) - (y position)) / (4)))\n broadcast (Check Cats set v)\n end\n end\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode?) = [Debugging]> then\n if <key (z v) pressed?> then\n change size by (-1)\n end\n if <(size) < [49]> then\n set size to (50) %\n end\n if <key (x v) pressed?> then\n change size by (1)\n end\n if <(size) > [199]> then\n set size to (200) %\n end\n end\nend\n\nwhen I receive [reset v]\nforever\n if <(Mode?) = [Not Debugging]> then\n if <(Level) < [2]> then\n if <(Level) > [9]> then\n end\nend\n\nwhen I receive [check cats set v]\nforever\n if <(Mode?) = [Debugging]> then\n wait until <not <key (space v) pressed?>>\n set [cat state v] to [0]\n else\n set [cat state v] to [1]\n end\nend\n\nwhen I receive [start v]\nbroadcast (Reset v) and wait\n\nwhen I receive [talk cat v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [reset v]\nforever\n if <(Mode?) = [Not Debugging]> then\n if <touching color (#d83030)?> then\n point in direction (90)\n go to x: (-190) y: (-90)\n end\n end\nend\n\nwhen I receive [reset v]\nforever\n if <(Cat state) = [1]> then\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> and <touching color (#0a0a0a)?>> then\n play sound (pick random (2) to (3)) until done\n end\n else\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Level Count\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (120) %\n go to x: (((Digits) * (17)) - (240)) y: (160)\n if <(length of (Level)) < (Digits)> then\n hide\n else\n show\n switch costume to (letter (Digits) of (Level))\n end\nend\n\nwhen I start as a clone\nforever\n if <(distance to [physics v]) < [50]> 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]\nhide\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\n@grunge\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (96)\n\nwhen I receive [reset v]\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Editor button\n\nwhen I receive [reset v]\nshow\nset [mode? v] to [Not Debugging]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n next costume\n start sound [Click v]\n broadcast (Show sign v)\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (10)\n end\n if <key (e v) pressed?> then\n next costume\n start sound [Click v]\n broadcast (Show sign v)\n wait until <not <key (e v) pressed?>>\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [2]> then\n set [mode? v] to [Debugging]\n else\n set [mode? v] to [Not Debugging]\n end\nend\n\nwhen I receive [talk cat v]\nhide\nset [mode? v] to [Not Debugging]\nstop [other scripts in sprite v]\n\n@Paint\n\nwhen flag clicked\nhide\n\nwhen I receive [check if drawing v]\nforever\n if <(Mode?) = [Debugging]> then\n wait until <not <mouse down?>>\n set [pen start moving v] to [1]\n else\n set [pen start moving v] to [0]\n end\nend\n\nwhen I receive [reset v]\nerase all\nset [pen start moving v] to [0]\nforever\n if <(Pen Start Moving) = [1]> then\n show\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\n if <mouse down?> then\n stamp\n end\n if <key (c v) pressed?> then\n erase all\n end\n broadcast (Check if drawing v)\n else\n hide\n broadcast (Check if drawing v)\n end\nend\n\nwhen I receive [reset v]\nswitch costume to (1 v)\nforever\n if <(Mode?) = [Debugging]> then\n if <key (v v) pressed?> then\n switch costume to (1 v)\n end\n if <key (b v) pressed?> then\n switch costume to (2 v)\n end\n if <key (n v) pressed?> then\n switch costume to (3 v)\n end\n end\nend\n\n@Editing sign\n\nwhen I receive [show sign v]\nwait (0.1) seconds\nshow\ngo to x: (174) y: (183)\nglide (0.2) secs to x: (174) y: (155)\nwait (pick random (0.7) to (1)) seconds\nglide (0.2) secs to x: (174) y: (183)\nhide\n\nwhen I receive [reset v]\nhide\nset [ghost v] effect to (20)\nforever\n if <(Mode?) = [Debugging]> then\n switch costume to (editer v)\n else\n switch costume to (play v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Buttons\n\nwhen I receive [reset v]\ngo to x: (32) y: (-142)\nforever\n go to [front v] layer\n if <(Mode?) = [Debugging]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nset size to (80) %\nset [ghost v] effect to (20)\n\n@Volume\n\nwhen I receive [reset v]\nforever\n if <(distance to [physics v]) < [50]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [volume v] to [1]\nswitch costume to (volume v)\n\nwhen I receive [reset v]\nshow\ngo to x: (-222) y: (130)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n if <mouse down?> then\n next costume\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\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 [reset v]\nforever\n go to [front v] layer\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\n@Start Button\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (30)\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 set [ghost v] effect to (10)\n end\n if <key (any v) pressed?> then\n hide\n broadcast (Start v)\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (intro v)\n\nwhen I receive [reset v]\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\n\n@Follow Button\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nshow\ngo to x: (-202) y: (93)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n if <mouse down?> then\n hide\n broadcast (Talk Cat v)\n stop [this script v]\n end\n else\n set [ghost v] effect to (10)\n end\nend\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 (76) for ((sound) * (0.01)) beats\nend\nwait (1) seconds\nsay []\n\nwhen flag clicked\nhide\n\nwhen I receive [talk cat v]\nwait (0.5) seconds\nshow\nswitch costume to (1 v)\nset size to (300) %\ngo to x: (-135) y: (-252)\nglide (0.4) secs to x: (-135) y: (-129)\nSay [Hey!] [0.3]\nwait (0.5) seconds\nSay (join (Username) [!]) [0.3]\nwait (0.5) seconds\nSay [You're the BEST!] [0.3]\nwait (0.5) seconds\nSay [How about a Love and Favorite and a FOLLOW!!] [0.3]\nforever\n wait (0.5) seconds\n switch costume to (1 v)\n Say [Love and Favorite and YOU'LL be the best Scratcher EVER!] [0.3]\n wait (0.5) seconds\n Say (join (Username) [ IS AWESOME!!]) [0.3]\n wait (0.5) seconds\n Say (join (join [Please FOLLOW me ] (Username)) [!]) [0.3]\n wait (0.5) seconds\n Say (join (Username) [ IS THE BEST!!!]) [0.3]\n wait (0.5) seconds\n switch costume to (2 v)\n Say (join (Username) [, Please be careful with Covid-19!]) [0.3]\n wait (0.5) seconds\n Say [Go to www.cdc.gov to learn more about it!] [0.3]\nend\n\nwhen I receive [talk cat v]\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 [reset v]\nhide\nstop [other scripts in sprite v]\n\n
^_^ Black & White ^_^\n @DuckGoose9254 2020\n=========================================\n- Press start to play!\n- Arrow keys or WASD to move!\n- Press the editor or E to edit the levels!\n- Editor instructions are in the game :)\n- Press F to show and hide the FPS counter\n- Press R to reset the project easier and faster!\n- Press the Volume button or V to turn on and off the volume\n\nPlease no advertising.\n=========================================\nV0.1 - Released\nV0.2 - Fixed the ghosts effects with the UI and fixed some grammar errors\nV0.3 - Added 5 new levels, a new LAKEY INSPIRED song, a walking animation to the cat, and added sound effects to the cat\nV0.4 - Fixed the FPS counter, fixed up level 2, made it so you press E to open editor inside of L, made it so you press any key to start, and made the start button size up and down\nV0.5 - Made the cat say more important things, added clicking sounds to a lot of things, and made it so you only need to press F to show the FPS counter
Stumped - A Platformer
@Stage\n\nwhen I receive [its 8 v]\nswitch backdrop to (black v)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch backdrop to (backdrop1 v)\nclear graphic effects\n\nwhen I receive [its 10 v]\nrepeat (95)\n wait (0.1) seconds\n change [ghost v] effect by (1)\nend\n\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\nchange [ghost v] effect by (1)\n\nwhen I receive [animation v]\nclear graphic effects\nswitch backdrop to (black v)\nclear graphic effects\n\n@platformer\n\nwhen flag clicked\nset [animation v] to [0]\nclear graphic effects\nset [startsratsrats v] to [0]\nhide\nwait until <(startsratsrats) = [1]>\nshow\nset [invisible v] to [0]\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\nset [yy v] to [-1]\nset [xx v] to [1]\nset [v v] to [0]\nset [startpointx v] to [-165]\nset [startpointy v] to [-125]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [level v]\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (startpointx) y: (startpointy)\nset [xv v] to [0]\nset [yv v] to [0]\nset [ehee v] to [0]\nset [animation v] to [0]\nrepeat until <(animation) = [1]>\n set size to (50) %\n go to [front v] layer\n change [yv v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (3)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-3)\n end\n set [xv v] to ((Xv) * (0.7))\n if <touching (secret v)?> then\n set [ghost v] to [1]\n else\n set [ghost v] to [0]\n end\n change x by (Xv)\n if <touching (secret v)?> then\n set [ghost v] to [1]\n else\n set [ghost v] to [0]\n end\n if <touching (invisible v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (invisible 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 change y by (1)\n if <touching color (#ff0000)?> then\n if <touching (secret v)?> then\n set [ghost v] to [1]\n else\n set [ghost v] to [0]\n set [ghost v] to [0]\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n end\n if <touching color (#400000)?> then\n set [ghost v] to [0]\n set [ghost v] to [0]\n change [deaths v] by (1)\n go to x: (startpointx) y: (startpointy)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <(y position) < [-210]> then\n go to x: (startpointx) y: (startpointy)\n end\n if <[237] < (x position)> then\n go to x: (startpointx) y: (startpointy)\n broadcast (next v)\n set [xv v] to [0]\n set [yy v] to [0]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n else\n set [yv v] to [-1.5]\n end\n end\n if <(yescloud) = [1]> then\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 x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#ffffff)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#ffffff)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n else\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 x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n end\n if <(yescloud) = [1]> then\n if <(y position) < [-175]> then\n go to x: (startpointx) y: (startpointy)\n end\n end\nend\n\nset [startpointx v] to [-222]\nset [startpointy v] to [110]\n\nwhen I receive [ist 4 v]\nif <(its 4) = [0]> then\n go to x: (startpointx) y: (startpointy)\n set [its 4 v] to [1]\nend\n\nwhen I receive [its 5 v]\nif <(its 5) = [0]> then\n go to x: (startpointx) y: (startpointy)\n set [its 5 v] to [1]\nend\n\nwhen I receive [its 8 v]\nif <(its 8) = [0]> then\n go to x: (startpointx) y: (startpointy)\n set [its 8 v] to [1]\nend\n\nwhen I receive [its 9 v]\nif <(its 9) < [2]> then\n go to x: (startpointx) y: (startpointy)\n change [its 9 v] by (1)\nend\n\nclear graphic effects\nset [startsratsrats v] to [0]\nhide\nwait until <(startsratsrats) = [1]>\nshow\n\nwhen I receive [animation v]\nset [animation v] to [1]\ngo to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (50)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.4) secs to x: (0) y: (50)\nbroadcast (next v)\nstop [all v]\n\n@Platform HitBox\n\nwhen flag clicked\nclear graphic effects\nset [startsratsrats v] to [0]\nhide\nwait until <(startsratsrats) = [1]>\nshow\nset [its 4 v] to [0]\nset [its 5 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [4]> then\n set [startpointx v] to [-222]\n set [startpointy v] to [110]\n broadcast (ist 4 v)\n else\n if <(costume [number v]) = [5]> then\n set [startpointx v] to [-165]\n set [startpointy v] to [-125]\n broadcast (its 5 v)\n else\n if <(costume [number v]) = [8]> then\n set [startpointx v] to [-222]\n set [startpointy v] to [110]\n broadcast (its 8 v)\n else\n if <(costume [number v]) = [9]> then\n set [startpointx v] to [-165]\n set [startpointy v] to [-110]\n broadcast (its 9 v)\n end\n end\n end\n end\n if <(costume [number v]) > [7]> then\n set [yescloud v] to [1]\n else\n set [yescloud v] to [0]\n end\nend\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [4]> then\n set [startpointx v] to [-222]\n set [startpointy v] to [110]\n broadcast (ist 4 v)\nelse\n if <(costume [number v]) = [5]> then\n set [startpointx v] to [-165]\n set [startpointy v] to [-125]\n broadcast (its 5 v)\n else\n if <(costume [number v]) = [8]> then\n set [startpointx v] to [-222]\n set [startpointy v] to [110]\n broadcast (its 8 v)\n else\n if <(costume [number v]) = [9]> then\n set [startpointx v] to [-165]\n set [startpointy v] to [-110]\n broadcast (its 9 v)\n end\n end\n end\nend\nif <(costume [number v]) > [7]> then\n set [yescloud v] to [1]\nelse\n set [yescloud v] to [0]\nend\nif <(costume [number v]) = [10]> then\n broadcast (its 10 v)\nelse\n if <(costume [number v]) = [11]> then\n broadcast (animation v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [startsratsrats v] to [0]\nclear graphic effects\nswitch costume to (costume1 v)\ngo to [front v] layer\nrepeat (2)\n wait (2) seconds\n repeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\n end\n go to x: (0) y: (0)\n go to [front v] layer\nend\nwait (2) seconds\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\nhide\nset [startsratsrats v] to [1]\n\n
Green is on a mission, but for what?\n\nCollab with @flamingokid8, the artist of the project! Check her project out! https://scratch.mit.edu/projects/369484118/
Online Platformer [2.5D] Ver1.1.0
@Stage\n\nwhen I receive [スタート v]\nforever\n if <not <(チャット) = [00]>> then\n set [チャット消す v] to (チャット)\n set [チャット消す2 v] to [5]\n repeat until <(チャット消す2) = [0]>\n if <not <(チャット消す) = (チャット)>> then\n set [チャット消す2 v] to [5]\n end\n change [チャット消す2 v] by (-1)\n wait (1) seconds\n end\n set [チャット v] to [00]\n end\nend\n\ndelete all of [オンラインユーザー名変換用 v]\nadd [a] to [オンラインユーザー名変換用 v]\nadd [b] to [オンラインユーザー名変換用 v]\nadd [c] to [オンラインユーザー名変換用 v]\nadd [d] to [オンラインユーザー名変換用 v]\nadd [e] to [オンラインユーザー名変換用 v]\nadd [f] to [オンラインユーザー名変換用 v]\nadd [g] to [オンラインユーザー名変換用 v]\nadd [h] to [オンラインユーザー名変換用 v]\nadd [i] to [オンラインユーザー名変換用 v]\nadd [j] to [オンラインユーザー名変換用 v]\nadd [k] to [オンラインユーザー名変換用 v]\nadd [l] to [オンラインユーザー名変換用 v]\nadd [m] to [オンラインユーザー名変換用 v]\nadd [n] to [オンラインユーザー名変換用 v]\nadd [o] to [オンラインユーザー名変換用 v]\nadd [p] to [オンラインユーザー名変換用 v]\nadd [q] to [オンラインユーザー名変換用 v]\nadd [r] to [オンラインユーザー名変換用 v]\nadd [s] to [オンラインユーザー名変換用 v]\nadd [t] to [オンラインユーザー名変換用 v]\nadd [u] to [オンラインユーザー名変換用 v]\nadd [v] to [オンラインユーザー名変換用 v]\nadd [w] to [オンラインユーザー名変換用 v]\nadd [x] to [オンラインユーザー名変換用 v]\nadd [y] to [オンラインユーザー名変換用 v]\nadd [z] to [オンラインユーザー名変換用 v]\nadd [_] to [オンラインユーザー名変換用 v]\nadd [1] to [オンラインユーザー名変換用 v]\nadd [2] to [オンラインユーザー名変換用 v]\nadd [3] to [オンラインユーザー名変換用 v]\nadd [4] to [オンラインユーザー名変換用 v]\nadd [5] to [オンラインユーザー名変換用 v]\nadd [6] to [オンラインユーザー名変換用 v]\nadd [7] to [オンラインユーザー名変換用 v]\nadd [8] to [オンラインユーザー名変換用 v]\nadd [9] to [オンラインユーザー名変換用 v]\nadd [0] to [オンラインユーザー名変換用 v]\n\nwhen I receive [スタート v]\nforever\n if <key (a v) pressed?> then\n set [言語消す v] to [3]\n if <(言語) = [2]> then\n set [言語 v] to [1]\n else\n set [言語 v] to [2]\n end\n wait until <not <key (a v) pressed?>>\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <key (t v) pressed?> then\n set [チャット終了 v] to [0]\n delete all of [チャット/chat v]\n if <(言語) = [1]> then\n add [Greeting] to [チャット/chat v]\n add [Calling] to [チャット/chat v]\n add [reply] to [チャット/chat v]\n else\n add [あいさつ] to [チャット/chat v]\n add [呼びかけ] to [チャット/chat v]\n add [返事] to [チャット/chat v]\n end\n hide list [チャット/chat v]\n wait until <not <key (t v) pressed?>>\n repeat until <key (t v) pressed?>\n if <key (1 v) pressed?> then\n delete all of [チャット/chat v]\n if <(言語) = [1]> then\n add [Hello] to [チャット/chat v]\n add [Good morning] to [チャット/chat v]\n else\n add [こんにちは] to [チャット/chat v]\n add [おはよう] to [チャット/chat v]\n end\n wait until <not <key (1 v) pressed?>>\n repeat until <(チャット終了) = [1]>\n if <key (1 v) pressed?> then\n wait until <not <key (1 v) pressed?>>\n set [チャット v] to [01]\n set [チャット終了 v] to [1]\n end\n if <key (2 v) pressed?> then\n wait until <not <key (2 v) pressed?>>\n set [チャット v] to [02]\n set [チャット終了 v] to [1]\n end\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n set [チャット終了 v] to [1]\n end\n end\n show list [チャット/chat v]\n end\n if <key (2 v) pressed?> then\n delete all of [チャット/chat v]\n if <(言語) = [1]> then\n add [Please come] to [チャット/chat v]\n add [Wait here] to [チャット/chat v]\n add [Please do your best] to [チャット/chat v]\n add [Awesome!] to [チャット/chat v]\n add [Good bye] to [チャット/chat v]\n else\n add [来てください] to [チャット/chat v]\n add [ここで待ってて] to [チャット/chat v]\n add [頑張ってください] to [チャット/chat v]\n add [すごい!] to [チャット/chat v]\n add [さようなら] to [チャット/chat v]\n end\n wait until <not <key (2 v) pressed?>>\n repeat until <(チャット終了) = [1]>\n if <key (1 v) pressed?> then\n wait until <not <key (1 v) pressed?>>\n set [チャット v] to [03]\n set [チャット終了 v] to [1]\n end\n if <key (2 v) pressed?> then\n wait until <not <key (2 v) pressed?>>\n set [チャット v] to [04]\n set [チャット終了 v] to [1]\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n set [チャット v] to [05]\n set [チャット終了 v] to [1]\n end\n if <key (4 v) pressed?> then\n wait until <not <key (4 v) pressed?>>\n set [チャット v] to [06]\n set [チャット終了 v] to [1]\n end\n if <key (5 v) pressed?> then\n wait until <not <key (5 v) pressed?>>\n set [チャット v] to [11]\n set [チャット終了 v] to [1]\n end\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n set [チャット終了 v] to [1]\n end\n end\n show list [チャット/chat v]\n end\n if <key (3 v) pressed?> then\n delete all of [チャット/chat v]\n if <(言語) = [1]> then\n add [OK] to [チャット/chat v]\n add [NO] to [チャット/chat v]\n add [YES] to [チャット/chat v]\n add [Thank you] to [チャット/chat v]\n else\n add [OK] to [チャット/chat v]\n add [NO] to [チャット/chat v]\n add [YES] to [チャット/chat v]\n add [ありがとう] to [チャット/chat v]\n end\n wait until <not <key (3 v) pressed?>>\n repeat until <(チャット終了) = [1]>\n if <key (1 v) pressed?> then\n wait until <not <key (1 v) pressed?>>\n set [チャット v] to [07]\n set [チャット終了 v] to [1]\n end\n if <key (2 v) pressed?> then\n wait until <not <key (2 v) pressed?>>\n set [チャット v] to [08]\n set [チャット終了 v] to [1]\n end\n if <key (3 v) pressed?> then\n wait until <not <key (3 v) pressed?>>\n set [チャット v] to [09]\n set [チャット終了 v] to [1]\n end\n if <key (4 v) pressed?> then\n wait until <not <key (4 v) pressed?>>\n set [チャット v] to [10]\n set [チャット終了 v] to [1]\n end\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n set [チャット終了 v] to [1]\n end\n end\n show list [チャット/chat v]\n end\n end\n show list [チャット/chat v]\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen flag clicked\nset [チャット v] to [00]\n\nwhen I receive [スタート v]\nforever\n play sound [game_maoudamashii_6_dangeon22 v] until done\nend\n\nwhen I receive [スタート v]\nset [言語消す v] to [0]\nforever\n if <not <(言語消す) = [0]>> then\n change [言語消す v] by (-1)\n wait (1) seconds\n end\nend\n\n\n\nwhen I receive [スタート v]\nrepeat until <<(item (1) of [飛行まで v]) = [1]> and <<(item (2) of [飛行まで v]) = [1]> and <<(item (3) of [飛行まで v]) = [1]> and <(item (4) of [飛行まで v]) = [1]>>>>\n if <<(item (1) of [飛行まで v]) = [0]> and <<(X座標) = [-7]> and <(Y座標) = [97]>>> then\n replace item (1) of [飛行まで v] with [1]\n broadcast (ゲット v)\n end\n if <<(item (2) of [飛行まで v]) = [0]> and <<(X座標) = [47]> and <(Y座標) = [61]>>> then\n replace item (2) of [飛行まで v] with [1]\n broadcast (ゲット v)\n end\n if <<(item (3) of [飛行まで v]) = [0]> and <<(X座標) = [154]> and <(Y座標) = [53]>>> then\n replace item (3) of [飛行まで v] with [1]\n broadcast (ゲット v)\n end\n if <<(item (4) of [飛行まで v]) = [0]> and <<(X座標) = [84]> and <(Y座標) = [35]>>> then\n replace item (4) of [飛行まで v] with [1]\n broadcast (ゲット v)\n end\nend\nif <not <(飛行可) = [1]>> then\n if <(☁ 飛行プレイヤー) = [0]> then\n set [☁ 飛行プレイヤー v] to (プレイヤー名)\n else\n if <(☁ 飛行プレイヤー2) = [0]> then\n set [☁ 飛行プレイヤー2 v] to (プレイヤー名)\n else\n if <(☁ 飛行プレイヤー3) = [0]> then\n set [☁ 飛行プレイヤー3 v] to (プレイヤー名)\n end\n end\n end\nend\nset [飛行可 v] to [1]\nset [飛行 v] to [1]\n\ndelete all of [飛行まで v]\nrepeat (4)\n add [0] to [飛行まで v]\nend\n\n@ステージ\n\ndefine 3D化\nchange x by (-15)\nchange y by (-15)\nset [x v] to ((round ((x position) * (.1))) * (-1))\nset [y v] to ((round ((y position) * (.1))) * (-1))\nset pen size to (2)\npen down\nchange x by (30)\nchange y by (30)\nchange x by (-30)\nchange y by (-30)\ngo to x: ((x position) + (x)) y: ((y position) + (y))\nchange x by (30)\ngo to x: ((x position) - (x)) y: ((y position) - (y))\ngo to x: ((x position) + (x)) y: ((y position) + (y))\nchange y by (30)\ngo to x: ((x position) - (x)) y: ((y position) - (y))\ngo to x: ((x position) + (x)) y: ((y position) + (y))\nchange x by (-30)\ngo to x: ((x position) - (x)) y: ((y position) - (y))\ngo to x: ((x position) + (x)) y: ((y position) + (y))\nchange y by (-30)\ngo to x: ((x position) - (x)) y: ((y position) - (y))\npen up\nchange x by (15)\nchange y by (15)\n\nif <(letter (1) of (y)) = [-]> then\n change y by (30)\n change [一時変数y v] by (-1)\nend\n\nwhen I receive [スタート v]\nforever\n if <key (space v) pressed?> then\n if <(3D) = [ON]> then\n set [3d v] to [OFF]\n else\n set [3d v] to [ON]\n end\n broadcast (更新 v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\ndefine プレイヤー座標更新\nset [プレイヤーx v] to ((ステージx) + (8))\nset [プレイヤーy v] to ((ステージy) + (6))\nif <(x position) < [0]> then\n set [プレイヤーx2 v] to ((ステージx) + (9))\nelse\n if <[0] < (x position)> then\n set [プレイヤーx2 v] to ((ステージx) + (7))\n else\n set [プレイヤーx2 v] to ((ステージx) + (8))\n end\nend\nif <(y position) < [0]> then\n set [プレイヤーy2 v] to ((ステージy) + (5))\nelse\n if <[0] < (y position)> then\n set [プレイヤーy2 v] to ((ステージy) + (7))\n else\n set [プレイヤーy2 v] to ((ステージy) + (6))\n end\nend\n\nwhen I receive [スタート v]\nforever\n set [y座標 v] to ((99) - (プレイヤーy))\n set [x座標 v] to ((プレイヤーx) - (9))\nend\n\ndefine 動く\nrepeat ([abs v] of (round (スピード)) )\n プレイヤー座標更新\n if <(letter (1) of (スピード)) = [-]> then\n if <(x position) = [0]> then\n if <<not <(letter (プレイヤーy) of (item ((プレイヤーx) + (1)) of [ステージ v])) = [1]>> and <not <(letter (プレイヤーy2) of (item ((プレイヤーx) + (1)) of [ステージ v])) = [1]>>> then\n change [オンライン用x v] by (1)\n change x by (-1)\n if <(x position) = [-30]> then\n change x by (30)\n change [ステージx v] by (1)\n end\n end\n else\n change [オンライン用x v] by (1)\n change x by (-1)\n if <(x position) = [-30]> then\n change x by (30)\n change [ステージx v] by (1)\n end\n end\n else\n if <(x position) = [0]> then\n if <<not <(letter (プレイヤーy) of (item ((プレイヤーx) - (1)) of [ステージ v])) = [1]>> and <not <(letter (プレイヤーy2) of (item ((プレイヤーx) - (1)) of [ステージ v])) = [1]>>> then\n change [オンライン用x v] by (-1)\n change x by (1)\n if <(x position) = [30]> then\n change x by (-30)\n change [ステージx v] by (-1)\n end\n end\n else\n change [オンライン用x v] by (-1)\n change x by (1)\n if <(x position) = [30]> then\n change x by (-30)\n change [ステージx v] by (-1)\n end\n end\n end\nend\n\ndefine 更新 (x) (y)\nset x to ((x) + (-285))\nset y to ((y) + (225))\nerase all\nset [一時変数x v] to ((ステージx) + (-1))\nrepeat (20)\n set [一時変数y v] to ((ステージy) + (-2))\n repeat (26)\n if <(letter (一時変数y) of (item (一時変数x) of [ステージ v])) = [1]> then\n if <(3D) = [ON]> then\n switch costume to (コスチューム1 v)\n set pen color to (#0008ff)\n 3D化\n else\n switch costume to (1 v)\n stamp\n end\n end\n if <(letter (一時変数y) of (item (一時変数x) of [ステージ v])) = [2]> then\n if <<((current [second v]) mod (4)) = [1]> or <((current [second v]) mod (4)) = [0]>> then\n if <(3D) = [ON]> then\n switch costume to (コスチューム1 v)\n set pen color to (#4cff00)\n 3D化\n else\n switch costume to (2 v)\n stamp\n end\n end\n end\n if <(letter (一時変数y) of (item (一時変数x) of [ステージ v])) = [3]> then\n if <<((current [second v]) mod (4)) = [2]> or <((current [second v]) mod (4)) = [3]>> then\n if <(3D) = [ON]> then\n switch costume to (コスチューム1 v)\n set pen color to (#eeff00)\n 3D化\n else\n switch costume to (3 v)\n stamp\n end\n end\n end\n switch costume to (コスチューム1 v)\n change y by (-30)\n change [一時変数y v] by (1)\n end\n change [一時変数x v] by (1)\n set y to ((y) + (225))\n change x by (30)\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nhide\nshow list [チャット/chat v]\n\ndefine 上下\nrepeat ([abs v] of (round (ジャンプ)) )\n プレイヤー座標更新\n if <(letter (1) of (ジャンプ)) = [-]> then\n if <(y position) = [0]> then\n if <(プレイヤーy) < (プレイヤーy2)> then\n if <<not <(letter ((プレイヤーy) - (1)) of (item (プレイヤーx) of [ステージ v])) = [1]>> and <not <(letter ((プレイヤーy) - (1)) of (item (プレイヤーx2) of [ステージ v])) = [1]>>> then\n change [オンライン用y v] by (1)\n change y by (-1)\n if <(y position) = [-30]> then\n change y by (30)\n change [ステージy v] by (-1)\n end\n else\n set [ジャンプ v] to [0]\n stop [this script v]\n end\n else\n if <<not <(letter ((プレイヤーy2) - (1)) of (item (プレイヤーx) of [ステージ v])) = [1]>> and <not <(letter ((プレイヤーy2) - (1)) of (item (プレイヤーx2) of [ステージ v])) = [1]>>> then\n change [オンライン用y v] by (1)\n change y by (-1)\n if <(y position) = [-30]> then\n change y by (30)\n change [ステージy v] by (-1)\n end\n else\n set [ジャンプ v] to [0]\n stop [this script v]\n end\n end\n else\n change [オンライン用y v] by (1)\n change y by (-1)\n if <(y position) = [-30]> then\n change y by (30)\n change [ステージy v] by (-1)\n end\n end\n else\n if <(y position) = [0]> then\n if <(プレイヤーy2) < (プレイヤーy)> then\n if <<not <(letter ((プレイヤーy) + (1)) of (item (プレイヤーx) of [ステージ v])) = [1]>> and <not <(letter ((プレイヤーy) + (1)) of (item (プレイヤーx2) of [ステージ v])) = [1]>>> then\n change [オンライン用y v] by (-1)\n change y by (1)\n if <(y position) = [30]> then\n change y by (-30)\n change [ステージy v] by (1)\n end\n else\n set [ジャンプ v] to [0]\n stop [this script v]\n end\n else\n if <<not <(letter ((プレイヤーy2) + (1)) of (item (プレイヤーx) of [ステージ v])) = [1]>> and <not <(letter ((プレイヤーy2) + (1)) of (item (プレイヤーx2) of [ステージ v])) = [1]>>> then\n change [オンライン用y v] by (-1)\n change y by (1)\n if <(y position) = [30]> then\n change y by (-30)\n change [ステージy v] by (1)\n end\n else\n set [ジャンプ v] to [0]\n stop [this script v]\n end\n end\n else\n change [オンライン用y v] by (-1)\n change y by (1)\n if <(y position) = [30]> then\n change y by (-30)\n change [ステージy v] by (1)\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nhide\nset [3d v] to [ON]\nset [ステージx v] to [1]\nset [ステージy v] to [93]\nset [スピード v] to [0]\nset [ジャンプ v] to [0]\ngo to x: (0) y: (0)\nset [オンライン用x v] to [1000]\nset [オンライン用y v] to [1500]\nforever\n プレイヤー座標更新\n if <key (right arrow v) pressed?> then\n change [スピード v] by (-1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [スピード v] by (1)\n point in direction (-90)\n end\n set [スピード v] to ((スピード) * (.88))\n if <<(飛行) = [1]> and <key (up arrow v) pressed?>> then\n set [ジャンプ v] to [-5]\n else\n if <(y position) = [0]> then\n if <(プレイヤーy2) < (プレイヤーy)> then\n if <<not <(letter ((プレイヤーy) + (1)) of (item (プレイヤーx) of [ステージ v])) = [1]>> and <not <(letter ((プレイヤーy) + (1)) of (item (プレイヤーx2) of [ステージ v])) = [1]>>> then\n if <[0] < (ジャンプ2)> then\n if <(ジャンプ2) = [3]> then\n change [ジャンプ2 v] by (1)\n if <key (up arrow v) pressed?> then\n set [ジャンプ v] to [-10]\n end\n else\n change [ジャンプ v] by (1)\n if <key (up arrow v) pressed?> then\n change [ジャンプ2 v] by (1)\n else\n set [ジャンプ2 v] to [0]\n end\n end\n else\n change [ジャンプ v] by (1)\n end\n else\n set [ジャンプ2 v] to [0]\n set [ジャンプ v] to [0]\n if <key (up arrow v) pressed?> then\n set [ジャンプ v] to [-10]\n change [ジャンプ2 v] by (1)\n end\n end\n else\n if <<not <(letter ((プレイヤーy2) + (1)) of (item (プレイヤーx) of [ステージ v])) = [1]>> and <not <(letter ((プレイヤーy2) + (1)) of (item (プレイヤーx2) of [ステージ v])) = [1]>>> then\n if <[0] < (ジャンプ2)> then\n if <(ジャンプ2) = [3]> then\n change [ジャンプ2 v] by (1)\n if <key (up arrow v) pressed?> then\n set [ジャンプ v] to [-10]\n end\n else\n change [ジャンプ v] by (1)\n if <key (up arrow v) pressed?> then\n change [ジャンプ2 v] by (1)\n else\n set [ジャンプ2 v] to [0]\n end\n end\n else\n change [ジャンプ v] by (1)\n end\n else\n set [ジャンプ2 v] to [0]\n set [ジャンプ v] to [0]\n if <key (up arrow v) pressed?> then\n set [ジャンプ v] to [-10]\n change [ジャンプ2 v] by (1)\n end\n end\n end\n else\n if <[0] < (ジャンプ2)> then\n if <(ジャンプ2) = [3]> then\n change [ジャンプ2 v] by (1)\n if <key (up arrow v) pressed?> then\n set [ジャンプ v] to [-10]\n end\n else\n change [ジャンプ v] by (1)\n if <key (up arrow v) pressed?> then\n change [ジャンプ2 v] by (1)\n else\n set [ジャンプ2 v] to [0]\n end\n end\n else\n change [ジャンプ v] by (1)\n end\n end\n end\n 上下\n 動く\n 更新 (x position) (y position)\n if <[150] < (プレイヤーy)> then\n go to x: (0) y: (0)\n set [ステージx v] to [1]\n set [ステージy v] to [93]\n set [スピード v] to [0]\n set [ジャンプ v] to [0]\n set [オンライン用x v] to [1000]\n set [オンライン用y v] to [1500]\n end\n set [オンライン用向き v] to (direction)\nend\n\nshow\nステージ作成\nset [仮x v] to [1]\nset [仮y v] to [1]\ngo to x: (-239) y: (179)\nforever\n if <key (right arrow v) pressed?> then\n if <not <(x position) = [239]>> then\n change x by (2)\n change [仮x v] by (1)\n if <key (z v) pressed?> then\n wait (.5) seconds\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <not <(x position) = [-239]>> then\n change x by (-2)\n change [仮x v] by (-1)\n if <key (z v) pressed?> then\n wait (.5) seconds\n end\n end\n end\n if <key (up arrow v) pressed?> then\n if <not <(y position) = [179]>> then\n change y by (2)\n change [仮y v] by (-1)\n if <key (z v) pressed?> then\n wait (.2) seconds\n end\n end\n end\n if <key (down arrow v) pressed?> then\n if <not <(y position) = [-179]>> then\n change y by (-2)\n change [仮y v] by (1)\n if <key (z v) pressed?> then\n wait (.2) seconds\n end\n end\n end\n if <key (space v) pressed?> then\n stamp\n ステージ変更\n end\n if <key (x v) pressed?> then\n if <(costume [number v]) = [3]> then\n switch costume to (コスチューム3 v)\n else\n if <(costume [number v]) = [4]> then\n switch costume to (コスチューム4 v)\n else\n if <(costume [number v]) = [5]> then\n switch costume to (コスチューム5 v)\n else\n switch costume to (コスチューム2 v)\n end\n end\n end\n wait until <not <key (x v) pressed?>>\n end\nend\n\ndefine ステージ変更\ndelete all of [ステージ変更用 v]\nset [一時変数 v] to [1]\nrepeat (100)\n add (letter (一時変数) of (item (仮x) of [ステージ v])) to [ステージ変更用 v]\n change [一時変数 v] by (1)\nend\nif <(costume [number v]) = [3]> then\n replace item (仮y) of [ステージ変更用 v] with [1]\nend\nif <(costume [number v]) = [4]> then\n replace item (仮y) of [ステージ変更用 v] with [0]\nend\nif <(costume [number v]) = [5]> then\n replace item (仮y) of [ステージ変更用 v] with [2]\nend\nif <(costume [number v]) = [6]> then\n replace item (仮y) of [ステージ変更用 v] with [3]\nend\nreplace item (仮x) of [ステージ v] with (ステージ変更用)\n\ndefine ステージ作成\nswitch costume to (コスチューム2 v)\nerase all\ngo to x: (-239) y: (179)\nset [一時変数 v] to [1]\nrepeat (length of [ステージ v])\n set [仮y v] to [1]\n repeat (100)\n if <(letter (仮y) of (item (一時変数) of [ステージ v])) = [1]> then\n switch costume to (コスチューム2 v)\n stamp\n end\n if <(letter (仮y) of (item (一時変数) of [ステージ v])) = [2]> then\n switch costume to (コスチューム4 v)\n stamp\n end\n if <(letter (仮y) of (item (一時変数) of [ステージ v])) = [3]> then\n switch costume to (コスチューム5 v)\n stamp\n end\n change y by (-2)\n change [仮y v] by (1)\n end\n set y to (179)\n change x by (2)\n change [一時変数 v] by (1)\nend\n\nwhen flag clicked\nif <<(username) = [kouttakunn]> or <<(username) = [rensuper]> or <(username) = [radaokun252525]>>> then\n set [飛行 v] to [1]\n set [飛行可 v] to [1]\nelse\n set [飛行 v] to [0]\n set [飛行可 v] to [0]\nend\nforever\n if <(飛行可) = [1]> then\n if <key (z v) pressed?> then\n if <(飛行) = [1]> then\n set [飛行 v] to [0]\n else\n set [飛行 v] to [1]\n end\n wait until <not <key (z v) pressed?>>\n end\n end\nend\n\n@プレイヤー\n\nwhen I receive [リセット v]\nswitch costume to (1 v)\n\nwhen flag clicked\nerase all\nhide\n\nwhen I receive [スタート v]\nswitch costume to (1 v)\nforever\n set [オンライン用コスチューム v] to (costume [number v])\n if <key (right arrow v) pressed?> then\n if <(costume [number v]) = [1]> then\n point in direction (-90)\n end\n end\n if <key (left arrow v) pressed?> then\n if <(costume [number v]) = [1]> then\n point in direction (90)\n end\n end\n if <(3D) = [ON]> then\n if <(direction) = [90]> then\n go to x: (0) y: (2)\n else\n go to x: (-30) y: (2)\n end\n else\n if <(direction) = [90]> then\n go to x: (0) y: (0)\n else\n go to x: (-30) y: (0)\n end\n end\nend\n\nrepeat (7)\n next costume\nend\n\nif <(FPS) < [5]> then\n stop [all v]\nend\n\nwhen I receive [スタート v]\nshow\nforever\n set [変数 v] to (current [second v])\n wait until <not <(変数) = (current [second v])>>\n set [fps2 v] to [0]\n set [変数 v] to (current [second v])\n repeat until <not <(変数) = (current [second v])>>\n change [fps2 v] by (1)\n end\n set [fps v] to (FPS2)\n if <(FPS) < [10]> then\n if <(3D) = [ON]> then\n set [3d v] to [OFF]\n broadcast (2D化 v)\n else\n broadcast (FPS低下 v)\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(チャット) = [00]> then\n if <(言語) = [1]> then\n say []\n else\n say []\n end\n else\n if <(チャット) = [01]> then\n if <(言語) = [1]> then\n say [Hello]\n else\n say [こんにちは]\n end\n else\n if <(チャット) = [02]> then\n if <(言語) = [1]> then\n say [Good morning]\n else\n say [おはよう]\n end\n else\n if <(チャット) = [03]> then\n if <(言語) = [1]> then\n say [Please come]\n else\n say [来てください]\n end\n else\n if <(チャット) = [04]> then\n if <(言語) = [1]> then\n say [Wait here]\n else\n say [ここで待ってて]\n end\n else\n if <(チャット) = [05]> then\n if <(言語) = [1]> then\n say [Please do your best]\n else\n say [頑張ってください]\n end\n else\n if <(チャット) = [06]> then\n if <(言語) = [1]> then\n say [Awesome!]\n else\n say [すごい!]\n end\n else\n if <(チャット) = [07]> then\n if <(言語) = [1]> then\n say [OK]\n else\n say [OK]\n end\n else\n if <(チャット) = [08]> then\n if <(言語) = [1]> then\n say [NO]\n else\n say [NO]\n end\n else\n if <(チャット) = [09]> then\n if <(言語) = [1]> then\n say [YES]\n else\n say [YES]\n end\n else\n if <(チャット) = [10]> then\n if <(言語) = [1]> then\n say [Thank you]\n else\n say [ありがとう]\n end\n else\n if <(チャット) = [11]> then\n if <(言語) = [1]> then\n say [Good bye]\n else\n say [さようなら]\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@文字\n\nbroadcast (FPS低下 v)\n\nwhen I receive [スタート v]\n更新\n\nwhen I receive [2d化 v]\nif <(クローン) = [1]> then\n delete this clone\nend\n\nwhen I receive [2d化 v]\nif <(変数) = [0]> then\n 更新\nend\n\ndefine 更新\nset [クローン v] to [1]\nset size to (150) %\ngo to x: (-220) y: (160)\n言葉 (join [3D:] (3D))\ngo to x: (-220) y: (130)\n言葉 (join [FPS:] (FPS))\ngo to x: (-220) y: (100)\n言葉 (join [X:] (X座標))\ngo to x: (-220) y: (70)\n言葉 (join [Y:] (Y座標))\nif <not <(言語消す) = [0]>> then\n go to x: (-110) y: (160)\n if <(言語) = [1]> then\n 言葉 [ENGLISH]\n else\n 言葉 [JAPANESE]\n end\nend\ngo to x: (60) y: (160)\n言葉 (join [PLAYERS:] (プレイヤーの数2))\nset [クローン v] to [0]\n\nwhen I receive [fps低下 v]\nif <(変数) = [0]> then\n 更新\nend\n\nwhen I receive [更新 v]\nif <(クローン) = [0]> then\n 更新\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(クローン) = [2]> then\n wait (5) seconds\n delete this clone\nend\nif <(クローン) = [3]> then\n wait (1.99) seconds\n delete this clone\nend\n\nset [クローン v] to [2]\ngo to x: (-80) y: (160)\nset size to (100) %\n言葉 [CHANGED TO 2D DUE TO]\ngo to x: (-80) y: (140)\n言葉 [LOWER FPS]\nset [クローン v] to [0]\n\nwhen I receive [スタート v]\nforever\n broadcast (更新 v)\n wait (.1) seconds\nend\n\nbroadcast (2D化 v)\n\nset [クローン v] to [2]\ngo to x: (-80) y: (160)\nset size to (100) %\n言葉 [LOW FPS]\ngo to x: (-80) y: (140)\n言葉 [WATCH OUT]\nset [クローン v] to [0]\n\nwhen I receive [更新 v]\nif <(クローン) = [1]> then\n delete this clone\nend\n\ndefine 言葉 (内容)\nset [変数 v] to [1]\nrepeat (length of (内容))\n switch costume to (10 v)\n switch costume to (letter (変数) of (内容))\n create clone of (_myself_ v)\n change x by ((13) * ((size) / (100)))\n change [変数 v] by (1)\nend\nset [変数 v] to [0]\n\nwhen I receive [人数上限 v]\nset [クローン v] to [1]\ngo to x: (-220) y: (40)\nset size to (130) %\n言葉 [THE NUMBER OF PEOPLE IS THE]\ngo to x: (-220) y: (0)\nset size to (130) %\n言葉 [UPPER LIMIT]\ngo to x: (-220) y: (-40)\nset size to (130) %\n言葉 [PLEASE TRY AGAIN LATER]\nset [クローン v] to [0]\n\nwhen I receive [人数上限 v]\ndelete this clone\n\nwhen flag clicked\nset [クローン v] to [3]\ngo to x: (-200) y: (0)\nset size to (130) %\n言葉 [PREPARE TO STERT THE GAME]\nwait (2) seconds\ngo to x: (-120) y: (20)\nset size to (130) %\n言葉 [YOU ARE READY TO]\ngo to x: (-120) y: (-20)\nset size to (130) %\n言葉 [START THE GAME]\nset [クローン v] to [0]\nwait (2) seconds\nbroadcast (スタート v)\n\n@ほかのプレイヤー\n\nwhen I start as a clone\nhide\nwait (2) seconds\nforever\n go to [back v] layer\n set size to (100) %\n point in direction (90)\n if <(クローン) = [1]> then\n switch costume to (join (letter (12) of (☁ プレイヤー1)) (letter (13) of (☁ プレイヤー1)))\n go to x: (((オンライン用X) - (join (letter (1) of (☁ プレイヤー1)) (join (letter (2) of (☁ プレイヤー1)) (join (join (letter (3) of (☁ プレイヤー1)) (letter (4) of (☁ プレイヤー1))) (letter (5) of (☁ プレイヤー1)))))) * (-1)) y: (((オンライン用Y) - (join (letter (6) of (☁ プレイヤー1)) (join (join (letter (7) of (☁ プレイヤー1)) (letter (8) of (☁ プレイヤー1))) (letter (9) of (☁ プレイヤー1))))) * (-1))\n if <(letter (14) of (☁ プレイヤー1)) = [1]> then\n show\n else\n if <not <(current [second v]) = [0]>> then\n hide\n end\n end\n end\n if <(クローン) = [2]> then\n switch costume to (join (letter (12) of (☁ プレイヤー2)) (letter (13) of (☁ プレイヤー2)))\n go to x: (((オンライン用X) - (join (letter (1) of (☁ プレイヤー2)) (join (letter (2) of (☁ プレイヤー2)) (join (join (letter (3) of (☁ プレイヤー2)) (letter (4) of (☁ プレイヤー2))) (letter (5) of (☁ プレイヤー2)))))) * (-1)) y: (((オンライン用Y) - (join (letter (6) of (☁ プレイヤー2)) (join (join (letter (7) of (☁ プレイヤー2)) (letter (8) of (☁ プレイヤー2))) (letter (9) of (☁ プレイヤー2))))) * (-1))\n if <(letter (14) of (☁ プレイヤー2)) = [0]> then\n if <not <(current [second v]) = [0]>> then\n hide\n end\n else\n show\n end\n end\n if <(クローン) = [3]> then\n switch costume to (join (letter (12) of (☁ プレイヤー3)) (letter (13) of (☁ プレイヤー3)))\n go to x: (((オンライン用X) - (join (letter (1) of (☁ プレイヤー3)) (join (letter (2) of (☁ プレイヤー3)) (join (join (letter (3) of (☁ プレイヤー3)) (letter (4) of (☁ プレイヤー3))) (letter (5) of (☁ プレイヤー3)))))) * (-1)) y: (((オンライン用Y) - (join (letter (6) of (☁ プレイヤー3)) (join (join (letter (7) of (☁ プレイヤー3)) (letter (8) of (☁ プレイヤー3))) (letter (9) of (☁ プレイヤー3))))) * (-1))\n if <(letter (14) of (☁ プレイヤー3)) = [0]> then\n if <not <(current [second v]) = [0]>> then\n hide\n end\n else\n show\n end\n end\n if <(クローン) = [4]> then\n switch costume to (join (letter (12) of (☁ プレイヤー4)) (letter (13) of (☁ プレイヤー4)))\n go to x: (((オンライン用X) - (join (letter (1) of (☁ プレイヤー4)) (join (letter (2) of (☁ プレイヤー4)) (join (join (letter (3) of (☁ プレイヤー4)) (letter (4) of (☁ プレイヤー4))) (letter (5) of (☁ プレイヤー4)))))) * (-1)) y: (((オンライン用Y) - (join (letter (6) of (☁ プレイヤー4)) (join (join (letter (7) of (☁ プレイヤー4)) (letter (8) of (☁ プレイヤー4))) (letter (9) of (☁ プレイヤー4))))) * (-1))\n if <(letter (14) of (☁ プレイヤー4)) = [0]> then\n if <not <(current [second v]) = [0]>> then\n hide\n end\n else\n show\n end\n end\n if <(クローン) = [5]> then\n switch costume to (join (letter (12) of (☁ プレイヤー5)) (letter (13) of (☁ プレイヤー5)))\n go to x: (((オンライン用X) - (join (letter (1) of (☁ プレイヤー5)) (join (letter (2) of (☁ プレイヤー5)) (join (join (letter (3) of (☁ プレイヤー5)) (letter (4) of (☁ プレイヤー5))) (letter (5) of (☁ プレイヤー5)))))) * (-1)) y: (((オンライン用Y) - (join (letter (6) of (☁ プレイヤー5)) (join (join (letter (7) of (☁ プレイヤー5)) (letter (8) of (☁ プレイヤー5))) (letter (9) of (☁ プレイヤー5))))) * (-1))\n if <(letter (14) of (☁ プレイヤー5)) = [0]> then\n if <not <(current [second v]) = [0]>> then\n hide\n end\n else\n show\n end\n end\n if <(クローン) = [6]> then\n switch costume to (join (letter (12) of (☁ プレイヤー6)) (letter (13) of (☁ プレイヤー6)))\n go to x: (((オンライン用X) - (join (letter (1) of (☁ プレイヤー6)) (join (letter (2) of (☁ プレイヤー6)) (join (join (letter (3) of (☁ プレイヤー6)) (letter (4) of (☁ プレイヤー6))) (letter (5) of (☁ プレイヤー6)))))) * (-1)) y: (((オンライン用Y) - (join (letter (6) of (☁ プレイヤー6)) (join (join (letter (7) of (☁ プレイヤー6)) (letter (8) of (☁ プレイヤー6))) (letter (9) of (☁ プレイヤー6))))) * (-1))\n if <(letter (14) of (☁ プレイヤー6)) = [0]> then\n if <not <(current [second v]) = [0]>> then\n hide\n end\n else\n show\n end\n end\n if <(クローン) = [7]> then\n switch costume to (join (letter (12) of (☁ プレイヤー7)) (letter (13) of (☁ プレイヤー7)))\n go to x: (((オンライン用X) - (join (letter (1) of (☁ プレイヤー7)) (join (letter (2) of (☁ プレイヤー7)) (join (join (letter (3) of (☁ プレイヤー7)) (letter (4) of (☁ プレイヤー7))) (letter (5) of (☁ プレイヤー7)))))) * (-1)) y: (((オンライン用Y) - (join (letter (6) of (☁ プレイヤー7)) (join (join (letter (7) of (☁ プレイヤー7)) (letter (8) of (☁ プレイヤー7))) (letter (9) of (☁ プレイヤー7))))) * (-1))\n if <(letter (14) of (☁ プレイヤー7)) = [0]> then\n if <not <(current [second v]) = [0]>> then\n hide\n end\n else\n show\n end\n end\n switch costume to (1 v)\n if <touching (_edge_ v)?> then\n go to [front v] layer\n if <<(x position) > [0]> or <(y position) > [0]>> then\n switch costume to (arrow1-a2 v)\n else\n switch costume to (arrow1-a v)\n end\n point towards (プレイヤー v)\n set size to (50) %\n end\nend\n\nwhen I receive [スタート v]\nset [クローン v] to [1]\nrepeat (7)\n if <not <(クローン) = (プレイヤー)>> then\n create clone of (_myself_ v)\n end\n change [クローン v] by (1)\nend\n\nwhen I start as a clone\nwait (2) seconds\nforever\n if <(クローン) = [1]> then\n set [クローン変数 v] to [18]\n if <(join (letter (16) of (☁ プレイヤー1)) (letter (17) of (☁ プレイヤー1))) = [00]> then\n set [クローン名前 v] to []\n repeat until <(letter (クローン変数) of (☁ プレイヤー1)) = []>\n set [クローン名前 v] to (join (クローン名前) (item (join (letter (クローン変数) of (☁ プレイヤー1)) (letter ((クローン変数) + (1)) of (☁ プレイヤー1))) of [オンラインユーザー名変換用 v]))\n change [クローン変数 v] by (2)\n end\n else\n set [クローン名前 v] to (join (letter (16) of (☁ プレイヤー1)) (letter (17) of (☁ プレイヤー1)))\n 変換チャット\n end\n say (クローン名前)\n end\n if <(クローン) = [2]> then\n set [クローン変数 v] to [18]\n if <(join (letter (16) of (☁ プレイヤー2)) (letter (17) of (☁ プレイヤー2))) = [00]> then\n set [クローン名前 v] to []\n repeat until <(letter (クローン変数) of (☁ プレイヤー2)) = []>\n set [クローン名前 v] to (join (クローン名前) (item (join (letter (クローン変数) of (☁ プレイヤー2)) (letter ((クローン変数) + (1)) of (☁ プレイヤー2))) of [オンラインユーザー名変換用 v]))\n change [クローン変数 v] by (2)\n end\n else\n set [クローン名前 v] to (join (letter (16) of (☁ プレイヤー2)) (letter (17) of (☁ プレイヤー2)))\n 変換チャット\n end\n say (クローン名前)\n end\n if <(クローン) = [3]> then\n set [クローン変数 v] to [18]\n if <(join (letter (16) of (☁ プレイヤー3)) (letter (17) of (☁ プレイヤー3))) = [00]> then\n set [クローン名前 v] to []\n repeat until <(letter (クローン変数) of (☁ プレイヤー3)) = []>\n set [クローン名前 v] to (join (クローン名前) (item (join (letter (クローン変数) of (☁ プレイヤー3)) (letter ((クローン変数) + (1)) of (☁ プレイヤー3))) of [オンラインユーザー名変換用 v]))\n change [クローン変数 v] by (2)\n end\n else\n set [クローン名前 v] to (join (letter (16) of (☁ プレイヤー3)) (letter (17) of (☁ プレイヤー3)))\n 変換チャット\n end\n say (クローン名前)\n end\n if <(クローン) = [4]> then\n set [クローン変数 v] to [18]\n if <(join (letter (16) of (☁ プレイヤー4)) (letter (17) of (☁ プレイヤー4))) = [00]> then\n set [クローン名前 v] to []\n repeat until <(letter (クローン変数) of (☁ プレイヤー4)) = []>\n set [クローン名前 v] to (join (クローン名前) (item (join (letter (クローン変数) of (☁ プレイヤー4)) (letter ((クローン変数) + (1)) of (☁ プレイヤー4))) of [オンラインユーザー名変換用 v]))\n change [クローン変数 v] by (2)\n end\n else\n set [クローン名前 v] to (join (letter (16) of (☁ プレイヤー4)) (letter (17) of (☁ プレイヤー4)))\n 変換チャット\n end\n say (クローン名前)\n end\n if <(クローン) = [5]> then\n set [クローン変数 v] to [18]\n if <(join (letter (16) of (☁ プレイヤー5)) (letter (17) of (☁ プレイヤー5))) = [00]> then\n set [クローン名前 v] to []\n repeat until <(letter (クローン変数) of (☁ プレイヤー5)) = []>\n set [クローン名前 v] to (join (クローン名前) (item (join (letter (クローン変数) of (☁ プレイヤー5)) (letter ((クローン変数) + (1)) of (☁ プレイヤー5))) of [オンラインユーザー名変換用 v]))\n change [クローン変数 v] by (2)\n end\n else\n set [クローン名前 v] to (join (letter (16) of (☁ プレイヤー5)) (letter (17) of (☁ プレイヤー5)))\n 変換チャット\n end\n say (クローン名前)\n end\n if <(クローン) = [6]> then\n set [クローン変数 v] to [18]\n if <(join (letter (16) of (☁ プレイヤー6)) (letter (17) of (☁ プレイヤー6))) = [00]> then\n set [クローン名前 v] to []\n repeat until <(letter (クローン変数) of (☁ プレイヤー6)) = []>\n set [クローン名前 v] to (join (クローン名前) (item (join (letter (クローン変数) of (☁ プレイヤー6)) (letter ((クローン変数) + (1)) of (☁ プレイヤー6))) of [オンラインユーザー名変換用 v]))\n change [クローン変数 v] by (2)\n end\n else\n set [クローン名前 v] to (join (letter (16) of (☁ プレイヤー6)) (letter (17) of (☁ プレイヤー6)))\n 変換チャット\n end\n say (クローン名前)\n end\n if <(クローン) = [7]> then\n set [クローン変数 v] to [18]\n if <(join (letter (16) of (☁ プレイヤー7)) (letter (17) of (☁ プレイヤー7))) = [00]> then\n set [クローン名前 v] to []\n repeat until <(letter (クローン変数) of (☁ プレイヤー7)) = []>\n set [クローン名前 v] to (join (クローン名前) (item (join (letter (クローン変数) of (☁ プレイヤー7)) (letter ((クローン変数) + (1)) of (☁ プレイヤー7))) of [オンラインユーザー名変換用 v]))\n change [クローン変数 v] by (2)\n end\n else\n set [クローン名前 v] to (join (letter (16) of (☁ プレイヤー7)) (letter (17) of (☁ プレイヤー7)))\n 変換チャット\n end\n say (クローン名前)\n end\nend\n\ndefine 変換チャット\nif <(クローン名前) = [01]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [Hello]\n else\n set [クローン名前 v] to [こんにちは]\n end\nelse\n if <(クローン名前) = [02]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [Good morning]\n else\n set [クローン名前 v] to [おはよう]\n end\n else\n if <(クローン名前) = [03]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [Please come]\n else\n set [クローン名前 v] to [来てください]\n end\n else\n if <(クローン名前) = [04]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [Wait here]\n else\n set [クローン名前 v] to [ここで待ってて]\n end\n else\n if <(クローン名前) = [05]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [Please do your best]\n else\n set [クローン名前 v] to [頑張ってください]\n end\n else\n if <(クローン名前) = [06]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [Awesome!]\n else\n set [クローン名前 v] to [すごい!]\n end\n else\n if <(クローン名前) = [07]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [OK]\n else\n set [クローン名前 v] to [OK]\n end\n else\n if <(クローン名前) = [08]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [NO]\n else\n set [クローン名前 v] to [NO]\n end\n else\n if <(クローン名前) = [09]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [YES]\n else\n set [クローン名前 v] to [YES]\n end\n else\n if <(クローン名前) = [10]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [Thank you]\n else\n set [クローン名前 v] to [ありがとう]\n end\n else\n if <(クローン名前) = [11]> then\n if <(言語) = [1]> then\n set [クローン名前 v] to [Good bye]\n else\n set [クローン名前 v] to [さようなら]\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@オンライン管理\n\nwhen I receive [スタート v]\nforever\n if <(letter (1) of (オンライン用X)) = [-]> then\n set [プレイヤーオンライン v] to [00000]\n else\n if <(length of (オンライン用X)) = [1]> then\n set [プレイヤーオンライン v] to (join [0000] (オンライン用X))\n else\n if <(length of (オンライン用X)) = [2]> then\n set [プレイヤーオンライン v] to (join [000] (オンライン用X))\n else\n if <(length of (オンライン用X)) = [3]> then\n set [プレイヤーオンライン v] to (join [00] (オンライン用X))\n else\n if <(length of (オンライン用X)) = [4]> then\n set [プレイヤーオンライン v] to (join [0] (オンライン用X))\n else\n if <(length of (オンライン用X)) = [5]> then\n set [プレイヤーオンライン v] to (オンライン用X)\n end\n end\n end\n end\n end\n end\n if <(letter (1) of (オンライン用Y)) = [-]> then\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) [0000])\n else\n if <(length of (オンライン用Y)) = [1]> then\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) (join [000] (オンライン用Y)))\n else\n if <(length of (オンライン用Y)) = [2]> then\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) (join [00] (オンライン用Y)))\n else\n if <(length of (オンライン用Y)) = [3]> then\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) (join [0] (オンライン用Y)))\n else\n if <(length of (オンライン用Y)) = [4]> then\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) (オンライン用Y))\n end\n end\n end\n end\n end\n if <(オンライン用向き) = [90]> then\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) [1])\n else\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) [2])\n end\n if <(length of (オンライン用コスチューム)) = [1]> then\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) (join [00] (オンライン用コスチューム)))\n else\n if <(length of (オンライン用コスチューム)) = [2]> then\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) (join [0] (オンライン用コスチューム)))\n else\n if <(length of (オンライン用コスチューム)) = [3]> then\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) (オンライン用コスチューム))\n end\n end\n end\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) [1])\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) [1])\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) (チャット))\n set [プレイヤーオンライン v] to (join (プレイヤーオンライン) (プレイヤー名))\n if <(プレイヤー) = [1]> then\n set [☁ プレイヤー1 v] to (プレイヤーオンライン)\n end\n if <(プレイヤー) = [2]> then\n set [☁ プレイヤー2 v] to (プレイヤーオンライン)\n end\n if <(プレイヤー) = [3]> then\n set [☁ プレイヤー3 v] to (プレイヤーオンライン)\n end\n if <(プレイヤー) = [4]> then\n set [☁ プレイヤー4 v] to (プレイヤーオンライン)\n end\n if <(プレイヤー) = [5]> then\n set [☁ プレイヤー5 v] to (プレイヤーオンライン)\n end\n if <(プレイヤー) = [6]> then\n set [☁ プレイヤー6 v] to (プレイヤーオンライン)\n end\n if <(プレイヤー) = [7]> then\n set [☁ プレイヤー7 v] to (プレイヤーオンライン)\n end\nend\n\nset [☁ プレイヤー1 v] to [010001500200100]\nset [☁ プレイヤー2 v] to [010001500200100]\nset [☁ プレイヤー3 v] to [010001500200100]\nset [☁ プレイヤー4 v] to [010001500200100]\nset [☁ プレイヤー5 v] to [010001500200100]\nset [☁ プレイヤー6 v] to [010001500200100]\nset [☁ プレイヤー7 v] to [010001500200100]\n\nwhen flag clicked\n確認\nwait (1.5) seconds\nif <(letter (15) of (☁ プレイヤー1)) = [0]> then\n set [プレイヤー v] to [1]\n broadcast (用意 v)\nelse\n if <(letter (15) of (☁ プレイヤー2)) = [0]> then\n set [プレイヤー v] to [2]\n broadcast (用意 v)\n else\n if <(letter (15) of (☁ プレイヤー3)) = [0]> then\n set [プレイヤー v] to [3]\n broadcast (用意 v)\n else\n if <(letter (15) of (☁ プレイヤー4)) = [0]> then\n set [プレイヤー v] to [4]\n broadcast (用意 v)\n else\n if <(letter (15) of (☁ プレイヤー5)) = [0]> then\n set [プレイヤー v] to [5]\n broadcast (用意 v)\n else\n if <(letter (15) of (☁ プレイヤー6)) = [0]> then\n set [プレイヤー v] to [6]\n broadcast (用意 v)\n else\n if <(letter (15) of (☁ プレイヤー7)) = [0]> then\n set [プレイヤー v] to [7]\n broadcast (用意 v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine 確認\ndelete all of [オンライン変更用 v]\nset [変数 v] to [1]\nrepeat (length of (☁ プレイヤー1))\n add (letter (変数) of (☁ プレイヤー1)) to [オンライン変更用 v]\n change [変数 v] by (1)\nend\nreplace item (15) of [オンライン変更用 v] with [0]\nset [☁ プレイヤー1 v] to (オンライン変更用)\ndelete all of [オンライン変更用 v]\nset [変数 v] to [1]\nrepeat (length of (☁ プレイヤー2))\n add (letter (変数) of (☁ プレイヤー2)) to [オンライン変更用 v]\n change [変数 v] by (1)\nend\nreplace item (15) of [オンライン変更用 v] with [0]\nset [☁ プレイヤー2 v] to (オンライン変更用)\ndelete all of [オンライン変更用 v]\nset [変数 v] to [1]\nrepeat (length of (☁ プレイヤー3))\n add (letter (変数) of (☁ プレイヤー3)) to [オンライン変更用 v]\n change [変数 v] by (1)\nend\nreplace item (15) of [オンライン変更用 v] with [0]\nset [☁ プレイヤー3 v] to (オンライン変更用)\ndelete all of [オンライン変更用 v]\nset [変数 v] to [1]\nrepeat (length of (☁ プレイヤー4))\n add (letter (変数) of (☁ プレイヤー4)) to [オンライン変更用 v]\n change [変数 v] by (1)\nend\nreplace item (15) of [オンライン変更用 v] with [0]\nset [☁ プレイヤー4 v] to (オンライン変更用)\ndelete all of [オンライン変更用 v]\nset [変数 v] to [1]\nrepeat (length of (☁ プレイヤー5))\n add (letter (変数) of (☁ プレイヤー5)) to [オンライン変更用 v]\n change [変数 v] by (1)\nend\nreplace item (15) of [オンライン変更用 v] with [0]\nset [☁ プレイヤー5 v] to (オンライン変更用)\ndelete all of [オンライン変更用 v]\nset [変数 v] to [1]\nrepeat (length of (☁ プレイヤー6))\n add (letter (変数) of (☁ プレイヤー6)) to [オンライン変更用 v]\n change [変数 v] by (1)\nend\nreplace item (15) of [オンライン変更用 v] with [0]\nset [☁ プレイヤー6 v] to (オンライン変更用)\ndelete all of [オンライン変更用 v]\nset [変数 v] to [1]\nrepeat (length of (☁ プレイヤー7))\n add (letter (変数) of (☁ プレイヤー7)) to [オンライン変更用 v]\n change [変数 v] by (1)\nend\nreplace item (15) of [オンライン変更用 v] with [0]\nset [☁ プレイヤー7 v] to (オンライン変更用)\n\nwhen I receive [スタート v]\n一時 (current [second v])\nforever\n 確認\n wait (1) seconds\n set [プレイヤーの数 v] to [0]\n if <(letter (15) of (☁ プレイヤー1)) = [0]> then\n set [☁ プレイヤー1 v] to [010001500200100]\n else\n change [プレイヤーの数 v] by (1)\n end\n if <(letter (15) of (☁ プレイヤー2)) = [0]> then\n set [☁ プレイヤー2 v] to [010001500200100]\n else\n change [プレイヤーの数 v] by (1)\n end\n if <(letter (15) of (☁ プレイヤー3)) = [0]> then\n set [☁ プレイヤー3 v] to [010001500200100]\n else\n change [プレイヤーの数 v] by (1)\n end\n if <(letter (15) of (☁ プレイヤー4)) = [0]> then\n set [☁ プレイヤー4 v] to [010001500200100]\n else\n change [プレイヤーの数 v] by (1)\n end\n if <(letter (15) of (☁ プレイヤー5)) = [0]> then\n set [☁ プレイヤー5 v] to [010001500200100]\n else\n change [プレイヤーの数 v] by (1)\n end\n if <(letter (15) of (☁ プレイヤー6)) = [0]> then\n set [☁ プレイヤー6 v] to [010001500200100]\n else\n change [プレイヤーの数 v] by (1)\n end\n if <(letter (15) of (☁ プレイヤー7)) = [0]> then\n set [☁ プレイヤー7 v] to [010001500200100]\n else\n change [プレイヤーの数 v] by (1)\n end\n set [プレイヤーの数2 v] to (プレイヤーの数)\nend\n\ndefine 一時 (秒)\nwait until <<not <(秒) = (current [second v])>> and <((current [second v]) mod (2)) = [0]>>\n\nwhen flag clicked\nset [プレイヤー名 v] to []\nset [一時変数2 v] to [1]\nif <(username) = [kouttakunn]> then\n repeat (length of [test])\n if <[2] = (length of (item # of (letter (一時変数2) of [test]) in [オンラインユーザー名変換用 v]))> then\n set [プレイヤー名 v] to (join (プレイヤー名) (item # of (letter (一時変数2) of [test]) in [オンラインユーザー名変換用 v]))\n else\n set [プレイヤー名 v] to (join (プレイヤー名) (join [0] (item # of (letter (一時変数2) of [test]) in [オンラインユーザー名変換用 v])))\n end\n change [一時変数2 v] by (1)\n end\nelse\n repeat (length of (username))\n if <[2] = (length of (item # of (letter (一時変数2) of (username)) in [オンラインユーザー名変換用 v]))> then\n set [プレイヤー名 v] to (join (プレイヤー名) (item # of (letter (一時変数2) of (username)) in [オンラインユーザー名変換用 v]))\n else\n set [プレイヤー名 v] to (join (プレイヤー名) (join [0] (item # of (letter (一時変数2) of (username)) in [オンラインユーザー名変換用 v])))\n end\n change [一時変数2 v] by (1)\n end\nend\n\n@サムネ仮\n\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n@終わり\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\n@スプライト1\n\nwhen I receive [ゲット v]\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nhide\n\n
日本語の説明は下↓\nMethod of opration\n\nRight arrow key Go right\nLeft arrow key Go left\nUp arrow key Jump\nSpace key Switching between 3D and 2D\n (Lightweight PC)\nTkey Chat\n\nx:-7 y:97 x:47 y:61 x:154 y:53 x:84 y:35\nGo to everything and earn flight skills\n\n操作方法\n\n右矢印キー  右へ進む\n左矢印キー  左へ進む\n上矢印キー  ジャンプ\nスペースキー 3Dと2Dの切り替え\n       (パソコンの軽量化)\nTキー     チャット\nAキー     言語の変更\n\nx:-7 y:97 x:47 y:61 x:154 y:53 x:84 y:35\nの全てに行くと飛行能力を獲得できます
Platformer Platformer- A Platformer (Platformer)
@Stage\n\nwhen flag clicked\nforever\n play sound [Fluffing a Duck v] until done\nend\n\nwhen backdrop switches to [backdrop6 v]\nstamp\nnext backdrop\nrepeat until <not <<(backdrop [number v]) = [7]> or <<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [9]>>>>\n set [whirl v] effect to (pick random (1) to (-100))\n set [fisheye v] effect to (pick random (-300) to (500))\n set [pixelate v] effect to (pick random (1) to (100))\n switch backdrop to (pick random (7) to (9))\nend\nerase all\nclear graphic effects\n\nwhen I receive [message1 v]\nstart sound [metal gear solid v]\n\n@Le player\n\nwhen flag clicked\nerase all\nswitch backdrop to (backdrop1 v)\ngo to x: (-149) y: (148)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (d v) pressed?> then\n change [xv v] by (1)\n end\n if <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 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 y by (-5)\n if <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 end\n change [yv v] by (-1)\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 (w v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#f80000)?> then\n go to x: (-212) y: (45)\n end\n if <touching color (#13d802)?> then\n set [yv v] to [25]\n end\n if <touching color (#fff200)?> then\n set [xv v] to [25]\n end\n if <(y position) < [-170]> then\n set [yv v] to [0]\n go to x: (-212) y: (134)\n end\n if <(x position) > [220]> then\n go to x: (-212) y: (134)\n if <<(backdrop [number v]) = [7]> or <<(backdrop [number v]) = [8]> or <(backdrop [number v]) = [9]>>> then\n switch backdrop to (backdrop10 v)\n else\n switch backdrop to (next backdrop v)\n end\n end\nend\n\n@E\n\nwhen flag clicked\nhide\nset [e v] to [0]\nforever\n if <(backdrop [number v]) = [11]> then\n if <<([x position v] of [le player v]) > [60]> and <(E) = [0]>> then\n set [e v] to [1]\n show\n broadcast (message1 v)\n go to x: (318) y: (0)\n glide (1) secs to x: (-318) y: (0)\n hide\n end\n else\n hide\n end\nend\n\n@Thombnal\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@useless sprite\n\n@useless sprite2\n\n@useless sprite3\n\n@useless sprite4\n\n@useless sprite5\n\n@useless sprite6\n\n@useless sprite7\n\n@useless sprite8\n\n@useless sprite9\n\n@useless sprite10\n\n
literally every platformer on the explore page in a nutshell\nit took me like 30 minutes to make\nwasd to move even though s doesn't do anything\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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #Platformer #games #fun #original #not #generic #griffpatch #7sofa #potatoanimator #unrelatedtags #ungeneric #notgeneric
Taken- A Platformer
@Stage\n\nwhen I receive [previous level v]\nswitch backdrop to ((backdrop [number v]) - (1))\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Hi\n\nwhen I receive [start v]\nshow\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 switch costume to (hello3 v)\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 switch costume to (hello2 v)\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 (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 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 (-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 (level 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 (level v)?>> then\n switch costume to (hello4 v)\n set [y v] to [9]\n end\n change y by (1)\n set [level v] to ([x position v] of [level v])\n if <<touching (spikes v)?> or <<touching (smashy-thing1 v)?> or <<touching (catcher v)?> or <<touching (enemy v)?> or <touching (lazar v)?>>>>> then\n repeat (10)\n wait (0.001) seconds\n change [ghost v] effect by (10)\n end\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-216) y: (-82)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <<touching (_edge_ v)?> and <(x position) > [220]>> then\n set [done v] to [10]\n wait (0.1) seconds\n set [done v] to [0]\n go to x: (216) y: (-82)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-161]> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-216) y: (-82)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (portals v)?> and <(backdrop [number v]) = [3]>> then\n go to x: (-88) y: (122)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (zoom v)?> then\n wait (0.01) seconds\n change [x v] by (5)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-232) y: (-101)\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\n\nwhen I receive [restart v]\ngo to x: (-232) y: (-101)\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\n\nwhen I receive [previous level v]\ngo to x: (-232) y: (-101)\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n wait (0.01) seconds\n change [y v] by (10)\n end\nend\n\n\n\n@Level\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n repeat (10)\n go to x: (-23) y: (-96)\n end\n end\n if <(costume [number v]) = [1]> then\n repeat (10)\n go to x: (-33) y: (-87)\n end\n end\nend\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\n@Spikes\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [previous level v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(backdrop [number v]) = [1]> then\n go to x: (-38) y: (-115)\n end\n if <(backdrop [number v]) = [2]> then\n go to x: (-38) y: (-115)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Particles1\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (15) to (75))\nshow\ngo to (hi v)\nset [y vel v] to [0]\nset [x vel v] to [0]\nset [accel v] to [8]\nset [t v] to [0]\nset [timestep v] to ((1) / (10))\nset [velocity v] to (pick random (-70) to (-10))\nset [angle v] to (pick random (-10) to (10))\nset [x vel v] to ((Velocity) * ([sin v] of (Angle) ))\nset [y vel v] to ((Velocity) * ([cos v] of (Angle) ))\nrepeat until <(y position) < [-165]>\n change [t v] by (Timestep)\n change x by ((X Vel) * (Timestep))\n change y by (((Y Vel) * (Timestep)) - ((Accel) * ((T) * (Timestep))))\nend\nset y to (-164)\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nset [rotation v] to (pick random (5) to (20))\nforever\n repeat (pick random (1) to (10))\n turn right (Rotation) degrees\n end\n repeat (pick random (1) to (10))\n turn left (Rotation) degrees\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (6))\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nforever\n wait (0.25) seconds\n create clone of (_myself_ v)\nend\n\ngo to x: (pick random (-100) to (100)) y: (151)\n\n@Smashy-Thing1\n\nwhen flag clicked\nrepeat (100)\n hide\nend\n\nnext costume\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n go to x: (36) y: (88)\n show\n switch costume to (costume7 v)\n wait (0.65) seconds\n repeat until <not <(backdrop [number v]) = [2]>>\n glide (1) secs to x: (36) y: (28)\n glide (1) secs to x: (36) y: (88)\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\nif <(Clone ID) = [2]> then\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [2]>> then\n hide\n else\n show\n end\nend\n\nshow\n\n@Portals2\n\nwhen flag clicked\nchange [whirl v] effect by (800)\nforever\n if <not <(backdrop [number v]) = [3]>> then\n hide\n else\n go to x: (-90) y: (111)\n show\n repeat until <not <(backdrop [number v]) = [3]>>\n repeat (10)\n wait (0.05) seconds\n change [pixelate v] effect by (5)\n end\n repeat (10)\n wait (0.05) seconds\n change [pixelate v] effect by (-5)\n end\n end\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [4]> then\n switch costume to (hi3 v)\n go to x: (-111) y: (-116)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (hi v)?> then\n repeat (5)\n wait (0.3) seconds\n next costume\n end\n end\nend\n\n@Particles2\n\nwhen I start as a clone\nshow\nset size to (pick random (200) to (300)) %\nset [ghost v] effect to (pick random (25) to (100))\ngo to (random position v)\nif <(y position) < [-100]> then\n hide\nend\nrepeat (((100) - (pick random (80) to (90))) / (5))\n change [ghost v] effect by (-5)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (-5)\n change [ghost v] effect by (-1)\nend\ndelete this clone\n\nwhen I receive [delete all clones v]\n\nwhen I receive [start v]\nforever\n wait (0.0001) seconds\n create clone of (_myself_ v)\nend\n\n@Portals\n\nwhen flag clicked\nchange [whirl v] effect by (800)\nforever\n if <(backdrop [number v]) = [3]> then\n show\n go to x: (-208) y: (22)\n repeat until <not <(backdrop [number v]) = [3]>>\n repeat (10)\n wait (0.05) seconds\n change [pixelate v] effect by (5)\n end\n repeat (10)\n wait (0.05) seconds\n change [pixelate v] effect by (-5)\n end\n end\n else\n hide\n end\nend\n\n@Enemy\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n go to x: (98) y: (-72)\n show\n repeat until <not <(backdrop [number v]) = [6]>>\n glide (1) secs to x: (-3) y: (-71)\n broadcast (Fire LAZAR v)\n glide (1) secs to x: (91) y: (-71)\n broadcast (Fire LAZAR v)\n end\n else\n repeat (10)\n hide\n end\n end\nend\n\n@Particles3\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (15) to (75))\nshow\ngo to (enemy v)\nset [y vel v] to [0]\nset [x vel v] to [0]\nset [accel v] to [8]\nset [t v] to [0]\nset [timestep v] to ((1) / (10))\nset [velocity v] to (pick random (-70) to (-10))\nset [angle v] to (pick random (-10) to (10))\nset [x vel v] to ((Velocity) * ([sin v] of (Angle) ))\nset [y vel v] to ((Velocity) * ([cos v] of (Angle) ))\nrepeat until <(y position) < [-165]>\n change [t v] by (Timestep)\n change x by ((X Vel) * (Timestep))\n change y by (((Y Vel) * (Timestep)) - ((Accel) * ((T) * (Timestep))))\nend\nset y to (-164)\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nset [rotation v] to (pick random (5) to (20))\nforever\n repeat (pick random (1) to (10))\n turn right (Rotation) degrees\n end\n repeat (pick random (1) to (10))\n turn left (Rotation) degrees\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (6))\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n show\n repeat until <not <(backdrop [number v]) = [6]>>\n go to (enemy v)\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\n else\n go to x: (0) y: (0)\n hide\n end\nend\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen flag clicked\nhide\n\nwhen I receive [close menu v]\nhide\n\nwhen I receive [open menu v]\ngo to x: (124) y: (142)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n else\n set size to (100) %\n end\nend\n\n@LAZAR\n\nwhen I start as a clone\nif <(backdrop [number v]) = [6]> then\n go to [front v] layer\n go to (enemy v)\n show\n point towards (hi v)\n set size to (20) %\n repeat (9)\n move (20) steps\n wait (0.01) seconds\n end\n delete this clone\nend\n\nwhen flag clicked\nrepeat (100)\n hide\nend\n\nwhen I receive [fire lazar v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <touching (level v)?> then\n delete this clone\nend\n\n@Thingamabob (Thanks @Explosion!)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (90)\nbroadcast (Layer v)\n\nwhen I receive [layer v]\ngo to [back v] layer\n\nwhen flag clicked\nif <(backdrop [number v]) = [7]> then\n switch costume to (grunge2 v)\nelse\n switch costume to (grunge v)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (0.1) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Enemy2\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n go to x: (133) y: (-94)\n show\n repeat until <not <(backdrop [number v]) = [7]>>\n go to x: (133) y: (-107)\n wait (0.65) seconds\n broadcast (Fire LAZAR v) and wait\n end\n else\n repeat (10)\n hide\n end\n end\nend\n\nwhen flag clicked\nrepeat (100)\n hide\nend\n\n@Enemy3\n\nwhen flag clicked\nrepeat (100)\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n go to x: (131) y: (-40)\n show\n wait (0.5) seconds\n repeat until <not <(backdrop [number v]) = [7]>>\n go to x: (131) y: (-40)\n wait (0.65) seconds\n broadcast (Fire LAZAR v)\n end\n else\n repeat (10)\n hide\n end\n end\nend\n\n@LAZAR2\n\nwhen I start as a clone\nif <touching (level v)?> then\n delete this clone\nend\n\nwhen flag clicked\nrepeat (100)\n hide\nend\n\nwhen I receive [fire lazar v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(backdrop [number v]) = [7]> then\n go to [front v] layer\n go to (enemy3 v)\n show\n point towards (hi v)\n set size to (20) %\n repeat (11)\n move (20) steps\n wait (0.01) seconds\n end\n delete this clone\n else\n hide\n end\nend\n\n@Menu\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (203) y: (141)\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Open MENU v)\n\n@Restart\n\nwhen I receive [close menu v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n end\nend\n\nwhen this sprite clicked\nrepeat (5)\n change [brightness v] effect by (4)\nend\nbroadcast (Restart v)\nset [brightness v] effect to (0)\n\nwhen I receive [open menu v]\ngo to x: (146) y: (93)\nshow\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\n@Last Level\n\nwhen I receive [close menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [open menu v]\ngo to x: (202) y: (92)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Previous level v)\n\nwhen I receive [delete all clones v]\n\n@Sound\n\nwhen I receive [close menu v]\nhide\n\nwhen flag clicked\nforever\n play sound [Dramatic MUSIC USE THIS v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (25)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [open menu v]\ngo to x: (204) y: (39)\nshow\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n end\nend\n\nrepeat until <not <(costume [number v]) = [2]>>\n stop all sounds\nend\n\n@Close menu\n\nwhen I receive [open menu v]\ngo to x: (150) y: (39)\nshow\n\nwhen this sprite clicked\nbroadcast (Close MENU v)\n\nwhen flag clicked\nhide\n\nwhen I receive [close menu v]\nhide\n\n@Particles4\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (15) to (75))\nshow\ngo to (enemy2 v)\n\nset [y vel v] to [0]\nset [x vel v] to [0]\nset [accel v] to [8]\nset [t v] to [0]\nset [timestep v] to ((1) / (10))\nset [velocity v] to (pick random (-70) to (-10))\nset [angle v] to (pick random (-10) to (10))\nset [x vel v] to ((Velocity) * ([sin v] of (Angle) ))\nset [y vel v] to ((Velocity) * ([cos v] of (Angle) ))\nrepeat until <(y position) < [-165]>\n change [t v] by (Timestep)\n change x by ((X Vel) * (Timestep))\n change y by (((Y Vel) * (Timestep)) - ((Accel) * ((T) * (Timestep))))\nend\nset y to (-164)\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nset [rotation v] to (pick random (5) to (20))\nforever\n repeat (pick random (1) to (10))\n turn right (Rotation) degrees\n end\n repeat (pick random (1) to (10))\n turn left (Rotation) degrees\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (6))\n\n@Particles5\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (15) to (75))\nshow\ngo to (enemy3 v)\nset [y vel v] to [0]\nset [x vel v] to [0]\nset [accel v] to [8]\nset [t v] to [0]\nset [timestep v] to ((1) / (10))\nset [velocity v] to (pick random (-70) to (-10))\nset [angle v] to (pick random (-10) to (10))\nset [x vel v] to ((Velocity) * ([sin v] of (Angle) ))\nset [y vel v] to ((Velocity) * ([cos v] of (Angle) ))\nrepeat until <(y position) < [-165]>\n change [t v] by (Timestep)\n change x by ((X Vel) * (Timestep))\n change y by (((Y Vel) * (Timestep)) - ((Accel) * ((T) * (Timestep))))\nend\nset y to (-164)\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nset [rotation v] to (pick random (5) to (20))\nforever\n repeat (pick random (1) to (10))\n turn right (Rotation) degrees\n end\n repeat (pick random (1) to (10))\n turn left (Rotation) degrees\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (6))\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n show\n repeat until <not <(backdrop [number v]) = [7]>>\n go to (enemy3 v)\n wait (0.01) seconds\n create clone of (_myself_ v)\n end\n else\n go to x: (0) y: (0)\n hide\n end\nend\n\n@LAZAR3\n\nwhen I start as a clone\nif <touching (level v)?> then\n delete this clone\nend\n\nwhen flag clicked\nrepeat (100)\n hide\nend\n\nwhen I receive [fire lazar v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <(backdrop [number v]) = [7]> then\n go to [front v] layer\n go to (enemy2 v)\n show\n point towards (hi v)\n set size to (20) %\n repeat (11)\n move (20) steps\n wait (0.01) seconds\n end\n delete this clone\n else\n hide\n end\nend\n\n@Smashy-Thing2\n\nwhen flag clicked\nrepeat (100)\n hide\nend\n\nnext costume\n\nwhen I start as a clone\nshow\nswitch costume to (costume7 v)\nif <(Clone ID) = [1]> then\n go to x: (-93) y: (-78)\n repeat until <not <(backdrop [number v]) = [8]>>\n glide (0.85) secs to x: (-93) y: (-138)\n glide (0.85) secs to x: (-93) y: (-78)\n end\nend\nif <(Clone ID) = [2]> then\n go to x: (93) y: (-138)\n repeat until <not <(backdrop [number v]) = [8]>>\n glide (0.85) secs to x: (93) y: (-78)\n glide (0.85) secs to x: (93) y: (-138)\n end\nend\nif <not <(backdrop [number v]) = [8]>> then\n hide\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n broadcast (Start Cloning v)\n wait until <not <(backdrop [number v]) = [8]>>\n else\n broadcast (YEET Smashy Clones v)\n end\nend\n\nwhen flag clicked\nset [clone id v] to [0]\n\nwhen I receive [start cloning v]\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\n\n@Zoom\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n go to x: (-52) y: (-17)\n show\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n show\n else\n hide\n end\nend\n\n@Light\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (hi v)\nend\n\n@Darkstar177's PFP\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nset [intro? v] to [1]\nIntro\n\nhide\nwait until <(Intro?) = [0]>\nshow\n\ndefine Intro\nerase all\npen up\nstart sound [-Xaf- Inferno v]\nreset timer\nhide\npoint in direction (90)\ngo to x: (0) y: (400)\nset size to (100) %\nswitch costume to (bk v)\ncreate clone of (_myself_ v)\nswitch costume to (tnunderlay v)\ncreate clone of (_myself_ v)\nswitch costume to (tntext v)\ncreate clone of (_myself_ v)\nwait (1.5) seconds\ngo to x: (0) y: (0)\nset [intro? v] to [2]\nwait (.4) seconds\nswitch costume to (timmccool v)\ncreate clone of (_myself_ v)\nParticles\nset [θ v] to [0]\nset [j v] to [0]\nrepeat (50)\n change [j v] by (((75) - (j)) / (5))\n change [θ v] by (((300) - (ϴ)) / (5))\n Box W (ϴ) H (j) R [10]\nend\nwait (.75) seconds\nset [intro? v] to [2.5]\nrepeat (15)\n change [j v] by (((5) - (j)) / (5))\n change [θ v] by (((0) - (ϴ)) / (5))\n Box W (ϴ) H (j) R [10]\nend\nFill\nset [intro? v] to [3]\nset [θ v] to [0]\nset size to (0) %\nswitch costume to (logo1 v)\ncreate clone of (_myself_ v)\nParticles\nset [j v] to [0]\nrepeat (50)\n change [j v] by (((360) - (j)) / (5))\n Ellipse Start [0] Length (round (j)) Size [75]\nend\nFill\nset [intro? v] to [4]\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(costume [name v]) = [BK]> then\n show\n repeat until <(Intro?) = [2]>\n change y by (((0) - (y position)) / (3))\n end\n wait (.4) seconds\n hide\n wait until <(Intro?) = [4]>\n show\n erase all\n repeat until <(y position) > [200]>\n change y by (((300) - (y position)) / (3))\n end\n set [intro? v] to [0]\n delete this clone\nelse\n if <(costume [name v]) = [TNtext]> then\n go to x: (-400) y: (0)\n show\n repeat until <(Intro?) = [2]>\n change x by (((0) - (x position)) / (5))\n end\n repeat until <(y position) > [170]>\n change y by (((300) - (y position)) / (3))\n end\n delete this clone\n else\n if <(costume [name v]) = [TNunderlay]> then\n go to x: (400) y: (0)\n show\n repeat until <(Intro?) = [2]>\n change x by (((0) - (x position)) / (5))\n end\n repeat until <(y position) > [170]>\n change y by (((300) - (y position)) / (3))\n end\n delete this clone\n else\n if <(costume [name v]) = [Logo1]> then\n show\n repeat until <(Intro?) = [4]>\n set [θ v] to (((ϴ) * (.65)) + (((150) - (size)) / (5)))\n change size by (ϴ)\n end\n repeat until <(y position) > [170]>\n change size by (((0) - (size)) / (3))\n change y by (((200) - (y position)) / (5))\n end\n delete this clone\n else\n if <(costume [name v]) = [TimMcCool]> then\n set size to (0) %\n show\n set [θ v] to [0]\n repeat until <(Intro?) = [2.5]>\n set [θ v] to (((ϴ) * (.7)) + (((60) - (size)) / (5)))\n change size by (ϴ)\n end\n repeat until <[12] > (size)>\n change size by (((0) - (size)) / (3))\n end\n delete this clone\n else\n if <(costume [name v]) = [Particle]> then\n show\n set size to (100) %\n set [j v] to (pick random (-10) to (10))\n set [θ v] to [5]\n set [ghost v] effect to (80)\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (j)\n change y by (ϴ)\n change [θ v] by (-2)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen [space v] key pressed\nif <not <(Intro?) = [0]>> then\n stop [other scripts in sprite v]\n set [intro? v] to [0]\nend\n\nset [intro? v] to []\n\ndefine @Save\nshow\ngo to [front v] layer\nset [intro? v] to [1]\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (tn v)\nstop [all v]\n\n@Save\n\ndefine Box W (width) H (height) R (radius)\nFill\nset pen color to (#ffffff)\nset pen size to ((radius) * (2))\ngo to x: ((radius) - ((width) / (2))) y: ((radius) - ((height) / (2)))\npen down\ngo to x: (((width) / (2)) - (radius)) y: ((radius) - ((height) / (2)))\ngo to x: (((width) / (2)) - (radius)) y: (((height) / (2)) - (radius))\ngo to x: ((radius) - ((width) / (2))) y: (((height) / (2)) - (radius))\ngo to x: ((radius) - ((width) / (2))) y: ((radius) - ((height) / (2)))\nif <(height) > ((radius) * (4))> then\n pen up\n set pen size to ((radius) * (4))\n go to x: (((radius) * (2)) - ((width) / (2))) y: (0)\n pen down\n go to x: (((width) / (2)) - ((radius) * (2))) y: (0)\nend\npen up\n\ndefine Ellipse Start (start) Length (length) Size (size)\nFill\nset pen color to (#ffffff)\nset pen size to (10)\nset [θ v] to (start)\ngo to x: (([sin v] of (ϴ) ) * (size)) y: (([cos v] of (ϴ) ) * (size))\npen down\nrepeat (((length) * (4)) - (1))\n go to [front v] layer\n change [θ v] by (.25)\n go to x: (([sin v] of (ϴ) ) * (size)) y: (([cos v] of (ϴ) ) * (size))\nend\nset [θ v] to ((length) + (start))\ngo to x: (([sin v] of (ϴ) ) * (size)) y: (([cos v] of (ϴ) ) * (size))\npen up\n\ndefine Fill\ngo to x: (0) y: (0)\nerase all\nset pen color to (#0090ff)\nset pen size to (999)\npen down\npen up\n\ndefine Particles\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n
--------------------Taken---------------------------------------------\n-DOUBLE-CLICK THE FLAG!\n-All levels are 100% passable (or just skip them :P)\nLeave a Love and Fav, please, this game has over 1000+ blocks of code and I took me a month. Plus, It reduces lag. :P Famous loves and favs further down.\n-Controls-\nWASD, Arrow Keys, Mouse/Finger (Yay Mobile!)\n---Difficulty--- Medium\n@sushi_slamer Smacked the Love button!\n@noodlebot743 Smashed the Love button!\n100 views!\n@duoof Destroyed the Love button!\n@anthonybug hacked the Love button! :P\n@Levi_Minecraft Loved and Pounded the Fav Button!\n@crazy44spider Beat up the Love and Fav buttons!\n@DaviidPlayz literally ATE the love button! O_o (jk he just poked it)\n@BlueCappy91 mashed up the Love and Fav buttons!\n@Falcon0327 clapped the Love button!\n@Ultra-UltimateGamer wrecked the Love and Fav buttons!\n@-Infinite- danced on the Love button!\n@-Orbitron- Snapped the Love buton in half!\n200 views!\n@Lukas1410 bopped the Love button!\n300 views!\n@RendHeaven slashed the Love button!\n50 loves!\n@Timo1os laid the smackdown on the Love button!\n@SyntheticHuman demolished the Love button!\n@FlippyGod pummeled the Love button!\n400 views!\n@Capt_Boanerges whopped the Love button!\n@SuperCanon20 kicked the Love and Fav buttons!\n500 views!\n@StratfordJames chopped the Love and Fav buttons!\n@TerrificTillandsia hammered the love button!\n@BenjaminWins11 cracked the Love button!\n100 loves!\n@MONEYBUDDY6 spun the Love and Favorite buttons!\nkodiak77-77 sliced the Love button!\n600 views!\nGo to something shared on august 23rd\n--PeriodicGames-- tapped the Love button!\n@PonderingPixel SAT ON the Love Button!\n700 views!\n800 views!\n900 views!\n100 favs!\n150 loves!\n\n\nChange Log:\n3/16/2020: Shared Briefly-- I've been working for about 2 months... INCLUDING procrastination. Bruh.\n3/25/2020: Shared as a TEST\n3/27/2020: Finished Menu!\n
Trapped! a platformer v1.1.4
@Stage\n\nwhen I receive [startmusic v]\nset volume to (50) %\nforever\n play sound (pick random (1) to (4)) until done\nend\n\n@Player\n\ndefine setup\nhide\ngo to x: (0) y: (-10)\nset size to (65) %\nif <(100) = [true]> then\n switch costume to (eyes100 v)\nelse\n switch costume to (eyes v)\nend\ngo to [front v] layer\ngo [backward v] (3) layers\ncreate clone of (_myself_ v)\nset size to (65) %\nif <(100) = [true]> then\n switch costume to (body100 v)\nelse\n switch costume to (body v)\nend\nshow\n\nwhen I start as a clone\nif <<(costume [number v]) = [7]> or <(costume [number v]) = [2]>> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n forever\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [2]>> then\n glide (0.1) secs to x: (baseX) y: ((baseY) + (8))\n end\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (-60)\nset rotation style [left-right v]\nif <(100) = [true]> then\n switch costume to (body100 v)\nelse\n switch costume to (body v)\nend\nset [score v] to [0]\nset [protected? v] to [0]\nset [playerhp v] to [100]\nset [spawn x v] to [0]\nset [player_x v] to [0]\nset [player_y v] to [30]\nset [playerscroll_x v] to [0]\nset [playerscroll_y v] to [0]\nset [cooldowntime v] to [30]\nshow\nbroadcast (playerFootSteps v)\nbroadcast (how to move v)\nsetup\nbroadcast (tick v) and wait\nforever\n Physics Check\n broadcast (tick v)\nend\n\ndefine Physics Check\nif <(OnDevice?) = [false]> then\n change [playerscroll_y v] by (-1)\n change [falling v] by (1)\n change y by (PlayerScroll_Y)\n CollisionDetection\n KeyControls <<key (up arrow v) pressed?> or <key (w v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>> <key (space v) pressed?>\n Move\n change [player_x v] by (x position)\n change [player_y v] by ((y position) + (10))\n go to x: (0) y: (-10)\n MoveEyes <<key (up arrow v) pressed?> or <key (w v) pressed?>> <<key (down arrow v) pressed?> or <key (s v) pressed?>> <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n if <(Player_Y) < [-1000]> then\n set [player_y v] to (spawn y)\n set [player_x v] to (spawn x)\n end\nend\n\ndefine Move\nset [playernumbercount v] to [0]\nset [playerscroll_x v] to ((PlayerScroll_X) * (0.8))\nchange x by (round (PlayerScroll_X))\ntouchEnemy?\nrepeat until <<not <touching (level v)?>> or <(PlayerNumberCount) = [8]>>\n set [isonground? v] to [true]\n change y by (1)\n change [playernumbercount v] by (1)\nend\nif <(PlayerNumberCount) = [8]> then\n change y by (-9)\n change x by ((0) - (round (PlayerScroll_X)))\n set [playerscroll_x v] to [0]\nend\n\ndefine KeyControls <up?> <left?> <right?> <attack?>\nif <<up?> and <(Falling) = [0]>> then\n set [isonground? v] to [false]\n change [playerscroll_y v] by (20)\nend\nif <<left?> and <[-4330] < (Player_X)>> then\n change [playerscroll_x v] by (-4)\n if <<<attack?> and <(CoolDown) > (CoolDownTime)>> and <[-4000] < (Player_X)>> then\n WaveSword [left]\n change [playerscroll_x v] by (-50)\n set [cooldown v] to [0]\n end\nend\nif <<right?> and <(Player_X) < [4360]>> then\n change [playerscroll_x v] by (4)\n if <<<attack?> and <(CoolDown) > (CoolDownTime)>> and <(Player_X) < [4000]>> then\n WaveSword [right]\n change [playerscroll_x v] by (50)\n set [cooldown v] to [0]\n end\nend\nif <<<attack?> and <<not <left?>> and <not <right?>>>> and <(CoolDown) > (CoolDownTime)>> then\n WaveSword []\n set [cooldown v] to [0]\nend\nif <not <attack?>> then\n if <(PlayerHP) < [100]> then\n change [playerhp v] by (0.02)\n else\n if <not <(PlayerHP) = [100]>> then\n set [playerhp v] to [100]\n end\n end\nend\n\ndefine CollisionDetection\nset [playernumbercount v] to [0]\ntouchEnemy?\nrepeat until <<not <<touching (level v)?> or <touching (enemybody v)?>>> or <(PlayerNumberCount) = [16]>>\n set [isonground? v] to [true]\n change [playernumbercount v] by (1)\n if <<(PlayerScroll_Y) > [-1]> and <(Falling) > [0]>> then\n change y by (-1)\n else\n set [falling v] to [0]\n change y by (1)\n end\n set [playerscroll_y v] to [0]\nend\n\ndefine MoveEyes <up?> <down?> <left?> <right?>\nif <<not <(baseY) = (y position)>> or <not <(baseX) = (x position)>>> then\n set [basex v] to (x position)\n set [basey v] to (y position)\nend\nif <up?> then\n set [basey v] to ((y position) + (4))\nend\nif <down?> then\n set [basey v] to ((y position) + (-8))\nend\nif <left?> then\n set [basex v] to ((x position) + (-12))\nend\nif <right?> then\n set [basex v] to ((x position) + (12))\nend\n\ndefine touchEnemy?\nif <<<(costume [number v]) = [6]> or <(costume [number v]) = [8]>> or <<(costume [number v]) = [1]> or <(costume [number v]) = [3]>>> then\n if <<<touching (enemybody v)?> and <[8] < (CoolDown)>> and <(Protected?) = [0]>> then\n if <(100) = [true]> then\n switch costume to (bodyhit100 v)\n else\n switch costume to (bodyhit v)\n end\n change [playerhp v] by (-1)\n if <(PlayerHP) < [1]> then\n reset\n end\n else\n if <(100) = [true]> then\n switch costume to (body100 v)\n else\n switch costume to (body v)\n end\n end\n if <(CoolDown) < ((CoolDownTime) + (1))> then\n change [cooldown v] by (1)\n end\nend\n\nwhen I receive [playerfootsteps v]\nforever\n if <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> and <(isOnGround?) = [true]>> and <(OnDevice?) = [false]>> then\n set volume to (130) %\n play sound [Footsteps v] until done\n else\n set volume to (0) %\n end\nend\n\ndefine reset\nstop [other scripts in sprite v]\nbroadcast (reset v) and wait\nbroadcast (dead v)\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [flag v]\ndelete all of [fireloc v]\ndelete all of [level with fog v]\nadd [1] to [level with fog v]\ndelete all of [level with rain v]\nadd [1] to [level with rain v]\nset [ondevice? v] to [false]\nset [message v] to [0]\nset [typeclone2 v] to [0]\nset [location v] to [1]\nset [whotexted v] to [none]\nset [player_x v] to [0]\nset [player_y v] to [0]\nbroadcast (start v)\nforever\n wait (pick random (1) to (6)) seconds\n if <(pick random (1) to (2)) = [1]> then\n set [spawnenemyx v] to ((Player_X) + (300))\n else\n set [spawnenemyx v] to ((Player_X) - (300))\n end\n if <(pick random (1) to (3)) = [1]> then\n set [sws v] to [true]\n else\n set [sws v] to [false]\n end\n if <(pick random (1) to (3)) = [1]> then\n set [sb v] to [true]\n else\n set [sb v] to [false]\n end\n set [spawnenemyy v] to (Player_Y)\n broadcast (spawnEnemy v)\nend\n\nwhen flag clicked\nset [100 v] to [false]\ndelete all of [items v]\n\nset [spawnenemyx v] to ((Player_X) + (350))\nset [spawnenemyy v] to [-99]\nbroadcast (spawnEnemy v)\nset [can'tpassx v] to [-50]\n\ndefine WaveSword (direction)\nif <<(costume [name v]) = [bodyHit]> or <<(costume [name v]) = [bodyHit100]> or <<(costume [name v]) = [body100]> or <(costume [name v]) = [body]>>>> then\n set [savex v] to (x position)\n set [savey v] to (y position)\n switch costume to (weapon v)\n if <(direction) = [left]> then\n go to x: (-20) y: (-20)\n else\n if <(direction) = [right]> then\n go to x: (20) y: (-20)\n else\n go to x: (0) y: (-20)\n end\n end\n create clone of (_myself_ v)\n go to x: (saveX) y: (saveY)\n switch costume to (body v)\nend\n\nwhen I start as a clone\nif <<(Protected?) = [1]> and <(costume [name v]) = [Weapon]>> then\n delete this clone\nend\nif <(costume [name v]) = [Weapon]> then\n start sound [Low Whoosh v]\n set [brightness v] effect to (30)\n set [protected? v] to [1]\n set size to (100) %\n go to [front v] layer\n set rotation style [all around v]\n if <(x position) = [20]> then\n set [swingd v] to [r]\n point in direction (15)\n repeat (11)\n if <not <(LagFree?) = [true]>> then\n SwordParticle\n end\n turn right (15) degrees\n change [ghost v] effect by (9)\n end\n else\n if <(x position) = [-20]> then\n set [swingd v] to [l]\n point in direction (150)\n repeat (11)\n if <not <(LagFree?) = [true]>> then\n SwordParticle\n end\n turn right (-15) degrees\n change [ghost v] effect by (9)\n end\n else\n set [swingd v] to [r]\n point in direction (0)\n repeat (20)\n if <not <(LagFree?) = [true]>> then\n SwordParticle\n end\n turn right (10) degrees\n change [ghost v] effect by (5)\n end\n end\n end\n set [protected? v] to [0]\n delete this clone\nend\n\ndefine SwordParticle\nif <(costume [name v]) = [Weapon]> then\n repeat (2)\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (weapon v)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Particle]> then\n set [brightness v] effect to (0)\n set size to (50) %\n if <(SwingD) = [r]> then\n turn left (90) degrees\n move (pick random (30) to (100)) steps\n turn left (pick random (30) to (150)) degrees\n set [rn v] to (pick random (5) to (20))\n set [rns v] to (pick random (3) to (6))\n set [ghost v] effect to (20)\n repeat (RN)\n change x by (pick random (-3.5) to (3.5))\n change y by (pick random (-3.5) to (3.5))\n move (RNS) steps\n change size by (((40) / (RN)) * (-1))\n change [ghost v] effect by ((80) / (RN))\n end\n else\n turn left (90) degrees\n move (pick random (30) to (100)) steps\n turn right (pick random (30) to (150)) degrees\n set [rn v] to (pick random (5) to (20))\n set [rns v] to (pick random (3) to (6))\n set [ghost v] effect to (20)\n repeat (RN)\n change x by (pick random (-3.5) to (3.5))\n change y by (pick random (-3.5) to (3.5))\n move ((RNS) * (-1)) steps\n change size by (((40) / (RN)) * (-1))\n change [ghost v] effect by ((80) / (RN))\n end\n end\n delete this clone\nend\n\ndefine isTouchingEnemy?\n\nbroadcast (flag v)\n\nwhen I receive [leaderboard v]\nhide\n\nwhen flag clicked\nif <[followersusernames v] contains (username)?> then\n set [is100? v] to [yes]\n set [100 v] to [true]\nelse\n set [is100? v] to [no]\n set [100 v] to [false]\nend\n\n@enemyBody\n\nwhen I start as a clone\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n broadcast (EnemyPow v)\n set [x v] to (spawnEnemyX)\n set [y v] to (spawnEnemyY)\n set [enemy_show? v] to [show]\n if <(canHaveSword?) = [true]> then\n set [hp v] to [90]\n else\n set [hp v] to [50]\n end\n if <(SB) = [true]> then\n set [hp v] to [150]\n set size to (130) %\n else\n set size to (65) %\n end\n set [canhavesword? v] to (SWS)\n show\nend\n\ndefine Pathfind\nif <<((Player_Y) + (1)) < (y)> and <(enemyFalling) = [0]>> then\n change [enemyscrolly v] by (15)\nend\nif <(Player_X) < (x)> then\n change [enemyscrollx v] by (-2.5)\nelse\n change [enemyscrollx v] by (2.5)\nend\nset [enemyprotected? v] to [0]\nif <(canHaveSword?) = [true]> then\n if <[1] > (EnemyCoolDown)> then\n if <((x) - (20)) > (Player_X)> then\n WaveSword [l]\n else\n if <((x) + (20)) < (Player_X)> then\n WaveSword [r]\n end\n end\n else\n change [enemycooldown v] by (-0.5)\n end\nend\n\nwhen I receive [tick v]\ntick\n\ndefine tick\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <(HP) < [1]> then\n change [score v] by (1)\n delete this clone\n end\n if <(Enemy_Show?) = [show]> then\n Physics Check\n else\n if <(Player_X) < (x)> then\n change [x v] by (-2.5)\n else\n change [x v] by (2.5)\n end\n if <(Player_Y) < (y)> then\n change [y v] by (-2.5)\n else\n change [y v] by (2.5)\n end\n end\n add (x) to [enemypos v]\n add (y) to [enemypos v]\n isTouchingEnemy?\n go to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\n if <<not <((x) - (Player_X)) = (x position)>> or <not <((y) - (Player_Y)) = (y position)>>> then\n if <(Enemy_Show?) = [show]> then\n set [enemy_show? v] to [hide]\n hide\n end\n else\n if <(Enemy_Show?) = [hide]> then\n set [enemy_show? v] to [show]\n show\n end\n end\nend\n\nwhen I receive [start v]\ndelete all of [enemypos v]\nswitch costume to (master v)\nset [x v] to [0]\nset [y v] to [0]\n\ndefine Physics Check\nchange [enemyscrolly v] by (-1)\nchange [enemyfalling v] by (1)\nchange [y position v] by (enemyScrollY)\nCollisionDetection\nPathfind\nMove\nchange [x v] by (x position)\nchange [y v] by (y position)\nset [y position v] to [0]\nset [x position v] to [0]\n\ndefine CollisionDetection\nset [numbercount v] to [0]\ntouchPlayer\nrepeat until <<not <touching (level v)?>> or <(NumberCount) = [16]>>\n change [numbercount v] by (1)\n if <<(enemyScrollY) > [-1]> and <(enemyFalling) > [0]>> then\n change [y position v] by (-1)\n change y by (-1)\n else\n set [enemyfalling v] to [0]\n change [y position v] by (1)\n change y by (1)\n end\n set [enemyscrolly v] to [0]\nend\n\ndefine Move\nset [numbercount v] to [0]\nset [enemyscrollx v] to ((enemyScrollX) * (0.8))\nchange [x position v] by (round (enemyScrollX))\ntouchPlayer\nrepeat until <<not <<touching (level v)?> or <(isTouchingEnemy?) = [true]>>> or <(NumberCount) = [8]>>\n change [y position v] by (1)\n change y by (1)\n change [numbercount v] by (1)\nend\nif <(NumberCount) = [8]> then\n change [y position v] by (-8)\n change y by (-8)\n change [x position v] by ((0) - (round (enemyScrollX)))\n set [enemyscrollx v] to [0]\nend\n\ndefine touchPlayer\nif <<touching (player v)?> and <(EnemyProtected?) = [0]>> then\n switch costume to (bodyhit v)\n change [hp v] by (-2)\nelse\n switch costume to (body v)\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [spawnenemy v]\nset [enemyfalling v] to [0]\nset [enemyscrollx v] to [0]\nset [enemyscrolly v] to [0]\nif <(costume [number v]) = [3]> then\n switch costume to (body v)\n create clone of (_myself_ v)\n switch costume to (master v)\nend\n\nwhen I receive [enemypow v]\nforever\n if <touching (player v)?> then\n play sound [Crunch v] until done\n end\nend\n\nset volume to (40) %\n\nswitch costume to (body v)\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine WaveSword (direction)\nif <<(costume [name v]) = [body]> and <[1] > (EnemyCoolDown)>> then\n if <<(SwordRotation) = [135]> or <(SwordRotation) = [30]>> then\n start sound [Low Whoosh v]\n end\n set [enemyprotected? v] to [1]\n set [savex v] to (x position)\n set [savey v] to (y position)\n switch costume to (weapon v)\n if <(direction) = [l]> then\n if <(SwordRotation) < [0]> then\n set [enemycooldown v] to [10]\n set [swordtransparency v] to [0]\n set [swordrotation v] to [150]\n end\n set [swingd v] to [l]\n change [swordrotation v] by (-15)\n change [swordtransparency v] by (9)\n else\n if <(direction) = [r]> then\n if <[170] < (SwordRotation)> then\n set [enemycooldown v] to [10]\n set [swordtransparency v] to [0]\n set [swordrotation v] to [15]\n end\n set [swingd v] to [r]\n change [swordrotation v] by (15)\n change [swordtransparency v] by (9)\n end\n end\n if <[1] > (EnemyCoolDown)> then\n create clone of (_myself_ v)\n end\n set [x position v] to (saveX)\n set [y position v] to (saveY)\n switch costume to (body v)\n go to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\nend\n\ngo to x: (20) y: (-20)\ngo to x: (-20) y: (-20)\ngo to x: (0) y: (-20)\n\nwhen I start as a clone\nif <(costume [name v]) = [Weapon]> then\n set rotation style [all around v]\n set [brightness v] effect to (30)\n set size to (100) %\n go to [front v] layer\n if <(SwingD) = [r]> then\n go to x: (((x) - (Player_X)) + (20)) y: (((y) - (Player_Y)) - (20))\n else\n go to x: (((x) - (Player_X)) + (-20)) y: (((y) - (Player_Y)) - (20))\n end\n set [ghost v] effect to (SwordTransparency)\n point in direction (SwordRotation)\n wait (0.01) seconds\n delete this clone\nend\n\nif <<(Protected?) = [1]> and <(costume [name v]) = [Weapon]>> then\n delete this clone\nend\n\nSwordParticle\n\nSwordParticle\n\nSwordParticle\n\nset [protected? v] to [0]\n\ndefine SwordParticle\nif <(costume [name v]) = [Weapon]> then\n repeat (2)\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (weapon v)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Particle]> then\n point in direction (SwordRotation)\n set size to (50) %\n if <(SwingD) = [r]> then\n turn left (90) degrees\n move (pick random (30) to (100)) steps\n turn left (pick random (30) to (150)) degrees\n set [rn v] to (pick random (5) to (20))\n set [rns v] to (pick random (3) to (6))\n set [ghost v] effect to (20)\n repeat (RN)\n change x by (pick random (-3.5) to (3.5))\n change y by (pick random (-3.5) to (3.5))\n move (RNS) steps\n change size by (((40) / (RN)) * (-1))\n change [ghost v] effect by ((80) / (RN))\n end\n else\n turn left (90) degrees\n move (pick random (30) to (100)) steps\n turn right (pick random (30) to (150)) degrees\n set [rn v] to (pick random (5) to (20))\n set [rns v] to (pick random (3) to (6))\n set [ghost v] effect to (20)\n repeat (RN)\n change x by (pick random (-3.5) to (3.5))\n change y by (pick random (-3.5) to (3.5))\n move ((RNS) * (-1)) steps\n change size by (((40) / (RN)) * (-1))\n change [ghost v] effect by ((80) / (RN))\n end\n end\n delete this clone\nend\n\ndefine isTouchingEnemy?\nset [numb v] to [0]\nset [istouchingenemy? v] to [false]\nrepeat ((length of [enemypos v]) / (2))\n set [x? v] to (item ((numb) + (1)) of [enemypos v])\n set [y? v] to (item ((numb) + (2)) of [enemypos v])\n if <<not <(x) = (x?)>> and <not <(y) = (y?)>>> then\n if <<((x) - (-50)) > (x?)> and <<((x) + (-50)) < (x?)> and <<((y) - (-50)) > (y?)> and <((y) + (-50)) < (y?)>>>> then\n set [istouchingenemy? v] to [true]\n end\n end\n change [numb v] by (2)\nend\n\nwhen I receive [leaderboard v]\nhide\n\n@enemyEyes\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] ((typeClone) + (3)) layers\nshow\n\nwhen I receive [tick v]\nif <(costume [number v]) = [2]> then\n tick\nend\n\ndefine tick\nif <(costume [number v]) = [2]> then\n update eyes\nend\n\nwhen I receive [start v]\ndelete all of [enemypos v]\nswitch costume to (master v)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [updateenemyeyes v]\nif <(costume [number v]) = [1]> then\n delete this clone\nend\n\ndefine update eyes\nbroadcast (updateEnemyEyes v)\nset [numb v] to [0]\nrepeat ((length of [enemypos v]) / (2))\n set [x v] to (item ((numb) + (1)) of [enemypos v])\n set [y v] to (item ((numb) + (2)) of [enemypos v])\n go to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\n if <<<((x) - (Player_X)) = (x position)> or <((y) - (Player_Y)) = (y position)>> and <not <touching (_edge_ v)?>>> then\n switch costume to (eyes v)\n create clone of (_myself_ v)\n switch costume to (master v)\n end\n change [numb v] by (2)\nend\ndelete all of [enemypos v]\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\nset [numb v] to [0]\nrepeat ((length of [enemypos v]) / (2))\n set [x v] to (item ((numb) + (1)) of [enemypos v])\n set [y v] to (item ((numb) + (2)) of [enemypos v])\n go to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\n if <<<((x) - (Player_X)) = (x position)> or <((y) - (Player_Y)) = (y position)>> and <not <touching (_edge_ v)?>>> then\n switch costume to (eyes v)\n create clone of (_myself_ v)\n switch costume to (master v)\n end\n change [numb v] by (2)\nend\n\nwhen I receive [leaderboard v]\nhide\n\n@Objects\n\nwhen I receive [tick v]\ntick\n\ndefine tick\ngo to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\nif <<not <((x) - (Player_X)) = (x position)>> or <not <((y) - (Player_Y)) = (y position)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [start v]\nset volume to (100) %\nif <(Location) = [1]> then\n set [x v] to [2000]\n set [y v] to [-8]\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n set [x v] to [2520]\n set [y v] to [-128]\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n switch costume to (master v)\nend\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (12) layers\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [leaderboard v]\nhide\n\nwhen I receive [flag v]\nshow\n\n@HP\n\ndefine CreateHealthBar\ngo to x: (0) y: (25)\nbroadcast (HpClear v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\nswitch costume to (base v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\nhide\n\nwhen I receive [start v]\nset [oldplayerhp v] to (round (((PlayerHP) / ((100) / (40))) + (1)))\nswitch costume to (master v)\nhide\nforever\n if <not <(round (((PlayerHP) / ((100) / (40))) + (1))) = (round (OldPlayerHP))>> then\n CreateHealthBar\n end\n set [oldplayerhp v] to (round (((PlayerHP) / ((100) / (40))) + (1)))\nend\n\nwhen I start as a clone\nif <not <<(costume [name v]) = [Master]> or <(costume [name v]) = [Base]>>> then\n forever\n set [brightness v] effect to ((PlayerHP) / ((100) / (20)))\n set [color v] effect to ((PlayerHP) / ((100) / (70)))\n switch costume to (((PlayerHP) / ((100) / (40))) + (1))\n end\nend\n\nwhen I start as a clone\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [hpclear v]\ndelete this clone\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [hideenemycomputer v]\nshow\n\nwhen I receive [showenemycomputerone v]\nhide\n\nwhen I receive [leaderboard v]\nhide\n\n@Device\n\nwhen I receive [start v]\nswitch costume to (map1 v)\nif <(costume [name v]) = [map1]> then\n go to x: (150) y: (140)\n show\n switch costume to (player v)\n set size to (10) %\n create clone of (_myself_ v)\n switch costume to (map1 v)\n set size to (90) %\n forever\n go to [front v] layer\n go [backward v] (4) layers\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [player]> then\n go to [front v] layer\n forever\n go to [front v] layer\n go [backward v] (2) layers\n go to x: (((Player_X) / (72)) + (150)) y: (((Player_Y) / (72)) + (128))\n end\nend\nif <(costume [name v]) = [Level1Location]> then\n go to x: (((-900) / (72)) + (150)) y: (((-99) / (72)) + (130))\n set [ghost v] effect to (100)\n go to [front v] layer\n set size to (50) %\n repeat (10)\n change size by (-4)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n go to x: (((-900) / (72)) + (150)) y: (((-99) / (72)) + (130))\n end\nend\nif <(costume [name v]) = [Level1Location2]> then\n go to x: (((-500) / (72)) + (150)) y: (((-99) / (72)) + (130))\n set [ghost v] effect to (100)\n go to [front v] layer\n set size to (50) %\n repeat (10)\n change size by (-4)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n go to x: (((-500) / (72)) + (150)) y: (((-99) / (72)) + (130))\n end\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [barsshow v]\nshow\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nif <(Message) = [1]> then\n if <(costume [name v]) = [map1]> then\n switch costume to (level1location v)\n set size to (10) %\n create clone of (_myself_ v)\n switch costume to (map1 v)\n set size to (90) %\n end\nend\nif <(Message) = [2]> then\n if <(costume [name v]) = [map1]> then\n switch costume to (level1location2 v)\n set size to (10) %\n create clone of (_myself_ v)\n switch costume to (map1 v)\n set size to (90) %\n end\nend\nif <<(costume [name v]) = [player]> or <(costume [name v]) = [map1]>> then\n show\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n show\nend\n\nwhen I receive [leaderboard v]\nhide\n\n@level\n\nwhen I receive [tick v]\ntick\n\ndefine tick\ngo to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\nif <<not <((x) - (Player_X)) = (x position)>> or <not <((y) - (Player_Y)) = (y position)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [-495]\nswitch costume to (size v)\nif <(Location) = [1]> then\n set size to (2000) %\nelse\n if <(Location) = [2]> then\n set size to (800) %\n end\nend\nswitch costume to (join [Location] (Location))\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set [x v] to [0]\n set [y v] to [-750]\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: ((y) - (Player_Y))\nend\n\nwhen I start as a clone\nset size to (120) %\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\n\nwhen I receive [leaderboard v]\nhide\n\n@Sprite1\n\nwhen I receive [tick v]\ntick\n\ndefine tick\nif <(Location) = [2]> then\n go to x: (((x) - (Player_X)) / (1.1)) y: (((y) - (Player_Y)) / (1.1))\nelse\n go to x: (((x) - (Player_X)) / (2)) y: (((y) - (Player_Y)) / (2))\nend\n\nwhen I receive [start v]\nif <(Location) = [2]> then\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (size v)\n set size to (1700) %\n switch costume to (join [Background] (Location))\n set [x v] to [700]\n set [y v] to [-670]\nelse\n go to [back v] layer\n go [forward v] (2) layers\n switch costume to (size v)\n set size to (1200) %\n switch costume to (join [Background] (Location))\n set [x v] to [0]\n set [y v] to [-1040]\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\n\nwhen I receive [leaderboard v]\nhide\n\nwhen I receive [flag v]\nshow\n\n@Sprite3\n\nwhen I receive [tick v]\ntick\n\ndefine tick\ngo to x: (((x) - (Player_X)) / (3)) y: (((y) - (Player_Y)) / (3))\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [-750]\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (size v)\nset size to (800) %\nswitch costume to (join [Background] (Location))\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\n\nwhen I receive [leaderboard v]\nhide\n\nwhen I receive [flag v]\nshow\n\n@torch\n\ndefine tick\ngo to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\nif <<not <((x) - (Player_X)) = (x position)>> or <not <((y) - (Player_Y)) = (y position)>>> then\n hide\nelse\n show\nend\n\nwhen I receive [start v]\ndelete all of [fireloc v]\nif <(Location) = [1]> then\n hide\n set [x v] to [-1800]\n set [y v] to [-78]\n repeat (4)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change [x v] by (400)\n end\n repeat (5)\n change [x v] by (400)\n end\n repeat (1)\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n change [x v] by (400)\n end\n switch costume to (none v)\nend\n\nwhen I receive [tick v]\ntick\n\nwhen I start as a clone\nadd (x) to [fireloc v]\nadd (y) to [fireloc v]\ngo to [back v] layer\ngo [forward v] (10) layers\nshow\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [leaderboard v]\nhide\n\nwhen I receive [flag v]\nshow\n\n@fire particle\n\nwhen I start as a clone\nchange [firecone v] by (1)\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\nset size to (30) %\nrepeat (50)\n switch costume to (costume2 v)\n change size by (-0.5)\n change [x v] by (pick random (-1.5) to (1.5))\n change [y v] by (2)\n change [color v] effect by (-0.75)\n change [ghost v] effect by (2)\nend\nchange [firecone v] by (-1)\ndelete this clone\n\nwhen I receive [tick v]\ntick\n\ndefine tick\ngo to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\nif <<not <((x) - (Player_X)) = (x position)>> or <not <((y) - (Player_Y)) = (y position)>>> then\n delete this clone\nend\n\nwhen I receive [start v]\n\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (fireblob2 v)\n\ndefine CreateFire\nset [numb v] to [0]\nrepeat ((length of [fireloc v]) / (2))\n set [x v] to (item ((numb) + (1)) of [fireloc v])\n set [y v] to (item ((numb) + (2)) of [fireloc v])\n go to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\n if <<((x) - (Player_X)) = (x position)> or <((y) - (Player_Y)) = (y position)>> then\n switch costume to (costume2 v)\n go to [back v] layer\n go [forward v] (((numb) + ((length of [fireloc v]) / (2))) + (11)) layers\n switch costume to (master v)\n create clone of (_myself_ v)\n end\n change [numb v] by (2)\nend\n\ngo [backward v] ((typeClone) + (-32)) layers\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nbroadcast (go v)\ndelete this clone\n\nwhen I receive [go v]\nif <(costume [name v]) = [master]> then\n switch costume to (master v)\n set [firecone v] to [0]\n hide\n forever\n CreateFire\n if <(LagFree?) = [true]> then\n wait (0.5) seconds\n else\n wait (0.16) seconds\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (master v)\nbroadcast (go v)\n\nCreateFire\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen [l v] key pressed\nif <(State) = [1]> then\n if <(LagFree?) = [true]> then\n set [lagfree? v] to [false]\n else\n set [lagfree? v] to [true]\n end\nend\n\nwhen I receive [menu v]\nset [state v] to [1]\n\nwhen I receive [flag v]\nset [state v] to [0]\n\nwhen I receive [dead v]\nset [state v] to [1]\n\n@fog particle\n\nwhen I receive [tick v]\ntick\n\nif <[level with fog v] contains (Location)?> then\nend\n\nwhen I receive [start v]\nif <[level with fog v] contains (Location)?> then\n set [fogclones v] to [0]\n set [x v] to [0]\n set [y v] to [-400]\n set [byy v] to [0]\n set [byx v] to [0]\n go to [front v] layer\n forever\n if <(FogClones) < (fogTicTime)> then\n if <(LagFree?) = [true]> then\n set [fogclones v] to [0]\n set [x v] to [0]\n set [y v] to [-400]\n set [byy v] to [0]\n set [byx v] to [0]\n go to [front v] layer\n set size to (115) %\n switch costume to (5 v)\n clear graphic effects\n show\n else\n if <(master) = [0]> then\n switch costume to (size v)\n set size to (200) %\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n hide\n end\n end\n end\n end\nend\n\ndefine tick\nif <(LagFree?) = [true]> then\n set x to (0)\n set y to ((y) - (Player_Y))\n delete this clone\nelse\n if <((fogTicTime) + (1)) > (numb)> then\n change [numb v] by (1)\n change [y v] by (byY)\n change [x v] by (byX)\n go to x: ((x) - (Player_X)) y: ((y) - (Player_Y))\n change [ghost v] effect by ((100) / (fogTicTime))\n if <(numb) > (fogTicTime)> then\n change [fogclones v] by (-1)\n delete this clone\n end\n if <<<[800] < (x position)> or <(x position) < [-800]>> or <<[800] < (y position)> or <(y position) < [-800]>>> then\n change [fogclones v] by (-1)\n delete this clone\n end\n end\nend\n\nhide\n\nwhen I start as a clone\nset [master v] to [1]\nshow\nchange [fogclones v] by (1)\nset [x v] to ((Player_X) + (pick random (-700) to (700)))\nset [y v] to [-400]\nset [numb v] to [0]\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo [backward v] (12) layers\nset [byx v] to (pick random (-2) to (2))\nset [byy v] to (pick random (-1) to (4))\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nset [fogtictime v] to [40]\nset [master v] to [0]\n\nif <(master) = [0]> then\n\nwhen I receive [reset v]\ndelete this clone\n\n@rain particle\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (70))\nset size to (pick random (60) to (100)) %\npoint in direction (90)\nset [changeyby v] to (pick random (-10) to (-18))\nset [x v] to ((Player_X) + (pick random (-600) to (600)))\nset [y v] to ((Player_Y) + (300))\ngo to x: (((x) - (Player_X)) / (1.6)) y: (((y) - (Player_Y)) / (1.6))\n\nwhen I receive [tick v]\nif <[level with rain v] contains (Location)?> then\n tick\nend\n\nwhen I receive [start v]\nswitch costume to (master v)\nhide\nif <[level with rain v] contains (Location)?> then\n broadcast (rainSounds v)\n go to [front v] layer\n go [backward v] (10) layers\n set [ghost v] effect to (30)\n forever\n if <(LagFree?) = [true]> then\n set [amount v] to [10]\n else\n set [amount v] to [35]\n end\n wait (pick random (0) to (1.5)) seconds\n repeat (amount)\n repeat ((amount) * (2))\n switch costume to (rain v)\n create clone of (_myself_ v)\n switch costume to (master v)\n end\n end\n end\nend\n\ndefine tick\ngo to [front v] layer\ngo [backward v] (12) layers\nchange [y v] by (changeYBy)\ngo to x: (((x) - (Player_X)) / (1.5)) y: (((y) - (Player_Y)) / (1.5))\nif <touching (level v)?> then\n delete this clone\nend\nif <(y) < [-400]> then\n delete this clone\nend\n\nwhen I receive [rainsounds v]\nset volume to (70) %\nforever\n play sound [The-sound-of-rain v] until done\nend\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [thunder v]\nif <(costume [name v]) = [master]> then\n wait (pick random (0.3) to (1.5)) seconds\n play sound (join [thunder] (pick random (1) to (3))) until done\nend\n\nstart sound [thunder3 v]\n\nbroadcast (thunder v)\n\nthink (join [thunder] (pick random (1) to (3))) for (2) seconds\n\nwhen I receive [start v]\nif <(Location) = [1]> then\n forever\n wait (pick random (5) to (60)) seconds\n broadcast (thunder v) and wait\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@Sprite2\n\nwhen I receive [tick v]\ntick\n\nwhen I receive [start v]\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\nswitch costume to (size v)\nset size to (900) %\nswitch costume to (join [backdrop] (Location))\n\ndefine tick\ngo to x: (0) y: ((y) - (Player_Y))\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\n\nwhen I receive [hideenemycomputer v]\nshow\n\nwhen I receive [leaderboard v]\nhide\n\nwhen I receive [flag v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nshow\nswitch costume to (thumbnail v)\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (23) layers\nforever\n go to [back v] layer\n if <(is100?) = [yes]> then\n go [forward v] (20) layers\n else\n go [forward v] (23) layers\n end\nend\n\nwhen I receive [dismissthumbnail v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [startmusic v]\nstop [other scripts in sprite v]\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\n@dark\n\nwhen I receive [start v]\nif <(Location) = [1]> then\n show\n set size to (120) %\n set [ghost v] effect to (30)\n forever\n go to [front v] layer\n go [backward v] (5) layers\n end\nelse\n hide\nend\n\ndefine layer\n\nlayer\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\n\nwhen I receive [thunder v]\nset [brightness v] effect to (0)\nrepeat (5)\n change [brightness v] effect by (20)\nend\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [brightness v] effect to (0)\n\nclear graphic effects\n\nwait (0.01) seconds\n\nwait (1) seconds\n\nwhen I receive [leaderboard v]\nhide\n\nwhen I receive [flag v]\nshow\n\n@TutorialAn\n\nswitch costume to (keys v)\nwait (0.6) seconds\nswitch costume to (s pressed v)\nwait (0.6) seconds\n\nwhen I receive [how to move v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (keys v)\nwait (0.6) seconds\nforever\n switch costume to (a pressed v)\n wait (0.6) seconds\n switch costume to (keys v)\n wait (0.6) seconds\n switch costume to (w pressed v)\n wait (0.6) seconds\n switch costume to (keys v)\n wait (0.6) seconds\n switch costume to (d pressed v)\n wait (0.6) seconds\n switch costume to (keys v)\n wait (0.6) seconds\nend\n\nforever\n\nwhen I receive [how to move v]\nrepeat until <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (w v) pressed?> or <<key (s v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>>>>>\n go to [front v] layer\n go [backward v] (2) layers\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nbroadcast (how to move v)\n\nwhen I receive [how to attack v]\nrepeat until <key (space v) pressed?>\n go to [front v] layer\n go [backward v] (1) layers\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [how to attack v]\nshow\nset [ghost v] effect to (0)\nforever\n switch costume to (space v)\n wait (1) seconds\n switch costume to (spacepressed v)\n wait (1) seconds\nend\n\nwhen I receive [hideenemycomputer v]\nshow\n\nwhen I receive [showenemycomputerone v]\nhide\n\n@Tutorial\n\nwhen I receive [how to move v]\ngo to x: (67) y: (-152)\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset size to (85) %\nshow\nforever\n repeat (90)\n change [ghost v] effect by (-0.5)\n change size by (0.05)\n end\n repeat (90)\n change [ghost v] effect by (0.5)\n change size by (-0.05)\n end\nend\n\nwhen I receive [how to move v]\nrepeat until <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (w v) pressed?> or <<key (s v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>>>>>\n go to [front v] layer\n go [backward v] (2) layers\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\nbroadcast (how to attack v) and wait\n\nwhen I receive [how to attack v]\ngo to x: (67) y: (-152)\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nset size to (85) %\nshow\nforever\n repeat (90)\n change [ghost v] effect by (-0.5)\n change size by (0.05)\n end\n repeat (90)\n change [ghost v] effect by (0.5)\n change size by (-0.05)\n end\nend\n\nwhen I receive [how to attack v]\nrepeat until <key (space v) pressed?>\n go to [front v] layer\n go [backward v] (2) layers\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [message_3 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [dead v]\nstop [other scripts in sprite v]\nhide\n\n@Menu\n\nwhen I receive [menu v]\nif <(costume [number v]) = [1]> then\n setup\n if <(is100?) = [yes]> then\n 100\n end\nelse\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (0)\nset size to (115) %\nforever\n go to [front v] layer\n go [backward v] (1) layers\n broadcast (Go To Front v)\n update\nend\n\nwhen I receive [flag v]\ndelete this clone\n\nwhen I start as a clone\nif <<(costume [name v]) = [8]> or <(costume [name v]) = [8-2]>> then\n wait until <<(playButtonTouch) = [true]> and <mouse down?>>\n wait until <not <mouse down?>>\n play sound [Coin v] until done\n set [playbuttontouch v] to [false]\n broadcast (flag v)\nend\nif <<(costume [name v]) = [10]> or <(costume [name v]) = [10-2]>> then\n wait until <<(LeaderboardTouch) = [true]> and <mouse down?>>\n wait until <not <mouse down?>>\n play sound [Coin v] until done\n set [leaderboardtouch v] to [false]\n broadcast (openLeaderboard v)\nend\n\nwhen flag clicked\nswitch costume to (master v)\n\nbroadcast (menu v)\n\ndefine setup\nswitch costume to (1 v)\nrepeat (11)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (master v)\n\ndefine pop\ngo to [front v] layer\nset size to (145) %\nrepeat until <(size) < [116]>\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\n go to [front v] layer\n change size by (-6)\nend\nset size to (115) %\ngo to [front v] layer\n\nwhen I receive [leaderboard v]\nif <(costume [number v]) = [1]> then\n setup2\nelse\n delete this clone\nend\n\ndefine setup2\nswitch costume to (1 v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (master v)\n\nhide\n\ndefine update\nbroadcast (Go To Front v)\nif <(costume [name v]) = [1]> then\n go to x: ((mouse x) / (45)) y: ((mouse y) / (45))\nend\nif <(costume [name v]) = [2]> then\n go to x: ((mouse x) / (40)) y: ((mouse y) / (40))\nend\nif <(costume [name v]) = [3]> then\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\nend\nif <(costume [name v]) = [4]> then\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\nif <(costume [name v]) = [5]> then\n go to x: ((mouse x) / (8)) y: ((mouse y) / (8))\n set [ghost v] effect to (30)\nend\nif <(costume [name v]) = [6]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\nend\nif <(costume [name v]) = [7]> then\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\nend\nif <<(costume [name v]) = [8]> or <(costume [name v]) = [8-2]>> then\n set size to (115) %\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\n if <(playButtonTouch) = [false]> then\n switch costume to (8-2 v)\n else\n switch costume to (8 v)\n end\n set [wastouching? v] to (playButtonTouch)\nend\nif <(costume [name v]) = [9]> then\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\n set [ghost v] effect to (99)\n if <touching (mouse-pointer v)?> then\n set [playbuttontouch v] to [true]\n else\n set [playbuttontouch v] to [false]\n end\nend\nif <<(costume [name v]) = [10]> or <(costume [name v]) = [10-2]>> then\n set size to (115) %\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\n if <(LeaderboardTouch) = [false]> then\n switch costume to (10-2 v)\n else\n switch costume to (10 v)\n end\n set [wastouching2 v] to (LeaderboardTouch)\nend\nif <(costume [name v]) = [11]> then\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\n set [ghost v] effect to (99)\n if <touching (mouse-pointer v)?> then\n set [leaderboardtouch v] to [true]\n else\n set [leaderboardtouch v] to [false]\n end\nend\nbroadcast (Go To Front v)\n\nif <not <(wasTouching?) = (playButtonTouch)>> then\n pop\nend\n\nif <not <(wasTouching2) = (LeaderboardTouch)>> then\n pop\nend\n\nif <[30] < (typeClones)> then\n\ngo [backward v] (80) layers\n\nbroadcast (Go To Front v) and wait\n\ndefine 100\nswitch costume to (button v)\ncreate clone of (_myself_ v)\nswitch costume to (button2 v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\n\nwhen I start as a clone\nif <(costume [name v]) = [button]> then\n go to x: (200) y: (0)\n set size to (60) %\n clear graphic effects\n show\n forever\n go to x: (((mouse x) / (30)) + (200)) y: ((mouse y) / (30))\n go to [front v] layer\n if <(100) = [false]> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [100 v] to [true]\n wait until <<not <mouse down?>> and <touching (mouse-pointer v)?>>\n end\n end\nend\nif <(costume [name v]) = [button2]> then\n go to x: (200) y: (-50)\n set size to (60) %\n clear graphic effects\n show\n forever\n go to x: (((mouse x) / (30)) + (200)) y: (((mouse y) / (30)) - (50))\n go to [front v] layer\n if <(100) = [true]> then\n set [brightness v] effect to (-60)\n else\n set [brightness v] effect to (0)\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [100 v] to [false]\n wait until <<not <mouse down?>> and <touching (mouse-pointer v)?>>\n end\n end\nend\n\nif <(100) = [false]> then\nelse\n set [100 v] to [false]\nend\n\n@Leaderboard\n\nwhen I receive [dead v]\nif <(costume [number v]) = [1]> then\n broadcast (Leaderboard v)\n go to [front v] layer\n show\nend\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (leaderboard v)\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I start as a clone\nif <not <(costume [number v]) = [1]>> then\n go to x: (0) y: (-150)\n set size to (90) %\n forever\n go to [front v] layer\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (2 v)\n else\n if <not <(wasTouching?) = (playButtonTouch)>> then\n switch costume to (1 v)\n end\n end\n set [wastouching? v] to <touching (mouse-pointer v)?>\n end\nend\n\nwhen I start as a clone\nset volume to (80) %\nif <not <(costume [number v]) = [1]>> then\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n wait until <not <mouse down?>>\n wait (0.1) seconds\n broadcast (menu v)\n play sound [Coin v] until done\n delete this clone\nend\n\nwhen I receive [go to front v]\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (leaderboard v)\n\nwhen I receive [openleaderboard v]\nif <(costume [number v]) = [1]> then\n broadcast (Leaderboard v)\n go to [front v] layer\n show\nend\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (leaderboard v)\nhide\n\nwhen I receive [menu v]\nwait (0.1) seconds\ndelete this clone\n\nwhen flag clicked\nset [lagfree? v] to [false]\n\n@Leaderboard2\n\ndefine encode (txt)\nset [encode.textlist v] to [ abcdefghijklmnopqrstuvwxyz0123456789`~-_=+!@#$%^&*\(\)\[\]\{}|;':",./<>?]\nset [encode.encodedtext v] to []\nset [encode.i v] to [0]\nrepeat (length of (txt))\n set [encode.j v] to [0]\n change [encode.i v] by (1)\n repeat until <<(letter (encode.j) of (encode.textList)) = (letter (encode.i) of (txt))> or <(encode.j) > (length of (encode.textList))>>\n change [encode.j v] by (1)\n end\n if <(length of (encode.j)) < [2]> then\n set [encode.j v] to (join [0] (encode.j))\n end\n set [encode.encodedtext v] to (join (encode.encodedText) (encode.j))\nend\n\ndefine setSlot (value) (slot)\nif <(slot) = [1]> then\n set [☁ listslot_1 v] to (value)\nend\nif <(slot) = [2]> then\n set [☁ listslot_2 v] to (value)\nend\nif <(slot) = [3]> then\n set [☁ listslot_3 v] to (value)\nend\nif <(slot) = [4]> then\n set [☁ listslot_4 v] to (value)\nend\nif <(slot) = [5]> then\n set [☁ listslot_5 v] to (value)\nend\n\ndefine getUsernameIndex (name)\nset [nameindex.i v] to [0]\nrepeat (length of [names v])\n change [nameindex.i v] by (1)\n if <(name) = (item (nameIndex.i) of [names v])> then\n stop [this script v]\n end\nend\n\ndefine grabScores\ndelete (all) of [names v]\ndelete (all) of [scores v]\ndecode (☁ ListSlot_1)\ndoubleSplitter (decode.decodedText) [~]\nadd (split.after) to [names v]\nadd (split.before) to [scores v]\ndecode (☁ ListSlot_2)\ndoubleSplitter (decode.decodedText) [~]\nadd (split.after) to [names v]\nadd (split.before) to [scores v]\ndecode (☁ ListSlot_3)\ndoubleSplitter (decode.decodedText) [~]\nadd (split.after) to [names v]\nadd (split.before) to [scores v]\ndecode (☁ ListSlot_4)\ndoubleSplitter (decode.decodedText) [~]\nadd (split.after) to [names v]\nadd (split.before) to [scores v]\ndecode (☁ ListSlot_5)\ndoubleSplitter (decode.decodedText) [~]\nadd (split.after) to [names v]\nadd (split.before) to [scores v]\n\nsetScore [hi] (56)\n\nsetScore [Mid-Low] (3)\nsetScore [High] (10)\nsetScore [Mid-High] (7)\nsetScore [Mid-High2] (900)\nsetScore [Low] (2)\nsetScore [bob] (758)\n\ndefine setScore (username) (score)\ngrabScores\nset [set.i v] to [1]\nrepeat until <<[8] < ((set.i) + (1))> or <(item (set.i) of [scores v]) < (score)>>\n change [set.i v] by (1)\nend\nif <[0] < (set.i)> then\n if <[names v] contains (username)?> then\n getUsernameIndex (username)\n if <(score) < (item (nameIndex.i) of [scores v])> then\n stop [this script v]\n end\n delete (nameIndex.i) of [scores v]\n delete (nameIndex.i) of [names v]\n else\n delete (last) of [scores v]\n delete (last) of [names v]\n end\n insert (score) at (set.i) of [scores v] \n insert (username) at (set.i) of [names v] \n set [set.length v] to (set.i)\n repeat ((length of [scores v]) - ((set.length) + (-1)))\n encode (join (item (set.i) of [scores v]) (join [~] (item (set.i) of [names v])))\n setSlot (encode.encodedText) (set.i)\n change [set.i v] by (1)\n wait (0.2) seconds\n end\nend\nset [numbcon v] to [0]\nrepeat (5)\n change [numbcon v] by (1)\n encode (join (item (numbCon) of [scores v]) (join [~] (item (numbCon) of [names v])))\n setSlot (encode.encodedText) (numbCon)\n wait (0.2) seconds\nend\n\ndelete (1) of [scores v]\n\ndelete (1) of [names v]\n\ndefine doubleSplitter (str) (spt)\nset [split.before v] to []\nset [split.i v] to [1]\nrepeat until <<(letter (split.i) of (str)) = (spt)> or <(split.i) > (length of (str))>>\n set [split.before v] to (join (split.before) (letter (split.i) of (str)))\n change [split.i v] by (1)\nend\nset [split.after v] to []\nchange [split.i v] by (1)\nrepeat until <(split.i) > (length of (str))>\n set [split.after v] to (join (split.after) (letter (split.i) of (str)))\n change [split.i v] by (1)\nend\n\ndefine decode (code)\nset [decode.i v] to [1]\nset [decode.textlist v] to [ abcdefghijklmnopqrstuvwxyz0123456789`~-_=+!@#$%^&*\(\)\[\]\{}|;':",./<>?]\nset [decode.decodedtext v] to []\nrepeat until <(decode.i) > (length of (code))>\n set [decode.decodedtext v] to (join (decode.decodedText) (letter (join (letter (decode.i) of (code)) (letter ((decode.i) + (1)) of (code))) of (decode.textList)))\n change [decode.i v] by (2)\nend\n\ndefine resetAll\nencode [0~null]\nwait (0.5) seconds\nsetSlot (encode.encodedText) (1)\nwait (0.5) seconds\nsetSlot (encode.encodedText) (2)\nwait (0.5) seconds\nsetSlot (encode.encodedText) (3)\nwait (0.5) seconds\nsetSlot (encode.encodedText) (4)\nwait (0.5) seconds\nsetSlot (encode.encodedText) (5)\n\nwhen flag clicked\nsetupLeaderboard\n\nwhen I receive [dead v]\nsetScore (username) (Score)\nsetupLeaderboard\n\nwhen flag clicked\nif <<(username) = [sirbuildsalot]> and <key (r v) pressed?>> then\n resetAll\n setupLeaderboard\nend\n\nchange [numb v] by (1)\nset [numb v] to [0]\n\nset [numb2 v] to [0]\nset [numb v] to [0]\nrepeat (length of [names v])\n change [numb v] by (1)\n if <not <(item (numb) of [names v]) = [null]>> then\n change [numb2 v] by (1)\n end\nend\n\nsetupLeaderboard\n\nsetScore [pop] (891)\n\ndefine setupLeaderboard\ndelete (all) of [leaderboard v]\ngrabScores\nset [leaderboard.i v] to [0]\nrepeat (length of [names v])\n change [leaderboard.i v] by (1)\n if <(item (leaderboard.i) of [scores v]) < [1]> then\n stop [this script v]\n end\n add (join (join (leaderboard.i) [. ]) (join (item (leaderboard.i) of [names v]) (join [ - ] (item (leaderboard.i) of [scores v])))) to [leaderboard v]\nend\n\nwhen I receive [leaderboard v]\nsetupLeaderboard\n\n@Text\n\nwhen I start as a clone\nchange [typeclone2 v] by (1)\nforever\n go to [front v] layer\nend\n\nwait (0.01) seconds\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(Shake Text) = [YES!]> then\n forever\n change y by (2)\n wait (0.1) seconds\n change y by (1)\n wait (0.1) seconds\n change y by (-1)\n wait (0.1) seconds\n change y by (-2)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [clear v]\nset [typeclone2 v] to [1]\ndelete this clone\n\ndefine findcode (capitalletter)\nset [j v] to [0]\nrepeat until <(item (j) of [caps v]) = (capitalletter)>\n change [j v] by (1)\nend\n\ndefine type (string) x: (x) y: (y) Talk: (#) Delay: (sec) Shake: (y/n) Color (color)\nskip (string) x: (x) y: (y) shake (y/n) Color (color)\n\nbroadcast (Clear v)\n\ndefine skip (string) x: (x) y: (y) shake (y/n) Color (color)\ngo to x: (x) y: (y)\nset size to (Text Size) %\nset [brightness v] effect to (100)\nset [i v] to [0]\nif <(y/n) = [Y]> then\n set [shake text v] to [YES!]\nelse\n set [shake text v] to [NO]\nend\nset [text color v] to (color)\nrepeat until <(i) = (length of (string))>\n set size to (Text Size) %\n change [i v] by (1)\n if <(letter (i) of (string)) = [\]> then\n set x to (x)\n change y by (-30)\n else\n if <(letter (i) of (string)) = [|]> then\n set x to ((x) + (22))\n change y by (-25)\n else\n if <(letter (i) of (string)) = [ ]> then\n change x by (10)\n else\n if <(letter (i) of (string)) = [*]> then\n switch costume to (* v)\n set size to (Text Size) %\n create clone of (_myself_ v)\n change x by (25)\n else\n if <<(letter (i) of (string)) = [~]> and <[caps v] contains (letter ((i) + (1)) of (string))?>> then\n change [i v] by (1)\n findcode (letter (i) of (string))\n switch costume to (join (item (j) of [caps v]) [ ])\n set [brightness v] effect to (0)\n set size to (Text Size) %\n create clone of (_myself_ v)\n change x by (Letter Distiance)\n else\n if <<(letter (i) of (string)) = [/]> and <[caps v] contains (letter ((i) + (1)) of (string))?>> then\n change [i v] by (1)\n findcode (letter (i) of (string))\n switch costume to (join (item (j) of [caps v]) [ ])\n set [brightness v] effect to (100)\n set size to (Text Size) %\n create clone of (_myself_ v)\n change x by (Letter Distiance)\n else\n switch costume to (letter (i) of (string))\n set [brightness v] effect to (100)\n set size to (Text Size) %\n create clone of (_myself_ v)\n change x by (Letter Distiance)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Text Color) = [Red]> then\n set [color v] effect to (-25)\nelse\n if <(Text Color) = [Orange]> then\n set [color v] effect to (-15)\n else\n if <(Text Color) = [Yellow]> then\n set [color v] effect to (0)\n else\n if <(Text Color) = [Green]> then\n set [color v] effect to (30)\n else\n if <(Text Color) = [Cyan]> then\n set [color v] effect to (60)\n else\n if <(Text Color) = [Blue]> then\n set [color v] effect to (100)\n else\n if <(Text Color) = [Purple]> then\n set [color v] effect to (120)\n else\n if <(Text Color) = [Rainbow]> then\n repeat until <not <(Text Color) = [Rainbow]>>\n repeat (100)\n change [color v] effect by (2)\n end\n set [color v] effect to (0)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ntype [* /You're ~B~L~U~E now.] x: [-100] y: [-80] Talk: [5] Delay: [0.1] Shake: [N] Color [Blue]\nwait until <key (z v) pressed?>\nstart sound [snd_select v]\nbroadcast (Clear v)\ntype [* /Shake shake shake.] x: [-100] y: [-80] Talk: [5] Delay: [0] Shake: [Y] Color [Blue]\nwait until <key (z v) pressed?>\nstart sound [snd_select v]\nbroadcast (Clear v)\ntype [* ~H~O~P~E~S and ~D~R~E~A~M~S] x: [-100] y: [-80] Talk: [5] Delay: [0] Shake: [N] Color [Rainbow]\n\ntype [test] x: [-210] y: [-90] Talk: [2] Delay: [0.001] Shake: [N] Color [Yellow]\ntype [test] x: [-210] y: [-90] Talk: [2] Delay: [0.001] Shake: [N] Color [Yellow]\n\nbroadcast (Clear v)\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [flag v]\nforever\n if <(Shake Text) = [YES!]> then\n forever\n change y by (4)\n wait (0.1) seconds\n change y by (2)\n wait (0.1) seconds\n change y by (-2)\n wait (0.1) seconds\n change y by (-4)\n wait (0.1) seconds\n end\n end\nend\n\nset volume to (10) %\n\ndefine wait\nwait until <not <key (z v) pressed?>>\nwait until <key (z v) pressed?>\nwait until <not <key (z v) pressed?>>\n\nwhen I receive [openleaderboard v]\nset [text size v] to [100]\nset [letter distiance v] to [17]\nbroadcast (Clear v)\nskip (item (1) of [leaderboard v]) x: [-200] y: [60] shake [N] Color [Yellow]\nskip (item (2) of [leaderboard v]) x: [-200] y: [20] shake [N] Color [Yellow]\nskip (item (3) of [leaderboard v]) x: [-200] y: [-20] shake [N] Color [Yellow]\nskip (item (4) of [leaderboard v]) x: [-200] y: [-60] shake [N] Color [Yellow]\nskip (item (5) of [leaderboard v]) x: [-200] y: [-100] shake [N] Color [Yellow]\n\nwhen I receive [menu v]\nset [typeclones v] to [0]\nbroadcast (Clear v)\n\nwhen I receive [go to front v]\ngo to [front v] layer\n\nwhen I receive [dead v]\nset [text size v] to [100]\nset [letter distiance v] to [17]\nbroadcast (Clear v)\nskip (join [/score: ] (Score)) x: [-120] y: [20] shake [N] Color [Yellow]\nskip (join [/time: ] (timer)) x: [-120] y: [-20] shake [N] Color [Yellow]\nset [text size v] to [60]\nset [letter distiance v] to [10]\nskip [/click to continue to leaderboard.] x: [-170] y: [-100] shake [N] Color [Yellow]\nwait until <<mouse down?> or <key (space v) pressed?>>\nwait until <<not <mouse down?>> and <not <key (space v) pressed?>>>\nbroadcast (Clear v)\nset [text size v] to [100]\nset [letter distiance v] to [17]\nskip (item (1) of [leaderboard v]) x: [-200] y: [60] shake [N] Color [Yellow]\nskip (item (2) of [leaderboard v]) x: [-200] y: [20] shake [N] Color [Yellow]\nskip (item (3) of [leaderboard v]) x: [-200] y: [-20] shake [N] Color [Yellow]\nskip (item (4) of [leaderboard v]) x: [-200] y: [-60] shake [N] Color [Yellow]\nskip (item (5) of [leaderboard v]) x: [-200] y: [-100] shake [N] Color [Yellow]\n\nwhen I receive [flag v]\nreset timer\n\nif <(length of [leaderboard v]) = [1]> then\n skip (item (1) of [leaderboard v]) x: [-180] y: [60] shake [N] Color [Yellow]\nelse\n if <(length of [leaderboard v]) = [2]> then\n skip (item (2) of [leaderboard v]) x: [-180] y: [60] shake [N] Color [Yellow]\n skip (item (1) of [leaderboard v]) x: [-180] y: [20] shake [N] Color [Yellow]\n else\n if <(length of [leaderboard v]) = [3]> then\n skip (item (3) of [leaderboard v]) x: [-180] y: [60] shake [N] Color [Yellow]\n skip (item (2) of [leaderboard v]) x: [-180] y: [20] shake [N] Color [Yellow]\n skip (item (1) of [leaderboard v]) x: [-180] y: [-20] shake [N] Color [Yellow]\n else\n if <(length of [leaderboard v]) = [4]> then\n skip (item (4) of [leaderboard v]) x: [-180] y: [60] shake [N] Color [Yellow]\n skip (item (3) of [leaderboard v]) x: [-180] y: [20] shake [N] Color [Yellow]\n skip (item (2) of [leaderboard v]) x: [-180] y: [-20] shake [N] Color [Yellow]\n skip (item (1) of [leaderboard v]) x: [-180] y: [-60] shake [N] Color [Yellow]\n else\n end\n end\n end\nend\n\nif <(length of [leaderboard v]) = [1]> then\n skip (item (1) of [leaderboard v]) x: [-180] y: [60] shake [N] Color [Yellow]\nelse\n if <(length of [leaderboard v]) = [2]> then\n skip (item (2) of [leaderboard v]) x: [-180] y: [60] shake [N] Color [Yellow]\n skip (item (1) of [leaderboard v]) x: [-180] y: [20] shake [N] Color [Yellow]\n else\n if <(length of [leaderboard v]) = [3]> then\n skip (item (3) of [leaderboard v]) x: [-180] y: [60] shake [N] Color [Yellow]\n skip (item (2) of [leaderboard v]) x: [-180] y: [20] shake [N] Color [Yellow]\n skip (item (1) of [leaderboard v]) x: [-180] y: [-20] shake [N] Color [Yellow]\n else\n if <(length of [leaderboard v]) = [4]> then\n skip (item (4) of [leaderboard v]) x: [-180] y: [60] shake [N] Color [Yellow]\n skip (item (3) of [leaderboard v]) x: [-180] y: [20] shake [N] Color [Yellow]\n skip (item (2) of [leaderboard v]) x: [-180] y: [-20] shake [N] Color [Yellow]\n skip (item (1) of [leaderboard v]) x: [-180] y: [-60] shake [N] Color [Yellow]\n else\n skip (item (5) of [leaderboard v]) x: [-180] y: [60] shake [N] Color [Yellow]\n skip (item (4) of [leaderboard v]) x: [-180] y: [20] shake [N] Color [Yellow]\n skip (item (3) of [leaderboard v]) x: [-180] y: [-20] shake [N] Color [Yellow]\n skip (item (2) of [leaderboard v]) x: [-180] y: [-60] shake [N] Color [Yellow]\n skip (item (1) of [leaderboard v]) x: [-180] y: [-100] shake [N] Color [Yellow]\n end\n end\n end\nend\n\n@SCORE\n\nwhen I receive [leaderboard v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <(letter (scoreNumber) of (Score)) = [0]> then\n switch costume to (10 v)\n else\n switch costume to (letter (scoreNumber) of (Score))\n end\n if <(scoreNumber) = [1]> then\n show\n if <(length of (Score)) = [1]> then\n go to x: (x) y: (y)\n else\n if <(length of (Score)) = [2]> then\n go to x: ((x) - (6)) y: (y)\n else\n if <(length of (Score)) = [3]> then\n go to x: ((x) - (12)) y: (y)\n else\n if <(length of (Score)) = [4]> then\n go to x: ((x) - (18)) y: (y)\n else\n if <(length of (Score)) = [5]> then\n go to x: ((x) - (24)) y: (y)\n end\n end\n end\n end\n end\n else\n if <(scoreNumber) = [2]> then\n if <(length of (Score)) = [1]> then\n hide\n else\n show\n if <(length of (Score)) = [2]> then\n go to x: ((x) + (6)) y: (y)\n else\n if <(length of (Score)) = [3]> then\n go to x: (x) y: (y)\n else\n if <(length of (Score)) = [4]> then\n go to x: ((x) - (6)) y: (y)\n else\n if <(length of (Score)) = [5]> then\n go to x: ((x) - (12)) y: (y)\n end\n end\n end\n end\n end\n else\n if <(scoreNumber) = [3]> then\n if <<(length of (Score)) = [1]> or <(length of (Score)) = [2]>> then\n hide\n else\n show\n if <(length of (Score)) = [3]> then\n go to x: ((x) + (12)) y: (y)\n else\n if <(length of (Score)) = [4]> then\n go to x: ((x) + (6)) y: (y)\n else\n if <(length of (Score)) = [5]> then\n go to x: (x) y: (y)\n end\n end\n end\n end\n else\n if <(scoreNumber) = [4]> then\n if <<(length of (Score)) = [1]> or <<(length of (Score)) = [2]> or <(length of (Score)) = [3]>>> then\n hide\n else\n show\n if <(length of (Score)) = [4]> then\n go to x: ((x) + (18)) y: (y)\n else\n if <(length of (Score)) = [5]> then\n go to x: ((x) + (12)) y: (y)\n end\n end\n end\n else\n if <<(length of (Score)) = [1]> or <<(length of (Score)) = [2]> or <<(length of (Score)) = [3]> or <(length of (Score)) = [4]>>>> then\n hide\n else\n show\n if <(length of (Score)) = [5]> then\n go to x: ((x) + (24)) y: (y)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [flag v]\nwait (0.1) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset [scorenumber v] to [1]\nset [y v] to [160]\nset [x v] to [-200]\nrepeat (5)\n create clone of (_myself_ v)\n change [scorenumber v] by (1)\nend\nset [scorenumber v] to [0]\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@logo\n\nstart sound [LogoSound v]\n\nstart sound [LogoSound v]\nset [pitch v] effect to (10)\nset volume to (100) %\n\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\n\nwhen flag clicked\nset [party v] to [false]\nclear sound effects\nset [pitch v] effect to (10)\nset volume to (100) %\nset [logoseparate v] to [back]\ncreate clone of (_myself_ v)\nset [logoseparate v] to [logo]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nif <(Party) = [true]> then\n switch costume to (untitled3 v)\nelse\n switch costume to (untitled v)\nend\nset size to (0) %\nrepeat (10)\n change size by (12)\nend\nset [logopopspeed v] to [10]\nrepeat until <(size) < [100]>\n change [logopopspeed v] by (-1.5)\n change size by (logoPopSpeed)\nend\nsmoke\nset [logopopspeed v] to [0]\nif <(Party) = [true]> then\n set [logoseparate v] to [none]\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n set [logoseparate v] to [logo]\n switch costume to (untitled v)\nend\nrepeat (100)\n if <(logoPopSpeed) < [5]> then\n change [logopopspeed v] by (0.2)\n end\n turn right (logoPopSpeed) degrees\nend\nset [logojumpspeed v] to [0]\nrepeat (10)\n change [logojumpspeed v] by (1)\n change y by (logoJumpSpeed)\n turn right (logoPopSpeed) degrees\nend\nbroadcast (logohide v)\nrepeat until <(y position) < [-250]>\n change [logojumpspeed v] by (-1.5)\n change y by (logoJumpSpeed)\n turn right (logoPopSpeed) degrees\nend\nhide\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nwait (2) seconds\nbroadcast (menu v)\nbroadcast (dismissThumbnail v)\n\ndefine smoke\nrepeat (30)\n set [logoseparate v] to [smoke]\n create clone of (_myself_ v)\nend\nset [logoseparate v] to [logo]\n\nwhen I start as a clone\nif <(logoSeparate) = [smoke]> then\n set [ghost v] effect to (0)\n set size to (100) %\n go to x: (0) y: (0)\n point in direction (pick random (0) to (360))\n set [xchange v] to (pick random (-8.0) to (8.0))\n set [ychange v] to (pick random (-8.0) to (8.0))\n switch costume to (costume1 v)\n show\n set [ghost v] effect to (0)\n repeat (pick random (10) to (15))\n change x by (Xchange)\n change y by (Ychange)\n change [ghost v] effect by (pick random (5) to (10))\n end\n set [ghost v] effect to (100)\n hide\nend\nif <(logoSeparate) = [back]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (untitled2 v)\n go to [front v] layer\n go [backward v] (1) layers\n set size to (100) %\n show\nend\nif <(logoSeparate) = [none]> then\n go to [front v] layer\nend\n\nwhen I receive [logohide v]\nif <(logoSeparate) = [back]> then\n wait (1) seconds\n broadcast (startMusic v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n if <(logoSeparate) = [none]> then\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n delete this clone\n end\nend\n\n@HP2\n\ndefine CreateHealthBar\ngo to x: (0) y: (25)\nbroadcast (HpClear v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\nswitch costume to (base v)\ncreate clone of (_myself_ v)\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (master v)\nhide\n\nwhen I receive [start v]\nset [oldplayerhp v] to (round (((PlayerHP) / ((100) / (40))) + (1)))\nswitch costume to (master v)\nhide\nforever\n if <not <(round (((PlayerHP) / ((100) / (40))) + (1))) = (round (OldPlayerHP))>> then\n CreateHealthBar\n end\n set [oldplayerhp v] to (round (((PlayerHP) / ((100) / (40))) + (1)))\nend\n\nwhen I start as a clone\nif <not <<(costume [name v]) = [Master]> or <(costume [name v]) = [Base]>>> then\n forever\n set [brightness v] effect to ((PlayerHP) / ((100) / (20)))\n set [color v] effect to ((PlayerHP) / ((100) / (70)))\n switch costume to (((PlayerHP) / ((100) / (40))) + (1))\n end\nend\n\nwhen I start as a clone\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [hpclear v]\ndelete this clone\n\n
----- Trapped! -----\nWhen you fall, get back up again.\n\n--Game Controls--\nUse Arrow Keys to move and the Space Bar to attack.\n\n--Leaderboard--\nYou must be a scratcher to have your score recorded.\n\n--Road Map--\nAdd bosses.\nMake the enemies get stronger the longer you survive.\nMake the enemies come in waves.\nAdd more weapons.\n\nv1.0.0\nGame Released.\nv1.1.0\nleaderboard is now fully functional.\nv1.1.1\nBug Fixes and Improvements.\nv1.1.2\nBug Fixes and Improvements.\nHad to reset the leaderboard.\nv1.1.3\nNew Intro.\nv1.1.4\nNew Music\nv1.1.6\nBug Fixes and Improvements.
-Robbed- A Platformer
@Stage\n\n@Nuggets2\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n switch costume to (costume1 v)\n go to [front v] layer\n hide\n wait (pick random (1) to (2)) seconds\n hide\n turn right (45) degrees\n wait (1) seconds\n go to x: (pick random (-240) to (240)) y: (-135)\n show\n wait (0.2) seconds\n glide (pick random (1.7) to (2)) secs to x: (pick random (-250) to (250)) y: (pick random (100) to (250))\n glide (pick random (1.7) to (2)) secs to x: (pick random (-250) to (250)) y: (-142)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n turn right (30) degrees\n else\n hide\n end\nend\n\n@Nuggets\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n switch costume to (costume1 v)\n go to [front v] layer\n hide\n wait (pick random (1) to (2)) seconds\n hide\n turn right (45) degrees\n wait (1) seconds\n go to x: (pick random (-240) to (240)) y: (-135)\n show\n wait (0.2) seconds\n glide (pick random (1.7) to (2)) secs to x: (pick random (-250) to (250)) y: (pick random (100) to (250))\n glide (pick random (1.7) to (2)) secs to x: (pick random (-250) to (250)) y: (-142)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n turn right (30) degrees\n else\n hide\n end\nend\n\n@Guards1\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n go to x: (159) y: (-67)\n glide (1) secs to x: (250) y: (-67)\n switch costume to (costume2 v)\n glide (1) secs to x: (159) y: (-67)\n else\n hide\n end\nend\n\n@Guards\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n go to x: (77) y: (-67)\n glide (1) secs to x: (77) y: (-67)\n switch costume to (costume2 v)\n glide (1) secs to x: (-103) y: (-67)\n else\n hide\n end\nend\n\n@Thumbnail\n\nforever\n show\n go to [front v] layer\nend\n\nwhen flag clicked\n\n@Portal2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [9]> then\n show\n set [brightness v] effect to (100)\n go to [front v] layer\n go to x: (-69) y: (-25)\n if <<touching (character v)?> or <touching (character2 v)?>> then\n broadcast (Portal v)\n broadcast (Portal1 v)\n end\n else\n hide\n end\nend\n\n@Portal1\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n show\n set [brightness v] effect to (100)\n go to [front v] layer\n go to x: (84) y: (9)\n end\n if <(Level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Pen4\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nshow\ngo to [front v] layer\nforever\n go to x: (item (4) of [mousex v]) y: (item (4) of [mousey v])\n erase all\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nshow\nforever\n if <touching (moving platform2 v)?> then\n broadcast (MovingPlatform2 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Pen\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nshow\ngo to [front v] layer\nforever\n go to x: (item (1) of [mousex v]) y: (item (1) of [mousey v])\n erase all\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nshow\nforever\n if <mouse down?> then\n insert (mouse y) at (1) of [mousey v] \n end\nend\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nshow\nforever\n if <mouse down?> then\n insert (mouse x) at (1) of [mousex v] \n end\nend\n\ngo to x: (-130) y: (-1)\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nshow\nforever\n if <touching (moving platform2 v)?> then\n broadcast (MovingPlatform2 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Moving Platform2\n\nwhen flag clicked\nhide\nwait until <(Level) = [6]>\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [movingplatform2 v]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nforever\n go to x: (178) y: (-110)\n glide (1) secs to x: (178) y: (20)\n glide (1) secs to x: (178) y: (-200)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\n@Moving Platform\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n go to [front v] layer\n go to x: (178) y: (-135)\n glide (1) secs to x: (178) y: (-4)\n glide (1) secs to x: (178) y: (-135)\n end\n if <(Level) = [6]> then\n forever\n hide\n go to [back v] layer\n end\n end\nend\n\n@Lava Walls\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n switch costume to (1 v)\n go to [front v] layer\n repeat (20)\n glide (1) secs to x: (0) y: (210)\n glide (1) secs to x: (0) y: (127)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n hide\n else\n end\nend\n\n@Backdrop Costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\n\n@NextLevel\n\nwhen I receive [platforms v]\nforever\n show\n go [forward v] (99) layers\n switch costume to (open v)\nend\n\nwhen I receive [platforms v]\nshow\nforever\n go to [front v] layer\n if <touching (character v)?> then\n broadcast (NextLevel v)\n broadcast (NextLevel1 v)\n end\n if <(Level) = [1]> then\n go to x: (123) y: (-43)\n end\n if <(Level) = [2]> then\n go to x: (123) y: (-43)\n end\n if <(Level) = [3]> then\n go to x: (70) y: (-140)\n end\n if <(Level) = [4]> then\n go to x: (123) y: (-74)\n end\n if <(Level) = [5]> then\n go to x: (115) y: (19)\n end\n if <(Level) = [8]> then\n go to x: (123) y: (-45)\n end\n if <(Level) = [10]> then\n go to x: (-296) y: (138)\n end\n if <(Level) = [12]> then\n go to x: (123) y: (-45)\n end\n if <(Level) = [13]> then\n go to x: (123) y: (-70)\n end\n if <(Level) = [14]> then\n go to x: (123) y: (-45)\n end\n if <(Level) = [15]> then\n go to x: (112) y: (16)\n end\nend\n\nwhen I receive [platforms v]\nforever\n wait until <(Level) = [3]>\n go to x: (70) y: (-140)\nend\n\nwhen flag clicked\nforever\n hide\nend\n\n@Character\n\nwhen flag clicked\nforever\n\nwhen I receive [forward v]\nchange [costume v] by (1)\nnext costume\n\nwhen I receive [backward v]\nchange [costume v] by (-1)\nswitch costume to <(costume) = [-1]>\n\nwhen I receive [platforms v]\nbroadcast (Platforms1 v)\nshow\ngo to x: (-215) y: (71)\nset [yv2 v] to [0]\nset [xv2 v] to [0]\nforever\n if <touching (_edge_ v)?> then\n end\n if <(Level) = [4]> then\n broadcast (Lava Walls v)\n end\n if <<<touching (nuggets v)?> or <touching (nuggets2 v)?>> or > then\n go to x: (-215) y: (71)\n end\n if <touching color (#12ff2e)?> then\n go to x: (-215) y: (71)\n end\n if <<touching (guards v)?> or <touching (guards1 v)?>> then\n go to x: (-215) y: (71)\n end\n if <touching color (#ff0000)?> then\n go to x: (-215) y: (71)\n end\n if <touching color (#c000ff)?> then\n set [yv2 v] to [15]\n end\n go to [front v] layer\n if <key (left arrow v) pressed?> then\n change [xv2 v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv2 v] by (1)\n end\n change x by (Xv2)\n set [xv2 v] to ((Xv2) * (0.9))\n if <touching color (#0db220)?> then\n change y by (0.5)\n if <touching color (#0db220)?> then\n change y by (0.5)\n if <touching color (#0db220)?> then\n change y by (0.5)\n if <touching color (#0db220)?> then\n change y by (0.5)\n if <touching color (#0db220)?> then\n change y by (0.5)\n if <touching color (#0db220)?> then\n change y by (0.5)\n if <touching color (#0db220)?> then\n change y by (0.5)\n if <touching color (#0db220)?> then\n change y by (0.5)\n if <touching color (#0db220)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv2) > [0]> then\n set [xv2 v] to [-7]\n else\n set [xv2 v] to [7]\n end\n set [yv2 v] to [10]\n else\n set [xv2 v] to ((Xv2) * (-1.3))\n change x by (Xv2)\n set [xv2 v] to [0]\n change x by ((Xv2) / (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 end\n change [yv2 v] by (-0.5)\n change y by (Yv2)\n if <touching color (#0db220)?> then\n set [yv2 v] to ((Yv2) * (-0.25))\n change y by (Yv2)\n if <touching color (#0db220)?> then\n change y by (Yv2)\n if <touching color (#0db220)?> then\n change y by (Yv2)\n if <touching color (#0db220)?> then\n change y by (Yv2)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#0db220)?> and <key (up arrow v) pressed?>> then\n set [yv2 v] to [10]\n end\n change y by (1)\nend\n\nwhen I receive [nextlevel v]\ngo to x: (-215) y: (71)\n\nwhen I receive [platforms v]\nforever\n show\n go [forward v] (99) layers\n switch costume to (costume3 v)\nend\n\nwhen I receive [portal v]\nhide\nwait (0.5) seconds\nshow\ngo to x: (84) y: (9)\n\n@Animation\n\nwhen I receive [animation v]\ngo to [front v] layer\nforever\n show\nend\n\ngo [forward v] (98) layers\n\nwhen I receive [switchbackdrop v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@Platforms\n\nwhen I receive [nextlevel v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [platforms v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [level v] to [1]\n\n@forward\n\ngo to x: (42) y: (-106)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\n\nwhen this sprite clicked\nbroadcast (forward v)\n\n@Settings\n\nwhen this sprite clicked\nswitch costume to (2 v)\nbroadcast (back v)\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (2 v)\nwait (1) seconds\nswitch costume to (1 v)\ngo to x: (-174) y: (-135)\nset size to (160) %\n\nwhen this sprite clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n show\n go [forward v] (1) layers\n switch costume to (1 v)\n go to x: (-174) y: (-135)\n set size to (160) %\nend\n\n@backward\n\ngo to x: (-58) y: (-106)\nshow\ngo [forward v] (1) layers\nforever\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\n\nwhen this sprite clicked\nbroadcast (backward v)\n\n\n\n\n\n@Chicken Nuggets\n\nwhen I receive [animation v]\nshow\nswitch costume to (costume1 v)\nwait (2) seconds\ngo to x: (232) y: (-72)\nswitch costume to (costume2 v)\nglide (3) secs to x: (-70) y: (-71)\nforever\n wait (0.2) seconds\n next costume\n if <(costume [number v]) = [3]> then\n switch costume to (costume1 v)\n end\n wait (3) seconds\n broadcast (OtherCostumes v)\n stop [this script v]\nend\n\nwhen I receive [animation v]\n\nwait (2) seconds\ngo to x: (232) y: (-72)\nforever\n go [forward v] (99) layers\nend\n\nwhen I receive [othercostumes v]\nswitch costume to (costume3 v)\nwait (2) seconds\nswitch costume to (costume4 v)\nwait (0.5) seconds\nswitch costume to (costume5 v)\nglide (3) secs to x: (240) y: (-72)\nwait (1) seconds\nswitch costume to (costume6 v)\nbroadcast (SwitchBackdrop v)\nwait (2) seconds\nbroadcast (Platforms v)\n\nwhen I receive [animation v]\nforever\n show\n go to [front v] layer\n broadcast (Animation1 v)\nend\n\nforever\n hide\nend\n\nwhen I receive [platforms v]\nforever\n hide\nend\n\nwhen flag clicked\nhide\n\n@Clickbait\n\nwhen flag clicked\nswitch costume to (1 v)\ngo [forward v] (1) layers\npoint in direction (90)\nshow\ngo to x: (-14) y: (-24)\nset size to (0) %\nforever\n repeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1000) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n repeat until <[1300] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1300) - (size)) / (1.5))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1000) - (size)) / (3))\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Animation v)\n\nwhen flag clicked\nforever\n if <[1] < (Level)> then\n stop [this script v]\n end\nend\n\nhide\n\n@Clouds\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (10) to (20)) layers\ngo to x: (190) y: (pick random (-10) to (190))\nset [ghost v] effect to (pick random (50) to (50))\nset size to (pick random (100) to (300)) %\nset [cloud speed v] to ((size) / (200))\nrepeat until <[-240] > (x position)>\n change x by ((Cloud Speed) / (-1))\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I receive [platforms v]\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (10) to (20)) layers\ngo to x: (190) y: (pick random (-10) to (190))\nset [ghost v] effect to (pick random (50) to (50))\nset size to (pick random (100) to (300)) %\nset [cloud speed v] to ((size) / (200))\nrepeat until <[-240] > (x position)>\n change x by ((Cloud Speed) / (-1))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Dodge\n\nwhen flag clicked\nset size to (0) %\nforever\n repeat until <[800] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((800) - (size)) / (4))\n end\n if <touching (mouse-pointer v)?> then\n repeat until <[1000] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((1000) - (size)) / (2))\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat until <[800] = ([floor v] of (size) )>\n go to [front v] layer\n change size by (((800) - (size)) / (3))\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (119)\nforever\n point in direction (((5) * ([cos v] of ((timer) * (80)) )) + (90))\nend\n\nwhen flag clicked\nforever\n play sound [Dance Sitar v] until done\nend\n\nwhen flag clicked\nshow\ngo to x: (0) y: (119)\npoint in direction (((5) * ([cos v] of ((timer) * (80)) )) + (90))\nforever\nend\n\nwhen flag clicked\nforever\n if <[1] < (Level)> then\n stop [this script v]\n end\nend\n\nhide\n\n
Robbed A Platformer is a platformer series - Part 1 is out and it is to be continued. You are robbed and you go on an adventure to retrieve your loot. Go through a variety of adventures. There are spikes, trampolines, and find out the rest. Arrow keys to move. Game is sort of glitchy. All credit goes to me.
3D Platformer[3D 파쿠르]
@Stage\n\nwhen flag clicked\nforever\n play sound [Netflix Opening \(1080p\).mp3 v] until done\n play sound [Bag Raiders - Shooting Stars.mp3 v] until done\nend\n\n@3D Engine\n\nwhen flag clicked\nset [level v] to [1]\nset [start v] to [0]\nset [pause v] to [0]\nset [mouse? v] to [0]\nset [playerview? v] to [0]\nerase all\nreset\nwait until <(start) = [1]>\nforever\n if <(pause) = [0]> then\n erase all\n ReadKeys\n Decay (0.93)\n set cam (0) (lookX) (0)\n change [gravity v] by (-10)\n move (xz) (gravity) (zz)\n LoopThroughCubesAndCollide\n moveObjects\n Interact\n teleportPlayer\n change [lookx v] by (horAcc)\n change [looky v] by (vertAcc)\n change [lookz v] by (rollAcc)\n if <([abs v] of (lookY) ) > [80]> then\n change [looky v] by ((0) - (vertAcc))\n set [vertacc v] to [0]\n end\n set cam (lookY) (lookX) (0)\n render (length of [pointx v]) points\n ConnectPoints\n if <(PlayerView?) = [1]> then\n Set Pen Color to R: (0) G: (220) B: (0)\n connect point ((length of [pointscreenx v]) - (1)) to point (length of [pointscreenx v])\n Set Pen Color to R: (0) G: (200) B: (0)\n go to x: (item ((length of [pointscreenx v]) - (1)) of [pointscreenx v]) y: (item ((length of [pointscreenx v]) - (1)) of [pointscreeny v])\n set pen size to ((item ((length of [pointscreenx v]) - (1)) of [pointscreensize v]) * (3))\n pen down\n pen up\n end\n end\nend\n\ndefine None\nadd (x) to [pointx v]\nadd (y) to [pointy v]\nadd (z) to [pointz v]\n\ndefine reset\nresetLists\nAdd Objects\nresetPosAndMove\nresetCamAngles\n\ndefine None\nset [vertacc v] to ((vertAcc) * ((rate) / (1.1)))\nset [horacc v] to ((horAcc) * ((rate) / (1.1)))\nset [rollacc v] to ((rollAcc) * (rate))\nset [moveacc v] to ((moveAcc) * (rate))\nset [sideacc v] to ((SideAcc) * (rate))\n\ndefine None\nset [cosvert v] to ([cos v] of (vert) )\nset [sinvert v] to ([sin v] of (vert) )\nset [coshor v] to ([cos v] of (hor) )\nset [sinhor v] to ([sin v] of (hor) )\nset [cosroll v] to ([cos v] of (roll) )\nset [sinroll v] to ([sin v] of (roll) )\nset [transformx v] to (((CosRoll) * (xx)) + ((SinRoll) * (xy)))\nset [transformy v] to (((CosRoll) * (xy)) - ((SinRoll) * (xx)))\nset [xx v] to (((CosHor) * (transformX)) + ((SinHor) * (xz)))\nset [transformz v] to (((CosHor) * (xz)) - ((SinHor) * (transformX)))\nset [xy v] to (((CosVert) * (transformY)) + ((SinVert) * (transformZ)))\nset [xz v] to (((CosVert) * (transformZ)) - ((SinVert) * (transformY)))\nset [transformx v] to (((CosRoll) * (yx)) + ((SinRoll) * (yy)))\nset [transformy v] to (((CosRoll) * (yy)) - ((SinRoll) * (yx)))\nset [yx v] to (((CosHor) * (transformX)) + ((SinHor) * (yz)))\nset [transformz v] to (((CosHor) * (yz)) - ((SinHor) * (transformX)))\nset [yy v] to (((CosVert) * (transformY)) + ((SinVert) * (transformZ)))\nset [yz v] to (((CosVert) * (transformZ)) - ((SinVert) * (transformY)))\nset [transformx v] to (((CosRoll) * (zx)) + ((SinRoll) * (zy)))\nset [transformy v] to (((CosRoll) * (zy)) - ((SinRoll) * (zx)))\nset [zx v] to (((CosHor) * (transformX)) + ((SinHor) * (zz)))\nset [transformz v] to (((CosHor) * (zz)) - ((SinHor) * (transformX)))\nset [zy v] to (((CosVert) * (transformY)) + ((SinVert) * (transformZ)))\nset [zz v] to (((CosVert) * (transformZ)) - ((SinVert) * (transformY)))\n\ndefine None\ndelete (all) of [pointscreenx v]\ndelete (all) of [pointscreeny v]\ndelete (all) of [pointscreenz v]\ndelete (all) of [pointscreensize v]\nset [loop# v] to [1]\nrepeat until <(loop#) > (number)>\n set [transformx v] to (item (loop#) of [pointx v])\n set [transformy v] to (item (loop#) of [pointy v])\n set [transformz v] to (item (loop#) of [pointz v])\n if <(PlayerView?) = [0]> then\n set [camx v] to (posX)\n set [camy v] to (posY)\n set [camz v] to (posZ)\n else\n set [camx v] to ((posX) + ((xz) * (-5000)))\n set [camz v] to ((posZ) + ((zz) * (-5000)))\n set [camy v] to ((posY) + ((yz) * (-5000)))\n end\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n add (transformZ) to [pointscreenz v]\n add (transformX) to [pointscreenx v]\n add (transformY) to [pointscreeny v]\n add (((round (((540) * (30)) / (transformZ))) * (0.5)) + (0.5)) to [pointscreensize v]\n change [loop# v] by (1)\nend\nif <(PlayerView?) = [1]> then\n set [transformx v] to (posX)\n set [transformy v] to (posY)\n set [transformz v] to (posZ)\n set [camx v] to ((posX) + ((xz) * (-5000)))\n set [camz v] to ((posZ) + ((zz) * (-5000)))\n set [camy v] to ((posY) + ((yz) * (-5000)))\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n add (transformZ) to [pointscreenz v]\n add (transformX) to [pointscreenx v]\n add (transformY) to [pointscreeny v]\n add (((round (((540) * (100)) / (transformZ))) * (0.5)) + (0.5)) to [pointscreensize v]\n set [transformx v] to (posX)\n set [transformy v] to ((posY) - (1000))\n set [transformz v] to (posZ)\n set [camx v] to ((posX) + ((xz) * (-5000)))\n set [camz v] to ((posZ) + ((zz) * (-5000)))\n set [camy v] to ((posY) + ((yz) * (-5000)))\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n add (transformZ) to [pointscreenz v]\n add (transformX) to [pointscreenx v]\n add (transformY) to [pointscreeny v]\n add (((round (((540) * (100)) / (transformZ))) * (0.5)) + (0.5)) to [pointscreensize v]\nend\n\ndefine ReadKeys\nif <(Mouse?) = [0]> then\n if <key (up arrow v) pressed?> then\n change [vertacc v] by (-0.8)\n end\n if <key (down arrow v) pressed?> then\n change [vertacc v] by (0.8)\n end\n if <key (right arrow v) pressed?> then\n change [horacc v] by (-0.8)\n end\n if <key (left arrow v) pressed?> then\n change [horacc v] by (0.8)\n end\nelse\n set [vertacc v] to (((mouse y) - (PrevY)) / (-1))\n if <([abs v] of (mouse x) ) > [235]> then\n set [horacc v] to ((mouse x) / (-38))\n else\n set [horacc v] to (((mouse x) - (prevX)) / (-1))\n end\n set [prevx v] to (mouse x)\n set [prevy v] to (mouse y)\nend\nif <key (d v) pressed?> then\n change [sideacc v] by (-10)\nend\nif <key (a v) pressed?> then\n change [sideacc v] by (10)\nend\nif <key (w v) pressed?> then\n change [moveacc v] by (10)\nend\nif <key (s v) pressed?> then\n change [moveacc v] by (-10)\nend\nif <key (space v) pressed?> then\n if <(Collided?) = [1 ]> then\n set [gravity v] to [200]\n end\nend\n\ndefine None\nrepeat (number)\n Add Point at (pick random ((0) - (range)) to (range)) (pick random ((0) - (range)) to (range)) (pick random ((0) - (range)) to (range))\nend\n\ndefine ConnectPoints\nset [object# v] to [1]\nset [loop# v] to [1]\nrepeat until <(object#) > (length of [objects v])>\n if <[deleted v] contains (object#)?> then\n change [object# v] by (1)\n change [loop# v] by (8)\n end\n if <(item (object#) of [objects v]) = [Cube]> then\n if <(item (object#) of [objecttype v]) = [1]> then\n if <<[interactiveobjects v] contains (object#)?> and <not <[interacted? v] contains (object#)?>>> then\n Set Pen Color to R: (255) G: (128) B: (0)\n else\n Set Pen Color to R: (0) G: (0) B: (255)\n end\n else\n if <(item (object#) of [objecttype v]) = [2]> then\n Set Pen Color to R: (255) G: (0) B: (0)\n else\n if <(item (object#) of [objecttype v]) = [3]> then\n Set Pen Color to R: (0) G: (255) B: (0)\n else\n if <(item (object#) of [objecttype v]) = [4]> then\n Set Pen Color to R: (255) G: (255) B: (0)\n else\n Set Pen Color to R: (127) G: (0) B: (255)\n end\n end\n end\n end\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point ((loop#) + (4)) to point ((loop#) + (5))\n connect point ((loop#) + (5)) to point ((loop#) + (6))\n connect point ((loop#) + (6)) to point ((loop#) + (7))\n connect point ((loop#) + (7)) to point ((loop#) + (4))\n connect point ((loop#) + (7)) to point (loop#)\n connect point ((loop#) + (6)) to point ((loop#) + (1))\n connect point ((loop#) + (5)) to point ((loop#) + (2))\n connect point ((loop#) + (4)) to point ((loop#) + (3))\n change [loop# v] by (8)\n else\n if <(item (object#) of [objects v]) = [Pyramid]> then\n Set Pen Color to R: (255) G: (0) B: (0)\n connect point (loop#) to point ((loop#) + (1))\n connect point ((loop#) + (1)) to point ((loop#) + (2))\n connect point ((loop#) + (2)) to point ((loop#) + (3))\n connect point ((loop#) + (3)) to point (loop#)\n connect point (loop#) to point ((loop#) + (4))\n connect point ((loop#) + (1)) to point ((loop#) + (4))\n connect point ((loop#) + (2)) to point ((loop#) + (4))\n connect point ((loop#) + (3)) to point ((loop#) + (4))\n change [loop# v] by (5)\n else\n end\n end\n change [object# v] by (1)\nend\n\ndefine None\npen up\nif <not <<(item (1) of [pointscreenz v]) < [10]> and <(item (2) of [pointscreenz v]) < [10]>>> then\n if <not <<(item (1) of [pointscreenz v]) > [50000]> and <(item (2) of [pointscreenz v]) > [50000]>>> then\n set [x1 v] to (item (1) of [pointscreenx v])\n set [y1 v] to (item (1) of [pointscreeny v])\n set [x2 v] to (item (2) of [pointscreenx v])\n set [y2 v] to (item (2) of [pointscreeny v])\n set [size1 v] to (item (1) of [pointscreensize v])\n set [size2 v] to (item (2) of [pointscreensize v])\n set [z1 v] to (item (1) of [pointscreenz v])\n set [z2 v] to (item (2) of [pointscreenz v])\n set [pointdistzz v] to ((z2) - (z1))\n if <(z2) < [10]> then\n set [transformx v] to ((item (1) of [pointx v]) + (((item (2) of [pointx v]) - (item (1) of [pointx v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformy v] to ((item (1) of [pointy v]) + (((item (2) of [pointy v]) - (item (1) of [pointy v])) * (((10) - (z1)) / (pointDistZZ))))\n set [transformz v] to ((item (1) of [pointz v]) + (((item (2) of [pointz v]) - (item (1) of [pointz v])) * (((10) - (z1)) / (pointDistZZ))))\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n set [x2 v] to (transformX)\n set [y2 v] to (transformY)\n set [size2 v] to (((round (((540) * (30)) / (transformZ))) * (0.5)) + (0.5))\n else\n if <(z1) < [10]> then\n set [transformx v] to ((item (2) of [pointx v]) - (((item (2) of [pointx v]) - (item (1) of [pointx v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformy v] to ((item (2) of [pointy v]) - (((item (2) of [pointy v]) - (item (1) of [pointy v])) * (((z2) - (10)) / (pointDistZZ))))\n set [transformz v] to ((item (2) of [pointz v]) - (((item (2) of [pointz v]) - (item (1) of [pointz v])) * (((z2) - (10)) / (pointDistZZ))))\n set [pointdistx v] to ((transformX) - (CamX))\n set [pointdisty v] to ((transformY) - (CamY))\n set [pointdistz v] to ((transformZ) - (CamZ))\n set [transformx v] to (((xx) * (pointDistX)) + (((yx) * (pointDistY)) + ((zx) * (pointDistZ))))\n set [transformy v] to (((xy) * (pointDistX)) + (((yy) * (pointDistY)) + ((zy) * (pointDistZ))))\n set [transformz v] to (((xz) * (pointDistX)) + (((yz) * (pointDistY)) + ((zz) * (pointDistZ))))\n set [transformx v] to (((270) * (transformX)) / (transformZ))\n set [transformy v] to (((270) * (transformY)) / (transformZ))\n set [x1 v] to (transformX)\n set [y1 v] to (transformY)\n set [size1 v] to (((round (((540) * (30)) / (transformZ))) * (0.5)) + (0.5))\n end\n end\n set [pointdistx v] to ((x2) - (x1))\n set [pointdisty v] to ((y2) - (y1))\n set [pointdistz v] to ((size2) - (size1))\n if <not <<(x1) > [240]> and <(x2) > [240]>>> then\n if <not <<(x1) < [-240]> and <(x2) < [-240]>>> then\n if <not <<(y1) > [180]> and <(y2) > [180]>>> then\n if <not <<(y1) < [-180]> and <(y2) < [-180]>>> then\n Draw to Edge:\n set [pointdistx v] to ((x2) - (x1))\n set [pointdisty v] to ((y2) - (y1))\n set [pointdistz v] to ((size2) - (size1))\n go to x: (x1) y: (y1)\n set pen size to (size1)\n if <([floor v] of ([abs v] of (pointDistZ) ) ) = [0]> then\n pen down\n go to x: (x2) y: (y2)\n else\n repeat ([floor v] of ([abs v] of (pointDistZ) ) )\n pen down\n go to x: ((x position) + ((pointDistX) / ([floor v] of ([abs v] of (pointDistZ) ) ))) y: ((y position) + ((pointDistY) / ([floor v] of ([abs v] of (pointDistZ) ) )))\n change pen size by ((pointDistZ) / ([floor v] of ([abs v] of (pointDistZ) ) ))\n end\n end\n end\n end\n end\n end\n end\nend\npen up\n\ndefine Draw to Edge:\nif <(x1) < [-240]> then\n set [x1 v] to [-240]\n set [y1 v] to ((y2) - ((((x2) - (-240)) / (pointDistX)) * (pointDistY)))\n set [size1 v] to ((size2) - ((((x2) - (-240)) / (pointDistX)) * (pointDistZ)))\nelse\n if <(x1) > [240]> then\n set [x1 v] to [240]\n set [y1 v] to ((y2) - ((((x2) - (240)) / (pointDistX)) * (pointDistY)))\n set [size1 v] to ((size2) - ((((x2) - (240)) / (pointDistX)) * (pointDistZ)))\n end\nend\nif <(x2) < [-240]> then\n set [x2 v] to [-240]\n set [y2 v] to ((y1) + ((((-240) - (x1)) / (pointDistX)) * (pointDistY)))\n set [size2 v] to ((size1) + ((((-240) - (x1)) / (pointDistX)) * (pointDistZ)))\nelse\n if <(x2) > [240]> then\n set [x2 v] to [240]\n set [y2 v] to ((y1) + ((((240) - (x1)) / (pointDistX)) * (pointDistY)))\n set [size2 v] to ((size1) + ((((240) - (x1)) / (pointDistX)) * (pointDistZ)))\n end\nend\nif <(y1) < [-180]> then\n set [y1 v] to [-180]\n set [x1 v] to ((x2) - ((((y2) - (-180)) / (pointDistY)) * (pointDistX)))\n set [size1 v] to ((size2) - ((((y2) - (-180)) / (pointDistY)) * (pointDistZ)))\nelse\n if <(y1) > [180]> then\n set [y1 v] to [180]\n set [x1 v] to ((x2) - ((((y2) - (180)) / (pointDistY)) * (pointDistX)))\n set [size1 v] to ((size2) - ((((y2) - (180)) / (pointDistY)) * (pointDistZ)))\n end\nend\nif <(y2) < [-180]> then\n set [y2 v] to [-180]\n set [x2 v] to ((x1) + ((((-180) - (y1)) / (pointDistY)) * (pointDistX)))\n set [size2 v] to ((size1) + ((((-180) - (y1)) / (pointDistY)) * (pointDistZ)))\nelse\n if <(y2) > [180]> then\n set [y2 v] to [180]\n set [x2 v] to ((x1) + ((((180) - (y1)) / (pointDistY)) * (pointDistX)))\n set [size2 v] to ((size1) + ((((180) - (y1)) / (pointDistY)) * (pointDistZ)))\n end\nend\n\ndefine None\nchange [posx v] by ((x) * (moveAcc))\nchange [posz v] by ((z) * (moveAcc))\nchange [posx v] by (((0) - (z)) * (SideAcc))\nchange [posz v] by ((x) * (SideAcc))\nchange [posy v] by (y)\nif <(posY) < [-20000]> then\n reset\n change [attempts v] by (1)\nend\n\ndefine Add Points\n\ndefine None\nresetCamAngles\nrot (vert) (hor) (roll)\n\ndefine None\nset pen color to (((r) * (65536)) + (((g) * (256)) + (b)))\n\ndefine None\nadd (x) to [cubex v]\nadd (y) to [cubey v]\nadd (z) to [cubez v]\nadd (h) to [cubeh v]\nadd (l) to [cubew v]\nadd (l) to [cubel v]\nadd [Pyramid] to [objects v]\nadd [2] to [objecttype v]\nAdd Point at (x) (y) (z)\nAdd Point at ((x) + (l)) (y) (z)\nAdd Point at ((x) + (l)) (y) ((z) + (l))\nAdd Point at (x) (y) ((z) + (l))\nAdd Point at ((x) + ((l) / (2))) ((y) + (h)) ((z) + ((l) / (2)))\n\ndefine None\nadd (x) to [cubex v]\nadd (y) to [cubey v]\nadd (z) to [cubez v]\nadd (h) to [cubeh v]\nadd (w) to [cubew v]\nadd (l) to [cubel v]\nadd [Cube] to [objects v]\nadd (type) to [objecttype v]\nadd [1] to [movedir v]\nadd [0] to [touchingobject v]\nAdd Point at (x) (y) (z)\nAdd Point at ((x) + (w)) (y) (z)\nAdd Point at ((x) + (w)) (y) ((z) + (l))\nAdd Point at (x) (y) ((z) + (l))\nAdd Point at (x) ((y) + (h)) ((z) + (l))\nAdd Point at ((x) + (w)) ((y) + (h)) ((z) + (l))\nAdd Point at ((x) + (w)) ((y) + (h)) (z)\nAdd Point at (x) ((y) + (h)) (z)\n\ndefine resetLists\ndelete (all) of [pointx v]\ndelete (all) of [pointy v]\ndelete (all) of [pointz v]\ndelete (all) of [objects v]\ndelete (all) of [objecttype v]\ndelete (all) of [cubex v]\ndelete (all) of [cubey v]\ndelete (all) of [cubez v]\ndelete (all) of [cubeh v]\ndelete (all) of [cubew v]\ndelete (all) of [cubel v]\ndelete (all) of [movedir v]\ndelete (all) of [interactiveobjects v]\ndelete (all) of [interacted? v]\ndelete (all) of [deleted v]\ndelete (all) of [touchingobject v]\n\ndefine resetPosAndMove\nset [gravity v] to [0]\nset [vertacc v] to [0]\nset [horacc v] to [0]\nset [rollacc v] to [0]\nset [sideacc v] to [0]\nset [moveacc v] to [0]\nset [posx v] to [0]\nset [posy v] to [6000]\nset [posz v] to [0]\nset [lookx v] to [0]\nset [looky v] to [0]\nset [lookz v] to [0]\n\ndefine LoopThroughCubesAndCollide\nset [loop# v] to [1]\nset [collided? v] to [0]\nrepeat until <(loop#) > (length of [cubex v])>\n if <[deleted v] contains (loop#)?> then\n change [loop# v] by (1)\n end\n if <<not <(posX) < (item (loop#) of [cubex v])>> and <not <(posX) > ((item (loop#) of [cubex v]) + (item (loop#) of [cubew v]))>>> then\n if <<not <(posZ) < (item (loop#) of [cubez v])>> and <not <(posZ) > ((item (loop#) of [cubez v]) + (item (loop#) of [cubel v]))>>> then\n if <<<((posY) - (1000)) > (item (loop#) of [cubey v])> and <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>> or <<(posY) > (item (loop#) of [cubey v])> and <(posY) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>>> then\n if <(item (loop#) of [objecttype v]) = [1]> then\n if <<((posY) - (1000)) > (item (loop#) of [cubey v])> and <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))>> then\n set [collided? v] to [1]\n else\n set [collided? v] to [-1]\n end\n set [oldy v] to (posY)\n change [posy v] by ((0) - (gravity))\n if <(Collided?) = [1]> then\n if <((posY) - (1000)) < ((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v]))> then\n set [posy v] to (((item (loop#) of [cubey v]) + (item (loop#) of [cubeh v])) + (1000))\n end\n if <((posY) - (1500)) > (oldY)> then\n change [posx v] by ((0) - ((xz) * (moveAcc)))\n change [posz v] by ((0) - ((zz) * (moveAcc)))\n change [posx v] by ((0) - (((0) - (zz)) * (SideAcc)))\n change [posz v] by ((0) - ((xz) * (SideAcc)))\n set [posy v] to ((oldY) + (10))\n set [moveacc v] to [0]\n set [sideacc v] to [0]\n set [collided? v] to [0]\n end\n else\n if <(posY) > (item (loop#) of [cubey v])> then\n set [posy v] to (item (loop#) of [cubey v])\n end\n end\n set [gravity v] to [0]\n else\n if <(item (loop#) of [objecttype v]) = [3]> then\n change [score v] by ([ceiling v] of (((1000) * (level)) / (attempts)) )\n change [level v] by (1)\n set [attempts v] to [1]\n reset\n else\n if <(item (loop#) of [objecttype v]) = [2]> then\n change [attempts v] by (1)\n reset\n else\n if <(item (loop#) of [objecttype v]) = [4]> then\n set [gravity v] to [400]\n else\n end\n end\n end\n end\n end\n end\n end\n change [loop# v] by (1)\nend\n\ndefine Add Objects\nif <(level) = [1]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-2000) Y: (-300) Z: (7500) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (600) Z: (14500) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-14000) Y: (-2200) Z: (15000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (-500) Z: (15000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (-500) Z: (22000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-25000) Y: (1250) Z: (23000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (2750) Z: (23000) H: (500) W: (4000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-19000) Y: (4000) Z: (29000) H: (500) W: (4000) L: (4000) type: (3)\nelse\n if <(level) = [2]> then\n Create Cube Left Bottom Corner- X: (-2000) Y: (-2000) Z: (-2000) H: (1000) W: (4000) L: (5750) type: (1)\n Create Cube Left Bottom Corner- X: (-3000) Y: (-2000) Z: (4000) H: (2000) W: (6000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-2000) Y: (-2000) Z: (5250) H: (1000) W: (4000) L: (5000) type: (1)\n Create Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (11500) H: (2000) W: (9000) L: (1500) type: (2)\n Create Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (13250) H: (1000) W: (8000) L: (4000) type: (1)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-2000) Z: (13250) H: (1000) W: (2000) L: (4000) type: (2)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-2000) Z: (17250) H: (2000) W: (11000) L: (4000) type: (2)\n Create Cube Left Bottom Corner- X: (-11000) Y: (-5000) Z: (13250) H: (1000) W: (2000) L: (6000) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-5000) Z: (19500) H: (2000) W: (4000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-11000) Y: (-5000) Z: (20750) H: (1000) W: (2000) L: (1750) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-5000) Z: (22750) H: (2000) W: (4000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-5000) Z: (24000) H: (1000) W: (4000) L: (1000) type: (3)\n else\n if <(level) = [3]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-8000) Y: (-1000) Z: (-500) H: (1000) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-10500) Y: (500) Z: (0) H: (1000) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-10500) Y: (2750) Z: (2500) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (-17000) Y: (6000) Z: (6000) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (-13000) Y: (8000) Z: (13000) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (-5000) Y: (10000) Z: (18000) H: (500) W: (2000) L: (2000) type: (4)\n Create Cube Left Bottom Corner- X: (5500) Y: (10000) Z: (18000) H: (500) W: (2000) L: (2000) type: (3)\n else\n if <(level) = [4]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-500) Y: (-1000) Z: (8000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-500) Y: (-1000) Z: (9000) H: (1000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (2000) Y: (0) Z: (11000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (2000) Y: (0) Z: (12000) H: (1000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-1000) Y: (1000) Z: (13000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-1000) Y: (1000) Z: (14000) H: (1000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-1000) Y: (1000) Z: (17500) H: (1000) W: (1000) L: (1000) type: (4)\n Create Cube Left Bottom Corner- X: (-10000) Y: (15000) Z: (17500) H: (1000) W: (20000) L: (20000) type: (2)\n Create Cube Left Bottom Corner- X: (-1000) Y: (8000) Z: (22500) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-1000) Y: (8000) Z: (23500) H: (1000) W: (1000) L: (1000) type: (4)\n Create Cube Left Bottom Corner- X: (-1000) Y: (9000) Z: (25500) H: (500) W: (1000) L: (1000) type: (3)\n else\n if <(level) = [5]> then\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (-500) H: (1000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (500) H: (1500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (1500) H: (2000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (2500) H: (2500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (3500) H: (3000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-250) Y: (-2000) Z: (4500) H: (3500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-1250) Y: (-2000) Z: (5000) H: (4000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-2250) Y: (-2000) Z: (5000) H: (4500) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-3250) Y: (-2000) Z: (5000) H: (5000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-4250) Y: (-2000) Z: (5000) H: (5500) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-5250) Y: (-2000) Z: (5000) H: (6000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (5000) H: (6500) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (2000) H: (8000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (1000) H: (10500) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (-2000) Z: (0) H: (13000) W: (500) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-6250) Y: (11500) Z: (-3000) H: (500) W: (500) L: (1000) type: (4)\n Create Cube Left Bottom Corner- X: (-6250) Y: (12500) Z: (-8000) H: (1000) W: (1000) L: (1000) type: (3)\n else\n if <(level) = [6]> then\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-5000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (7000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-10000) Y: (-2000) Z: (23000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-16000) Y: (-2000) Z: (23000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-25000) Y: (-1000) Z: (22000) H: (1250) W: (500) L: (5000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (22000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (2000) H: (1000) W: (1000) L: (20000) type: (1)\n Create Cube Left Bottom Corner- X: (-45500) Y: (1000) Z: (2000) H: (1000) W: (2000) L: (20000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (1000) Z: (15000) H: (3000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (10000) H: (3000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (0) Z: (5000) H: (3000) W: (1000) L: (1000) type: (2)\n Create Cube Left Bottom Corner- X: (-45000) Y: (-2000) Z: (0) H: (3000) W: (1000) L: (1000) type: (3)\n else\n if <(level) = [7]> then\n Create Cube Left Bottom Corner- X: (-750) Y: (-1000) Z: (5000) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (10000000) Y: (-1000) Z: (6500) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (-750) Y: (-1000) Z: (8000) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (-500) Y: (-1000) Z: (9500) H: (2000) W: (1000) L: (500) type: (1)\n Create Cube Left Bottom Corner- X: (750) Y: (-1000) Z: (5000) H: (2250) W: (500) L: (6000) type: (2)\n Create Cube Left Bottom Corner- X: (-1250) Y: (-1000) Z: (5000) H: (2220) W: (500) L: (6000) type: (2)\n Create Cube Left Bottom Corner- X: (-750) Y: (-1000) Z: (10500) H: (2250) W: (1500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (-1250) Y: (1250) Z: (5000) H: (500) W: (2500) L: (6000) type: (2)\n Create Cube Left Bottom Corner- X: (7500) Y: (0) Z: (2000) H: (500) W: (11000) L: (7000) type: (3)\n Create Cube Left Bottom Corner- X: (9000) Y: (2000) Z: (2000) H: (500) W: (8000) L: (7000) type: (2)\n Create Cube Left Bottom Corner- X: (10000) Y: (500) Z: (2000) H: (2000) W: (500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (10000) Y: (500) Z: (8500) H: (2000) W: (500) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (21500) Y: (0) Z: (4500) H: (500) W: (2000) L: (2000) type: (1)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-500) Z: (4500) H: (500) W: (1000) L: (1500) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (0) Z: (1500) H: (500) W: (1000) L: (1500) type: (1)\n Create Cube Left Bottom Corner- X: (-15000) Y: (500) Z: (3000) H: (500) W: (1000) L: (1000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-2000) H: (1000) W: (10000) L: (15000) type: (1)\n else\n Create Cube Left Bottom Corner- X: (-5000) Y: (-2000) Z: (-2000) H: (1000) W: (10000) L: (10000) type: (1)\n Create Cube Left Bottom Corner- X: (-5000) Y: (-1000) Z: (3000) H: (2500) W: (10000) L: (500) type: (2)\n Create Cube Left Bottom Corner- X: (2000) Y: (-1000) Z: (7500) H: (2000) W: (1000) L: (500) type: (5)\n Create Cube Left Bottom Corner- X: (2000) Y: (-2000) Z: (20000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (4500) Y: (-1000) Z: (20000) H: (2000) W: (500) L: (1000) type: (5)\n Create Cube Left Bottom Corner- X: (-6000) Y: (-2000) Z: (20000) H: (1000) W: (3500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-9000) Y: (-2000) Z: (20000) H: (2750) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-12000) Y: (-2000) Z: (20000) H: (4750) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-15000) Y: (-2000) Z: (20000) H: (6750) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-21000) Y: (4750) Z: (19000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-22000) Y: (5750) Z: (13000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-22000) Y: (6750) Z: (7000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-22000) Y: (7750) Z: (1000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (-21000) Y: (4500) Z: (19000) H: (1000) W: (3000) L: (3000) type: (2)\n Create Cube Left Bottom Corner- X: (-22000) Y: (5500) Z: (13000) H: (1000) W: (3000) L: (3000) type: (2)\n Create Cube Left Bottom Corner- X: (-22000) Y: (6500) Z: (7000) H: (1000) W: (3000) L: (3000) type: (2)\n Create Cube Left Bottom Corner- X: (-3000) Y: (-1000) Z: (7500) H: (2000) W: (1000) L: (500) type: (5)\n Create Cube Left Bottom Corner- X: (-3500) Y: (-1000) Z: (7000) H: (2500) W: (2000) L: (1500) type: (2)\n Create Cube Left Bottom Corner- X: (2000) Y: (-2000) Z: (-20000) H: (1000) W: (3000) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (2500) Y: (-1000) Z: (-20000) H: (2000) W: (500) L: (1000) type: (5)\n Create Cube Left Bottom Corner- X: (2500) Y: (-7000) Z: (-25000) H: (1000) W: (3000) L: (3000) type: (4)\n Create Cube Left Bottom Corner- X: (2500) Y: (-7000) Z: (-37000) H: (1000) W: (3000) L: (3000) type: (4)\n Create Cube Left Bottom Corner- X: (2500) Y: (-7000) Z: (-71000) H: (8000) W: (7000) L: (30000) type: (2)\n Create Cube Left Bottom Corner- X: (10500) Y: (-7000) Z: (-71000) H: (8000) W: (7000) L: (30000) type: (2)\n Create Cube Left Bottom Corner- X: (9500) Y: (-7000) Z: (-49500) H: (1000) W: (1000) L: (7000) type: (1)\n Create Cube Left Bottom Corner- X: (9500) Y: (-6500) Z: (-56500) H: (1000) W: (500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (9500) Y: (-6500) Z: (1000000000000000) H: (1500) W: (500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (10000) Y: (-6500) Z: (1000000000000) H: (2500) W: (500) L: (3000) type: (1)\n Create Cube Left Bottom Corner- X: (10000) Y: (-6500) Z: (-62000) H: (1000) W: (500) L: (3000) type: (3)\n end\n end\n end\n end\n end\n end\nend\n\ndefine None\nset [loop# v] to ((((number) - (1)) * (8)) + (1))\nreplace item (number) of [cubex v] with ((item (number) of [cubex v]) + ((x) * (item (number) of [movedir v])))\nreplace item (number) of [cubey v] with ((item (number) of [cubey v]) + ((y) * (item (number) of [movedir v])))\nreplace item (number) of [cubez v] with ((item (number) of [cubez v]) + ((z) * (item (number) of [movedir v])))\nrepeat (8)\n replace item (loop#) of [pointx v] with ((item (loop#) of [pointx v]) + ((x) * (item (number) of [movedir v])))\n replace item (loop#) of [pointy v] with ((item (loop#) of [pointy v]) + ((y) * (item (number) of [movedir v])))\n replace item (loop#) of [pointz v] with ((item (loop#) of [pointz v]) + ((z) * (item (number) of [movedir v])))\n change [loop# v] by (1)\nend\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <(item (number) of [objecttype v]) = [1]> then\n change [posx v] by ((x) * (item (number) of [movedir v]))\n change [posy v] by ((y) * (item (number) of [movedir v]))\n change [posz v] by ((z) * (item (number) of [movedir v]))\n end\n end\n end\nend\nif <<<(item (number) of [cubex v]) > (mx)> or <(item (number) of [cubey v]) > (my)>> or <(item (number) of [cubez v]) > (mz)>> then\n replace item (number) of [movedir v] with [-1]\nend\nif <<<(item (number) of [cubex v]) < (mx)> or <(item (number) of [cubey v]) < (my)>> or <(item (number) of [cubez v]) < (mz)>> then\n replace item (number) of [movedir v] with [1]\nend\n\ndefine moveObjects\nif <(level) = [6]> then\n move object (2) by (0) (0) (100) max (0) (0) (20000) min (-7000) (-7000) (7000)\n move object (4) by (100) (0) (0) max (-15000) (50000) (50000) min (-35000) (-10000) (0)\n move object (9) by (0) (100) (0) max (0) (3000) (50000) min (-50000) (-2000) (-50000)\n move object (10) by (0) (75) (0) max (0) (3000) (50000) min (-50000) (-2000) (-50000)\n move object (11) by (0) (100) (0) max (0) (3000) (50000) min (-50000) (-2000) (-50000)\nelse\n if <(level) = [7]> then\n move object (12) by (200) (0) (200) max (50000) (50000) (8500) min (-50000) (-50000) (2000)\n move object (13) by (-200) (0) (200) max (50000) (50000) (8500) min (-50000) (-50000) (2000)\n move object (15) by (0) (0) (40) max (50000) (50000) (4500) min (-50000) (-50000) (1500)\n move object (16) by (0) (0) (40) max (50000) (50000) (4500) min (-50000) (-50000) (1500)\n else\n if <(level) = [8]> then\n move object (14) by (0) (10) (0) max (50000) (5750) (50000) min (-50000) (4000) (-50000)\n move object (15) by (0) (10) (0) max (50000) (6750) (50000) min (-50000) (5000) (-50000)\n move object (16) by (0) (10) (0) max (50000) (7750) (50000) min (-50000) (6000) (-50000)\n end\n end\nend\n\ndefine Interact\nif <(level) = [7]> then\n if touching object (14) then delete object (1)\n if touching object (17) then delete object (3)\nend\nif <(level) = [8]> then\n if touching object (13) then delete object (18)\nend\n\ndefine None\nif <not <[interactiveobjects v] contains (number)?>> then\n add (number) to [interactiveobjects v]\nend\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <not <[interacted? v] contains (number)?>> then\n add (number) to [interacted? v]\n add (number2) to [deleted v]\n end\n end\n end\nend\n\ndefine None\nif <<not <(posX) < (item (number) of [cubex v])>> and <not <(posX) > ((item (number) of [cubex v]) + (item (number) of [cubew v]))>>> then\n if <<not <(posZ) < (item (number) of [cubez v])>> and <not <(posZ) > ((item (number) of [cubez v]) + (item (number) of [cubel v]))>>> then\n if <<<not <((posY) - (1000)) < (item (number) of [cubey v])>> and <not <((posY) - (1000)) > ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> or <<(posY) > (item (number) of [cubey v])> and <(posY) < ((item (number) of [cubey v]) + (item (number) of [cubeh v]))>>> then\n if <(item (number) of [touchingobject v]) = [0]> then\n replace item (number) of [touchingobject v] with [0]\n set [posx v] to ((item (number2) of [cubex v]) + ((item (number2) of [cubew v]) / (2)))\n set [posy v] to ((item (number2) of [cubey v]) + ((item (number2) of [cubeh v]) / (2)))\n set [posz v] to ((item (number2) of [cubez v]) + ((item (number2) of [cubel v]) / (2)))\n replace item (number2) of [touchingobject v] with [1]\n end\n else\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\n end\n else\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\n end\nelse\n if <not <(item (number) of [touchingobject v]) = [0]>> then\n replace item (number) of [touchingobject v] with [0]\n end\nend\n\ndefine teleportPlayer\nif <(level) = [8]> then\n teleport from object (3) to object (5)\n teleport from object (17) to object (20)\nend\n\ndefine None\nif touching object (number) then teleport to (number2)\nif touching object (number2) then teleport to (number)\n\ndefine resetCamAngles\nset [xx v] to [1]\nset [xy v] to [0]\nset [xz v] to [0]\nset [yy v] to [1]\nset [yx v] to [0]\nset [yz v] to [0]\nset [zz v] to [1]\nset [zx v] to [0]\nset [zy v] to [0]\n\n@Messages\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nshow\nshow messages\nhide\n\ndefine None\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (wait) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine show messages\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nset [start v] to [1]\nFade (2)\nbroadcast (Show Instructions v)\nwait until <(hidden) = [3]>\nnext costume\nwait (0.5) seconds\nFade (3)\nnext costume\nwait (0.5) seconds\nbroadcast (Show Settings v)\nFade (4)\nwait until <(level) = [2]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [3]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [4]>\nnext costume\nwait (0.5) seconds\nFade (2)\nwait until <(level) = [5]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [6]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [7]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\nwait until <(level) = [8]>\nnext costume\nwait (0.5) seconds\nFade (2)\nnext costume\nwait (0.5) seconds\nFade (3)\n\nset [level v] to [8]\n\n@Paused\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (30)\nforever\n if <(pause) = [0]> then\n hide\n else\n set [ghost v] effect to (30)\n show\n end\nend\n\n@Instructions\n\nwhen flag clicked\nset [hidden v] to [0]\nset [clone# v] to [1]\nhide\nswitch costume to (costume4 v)\n\nwhen I receive [show instructions v]\nif <(costume [number v]) = [4]> then\n repeat (3)\n create clone of (_myself_ v)\n wait (0.1) seconds\n change [clone# v] by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone#)\nshow\nif <(costume [number v]) = [1]> then\n wait until <<<key (w v) pressed?> or <key (a v) pressed?>> or <<key (s v) pressed?> or <key (d v) pressed?>>>\n hide\n change [hidden v] by (1)\nelse\n if <(costume [number v]) = [2]> then\n wait until <key (space v) pressed?>\n hide\n change [hidden v] by (1)\n else\n wait until <<<<key (up arrow v) pressed?> or <key (right arrow v) pressed?>> or <<key (down arrow v) pressed?> or <key (left arrow v) pressed?>>> or <<(posX) < [-11000]> and <(posZ) > [15000]>>>\n hide\n change [hidden v] by (1)\n end\nend\n\n@Leaderboard\n\nwhen flag clicked\nhide\nset size to (30) %\ngo to x: (214) y: (147)\nset [ghost v] effect to (100)\n\nwhen I receive [show settings v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n go to [front v] layer\n if <(distance to [mouse-pointer v]) < [25]> then\n set size to (35) %\n else\n set size to (30) %\n end\nend\n\nwhen this sprite clicked\nif <(pause) = [0]> then\n set [pause v] to [1]\nelse\n set [pause v] to [0]\nend\nwait (0.5) seconds\n\nwhen flag clicked\nset [level v] to [1]\nset [pause v] to [0]\nforever\n if <(level) > [8]> then\n erase all\n set [pause v] to [1]\n hide\n end\nend\n\n@Cloud\n\ndefine None\ndelete (all) of [usercloudlist v]\ndelete (all) of [users v]\nset [textmarker v] to [1]\nrepeat until <(textMarker) > (length of (text))>\n set [decodedtext v] to []\n set [length v] to []\n repeat (3)\n set [length v] to (join (length) (letter (textMarker) of (text)))\n add (letter (textMarker) of (text)) to [usercloudlist v]\n change [textmarker v] by (1)\n end\n repeat (length)\n add (letter (textMarker) of (text)) to [usercloudlist v]\n add (letter ((textMarker) + (1)) of (text)) to [usercloudlist v]\n set [letter# v] to (join (letter (textMarker) of (text)) (letter ((textMarker) + (1)) of (text)))\n set [decodedtext v] to (join (DecodedText) (letter (letter#) of (char)))\n change [textmarker v] by (2)\n end\n add (DecodedText) to [users v]\nend\n\ndefine encodeUser []\nset [encodedtext v] to []\nset [text# v] to [1]\nset [char# v] to (length of (text))\nset [char1 v] to (letter (1) of (char#))\nset [char2 v] to (letter (2) of (char#))\nset [char3 v] to (letter (3) of (char#))\nif <(length of (char#)) = [1]> then\n add [0] to [usercloudlist v]\n add [0] to [usercloudlist v]\n add (char1) to [usercloudlist v]\nelse\n if <(length of (char#)) = [2]> then\n add [0] to [usercloudlist v]\n add (char1) to [usercloudlist v]\n add (char2) to [usercloudlist v]\n else\n add (char1) to [usercloudlist v]\n add (char2) to [usercloudlist v]\n add (char3) to [usercloudlist v]\n end\nend\nrepeat (length of (text))\n set [char# v] to [1]\n repeat until <<(letter (char#) of (char)) = (letter (text#) of (text))> or <(char#) > (length of (char))>>\n change [char# v] by (1)\n end\n if <(char#) > (length of (char))> then\n set [char# v] to [1]\n end\n if <<(char#) > [1]> and <(char#) < [28]>> then\n switch costume to (cloud v)\n switch costume to (letter (text#) of (text))\n if <(costume [number v]) = [27]> then\n set [char# v] to ((char#) + (26))\n end\n end\n set [char1 v] to (letter (1) of (char#))\n set [char2 v] to (letter (2) of (char#))\n if <(length of (char#)) = [1]> then\n add [0] to [usercloudlist v]\n add (char1) to [usercloudlist v]\n else\n add (char1) to [usercloudlist v]\n add (char2) to [usercloudlist v]\n end\n change [text# v] by (1)\nend\n\nwhen flag clicked\nset [score v] to [0]\nset [attempts v] to [1]\nset [mypos v] to []\nhide\nswitch costume to (cloud v)\ndelete (all) of [usercloudlist v]\ndelete (all) of [scorecloudlist v]\ndelete (all) of [users v]\ndelete (all) of [scores v]\nset [char v] to [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890~`!@#$%^&*\(\)-_+={}\[\].,?/:;"'|\<>]\nencode Username (username)\ndecodeUsers (☁ UserStorage)\ndecodeScores (☁ ScoreStorage)\nMake Leaderboard\nif <[users v] contains (username)?> then\n set [mypos v] to [1]\n repeat until <(item (myPos) of [users v]) = (username)>\n change [mypos v] by (1)\n end\nelse\n wait until <(Score) > (item (item (last) of [ranks v]) of [scores v])>\n repeat until <not <(myPos) = []>>\n wait until <(☁ loading) = []>\n if <(☁ loading) = []> then\n set [☁ loading v] to (userCode)\n end\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n if <(Score) > (item (item (last) of [ranks v]) of [scores v])> then\n wait (0.1) seconds\n if <(☁ loading) = (userCode)> then\n delete (item (last) of [ranks v]) of [scores v]\n delete (item (last) of [ranks v]) of [users v]\n Encode All Users\n Encode All Scores\n if <(☁ loading) = (userCode)> then\n encodeUser (username)\n encodeScore (Score)\n set [☁ userstorage v] to (UserCloudList)\n set [☁ scorestorage v] to (ScoreCloudList)\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n set [mypos v] to (length of [users v])\n set [☁ loading v] to []\n end\n end\n end\n end\nend\nMake Leaderboard\nforever\n if <(Score) > (item (myPos) of [scores v])> then\n if <(item (myPos) of [users v]) = (username)> then\n wait until <(☁ loading) = []>\n if <(☁ loading) = []> then\n set [☁ loading v] to (userCode)\n end\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n if <(item (myPos) of [users v]) = (username)> then\n if <(Score) > (item (item (last) of [ranks v]) of [scores v])> then\n wait (0.1) seconds\n if <(☁ loading) = (userCode)> then\n replace item (myPos) of [scores v] with (Score)\n Encode All Scores\n if <(☁ loading) = (userCode)> then\n set [☁ scorestorage v] to (ScoreCloudList)\n decodeUsers (☁ UserStorage)\n decodeScores (☁ ScoreStorage)\n Make Leaderboard\n set [☁ loading v] to []\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nreset timer\nset [timedout? v] to (☁ loading)\nforever\n if <(☁ loading) = []> then\n reset timer\n else\n if <not <(☁ loading) = (TimedOut?)>> then\n set [timedout? v] to (☁ loading)\n reset timer\n else\n if <(timer) > [12]> then\n if <not <(☁ loading) = (userCode)>> then\n set [☁ loading v] to []\n reset timer\n end\n end\n end\n end\nend\n\ndefine encode Username []\nset [text# v] to [1]\nset [usercode v] to []\nrepeat (length of (text))\n set [char# v] to [1]\n repeat until <<(letter (char#) of (char)) = (letter (text#) of (text))> or <(char#) > (length of (char))>>\n change [char# v] by (1)\n end\n if <(char#) > (length of (char))> then\n set [char# v] to [1]\n end\n if <<(char#) > [1]> and <(char#) < [28]>> then\n switch costume to (cloud v)\n switch costume to (letter (text#) of (text))\n if <(costume [number v]) = [27]> then\n set [char# v] to ((char#) + (26))\n end\n end\n set [char1 v] to (letter (1) of (char#))\n set [char2 v] to (letter (2) of (char#))\n if <(length of (char#)) = [1]> then\n set [usercode v] to (join (userCode) (join [0] (char1)))\n else\n set [usercode v] to (join (userCode) (char#))\n end\n change [text# v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(☁ loading) = (userCode)> then\n show\n else\n hide\n end\nend\n\ndefine None\nset [nummarker v] to [1]\ndelete (all) of [scorecloudlist v]\ndelete (all) of [scores v]\nrepeat until <(numMarker) > (length of (number))>\n set [decodednum v] to []\n set [numlength v] to (letter (numMarker) of (number))\n add (NumLength) to [scorecloudlist v]\n change [nummarker v] by (1)\n repeat (NumLength)\n set [decodednum v] to (join (decodedNum) (letter (numMarker) of (number)))\n add (letter (numMarker) of (number)) to [scorecloudlist v]\n change [nummarker v] by (1)\n end\n add (decodedNum) to [scores v]\nend\n\ndefine None\nset [num v] to (length of (number))\nset [num# v] to (letter (1) of (num))\nadd (num#) to [scorecloudlist v]\nset [num# v] to [1]\nrepeat (length of (number))\n set [num v] to (letter (num#) of (number))\n add (num) to [scorecloudlist v]\n change [num# v] by (1)\nend\n\ndefine reset\nset [☁ userstorage v] to []\nset [☁ scorestorage v] to []\ndelete (all) of [scores v]\ndelete (all) of [scorecloudlist v]\ndelete (all) of [users v]\ndelete (all) of [usercloudlist v]\n\ndefine Encode All Scores\ndelete (all) of [scorecloudlist v]\nset [encode# v] to [1]\nrepeat (length of [scores v])\n encodeScore (item (encode#) of [scores v])\n change [encode# v] by (1)\nend\n\ndefine Make Leaderboard\ndelete (all) of [ranks v]\nrepeat until <(length of [ranks v]) = (length of [scores v])>\n set [rank# v] to [1]\n set [greatest# v] to [0]\n repeat until <(rank#) > (length of [scores v])>\n if <<not <[ranks v] contains (rank#)?>> and <(item (rank#) of [scores v]) > (item (greatest#) of [scores v])>> then\n set [greatest# v] to (rank#)\n end\n change [rank# v] by (1)\n end\n add (greatest#) to [ranks v]\nend\nset [rank# v] to [1]\ndelete (all) of [leaderboard v]\nrepeat until <(rank#) > (length of [ranks v])>\n add (join (join (join (item (item (rank#) of [ranks v]) of [users v]) [:]) [ ]) (item (item (rank#) of [ranks v]) of [scores v])) to [leaderboard v]\n change [rank# v] by (1)\nend\nset [position# v] to [1]\nrepeat until <<(item (position#) of [ranks v]) = (myPos)> or <(position#) > (length of [ranks v])>>\n change [position# v] by (1)\nend\n\nwhen flag clicked\nforever\n set [scoredisplay v] to (join [Your Current Score is: ] (Score))\n set [highest score display v] to (join [Your Highest Score is: ] (item (myPos) of [scores v]))\n set [leaderboardpos v] to (join [Your Leaderboard Position is: ] (position#))\n if <(pause) = [0]> then\n hide variable [scoredisplay v]\n hide variable [highest score display v]\n hide variable [leaderboardpos v]\n show list [leaderboard v]\n else\n hide list [leaderboard v]\n show variable [scoredisplay v]\n if <[users v] contains (username)?> then\n show variable [highest score display v]\n show variable [leaderboardpos v]\n else\n hide variable [highest score display v]\n hide variable [leaderboardpos v]\n end\n end\nend\n\nset [level v] to [8]\n\ndefine Upload to Backup\nset [backupscores v] to (☁ ScoreStorage)\nset [backupusers v] to (☁ UserStorage)\n\ndefine download from backup\nset [☁ userstorage v] to (backupUsers)\nset [☁ scorestorage v] to (backupScores)\n\ndefine Encode All Users\ndelete (all) of [usercloudlist v]\nset [encode# v] to [1]\nrepeat (length of [users v])\n encodeUser (item (encode#) of [users v])\n change [encode# v] by (1)\nend\n\n@Status\n\nwhen flag clicked\ngo to x: (10) y: (0)\nforever\n go to [front v] layer\n if <(pause) = [0]> then\n hide\n else\n show\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (stage v)\nshow\nforever\n set [ghost v] effect to (100)\nend\n\n@Mouse\n\nwhen flag clicked\nhide\ngo to x: (116) y: (-167)\nwait (0.1) seconds\nwait until <(start) = [1]>\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n next costume\n set [mouse? v] to ((costume [number v]) - (1))\n wait (0.5) seconds\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Camera\n\nwhen flag clicked\ngo to x: (-149) y: (-168)\nset [start v] to [0]\nhide\nwait until <(start) = [1]>\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n next costume\n set [playerview? v] to ((costume [number v]) - (1))\n wait (0.5) seconds\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n
Arrow Key------------------------------\n↑: see up \n↓: see down \n→: see right \n←: see left\n----------------------------wsda key-------------------------------\nw: go straight\ns: go back\na: go left\nd: go right\n--------------------------Person view-------------------------------\n1st person View\n3st person View(I recommend it)
Trolled 2 (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) = [4]>> 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 set [xv v] to [0]\n reset\n end\n if <<(y position) < [-177]> or <touching (spikes v)?>> then\n set [xv v] to [0]\n reset\n end\n if <touching (zoom v)?> then\n set [xv v] to [25]\n end\n if <touching (zoom2 v)?> then\n set [xv v] to [-25]\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\nwhen I receive [light v]\nset [brightness v] effect to (10)\nwait (2) seconds\nclear graphic effects\n\nwhen I receive [message1 v]\nforever\n if <(Level) = [10]> then\n ask [What was the only missing number in blue text?] and wait\n forever\n if <<<<<(answer) = [6]> or <(answer) = [six]>> or <(answer) = [Six]>> or <(answer) = [SIX]>> or <(answer) = [XI]>> then\n broadcast (yes v)\n stop [this script v]\n end\n end\n end\nend\n\n@Spikes\n\nwhen I receive [message1 v]\nshow\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\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\nwhen I receive [yes v]\nhide\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]\ngo to [front v] layer\nif <<(Level) = [7]> or <(Level) = [9]>> then\n broadcast (light v)\nelse\n if <(Level) = [8]> then\n broadcast (bright v)\n else\n if <(Level) = [10]> then\n show\n wait (5) seconds\n hide\n else\n show\n wait (2) seconds\n hide\n end\n end\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@Zoom\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@Zoom2\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
Part 1: https://scratch.mit.edu/projects/361781343/\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/
Bleak - A Platformer
@Stage\n\n@Player\n\ndefine Platform\nif on edge, bounce\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\nend\nif <<key (d v) pressed?> or <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 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 (w v) pressed?> or <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 (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [10]\nend\nchange y by (0.5)\nif <touching color (#ff3636)?> then\n go to x: (-200) y: (-50)\nend\nif <touching color (#003fff)?> then\n set [y v] to [16]\nend\n\nwhen flag clicked\nset [y v] to [0]\ngo to x: () y: (-50)\nforever\n Platform\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset volume to (200) %\nforever\n play sound [28. Hadopelagic Pressure.mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n next backdrop\n broadcast (message1 v)\n go to x: (-200) y: (-50)\n set [y v] to [0]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Portal\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <(backdrop [number v]) = [10]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [message1 v]\nnext costume\n\n
You have been sent to explore a barren wasteland planet.\nYou can wall jump.\nArrow keys or WAD to move.\n
Pollution || A mobile platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n if <(Level) > [20]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Xenogenesis my-free-mp3s v] until done\n wait (1) seconds\n play sound [Vexento - Into The Unknown my-free-mp3s v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\ndefine Return\ngo to x: (-211) y: (-37)\n\nwhen I receive [back v]\nset [x vel v] to [0]\nset [yvel v] to [0]\nReturn\n\nset [level v] to [23]\n\nwhen I receive [s v]\nset size to (40) %\nshow\nset [level v] to [1]\nshow\nReturn\nset [yvel v] to [0]\nset [x vel v] to [0]\nset [level v] to [1]\nforever\n change [yvel v] by (-1)\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 (costume2 v)\n change [x vel v] by (0.5)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n switch costume to (costume1 v)\n change [x vel v] by (-0.5)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching color (#64ffaf)?> then\n change y by (1)\n if <touching color (#64ffaf)?> then\n change y by (1)\n if <touching color (#64ffaf)?> then\n change y by (1)\n if <touching color (#64ffaf)?> then\n change y by (1)\n if <touching color (#64ffaf)?> then\n change y by (1)\n change x by ((X vel) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n change y by (Yvel)\n if <touching color (#64ffaf)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching color (#64ffaf)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n set [yvel v] to [15]\n end\n if <touching color (#00ffff)?> then\n set [yvel v] to [25]\n end\n end\n change y by (1)\n if <<(x position) = [230]> or <(x position) > [230]>> then\n set [x vel v] to [0]\n set [yvel v] to [0]\n Return\n change [level v] by (1)\n broadcast (Next level v)\n end\n if then\n broadcast (ÖÖF v)\n play sound [Crunch v] until done\n set [boss health v] to [10]\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\n end\n wait (0.1) seconds\n set [x vel v] to [0]\n Return\n set [yvel v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\n end\n end\n if <touching color (#ffff00)?> then\n change [x vel v] by (7.5)\n end\n if <touching color (#000aff)?> then\n change [x vel v] by (-7.5)\n end\n if <touching color (#000000)?> then\n set [yvel v] to [15]\n end\nend\n\nwhen I receive [s v]\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (60)\nrepeat (10)\n change size by (-0.5)\nend\ndelete this clone\n\nwait (0.001) seconds\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\nset [level v] to [27]\n\n@Sprite3\n\n@Sprite4\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [s v]\nwait (1) seconds\nset [ghost v] effect to (100)\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [23]> then\n switch costume to (costume1 v)\n show\n repeat until <not <(Level) = [23]>>\n wait (1) seconds\n next costume\n end\n else\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (Back v)\n\nwhen I receive [s v]\nshow\n\nwhen flag clicked\nset size to (100) %\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\nwhen flag clicked\nshow\nforever\n if <(Level) = [30]> then\n hide\n else\n show\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [s v]\nshow\n\nwhen this sprite clicked\nbroadcast (Back v)\n\nwhen flag clicked\nset size to (100) %\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@5AA70B6F-625D-431A-9F74-4D04D8DCC5B6\n\nwhen flag clicked\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\npoint in direction (90)\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nswitch costume to (5aa70b6f-625d-431a-9f74-4d04d8dcc5b6 v)\ngo to x: (0) y: (0)\nrepeat (62)\n next costume\nend\nbroadcast (S v)\nhide\n\n
Arrrow key,WASD or touchscreen to move\nTry and get to the other side
StickMan PlatFormer
@Stage\n\nwhen I receive [level complete v]\nset [receive inputs v] to [Yes]\nswitch backdrop to (Level)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [level complete v]\nstart sound [Bass v]\n\n@Decorations\n\n@CP Flag\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (80) %\nforever\n if <<touching (stick player v)?> and <<[0] < (costume [number v])> and <(costume [number v]) < [11]>>> then\n start sound [Reach Point v]\n set [check v] to [Yes]\n repeat (pick random (8) to (10))\n create clone of (_myself_ v)\n end\n set [brightness v] effect to (100)\n wait (0.065) seconds\n broadcast (Update Graphic Affects v)\n wait until <not <touching (stick player v)?>>\n end\nend\n\nwhen flag clicked\nforever\n change [flag v] by (1)\n if <(Flag) > [10]> then\n set [flag v] to [1]\n end\n wait (0.02) seconds\nend\n\nwhen flag clicked\nforever\n if <(Check) = [Yes]> then\n switch costume to ((Flag) + (10))\n else\n switch costume to (Flag)\n end\nend\n\nwhen I start as a clone\nset rotation style [all around v]\npoint in direction (pick random (-180) to (180))\nchange y by (30)\nchange y by (pick random (-20) to (20))\nchange x by (pick random (-20) to (20))\nset size to (250) %\nrepeat (50)\n switch costume to (back up v)\n change size by (-5)\n switch costume to (particles v)\nend\nset rotation style [left-right v]\ndelete this clone\n\nwhen I receive [level complete v]\nset [check v] to [No]\npoint in direction (90)\nhide\nif <(Level) = [1]> then\n go to x: (202) y: (-21)\n point in direction (-90)\n show\nend\nif <(Level) = [2]> then\n go to x: (-172) y: (-111)\n point in direction (-90)\n show\nend\nif <(Level) = [3]> then\n go to x: (-124) y: (-168)\n show\nend\nif <(Level) = [5]> then\n go to x: (175) y: (25)\n show\nend\nif <(Level) = [7]> then\n go to x: (-193) y: (-142)\n show\nend\nif <(Level) = [8]> then\n go to x: (-220) y: (-165)\n show\nend\nif <(Level) = [9]> then\n go to x: (-195) y: (-102)\n show\nend\nif <(Level) = [10]> then\n go to x: (135) y: (29)\n show\nend\nif <(Level) = [11]> then\n go to x: (50) y: (83)\n point in direction (-90)\n show\nend\nif <(Level) = [12]> then\n go to x: (120) y: (84)\n show\nend\nif <(Level) = [13]> then\n go to x: (-192) y: (-44)\n show\nend\nif <(Level) = [18]> then\n go to x: (-40) y: (-80)\n show\nend\nif <(Level) = [20]> then\n go to x: (96) y: (-106)\n show\nend\nif <(Level) = [22]> then\n go to x: (152) y: (105)\n point in direction (-90)\n show\nend\nif <(Level) = [26]> then\n go to x: (-10) y: (42)\n point in direction (-90)\n show\nend\nif <(Level) = [27]> then\n go to x: (105) y: (-171)\n point in direction (-90)\n show\nend\nif <(Level) = [29]> then\n go to x: (-140) y: (-54)\n point in direction (-90)\n show\nend\nif <(Level) = [30]> then\n go to x: (0) y: (9)\n show\nend\nif <(Level) = [31]> then\n go to x: (-22) y: (50)\n show\nend\nif <(Level) = [34]> then\n go to x: (197) y: (-108)\n point in direction (-90)\n show\nend\nif <(Level) = [37]> then\n go to x: (-220) y: (-22)\n show\nend\nif <(Level) = [39]> then\n go to x: (0) y: (61)\n point in direction (-90)\n show\nend\nif <(Level) = [45]> then\n go to x: (98) y: (-41)\n point in direction (-90)\n show\nend\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [8]> and <(Level) < [17]>> then\n set [brightness v] effect to (-15)\nend\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n set [brightness v] effect to (-40)\nend\n\nwhen I receive [update graphic affects v]\nclear graphic effects\nif <<(Level) > [8]> and <(Level) < [17]>> then\n set [brightness v] effect to (-15)\nend\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n set [brightness v] effect to (-40)\nend\n\n@Main Flag\n\nwhen I receive [level complete v]\npoint in direction (90)\nif <(Level) = [1]> then\n go to x: (-215) y: (105)\nend\nif <(Level) = [2]> then\n go to x: (188) y: (131)\n point in direction (-90)\nend\nif <(Level) = [3]> then\n go to x: (197) y: (38)\n point in direction (-90)\nend\nif <(Level) = [4]> then\n go to x: (-220) y: (41)\nend\nif <(Level) = [5]> then\n go to x: (-197) y: (36)\nend\nif <(Level) = [6]> then\n go to x: (193) y: (-86)\n point in direction (-90)\nend\nif <(Level) = [7]> then\n go to x: (210) y: (-139)\n point in direction (-90)\nend\nif <(Level) = [8]> then\n go to x: (202) y: (96)\n point in direction (-90)\nend\nif <(Level) = [9]> then\n go to x: (35) y: (14)\n point in direction (-90)\nend\nif <(Level) = [10]> then\n go to x: (-220) y: (81)\nend\nif <(Level) = [11]> then\n go to x: (220) y: (-156)\n point in direction (-90)\nend\nif <(Level) = [12]> then\n go to x: (-231) y: (-154)\nend\nif <(Level) = [13]> then\n go to x: (-18) y: (107)\n point in direction (-90)\nend\nif <(Level) = [14]> then\n go to x: (230) y: (92)\n point in direction (-90)\nend\nif <(Level) = [15]> then\n go to x: (-230) y: (-120)\nend\nif <(Level) = [16]> then\n go to x: (146) y: (-85)\nend\nif <(Level) = [17]> then\n go to x: (225) y: (-143)\n point in direction (-90)\nend\nif <(Level) = [18]> then\n go to x: (230) y: (-132)\n point in direction (-90)\nend\nif <(Level) = [19]> then\n go to x: (-200) y: (25)\nend\nif <(Level) = [20]> then\n go to x: (-215) y: (56)\nend\nif <(Level) = [21]> then\n go to x: (-80) y: (-63)\n point in direction (-90)\nend\nif <(Level) = [22]> then\n go to x: (-215) y: (108)\nend\nif <(Level) = [23]> then\n go to x: (231) y: (-104)\n point in direction (-90)\nend\nif <(Level) = [24]> then\n go to x: (85) y: (-165)\nend\nif <(Level) = [25]> then\n go to x: (226) y: (42)\n point in direction (-90)\nend\nif <(Level) = [26]> then\n go to x: (226) y: (-131)\n point in direction (-90)\nend\nif <(Level) = [27]> then\n go to x: (-230) y: (-23)\nend\nif <(Level) = [28]> then\n go to x: (215) y: (-135)\n point in direction (-90)\nend\nif <(Level) = [29]> then\n go to x: (210) y: (47)\n point in direction (-90)\nend\nif <(Level) = [30]> then\n go to x: (-225) y: (125)\nend\nif <(Level) = [31]> then\n go to x: (15) y: (-141)\n point in direction (-90)\nend\nif <(Level) = [32]> then\n go to x: (-225) y: (85)\nend\nif <(Level) = [33]> then\n go to x: (175) y: (-61)\n point in direction (-90)\nend\nif <(Level) = [34]> then\n go to x: (-200) y: (89)\nend\nif <(Level) = [35]> then\n go to x: (-208) y: (-37)\nend\nif <(Level) = [36]> then\n go to x: (-153) y: (-155)\n point in direction (-90)\nend\nif <(Level) = [37]> then\n go to x: (-200) y: (104)\nend\nif <(Level) = [38]> then\n go to x: (200) y: (-151)\n point in direction (-90)\nend\nif <(Level) = [39]> then\n go to x: (175) y: (-146)\n point in direction (-90)\nend\nif <(Level) = [40]> then\n go to x: (220) y: (-146)\n point in direction (-90)\nend\nif <(Level) = [41]> then\n go to x: (220) y: (-125)\n point in direction (-90)\nend\nif <(Level) = [42]> then\n go to x: (215) y: (132)\n point in direction (-90)\nend\nif <(Level) = [43]> then\n go to x: (224) y: (38)\n point in direction (-90)\nend\nif <(Level) = [44]> then\n go to x: (224) y: (-39)\n point in direction (-90)\nend\nif <(Level) = [45]> then\n go to x: (-232) y: (-151)\nend\nif <(Level) = [46]> then\n go to x: (230) y: (57)\n point in direction (-90)\nend\n\nwhen flag clicked\nforever\n if <(Level Selector) = [Regular]> then\n set [color v] effect to (0)\n end\n if <(Level Selector) = [Random]> then\n set [color v] effect to (40)\n end\n if <(Level Selector) = [BackWards]> then\n set [color v] effect to (80)\n end\n if <(Level Selector) = [Same]> then\n set [color v] effect to (140)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (80) %\nforever\n next costume\n wait (0.02) seconds\nend\n\nwhen [0 v] key pressed\nset [level selector v] to [Regular]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Random]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [BackWards]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Same]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Cave]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Jungle]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Underground Lava]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Beach]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Coral Reef]\nwait until <not <key (0 v) pressed?>>\nwait until <key (0 v) pressed?>\nset [level selector v] to [Swamp]\nwait until <not <key (0 v) pressed?>>\n\nwhen flag clicked\nset [level selector v] to [Regular]\n\nwhen flag clicked\nforever\n if <touching (stick player v)?> then\n Level Select\n end\nend\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [8]> and <(Level) < [17]>> then\n set [brightness v] effect to (-15)\nend\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n set [brightness v] effect to (-40)\nend\n\ndefine Level Select\nif <(Level Selector) = [Regular]> then\n change [level v] by (1)\nend\nif <(Level Selector) = [BackWards]> then\n change [level v] by (-1)\nend\nif <(Level Selector) = [Random]> then\n set [level v] to (pick random (1) to (46))\nend\nif <(Level Selector) = [Cave]> then\n set [level v] to (pick random (1) to (8))\nend\nif <(Level Selector) = [Jungle]> then\n set [level v] to (pick random (9) to (16))\nend\nif <(Level Selector) = [Underground Lava]> then\n set [level v] to (pick random (17) to (24))\nend\nif <(Level Selector) = [Beach]> then\n set [level v] to (pick random (25) to (32))\nend\nif <(Level Selector) = [Coral Reef]> then\n set [level v] to (pick random (33) to (40))\nend\nif <(Level Selector) = [Swamp]> then\n set [level v] to (pick random (41) to (48))\nend\nbroadcast (Level Complete v)\nbroadcast (Timer v)\n\nwhen [0 v] key pressed\nshow variable [level selector v]\nwait until <not <key (0 v) pressed?>>\nhide variable [level selector v]\n\n@Stick Player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (45) %\nclear graphic effects\nforever\n Platform [8] [-1] (Friction) [0.4]\nend\n\ndefine Platform (jump) (gravity) (friction) (speed)\nif <<(costume [number v]) < [30]> and <(costume [number v]) > [16]>> then\n switch costume to (crouched hit box v)\nelse\n if <(costume [number v]) = [31]> then\n switch costume to (squished hit box v)\n else\n switch costume to (hit box v)\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Receive Inputs) = [Yes]>> then\n if <(costume [number v]) = [3]> then\n change [xv v] by ((speed) - (0.3))\n point in direction (90)\n else\n change [xv v] by (speed)\n point in direction (90)\n end\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <(Receive Inputs) = [Yes]>> then\n if <(costume [number v]) = [3]> then\n change [xv v] by (((speed) - (0.3)) * (-1))\n point in direction (-90)\n else\n change [xv v] by ((speed) * (-1))\n point in direction (-90)\n end\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 change [slope v] by (1)\n change y by (1)\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 <<<(([abs v] of (YV) ) / (YV)) = [-1]> and <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> and <(Receive Inputs) = [Yes]>> then\n set [yv v] to ((jump) + (round ([abs v] of ((XV) / (2)) )))\n start sound [\(M\) Jump v]\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (-1)\n if <(YV) < [-20]> then\n set [yv v] to [-20]\n end\nend\nswitch costume to (Costume)\n\nwhen I receive [restart v]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (45) %\nclear graphic effects\nif <(Level) = [1]> then\n go to x: (-200) y: (-115)\nend\nif <(Level) = [2]> then\n go to x: (200) y: (-145)\nend\nif <(Level) = [3]> then\n go to x: (-218) y: (130)\nend\nif <(Level) = [4]> then\n go to x: (-205) y: (-143)\nend\nif <(Level) = [5]> then\n go to x: (-205) y: (-150)\nend\nif <(Level) = [6]> then\n go to x: (-190) y: (-138)\nend\nif <(Level) = [7]> then\n go to x: (200) y: (35)\nend\nif <(Level) = [8]> then\n go to x: (-210) y: (56)\nend\nif <(Level) = [9]> then\n go to x: (205) y: (101)\nend\nif <(Level) = [10]> then\n go to x: (-220) y: (-127)\nend\nif <(Level) = [11]> then\n go to x: (-10) y: (-119)\nend\nif <(Level) = [12]> then\n go to x: (221) y: (-143)\nend\nif <(Level) = [13]> then\n go to x: (30) y: (-68)\nend\nif <(Level) = [14]> then\n go to x: (-232) y: (-145)\nend\nif <(Level) = [15]> then\n go to x: (0) y: (-109)\nend\nif <(Level) = [16]> then\n go to x: (-225) y: (-75)\nend\nif <(Level) = [17]> then\n go to x: (-222) y: (-133)\nend\nif <(Level) = [18]> then\n go to x: (185) y: (-122)\nend\nif <(Level) = [19]> then\n go to x: (-202) y: (-129)\nend\nif <(Level) = [20]> then\n go to x: (-213) y: (-148)\nend\nif <(Level) = [21]> then\n go to x: (-205) y: (-130)\nend\nif <(Level) = [22]> then\n go to x: (-220) y: (-77)\nend\nif <(Level) = [23]> then\n go to x: (-213) y: (-121)\nend\nif <(Level) = [24]> then\n go to x: (-219) y: (-156)\nend\nif <(Level) = [25]> then\n go to x: (-226) y: (51)\nend\nif <(Level) = [26]> then\n go to x: (-229) y: (-43)\nend\nif <(Level) = [27]> then\n go to x: (233) y: (-27)\nend\nif <(Level) = [28]> then\n go to x: (-200) y: (-125)\nend\nif <(Level) = [29]> then\n go to x: (-226) y: (-138)\nend\nif <(Level) = [30]> then\n go to x: (221) y: (-124)\nend\nif <(Level) = [31]> then\n go to x: (-230) y: (135)\nend\nif <(Level) = [32]> then\n go to x: (0) y: (-158)\nend\nif <(Level) = [33]> then\n go to x: (-175) y: (-52)\nend\nif <(Level) = [34]> then\n go to x: (-200) y: (-137)\nend\nif <(Level) = [35]> then\n go to x: (0) y: (-27)\nend\nif <(Level) = [36]> then\n go to x: (0) y: (-145)\nend\nif <(Level) = [37]> then\n go to x: (-200) y: (-145)\nend\nif <(Level) = [38]> then\n go to x: (-200) y: (-142)\nend\nif <(Level) = [39]> then\n go to x: (-170) y: (-135)\nend\nif <(Level) = [40]> then\n go to x: (-220) y: (81)\nend\nif <(Level) = [41]> then\n go to x: (-220) y: (-114)\nend\nif <(Level) = [42]> then\n go to x: (-190) y: (-137)\nend\nif <(Level) = [43]> then\n go to x: (-215) y: (-109)\nend\nif <(Level) = [44]> then\n go to x: (-218) y: (-33)\nend\nif <(Level) = [45]> then\n go to x: (-185) y: (-143)\nend\nif <(Level) = [46]> then\n go to x: (-225) y: (-160)\nend\nif <(Check) = [Yes]> then\n go to x: ([x position v] of [cp flag v]) y: (([y position v] of [cp flag v]) + (20))\nend\n\nwhen I receive [level complete v]\nbroadcast (Restart v)\n\nwhen flag clicked\nforever\n Quick Costume Check\n if <key (c v) pressed?> then\n switch costume to (slim 1 v)\n set [costume v] to (costume [number v])\n wait (0.04) seconds\n switch costume to (slim 2 v)\n set [costume v] to (costume [number v])\n wait until <not <key (c v) pressed?>>\n switch costume to (hit box v)\n if <touching (level v)?> then\n change x by (4)\n end\n if <touching (level v)?> then\n change x by (-8)\n end\n switch costume to (idle v)\n set [costume v] to (costume [number v])\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouched 1/3 v)\n set [costume v] to (costume [number v])\n wait (0.04) seconds\n switch costume to (crouched 2/3 v)\n set [costume v] to (costume [number v])\n wait (0.04) seconds\n switch costume to (crouched v)\n set [costume v] to (costume [number v])\n repeat until <<not <key (s v) pressed?>> and <not <key (down arrow v) pressed?>>>\n if <<<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) + (9))\n set [costume v] to (costume [number v])\n else\n switch costume to (crouched v)\n set [costume v] to (costume [number v])\n end\n Quick Crouch Check\n end\n switch costume to (hit box v)\n if <not <touching (level v)?>> then\n switch costume to (crouched 2/3 v)\n set [costume v] to (costume [number v])\n wait (0.04) seconds\n switch costume to (crouched 1/3 v)\n set [costume v] to (costume [number v])\n wait (0.04) seconds\n end\n end\n if <touching (level v)?> then\n Crouch Check\n end\nend\n\nwhen flag clicked\nset [walk v] to [10]\nforever\n change [walk v] by (1)\n if <(Walk) > [15]> then\n set [walk v] to [10]\n end\n wait (0.06) seconds\nend\n\ndefine Crouch Check\nswitch costume to (hit box v)\nif <touching (level v)?> then\n switch costume to (crouched v)\n set [costume v] to (costume [number v])\nelse\n switch costume to (Costume)\nend\n\nwhen flag clicked\nforever\n if <(YV) < [-14]> then\n wait until <not <(YV) < [-14]>>\n if <<(YV) = [0]> or <(YV) = [-1]>> then\n start sound [Landing v]\n end\n end\nend\n\nwhen [1 v] key pressed\nask [] and wait\nif < (answer) contains [/Skip Repeat ]?> then\n repeat (letter (14) of (answer))\n change [level v] by (1)\n end\n broadcast (Level Complete v)\nend\nif <(answer) = [/TP CheckPoint]> then\n go to x: ([x position v] of [cp flag v]) y: (([y position v] of [cp flag v]) + (20))\n if <touching (level v)?> then\n broadcast (Restart v)\n end\nend\nif < (answer) contains [/Time Add Repeat]?> then\n repeat (letter (18) of (answer))\n broadcast (Timer v)\n end\nend\nif < (answer) contains [/Set Level ]?> then\n set [level v] to (join (letter (12) of (answer)) (letter (13) of (answer)))\n broadcast (Level Complete v)\nend\nif < (answer) contains [/Set Size ]?> then\n set size to (join (join (letter (11) of (answer)) (letter (12) of (answer))) (letter (13) of (answer))) %\nend\nif < (answer) contains [/Time CoolDown ]?> then\n set [timer cool down v] to (letter (16) of (answer))\nend\n\nwhen flag clicked\nforever\n if <<<touching (obstacles v)?> or <touching (high end obs v)?>> and <(size) = [45]>> then\n broadcast (Restart v)\n end\n if <<<touching (obstacles v)?> or <touching (high end obs v)?>> and <(size) = [46]>> then\n create clone of (_myself_ v)\n set [receive inputs v] to [No]\n if <(direction) = [90]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [3]\n repeat (6)\n switch costume to (hurt 1 v)\n set [costume v] to [23]\n end\n set size to (45) %\n clear graphic effects\n repeat (20)\n switch costume to (hurt 2 v)\n set [costume v] to [24]\n end\n switch costume to (crouched v)\n set [costume v] to (costume [number v])\n wait (0) seconds\n switch costume to (crouched 2/3 v)\n set [costume v] to (costume [number v])\n wait (0) seconds\n switch costume to (crouched 1/3 v)\n set [costume v] to (costume [number v])\n wait (0) seconds\n set [receive inputs v] to [Yes]\n repeat (2)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\n end\n repeat (5)\n set [ghost v] effect to (100)\n wait (0.05) seconds\n set [ghost v] effect to (0)\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [power up! v]\nset size to (46) %\nset [brightness v] effect to (85)\n\nwhen I start as a clone\nswitch costume to (hurt particles v)\nclear graphic effects\nstart sound [Hurt v]\nset size to (100) %\nrepeat (15)\n change size by (5)\nend\ndelete this clone\n\ndefine Quick Costume Check\nswitch costume to (idle v)\nset [costume v] to (costume [number 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)\n set [costume v] to (costume [number v])\nend\nif <(YV) > [2]> then\n switch costume to (jump 2 v)\n set [costume v] to (costume [number v])\nend\nif <(YV) > [5]> then\n switch costume to (jump v)\n set [costume v] to (costume [number v])\nend\nif <(YV) < [-2]> then\n switch costume to (fall v)\n set [costume v] to (costume [number v])\nend\nif <(YV) < [-8]> then\n switch costume to (fall 2 v)\n set [costume v] to (costume [number v])\nend\nif <(YV) < [-19]> then\n switch costume to (fall 3 v)\n set [costume v] to (costume [number v])\nend\n\ndefine Quick Crouch Check\nif <(YV) > [2]> then\n switch costume to (crouch jump 1 v)\n set [costume v] to (costume [number v])\nend\nif <(YV) > [5]> then\n switch costume to (crouch jump 2 v)\n set [costume v] to (costume [number v])\nend\nif <(YV) < [-2]> then\n switch costume to (crouch fall 1 v)\n set [costume v] to (costume [number v])\nend\nif <(YV) < [-8]> then\n switch costume to (crouch fall 2 v)\n set [costume v] to (costume [number v])\nend\nif <(YV) < [-19]> then\n switch costume to (crouch fall 3 v)\n set [costume v] to (costume [number v])\nend\n\n@Back Timer\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (back v)\npoint in direction (90)\nforever\n if <<<<touching (ladders v)?> or <touching (level v)?>> or <touching (stick player v)?>> or <<touching (flag v)?> or <<touching (obstacles v)?> or <touching (trampoline v)?>>>> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (40)\n end\n set size to ([size v] of [timer v]) %\n if <<([direction v] of [timer v]) < [90]> and <([direction v] of [timer v]) > [0]>> then\n switch costume to (your the best v)\n end\n if <<([direction v] of [timer v]) < [180]> and <([direction v] of [timer v]) > [90]>> then\n switch costume to (your good! v)\n end\n if <<([direction v] of [timer v]) < [-10]> and <([direction v] of [timer v]) > [-180]>> then\n switch costume to (hurry! v)\n end\n if <<([direction v] of [timer v]) < [0]> and <([direction v] of [timer v]) > [-10]>> then\n switch costume to (your are dead v)\n end\nend\n\nwhen I receive [level complete v]\ngo to x: (-215) y: (155)\nif <(Level) = [30]> then\n go to x: (215) y: (155)\nend\nif <(Level) = [39]> then\n go to x: (215) y: (155)\nend\nif <(Level) = [44]> then\n go to x: (215) y: (155)\nend\n\n@Timer\n\nwhen flag clicked\ngo to x: (-215) y: (155)\nset volume to (100) %\nforever\n if <<<<touching (ladders v)?> or <touching (level v)?>> or <touching (stick player v)?>> or <<touching (flag v)?> or <<touching (obstacles v)?> or <touching (trampoline v)?>>>> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (10)\n end\n go to (back timer v)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [timer cool down v] to [5]\nset size to (100) %\nforever\n turn right (1) degrees\n wait ((Timer Cool Down) / (10)) seconds\n if <(direction) = [0]> then\n change [level v] by (-5)\n if <[1] > (Level)> then\n set [level v] to [1]\n end\n broadcast (Level Complete v)\n broadcast (Music v)\n point in direction (1)\n broadcast (Timer v)\n end\nend\n\nwhen I receive [level complete v]\nset size to (175) %\nrepeat (15)\n change size by (-5)\nend\nset size to (100) %\n\nwhen I receive [timer v]\nif <not <<(direction) < [31]> and <(direction) > [0]>>> then\n turn left (30) degrees\n if <not <<(direction) < [31]> and <(direction) > [0]>>> then\n turn left (30) degrees\n if <<(direction) < [180]> and <(direction) > [120]>> then\n broadcast (Music v)\n end\n end\nend\nif <[0] < (direction)> then\n wait until <(direction) < [0]>\n broadcast (Music v)\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [56]> or <(Level) = [56]>> then\n set [level theme v] to [Sky]\nend\nif <<(Level) < [48]> or <(Level) = [48]>> then\n set [level theme v] to [Swamp]\nend\nif <<(Level) < [40]> or <(Level) = [40]>> then\n set [level theme v] to [Water]\nend\nif <<(Level) < [32]> or <(Level) = [32]>> then\n set [level theme v] to [Beach]\nend\nif <<(Level) < [24]> or <(Level) = [24]>> then\n set [level theme v] to [Volcano UnderGround]\nend\nif <<(Level) < [16]> or <(Level) = [16]>> then\n set [level theme v] to [Jungle]\nend\nif <<(Level) < [8]> or <(Level) = [8]>> then\n set [level theme v] to [Cave]\nend\nif <not <(Level Theme) = (Music)>> then\n set [music v] to (Level Theme)\n broadcast (Music v)\nend\n\nwhen I receive [music v]\nstop all sounds\nforever\n if <(direction) < [0]> then\n play sound [Timer \(H\) v] until done\n if <(Music) = [Cave]> then\n repeat until <not <(Music) = [Cave]>>\n play sound [Underground H v] until done\n end\n end\n if <(Music) = [Jungle]> then\n repeat until <not <(Music) = [Jungle]>>\n play sound [Soda Jungle H v] until done\n end\n end\n if <(Music) = [Volcano UnderGround]> then\n repeat until <not <(Music) = [Volcano UnderGround]>>\n play sound [Volcano UnderGround H v] until done\n end\n end\n if <(Music) = [Beach]> then\n repeat until <not <(Music) = [Beach]>>\n play sound [Sparkling Waters H v] until done\n end\n end\n if <(Music) = [Water]> then\n repeat until <not <(Music) = [Water]>>\n play sound [Underwater H v] until done\n end\n end\n if <(Music) = [Swamp]> then\n repeat until <not <(Music) = [Swamp]>>\n play sound [Swamp H v] until done\n end\n end\n if <(Music) = [Sky]> then\n repeat until <not <(Music) = [Sky]>>\n play sound [Sky Land H v] until done\n end\n end\n else\n if <(Music) = [Cave]> then\n repeat until <not <(Music) = [Cave]>>\n play sound [Underground v] until done\n end\n end\n if <(Music) = [Jungle]> then\n repeat until <not <(Music) = [Jungle]>>\n play sound [Soda Jungle v] until done\n end\n end\n if <(Music) = [Volcano UnderGround]> then\n repeat until <not <(Music) = [Volcano UnderGround]>>\n play sound [Volcano UnderGround v] until done\n end\n end\n if <(Music) = [Beach]> then\n repeat until <not <(Music) = [Beach]>>\n play sound [Sparkling Waters v] until done\n end\n end\n if <(Music) = [Water]> then\n repeat until <not <(Music) = [Water]>>\n play sound [Underwater v] until done\n end\n end\n if <(Music) = [Swamp]> then\n repeat until <not <(Music) = [Swamp]>>\n play sound [Swamp v] until done\n end\n end\n if <(Music) = [Sky]> then\n repeat until <not <(Music) = [Sky]>>\n play sound [Sky Land v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nset [music v] to [100]\n\nwhen flag clicked\nset [music v] to [100]\nset [level v] to [1]\nif <key (0 v) pressed?> then\n if <key (9 v) pressed?> then\n show variable [level v]\n wait until <not <key (9 v) pressed?>>\n hide variable [level v]\n else\n set [level v] to (pick random (1) to (46))\n end\nend\nbroadcast (Level Complete v)\nbroadcast (Music v)\npoint in direction (1)\nbroadcast (Timer v)\nswitch costume to (ticker v)\nhide variable [level selector v]\n\nwhen I receive [p-switch active v]\nset volume to (0) %\nwait ((P-Switch Timer) + (0.1)) seconds\nset volume to (100) %\n\nwhen [m v] key pressed\nset volume to (0) %\nwait until <not <key (m v) pressed?>>\nwait until <key (m v) pressed?>\nstop all sounds\nset volume to (100) %\nwait until <not <key (m v) pressed?>>\n\n@Level\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\nclear graphic effects\n\n@Obstacles\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [8]> and <(Level) < [17]>> then\n set [brightness v] effect to (-15)\nend\n\n@Trampoline\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <<touching (stick player v)?> and <(YV) < [-1]>> then\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to ((13) + (round ([abs v] of ((XV) / (2)) )))\n start sound [Trampoline High Medium v]\n else\n set [yv v] to ((11) + (round ([abs v] of ((XV) / (2)) )))\n start sound [Trampoline Low Fast v]\n end\n end\nend\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [0]> and <(Level) < [9]>> then\n set [brightness v] effect to (-20)\nend\nif <<(Level) > [8]> and <(Level) < [17]>> then\n set [color v] effect to (pick random (130) to (150))\n set [brightness v] effect to (-10)\nend\nif <<(Level) > [16]> and <(Level) < [25]>> then\n set [color v] effect to (pick random (70) to (90))\nend\nif <<(Level) > [40]> and <(Level) < [49]>> then\n set [brightness v] effect to (-20)\nend\n\n@Ladders\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\ngo to [back v] layer\nclear graphic effects\n\nwhen flag clicked\nforever\n if <touching (stick player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [yv v] to [-1]\n else\n set [yv v] to [1]\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [2.5]\n end\n end\n end\nend\n\nwhen I receive [level complete v]\nclear graphic effects\nif <<(Level) > [0]> and <(Level) < [9]>> then\n set [brightness v] effect to (-25)\nend\nif <<(Level) > [8]> and <(Level) < [17]>> then\n set [color v] effect to (195)\n set [brightness v] effect to (-5)\nend\nif <<(Level) > [16]> and <(Level) < [25]>> then\n set [color v] effect to (pick random (175) to (185))\n set [brightness v] effect to (-5)\nend\nif <<(Level) > [40]> and <(Level) < [49]>> then\n set [brightness v] effect to (-30)\nend\n\n@Barrier\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n wait until <touching (stick player v)?>\n if <touching (stick player v)?> then\n set [xv v] to ((XV) * (-5))\n end\n wait (0) seconds\nend\n\nwhen I receive [hide barrier v]\nhide\n\nwhen I receive [p-switch active v]\nhide\nwait ((P-Switch Timer) + (0.1)) seconds\nshow\n\nwhen I receive [level complete v]\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n set [brightness v] effect to (-30)\nelse\n clear graphic effects\nend\n\n@Switch\n\nwhen I receive [level complete v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n wait until <touching (stick player v)?>\n if <touching (stick player v)?> then\n set [pan left/right v] effect to (round (([x position v] of [stick player v]) / (2)))\n start sound [Flick v]\n broadcast (Hide Barrier v)\n hide\n end\n wait (0) seconds\nend\n\nwhen I receive [level complete v]\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n set [brightness v] effect to (-30)\nelse\n clear graphic effects\nend\n\n@Water\n\nwhen flag clicked\nforever\n if <touching (stick player v)?> then\n set [friction v] to [0.8]\n if <not <(YV) = [0]>> then\n change [yv v] by (0.8)\n end\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [2]\n end\n if <(YV) < [-2]> then\n set [yv v] to [-2]\n end\n else\n set [friction v] to [0.9]\n end\nend\n\nwhen I receive [level complete v]\nset [ghost v] effect to (50)\nswitch costume to (Level)\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nforever\n wait until <touching (stick player v)?>\n play sound (pick random (1) to (2)) until done\n wait until <not <touching (stick player v)?>>\nend\n\n@High End OBS\n\nwhen I receive [level complete v]\ndelete this clone\n\nwhen I start as a clone\nset size to (100) %\nshow\nif <(Level) = [14]> then\n switch costume to (spike ball v)\n set [obs yv v] to [-1]\n go to x: (185) y: (160)\n repeat (13)\n change y by (OBS YV)\n change [obs yv v] by (-1)\n end\n repeat (85)\n go to x: ((x position) - (2.5)) y: ((y position) - (2.5))\n turn right (-20) degrees\n end\n change y by (-10)\n repeat (56)\n change x by (-3)\n turn right (-15) degrees\n end\nend\nif <(Level) = [15]> then\n switch costume to (spike ball v)\n set [obs yv v] to [-1]\n repeat (26)\n wait (0) seconds\n change y by (OBS YV)\n change [obs yv v] by (-1)\n end\nend\nif <(Level) = [17]> then\n switch costume to (fire bar v)\n point in direction (pick random (-180) to (180))\n repeat until <not <(Level) = [17]>>\n turn right (pick random (8) to (10)) degrees\n end\nend\nif <(Level) = [19]> then\n switch costume to (spike bar v)\n point in direction (90)\n repeat until <not <(Level) = [19]>>\n repeat (45)\n change x by (-8)\n end\n wait (0.04) seconds\n repeat (45)\n change x by (8)\n end\n wait (0.06) seconds\n end\nend\nif <(Level) = [20]> then\n switch costume to (spike ball v)\n repeat until <not <(Level) = [20]>>\n if <(y position) = [100]> then\n repeat (50)\n change x by (-2.25)\n turn left (11.25) degrees\n end\n repeat (50)\n change x by (2.25)\n turn left (-11.25) degrees\n end\n else\n repeat (25)\n change x by (-3)\n turn left (15) degrees\n end\n repeat (25)\n change x by (3)\n turn left (-15) degrees\n end\n end\n end\nend\nif <(Level) = [22]> then\n switch costume to (fire bar v)\n repeat until <not <(Level) = [22]>>\n turn left (2.6) degrees\n end\nend\nif <(Level) = [23]> then\n if <(costume [number v]) = [1]> then\n set [obs yv v] to [0]\n repeat until <not <(Level) = [23]>>\n change y by (OBS YV)\n change [obs yv v] by (-1)\n if <(y position) < [-127]> then\n set [obs yv v] to (((OBS YV) * (-1)) - (1))\n end\n end\n else\n set size to (30) %\n point in direction (-90)\n switch costume to (fire resting v)\n wait (pick random (0.0) to (1.0)) seconds\n repeat until <not <(Level) = [23]>>\n switch costume to (fire resting v)\n clear graphic effects\n wait (0.5) seconds\n set [color v] effect to (125)\n wait (0.75) seconds\n clear graphic effects\n repeat (5)\n switch costume to (fire burning v)\n wait (0.15) seconds\n switch costume to (fire reverse v)\n wait (0.15) seconds\n end\n end\n end\nend\nif <(Level) = [39]> then\n switch costume to (spinning bar v)\n repeat until <not <(Level) = [39]>>\n turn left (-2) degrees\n end\nend\nif <(Level) = [46]> then\n switch costume to (dark moving spike v)\n go to [back v] layer\n go [forward v] (5) layers\n repeat until <not <(Level) = [46]>>\n if <(direction) = [-90]> then\n repeat (15)\n change x by (2)\n end\n wait (0.25) seconds\n repeat (3)\n change x by (-10)\n end\n wait (0.1) seconds\n else\n set size to (200) %\n repeat (28)\n change y by (-2)\n end\n wait (0.1) seconds\n repeat (7)\n change y by (8)\n end\n wait (0.25) seconds\n end\n end\nend\ndelete this clone\n\nwhen I receive [level complete v]\nclear graphic effects\nwait (0.5) seconds\nif <(Level) = [14]> then\n switch costume to (spike ball v)\n repeat until <not <(Level) = [14]>>\n create clone of (_myself_ v)\n wait (0.75) seconds\n end\nend\nif <(Level) = [15]> then\n switch costume to (spike ball v)\n repeat until <not <(Level) = [15]>>\n go to x: (-120) y: (180)\n create clone of (_myself_ v)\n wait (0.16) seconds\n go to x: (120) y: (180)\n create clone of (_myself_ v)\n wait (0.16) seconds\n end\nend\nif <(Level) = [17]> then\n switch costume to (fire bar v)\n go to x: (-160) y: (45)\n create clone of (_myself_ v)\n go to x: (0) y: (45)\n create clone of (_myself_ v)\n go to x: (160) y: (45)\n create clone of (_myself_ v)\nend\nif <(Level) = [19]> then\n switch costume to (spike bar v)\n go to x: (190) y: (-92)\n create clone of (_myself_ v)\n go to x: (190) y: (70)\n create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n switch costume to (spike ball v)\n go to x: (93) y: (100)\n create clone of (_myself_ v)\n go to x: (-140) y: (59)\n create clone of (_myself_ v)\nend\nif <(Level) = [22]> then\n switch costume to (fire bar v)\n go to x: (0) y: (0)\n repeat (3)\n turn right (120) degrees\n create clone of (_myself_ v)\n end\nend\nif <(Level) = [23]> then\n switch costume to (spike ball v)\n go to x: (33) y: (-23)\n create clone of (_myself_ v)\n switch costume to (fire resting v)\n go to x: (-152) y: (-64)\n repeat (3)\n create clone of (_myself_ v)\n change x by (50)\n end\nend\nif <(Level) = [39]> then\n switch costume to (spinning bar v)\n go to x: (-140) y: (60)\n create clone of (_myself_ v)\n go to x: (140) y: (60)\n create clone of (_myself_ v)\nend\nif <(Level) = [46]> then\n switch costume to (dark moving spike v)\n go to x: (-174) y: (38)\n point in direction (-90)\n repeat (4)\n create clone of (_myself_ v)\n change y by (-56)\n end\n go to x: (185) y: (38)\n repeat (3)\n create clone of (_myself_ v)\n change y by (-56)\n end\n point in direction (0)\n go to x: (95) y: (-110)\n create clone of (_myself_ v)\nend\n\n@ThumbNail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n@Particle\n\nwhen I receive [level complete v]\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\npoint in direction (90)\nwait (1) seconds\nforever\n if <<(Level) < [41]> and <(Level) > [32]>> then\n switch costume to (bubble v)\n create clone of (_myself_ v)\n wait (0.8) seconds\n end\n if <<(Level) < [9]> and <(Level) > [0]>> then\n switch costume to (droplet v)\n create clone of (_myself_ v)\n wait (0.6) seconds\n end\n if <<(Level) < [25]> and <(Level) > [16]>> then\n switch costume to (pick random (4) to (5))\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (bubble v)\n set [ghost v] effect to (100)\n go to [back v] layer\n show\n set size to (16) %\n go to (random position v)\n repeat until <not <touching (level v)?>>\n go to (random position v)\n end\n repeat until <touching (level v)?>\n change y by (-2)\n end\n set [color v] effect to (pick random (0) to (200))\n point in direction (pick random (-90) to (90))\n set [ghost v] effect to (0)\n repeat (35)\n change size by (2)\n end\n repeat (8)\n change y by (pick random (1) to (3))\n move (pick random (0) to (1)) steps\n end\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change y by (pick random (1) to (3))\n move (pick random (0) to (2)) steps\n end\n switch costume to (bubbles pop v)\n wait (0.08) seconds\nend\nif <(costume [number v]) = [3]> then\n switch costume to (droplet v)\n set [ghost v] effect to (100)\n go to [back v] layer\n set size to (50) %\n show\n go to (random position v)\n repeat until <not <touching (level v)?>>\n go to (random position v)\n end\n repeat until <touching (level v)?>\n change y by (2)\n end\n change y by (8)\n set [color v] effect to (0)\n point in direction (90)\n set [ghost v] effect to (0)\n repeat (10)\n if <not <touching (_edge_ v)?>> then\n change y by (-1)\n end\n end\n repeat (10)\n if <<not <touching (_edge_ v)?>> or <not <touching (level v)?>>> then\n change y by (-3)\n end\n end\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change y by (-5)\n end\n switch costume to (splash v)\n start sound [Water Drop v]\n wait (0.2) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n switch costume to (pick random (4) to (5))\n set [ghost v] effect to (100)\n go to [back v] layer\n set size to (150) %\n show\n go to (random position v)\n repeat until <not <touching (level v)?>>\n go to (random position v)\n end\n repeat until <touching (level v)?>\n change y by (-3)\n end\n point in direction (pick random (-35) to (35))\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n if <(pick random (1) to (2)) = [1]> then\n repeat until <<touching (_edge_ v)?> or <(size) < [55]>>\n turn left (pick random (0) to (1.75)) degrees\n move (4) steps\n change size by (pick random (-3.5) to (-2))\n end\n else\n repeat until <<touching (_edge_ v)?> or <(size) < [55]>>\n turn right (pick random (0) to (1.75)) degrees\n move (4) steps\n change size by (pick random (-3.5) to (-2))\n end\n end\nend\ndelete this clone\n\nwhen I receive [level complete v]\ndelete this clone\n\n@Timing Obstacles\n\nwhen I start as a clone\nshow\nif <(Level) = [43]> then\n repeat until <not <(Level) = [43]>>\n switch costume to (ready v)\n set [ghost v] effect to (100)\n wait (pick random (0.2) to (2.0)) seconds\n repeat (50)\n change [ghost v] effect by (-2)\n end\n switch costume to (shoot v)\n repeat (2)\n if <touching (stick player v)?> then\n broadcast (Restart v)\n end\n end\n end\nend\ndelete this clone\n\nwhen I receive [level complete v]\ndelete this clone\n\nwhen I receive [level complete v]\nwait (0.5) seconds\nif <(Level) = [43]> then\n switch costume to (ready v)\n set [ghost v] effect to (0)\n go to x: (-105) y: (-35)\n create clone of (_myself_ v)\n go to x: (36) y: (15)\n create clone of (_myself_ v)\n go to x: (175) y: (75)\n create clone of (_myself_ v)\nend\n\n@P-Switch\n\nwhen flag clicked\nforever\n if <<touching (stick player v)?> and <(YV) < [-1]>> then\n broadcast (P-Switch Active v)\n switch costume to (p-switch pressed v)\n if <([direction v] of [timer v]) < [0]> then\n start sound [P Switch H v]\n else\n start sound [P Switch v]\n end\n set volume to (100) %\n wait (P-Switch Timer) seconds\n switch costume to (p-switch v)\n set volume to (0) %\n wait (0.25) seconds\n end\nend\n\nwhen I receive [level complete v]\nset [p-switch timer v] to [10]\nswitch costume to (p-switch v)\npoint in direction (90)\nset size to (30) %\nhide\nif <(Level) = [16]> then\n set [p-switch timer v] to [10]\n show\n go to x: (205) y: (69)\nend\nif <(Level) = [27]> then\n set [p-switch timer v] to [9]\n show\n go to x: (227) y: (-160)\nend\nif <(Level) = [45]> then\n set [p-switch timer v] to [6]\n show\n go to x: (221) y: (15)\n point in direction (48)\nend\n\nwhen I receive [level complete v]\nif <<<(Level) < [9]> and <(Level) > [0]>> or <<(Level) < [49]> and <(Level) > [40]>>> then\n set [brightness v] effect to (-40)\nelse\n clear graphic effects\nend\n\n@Cave Noise\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (pick random (-100) to (100))\n wait (pick random (10) to (20)) seconds\n start sound (pick random (1) to (19))\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [9]> and <(Level) > [0]>> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@Jungle Noise\n\nwhen flag clicked\nforever\n play sound (pick random (9) to (10)) until done\n wait (1) seconds\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [17]> and <(Level) > [8]>> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@Volcano Cave Noises\n\nwhen flag clicked\nforever\n play sound [Lava Bubbling v] until done\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [25]> and <(Level) > [16]>> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@Swamp Noise\n\nwhen flag clicked\nforever\n play sound (pick random (7) to (8)) until done\n wait (1) seconds\nend\n\nwhen I receive [level complete v]\nif <<(Level) < [49]> and <(Level) > [40]>> then\n set volume to (100) %\nelse\n set volume to (0) %\nend\n\n@Shield\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [level complete v]\nwait (0.5) seconds\nif <(Level) = [19]> then\n set size to (70) %\n go to x: (230) y: (-115)\n create clone of (_myself_ v)\nend\nif <(Level) = [24]> then\n set size to (70) %\n go to x: (-213) y: (-38)\n create clone of (_myself_ v)\nend\n\nwhen I receive [level complete v]\nset size to (100) %\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n if <touching (stick player v)?> then\n broadcast (Power Up! v)\n start sound [Armor Equiped v]\n wait until <not <touching (stick player v)?>>\n end\nend\n\n@Rain\n\nwhen I receive [level complete v]\nset volume to (0) %\nwait (0.2) seconds\nif <<<(Level) > [8]> and <(Level) < [17]>> and <(pick random (1) to (3)) = [2]>> then\n broadcast (Rain v)\n forever\n Rain Generator\n end\nend\nif <<<(Level) > [24]> and <(Level) < [33]>> and <(pick random (1) to (4)) = [2]>> then\n broadcast (Rain v)\n forever\n Rain Generator\n end\nend\nif <<<(Level) > [40]> and <(Level) < [49]>> and <(pick random (1) to (3)) = [2]>> then\n broadcast (Rain v)\n forever\n Rain Generator\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> then\n go to x: (0) y: (0)\n go to [front v] layer\n clear graphic effects\n wait (0.05) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <<(Rain State) = [Thunder Storm]> and <(pick random (0) to (800)) = [800]>> then\n go to x: (pick random (-180) to (180)) y: (75)\n if <(pick random (1) to (4)) = [4]> then\n switch costume to (heavy lightning light v)\n create clone of (_myself_ v)\n set size to (pick random (50) to (100)) %\n switch costume to (heavy thunder v)\n set volume to (pick random (75) to (100)) %\n else\n switch costume to (light lightning light v)\n create clone of (_myself_ v)\n set size to (pick random (25) to (50)) %\n switch costume to (ligth thunder v)\n set volume to (pick random (55) to (70)) %\n end\n Thunder Position\n clear graphic effects\n set [brightness v] effect to (pick random (-20) to (0))\n go to [front v] layer\n wait (pick random (0.2) to (0.4)) seconds\n hide\n set [pitch v] effect to (pick random (-50) to (50))\n set [pan left/right v] effect to (pick random (-50) to (50))\n play sound [Thunder v] until done\nelse\n go to x: (pick random (-235) to (235)) y: (185)\n set [brightness v] effect to (pick random (-30) to (30))\n switch costume to (pick random (1) to (3))\n set [ghost v] effect to (20)\n go to [front v] layer\n glide (pick random (0.3) to (1.5)) secs to x: (x position) y: (-185)\nend\ndelete this clone\n\nwhen I receive [level complete v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [Rain v] until done\nend\n\nwhen I receive [rain v]\nswitch costume to (dark out v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (100) %\nshow\nset [ghost v] effect to (100)\nif <(pick random (1) to (4)) = [4]> then\n set [rain state v] to [Thunder Storm]\n set volume to (100) %\n repeat (65)\n change [ghost v] effect by (-1)\n end\nelse\n if <(pick random (1) to (3)) = [3]> then\n set [rain state v] to [Heavy Rain]\n set volume to (80) %\n repeat (50)\n change [ghost v] effect by (-1)\n end\n else\n set [rain state v] to [Rain]\n set volume to (60) %\n repeat (30)\n change [ghost v] effect by (-1)\n end\n end\nend\n\ndefine Rain Generator\ncreate clone of (_myself_ v)\nif <(Rain State) = [Heavy Rain]> then\n create clone of (_myself_ v)\nend\nif <(Rain State) = [Thunder Storm]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\n\ndefine Thunder Position\nrepeat until <touching (_edge_ v)?>\n change y by (3)\nend\n\n
W A S D Or Arrows To Move\nC To Slim\nSpaceBar To Jump Or Increase Bounce Height\nThe Faster You Run The More Jump Height You Have\nR Is To Reset\nHold 0+9 While Clicking The Green Flag To Select The Levels.
Earth Platformer
@Stage\n\n@Objeto1\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (play v)\n\nwhen I receive [play v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n play sound [Would You Be So Kind Lyrics - dodie \(YOU EP Official Audio\).mp3 v] until done\nend\n\nwhen flag clicked\nshow\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.1) seconds\ngo [backward v] (1) layers\n\nwhen I receive [play v]\nhide\n\n@balloon2\n\nwhen I start as a clone\nshow\nrepeat until <(y position) > [179]>\n change y by (15)\n wait (0.02) seconds\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (-108) y: (-193)\nhide\nforever\n wait (0.1) seconds\n next costume\n set x to (pick random (-240) to (240))\n create clone of (_myself_ v)\nend\n\n@Sprite4\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\nwhen I receive [play v]\ngo to [front v] layer\ngo to x: (-196) y: (-17)\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 (#56a33c)?> then\n change y by (1)\n end\n if <touching color (#56a33c)?> then\n change y by (1)\n end\n if <touching color (#56a33c)?> then\n change y by (1)\n end\n if <touching color (#56a33c)?> then\n change y by (1)\n end\n if <touching color (#56a33c)?> 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 (#56a33c)?> 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 (#56a33c)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff6060)?> then\n go to x: (-196) y: (-17)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-192) y: (-102)\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\n
Instructions\nArrow keys for moving\nPress R to restart the level if you are stuck
Snowy parallax l a platformer
@Stage\n\n@Player\n\ndefine Platform (jump heigh) (graity) (friction) (running speed)\nif <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xvel v] by (running speed)\nend\nif <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xvel v] by ((running speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (Xvel) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (Xvel) ) / (Xvel)) * (-1))\n end\n end\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Yvel) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Yvel) ) / (Yvel)) * (-1))\n end\n end\n if <<(([abs v] of (Yvel) ) / (Yvel)) = [-1]> and <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>>>>> then\n set [yvel v] to (jump heigh)\n else\n set [yvel v] to [0]\n end\nelse\n change [yvel v] by (-1)\nend\nset [paralaxx v] to ((x position) * (-0.5))\nset [paralaxy v] to ((y position) * (-0.5))\n\nwhen I receive [play v]\nset size to (100) %\ngo to x: (-201) y: (8)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n Platform [13] [-1] [0.8] [1.7]\n create clone of (_myself_ v)\n if <(y position) < [-189]> then\n go to x: (-201) y: (8)\n end\n if <(x position) > [247]> then\n go to x: (-201) y: (8)\n change [level v] by (1)\n end\n if <key (r v) pressed?> then\n go to x: (-201) y: (8)\n end\nend\n\nwhen flag clicked\nswitch costume to (player1 v)\nshow\nset size to (150) %\ngo to x: (0) y: (0)\nset [level v] to [1]\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nshow\n\nwhen I receive [before player v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [next player v]\nnext costume\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (Level)\n go to x: (ParalaxX) y: (ParalaxY)\nend\n\nwhen I receive [play v]\nshow\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 flag clicked\nhide\n\nwhen I receive [play v]\nforever\n create clone of (_myself_ v)\nend\n\n@Text\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\n go to x: (ParalaxX) y: (ParalaxY)\nend\n\nwhen I receive [play v]\nshow\n\n@Mountain\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: ((([x position v] of [player v]) / (10)) * (-1)) y: ((([y position v] of [player v]) / (13)) * (-1))\nend\n\n@Clouds\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to [back v] layer\n go to x: ((([x position v] of [player v]) / (14)) * (-2)) y: ((([y position v] of [player v]) / (15)) * (-2))\nend\n\n@Play\n\nwhen flag clicked\ngo to x: (0) y: (-80)\nshow\ngo to [front v] layer\nforever\n set y to ((-80) + (([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 end\n else\n set size to (100) %\n end\nend\n\n@Name\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@Music\n\nwhen flag clicked\nforever\n play sound [paths – cactus flower v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nrepeat (2)\n go to [front v] layer\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nforever\n if <(username) = [levi_minecraft]> then\n if <key (5 v) pressed?> then\n show\n go to x: (0) y: (0)\n go to [front v] layer\n end\n end\nend\n\nhide\n\n@Before player\n\nwhen flag clicked\ngo to x: (-58) y: (0)\nshow\n\nwhen this sprite clicked\nbroadcast (Before player v)\n\nwhen I receive [play v]\nhide\n\n@Next player\n\nwhen flag clicked\ngo to x: (58) y: (0)\nshow\n\nwhen this sprite clicked\nbroadcast (Next player v)\n\nwhen I receive [play v]\nhide\n\n
Opposites Attract - A 2 Player Platformer
@Stage\n\n@green character\n\nwhen I receive [after intro v]\nstart sound [fluffing a duck2 v]\nshow variable [level blue v]\nshow variable [level green v]\ngo to x: (-100) y: (-156)\nset size to (100) %\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 (#0068ff)?> then\n change y by (1)\n if <touching color (#0069ff)?> then\n change y by (1)\n if <touching color (#0068ff)?> then\n change y by (1)\n if <touching color (#0068ff)?> then\n change y by (1)\n if <touching color (#0068ff)?> then\n change y by (1)\n if <touching color (#0068ff)?> 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 [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 (#0068ff)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#0068ff)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <(x position) > [350]> then\n broadcast (next level green v)\n end\n if <touching color (#ff0000)?> then\n set [yv v] to [0]\n go to x: (-100) y: (-156)\n end\nend\n\nwhen flag clicked\nset [level green v] to [1]\nset [level blue v] to [1]\nhide\nhide variable [level green v]\nhide variable [level blue v]\n\nwhen I receive [next level green v]\ngo to x: (-100) y: (-156)\nchange [level green v] by (1)\n\n@blue character\n\nwhen I receive [after intro v]\ngo to x: (-100) y: (30)\nset size to (100) %\nshow\nforever\n if <key (d v) pressed?> then\n change [xv2 v] by (1)\n end\n if <key (a v) pressed?> then\n change [xv2 v] by (-1)\n end\n set [xv2 v] to ((xv2) * (0.9))\n change x by (xv2)\n if <touching color (#02ff00)?> 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 ((xv2) * (-1))\n change y by (-5)\n if <key (w v) pressed?> then\n if <(xv2) > [0]> then\n set [xv2 v] to [-5]\n else\n set [xv2 v] to [5]\n end\n set [yv2 v] to [10]\n else\n set [xv2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv2 v] by (-1)\n change y by (yv2)\n if <touching color (#00ff08)?> then\n change y by ((yv2) * (-1))\n set [yv2 v] to [0]\n end\n change y by (-1)\n if <<touching color (#00ff08)?> and <key (w v) pressed?>> then\n set [yv2 v] to [15]\n end\n change y by (1)\n if <(x position) > [350]> then\n broadcast (next level blue v)\n end\n if <touching color (#ff0000)?> then\n set [yv2 v] to [0]\n go to x: (-100) y: (30)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level blue v]\ngo to x: (-100) y: (30)\nchange [level blue v] by (1)\n\n@green lvl (blue)\n\nwhen flag clicked\nhide\n\nwhen I receive [after intro v]\nshow\ngo to x: (0) y: (-10)\nswitch costume to (costume1 v)\n\nwhen I receive [next level green v]\nnext costume\n\n@blue lvl (green)\n\nwhen flag clicked\nhide\n\nwhen I receive [after intro v]\nswitch costume to (costume8 v)\nshow\ngo to x: (0) y: (-1)\n\nwhen I receive [next level blue v]\nnext costume\n\n@intro\n\nwhen flag clicked\nshow\nstart sound [INSANE 10 SECOND BEAT DROP BYTrap Nations v]\nrepeat (2)\n switch costume to (costume1 v)\n wait (.03) seconds\n switch costume to (costume2 v)\n wait (.03) seconds\n switch costume to (costume3 v)\n wait (.03) seconds\n switch costume to (costume4 v)\n wait (.03) seconds\n switch costume to (costume5 v)\n wait (.03) seconds\n switch costume to (costume6 v)\n wait (.03) seconds\n switch costume to (costume7 v)\n wait (.03) seconds\n switch costume to (costume8 v)\n wait (.2) seconds\n switch costume to (costume9 v)\n wait (.03) seconds\n switch costume to (costume10 v)\n wait (.03) seconds\n switch costume to (costume11 v)\n wait (.03) seconds\n switch costume to (costume12 v)\n wait (.03) seconds\n switch costume to (costume13 v)\n wait (.03) seconds\n switch costume to (costume14 v)\n wait (.03) seconds\n switch costume to (costume15 v)\n wait (.03) seconds\n switch costume to (costume16 v)\n wait (.03) seconds\n switch costume to (costume17 v)\n wait (.03) seconds\n switch costume to (costume18 v)\n wait (.03) seconds\n switch costume to (costume19 v)\n wait (.03) seconds\n switch costume to (costume20 v)\n wait (.03) seconds\n switch costume to (costume21 v)\n wait (.03) seconds\n switch costume to (costume22 v)\n wait (.03) seconds\n switch costume to (costume23 v)\n wait (.03) seconds\n switch costume to (costume24 v)\n wait (.03) seconds\n switch costume to (costume25 v)\n wait (.03) seconds\n switch costume to (costume26 v)\n wait (.03) seconds\n switch costume to (costume27 v)\n wait (.03) seconds\n switch costume to (costume28 v)\n wait (.03) seconds\n switch costume to (costume29 v)\n wait (1) seconds\n switch costume to (costume32 v)\n wait (.033) seconds\n switch costume to (costume39 v)\n wait (.033) seconds\n switch costume to (costume30 v)\n wait (.033) seconds\n switch costume to (costume40 v)\n wait (.033) seconds\n switch costume to (costume41 v)\n wait (.033) seconds\n switch costume to (costume42 v)\n wait (.033) seconds\n switch costume to (costume43 v)\n wait (.033) seconds\n switch costume to (costume44 v)\n wait (.033) seconds\n switch costume to (costume45 v)\n wait (.033) seconds\n switch costume to (costume46 v)\n wait (.033) seconds\n switch costume to (costume47 v)\n wait (.033) seconds\n switch costume to (costume48 v)\n wait (.033) seconds\n switch costume to (costume49 v)\n wait (.033) seconds\n switch costume to (costume50 v)\n wait (.033) seconds\n switch costume to (costume51 v)\nend\nbroadcast (after intro v)\n\nwhen I receive [after intro v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Green character is arrow keys\nBlue character is WSAD\nIts a race btw\nOkay, first, grab a friend. Don't have one? :'( Challenge yourself by controlling both players at the same time.\nAnd yes I know they are different by a little.\nHeart and star or your feet will be your arms tomorrow
Clouds (Official Platformer)
@Stage\n\n@You\n\nwhen I receive [start v]\nchange [☁ players v] by (1)\nshow\ngo to [front v] layer\nswitch backdrop to (1 v)\ngo to x: (-200) y: (0)\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 point in direction (90)\n change [xv 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 [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 <<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 end\n change [yv v] by (-1)\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 change y by (-1)\n if <touching (level 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 change y by (1)\n if <(x position) > [220]> then\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (New v)\n go to x: (-200) y: (0)\n end\n if <[-160] > (y position)> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Crunch v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (90) %\n clear graphic effects\n go to x: (-200) y: (0)\n go to x: (-200) y: (0)\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 repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [pixelate v] effect by (20)\n end\n set size to (90) %\n clear graphic effects\n go to x: (-200) y: (0)\n end\n if <touching (bounce v)?> then\n set [yv v] to [22]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\nif <(Time) < (☁ Record)> then\n set [☁ record v] to (Time)\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ record v]\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [game start pink v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [game start blue v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [game start purple v]\nswitch costume to (costume3 v)\nshow\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nforever\n play sound [bensound-summer v] until done\n wait (1) seconds\nend\n\nwhen I receive [game start rainbow v]\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [game start green v]\nswitch costume to (costume5 v)\nshow\n\nwhen I receive [game start yellow v]\nswitch costume to (costume6 v)\nshow\n\nwhen I receive [game start orange v]\nswitch costume to (costume7 v)\nshow\n\nwhen flag clicked\nset size to (90) %\n\n@choice-pink\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (.20) seconds\n switch costume to (costume1 v)\n wait (.20) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Game start pink v)\nbroadcast (Start v)\nbroadcast (New v)\n\nwhen I receive [game start blue v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start purple v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start pink v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start rainbow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start green v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start yellow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start orange v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\n@choice-blue\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n wait (.20) seconds\n switch costume to (costume1 v)\n wait (.20) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Game start blue v)\nbroadcast (Start v)\nbroadcast (New v)\n\nwhen I receive [game start purple v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start pink v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start blue v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nbroadcast (Start v)\n\nwhen I receive [game start rainbow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start green v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start yellow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start orange v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\n@choice-rainbow\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n wait (.20) seconds\n switch costume to (costume2 v)\n wait (.20) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (game start rainbow v)\nbroadcast (Start v)\nbroadcast (New v)\n\nwhen I receive [game start blue v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start purple v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start rainbow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start pink v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start green v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start yellow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start orange v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\n@choice-purple2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n wait (.20) seconds\n switch costume to (costume1 v)\n wait (.20) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (game start green v)\nbroadcast (Start v)\nbroadcast (New v)\n\nwhen I receive [game start purple v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start pink v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start blue v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start rainbow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start green v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start yellow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start orange v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\n@choice-purple\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n wait (.20) seconds\n switch costume to (costume1 v)\n wait (.20) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Game start purple v)\nbroadcast (Start v)\nbroadcast (New v)\n\nwhen I receive [game start purple v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start pink v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start blue v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start rainbow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start green v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start yellow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start orange v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\n@choice-purple3\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n wait (.20) seconds\n switch costume to (costume1 v)\n wait (.20) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Game start yellow v)\nbroadcast (Start v)\nbroadcast (New v)\n\nwhen I receive [game start purple v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start pink v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start blue v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start rainbow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start green v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start yellow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start orange v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\n@choice-purple4\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n wait (.20) seconds\n switch costume to (costume1 v)\n wait (.20) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (game start orange v)\nbroadcast (Start v)\nbroadcast (New v)\n\nwhen I receive [game start purple v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start pink v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start blue v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start rainbow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start green v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start yellow v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\nwhen I receive [game start orange v]\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nwait (.00) seconds\nchange [ghost v] effect by (25)\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (4 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [new v]\nif <(costume [name v]) = [10]> then\n broadcast (end v)\nelse\n next costume\nend\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\n@Speed\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n change [color v] effect by (25)\n go to (you v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite 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\n@Bounce\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to [front v] layer\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [new v]\nnext costume\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@Outro2Scratch\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nadd (username) to [finishers v]\nwait (1.5) seconds\nforever\n wait (pick random (.02) to (.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (pick random (1) to (4))\nif <(costume [number v]) = [4]> then\n set size to (25) %\nelse\n set size to (10) %\nend\npoint in direction (pick random (1) to (360))\ngo to x: (pick random (-240) to (240)) y: (182)\nshow\nglide (.5) secs to x: (x position) y: (-182)\nhide\ndelete this clone\n\n@Outro2Scratch2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [end v]\nadd (username) to [finishers v]\nwait (1.5) seconds\nforever\n wait (pick random (.02) to (.2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (pick random (1) to (4))\nif <(costume [number v]) = [4]> then\n set size to (25) %\nelse\n set size to (10) %\nend\npoint in direction (pick random (1) to (360))\ngo to x: (pick random (-240) to (240)) y: (182)\nshow\nglide (.5) secs to x: (x position) y: (-182)\nhide\ndelete this clone\n\n
Thanks for 1000 ♥︎'s!!!!!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nOH MY!!!!! My first attempt of a Platformer!!! and it actually works!!!\nHere is a link to my next game in this series City: https://scratch.mit.edu/projects/376294677\nDesert:https://scratch.mit.edu/projects/380251792\nOcean: https://scratch.mit.edu/projects/381321598\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nThis is really amazing!! Yay! Please tell me what you think!!! It is unfinished and it only has a couple levels... \n\nCutie Cube is on her first Adventure: Clouds!!! She is exploring all over the world To find the best place ever!!! She really wants to find Rainbow world, Where there are Millions of Cubie Friends living there! Will Cutie Cube find her friends? \nShe won't in this game but stay tuned for more games with Cutie Cube!\n\nMy plans are to keep this project a little smaller and make a couple more before actually finishing it so remember to check on that...\n\nOh right, the controls. Of course!!!\n---------------------------------------------------------------\n*** W,S,A,D or Arrow Keys to move - note that space bar does not jump!!!\n***Purple is Bouncy\n***Don't touch Red Spikes\n***Wall jumping works!!!\n---------------------------------------------------------------\nPlease no mean comments\nIf you want more colors, be sure to tell me in the comments!!!!\nPlease no advertising \n---------------------------------------------------------------\nBe sure to Love & Favorite!!!!!!!!!
Reverse (A platformer) Mobile Friendy
@Stage\n\nwhen flag clicked\nstop all sounds\nswitch backdrop to (backdrop13 v)\n\nwhen I receive [start v]\nforever\n switch backdrop to (LEVEL)\nend\n\nwhen I receive [start v]\nforever\n play sound [Vexento - Arcade.mp3 v] until done\nend\n\n@Player\n\ndefine Costume\nswitch costume to (hitbox v)\nif <(Jump/Fall) < [3]> then\n if <(Frame) = [0]> then\n switch costume to (idle v)\n else\n switch costume to ([floor v] of ((2) + ((Frame) mod (6))) )\n end\nelse\n if <(Yv) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Platforming Physics\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (2)\n point in direction (90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (-2)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.8))\nchange x by (Xv)\nif <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 x by ((0) - (Xv))\n change y by (-4)\n end\n end\n end\n end\nend\nchange [jump/fall v] by (1)\nchange [yv v] by (-1)\nif <touching (water v)?> then\n set [yv v] to ((Yv) * (0.5))\n change [yv v] by (-2)\n if <key (down arrow v) pressed?> then\n change [yv v] by (10)\n end\nelse\n change [yv v] by (-1)\nend\nchange y by (Yv)\nif <touching (ground v)?> then\n change y by ((0) - (Yv))\n set [jump/fall v] to [0]\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<not <touching color (#4d0000)?>> and <touching (ground v)?>> and <<key (down arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [-50]>>>> then\n set [yv v] to [25]\nend\nchange y by (1)\nif <touching (spikes v)?> then\n Fade\nend\nif <touching (trampoline v)?> then\n change y by ((0) - (Yv))\n change x by ((0) - (Xv))\n set [yv v] to [17]\n if <<key (down arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [-50]>>> then\n set [yv v] to [12]\n end\nend\nif <(x position) < [-230]> then\n broadcast (Slide v)\n change [level v] by (1)\n Fade\nend\nif <(y position) < [-150]> then\n Fade\nend\nif <touching (lava v)?> then\n Fade\nend\n\nwhen flag clicked\n\ndefine Fade\nrepeat (5)\n change [ghost v] effect by (25)\nend\ngo to x: (200) y: (75)\nset [yv v] to [0]\nset [xv v] to [0]\nwait (0.05) seconds\nrepeat (5)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [reset v]\nFade\n\nchange y by (Yv)\n\nwhen I receive [start v]\nset [frames v] to [4]\nset [frame v] to [0]\nset [level v] to [1]\ngo to x: (200) y: (75)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <<not <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> and <not <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>>> then\n set [frame v] to [0]\n else\n change [frame v] by ((2) / (Frames))\n end\n Costume\nend\n\nwhen I receive [start v]\nshow\nforever\n Platforming Physics\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (50)\n go to [back v] layer\n switch costume to (LEVEL)\n set y to ((([sin v] of (((TIMER) + (me)) * (300)) ) * (3)) - ((me) * (2)))\nend\n\nwhen flag clicked\nhide\nforever\n hide\nend\n\nwhen I receive [start v]\nclear graphic effects\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (50)\n go to [back v] layer\n switch costume to (LEVEL)\n set y to ((([sin v] of (((TIMER) + (me)) * (300)) ) * (3)) - ((me) * (2)))\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [start v]\nclear graphic effects\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\n@LAVA\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nswitch costume to (costume1 v)\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [timer v] to [0]\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n change [timer v] by (0.05)\nend\n\n@stop sign clicked\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nbroadcast (Start v)\n\nwhen I receive [start v]\nforever\n reset timer\nend\n\n
The green flag stops the game click the stop sign to start. (Disclaimer you have to press the green flag first) \n\nArrow keys to move. controls are reversed
Combat-Based Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [CrowsSE v] until done\nend\n\nwhen flag clicked\nforever\n play sound [OwlSE v] until done\nend\n\nwhen flag clicked\nforever\n play sound [CricketsSE v] until done\nend\n\n@Player Body\n\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n switch costume to (swing v)\n wait (0.05) seconds\n start sound [HittingSE v]\n switch costume to (swing2 v)\n broadcast (Hit v)\n wait (0.05) seconds\n switch costume to (swing3 v)\n wait (0.05) seconds\n switch costume to (swing4 v)\n wait (0.05) seconds\n switch costume to (idle v)\n wait (0.1) seconds\n else\n if <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to (walk1 v)\n wait (0.08) seconds\n switch costume to (walk2 v)\n wait (0.09) seconds\n switch costume to (walk3 v)\n wait (0.05) seconds\n else\n wait (0.1) seconds\n switch costume to (idle v)\n wait (0.1) seconds\n switch costume to (idle2 v)\n wait (0.1) seconds\n switch costume to (idle3 v)\n end\n end\nend\n\nwhen I receive [start v]\nset [playerhealth v] to [3]\nset [xpos v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nshow\nwait (0.03) seconds\ngo to [front v] layer\nforever\n Scroll\nend\n\ndefine Scroll\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n if <(Xpos) > [-514]> then\n point in direction (90)\n change x by (5)\n end\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n if <(Xpos) < [539]> then\n point in direction (-90)\n change x by (-5)\n end\nend\nchange [xpos v] by ((x position) * (-1))\ngo to x: (0) y: (0)\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nforever\n wait (0.1) seconds\n switch costume to (idle v)\n wait (0.1) seconds\n switch costume to (idle2 v)\n wait (0.1) seconds\n switch costume to (idle3 v)\nend\n\n@Player Legs\n\nwhen I receive [start v]\nshow\nforever\n if <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n start sound [WalkingSE v]\n switch costume to (walk1 v)\n wait (0.08) seconds\n switch costume to (walk2 v)\n wait (0.09) seconds\n switch costume to (walk3 v)\n wait (0.05) seconds\n else\n switch costume to ([costume name v] of [player body v])\n end\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\ngo to [front v] layer\nforever\n go to (player body v)\n point in direction ([direction v] of [player body v])\nend\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nforever\n wait (0.1) seconds\n switch costume to (idle v)\n wait (0.1) seconds\n switch costume to (idle2 v)\n wait (0.1) seconds\n switch costume to (idle3 v)\nend\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\n\n@Ground\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (0)\nset [clonetype v] to [1]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nset [clonetype v] to [2]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nset [clonetype v] to [3]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <(CloneType) = [1]> then\n switch costume to (mid v)\n go to x: (Xpos) y: (0)\n else\n if <(CloneType) = [2]> then\n switch costume to (right v)\n go to x: ((Xpos) + (400)) y: (0)\n else\n switch costume to (left v)\n go to x: ((Xpos) - (400)) y: (0)\n end\n end\nend\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@front\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (0)\nset [clonetype v] to [1]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nset [clonetype v] to [2]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nset [clonetype v] to [3]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nset [clonetype v] to [4]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\nset [clonetype v] to [5]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nwait (0.05) seconds\ngo to [front v] layer\nforever\n if <(CloneType) = [1]> then\n go to x: ((Xpos) * (1.5)) y: (-40)\n else\n if <(CloneType) = [2]> then\n go to x: (((Xpos) * (1.5)) + (505)) y: (-40)\n else\n if <(CloneType) = [3]> then\n go to x: (((Xpos) * (1.5)) + (1010)) y: (-40)\n else\n if <(CloneType) = [4]> then\n go to x: (((Xpos) * (1.5)) - (505)) y: (-40)\n else\n go to x: (((Xpos) * (1.5)) - (1010)) y: (-40)\n end\n end\n end\n end\nend\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@back1\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n if <(CloneType) = [1]> then\n go to x: ((Xpos) * (.6)) y: (55)\n else\n if <(CloneType) = [2]> then\n go to x: (((Xpos) * (.6)) + (400)) y: (55)\n else\n if <(CloneType) = [3]> then\n go to x: (((Xpos) * (.6)) + (800)) y: (55)\n else\n if <(CloneType) = [4]> then\n go to x: (((Xpos) * (.6)) - (400)) y: (55)\n else\n go to x: (((Xpos) * (.6)) - (800)) y: (55)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\ngo to x: (0) y: (0)\nset [clonetype v] to [1]\ncreate clone of (_myself_ v)\nset [clonetype v] to [2]\ncreate clone of (_myself_ v)\nset [clonetype v] to [3]\ncreate clone of (_myself_ v)\nset [clonetype v] to [4]\ncreate clone of (_myself_ v)\nset [clonetype v] to [5]\ncreate clone of (_myself_ v)\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@back2\n\nwhen I receive [start v]\nwait (1) seconds\nhide\ngo to x: (0) y: (0)\nset [clonetype v] to [1]\ncreate clone of (_myself_ v)\nset [clonetype v] to [2]\ncreate clone of (_myself_ v)\nset [clonetype v] to [3]\ncreate clone of (_myself_ v)\nset [clonetype v] to [4]\ncreate clone of (_myself_ v)\nset [clonetype v] to [5]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nforever\n if <(CloneType) = [1]> then\n go to x: ((Xpos) * (.3)) y: (66)\n else\n if <(CloneType) = [2]> then\n go to x: (((Xpos) * (.3)) + (400)) y: (66)\n else\n if <(CloneType) = [3]> then\n go to x: (((Xpos) * (.3)) + (800)) y: (66)\n else\n if <(CloneType) = [4]> then\n go to x: (((Xpos) * (.3)) - (400)) y: (66)\n else\n go to x: (((Xpos) * (.3)) - (800)) y: (66)\n end\n end\n end\n end\nend\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@back3\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <(CloneType) = [1]> then\n switch costume to (ground sun v)\n go to x: ((Xpos) * (.1)) y: (70)\n else\n if <(CloneType) = [2]> then\n switch costume to (ground v)\n go to x: (((Xpos) * (.1)) + (400)) y: (70)\n else\n switch costume to (ground v)\n go to x: (((Xpos) * (.1)) - (400)) y: (70)\n end\n end\nend\n\nwhen I receive [start v]\nwait (1.2) seconds\nhide\ngo to x: (0) y: (0)\nset [clonetype v] to [1]\ncreate clone of (_myself_ v)\nset [clonetype v] to [2]\ncreate clone of (_myself_ v)\nset [clonetype v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [title v]\nset [clonetype v] to [0]\nstop [other scripts in sprite v]\ndelete this clone\n\n@OutlineSprite1\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\nend\n\n@Unasaw\n\nwhen I receive [start v]\nhide\nforever\n if <(Gameover) = [no]> then\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\n end\nend\n\nwhen I start as a clone\nDirectClone\nforever\n MoveClone\nend\n\ndefine DirectClone\nset y to (-21)\nset rotation style [left-right v]\nset [clonehealth v] to [2]\nset [clonehit/stop v] to [no]\nclear graphic effects\nswitch costume to (idle v)\nshow\nif <(pick random (1) to (2)) = [1]> then\n set [myx v] to [450]\nelse\n set [myx v] to [-450]\nend\n\ndefine MoveClone\npoint towards (player body v)\nset x to ((MyX) + (Xpos))\nset [clonex v] to (x position)\nif <(CloneHit/Stop) = [no]> then\n if <([x position v] of [player body v]) > (CloneX)> then\n change [myx v] by (3)\n else\n change [myx v] by (-3)\n end\nend\n\nwhen I start as a clone\nforever\n if <(distance to [player body v]) < [50]> then\n set [clonehit/stop v] to [yes]\n switch costume to (swing v)\n wait (pick random (.4) to (1)) seconds\n switch costume to (swing2 v)\n wait (0.1) seconds\n switch costume to (swing3 v)\n wait (0.1) seconds\n switch costume to (swing4 v)\n set [clonehit/stop v] to [yesHIT]\n start sound [UnasawHittingSE v]\n wait (0.1) seconds\n switch costume to (swing5 v)\n wait (0.1) seconds\n set [clonehit/stop v] to [no]\n else\n wait (0.08) seconds\n switch costume to (walk v)\n wait (0.09) seconds\n switch costume to (walk2 v)\n wait (0.05) seconds\n switch costume to (walk3 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sword hitbox v)?> then\n set [clonehit/stop v] to [yes]\n if <(CloneHealth) < [1]> then\n change [score v] by (1)\n clear graphic effects\n go to [front v] layer\n switch costume to (skull v)\n stop [other scripts in sprite v]\n start sound [ScoreSE v]\n repeat (25)\n set x to ((MyX) + (Xpos))\n set [clonex v] to (x position)\n change [ghost v] effect by (4)\n change y by (1)\n end\n delete this clone\n else\n if <([x position v] of [player body v]) > (CloneX)> then\n start sound [UnasawHurtSE v]\n clear graphic effects\n change [clonehealth v] by (-1)\n set [clonexv v] to [10]\n repeat (10)\n change [brightness v] effect by ((CloneXv) * (.7))\n change [myx v] by ((CloneXv) * (-1))\n set [clonexv v] to ((CloneXv) * (.7))\n end\n clear graphic effects\n set [clonehit/stop v] to [no]\n else\n start sound [UnasawHurtSE v]\n clear graphic effects\n change [clonehealth v] by (-1)\n set [clonexv v] to [10]\n repeat (10)\n change [brightness v] effect by ((CloneXv) * (.7))\n change [myx v] by (CloneXv)\n set [clonexv v] to ((CloneXv) * (.7))\n end\n clear graphic effects\n set [clonehit/stop v] to [no]\n end\n end\n else\n if <<<touching (player body v)?> or <touching (player legs v)?>> and <(CloneHit/Stop) = [yesHIT]>> then\n broadcast (DAMAGE v)\n change [playerhealth v] by (-1)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nforever\n wait (0.1) seconds\n switch costume to (idle v)\n wait (0.1) seconds\n switch costume to (idle2 v)\n wait (0.1) seconds\n switch costume to (idle3 v)\nend\n\nwhen I receive [title v]\nset [clonehit/stop v] to [no]\ndelete this clone\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nforever\n delete this clone\nend\n\n@Sword HITbox\n\nwhen I receive [hit v]\ngo to [front v] layer\nshow\nwait (0.2) seconds\nhide\n\nwhen I receive [start v]\nhide\nset [ghost v] effect to (100)\nforever\n go to (player body v)\n point in direction ([direction v] of [player body v])\nend\n\n@Damage\n\nwhen I receive [start v]\nset [gameover v] to [no]\nhide\n\nwhen I receive [damage v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nhide\nif <(PlayerHealth) < [1]> then\n set [gameover v] to [yes]\n broadcast (Gameover v) and wait\n stop [this script v]\nelse\n start sound [PlayerHurtSE v]\n clear graphic effects\n show\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\n end\nend\n\n@Score\n\nwhen I receive [start v]\nset [score v] to [0]\nhide\nset [numbercounter v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [numbercounter v] by (1)\nend\n\nwhen I start as a clone\nforever\n go to x: (((NumberCounter) * (50)) - (((length of (Score)) * (50)) / (2))) y: (110)\n if <(length of (Score)) < (NumberCounter)> then\n hide\n else\n show\n switch costume to (letter (NumberCounter) of (Score))\n end\nend\n\nwhen I start as a clone\nset size to (250) %\nforever\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\nend\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nset [yv v] to [16]\nrepeat (16)\n go to [front v] layer\n change [yv v] by (-1)\n change y by ((Yv) * (-1))\nend\nforever\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\nend\n\nwhen I receive [title v]\ndelete this clone\n\n@TitleScreen\n\nwhen I receive [title v]\nset [titleclone v] to [1]\ncreate clone of (_myself_ v)\nset [titleclone v] to [2]\ncreate clone of (_myself_ v)\nset [titleclone v] to [3]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [titleclone v] to [4]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to x: ((mouse x) * (-0.01)) y: ((mouse y) * (-0.01))\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nif <(TitleClone) = [1]> then\n set rotation style [left-right v]\n point in direction (90)\n go to [front v] layer\n forever\n switch costume to (char v)\n wait (0.2) seconds\n switch costume to (char2 v)\n wait (0.2) seconds\n switch costume to (char3 v)\n wait (0.1) seconds\n end\nelse\n if <(TitleClone) = [2]> then\n go to [front v] layer\n switch costume to (box v)\n set [ghost v] effect to (30)\n else\n if <(TitleClone) = [3]> then\n switch costume to (title v)\n go to [front v] layer\n forever\n repeat (35)\n change size by (0.1)\n end\n repeat (35)\n change size by (-0.1)\n end\n end\n else\n if <(TitleClone) = [4]> then\n switch costume to (start v)\n go to [front v] layer\n go to x: (0) y: (-130)\n forever\n if <(distance to [mouse-pointer v]) < [100]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Start v) and wait\n wait (0.2) seconds\n end\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n change size by (((120) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Title v)\n\nwhen I receive [title v]\nshow\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (back v)\ngo to [front v] layer\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nif <(TitleClone) = [2]> then\n hide\nelse\n repeat (25)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(TitleClone) = [4]> then\n if <(distance to [mouse-pointer v]) < [100]> then\n start sound [SelectSE v]\n wait until <not <(distance to [mouse-pointer v]) < [100]>>\n end\n end\nend\n\n@GameOver\n\nwhen I receive [gameover v]\nset [gameoverclone v] to [1]\ncreate clone of (_myself_ v)\nset [gameoverclone v] to [2]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [gameoverclone v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nclear graphic effects\nset size to (100) %\nif <(GameoverClone) = [1]> then\n go to x: (0) y: (0)\n switch costume to (box v)\n set [ghost v] effect to (30)\n go to [front v] layer\nelse\n if <(GameoverClone) = [2]> then\n switch costume to (main menu v)\n go to [front v] layer\n go to x: (0) y: (-130)\n forever\n if <(distance to [mouse-pointer v]) < [100]> then\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Title v)\n wait (0.2) seconds\n end\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n change size by (((120) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n end\n else\n if <(GameoverClone) = [3]> then\n go to [front v] layer\n switch costume to (shine v)\n forever\n go to x: (15) y: (-9)\n turn right (1) degrees\n end\n end\n end\nend\n\nwhen I receive [gameover v]\nstart sound [LoseSE v]\nshow\nswitch costume to (gameover v)\nset size to (125) %\nforever\n repeat (35)\n change size by (0.1)\n end\n repeat (35)\n change size by (-0.1)\n end\nend\n\nwhen I receive [title v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(GameoverClone) = [2]> then\n if <(distance to [mouse-pointer v]) < [100]> then\n start sound [SelectSE v]\n wait until <not <(distance to [mouse-pointer v]) < [100]>>\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\n
Directions:\n*WASD or ARROW KEYS to move\n*HOLD space to hit\n*Don't get hit by the Unisaws! If you get hit 3 times the game is over
DARK || A platformer
@Stage\n\nwhen I receive [tla v]\nswitch backdrop to (tla v)\n\n@Button\n\ndefine Animation\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button v)\n else\n switch costume to (button2 v)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nshow\nswitch backdrop to (light v)\nAnimation\n\nwhen flag clicked\nset size to (240) %\nforever\n repeat (20)\n turn left (0.5) degrees\n end\n repeat (40)\n turn right (0.5) degrees\n end\n repeat (20)\n turn left (0.5) degrees\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (background v)\nhide\n\n@Planet\n\nwhen flag clicked\nset size to (110) %\npoint in direction (90)\nshow\n\nwhen flag clicked\nforever\n repeat (20)\n turn right (0.5) degrees\n end\n repeat (40)\n turn left (0.5) degrees\n end\n repeat (20)\n turn right (0.5) degrees\n end\nend\n\nwhen backdrop switches to [background v]\nhide\n\n@Player\n\nwhen flag clicked\nif on edge, bounce\nset [fall rate v] to [0]\nset [falling? v] to [0]\nhide\ngo to x: (-210) y: (-60)\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [background v]\ngo to x: (-210) y: (-60)\nshow\nforever\n Gravitation(and rebound)\n Touching the ground\n Control\n Rules\nend\n\ndefine Touching the ground\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (levels v)?>>>\n change y by (1)\n set [fall rate v] to [0]\n set [falling? v] to [0]\nend\n\ndefine Gravitation(and rebound)\nchange [fall rate v] by (-1)\nchange y by (fall rate)\n\ndefine Control\nif <key (right arrow v) pressed?> then\n point in direction (90)\n move (8) steps\n if <touching (levels v)?> then\n change x by (-9)\n end\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n move (8) steps\n if <touching (levels v)?> then\n change x by (9)\n end\nend\nif <<key (up arrow v) pressed?> and <(falling?) < [3]>> then\n set [fall rate v] to [10]\nend\n\ndefine Rules\nif <<touching (spike v)?> or <touching (3spike v)?>> then\n go to x: (-210) y: (-60)\n start sound [Crunch v]\nend\nif <([costume # v] of [levels v]) = [1]> then\n if <<touching (_edge_ v)?> and <<(x position) > [0]> and <[160] > (y position)>>> then\n broadcast (LVL2 v)\n go to x: (-210) y: (-60)\n end\nend\nif <([costume # v] of [levels v]) = [2]> then\n if <<touching (_edge_ v)?> and <<(x position) > [0]> and <[160] > (y position)>>> then\n broadcast (LVL3 v)\n go to x: (-210) y: (-60)\n end\nend\nif <([costume # v] of [levels v]) = [3]> then\n if <<touching (_edge_ v)?> and <<(x position) > [0]> and <[160] > (y position)>>> then\n broadcast ( LVL4 v)\n go to x: (-210) y: (-60)\n end\nend\nif <([costume # v] of [levels v]) = [4]> then\n if <<touching (_edge_ v)?> and <<[0] > (x position)> and <[160] > (y position)>>> then\n broadcast (LVL5 v)\n go to x: (-210) y: (-60)\n end\nend\nif <([costume # v] of [levels v]) = [4]> then\n if <<key (space v) pressed?> and <(falling?) < [3]>> then\n set [fall rate v] to [15]\n end\n if <<touching (_edge_ v)?> and <<[0] > (x position)> and <[160] > (y position)>>> then\n broadcast (LVL5 v)\n go to x: (-210) y: (-60)\n end\n if <<touching (_edge_ v)?> and <<(x position) > [0]> and <[160] > (y position)>>> then\n broadcast (Easter Egg! v)\n go to x: (-210) y: (-60)\n end\nend\nif <([costume # v] of [levels v]) = [5]> then\n if <<touching (_edge_ v)?> and <<(x position) > [0]> and <[160] > (y position)>>> then\n broadcast (LVL6 v)\n go to x: (-210) y: (-60)\n end\nend\nif <([costume # v] of [levels v]) = [6]> then\n if <(x position) > [140]> then\n broadcast (LVL6.2 v)\n start sound [Crunch v]\n if <[-110] > (x position)> then\n broadcast (LVL6.4 v)\n start sound [Crunch v]\n end\n end\nend\nif <([costume # v] of [levels v]) = [8]> then\n if <[-110] > (x position)> then\n broadcast (LVL6.4 v)\n start sound [Crunch v]\n end\nend\nif <([costume # v] of [levels v]) = [10]> then\n if <<touching (_edge_ v)?> and <<(x position) > [0]> and <[160] > (y position)>>> then\n broadcast (LVL7 v)\n go to x: (-130) y: (-60)\n end\nend\nif <([costume # v] of [levels v]) = [11]> then\n if <<touching (_edge_ v)?> and <<(x position) > [0]> and <[160] > (y position)>>> then\n broadcast (LVL8 v)\n go to x: (-210) y: (-60)\n end\nend\nif <([costume # v] of [levels v]) = [12]> then\n if <<touching (_edge_ v)?> and <<(x position) > [0]> and <[160] > (y position)>>> then\n broadcast (TLA v)\n hide\n end\nend\nif <([costume # v] of [levels v]) = [13]> then\n if <<touching (_edge_ v)?> and <<(x position) > [0]> and <[160] > (y position)>>> then\n broadcast (LVL5 v)\n go to x: (-210) y: (-60)\n end\nend\n\nwhen I receive [earthquake v]\nrepeat (55)\n go to x: (30) y: (96)\n wait (0.1) seconds\nend\ngo to x: (-210) y: (-60)\n\n@Effect\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (15)\n change size by (-5)\nend\ndelete this clone\n\nwhen backdrop switches to [background v]\nshow\n\nwhen I receive [earthquake v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [tla v]\nhide\n\n@Ground\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen backdrop switches to [background v]\nshow\nrepeat until <([costume name v] of [levels v]) = [TLA]>\n go to [front v] layer\nend\ngo [backward v] (2) layers\n\nwhen I receive [tla v]\nhide\n\n@Levels\n\nwhen flag clicked\ngo to x: (56) y: (28)\nswitch costume to (lvl1 v)\nhide\n\nwhen backdrop switches to [background v]\nshow\nswitch costume to (lvl1 v)\ngo to [front v] layer\n\nwhen I receive [lvl2 v]\nswitch costume to (lvl2 v)\n\nwhen I receive [lvl3 v]\nswitch costume to (lvl3 v)\n\nwhen I receive [ lvl4 v]\nswitch costume to (lvl4 v)\n\nwhen I receive [lvl5 v]\nshow\nswitch costume to (lvl5 v)\n\nwhen I receive [lvl6 v]\nswitch costume to (lvl6.1 v)\n\nwhen I receive [lvl6.2 v]\nswitch costume to (lvl6.2 v)\nwait (2) seconds\nswitch costume to (lvl6.3 v)\nbroadcast (LVL6.3 v)\n\nwhen I receive [lvl6.4 v]\nswitch costume to (lvl6.4 v)\nwait (3) seconds\nbroadcast (Earthquake v)\nstart sound [Boom Cloud v]\nrepeat (30)\n change x by (20)\n wait (0.1) seconds\n change x by (-20)\n wait (0.1) seconds\nend\nswitch costume to (lvl6.5 v)\nbroadcast (LVL6.5 v)\nforever\n go to [front v] layer\n go [backward v] (4) layers\nend\n\nwhen I receive [lvl7 v]\nswitch costume to (lvl7 v)\n\nwhen I receive [lvl8 v]\nswitch costume to (lvl8 v)\n\nwhen I receive [easter egg! v]\nswitch costume to (easter egg! v)\n\nwhen I receive [tla v]\nswitch costume to (tla v)\nhide\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [background v]\nforever\n if <([costume # v] of [levels v]) = [3]> then\n show\n go to x: (-219) y: (83)\n end\n if <([costume # v] of [levels v]) = [4]> then\n hide\n end\n if <([costume # v] of [levels v]) = [5]> then\n show\n go to x: (125) y: (125)\n end\n if <([costume # v] of [levels v]) = [6]> then\n hide\n end\nend\n\n@3Spike\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [background v]\ngo to [front v] layer\nforever\n if <([costume # v] of [levels v]) = [2]> then\n show\n go to x: (-30) y: (-109)\n end\n if <([costume # v] of [levels v]) = [3]> then\n go to x: (87) y: (-108)\n end\n if <([costume # v] of [levels v]) = [4]> then\n hide\n end\n if <([costume # v] of [levels v]) = [5]> then\n show\n go to x: (-194) y: (13)\n end\n if <([costume # v] of [levels v]) = [6]> then\n hide\n end\nend\n\n@Light\n\nwhen flag clicked\nhide\ngo to x: (58) y: (53)\n\nwhen backdrop switches to [background v]\nshow\nchange [ghost v] effect by (80)\ngo to [front v] layer\ngo [backward v] (2) layers\n\nwhen I receive [earthquake v]\nhide\n\nwhen backdrop switches to [background v]\nforever\n start sound [That Level Again 2 Game Soundtrack v]\n wait (47.84) seconds\nend\n\n@Dark\n\nwhen flag clicked\nhide\n\nwhen I receive [earthquake v]\ngo to [front v] layer\nshow\ngo to x: (-35) y: (390)\nglide (10) secs to x: (-21) y: (21)\n\nwhen I receive [lvl6.5 v]\ngo [backward v] (1) layers\n\nwhen I receive [tla v]\nhide\n\n@Light2\n\nwhen flag clicked\nhide\n\nwhen I receive [earthquake v]\nwait (9) seconds\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\ngo to x: (-210) y: (-110)\nforever\n go to (player v)\nend\n\nwhen I receive [earthquake v]\nwait (9) seconds\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [earthquake v]\nwait (9) seconds\nforever\n repeat (20)\n change size by (2)\n end\n wait (0.1) seconds\n repeat (20)\n change size by (-2)\n end\nend\n\nwhen I receive [tla v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\nswitch costume to (костюм 1 v)\nforever\n if <([costume # v] of [levels v]) = [13]> then\n hide\n end\nend\n\nwhen backdrop switches to [background v]\nshow\n\nwhen I receive [lvl2 v]\nswitch costume to (костюм 2 v)\n\nwhen I receive [lvl3 v]\nswitch costume to (костюм 3 v)\n\nwhen I receive [ lvl4 v]\nswitch costume to (костюм 4 v)\n\nwhen I receive [lvl5 v]\nshow\nswitch costume to (костюм 5 v)\n\nwhen I receive [lvl6 v]\nswitch costume to (костюм 6 v)\n\nwhen I receive [lvl6.2 v]\nswitch costume to (костюм 7 v)\n\nwhen I receive [lvl6.3 v]\nswitch costume to (костюм 8 v)\n\nwhen I receive [lvl6.4 v]\nswitch costume to (костюм 9 v)\n\nwhen I receive [lvl6.5 v]\nswitch costume to (костюм 11 v)\n\nwhen I receive [lvl7 v]\nswitch costume to (костюм 12 v)\n\nwhen I receive [lvl8 v]\nswitch costume to (костюм 13 v)\n\nwhen I receive [earthquake v]\nswitch costume to (костюм 10 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [tla v]\nhide\n\n@Music\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to x: (208) y: (155)\nchange size by (-20)\nforever\n go to [front v] layer\nend\n\nwhen backdrop switches to [background v]\nshow\nswitch costume to (костюм 1 v)\nforever\n if <[6.2] > ([costume # v] of [levels v])> then\n if <(volume) = [100]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (костюм 2 v)\n else\n switch costume to (костюм 1 v)\n end\n end\n if <(volume) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (костюм 4 v)\n else\n switch costume to (костюм 3 v)\n end\n end\n end\n if <([costume # v] of [levels v]) > [6.1]> then\n if <(volume) = [100]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (костюм 6 v)\n else\n switch costume to (костюм 5 v)\n end\n end\n if <(volume) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (костюм 8 v)\n else\n switch costume to (костюм 7 v)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set volume to (0) %\n switch costume to (костюм 3 v)\nelse\n set volume to (100) %\n switch costume to (костюм 1 v)\nend\n\nwhen backdrop switches to [background v]\nset volume to (100) %\nforever\n start sound [That Level Again 2 Game Soundtrack v]\n wait (47) seconds\nend\n\nwhen I receive [tla v]\nhide\n\n@GamePicture\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Exit Effect\n\nwhen flag clicked\nhide\n\nwhen I receive [tla v]\ngo to [front v] layer\nshow\ngo to x: (36) y: (8)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Fin\n\nwhen flag clicked\nhide\n\nwhen I receive [tla v]\nwait (4) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen I receive [tla v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [tla v]\nforever\n next costume\n wait (0.15) seconds\nend\n\n
D ᗩ R K ▼ ᗩ P L ᗩ T F O ᖇ ᗰ E ᖇ\n____________________________\n~PLAY IN FULL SCREEN~\n★Use ← → to move \n★ᗩnd ↑ to jump\n★ᗩvoid spikes\n★There is one easter egg\n★Play and enjoy!)
Colorful ~ A Scrolling Platformer
@Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\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 Game - Die\nend\n\ndefine Game On\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 []\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Change Player X By [-8]\nend\nif <key (right arrow v) pressed?> then\n Change Player X By [8]\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 [scroll x v] to (x)\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) - (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 (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\nchange [x v] by (-8)\nchange [x v] by (8)\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\nchange [color v] effect by (25)\nchange [color v] effect by (25)\n\ndefine Test - Die\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nrepeat (17)\n create clone of (_myself_ v)\n change [x v] by (360)\n next costume\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (360)\nnext costume\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\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (2) layers\nset [ghost v] effect to (50)\nset y to (-131)\nforever\n create clone of (_myself_ v)\n change [color v] effect by (25)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nset x to (pick random (-204) to (262))\nglide (5) secs to x: (x position) y: (223)\ndelete this clone\n\ngo to x: (0) y: (0)\n\n@Sprite1\n\nwhen I receive [green flag v]\nset [timer v] to [0]\nforever\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\n@Sprite2Sprite1Sprite1\n\nwhen I receive [green flag v]\nshow\nwait (3) seconds\nforever\n wait (0.1) seconds\n change [ghost v] effect by (25)\nend\n\n
Press the green flag.\nUse arrow keys to move. Press space to change character color. \nGet past all the obstacles without touching the lava or falling into the pit. \nThere are 18 levels and all are possible!\nLove, favorite, comment, remix, and follow!\nPlease no hate comments!
Leprechaun: A Mobile Platformer
@Stage\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@Leprechaun\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 Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (0.5)\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))\nend\n\nwhen flag clicked\nhide variable [speed y v]\nset [speed y v] to [0]\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 switch costume to (leprechaun-running v)\nend\n\nwhen I receive [level1 v]\nshow\nset size to (64) %\nswitch backdrop to (blue sky 2 v)\nset rotation style [left-right v]\ngo to x: (-209) y: (-101)\nwait until <not <mouse down?>>\nforever\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n Walk [-90] [-5]\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n Walk [90] [5]\n else\n set [frame v] to [0]\n end\n end\n if <<<<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> or <key (w v) pressed?>> and <(falling?) < [3]>> then\n start sound [Jump Sound Effects All Sounds2 v]\n set [speed y v] to [12]\n end\n Set Costume\nend\n\nwhen I receive [level1 v]\nset [change costume every v] to [4.1]\nshow\nset [frame v] to [0]\nforever\n change [frame v] by ((1) / (Change Costume Every))\n switch costume to ([floor v] of ((1) + ((frame) mod (8))) )\nend\n\nwhen flag clicked\nswitch backdrop to (beautiful-spring-rainbow-background v)\nhide\nhide variable [change costume every v]\nhide variable [animate v]\nhide variable [frame v]\n\ndefine Set Costume\nif <[3] > (falling?)> then\n if <(frame) = [0]> then\nelse\n if <[0] < (speed y)> then\n switch costume to (6 v)\n end\nend\n\nwhen I receive [nextlevel v]\ngo to x: (-209) y: (-76)\n\nwhen I receive [level1 v]\nforever\n if <touching (danger stuff! v)?> then\n start sound [25-villager-death-sound-variations-in-60-seconds2 v]\n go to x: (-209) y: (-76)\n end\nend\n\nwhen I receive [level1 v]\n\nwhen I receive [level1 v]\nforever\n if <[-195] > (y position)> then\n start sound [Splash v]\n go to x: (-209) y: (-76)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [level1 v]\nforever\n if <touching (bounce v)?> then\n set [speed y v] to [24]\n end\nend\n\nwhen I receive [level1 v]\nforever\n if <<not <key (any v) pressed?>> and > then\n switch costume to (standing v)\n end\nend\n\nwhen I receive [level1 v]\nforever\n if <key (r v) pressed?> then\n go to x: (-209) y: (-76)\n end\nend\n\nwhen I receive [level1 v]\nset [skps v] to [2]\nforever\n if <<key (s v) pressed?> and <[0] < (skps)>> then\n broadcast (nextlevel v)\n change [skps v] by (-1)\n wait (1) seconds\n end\n if <<key (s v) pressed?> and <(skps) = [0]>> then\n broadcast (notenough v)\n end\nend\n\nwhen I receive [notenough v]\nsay [Yer outta skips!] for (2) seconds\n\nwhen I receive [retry v]\ngo to x: (-209) y: (-76)\n\n@St patricks day fact per level\n\nwhen flag clicked\nswitch costume to (intro v)\ngo to x: (37) y: (23)\nhide\n\nwhen I receive [level1 v]\nshow\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Ground\n\nwhen I receive [level1 v]\nswitch costume to (intro v)\nswitch backdrop to (beautiful-spring-rainbow-background v)\nshow\n\nwhen flag clicked\ngo to x: (1) y: (-1)\nhide\n\nwhen I receive [nextlevel v]\nnext costume\n\n@danger stuff!\n\nwhen flag clicked\ngo to x: (41) y: (16)\nhide\n\nwhen I receive [level1 v]\nshow\nswitch costume to (intro v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Startscreen\n\nwhen flag clicked\ngo to x: (2) y: (-3)\nshow\nplay sound [Connect v] until done\n\nwhen I receive [level1 v]\nhide\n\n@StartButton\n\nwhen this sprite clicked\nbroadcast (startscreen v)\nrepeat (8)\n wait (.15) seconds\n change [ghost v] effect by (25)\nend\nhide\n\nwhen flag clicked\nshow\ngo to x: (13) y: (-4)\ngo to [front v] layer\nset size to (69) %\n\n@intro\n\nwhen I receive [startscreen v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (37) y: (123)\nhide\n\nwhen I receive [level1 v]\nhide\n\n@Music\n\nwhen flag clicked\nhide\nforever\n if <(costume [number v]) = [1]> then\n set volume to (70) %\n end\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen I receive [level1 v]\nswitch costume to (play v)\nshow\ngo to x: (200) y: (143)\nforever\n play sound [irish-music-st-patricks-day v] until done\nend\n\nwhen this sprite clicked\nnext costume\n\n@ready?\n\nwhen this sprite clicked\nbroadcast (level1 v)\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [startscreen v]\nshow\nwait (1) seconds\ngo to [front v] layer\n\n@portal\n\nwhen flag clicked\nhide variable [level# v]\ngo to x: (86) y: (-11)\nswitch costume to (level0 v)\nhide\n\nwhen I receive [level1 v]\nshow\nset [level# v] to [0]\nforever\n if <touching (leprechaun v)?> then\n start sound [Coin v]\n broadcast (nextlevel v)\n wait (1) seconds\n end\nend\n\nwhen I receive [nextlevel v]\nchange [level# v] by (1)\nnext costume\n\n@bounce\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nswitch costume to (0 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@skip button\n\nwhen this sprite clicked\nif <[0] < (skps)> then\n broadcast (nextlevel v)\n change [skps v] by (-1)\n start sound [Jump v]\n wait (1) seconds\nend\nif <(skps) = [0]> then\n broadcast (notenough v)\nend\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset size to (100) %\nhide\n\nwhen I receive [level1 v]\nshow\nset [skps v] to [2]\nforever\n wait (.44) seconds\n change [color v] effect by (25)\nend\n\n@raininggold\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevel v]\nforever\n if <(level#) = [8]> then\n wait (.01) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nfalling\n\ndefine falling\ngo to x: (pick random (-195) to (215)) y: (173)\nshow\nrepeat until <touching (ground v)?>\n change y by (-3)\n turn right (3) degrees\nend\ndelete this clone\n\n@retry\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [level1 v]\nshow\n\nwhen this sprite clicked\nbroadcast (retry v)\n\n
*This game is intended to be a fun platformer whilst also teaching you about Saint Patrick's Day, an Irish holiday*.\n\n -In this game, some teenagers carried you, Leppy The Leprechaun out of your pot of gold and threw you over the rainbow! You need to get back in time for Saint Patrick's Day Dinner! Along the way, learn about Saint Patrick's Day and why it is celebrated in the first place!\n-Tested on both mobile and computer multiple times.\n\nEnglish:\n-Use the WASD, arrow keys, or touchscreen to move.\n-Avoid the four-leafed clovers.\n-Press s to skip or click the skip button\n-Jump on the green trampolines\n-Get back over the rainbow!\n\nEspanol:\n-Utilice el WASD, las teclas de flecha o la pantalla táctil para moverse.\n-Evitar los tréboles de cuatro hojas.\n-Presione s para saltar o haga clic en el botón saltar\n-Salta a los trampolines verdes\n-¡Vuelve sobre el arcoiris!\n\nMandarin Chinese:\n-使用WASD,箭头键或触摸屏移动。\n-避免食用四叶草。\n-按s跳过或单击“跳过”按钮\n-在绿色蹦床上跳跃\n-克服彩虹!\n\nArabic:\nاستخدام WASD ، مفاتيح الأسهم أو شاشة تعمل باللمس للتحرك.-\nتجنب تناول البرسيم.-\n، اضغط s لتخطي أو انقر فوق زر تخطي-\nالقفز على الترامبولين الأخضر-\n، تحقق من قوس قزح!-\n\n\n\n\n\nTags:\n___________________________________________\n#Mobilefriendly#Platform#Platformer#Long#Good#Games#Art#game #fun #fun #love#games#saintpatricksday#leprechaun#saintpattysday#clover#US#holidays#religion#fun#cool#random#awsome\n
Colors (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 (backdrop2 v)\nstop [other scripts in sprite v]\nforever\n play sound [End v] until done\nend\n\nwhen flag clicked\nforever\n if <not <[999] > (timer)>> then\n switch backdrop to (backdrop1 v)\n broadcast (stop v)\n stop [this script v]\n end\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 <(x position) > [238]> then\n broadcast (message1 v)\n reset\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\n if <touching (zoom v)?> then\n set [xv v] to [25]\n end\n if <touching (zoom2 v)?> then\n set [xv v] to [-25]\n end\n if <touching (water 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 [7]\n else\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n set [yv v] to [-3]\n else\n set [yv v] to [3]\n end\n end\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [retry v]\nreset\n\nwhen I receive [skip v]\nbroadcast (message1 v)\nreset\n\nwhen flag clicked\nwait until <<<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>>>> or <mouse down?>>\nreset timer\nbroadcast (start v)\nstop [this script v]\n\nwhen I receive [stop 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\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Water\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\nwait (1) seconds\ngo to [back v] layer\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [stop 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 [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nshow\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Bounce Pad\n\nwhen flag clicked\ngo to [back v] layer\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 [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Zoom\n\nwhen flag clicked\ngo to [back v] layer\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 [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Zoom2\n\nwhen flag clicked\ngo to [back v] layer\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 [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite2\n\nwhen flag clicked\ngo to [back v] layer\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 [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Number\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to x: (-30) y: (160)\nswitch costume to (0 v)\nshow\n\nwhen I receive [start v]\nset size to (200) %\nforever\n if <(timer) < [10]> then\n go to x: (-30) y: (160)\n switch costume to (letter (1) of (timer))\n else\n if <<not <(timer) < [10]>> and <(timer) < [100]>> then\n go to x: (-45) y: (160)\n switch costume to (letter (1) of (timer))\n else\n if <<[99] < (timer)> and <(timer) < [1000]>> then\n go to x: (-60) y: (160)\n switch costume to (letter (1) of (timer))\n else\n if <<[999] < (timer)> and <(timer) < [10000]>> then\n go to x: (-75) y: (160)\n switch costume to (letter (1) of (timer))\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Number2\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to x: (0) y: (160)\nswitch costume to (0 v)\nshow\n\nwhen I receive [start v]\nset size to (200) %\nforever\n if <(timer) < [10]> then\n go to x: (0) y: (160)\n switch costume to (letter (3) of (timer))\n else\n if <<not <(timer) < [10]>> and <(timer) < [100]>> then\n go to x: (-15) y: (160)\n switch costume to (letter (2) of (timer))\n else\n if <<[99] < (timer)> and <(timer) < [1000]>> then\n go to x: (-30) y: (160)\n switch costume to (letter (2) of (timer))\n else\n if <<[999] < (timer)> and <(timer) < [10000]>> then\n go to x: (-75) y: (160)\n switch costume to (letter (1) of (timer))\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@dot\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to x: (-15) y: (160)\nswitch costume to (0 v)\nshow\n\nwhen I receive [start v]\nset size to (200) %\nforever\n if <(timer) < [10]> then\n go to x: (-15) y: (160)\n else\n if <<(timer) < [100]> and <(timer) < [100]>> then\n go to x: (0) y: (160)\n else\n if <<[99] < (timer)> and <(timer) < [1000]>> then\n go to x: (15) y: (160)\n else\n if <<[999] < (timer)> and <(timer) < [10000]>> then\n go to x: (-75) y: (160)\n switch costume to (letter (1) of (timer))\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Number3\n\nwhen flag clicked\ngo to x: (30) y: (160)\nset [brightness v] effect to (-20)\nswitch costume to (0 v)\nshow\n\nwhen I receive [start v]\nset size to (200) %\nforever\n if <(timer) < [10]> then\n go to x: (30) y: (160)\n switch costume to (letter (4) of (timer))\n else\n if <<not <(timer) < [10]>> and <(timer) < [100]>> then\n go to x: (15) y: (160)\n switch costume to (letter (4) of (timer))\n else\n if <<[99] < (timer)> and <(timer) < [1000]>> then\n go to x: (0) y: (160)\n switch costume to (letter (3) of (timer))\n else\n if <<[999] < (timer)> and <(timer) < [10000]>> then\n go to x: (-75) y: (160)\n switch costume to (letter (1) of (timer))\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Number4\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to x: (45) y: (160)\nswitch costume to (0 v)\nhide\n\nwhen I receive [start v]\nset size to (200) %\nforever\n if <<not <(timer) < [10]>> and <(timer) < [100]>> then\n show\n go to x: (45) y: (160)\n switch costume to (letter (5) of (timer))\n else\n if <<[99] < (timer)> and <(timer) < [1000]>> then\n go to x: (30) y: (160)\n switch costume to (letter (5) of (timer))\n else\n if <<[999] < (timer)> and <(timer) < [10000]>> then\n go to x: (-75) y: (160)\n switch costume to (letter (1) of (timer))\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Number5\n\nwhen flag clicked\nset [brightness v] effect to (-20)\ngo to x: (45) y: (160)\nswitch costume to (0 v)\nhide\n\nwhen I receive [start v]\nset size to (200) %\nforever\n if <<[99] < (timer)> and <(timer) < [1000]>> then\n show\n go to x: (60) y: (160)\n switch costume to (letter (6) of (timer))\n else\n if <<[999] < (timer)> and <(timer) < [10000]>> then\n go to x: (-75) y: (160)\n switch costume to (letter (1) of (timer))\n else\n hide\n end\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen I receive [end v]\ngo to [back v] layer\nset size to (100) %\ngo to x: (0) y: (60)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [stop v]\nhide\nstop [other scripts in sprite v]\n\n
Let's get this top loved!\n**************************************************************\nBeat this time on keyboard: 41.21\nBeat this time on mobile: 54.78\n**************************************************************\nPlay my other games here!\nhttps://scratch.mit.edu/studios/4685976/\n**************************************************************\nArrow keys, WAD or tap to move.\nAvoid red and falling.\nBlue lets you jump higher.\nThe yellow thing boosts you forwards.\nThe orange thing boosts you backwards.\nYou can swim in light blue.\nYou can walk on brown.
Potato platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Dance Chill Out v] until done\nend\n\n@thing\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite\n\nwhen I start as a clone\nrepeat (8)\n change size by (-5)\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\ngo to [front v] layer\npoint in direction (90)\nswitch backdrop to (backdrop1 v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-75)\nforever\n change [y v] by (-0.5)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> 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?>> 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 color (#a1ff65)?> then\n change y by (1)\n end\n change y by (y)\n if <touching color (#a1ff65)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#a1ff65)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [10]\n start sound [Jump v]\n end\n if <touching color (#a1ff65)?> then\n change y by (1)\n if <touching color (#a1ff65)?> then\n change y by (1)\n if <touching color (#a1ff65)?> then\n change y by (1)\n if <touching color (#a1ff65)?> then\n change y by (1)\n if <touching color (#a1ff65)?> then\n change y by (1)\n if <touching color (#a1ff65)?> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <key (w 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 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\nforever\n if <touching color (#805900)?> then\n start sound [Low Whoosh v]\n wait (0.1) seconds\n broadcast (Next v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (-75)\n end\nend\n\nwhen [down arrow v] key pressed\nif <(direction) = [90]> then\n set [x v] to [30]\nelse\n set [x v] to [-30]\nend\n\nwhen [s v] key pressed\nif <(direction) = [90]> then\n set [x v] to [30]\nelse\n set [x v] to [-30]\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff6565)?> then\n set [x v] to [0]\n set [y v] to [0]\n start sound [Oops v]\n repeat (9)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n broadcast (death v)\n set size to (45) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (-75)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (death v)\n\nwhen I receive [death v]\ngo to x: (-200) y: (-75)\nset [x v] to [0]\nset [y v] to [0]\n\n@Clouds\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (30)\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (4))\ngo to x: (300) y: (pick random (50) to (150))\nrepeat (300)\n change x by (-2)\nend\ndelete this clone\n\n@mountains\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n if <<(x position) < [25]> and <(x position) > [-25]>> then\n change x by ((x) * (-0.05))\n end\n if <[1] > (y position)> then\n change y by ((y) * (-0.1))\n end\n if <(y position) > [0]> then\n set y to (0)\n end\nend\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\n\nwhen I receive [death v]\ngo to x: (0) y: (0)\n\n@skip\n\nwhen flag clicked\nshow\nwait until <([costume # v] of [level v]) = [1]>\nrepeat until <([costume # v] of [level v]) = [16]>\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n set size to (120) %\n else\n set [ghost v] effect to (50)\n set size to (100) %\n end\nend\nhide\n\nwhen this sprite clicked\nbroadcast (Next v)\nplay sound [pop v] until done\n\n@Spring1\n\nwhen flag clicked\ngo to x: (-100) y: (-90)\nhide\nwait (1) seconds\nswitch costume to (costume1 v)\nwait until <([costume # v] of [level v]) = [8]>\nshow\nrepeat until <([costume # v] of [level v]) = [10]>\n if <touching (sprite v)?> then\n switch costume to (costume2 v)\n set [y v] to [15]\n wait (0.1) seconds\n switch costume to (costume1 v)\n play sound [Basketball Bounce v] until done\n else\n switch costume to (costume1 v)\n end\nend\nhide\nwait until <([costume # v] of [level v]) = [12]>\ngo to x: (-120) y: (-90)\nshow\nrepeat until <([costume # v] of [level v]) = [13]>\n if <touching (sprite v)?> then\n switch costume to (costume2 v)\n set [y v] to [14]\n wait (0.1) seconds\n switch costume to (costume1 v)\n play sound [Basketball Bounce v] until done\n else\n switch costume to (costume1 v)\n end\nend\nhide\nwait until <([costume # v] of [level v]) = [15]>\ngo to x: (0) y: (-90)\nshow\nrepeat until <([costume # v] of [level v]) = [16]>\n if <touching (sprite v)?> then\n switch costume to (costume2 v)\n set [y v] to [14]\n wait (0.1) seconds\n switch costume to (costume1 v)\n play sound [Basketball Bounce v] until done\n else\n switch costume to (costume1 v)\n end\nend\nhide\n\n@Spring2\n\nwhen flag clicked\ngo to x: (50) y: (-90)\nhide\nwait (1) seconds\nswitch costume to (costume1 v)\nwait until <([costume # v] of [level v]) = [9]>\nshow\nrepeat until <([costume # v] of [level v]) = [10]>\n if <touching (sprite v)?> then\n switch costume to (costume2 v)\n set [y v] to [15]\n wait (0.1) seconds\n switch costume to (costume1 v)\n play sound [Basketball Bounce v] until done\n else\n switch costume to (costume1 v)\n end\nend\nhide\n\n@end\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [level v]) = [16]>\ngo to [front v] layer\nshow\nplay sound [Win v] until done\n\n@favourite\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait (1) seconds\nwait until <([costume # v] of [level v]) = [16]>\ngo to [front v] layer\nshow\nrepeat (5)\n turn right (2) degrees\nend\nforever\n repeat (10)\n turn left (2) degrees\n end\n repeat (10)\n turn right (2) degrees\n end\nend\n\n@heart\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait (1) seconds\nwait until <([costume # v] of [level v]) = [16]>\ngo to [front v] layer\nshow\nrepeat (5)\n turn right (2) degrees\nend\nforever\n repeat (10)\n turn left (2) degrees\n end\n repeat (10)\n turn right (2) degrees\n end\nend\n\n
You are Spuddy. Your goal is to plant yourself back into the ground. To do this use WASD or the arrow keys, avoid red and lava, use springs and your dash then go in that hole!\n\nHeart, favourite and follow if you enjoyed!
Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (3) seconds\nforever\n play sound [{RUNAWAY} v] until done\nend\n\nwhen I receive [message1 v]\nsay [Oh yeah!? Let's just see about that!!!] for (2) seconds\n\nwhen flag clicked\nforever\n if <touching (boss v)?> then\n broadcast (game over v)\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen flag clicked\nswitch backdrop to (backdrop11 v)\n\nplay note (63) for (0.2) beats\nplay note (60) for (0.2) beats\nplay note (63) for (0.5) beats\nplay note (63) for (1) beats\nplay note (53) for (0.2) beats\nplay note (53) for (0.2) beats\nplay note (60) for (0.25) beats\nplay note (62) for (0.5) beats\nplay note (53) for (1) beats\nplay drum (1 v) for (0.25) beats\n\nwhen backdrop switches to [backdrop1 v]\ngo to [front v] layer\nshow\ngo to x: (-184) y: (40)\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <key (d v) pressed?> then\n point in direction (90)\n change [x vel v] by (0.7)\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n change [x vel v] by (-0.7)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (w v) pressed?> then\n if <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching color (#7f7f7f)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#7f7f7f)?> then\n if <key (w v) pressed?> then\n set [y vel v] to [10]\n end\n end\n if <touching color (#8a55d7)?> then\n go to x: (-200) y: (-120)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-189) y: (-3)\n end\n if <touching (sprite2 v)?> then\n go to x: (-204) y: (-6)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff0000)?> then\n go to x: (-204) y: (-6)\n end\nend\n\n@Sprite2\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [portal open v]\nshow\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game over v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\nforever\n glide (0.5) secs to x: (33) y: (34)\n wait (0.5) seconds\n glide (0.5) secs to x: (189) y: (36)\n wait (0.5) seconds\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\nrepeat until <(backdrop [name v]) = [8]>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\nrepeat until <(backdrop [name v]) = [8]>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop7 v]\nshow\nrepeat until <(backdrop [name v]) = [8]>\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@boss\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (8) y: (-159)\nswitch costume to (costume2 v)\nshow\nsay [There is NOOO way you are getting through that portal!!!] for (2) seconds\nbroadcast (message1 v)\nset [time until self destruction v] to [1000]\nshow variable [time until self destruction v]\nforever\n if <(Time Until Self Destruction) = [0 ]> then\n switch costume to (costume1 v)\n wait (0.5) seconds\n hide\n hide variable [time until self destruction v]\n broadcast (portal open v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [time until self destruction v] to [30]\nhide variable [time until self destruction v]\nhide\ngo to x: (8) y: (-159)\n\nwhen backdrop switches to [backdrop8 v]\nwait (4) seconds\nglide (1) secs to x: (7) y: (43)\nforever\n switch costume to (costume2 v)\n wait (2) seconds\n switch costume to (costume3 v)\n wait (2) seconds\n switch costume to (costume2 v)\n wait (2) seconds\n switch costume to (costume4 v)\n wait (2) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (sprite12 v)?> then\n change [time until self destruction v] by (-1)\n end\nend\n\nwhen I receive [game over v]\nhide variable [time until self destruction v]\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [start again v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (start again v)\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (costume2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [game over v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n switch costume to (costume2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume1 v)\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (costume1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nsay [Oh yeah!? Let's just see about that!!!] for (2) seconds\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop11 v)\nforever\n wait (0.5) seconds\n next costume\nend\n\nwhen backdrop switches to [backdrop1 v]\n\nforever\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nchange [ghost v] effect by (50)\nwait (0.5) seconds\nchange [ghost v] effect by (50)\nhide\n\nwhen flag clicked\nforever\n if <touching (boss v)?> then\n broadcast (GAME OVER v)\n end\nend\n\ngo to [front v] layer\nshow\ngo to x: (-184) y: (40)\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x vel v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x vel v] by (-0.7)\n end\n set [x vel v] to ((X vel) * (0.9))\n change x by (X vel)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change x by ((X vel) * (-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 <(X vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [y vel v] to [8]\n else\n set [x vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y vel)\n if <touching color (#7f7f7f)?> then\n change y by ((Y vel) * (-1))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <touching color (#7f7f7f)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [10]\n end\n end\n if <touching color (#8a55d7)?> then\n go to x: (-200) y: (-120)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n if <key (r v) pressed?> then\n go to x: (-189) y: (-3)\n end\n if <touching (sprite2 v)?> then\n go to x: (-204) y: (-6)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#ff0000)?> then\n go to x: (-204) y: (-6)\n end\nend\n\nif <not <key (left arrow v) pressed?>> then\n go to (lead v)\nend\n\n@Sprite12\n\nwhen I start as a clone\nchange [ghost v] effect by (50)\nwait (0.5) seconds\nchange [ghost v] effect by (50)\ndelete this clone\n\nwhen backdrop switches to [backdrop1 v]\nhide\nforever\n point towards (mouse-pointer v)\n go to (sprite1 v)\n if <mouse down?> then\n repeat until <<touching (_edge_ v)?> or <touching (boss v)?>>\n show\n move (20) steps\n create clone of (_myself_ v)\n end\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nchange [color v] effect by (50)\n\n@lead\n\n@Sprite13\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (-36) y: (138)\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Minions3\n\nwhen backdrop switches to [backdrop15 v]\nshow\nforever\n move (3) steps\n turn right (pick random (-20) to (20)) degrees\n if on edge, bounce\n if <touching color (#00ff55)?> then\n change y by (5)\n end\nend\n\nwhen flag clicked\ngo to x: (-16) y: (105)\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Minions2\n\nwhen backdrop switches to [backdrop15 v]\nshow\nforever\n move (3) steps\n turn right (pick random (-20) to (20)) degrees\n if on edge, bounce\n if <touching color (#00ff55)?> then\n change y by (5)\n end\nend\n\nwhen flag clicked\ngo to x: (-16) y: (105)\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Minions4\n\nwhen backdrop switches to [backdrop15 v]\nshow\nforever\n move (3) steps\n turn right (pick random (-20) to (20)) degrees\n if on edge, bounce\n if <touching color (#00ff55)?> then\n change y by (5)\n end\nend\n\nwhen flag clicked\ngo to x: (-16) y: (105)\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite7\n\nwhen I receive [game over v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start again v]\nhide\n\n@Sprite14\n\n@HAMBURGEREREREREREr\n\nwhen backdrop switches to [backdrop9 v]\nshow\nset size to (60) %\nforever\n repeat (15)\n change size by (1)\n turn right (1) degrees\n end\n repeat (15)\n change size by (-1)\n turn right (-1) degrees\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start again v]\nhide\n\n@HAMBURGEREREREREREr2\n\nwhen backdrop switches to [backdrop9 v]\nshow\nset size to (60) %\nforever\n repeat (15)\n change size by (1)\n turn right (1) degrees\n end\n repeat (15)\n change size by (-1)\n turn right (-1) degrees\n end\nend\n\ngo to x: (-36) y: (137)\n\nwhen flag clicked\nhide\n\nwhen I receive [start again v]\nhide\n\n@Sprite15\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Sprite16\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset size to (25) %\nrepeat until <(size) = [100]>\n change size by (5)\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nrepeat (24)\n turn right (15) degrees\nend\n\nturn left (15) degrees\n\nwhen flag clicked\nstart sound [Batman Transition - Comical Sound Effect \(HD\).mp3 v]\n\n
WASD to move. Press R to reset the level. Press mouse (left click) to shoot. (for boss level)\n\nNote: music is sort of loud, so feel free to turn down the volume\n\n#platformer #game #fun #awesome
Platformer! V4.2
@Stage\n\nwhen flag clicked\nset [levens v] to [10]\nhide variable [levens v]\nforever\n if <(Levens) = [0]> then\n broadcast (Game_Over v)\n stop [this script v]\n end\nend\n\nwhen I receive [menu v]\nforever\n if <(Muziek) = [4]> then\n set [muziek v] to (pick random (1) to (3))\n stop all sounds\n if <(Muziek) = [1]> then\n play sound [Confetti - Ghost v] until done\n else\n if <(Muziek) = [2]> then\n play sound [OMFG - Hello.mp3 v] until done\n else\n if <(Muziek) = [3]> then\n play sound [TheFatRat - Time Lapse v] until done\n else\n stop all sounds\n end\n end\n end\n end\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nset [muziek v] to [4]\n\n@KEVIN\n\nwhen I receive [game_over v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [punten v]\nchange [points v] by (1)\nstart sound [Coin v]\nwait (0.5) seconds\n\nwhen I receive [portaal v]\ngo to (portaal2 v)\nchange x by (80)\n\nwhen I receive [portaal_terug v]\ngo to (portaal v)\nchange x by (-80)\n\nwhen I receive [start! v]\nshow\ngo to x: (-200) y: (-121)\nwait (0.001) seconds\nset [points v] to [0]\nset [linkerzijkant v] to [0]\nset [start_spatie v] to [0]\nset [yv v] to [0]\nset [xv v] to [0]\nrepeat until <touching color (#000000)?>\n change y by (-3)\nend\nset [start_spatie v] to [1]\ngo to x: (x position) y: ((y position) + (2))\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <key (right arrow v) pressed?>>> then\n change [xv v] by (-1)\n end\n if <(LinkerZijkant) = [1]> then\n set [xv v] to [0]\n change [xv v] by (0.25)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <key (left arrow v) pressed?>>> then\n change [xv v] by (1)\n end\n if <(RechterZijkant) = [1]> then\n set [xv v] to [0]\n change [xv v] by (-0.25)\n end\n if <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n end\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n change [yv v] by (-1)\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?> or <key (w v) pressed?>> and <(Start_Spatie) = [1]>> then\n start sound [Jump v]\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching color (#0056ff)?> or <touching (falling_obstacle v)?>> then\n change [levens v] by (-1)\n set [start_spatie v] to [0]\n start sound [Crunch v]\n go to x: (-200) y: (-121)\n repeat until <touching color (#000000)?>\n change y by (-3)\n end\n go to x: (x position) y: ((y position) + (2))\n set [start_spatie v] to [1]\n set [xv v] to [0]\n end\n if <(Bovenkant_kevin) = [1]> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [menu v]\nchange [points_totaal v] by (Points)\nif <(Points_Totaal) > (☁ Global_Points)> then\n set [☁ global_points v] to (Points_Totaal)\nend\nstop [other scripts in sprite v]\n\nwhen I receive [volgende_skin v]\nif <[unlocked_skins v] contains (Skin_used)?> then\n switch costume to (Skin_used)\nelse\n switch costume to (nope v)\nend\n\nwhen flag clicked\nswitch costume to (kevin v)\n\n@punten\n\nwhen flag clicked\nset size to (50) %\n\nwhen I receive [start! v]\nforever\n go to x: (pick random (-154) to (154)) y: (pick random (120) to (-150))\n repeat until <<<not <touching (portaal v)?>> and <not <touching (portaal2 v)?>>> and <not <touching (obstakels v)?>>>\n go to x: (pick random (-154) to (154)) y: (pick random (120) to (-150))\n end\n wait until <touching (kevin v)?>\n broadcast (punten v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwait (1.1) seconds\ngo to [front v] layer\nshow\nhide variable [points_totaal v]\n\n@Portaal\n\nwhen flag clicked\nset size to (30) %\n\nwhen I receive [start! v]\nforever\n if <(levels) = [1]> then\n show\n go to x: (212) y: (-135)\n end\n if <(levels) = [2]> then\n go to x: (212) y: (-135)\n end\n if <(levels) = [3]> then\n hide\n end\n if <touching (kevin v)?> then\n start sound [Teleport2 v]\n broadcast (Portaal v)\n wait (2) seconds\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\n\nwhen I receive [start! v]\nforever\n next costume\nend\n\nwhen I receive [volgend_level v]\nif <(levels) = [4]> then\n set [levels v] to [1]\nend\n\n@Portaal2\n\nwhen flag clicked\nset size to (30) %\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\n\nwhen I receive [start! v]\nforever\n if <(levels) = [1]> then\n show\n go to x: (-207) y: (126)\n end\n if <(levels) = [2]> then\n go to x: (-207) y: (126)\n end\n if <(levels) = [3]> then\n hide\n end\n if <touching (kevin v)?> then\n start sound [Teleport2 v]\n broadcast (Portaal_terug v)\n wait (2) seconds\n end\nend\n\nwhen I receive [start! v]\nforever\n next costume\nend\n\n@obstakels\n\nwhen flag clicked\nset [levels v] to [1]\nswitch costume to (level_1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [volgend_level v]\nnext costume\nif <[unlocked_levels v] contains (Level_used)?> then\n set [levels v] to (costume [number v])\n switch costume to (Level_used)\nelse\n switch costume to (nope v)\nend\n\n@BovenKevin\n\nwhen I receive [start! v]\nhide\nforever\n go to (kevin v)\n change y by (5)\n if <touching color (#000000)?> then\n set [bovenkant_kevin v] to [1]\n else\n set [bovenkant_kevin v] to [0]\n end\nend\n\n@LinkerKevin\n\nwhen flag clicked\nhide\nforever\n go to (kevin v)\n change x by (-9)\n if <touching color (#000000)?> then\n set [linkerzijkant v] to [1]\n else\n set [linkerzijkant v] to [0]\n end\nend\n\n@RechterKevin\n\nwhen flag clicked\nhide\nforever\n go to (kevin v)\n change x by (9)\n if <touching color (#000000)?> then\n set [rechterzijkant v] to [1]\n else\n set [rechterzijkant v] to [0]\n end\nend\n\n@Menu\n\nwhen flag clicked\nset [points_totaal v] to [0]\nset [points v] to [0]\nhide\ngo to x: (0) y: (0)\nbroadcast (menu v)\n\nwhen I receive [menu v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-480) y: (0)\nshow\nset [snelheid_menu v] to [30]\nrepeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (Snelheid_menu)\n change [snelheid_menu v] by (-1)\nend\nset [snelheid_menu v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [start! v]\nset [snelheid_menu v] to [30]\nrepeat until <(x position) = [364]>\n change x by (Snelheid_menu)\n change [snelheid_menu v] by (-1)\nend\nset [snelheid_menu v] to [0]\nhide\n\n@Menu_knop\n\nwhen flag clicked\ngo to x: (185) y: (160)\n\nwhen I receive [start! v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n broadcast (menu v)\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@Play\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [menu v]\nwait (0.01) seconds\ngo to [front v] layer\ngo to x: (-480) y: (-106)\nshow\nrepeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (Snelheid_menu)\nend\ngo to x: (0) y: (-106)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n broadcast (Start! v)\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start! v]\nrepeat until <(x position) = [277]>\n change x by (Snelheid_menu)\nend\nhide\n\nwhen I receive [skins v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [back v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (-106)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n broadcast (Start! v)\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [levels v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Skins\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [menu v]\ngo to [front v] layer\ngo to x: (-480) y: (20)\nshow\nrepeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (Snelheid_menu)\nend\ngo to x: (0) y: (20)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n set [menu_skins_levels v] to [1]\n broadcast (Skins v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start! v]\nrepeat until <(x position) = [254]>\n change x by (Snelheid_menu)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [skins v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [back v]\nshow\ngo to x: (0) y: (20)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n set [menu_skins_levels v] to [1]\n broadcast (Skins v)\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [levels v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Menu_skins\n\nwhen flag clicked\nhide\n\nwhen I receive [skins v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-480) y: (0)\nshow\nset [snelheid_menu v] to [30]\nrepeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (Snelheid_menu)\n change [snelheid_menu v] by (-1)\nend\nset [snelheid_menu v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [back v]\nif <(Menu_skins_levels) = [1]> then\n set [snelheid_menu v] to [35]\n repeat until <<(x position) = [254]> or <(x position) > [254]>>\n go to [front v] layer\n change x by (Snelheid_menu)\n change [snelheid_menu v] by (-1)\n end\n set [snelheid_menu v] to [0]\n hide\n stop [other scripts in sprite v]\n set [menu_skins_levels v] to [0]\nend\n\n@Next\n\nwhen flag clicked\nhide\n\nwhen I receive [skins v]\nforever\n if <<(Menu_skins_levels) = [1]> or <(Menu_skins_levels) = [2]>> then\n go to x: (0) y: (21)\n wait (1.1) seconds\n go to [front v] layer\n show\n forever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n if <(Menu_skins_levels) = [1]> then\n broadcast (Volgende_Skin v)\n wait (0.5) seconds\n else\n broadcast (Levels v)\n wait (0.5) seconds\n end\n end\n else\n set size to (100) %\n end\n end\n end\nend\n\nwhen I receive [back v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levels v]\nforever\n if <<(Menu_skins_levels) = [1]> or <(Menu_skins_levels) = [2]>> then\n go to x: (50) y: (-10)\n wait (1.1) seconds\n go to [front v] layer\n show\n forever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n if <(Menu_skins_levels) = [1]> then\n broadcast (Volgende_Skin v)\n wait (0.5) seconds\n else\n broadcast (Volgend_level v)\n wait (0.5) seconds\n end\n end\n else\n set size to (100) %\n end\n end\n end\nend\n\n@Back\n\nwhen flag clicked\nset [menu_skins_levels v] to [0]\nhide\n\nwhen I receive [back v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [skins v]\nforever\n if <<(Menu_skins_levels) = [1]> or <(Menu_skins_levels) = [2]>> then\n wait (0.001) seconds\n go to [front v] layer\n go to x: (-480) y: (-106)\n show\n repeat until <<(x position) = [-100]> or <(x position) > [-100]>>\n change x by (Snelheid_menu)\n end\n go to x: (-100) y: (-106)\n forever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n if <(Nope_Skins) = [0]> then\n broadcast (Back v)\n wait (0.5) seconds\n show variable [points_totaal v]\n go to [back v] layer\n else\n say [First change your skin to an unlocked skin.] for (2) seconds\n end\n end\n else\n set size to (100) %\n end\n end\n end\nend\n\nwhen I receive [levels v]\nforever\n if <<(Menu_skins_levels) = [1]> or <(Menu_skins_levels) = [2]>> then\n wait (0.001) seconds\n go to [front v] layer\n go to x: (-480) y: (-106)\n show\n repeat until <<(x position) = [-100]> or <(x position) > [-100]>>\n change x by (Snelheid_menu)\n end\n go to x: (-100) y: (-106)\n forever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n if <(Nope_Levels) = [0]> then\n broadcast (Back v)\n wait (0.5) seconds\n show variable [points_totaal v]\n go to [back v] layer\n else\n say [First change your level to an unlocked level.] for (2) seconds\n end\n end\n else\n set size to (100) %\n end\n end\n end\nend\n\n@Menu_Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [levels v]\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-480) y: (0)\nshow\nset [snelheid_menu v] to [30]\nrepeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (Snelheid_menu)\n change [snelheid_menu v] by (-1)\nend\nset [snelheid_menu v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [back v]\nif <(Menu_skins_levels) = [2]> then\n set [snelheid_menu v] to [35]\n repeat until <<(x position) = [254]> or <(x position) > [254]>>\n go to [front v] layer\n change x by (Snelheid_menu)\n change [snelheid_menu v] by (-1)\n end\n set [snelheid_menu v] to [0]\n hide\n set [menu_skins_levels v] to [0]\nend\n\n@Levels\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [menu v]\nwait (0.002) seconds\ngo to [front v] layer\ngo to x: (-480) y: (-20)\nshow\nrepeat until <<(x position) = [0]> or <(x position) > [0]>>\n change x by (Snelheid_menu)\nend\ngo to x: (0) y: (-20)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n set [menu_skins_levels v] to [2]\n broadcast (Levels v)\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start! v]\nrepeat until <(x position) = [254]>\n change x by (Snelheid_menu)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levels v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [skins v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [back v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (-20)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n set [menu_skins_levels v] to [2]\n broadcast (Levels v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@Skins_sprite\n\nwhen flag clicked\nswitch costume to (kevin v)\nset size to (180) %\nhide\ngo to x: (-100) y: (20)\ndelete all of [unlocked_skins v]\nadd [KEVIN] to [unlocked_skins v]\n\nwhen I receive [skins v]\nwait (1) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [volgende_skin v]\nnext costume\nset [skin_used v] to (costume [name v])\nif <not <[unlocked_skins v] contains (Skin_used)?>> then\n switch costume to (nope v)\n set [nope_skins v] to [1]\nelse\n set [nope_skins v] to [0]\nend\n\nwhen I receive [back v]\nif <(Menu_skins_levels) = [1]> then\n hide\n stop [other scripts in sprite v]\nend\n\nwhen I receive [menu v]\nwait (1) seconds\nif <<(Points_Totaal) > [4]> and <not <[unlocked_skins v] contains [Oranje]?>>> then\n add [Oranje] to [unlocked_skins v]\nend\nif <<(Points_Totaal) > [9]> and <not <[unlocked_skins v] contains [Rood]?>>> then\n add [Rood] to [unlocked_skins v]\nend\nif <<(Points_Totaal) > [14]> and <not <[unlocked_skins v] contains [Ventje]?>>> then\n add [Ventje] to [unlocked_skins v]\nend\nif <<(Points_Totaal) > [19]> and <not <[unlocked_skins v] contains [Ventje_Oranje]?>>> then\n add [Ventje_Oranje] to [unlocked_skins v]\nend\nif <<(Points_Totaal) > [24]> and <not <[unlocked_skins v] contains [Ventje_Rood]?>>> then\n add [Ventje_Rood] to [unlocked_skins v]\nend\n\n@Obstakels_sprite\n\nwhen I receive [menu v]\nwait (1) seconds\nif <<(Points_Totaal) > [9]> and <not <[unlocked_levels v] contains [Level_2]?>>> then\n add [Level_2] to [unlocked_levels v]\nend\nif <<(Points_Totaal) > [19]> and <not <[unlocked_levels v] contains [Level_3]?>>> then\n add [Level_3] to [unlocked_levels v]\nend\n\nwhen flag clicked\nswitch costume to (level_1 v)\nset size to (30) %\ngo to x: (0) y: (0)\nhide\ndelete all of [unlocked_levels v]\nadd [Level_1] to [unlocked_levels v]\n\nwhen I receive [levels v]\ngo to x: (-70) y: (-10)\nwait (1) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [volgend_level v]\nnext costume\nset [level_used v] to (costume [name v])\nif <not <[unlocked_levels v] contains (Level_used)?>> then\n switch costume to (nope v)\n set [nope_levels v] to [1]\nelse\n set [nope_levels v] to [0]\nend\n\nwhen I receive [back v]\nif <(Menu_skins_levels) = [2]> then\n hide\n stop [other scripts in sprite v]\nend\n\n@Muziek_knop\n\nwhen I receive [menu v]\nwait (1) seconds\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n next costume\n if <(Muziek) = [0]> then\n set [muziek v] to [4]\n else\n set [muziek v] to [0]\n stop all sounds\n end\n wait (0.5) seconds\n end\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\ngo to x: (-100) y: (-105)\nswitch costume to (sound-icon2 v)\n\nwhen I receive [start! v]\nhide\ngo to [back v] layer\nstop [other scripts in sprite v]\n\nwhen I receive [levels v]\nhide\ngo to [back v] layer\nstop [other scripts in sprite v]\n\nwhen I receive [skins v]\nhide\ngo to [back v] layer\nstop [other scripts in sprite v]\n\nwhen I receive [back v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n next costume\n if <(Muziek) = [0]> then\n set [muziek v] to [4]\n else\n set [muziek v] to [0]\n stop all sounds\n end\n wait (0.5) seconds\n end\n else\n set size to (100) %\n end\nend\n\n@Falling_obstacle\n\nwhen I receive [start! v]\nforever\n go to x: (-29) y: (161)\n switch costume to (blauw v)\n repeat (5)\n wait (0.25) seconds\n switch costume to (rood v)\n wait (0.25) seconds\n switch costume to (blauw v)\n start sound [Tennis Hit v]\n end\n start sound [Wobble v]\n wait (0.1) seconds\n switch costume to (blauw2 v)\n wait (0.1) seconds\n switch costume to (blauw3 v)\n wait (0.1) seconds\n switch costume to (blauw4 v)\n wait (0.1) seconds\n switch costume to (blauw5 v)\n wait (0.1) seconds\n switch costume to (blauw6 v)\n repeat until <<touching color (#000000)?> or <touching (kevin v)?>>\n change y by (-3.5)\n end\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\n\n@Mobile_Boven\n\nwhen flag clicked\ngo to x: (190) y: (110)\nset size to (50) %\n\nwhen I receive [start! v]\nif <(Mobile) = [1]> then\n show\n forever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(Start_Spatie) = [1]>> then\n start sound [Jump v]\n set [yv v] to [12]\n wait (0.75) seconds\n end\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Mobile_Rechts\n\nwhen flag clicked\ngo to x: (207) y: (90)\nset size to (50) %\n\nwhen I receive [start! v]\nif <(Mobile) = [1]> then\n show\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [xv v] by (1)\n end\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Mobile_Links\n\nwhen flag clicked\nset size to (50) %\ngo to x: (175) y: (90)\n\nwhen I receive [start! v]\nif <(Mobile) = [1]> then\n show\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n change [xv v] by (-1)\n end\n end\nend\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\n\n@Mobile_button\n\nwhen I receive [menu v]\nif <(Mobile) = [0]> then\n wait (1) seconds\n go to [front v] layer\n show\n forever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n if <mouse down?> then\n start sound [Button clicked v]\n set [mobile v] to [1]\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\ngo to x: (94) y: (-106)\nset [mobile v] to [0]\nhide\n\nwhen I receive [start! v]\nhide\nstop [other scripts in sprite v]\n\n@Heart\n\nwhen flag clicked\nset [levens v] to [10]\nhide variable [levens v]\nforever\n if <(Levens) = [0]> then\n broadcast (Game_Over v)\n stop [this script v]\n end\nend\n\n@Game_over\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game_over v]\nhide variable [levens v]\nshow\nstop all sounds\nstart sound [zapsplat_multimedia_male_voice_processed_says_you_lose_21571 v]\nwait (1.75) seconds\nstop [all v]\n\n@bollekes\n\nwhen I receive [start! v]\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.7)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (220) y: (pick random (-225) to (225))\nset size to (pick random (80) to (150)) %\nset [ghost v] effect to (pick random (50) to (90))\nrepeat until <touching (_edge_ v)?>\n change x by (-3)\nend\nhide\ndelete this clone\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Tientallen\n\nwhen I receive [menu v]\nhide\nstop [other scripts in sprite v]\nwait (1) seconds\ngo to x: (20) y: (75)\nshow\ngo to [front v] layer\nif <(length of (Points_Totaal)) = [1]> then\n switch costume to (0 v)\nelse\n switch costume to (letter (1) of (Points_Totaal))\nend\ndelete this clone\n\nwhen I receive [start! v]\nhide\nwait (1) seconds\ngo to x: (87) y: (153)\nshow\ncreate clone of (_myself_ v)\nforever\n if <(length of (Levens)) = [2]> then\n switch costume to (letter (1) of (Levens))\n else\n switch costume to (0 v)\n end\nend\n\nwhen I receive [skins v]\nhide\n\nwhen I receive [levels v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I start as a clone\ngo to x: (-100) y: (153)\nforever\n if <(length of (Points)) = [2]> then\n switch costume to (letter (1) of (Points))\n else\n switch costume to (0 v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Eenheden\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\nwait (1) seconds\ngo to x: (35) y: (75)\nshow\ngo to [front v] layer\nswitch costume to (letter (length of (Points_Totaal)) of (Points_Totaal))\ndelete this clone\n\nwhen I receive [start! v]\nhide\nwait (1) seconds\ngo to x: (102) y: (153)\nshow\ncreate clone of (_myself_ v)\nforever\n switch costume to (letter (length of (Levens)) of (Levens))\nend\n\nwhen I receive [back v]\nshow\n\nwhen I receive [levels v]\nhide\n\nwhen I receive [skins v]\nhide\n\nwhen I start as a clone\ngo to x: (-85) y: (153)\nforever\n switch costume to (letter (length of (Points)) of (Points))\nend\n\nwhen flag clicked\nhide\n\n
First game since a long time,\nPlatformer!\nenjoy!\n______________________\nControls:\nUse the arrow keys left/A, right/D and up/W.\nDo not touch blue spines\n\n
Venture - A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Potential v] until done\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [22]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [23]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-200) y: (-93)\nset rotation style [left-right v]\nset size to (40) %\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n Physics\n Nextlevel\n Die/Respawn\n Touching Jump Pad\nend\n\ndefine Physics\nchange [yvel v] by (-1)\nif <key (right arrow v) pressed?> then\n change [xvel v] by (1)\n point in direction (90)\nend\nif <key (left arrow v) pressed?> then\n change [xvel v] by (-1)\n point in direction (-90)\nend\nset [xvel v] to ((xvel) * (0.9))\nchange x by (xvel)\nif <touching (platforms v)?> then\n change y by (1)\nend\nif <touching (platforms v)?> then\n change y by (1)\nend\nif <touching (platforms v)?> then\n change y by (1)\nend\nif <touching (platforms v)?> then\n change y by (1)\nend\nif <touching (platforms v)?> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <key (up arrow v) pressed?> then\n set [yvel v] to [11.5]\n if <(xvel) > [0]> then\n set [xvel v] to [-10]\n else\n set [xvel v] to [10]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (yvel)\nif <touching (platforms v)?> then\n change y by ((yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [yvel v] to [14]\nend\nchange y by (1)\n\ndefine Nextlevel\nif <(x position) > [241]> then\n change [level v] by (1)\n go to x: (-200) y: (-93)\nend\n\nwhen flag clicked\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 (-3)\nend\ndelete this clone\n\ndefine Die/Respawn\nif <touching (spikes v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-2)\n end\n go to x: (-200) y: (-93)\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (2)\n end\nend\n\ndefine Touching Jump Pad\nif <touching (jump_pad v)?> then\n set [yvel v] to [23]\nend\n\nwhen I receive [reset v]\ngo to x: (-200) y: (-93)\n\n@Platforms\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> and <not <(Level) = [23]>>> then\n wait until <not <key (s v) pressed?>>\n change [level v] by (1)\n broadcast (Reset v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\n go to x: (item (Level) of [spike_positionx v]) y: (item (Level) of [spike_positiony v])\nend\n\n@Text_Sprite\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Cloud\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n wait (pick random (1.5) to (2.9)) seconds\n create clone of (_myself_ v)\n wait (pick random (1.5) to (2.9)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (-95) y: (pick random (180) to (90))\nglide (3.9) secs to x: (390) y: (y position)\ndelete this clone\n\n@Jump_Pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\n go to x: (item (Level) of [jumppadpositionx v]) y: (item (Level) of [jumppadpositiony v])\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change y by (-10)\n wait (0.3) seconds\n change y by (10)\n wait (0.3) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (0) y: (0)\n\n
Hello! Welcome to Venture - A platformer\nArrow keys to move\nWall jumping\nAvoid spikes\ns to skip\nPLEASE LOVE AND FAVE!! THANK YOU! Enjoy!\nA special thanks to @Bear08 for proposing this to be featured!! (It's in the studio!!)\n(There is one seemingly impossible level in the game!\nLOVE AND FAVE!!!!!!!!!)\n\n\n\nLOOVEE AND FAAVEE!!\n\n\n\n\n\n\n\n\n\n#game #games #platformer #platformers #Aneesh240\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\n\n\n\nLOOOVVVVVEE AAAAANNNNND FAAVVE!! Maybe followadf\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\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\nJust pleaseplaseplasepleasepleaseplease LOOVE AND FAAVEE AND FOLLOW!!!!!!!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nEnough now.\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\n\n\n\n\n\n\n\n\n\n\nUmmm, why are you down here?....\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\nStop following me!!!!!!\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...
Covid-19 a multiplayer platformer #Griffpatch
@Stage\n\nwhen flag clicked\nswitch backdrop to (oip v)\nswitch backdrop to (coronavirus v) and wait\n\n@connecting\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nelse\n broadcast (start v)\nend\nhide\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nrepeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (8)) - (5)) of [cloud list v]) to [check v]\nend\nwait (2) seconds\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\nrepeat (10)\n change [moved? v] by (1)\n if <(item (Moved?) of [check v]) = (item (((Moved?) * (8)) - (5)) of [cloud list v])> then\n set [@playerslot v] to (Moved?)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [started v] to [0]\n\nwhen I receive [start v]\nset [started v] to [1]\n\nforever\n set [☁ p2 v] to [0]\n set [☁ p3 v] to [0]\n set [☁ p4 v] to [0]\n set [☁ p5 v] to [0]\n set [☁ p6 v] to [0]\n set [☁ p7 v] to [0]\n set [☁ p8 v] to [0]\nend\n\nset [☁ p1 v] to [0]\n\nwhen I receive [aw v]\nshow\ngo to [front v] layer\nswitch costume to (full2 v)\n\nwhen flag clicked\nforever\n if <(Full?) = [True]> then\n go to [front v] layer\n switch costume to (full v)\n show\n stop [all v]\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nhide variable [@playerslot v]\n\n@Players\n\ndefine Movement (id)\nset size to (60) %\nshow\nthink (username)\nchange [y2 v] by (-1)\nif <(chat.output) > [0]> then\n say (item ((chat.output) + ((chat.mode) * (9))) of [chat v])\nend\nif <(x position) > [230]> then\n if <(Level) = [9]> then\n broadcast (win v)\n end\n change [level v] by (1)\n go to x: (-200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (-0.6)\n switch costume to (2 v)\nelse\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (0.6)\n switch costume to (1 v)\n else\n switch costume to (3 v)\n end\nend\nset [x2 v] to ((x2) * (0.9))\nchange x by (x2)\nSave My Data\nif <touching (figur9 v)?> then\n change y by (1)\nend\nif <touching (figur9 v)?> then\n change y by (1)\nend\nif <touching (figur9 v)?> then\n change y by (1)\nend\nif <touching (figur9 v)?> then\n change y by (1)\nend\nif <touching (figur9 v)?> then\n change y by (-4)\n change x by ((x2) * (-1))\nend\nchange y by (y2)\nSave My Data\nif <touching (figur9 v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\nend\nchange y by (-1)\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching (figur9 v)?>> then\n set [last.activity v] to (timer)\n set [y2 v] to [15]\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [y2 v] to [0]\nend\nif <touching (water v)?> then\n go to x: (-192) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\n switch costume to (4 v)\nend\nSave My Data\ngo to [front v] layer\n\ndefine Save My Data\ndelete all of [my list v]\nadd (x position) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (999) to (99999)) to [my list v]\nadd (username) to [my list v]\nadd (Level) to [my list v]\nadd (chat.output) to [my list v]\nadd (chat.mode) to [my list v]\nadd (costume [name v]) to [my list v]\n\nwhen [t v] key pressed\nif <(chat) = [1]> then\n set [chat v] to [0]\nelse\n set [chat v] to [1]\nend\n\nwhen flag clicked\nset [chat v] to [0]\nset [chat1 v] to [1: achoo]\nset [chat2 v] to [2: Hello!]\nset [chat3 v] to [3: How are you I have the coronavirus]\nset [chat4 v] to [4: I'm sick, thanks!]\nset [chat5 v] to [5: I have it! What about you?]\nset [chat6 v] to [6: Not so good :\(]\nset [chat7 v] to [7: How to beat this sickness?]\nset [chat8 v] to [8: Come with me and get sick]\nset [chat9 v] to [9: Wait for me i need to infect you]\nset [chat10 v] to [A: *cough*]\nset [chat11 v] to [B: OK]\ndelete all of [chat v]\nadd [Achoo] to [chat v]\nadd [Hello!] to [chat v]\nadd [How are you I have the coronavirus] to [chat v]\nadd [ I'm sick, thanks!] to [chat v]\nadd [I'm fine! What about you?] to [chat v]\nadd [Not so good :\(] to [chat v]\nadd [ How to beat this sickness?] to [chat v]\nadd [Come with me and get sick] to [chat v]\nadd [ Wait for me i need to infect you] to [chat v]\nadd [*cough*] to [chat v]\nadd [OK] to [chat v]\n\nwhen flag clicked\nhide variable [players v]\n\nwhen I receive [start v]\nshow variable [players v]\n\nwhen I start as a clone\ngo to x: (-200) y: (0)\nwait until <(started) = [1]>\nforever\n Tick\nend\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\nwhen I receive [start v]\nwait (5) seconds\nforever\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (aw v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [chat.output v] to [0]\n\nsay [What Up Mickey]\n\nwait (1) seconds\n\nplay sound [pop v] until done\n\ndefine hide vars\nset [chat v] to [0]\nhide variable [chat1 v]\nhide variable [chat2 v]\nhide variable [chat3 v]\nhide variable [chat4 v]\nhide variable [chat5 v]\nhide variable [chat6 v]\nhide variable [chat7 v]\nhide variable [chat8 v]\nhide variable [chat9 v]\nhide variable [chat10 v]\nhide variable [chat11 v]\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n if <(item (((id) * (8)) - (3)) of [cloud list v]) = (Level)> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (4))\n show\n set size to (60) %\n think (item (((id) * (8)) - (4)) of [cloud list v])\n if <(item (((id) * (8)) - (0)) of [cloud list v]) = [4]> then\n go to x: (item (((id) * (8)) - (7)) of [cloud list v]) y: (item (((id) * (8)) - (6)) of [cloud list v])\n else\n change x by (((x position) - (item (((id) * (8)) - (7)) of [cloud list v])) / (-2.5))\n change y by (((y position) - (item (((id) * (8)) - (6)) of [cloud list v])) / (-2.5))\n end\n if <(item (((id) * (8)) - (2)) of [cloud list v]) > [0]> then\n say (item ((item (((id) * (8)) - (2)) of [cloud list v]) + ((item (((id) * (8)) - (1)) of [cloud list v]) * (9))) of [chat v])\n end\n else\n hide\n end\nend\n\nwhen I receive [initialise v]\nhide\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nforever\n if <(chat) = [1]> then\n show variable [chat1 v]\n show variable [chat2 v]\n show variable [chat3 v]\n show variable [chat4 v]\n show variable [chat5 v]\n show variable [chat6 v]\n show variable [chat7 v]\n show variable [chat8 v]\n show variable [chat9 v]\n show variable [chat10 v]\n show variable [chat11 v]\n if <key (1 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (2 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (3 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [3]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (4 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [4]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (5 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [5]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (6 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [6]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (7 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [7]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (8 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [8]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (9 v) pressed?> then\n hide vars\n set [chat.mode v] to [0]\n set [chat.output v] to [9]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (a v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [1]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n if <key (b v) pressed?> then\n hide vars\n set [chat.mode v] to [1]\n set [chat.output v] to [2]\n wait (2) seconds\n set [chat.output v] to [0]\n end\n else\n hide vars\n end\nend\n\nwhen flag clicked\nset [last.activity v] to [1]\n\nwhen flag clicked\nif <(username) = [hcps-carrollmd]> then\n set voice to (tenor v)::tts\n speak [Hello micah what is up bro tell me in comments]::tts\n speak [bye]::tts\nend\n\nplay sound [recording1 v] until done\nplay sound [recording2 v] until done\n\nwhen flag clicked\nif <(username) = [hcps-carrollmd]> then\nend\n\nplay sound [recording1 v] until done\nplay sound [recording2 v] until done\n\nsay [What Up Mickey]\n\nspeak [tell me in comments]::tts\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Cloud\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (8)) - (5)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (8)) - (5)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (0.3) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(timer) < ((last.activity) + (60))> then\n if <(id) = [1]> then\n set [☁ p1 v] to (Output)\n else\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Figur9\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwait (4) seconds\n\nwhen flag clicked\n\nplay sound [recording1 v] until done\nplay sound [recording2 v] until done\nsay [What Up Mickey]\n\nwhen flag clicked\nif <(username) < [hcps-carrollmd]> then\nend\n\nspeak [hello]::tts\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@water\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (-160)\n wait (0.1) seconds\n next costume\n set [ghost v] effect to (19)\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite1\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite2\n\nwhen flag clicked\nshow\nset size to (20) %\nforever\n turn right (15) degrees\n go to [front v] layer\n change size by (((size) - (90)) / (-5))\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (228) y: (196)\nhide\n\nwhen I receive [tick v]\nturn right (1) degrees\nshow\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nif <(Players) = [1]> then\n go to x: (0) y: (100)\n switch costume to (alone v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\nend\n\nwhen I receive [start v]\nwait (2) seconds\nset [pp v] to (Players)\nforever\n if <(pp) < (Players)> then\n wait (2) seconds\n if <(pp) < (Players)> then\n broadcast (joined v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (joined v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\n if <(Players) < (pp)> then\n wait (2) seconds\n if <(Players) < (pp)> then\n broadcast (left v)\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (left v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset voice to (tenor v)::tts\nspeak (username)::tts\nspeak [Your hospital ID is]::tts\nspeak (@PlayerSlot)::tts\nspeak []::tts\n\nwhen I receive [joined v]\nspeak [A player has joined the game and gotten sick.]::tts\n\nwhen I receive [left v]\nspeak [A player has died because of the coronavirus.]::tts\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Sprite5\n\nwhen I receive [win v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (-100)\nset [time v] to (timer)\nforever\n show variable [time v]\n hide variable [players v]\n go to [front v] layer\n change y by ((y position) / (-10))\nend\n\nwhen flag clicked\nhide variable [time v]\n\nwhen flag clicked\nhide\nset [brightness v] effect to (100)\n\nwhen I receive [win v]\nrepeat (25)\n change [brightness v] effect by (-4)\nend\n\nwhen I receive [win v]\nwait (0.1) seconds\nstart sound [YOU WON! v]\n\nwhen I receive [start v]\nreset timer\n\n@Sprite7\n\nwhen flag clicked\nset [hcps-nolandtj in da house v] to [0]\nif <(username) = [hcps-nolandtj]> then\n forever\n set [hcps-nolandtj in da house v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Hcps-nolandtj in da house) = [1]> then\n show\n else\n hide\n end\nend\n\n
Follow me and you can be like @TimMcCool who followed me too!!! \ndon't report this it's just for a laugh \nto chat, press t and then select one of the 11 phrases\nyou can see other players and chat with them\n\nif you stay inactive longer than 60 seconds, the system will kick you out
Don't Grow! - A Platformer
@Stage\n\n@Ball\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-231) y: (-134)\n\nwhen flag clicked\nforever\n change [yv v] by (-1)\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 (#323232)?> then\n change y by (1)\n if <touching color (#323232)?> then\n change y by (1)\n if <touching color (#323232)?> then\n change y by (1)\n if <touching color (#323232)?> then\n change y by (1)\n if <touching color (#323232)?> 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 (#323232)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#323232)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching color (#f4ff40)?> then\n glide (1) secs to x: (-231) y: (-134)\n next backdrop\n end\n if <color (#4c00ff) is touching (#ff4040)?> then\n go to x: (-231) y: (-143)\n change size by (8)\n end\n if <(x position) > [230]> then\n broadcast (message1 v)\n go to x: (-231) y: (-141)\n end\n if <color (#4c00ff) is touching (#9966ff)?> then\n set [yv v] to [22]\n end\n if <<touching (mouse-pointer v)?> and <touching color (#ccd73d)?>> then\n set [yv v] to [10]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (75)\nwait (.15) seconds\ndelete this clone\n\nwhen flag clicked\nrepeat (10)\n if <key (s v) pressed?> then\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nplay sound [jjd-adventure-ncs-release-EbnAltDNm v] until done\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 [jjd-adventure-ncs-release-EbnAltDNm v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-231) y: (-141)\n end\nend\n\nwhen flag clicked\nset size to (10) %\n\nwhen I receive [grow! v]\nchange size by (-5)\n\nforever\n if <<key (up arrow v) pressed?> and <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n if <(Xv) > [0]> then\n change [yv v] by (1)\n else\n change [yv v] by (1)\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\nend\n\n@Level\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message2 v]\nnext costume\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (message1 v)\nhide\n\nwhen flag clicked\nshow\n\n
100% POSSIBLE!!!!!!!\nArrow keys to move\nR to restart \nM to mute music, N to play it again\nThe goal is to make it to the end as small as possible, but every time you die you get bigger. The whole game is built on size, and some levels you can only complete if you are small enough\nThere is a skip button but you can only use it once, so use it sparingly...\nCheck out @hobocat23\nTags:\n#platformer #grow #stayhome #coronavirus #games #don't #grow
Warrior Cat Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop4 v)\nforever\n play sound [Warriors song v] until done\nend\n\nwhen I receive [play game v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [next level v]\nnext backdrop\nif <(backdrop [number v]) = [17]> then\n broadcast (came back v)\nend\n\nwhen I receive [end end end v]\nswitch backdrop to (backdrop18 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nsay [Hi! My name is Blackspots, ThunderClan's deputy, and your mentor. I'll be guide you around ThunderClan today.] for (4) seconds\nask [What's the prefix of your name? ] and wait\nset [prefixx v] to (answer)\nset [name cat v] to (join (Prefixx) [paw])\nsay [What do you look like?] for (2) seconds\nbroadcast (what do you look like v)\nswitch backdrop to (backdrop2 v)\nhide\n\n@Sprite2\n\nwhen I receive [what do you look like v]\nset size to (150) %\nshow\ngo to x: (0) y: (0)\nforever\n if <<key (space v) pressed?> and <(backdrop [name v]) = [backdrop2]>> then\n next costume\n wait (0.2) seconds\n end\nend\n\nwhen I receive [play game v]\nhide\nset size to (75) %\nwait (1.5) seconds\ngo to x: (-196) y: (-17)\nshow\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(backdrop [name v]) = [backdrop17]>\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> 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 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 (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 (#000008)?> 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 (#000008)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#69c7ff)?> or <touching color (#393a36)?>> then\n go to x: (-196) y: (13)\n end\n if <<(x position) = [240]> or <(x position) > [240]>> then\n broadcast (next level v)\n end\n if <touching color (#ffff00)?> then\n set [y v] to [20]\n end\n if <touching color (#ccd8ff)?> 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\ngo to x: (-166) y: (-85)\n\nwhen I receive [next level v]\ngo to x: (-196) y: (13)\n\nwhen I receive [i do v]\nsay [I do.] for (2) seconds\nbroadcast (then v)\n\nwhen I receive [end end end v]\nhide\n\nwhen flag clicked\nset size to (75) %\nhide\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\ngo to [front v] layer\nshow\ngo to x: (-102) y: (-92)\nrepeat until <(backdrop [name v]) = [backdrop2]>\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [2]>>> then\n broadcast (start v)\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait until <(backdrop [name v]) = [backdrop2]>\nshow\nset size to (50) %\ngo to x: (179) y: (-126)\nrepeat until <(backdrop [name v]) = [backdrop1]>\n if <touching (mouse-pointer v)?> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [2]>>> then\n broadcast (play game v)\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nset [name cat v] to [0]\nset size to (80) %\nhide\nadd [claw] to [names sufix v]\nadd [fur] to [names sufix v]\nadd [pelt] to [names sufix v]\nadd [shine] to [names sufix v]\nadd [heart] to [names sufix v]\nadd [feather] to [names sufix v]\nadd [leaf] to [names sufix v]\nadd [flight] to [names sufix v]\nadd [stripe] to [names sufix v]\nadd [tail] to [names sufix v]\nadd [wind] to [names sufix v]\nadd [stream] to [names sufix v]\nadd [storm] to [names sufix v]\nadd [flower] to [names sufix v]\nadd [song] to [names sufix v]\nadd [fang] to [names sufix v]\n\nwhen I receive [then v]\nsay [By the powers of StarClan, I give you your warrior name.] for (3) seconds\nsay (join (Name cat) [, from now on you will be known as...]) for (2) seconds\nsay (join (Prefixx) (item (random) of [names sufix v])) for (2) seconds\nsay [I am proud to have you as my warrior.] for (3) seconds\nbroadcast (end end end v)\nhide\n\nwhen I receive [came back v]\nshow\npoint in direction (-90)\ngo to x: (152) y: (-81)\nsay (join [Hello ] (join (Name cat) [! I see. You came back from patrol.])) for (3) seconds\nthink [Hmm...] for (2) seconds\nsay [Let all cats old enough to catch their own prey gather around for a clan meeting.] for (3) seconds\nsay [I, Twilightstar, leader of ThunderClan, call upon my warrior ancestors to look down on this apprentice.] for (3) seconds\nsay [] for (2) seconds\nsay [and I commend him/her to you as a warrior in his/her turn.] for (2) seconds\nsay (join (Name cat) [, do you promise to uphold the warrior code and protect and defend this Clan, even at the cost of your life?]) for (4) seconds\nbroadcast (i do v)\n\n
Warriors Platformer!\nUse the arrow keys.\nEnjoy!
Roblox Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Roblox song 2 v] until done\n play sound [Roblox Song v] until done\nend\n\n@Roblox Player\n\ngo to x: (-193) y: (0)\n\nwhen I receive [message1 v]\ngo to x: (-193) y: (0)\n\nwhen flag clicked\nset [deaths v] to [0]\nshow variable [level v]\nshow\nset [level v] to [1]\nswitch backdrop to (level 1 v)\nset rotation style [left-right v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n move (-5) steps\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n move (5) steps\n end\n if <touching color (#35ff00)?> then\n next backdrop\n change [level v] by (1)\n go to x: (-193) y: (0)\n end\n if <touching color (#ff0000)?> then\n start sound [Oof Sound v]\n go to x: (-193) y: (0)\n change [deaths v] by (1)\n end\n if <touching color (#ca00ff)?> then\n change y by (5)\n end\nend\n\nwhen flag clicked\ngo to x: (-193) y: (0)\nset [velocity v] to [0]\nset [gravity v] to [-0.3]\nforever\n set [velocity v] to ((velocity) + (gravity))\n set y to ((y position) + (velocity))\n if <<touching color (#000000)?> and <(velocity) < [0.01]>> then\n set [velocity v] to [0.3]\n end\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> and <touching color (#000000)?>> then\n set [velocity v] to [9]\n end\nend\n\nwhen flag clicked\n\n@Goal\n\nwhen backdrop switches to [level 1 v]\ngo to x: (209) y: (9)\n\nwhen backdrop switches to [level 2 v]\ngo to x: (209) y: (9)\n\nwhen backdrop switches to [level 4 v]\ngo to x: (209) y: (9)\n\nwhen backdrop switches to [level 3 v]\ngo to x: (-49) y: (241)\n\nwhen backdrop switches to [level 5 v]\ngo to x: (209) y: (9)\n\nwhen backdrop switches to [level 6 v]\ngo to x: (209) y: (9)\n\nwhen backdrop switches to [level 7 v]\ngo to x: (209) y: (9)\n\nwhen backdrop switches to [level 8 v]\ngo to x: (209) y: (9)\n\nwhen backdrop switches to [level 10 v]\ngo to x: (209) y: (9)\n\nwhen backdrop switches to [level 9 v]\ngo to x: (209) y: (9)\n\nwhen backdrop switches to [level 11 v]\ngo to x: (-153) y: (286)\n\nwhen backdrop switches to [you won! v]\nhide\nhide variable [level v]\n\nwhen flag clicked\nshow variable [level v]\nshow\n\n@Skip\n\nwhen flag clicked\nhide\nforever\n if <(Deaths) = [5]> then\n show\n broadcast (message1 v)\n end\nend\n\nwhen this sprite clicked\nnext backdrop\nhide\nset [deaths v] to [0]\n\n
a or the left button to go to the left.\nd or the right button to go to the right.\nthe Space bar or the up button to go jump.\nWatch out for red! Green is your goal. There are 11 levels total!
Cave- A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (cave v) and wait\nforever\n play sound [Tobu & Itro - Sunburst v] until done\nend\n\nwhen I receive [change background v]\nswitch backdrop to (sky v)\n\n@Player\n\nwhen flag clicked\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (10)\nforever\n create clone of (_myself_ v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((X Velocity) * (.9))\n change x by (X Velocity)\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 ((X Velocity) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [level v] by (1)\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n go to x: (-214) y: (10)\n end\n if <<touching (spikes v)?> or <<touching (spikes 2 v)?> or <<touching (spikes 3 v)?> or <<touching (spikes 4 v)?> or <touching (spikes 5 v)?>>>>> then\n repeat (15)\n change [ghost v] effect by (5)\n change size by (.3)\n change [pixelate v] effect by (20)\n end\n clear graphic effects\n set size to (100) %\n go to x: (-214) y: (10)\n end\n if <<touching (trampoline v)?> or <<touching (trampoline 2 v)?> or <touching (trampoline 3 v)?>>> then\n set [y velocity v] to [20]\n end\n if <key (r v) pressed?> then\n go to x: (-214) y: (10)\n end\n if <touching (gap v)?> then\n go to x: (-214) y: (10)\n end\nend\n\nwhen I start as a clone\nrepeat (8)\n change [ghost v] effect by (15)\n change size by (-7)\nend\ndelete this clone\n\nwhen I receive [skip v]\ngo to x: (-214) y: (10)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (-5)\nset [level v] to [1]\nforever\n switch costume to (Level)\n if <(costume [number v]) = [2]> then\n broadcast (text v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (Spike v)\n else\n broadcast (Spikes Disappear v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (Trampoline v)\n else\n broadcast (Disappear Trampoline v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (Trampoline 2nd time v)\n else\n broadcast (Disappear Trampoline 2 v)\n broadcast (Spikes Disappear 2 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (Spikes 3 v)\n else\n broadcast (Disappear Spike 3 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (text 2 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (Spikes 4 v)\n else\n broadcast (Disappear Spike 4 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (Spikes 5 v)\n else\n broadcast (Disappear Spike 5 v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (Trampoline 3 v)\n else\n broadcast (Disappear Trampoline 3 v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (Change background v)\n else\n switch backdrop to (cave v)\n end\nend\n\nwhen I receive [skip v]\nchange [level v] by (1)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [spike v]\nswitch costume to (level 3 spikes v)\ngo to x: (-26) y: (-107)\nshow\n\nwhen I receive [spikes disappear v]\nhide\n\n@Spikes 2\n\nwhen I receive [trampoline 2nd time v]\ngo to x: (4) y: (58)\nshow\n\nwhen I receive [spikes disappear 2 v]\nhide\n\nwhen flag clicked\nhide\n\n@Spikes 3\n\nwhen flag clicked\nhide\n\nwhen I receive [spikes 3 v]\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [disappear spike 3 v]\nhide\n\n@Spikes 4\n\nwhen flag clicked\nhide\n\nwhen I receive [disappear spike 4 v]\nhide\n\nwhen I receive [spikes 4 v]\ngo to x: (105) y: (-66)\nshow\n\n@Spikes 5\n\nwhen flag clicked\nhide\n\nwhen I receive [spikes 5 v]\ngo to x: (38) y: (25)\nshow\n\nwhen I receive [disappear spike 5 v]\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [trampoline v]\ngo to x: (-14) y: (-96)\nshow\n\nwhen I receive [disappear trampoline v]\nhide\n\n@Trampoline 2\n\nwhen I receive [disappear trampoline 2 v]\nhide\n\nwhen I receive [trampoline 2nd time v]\ngo to x: (23) y: (-97)\nshow\n\nwhen flag clicked\nhide\n\n@Trampoline 3\n\nwhen flag clicked\nhide\n\nwhen I receive [disappear trampoline 3 v]\nhide\n\nwhen I receive [trampoline 3 v]\ngo to x: (0) y: (-49)\nshow\n\n@Trick\n\nwhen flag clicked\nhide\n\nwhen I receive [spikes 3 v]\ngo to [back v] layer\ngo to x: (-6) y: (-3)\nshow\n\nwhen I receive [disappear spike 3 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [trampoline 3 v]\ngo to [front v] layer\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [disappear trampoline 3 v]\nhide\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (27)\nswitch costume to (costume1 v)\n\nwhen I receive [text v]\ngo to x: (-6) y: (86)\nswitch costume to (costume2 v)\n\nwhen I receive [spike v]\ngo to x: (1) y: (18)\nswitch costume to (costume3 v)\n\nwhen I receive [trampoline v]\ngo to x: (1) y: (30)\nswitch costume to (costume4 v)\n\nwhen I receive [spikes 3 v]\ngo to x: (2) y: (-2)\nswitch costume to (costume6 v)\n\nwhen I receive [text 2 v]\ngo to x: (1) y: (58)\nswitch costume to (costume7 v)\n\nwhen I receive [spikes 4 v]\ngo to x: (4) y: (9)\nswitch costume to (costume8 v)\n\nwhen I receive [spikes 5 v]\ngo to x: (76) y: (-78)\nswitch costume to (costume9 v)\n\nwhen I receive [trampoline 2nd time v]\ngo to x: (2) y: (-2)\nswitch costume to (costume5 v)\n\nwhen I receive [trampoline 3 v]\ngo to x: (-12) y: (113)\nswitch costume to (costume10 v)\n\nwhen I receive [change background v]\ngo to x: (3) y: (2)\nswitch costume to (costume11 v)\n\n@Dots\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nshow\nhide\ngo to [back v] layer\nrepeat (30)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (10)\n set size to (pick random (55) to (99)) %\n go to x: (500) y: (pick random (-180) to (180))\n glide (pick random (.7) to (5)) secs to x: (-240) y: (pick random (-180) to (180))\nend\n\nwhen I receive [change background v]\nswitch costume to (costume2 v)\n\n@Cover\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Gap\n\nwhen flag clicked\nhide\n\nwhen I receive [text 2 v]\ngo to x: (43) y: (-79)\nshow\n\nwhen I receive [spikes 4 v]\nhide\n\n@Skip\n\nwhen flag clicked\ngo to x: (-188) y: (-145)\nshow\n\nwhen this sprite clicked\nbroadcast (Skip v)\n\nwhen I receive [change background v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\n
~~~~~~~~~~~Cave- a Platformer~~~~~~~~~~~~~~~~\nPass ten levels to escape and get home!\n\nDouble click the green flag just in case.\n\nHow to play:\n-Press w or up arrow key to jump\n-Press a or left arrow key to move left\n-Press d or right arrow key to move right\n-Press r to restart the level\n-Press on the Skip button in the bottom left corner to skip a level\n-For level 6, look closely at the ground if you don't know how to pass it. You will spot a different shade of grey. I know it's hard to see.\n\nEnjoy and have fun!\n\nI might make another platformer if this project gets more than 40 views!
The Cave || Scrolling Platformer || Mobile Friendly
@Stage\n\nwhen I receive [end intro v]\nbroadcast (Play v)\nforever\n play sound [trap king v] until done\nend\n\n@Nothing...\n\nwhen [s v] key pressed\nchange [level v] by (1)\nset [x v] to [1000]\nset [y v] to [-300]\nset [xv v] to [0]\nset [yv v] to [0]\nset [camx v] to [1000]\nset [camy v] to [-300]\nbroadcast (Transition v) and wait\n\n@Decor\n\nwhen I receive [message1 v]\ngo to x: (((Clone id) * (1440)) - (camx)) y: (() - (camy))\nswitch costume to (join (Level) (join [ ] (Clone id)))\n\nchange [camx v] by (10)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset size to (300) %\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nset [x v] to [0]\n\n@Ground\n\nwhen I receive [message1 v]\ngo to x: (((Clone id) * (1440)) - (camx)) y: (() - (camy))\nswitch costume to (join (Level) (join [ ] (Clone id)))\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset size to (300) %\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\n\n@Danger\n\nwhen I receive [message1 v]\ngo to x: (((Clone id) * (1440)) - (camx)) y: (() - (camy))\nswitch costume to (join (Level) (join [ ] (Clone id)))\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nset size to (300) %\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\n\n@Player Light\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (Clone #)\nforever\n change [size v] by (5)\n go to (player v)\n set size to ((100) + (([cos v] of (size) ) * (10))) %\n set [brightness v] effect to (([sin v] of ((size) * (3)) ) * (2))\n go to [back v] layer\nend\n\nwhen I receive [play v]\nhide\nset [size v] to [0]\nset [clone # v] to [1]\ncreate clone of (_myself_ v)\nset [size v] to [22]\nset [clone # v] to [2]\ncreate clone of (_myself_ v)\nset [size v] to [45]\nset [clone # v] to [3]\ncreate clone of (_myself_ v)\nset [size v] to [67]\nset [clone # v] to [4]\ncreate clone of (_myself_ v)\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\ncreate clone of (_myself_ v)\nforever\n turn right (3) degrees\n Position\nend\n\nwhen I start as a clone\nforever\n turn right (-2) degrees\n Position\nend\n\ndefine Position\nswitch costume to (costume2 v)\nif <(Level) = [1]> then\n go to x: ((3300) - (camx)) y: ((-100) - (camy))\nend\nif <(Level) = [2]> then\n go to x: ((3300) - (camx)) y: ((-100) - (camy))\nend\nif <(Level) = [3]> then\n go to x: ((3300) - (camx)) y: ((100) - (camy))\nend\nswitch costume to (costume1 v)\nset size to (75) %\n\n@Goal light\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\nset [size v] to [90]\nforever\n change [size v] by (5)\n go to (sprite1 v)\n set size to ((110) + (([cos v] of (size) ) * (20))) %\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo [forward v] (1) layers\nforever\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n set size to ([size v] of [player v]) %\n change x by (xv)\n point in direction ([direction v] of [player v])\nend\n\nset [xv v] to [0]\n\nwhen I receive [play v]\nshow\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [x v] to [1000]\nset [y v] to [-300]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n go to x: ((x) - (camx)) y: ((y) - (camy))\n if <(wall) < [0]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-50]>>> then\n change [xv v] by (-2)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[50] < (mouse x)>>> then\n change [xv v] by (2)\n end\n end\n change x by (xv)\n change [x v] by (xv)\n if <touching (ground v)?> then\n change y by (1)\n change [y v] by (1)\n if <touching (ground v)?> then\n change y by (1)\n change [y v] by (1)\n if <touching (ground v)?> then\n change y by (1)\n change [y v] by (1)\n if <touching (ground v)?> then\n change y by (1)\n change [y v] by (1)\n if <touching (ground v)?> then\n change y by (1)\n change [y v] by (1)\n if <touching (ground v)?> then\n change y by (-5)\n change [y v] by (-5)\n change x by (() - (xv))\n change [x v] by (() - (xv))\n if <not <(xv) = [0]>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[50] < (mouse y)>>> then\n set [yv v] to [13]\n if <(xv) > [0]> then\n set [xv v] to [-15]\n else\n set [xv v] to [15]\n end\n set [wall v] to [15]\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 y by (yv)\n change [y v] by (yv)\n if <touching (ground v)?> then\n change y by (() - (yv))\n change [y v] by (() - (yv))\n set [yv v] to [0]\n end\n change [yv v] by (-0.5)\n if <key (down arrow v) pressed?> then\n change [yv v] by (-1)\n end\n change y by (-5)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <[50] < (mouse y)>>> then\n set [yv v] to [13]\n end\n end\n change y by (5)\n if <(wall) < [0]> then\n set [xv v] to ((xv) * (0.8))\n else\n set [xv v] to ((xv) * (0.95))\n end\n change [wall v] by (-1)\n change [camx v] by (((x) - (camx)) / (5))\n change [camy v] by (((y) - (camy)) / (5))\n if <touching (danger v)?> then\n set [x v] to [1000]\n set [y v] to [-300]\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <touching (sprite1 v)?> then\n set [camx v] to [1000]\n set [camy v] to [-300]\n set [x v] to [1000]\n set [y v] to [-300]\n set [yv v] to [0]\n set [xv v] to [0]\n change [level v] by (1)\n end\n broadcast (message1 v)\nend\n\nwhen flag clicked\nhide\n\n@Particoiles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (pick random (1) to (360))\nset [color v] effect to (pick random (1) to (200))\nrepeat (20)\n move (5) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [play v]\nshow\nclear graphic effects\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\n@Intro\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-100) y: (-100)\n repeat (150)\n change y by (2.5)\n change x by (3)\n end\nend\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n go to [back v] layer\n set size to (100) %\n repeat (100)\n change size by (0.5)\n end\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (100) %\n repeat (100)\n change size by (0.5)\n end\nend\n\nwhen I receive [start intro v]\nclear graphic effects\nclear sound effects\nstart sound [Appear-KP-1137861048 v]\nset volume to (100) %\nset [pan left/right v] effect to (70)\nhide\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (untitled \(3\) v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nrepeat (35)\n change [pan left/right v] effect by (-1)\nend\nwait (3) seconds\nbroadcast (End intro v)\n\nwhen I receive [end intro v]\nrepeat (20)\n change [ghost v] effect by (5)\n change volume by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nif <(Intro?) = [0]> then\n broadcast (Start intro v)\n set [intro? v] to [1]\nelse\n broadcast (End intro v)\nend\n\nif then\nend\n\n@Sprite2\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [level v] to [1]\nforever\n go to [front v] layer\n if <(Level) = [4]> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [all v]\n end\nend\n\n
Infinite Platformer
@Stage\n\nwhen flag clicked\nset volume to (50) %\nforever\n play sound [Elektronomia - Sky High \[NCS Release\].mp3 v] until done\nend\n\nwhen flag clicked\nforever\n if <key (m v) pressed?> then\n wait until <not <key (m v) pressed?>>\n if <(volume) = [50]> then\n set volume to (0) %\n set [volume v] to [0]\n else\n set volume to (50) %\n set [volume v] to [50]\n end\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nforever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n if <(on) = [1]> then\n hide variable [level v]\n set [on v] to [0]\n else\n show variable [level v]\n set [on v] to [1]\n end\n end\nend\n\n@Pen Level Generator\n\nwhen flag clicked\ndelete all of [blank stack chances v]\ndelete all of [red stack chances v]\ndelete all of [ground y positions v]\nshow list [red stack chances v]\nshow list [ground y positions v]\nshow list [repeat chance v]\nshow list [blank stack chances v]\nset [chances of red v] to [4]\nset [chances of gaps v] to [7]\nhide variable [chances of red v]\nhide variable [chances of gaps v]\nerase all\nbroadcast (Generate Level v)\n\ndefine Render Ground\ngo to x: (-240) y: (item (1) of [ground y positions v])\nRender Stack (B)\nif <not <(item (1) of [repeat chance v]) = [1]>> then\n set y to (item (2) of [ground y positions v])\nelse\n set y to (item (1) of [ground y positions v])\nend\nchange x by (30)\nRender Stack (B)\nif <not <(item (2) of [repeat chance v]) = [1]>> then\n set y to (item (3) of [ground y positions v])\nelse\n set y to (item (2) of [ground y positions v])\nend\nchange x by (30)\nif <(item (1) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (1) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (3) of [repeat chance v]) = [1]>> then\n set y to (item (4) of [ground y positions v])\nelse\n set y to (item (3) of [ground y positions v])\nend\nchange x by (30)\nif <(item (2) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (2) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (4) of [repeat chance v]) = [1]>> then\n set y to (item (5) of [ground y positions v])\nelse\n set y to (item (4) of [ground y positions v])\nend\nchange x by (30)\nif <(item (3) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (3) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (5) of [repeat chance v]) = [1]>> then\n set y to (item (6) of [ground y positions v])\nelse\n set y to (item (5) of [ground y positions v])\nend\nchange x by (30)\nif <(item (4) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (4) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (6) of [repeat chance v]) = [1]>> then\n set y to (item (7) of [ground y positions v])\nelse\n set y to (item (6) of [ground y positions v])\nend\nchange x by (30)\nif <(item (5) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (5) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (7) of [repeat chance v]) = [1]>> then\n set y to (item (8) of [ground y positions v])\nelse\n set y to (item (7) of [ground y positions v])\nend\nchange x by (30)\nif <(item (6) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (6) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (8) of [repeat chance v]) = [1]>> then\n set y to (item (9) of [ground y positions v])\nelse\n set y to (item (8) of [ground y positions v])\nend\nchange x by (30)\nif <(item (7) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (7) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (9) of [repeat chance v]) = [1]>> then\n set y to (item (10) of [ground y positions v])\nelse\n set y to (item (9) of [ground y positions v])\nend\nchange x by (30)\nif <(item (8) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (8) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (10) of [repeat chance v]) = [1]>> then\n set y to (item (11) of [ground y positions v])\nelse\n set y to (item (10) of [ground y positions v])\nend\nchange x by (30)\nif <(item (9) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (9) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (11) of [repeat chance v]) = [1]>> then\n set y to (item (12) of [ground y positions v])\nelse\n set y to (item (11) of [ground y positions v])\nend\nchange x by (30)\nif <(item (10) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (10) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (12) of [repeat chance v]) = [1]>> then\n set y to (item (13) of [ground y positions v])\nelse\n set y to (item (12) of [ground y positions v])\nend\nchange x by (30)\nif <(item (11) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (11) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (13) of [repeat chance v]) = [1]>> then\n set y to (item (14) of [ground y positions v])\nelse\n set y to (item (13) of [ground y positions v])\nend\nchange x by (30)\nif <(item (12) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (12) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (14) of [repeat chance v]) = [1]>> then\n set y to (item (15) of [ground y positions v])\nelse\n set y to (item (14) of [ground y positions v])\nend\nchange x by (30)\nif <(item (13) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (13) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\nif <not <(item (15) of [repeat chance v]) = [1]>> then\n set y to (item (16) of [ground y positions v])\nelse\n set y to (item (15) of [ground y positions v])\nend\nchange x by (30)\nif <(item (14) of [red stack chances v]) = [1]> then\n Render Stack (R)\nelse\n if <not <(item (14) of [blank stack chances v]) = [1]>> then\n Render Stack (B)\n end\nend\n\ndefine Render (B) Block\nset pen color to (#000000)\nset pen size to (6)\npen down\nchange x by (30)\nchange y by (-30)\nchange x by (-30)\nchange y by (30)\nchange y by (-5)\nchange x by (30)\nchange y by (-5)\nchange x by (-30)\nchange y by (-5)\nchange x by (30)\nchange y by (-5)\nchange x by (-30)\nchange y by (-5)\nchange x by (30)\nchange y by (25)\nchange x by (-30)\npen up\n\ndefine Render (R) Block\nset pen color to (#ff0000)\nset pen size to (6)\npen down\nchange x by (30)\nchange y by (-30)\nchange x by (-30)\nchange y by (30)\nchange y by (-5)\nchange x by (30)\nchange y by (-5)\nchange x by (-30)\nchange y by (-5)\nchange x by (30)\nchange y by (-5)\nchange x by (-30)\nchange y by (-5)\nchange x by (30)\nchange y by (25)\nchange x by (-30)\npen up\n\ndefine Render Stack (B)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\nchange y by (-30)\nRender (B) Block\n\nwhen I receive [generate level v]\ndelete all of [blank stack chances v]\ndelete all of [ground y positions v]\ndelete all of [red stack chances v]\ndelete all of [repeat chance v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (-170) to (-20)) to [ground y positions v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of red)) to [red stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (chances of gaps)) to [blank stack chances v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nadd (pick random (1) to (3)) to [repeat chance v]\nerase all\nRender Ground\n\ndefine Render Stack (R)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\nchange y by (-30)\nRender (R) Block\n\nwhen [r v] key pressed\nbroadcast (Generate Level v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-220) y: (0)\nshow\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n show\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d 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 (#000000)?> then\n change y by (5)\n end\n if <touching color (#000000)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [9]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> 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?> or <key (w v) pressed?>> and <touching color (#000000)?>> then\n set [y v] to [11]\n end\n change y by (1)\n if <<(x position) = [240]> or <(x position) > [235]>> then\n go to x: (-220) y: (0)\n change [level v] by (1)\n broadcast (Generate Level v)\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-220) y: (0)\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-220) y: (0)\n\n@Screenshot 2020-03-04 at 19\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
Arrow keys or WASD to move around (like any platformer), m to mute, and space to show/hide score.\n\nPRESS R IF THE LEVEL IS NOT POSSIBLE\ntho most the time it is\n\nplease love and fave and follow if you like it (^-^)\n\nthe levels randomly generate every time (the levels are pen, the player is not)\n\nthe platforming is a liiiiitle bit glitchy but not noticeable unless u r moving very slowly :)
Phantom - A Platformer (Mobile)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [SpoOOoOky v] until done\nend\n\nwhen backdrop switches to [backdrop17 v]\nbroadcast (fin v)\n\nwhen I receive [levelup v]\nnext backdrop\n\n@fog stuff\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@back stuff\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@play stuff\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 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 (0)\n end\nend\n\n@transition stuff\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (1) 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@Title stuff\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 (0)\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 size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\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\nforever\n\n@player stuff\n\nwhen flag clicked\ngo to x: (159) y: (69)\nset [ghost v] effect to (10)\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 set [ghost v] effect to (20)\nend\n\nwhen I receive [start v]\nhide\ngo to x: (-80) y: (0)\nset [ghost v] effect to (20)\ngo to [back v] layer\nswitch costume to (._. 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 point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground stuff v)?> then\n change y by (1)\n end\n if <touching (ground stuff v)?> then\n change y by (1)\n end\n if <touching (ground stuff v)?> then\n change y by (1)\n end\n if <touching (ground stuff v)?> then\n change y by (1)\n end\n if <touching (ground stuff v)?> then\n change y by (1)\n end\n if <touching (ground stuff 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 switch costume to (._. v)\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 stuff 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 stuff 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 (dangerous stuff 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\n\nwhen flag clicked\nforever\n\n@undergrowth+ stuff\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (30)\nswitch costume to (2 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow\nswitch costume to (1 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 end\nend\n\nwhen I receive [levelup v]\nchange [level v] by (1)\n\nset [ghost v] effect to (20)\n\nwhen I receive [levelup v]\nnext costume\n\n@Ground stuff\n\nwhen I receive [start v]\nswitch costume to (1 v)\n\nwhen flag clicked\nshow\nswitch costume to (intro v)\ngo to [front v] layer\n\nwhen I receive [fin v]\nhide\n\nwhen I receive [levelup v]\nnext costume\ngo to [front v] layer\n\n@Light stuff\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@trees stuff\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (25)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [fin v]\nhide\n\n@trees stuff - back\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (costume1 v)\nset [ghost v] effect to (60)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [fin v]\nhide\n\n@End\n\nwhen flag clicked\ngo to x: (36) y: (-1)\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [fin v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\n\n@Stuff\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\n\n
OI WHAT HAPPENED TO THE THUMBNAIL\nCurated on October 12/13th (idk, I was sleeping at the time). Thanks @Unicorngirl289 for curating.\n\nArrow keys to move, or lead your character with your finger/mouse. (Swipe up to jump)\nPress S to skip level.\nI recommend turning your brightness up a lot for this.
Mario Maker Beta! - A Mario Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [1 v] until done\nend\n\nwhen flag clicked\nforever\n if <(Mode?) = [Play]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\n@Player\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (-208) y: (-144)\nset [yv v] to [0]\nset [xv v] to [0]\nset rotation style [left-right v]\nforever\n if <(Mode?) = [Maker]> then\n go to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\n else\n Platform Physics [10] [-1] [0.9] [0.75] [8] [7]\n if <touching color (#ff0000)?> then\n go to x: (-208) y: (-144)\n set [mode? v] to [Maker]\n end\n if <touching color (#c0c0c0)?> then\n go to x: (-208) y: (-144)\n set [mode? v] to [Maker]\n end\n if <(y position) < [-179]> then\n go to x: (-208) y: (-144)\n set [mode? v] to [Maker]\n end\n end\nend\n\ndefine Platform Physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nswitch costume to (hit box v)\nchange y by (YV)\nif <<touching color (#15ff00)?> or <touching color (#e29600)?>> then\n repeat ([abs v] of (YV) )\n if <<touching color (#15ff00)?> or <touching color (#e29600)?>> then\n change y by ((-1) * (([abs v] of (YV) ) / (YV)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w 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\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (movement speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by ((-1) * (movement speed))\nend\nchange x by (XV)\nif <<touching color (#15ff00)?> or <touching color (#e29600)?>> then\n set [old y v] to (y position)\n repeat (([abs v] of (YV) ) + (1))\n if <<touching color (#15ff00)?> or <touching color (#e29600)?>> then\n change y by (1)\n end\n end\n if <<touching color (#15ff00)?> or <touching color (#e29600)?>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <<touching color (#15ff00)?> or <touching color (#e29600)?>> then\n change x by ((-1) * (([abs v] of (XV) ) / (XV)))\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(XV) < [0]> then\n set [xv v] to [0]\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [xv v] to (wall jump hm)\n set [yv v] to (wall jump vm)\n end\n else\n set [xv v] to [0]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [xv v] to ((-1) * (wall jump hm))\n set [yv v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [xv v] to ((XV) * (friction))\nswitch costume to (1 v)\n\nwhen I receive [move v]\nshow\npoint in direction (90)\ngo to x: (-208) y: (-144)\nset [yv v] to [0]\nset [xv v] to [0]\nset rotation style [left-right v]\n\n@Draw\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (1 v)\nset [mode? v] to [Maker]\nforever\n if <(Mode?) = [Maker]> then\n show\n go to (mouse-pointer v)\n go to x: ((round ((x position) / (16))) * (16)) y: ((round ((y position) / (16))) * (16))\n if <mouse down?> then\n stamp\n end\n if <key (space v) pressed?> then\n next costume\n wait until <not <key (space v) pressed?>>\n end\n if <key (c v) pressed?> then\n erase all\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nbroadcast (Move v)\nforever\n if <key (l v) pressed?> then\n set [mode? v] to [Play]\n wait until <not <key (l v) pressed?>>\n wait until <key (l v) pressed?>\n broadcast (Move v)\n set [mode? v] to [Maker]\n wait until <not <key (l v) pressed?>>\n end\nend\n\nwait until <not <mouse down?>>\n\nwhen flag clicked\nshow variable [tips v]\nforever\n if <key (t v) pressed?> then\n hide variable [tips v]\n wait until <not <key (t v) pressed?>>\n wait until <key (t v) pressed?>\n show variable [tips v]\n wait until <not <key (t v) pressed?>>\n end\nend\n\n@Grid\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo [forward v] (1) layers\nforever\n if <(Mode?) = [Maker]> then\n show\n set volume to (0) %\n else\n hide\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [SUPER MARIO RUN \(Trap Remix\) v] until done\nend\n\nwhen flag clicked\nforever\n set [tips v] to [Welcome to the Mario Maker Beta!]\n wait (3) seconds\n set [tips v] to [Press L to switch from Testing to Making! ]\n wait (3) seconds\n set [tips v] to [While you're at it, please Love, Favorite, and FOLLOW!!]\n wait (4) seconds\n set [tips v] to [Arrow keys or WASD to move!]\n wait (3) seconds\n set [tips v] to [I'll make the full game soon if you Love, Favorite, and FOLLOW!!]\n wait (4) seconds\n set [tips v] to [Draw using the mouse!]\n wait (3) seconds\n set [tips v] to [Please Love and Favorite :\)]\n wait (3) seconds\nend\n\n@Thumbnail\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen flag clicked\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 flag clicked\nbroadcast (FPS On v)\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 I receive [fps on v]\nforever\n if <<key (f v) pressed?> and <<key (p v) pressed?> and <key (s v) pressed?>>> then\n show variable [fps v]\n wait until <not <<key (f v) pressed?> and <<key (p v) pressed?> and <key (s v) pressed?>>>>\n broadcast (FPS Off v)\n stop [this script v]\n end\nend\n\nwhen I receive [fps off v]\nforever\n if <<key (f v) pressed?> and <<key (p v) pressed?> and <key (s v) pressed?>>> then\n hide variable [fps v]\n wait until <not <<key (f v) pressed?> and <<key (p v) pressed?> and <key (s v) pressed?>>>>\n broadcast (FPS On v)\n stop [this script v]\n end\nend\n\n
╰(*°▽°*)╯Mario Maker Beta!╰(*°▽°*)╯\n @DuckGoose9254 2020 \n=========================================\n- L to make and test levels\n- Hold mouse down to draw your stage\n- Space to change block\n- Arrow Keys or WASD to move\n- T to show and hide the tips\n- Hold down FPS to show and hide the FPS counter\n- Press M to get the X and Y points\n\nPlease no advertising.\n=========================================\nUpdates will come soon so ❤️ and ⭐ so you'll remember :)\n=========================================
Ice-A Platformer
@Stage\n\nwhen I receive [start v]\nrepeat until <(Inside home stop sound) = [1]>\n play sound [Odesong v] until done\nend\n\nwhen I receive [home entry v]\nset [inside home stop sound v] to [1]\nswitch backdrop to (inside house v)\nwait (2) seconds\nstop [all v]\n\nwhen flag clicked\nset [inside home stop sound v] to [0]\n\n@Intro\n\nwhen flag clicked\nset [hide intro clone v] to [0]\nswitch backdrop to (intro v)\nshow\nswitch costume to (costume1 v)\ngo to x: (-278) y: (216)\nglide (1) secs to x: (0) y: (0)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (-190)\nswitch costume to (costume2 v)\nglide (1) secs to x: (0) y: (-70)\nwait until <(Hide Intro Clone) = [1]>\nhide\n\nwhen flag clicked\nplay sound [Techno v] until done\nbroadcast (Start v)\nset [hide intro clone v] to [1]\nhide\n\n@Player\n\nwhen I receive [start v]\nshow\ngo to x: (-155) y: (-111)\nswitch backdrop to (level 1 v)\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) * (0.97))\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 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 [xv 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 (#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 [15]\n end\n end\n change y by (1)\n if <touching color (#153232)?> then\n go to x: (-155) y: (-118)\n end\n if <touching color (#002bff)?> then\n set [yv v] to [20]\n end\n if <touching color (#fd00ff)?> then\n set [xv v] to [20]\n end\n if <touching color (#00f2ff)?> then\n broadcast (Home entry v)\n end\n if <(x position) > [245]> then\n next backdrop\n change [backdrop v] by (1)\n go to x: (-155) y: (-118)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [power grab v]\nhide\n\nwhen I receive [home entry v]\nhide\n\n
NOTICE: This is one of my old projects that gliched. Then I saw I had a file saved to my computer of the non-gliched version. So I used that one and fixed the game with the file.\n\nAll levels are possible.\nIn Ice- A Platformer you will try to find your home.\nRemember to ❤ ⭐ and Follow!!!\nWant more follow to find out when I share a new project.\nHave a great day!!! :)
Grassy world l A platformer
@Stage\n\n@Player\n\ndefine Platform (jump heigh) (graity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xvel v] by ((running speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (Xvel) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (Xvel) ) / (Xvel)) * (-1))\n end\n end\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (Yvel) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (Yvel) ) / (Yvel)) * (-1))\n end\n end\n if <<(([abs v] of (Yvel) ) / (Yvel)) = [-1]> and <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>>>> then\n set [yvel v] to (jump heigh)\n else\n set [yvel v] to [0]\n end\nelse\n change [yvel v] by (-1)\nend\nset [scrollx v] to ((x position) * (-0.5))\nset [scrolly v] to ((y position) * (-0.5))\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [play v]\nset [level v] to [1]\ngo to x: (-128) y: (30)\nset [xvel v] to [0]\nset [yvel v] to [0]\nswitch costume to (player v)\nshow\nforever\n Platform [13] [-1] [0.7] [4]\n if <(y position) < [-191]> then\n broadcast (Transition v)\n wait (1) seconds\n go to x: (-128) y: (24)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <(x position) > [240]> then\n broadcast (Transition v)\n wait (1) seconds\n go to x: (-128) y: (24)\n change [level v] by (1)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\n if <key (r v) pressed?> then\n broadcast (Transition v)\n wait (1) seconds\n go to x: (-128) y: (24)\n set [xvel v] to [0]\n set [yvel v] to [0]\n end\nend\n\nwhen I receive [play v]\nforever\n wait (pick random (2) to (10)) seconds\n repeat (9)\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [levi_minecraft]> then\n set drag mode [draggable v]\n else\n set drag mode [not draggable v]\n end\nend\n\nwhen [s v] key pressed\nwait until <key (k v) pressed?>\nwait until <key (i v) pressed?>\nwait until <key (p v) pressed?>\ngo to x: (-128) y: (24)\nchange [level v] by (1)\nset [xvel v] to [0]\nset [yvel v] to [0]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Level)\n go to x: (Scrollx) y: (Scrolly)\nend\n\n@Music\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n play sound [bensound-cute v] until done\nend\n\n@Parralax\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: (([x position v] of [player v]) * (-0.3)) y: (([y position v] of [player v]) * (-0.5))\nend\n\n@Transition\n\nwhen flag clicked\nclear graphic effects\nshow\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [transition v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [transition v]\nrepeat (10)\n go to [front v] layer\nend\n\n@Shadow\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [play v]\nshow\nforever\n set [ghost v] effect to (70)\n switch costume to (Level)\n go to x: (Scrollx) y: (Scrolly)\nend\n\n@Player shadow\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nclear graphic effects\ngo to [back v] layer\nforever\n go to (player v)\n set [ghost v] effect to (70)\nend\n\npoint towards (sun v)\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to [back v] layer\n go to x: (Scrollx) y: (Scrolly)\nend\n\n@Pls make this featured scratch\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nif <(letter (length of (username)) of (username)) = [*]> then\n show\n wait (2) seconds\n hide\nend\n\n@intro\n\nwhen flag clicked\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (0)\nhide\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n show\n forever\n repeat (10)\n change [brightness v] effect by (1)\n end\n repeat (10)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n set size to (200) %\n show\n set [ghost v] effect to (100)\n repeat (20)\n change size by (-5)\n change [ghost v] effect by (-5)\n end\n forever\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nplay sound [avengers v] until done\nstart sound [Crunch v]\nswitch costume to (block v)\ncreate clone of (_myself_ v)\nplay sound [Revenge v] until done\nwait (.5) seconds\nbroadcast (start v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n show\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2) seconds\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (0)\n show\n forever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2) seconds\n forever\n repeat (10)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\n repeat (10)\n turn right (1) degrees\n end\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nstop [other scripts in sprite v]\ndelete this clone\n\n@Play\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\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\nwhen I receive [start v]\nforever\n repeat (12)\n switch costume to ((costume [number v]) + (1))\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (89)\nhide\n\nwhen I receive [play v]\nhide\n\nwhen I receive [start v]\nshow\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@Play2\n\nwhen flag clicked\ngo to x: (-196) y: (-154)\nshow\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen I receive [start v]\nhide\n\n
The Fog - A Mobile Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-231) y: (-121)\n\nwhen flag clicked\nforever\n change [yv v] by (-1)\n if <<key (right arrow 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 <<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 color (#9a9a9a)?> then\n change y by (1)\n if <touching color (#9a9a9a)?> then\n change y by (1)\n if <touching color (#9a9a9a)?> then\n change y by (1)\n if <touching color (#9a9a9a)?> then\n change y by (1)\n if <touching color (#9a9a9a)?> 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 (#9a9a9a)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#9a9a9a)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n \n glide (1) secs to x: (-231) y: (-134)\n next backdrop\n end\nend\n\nwhen flag clicked\nplay sound [different-heaven-nekozilla-lfz-remix-ncs-release-rhqI0ORQ v] until done\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-231) y: (-121)\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 [different-heaven-nekozilla-lfz-remix-ncs-release-rhqI0ORQ v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n glide (.5) secs to x: (-231) y: (-121)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (75)\nwait (.15) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n go to x: (-231) y: (-121)\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (shrink v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n set [yv v] to [23]\n end\nend\n\nwhen flag clicked\nrepeat (10)\n if <key (s v) pressed?> then\n broadcast (message1 v)\n go to x: (-231) y: (-121)\n end\nend\n\nwhen this sprite clicked\nrepeat until <not <touching (mouse-pointer v)?>>\n switch costume to (shrink v)\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\n@Bounce\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <color (#b3b3b3) is touching (#5a5a5a)?> then\n change [yv v] by (15)\n end\nend\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 (50)\n\nwhen flag clicked\ngo to [back v] layer\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\nwhen this sprite clicked\nsay [The level is possible, but if you have to skip it, .] for (6) seconds\n\nwhen flag clicked\ngo to [front v] layer\n\n
SEQUEL OUT NOW: https://scratch.mit.edu/projects/387856759\nALL LEVELS ARE 100% POSSIBLE!!!\nThis was sooooo tedious and hard to make, so a love and fave would be greatly appreciated. \nIT IS NOW MOBILE YAY! To shrink in mobile you need to press the character\n17 (hopefully) fun levels!\nArrow keys\nR to restart \nM to mute, N to play the music again\nDon't touch the text, it will kill you (that's on purpose)\nIf you want an extra challenge i guess you could try to speedrun it, but there is no timer so...
Platformer kid
@Stage\n\nwhen I receive [intro! v]\nplay sound [TheFatRat+-+Time+Lapse v] until done\n\n@Sprite1\n\nwhen backdrop switches to [fake gold apple v]\nsay [Is that the golden apple?!] for (2) seconds\ngo to x: (-19) y: (60)\nswitch costume to (costume2 v)\nsay [HELP!] for (2) seconds\nhide\n\nwhen I receive [start!! v]\nswitch costume to (costume1 v)\nswitch backdrop to (level 1 v)\nshow\ngo to x: (-217) y: (-59)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x 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 (#000000)?> then\n change y by (4)\n end\n if <touching color (#000000)?> 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 <([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 (#000000)?> 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 (#000000)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n wait until <not <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>\n go to x: (-228) y: (-69)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-214) y: (-6)\n end\n if <<key (up arrow v) pressed?> and <touching (ball v)?>> then\n set [y v] to [50]\n end\n if <touching color (#3300ff)?> then\n go to x: (8) y: (143)\n end\nend\n\nwhen I receive [start!! v]\nforever\n play sound [Chicken Nugget Song PARODY.mp3 v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start!! v]\nshow\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@Ball\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 4 v]\nshow\n\nwhen backdrop switches to [level 5 v]\nhide\n\nwhen backdrop switches to [level 6 v]\nshow\n\nwhen backdrop switches to [level 7 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 8 v]\ngo to x: (29) y: (-110)\nshow\nrepeat until <(backdrop [name v]) = [level 9]>\n glide (1) secs to x: (14) y: (186)\n wait (1) seconds\n glide (1) secs to x: (29) y: (-110)\nend\nif <(backdrop [name v]) = [level 9]> then\n hide\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [fake golden apple v]\nshow\n\n@Logo\n\nwhen flag clicked\nhide\nset size to (10000) %\ngo to x: (0) y: (0)\n\nwhen I receive [intro! v]\npoint in direction (80)\nshow\nrepeat (7)\n set [a v] to (pick random (-1) to (1))\n set [b v] to [70]\n set [c v] to (pick random (70) to (110))\n repeat (15)\n set [brightness v] effect to (b)\n set [b v] to ((b) * (0.7))\n set size to ((90) + (b)) %\n point in direction ((c) + (((b) / (4)) * (a)))\n go to x: (pick random (-2) to (2)) y: (pick random (-2) to (2))\n end\nend\nhide\nbroadcast (Transition v)\n\n@Transition\n\nwhen flag clicked\nhide\nclear graphic effects\nbroadcast (Intro! v)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset size to (100) %\nshow\ngo to x: (-513) y: (0)\nrepeat (40)\n change x by (((0) - (x position)) / (5))\nend\nwait (0.25) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (START!! v)\nwait (0.02) seconds\nhide\n\n
Arrow keys to move.\n
Colorful~Scrolling Platformer
@Stage\n\n@Player\n\nwhen I receive [tick v]\nTick\nset [zy v] to ([y position v] of [mouse zoom v])\nset [zx v] to ([x position v] of [mouse zoom v])\n\ndefine Reset\nset [xv v] to [0]\nset [xp v] to (Spawn X)\nset [yp v] to (Spawn Y)\nset [yv v] to [0]\nset [falling? v] to [9]\nset rotation style [all around v]\npoint in direction (90)\nset size to (12) %\n\ndefine Tick\ngo to x: ((Xp) - (Xs)) y: ((Yp) - (Ys))\nif <(Dying?) = [no]> then\n Jump\n Movement+Detection\n change [yv v] by (-1)\nend\nSpecial Detection\nCostume Set\nPosition Player\nVariables\n\ndefine Move Y (yv)\nchange [yp v] by (yv)\nchange [falling? v] by (1)\nPosition Player\nrepeat until <not <touching (ground v)?>>\n if <(yv) > [0]> then\n change [yp v] by (-1)\n set [falling? v] to [99]\n else\n change [yp v] by (1)\n set [falling? v] to [0]\n end\n set [yv v] to [0]\n Position Player\nend\n\ndefine Move X (xv)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> then\n change [xv v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change [xv v] by (-2)\nend\nchange [xp v] by (Xv)\nPosition Player\nif <touching (ground v)?> then\n repeat (7)\n change [yp v] by (1)\n Position Player\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [yp v] by (-7)\n repeat until <not <touching (ground v)?>>\n if <(Xv) > [0]> then\n change [xp v] by (-1)\n else\n change [xp v] by (1)\n end\n Position Player\n end\nend\n\ndefine Position Player\ngo to x: (((Xp) - (Xs)) - ((Zx) / (3))) y: (((Yp) - (Ys)) - ((Zy) / (3)))\n\nwhen flag clicked\nset [spawn x v] to [0]\nset [spawn y v] to [0]\ngo to [back v] layer\nset [xs v] to [0]\nset [ys v] to [0]\nbroadcast (green flag v)\n\ndefine Movement+Detection\nMove X (Xv)\nMove Y (Yv)\n\ndefine Variables\nset [xv v] to ((Xv) * (.75))\nchange [ys v] by (((Yp) - (Ys)) / (7))\nchange [xs v] by (((Xp) - (Xs)) / (7))\nset [gy v] to (Ys)\nset [gx v] to (Xs)\n\ndefine Special Detection\nif <(Yv) < [-15]> then\n set [yv v] to [-15]\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(mouse y) < [-10]> and <mouse down?>>> then\n change [yv v] by (-1)\nend\nif <touching (checkpoints v)?> then\n set [touching2 v] to [yes]\nelse\n set [touching2 v] to [no]\nend\n\nwhen flag clicked\nshow\nset [dying? v] to [no]\nforever\n Death Sense\nend\n\nwhen flag clicked\nReset\nforever\n broadcast (tick v)\nend\n\ndefine Death\nstart sound [punch v]\nset [dying? v] to [yes]\nset [ghost v] effect to (100)\nbroadcast (Jump! v)\nwait (1) seconds\nReset\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.3) seconds\nset [dying? v] to [no]\n\nwhen flag clicked\nforever\n if <<(Touching) = [yes]> and <(touching2) = [yes]>> then\n broadcast (Checkpoint v)\n end\nend\n\ndefine Death Sense\nif <touching (spikes v)?> then\n Death\nend\nif <key (r v) pressed?> then\n Death\nend\nif <(Ys) < [-1000]> then\n Death\nend\n\ndefine Jump\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [10]>>> and <(Falling?) < [5]>> then\n set [yv v] to [10]\n broadcast (No Jump v)\nend\n\ndefine Costume Set\nswitch costume to (stand v)\nif <[-2] > (round (Yv))> then\n switch costume to (down v)\nelse\n if <(round (Yv)) > [0]> then\n switch costume to (up v)\n end\nend\nif <(round (Xv)) > [1]> then\n switch costume to (right v)\nend\nif <[-1] > (round (Xv))> then\n switch costume to (left v)\nend\n\nwhen flag clicked\nforever\n play sound [Sunshine v] until done\nend\n\n@Ground\n\nwhen I receive [tick v]\nGo to (((Platform X) + ((0) - (Xs))) - ((Zx) / (3))) (((Platform Y) + ((0) - (Ys))) - ((Zy) / (3)))\nset [brightness v] effect to (-10)\n\ndefine Clone || X (x) Y (y)\nchange [platform x v] by (x)\nchange [platform y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n if <(size) = [90]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (6) layers\nset size to (50) %\nset [platform x v] to [0]\nset [platform y v] to [0]\nswitch costume to (costume1 v)\nClone || X [0] Y [0]\nClone || X [400] Y [-30]\nClone || X [420] Y [-10]\nClone || X [425] Y [0]\nClone || X [425] Y [0]\nClone || X [425] Y [0]\nClone || X [425] Y [0]\nClone || X [425] Y [0]\nClone || X [425] Y [0]\n\nwhen I start as a clone\nset size to (90) %\n\nhide\n\n@Frame\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (2) layers\n\n@Outline\n\nwhen flag clicked\nshow\nset [ghost v] effect to (95)\ngo to [front v] layer\ngo [backward v] (1) layers\ncreate clone of (_myself_ v)\nforever\n set x to ((0) - (((timer) * (40)) mod (20)))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (95)\ngo to [front v] layer\nset size to (135) %\nset x to (0)\nturn right (90) degrees\nforever\n set y to ((0) - (((timer) * (40)) mod (28)))\n go to [front v] layer\nend\n\n@Spikes\n\nwhen I receive [tick v]\n\ndefine Clone (x) (y)\nchange [platform x v] by (x)\nchange [platform y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\n if <(size) = [90]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (1000) layers\nset size to (80) %\nset [platform x v] to [0]\nset [platform y v] to [0]\nswitch costume to (costume1 v)\nClone [0] [0]\nClone [200] [-85]\nClone [250] [0]\nClone [670] [0]\nClone [350] [0]\nClone [800] [0]\nClone [200] [0]\nClone [500] [0]\n\nwhen I start as a clone\nset size to (90) %\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n Go to (((Platform X) + ((0) - (Xs))) - ((Zx) / (3))) (((Platform Y) + ((0) - (Ys))) - ((Zy) / (3)))\n set [brightness v] effect to (-1)\nend\n\n@Explosion\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\n\nwhen I receive [jump! v]\ngo to (player v)\nswitch costume to (costume1 v)\nshow\nset size to (190) %\nrepeat (27)\n go to (player v)\n next costume\n go to (player v)\nend\ngo to (player v)\nhide\n\nchange size by (1)\n\n@Trail\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo [forward v] (1) layers\nset size to (70) %\nset [ghost v] effect to (50)\ngo to (player v)\nset [x v] to ((x position) + (Gx))\nset [y v] to ((y position) + (Gy))\nset [cxv! v] to [0]\nset [cyv! v] to [0]\nrepeat (8)\n go to x: (((x) + ((0) - (Gx))) - ()) y: (((y) + ((0) - (Gy))) - ())\n change [x v] by (CXV!)\n change [y v] by (CYV!)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nif <touching (ground v)?> then\n delete this clone\nend\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [clones v] to [0]\nforever\n if <(Dying?) = [no]> then\n end\nend\n\nClone [1]\n\nwhen flag clicked\ndelete this clone\n\n@Particles\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset size to (pick random (100) to (150)) %\nset [ghost v] effect to (100)\ngo to (random position v)\nset [color v] effect to (pick random (0) to (100))\nset [xp clone v] to ((x position) + (Gx))\nset [yp clone v] to ((y position) + (Gy))\nset [clone xv v] to (pick random (-3.5) to (3.5))\nset [clone yv v] to (pick random (-3.5) to (3.5))\nrepeat (pick random (10) to (18))\n go to x: (((Xp Clone) + ((0) - (Gx))) - ((Zx) / (3))) y: (((Yp Clone) + ((0) - (Gy))) - ((Zy) / (3)))\n change [xp clone v] by (Clone Xv)\n change [yp clone v] by (Clone Yv)\n change [ghost v] effect by (-1)\n change [color v] effect by (2)\n change size by (3)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\nrepeat until <touching (_edge_ v)?>\n go to x: (((Xp Clone) + ((0) - (Gx))) - ((Zx) / (3))) y: (((Yp Clone) + ((0) - (Gy))) - ((Zy) / (3)))\n change [xp clone v] by (Clone Xv)\n change [yp clone v] by (Clone Yv)\n change [ghost v] effect by (.5)\n change [color v] effect by (2)\n change size by (3)\nend\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nif <(Dying?) = [no]> then\n\nwhen flag clicked\nforever\n Clone [1]\nend\n\nwait (.08) seconds\n\n@Checkpoints\n\nwhen I receive [tick v]\n\nGo to (((Check X) + ((0) - (Xs))) - ((Zx) / (1))) (((Check Y) + ((0) - (Ys))) - ((Zy) / (3)))\n\ndefine Clone || X (x) Y (y)\nchange [check x v] by (x)\nchange [check y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nshow\nif <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>> then\n show\n if <(size) = [250]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (99) layers\nset size to (50) %\nset [check x v] to [0]\nset [check y v] to [0]\nswitch costume to (costume1 v)\nClone || X [1800] Y [-127]\n\nwhen I start as a clone\nset size to (250) %\n\ndefine Checkpoint\nbroadcast (Checkpoint v)\nset [spawn x v] to (Check X)\nset [spawn y v] to ((Check Y) + (50))\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n Checkpoint\n delete this clone\n end\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n set [touching v] to [yes]\n stop [this script v]\n else\n set [touching v] to [no]\n next costume\n wait (0.001) seconds\n end\nend\n\nwait (.1) seconds\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n Go to (((Check X) + ((0) - (Xs))) - ((Zx) / (3))) (((Check Y) + ((0) - (Ys))) - ((Zy) / (3)))\nend\n\n@Checkpoint Particles\n\nwhen I start as a clone\ngo to [back v] layer\ngo [backward v] (999) layers\nshow\nset size to (pick random (30) to (50)) %\nset [ghost v] effect to (0)\ngo to (player v)\nset [color v] effect to (pick random (0) to (30))\nset [xp clone v] to ((x position) + (Gx))\nset [yp clone v] to ((y position) + (Gy))\nset [clone xv v] to (pick random (-5) to (5))\nset [clone yv v] to (pick random (7) to (15))\nrepeat (100)\n go [backward v] (999) layers\n go to x: (((Xp Clone) + ((0) - (Gx))) - (([x position v] of [mouse zoom v]) / (3))) y: (((Yp Clone) + ((0) - (Gy))) - (([y position v] of [mouse zoom v]) / (3)))\n change [xp clone v] by (Clone Xv)\n change [yp clone v] by (Clone Yv)\n change [clone yv v] by (-1.4)\nend\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I receive [checkpoint v]\nif <<(x position) = [-100]> and <(y position) = [-100]>> then\n Clone (pick random (20) to (30))\nend\n\ngo to x: (-100) y: (-100)\n\n@Clouds\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset size to (pick random (20) to (40)) %\nset [ghost v] effect to (pick random (40) to (60))\nset [color v] effect to (0)\nset [xp clone v] to ((x position) + (Gx))\nset [yp clone v] to ((y position) + (Gy))\nset [clone xv v] to (pick random (1) to (3.))\nset [clone yv v] to [0]\nif <(pick random (1) to (2)) = [1]> then\n switch costume to (costume1 v)\n go to x: (-400) y: (pick random (0) to (300))\n switch costume to (pick random (1) to (5))\n set [clone xv v] to (pick random (1) to (3.))\n set [clone yv v] to [0]\n set [xp clone v] to ((x position) + (Gx))\n set [yp clone v] to ((y position) + (Gy))\n repeat until <(Xp Clone) > [3000]>\n go to x: (((Xp Clone) + ((0) - (Gx))) - ((Zx) / (3))) y: (((Yp Clone) + ((0) - (Gy))) - ((Zy) / (3)))\n change [xp clone v] by (Clone Xv)\n change [yp clone v] by (Clone Yv)\n change [ghost v] effect by (0)\n change [color v] effect by (0)\n change size by (0)\n end\n delete this clone\nelse\n switch costume to (costume1 v)\n go to x: (400) y: (pick random (0) to (300))\n switch costume to (pick random (1) to (5))\n set [clone xv v] to (pick random (-1) to (-3.))\n set [clone yv v] to [0]\n set [xp clone v] to ((x position) + (Gx))\n set [yp clone v] to ((y position) + (Gy))\n repeat until <(Xp Clone) < [-1000]>\n go to x: (((Xp Clone) + ((0) - (Gx))) - (([x position v] of [mouse zoom v]) / (3))) y: (((Yp Clone) + ((0) - (Gy))) - (([y position v] of [mouse zoom v]) / (3)))\n change [xp clone v] by (Clone Xv)\n change [yp clone v] by (Clone Yv)\n change [ghost v] effect by (0)\n change [color v] effect by (0)\n change size by (0)\n end\n delete this clone\nend\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n Clone [1]\n wait (pick random (3) to (6)) seconds\nend\n\n@Mouse Zoom\n\nwhen flag clicked\nset [zoom? v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n if <(Zoom?) = [1]> then\n point towards (mouse-pointer v)\n move ((distance to [mouse-pointer v]) / (5)) steps\n else\n change x by ((0) - ((x position) / (5)))\n change y by ((0) - ((y position) / (5)))\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n wait until <key (space v) pressed?>\n change [zoom? v] by (1)\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n change [zoom? v] by (-1)\n wait until <not <key (space v) pressed?>>\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
>>Instructions\n-Use WASD/Arrow Keys/Mobile to move\n-Don't touch spikes\n-Space to use the zoom feature\n>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Platformer || A Platformer
@Stage\n\nwhen I receive [start the project v]\nforever\n play sound [Unity v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Intro\n\nwhen flag clicked\nswitch backdrop to (intro v)\nswitch costume to (grab v)\ngo to x: (350) y: (-230)\nshow\nglide (1.5) secs to x: (0) y: (0)\nswitch costume to (done v)\nrepeat (4)\n wait (0.1) seconds\n next costume\nend\nwait (0.5) seconds\nbroadcast (start the project v)\nhide\n\n@square\n\nwhen flag clicked\ngo to x: (-210) y: (-120)\nhide\n\nwhen I receive [start the project v]\nshow\nforever\n if <(y position) = [-180]> then\n go to x: (-210) y: (-120)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (ball right v)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (ball left 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 (#00d60f)?> or <<touching color (#000000)?> or <touching color (#e70000)?>>> then\n change y by (1)\n if <<touching color (#00d60f)?> or <<touching color (#000000)?> or <touching color (#e70000)?>>> then\n change y by (1)\n if <<touching color (#00d60f)?> or <<touching color (#000000)?> or <touching color (#e70000)?>>> then\n change y by (1)\n if <<touching color (#00d60f)?> or <<touching color (#000000)?> or <touching color (#e70000)?>>> then\n change y by (1)\n if <<touching color (#00d60f)?> or <<touching color (#000000)?> or <touching color (#e70000)?>>> then\n change y by (1)\n if <<touching color (#00d60f)?> or <<touching color (#000000)?> or <touching color (#e70000)?>>> then\n change x by ((X) * (-1))\n change y by (-5)\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 end\n change [y v] by (-1)\n change y by (Y)\n if <<touching color (#00d60f)?> or <<touching color (#000000)?> or <touching color (#e70000)?>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#00d60f)?> or <<touching color (#000000)?> or <touching color (#e70000)?>>> 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 (#ff0000)?> or <(y position) < [-180]>> then\n broadcast (death v)\n go to x: (-210) y: (-110)\n end\n if <(x position) > [230]> then\n go to x: (-210) y: (-110)\n broadcast (next v)\n end\n if <touching color (#ff9400)?> then\n set [y v] to [24]\n end\n if <touching color (#003fff)?> 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\n@level\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start the project v]\nshow\nswitch backdrop to (i'm blue v)\n\n
Instructions are in-game.\n\nThis is a platformer which aims at representing how a bunch of platformers on Scratch are like.\n\nCriticism is obviously allowed, but I don't want you saying "i hate you lol" in the comments just because of my opinion on these types of platformers. If you like them, that's perfectly fine, just don't get salty over my opinion.
TᕼE ᑎIᑎE ᗯOᖇᒪᗪS - ᗩ ᗰOᗷIᒪE ᖴᖇIEᑎᗪᒪY ᑭᒪᗩTᖴOᖇᗰEᖇ| The Nine Worlds - A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (midgard v)\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch backdrop to (midgard_portal v)\n else\n if <(level) = [8]> then\n switch backdrop to (nidavellir v)\n else\n if <(level) = [16]> then\n switch backdrop to (nidavellir_portal v)\n else\n if <(level) = [17]> then\n switch backdrop to (vanaheim v)\n else\n if <(level) = [24]> then\n switch backdrop to (vanaheim_portal v)\n else\n if <(level) = [25]> then\n switch backdrop to (muspellheim v)\n else\n if <(level) = [32]> then\n switch backdrop to (muspellheim_portal v)\n else\n if <(level) = [33]> then\n switch backdrop to (niflheim v)\n else\n if <(level) = [38]> then\n switch backdrop to (niflheim_portal v)\n else\n if <(level) = [39]> then\n switch backdrop to (alfheim v)\n else\n if <(level) = [47]> then\n switch backdrop to (alfheim_portal v)\n else\n if <(level) = [48]> then\n switch backdrop to (helheim v)\n else\n if <(level) = [56]> then\n switch backdrop to (helheim_portal v)\n else\n if <(level) = [57]> then\n switch backdrop to (jotunheim v)\n else\n if <(level) = [66]> then\n switch backdrop to (jotunheim_portal v)\n else\n if <(level) = [67]> then\n switch backdrop to (asgard v)\n else\n if <(level) = [74]> then\n switch backdrop to (asgard_portal v)\n else\n if <(level) = [75]> then\n switch backdrop to (asgard v)\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\n end\n end\n end\nend\n\n@level\n\nwhen flag clicked\nforever\n go [backward v] (1) layers\n switch costume to (level)\nend\n\n@text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go [backward v] (2) layers\n switch costume to (level)\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\nwhen this sprite clicked\n\n@player\n\nwhen I start as a clone\nset [brightness v] effect to (-100)\nset [ghost v] effect to (0)\nset size to (40) %\nrepeat (10)\n change size by (-4)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (level 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 (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (level 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 (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> 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\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen flag clicked\nset size to (40) %\nset rotation style [left-right v]\ngo to x: (-250) y: (100)\ngo [backward v] (1) layers\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <<<<(speed y) < [4]> or <key (up arrow v) pressed?>> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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 <(mouse x) < (x position)>>> 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 (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [Jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [0]\n end\n else\n set [jump key v] to [0]\n end\n if <touching (death v)?> then\n start sound [Bonk v]\n go to x: (-250) y: (100)\n set [speed y v] to [0]\n end\n Set Costume\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n repeat until <(level) = [76]>\n if <(x position) > [228]> then\n change [level v] by (1)\n go to x: (-250) y: (100)\n set [speed y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [76]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine Set Costume\n\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (i'm watching you!!! 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\ndefine blink\nswitch costume to (i'm watching you!!! v)\nrepeat (9)\n next costume\nend\nrepeat (9)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen flag clicked\nforever\n blink\n wait (pick random (1) to (30)) seconds\nend\n\n@instructions\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nif <(costume [number v]) = [7]> then\n hide\nend\n\nwhen this sprite clicked\nnext costume\n\n@death\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\n switch costume to (level)\nend\n\n@moosic\n\nwhen flag clicked\nset [show/hide v] to [0]\nforever\n switch costume to (pick random (1) to (3))\n set [show/hide v] to [1]\n play sound (costume [number v]) until done\n set [show/hide v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(show/hide) = [1]> then\n set [ghost v] effect to (100)\n set [hide skip v] to [1]\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [show/hide v] to [0]\n hide\n set [hide skip v] to [0]\n end\nend\n\n@clouds\n\nwhen flag clicked\nif <(level) = [76]> then\n hide\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (1) layers\nset [ghost v] effect to (pick random (40) to (75))\ngo to x: (-242) y: (pick random (100) to (0))\nforever\n repeat until <(x position) > [171]>\n move (pick random (2) to (7)) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nrepeat until <(level) = [76]>\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n switch costume to (backdrop [name v])\nend\n\n@number\n\nwhen flag clicked\ngo [backward v] (1) layers\nshow\n\nhide\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [76]> then\n hide\n end\nend\n\ngo to [back v] layer\n\n@skip\n\nwhen this sprite clicked\nchange [level v] by (1)\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(level) = [75]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(hide skip) = [1]> then\n hide\n else\n if <(hide skip) = [0]> then\n show\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(level) = [76]> then\n hide\n end\nend\n\n
E᙭ᑭᒪOᖇE TᕼE ᑎIᑎE ᗯOᖇᒪᗪS Oᖴ ᑎOᖇSE \nᗰYTᕼOᒪOGY ᗯITᕼ TᕼIS ᗰOᗷIᒪE ᖴᖇIEᑎᗪᒪY\nᑭᒪᗩTᖴOᖇᗰEᖇ!\n\nPress the heart and star for less lag! :P\nFullscreen recommended.\nAll levels are possible (on the computer, IDK about on mobile :P) If a level is too hard, you can always skip it.\nIf you enjoyed, press the heart and star.\nFollow @Sophii- for more.\nIF IT DOESN'T LOAD, USE THIS: https://forkphorus.github.io/#374023861\n\nI'm not going to do any more work on this, but you can remix and add new features!\n\nCan we get this:\nFeatured - Nope T_T\nCurated - Yeah! Thanks @-glittersquad-!\nTop-Loved - Yeah! Thanks so much! :D\nTop-Remixed - Yeah! Thanks! :D\n===========================================\nYou can use anything in this if you give credit. If you don't, I WILL FIND YOU. AND I WILL HUNT YOU DOWN. \n===========================================\nAdvertising will be reported.\n===========================================\nCredits:\nPlatforming script: @griffpatch, modified by @Sophii- (me)\nMobile script is from @qucchia\nPlayer trail is by @sourboylemon, modified by me\nClouds script by @lukas1410, modified by me\nCrystal art from @I8D's platformer\nPlayer design inspired by @timmccool\n9 worlds are from Norse mythology\nAll other art and coding is by @Sophii- (me)\nYou for loving and faving this project, and following me! :D\n===========================================\nMusic: \nDance of the Violins by F-777\nEpic by TheFatRat\nSons of Norway by Vexento\n===========================================\nUPDATES\n=============\n3/16/20 - 69 views :3\n3/16/20: 100 views in one day?? OMG!!!!!\n3/16/20: Added spikes, clouds, and player trail, and changed thumbnail a little bit\n3/17/20: 200 views and 10 loves? Thanks!!!\n3/18/20: Added level numbers, fixed a couple small bugs\n3/18/20: wOaHhHH 400 views and 20 loves???\n3/19/20: added skip\n3/20/20: wOaHhH 30 loves HOWW\n3/20/20: #174 on trending! Can we make that number go up?\n3/20/20: 500 views! Yay!\n3/23/20: 600 views - yay! 40 loves - can we get to 50?\n3/24/20 - 666 views :3\n3/25/20 - ACKKKK 16 loves and 200 views in one day? HOW????\n4/7/20: Curated by @-glittersquad-! Thanks!\n4/9/20: Top loved!!!! Thanks!!! HOW DID WE GET 10k views and 800 loves??? OMG!!!\n4/11/20: 1000 loves???? THANKS SO MUCH!!!\n4/14/20: 1000 faves! Thanks! Also - TOP REMIXED! YAY!\n4/18/20 - 20k views and 57 remixes!???\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#art#games#games#platformer#platformers#65#plus\n#eleven#music#animations#informational#myths#magic\n#tutorialsiguess#tutorials#norsemythology#75levels\n#stories#all#animations#art#games#music#stories\n#tutorials#all#games#all#games#sophii-#is#not\n#boymcboy#or#timmccool#or#mjm3#or#dhilly#the#end\n#bye
mincraft platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [C418 - Aria Math \(Minecraft Volume Beta\)3 v] until done\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\ngo to x: (-193) y: (-10)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n next costume\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (-90)\n next costume\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <touching (sprite2 v)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n switch costume to (idle/jump v)\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 (-0.5)\n change y by (Yv)\n if <touching (sprite2 v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n if <touching (sprite2 v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite2 v)?>> then\n switch costume to (idle/jump v)\n set [yv v] to [7]\n end\n change y by (1)\n if <touching (sprite7 v)?> then\n set [ghost v] effect to (0)\n start sound (pick random (1) to (3))\n broadcast (oof v)\n wait (0.1) seconds\n go to x: (-193) y: (-10)\n set [ghost v] effect to (100)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (sprite12 v)?> then\n set [touching ground? v] to [1]\n if <key (up arrow v) pressed?> then\n set [yv v] to [4]\n else\n set [yv v] to [-2.5]\n end\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [x v] by (0.5)\n\nchange [x v] by (-0.5)\n\nif <(Xv) > [0]> then\n set [xv v] to [-5]\nelse\n set [xv v] to [5]\nend\nset [yv v] to [12]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\n\nswitch costume to (costume15 v)\n\nshow\n\nwhen I receive [next v]\ngo to x: (-193) y: (-10)\n\nwhen I receive [restart v]\ngo to x: (-193) y: (-10)\n\nchange [yv v] by (0.5)\n\nchange [yv v] by (-0.01)\n\nstart sound [recording1 v]\n\nwhen I receive [end end v]\nstop [other scripts in sprite v]\n\nturn right (15) degrees\n\n@Sprite9\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (25)\ncreate clone of (_myself_ v)\ngo to x: (135) y: (120)\nforever\n change x by (-0.6)\n if <(x position) = [-277]> then\n go to x: (180) y: (120)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (25)\ngo to x: (232) y: (140)\nforever\n change x by (-0.5)\n if <(x position) = [-268]> then\n go to x: (232) y: (140)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> and <(touching ground?) = [1]>> then\n wait until <(touching ground?) = [0]>\n play sound [recording1 v] until done\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\nforever\n play sound [C418 - Sweden \(Caution & Crisis Remix\) v] until done\nend\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (sprite8 v)?> then\n broadcast (next v)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite10\n\ndefine Movement\n\nwhen flag clicked\nforever\n go to (sprite8 v)\n if <not <key (any v) pressed?>> then\n switch costume to (arm4 v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (costume4 v)\n end\n if <(costume [name v]) = [extra]> then\n switch costume to (arm4 v)\n end\n if <<key (down arrow v) pressed?> and <not <<key (up arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n switch costume to (costume16 v)\n end\nend\n\nsay [Hello!] for (2) seconds\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\n\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\n\nwhen flag clicked\nshow\nforever\n if then\n point in direction (-90)\n next costume\n end\n if then\n point in direction (90)\n next costume\n end\n if <touching (sprite2 v)?> then\n set [touching ground? v] to [1]\n else\n set [touching ground? v] to [0]\n end\nend\n\nchange [xv v] by (-1)\n\nchange [xv v] by (1)\n\n\n\nstart sound (pick random (1) to (3))\n\nhide\nwait (0.1) seconds\nshow\n\nwhen I receive [oof v]\nswitch costume to (costume8 v)\nhide\nwait (0.2) seconds\nshow\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <touching (sprite8 v)?> then\n say [Welcome! Arrow keys to move, try not to touch lava or cacti! Good luck!]\n else\n say []\n end\nend\n\nwhen I receive [next v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n@Sprite12\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (25)\nswitch costume to (costume8 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite13\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite14\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nforever\n point towards (sprite8 v)\n if <touching (sprite8 v)?> then\n say [Good job! The chest behind me contains your prize! You deserve it for traveling this far!]\n else\n say []\n end\nend\n\nwhen I receive [end v]\nshow\n\nwhen I receive [end end v]\nsay []\nstop [other scripts in sprite v]\n\n@Sprite15\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite8 v)?> then\n broadcast (end end v)\n end\nend\n\nwhen I receive [end v]\nshow\n\n@Sprite17\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end end v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Sprite16\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n
Puppy Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nset [level v] to [1]\n\nwhen I receive [didn'tialreadysaygameon?!? v]\nwait (1) seconds\nswitch backdrop to (next backdrop v)\nrepeat until <(backdrop [name v]) = [Winner!!!]>\n play sound [RATHER BE BY CLEAN BANDIT - MUSIC BOX TRIBUTE.mp3 v] until done\nend\n\nwhen I receive [gameonnow!!!!!!!!!! v]\nswitch backdrop to (level1 v)\n\nwhen I receive [newlevel v]\nnext backdrop\nrepeat (2)\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) = [2]>> then\n next backdrop\n end\nend\nchange [level v] by (1)\n\nwhen I receive [wingame v]\nforever\n play sound [end v] until done\nend\n\nwhen flag clicked\nwait until <(backdrop [name v]) = [Winner!!!]>\nbroadcast (wingame v)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(backdrop [name v]) = [Winner!!!]> then\n stop all sounds\n stop [this script v]\n end\nend\n\n@licky_dog_icon_by_gilly15-d541l7s\n\nwhen flag clicked\nplay sound [THIS IS IT - PaulRHJT v] until done\n\nwhen flag clicked\nset [ghost v] effect to (50)\nrepeat (50)\n change [ghost v] effect by (-1)\n wait (0.1) seconds\nend\nwait (2) seconds\nglide (2) secs to x: (361) y: (0)\nbroadcast (cutehappypuppies v)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (licky_dog_icon_by_gilly15-d541l7s-0 v)\nforever\n next costume\n wait (0.1) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (9.5) seconds\nset size to (1) %\nshow\nrepeat (125)\n change size by (2)\n wait (0.01) seconds\nend\nhide\nbroadcast (Didn'tIAlreadySayGameOn?!? v)\n\n@Sprite3\n\nwhen flag clicked\nhide\nswitch costume to (play1 v)\n\nwhen I receive [didn'tialreadysaygameon?!? v]\nwait (1) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (play2 v)\n else\n switch costume to (play1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (GameOnNOW!!!!!!!!!! v)\nhide\n\n@Sprite4\n\n@Pixel Heart\n\nwhen flag clicked\ngo to x: (205) y: (-62)\nhide\nforever\n if <touching (puppy v)?> then\n broadcast (NewLevel v)\n end\nend\n\nwhen I receive [gameonnow!!!!!!!!!! v]\nshow\nforever\n repeat (3)\n next costume\n wait (0.1) seconds\n end\n wait (0.1) seconds\n repeat (2)\n next costume\n wait (0.1) seconds\n end\nend\n\nturn left (15) degrees\n\nstop [other scripts in sprite v]\n\nwait (0.222) seconds\n\nwhen I receive [wingame v]\nhide\n\n@Puppy\n\nwhen I receive [gameonnow!!!!!!!!!! v]\nset [level v] to [1]\ngo to x: (-199) y: (y position)\ngo to [front v] layer\nshow\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (dog v)\n move (5) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n switch costume to (dog2 v)\n move (5) steps\n end\n if <touching color (#ff9999)?> then\n go to x: (-198) y: (y position)\n end\n if <(backdrop [name v]) = [backdrop8]> then\n set [y v] to [-12]\n go to x: (-13) y: (y position)\n broadcast (wingame v)\n wait (1) seconds\n hide\n hide\n hide\n wait (1) seconds\n wait (1) seconds\n stop [other scripts in sprite v]\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-199) y: (-37)\n\nwhen I receive [gameonnow!!!!!!!!!! v]\nset [y v] to [99]\nforever\n if <touching color (#99ffbb)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n else\n set [yv v] to [0]\n end\n else\n set [yv v] to ((YV) - (1))\n end\n set [y v] to ((Y) + (YV))\n go to x: (x position) y: (Y)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [newlevel v]\ngo to x: (-199) y: (-37)\n\ngo to [front v] layer\n\nwhen I receive [wingame v]\nhide\n\nif <touching color (#e5ccff)?> then\n set [yv v] to [30]\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (82) y: (118)\nhide\nforever\n if <(Level) = [9]> then\n show\n repeat until <(backdrop [name v]) = [Winner!!!]>\n glide (1) secs to x: (72) y: (-122)\n go to x: (82) y: (118)\n wait (1) seconds\n end\n hide\n else\n hide\n end\nend\n\n@Sprite6\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nbroadcast (GoAwayLavaWall!!! v)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to x: (-3) y: (-37)\nwait (1) seconds\nforever\n if <(backdrop [name v]) = [Level4]> then\n show\n broadcast (LavaHere v)\n end\n wait until <not <(backdrop [name v]) = [Level4]>>\n hide\nend\n\n@Sprite7\n\nwhen I receive [goawaylavawall!!! v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (4) y: (9)\nif <(backdrop [name v]) = [Level4]> then\n show\nend\n\nwhen I receive [lavahere v]\nshow\n\n@Talking Puppy\n\nwhen this sprite clicked\nset [number v] to (pick random (1) to (5))\nif <(Number) = [1]> then\n say [Woof!] for (2) seconds\nelse\n if <(Number) = [2]> then\n say [Thank you for bringing me back home!] for (2) seconds\n else\n if <(Number) = [3]> then\n ask [Do you like this game? \(yes or no\)] and wait\n if <<(answer) = [yes]> or <(answer) = [Yes]>> then\n say [Yay! Thanks!] for (2) seconds\n else\n say [Aww. That's okay! Please give some feedback in the comments!] for (2) seconds\n end\n else\n if <(Number) = [4]> then\n say [Please love and favorite!] for (2) seconds\n else\n say [Good job!] for (2) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [wingame v]\nshow\n\n@Sprite1\n\nwhen I receive [wingame v]\ngo [backward v] (50) layers\nhide\nforever\n create clone of (_myself_ v)\n wait (0.005) seconds\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (100) layers\nif <(pick random (1) to (4)) = [1]> then\n switch costume to (costume1 v)\nend\nif <(pick random (1) to (4)) = [2]> then\n switch costume to (costume2 v)\nend\nif <(pick random (1) to (4)) = [3]> then\n switch costume to (costume3 v)\nend\nif <(pick random (1) to (4)) = [4]> then\n switch costume to (costume4 v)\nend\nchange [ghost v] effect by (pick random (10) to (20))\nset size to (pick random (1) to (20)) %\ngo to x: (pick random (-240) to (240)) y: (180)\nglide (pick random (2) to (10)) secs to x: (pick random (-240) to (240)) y: (-180)\ndelete this clone\n\n
CLICK GREEN FLAG, WAIT ONE SECOND, THEN CLICK THE FLAG AGAIN or the puppy will fall thru the floor •o•\nThis is my very first platformer, and I'm sorry it's so short! \nIf you enjoyed, hit that heart and star! \nAlso, leave feedback and ideas for future games in my profile comments!\n
Mineshaft - A Multiplayer Platformer
@Stage\n\nwhen I receive [start v]\nforever\n play sound [Hot Spaghetti v] until done\nend\n\n@Trampolines\n\nwhen flag clicked\nset [x v] to [1]\nset [y v] to [2]\nforever\n show\n switch costume to (join (X) (Y))\nend\n\n@Broadcasts\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nif <(Players) = [1]> then\n go to x: (0) y: (100)\n switch costume to (alone v)\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\nend\n\nwhen I receive [start v]\nwait (2) seconds\nset [pp v] to (Players)\nforever\n go to [front v] layer\n if <(PP) < (Players)> then\n wait (2) seconds\n if <(PP) < (Players)> then\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (joined v)\n set voice to (alto v)::tts\n speak [A player has joined the game!]::tts\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\n if <(Players) < (PP)> then\n wait (2) seconds\n if <(Players) < (PP)> then\n go to x: (0) y: (100)\n set [pp v] to (Players)\n switch costume to (left v)\n set voice to (alto v)::tts\n speak [A player has left the game!]::tts\n show\n repeat (100)\n set y to ((y position) / (10))\n end\n hide\n end\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nif <(Players) = [1]> then\n set voice to (alto v)::tts\n speak [You're playing alone]::tts\nelse\n set voice to (alto v)::tts\n speak [You're not playing alone. Right now]::tts\n speak ((Players) - (1))::tts\n speak [other players are also playing this platformer.]::tts\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Players\n\ndefine Movement (id)\nset size to (50) %\nshow\nthink (username)\nchange [yv v] by (-1)\nif <(ChatOutput) = [1]> then\n say [Hi!]\nend\nif <(ChatOutput) = [2]> then\n say [Wait here!]\nend\nif <(ChatOutput) = [3]> then\n say [Bye!]\nend\nif <(ChatOutput) = [4]> then\n say [I'm off!]\nend\nif <(ChatOutput) = [5]> then\n say [Okay]\nend\nif <(ChatOutput) = [6]> then\n say [Yes]\nend\nif <(ChatOutput) = [7]> then\n say [Keep trying!]\nend\nif <(ChatOutput) = [8]> then\n say [Wait for me!]\nend\nif <(ChatOutput) = [9]> then\n say [Come with me!]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [xv v] by (0.6)\n switch costume to (1 v)\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [xv v] by (-0.6)\n switch costume to (2 v)\n else\n switch costume to (3 v)\n end\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nSave My Data\nif <touching (terrain v)?> then\n change y by (1)\nend\nif <touching (terrain v)?> then\n change y by (1)\nend\nif <touching (terrain v)?> then\n change y by (1)\nend\nif <touching (terrain v)?> then\n change y by (1)\nend\nif <touching (terrain v)?> then\n change y by (-4)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [13]\n if <([abs v] of (Xv) ) = (Xv)> then\n set [xv v] to [-9]\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)\nSave My Data\nif <touching (terrain v)?> then\n change y by ((0) - (Yv))\n set [yv v] to [1]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> and <touching (terrain v)?>> then\n switch costume to (4 v)\n set [yv v] to [13]\nend\nif <touching (trampolines v)?> then\n switch costume to (4 v)\n set [yv v] to [16]\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [yv v] to [0]\nend\nif <(x position) > [230]> then\n if <not <(X) = [7]>> then\n set x to (-220)\n change [x v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\nif <(x position) < [-230]> then\n if <not <(X) = [1]>> then\n set x to (220)\n change [x v] by (-1)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\nif <(y position) > [171]> then\n if <not <(Y) = [2]>> then\n set y to (-137)\n set [xv v] to [0]\n set [yv v] to [0]\n change [y v] by (1)\n end\nend\nif <(y position) < [-171]> then\n if <not <(Y) = [1]>> then\n set y to (137)\n change [y v] by (-1)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\ngo to [front v] layer\n\nwhen I receive [initialise v]\nhide\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n if <(item (((id) * (8)) - (3)) of [cloud list v]) = (join (X) (Y))> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (0))\n show\n set size to (50) %\n think (item (((id) * (8)) - (4)) of [cloud list v])\n change x by (((x position) - (item (((id) * (8)) - (7)) of [cloud list v])) / (-2.5))\n change y by (((y position) - (item (((id) * (8)) - (6)) of [cloud list v])) / (-2.5))\n if <(item (((id) * (6)) - (0)) of [cloud list v]) = [1]> then\n say [Hi!]\n end\n if <(item (((id) * (6)) - (0)) of [cloud list v]) = [2]> then\n say [Wait here!]\n end\n if <(item (((id) * (6)) - (0)) of [cloud list v]) = [3]> then\n say [Bye!]\n end\n if <(item (((id) * (6)) - (0)) of [cloud list v]) = [4]> then\n say [I'm off!]\n end\n if <(item (((id) * (6)) - (0)) of [cloud list v]) = [5]> then\n say [Okay]\n end\n if <(item (((id) * (6)) - (0)) of [cloud list v]) = [6]> then\n say [Yes]\n end\n if <(item (((id) * (6)) - (0)) of [cloud list v]) = [7]> then\n say [Keep trying!]\n end\n if <(item (((id) * (6)) - (0)) of [cloud list v]) = [8]> then\n say [Wait for me!]\n end\n if <(item (((id) * (6)) - (0)) of [cloud list v]) = [9]> then\n say [Come with me!]\n end\n else\n go to x: (item (((id) * (8)) - (7)) of [cloud list v]) y: (item (((id) * (8)) - (6)) of [cloud list v])\n hide\n end\nend\n\ndefine Save My Data\ndelete all of [my list v]\nadd (x position) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (999) to (99999)) to [my list v]\nadd (Username) to [my list v]\nadd (join (X) (Y)) to [my list v]\nadd (ChatOutput) to [my list v]\nadd [1] to [my list v]\nadd (costume [number v]) to [my list v]\n\ndefine Tick\nif <(Clone ID) = (PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\nwhen I start as a clone\ngo to x: (-200) y: (0)\nwait until <(Started) = [1]>\nforever\n Tick\nend\n\nwhen I receive [start v]\nshow variable [players v]\n\nwhen flag clicked\nhide variable [players v]\n\nwhen flag clicked\nhide variable [chat1 v]\nhide variable [chat2 v]\nhide variable [chat3 v]\nhide variable [chat4 v]\nhide variable [chat5 v]\nhide variable [chat6 v]\nhide variable [chat7 v]\nhide variable [chat8 v]\nhide variable [chat9 v]\nset [chat v] to [0]\nset [chat1 v] to [1: Hi!]\nset [chat2 v] to [2: Wait here!]\nset [chat3 v] to [3: Bye!]\nset [chat4 v] to [4: I'm off!]\nset [chat5 v] to [5: Okay]\nset [chat6 v] to [6: Yes]\nset [chat7 v] to [7: Keep trying!]\nset [chat8 v] to [8: Wait for me!]\nset [chat9 v] to [9: Come with me!]\n\nwhen [t v] key pressed\nif <(Chat) = [1]> then\n set [chat v] to [0]\nelse\n set [chat v] to [1]\nend\n\nwhen I receive [start v]\nforever\n if <(Chat) = [1]> then\n show variable [chat1 v]\n show variable [chat2 v]\n show variable [chat3 v]\n show variable [chat4 v]\n show variable [chat5 v]\n show variable [chat6 v]\n show variable [chat7 v]\n show variable [chat8 v]\n show variable [chat9 v]\n if <key (1 v) pressed?> then\n hide vars\n set [chatoutput v] to [1]\n wait (2) seconds\n set [chatoutput v] to [0]\n end\n if <key (2 v) pressed?> then\n hide vars\n set [chatoutput v] to [2]\n wait (2) seconds\n set [chatoutput v] to [0]\n end\n if <key (3 v) pressed?> then\n hide vars\n set [chatoutput v] to [3]\n wait (2) seconds\n set [chatoutput v] to [0]\n end\n if <key (4 v) pressed?> then\n hide vars\n set [chatoutput v] to [4]\n wait (2) seconds\n set [chatoutput v] to [0]\n end\n if <key (5 v) pressed?> then\n hide vars\n set [chatoutput v] to [5]\n wait (2) seconds\n set [chatoutput v] to [0]\n end\n if <key (6 v) pressed?> then\n hide vars\n set [chatoutput v] to [6]\n wait (2) seconds\n set [chatoutput v] to [0]\n end\n if <key (7 v) pressed?> then\n hide vars\n set [chatoutput v] to [7]\n wait (2) seconds\n set [chatoutput v] to [0]\n end\n if <key (8 v) pressed?> then\n hide vars\n set [chatoutput v] to [8]\n wait (2) seconds\n set [chatoutput v] to [0]\n end\n if <key (9 v) pressed?> then\n hide vars\n set [chatoutput v] to [9]\n wait (2) seconds\n set [chatoutput v] to [0]\n end\n else\n hide vars\n end\nend\n\ndefine hide vars\nset [chat v] to [0]\nhide variable [chat1 v]\nhide variable [chat2 v]\nhide variable [chat3 v]\nhide variable [chat4 v]\nhide variable [chat5 v]\nhide variable [chat6 v]\nhide variable [chat7 v]\nhide variable [chat8 v]\nhide variable [chat9 v]\n\nwhen flag clicked\nset [chatoutput v] to [0]\n\n@Connecting\n\nwhen I receive [start v]\nif <(Full?) = [True]> then\n repeat (10)\n change [brightness v] effect by (-10)\n end\n switch costume to (full v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n clear graphic effects\n wait (1) seconds\n hide\nelse\n reset timer\n hide\nend\n\nwhen I receive [initialise v]\nswitch costume to (connecting v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(PlayerSlot) > [0]>> then\n set [full? v] to [True]\nend\nbroadcast (start v)\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Get Player Slot\nset [playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nrepeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (6)) - (3)) of [cloud list v]) to [check v]\nend\nwait (2) seconds\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\nrepeat (10)\n change [moved? v] by (1)\n if <(item (Moved?) of [check v]) = (item (((Moved?) * (6)) - (3)) of [cloud list v])> then\n set [playerslot v] to (Moved?)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [started v] to [0]\n\nwhen I receive [start v]\nset [started v] to [1]\n\nwhen I receive [failed v]\ngo to x: (0) y: (0)\nswitch costume to (fail v)\nstop [all v]\n\nwhen I receive [failed v]\ngo to x: (0) y: (100)\nswitch costume to (fail v)\nshow\nrepeat (100)\n set y to ((y position) / (10))\nend\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Terrain\n\nwhen flag clicked\nforever\n switch costume to (join (X) (Y))\nend\n\n@Loading\n\nwhen flag clicked\nshow\nset size to (20) %\nforever\n turn right (11) degrees\n go to [front v] layer\n change size by (((size) - (90)) / (-5))\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Thumbnail\n\nwhen [timer v] > (0.001)\nhide variable [players v]\nshow\ngo to x: (0) y: (-100)\nforever\n go to [front v] layer\n change y by ((y position) / (-10))\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\n@Spikes\n\n@Multiplayer\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (8)) - (5)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (8)) - (5)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (0.3) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Save Data (id)\nEncode\nif <(id) = [1]> then\n set [☁ p1 v] to (Output)\nelse\n if <(id) = [2]> then\n set [☁ p2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ p3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ p4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ p5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ p6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ p7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ p8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ p9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ p10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSave Data (PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ P1) (join (☁ P2) (join (☁ P3) (join (☁ P4) (join (☁ P5) (join (☁ P6) (join (☁ P7) (join (☁ P8) (join (☁ P9) (☁ P10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n
RESHARED || THIS WAS JUST TO TEST MULTIPLAYER THERE IS NO OBJECTIVE TO THIS GAME\nMineshaft - A Multiplayer Platformer\nArrow keys WASD or mobile controls to move.\nTo chat, press T and then select one of the 9 phrases. Sorry but you can not chat on mobile. As long as you are not a "New Scratcher" you can see other players and chat with them!
List Platformer: Mr. Smiley’s Adventurer (games, stories)
@Stage\n\ndefine level6\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (28)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (30)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (7)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (22)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (6)\n set [x-testor#4 v] to (join (x-testor#4) [^])\nend\nrepeat (2)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (30)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\n\ndefine level12\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (6)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (17)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nset [x-testor#4 v] to (join (x-testor#4) [o])\nrepeat (2)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (2)\n add (x-testor#4) to [list# v]\nend\n\ndefine level16\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nadd [See how a beautiful land is destroyed by Sadness] to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (7)\n add (x-testor#4) to [list# v]\nend\nrepeat (3)\n set [x-testor#4 v] to []\n repeat (60)\n set [random- v] to (pick random (1) to (3))\n if <(random-) = [1]> then\n set [x-testor#4 v] to (join (x-testor#4) [~])\n else\n set [x-testor#4 v] to (join (x-testor#4) [_])\n end\n end\n add (x-testor#4) to [list# v]\nend\n\nwhen flag clicked\nchange [☁ view v] by (1)\nhide list [list v]\nset-text\nset-chat\nset-teleportor\ndelete all of [list v]\nset [emoji v] to [1]\nset [level v] to [1]\nset [x v] to [1]\nset [y v] to [5]\nset [jump v] to [0]\nset [dead v] to [0]\nset [star-count v] to [0]\nset [story v] to [0]\ndelete all of [list v]\nrepeat (6)\n add [ ] to [list v]\nend\nadd (join [level] (level)) to [list v]\nrepeat (6)\n add [ ] to [list v]\nend\nlevel1\nwait (1) seconds\nset [level-updating v] to [0]\nforever\n if <(level-updating) = [0]> then\n if <(dead) = [0]> then\n if <<(letter (x) of (item ((12) - (y)) of [list# v])) = [o]> or <(letter ((x) + (1)) of (item ((12) - (y)) of [list# v])) = [o]>> then\n set [x v] to (item (level) of [teleportor-x v])\n set [y v] to (item (level) of [teleportor-y v])\n end\n if <<(letter (x) of (item ((12) - (y)) of [list# v])) = [^]> or <(letter ((x) + (1)) of (item ((12) - (y)) of [list# v])) = [^]>> then\n if <(jump) = [0]> then\n broadcast (jump#2 v)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<<(letter (x) of (item ((13) - (y)) of [list# v])) = [~]> or <(letter ((x) + (1)) of (item ((13) - (y)) of [list# v])) = [~]>> or <<(letter (x) of (item ((13) - (y)) of [list# v])) = [▓]> or <(letter ((x) + (1)) of (item ((13) - (y)) of [list# v])) = [▓]>>> then\n if <(jump) = [0]> then\n if <(story) = [0]> then\n broadcast (jump v)\n end\n end\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<not <(letter ((x) + (1)) of (item ((12) - (y)) of [list# v])) = [~]>> and <not <(letter ((x) + (2)) of (item ((12) - (y)) of [list# v])) = [~]>>> then\n if <(story) = [0]> then\n change [x v] by (1)\n end\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <<not <(letter (x) of (item ((12) - (y)) of [list# v])) = [~]>> and <not <(letter ((x) + (-1)) of (item ((12) - (y)) of [list# v])) = [~]>>> then\n if <(story) = [0]> then\n change [x v] by (-1)\n end\n end\n end\n if <(x) < [1]> then\n set [x v] to [1]\n end\n if <<not <(letter (x) of (item ((13) - (y)) of [list# v])) = [~]>> and <not <(letter ((x) + (1)) of (item ((13) - (y)) of [list# v])) = [~]>>> then\n if <(jump) = [0]> then\n if <<not <(letter (x) of (item ((13) - (y)) of [list# v])) = [▓]>> and <not <(letter ((x) + (1)) of (item ((13) - (y)) of [list# v])) = [▓]>>> then\n change [y v] by (-0.5)\n end\n end\n end\n if <<(x) > [59]> or <key (s v) pressed?>> then\n if <not <(level) = [17]>> then\n if <not <(level) = [21]>> then\n broadcast (next-level v)\n end\n end\n end\n if <<(letter ((x) + (1)) of (item ((13) - (y)) of [list# v])) = [▓]> or <(letter (x) of (item ((13) - (y)) of [list# v])) = [▓]>> then\n broadcast (boat v)\n end\n if <<(letter ((x) + (1)) of (item ((12) - (y)) of [list# v])) = [◆]> or <(letter (x) of (item ((12) - (y)) of [list# v])) = [◆]>> then\n broadcast (star-get v)\n end\n if <(star-count) = [3]> then\n if <(level) = [15]> then\n if <key (space v) pressed?> then\n broadcast (magic! v)\n end\n end\n end\n test-die\n replace list\n wait (0) seconds\n end\n end\nend\n\nwhen I receive [star-get v]\nstart sound [Coin v]\nset [star-target v] to ((12) - (y))\nset [star-pos v] to [1]\nset [x-testor#6 v] to []\nrepeat (60)\n if <(letter (star-pos) of (item (star-target) of [list# v])) = [◆]> then\n set [x-testor#6 v] to (join (x-testor#6) [_])\n else\n set [x-testor#6 v] to (join (x-testor#6) (letter (star-pos) of (item (star-target) of [list# v])))\n end\n change [star-pos v] by (1)\nend\nreplace item (star-target) of [list# v] with (x-testor#6)\nchange [star-count v] by (1)\nif <(star-count) = [3]> then\n replace item (1) of [list# v] with [You get all the energy-stars! :P \(press space\)]\nend\n\nwhen I receive [jump#2 v]\nstart sound [Drum Boing v]\nset [jump v] to [1]\nchange y [1]\nwait (0.04) seconds\nchange y [1]\nrepeat (6)\n wait (0.05) seconds\n change y [1]\nend\nwait (0.12) seconds\nchange y [-1]\nwait (0.12) seconds\nchange y [-1]\nrepeat (6)\n wait (0.05) seconds\n change y [-1]\nend\nwait (0.04) seconds\nset [jump v] to [0]\n\ndefine set-chat\ndelete all of [chat v]\nadd [You: So you're Mr. Sadness. \(press q\)] to [chat v]\nadd [Mr. Sadness: Of course, young man. Why do you come to my grand kingdom?] to [chat v]\nadd [You: I'm going to make the world a better place] to [chat v]\nadd [You: By removing all the sadness in the world] to [chat v]\nadd [Mr. Sadness: But the world is already perfect, Mr. Smiley] to [chat v]\nadd [Mr. Sadness: Join me, and you'll realise the power of sadness] to [chat v]\nadd [You: No, you're destroying your kingdom...] to [chat v]\nadd [Mr. Sadness: So then i'll destroy you, unless you join my group!] to [chat v]\nadd [You: But, see what i have got - energy stars!] to [chat v]\nadd [Mr. Sadness: Oh NO!! Oh, oh, oh... no... ] to [chat v]\nadd [Mr. Sadness: Come out, Sadness army!] to [chat v]\nadd [You: But I think my energy stars are more powerful than your army] to [chat v]\nadd [Sadness: Well, I have to fight you by myself] to [chat v]\ndelete all of [chat#2 v]\nadd [You: I know you didn't die, Mr. Sadness. \(press q\)] to [chat#2 v]\nadd [You: Where are you?] to [chat#2 v]\nadd [Sadness: I'm in your body... do you noticed the tears on your face?] to [chat#2 v]\nadd [Sadness: In fact, the power of the stars make us together] to [chat#2 v]\nadd [You: But... why?] to [chat#2 v]\nadd [Sadness: It's the destiny... We have to be together] to [chat#2 v]\nadd [Sadness: We are a same person, but opposite parts of the character] to [chat#2 v]\nadd [Sadness: All the sadness is removed, what shell we do next? ] to [chat#2 v]\nadd [You: I know what we have to do. We should make the world a better place] to [chat#2 v]\nadd [You: The world without spikes, challenges, and sadness is not complete ] to [chat#2 v]\nadd [You: The world without smile, happiness, and sunshine is also not complete] to [chat#2 v]\nadd [You: Mr. Sadness, do you want to join me?] to [chat#2 v]\n\ndefine level1\ndelete all of [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (item (level) of [text v]) to [list# v]\nrepeat (8)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\n\nwhen I receive [next-level v]\nset [level-updating v] to [1]\nchange [level v] by (1)\nif <(level) = [2]> then\n level2\nelse\n if <(level) = [3]> then\n level3\n else\n if <(level) = [4]> then\n level4\n else\n if <(level) = [5]> then\n level5\n else\n if <(level) = [6]> then\n level6\n else\n if <(level) = [7]> then\n level7\n else\n if <(level) = [8]> then\n level8\n else\n if <(level) = [9]> then\n level9\n else\n if <(level) = [10]> then\n level1\n else\n if <(level) = [11]> then\n level11\n else\n if <(level) = [12]> then\n level12\n else\n if <(level) = [13]> then\n level13\n else\n if <(level) = [14]> then\n level14\n else\n if <(level) = [15]> then\n level15\n else\n if <(level) = [16]> then\n level16\n else\n if <(level) = [17]> then\n level1\n else\n if <(level) = [18]> then\n level1\n else\n if <(level) = [19]> then\n level3\n else\n if <(level) = [20]> then\n level20\n else\n if <(level) = [21]> then\n level1\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\n end\n end\n end\n end\nend\ndelete all of [list v]\nrepeat (6)\n add [ ] to [list v]\nend\nadd (join [level] (level)) to [list v]\nrepeat (6)\n add [ ] to [list v]\nend\nset [x v] to [1]\nset [y v] to [5]\nset [jump v] to [0]\nwait (1) seconds\nset [level-updating v] to [0]\nset [dead v] to [0]\nif <(level) = [17]> then\n broadcast (story-mode v)\nend\nif <(level) = [21]> then\n broadcast (story#2 v)\nend\n\ndefine set-teleportor\ndelete all of [teleportor-x v]\nrepeat (7)\n add [] to [teleportor-x v]\nend\nadd [43] to [teleportor-x v]\nadd [2] to [teleportor-x v]\nrepeat (2)\n add [] to [teleportor-x v]\nend\nadd [44] to [teleportor-x v]\ndelete all of [teleportor-y v]\nrepeat (7)\n add [] to [teleportor-y v]\nend\nadd [4] to [teleportor-y v]\nadd [10] to [teleportor-y v]\nrepeat (2)\n add [] to [teleportor-y v]\nend\nadd [3] to [teleportor-y v]\n\ndefine level14\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (7)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (50)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (30)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (30)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [▓])\nend\nrepeat (55)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n add (x-testor#4) to [list# v]\nend\n\ndefine level11\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (36)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (16)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (28)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (8)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (8)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (24)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (28)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (37)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (16)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\n\nwhen I receive [story-mode v]\nset [story v] to [1]\nwait (2) seconds\nset [x v] to [1]\nrepeat (15)\n wait (0.1) seconds\n change [x v] by (1)\nend\nwait (1) seconds\nset [x-testor#5 v] to []\nrepeat (44)\n set [x-testor#5 v] to (join (x-testor#5) [_])\nend\nset [x-testor#5 v] to (join (x-testor#5) [☹️])\nrepeat (14)\n set [x-testor#5 v] to (join (x-testor#5) [_])\nend\nset [story-pos v] to (item (2) of [list# v])\nset [story-pos#2 v] to [2]\nrepeat (8)\n replace item (story-pos#2) of [list# v] with (x-testor#5)\n wait (0.07) seconds\n replace item (story-pos#2) of [list# v] with (story-pos)\n change [story-pos#2 v] by (1)\nend\nreplace item ((story-pos#2) - (1)) of [list# v] with (x-testor#5)\nwait (1) seconds\nset [story-pos v] to [1]\nrepeat (11)\n set [story-pos#2 v] to [1]\n set [x-testor#5 v] to []\n repeat (length of (item (story-pos) of [chat v]))\n set [x-testor#5 v] to (join (x-testor#5) (letter (story-pos#2) of (item (story-pos) of [chat v])))\n change [story-pos#2 v] by (1)\n replace item (1) of [list# v] with (x-testor#5)\n wait (0.04) seconds\n end\n wait (0.1) seconds\n wait until <key (q v) pressed?>\n change [story-pos v] by (1)\nend\nwait (1) seconds\nreplace item (1) of [list# v] with []\nset [x-testor#5 v] to []\nrepeat (44)\n set [x-testor#5 v] to (join (x-testor#5) [_])\nend\nset [x-testor#5 v] to (join (x-testor#5) [☹️])\nrepeat (7)\n set [x-testor#5 v] to (join (x-testor#5) [😥])\nend\nreplace item (9) of [list# v] with (x-testor#5)\nset [x-testor#5 v] to []\nrepeat (44)\n set [x-testor#5 v] to (join (x-testor#5) [_])\nend\nrepeat (8)\n set [x-testor#5 v] to (join (x-testor#5) [😥])\nend\nstart sound [Dun Dun Dunnn v]\nset [story-pos v] to [8]\nrepeat (4)\n replace item (story-pos) of [list# v] with (x-testor#5)\n wait (0.4) seconds\n change [story-pos v] by (-1)\nend\nset [x-testor#5 v] to []\nset [story-pos#2 v] to [1]\nrepeat (length of (item (12) of [chat v]))\n set [x-testor#5 v] to (join (x-testor#5) (letter (story-pos#2) of (item (12) of [chat v])))\n change [story-pos#2 v] by (1)\n replace item (1) of [list# v] with (x-testor#5)\n wait (0.04) seconds\nend\nwait (0.1) seconds\nwait until <key (q v) pressed?>\nrepeat until <key (space v) pressed?>\n replace item (1) of [list# v] with [*hold space*]\n wait (0.6) seconds\n replace item (1) of [list# v] with []\n wait (0.6) seconds\nend\nset [x-testor#5 v] to []\nrepeat (40)\n set [x-testor#5 v] to (join (x-testor#5) [_])\nend\nrepeat (20)\n set [x-testor#5 v] to (join (x-testor#5) [~])\nend\nset [story-pos v] to [2]\nset [sadness-x v] to [44]\nrepeat (7)\n if <(story-pos) > [2]> then\n replace item ((story-pos) - (1)) of [list# v] with [____________________________________________________________]\n end\n replace item (story-pos) of [list# v] with (x-testor#5)\n set [x-testor#7 v] to []\n repeat (sadness-x)\n set [x-testor#7 v] to (join (x-testor#7) [_])\n end\n set [x-testor#7 v] to (join (x-testor#7) [☹️])\n repeat ((44) - (sadness-x))\n set [x-testor#7 v] to (join (x-testor#7) [_])\n end\n repeat (7)\n set [x-testor#7 v] to (join (x-testor#7) [😥])\n end\n replace item (9) of [list# v] with (x-testor#7)\n wait (0.2) seconds\n change [story-pos v] by (1)\n change [sadness-x v] by (-2)\nend\nset [x-testor#7 v] to []\nrepeat (30)\n set [x-testor#7 v] to (join (x-testor#7) [_])\nend\nset [x-testor#7 v] to (join (x-testor#7) [☹️])\nrepeat (8)\n set [x-testor#7 v] to (join (x-testor#7) [_])\nend\nrepeat (20)\n set [x-testor#7 v] to (join (x-testor#7) [~])\nend\nreplace item (9) of [list# v] with (x-testor#7)\nreplace item (8) of [list# v] with [____________________________________________________________]\nset [x-testor#5 v] to []\nset [story-pos#2 v] to [1]\nrepeat (length of (item (13) of [chat v]))\n set [x-testor#5 v] to (join (x-testor#5) (letter (story-pos#2) of (item (13) of [chat v])))\n change [story-pos#2 v] by (1)\n replace item (1) of [list# v] with (x-testor#5)\n wait (0.04) seconds\nend\nwait (0.1) seconds\nwait until <key (q v) pressed?>\nreplace item (1) of [list# v] with []\nrepeat (7)\n change [x v] by (1)\n change [sadness-x v] by (-1)\n set [x-testor#7 v] to []\n repeat (sadness-x)\n set [x-testor#7 v] to (join (x-testor#7) [_])\n end\n set [x-testor#7 v] to (join (x-testor#7) [☹️])\n repeat ((38) - (sadness-x))\n set [x-testor#7 v] to (join (x-testor#7) [_])\n end\n repeat (20)\n set [x-testor#7 v] to (join (x-testor#7) [~])\n end\n replace item (9) of [list# v] with (x-testor#7)\n wait (0.1) seconds\nend\nset [story-pos v] to [2]\nset [level-updating v] to [1]\nrepeat (12)\n replace item (story-pos) of [list v] with []\n change [story-pos v] by (1)\nend\nwait (3) seconds\nbroadcast (next-level v)\nset [story v] to [0]\n\ndefine level3\ndelete all of [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (item (level) of [text v]) to [list# v]\nrepeat (6)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (25)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (35)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (15)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (45)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\n\ndefine level2\ndelete all of [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (item (level) of [text v]) to [list# v]\nrepeat (9)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (30)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\n\ndefine test-die\nif <(y) < [0]> then\n die\n set [ups v] to [You fall!]\nend\nif <(letter (x) of (item ((12) - (y)) of [list# v])) = [∆]> then\n set [ups v] to [You’re killed by the spikes!]\n die\nend\nif <(letter ((x) + (1)) of (item ((12) - (y)) of [list# v])) = [∆]> then\n set [ups v] to [You’re killed by the spikes!]\n die\nend\n\ndefine level9\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (50)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (50)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (55)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (22)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nset [x-testor#4 v] to (join (x-testor#4) [o])\nrepeat (22)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (11)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (37)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (17)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (8)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (25)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\n\ndefine replace list\nset [replace-pos v] to [1]\nrepeat (13)\n if <not <(replace-pos) = ((12) - (y))>> then\n if <(replace-pos) < [10]> then\n replace item (replace-pos) of [list v] with (join [_] (item (replace-pos) of [list# v]))\n else\n replace item (replace-pos) of [list v] with (item (replace-pos) of [list# v])\n end\n end\n change [replace-pos v] by (1)\nend\nif <((12) - (y)) < [10]> then\n set [x-testor v] to [_]\nelse\n set [x-testor v] to []\nend\nset [x-pos v] to [1]\nrepeat ((x) - (1))\n set [x-testor v] to (join (x-testor) (letter (x-pos) of (item ((12) - (y)) of [list# v])))\n change [x-pos v] by (1)\nend\nset [x-pos v] to [1]\nset [x-testor-#2 v] to []\nrepeat ((59) - (x))\n set [x-testor-#2 v] to (join (x-testor-#2) (letter (((x-pos) + (x)) + (1)) of (item ((12) - (y)) of [list# v])))\n change [x-pos v] by (1)\nend\nif <(level) < [18]> then\n replace item ((12) - (y)) of [list v] with (join (x-testor) (join [🙂] (x-testor-#2)))\nelse\n if <(emoji) = [2]> then\n replace item ((12) - (y)) of [list v] with (join (x-testor) (join [🙂] (x-testor-#2)))\n else\n replace item ((12) - (y)) of [list v] with (join (x-testor) (join [😂] (x-testor-#2)))\n end\nend\n\ndefine level20\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (6)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\n\ndefine level5\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (40)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (55)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (43)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (7)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (36)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (17)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (36)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (7)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (55)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (55)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (43)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (7)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (25)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (50)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\n\nwhen I receive [magic! v]\nset [x-testor#4 v] to []\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nreplace item (13) of [list# v] with (x-testor#4)\nset [star-count v] to [#]\n\ndefine level7\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (15)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n set [x-testor#4 v] to (join (x-testor#4) [^])\nend\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n set [x-testor#4 v] to (join (x-testor#4) [^])\nend\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n set [x-testor#4 v] to (join (x-testor#4) [^])\nend\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\n\ndefine level15\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nset [x-testor#4 v] to (join (x-testor#4) [◆])\nrepeat (59)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (3)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (12)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nset [x-testor#4 v] to (join (x-testor#4) [◆])\nrepeat (44)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (46)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (16)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (40)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (17)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nset [x-testor#4 v] to (join (x-testor#4) [◆])\nrepeat (4)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (36)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (45)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (40)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\n\nwhen I receive [jump v]\nset [jump v] to [1]\nchange y [1]\nwait (0.08) seconds\nchange y [1]\nwait (0.1) seconds\nchange y [1]\nwait (0.12) seconds\nchange y [-1]\nwait (0.12) seconds\nchange y [-1]\nwait (0.1) seconds\nchange y [-1]\nwait (0.08) seconds\nset [jump v] to [0]\n\ndefine level4\ndelete all of [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (item (level) of [text v]) to [list# v]\nrepeat (8)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (3)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [∆])\nend\nrepeat (2)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (30)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nadd (x-testor#4) to [list# v]\n\ndefine die\nstart sound [fallbig2 v]\nset [dead v] to [1]\nset [jump v] to [0]\nset [x v] to [1]\nset [y v] to [5]\ndelete all of [list v]\nrepeat (6)\n add [ ] to [list v]\nend\nadd (UPS) to [list v]\nrepeat (6)\n add [ ] to [list v]\nend\nif <(level) = [13]> then\n level13\nend\nif <(level) = [14]> then\n level14\nend\nwait (1) seconds\nset [dead v] to [0]\n\ndefine change y (yv)\nif <<not <(letter (x) of (item (((12) - (yv)) - (y)) of [list# v])) = [~]>> and <not <(letter ((x) + (1)) of (item (((12) - (yv)) - (y)) of [list# v])) = [~]>>> then\n change [y v] by (yv)\nend\n\ndefine set-text\ndelete all of [text v]\nadd [Welcome to list world, Mr. Smiley! :\) Arrow keys or “wasd” to move] to [text v]\nadd [Don't fall!...] to [text v]\nadd [Go ahead --> your mission is to make the world a happy and peaceful place.] to [text v]\nadd [Don't touch the spikes!] to [text v]\nadd [If a level is too hard, press s to skip.] to [text v]\nadd [Bounce!] to [text v]\nadd [In my opinion, tranpolines are not always good...] to [text v]\nadd [Go through the teleporting door.] to [text v]\nadd [Bad teleporting doors...... \(In my opinion\)] to [text v]\nadd [To find the defeat Mr. Sadness, you need to travel through a very long distance] to [text v]\nadd [Go over the mountains...] to [text v]\nadd [Go through the tunnel...] to [text v]\nadd [From land to the ocean... \(go on the boat!\)] to [text v]\nadd [From ocean to the land...] to [text v]\nadd [Collect those energy-star and then press space to use the magic power] to [text v]\nadd [You're now close to Mr. Sadness's kingdom.] to [text v]\nadd [] to [text v]\nadd [Umm... Where am I? \(Still arrow keys to move\) ] to [text v]\nadd [Oh my god! All the spikes dispear! ... But... I feel a little bit sad... ] to [text v]\nadd [I know what to have to do] to [text v]\n\ndefine level8\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (4)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (14)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nset [x-testor#4 v] to (join (x-testor#4) [o])\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (20)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (50)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\n\nwhen I receive [boat v]\nrepeat until <not <<(letter ((x) + (1)) of (item ((13) - (y)) of [list# v])) = [▓]> or <(letter (x) of (item ((13) - (y)) of [list# v])) = [▓]>>>\n set [x-testor#5 v] to []\n repeat ((x) - (2))\n set [x-testor#5 v] to (join (x-testor#5) [_])\n end\n repeat (5)\n set [x-testor#5 v] to (join (x-testor#5) [▓])\n end\n repeat ((57) - (x))\n set [x-testor#5 v] to (join (x-testor#5) [_])\n end\n replace item (11) of [list# v] with (x-testor#5)\nend\n\ndefine level13\ndelete all of [list# v]\nadd (item (level) of [text v]) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (8)\n add (x-testor#4) to [list# v]\nend\nset [x-testor#4 v] to []\nrepeat (8)\n set [x-testor#4 v] to (join (x-testor#4) [~])\nend\nrepeat (52)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (10)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (5)\n set [x-testor#4 v] to (join (x-testor#4) [▓])\nend\nrepeat (45)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nadd (x-testor#4) to [list# v]\nset [x-testor#4 v] to []\nrepeat (60)\n set [x-testor#4 v] to (join (x-testor#4) [_])\nend\nrepeat (2)\n add (x-testor#4) to [list# v]\nend\n\nwhen I receive [story#2 v]\nset [story v] to [1]\nwait (2) seconds\nset [x v] to [1]\nrepeat (25)\n wait (0.06) seconds\n change [x v] by (1)\nend\nwait (1) seconds\nset [story-pos v] to [1]\nrepeat (12)\n set [story-pos#2 v] to [1]\n set [x-testor#5 v] to []\n repeat (length of (item (story-pos) of [chat#2 v]))\n set [x-testor#5 v] to (join (x-testor#5) (letter (story-pos#2) of (item (story-pos) of [chat#2 v])))\n change [story-pos#2 v] by (1)\n replace item (1) of [list# v] with (x-testor#5)\n wait (0.04) seconds\n end\n wait (0.1) seconds\n wait until <key (q v) pressed?>\n change [story-pos v] by (1)\nend\nwait (3) seconds\nreplace item (1) of [list# v] with []\nset [emoji v] to [2]\nchange [x v] by (-1)\nset [x-testor#5 v] to []\nrepeat (31)\n set [x-testor#5 v] to (join (x-testor#5) [_])\nend\nset [x-testor#5 v] to (join (x-testor#5) [☹️])\nrepeat (27)\n set [x-testor#5 v] to (join (x-testor#5) [_])\nend\nreplace item (9) of [list# v] with (x-testor#5)\nwait (5) seconds\nset [level-updating v] to [1]\ndelete all of [list v]\nrepeat (6)\n add [] to [list v]\nend\nadd [ ~ The End ~] to [list v]\nrepeat (5)\n add [] to [list v]\nend\nadd [Hit the heart and star below for more!] to [list v]\n\nwhen flag clicked\nforever\n play sound [music v] until done\nend\n\nwhen flag clicked\nset volume to (0) %\nrepeat (100)\n change volume by (1)\nend\n\n
Blocks--A Scrolling Platformer(V1.6)
@Stage\n\nwhen flag clicked\nswitch backdrop to (achtergrond1 v)\n\nwhen I receive [start v]\nswitch backdrop to (achtergrond3 v)\n\nwhen I receive [end v]\nswitch backdrop to (achtergrond2 v)\n\n@player\n\nwhen flag clicked\nhide\nhide variable [lag v]\n\nwhen I receive [start v]\nset size to (325) %\nshow\nwait (1) seconds\nforever\n if <(Lag) = [1]> then\n play sound [Electric by bubblebee3 v] until done\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [start v]\nreset timer\nshow variable [lag v]\nforever\n if <(Lag) = [1]> then\n wait (0.05) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [brightness v] effect to (2)\nset [ghost v] effect to (5)\nset size to (325) %\nrepeat (10)\n change size by (-20)\n change [ghost v] effect by (5)\n change y by (valssnelheid)\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-50]>>> then\n change x by (6.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [50]>>> then\n change x by (-6.5)\n end\nend\ndelete this clone\n\nwhen flag clicked\n\n@lvl\n\nwhen I receive [start v]\nset [lvl v] to [1]\nset [valssnelheid v] to [0]\nset [zwaartekracht v] to [0.85]\ngo to x: (1100) y: (1290)\nshow\nforever\n fall\n jump\n move\n yellow\n death\n next lvl\nend\n\ndefine fall\nchange y by (valssnelheid)\nif <color (#00b70c) is touching (#3100ff)?> then\n change y by ((0) - (valssnelheid))\n repeat until <not <color (#00b70c) is touching (#3100ff)?>>\n change y by (-1)\n end\n set [valssnelheid v] to [0]\nelse\n change [valssnelheid v] by (zwaartekracht)\nend\n\ndefine jump\nif <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n change y by (2)\n if <color (#00b70c) is touching (#3100ff)?> then\n set [valssnelheid v] to [-12]\n end\n change y by (-2)\nend\n\ndefine move\nif <<key (right arrow v) pressed?> or <<(mouse x) > [50]> and <mouse down?>>> then\n change x by (-6.5)\n if <color (#00b70c) is touching (#3100ff)?> then\n change x by (6.5)\n end\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < [-50]> and <mouse down?>>> then\n change x by (6.5)\n if <color (#00b70c) is touching (#3100ff)?> then\n change x by (-6.5)\n end\nend\n\ndefine yellow\nif <color (#c6cd00) is touching (#3100ff)?> then\n set [valssnelheid v] to [-25]\nend\nif <color (#d64f00) is touching (#3100ff)?> then\n play sound [Teleport v] until done\n set [valssnelheid v] to [0]\n change x by (-270)\nend\n\ndefine death\nif <color (#ff0000) is touching (#3100ff)?> then\n go to x: (1100) y: (1290)\n set [valssnelheid v] to [0]\nend\nif <(y position) > [1500]> then\n go to x: (1100) y: (1290)\n set [valssnelheid v] to [0]\nend\nif <(lvl) = [4]> then\n broadcast (end v) and wait\n stop [all v]\nend\n\ndefine next lvl\nif <color (#b7009c) is touching (#3100ff)?> then\n broadcast (next lvl v) and wait\n change [level time v] by (timer)\nend\n\nwhen I receive [next lvl v]\nnext costume\ngo to x: (1100) y: (1290)\nchange [lvl v] by (1)\nwait (0.1) seconds\n\nwhen flag clicked\nhide\nswitch costume to (uiterlijk1 v)\nset [lvl v] to [1]\n\nwhen flag clicked\nset [level time v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nshow\nset size to (100) %\nset [ghost v] effect to (0)\nstart sound [TheFatRat+-+Monody+\(feat.+Laura+Brehm\) v]\npoint in direction (90)\ngo to x: (0) y: (200)\nglide (0.2) secs to x: (0) y: (0)\nrepeat (8)\n change size by (5)\nend\nrepeat (8)\n change size by (-5)\nend\npoint in direction (90)\nhide\nshow\nset size to (100) %\nrepeat (3)\n create clone of (_myself_ v)\n glide (0.2) secs to x: (500) y: (0)\n glide (0.2) secs to x: (0) y: (0)\n repeat (10)\n turn right (36) degrees\n end\nend\nrepeat until <(size) > [300]>\n change size by (20)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (20)\n change size by (5)\nend\nrepeat (10)\n turn left (5) degrees\nend\nrepeat (10)\n turn left (-10) degrees\nend\nglide (0.2) secs to x: (0) y: (500)\nhide\nbroadcast (start v)\n\nwhen I start as a clone\nglide (0.2) secs to x: (-500) y: (0)\nglide (0.2) secs to x: (0) y: (0)\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\nshow\n\n
Fast computer requierd!!!\n11-3-2020: Nr 1 in trending!\n\n2020/3/23 liked bij @SaltyCreeper67!\n======================================\nINSTRUCTIONS:\n\n-move arrows\n-Don't tuch the spikes\n-super jump on the yellow block\n======================================\n\n\n(V)\n\n1.0= full game\n1.1= bit faster, no cheat ways\n1.2= LVL 3\n1.3= new effect\n1,4= even more faster\n1.5= lag deleted\n1.6= Mobile friendly
Waterland | A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nclear sound effects\nstop all sounds\nset volume to (60) %\nforever\n play sound (pick random (1) to (7)) until done\n wait (1) seconds\nend\n\n@Soccer Ball\n\nwhen flag clicked\nset [x v] to [0]\nforever\n change x by (X)\n set [x v] to ((X) * (0.9))\nend\n\nwhen flag clicked\nforever\n if <<<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching (floor v)?>> then\n change [y v] by (40)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [x v] by (10)\n wait (.2) seconds\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [x v] by (-10)\n wait (.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ce2510)?> then\n broadcast (Dead v)\n end\nend\n\nwait until <not <key (up arrow v) pressed?>>\n\nwhen I receive [dead v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (50)\n\nwhen flag clicked\nshow\nset [y v] to [0]\nforever\n change y by (Y)\n set [y v] to ((Y) * (0.9))\nend\n\nwhen flag clicked\nforever\n if <touching (floor v)?> then\n change [y v] by (3)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (-200) y: (50)\nforever\n if <not <touching (floor v)?>> then\n change [y v] by (-3)\n end\nend\n\nwhen flag clicked\nforever\n if <(X) > [0]> then\n turn right (X) degrees\n else\n turn right (X) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line2 v)?> then\n start sound [basketball bounce v]\n set [x v] to [0]\n change [x v] by (pick random (0) to (20))\n end\nend\n\nwhen [r v] key pressed\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (50)\n\nwhen I receive [story v]\nstop [other scripts in sprite v]\ngo to x: (-210) y: (-60)\nshow\n\nwhen flag clicked\nforever\n if <touching (line3 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (50)\n broadcast (next level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ced810)?> then\n change [y v] by (70)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#d128b5)?> then\n change [x v] by (35)\n wait until <not <touching color (#d128b5)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#492fca)?> then\n change [x v] by (-35)\n wait until <not <touching color (#4b30cd)?>>\n end\nend\n\nset [press? v] to [0]\n\n@floor\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (-175)\nset [ghost v] effect to (30)\n\nwhen flag clicked\nwait until <(costume [number v]) = [10]>\nwait until <(costume [number v]) = [1]>\nswitch costume to (10 v)\nbroadcast (Story v)\nwait (1) seconds\nhide\n\nTalk [2] [How can you do that !? Impossible ! ] [67] [2]\nTalk [2] [Welldone!] [67] [2]\nTalk [2] [\( > 3 < \) b] [67] [2]\nsay [\( > 3 < \) b]\n\nwhen I receive [next level v]\nnext costume\n\ndefine Talk (delay frames) (input) (tone) (wait)\nset [\(talk\) number v] to [1]\nset [\(talk\) say v] to []\nrepeat (length of (input))\n set [\(talk\) say v] to (join (\(Talk\) Say) (letter (\(Talk\) Number) of (input)))\n say (\(Talk\) Say)\n wait ((delay frames) * (0.03)) seconds\n if <[\(talk\) punctuation v] contains (letter (\(Talk\) Number) of (input))?> then\n wait (0.3) seconds\n end\n change [\(talk\) number v] by (1)\nend\nsay (input) for (wait) seconds\n\n@Line2\n\nwhen flag clicked\nshow\ngo to x: (-235) y: (0)\nset [ghost v] effect to (100)\n\n@Line3\n\nwhen flag clicked\nshow\ngo to x: (235) y: (0)\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\n\nwhen I receive [checkpoint v]\nwait (4) seconds\nshow\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@Basketball\n\nwhen flag clicked\nhide\n\nwhen I receive [story v]\nshow\nwait (1) seconds\nTalk [2] [Year, I have invented this thing !] [67] [2]\nwait (2) seconds\nTalk [2] [It will in Waterland 2 !] [67] [2]\nTalk [2] [It is a ...] [67] [2]\nbroadcast (checkpoint v)\nTalk [2] [???] [67] [2]\nhide\n\ndefine Talk (delay frames) (input) (tone) (wait)\nset [\(talk\) number v] to [1]\nset [\(talk\) say v] to []\nrepeat (length of (input))\n set [\(talk\) say v] to (join (\(Talk\) Say) (letter (\(Talk\) Number) of (input)))\n say (\(Talk\) Say)\n wait ((delay frames) * (0.03)) seconds\n if <[\(talk\) punctuation v] contains (letter (\(Talk\) Number) of (input))?> then\n wait (0.3) seconds\n end\n change [\(talk\) number v] by (1)\nend\nsay (input) for (wait) seconds\n\n@Baseball\n\ndefine Talk (delay frames) (input) (tone) (wait)\nset [\(talk\) number v] to [1]\nset [\(talk\) say v] to []\nrepeat (length of (input))\n set [\(talk\) say v] to (join (\(Talk\) Say) (letter (\(Talk\) Number) of (input)))\n say (\(Talk\) Say)\n wait ((delay frames) * (0.03)) seconds\n if <[\(talk\) punctuation v] contains (letter (\(Talk\) Number) of (input))?> then\n wait (0.3) seconds\n end\n change [\(talk\) number v] by (1)\nend\nsay (input) for (wait) seconds\n\nwhen I receive [story v]\nshow\nwait (4) seconds\nTalk [2] [Year,we done it] [67] [2]\n\nwhen flag clicked\nhide\n\nwhen I receive [checkpoint v]\nTalk [2] [It is a ???] [67] [2]\nhide\n\nbroadcast (Story v)\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [story v]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [checkpoint v]\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [story v]\nshow\n\nwhen I receive [checkpoint v]\nwait (3) seconds\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\nhide variable [☁ how many person pressed it v]\ngo to x: (-190) y: (150)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (60) %\n else\n set size to (50) %\n end\nend\n\nwhen flag clicked\nshow\nhide variable [☁ how many person pressed it v]\ngo to x: (-190) y: (150)\nforever\n if <<(Press?) = [0]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n change [☁ how many person pressed it v] by (1)\n set [press? v] to [1]\n show variable [☁ how many person pressed it v]\n wait (3) seconds\n hide variable [☁ how many person pressed it v]\n end\nend\n\nwhen flag clicked\nshow\nhide variable [☁ how many person pressed it v]\ngo to x: (-190) y: (150)\nforever\n if <<(Press?) = [1]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n show variable [☁ how many person pressed it v]\n wait (3) seconds\n hide variable [☁ how many person pressed it v]\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nshow\ngo to x: (-70) y: (140)\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (3)\n repeat (25)\n change [ghost v] effect by (5)\n end\n wait (.7) seconds\n repeat (25)\n change [ghost v] effect by (-5)\n end\n wait (.7) seconds\nend\nrepeat (25)\n change [ghost v] effect by (5)\nend\nwait (.7) seconds\nrepeat (25)\n change [ghost v] effect by (-5)\nend\nwait (.7) seconds\nhide\n\n
Welcome to Waterland. 100 % by @cyo-151099\nThis is my first platformer.I almost use 3 days to finish it. :( All levels are possible. :) Have fun !\n-------------------------------------------------------------------------\n Controls: \n~ [ Arrow Keys ] to move \n~ [ R ] to reset\n~ [ Touch ] to move ( for mobiles )\n~ Red is lava\n~ Yellow is trampoline\n~ Pink and blue can make you move fast ( New!!!)\n-------------------------------------------------------------------------\nIf you like, press LOVE, STAR,REMIX, FOLLOW and COMMENT.Also ADD in YOUR Studios !\n-------------------------------------------------------------------------
Blue's Escape - a platformer
@Stage\n\nwhen [m v] key pressed\nif <(music) = [1]> then\n set [music v] to [0]\n stop all sounds\nelse\n broadcast (music v)\nend\n\nwhen I receive [music v]\nset [music v] to [1]\nrepeat until <(music) = [0]>\n play sound [Grieg ~ In the Hall of the Mountain King v] until done\nend\n\nwhen [m v] key pressed\nif <(username) = [AnnaHannah]> then\n set [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n show variable [mouse v]\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\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 [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\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 Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Change Player x by [-8]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Change Player x by [8]\nend\nif <<key (up arrow v) pressed?> or <key (w 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)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\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\nstart sound [Cymbal v]\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 (danger v)?> then\n set [exit v] to [die]\nend\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\nchange [level v] by (1)\nwait (1) seconds\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 Clone at x: [360] y: [0]\n Clone at x: [-360] y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [500] y: [50]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3.1 v)\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4.1 v)\n Clone at x: [360] y: [0]\n Clone at x: [350] y: [300]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5.1 v)\n Clone at x: [550 ] y: [0]\n Clone at x: [0] y: [400]\n else\n switch costume to (level 6 v)\n end\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\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 Clone at x: [360] y: [0]\n Clone at x: [-360] y: [300]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2.1 v)\n Clone at x: [500] y: [50]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3.1 v)\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4.1 v)\n Clone at x: [360] y: [0]\n Clone at x: [350] y: [300]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5.1 v)\n Clone at x: [550 ] y: [0]\n Clone at x: [0] y: [400]\n else\n switch costume to (level 6 v)\n end\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((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 [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [280] y: [325]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1240] y: [315]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [715] y: [260]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [-200] y: [270]\n else\n if <(LEVEL) = [5]> then\n switch costume to (closed v)\n Clone at x: [550] y: [500]\n else\n go to x: (9999999) y: (9999999)\n Clone at x: [-999999999] y: [9999999]\n hide\n end\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nClone at x: [-360] y: [300]\n\n@Collectibles\n\nwhen I receive [green flag v]\nhide\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 [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n start sound [1 v]\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected 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 (costume v)\n Clone at x: [-100] y: [10]\n Clone at x: [365] y: [-85]\n Clone at x: [-230] y: [360]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume v)\n Clone at x: [-175] y: [87]\n Clone at x: [-235] y: [160]\n Clone at x: [690] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume v)\n Clone at x: [570] y: [90]\n Clone at x: [180] y: [-150]\n Clone at x: [-140] y: [200]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume v)\n Clone at x: [-95] y: [-95]\n Clone at x: [930] y: [225]\n Clone at x: [-105] y: [185]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume v)\n Clone at x: [-140] y: [-150]\n Clone at x: [-50] y: [260]\n Clone at x: [-235] y: [410]\n end\n end\n end\n end\nend\nset [x v] to [9999999999]\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: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\n@Story\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n if <(LEVEL) < [6]> then\n if <key (space v) pressed?> then\n stop [other scripts in sprite v]\n hide\n broadcast (flag v)\n broadcast (music v)\n end\n end\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (1.1 v)\nrepeat (11)\n wait (3.5) seconds\n next costume\nend\nwait (1) seconds\nwait (3) seconds\nhide\nbroadcast (music v)\n\nwhen I receive [tick v]\nif <(LEVEL) = [6]> then\n show\n switch costume to (ending v)\n start sound [Wolf Howl v]\n wait (3.5) seconds\n switch costume to (ending2 v)\n wait (3.5) seconds\n switch costume to (ending3 v)\n wait (5) seconds\nend\n\nwhen flag clicked\nwait (19) seconds\nplay sound [Wolf Howl v] until done\n\n@thumbnail\n\nwhen flag clicked\nhide\nhide variable [mouse v]\n\ngo to [front v] layer\nshow\nhide variable [mouse v]\n\n
This is the sequel to Searching for Blue. If you haven't already played Searching for Blue, I suggest you do so - it will make things a lot clearer! It can be found here: https://scratch.mit.edu/projects/362568623\n\nIn this platformer, Mum has just found Blue - and a mysterious letter claiming that the writer is able to heal Vanishing Disease - when the wolves find them. They are imprisoned, but Blue manages to escape and start on a dangerous quest through Shadow Forest to find the cure for Vanishing Disease.\n\nPrevious platformer: It was just an ordinary day for the Blue family. That was until Dad disappeared, having caught Vanishing Disease, and Blue ran off into the dangerous Shadow Forest. Mum had to find him, leaving her other child at home, before anything happened to him as well.\n\nSpace to skip the story at the beginning, M to mute the music.
Adventure - A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [DJVI - Bouncing v] until done\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\nforever\n switch costume to (lvl)\nend\n\n@Portal\n\nwhen flag clicked\nset [sine v] to [0]\nset [lvl v] to [1]\nhide\n\nwhen I receive [gamestart v]\nset [ghost v] effect to (30)\nshow\ncreate clone of (_myself_ v)\nforever\n change [sine v] by (7.5)\n if <(lvl) = [1]> then\n go to x: (208) y: ((([sin v] of (Sine) ) * (3)) + (95))\n else\n if <(lvl) = [2]> then\n go to x: (-132) y: ((([sin v] of (Sine) ) * (3)) + (95))\n else\n if <(lvl) = [3]> then\n go to x: (-190) y: ((([sin v] of (Sine) ) * (3)) + (110))\n else\n if <(lvl) = [4]> then\n go to x: (-195) y: ((([sin v] of (Sine) ) * (3)) + (140))\n else\n if <(lvl) = [5]> then\n go to x: (90) y: ((([sin v] of (Sine) ) * (3)) + (-40))\n else\n if <(lvl) = [6]> then\n go to x: (180) y: ((([sin v] of (Sine) ) * (3)) + (130))\n else\n hide\n end\n end\n end\n end\n end\n end\n turn left (5) degrees\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nshow\nforever\n if <(lvl) = [1]> then\n go to x: (208) y: ((([sin v] of (Sine) ) * (3)) + (95))\n else\n if <(lvl) = [2]> then\n go to x: (-132) y: ((([sin v] of (Sine) ) * (3)) + (95))\n else\n if <(lvl) = [3]> then\n go to x: (-190) y: ((([sin v] of (Sine) ) * (3)) + (110))\n else\n if <(lvl) = [4]> then\n go to x: (-195) y: ((([sin v] of (Sine) ) * (3)) + (140))\n else\n if <(lvl) = [5]> then\n go to x: (90) y: ((([sin v] of (Sine) ) * (3)) + (-40))\n else\n if <(lvl) = [6]> then\n go to x: (180) y: ((([sin v] of (Sine) ) * (3)) + (130))\n else\n delete this clone\n end\n end\n end\n end\n end\n end\n turn left (-5) degrees\nend\n\n@Spikes\n\nwhen I receive [gamestart v]\nshow\nforever\n switch costume to (lvl)\nend\n\nwhen flag clicked\nhide\n\n@Player\n\nwhen I receive [gamestart v]\nshow\ngo to x: (-200) y: (-20)\nset [p1yvel v] to [0]\nset [p1yvel v] to [0]\nforever\n if <not <(Trans.) = [1]>> then\n show\n if <not <touching (ground v)?>> then\n change [p1falling v] by (1)\n change y by (P1Yvel)\n change [p1yvel v] by (-1.2)\n end\n LevelYPos <[0] < (P1Yvel)>\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [p1xvel v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [p1xvel v] by (1.5)\n end\n set [p1xvel v] to ((P1Xvel) * (0.85))\n change x by (P1Xvel)\n if <<[4] > (P1Falling)> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [p1yvel v] to [11]\n end\n AdjustXPos\n else\n hide\n go to x: (-200) y: (-20)\n end\nend\n\nwhen flag clicked\nhide\n\ndefine LevelYPos <up?>\nrepeat until <not <touching (ground v)?>>\n set [p1yvel v] to [0]\n if <up?> then\n change y by (-1)\n else\n set [p1falling v] to [0]\n change y by (1)\n end\nend\n\ndefine AdjustXPos\nrepeat until <not <touching (ground v)?>>\n change x by ((P1Xvel) * (-1))\nend\n\nwhen flag clicked\nforever\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (costume3 v)\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [gamestart v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume4 v)\nrepeat (16)\n change size by (-7)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [gamestart v]\nforever\n if <touching (portal v)?> then\n broadcast (Transition v)\n wait until <(Trans.) = [0]>\n set [p1falling v] to [0]\n set [p1yvel v] to [0]\n set [p1yvel v] to [0]\n change [lvl v] by (1)\n end\n if <touching (spikes v)?> then\n set [p1falling v] to [0]\n set [p1yvel v] to [0]\n set [p1yvel v] to [0]\n go to x: (-200) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-200) y: (-20)\n set [p1falling v] to [0]\n set [p1yvel v] to [0]\n set [p1yvel v] to [0]\n wait until <not <key (r v) pressed?>>\n end\nend\n\n@Button\n\nwhen flag clicked\nshow\nreset timer\nset size to (8) %\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (2)) + (90))\n change size by ((((([sin v] of ((timer) * (300)) ) * (3.8)) + (size)) - (size)) / (3))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [size v] to [130]\n else\n set [size v] to [100]\n end\nend\n\nwhen flag clicked\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Click \(1\) v]\nbroadcast (start v)\n\nwhen I receive [start v]\nwait (0.6) seconds\nhide\n\n@Button2\n\nwhen flag clicked\nreset timer\nset size to (8) %\nforever\n go to [back v] layer\n go to (button v)\n point in direction ((([sin v] of ((timer) * (300)) ) * (3.2)) + (90))\n change size by ((((([sin v] of ((timer) * (300)) ) * (5)) + (size)) - (size)) / (3))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [size v] to [130]\n else\n set [size v] to [100]\n end\nend\n\nwhen flag clicked\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nstart sound [Click \(1\) v]\nbroadcast (start v)\n\n@Logo\n\nwhen flag clicked\nshow\nreset timer\nset size to (8) %\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (1.5)) + (90))\n change size by ((((([sin v] of ((timer) * (300)) ) * (1.5)) + (size2)) - (size)) / (3))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [size2 v] to [190]\n else\n set [size2 v] to [160]\n end\nend\n\nwhen I receive [start v]\nwait (0.4) seconds\nhide\n\n@Logo2\n\nwhen flag clicked\nshow\nreset timer\nset size to (100) %\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (2)) + (90))\nend\n\nwhen I receive [start v]\nwait (0.7) seconds\nhide\n\n@Logo3\n\nwhen flag clicked\nreset timer\nset size to (8) %\nforever\n go to [back v] layer\n go to (logo v)\n point in direction ((([sin v] of ((timer) * (150)) ) * (1.5)) + (90))\n change size by ((((([sin v] of ((timer) * (300)) ) * (1.5)) + (size2)) - (size)) / (3))\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [size2 v] to [190]\n else\n set [size2 v] to [160]\n end\nend\n\n@BackgroundFX\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n set size to (pick random (70) to (130)) %\n point in direction (pick random (-30) to (30))\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (60) to (80))\nrepeat until <[175] < (y position)>\n move (pick random (3) to (5)) steps\nend\ndelete this clone\n\n@Start\n\nwhen flag clicked\ngo to x: (0) y: (345)\nhide\n\nwhen I receive [start v]\nset [m v] to [0]\nset [s v] to [0]\nshow\nrepeat until <(y position) < [-330]>\n change [s v] by (-2)\n change y by (S)\nend\nhide\nbroadcast (gamestart v)\n\n@Sun\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nshow\nforever\nend\n\n@Glow\n\nwhen flag clicked\nreset timer\nhide\n\nwhen I receive [gamestart v]\nshow\nforever\n go to (sun v)\n set size to ((([sin v] of ((timer) * (150)) ) * (2)) + (100)) %\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@Thumbnail\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@Trans\n\nwhen I receive [transition v]\nswitch costume to (dark gray v)\ncreate clone of (_myself_ v)\nswitch costume to (gray v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset [color v] effect to ((1) / (0))\nif <(costume [number v]) = [1]> then\n clear graphic effects\n set [trans. v] to [1]\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n set [trans. v] to [0]\n repeat (20)\n change x by (((400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) > [225]> then\n show\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n clear graphic effects\n go to [front v] layer\n point in direction (90)\n show\n set x to (0)\n set y to (-400)\n go to [front v] layer\n repeat (30)\n change y by (((0) - (y position)) / (4))\n end\n go to [front v] layer\n repeat (30)\n turn right (((180) - (direction)) / (4)) degrees\n end\n repeat (20)\n change x by (((-400) - (x position)) * (0.1))\n change [ghost v] effect by (8)\n if <(x position) < [-225]> then\n show\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nset [trans. v] to [0]\n\n@Thanks\n\nwhen flag clicked\nhide\nset [sine v] to [0]\npoint in direction (90)\n\nwhen I receive [gamestart v]\nforever\n if <(lvl) = [7]> then\n show\n change [sine v] by (6.5)\n point in direction ((([sin v] of (sine) ) * (6)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (7)) + (130)) %\n end\nend\n\n@Things\n\nwhen I start as a clone\nset [yvelocity v] to [0]\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [25]\nend\nrepeat (50)\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [turn v] to (pick random (-3) to (5))\ngo to x: (pick random (-235) to (235)) y: (-195)\nset size to (pick random (50) to (60)) %\ngo [backward v] (50) layers\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [gamestart v]\nforever\n if <(lvl) = [7]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n next costume\n end\nend\n\n
Arrow keys or WASD to move.\nR to reset if you lag out.
Sky Platformer Concept
@Stage\n\n
Block Rush 2 || Scrolling Platformer
@Stage\n\n@Platforms\n\ndefine tile (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<not <(x position) = (x)>> or <not <(y position) = (y)>>> then\n hide\nend\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [id# v] to [0]\nrepeat (35)\n change [id# v] by (1)\n create clone of (_myself_ v)\nend\nstop [this script v]\n\nwhen I start as a clone\nif <(ID#) = [1]> then\n switch costume to (platform v)\n set size to (100) %\n show at level [1] tile at [0] [-60] breakable [0]\nend\nif <(ID#) = [2]> then\n switch costume to (platform v)\n set size to (100) %\n show at level [1] tile at [444] [-60] breakable [0]\nend\nif <(ID#) = [3]> then\n switch costume to (platform2 v)\n set size to (100) %\n show at level [1] tile at [-190] [4] breakable [0]\nend\nif <(ID#) = [4]> then\n switch costume to (platform2 v)\n set size to (100) %\n show at level [1] tile at [-190] [68] breakable [0]\nend\nif <(ID#) = [5]> then\n switch costume to (platform2 v)\n set size to (100) %\n show at level [1] tile at [-190] [132] breakable [0]\nend\nif <(ID#) = [6]> then\n switch costume to (platform3 v)\n set size to (100) %\n show at level [1] tile at [75] [65] breakable [0]\nend\nif <(ID#) = [7]> then\n switch costume to (platform4 v)\n set size to (100) %\n show at level [1] tile at [732] [-62] breakable [0]\nend\nif <(ID#) = [8]> then\n switch costume to (platform2 v)\n set size to (100) %\n show at level [1] tile at [831] [-60] breakable [0]\nend\nif <(ID#) = [9]> then\n switch costume to (platform5 v)\n set size to (100) %\n show at level [2] tile at [0] [-60] breakable [0]\nend\nif <(ID#) = [10]> then\n switch costume to (platform5 v)\n set size to (100) %\n show at level [2] tile at [200] [40] breakable [0]\nend\nif <(ID#) = [12]> then\n switch costume to (platform5 v)\n set size to (100) %\n show at level [2] tile at [400] [140] breakable [0]\nend\nif <(ID#) = [13]> then\n switch costume to (platform5 v)\n set size to (100) %\n show at level [2] tile at [600] [240] breakable [0]\nend\nif <(ID#) = [14]> then\n switch costume to (platform6 v)\n set size to (100) %\n show at level [2] tile at [800] [320] breakable [0]\nend\nif <(ID#) = [15]> then\n switch costume to (platform v)\n set size to (100) %\n show at level [3] tile at [0] [-60] breakable [0]\nend\nif <(ID#) = [16]> then\n switch costume to (breakable v)\n set size to (100) %\n show at level [3] tile at [300] [50] breakable [1]\nend\nif <(ID#) = [17]> then\n switch costume to (platform7 v)\n set size to (100) %\n show at level [3] tile at [300] [222] breakable [0]\nend\nif <(ID#) = [18]> then\n switch costume to (breakable v)\n set size to (100) %\n show at level [3] tile at [500] [150] breakable [1]\nend\nif <(ID#) = [19]> then\n switch costume to (platform7 v)\n set size to (100) %\n show at level [3] tile at [500] [322] breakable [0]\nend\nif <(ID#) = [20]> then\n switch costume to (breakable v)\n set size to (100) %\n show at level [3] tile at [700] [250] breakable [1]\nend\nif <(ID#) = [21]> then\n switch costume to (platform7 v)\n set size to (100) %\n show at level [3] tile at [700] [422] breakable [0]\nend\nif <(ID#) = [22]> then\n switch costume to (platform v)\n set size to (100) %\n show at level [3] tile at [1050] [265] breakable [0]\nend\nif <(ID#) = [23]> then\n switch costume to (platform4 v)\n set size to (100) %\n show at level [3] tile at [1338] [263] breakable [0]\nend\nif <(ID#) = [24]> then\n switch costume to (platform6 v)\n set size to (100) %\n show at level [4] tile at [0] [-60] breakable [0]\nend\nif <(ID#) = [25]> then\n switch costume to (platform7 v)\n set size to (100) %\n show at level [4] tile at [200] [240] breakable [0]\nend\nif <(ID#) = [26]> then\n switch costume to (platform7 v)\n set size to (100) %\n show at level [4] tile at [400] [540] breakable [0]\nend\nif <(ID#) = [27]> then\n switch costume to (platform7 v)\n set size to (100) %\n show at level [4] tile at [600] [840] breakable [0]\nend\nif <(ID#) = [28]> then\n switch costume to (platform6 v)\n set size to (100) %\n show at level [4] tile at [800] [975] breakable [0]\nend\nif <(ID#) = [29]> then\n switch costume to (platform6 v)\n set size to (100) %\n show at level [4] tile at [600] [1275] breakable [0]\nend\nif <(ID#) = [30]> then\n switch costume to (platform v)\n set size to (100) %\n show at level [5] tile at [0] [-60] breakable [0]\nend\nif <(ID#) = [31]> then\n switch costume to (conveyor v)\n set size to (100) %\n show at level [5] tile at [500] [-60] breakable [0]\nend\nif <(ID#) = [32]> then\n switch costume to (platform v)\n set size to (100) %\n show at level [5] tile at [1000] [-60] breakable [0]\nend\nif <(ID#) = [33]> then\n switch costume to (platform v)\n set size to (100) %\n show at level [6] tile at [0] [-100] breakable [0]\nend\nif <(ID#) = [34]> then\n switch costume to (platform5 v)\n set size to (100) %\n show at level [6] tile at [-191] [27] breakable [0]\nend\nif <(ID#) = [35]> then\n switch costume to (platform5 v)\n set size to (100) %\n show at level [6] tile at [191] [27] breakable [0]\nend\n\ndefine show at level (level) tile at (x) (y) breakable (break)\nhide\nwait until <(level) = (level)>\nrepeat until <(level) > (level)>\n tile ((x) - (worldx)) ((y) - (worldy))\n if <<(break) = [1]> and <(ground) = [1]>> then\n test-touch (x) (y)\n end\nend\ndelete this clone\n\ndefine test-touch (x) (y)\nchange size by (15)\nif <touching (player v)?> then\n change size by (-15)\n repeat (18)\n tile ((x) - (worldx)) ((y) - (worldy))\n end\n repeat (20)\n tile ((x) - (worldx)) ((y) - (worldy))\n change [ghost v] effect by (5)\n end\n hide\n wait until <(RESET_) = [1]>\n set [ghost v] effect to (0)\nelse\n change size by (-15)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Intro\n\nwhen flag clicked\nset volume to (35) %\nstart sound [JJD AudioBlade - Stellar Clip v]\nset [id# v] to [1]\ncreate clone of (_myself_ v)\nset [id# v] to [2]\ncreate clone of (_myself_ v)\nshow\npoint in direction (90)\nset size to (10) %\nswitch costume to (nothing v)\nset [ghost v] effect to (100)\nset size to (350) %\nswitch costume to (logo v)\nzoom in [1] [0] [1]\nwait until <(loop) = [5]>\nif <(end intro) = [0]> then\n broadcast (Boom! v)\n repeat (3)\n size bounce [7] [0]\n wait (0.5) seconds\n end\nend\nstop [this script v]\n\nwhen I start as a clone\nif <(ID#) = [1]> then\n show\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n switch costume to (nothing v)\n set size to (115) %\n switch costume to (bg v)\n go to [back v] layer\n forever\n turn right (0.35) degrees\n if <(level) = [1]> then\n delete this clone\n end\n end\nelse\n if <<(ID#) = [2]> or <(ID#) > [5]>> then\n if <(ID#) = [2]> then\n show\n point in direction (90)\n go to x: (-165) y: (-165)\n set [ghost v] effect to (0)\n set size to (100) %\n switch costume to (skip v)\n end\n if <(ID#) = [6]> then\n point in direction (90)\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n set size to (100) %\n switch costume to (bg v)\n go to [front v] layer\n show\n end\n else\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (nothing v)\n set size to (5) %\n show\n set [ghost v] effect to (0)\n go to [front v] layer\n if <(ID#) = [3]> then\n switch costume to (out1 v)\n end\n if <(ID#) = [4]> then\n switch costume to (out2 v)\n end\n if <(ID#) = [5]> then\n switch costume to (out3 v)\n end\n repeat (25)\n switch costume to (nothing v)\n change size by (35)\n if <(ID#) = [3]> then\n switch costume to (out1 v)\n end\n if <(ID#) = [4]> then\n switch costume to (out2 v)\n end\n if <(ID#) = [5]> then\n switch costume to (out3 v)\n end\n end\n if <(ID#) = [5]> then\n broadcast (Menu v)\n end\n end\nend\n\ndefine zoom in (loop#) (downsize) (logo)\nchange [ghost v] effect by (-10)\nif <(size) > [100]> then\n switch costume to (nothing v)\nend\nchange size by ((loop#) * (-1))\nif <(logo) = [1]> then\n switch costume to (logo v)\nelse\n if <(logo) = [0]> then\n switch costume to (thumbnail v)\n go to [front v] layer\n else\n switch costume to (defeat v)\n go to [front v] layer\n end\nend\nif <(loop#) > [0]> then\n if <<(loop#) < [50]> and <(downsize) = [0]>> then\n zoom in ((loop#) + (5)) [0] (logo)\n else\n if <(loop#) < [1]> then\n zoom in [0] [1] (logo)\n else\n zoom in ((loop#) - ((loop#) * (0.75))) [1] (logo)\n end\n end\nelse\n stop [this script v]\nend\n\ndefine spin (speed)\nset [my variable v] to (speed)\nset [begin turn v] to [1]\nrepeat until <<(round (direction)) = [90]> and <(begin turn) = [0]>>\n set [begin turn v] to [0]\n turn right (my variable) degrees\n if <(speed) > [0]> then\n change [my variable v] by (-0.5)\n else\n change [my variable v] by (0.5)\n end\nend\nchange [loop v] by (1)\nif <([abs v] of (direction) ) > [179]> then\n spin (((speed) / ([abs v] of (speed) )) * (1))\nelse\n spin ((speed) * (-0.5))\nend\n\nwhen flag clicked\nwait (0.3) seconds\nset [loop v] to [0]\nspin [20]\n\ndefine size bounce (bounce speed) (loop)\nset [bounce v] to (bounce speed)\nset [begin bounce v] to [1]\nrepeat until <<(round (size)) = [83]> and <(begin bounce) = [0]>>\n set [begin bounce v] to [0]\n change size by (bounce)\n if <(bounce speed) > [0]> then\n change [bounce v] by (-0.5)\n else\n change [bounce v] by (0.5)\n end\nend\nif <(loop) < [4]> then\n size bounce ((bounce speed) * (-0.5)) ((loop) + (1))\nelse\n stop [this script v]\nend\n\nwhen flag clicked\nset [end intro v] to [0]\nforever\n reset timer\n if <mouse down?> then\n set [end intro v] to [1]\n end\nend\n\nwhen [timer v] > (0)\nbroadcast (end animation v)\n\nwhen I receive [boom! v]\nwait (6) seconds\nset [end intro v] to [1]\n\nwhen I receive [menu v]\nif <not <(costume [number v]) = [2]>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [defeat v] to [0]\nwait until <(end intro) = [1]>\nset [id# v] to [2]\nrepeat (3)\n change [id# v] by (1)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\nrepeat (50)\n change volume by (-1)\nend\nforever\n reset timer\nend\n\nwhen I receive [end animation v]\nset [id# v] to [6]\ncreate clone of (_myself_ v)\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (nothing v)\nset size to (400) %\nif <(defeat) = [1]> then\n zoom in [1] [0] [2]\nelse\n switch costume to (thumbnail v)\n zoom in [1] [0] [0]\nend\n\nwhen I receive [defeat v]\nswitch costume to (defeat v)\nset [defeat v] to [1]\nstop [all v]\n\n@Confetti\n\nwhen I receive [boom! v]\nrepeat (14)\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nwait (pick random (0) to (1)) seconds\nshow\nset size to (20) %\nswitch costume to (pick random (0) to (4))\nset [color v] effect to (pick random (0) to (100))\nif <(pick random (1) to (2)) = [2]> then\n go to x: (pick random (-160) to (-130)) y: (-300)\nelse\n go to x: (pick random (130) to (160)) y: (-300)\nend\npoint in direction (pick random (-15) to (15))\nmove [26]\n\ndefine move (speed)\nif <(speed) < [1]> then\n delete this clone\nelse\n move (speed) steps\n move ((speed) - (1))\nend\n\nwhen I receive [boom! v]\nrepeat (14)\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [menu v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Grunge\n\nwhen flag clicked\nset [ghost v] effect to (85)\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Spikes, Lava, Saws, oh my...\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [id# v] to [0]\nrepeat (24)\n change [id# v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine tile (x) (y) level (mylevel) conveyor (move) (fade) (id#)\nshow\nif <(move) = [1]> then\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n if <<not <(x position) = ((x) - (worldx))>> or <not <(y position) = ((y) - (worldy))>>> then\n hide\n end\nelse\n go to x: (x) y: (y)\n if <<not <(x position) = (x)>> or <not <(y position) = (y)>>> then\n hide\n end\nend\nif <(level) > (mylevel)> then\n delete this clone\nend\nif <(move) = [1]> then\n if <(x) > [317]> then\n set [ghost v] effect to (0)\n tile ((x) - (3)) (y) level (mylevel) conveyor (move) [0] (id#)\n else\n if <(fade) < [11]> then\n change [ghost v] effect by (10)\n tile (x) (y) level (mylevel) conveyor (move) ((fade) + (1)) (id#)\n else\n wait (((id#) - (16)) * (2)) seconds\n tile [690] (y) level (mylevel) conveyor (move) [0] (id#)\n end\n end\nend\n\nwhen I start as a clone\nhide\npoint in direction (90)\nif <(ID#) = [1]> then\n wait until <(level) = [1]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((400) - (worldx)) ((1.2) - (worldy)) level [1] conveyor [0] [] []\n end\nend\nif <(ID#) = [2]> then\n wait until <(level) = [1]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((460) - (worldx)) ((1.2) - (worldy)) level [1] conveyor [0] [] []\n end\nend\nif <(ID#) = [3]> then\n wait until <(level) = [1]>\n forever\n tile ((732) - (worldx)) ((-62) - (worldy)) level [1] conveyor [0] [] []\n end\nend\nif <(ID#) = [4]> then\n wait until <(level) = [1]>\n forever\n tile ((732) - (worldx)) ((-62) - (worldy)) level [1] conveyor [0] [] []\n end\nend\nif <(ID#) = [5]> then\n wait until <(level) = [2]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((800) - (worldx)) ((382) - (worldy)) level [2] conveyor [0] [] []\n end\nend\nif <(ID#) = [6]> then\n wait until <(level) = [3]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((950) - (worldx)) ((326.2) - (worldy)) level [3] conveyor [0] [] []\n end\nend\nif <(ID#) = [7]> then\n wait until <(level) = [3]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((1010) - (worldx)) ((326.2) - (worldy)) level [3] conveyor [0] [] []\n end\nend\nif <(ID#) = [8]> then\n wait until <(level) = [3]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((1160) - (worldx)) ((326.2) - (worldy)) level [3] conveyor [0] [] []\n end\nend\nif <(ID#) = [9]> then\n wait until <(level) = [3]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((1220) - (worldx)) ((326.2) - (worldy)) level [3] conveyor [0] [] []\n end\nend\nif <(ID#) = [10]> then\n wait until <(level) = [3]>\n forever\n tile ((1338) - (worldx)) ((263) - (worldy)) level [3] conveyor [0] [] []\n end\nend\nif <(ID#) = [11]> then\n wait until <(level) = [3]>\n forever\n tile ((1338) - (worldx)) ((263) - (worldy)) level [3] conveyor [0] [] []\n end\nend\nif <(ID#) = [12]> then\n wait until <(level) = [4]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((180) - (worldx)) ((301.2) - (worldy)) level [4] conveyor [0] [] []\n end\nend\nif <(ID#) = [13]> then\n wait until <(level) = [4]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((380) - (worldx)) ((601.2) - (worldy)) level [4] conveyor [0] [] []\n end\nend\nif <(ID#) = [14]> then\n wait until <(level) = [4]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((580) - (worldx)) ((901.2) - (worldy)) level [4] conveyor [0] [] []\n end\nend\nif <(ID#) = [15]> then\n wait until <(level) = [4]>\n point in direction (-90)\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((570) - (worldx)) ((1213.8) - (worldy)) level [4] conveyor [0] [] []\n end\nend\nif <(ID#) = [16]> then\n wait until <(level) = [4]>\n point in direction (-90)\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((630) - (worldx)) ((1213.8) - (worldy)) level [4] conveyor [0] [] []\n end\nend\nif <(ID#) = [17]> then\n conveyor spike setup (ID#)\nend\nif <(ID#) = [18]> then\n conveyor spike setup (ID#)\nend\nif <(ID#) = [19]> then\n conveyor spike setup (ID#)\nend\nif <(ID#) = [20]> then\n wait until <(level) = [5]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((0) - (worldx)) ((1.2) - (worldy)) level [5] conveyor [0] [] []\n end\nend\nif <(ID#) = [21]> then\n wait until <(level) = [5]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((50) - (worldx)) ((1.2) - (worldy)) level [5] conveyor [0] [] []\n end\nend\nif <(ID#) = [22]> then\n wait until <(level) = [5]>\n switch costume to (spike v)\n set size to (75) %\n go to [back v] layer\n forever\n tile ((100) - (worldx)) ((1.2) - (worldy)) level [5] conveyor [0] [] []\n end\nend\nif <(ID#) = [23]> then\n wait until <(level) = [5]>\n switch costume to (saw v)\n set size to (150) %\n forever\n tile ((900) - (worldx)) ((-40) - (worldy)) level [5] conveyor [0] [] []\n turn right (10) degrees\n end\nend\nif <(ID#) = [24]> then\n wait until <(level) = [5]>\n switch costume to (saw v)\n set size to (150) %\n forever\n tile ((1150) - (worldx)) ((-40) - (worldy)) level [5] conveyor [0] [] []\n turn right (10) degrees\n end\nend\n\ndefine lava animation (next)\nif <(next) = [1]> then\n next costume\nelse\n switch costume to ((costume [number v]) - (1))\nend\nwait (0.075) seconds\n\nwhen I start as a clone\nif <(ID#) = [3]> then\n switch costume to (lava v)\n change [color v] effect by (8)\n set size to (100) %\n set [ghost v] effect to (20)\n go to [back v] layer\n forever\n repeat (7)\n lava animation [1]\n end\n repeat (7)\n lava animation [0]\n end\n end\nend\nif <(ID#) = [4]> then\n switch costume to (lava v)\n change [color v] effect by (0)\n set size to (100) %\n set [ghost v] effect to (20)\n go to [back v] layer\n wait (0.5) seconds\n forever\n repeat (7)\n lava animation [1]\n end\n repeat (7)\n lava animation [0]\n end\n end\nend\nif <(ID#) = [10]> then\n switch costume to (lava v)\n change [color v] effect by (8)\n set size to (100) %\n set [ghost v] effect to (20)\n go to [back v] layer\n forever\n repeat (7)\n lava animation [1]\n end\n repeat (7)\n lava animation [0]\n end\n end\nend\nif <(ID#) = [11]> then\n switch costume to (lava v)\n change [color v] effect by (0)\n set size to (100) %\n set [ghost v] effect to (20)\n go to [back v] layer\n wait (0.5) seconds\n forever\n repeat (7)\n lava animation [1]\n end\n repeat (7)\n lava animation [0]\n end\n end\nend\n\ndefine conveyor spike setup (id#)\nwait until <(level) = [5]>\nwait (((id#) - (16)) * (2)) seconds\npoint in direction (90)\nswitch costume to (spike v)\nset size to (75) %\ngo to [back v] layer\nforever\n tile [700] [0] level [5] conveyor [1] [0] (id#)\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Other\n\ndefine tile (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<not <(x position) = (x)>> or <not <(y position) = (y)>>> then\n hide\nend\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [id# v] to [0]\nrepeat (3)\n change [id# v] by (1)\n create clone of (_myself_ v)\nend\nstop [this script v]\n\nwhen I start as a clone\nif <(ID#) = [1]> then\n switch costume to (chain v)\n set size to (37) %\n show at level [3] tile at [300] [129]\nend\nif <(ID#) = [2]> then\n switch costume to (chain v)\n set size to (37) %\n show at level [3] tile at [500] [229]\nend\nif <(ID#) = [3]> then\n switch costume to (chain v)\n set size to (37) %\n show at level [3] tile at [700] [329]\nend\n\ndefine show at level (level) tile at (x) (y)\nhide\nwait until <(level) = (level)>\nrepeat until <(level) > (level)>\n tile ((x) - (worldx)) ((y) - (worldy))\n set size to (37) %\nend\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Mobs\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [id# v] to [0]\nrepeat (2)\n change [id# v] by (1)\n create clone of (_myself_ v)\nend\nstop [this script v]\n\ndefine tile (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<not <(x position) = (x)>> or <not <(y position) = (y)>>> then\n hide\nend\n\nwhen I start as a clone\nhide\nif <(ID#) = [1]> then\n wait until <(level) = [2]>\n repeat until <<(level) > [2]> or <<touching (player v)?> and <(ground) = [0]>>>\n tile (((750) + (move x1)) - (worldx)) ((371) - (worldy))\n if <(move x1) = [0]> then\n switch costume to (mob v)\n end\n if <(move x1) = [100]> then\n switch costume to (mob2 v)\n end\n end\n delete this clone\nend\nif <(ID#) = [2]> then\n wait until <(level) = [4]>\n repeat until <<(level) > [4]> or <<touching (player v)?> and <(ground) = [0]>>>\n tile (((750) + (move x1)) - (worldx)) ((1026) - (worldy))\n if <(move x1) = [0]> then\n switch costume to (mob v)\n end\n if <(move x1) = [100]> then\n switch costume to (mob2 v)\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [move x1 v] to [0]\nforever\n repeat (25)\n change [move x1 v] by (4)\n end\n repeat (25)\n change [move x1 v] by (-4)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Trampoline\n\ndefine tile (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<not <(x position) = (x)>> or <not <(y position) = (y)>>> then\n hide\nend\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [id# v] to [0]\nrepeat (4)\n change [id# v] by (1)\n create clone of (_myself_ v)\nend\nstop [this script v]\n\nwhen I start as a clone\nif <(ID#) = [1]> then\n switch costume to (bounce1 v)\n set size to (150) %\n show at level [4] tile at [50] [-20]\nend\nif <(ID#) = [2]> then\n switch costume to (bounce1 v)\n set size to (150) %\n show at level [4] tile at [230] [280]\nend\nif <(ID#) = [3]> then\n switch costume to (bounce1 v)\n set size to (150) %\n show at level [4] tile at [430] [580]\nend\nif <(ID#) = [4]> then\n switch costume to (bounce1 v)\n set size to (150) %\n show at level [4] tile at [630] [880]\nend\n\ndefine show at level (level) tile at (x) (y)\nhide\nwait until <(level) = (level)>\nrepeat until <(level) > (level)>\n tile ((x) - (worldx)) ((y) - (worldy))\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (player v)?> and <(ground) = [0]>> then\n broadcast (Bounce v)\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Light\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [3]>\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)\n\nwhen I start as a clone\nif <(ID#) = [1]> then\n set size to (125) %\n switch costume to (light v)\n show\n forever\n go to x: (light x) y: (light y)\n go to [back v] layer\n go [forward v] (3) layers\n end\nelse\n if <(ID#) = [2]> then\n set size to (103) %\n switch costume to (gradient v)\n show\n forever\n go to x: (light x) y: (light y)\n if <(RESET_) = [1]> then\n go to [back v] layer\n wait until <(RESET_) = [0]>\n else\n go to [front v] layer\n end\n end\n else\n switch costume to (nothin' v)\n set size to (350) %\n show\n switch costume to (light border v)\n forever\n go to x: (light x) y: (light y)\n if <(RESET_) = [1]> then\n switch costume to (dark v)\n wait until <(RESET_) = [0]>\n else\n switch costume to (light border v)\n go to [front v] layer\n end\n end\n end\nend\n\nwhen I start as a clone\nwait until <(level) > [4]>\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Portal\n\ndefine tile (x) (y)\ngo to x: (x) y: (y)\nif <<not <(x position) = (x)>> or <not <(y position) = (y)>>> then\n hide\nend\nshow\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\ndelete all of [portal x v]\ndelete all of [portal y v]\nSet x to [1075] y [0]\nSet x to [1050] y [380]\nSet x to [1550] y [265]\nSet x to [1000] y [1100]\nSet x to [1500] y [0]\nSet x to [1000000] y [1000000]\nhide\nforever\n tile ((item (level) of [portal x v]) - (worldx)) ((item (level) of [portal y v]) - (worldy))\n if <(RESET_) = [1]> then\n go to [front v] layer\n wait until <(RESET_) = [0]>\n end\nend\n\ndefine Set x to (x) y (y)\nadd (x) to [portal x v]\nadd (y) to [portal y v]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Info\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nswitch costume to (level2 v)\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nforever\n wait until <(next) = [1]>\n set [pause timer v] to [1]\n if <(level) > [1]> then\n next costume\n end\n wait (3) seconds\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <(next) = [start]>\n set [pause timer v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\nend\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [6]>\nif <<(timer) < (☁ Highscore)> and <(skipped a level UwU) = [0]>> then\n set [☁ highscore v] to (round (timer))\nend\ngo to x: (0) y: (0)\nswitch costume to (player health v)\nforever\n set [ghost v] effect to (0)\n show\n go to [front v] layer\n if <(hp) > [0]> then\n switch costume to (((hp) * (-1)) + (11))\n end\nend\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [timer v] to [0]\nset [pause timer v] to [0]\nforever\n wait (0.033) seconds\n if <<(level) < [6]> and <(pause timer) = [0]>> then\n change [timer v] by (0.1)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nif <(skipped a level UwU) = [1]> then\n switch costume to (score3 v)\nelse\n if <(☁ Highscore) = (round (timer))> then\n switch costume to (score2 v)\n else\n switch costume to (score v)\n end\nend\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nshow variable [☁ highscore v]\nshow variable [timer v]\n\nwhen flag clicked\nhide variable [☁ highscore v]\nhide variable [timer v]\n\nwhen [timer v] > (0)\nhide variable [☁ highscore v]\nhide variable [timer v]\n\n@Boss\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [6]>\nswitch costume to (boss v)\nshow\ngo to x: (200) y: (75)\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [6]>\nwait (1) seconds\nset [boss yvel v] to [0]\nset [boss xvel v] to [0]\nforever\n y physics\n if <(boss hp) < [1]> then\n broadcast (win v)\n end\n if <<(boss yvel) < [0]> and <<(boss ground) = [0]> and <touching (player v)?>>> then\n if <(([y position v] of [player v]) + (45)) < (y position)> then\n change [hp v] by (-1)\n if <(hp) < [1]> then\n broadcast (defeat v)\n end\n create clone of (_myself_ v)\n start sound [Whack v]\n end\n end\nend\n\ndefine y physics\nchange [boss yvel v] by (-1)\nif <<<(pick random (1) to (13)) = [1]> and <(distance to [player v]) < [75]>> and <(boss ground) = [1]>> then\n set [boss yvel v] to [15]\nend\nset [boss ground v] to [0]\nchange y by (boss yvel)\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (((boss yvel) / ([abs v] of (boss yvel) )) * (-1))\n end\n set [boss yvel v] to [0]\n set [boss ground v] to [1]\nend\n\ndefine x physics\nchange x by (boss xvel)\nif <touching (platforms v)?> then\n change x by ((boss xvel) * (-1))\n set [boss xvel v] to [0]\nend\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [6]>\nset [boss xvel v] to [0]\nset [distance to player v] to [100]\nforever\n if <<(distance to [player v]) > (distance to player)> and <(x position) < ([x position v] of [player v])>> then\n switch costume to (boss v)\n repeat until <<(boss xvel) = [10]> or <not <<(distance to [player v]) > (distance to player)> and <(x position) < ([x position v] of [player v])>>>>\n if <(boss xvel) > [9]> then\n set [boss xvel v] to [10]\n else\n change [boss xvel v] by (1)\n end\n end\n if <<(distance to [player v]) > (distance to player)> and <(x position) < ([x position v] of [player v])>> then\n repeat until <not <<(distance to [player v]) > (distance to player)> and <(x position) < ([x position v] of [player v])>>>\n set [boss xvel v] to [10]\n end\n end\n repeat until <<(boss xvel) = [0]> or <<(distance to [player v]) > (distance to player)> and <(x position) < ([x position v] of [player v])>>>\n if <(boss xvel) < [0.75]> then\n set [boss xvel v] to [0]\n else\n change [boss xvel v] by (((boss xvel) / ([abs v] of (boss xvel) )) * (-0.75))\n end\n end\n end\n if <<(distance to [player v]) > (distance to player)> and <(x position) > ([x position v] of [player v])>> then\n switch costume to (boss2 v)\n repeat until <<(boss xvel) = [-10]> or <not <<(distance to [player v]) > (distance to player)> and <(x position) > ([x position v] of [player v])>>>>\n if <(boss xvel) < [-9]> then\n set [boss xvel v] to [-10]\n else\n change [boss xvel v] by (-1)\n end\n end\n if <<(distance to [player v]) > (distance to player)> and <(x position) > ([x position v] of [player v])>> then\n repeat until <not <<(distance to [player v]) > (distance to player)> and <(x position) > ([x position v] of [player v])>>>\n set [boss xvel v] to [-10]\n end\n end\n repeat until <<(boss xvel) = [0]> or <<(distance to [player v]) > (distance to player)> and <(x position) > ([x position v] of [player v])>>>\n if <(boss xvel) > [-0.75]> then\n set [boss xvel v] to [0]\n else\n change [boss xvel v] by (((boss xvel) / ([abs v] of (boss xvel) )) * (-0.75))\n end\n end\n end\nend\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [6]>\nwait (1) seconds\nforever\n x physics\nend\n\nwhen I start as a clone\nchange y by (-17)\ngo to [front v] layer\nset size to (65) %\nswitch costume to (pow v)\nshow\nwait (0.3) seconds\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Menu\n\nwhen flag clicked\nhide\nforever\n change [mytimer v] by (1)\nend\n\nwhen I receive [menu v]\nset [help v] to [0]\nset [mytimer v] to [0]\nset [id# v] to [1]\ncreate clone of (_myself_ v)\nshow\nset size to (50) %\nswitch costume to (play v)\ngo to x: (-150) y: (0)\nforever\n change y by (([cos v] of (((mytimer) + (1)) * (10)) ) * (5))\n point in direction ((([cos v] of (((mytimer) + (1)) * (10)) ) * (5)) + (90))\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(level) = [0]>> then\n set [level v] to [1]\n end\n if <<(help) = [1]> or <(level) > [0]>> then\n hide\n else\n show\n end\nend\n\nwhen I start as a clone\nif <(ID#) = [1]> then\n show\n set size to (50) %\n switch costume to (help v)\n go to x: (150) y: (0)\n forever\n change y by (([cos v] of (((mytimer) + (1)) * (10)) ) * (5))\n point in direction ((([cos v] of (((mytimer) + (1)) * (10)) ) * (5)) + (90))\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [id# v] to [2]\n set [help v] to [1]\n create clone of (_myself_ v)\n end\n if <<(help) = [1]> or <(level) > [0]>> then\n hide\n if <(level) = [1]> then\n delete this clone\n end\n else\n show\n end\n end\nend\nif <(ID#) = [2]> then\n show\n set size to (100) %\n set [ghost v] effect to (100)\n switch costume to (how to play v)\n point in direction (90)\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n if <<mouse down?> or <key (space v) pressed?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [help v] to [0]\n delete this clone\n end\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Parallax \n\ndefine tile (x) (y)\nshow\ngo to x: (x) y: (y)\nif <<not <(x position) = (x)>> or <not <(y position) = (y)>>> then\n hide\nend\n\nwhen flag clicked\nhide\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [ghost v] effect to (75)\ngo to [back v] layer\nswitch costume to (nothing v)\nset size to (350) %\nswitch costume to (parallax v)\nshow\nforever\n if <<<(level) = [1]> or <(level) = [6]>> or <<(level) = [3]> or <(level) = [4]>>> then\n tile (((worldx) / (4)) * (-1)) (((worldy) / (4)) * (-1))\n end\n if <(level) = [2]> then\n tile ((500) - ((worldx) / (4))) ((0) - ((worldy) / (4)))\n end\n if <(level) = [5]> then\n tile ((250) - ((worldx) / (4))) ((-150) - ((worldy) / (4)))\n end\n go to [back v] layer\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Blocks\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (55)\nif <<(pick random (1) to (2)) = [1]> and <(xpos.) < [0.75]>> then\n change [xpos. v] by (0.5)\n switch costume to (block2 v)\nelse\n change [xpos. v] by (0.25)\n switch costume to (block v)\nend\nshow\ngo to [back v] layer\nset y to (175)\nif <(costume [number v]) = [1]> then\n if <(xpos.) = [0.25]> then\n set x to (-180)\n end\n if <(xpos.) = [0.5]> then\n set x to (-60)\n end\n if <(xpos.) = [0.75]> then\n set x to (60)\n end\n if <(xpos.) = [1]> then\n set x to (180)\n end\nelse\n if <(xpos.) = [0.5]> then\n set x to (-120)\n end\n if <(xpos.) = [0.75]> then\n set x to (0)\n end\n if <(xpos.) = [1]> then\n set x to (120)\n end\nend\nrepeat ((50) - (layer))\n change y by (-7)\n go to [back v] layer\n if <(level) = [6]> then\n delete this clone\n end\nend\nif <(xpos.) = [1]> then\n change [layer v] by (3)\n set [xpos. v] to [0]\nend\nif <(layer) < [108]> then\n create clone of (_myself_ v)\nelse\n broadcast (defeat v) and wait\nend\nforever\n go to [back v] layer\n if <(level) = [6]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nforever\n wait until <(next) = [1]>\n repeat (3)\n broadcast (Clear blocks v)\n end\n wait until <(next) = [start]>\n wait (1) seconds\n set [layer v] to [0]\n set [xpos. v] to [0]\n create clone of (_myself_ v)\n wait until <(next) = []>\nend\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [layer v] to [0]\nset [xpos. v] to [0]\ncreate clone of (_myself_ v)\nwait until <<(layer) > [105]> or <(level) = [6]>>\nif <(level) = [6]> then\n broadcast (Clear blocks v)\nelse\n broadcast (defeat v)\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [clear blocks v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Player\n\ndefine collide y\nif <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change [y v] by (((yvel) / ([abs v] of (yvel) )) * (-1))\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n end\n if <(yvel) < [0]> then\n set [ground v] to [1]\n end\n set [yvel v] to [0]\nend\n\ndefine collide x\nif <touching (platforms v)?> then\n repeat (6)\n if <touching (platforms v)?> then\n change [y v] by (1)\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n else\n stop [this script v]\n end\n end\n change [y v] by (-6)\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n repeat until <not <touching (platforms v)?>>\n change [x v] by (((xvel) / ([abs v] of (xvel) )) * (-1))\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n end\n set [xvel v] to [0]\nend\nrepeat (6)\n change [y v] by (-1)\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change [y v] by (1)\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n end\n stop [this script v]\n end\nend\nchange [y v] by (6)\ngo to x: ((x) - (worldx)) y: ((y) - (worldy))\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nwait (0.5) seconds\nforever\n if <(RESET_) = [0]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (15))>>> then\n repeat until <<(RESET_) = [1]> or <<(xvel) = [10]> or <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (15))>>>>>>\n if <(xvel) > [9]> then\n set [xvel v] to [10]\n else\n change [xvel v] by (1)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n repeat until <<(RESET_) = [1]> or <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (15))>>>>>\n set [xvel v] to [10]\n end\n set [wall_jump v] to [0]\n end\n repeat until <<(RESET_) = [1]> or <<(xvel) = [0]> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (15))>>>>>\n if <(xvel) < [0.8]> then\n set [xvel v] to [0]\n else\n change [xvel v] by (((xvel) / ([abs v] of (xvel) )) * (-0.75))\n end\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ((x position) - (15))>>> then\n repeat until <<(RESET_) = [1]> or <<(xvel) = [-10]> or <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ((x position) - (15))>>>>>>\n if <(xvel) < [-9]> then\n set [xvel v] to [-10]\n else\n change [xvel v] by (-1)\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n repeat until <<(RESET_) = [1]> or <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ((x position) - (15))>>>>>\n set [xvel v] to [-10]\n end\n set [wall_jump v] to [0]\n end\n repeat until <<(RESET_) = [1]> or <<(xvel) = [0]> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ((x position) - (15))>>>>>\n if <(xvel) > [-0.8]> then\n set [xvel v] to [0]\n else\n change [xvel v] by (((xvel) / ([abs v] of (xvel) )) * (-0.75))\n end\n end\n end\n end\nend\n\ndefine switch costume\nif <(xvel) = [0]> then\n if <<(yvel) > [0]> and <(ground) = [0]>> then\n switch costume to (player3 v)\n else\n switch costume to (player v)\n end\nend\nif <(xvel) > [0]> then\n if <<(yvel) > [0]> and <(ground) = [0]>> then\n switch costume to (player4 v)\n else\n switch costume to (player2 v)\n end\nend\nif <(xvel) < [0]> then\n if <<(yvel) > [0]> and <(ground) = [0]>> then\n switch costume to (player6 v)\n else\n switch costume to (player5 v)\n end\nend\n\nwhen I receive [reset v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [ground v] to [0]\nset [x v] to (item (level) of [reset x v])\nset [y v] to (item (level) of [reset y v])\nset [worldx v] to [0]\nset [worldy v] to [0]\nset [next v] to []\nset [taps v] to [0]\ngo to x: ((x) - (worldx)) y: ((y) - (worldy))\nset [light x v] to (x position)\nset [light y v] to (y position)\nwait (0.1) seconds\nset [reset_ v] to [0]\n\ndefine set x reset to (x) y (y)\nadd (x) to [reset x v]\nadd (y) to [reset y v]\n\nwhen I receive [bounce v]\nif <(RESET_) = [0]> then\n set [yvel v] to [35]\nend\n\nwhen flag clicked\nwait until <(level) = [0]>\nwait until <(level) = [1]>\nset [taps v] to [0]\ndelete all of [reset x v]\ndelete all of [reset y v]\nset x reset to [-50] y [-8]\nset x reset to [0] y [56]\nset x reset to [0] y [-8]\nset x reset to [-50] y [-8]\nset x reset to [-150] y [-8]\ngo to [front v] layer\nshow\npoint in direction (90)\nset [reset_ v] to [1]\nbroadcast (reset v)\nstart sound [Caelum v]\nforever\n switch costume\n change [x v] by (xvel)\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n collide x\n change [yvel v] by (-2)\n set [ground v] to [0]\n change [y v] by (yvel)\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n collide y\n if <<<(username) = [2Amateurs]> and <key (down arrow v) pressed?>> or <<(ground) = [1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (15))>>>>> then\n set [yvel v] to [22]\n end\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n if <(level) < [6]> then\n change [worldy v] by (round (((y) - (worldy)) / (10)))\n change [worldx v] by (round (((x) - (worldx)) / (10)))\n if <<(y position) < [-100]> and <(y) > [0]>> then\n change [worldy v] by ((y position) - (-100))\n end\n else\n if <<<touching (boss v)?> and <(ground) = [0]>> and <(yvel) < [0]>> then\n if <(y position) > (([y position v] of [boss v]) + (45))> then\n change [boss hp v] by (-1)\n create clone of (_myself_ v)\n start sound [Whack v]\n end\n end\n end\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n set [light x v] to (x position)\n set [light y v] to (y position)\n check for exit\nend\n\ndefine check for exit\nif <<<(y position) < [-180]> or <touching (spikes, lava, saws, oh my... v)?>> or <<key (r v) pressed?> or <<touching (mobs v)?> and <(ground) = [1]>>>> then\n set [reset_ v] to [1]\n set [xvel v] to (((xvel) / ([abs v] of (xvel) )) * (-5))\n set [yvel v] to [24]\n repeat until <(yvel) < [-45]>\n change y by (yvel)\n change x by (xvel)\n change [yvel v] by (-2)\n set [light x v] to (x position)\n set [light y v] to (y position)\n change [ghost v] effect by (5)\n go to [front v] layer\n end\n broadcast (reset v)\n wait until <(RESET_) = [0]>\n switch costume to (player v)\n go to x: ((x) - (worldx)) y: ((y) - (worldy))\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nif <<<touching (portal v)?> or <key (y v) pressed?>> or <<(taps) = [3]> or <<mouse down?> and <(taps) = [0]>>>> then\n if <not <(level) = [6]>> then\n if <<mouse down?> and <(taps) = [0]>> then\n broadcast (triple_tap? v)\n else\n if <<key (y v) pressed?> or <(taps) = [3]>> then\n set [skipped a level uwu v] to [1]\n end\n through portal\n end\n end\nend\n\ndefine through portal\nset [next v] to [1]\nset [reset_ v] to [1]\nset [xvel v] to [0]\nswitch costume to (player v)\nif <touching (portal v)?> then\n repeat until <<(y position) < [-180]> or <(distance to [portal v]) < [1]>>\n point towards (portal v)\n move ((distance to [portal v]) / (7)) steps\n point in direction (90)\n go to [front v] layer\n set [light x v] to (x position)\n set [light y v] to (y position)\n end\n repeat (60)\n turn right (xvel) degrees\n change [xvel v] by (1)\n end\nend\nif <touching (portal v)?> then\n repeat (10)\n turn right (xvel) degrees\n change [ghost v] effect by (10)\n end\nelse\n go to x: (0) y: (0)\n switch costume to (skipping v)\n go to [front v] layer\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\n end\nend\nwait until <<mouse down?> or <key (space v) pressed?>>\nset [next v] to [start]\nwait (1) seconds\nchange [level v] by (1)\nbroadcast (reset v)\nwait until <(RESET_) = [0]>\npoint in direction (90)\nswitch costume to (player v)\ngo to x: ((x) - (worldx)) y: ((y) - (worldy))\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [triple_tap? v]\nchange [taps v] by (1)\nwait until <not <mouse down?>>\nrepeat (2)\n repeat until <mouse down?>\n if <(taps) = [0]> then\n stop [this script v]\n end\n end\n repeat until <not <mouse down?>>\n if <(taps) = [0]> then\n stop [this script v]\n end\n end\n change [taps v] by (1)\nend\n\nwhen I receive [triple_tap? v]\nrepeat until <<(taps) = [3]> or <(taps) = [0]>>\n check for triple tap (taps)\nend\n\ndefine check for triple tap (taps)\nwait (0.33) seconds\nif <(taps) > (taps)> then\n stop [this script v]\nelse\n set [taps v] to [0]\nend\n\nwhen flag clicked\nset [next v] to []\nset [taps v] to [0]\nset [hp v] to [5]\nset [boss hp v] to [10]\nset [skipped a level uwu v] to [0]\nhide\n\nwhen I start as a clone\nchange y by (-15)\nset size to (65) %\nswitch costume to (pow v)\nshow\nwait (0.3) seconds\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n
Welcome to Block Rush 2! This is a unique scrolling platformer with spikes, lava, bounce pads, and disappearing platforms. However, there's one catch: you have a time limit to complete each level. Behind you, a wall will start to form from falling blocks. When the wall reaches the top of the screen, your time is up...\n\n**Instructions**\n-Complete each level before the falling blocks make it \n to the top of the screen\n-Avoid spikes, lava, and moving enemies\n-Y to skip level\n-Defeat the boss by jumping on his head\n-Enjoy!
Blizzard | Scrolling Platformer
@Stage\n\nchange [brightness v] effect by (0.1)\n\nchange [color v] effect by (25)\n\nset [mosaic v] effect to (0)\n\nwhen I receive [start v]\nrepeat (10)\n change volume by (-10)\nend\n\nwhen I receive [game v]\nswitch backdrop to (backdrop2 v)\nset volume to (100) %\nforever\n play sound [Main Menu v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@player\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [scroll x v] to [230]\nset [scroll y v] to [30]\nset size to (100) %\nshow\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\ngo to [front v] layer\n\nwhen flag clicked\n\nif <touching (spikes v)?> then\n\nbroadcast (dead v)\nset [x v] to [0]\nset [y v] to [0]\n\nif <touching color (#fffa00)?> then\n set [yv v] to [19]\nend\n\nwhen flag clicked\n\nwhen I receive [next v]\n\nwhen flag clicked\n\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\nend\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [pixelate v] effect to (0)\nforever\n switch costume to (pick random (1) to (5))\n if <(glitch) = [1]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<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 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 end\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?> 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 then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <touching (spikes v)?> then\n broadcast (dead v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (pick random (1) to (5))\n if <(glitch) = [0]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<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 (floor v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by (1)\n end\n if <<touching (floor v)?> or <touching (level v)?>> then\n change y by (1)\n if <<touching (floor v)?> or <touching (level 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 (floor v)?> or <touching (level v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (floor v)?> or <touching (level v)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n change [scroll x v] by ((x position) * (-1))\n change [scroll y v] by ((y position) * (-1))\n go to x: (0) y: (0)\n if <touching (spikes v)?> then\n broadcast (dead v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (next v)?> then\n wait () seconds\n set size to (100) %\n point in direction (90)\n set [pixelate v] effect to (0)\n set [scroll x v] to [230]\n set [scroll y v] to [30]\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (next v)\n wait () seconds\n end\nend\n\nwhen I receive [start v]\nforever\n broadcast (tick v)\nend\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n play sound [Xenogenesis v] until done\nend\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n play sound [blizzard v] until done\nend\n\nwhen flag clicked\nhide\n\n@floor\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(Scroll X) > [275]> then\n set [scroll x v] to [274]\n end\n if <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\n end\nend\n\ngo to x: (0) y: (Scroll Y)\n\nwhen I receive [next v]\nnext costume\nwait (0.1) seconds\n\nwhen I receive [tick v]\nshow\ngo to x: (Scroll X) y: (Scroll Y)\nif <(Scroll X) > [275]> then\n set [scroll x v] to [274]\nend\nif <(Scroll X) < [-373]> then\n set [scroll x v] to [-374]\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nhide\n\n@next\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (240) y: (21)\nhide\n\nwhen I receive [tick v]\nshow\ngo to x: ((Scroll X) + (300)) y: ((Scroll Y) + (-50))\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@spikes\n\nwhen I receive [tick v]\nshow\ngo to x: (Scroll X) y: (Scroll Y)\n\nwhen I receive [next v]\nnext costume\nwait (0.01) seconds\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Sprite3\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [game v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n set [my variable v] to [0]\n set size to (105) %\n forever\n change [my variable v] by (4)\n point in direction ((90) - ([cos v] of (my variable) ))\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen I receive [game v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [game v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (start v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I receive [game v]\nshow\nset [ghost v] effect to (60)\nforever\n point in direction ((90) - ([cos v] of (my variable) ))\nend\n\nwhen flag clicked\nhide\n\n@Mist\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nset size to (150) %\nforever\n set [ghost v] effect to (20)\n glide (.5) secs to x: (pick random (-100) to (100)) y: (pick random (-100) to (100))\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\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)\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
Platformer Cat (☁ Multiplayer online) V 2.9
@Stage\n\nwhen I receive [entrando v]\nforever\n set [pitch v] effect to (10)\n play sound [RUDE - Eternal Youth \(1\) v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (Volumen) %\nend\n\nwhen I receive [teletransportacion! v]\nswitch backdrop to (fondo5 v)\nclear graphic effects\n\nwhen I receive [entrando v]\nforever\n wait (20) seconds\n repeat (40)\n change [color v] effect by (1)\n end\n wait (20) seconds\n repeat (40)\n change [color v] effect by (-1)\n end\nend\n\nwhen I receive [entrando/intentando v]\nset [dentro? v] to [0]\nswitch backdrop to (fondo4 v) and wait\nclear graphic effects\nforever\n switch backdrop to (fondo4 v)\n set [ghost v] effect to (2)\nend\n\nwhen flag clicked\nswitch backdrop to (fondo4 v)\n\nwhen flag clicked\nswitch backdrop to (fondo4 v)\nrepeat until <not <(P ID) = [0]>>\n set [pitch v] effect to (-30)\n play sound [Triumph v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (Volumen) %\nend\n\n@Cargador\n\nwhen flag clicked\nset [p id v] to [0]\ngo to x: (0) y: (0)\nshow\nswitch costume to (disfraz12 v)\npoint in direction (90)\nset voice to (squeak v)::tts\nset language to ((language::translate) v)::tts\nbroadcast (cloud data v)\nset [1,2,3... v] to [0]\nif < (Usuarios) contains (username)?> then\n set [premios v] to (pick random (1) to (0))\n speak (translate (join [Hola de Nuevo, ] (username)) to ((language::translate) v)::translate)::tts\nelse\n add (username) to [usuarios v]\n change [1,2,3... v] by (1)\n speak (translate (join [Hola,] (username)) to ((language::translate) v)::translate)::tts\nend\nspeak (translate [Aprieta "Play" para jugar] to ((language::translate) v)::translate)::tts\nshow\nswitch costume to (disfraz12 v)\nrepeat until <<mouse down?> and <touching (mouse-pointer v)?>>\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\nbroadcast (ENTRANDO/INTENTANDO v) and wait\nstop [this script v]\n\nwhen I receive [entrando v]\nforever\n if <(P ID) = [1]> then\n set [☁ gato azul conectado v] to (lvl)\n end\n if <(P ID) = [2]> then\n set [☁ gato rojo conectado v] to (lvl)\n end\n if <(P ID) = [3]> then\n set [☁ gato verde conectado v] to (lvl)\n end\nend\n\nwhen I receive [entrando/intentando v]\nset [p id v] to []\nclear graphic effects\nswitch costume to (disfraz11 v)\nset language to ((language::translate) v)::tts\nstart sound [Dance Chill Out v]\nset [☁ gato azul conectado v] to [0]\nset voice to (squeak v)::tts\nwait (1.5) seconds\nshow\ngo to x: (0) y: (0)\nspeak (translate [loading] to ((language::translate) v)::translate)::tts\nnext costume\nsay (translate [Cargando.] to ((language::translate) v)::translate) for (0.5) seconds\nset [☁ gato rojo conectado v] to [0]\nsay (translate [Cargando..] to ((language::translate) v)::translate) for (0.5) seconds\nsay (translate [Cargando...] to ((language::translate) v)::translate) for (0.5) seconds\nnext costume\nset [☁ gato verde conectado v] to [0]\nsay (translate [Cargando....] to ((language::translate) v)::translate) for (0.5) seconds\nspeak (translate [loading] to ((language::translate) v)::translate)::tts\nnext costume\nsay (translate [Cargando Requisitos] to ((language::translate) v)::translate) for (1) seconds\nif <(username) = []> then\n say (translate [Error] to ((language::translate) v)::translate) for (2) seconds\n say (translate [Inicia sesion o Registrate] to ((language::translate) v)::translate) for (2) seconds\n ask (translate [Quieres continuar? \( yes = s \)] to ((language::translate) v)::translate) and wait\n if <(answer) = [s]> then\n say (translate [Cargando.] to ((language::translate) v)::translate) for (0.7) seconds\n say (translate [Cargando..] to ((language::translate) v)::translate) for (0.9) seconds\n say (translate [Cargando...] to ((language::translate) v)::translate) for (0.6) seconds\n broadcast (preparando v)\n else\n say (translate [apagando.] to ((language::translate) v)::translate) for (2) seconds\n stop [all v]\n end\nelse\n say (translate [Cargando.] to ((language::translate) v)::translate) for (0.7) seconds\n next costume\n say (translate [Cargando..] to ((language::translate) v)::translate) for (0.9) seconds\n say (translate [Cargando...] to ((language::translate) v)::translate) for (0.6) seconds\n next costume\n say (translate [¿Que gato quieres ser?] to ((language::translate) v)::translate) for (2) seconds\n speak (translate [¿Que gato quieres ser?] to ((language::translate) v)::translate)::tts\n next costume\n if <<(☁ Gato azul Conectado) = [1]> and <<(☁ Gato rojo Conectado) = [1]> and <(☁ Gato verde conectado) = [1]>>> then\n create clone of (_myself_ v)\n speak (translate [Servidor lleno] to ((language::translate) v)::translate)::tts\n say (translate [Servidor lleno] to ((language::translate) v)::translate) for (3) seconds\n speak (translate [Espere un momento] to ((language::translate) v)::translate)::tts\n say (translate [Espere un momento] to ((language::translate) v)::translate) for (3) seconds\n repeat (2)\n say (translate [Espere un momento.] to ((language::translate) v)::translate) for (0.2) seconds\n say (translate [Espere un momento..] to ((language::translate) v)::translate) for (0.2) seconds\n end\n create clone of (_myself_ v)\n ask (translate [Modo Espectador?\( si = s \) ] to ((language::translate) v)::translate) and wait\n if <<(answer) = [s]> or <(answer) = [S]>> then\n broadcast (ENTRANDO v)\n set [p id v] to [0]\n repeat until <not <(P ID) = [0]>>\n broadcast (ENTRANDO/INTENTANDO v)\n hide\n end\n end\n broadcast (ENTRANDO/INTENTANDO v)\n else\n broadcast (preparando v)\n end\nend\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\nrepeat (1)\n\nwhen flag clicked\nhide variable [numero de jugadores v]\nset [volumen v] to [20]\nforever\n set volume to (Volumen) %\n set [que premio? v] to (pick random (1) to (6))\n clear graphic effects\nend\n\nwhen I receive [azul v]\nnext costume\nif <(☁ Gato azul Conectado) = [0]> then\n speak (translate [Esperando a los Jugadores] to ((language::translate) v)::translate)::tts\n say (translate [Esperando a los Jugadores] to ((language::translate) v)::translate) for (2) seconds\n next costume\n set [p id v] to [1]\n set [☁ gato azul conectado v] to [1]\n speak (translate [Cargando] to ((language::translate) v)::translate)::tts\n say (translate [Cargando.] to ((language::translate) v)::translate) for (0.8) seconds\n say (translate [Cargando..] to ((language::translate) v)::translate) for (0.7) seconds\n next costume\n say (translate [Cargando...] to ((language::translate) v)::translate) for (0.9) seconds\n wait (0.6) seconds\n speak (translate [ERES EL GATO AZUL] to ((language::translate) v)::translate)::tts\n next costume\n say (translate [ERES EL GATO AZUL] to ((language::translate) v)::translate) for (2) seconds\n broadcast (ENTRANDO v)\n next costume\n wait (0.2) seconds\n hide\nelse\n say (translate [Ocupado] to ((language::translate) v)::translate) for (2) seconds\nend\nbroadcast (preparando v)\n\nwhen I receive [rojo v]\nnext costume\nif <(☁ Gato rojo Conectado) = [0]> then\n speak (translate [Esperando a los jugadores] to ((language::translate) v)::translate)::tts\n say (translate [Esperando a los jugadores] to ((language::translate) v)::translate) for (2) seconds\n next costume\n set [p id v] to [2]\n set [☁ gato rojo conectado v] to [1]\n speak (translate [Cargando] to ((language::translate) v)::translate)::tts\n say (translate [Cargando.] to ((language::translate) v)::translate) for (0.8) seconds\n next costume\n say (translate [Cargando..] to ((language::translate) v)::translate) for (0.7) seconds\n say (translate [Cargando...] to ((language::translate) v)::translate) for (0.9) seconds\n next costume\n wait (0.6) seconds\n speak (translate [ERES EL GATO ROJO] to ((language::translate) v)::translate)::tts\n say (translate [ERES EL GATO ROJO] to ((language::translate) v)::translate) for (2) seconds\n next costume\n wait (0.2) seconds\n broadcast (ENTRANDO v)\n hide\nelse\n say (translate [Ocupado] to ((language::translate) v)::translate) for (2) seconds\nend\nbroadcast (preparando v)\n\nwhen I receive [verde v]\nnext costume\nif <(☁ Gato verde conectado) = [0]> then\n speak (translate [Esperando a los jugadores] to ((language::translate) v)::translate)::tts\n say (translate [Esperando a los jugadores] to ((language::translate) v)::translate) for (2) seconds\n next costume\n set [p id v] to [3]\n set [☁ gato verde conectado v] to [1]\n say (translate [Cargando.] to ((language::translate) v)::translate) for (0.8) seconds\n next costume\n say (translate [Cargando..] to ((language::translate) v)::translate) for (0.7) seconds\n say (translate [Cargando...] to ((language::translate) v)::translate) for (0.9) seconds\n next costume\n wait (0.6) seconds\n speak (translate [ERES EL GATO VERDE] to ((language::translate) v)::translate)::tts\n say (translate [ERES EL GATO VERDE] to ((language::translate) v)::translate) for (2) seconds\n next costume\n wait (0.2) seconds\n broadcast (ENTRANDO v)\n hide\nelse\n say (translate [Ocupado] to ((language::translate) v)::translate) for (2) seconds\nend\nbroadcast (preparando v)\n\nwhen I receive [entrando/intentando v]\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n hide variable [premios v]\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\nhide list [información de usuarios v]\n\nshow list [información de usuarios v]\n\nset [1,2,3... v] to [1]\n\ndelete (1) of [información de usuarios v]\n\ndelete all of [información de usuarios v]\n\n@Carga\n\nwhen I receive [entrando v]\nhide\n\nwhen I receive [azul v]\nrepeat until <(costume [number v]) = [19]>\n next costume\n wait (0.7) seconds\nend\nswitch costume to (disfraz21 v)\nwait (1) seconds\nswitch costume to (disfraz10 v)\n\nwhen I receive [rojo v]\nrepeat until <(costume [number v]) = [19]>\n next costume\n wait (0.7) seconds\nend\nswitch costume to (disfraz21 v)\nwait (1) seconds\nswitch costume to (disfraz10 v)\n\nwhen I receive [verde v]\nrepeat until <(costume [number v]) = [19]>\n next costume\n wait (0.7) seconds\nend\nswitch costume to (disfraz21 v)\nwait (1) seconds\nswitch costume to (disfraz10 v)\n\nwhen I receive [entrando/intentando v]\nshow\ngo to x: (0) y: (-130)\nswitch costume to (disfraz11 v)\nrepeat until <(costume [number v]) = [13]>\n next costume\n wait (0.6) seconds\nend\n\nwhen flag clicked\nhide\n\n@cat blue\n\ndefine valor =leer nombre\nset [valor v] to []\nforever\n set [idx v] to (join (letter (Letra) of (Name)) (letter ((Letra) + (1)) of (Name)))\n change [letra v] by (2)\n if <(Idx) < [1]> then\n stop [this script v]\n end\n set [valor v] to (join (valor) (item (Idx) of [code v]))\nend\n\ndefine begin (nombre)\nset [name v] to (nombre)\nset [letra v] to [1]\n\ndefine escribe (valor) to name\nset [letra v] to [1]\nrepeat (length of (valor))\n set [name v] to (join (Name) (item # of (letter (Letra) of (valor)) in [code v]))\n change [letra v] by (1)\nend\nset [name v] to (join (Name) [00])\n\nwhen flag clicked\nhide\n\nwhen I receive [entrando v]\nset size to (60) %\nshow\nset [☁ p1 x v] to [-200]\nset [☁ p1 y v] to [-64]\nif <(P ID) = [1]> then\n go to x: (0) y: (0)\n go to [front v] layer\n set [name v] to []\n escribe (username) to name\n begin (Name)\n valor =leer nombre\n repeat until <not <(P ID) = [1]>>\n set rotation style [left-right v]\n if <key (up arrow v) pressed?> then\n change [☁ p1 y v] by (25)\n go to [front v] layer\n if <not <touching (portada/niveles v)?>> then\n repeat until <touching (portada/niveles v)?>\n change [☁ p1 y v] by (-3)\n if <key (right arrow v) pressed?> then\n change [☁ p1 x v] by (7)\n switch costume to (pick random (1) to (2))\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [☁ p1 x v] by (-7)\n go to [front v] layer\n switch costume to (pick random (1) to (2))\n point in direction (-90)\n end\n end\n end\n end\n if <key (right arrow v) pressed?> then\n change [☁ p1 x v] by (5)\n switch costume to (pick random (1) to (2))\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [☁ p1 x v] by (-5)\n switch costume to (pick random (1) to (2))\n point in direction (-90)\n end\n show\n go to [front v] layer\n if <not <touching (portada/niveles v)?>> then\n repeat until <touching (portada/niveles v)?>\n change [☁ p1 y v] by (-3)\n end\n end\n if <(☁ P1 Y) < [-65]> then\n set [☁ p1 y v] to [-64]\n set [☁ p1 x v] to [-200]\n end\n if <touching (objeto2 v)?> then\n broadcast (Sigiente lvl v) and wait\n set [☁ p1 x v] to [-200]\n set [☁ p1 y v] to [-64]\n change [☁ gato azul conectado v] by (1)\n change [lvl v] by (1)\n end\n if <touching (objeto3 v)?> then\n broadcast (Sigiente lvl v) and wait\n set [☁ p1 x v] to [-200]\n set [☁ p1 y v] to [-64]\n change [☁ gato azul conectado v] by (1)\n change [lvl v] by (-1)\n end\n if <touching (lava v)?> then\n set [☁ p1 x v] to [-200]\n set [☁ p1 y v] to [-64]\n end\n if <<touching color (#3e00ff)?> and <key (up arrow v) pressed?>> then\n change [☁ p1 y v] by (120)\n end\n if <touching color (#00d5ff)?> then\n change [☁ p1 x v] by (5)\n end\n end\nend\n\nwhen I receive [entrando v]\nforever\n set size to (60) %\n go to x: (☁ P1 X) y: (☁ P1 Y)\n if <(P ID) = [1]> then\n say (translate [You] to ((language::translate) v)::translate)\n show\n else\n if <(☁ Gato azul Conectado) = [0]> then\n hide\n else\n if <(☁ Gato azul Conectado) = (☁ Gato rojo Conectado)> then\n show\n else\n if <(☁ Gato azul Conectado) = (☁ Gato verde conectado)> then\n show\n end\n end\n end\n end\nend\n\nwhen I receive [salta p1 v]\nchange [☁ p1 y v] by (20)\n\nwhen I receive [derecha v]\nchange [☁ p1 x v] by (10)\n\nwhen I receive [izquierda p1 v]\nchange [☁ p1 x v] by (-10)\n\nwhen I receive [preparando v]\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nif <(☁ Gato azul Conectado) > [0]> then\n switch costume to (ocupado v)\nelse\n switch costume to (disfraz1 v)\nend\n\nwhen this sprite clicked\nbroadcast (azul v)\nhide\n\nwhen I receive [rojo v]\nhide\n\nwhen I receive [verde v]\nhide\n\nwhen I receive [apagar v]\nhide\n\nwhen I receive [un ganador!!! v]\nhide\n\n@cat red\n\ndefine escribe (valor) to name\nset [letra2 v] to [1]\nrepeat (length of (valor))\n set [name2 v] to (join (Name2) (item # of (letter (letra2) of (valor)) in [code v]))\n change [letra2 v] by (1)\nend\nset [name2 v] to (join (Name2) [00])\n\ndefine begin (nombre)\nset [name2 v] to (nombre)\nset [letra2 v] to [1]\n\ndefine valor =leer nombre\nset [valor2 v] to []\nforever\n set [idx2 v] to (join (letter (letra2) of (Name2)) (letter ((letra2) + (1)) of (Name2)))\n change [letra2 v] by (2)\n if <(idx2) < [1]> then\n stop [this script v]\n end\n set [valor2 v] to (join (valor2) (item (idx2) of [code v]))\nend\n\nwhen I receive [entrando v]\nset size to (60) %\nshow\nset [☁ p2 x v] to [170]\nset [☁ p2 y v] to [18]\nif <(P ID) = [2]> then\n set [name2 v] to []\n go to [front v] layer\n escribe (username) to name\n begin (Name2)\n valor =leer nombre\n repeat until <not <(P ID) = [2]>>\n set rotation style [left-right v]\n if <key (up arrow v) pressed?> then\n change [☁ p2 y v] by (25)\n if <not <touching (portada/niveles v)?>> then\n repeat until <touching (portada/niveles v)?>\n change [☁ p2 y v] by (-3)\n if <key (right arrow v) pressed?> then\n change [☁ p2 x v] by (5)\n switch costume to (pick random (1) to (2))\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [☁ p2 x v] by (-5)\n switch costume to (pick random (1) to (2))\n point in direction (-90)\n end\n end\n end\n end\n if <key (right arrow v) pressed?> then\n change [☁ p2 x v] by (5)\n switch costume to (pick random (1) to (2))\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [☁ p2 x v] by (-5)\n switch costume to (pick random (1) to (2))\n point in direction (-90)\n end\n show\n if <not <touching (portada/niveles v)?>> then\n repeat until <touching (portada/niveles v)?>\n change [☁ p2 y v] by (-3)\n end\n end\n if <(☁ P2 Y) < [-65]> then\n set [☁ p2 y v] to [-64]\n end\n if <touching (lava v)?> then\n set [☁ p2 x v] to [-200]\n set [☁ p2 y v] to [-64]\n end\n if <touching (objeto2 v)?> then\n broadcast (Sigiente lvl v) and wait\n set [☁ p2 x v] to [-200]\n set [☁ p2 y v] to [-64]\n change [☁ gato rojo conectado v] by (1)\n change [lvl v] by (1)\n end\n if <touching (objeto3 v)?> then\n broadcast (Sigiente lvl v) and wait\n set [☁ p2 x v] to [-200]\n set [☁ p2 y v] to [-64]\n change [☁ gato rojo conectado v] by (1)\n change [lvl v] by (-1)\n end\n if <<touching color (#3e00ff)?> and <key (up arrow v) pressed?>> then\n change [☁ p2 y v] by (120)\n end\n if <touching color (#00d5ff)?> then\n change [☁ p2 x v] by (5)\n end\n end\nend\n\nwhen I receive [entrando v]\ngo to x: (-222) y: (0)\nforever\n go [forward v] (1000000) layers\n set size to (60) %\n go to [front v] layer\n go to x: (☁ P2 X) y: (☁ P2 Y)\n if <(P ID) = [2]> then\n say (translate [You] to ((language::translate) v)::translate)\n else\n if <(☁ Gato rojo Conectado) = [0]> then\n hide\n else\n if <(☁ Gato rojo Conectado) = (☁ Gato azul Conectado)> then\n show\n else\n if <(☁ Gato rojo Conectado) = (☁ Gato verde conectado)> then\n show\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [salta p2 v]\nchange [☁ p2 y v] by (20)\n\nwhen I receive [derecha2 v]\nchange [☁ p2 x v] by (10)\n\nwhen I receive [izquierda p2 v]\nchange [☁ p2 x v] by (-10)\n\nwhen I receive [preparando v]\nshow\nset size to (100) %\ngo to x: (100) y: (0)\nif <(☁ Gato rojo Conectado) > [0]> then\n switch costume to (ocupado v)\nelse\n switch costume to (disfraz1 v)\nend\n\nwhen this sprite clicked\nbroadcast (rojo v)\nhide\n\nwhen I receive [verde v]\nhide\n\nwhen I receive [azul v]\nhide\n\nwhen I receive [apagar v]\nhide\n\nwhen I receive [un ganador!!! v]\nhide\n\n@cat green\n\ndefine escribe (valor) to name\nset [letra v] to [1]\nrepeat (length of (valor))\n set [name v] to (join (Name) (item # of (letter (Letra) of (valor)) in [code v]))\n change [letra v] by (1)\nend\nset [name v] to (join (Name) [00])\n\ndefine valor =leer nombre\nset [valor v] to []\nforever\n set [idx v] to (join (letter (Letra) of (Name)) (letter ((Letra) + (1)) of (Name)))\n change [letra v] by (2)\n if <(Idx) < [1]> then\n stop [this script v]\n end\n set [valor v] to (join (valor) (item (Idx) of [code v]))\nend\n\ndefine begin (nombre)\nset [name v] to (nombre)\nset [letra v] to [1]\n\nwhen I receive [entrando v]\nset size to (60) %\nshow\nset [☁ p3 y v] to [-60]\nset [☁ p3 x v] to [-160]\nif <(P ID) = [3]> then\n set [name v] to []\n escribe (username) to name\n begin (Name)\n valor =leer nombre\n repeat until <not <(P ID) = [3]>>\n set rotation style [left-right v]\n if <key (up arrow v) pressed?> then\n change [☁ p3 y v] by (25)\n if <not <touching (portada/niveles v)?>> then\n repeat until <touching (portada/niveles v)?>\n change [☁ p3 y v] by (-3)\n if <key (right arrow v) pressed?> then\n change [☁ p3 x v] by (5)\n switch costume to (pick random (1) to (2))\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [☁ p3 x v] by (-5)\n switch costume to (pick random (1) to (2))\n point in direction (-90)\n end\n end\n end\n end\n if <key (right arrow v) pressed?> then\n change [☁ p3 x v] by (5)\n switch costume to (pick random (1) to (2))\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [☁ p3 x v] by (-5)\n switch costume to (pick random (1) to (2))\n point in direction (-90)\n end\n show\n if <not <touching (portada/niveles v)?>> then\n repeat until <touching (portada/niveles v)?>\n change [☁ p3 y v] by (-3)\n end\n end\n if <(☁ P3 Y) < [-65]> then\n set [☁ p3 y v] to [-64]\n end\n if <touching (objeto2 v)?> then\n broadcast (Sigiente lvl v) and wait\n set [☁ p3 x v] to [-200]\n set [☁ p3 y v] to [-64]\n change [☁ gato verde conectado v] by (1)\n change [lvl v] by (1)\n end\n if <touching (objeto3 v)?> then\n broadcast (Sigiente lvl v) and wait\n set [☁ p3 x v] to [-200]\n set [☁ p3 y v] to [-64]\n change [☁ gato verde conectado v] by (-1)\n change [lvl v] by (-1)\n end\n if <touching (lava v)?> then\n set [☁ p3 x v] to [-200]\n set [☁ p3 y v] to [-64]\n end\n if <<touching color (#3e00ff)?> and <key (up arrow v) pressed?>> then\n change [☁ p3 y v] by (120)\n end\n if <touching color (#00d5ff)?> then\n change [☁ p3 x v] by (5)\n end\n end\nend\n\nwhen I receive [entrando v]\nforever\n go [forward v] (10000) layers\n set size to (60) %\n go to [front v] layer\n go to x: (☁ P3 X) y: (☁ P3 Y)\n if <(P ID) = [3]> then\n say (translate [You] to ((language::translate) v)::translate)\n else\n if <(☁ Gato verde conectado) = [0]> then\n hide\n else\n if <(☁ Gato verde conectado) = (☁ Gato azul Conectado)> then\n show\n else\n if <(☁ Gato rojo Conectado) = (☁ Gato verde conectado)> then\n show\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [salta p3 v]\nchange [☁ p3 y v] by (20)\n\nwhen I receive [derecha3 v]\nchange [☁ p3 x v] by (10)\n\nwhen I receive [izquierda p3 v]\nchange [☁ p3 x v] by (-10)\n\nwhen I receive [preparando v]\nshow\nset size to (100) %\ngo to x: (-100) y: (0)\nif <(☁ Gato verde conectado) > [0]> then\n switch costume to (disfraz3 v)\nelse\n switch costume to (disfraz1 v)\nend\n\nwhen this sprite clicked\nbroadcast (verde v)\nhide\n\nwhen I receive [rojo v]\nhide\n\nwhen I receive [azul v]\nhide\n\nwhen I receive [apagar v]\nhide\n\nwhen I receive [un ganador!!! v]\nhide\n\n@Portada/Niveles\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (disfraz1 v)\nrepeat (20)\n set size to (100) %\n change [ghost v] effect by (10)\nend\nforever\n point in direction (90)\n go to [front v] layer\nend\n\nwhen I receive [entrando v]\nclear graphic effects\nshow\nforever\n if <key (up arrow v) pressed?> then\n glide (0.2) secs to x: (0) y: (-10)\n wait (0) seconds\n glide (0.2) secs to x: (0) y: (0)\n wait (0) seconds\n end\nend\n\nwhen I receive [sigiente lvl v]\n\nwhen I receive [apagar v]\nhide\n\nwhen I receive [un ganador!!! v]\nhide\n\nwhen I receive [se acabo! v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [entrando v]\nforever\n if <(lvl) = [0]> then\n set [lvl v] to [1]\n end\n if <(lvl) = [1]> then\n switch costume to (disfraz3 v)\n end\n if <(lvl) = [2]> then\n switch costume to (disfraz2 v)\n end\n if <(lvl) = [3]> then\n switch costume to (disfraz4 v)\n end\n if <(lvl) = [4]> then\n switch costume to (disfraz5 v)\n end\n if <(lvl) = [5]> then\n switch costume to (disfraz6 v)\n end\n if <(lvl) = [6]> then\n switch costume to (disfraz8 v)\n end\n if <(lvl) = [7]> then\n switch costume to (disfraz9 v)\n end\n if <(lvl) = [8]> then\n switch costume to (disfraz7 v)\n end\n if <(lvl) = [9]> then\n switch costume to (disfraz10 v)\n end\n if <(lvl) = [10]> then\n switch costume to (disfraz11 v)\n end\n if <(lvl) = [11]> then\n switch costume to (disfraz12 v)\n end\n if <(lvl) = [12]> then\n switch costume to (disfraz13 v)\n end\n if <(lvl) = [13]> then\n switch costume to (disfraz14 v)\n end\n if <(lvl) = [14]> then\n switch costume to (disfraz15 v)\n end\n if <(lvl) = [15]> then\n switch costume to (disfraz16 v)\n end\n if <(lvl) = [16]> then\n switch costume to (disfraz17 v)\n end\n if <(lvl) = [17]> then\n switch costume to (disfraz18 v)\n end\n if <(lvl) = [18]> then\n switch costume to (disfraz19 v)\n end\n if <(lvl) = [19]> then\n switch costume to (disfraz20 v)\n end\n if <(lvl) = [20]> then\n switch costume to (disfraz21 v)\n end\n if <(lvl) = [21]> then\n switch costume to (disfraz22 v)\n end\n if <(lvl) = [22]> then\n switch costume to (disfraz23 v)\n end\n if <(lvl) = [23]> then\n switch costume to (disfraz24 v)\n end\n if <(lvl) = [24]> then\n switch costume to (disfraz25 v)\n end\n if <(lvl) = [25]> then\n switch costume to (disfraz26 v)\n end\n if <(lvl) = [26]> then\n switch costume to (disfraz27 v)\n end\n if <(lvl) = [27]> then\n switch costume to (disfraz28 v)\n end\n if <(lvl) = [28]> then\n switch costume to (disfraz29 v)\n end\n if <(lvl) = [29]> then\n switch costume to (disfraz30 v)\n end\n if <(lvl) = [30]> then\n switch costume to (disfraz31 v)\n end\n if <(lvl) = [30]> then\n set [lvl v] to [0]\n end\nend\n\nwhen [q v] key pressed\nclear graphic effects\nswitch costume to (disfraz1 v)\ngo to [front v] layer\ngo [forward v] (3000000000000000000) layers\n\ndelete all of [niveles v]\nrepeat (30)\n change [mostrar? v] by (1)\n add (mostrar?) to [niveles v]\nend\n\nwhen I receive [entrando v]\nforever\n\n@Nubes\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n set [ghost v] effect to (15)\n if <key (up arrow v) pressed?> then\n glide (0.2) secs to x: (0) y: (30)\n wait (0) seconds\n glide (0.2) secs to x: (0) y: (10)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [entrando v]\nset [ghost v] effect to (0)\nshow\nforever\n next costume\n wait (0.06) seconds\n go to [back v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [apagar v]\nhide\n\n@nube/estrellas\n\nwhen I receive [entrando v]\nrepeat (50)\n create clone of (_myself_ v)\nend\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nswitch costume to (disfraz2 v)\nclear graphic effects\ngo to (random position v)\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n hide\n wait (20) seconds\n show\n wait (20) seconds\nend\n\nwhen I receive [apagar v]\nhide\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <key (up arrow v) pressed?> then\n change y by (-10)\n change y by (10)\n end\nend\n\nwhen I receive [un ganador!!! v]\nhide\n\nwhen I receive [entrando v]\nforever\n next costume\n show\n if <<(lvl) = [2]> or <(lvl) = [3]>> then\n clear graphic effects\n show\n go to x: (95) y: (-90)\n end\n if <<(lvl) = [4]> or <<(lvl) = [5]> or <<(lvl) = [6]> or <<(lvl) = [7]> or <<(lvl) = [8]> or <(lvl) = [9]>>>>>> then\n go to x: (0) y: (-90)\n end\n if <<(lvl) = [10]> or <<(lvl) = [12]> or <<(lvl) = [13]> or <<(lvl) = [14]> or <<(lvl) = [15]> or <<(lvl) = [16]> or <<(lvl) = [17]> or <<(lvl) = [18]> or <<(lvl) = [19]> or <<(lvl) = [20]> or >>>>>>>>>> then\n go to x: (0) y: (-125)\n end\n if <<(lvl) = [22]> or <<(lvl) = [23]> or <<(lvl) = [24]> or <(lvl) = [25]>>>> then\n go to x: (110) y: (-110)\n end\n if <<(lvl) = [26]> or <<(lvl) = [27]> or <(lvl) = [29]>>> then\n go to x: (-110) y: (-110)\n end\nend\n\n@Ajustes\n\nwhen flag clicked\nshow\nswitch costume to (disfraz2 v)\ngo to x: (200) y: (-150)\nforever\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (_-_ v) and wait\n end\n set volume to (Volumen) %\nend\n\nwhen I receive [_-_ v]\nwait (1) seconds\nrepeat until <<key (space v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n show variable [volumen v]\n go to x: (0) y: (0)\n switch costume to (pausa v)\nend\ngo to x: (200) y: (-150)\nswitch costume to (disfraz2 v)\nhide variable [volumen v]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [un ganador!!! v]\nhide\n\n@Objeto4\n\nwhen flag clicked\nhide\n\nwhen I receive [entrando v]\nshow\nforever\n point in direction (90)\n go to x: (0) y: (150)\n repeat (15)\n switch costume to (disfraz1 v)\n repeat (5)\n change size by (15)\n end\n repeat (5)\n change size by (-15)\n end\n set size to (100) %\n wait (0.1) seconds\n end\n repeat (15)\n switch costume to (disfraz2 v)\n repeat (5)\n change size by (15)\n end\n repeat (5)\n change size by (-15)\n end\n set size to (100) %\n wait (0.1) seconds\n end\n repeat (15)\n switch costume to (disfraz3 v)\n repeat (10)\n turn right (15) degrees\n end\n repeat (10)\n turn left (15) degrees\n end\n point in direction (90)\n set size to (100) %\n wait (0.1) seconds\n end\nend\n\n@Objeto3\n\n@Objeto1\n\nmove (10) steps\n\nset pen color to (#0e45b6)\nask <touching color (#15660b)?> and wait\n\nstamp\nerase all\n\nerase all\nask [¿Cómo te llamas?] and wait\nturn right (15) degrees\n\nset [☁ gato azul conectado v] to [0]\ngo to (random position v)\nset pen (color v) to (50)\n\nwhen [space v] key pressed\n\nwhen flag clicked\nswitch costume to (disfraz1 v)\n\ndefine ¡Don't Prees!\nswitch costume to (disfraz2 v)\n\n¡Don't Prees!\n\n@numero de jugadores\n\nwhen flag clicked\nhide variable [lvl v]\nhide\nforever\n go to [front v] layer\n go [forward v] (3) layers\n change [color v] effect by (0.8)\n if <(☁ Gato azul Conectado) > [0]> then\n wait (1) seconds\n set [numero de jugadores v] to [1]\n end\n if <(☁ Gato rojo Conectado) > [0]> then\n wait (1) seconds\n set [numero de jugadores v] to [1]\n end\n if <(☁ Gato verde conectado) > [0]> then\n wait (1) seconds\n set [numero de jugadores v] to [1]\n end\n if <<(☁ Gato azul Conectado) > [0]> and <(☁ Gato verde conectado) > [0]>> then\n wait (1) seconds\n set [numero de jugadores v] to [2]\n end\n if <<(☁ Gato rojo Conectado) > [0]> and <(☁ Gato verde conectado) > [0]>> then\n wait (1) seconds\n set [numero de jugadores v] to [2]\n end\n if <<(☁ Gato azul Conectado) > [0]> and <(☁ Gato rojo Conectado) > [0]>> then\n wait (1) seconds\n set [numero de jugadores v] to [2]\n end\n if <<(☁ Gato azul Conectado) > [0]> and <<(☁ Gato rojo Conectado) > [0]> and <(☁ Gato verde conectado) > [0]>>> then\n wait (1) seconds\n set [numero de jugadores v] to [3]\n end\nend\n\nwhen I receive [entrando v]\nshow\nforever\n hide variable [numero de jugadores v]\n hide variable [☁ gato azul conectado v]\n hide variable [☁ gato verde conectado v]\n hide variable [☁ gato rojo conectado v]\n set [☁ gato azul conectado v] to [0]\n set [☁ gato rojo conectado v] to [0]\n set [☁ gato verde conectado v] to [0]\n hide variable [lvl v]\n show variable [numero de jugadores v]\n show variable [lvl v]\n hide\n wait (10) seconds\nend\n\nwhen I receive [apagar v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\ndelete this clone\n\n@Objeto2\n\n@Guardar juego\n\nwhen flag clicked\ndelete all of [code v]\nswitch costume to (disfraz1 v)\ngo to x: (200) y: (160)\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nwait (1) seconds\nhide list [información de usuarios v]\nswitch costume to (disfraz2 v)\nrepeat until <(costume [number v]) = [1]>\n go to x: (45) y: (70)\n go to [front v] layer\n say (translate [Busca el nivel en el que te encuentras] to ((language::translate) v)::translate) for (2) seconds\n ask (translate [¿Que numero es?] to ((language::translate) v)::translate) and wait\nend\nsay (translate [Guardate el numero!] to ((language::translate) v)::translate) for (2) seconds\nset [1,2,3... v] to (answer)\nreplace item (1,2,3...) of [información de usuarios v] with (Informacion)\nshow list [información de usuarios v]\ngo to x: (200) y: (160)\nswitch costume to (disfraz1 v)\n\n@Cargar juego\n\nwhen this sprite clicked\nwait (1) seconds\nswitch costume to (disfraz2 v)\ngo to x: (0) y: (0)\nask (translate [Pon tu Código] to ((language::translate) v)::translate) and wait\ngo to [front v] layer\nsay (translate [Cargando...] to ((language::translate) v)::translate) for (0.5) seconds\npoint in direction (90)\nrepeat (37)\n switch costume to (disfraz2 v)\n turn right (20) degrees\nend\npoint in direction (90)\nif <(1,2,3...) > (length of [información de usuarios v])> then\n say (translate [Carga Completada con exito] to ((language::translate) v)::translate) for (2) seconds\n set [1,2,3... v] to (answer)\n switch costume to (disfraz1 v)\n go to x: (-200) y: (160)\n set [lvl v] to (join (letter (7) of (Informacion)) (letter (8) of (Informacion)))\nelse\n say (translate [Error] to ((language::translate) v)::translate) for (2) seconds\n switch costume to (disfraz1 v)\n go to x: (-200) y: (160)\nend\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (160)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [cloud data v]\nforever\n if <[información de usuarios v] contains (Informacion)?> then\n set [1,2,3... v] to (item # of (Informacion) in [información de usuarios v])\n end\n if <<(lvl) > [9]> or <(lvl) = [0]>> then\n set [informacion v] to (join [ lvl: ] (lvl))\n else\n if <(lvl) < [10]> then\n set [informacion v] to (join [ lvl: 0] (lvl))\n end\n end\n if <(información de Usuarios) = []> then\n insert (Informacion) at (1) of [información de usuarios v] \n set [1,2,3... v] to [1]\n end\nend\n\n
Touch the arrows to move, Aprieta las flechas para moverte.\n\nPara poder Jugar tienes que ser Scratcher sino no funciona, In order to play you have to be a Scratcher, otherwise it doesn't work.
Earth Day Platformer! ~ Mobile Friendly
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Muffin\n\ndefine Set Costume\nif <(Falling) < [6]> then\n if <(frame) = [0]> then\n switch costume to (standing v)\n else\n switch costume to ([floor v] of ((1) + ((frame) mod (9))) )\n end\nelse\n if <(Speed Y) > [0]> then\n switch costume to (jumping v)\n else\n switch costume to (falling v)\n end\nend\nchange [frame v] by (0.75)\n\nwhen flag clicked\nset [speed y v] to [0]\nset [level v] to [1]\ngo to x: (-120) y: (-24)\npoint in direction (90)\nhide\nset rotation style [left-right v]\nforever\n if <(Start) = [1]> then\n show\n set [speed x v] to ((Speed X) * (0.6))\n change [speed y v] by (-1)\n change y by (Speed Y)\n Touch Ground <(Speed Y) > [0]>\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n if <not <(Level) = [9]>> then\n point in direction (-90)\n end\n change [speed x v] by (-3)\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n if <not <(Level) = [9]>> then\n point in direction (90)\n end\n change [speed x v] by (3)\n else\n set [frame v] to [0]\n end\n end\n if <(Speed X) < [-0.5]> then\n Walk (Speed X)\n end\n if <(Speed X) > [0.5]> then\n Walk (Speed X)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> 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 <touching (enemy v)?> then\n go to x: (-200) y: (157)\n end\n if <touching (trampoline v)?> then\n set [speed y v] to [16]\n if <(Level) = [9]> then\n set rotation style [all around v]\n turn right (60) degrees\n end\n end\n if <touching (ingredients v)?> then\n go to x: (-200) y: (157)\n broadcast (message1 v)\n end\n if <key (r v) pressed?> then\n go to x: (-200) y: (157)\n end\n if <key (c v) pressed?> then\n ask [Which level would you like to go to?] and wait\n set [level v] to (answer)\n go to x: (-200) y: (157)\n end\n Set Costume\n end\nend\n\ndefine Walk (speed)\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))\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\npoint in direction (90)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [message1 v]\nchange [level v] by (1)\nnext costume\nstop [this script v]\n\n@Ingredients\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nforever\n go to [front v] layer\n if <touching (muffin v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [message1 v]\nnext costume\n\nhide\n\n@Enemy\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to (Level)\nend\n\nhide\n\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nset [sound v] to [1]\nforever\n switch costume to (Level)\nend\n\ngo to x: (0) y: (0)\n\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Sound) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen [m v] key pressed\nif <(Sound) = [1]> then\n set [sound v] to [0]\nelse\n set [sound v] to [1]\nend\n\nwhen flag clicked\nforever\n if <(Sound) = [1]> then\n play sound [#Savetheearth:\) v] until done\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <(Start) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n clear graphic effects\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [start v] to [0]\ngo to [front v] layer\nforever\n if <(Start) = [0]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (80) %\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [start v] to [1]\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Sound)\nend\n\nwhen this sprite clicked\nif <(Sound) = [1]> then\n set [sound v] to [0]\nelse\n set [sound v] to [1]\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (-40) y: (0)\nset [mobile? v] to [1]\nforever\n switch costume to (Mobile?)\nend\n\nwhen this sprite clicked\nif <(Mobile?) = [2]> then\n set [mobile? v] to [1]\nelse\n set [mobile? v] to [2]\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(Mobile?) = [2]> then\n show\n else\n hide\n end\nend\n\n
Earth Day is April 22nd\nBroken glass (don't touch it) ~ Hazard\nMushrooms ~ Bouncy\nWater bottle (for recycling) ~ Goal\nAll levels are possible and there is a cheat! See if you can find it :)\n~Full-screen recommended~
Pastel Pink- Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [end v]\nswitch backdrop to (backdrop2 v)\nstop [all v]\n\nwhen flag clicked\nforever\n play sound [Umbrella v] until done\nend\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [end v]\nhide\n\n@Player\n\nwhen flag clicked\nforever\n hide variable [y v]\n hide variable [x v]\n set [y v] to [0]\n set [x v] to [0]\n show\n go to x: (-215) y: (-70)\n forever\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (-1)\n end\n if <key (right 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 (#ffd0eb)?> then\n change y by (1)\n if <touching color (#ffd0eb)?> then\n change y by (1)\n if <touching color (#ffd0eb)?> then\n change y by (1)\n if <touching color (#ffd0eb)?> then\n change y by (1)\n if <touching color (#ffd0eb)?> then\n change y by (1)\n if <touching color (#ffd0eb)?> then\n change y by (1)\n if <touching color (#ffd0eb)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [14]\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 color (#ffd0eb)?> then\n change y by ((y) * (-1.1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#ffd0eb)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n change y by (0.5)\n if <touching color (#bd4dff)?> then\n set [y v] to [25]\n end\n if <(x position) > [238]> then\n broadcast (Next Level v)\n go to x: (-215) y: (-70)\n change [level v] by (1)\n end\n if <touching color (#ff0400)?> then\n go to x: (-215) y: (-70)\n end\n if <(Level) = [13]> then\n hide\n broadcast (End v)\n end\nend\n\n
This is your typical platformer, I guess!\nPastel Pink has encouraging messages you can use throughout your life.\n\nTo play, use the arrow keys. Purple is bounce pad, Red is lava.\n\nCurated by @okae on May 31st! thank you so much!\n\nIF YOU REMIX:\nYou must change something. You must change the thumbnail.\nCHANGE THE ACTUAL PLATFORMER\nOTHERWISE DON'T REMIX.\n\nDO NOT EXACTLY COPY THIS PLATFORMER.\nThis means that you cannot put it in one of your projects without my permission first. Even with permission you must give credit.\nYou can also not use a scene from it as a profile picture without permission. If you would like to, ask permission and give credit.\nDon't give it away to other people. Anybody who wishes to use this must ask me- for instance, if I gave someone permission to use this, they can't let someone else use it unless I give the other person permission. Thanks for reading my rules!\nLol honestly I got more mean comments than nice comments xD
Jungle - A Platformer
@Stage\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (0.2) seconds\nhide\n\nwhen flag clicked\nplay sound [Guitar Effect 1 \(TerrificTillandsia\) v] until done\n\n@Player\n\nwhen flag clicked\nforever\n if <<touching color (#b2d54f)?> or <touching color (#959d78)?>> then\n go to x: (-192) y: (-57)\n start sound [recording1 v]\n end\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n wait (pick random (2) to (4)) seconds\n repeat (12)\n next costume\n end\n switch costume to (player v)\nend\n\ndefine Physics (xv) (jumpheight) (friction)\nif <key (right arrow v) pressed?> then\n switch costume to (player v)\n change [xmovement v] by (xv)\nelse\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n change [xmovement v] by (join [-] (xv))\n end\nend\nset [xmovement v] to ((Xmovement) * ((0.88) - (friction)))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nif <<touching color (#42ab0a)?> or <touching color (#9400ff)?>> then\n repeat (1)\n change y by (1.15)\n end\nend\nif <<touching color (#42ab0a)?> or <touching color (#9400ff)?>> then\n change x by ((Xmovement) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [14.5]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-7]\n else\n set [xmovement v] to [7]\n end\n else\n set [xmovement v] to [0]\n end\nend\nchange y by (Yv)\nif <<touching color (#42ab0a)?> or <touching color (#9400ff)?>> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <<touching color (#42ab0a)?> or <touching color (#9400ff)?>>> then\n set [yv v] to (jumpheight)\nend\nif <touching color (#9400ff)?> then\n change y by ((Yv) - ((Yv) * (4)))\n set [yv v] to [21]\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (60) %\nforever\n Physics [1.2] [14.4] [0]\nend\n\nwhen flag clicked\nforever\n set size to (20) %\nend\n\nwhen flag clicked\nforever\n if <(x position) > [230]> then\n broadcast (message1 v)\n change [levels v] by (1)\n go to x: (-192) y: (-57)\n end\nend\n\nwhen flag clicked\nset [levels v] to [1]\nforever\n play sound [rainforestambience v] until done\nend\n\nwhen [space v] key pressed\ngo to x: (-192) y: (-57)\nwait (5) seconds\n\n@Levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Water v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (No Water v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (No Water v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <<key (v v) pressed?> and <key (c v) pressed?>>> then\n set [pitch v] effect to (75)\n change volume by (100)\n play sound [Scream v] until done\n end\nend\n\nwhen [space v] key pressed\nnext costume\nwait (5) seconds\n\n@Vector Tree\n\nwhen flag clicked\nhide\n\n@Water\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [hover1 v] to [0]\nset [clone id v] to [0]\nset [hover2 v] to [0]\nset [hover3 v] to [0]\nswitch costume to (costume2 v)\nforever\n set [hover1 v] to (((hover1) + (6)) mod (360))\n change y by (([sin v] of (hover1) ) / (1.2))\n wait (pick random (0.1) to (0.09)) seconds\nend\n\nwhen I receive [water v]\nshow\n\nwhen I receive [no water v]\nhide\n\ngo [forward v] (1) layers\n\n@Tower\n\n@Love & Fave\n\nwhen flag clicked\ngo to x: (-167) y: (-149)\ngo to [front v] layer\nhide\nforever\n if <(Levels) = [7]> then\n show\n go to [front v] layer\n set [ghost v] effect to (20)\n else\n hide\n end\nend\n\n\n\nwhen flag clicked\nforever\n change [sin v] by (10)\n point in direction ((([sin v] of (sin) ) * (20)) + (90))\nend\n\nwhen flag clicked\n\n
---------------Jungle - A Platformer---------------\n- Use the arrow keys to move. Yellow kills you.\n- Space to skip a level. You will have to wait 5 seconds before skipping again.\n- This took a LONG time to make, even though it's short. Just look at how much detail there is! :D\n- More levels coming soon. \n- Sometimes the thumbnail glitches.\n- All levels are possible.\n- Enjoy!\n\n- If you own an air plant and you know which kind it is, tell me so that I can add you to my list of Scratchers with Tillandsia! If you have one but don't know which kind it is, make a project with a picture of it and I can help you identify it! :D\n-@-BANYAN- was the first to discover the easter egg! Comment if you found it too!
The Mandalorian Platformer
@Stage\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [end game v]\nswitch costume to (2 v)\nshow\n\n@Mando\n\ndefine Move Y (yv)\nchange y by (yv)\nrepeat until <not <touching color (#b7a468)?>>\n if <(yv) < [0]> then\n set [can jump v] to [1]\n end\n set [yv v] to [0]\n change y by (() - ((yv) / ([abs v] of (yv) )))\nend\nchange y by (() - ((yv) / ([abs v] of (yv) )))\n\ndefine Move X (xv)\nchange x by (xv)\nrepeat until <not <touching color (#b7a468)?>>\n set [xv v] to [0]\n change x by (() - ((xv) / ([abs v] of (xv) )))\nend\nchange x by (() - ((xv) / ([abs v] of (xv) )))\n\nwhen I receive [start game v]\nswitch costume to (1 v)\nset [jetpack ability v] to [0]\ngo to x: (-189) y: (-6)\nshow\nset [health v] to [10]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set rotation style [left-right v]\n set [xv v] to ((xv) * (0.9))\n Move X (round (xv))\n change [yv v] by (-1)\n set [can jump v] to [0]\n Move Y (yv)\nend\n\nwhen flag clicked\nhide\nforever\n if <<(can jump) = [1]> and <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [yv v] to [12]\n end\n if <(Jetpack Ability) = [0]> then\n if <<(can jump) = [1]> and <<mouse down?> and <(mouse y) > [0]>>> then\n set [yv v] to [12]\n end\n end\n if <(Jetpack Ability) = [1]> then\n if <<mouse down?> and <(mouse y) > [0]>> then\n broadcast (Launch v)\n end\n end\n if <(costume [name v]) = [3]> then\n set [jetpack ability v] to [0]\n repeat until <not <(costume [name v]) = [3]>>\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yv v] to [8]\n end\n end\n end\n if <(costume [name v]) = [3]> then\n set [jetpack ability v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xv v] by (1)\n if <not <(costume [name v]) = [3]>> then\n switch costume to (1 v)\n broadcast (Right Gun v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xv v] by (-1)\n if <not <(costume [name v]) = [3]>> then\n switch costume to (2 v)\n broadcast (Left Gun v)\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching color (#4d4d4d)?> then\n wait (0.5) seconds\n broadcast (Next Level v)\n broadcast (Reposition v)\n end\n if <touching color (#878585)?> then\n broadcast (Reposition v)\n end\n if <touching (stormtrooper v)?> then\n wait (0.75) seconds\n broadcast (Take Damage v)\n end\n if <touching (trooper bullet v)?> then\n wait (0.75) seconds\n broadcast (Take Damage v)\n end\n if <touching (at-st raider v)?> then\n wait (0.75) seconds\n broadcast (Take Damage v)\n end\n if <([costume name v] of [platformer v]) > [15]> then\n if <<(x position) > [180]> and <touching (_edge_ v)?>> then\n broadcast (Reposition v)\n broadcast (Next Level v)\n end\n end\n if <([costume # v] of [platformer v]) > [15]> then\n if <<(costume [name v]) = [1]> or <(costume [name v]) = [2]>> then\n broadcast (Take Damage v)\n end\n end\nend\n\nwhen I receive [reposition v]\ngo to x: (-189) y: (-6)\n\nwhen [r v] key pressed\nset [can jump v] to [0]\nbroadcast (Reposition v)\n\nwhen I receive [launch v]\nset [yv v] to [10]\n\nwhen this sprite clicked\nif <(Gun Ability) = [1]> then\n broadcast (Mobile Attack v)\nend\n\nwhen I receive [ship mode v]\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nif <<(costume [name v]) = [1]> or <(costume [name v]) = [2]>> then\n switch costume to (3 v)\nend\nif <(costume [name v]) = [3]> then\n switch costume to (1 v)\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\n@Start Button\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (163) y: (-28)\nwait (2) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start Game v)\nhide\n\n@Platformer\n\nwhen flag clicked\nswitch costume to (1 v)\nswitch backdrop to (tatooine v)\nwait (1) seconds\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n if <touching (bullet v)?> then\n broadcast (Delete Bullet v)\n end\n if <touching (trooper bullet v)?> then\n broadcast (Delete trooper Bullet v)\n end\n if <(costume [name v]) = [16]> then\n switch backdrop to (space v)\n end\n if <(costume [name v]) = [17]> then\n switch backdrop to (outer-space v)\n end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nnext costume\n\n@Rifle\n\nwhen flag clicked\nwait (1) seconds\nset [gun ability v] to [0]\nhide\nforever\n if <([costume name v] of [platformer v]) = [4]> then\n show\n go to x: (-91) y: (-51)\n repeat until <touching (mando v)?>\n glide (0.5) secs to x: (-91) y: (-45)\n glide (0.5) secs to x: (-91) y: (-51)\n end\n set [gun ability v] to [1]\n forever\n go to (mando v)\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n broadcast (Shoot Rifle v)\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [left gun v]\nset rotation style [left-right v]\npoint in direction (-90)\n\nwhen I receive [right gun v]\nset rotation style [left-right v]\npoint in direction (90)\n\n@Bullet\n\nwhen flag clicked\nforever\n wait (3) seconds\n hide\n delete this clone\nend\n\nwhen I receive [shoot rifle v]\nwait (0.2) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [all around v]\nwait (0.1) seconds\ngo to (rifle v)\npoint towards (mouse-pointer v)\nrepeat (6)\n move (10) steps\nend\nshow\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nhide\ndelete this clone\n\nwhen I receive [delete bullet v]\nhide\ndelete this clone\n\n@Health\n\nwhen flag clicked\nwait (1) seconds\nhide\ngo to x: (-156) y: (-141)\nswitch costume to (full health v)\n\nwhen I receive [start game v]\nswitch costume to (full health v)\nshow\nforever\n if <(costume [name v]) = [Empty Health]> then\n hide\n broadcast (End Game v)\n end\nend\n\nwhen I receive [take damage v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [restore health v]\nswitch costume to (full health v)\n\n@Stormtrooper\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [13]> then\n wait (1) seconds\n go to x: (-11) y: (60)\n show\n switch costume to (full v)\n create clone of (_myself_ v)\n forever\n if <([costume name v] of [platformer v]) = [13]> then\n point towards (mando v)\n if <(costume [name v]) = [Dead]> then\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n else\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [11]> then\n wait (1) seconds\n go to x: (158) y: (-84)\n show\n switch costume to (full v)\n create clone of (_myself_ v)\n forever\n if <([costume name v] of [platformer v]) = [11]> then\n point towards (mando v)\n move (1) steps\n if <(costume [name v]) = [Dead]> then\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n else\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [8]> then\n wait (1) seconds\n go to x: (52) y: (-74)\n show\n switch costume to (full v)\n create clone of (_myself_ v)\n forever\n if <([costume name v] of [platformer v]) = [8]> then\n point towards (mando v)\n move (1) steps\n if <(costume [name v]) = [Dead]> then\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n else\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [7]> then\n wait (1) seconds\n go to x: (-30) y: (95)\n show\n switch costume to (full v)\n create clone of (_myself_ v)\n forever\n if <([costume name v] of [platformer v]) = [7]> then\n point towards (mando v)\n move (1) steps\n if <(costume [name v]) = [Dead]> then\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n else\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [6]> then\n wait (1) seconds\n go to x: (99) y: (-83)\n show\n switch costume to (full v)\n forever\n if <([costume name v] of [platformer v]) = [6]> then\n point towards (mando v)\n if <(costume [name v]) = [Dead]> then\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n else\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (100) %\nswitch costume to (dead v)\nhide\nforever\n if <(costume [name v]) = [Dead]> then\n hide\n else\n if <touching (platformer v)?> then\n repeat until <not <touching (platformer v)?>>\n change y by (1)\n end\n end\n if <not <touching (platformer v)?>> then\n repeat until <touching (platformer v)?>\n change y by (-1)\n end\n end\n end\nend\n\nwhen I receive [trooper exit v]\nswitch costume to (dead v)\nhide\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [4]> then\n wait (1) seconds\n go to x: (208) y: (-82)\n show\n switch costume to (full v)\n forever\n if <([costume name v] of [platformer v]) = [4]> then\n point towards (mando v)\n move (1) steps\n if <(costume [name v]) = [Dead]> then\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n else\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [platformer v]) = [5]> then\n wait (1) seconds\n go to x: (99) y: (68)\n show\n switch costume to (full v)\n forever\n if <([costume name v] of [platformer v]) = [5]> then\n point towards (mando v)\n if <(costume [name v]) = [Dead]> then\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n else\n broadcast (Trooper Exit v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (full v)\nif <([costume name v] of [platformer v]) = [7]> then\n go to x: (131) y: (-2)\nend\nif <([costume name v] of [platformer v]) = [8]> then\n go to x: (-32) y: (-74)\nend\nif <([costume name v] of [platformer v]) = [11]> then\n go to x: (42) y: (-85)\nend\nif <([costume name v] of [platformer v]) = [13]> then\n go to x: (50) y: (-68)\nend\nrepeat until <(costume [name v]) = [Dead]>\n point towards (mando v)\n move (1) steps\n if <touching (platformer v)?> then\n repeat until <not <touching (platformer v)?>>\n change y by (1)\n end\n end\n if <not <touching (platformer v)?>> then\n repeat until <touching (platformer v)?>\n change y by (-1)\n end\n if <touching (bullet v)?> then\n wait (0.75) seconds\n next costume\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (bullet v)?> then\n wait (0.75) seconds\n next costume\n wait (0.75) seconds\n end\nend\n\nif <(costume [name v]) = [Dead]> then\n broadcast (Delete Stormtrooper Bullet v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n repeat until <(costume [name v]) = [Dead]>\n if <<([costume name v] of [platformer v]) = [5]> or <<([costume name v] of [platformer v]) = [6]> or <<([costume name v] of [platformer v]) = [8]> or <<([costume name v] of [platformer v]) = [11]> or <([costume name v] of [platformer v]) = [13]>>>>> then\n wait (5) seconds\n broadcast (Trooper Shoot v)\n end\n end\nend\n\n@Trooper Bullet\n\nwhen flag clicked\nwait (1) seconds\nhide\nforever\n wait (3) seconds\n hide\n delete this clone\nend\n\nwhen I receive [trooper shoot v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [all around v]\nwait (0.1) seconds\ngo to (stormtrooper v)\nwait (0.1) seconds\nif <([costume name v] of [platformer v]) = [14]> then\n go to (at-st raider v)\nend\npoint towards (mando v)\nrepeat (6)\n move (10) steps\nend\nif <not <([costume name v] of [platformer v]) = [14]>> then\n if <([costume name v] of [stormtrooper v]) = [Dead]> then\n hide\n delete this clone\n end\nend\nshow\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\nhide\ndelete this clone\n\nwhen I receive [delete trooper bullet v]\nhide\ndelete this clone\n\nwhen I receive [delete stormtrooper bullet v]\nhide\ndelete this clone\n\n@Baby Yoda\n\nwhen flag clicked\nwait (0.5) seconds\nhide\ngo to x: (144) y: (-62)\nswitch costume to (1 v)\nset size to (50) %\nforever\n if <([costume name v] of [platformer v]) = [8]> then\n show\n forever\n if <touching (mando v)?> then\n wait (1) seconds\n broadcast (Reposition v)\n broadcast (Next Level v)\n switch costume to (2 v)\n forever\n go to (mando v)\n if <key (q v) pressed?> then\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\n end\n if <<([costume name v] of [mando v]) = [1]> or <([costume name v] of [mando v]) = [2]>> then\n show\n else\n hide\n end\n end\n end\n end\n end\nend\n\n@Jetpack\n\nwhen flag clicked\nwait (1) seconds\nhide\ngo to x: (33) y: (-53)\nforever\n if <([costume name v] of [platformer v]) = [10]> then\n switch costume to (1 v)\n show\n repeat until <touching (mando v)?>\n glide (1) secs to x: (33) y: (-45)\n glide (1) secs to x: (33) y: (-53)\n end\n set [jetpack ability v] to [1]\n forever\n go to (mando v)\n if <key (e v) pressed?> then\n broadcast (Launch v)\n end\n if <<([costume name v] of [mando v]) = [1]> or <([costume name v] of [mando v]) = [2]>> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [launch v]\nswitch costume to (2 v)\nwait (1) seconds\nswitch costume to (1 v)\n\n@Med Kit\n\nwhen flag clicked\nwait (1) seconds\nhide\ngo to [front v] layer\nforever\n if <<([costume name v] of [platformer v]) = [10]> or <([costume name v] of [platformer v]) = [14]>> then\n if <([costume name v] of [platformer v]) = [10]> then\n go to x: (177) y: (-70)\n end\n if <([costume name v] of [platformer v]) = [14]> then\n go to x: (-122) y: (39)\n end\n show\n repeat until <touching (mando v)?>\n if <([costume name v] of [platformer v]) = [10]> then\n glide (1) secs to x: (177) y: (-65)\n glide (1) secs to x: (177) y: (-70)\n end\n if <([costume name v] of [platformer v]) = [14]> then\n glide (1) secs to x: (-122) y: (45)\n glide (1) secs to x: (-122) y: (39)\n end\n end\n broadcast (Restore Health v)\n repeat until <not <<([costume name v] of [platformer v]) = [10]> or <([costume name v] of [platformer v]) = [14]>>>\n hide\n end\n else\n hide\n end\nend\n\n@AT-ST Raider\n\nwhen flag clicked\ngo to x: (120) y: (38)\nset rotation style [left-right v]\nset size to (80) %\nswitch costume to (dead v)\nhide\nforever\n if <([costume name v] of [raider health v]) = [Dead]> then\n hide\n else\n if <touching color (#dfc980)?> then\n repeat until <not <touching color (#dfc980)?>>\n change y by (1)\n end\n end\n if <not <touching color (#dfc980)?>> then\n repeat until <touching color (#dfc980)?>\n change y by (-1)\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <([costume name v] of [platformer v]) = [14]> then\n wait (1) seconds\n show\n go to x: (120) y: (38)\n broadcast (Start Raider v)\n forever\n if <([costume name v] of [platformer v]) = [14]> then\n point towards (mando v)\n if <([costume name v] of [raider health v]) = [Dead]> then\n broadcast (Defeat Raider v)\n stop [this script v]\n end\n else\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bullet v)?> then\n wait (0.75) seconds\n broadcast (Minus Raider Health v)\n end\nend\n\nwhen I receive [defeat raider v]\nhide\nwait (1) seconds\nbroadcast (Next Level v)\nbroadcast (Reposition v)\n\nwhen flag clicked\nforever\n repeat until <([costume name v] of [raider health v]) = [Dead]>\n if <([costume name v] of [platformer v]) = [14]> then\n wait (4) seconds\n broadcast (Trooper Shoot v)\n end\n end\nend\n\n@Raider Health\n\nwhen flag clicked\nswitch costume to (full health v)\nwait (1) seconds\nhide\nforever\n if <([costume name v] of [platformer v]) = [14]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start raider v]\ngo to x: (69) y: (-139)\nshow\n\nwhen I receive [minus raider health v]\nwait (0.1) seconds\nnext costume\n\n@Sound\n\nwhen this sprite clicked\nwait (0.4) seconds\nif <(costume [name v]) = [1]> then\n switch costume to (2 v)\nelse\n switch costume to (1 v)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [1]> then\n set volume to (100) %\n end\n if <(costume [name v]) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nswitch costume to (1 v)\nset [ghost v] effect to (40)\ngo to x: (220) y: (-160)\nforever\n play sound [The Mandalorian Theme v] until done\nend\n\nwhen I receive [start game v]\nshow\n\n@Arrow of Bullet\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to (mando v)\nend\n\nwhen I receive [mobile attack v]\nwait (0.5) seconds\nset rotation style [all around v]\nif <(Gun Ability) = [1]> then\n show\n repeat until <mouse down?>\n point towards (mouse-pointer v)\n end\nend\nbroadcast (Shoot Rifle v)\nhide\n\n@Ship Button\n\nwhen flag clicked\nhide\ngo to x: (-39) y: (-140)\ngo to [front v] layer\nforever\n if <([costume name v] of [platformer v]) = [15]> then\n show\n forever\n if <key (q v) pressed?> then\n broadcast (Ship Mode v)\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n if <([costume name v] of [platformer v]) = [16]> then\n hide\n \n end\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Ship Mode v)\n\n
Number "4" now when you search for #Mandalorian.\n\nI created this game when I was still a bitmap user and beginner scratcher, but now that I have gotten better at Scratch, this game looks very basic (to me). If it does not work right, then that was my fault in the past, since I did not know how to code as good.\n\nRemasstered Version:\nhttps://scratch.mit.edu/projects/641103648/\n\nNew Mandalorian Themed Game:\nhttps://scratch.mit.edu/projects/454389677\n\nUpdate log:\nFebruary 8, 2022, remastered verison released.\nFebruary 7, 2022, v1.3, changed ground color to a darker theme so that it is easier to see.\nMarch 17, 2020, v1.2, added mobile-compatibility.\nMarch 15, 2020, v1.1, added the AT-ST Raider.\n\n\nThis game is probably not compatible with older models of computers; so, it might glitch. This is the first edition of "The Mando-Former." Avoid and eliminate the stormtroopers. PLEASE READ THIS IF YOU ARE USING MOBILE! This is now a mobile-friendly project; tap on Mando then wait for an arrow to show up then tap on the desired location to shoot rifle in that direction, and tap on either side of the screen to move right or left and the top of the screen to jump.\n-----------------------------------------------------------------\nBasic controls:\narrows: moving around.\ndown arrow or "S": shoot (when you achieve the rifle).\n"E" or jump button: jetpacks (When you achieve it).\n-----------------------------------------------------------------\nPlatform code by @04tmoody\nAll art and other codes by @Whiteout12\nMusic by Lucas-films: Star-Wars, The Mandalorian.\n\n#All #Platformer #Mando #Games
Rainy Mountain | Scrolling Platformer
@Stage\n\nwhen I receive [setup v]\nif <(LEVEL) = [1]> then\n switch backdrop to (backdrop1 v)\nelse\n if <(LEVEL) = [2]> then\n switch backdrop to (backdrop2 v)\n else\n if <(LEVEL) = [3]> then\n switch backdrop to (backdrop3 v)\n else\n if <(LEVEL) = [4]> then\n switch backdrop to (backdrop1 v)\n end\n end\n end\nend\n\nwhen I receive [game v]\nforever\n play sound [Darkness_music v] until done\nend\n\nwhen I receive [game v]\nforever\n play sound [heavy-rain-daniel_simon v] until done\nend\n\n@platforms\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\nswitch costume to (level 3 6 v)\n\nwhen I receive [tick v]\nposition ((x) - (sx)) ((y) - (scy))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [480] y: [0]\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [480] y: []\nClone at x: [450] y: []\nClone at x: [450] y: []\nClone at x: [800] y: []\n\n@Landscape\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (sx)) ((y) - (scy))\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\nclear graphic effects\nset size to (150) %\nshow\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (scape 1 1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [480] y: [0]\n Clone at x: [340] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume6 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume10 v)\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 hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [480] y: []\nClone at x: [450] y: []\nClone at x: [450] y: []\nClone at x: [800] y: []\n\n@Bounce Pads\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (sx)) ((y) - (scy))\n\nwhen I receive [setup v]\nset size to (45) %\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [480] y: []\nClone at x: [450] y: []\nClone at x: [450] y: []\nClone at x: [800] y: []\n\nwhen flag clicked\nforever\n set size to (45) %\nend\n\nwhen I start as a clone\nforever\n set size to (45) %\nend\n\n@Obstacles\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (sx)) ((y) - (scy))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1-1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [340] y: [0]\n Clone at x: [340] y: [0]\n Clone at x: [340] y: [0]\n Clone at x: [750] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [480] y: []\nClone at x: [450] y: []\nClone at x: [450] y: []\nClone at x: [800] y: []\n\n@Portal\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (sx)) ((y) - (scy))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [340] y: [0]\n Clone at x: [340] y: [0]\n Clone at x: [340] y: [0]\n Clone at x: [100] y: [0]\nelse\n if <<(LEVEL) = [2]> or <(LEVEL) = [3]>> then\n switch costume to (costume3 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n hide\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: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [480] y: []\nClone at x: [450] y: []\nClone at x: [450] y: []\nClone at x: [800] y: []\n\n@Sprite1\n\nwhen I start as a clone\nset [ghost v] effect to (40)\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (costume2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [Coin v]\n broadcast (green flag v)\n end\nend\n\nwhen I receive [green flag v]\nhide\nstop [other scripts in sprite v]\n\nstop [this script v]\n\nwhen I receive [timer start v]\n\n\n\nif <(LEVEL) = [4]> then\n\nwhen I receive [timer start v]\nforever\n\nif <(LEVEL) = [4]> then\n stop [this script v]\nend\n\nwhen flag clicked\n\nwhen I receive [game v]\nset size to (110) %\nshow\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n change [rotate v] by (5)\n point in direction ((90) - ([cos v] of (rotate) ))\nend\n\n@player\n\nwhen I receive [tick v]\nTick\n\nwhen flag clicked\nhide\nset volume to (100) %\nbroadcast (start! v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine game on!\nset [sx v] to ((sx) / (5))\nset [scy v] to ((scy) / (5))\nset [sx v] to (round (sx))\nset [scy v] to (round (scy))\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 []\nbroadcast (close space v)\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (base v)\nset [ghost v] effect to (0)\nclear graphic effects\nset size to (45) %\nshow\n\ndefine Tick\nif <touching (bounce v)?> then\n set [sy v] to [30]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n change player x by [8]\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n change player x by [-8]\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [15]\n end\nend\nif <touching (platforms v)?> then\nif <touching (portal v)?> then\n set [exit v] to [win]\nend\nif <touching (bounce pads v)?> then\n set [sy v] to [25]\nend\nchange [sy v] by (-2)\nchange player y by (sy)\nPosition\ntest die\nchange [sx v] by (round (((x) - (sx)) / (10)))\nif <(sx) < [0]> then\n set [sx v] to [0]\nend\nchange [scy v] by (round (((y) - (scy)) / (10)))\nif <(scy) < [0]> then\n set [scy v] to [0]\nend\nposition\nif <<(y) < [-180]> or <touching (obstacles v)?>> 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\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 change player x by (sx)\nchange [x v] by ((sx) * (1.1))\nposition\nif <touching (platforms v)?> then\n repeat (10)\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 (-10)\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 (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nstart sound [Win v]\nrepeat (50)\n turn right (55) degrees\n change size by (-0.5)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [green flag v]\nshow\nset size to (50) %\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v)\n game on!\n repeat until <(exit) > []>\n broadcast (tick v)\n broadcast (attack? v)\n end\n if <(exit) = [win]> then\n game - win\n set [sx v] to [0]\n set [scy v] to [0]\n else\n game-die\n end\nend\n\ndefine position\ngo to x: ((x) - (sx)) y: ((y) - (scy))\n\nwhen flag clicked\n\nwhen I start as a clone\nrepeat (50)\n change x by (-1)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (25) %\n\nforever\n wait (0.03) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pads v)?> then\n start sound [Big Boing v]\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n play sound [Jump3 v] until done\n end\n end\nend\n\nwhen I receive [setup v]\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\n\nhide\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n switch costume to (1 v)\n else\n if <(LEVEL) = [2]> then\n switch costume to (2 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 v)\n end\n end\n end\nend\n\n@IntroNew\n\nwhen flag clicked\nstart sound [OST-Xenogen v]\nwait (.5) seconds\nset [size v] to [1]\nset [level v] to [1000]\nrepeat (100)\n point in direction ((LEVEL) * (0.9))\n set [level v] to ((LEVEL) * (0.9))\nend\n\nwhen flag clicked\nset volume to (100) %\ngo to [front v] layer\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 [level 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 [level v] to ((LEVEL) * (1.3))\nend\nhide\nwait (1) seconds\nbroadcast (Game 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 ((LEVEL) * (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 ((LEVEL) * (1.2))\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [game v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n next costume\nend\n\nwhen I receive [game v]\nshow\n\n@Mist\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nset [ghost v] effect to (60)\nforever\n go to [front v] layer\n glide (.5) secs to x: (pick random (-75) to (75)) y: (pick random (-75) to (75))\nend\n\n@Background\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nset size to (150) %\nshow\nforever\n set x to (((sx) / (23)) * (-1))\n set y to (((scy) / (15)) * (-1))\nend\n\n
Cube- A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [thefatrat-time-lapse-DphHfDmnSm v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-211) y: (-59)\nforever\n create clone of (_myself_ v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a 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 (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 ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w 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 end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n change [l v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-211) y: (-59)\n end\n if <key (r v) pressed?> then\n go to x: (-211) y: (-59)\n end\n if <touching (lava v)?> then\n broadcast (Touching Lava v)\n repeat (3)\n change [ghost v] effect by (-5)\n end\n wait (.1) seconds\n repeat (3)\n change [ghost v] effect by (-5)\n end\n wait (.05) seconds\n go to x: (-211) y: (-59)\n end\n if <touching (bounce pad v)?> then\n set [y v] to [22]\n end\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-7)\nend\ndelete this clone\n\nwhen I receive [s v]\ngo to x: (-211) y: (-59)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [l v] to [1]\nforever\n switch costume to (l)\n if <(costume [number v]) = [2]> then\n broadcast (l2 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (l3 l v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (l4 l v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (l5 l v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (l6 l v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (l7 l v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (l8 l v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (l9 l v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (l10 v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (l11 l v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (l12 l v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (l13 l v)\n end\n if <(costume [number v]) = [14]> then\n broadcast (l14 l v)\n end\n if <(costume [number v]) = [15]> then\n broadcast (l15 l v)\n end\n if <(costume [number v]) = [16]> then\n broadcast (hide l v)\n end\nend\n\nwhen I receive [s v]\nchange [l v] by (1)\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [l3 l v]\nshow\nswitch costume to (l3 lava v)\n\nwhen I receive [l4 l v]\nswitch costume to (l4 lava v)\n\nwhen I receive [l5 l v]\nswitch costume to (l5 lava v)\n\nwhen I receive [l6 l v]\nswitch costume to (l6 lava v)\n\nwhen I receive [l7 l v]\nswitch costume to (l7 lava v)\n\nwhen I receive [l8 l v]\nswitch costume to (l8 lava v)\n\nwhen I receive [l9 l v]\nswitch costume to (l9 lava v)\n\nwhen I receive [l10 v]\nswitch costume to (l10 lava v)\n\nwhen I receive [l11 l v]\nswitch costume to (l11 lava v)\n\nwhen I receive [l12 l v]\nswitch costume to (l12 lava v)\n\nwhen I receive [l13 l v]\nswitch costume to (l13 lava v)\n\nwhen I receive [l14 l v]\nswitch costume to (l14 lava v)\n\nwhen I receive [l15 l v]\nhide\n\nwhen I receive [hide l v]\nhide\n\n@Touching Lava\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [touching lava v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (.1) seconds\nset [ghost v] effect to (100)\nhide\n\n@Bounce Pad\n\nwhen flag clicked\nhide\n\nwhen I receive [l8 l v]\nswitch costume to (l8 b v)\nshow\n\nwhen I receive [l9 l v]\nswitch costume to (l9 b v)\n\nwhen I receive [l10 v]\nswitch costume to (l10 b v)\n\nwhen I receive [l11 l v]\nhide\n\nwhen I receive [l12 l v]\nswitch costume to (l12 b v)\nshow\n\nwhen I receive [l13 l v]\nhide\n\n@Cover (usually ppl call this part thumbnail)\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Clouds\n\nwhen flag clicked\nhide\nshow\nhide\nrepeat (3)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (30)\n go to x: (408) y: (100)\n glide (pick random (3) to (5)) secs to x: (-408) y: (pick random (110) to (120))\nend\n\n@Clouds2\n\nwhen flag clicked\nhide\nshow\nhide\nrepeat (3)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (30)\n go to x: (408) y: (100)\n glide (pick random (4) to (5)) secs to x: (-408) y: (pick random (110) to (120))\nend\n\n@Clouds3\n\nwhen flag clicked\nhide\nshow\nhide\nrepeat (3)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (30)\n go to x: (408) y: (100)\n glide (pick random (7) to (10)) secs to x: (-408) y: (pick random (110) to (120))\nend\n\n@Skip\n\nwhen flag clicked\ngo to x: (-192) y: (-147)\nshow\n\nwhen this sprite clicked\nbroadcast (s v)\n\nwhen I receive [hide l v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Text\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (l1 t v)\n\nwhen I receive [l2 v]\nswitch costume to (l2 t v)\n\nwhen I receive [l3 l v]\nswitch costume to (l3 t v)\n\nwhen I receive [l4 l v]\nhide\n\nwhen I receive [l8 l v]\nshow\nswitch costume to (18 t v)\n\nwhen I receive [l9 l v]\nhide\n\nwhen I receive [l10 v]\nhide\n\nwhen I receive [l12 l v]\nshow\nswitch costume to (l12 t v)\n\nwhen I receive [l13 l v]\nhide\n\nwhen I receive [hide l v]\nswitch costume to (end v)\nshow\n\n
=============Cube- A Platformer============\n\nDouble click the green flag in case there are any lags.\n\nInstructions in game.\nAll levels are passable! \n\nEnjoy playing!
pixel platformer (scrolling)
@Stage\n\n@levels\n\nset [level height v] to [0]\n\ndefine render\nset [object v] to [0]\nchange [tick v] by (1)\nerase all\ngo to x: ((-224) - ((x scroll) mod (32))) y: ((-164) - ((y scroll) mod (32)))\nset [render.x v] to [0]\nrepeat (16)\n set [render.y v] to [0]\n set y to ((-164) - ((y scroll) mod (32)))\n repeat (12)\n set y to ((((-164) - ((y scroll) mod (32))) + ((32) * ((render.y) - (0)))) - (0))\n set [block v] to (item (((((render.x) + (1)) + ([floor v] of ((x scroll) / (32)) )) * (level height)) + (((render.y) + (0)) + ([floor v] of ((y scroll) / (32)) ))) of [level v])\n if <(block) < [48]> then\n switch costume to (block)\n else\n if <<(block) = [48]> or <(block) = [49]>> then\n switch costume to (join (block) (join [-] (red)))\n else\n if <<(block) = [50]> or <(block) = [51]>> then\n switch costume to (join (block) (join [-] (blue)))\n else\n if <<(block) = [52]> or <(block) = [53]>> then\n switch costume to (join (block) (join [-] ((4) - (([floor v] of ((tick) / (3)) ) mod (4)))))\n else\n if <(block) = [54]> then\n set [tile v] to (((([floor v] of ((((x position) + (x scroll)) + (272)) / (32)) ) * (level height)) + ([floor v] of ((((y position) + (y scroll)) + (156)) / (32)) )) + (1))\n if <(tile) = (save block)> then\n switch costume to (54-2 v)\n else\n switch costume to (54-1 v)\n end\n else\n if <(block) = [55]> then\n switch costume to (join [55-] (jumps))\n else\n if <(block) = [56]> then\n switch costume to (join [56-] (wall jumps))\n else\n if <(block) = [57]> then\n switch costume to (join [57-] (jumps))\n else\n if <(letter (1) of (block)) = [c]> then\n if <[0] = (item (join (join (letter (2) of (block)) (letter (3) of (block))) (join (letter (4) of (block)) (letter (5) of (block)))) of [coins v])> then\n change y by (([sin v] of (((tick) + ((100) * (join (letter (3) of (block)) (join (letter (4) of (block)) (letter (5) of (block)))))) * (3)) ) * (10))\n switch costume to (58 v)\n else\n switch costume to (0 v)\n end\n else\n if <(block) = [59]> then\n if <(([floor v] of ((tick) / (3)) ) mod (16)) < [10]> then\n switch costume to (59-1 v)\n else\n switch costume to (join [59-] ((([floor v] of ((tick) / (3)) ) - (9)) mod (16)))\n end\n else\n if <(block) < [63]> then\n switch costume to (block)\n else\n if <(block) = [63]> then\n if <(item (14) of [not solid v]) = [0]> then\n switch costume to (63-1 v)\n else\n switch costume to (63-2 v)\n end\n else\n if <(block) = [64]> then\n switch costume to (64 v)\n broadcast (message v)\n else\n if <(block) = [65]> then\n if <(item (15) of [not solid v]) = [0]> then\n switch costume to (65-1 v)\n else\n switch costume to (65-2 v)\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\n stamp\n change [render.y v] by (1)\n end\n set x to ((((-224) - ((x scroll) mod (32))) + ((32) * (render.x))) - (-32))\n change [render.x v] by (1)\nend\nmap\n\nif <key (up arrow v) pressed?> then\n change [y scroll v] by (1)\nend\nif <key (down arrow v) pressed?> then\n change [y scroll v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x scroll v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x scroll v] by (-1)\nend\nif <(x scroll) < [0]> then\n set [x scroll v] to [0]\nend\nif <(y scroll) < [0]> then\n set [y scroll v] to [0]\nend\nif <((y scroll) / (32)) > ((level height) - (12))> then\n set [y scroll v] to (((level height) - (12)) * (32))\nend\nif <((x scroll) / (32)) > ((level width) - (16))> then\n set [x scroll v] to (((level width) - (16)) * (32))\nend\n\ndelete all of [level v]\nset [level height v] to [125]\nset [level width v] to [200]\nrepeat (25000)\n add [0] to [level v]\nend\n\nwhen I receive [tick v]\nrender\nif <not <(object) = [0]>> then\n switch costume to (object)\n show\n go to x: (x) y: (y)\n broadcast (say v)\n think (message) for (.01) seconds\nend\nhide\nbroadcast (coins v)\n\nif <mouse down?> then\n replace item (((([floor v] of ((((mouse x) + (x scroll)) + (272)) / (32)) ) * (level height)) + ([floor v] of ((((mouse y) + (y scroll)) + (156)) / (32)) )) + (1)) of [level v] with (tile type)\nend\n\nwhen [space v] key pressed\n\nif <key (space v) pressed?> then\n ask [] and wait\n set [tile type v] to (answer)\nend\nif <((y scroll) / (32)) > ((level height) - (12))> then\n set [y scroll v] to (((level height) - (12)) * (32))\nend\nif <((x scroll) / (32)) > ((level width) - (16))> then\n set [x scroll v] to (((level width) - (16)) * (32))\nend\n\ndefine rest coins\ndelete all of [coins v]\nrepeat (999)\n add [0] to [coins v]\nend\n\nwhen flag clicked\nrest coins\n\nwhen I receive [say v]\n\nwhen I receive [tick v]\nchange y by (() - ())\n\nwhen I receive [remder v]\nrender\n\nset [wall jumps v] to [1]\n\ndefine map\n\ngo to x: (0) y: (0)\nset [render.x v] to [0]\nrepeat (200)\n set y to (0)\n change x by (1)\n repeat (125)\n change [render.x v] by (1)\n change y by (1)\n set pen color to (#cecece)\n if <(item (render.x) of [level v]) < [48]> then\n set pen color to (#76ce85)\n end\n if <(letter (1) of (item (render.x) of [level v])) = [c]> then\n set pen color to (#bba965)\n end\n if <not <(item (render.x) of [level v]) = [0]>> then\n pen up\n pen down\n pen up\n end\n end\nend\n\nwhen flag clicked\n\nforever\nend\n\nset [stuff v] to (item (((([floor v] of ((((mouse x) + (x scroll)) + (272)) / (32)) ) * (level height)) + ([floor v] of ((((mouse y) + (y scroll)) + (156)) / (32)) )) + (1)) of [level v])\nif <(x scroll) < [0]> then\n set [x scroll v] to [0]\nend\n\nsay [you need 200 coins]\n\nrest coins\nset [stuff v] to [0]\nset [coins v] to [0]\nrepeat (length of [level v])\n change [stuff v] by (1)\n if <(letter (1) of (item (stuff) of [level v])) = [c]> then\n if <(item (join (join (letter (2) of (item (stuff) of [level v])) (letter (3) of (item (stuff) of [level v]))) (join (letter (4) of (item (stuff) of [level v])) (letter (5) of (item (stuff) of [level v])))) of [coins v]) = [0]> then\n change [coins v] by (1)\n replace item (join (join (letter (2) of (item (stuff) of [level v])) (letter (3) of (item (stuff) of [level v]))) (join (letter (4) of (item (stuff) of [level v])) (letter (5) of (item (stuff) of [level v])))) of [coins v] with [1]\n end\n end\nend\n\n@player\n\nif <(water) = [0]> then\n broadcast (go to save v) and wait\nend\nif <(y vel) < [0]> then\n\ndefine find tile\nset [total x pos v] to ((x position) + (x scroll))\nset [total y pos v] to ((y position) + (y scroll))\nset [tile v] to ((([floor v] of (((total x pos) + (272)) / (32)) ) * (level height)) + ([floor v] of (((total y pos) + (180)) / (32)) ))\n\ndefine scroll\nx scroll\nchange [x scroll v] by ((x position) / (20))\nchange x by ((x position) / (-20))\nchange [y scroll v] by ((((y vel) * (2)) - (y position)) / (-20))\nchange y by ((((y vel) * (2)) - (y position)) / (20))\nif <(x scroll) < [0]> then\n change x by (x scroll)\n set [x scroll v] to [0]\nend\nif <(y scroll) < [32]> then\n change y by ((y scroll) - (32))\n set [y scroll v] to [32]\nend\nif <((y scroll) / (32)) > ((level height) - (12))> then\n change y by ((y scroll) - (((level height) - (12)) * (32)))\n set [y scroll v] to (((level height) - (12)) * (32))\nend\nif <((x scroll) / (32)) > ((level width) - (16))> then\n change x by ((x scroll) - (((level width) - (16)) * (32)))\n set [x scroll v] to (((level width) - (16)) * (32))\nend\n\ndefine x scroll\nif <(x scroll) < [0]> then\n change x by (x scroll)\n set [x scroll v] to [0]\nend\nif <((x scroll) / (32)) > ((level width) - (16))> then\n change x by ((x scroll) - (((level width) - (16)) * (32)))\n set [x scroll v] to (((level width) - (16)) * (32))\nend\n\ndefine down\nset [ground v] to [0]\nif <(total y pos) < ((round ((total y pos) / (32))) * (32))> then\n if <not <[not solid v] contains (item ((tile) - (1)) of [level v])?>> then\n if <not <(letter (1) of (item ((tile) - (1)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [touching ground v] to [0]\n set [y vel v] to [-.1]\n set [ground v] to [1]\n end\n else\n if <not <[not solid v] contains (item (((tile) - (1)) + (level height)) of [level v])?>> then\n if <(total x pos) > (((round ((total x pos) / (32))) * (32)) + (4))> then\n if <not <(letter (1) of (item (((tile) - (1)) + (level height)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [touching ground v] to [0]\n set [y vel v] to [-.1]\n set [ground v] to [1]\n end\n end\n end\n if <not <[not solid v] contains (item (((tile) - (1)) - (level height)) of [level v])?>> then\n if <((round ((total x pos) / (32))) * (32)) > ((total x pos) + (4))> then\n if <not <(letter (1) of (item (((tile) - (1)) - (level height)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [touching ground v] to [0]\n set [y vel v] to [-.1]\n set [ground v] to [1]\n end\n end\n end\n end\nend\nif <not <<[not solid v] contains (item (tile) of [level v])?> or <(letter (1) of (item (tile) of [level v])) = [c]>>> then\n change y by (32)\nend\nif <(ground) = [0]> then\n if <(touching ground) = [0]> then\n set [touching ground v] to [1]\n end\nend\n\ndefine up\nfind ceiling\nif <not <[not solid v] contains (item (tile) of [level v])?>> then\n if <not <(letter (1) of (item (tile) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [y vel v] to [0]\n end\nelse\n if <not <[not solid v] contains (item ((tile) + (level height)) of [level v])?>> then\n if <(total x pos) > (((round ((total x pos) / (32))) * (32)) + (4))> then\n if <not <(letter (1) of (item ((tile) + (level height)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [y vel v] to [0]\n end\n end\n end\n if <not <[not solid v] contains (item ((tile) - (level height)) of [level v])?>> then\n if <((round ((total x pos) / (32))) * (32)) > ((total x pos) + (4))> then\n if <not <(letter (1) of (item ((tile) - (level height)) of [level v])) = [c]>> then\n change y by (((round ((total y pos) / (32))) * (32)) - (total y pos))\n change y by (-4)\n set [y vel v] to [0]\n end\n end\n end\nend\n\ndefine find ceiling\nset [tile v] to ((([floor v] of (((total x pos) + (272)) / (32)) ) * (level height)) + ([ceiling v] of (((total y pos) + (164)) / (32)) ))\n\ndefine right\nfind right\nif <not <[not solid v] contains (item (tile) of [level v])?>> then\n if <not <(letter (1) of (item (tile) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [-4]\n set [y vel v] to [15]\n end\n find right\n end\n end\n end\n end\nelse\n if <not <[not solid v] contains (item ((tile) - (1)) of [level v])?>> then\n if <((total y pos) - (12)) > ((round ((total y pos) / (32))) * (32))> then\n if <not <(letter (1) of (item ((tile) - (1)) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [-4]\n set [y vel v] to [15]\n end\n find right\n end\n end\n end\n end\n end\n end\n if <not <[not solid v] contains (item ((tile) + (1)) of [level v])?>> then\n if <((round ((total y pos) / (32))) * (32)) > ((total y pos) + (16))> then\n if <not <(letter (1) of (item ((tile) + (1)) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [-4]\n set [y vel v] to [15]\n end\n find right\n end\n end\n end\n end\n end\n end\nend\n\ndefine find right\nfind tile\nset [tile v] to (((round (((total x pos) + (272)) / (32))) * (level height)) + ([ceiling v] of (((total y pos) + (148)) / (32)) ))\n\ndefine find left\nfind tile\nset [tile v] to (((round (((total x pos) + (240)) / (32))) * (level height)) + ([ceiling v] of (((total y pos) + (148)) / (32)) ))\n\ndefine left\nfind left\nif <not <[not solid v] contains (item (tile) of [level v])?>> then\n if <not <(letter (1) of (item (tile) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [4]\n set [y vel v] to [15]\n end\n find left\n end\n end\n end\n end\nelse\n if <not <[not solid v] contains (item ((tile) - (1)) of [level v])?>> then\n if <((total y pos) - (12)) > ((round ((total y pos) / (32))) * (32))> then\n if <not <(letter (1) of (item ((tile) - (1)) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [4]\n set [y vel v] to [15]\n end\n find left\n end\n end\n end\n end\n end\n end\n if <not <[not solid v] contains (item ((tile) + (1)) of [level v])?>> then\n if <((round ((total y pos) / (32))) * (32)) > ((total y pos) + (16))> then\n if <not <(letter (1) of (item ((tile) + (1)) of [level v])) = [c]>> then\n change x by (((round ((total x pos) / (32))) * (32)) - (total x pos))\n set [x vel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(y vel) < [-.1]> then\n if <(wall jumps) = [1]> then\n find tile\n if <not <(item (tile) of [level v]) = [52]>> then\n set [touching ground v] to [0]\n set [x vel v] to [4]\n set [y vel v] to [15]\n end\n find left\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [boss fight v]\nset [x scroll v] to [4030]\nset [y scroll v] to [0]\ngo to x: (0) y: (0)\n\nwhen I receive [go to save v]\ndeath\nset [x scroll v] to (save x)\nset [y scroll v] to (save y)\ngo to x: (0) y: (0)\n\ndefine death\nset [death x v] to (total x pos)\nset [death y v] to (total y pos)\nset [ghost v] effect to (0)\nrepeat (20)\n go to x: (0) y: (0)\n set [rand v] to (pick random (-7) to (7))\n set [x scroll v] to ((death x) + (rand))\n change x by (() - (rand))\n set [rand v] to (pick random (-7) to (7))\n set [y scroll v] to ((death y) + (rand))\n change y by (() - (rand))\n broadcast (remder v)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (0)\n\nchange [x scroll v] by (1)\nchange [y scroll v] by (pick random (-10) to (10))\n\nwhen I receive [win v]\nset [x scroll v] to (save x)\nset [y scroll v] to (save y)\ngo to x: (0) y: (0)\n\nset [jumps v] to [50]\n\nset [jumps v] to [60]\n\nif <(wall jumps) = [1]> then\n if <[] = [50]> then\n set [y vel v] to [20]\n change [touching ground v] by (1)\n set [w press v] to [1]\n end\nend\n\nwhen I receive [start game v]\nshow\ndelete all of [not solid v]\nadd [0] to [not solid v]\nadd [49] to [not solid v]\nadd [0] to [not solid v]\nadd [51] to [not solid v]\nadd [0] to [not solid v]\nadd [52] to [not solid v]\nadd [53] to [not solid v]\nadd [54] to [not solid v]\nadd [55] to [not solid v]\nadd [56] to [not solid v]\nadd [57] to [not solid v]\nadd [58] to [not solid v]\nadd [59] to [not solid v]\nadd [0] to [not solid v]\nadd [0] to [not solid v]\nadd [64] to [not solid v]\nset [wall jumps v] to [0]\nset [red v] to [1]\nset [blue v] to [1]\nset [save block v] to [0]\nset [x scroll v] to [3900]\nset [y scroll v] to [1600]\nset [save x v] to (x scroll)\nset [save y v] to (y scroll)\nset [jumps v] to [1]\nset [coins collected v] to [0]\nset [water v] to [0]\ngo to x: (0) y: (0)\nforever\n if <(item (tile) of [level v]) = [53]> then\n broadcast (go to save v) and wait\n end\n if <(item (tile) of [level v]) = [59]> then\n if <((([floor v] of ((tick) / (3)) ) - (9)) mod (16)) = [6]> then\n go to x: (0) y: (0)\n set [x scroll v] to (save x)\n set [y scroll v] to (save y)\n end\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x vel v] by (.5)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x vel v] by (-.5)\n end\n set [x vel v] to ((x vel) * (.93))\n change x by ((x vel) / (2))\n scroll\n right\n left\n change x by ((x vel) / (2))\n scroll\n right\n left\n change [y vel v] by (-.9)\n find tile\n if <(item (tile) of [level v]) = [52]> then\n set [y vel v] to ((y vel) * (.8))\n else\n set [y vel v] to ((y vel) * (.93))\n end\n change y by ((y vel) / (2))\n find tile\n down\n up\n change y by ((y vel) / (2))\n scroll\n find tile\n down\n up\n find tile\n if <(item (tile) of [level v]) = [52]> then\n set [touching ground v] to [0]\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(touching ground) < (jumps)> then\n if <(y vel) < [0]> then\n if <(w press) = [0]> then\n set [y vel v] to [20]\n change [touching ground v] by (1)\n set [w press v] to [1]\n end\n end\n end\n end\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [w press v] to [0]\n end\n if <(item (tile) of [level v]) = [49]> then\n replace item (3) of [not solid v] with [48]\n set [red v] to [2]\n end\n if <(item (tile) of [level v]) = [51]> then\n replace item (5) of [not solid v] with [50]\n set [blue v] to [2]\n end\n if <(item (tile) of [level v]) = [54]> then\n set [save x v] to (total x pos)\n set [save y v] to (total y pos)\n set [save block v] to (tile)\n end\n if <(item (tile) of [level v]) = [55]> then\n if <(jumps) = [1]> then\n set [jumps v] to [2]\n end\n end\n if <(item (tile) of [level v]) = [56]> then\n set [wall jumps v] to [1]\n end\n if <(item (tile) of [level v]) = [57]> then\n set [jumps v] to [3]\n end\n if <(letter (1) of (item (tile) of [level v])) = [c]> then\n if <[0] = (item (join (join (letter (2) of (item (tile) of [level v])) (letter (3) of (item (tile) of [level v]))) (join (letter (4) of (item (tile) of [level v])) (letter (5) of (item (tile) of [level v])))) of [coins v])> then\n change [coins collected v] by (1)\n replace item (join (join (letter (2) of (item (tile) of [level v])) (letter (3) of (item (tile) of [level v]))) (join (letter (4) of (item (tile) of [level v])) (letter (5) of (item (tile) of [level v])))) of [coins v] with [1]\n broadcast (coin v)\n end\n end\n if <(coins collected) > [9]> then\n replace item (14) of [not solid v] with [63]\n end\n if <(coins collected) > [59]> then\n replace item (15) of [not solid v] with [65]\n end\n find tile\n scroll\n broadcast (tick v)\nend\n\nwhen flag clicked\nhide\n\n@frame\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\nshow\n\n@pixel platformer thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@text engine\n\ndefine write text (x) (y) (text)\nshow\nset size to (100) %\nset [write text.i v] to [0]\ngo to x: (x) y: (y)\nrepeat (length of (text))\n change [write text.i v] by (1)\n switch costume to (letter (write text.i) of (text))\n stamp\n change x by (10)\nend\nhide\n\nwhen I receive [coins v]\nwrite text (-200) (140) (join [coins: ] (join (coins collected) [ /301]))\n\nwrite text (-200) (120) [like favorite and follow]\n\n@intro\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nshow\nset volume to (100) %\ngo to x: (0) y: (0)\nstart sound [rolemu_-_neogauge v]\nswitch costume to (logo v)\nerase all\nset size to (800) %\nwait (1.4) seconds\nrepeat (28)\n change x by (5)\n change y by ((40) / (28))\n set size to (((600) / ((x position) / (2))) + (140)) %\nend\nstamp\nset size to (200) %\nswitch costume to (name v)\ngo to x: (-300) y: (40)\nglide (.5) secs to x: (-20) y: (40)\nstamp\nhide\ngo to x: (10) y: (-200)\nwait (1.1) seconds\nswitch costume to (games v)\nshow\nglide (.5) secs to x: (-20) y: (-10)\nstamp\nwait (2) seconds\nswitch backdrop to (backdrop1 v)\nerase all\nhide\nbroadcast (start game v)\n\nbroadcast (start game v)\n\n
another game by me is https://scratch.mit.edu/projects/395033446/\nUse arrow keys or WASD to control. After collecting 10 coins, the white blocks will open. After collecting 60 coins, the gold blocks will open. For the blue and red blocks, you will need to find a switch. The flags are checkpoints. If you fall in lava, you will return to your most recent flag. To avoid the spikes which appear late in the game, you have to go over them when they are down.
Purple-a Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (giphy v)\n\n@Player\n\ndefine Define Gravity\nchange y by (fallspeed)\nif <<touching (ground v)?> and <touching color (#74009c)?>> then\n if <(fallspeed) < [0]> then\n set [reversestep v] to [1]\n else\n set [reversestep v] to [-1]\n end\n repeat until <not <<touching (ground v)?> and <touching color (#74009c)?>>>\n change y by (reversestep)\n end\n set [fallspeed v] to [0]\nelse\n change [fallspeed v] by (gravity)\nend\n\ndefine RUNControls\nif <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change x by (RUNSPEED)\n if <<touching (ground v)?> and <touching color (#74009c)?>> then\n change x by ((0) - (RUNSPEED))\n end\nend\nif <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change x by ((0) - (RUNSPEED))\n if <<touching (ground v)?> and <touching color (#74009c)?>> then\n change x by (RUNSPEED)\n end\nend\n\ndefine starting position\nset [fallspeed v] to [0]\ngo to x: (-140) y: (25)\n\nwhen flag clicked\nstarting position\nshow\nset [runspeed v] to [5]\nset [gravity v] to [-1]\nset [fallspeed v] to [0]\nset [takeoffspeed v] to [15]\nforever\n RUNControls\n Jump Control\n Define Gravity\n if <touching (jumping pads v)?> then\n set [takeoffspeed v] to [21]\n set [fallspeed v] to (takeoffspeed)\n set [takeoffspeed v] to [15]\n end\n if <(x position) > [232]> then\n starting position\n broadcast (next v)\n end\n if <(y position) < [-170]> then\n starting position\n end\nend\n\ndefine Jump Control\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <<touching (ground v)?> and <touching color (#74009c)?>> then\n set [fallspeed v] to (takeoffspeed)\n end\n change y by (1)\nend\n\nbroadcast (\[arty v)\n\nbroadcast (\[arty v)\n\nwhen flag clicked\nforever\n play sound [Kronos v] until done\nend\n\n@Ground\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nrepeat until <(costume [number v]) = [5]>\n wait (0.1) seconds\n change [time v] by (0.1)\nend\nshow variable [time v]\n\n@Backdrop\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nforever\n next costume\nend\n\n@Trail\n\nwhen flag clicked\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Jumping Pads\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\ngo to [front v] layer\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (0.1) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
*****************************Purple***********************************\n___________________________________________________\n-Love!\n-Favourite!\n-Follow!
Mincraft Platformer !3!
@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\nbroadcast (gamemusic v)\nforever\n switch backdrop to (Level)\nend\n\n@Platforms\n\nwhen flag clicked\nset [timesofar v] to [0]\nreset timer\nhide\n\ndefine PlatformLeft\nchange y by (-1)\nif <not <touching (font v)?>> then\n change x by (-2)\nend\nif <touching (font v)?> then\n set [xvelocity v] to [0]\n change x by (2)\nend\nchange y by (1)\n\ndefine PlatformRight\nchange y by (-1)\nif <not <touching (font v)?>> then\n change x by (2)\nend\nif <touching (font v)?> then\n set [xvelocity v] to [0]\n change x by (-2)\nend\nchange y by (1)\n\ndefine SmoothenMovement\nswitch costume to (Level)\nif <not <(Level) = [2]>> then\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PlatformPosition v)\n\nwhen I receive [platformleft v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (-1.2)\n if <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\n end\n end\n if <(XVelocity) < [-1]> then\n PlatformLeft\n if <(XVelocity) < [-2]> then\n PlatformLeft\n if <(XVelocity) < [-3]> then\n PlatformLeft\n if <(XVelocity) < [-4]> then\n PlatformLeft\n if <(XVelocity) < [-5]> then\n PlatformLeft\n end\n end\n end\n end\n end\nend\n\nwhen I receive [platformright v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (1.2)\n if <(XVelocity) > (MaxXVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\n end\n end\n if <(XVelocity) > [1]> then\n PlatformRight\n if <(XVelocity) > [2]> then\n PlatformRight\n if <(XVelocity) > [3]> then\n PlatformRight\n if <(XVelocity) > [4]> then\n PlatformRight\n if <(XVelocity) > [5]> then\n PlatformRight\n end\n end\n end\n end\n end\nend\n\nwhen I receive [-tntdestroywall v]\nchange y by (428)\n\nwhen I receive [platformgoingright v]\nchange x by (-1)\n\nwhen I receive [platformgoingleft v]\nchange x by (1)\n\nwhen I receive [start v]\nbroadcast (PlatformPosition v)\n\nwhen I receive [platformposition v]\nchange [timesofar v] by (round (timer))\nreset timer\nset [maxxvelocity v] to [4]\nshow\nset [holdingitem v] to [Nothing]\nswitch costume to (Level)\nset [xvelocity v] to [0]\nif <(Level) = [1]> then\n go to x: (917) y: (-570)\nend\nif <(Level) = [2]> then\n go to x: (650) y: (-570)\nend\nif <(Level) = [3]> then\n go to x: (650) y: (-185)\nend\nif <(Level) = [4]> then\n go to x: (800) y: (-570)\nend\nbroadcast (PlatformLeft v)\nbroadcast (PlatformRight v)\nforever\n SmoothenMovement\nend\n\nwhen I receive [levelup v]\nbroadcast (PlatformPosition v)\ngo to [front v] layer\n\nif <(Mode) = [Trainer]> then\nend\n\nif <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\nend\n\n@Controller!\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (99)\ngo to [front v] layer\nforever\n go to (font v)\n if <touching (movingplatforms v)?> then\n set [touchingmovingplatforms? v] to [Yes]\n else\n set [touchingmovingplatforms? v] to [No]\n end\nend\n\nwhen flag clicked\nhide\n\nwait until <(Level) = [4]>\n\nif <not <touching (platforms v)?>> then\n broadcast (SlideDown v)\nend\n\n@HERO\n\nwhen I receive [levelup v]\ngo to [front v] layer\nswitch costume to (normal v)\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\n\nwhen I receive [heropointright v]\npoint in direction (90)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nbroadcast (WalkSounds v)\nforever\n if <<(Level) = [4]> and <<not <key (any v) pressed?>> and <(TouchingMovingPlatforms?) = [Yes]>>> then\n switch costume to (normal v)\n else\n if <not <(OldPlatformX\(Walking?\)) = ([x position v] of [platforms v])>> then\n if <(costume [number v]) = [12]> then\n switch costume to (normal v)\n else\n if <(costume [number v]) = [21]> then\n switch costume to (horse v)\n else\n next costume\n end\n end\n end\n set [oldplatformx\(walking?\) v] to ([x position v] of [platforms v])\n end\nend\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\nset [holdingitem v] to [Normal]\nwait (0.05) seconds\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nwhen I receive [walksounds v]\n\nforever\n if <not <(OldPlatformX\(Walking?\)) = (x position)>> then\n play sound [Walk v] until done\n end\nend\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\nwhen I receive [tnt_explosionprompt v]\nsay [Can I blow up the door?] for (4) seconds\n\nwhen I receive [l1ladderprompt v]\nsay [Go higher then craft again.] for (4) seconds\n\nwhen I receive [-showladder v]\nrepeat (2)\n go to [front v] layer\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nbroadcast (Footsteps v)\nswitch costume to (normal v)\ngo to [front v] layer\nforever\n show\n go to (font v)\n if <(Level) = [4]> then\n if <touching color (#ff0000)?> then\n broadcast (RestartLevel v)\n end\n end\nend\n\nwhen I receive [levelup v]\nif <(Level) = [2]> then\n say [Ice is slippy!] for (3) seconds\nend\n\nwhen I receive [restartlevel v]\nif <(Level) = [2]> then\n say [Ice is slippy!] for (3) seconds\nend\n\n@Controller\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\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (1) 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\nwait (3) seconds\nwait (3) seconds\n\nset [level v] to [0]\n\n@Collectables\n\nwhen I receive [start v]\ngo to [front v] layer\ngo [backward v] (31) layers\nswitch costume to (blank v)\nset size to (400) %\nhide\nforever\n set x to (([x position v] of [platforms v]) + ((XVelocity) * (1.6)))\n if <([x position v] of [platforms v]) = ((x position) - ((XVelocity) * (1.6)))> then\n show\n else\n hide\n end\nend\n\nwhen I receive [-positionitem v]\nif <(Level) = [1]> then\n switch costume to (l1 v)\n set y to (-560)\n wait until <touching (font v)?>\n set [holdingitem v] to [Sword]\n set y to (-1000)\nend\nif <(Level) = [2]> then\n switch costume to (l2 v)\n set y to (-732)\n wait until <touching (font v)?>\n wait (0.1) seconds\n broadcast (NextCraftingStage v)\n change y by (350)\n wait until <touching (font v)?>\n broadcast (NextCraftingStage v)\n change y by (350)\n wait until <touching (font v)?>\n broadcast (NextCraftingStage v)\n change y by (350)\n wait until <touching (font v)?>\n set [holdingitem v] to [Pickaxe]\n change y by (-3000)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (l3 v)\n go to [front v] layer\n set y to (-560)\n wait until <touching (font v)?>\n set [holdingitem v] to [Water]\n change y by (350)\n wait until <touching (font v)?>\n set [holdingitem v] to [Water]\n change y by (-500)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (l4 v)\n set y to (-400)\n wait until <touching (font v)?>\n broadcast (NextCraftingStage v)\n set [holdingitem v] to [Nothing]\n set y to (-1000)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nbroadcast (-PositionItem v)\n\nwhen I receive [restartlevel v]\nbroadcast (-PositionItem v)\n\nshow\n\nset y to (-600)\n\nwhen I receive [levelup v]\nbroadcast (-PositionItem v)\n\nwait () seconds\n\n@L1\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nwait until <(Level) = [3]>\ngo to x: (-170) y: (-173)\nset size to (70) %\nset [lavax v] to [-900]\nrepeat (12)\n next costume\n create clone of (_myself_ v)\n change [lavax v] by (260)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n repeat (2)\n set x to (([x position v] of [platforms v]) + (LavaX))\n if <(x position) = (([x position v] of [platforms v]) + (LavaX))> then\n show\n go to [front v] layer\n else\n hide\n end\n end\n next costume\n else\n hide\n if <(Level) = [4]> then\n stop [other scripts in sprite v]\n delete this clone\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\n@Trees2\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nShowTrees\n\nwhen flag clicked\ngo to x: (500) y: (500)\nhide\n\nwhen I start as a clone\n\nwhen I receive [#action v]\nif <(distance to [hero v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n hide\n go to x: (500) y: (500)\n end\nend\n\nwhen I receive [start v]\nShowTrees\n\nwhen I receive [restartlevel v]\nShowTrees\n\ndefine ShowTrees\nstop [other scripts in sprite v]\nhide\nset [color v] effect to (25)\nswitch costume to (tree v)\nif <(Level) = [1]> then\n set y to (-90)\n forever\n set x to (([x position v] of [platforms v]) + (420))\n if <(x position) = (([x position v] of [platforms v]) + (420))> then\n show\n else\n hide\n end\n end\nend\nif <(Level) = [4]> then\n switch costume to (tree2 v)\n set y to (43)\n forever\n set x to (([x position v] of [platforms v]) + (150))\n if <(x position) = (([x position v] of [platforms v]) + (150))> then\n show\n else\n hide\n end\n end\nend\n\n@portal\n\nwhen flag clicked\nhide\nset size to (33) %\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPortalPositioning\n\nwhen I receive [start v]\nPortalPositioning\n\ndefine PortalPositioning\nset size to (100) %\nhide\nwait (0.2) seconds\nif <(Level) = [1]> then\n set [portalx v] to [58]\n set y to (90)\nend\nif <(Level) = [2]> then\n set [portalx v] to [430]\n set y to (29)\nend\nif <(Level) = [3]> then\n set [portalx v] to [-100]\n set y to (19)\nend\nif <(Level) = [4]> then\n set [portalx v] to [-930]\n set y to (-118)\nend\nset x to (([x position v] of [platforms v]) - (PortalX))\nwait (0.2) seconds\nforever\n set x to (([x position v] of [platforms v]) - (PortalX))\n if <(x position) = (([x position v] of [platforms v]) - (PortalX))> then\n show\n next costume\n if <touching (hero v)?> then\n hide\n if <(Mode) = [Normal]> then\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n wait until <(Level) > (LevelWas)>\n else\n if <(Mode) = [Hardcore]> then\n if <(Level) = [4]> then\n broadcast (gameover v)\n stop [this script v]\n end\n change [level v] by (1)\n broadcast (LevelUp v)\n else\n broadcast (Training level complete v)\n end\n end\n end\n else\n hide\n end\nend\n\nshow\n\nset x to (([x position v] of [platforms v]) - (PortalX))\n\nset y to (90)\n\n@Ladders\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [-showladder v]\nswitch costume to (Level)\ngo to [front v] layer\ngo [backward v] (20) layers\nforever\n go to (platforms v)\n if <(x position) = ([x position v] of [platforms v])> then\n show\n else\n hide\n end\n if <(Level) = [2]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nhide\n\n@MineBlocks\n\nforever\n wait until <(Level) = [2]>\n switch costume to (l2sand v)\n go to [front v] layer\n go [backward v] (40) layers\n repeat until <(Level) = [3]>\n go to (platforms v)\n if <(x position) = ([x position v] of [platforms v])> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nPositionItem\n\nwhen I receive [restartlevel v]\nPositionItem\n\ndefine PositionItem\nif <(Level) = [2]> then\n switch costume to (l2sand v)\n repeat until <(Level) = [3]>\n go to [front v] layer\n go [backward v] (40) layers\n go to (platforms v)\n if <(x position) = ([x position v] of [platforms v])> then\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [#crafting v]\nif <touching (cloudscore v)?> then\n if <(HoldingItem) = [Pickaxe]> then\n next costume\n if <(costume [number v]) = [6]> then\n broadcast (NextCraftingStage v)\n set [holdingitem v] to [Nothing]\n end\n end\nend\n\nwhen I receive [levelup v]\nPositionItem\n\n@clouds\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (250) %\nswitch costume to (water v)\nhide\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nforever\n set y to (-270)\n switch costume to (Level)\n set x to (([x position v] of [platforms v]) / (4))\nend\n\n@Land\n\nwhen I receive [start v]\nswitch costume to (blank v)\nshow\nset size to (250) %\nset y to (-290)\ngo to [back v] layer\ngo [forward v] (1) layers\nset [lavacoloureffect v] to [0]\nforever\n switch costume to (Level)\n set x to (([x position v] of [platforms v]) / (3))\n if <(Level) = [3]> then\n if <(LavaColourEffect) > [10]> then\n change [lavacoloureffect v] by (-4)\n else\n if <(LavaColourEffect) < [-25]> then\n change [lavacoloureffect v] by (4)\n else\n change [lavacoloureffect v] by (pick random (-1) to (1))\n end\n end\n set [color v] effect to (LavaColourEffect)\n else\n set [color v] effect to (0)\n set [brightness v] effect to (5)\n end\nend\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nif <[1] = [1]> then\n delete this clone\nend\nset [numberofxpbonusclones v] to [5]\nset [timerstampforchests v] to (timer)\nif <(Level) = [1]> then\n repeat until <(TimerStampForChests) < [22]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n repeat until <(TimerStampForChests) < [34]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n repeat until <(TimerStampForChests) < [23]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n repeat until <(TimerStampForChests) < [23]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\ngo to [front v] layer\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n set [chestx v] to [-111]\n go to x: (([x position v] of [platforms v]) - (ChestX)) y: (-130)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [2]> then\n change [chestx v] by (132)\n else\n change [chestx v] by (68)\n end\n end\n stop [this script v]\nend\nif <(Level) = [2]> then\n set [chestx v] to [260]\n go to x: (([x position v] of [platforms v]) - (ChestX)) y: (10)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n change [chestx v] by (34)\n end\n stop [this script v]\nend\nif <(Level) = [3]> then\n set [chestx v] to [-10]\n go to x: (([x position v] of [platforms v]) - (ChestX)) y: (4)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n if <(ChestsPlaced) = [1]> then\n change [chestx v] by (68)\n else\n change [chestx v] by (34)\n end\n end\n stop [this script v]\nend\nif <(Level) = [4]> then\n set [chestx v] to [-567]\n go to x: (([x position v] of [platforms v]) - (ChestX)) y: (-130)\n set [chestsplaced v] to [0]\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change [chestsplaced v] by (1)\n change [chestx v] by (34)\n end\n stop [this script v]\nend\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (font v)?>\n set x to (([x position v] of [platforms v]) - (ChestX))\n if <(x position) = (([x position v] of [platforms v]) - (ChestX))> then\n next costume\n show\n else\n hide\n end\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]\ndelete this clone\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [restartlevel v]\ndelete this clone\n\nwhen I receive [gameover v]\nhide\ndelete this clone\n\n@Powerups Collection\n\nwhen flag clicked\nhide\n\nwhen I receive [streamofcash v]\nset [distancetoscore v] to (distance to [score v])\ngo to [front v] layer\nrepeat (5)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nset [color v] effect to (150)\nshow\nset size to (50) %\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nrepeat (20)\n change x by (7)\n point towards (score v)\n move ((DistanceToScore) / (20)) steps\nend\ndelete this clone\n\n@XP\n\nwhen I start as a clone\nshow\nset [myx v] to (([x position v] of [platforms v]) - (x position))\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 [myx v] by (XVelocityXP)\n set x to (([x position v] of [platforms v]) - (MyX))\n if <(distance to [font v]) < [36]> 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 [10]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\ngo to x: (-237) y: (pick random (0) to (150))\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-16) to (-10))\n set [yvelocityxp v] to [4.5]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.1) 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\n@explosion\n\nwhen flag clicked\nhide\n\nwhen I receive [tnt_balst v]\nstop [other scripts in sprite v]\nset size to (100) %\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nset y to (13)\nrepeat (30)\n set x to (([x position v] of [platforms v]) - (370))\nend\nstart sound [boom v]\nset [localcount v] to [0]\nrepeat (25)\n set x to (([x position v] of [platforms v]) - (370))\n change [localcount v] by (1)\n if <(LocalCount) = [5]> then\n set [localcount v] to [0]\n next costume\n end\nend\nbroadcast (-TNTDestroyWall v)\nrepeat (20)\n set x to (([x position v] of [platforms v]) - (370))\n change [localcount v] by (1)\n if <(LocalCount) = [5]> then\n set [localcount v] to [0]\n next costume\n end\nend\nstop [other scripts in sprite v]\nhide\n\nhide\nwait (1) seconds\nwait until <([costume # v] of [crafting v]) = [11]>\nforever\n go to x: (214) y: (119)\n show\n go to [front v] layer\n next costume\n set size to (20) %\n wait (0.1) seconds\nend\n\n@crafting\n\ndefine StartLevelWithRightCostume\nwait (0.5) seconds\nswitch costume to (level 1 v)\nif <(Level) = [1]> then\n switch costume to (level 1 v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (level 2 v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (3 v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level 4 v)\n stop [this script v]\nend\n\nwhen I receive [start v]\nStartLevelWithRightCostume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (level 1 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 <(costume [number v]) = [5]> then\n next costume\n stop [this script v]\nend\nif <(costume [number v]) = [6]> then\n if <([y position v] of [font v]) > [-10]> then\n next costume\n broadcast (-ShowLadder v)\n stop [this script v]\n else\n broadcast (L1LadderPrompt v)\n end\nend\nif <(costume [number v]) = [11]> then\n next costume\n set [holdingitem v] to [TNT]\nend\nif <(costume [number v]) = [22]> then\n next costume\n set [holdingitem v] to [BowAndArrow]\nend\n\nwhen I receive [levelup v]\nStartLevelWithRightCostume\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nStartLevelWithRightCostume\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\nwhen I receive [tnt_balst v]\nset [holdingitem v] to [Nothing]\nnext costume\n\nstop [this script v]\n\nwhen flag clicked\n\nforever\n say (timer)\nend\n\n@Snow etc\n\nwhen I receive [start v]\nhide\nforever\n repeat until <not <(Level) = [1]>>\n set [myx v] to (([x position v] of [platforms v]) + (-235))\n set y to (pick random (80) to (150))\n set [ghost v] effect to (5)\n switch costume to (costume1 v)\n set size to (100) %\n create clone of (_myself_ v)\n wait ((pick random (1) to (10)) / (5)) seconds\n end\n repeat until <not <(Level) = [2]>>\n set y to (180)\n set [ghost v] effect to (5)\n switch costume to (snowflake v)\n set size to (200) %\n set [myx v] to (([x position v] of [platforms v]) + (pick random (-250) to (319)))\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n repeat until <not <(Level) = [4]>>\n set [myx v] to (([x position v] of [platforms v]) + (-235))\n set y to (pick random (80) to (150))\n set [ghost v] effect to (5)\n switch costume to (costume1 v)\n set size to (100) %\n create clone of (_myself_ v)\n wait ((pick random (1) to (10)) / (5)) seconds\n end\n repeat until <not <(Level) = [3]>>\n set y to (pick random (140) to (175))\n clear graphic effects\n set size to (100) %\n switch costume to (shooting star2 v)\n set [myx v] to (([x position v] of [platforms v]) + (pick random (0) to (320)))\n create clone of (_myself_ v)\n wait (pick random (1) to (16)) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <<(Level) = [1]> or <(Level) = [4]>> then\n repeat until <(x position) < [-235]>\n set x to (([x position v] of [platforms v]) - (MyX))\n if <(costume [number v]) = [2]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n if <not <(x position) = (([x position v] of [platforms v]) - (MyX))>> then\n delete this clone\n end\n change [myx v] by (3)\n change y by ((pick random (-1) to (1)) / (3))\n end\n delete this clone\nend\nif <(Level) = [2]> then\n repeat until <(y position) < [-170]>\n change y by (-3)\n set x to (([x position v] of [platforms v]) - (MyX))\n if <not <(x position) = (([x position v] of [platforms v]) - (MyX))>> then\n delete this clone\n end\n change [myx v] by (1)\n end\n delete this clone\nend\nif <(Level) = [3]> then\n repeat until <(y position) < [-170]>\n change y by (-1)\n set x to (([x position v] of [platforms v]) - (MyX))\n change [ghost v] effect by (1)\n if <not <(x position) = (([x position v] of [platforms v]) - (MyX))>> then\n delete this clone\n end\n change [myx v] by (-8)\n end\n delete this clone\nend\n\n@Blaze\n\nwhen I receive [start v]\nforever\n if <touching (holding v)?> then\n if <(HoldingItem) = [Water]> then\n start sound [Splash v]\n set [holdingitem v] to [EmptyWater]\n if <(y position) < [0]> then\n set [zombiex2 v] to [-450]\n set y to (27)\n broadcast (UpperBlazePath v)\n else\n stop [other scripts in sprite v]\n hide\n end\n end\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [Low Whoosh v]\n end\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPositionZombie\n\nwhen I receive [start v]\nPositionZombie\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPositionZombie\n\ndefine PositionZombie\nhide\nclear graphic effects\nif <(Level) = [3]> then\n set [zombiex2 v] to [80]\n broadcast (UpperBlazePath v)\n set y to (-107)\n show\n forever\n repeat (2)\n set x to (([x position v] of [platforms v]) - (ZombieX2))\n if <(x position) = (([x position v] of [platforms v]) - (ZombieX2))> then\n show\n else\n hide\n end\n end\n next costume\n end\nend\n\nwhen I receive [upperblazepath v]\nforever\n repeat (100)\n change [zombiex2 v] by (1)\n point in direction (90)\n end\n repeat (100)\n change [zombiex2 v] by (-1)\n point in direction (-90)\n end\nend\n\n@Zombie1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (LocalZombie v)\n\nwhen I receive [start v]\nif <(Level) = [1]> then\n set [zombiex v] to [145]\nend\nbroadcast (LocalZombie v)\ngo to [front v] layer\nset y to (-120)\nforever\n if <touching (holding v)?> then\n start sound [Clink v]\n switch costume to (hit v)\n if <(y position) < [0]> then\n if <(Level) = [1]> then\n set [zombiex v] to [-50]\n end\n if <(Level) = [????]> then\n set [zombiex v] to [0]\n end\n stop [other scripts in sprite v]\n repeat (3)\n next costume\n wait (0.1) seconds\n end\n hide\n set y to (83)\n broadcast (LocalZombie v)\n else\n stop [other scripts in sprite v]\n repeat (3)\n change x by (-3)\n next costume\n wait (0.1) seconds\n end\n hide\n stop [this script v]\n end\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nbroadcast (LocalZombie v)\n\nwhen I receive [zombiecostume v]\nforever\n repeat (5)\n wait (0.1) seconds\n switch costume to (vtinyz16 v)\n change [zombiex v] by (-3)\n wait (0.1) seconds\n switch costume to (right v)\n change [zombiex v] by (-3)\n wait (0.1) seconds\n switch costume to (vtinyz18 v)\n change [zombiex v] by (-3)\n wait (0.1) seconds\n switch costume to (right v)\n change [zombiex v] by (-3)\n end\n repeat (8)\n next costume\n end\n wait (0.1) seconds\n switch costume to (vtinyz2 v)\n change [zombiex v] by (3)\n repeat (5)\n wait (0.1) seconds\n switch costume to (vtinyz3 v)\n change [zombiex v] by (3)\n wait (0.1) seconds\n switch costume to (left v)\n change [zombiex v] by (3)\n wait (0.1) seconds\n switch costume to (vtinyz5 v)\n change [zombiex v] by (3)\n wait (0.1) seconds\n switch costume to (left v)\n change [zombiex v] by (3)\n end\n repeat (8)\n next costume\n end\nend\n\nif <(Level) = [3]> then\n set [brightness v] effect to (10)\n set [color v] effect to (130)\n set [zombiex v] to [200]\n broadcast (ZombieCostume v)\n set y to (-124)\n show\n forever\n set x to (([x position v] of [platforms v]) - (ZombieX))\n end\nend\n\nwhen I receive [localzombie v]\nhide\nclear graphic effects\nbroadcast (ZombieCostume v)\nif <(Level) = [1]> then\n forever\n set x to (([x position v] of [platforms v]) - (ZombieX))\n if <(x position) = (([x position v] of [platforms v]) - (ZombieX))> then\n show\n else\n hide\n end\n end\nend\n\n@MovingPlatforms\n\nwhen I receive [start v]\nswitch costume to (blank v)\ngo to [front v] layer\nset size to (400) %\nswitch costume to (slidersset1 v)\ngo to x: (650) y: (-570)\nhide\nwait until <(Level) = [4]>\nshow\ncreate clone of (_myself_ v)\nforever\n set [airplatformx v] to [-25]\n repeat (50)\n change [airplatformx v] by (1)\n set x to (([x position v] of [platforms v]) + (AirPlatformX))\n if <(x position) = (([x position v] of [platforms v]) + (AirPlatformX))> then\n show\n else\n hide\n end\n if <touching (controller! v)?> then\n broadcast (PlatformGoingRight v)\n end\n end\n repeat (50)\n change [airplatformx v] by (-1)\n set x to (([x position v] of [platforms v]) + (AirPlatformX))\n if <(x position) = (([x position v] of [platforms v]) + (AirPlatformX))> then\n show\n else\n hide\n end\n if <touching (controller! v)?> then\n broadcast (PlatformGoingLeft v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (PlatformLeft v)\nbroadcast (PlatformRight v)\n\nwhen I start as a clone\nswitch costume to (slidersset2 v)\nforever\n repeat (50)\n set x to (([x position v] of [platforms v]) - (AirPlatformX))\n if <(x position) = (([x position v] of [platforms v]) - (AirPlatformX))> then\n show\n if <touching (controller! v)?> then\n broadcast (PlatformGoingLeft v)\n end\n else\n hide\n end\n end\n repeat (50)\n set x to (([x position v] of [platforms v]) - (AirPlatformX))\n if <(x position) = (([x position v] of [platforms v]) - (AirPlatformX))> then\n show\n if <touching (controller! v)?> then\n broadcast (PlatformGoingRight v)\n end\n else\n hide\n end\n end\nend\n\nif <touching (controller! v)?> then\n broadcast (PlatformGoingLeft v)\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 (0.3) 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) %\nwait (0.1) seconds\ngo to [front v] layer\n\nrepeat (2)\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\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 if <(☁ #BestScore) > (ReadHighScore)> then\n set [readhighscore v] to (☁ #BestScore)\n end\n switch costume to (10 v)\n switch costume to (letter ((length of (ReadHighScore)) - (Numeral)) of (ReadHighScore))\n wait (1) seconds\n if <(Score) > (ReadHighScore)> then\n set [☁ #bestscore v] to (Score)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\nif <(username) = [atomicmagicnumber]> then\n\n@CloudScore\n\nwhen I receive [saddlehorse v]\nswitch costume to (horse v)\nwait until <touching (piston v)?>\nbroadcast (Dismount v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nJump\n\ngo to x: (-19) y: (-126)\n\nwhen [w v] key pressed\nJump\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-19) y: (-109)\nswitch costume to (normal v)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen flag clicked\nhide\nset [ghost v] effect to (99)\ngo to x: (-210) y: (50)\n\nwhen I receive [levelup v]\nif <(Mode) = [Hardcore]> then\n repeat (5)\n set y to (-109)\n end\nend\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [holding v]\nif <(HoldingItem) = [Horse]> then\n switch costume to (horse v)\nend\n\nshow\n\ndefine Jump\nchange y by (-1)\nif <<touching (platforms v)?> or <<touching (mineblocks v)?> or <touching (movingplatforms v)?>>> then\n set [yvelocity v] to (MaxYJump)\nend\nchange y by (1)\n\nwhen I receive [dismount v]\nswitch costume to (normal v)\n\ndefine Gravity\nif <(YVelocity) < [0]> then\n if <not <<touching (platforms v)?> or <<touching (mineblocks v)?> or <touching (movingplatforms v)?>>>> then\n change y by (-1)\n end\nend\n\ndefine GoingUp\nchange y by (1)\nif <not <<touching (<touching (platforms v)?> v)?> or <touching (movingplatforms v)?>>> then\n change y by (1)\nend\nif <<touching (platforms v)?> or <touching (movingplatforms v)?>> then\n change y by (-1)\n set [yvelocity v] to [0]\nend\n\nset [yvelocity v] to [0]\n\nchange y by (-1)\n\ndefine LadderCheck\nif <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [N]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <([costume name v] of [joystick v]) = [Action]>>>> then\n if <<(y position) < [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (x position) y: (100)\n set [yvelocity v] to [0]\n end\nend\nif <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [Action]> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n if <<(y position) > [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (x position) y: (3)\n set [yvelocity v] to [0]\n end\nend\n\nwait (0.2) seconds\n\nwait (0.1) seconds\n\nwhen I receive [start v]\ngo to x: (-19) y: (-109)\nswitch costume to (normal v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nbroadcast (PositionControlCharacter v)\nbroadcast (Walk v)\nclear graphic effects\nset [ghost v] effect to (99)\nshow\nforever\n switch costume to (normal v)\n change [yvelocity v] by (-0.5)\n LadderCheck\n if <(YVelocity) < [0]> then\n switch costume to (goingdown v)\n Gravity\n if <(YVelocity) < [-1]> then\n Gravity\n if <(YVelocity) < [-2]> then\n Gravity\n if <(YVelocity) < [-3]> then\n Gravity\n if <(YVelocity) < [-4]> then\n Gravity\n end\n end\n end\n end\n end\n if <(y position) < [-125]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\n if <(YVelocity) > [1]> then\n switch costume to (goingup v)\n GoingUp\n if <(YVelocity) > [2]> then\n GoingUp\n if <(YVelocity) > [3]> then\n GoingUp\n if <(YVelocity) > [4]> then\n GoingUp\n if <(YVelocity) > [5]> then\n GoingUp\n end\n end\n end\n end\n end\nend\n\nsay [Ow]\n\nsay [Ouch!] for (2) seconds\n\ngo to x: (-19) y: (-109)\n\nwhen I receive [jump v]\nJump\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 [16]\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 if <(Level) = [4]> then\n hide\n broadcast (gameover v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\n broadcast (#ShowLevelTransition v)\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@MobB\n\nwhen I receive [start v]\nwait until <(Level) = [4]>\nforever\n if <touching (arrow v)?> then\n start sound [Squawk v]\n if <(y position) > [-10]> then\n set [mobbx v] to [-800]\n set y to (-80)\n broadcast (MobBPath v)\n else\n stop [other scripts in sprite v]\n hide\n end\n else\n if <touching (hero v)?> then\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [Seagulls v]\n end\n end\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nPositionZombie\n\nwhen I receive [start v]\nPositionZombie\n\nwhen flag clicked\nhide\n\nwhen I receive [restartlevel v]\nPositionZombie\n\ndefine PositionZombie\nhide\nclear graphic effects\nif <(Level) = [4]> then\n set [mobbx v] to [-600]\n broadcast (MobBPath v)\n set y to (0)\n show\n forever\n repeat (2)\n set x to (([x position v] of [platforms v]) - (MobBX))\n if <(x position) = (([x position v] of [platforms v]) - (MobBX))> then\n show\n else\n hide\n end\n end\n next costume\n end\nend\n\nwhen I receive [mobbpath v]\nforever\n repeat (100)\n change [mobbx v] by (2)\n point in direction (90)\n end\n repeat (100)\n change [mobbx v] by (-2)\n point in direction (-90)\n end\nend\n\n@HOLDING\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-500) y: (-500)\nif <[1] = [1]> then\n delete this clone\nend\nstop [this script v]\n\nwhen flag clicked\nset [holdingitem v] to [Nothing]\nhide\n\nwhen I receive [levelup v]\ngo to x: (500) y: (500)\nhide\n\nwhen I receive [#crafting v]\n\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 [#crafting v]\ngo to [front v] layer\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n switch costume to (pickaxe v)\n wait (0.2) seconds\n switch costume to (pickaxe2 v)\nend\nif <(costume [number v]) = [6]> then\n if <<([x position v] of [platforms v]) > [226]> and <<([x position v] of [platforms v]) < [360]> and <(y position) > [0]>>> then\n broadcast (TNT_Balst v)\n end\nend\nif <(costume [number v]) = [9]> then\n create clone of (arrow v)\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n show\n switch costume to (HoldingItem)\n go to (hero v)\n point in direction ([direction v] of [hero v])\n if <(HoldingItem) = [BowAndArrow]> then\n set rotation style [all around v]\n change y by (-10)\n if <(direction) = [90]> then\n turn right ([costume # v] of [hero v]) degrees\n else\n turn right ([costume # v] of [hero v]) degrees\n end\n else\n if <<(HoldingItem) = [TNT]> or <<(HoldingItem) = [Water]> or <(HoldingItem) = [EmptyWater]>>> then\n go to [front v] layer\n set rotation style [left-right v]\n else\n if <(direction) = [90]> then\n turn right ([costume # v] of [hero v]) degrees\n end\n end\nend\n\nwhen I receive [localpixaxe v]\nforever\n switch costume to (pickaxe v)\n wait (0.2) seconds\n switch costume to (pickaxe2 v)\n wait (0.2) seconds\nend\n\nwhen I receive [madesaddle v]\nset [holdingitem v] to [Saddle]\nswitch costume to (saddle v)\n\nwhen I receive [saddlehorse v]\nhide\n\nwhen I receive [restartlevel v]\nset [holdingitem v] to [Nothing]\ngo to x: (500) y: (500)\n\n@Arrow\n\nwhen I start as a clone\nshow\ngo to (holding v)\nif <([direction v] of [holding v]) < [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nrepeat until <touching (_edge_ v)?>\n if <(direction) = [90]> then\n change x by (10)\n else\n change x by (-10)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Start End screens\n\nwhen I receive [showmodeoptions v]\nswitch costume to (explosion v)\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [gameover v]\nwait (0.1) seconds\nset size to (100) %\nswitch costume to (explosion v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (bigblock 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\nbroadcast (LaunchMinecraftVictory v)\n\nglide (1) secs to x: (0) y: (0)\n\nwhen [9 v] key pressed\nif <mouse down?> then\n show\n stop [other scripts in sprite v]\n switch costume to (thumb v)\nend\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (explosion v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (bigblock 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\nbroadcast (LaunchMinecraftSign v)\n\nwhen I receive [movelogoforinstructions v]\nif <(costume [number v]) = [2]> then\n repeat (33)\n change [ghost v] effect by (3)\n end\n switch costume to (instructions v)\n go to x: (0) y: (0)\n set size to (100) %\n repeat (33)\n change [ghost v] effect by (-3)\n end\n clear graphic effects\n create clone of (_myself_ v)\n broadcast (ShowPlayButton v)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Instructions]> then\n wait (0.5) seconds\n set [ghost v] effect to (100)\n switch costume to (instructions3 v)\n repeat (33)\n change [ghost v] effect by (-3)\n end\n clear graphic effects\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [restartlevel v]\nif <(Mode) = [Hardcore]> then\n broadcast (gameover v)\n stop [other scripts in sprite v]\n switch costume to (explosion v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n broadcast (Hardcore Death v)\nend\n\nwhen I receive [training level complete v]\nif <(Mode) = [Trainer]> then\n broadcast (gameover v)\n stop [other scripts in sprite v]\n switch costume to (explosion v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n broadcast (ShowTrainingLevelComplete v)\nend\n\nwhen I receive [levelup v]\nif <(Mode) = [Trainer]> then\n broadcast (gameover v)\n stop [other scripts in sprite v]\n switch costume to (explosion v)\n go to x: (0) y: (0)\n go to [front v] layer\n show\n broadcast (ShowTrainingLevelComplete v)\nend\n\ngo to x: (0) y: (0)\n\n@minecraft\n\nwhen I receive [showmodeoptions v]\nhide\ndelete this clone\n\nwhen I receive [movelogoforinstructions v]\nrepeat (33)\n change y by (3)\nend\n\nwhen I receive [instructionspage v]\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (80) %\ngo to x: (0) y: (-300)\ngo to [front v] layer\nswitch costume to (platformer v)\nshow\nglide (1) secs to x: (0) y: (50)\nbroadcast (Bump v)\nwait (0.1) seconds\nbroadcast (ShowEpisode v)\n\nwhen I receive [bump v]\nif <(costume [number v]) = [1]> then\n set [bump v] to [5]\n repeat (11)\n change y by (Bump)\n change [bump v] by (-1)\n end\nend\n\nif <(costume [number v]) = [1]> then\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nelse\n set [bump v] to [7]\n repeat (5)\n change x by ((0) - (Bump))\n change [bump v] by (-1)\n end\nend\n\nwhen I receive [launchminecraftsign v]\nswitch costume to (minecraft v)\nwait (0.4) seconds\ngo to x: (0) y: (300)\nset size to (80) %\ngo to [front v] layer\nshow\nglide (1) secs to x: (0) y: (50)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [gameover v]\nhide\n\nwhen I receive [nudgelogoleft v]\nchange x by (-15)\n\nhide\ndelete this clone\n\n@Episode 2\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [showepisode v]\nhide\nwait (0.6) seconds\nset size to (200) %\nclear graphic effects\ngo to [front v] layer\ngo to x: (600) y: (00)\nshow\nglide (0.5) secs to x: (260) y: (0)\nbroadcast (NudgeLogoLeft v)\nglide (0.4) secs to x: (280) y: (0)\nglide (0.3) secs to x: (240) y: (0)\nbroadcast (NudgeLogoLeft v)\nglide (0.2) secs to x: (260) y: (0)\nglide (0.2) secs to x: (220) y: (0)\nbroadcast (NudgeLogoLeft v)\nwait (0.3) seconds\nbroadcast (MoveLogoForInstructions v)\n\nwhen I receive [movelogoforinstructions v]\nrepeat (33)\n change y by (3)\nend\n\nwhen I receive [fadeoutinstructions v]\nbroadcast (Start v)\nhide\n\nwhen I receive [gameover v]\nif <[1] = [1]> then\n delete this clone\nend\nwait (3) seconds\nset size to (170) %\nshow\nclear graphic effects\ngo to x: (-300) y: (130)\nswitch costume to (centre2 v)\nglide (0.9) secs to x: (182) y: (130)\n\nwhen I receive [showmodeoptions v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nwait (1.5) seconds\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: (-80)\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 (ShowModeOptions 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 (ShowModeOptions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@gAMEPLAYsELECTION\n\nwhen I receive [showmodeoptions v]\nhide\ngo to x: (0) y: (0)\nswitch costume to (normal v)\nset [clickable v] to [Yes]\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n start sound [249615__vincentm400__confirm v]\n repeat until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change size by (0.5)\n end\n repeat (7)\n change size by (-0.5)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(Clickable) = [Yes]> then\n reset timer\n set [clickable v] to [No]\n set [mode v] to [Normal]\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [level v] to [1]\n set [mode v] to [Hardcore]\n end\n if <(costume [number v]) = [3]> then\n set [level v] to [1]\n set [mode v] to [Trainer]\n end\n if <(costume [number v]) = [4]> then\n set [level v] to [2]\n set [mode v] to [Trainer]\n end\n if <(costume [number v]) = [5]> then\n set [level v] to [3]\n set [mode v] to [Trainer]\n end\n if <(costume [number v]) = [6]> then\n set [level v] to [4]\n set [mode v] to [Trainer]\n end\n stop [other scripts in sprite v]\n broadcast (Start v)\n delete this clone\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [hardcore death v]\nset [clickable v] to [No]\nswitch costume to (hardcore v)\ngo to x: (-170) y: (-80)\nset size to (1) %\nshow\nrepeat (30)\n go to [front v] layer\n change size by (5)\nend\n\nwhen I receive [showtraininglevelcomplete v]\nset [clickable v] to [No]\nwait (0.1) seconds\nset size to (300) %\nchange [level v] by (0)\nif <(Level) = [1]> then\n switch costume to (earth v)\n go to x: (525) y: (600)\nend\nif <(Level) = [2]> then\n switch costume to (ice v)\n go to x: (200) y: (600)\nend\nif <(Level) = [3]> then\n switch costume to (fire v)\n go to x: (-175) y: (600)\nend\nif <(Level) = [4]> then\n switch costume to (air v)\n go to x: (-525) y: (600)\nend\nshow\ngo to [front v] layer\nglide (1) secs to x: (x position) y: (350)\nbroadcast (ShowBestTimes v)\n\n@ShowLevel\n\nwhen I receive [start v]\nset y to (0)\nforever\n if <(Level) = [3]> then\n set x to ((([x position v] of [platforms v]) * (1.5)) - (1000))\n if <(x position) = ((([x position v] of [platforms v]) * (1.5)) - (1000))> then\n switch costume to (Level)\n show\n else\n hide\n end\n else\n set x to ((([x position v] of [platforms v]) * (1.5)) - (1111))\n if <(x position) = ((([x position v] of [platforms v]) * (1.5)) - (1111))> then\n switch costume to (Level)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [this script v]\n\nthink [Hmm...] for (2) seconds\n\n@Sprite1\n\nwhen I receive [hardcore death v]\nshow\nswitch costume to (hardcore v)\ngo to x: (0) y: (-120)\nset size to (1) %\nrepeat (20)\n go to [front v] layer\n change size by (5)\nend\n\nbroadcast (Training level complete v)\n\nwhen flag clicked\nhide\n\nwhen I receive [showtraininglevelcomplete v]\n\nshow\nswitch costume to (trainin v)\ngo to x: (0) y: (-120)\nset size to (1) %\nrepeat (20)\n go to [front v] layer\n change size by (5)\nend\n\ngo to [front v] layer\n\nif <[] = [50]> then\n\n@hifive\n\nwhen I receive [showthefont v]\nif <(Mode) = [Trainer]> then\n stop [this script v]\nend\nwait (10) seconds\ngo to [front v] layer\nswitch costume to (hifive2 v)\nshow\ngo to x: (8) y: (300)\nglide (1) secs to x: (8) y: (-30)\nforever\n next costume\n wait (0) seconds\nend\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nbroadcast (gameover v)\n\n@Final talking\n\nwhen I receive [showthefont v]\nif <(Mode) = [Trainer]> then\n stop [this script v]\nend\nwait (13) seconds\nshow\nset x to (-30)\nset y to (10)\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nsay (join [You beat ] (join (Mode) [ mode!])) for (4) seconds\nwait (3) seconds\nsay [High 5 time!] for (4) seconds\nwait (2) seconds\nsay (join (username) [ is the GREATEST!]) for (2) seconds\nforever\n wait (2) seconds\n say [How about a love, fav and FOLLOW?] for (5) seconds\n wait (2) seconds\n say (join (username) [ THRASHED episode 3!]) for (4) seconds\n wait (2) seconds\n say (join [Please be awesome ] (join (username) [ and follow me!])) for (4) seconds\n wait (2) seconds\n say [Still there?] for (2) seconds\n wait (2) seconds\n say [Ok...] for (2) seconds\n wait (2) seconds\n say [Free jokes coming up!] for (4) seconds\n wait (2) seconds\n set x to (-30)\n say [Where do you search for lost spiders?] for (10) seconds\n wait (0.5) seconds\n set x to (30)\n say [Websites] for (5) seconds\n wait (2) seconds\n set x to (-30)\n say [Why was the computer annoyed?] for (10) seconds\n wait (0.5) seconds\n set x to (30)\n say [It had a chip on its shoulder!] for (5) seconds\n wait (2) seconds\n set x to (-30)\n say [What do tiny robots eat?] for (10) seconds\n wait (0.5) seconds\n set x to (30)\n say [Microchips!] for (5) seconds\n wait (2) seconds\n set x to (-30)\n say [Why did the computer cross the road?] for (10) seconds\n wait (0.5) seconds\n set x to (30)\n say [To get a byte to eat!] for (5) seconds\n wait (2) seconds\n set x to (-30)\n say [What did Steve say to his girlfriend?] for (10) seconds\n set x to (30)\n wait (0.5) seconds\n say [I dig you!] for (5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (10) y: (0)\n\nwait (13) seconds\n\ngo to [front v] layer\n\n@minecraft font\n\nwhen I start as a clone\nset [digitx v] to (x position)\nset [digity v] to (y position)\nif <(y position) > [160]> then\n show\n go to [front v] layer\n show\n go to [front v] layer\n glide (0.5) secs to x: (x position) y: (LineHeight)\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: ((LineHeight) + (50))\n show\n go to [front v] layer\n glide (0.25) secs to x: (x position) y: (LineHeight)\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: ((LineHeight) + (20))\n show\n go to [front v] layer\n glide (0.1) secs to x: (x position) y: (LineHeight)\n set [digitclonenumber v] to [0]\n wait (1) seconds\n repeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-1)\n change y by (1)\n change [digitclonenumber v] by (1)\n end\n hide\nend\nwait (2) seconds\nbroadcast (3DTextRipple v)\nforever\n change [color v] effect by (1)\nend\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\n\ndefine CapitalsCheck\nset [costumetoswitchto v] to (letter (WhichLetterToSwitchTo?) of (TextToShow))\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [A]> then\n set [costumetoswitchto v] to [a]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [R]> then\n set [costumetoswitchto v] to [r]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [S]> then\n set [costumetoswitchto v] to [s]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [U]> then\n set [costumetoswitchto v] to [u]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [V]> then\n set [costumetoswitchto v] to [v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [W]> then\n set [costumetoswitchto v] to [w]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [X]> then\n set [costumetoswitchto v] to [x]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Y]> then\n set [costumetoswitchto v] to [y]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Z]> then\n set [costumetoswitchto v] to [z]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [ ]> then\n set [costumetoswitchto v] to [space]\nend\n\ndefine ShowTextOnScreen\ngo to x: (0) y: (300)\nrepeat (length of (TextToShow))\n change x by ((size) * (-0.1))\nend\nif <not <((length of (TextToShow)) / (2)) = (round (length of (TextToShow)))>> then\n change x by ((size) * (0.1))\nend\nset [whichlettertoswitchto? v] to [1]\nstart sound [FunWin v]\nrepeat (length of (TextToShow))\n switch costume to ( v)\n CapitalsCheck\n switch costume to (CostumeToSwitchTo)\n if <not <(CostumeToSwitchTo) = [space]>> then\n create clone of (_myself_ v)\n end\n change x by ((size) * (0.2))\n wait (0.05) seconds\n change [whichlettertoswitchto? v] by (1)\nend\nset [secondline? v] to [Yes]\ngo to x: (0) y: (300)\n\nwhen I receive [showbesttimes v]\nset [timetakenonlevel v] to (round (timer))\nset [timertexttosay v] to (join (TimeTakenOnLevel) [ seconds])\nif <(Level) = [1]> then\n if <(TimeTakenOnLevel) < (☁ L1Time)> then\n wait (1) seconds\n set [☁ l1time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L1Time)\nend\nif <(Level) = [2]> then\n if <(TimeTakenOnLevel) < (☁ L2Time)> then\n wait (1) seconds\n set [☁ l2time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L2Time)\nend\nif <(Level) = [3]> then\n if <(TimeTakenOnLevel) < (☁ L3Time)> then\n wait (1) seconds\n set [☁ l3time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L3Time)\nend\nif <(Level) = [4]> then\n if <(TimeTakenOnLevel) < (☁ L4Time)> then\n wait (1) seconds\n set [☁ l4time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L4Time)\nend\nbroadcast (ShowTheFont v)\n\nwhen I receive [showthefont v]\nhide\nclear graphic effects\nset [color v] effect to (-100)\ngo to [front v] layer\nset size to (130) %\nset [lineheight v] to [130]\nset [texttoshow v] to (join [WR ] (join (WR) [ seconds]))\nShowTextOnScreen\nset size to (120) %\nset [lineheight v] to [-120]\nset [texttoshow v] to (username)\nShowTextOnScreen\nset size to (140) %\nset [lineheight v] to [-160]\nset [texttoshow v] to (TimerTextToSay)\nShowTextOnScreen\n\nset [wr v] to (☁ L1Time)\n\nset [wr v] to (☁ L3Time)\n\nwhen I receive [launchminecraftvictory v]\nif <(Mode) = [Hardcore]> then\n if <(TimeSoFar) < (☁ HardcoreTime)> then\n wait (1) seconds\n set [☁ hardcoretime v] to (TimeSoFar)\n wait (1) seconds\n end\n set [wr v] to (☁ HardcoreTime)\n set [timertexttosay v] to (join (TimeSoFar) [ seconds])\nend\nif <(Mode) = [Normal]> then\n if <(TimeSoFar) < (☁ NormalTime)> then\n wait (1) seconds\n set [☁ normaltime v] to (TimeSoFar)\n wait (1) seconds\n end\n set [wr v] to (☁ NormalTime)\n set [timertexttosay v] to (join (TimeSoFar) [ seconds])\nend\nbroadcast (ShowTheFont v)\n\nset [☁ l1time v] to [60]\n\nset [☁ l2time v] to [60]\n\nset [☁ l3time v] to [60]\n\nset [☁ l4time v] to [60]\n\nset [☁ normaltime v] to [260]\n\nset [☁ hardcoretime v] to [260]\n\nwhen flag clicked\nhide\n\npoint towards (textcentredot v)\nmove (2) steps\n\nchange [digitclonenumber v] by (1)\n\ngo to x: (DigitX) y: (DigitY)\npoint towards (textcentredot v)\nmove (DigitCloneNumber) steps\nchange [color v] effect by (1)\n\nchange y by (10)\n\nset y to (DigitY)\n\nwait (0.1) seconds\n\nset [☁ #bestscore v] to [0]\nset [☁ l1time v] to [60]\nset [☁ l2time v] to [60]\nset [☁ l3time v] to [60]\nset [☁ l4time v] to [60]\nset [☁ normaltime v] to [300]\nset [☁ hardcoretime v] to [240]\n\n@Font\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nbroadcast (Walk v)\nbroadcast (PositionControlCharacter v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nshow\nset [ghost v] effect to (99)\ngo to x: (-19) y: (-126)\nforever\n set y to ([y position v] of [cloudscore v])\nend\n\nwhen I receive [positioncontrolcharacter v]\ngo to x: (-19) y: (-109)\nswitch costume to (normal v)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen flag clicked\nhide\ngo to x: (-210) y: (50)\nset [ghost v] effect to (99)\nset [maxyjump v] to [6]\nset [maxxvelocity v] to [4]\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nif <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [N]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <([costume name v] of [joystick v]) = [Action]>>>> then\n if <<(y position) < [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (x position) y: (100)\n set [yvelocity v] to [0]\n end\nend\nif <<touching (ladders v)?> and <<([costume name v] of [joystick v]) = [Action]> or <<key (s v) pressed?> or <key (down arrow v) pressed?>>>> then\n if <<(y position) > [45]> and <(Level) = [1]>> then\n glide (1) secs to x: (x position) y: (3)\n set [yvelocity v] to [0]\n end\nend\n\n@modeonly\n\nwhen I receive [launchminecraftvictory v]\ngo to x: (0) y: (0)\nif <(Mode) = [Hardcore]> then\n switch costume to (hard v)\n go to [front v] layer\n show\nend\nif <(Mode) = [Normal]> then\n switch costume to (norm v)\n go to [front v] layer\n show\nend\n\nwhen flag clicked\nhide\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 broadcast (Jump v)\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (1.2)\n if <(XVelocity) > (MaxXVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\n end\n broadcast (HeroPointLeft v)\n broadcast (Jump v)\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 (1.2)\n if <(XVelocity) > (MaxXVelocity)> then\n set [xvelocity v] to (MaxXVelocity)\n end\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n change [xvelocity v] by (-1.2)\n if <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\n end\n broadcast (HeroPointRight v)\n broadcast (Jump v)\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (-1.2)\n if <(XVelocity) < ((0) - (MaxXVelocity))> then\n set [xvelocity v] to ((0) - (MaxXVelocity))\n end\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\nif <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\nend\n\nif <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\nend\n\nif <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\nend\n\nif <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to (MaxYJump)\nend\n\nbroadcast (HeroPointRight v)\nbroadcast (Jump v)\n\nswitch costume to (e v)\n\n
Minecraft Platformer 3 \n\n➊ Use ARROW keys, WASD keys or touchscreen.\n➋ SPACEBAR or ACTION to chop, hit or craft.\n\nTONS of new features and awesome new gameplay!\n__________________________________________\nMinecraft platformer 1 has a full in game tutorial:\nhttps://scratch.mit.edu/projects/332477974/\n__________________________________________\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 #2 #animation #atomicmagicnumber #episode #mobile #earth #air #fire #ice #water #scrolling #2019 #awesome #cool #ipad #android\n---------------------------------------------------------------\nPro tip - to thank you for reading this stuff:\n\nHUGE BONUS CHESTS for completing levels FAST!\nMAX of 5 CHEST per level for ULTRA FAST players!\nYes, it is possible to get all the chests... but it is hard - getting even one chest a level is a huge achievement.
Taco Wizard - A Platformer
@Stage\n\nwhen I receive [done v]\nwait (0.7) seconds\nnext backdrop\n\nwhen I receive [end animation v]\nswitch backdrop to (backdrop7 v)\nplay sound [\[Hardcore\] - NJB - Running in the 90s \(Hardcore Rave Edit\) \[Free Download\].mp3 v] until done\n\nwhen I receive [fanimation v]\nswitch backdrop to (backdrop23 v)\nplay sound [Local Forecast \(Elevator\) - Kevin MacLeod v] until done\n\nwhen I receive [endfanimation v]\nswitch backdrop to (backdrop24 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop24 v)\nforever\n change [sine v] by (1)\nend\n\nwhen I receive [before start v]\nswitch backdrop to (backdrop1 v)\nplay sound [\[Hardcore\] - NJB - Running in the 90s \(Hardcore Rave Edit\) \[Free Download\].mp3 v] until done\n\nwhen I receive [ebossfight v]\nstop all sounds\nwait (3) seconds\nstop all sounds\nforever\n play sound [\[Hardcore\] - NJB - Running in the 90s \(Hardcore Rave Edit\) \[Free Download\].mp3 v] until done\nend\n\nwhen I receive [sbossfight v]\nplay sound [TheFatRat - Nemesis \(DOTA 2 Music Pack\).mp3 v] until done\n\nwhen I receive [bdeath v]\nstop all sounds\nwait (1) seconds\nplay sound [TheFatRat - Nemesis \(DOTA 2 Music Pack\).mp3 v] until done\n\n@Taco wiz\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset rotation style [all around v]\nset [clone y v] to [20]\nset [clone x v] to (pick random (-5) to (5))\nrepeat (20)\n change y by (clone y)\n change x by (clone x)\n change [clone y v] by (-2)\n change [ghost v] effect by (5)\n turn right (8) degrees\nend\nbroadcast (death v)\ndelete this clone\n\nwhen I receive [done done v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-190) y: (-50)\nshow\n\nwhen I receive [animation v]\nhide\ngo to x: (-190) y: (-200)\n\nwhen I receive [end animation v]\nwait (2) seconds\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-190) y: (-50)\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [22]> then\n if <(x position) > [-50]> then\n stop [other scripts in sprite v]\n glide (1) secs to x: (0) y: (-123)\n repeat (50)\n change [ghost v] effect by (2)\n end\n stop all sounds\n hide\n broadcast (Fanimation v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [before start v]\nset [falling v] to [10]\nclear graphic effects\nshow\ngo to x: (-190) y: (-50)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\nset size to (40) %\nset rotation style [left-right v]\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (other hitbox v)\n else\n switch costume to (jank hitbox v)\n end\n change [y v] by (-1.2)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (1.5)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-1.5)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#c28500)?> then\n change y by (1)\n if <touching color (#c28500)?> then\n change y by (1)\n if <touching color (#c28500)?> then\n change y by (1)\n if <touching color (#c28500)?> then\n change y by (1)\n if <touching color (#c28500)?> then\n change y by (1)\n if <touching color (#c28500)?> then\n change y by (1)\n if <touching color (#c28500)?> then\n change y by (1)\n if <touching color (#c28500)?> then\n change y by (1)\n if <touching color (#c28500)?> then\n change y by (-8)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <(x position) > [250]> then\n hide\n go to x: (-190) y: (-50)\n broadcast (done v)\n start sound [Magic Spell v]\n wait (0.8) seconds\n end\n if <key (r v) pressed?> then\n go to x: (-190) y: (-50)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching color (#c28500)?> then\n change y by (() - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#c28500)?>> then\n set [y v] to [15]\n end\n change y by (2)\n if <touching color (#8200e6)?> then\n set [y v] to [25]\n end\n if <touching color (#da0000)?> then\n hide\n start sound [Crunch v]\n create clone of (_myself_ v)\n go to x: (-190) y: (-50)\n point in direction (90)\n switch costume to (costume1 v)\n wait (1.7) seconds\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@blackscreen\n\nwhen flag clicked\nclear graphic effects\nhide\nset size to (100) %\n\nwhen I receive [death v]\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [done v]\nclear graphic effects\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (500)\ncreate clone of (_myself_ v)\nset size to (99) %\ncreate clone of (_myself_ v)\nset size to (100) %\nrepeat (20)\n change y by (((0) - (y position)) / (3))\nend\n\nwhen I start as a clone\nif <(size) = [99]> then\n show\n switch costume to (costume3 v)\n go to [front v] layer\n go to x: (-250) y: (-100)\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n repeat (10)\n change x by (1)\n end\n repeat (4)\n change x by (((400) - (x position)) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(size) = [100]> then\n show\n switch costume to (costume2 v)\n go to [front v] layer\n go to x: (250) y: (100)\n repeat (10)\n change x by (((0) - (x position)) / (3))\n end\n repeat (10)\n change x by (-1)\n end\n repeat (4)\n change x by (((-400) - (x position)) / (3))\n end\n broadcast (done done v)\n delete this clone\nend\n\nwhen I receive [done done v]\nrepeat (4)\n change y by (((-500) - (y position)) / (3))\nend\nhide\n\nwhen I receive [animation v]\ngo to [back v] layer\nswitch costume to (costume4 v)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [end animation v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [bdeath v]\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [sbossfight v]\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (SSbossfight v)\n\nwhen I receive [bfightdone v]\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (EBossfight v)\n\n@taco\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [animation v]\nswitch costume to (costume1 v)\ngo to x: (250) y: (-50)\npoint in direction (90)\nwait (1) seconds\nset size to (300) %\nshow\nglide (1) secs to x: (50) y: (-50)\nset language to (en v)::tts\nset voice to (squeak v)::tts\nsay [TACO WIZARD?! Thank god you're here!]\nspeak [TACO WIZARD?! Thank god you're here!]::tts\nsay [Something crazy just happened.]\nspeak [Something crazy just happened.]::tts\nsay [Me and a LOT of other tacos were having a normal day, when some scary people came out of a truck with big nets!]\nspeak [Me and a LOT of other tacos were having a normal day, when some scary people came out of a truck with big nets.]::tts\nsay [They caught us, and I couldn't see what was happening because they put us somewhere dark. ]\nspeak [They caught us, and I couldn't see what was happening because they put us somewhere dark.]::tts\nswitch costume to (costume2 v)\nsay [We tried to resist, but they were too strong.]\nspeak [We tried to resist, but they were too strong.]::tts\nswitch costume to (costume1 v)\nsay [From there, I heard the scary people say, "Nice work, Cena John! You get a promotion!" and then rumbling, as if we were moving.]\nspeak [From there, I heard the scary people say, "Nice work, Cena John! You get a promotion!" and then rumbling, as if we were moving.]::tts\nbroadcast (next part v)\nglide (0.5) secs to x: (140) y: (-50)\nsay []\n\nwhen I receive [animation2 v]\nsay [Me and some other tacos were-]\nset language to (en v)::tts\nset voice to (squeak v)::tts\nspeak [Me and some other tacos were-]::tts\nsay []\nbroadcast (animation3 v)\n\nwhen I receive [animation4 v]\nset voice to (squeak v)::tts\nsay [I was going to tell you that until you...]\nspeak [I was going to tell you that until you]::tts\nswitch costume to (costume2 v)\nsay [rudely interrupted me.]\nspeak [rudely interrupted me.]::tts\nbroadcast (shake v)\nsay []\nplay sound [wrong number v] until done\nwait (1) seconds\nswitch costume to (costume1 v)\nsay [Anyway, after that, I don't remember much, but I think I managed to slip out somehow. ]\nspeak [Anyway, after that, I don't remember much, but I think I managed to slip out somehow. ]::tts\nsay []\nbroadcast (animation5 v)\n\nwhen I receive [shake v]\npoint in direction (90)\nrepeat (80)\n go to x: (pick random (140) to (100)) y: (pick random (-30) to (-70))\n point in direction (pick random (80) to (100))\nend\npoint in direction (90)\ngo to x: (120) y: (-50)\n\nwhen I receive [end animation v]\nsay [What? They say that?]\nspeak [What? They say that?]::tts\nglide (1) secs to x: (300) y: (-50)\nhide\n\nwhen I receive [before start v]\npoint in direction (90)\nswitch costume to (costume1 v)\nset size to (100) %\nhide\ngo to x: (142) y: (-116)\nforever\n if <(backdrop [number v]) = [6]> then\n show\n wait until <touching (taco wiz v)?>\n stop all sounds\n hide\n broadcast (animation v)\n stop [this script v]\n end\nend\n\n@next animation part\n\nwhen flag clicked\npoint in direction (90)\nhide\nset size to (140) %\n\nwhen I receive [next part v]\ngo to x: (-300) y: (-50)\nshow\nglide (1) secs to x: (-120) y: (-50)\nset language to (de v)::tts\nset voice to (giant v)::tts\nsay [What?!]\nspeak [What?!]::tts\nbroadcast (animation2 v)\nsay []\n\nwhen I receive [animation3 v]\nset voice to (giant v)::tts\nset language to (en v)::tts\nsay [That's not what I meant.]\nspeak [That's not what I meant.]::tts\nsay [I meant that it was surprising.]\nspeak [I meant that it was surprising.]::tts\nsay [But what happened after that? ]\nspeak [But what happened after that?]::tts\nsay []\nbroadcast (animation4 v)\n\nwhen I receive [shake v]\npoint in direction (90)\nrepeat (80)\n go to x: (pick random (-140) to (-100)) y: (pick random (-30) to (-70))\n point in direction (pick random (80) to (100))\nend\npoint in direction (90)\ngo to x: (-120) y: (-50)\n\nwhen I receive [shake v]\nwait (2) seconds\nsay [That's gonna leave a mark.]\nspeak [that's gonna leave a mark.]::tts\nsay []\n\nwhen I receive [animation5 v]\nsay [Well, as they say, "another taco saved, another taco saved."]\nspeak [well as they say, "another taco saved, another taco saved."]::tts\nsay []\nbroadcast (end animation v)\nglide (1) secs to x: (300) y: (-50)\nhide\n\n@achievement for lolz\n\nwhen I receive [end animation v]\nshow\ngo to x: (0) y: (200)\nglide (1) secs to x: (0) y: (130)\nstart sound [Collect v]\nwait (1) seconds\nglide (1) secs to x: (0) y: (180)\nhide\n\nwhen flag clicked\nhide\n\n@Fanimation\n\nwhen flag clicked\nhide\n\nwhen I receive [fanimation v]\nstop all sounds\nswitch costume to (costume1 v)\nshow\ngo to x: (-235) y: (0)\nwait (0.5) seconds\nglide (1) secs to x: (-96) y: (0)\nswitch costume to (costume2 v)\nstart sound [Bite v]\nwait (1) seconds\nswitch costume to (costume3 v)\nplay sound [Baa v] until done\nsay [Excuse me.]\nset voice to (alto v)::tts\nspeak [Excuse me.]::tts\nsay []\nstop all sounds\nswitch costume to (costume4 v)\nstart sound [Dun Dun Dunnn v]\nbroadcast (Fanimation2 v)\n\nwhen I receive [fanimation3 v]\nshow\nswitch costume to (costume5 v)\nset voice to (alto v)::tts\nsay [WAIT!!!]\nspeak [WAIT!!!!]::tts\nsay []\nwait (1) seconds\nswitch costume to (costume6 v)\nsay [Dang it.]\nspeak [dang it.]::tts\nsay []\nwait (1) seconds\nhide\nbroadcast (endFanimation v)\n\nwhen I receive [boss fight v]\nsay [STOP RIGHT THERE!!!]\nspeak [STOP RIGHT THERE!!!]::tts\nsay []\nswitch costume to (costume5 v)\nbroadcast (Sbossfight v)\nhide\n\nwhen I receive [ebossfight v]\nshow\n\n@More Fanimation\n\nwhen flag clicked\nhide\n\nwhen I receive [fanimation v]\nset size to (100) %\ngo to x: (175) y: (-55)\npoint in direction (90)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [fanimation2 v]\ngo to x: (175) y: (-55)\nstart sound [Door Creak v]\nwait (1) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nwait (2) seconds\nswitch costume to (costume1 v)\nwait (3) seconds\nset size to (100) %\nswitch costume to (costume2 v)\nwait (0.5) seconds\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nif <(size) = [100]> then\n show\n point in direction (90)\n set size to (40) %\n switch costume to (costume3 v)\n go to x: (175) y: (-130)\n wait (1) seconds\n go to [front v] layer\n wait (0.5) seconds\n set rotation style [left-right v]\n point in direction (-90)\n wait (1) seconds\n glide (1) secs to x: (0) y: (20)\n broadcast (boss fight v)\nend\n\nwhen I receive [endfanimation v]\nhide\n\nwhen I receive [ebossfight v]\nset size to (39) %\ncreate clone of (_myself_ v)\ngo to x: (0) y: (20)\nswitch costume to (costume3 v)\nset size to (40) %\nshow\nset voice to (giant v)::tts\nsay [Well I'll be off!]\nspeak [Well I'll be off!]::tts\nsay []\nbroadcast (Fanimation3 v)\npoint in direction (90)\nstart sound [Ricochet v]\nglide (0.1) secs to x: (175) y: (-130)\nswitch costume to (costume3 v)\nhide\n\nwhen I receive [sbossfight v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(size) = [39]> then\n go to [front v] layer\n set size to (99) %\n switch costume to (costume1 v)\n go to x: (175) y: (-55)\n show\n wait (1.5) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n wait (3.5) seconds\n delete this clone\nend\n\n@more more fanimation\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [fanimation v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [ebossfight v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [sbossfight v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [fanimation3 v]\ngo to x: (0) y: (0)\nhide\n\n@Boss fight\n\nwhen flag clicked\nhide variable [boss hp v]\nhide variable [your hp v]\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [ssbossfight v]\nset [boss hp v] to [1500]\nset [your hp v] to [100]\nshow variable [your hp v]\nshow variable [boss hp v]\nswitch costume to (costume2 v)\ngo to x: (-180) y: (0)\nshow\ngo to [front v] layer\nforever\n if <(Boss HP) < [1]> then\n stop [other scripts in sprite v]\n broadcast (Bfightdone v)\n wait (0.7) seconds\n hide\n stop [this script v]\n end\n change y by ((([y position v] of [bossfightguy v]) - (y position)) / (10))\nend\n\nwhen I receive [ssbossfight v]\nwait (1) seconds\nforever\n wait (0.5) seconds\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (costume2 v)\nend\n\nwhen I start as a clone\nchange y by (10)\nshow\ngo to (boss fight v)\nswitch costume to (costume3 v)\nrepeat until <<touching (_edge_ v)?> or <touching color (#ffbf00)?>>\n change x by (20)\nend\nif <touching color (#ffbf00)?> then\n change [your hp v] by (-10)\nend\ndelete this clone\n\nwhen I receive [bdeath v]\nhide\nstop [other scripts in sprite v]\nwait (0.7) seconds\ngo to x: (-180) y: (0)\nshow\nbroadcast (ugen v)\n\nwhen I receive [ugen v]\nwait (1) seconds\nforever\n wait (0.5) seconds\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (costume2 v)\nend\n\nwhen I receive [ugen v]\nforever\n change y by ((([y position v] of [bossfightguy v]) - (y position)) / (10))\n if <(Boss HP) < [1]> then\n stop [other scripts in sprite v]\n broadcast (Bfightdone v)\n wait (0.7) seconds\n hide\n stop [this script v]\n end\nend\n\n@Bossfightguy\n\nwhen flag clicked\nhide\n\nwhen I receive [ssbossfight v]\nshow\nswitch costume to (costume1 v)\nset [yy v] to [0]\nset size to (60) %\ngo to x: (180) y: (0)\nforever\n if on edge, bounce\n point in direction (90)\n if <key (up arrow v) pressed?> then\n change [yy v] by (1.5)\n end\n if <key (down arrow v) pressed?> then\n change [yy v] by (-1.5)\n end\n change y by (yy)\n set [yy v] to ((yy) * (0.9))\n if <(Your HP) < [1]> then\n hide\n broadcast (Bdeath v)\n hide variable [boss hp v]\n hide variable [your hp v]\n wait (1) seconds\n show variable [boss hp v]\n show variable [your hp v]\n show\n set [your hp v] to [100]\n set [boss hp v] to [1500]\n end\nend\n\nwhen I start as a clone\nstart sound [Pew v]\ngo to (bossfightguy v)\nswitch costume to (costume2 v)\nset size to (40) %\nrepeat until <<touching (_edge_ v)?> or <touching (boss fight v)?>>\n change x by (-30)\nend\nif <touching (boss fight v)?> then\n change [boss hp v] by (-10)\nend\ndelete this clone\n\nwhen I receive [ssbossfight v]\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait () seconds\n end\nend\n\nwhen I receive [bfightdone v]\nstop [other scripts in sprite v]\nhide variable [boss hp v]\nhide variable [your hp v]\nwait (0.7) seconds\nhide\ndelete this clone\n\n@Shade\n\nwhen flag clicked\nhide\n\nwhen I receive [endfanimation v]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (99) %\ncreate clone of (_myself_ v)\nforever\n set size to (100) %\n switch costume to (costume1 v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (80)\nend\n\nwhen I start as a clone\nset [sine v] to [0]\nshow\nif <(size) = [99]> then\n switch costume to (costume2 v)\n forever\n go to x: (0) y: (20)\n show\n set size to (100) %\n point in direction ((90) + (([sin v] of ((sine) * (3)) ) * (3)))\n end\nend\nif <(size) = [100]> then\n switch costume to (costume3 v)\n forever\n go to x: (0) y: (-100)\n show\n set size to (100) %\n point in direction ((90) + (([sin v] of ((sine) * (5)) ) * (3)))\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Intro\n\nwhen I start as a clone\nif <(introCloneID) = [2]> then\n go to x: (0) y: (10)\n switch costume to (name v)\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n wait (0.5) seconds\n repeat (10)\n wait (0) seconds\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstop all sounds\nstart sound [Skip v]\nhide\nbroadcast (before start v)\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (-240) y: (0)\npoint in direction (-150)\nswitch costume to (icon v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nset size to (30) %\nshow\nstart sound [IntroMusic v]\nset [introvel v] to [30]\nrepeat (15)\n change x by (introVel)\n turn right (introVel) degrees\n change [ghost v] effect by ((introVel) * (-0.5))\n change size by ((introVel) / (6))\n change [introvel v] by (-2)\nend\nset [introcloneid v] to [1]\ncreate clone of (_myself_ v)\nset [introcloneid v] to [2]\ncreate clone of (_myself_ v)\nset [introbounce v] to [0]\nrepeat (15)\n set [introbounce v] to (((introBounce) * (0.7)) + ((80) - (size)))\n change size by (introBounce)\nend\nset size to (80) %\nwait (0.2) seconds\nset [introsine v] to [0]\nrepeat (15)\n point in direction ((90) + (([tan v] of ((introSine) * (8)) ) * (10)))\nend\nset [introsizevel v] to [18]\nrepeat (9)\n change [introsizevel v] by (-2)\n change size by (introSizeVel)\n turn left ((introSizeVel) * (4)) degrees\nend\nrepeat until <(x position) < [0]>\n set x to (([tan v] of ((introSine) * (8)) ) * (20))\n turn right (([tan v] of ((introSine) * (8)) ) * (20)) degrees\nend\nrepeat until <(x position) > [0]>\n set x to (([tan v] of ((introSine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\nend\nrepeat (9)\n change [introsizevel v] by (-2)\n change size by ((introSizeVel) * (0.8))\n turn left ((introSizeVel) * (4)) degrees\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nwait (0.5) seconds\nset [introcloneid v] to [3]\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nhide\nwait (0.9) seconds\nbroadcast (before start v)\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(introCloneID) = [3]> then\n set [introclonesizevel v] to [30]\n go to x: (0) y: (0)\n set size to (30) %\n go to [front v] layer\n show\n repeat (30)\n switch costume to (sizebypass v)\n change size by (introCloneSizeVel)\n switch costume to (disappeareffect v)\n change [introclonesizevel v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(introCloneID) = [1]> then\n set size to (100) %\n go to [front v] layer\n switch costume to (poof-1 v)\n repeat (9)\n wait (0.05) seconds\n next costume\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n change [introsine v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n delete this clone\n end\nend\n\n
[Arrow Keys] or [WASD] - Move\n[Up/Down Arrow Keys] - Control your guy at the boss fight. \n[Space] - Shoot at the boss fight
Sonic Platformer! Prerelease 1
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start game v]\nswitch backdrop to (2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen backdrop switches to [20 v]\nbroadcast (end v)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\nwait (2) seconds\nrepeat until <key (space v) pressed?>\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.5) seconds\nend\n\nwhen I receive [end v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nstop [other scripts in sprite v]\nshow\nswitch costume to (costume1 v)\nstart sound [Gong v]\nrepeat (66)\n change [ghost v] effect by (-1.5)\nend\nstop [all v]\n\nwhen [space v] key pressed\nset [ghost v] effect to (0)\nshow\n\nwhen [c v] key pressed\nset [ghost v] effect to (100)\nhide\n\nwhen [space v] key pressed\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nstart sound [E trumpet v]\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nbroadcast (start game v)\n\nswitch costume to (costume1 v)\nshow\n\n@Sonic sprites\n\nwhen I receive [start game v]\nshow\nforever\n if <<key (left arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n set [idle v] to [0]\n wait (0.01) seconds\n switch costume to (start run left 3 v)\n wait (0.01) seconds\n switch costume to (start run left 4 v)\n wait (0.01) seconds\n switch costume to (start run left 5 v)\n wait (0.01) seconds\n switch costume to (start run left 6 v)\n end\n if <<key (right arrow v) pressed?> and <not <key (up arrow v) pressed?>>> then\n set [idle v] to [0]\n wait (0.01) seconds\n switch costume to (start run right 3 v)\n wait (0.01) seconds\n switch costume to (start run right 4 v)\n wait (0.01) seconds\n switch costume to (start run right 5 v)\n wait (0.01) seconds\n switch costume to (start run right 6 v)\n end\n if <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n set [idle v] to [0]\n switch costume to (sonic jump left v)\n end\n if <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n set [idle v] to [0]\n switch costume to (sonic jump right v)\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> and <<(costume [name v]) = [start run right 5]> or <<(costume [name v]) = [start run right 6]> or <(costume [name v]) = [facing right]>>>> then\n switch costume to (facing right v)\n change [idle v] by (1)\n if <<[40] < (idle)> and <(costume [name v]) = [facing right]>> then\n repeat until <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>\n change [idle v] by (1)\n switch costume to (idle 1 right v)\n wait (0.07) seconds\n change [idle v] by (1)\n switch costume to (idle 2 right v)\n wait (0.07) seconds\n change [idle v] by (1)\n switch costume to (idle 3 right v)\n wait (0.07) seconds\n change [idle v] by (1)\n switch costume to (idle right 4 v)\n wait (0.07) seconds\n end\n end\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> and <<(costume [name v]) = [start run left 5]> or <<(costume [name v]) = [start run left 6]> or <(costume [name v]) = [facing left]>>>> then\n switch costume to (facing left v)\n change [idle v] by (1)\n if <<[40] < (idle)> and <(costume [name v]) = [facing left]>> then\n repeat until <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>\n switch costume to (idle 1 left v)\n wait (0.07) seconds\n switch costume to (idle 2 left v)\n wait (0.07) seconds\n switch costume to (idle 3 left v)\n wait (0.07) seconds\n switch costume to (idle left 4 v)\n wait (0.07) seconds\n end\n end\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> and <<(costume [name v]) = [start roll right 3]> or <(costume [name v]) = [start roll right 4]>>> then\n switch costume to (facing right v)\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> and <<(costume [name v]) = [start roll left 3]> or <(costume [name v]) = [start roll left 4]>>> then\n switch costume to (facing left v)\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> and <(costume [name v]) = [sonic jump right]>> then\n switch costume to (facing right v)\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>>> and <(costume [name v]) = [sonic jump left]>> then\n switch costume to (facing left v)\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (down arrow v) pressed?>>>> and <(costume [name v]) = [crouch right 2]>> then\n switch costume to (facing right v)\n end\n if <<not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (down arrow v) pressed?>>>> and <(costume [name v]) = [crouch left 2]>> then\n switch costume to (facing left v)\n end\nend\n\nwhen I receive [start game v]\nshow\ngo to x: (-200) y: (-20)\nswitch costume to (facing right v)\nset size to (150) %\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n change [yv v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-2)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (2)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (1)\n if <touching color (#7f7f7f)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [idle v] to [0]\n set [yv v] to [12.5]\n if <(XV) > [0]> then\n set [xv v] to [-12.5]\n else\n set [xv v] to [12.5]\n end\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching color (#7f7f7f)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#7f7f7f)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n change [level v] by (1)\n set size to (150) %\n broadcast (next level v)\n go to x: (-200) y: (-20)\n if <(level) = [6]> then\n go to x: (-200) y: (50)\n end\n end\n if <touching color (#ff0000)?> then\n switch costume to (death 1 v)\n wait (0.5) seconds\n switch costume to (death 2 v)\n wait (1) seconds\n go to x: (-200) y: (-20)\n switch costume to (facing right v)\n end\n if <touching color (#f346ff)?> then\n set [yv v] to [11]\n end\n if <touching color (#00ff55)?> then\n set size to (75) %\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nforever\n if <<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> then\n wait (0.05) seconds\n switch costume to (start roll right v)\n wait (0.05) seconds\n switch costume to (start roll right 2 v)\n wait (0.05) seconds\n switch costume to (start roll right 3 v)\n wait (0.05) seconds\n switch costume to (start roll right 4 v)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> then\n set [idle v] to [0]\n wait (0.05) seconds\n switch costume to (start roll left v)\n wait (0.05) seconds\n switch costume to (start roll left 2 v)\n wait (0.05) seconds\n switch costume to (start roll left 3 v)\n wait (0.05) seconds\n switch costume to (start roll left 4 v)\n wait (0.05) seconds\n end\nend\n\nwhen backdrop switches to [mario v]\nhide\n\nwhen I receive [start game v]\nplay sound [02 Green Hill Zone v] until done\n\nwhen I receive [end v]\nhide\nstop all sounds\n\nwhen I receive [start game v]\nset [idle v] to [0]\nforever\n if <<key (down arrow v) pressed?> and <(costume [name v]) = [facing right]>> then\n set [idle v] to [0]\n wait (0.08) seconds\n switch costume to (crouch right v)\n wait (0.08) seconds\n set y to (-53)\n switch costume to (crouch right 2 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<key (down arrow v) pressed?> and <(costume [name v]) = [facing left]>> then\n wait (0.08) seconds\n switch costume to (crouch left v)\n wait (0.08) seconds\n set y to (-53)\n switch costume to (crouch left 2 v)\n end\nend\n\nwhen I receive [end v]\nforever\n if <touching (sprite3 v)?> then\n hide\n end\nend\n\nwhen I receive [end v]\nforever\n if <[backdrop] = [20]> then\n hide\n end\nend\n\nswitch costume to (facing right v)\n\nwhen flag clicked\nhide variable [idle v]\n\nwhen I receive [start game v]\nhide variable [idle v]\n\n@unnamed\n\nwhen I receive [start game v]\ngo to [back v] layer\nhide\nforever\n if <<key (m v) pressed?> and <<key (a v) pressed?> and <<key (r v) pressed?> and <<key (i v) pressed?> and <key (o v) pressed?>>>>> then\n go to x: (-7) y: (27)\n set size to (80) %\n show\n go to [front v] layer\n go to [front v] layer\n switch backdrop to (mario v)\n say [Bzzzzt...] for (2) seconds\n wait (1) seconds\n say [Bzzzzt...] for (2) seconds\n wait (1) seconds\n say [SONIC SHALL DIE!] for (2) seconds\n wait (1) seconds\n repeat (20)\n change [pixelate v] effect by (5)\n change [ghost v] effect by (5)\n end\n wait (1) seconds\n hide\n go to [back v] layer\n go to [back v] layer\n switch backdrop to (tbc v)\n stop [all v]\n end\nend\n\nwhen backdrop switches to [mario v]\nstop all sounds\nplay sound [53 The Evil King Bowser v] until done\n\n@Sprite1\n\nwhen I receive [start game v]\n\nshow\nstop [all v]\n\n
Update from the Cathy390 of July 30th, 2020:\nI will no longer be updating this, I have many other things to do, such as animations, and I don't really enjoy working on games as much as I like working on animations. So...please don't tell me to update. :)\n\nArrow Keys to Move.\n\nThis is my second platformer! I used some of the code that @jacko1234567 used to make his famous platformer Pentagon to make this. Enjoy! \n\nUpdate: OMGOMGOMGOMG 2nd on trending search for "Sonic"!!!!!!!!!! OMG 912 VIEWS!!! We're almost at 1000! \n\nChangelog here: https://scratch.mit.edu/discuss/topic/398092/?page=1#post-3950250
Reverse- A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [thefatrat-xenogenesis-256kbps-cbr-SDSQAgWYr v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (209) y: (-57)\nswitch costume to (costume1 v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n change [x v] by (1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\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 ((x) * (-1))\n change y by (-5)\n if <<key (down arrow v) pressed?> or <key (s 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 end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (15)\n end\n end\n change y by (1)\n if <(x position) < [-230]> then\n change [l v] by (1)\n switch costume to (costume1 v)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (209) y: (-57)\n end\n if <touching ("lava" v)?> then\n broadcast (killed v)\n repeat (25)\n change [ghost v] effect by (4)\n end\n wait (.5) seconds\n go to x: (209) y: (-57)\n clear graphic effects\n switch costume to (costume1 v)\n end\n if <touching (trampoline v)?> then\n set [y v] to [21]\n end\nend\n\nwhen I receive [retry v]\ngo to x: (209) y: (-57)\n\nwhen I receive [skip v]\ngo to x: (209) y: (-57)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [l v] to [1]\nforever\n switch costume to (l)\n if <(costume [number v]) = [1]> then\n broadcast (t v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (l2 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (l3 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (14 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (l5 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (b v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (b7 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (l8 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (l9 v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (end v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (l10 v)\n end\nend\n\nwhen I receive [skip v]\nchange [l v] by (1)\n\n@"Lava"\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [l2 v]\nswitch costume to (l2 v)\nshow\n\nwhen I receive [l3 v]\nswitch costume to (l3 v)\n\nwhen I receive [14 v]\nswitch costume to (l4 v)\n\nwhen I receive [l5 v]\nswitch costume to (l5 v)\n\nwhen I receive [b v]\nhide\n\nwhen I receive [b7 v]\nswitch costume to (l7 v)\nshow\n\nwhen I receive [l8 v]\nswitch costume to (l8 v)\n\nwhen I receive [l9 v]\nswitch costume to (l9 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [l10 v]\nswitch costume to (l10 v)\n\n@Killed\n\nwhen flag clicked\ngo to x: (-1) y: (346)\nhide\n\nwhen I receive [killed v]\nshow\nrepeat until <(y position) < [-355]>\n change y by (-15)\nend\nhide\ngo to x: (-1) y: (346)\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [b v]\nswitch costume to (l6 t v)\nshow\n\nwhen I receive [b7 v]\nswitch costume to (l7 t v)\n\nwhen I receive [l8 v]\nswitch costume to (l8 t v)\n\nwhen I receive [l9 v]\nhide\n\n@Text\n\nwhen I receive [t v]\nswitch costume to (t1 v)\nshow\n\nwhen I receive [l2 v]\nswitch costume to (t2 v)\n\nwhen I receive [l3 v]\nswitch costume to (t3 v)\n\nwhen I receive [14 v]\nhide\n\nwhen I receive [b v]\nswitch costume to (t6 v)\nshow\n\nwhen I receive [b7 v]\nhide\n\nwhen I receive [l9 v]\nshow\nswitch costume to (t9 v)\n\nwhen I receive [l10 v]\nswitch costume to (t10 v)\n\nwhen I receive [end v]\nswitch costume to (end v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Skip\n\nwhen I receive [end v]\nhide\n\nwhen this sprite clicked\nbroadcast (retry v)\n\nwhen flag clicked\ngo to x: (-192) y: (-155)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Retry\n\nwhen I receive [end v]\nhide\n\nwhen this sprite clicked\nbroadcast (skip v)\n\nwhen flag clicked\ngo to x: (-115) y: (-155)\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Trick\n\nwhen flag clicked\nhide\n\nwhen I receive [l10 v]\ngo to x: (0) y: (7)\nshow\n\nwhen I receive [end v]\nhide\n\n
>>>>>>>>>>>>Reverse- A Platformer<<<<<<<<<<\nRemember to double click the green flag before you play! The sequel is out! https://scratch.mit.edu/projects/381771650/\n\nAll you have to do is pass 10 levels. They're all 100% passable! Rest of the instructions are in the game. Have fun! (And don't rage, there's a skip button right there to save your life.)
White Cube || A Cloud Platformer
@Stage\n\nwhen I receive [fade v]\nwait (0.35) seconds\nrepeat (100)\n change volume by (-1)\nend\nwait (1) seconds\nset volume to (100) %\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (backdrop2 v)\nset volume to (100) %\n\nplay sound [Zaza - Be Together.mp4 v] until done\nswitch backdrop to (backdrop1 v)\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (45))\nset [cloud side v] to (pick random (1) to (2))\nif <(Cloud side) = [1]> then\n go to x: (246) y: (pick random (131) to (0))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (131) to (0))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n wait (pick random (2.5) to (5)) seconds\n create clone of (_myself_ v)\nend\n\n@Levels\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nforever\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nwait until <(Level) = [15]>\nbroadcast (end v)\nhide\n\n@die\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nhide\n\nwhen I receive [die v]\nshow\nrepeat (4)\n change [ghost v] effect by (15)\nend\nhide\nbroadcast (Done dying v)\nset [ghost v] effect to (0)\n\nwhen I receive [die v]\nset volume to (200) %\nset volume to (100) %\n\n@Music\n\nwhen I receive [start v]\ngo to x: (-169) y: (-154)\nstop all sounds\nshow\nset [ghost v] effect to (100)\nswitch backdrop to (backdrop1 v)\nforever\n set volume to (100) %\n set [song randomizer v] to (pick random (1) to (5))\n if <(Song Randomizer) = [1]> then\n switch costume to (1 v)\n repeat (100)\n change [ghost v] effect by (-1)\n end\n broadcast (Mewsik v)\n wait () seconds\n repeat (100)\n change [ghost v] effect by (1)\n play sound [Vexento - Digital Kiss.mp3 v] until done\n end\n else\n if <(Song Randomizer) = [2]> then\n switch costume to (2 v)\n repeat (100)\n change [ghost v] effect by (-1)\n end\n broadcast (Mewsik v)\n wait () seconds\n repeat (109)\n change [ghost v] effect by (1)\n end\n play sound [Vexento - Oh Look Aliens!.mp3 v] until done\n else\n if <(Song Randomizer) = [3]> then\n switch costume to (3 v)\n repeat (100)\n change [ghost v] effect by (-1)\n end\n broadcast (Mewsik v)\n wait () seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\n play sound [the piano moosic v] until done\n else\n if <(Song Randomizer) = [4]> then\n switch costume to (4 v)\n repeat (100)\n change [ghost v] effect by (-1)\n end\n broadcast (Mewsik v)\n wait () seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\n play sound [Vexento-Devotion v] until done\n else\n if <(Song Randomizer) = [5]> then\n switch costume to (5 v)\n repeat (100)\n change [ghost v] effect by (-1)\n end\n broadcast (Mewsik v)\n wait () seconds\n repeat (100)\n change [ghost v] effect by (1)\n end\n play sound [Time Lapse v] until done\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Start v)\nforever\n hide\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\ncreate clone of (_myself_ v)\n\nbroadcast (die v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <<<< (letter (1) of (☁ Player 1)) contains [1]?> and < (letter (1) of (☁ Player 2)) contains [1]?>> and < (letter (1) of (☁ Player 3)) contains [1]?>> and << (letter (1) of (☁ Player 4)) contains [1]?> and < (letter (1) of (☁ Player 5)) contains [1]?>>> then\n show\n end\n hide\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if < (letter (1) of (☁ Player 2)) contains [0]?> then\n hide\n else\n if <(join (letter (6) of (☁ Player 2)) (letter (7) of (☁ Player 2))) = (Level)> then\n show\n else\n hide\n end\n end\nend\n\nshow\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n wait (.1) seconds\n go to x: (2x) y: (2y)\nend\n\nwhen flag clicked\nforever\n if <(letter (join (letter (6) of (☁ Player 2)) (letter (7) of (☁ Player 2))) of [apple]) = [16]> then\n hide\n end\nend\n\n@End\n\nwhen I receive [end v]\ngo to x: (0) y: (0)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\n@Thumbnail\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if < (letter (1) of (☁ Player 3)) contains [0]?> then\n hide\n else\n if <(join (letter (6) of (☁ Player 3)) (letter (7) of (☁ Player 3))) = (Level)> then\n show\n else\n hide\n end\n end\nend\n\nshow\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n wait (.1) seconds\n go to x: (3x) y: (3y)\nend\n\nwhen flag clicked\nforever\n if <(letter (join (letter (6) of (☁ Player 3)) (letter (7) of (☁ Player 3))) of [apple]) = [16]> then\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if < (letter (1) of (☁ Player 4)) contains [0]?> then\n hide\n else\n if <(join (letter (6) of (☁ Player 4)) (letter (7) of (☁ Player 4))) = (Level)> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n wait (.1) seconds\n go to x: (4x) y: (4y)\nend\n\nwhen flag clicked\nforever\n if <(letter (join (letter (6) of (☁ Player 4)) (letter (7) of (☁ Player 4))) of [apple]) = [16]> then\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (join (letter (6) of (☁ Player 5)) (letter (7) of (☁ Player 5))) layers\n\nwhen flag clicked\nhide\nforever\n if <(letter (1) of (☁ Player 5)) = [1]> then\n hide\n if <(join (letter (6) of (☁ Player 5)) (letter (7) of (☁ Player 5))) = (Level)> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n wait (.1) seconds\n go to x: (5x) y: (5y)\nend\n\nglide (1) secs to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(letter (join (letter (6) of (☁ Player 5)) (letter (7) of (☁ Player 5))) of [apple]) = [16]> then\n hide\n end\nend\n\n@Sprite1 1\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if < (letter (1) of (☁ Player 1)) contains [0]?> then\n hide\n else\n if <(join (letter (6) of (☁ Player 1)) (letter (7) of (☁ Player 1))) = (Level)> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nforever\n wait (.1) seconds\n go to x: (1x) y: (1y)\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(letter (join (letter (6) of (☁ Player 1)) (letter (7) of (☁ Player 1))) of [apple]) = [16]> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <(you are player) = [1]> then\n if <(letter (1) of (☁ Player 2)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 3)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 4)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 5)) = [1]> then\n show\n broadcast (16 v)\n end\n end\n if <(you are player) = [2]> then\n if <(letter (1) of (☁ Player 1)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 3)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 4)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 5)) = [1]> then\n show\n broadcast (16 v)\n end\n end\n if <(you are player) = [3]> then\n if <(letter (1) of (☁ Player 1)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 2)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 4)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 5)) = [1]> then\n show\n broadcast (16 v)\n end\n end\n if <(you are player) = [4]> then\n if <(letter (1) of (☁ Player 1)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 2)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 3)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 5)) = [1]> then\n show\n broadcast (16 v)\n end\n end\n if <(you are player) = [5]> then\n if <(letter (1) of (☁ Player 1)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 2)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 3)) = [1]> then\n show\n broadcast (16 v)\n end\n if <(letter (1) of (☁ Player 4)) = [1]> then\n show\n broadcast (16 v)\n end\n end\n hide\nend\n\nwhen I receive [16 v]\nwait (3) seconds\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\n\nwhen flag clicked\nwait (.01) seconds\nforever\n if < (letter (1) of (☁ Player 1)) contains [0]?> then\n set [☁ player 1 v] to (join (join [1] (x position)) (y position))\n broadcast (1 v)\n stop [this script v]\n end\n if < (letter (1) of (☁ Player 2)) contains [0]?> then\n set [☁ player 2 v] to (join (join [1] (x position)) (y position))\n broadcast (2 v)\n stop [this script v]\n end\n if < (letter (1) of (☁ Player 3)) contains [0]?> then\n set [☁ player 3 v] to (join (join [1] (x position)) (y position))\n broadcast (3 v)\n stop [this script v]\n end\n if < (letter (1) of (☁ Player 4)) contains [0]?> then\n set [☁ player 4 v] to (join (join [1] (x position)) (y position))\n broadcast (4 v)\n stop [this script v]\n end\n if < (letter (1) of (☁ Player 5)) contains [0]?> then\n set [☁ player 5 v] to (join (join [1] (x position)) (y position))\n broadcast (5 v)\n stop [this script v]\n end\nend\n\nset [☁ player 1 v] to [0]\n\nwhen I receive [1 v]\nset [you are player v] to [1]\nwait (.1) seconds\nforever\n set [☁ player 1 v] to (join (join (join [1] (1x)) (1y)) (Level))\nend\n\nwhen I receive [2 v]\nset [you are player v] to [2]\nwait (.1) seconds\nforever\n set [☁ player 2 v] to (join (join (join [1] (2x)) (2y)) (Level))\nend\n\nwhen I receive [3 v]\nset [you are player v] to [3]\nwait (.1) seconds\nforever\n set [☁ player 3 v] to (join (join (join [1] (3x)) (3y)) (Level))\nend\n\nwhen I receive [5 v]\nset [you are player v] to [5]\nwait (.1) seconds\nforever\n set [☁ player 5 v] to (join (join (join [1] (5x)) (5y)) (Level))\nend\n\nwhen I receive [4 v]\nset [you are player v] to [4]\nwait (.1) seconds\nforever\n set [☁ player 4 v] to (join (join (join [1] (4x)) (4y)) (Level))\nend\n\nwhen flag clicked\nset [☁ player 1 v] to [0]\nset [☁ player 2 v] to [0]\nset [☁ player 3 v] to [0]\nset [☁ player 4 v] to [0]\nset [☁ player 5 v] to [0]\n\nwhen flag clicked\nwait (.1) seconds\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <(you are player) = [1]> then\n if < (letter (2) of (x position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (x position)))\n end\n if < (letter (3) of (x position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (x position)) (letter (2) of (x position)))\n end\n if < (letter (2) of (y position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (y position)))\n end\n if < (letter (3) of (y position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (y position)) (letter (2) of (y position)))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(you are player) = [2]> then\n if < (letter (2) of (x position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (x position)))\n end\n if < (letter (3) of (x position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (x position)) (letter (2) of (x position)))\n end\n if < (letter (2) of (y position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (y position)))\n end\n if < (letter (3) of (y position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (y position)) (letter (2) of (y position)))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(you are player) = [3]> then\n if < (letter (2) of (x position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (x position)))\n end\n if < (letter (3) of (x position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (x position)) (letter (2) of (x position)))\n end\n if < (letter (2) of (y position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (y position)))\n end\n if < (letter (3) of (y position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (y position)) (letter (2) of (y position)))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(you are player) = [5]> then\n if < (letter (2) of (x position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (x position)))\n end\n if < (letter (3) of (x position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (x position)) (letter (2) of (x position)))\n end\n if < (letter (2) of (y position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (y position)))\n end\n if < (letter (3) of (y position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (y position)) (letter (2) of (y position)))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(you are player) = [4]> then\n if < (letter (2) of (x position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (x position)))\n end\n if < (letter (3) of (x position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (x position)) (letter (2) of (x position)))\n end\n if < (letter (2) of (y position)) contains [.]?> then\n set [1x v] to (join [0] (letter (1) of (y position)))\n end\n if < (letter (3) of (y position)) contains [.]?> then\n set [1x v] to (join (letter (1) of (y position)) (letter (2) of (y position)))\n end\n end\nend\n\ndefine Physics (xv) (jumpheight) (friction)\nif <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [xmovement v] by (xv)\nelse\n if <<key (left arrow v) pressed?> or <(item (1) of [xy mobile v]) > [0]>> then\n switch costume to (costume2 v)\n change [xmovement v] by (join [-] (xv))\n end\nend\nset [xmovement v] to ((Xmovement) * ((0.88) - (friction)))\nchange x by (Xmovement)\nchange [yv v] by (-0.9)\nif <<touching color (#38b600)?> or <<touching color (#a05b00)?> or <touching color (#764300)?>>> then\n change y by (1)\nend\nif <<touching color (#38b600)?> or <<touching color (#a05b00)?> or <touching color (#764300)?>>> then\n change y by (1)\nend\nif <<touching color (#38b600)?> or <<touching color (#a05b00)?> or <touching color (#764300)?>>> then\n change y by (1)\nend\nif <<touching color (#38b600)?> or <<touching color (#a05b00)?> or <touching color (#764300)?>>> then\n change y by (1)\nend\nif <<touching color (#38b600)?> or <<touching color (#a05b00)?> or <touching color (#764300)?>>> then\n change x by ((Xmovement) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n if <(Xmovement) > [0]> then\n set [xmovement v] to [-5]\n else\n set [xmovement v] to [5]\n end\n else\n set [xmovement v] to [0]\n end\nend\nchange y by (Yv)\nif <<touching color (#38b600)?> or <<touching color (#a05b00)?> or <touching color (#764300)?>>> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <<touching color (#38b600)?> or <<touching color (#a05b00)?> or <touching color (#764300)?>>>> then\n set [yv v] to (jumpheight)\nend\nif <(x position) > [235]> then\n change [level v] by (1)\n set [xmovement v] to [0]\n set [yv v] to [0]\n go to x: (-198) y: (-45)\nend\nif <<touching color (#ff1818)?> or <touching color (#ce1515)?>> then\n hide\n broadcast (die v)\nend\n\nwhen flag clicked\nhide\n\nwait (0.2) seconds\n\nwhen I receive [done dying v]\nshow\ngo to x: (-198) y: (-45)\nset [xmovement v] to [0]\nset [yv v] to [0]\n\nwhen I receive [start v]\ndelete all of [stuff v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (80) %\nforever\n Physics [.75] [13] [0]\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [end v]\nhide\n\n
Read all\n\nYou have to have a somewhat fast computer for this to work!\n\nMay not be so smooth\n\nUse arrow keys to move and avoid spikes\n\nAll rude ad hateful comments and advertising will be reported immediately.
Cold - Scrolling Platformer
@Stage\n\nwhen flag clicked\nstart sound [Jinsang_-_Summers_Day_ v]\n\n@Player\n\nwhen flag clicked\nswitch costume to (2 v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\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) > [50]>\n Tick\n broadcast (Tick v) and wait\n end\n Game Die\n set [ghost v] effect to (0)\nend\n\ndefine Game On\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 []\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Change Player x by [-8]\n switch costume to (1 v)\nend\nif <key (right arrow v) pressed?> then\n Change Player x by [8]\n switch costume to (2 v)\nend\nif <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n if <(In air) < [4]> then\n change [sy v] by (6.5)\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nset [scroll x v] to (x)\nPosition\nif <(y) < [-195]> then\n switch costume to (2 v)\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) - (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 (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 (25)\n change [ghost v] effect by (4)\nend\n\ndefine Test - Die\nif <touching color (#5a100c)?> then\n set [exit v] to [die]\nend\n\n@1\n\nwhen flag clicked\nswitch costume to (1 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (0 1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (600)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (565)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (550)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (575)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (505)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (400)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\nnext costume\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\nwhen flag clicked\ndelete this clone\n\n
Hi! Welcome to Cold - Scrolling Platformer !\nClick on the green flag =)\nPress the arrows to move ! :D\nDon't advertising ! Credits :\nThanks for engine taken from @griffpatch :D \nArt - 100% by @kodiak77-77 (me)\nMusic - Jinsang - Summers Day\nIf you can love and favorite ! :D\nNew game : https://scratch.mit.edu/projects/384198216/\nTags : \n#Scratch #Games #Platformer #Art #Music #Popular #Recent #Love #Favorite #Follow \n\n@--Dove-- love and favorite this game ! \n\nEnjoy !\n
Night-A Mobile Scrolling Platformer #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (white v)\n\nwhen I receive [starty v]\nnext backdrop\nforever\n play sound [Lucid Dreams Piano v] until done\nend\n\n@Ground3\n\nwhen I receive [bad v]\nset [brightness v] effect to (100)\nwait (0.1) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [bad v]\ngo to x: (1278) y: (511)\n\nwhen flag clicked\nhide\nforever\n if <(y position) > [670]> then\n broadcast (bad v)\n end\nend\n\nwhen I receive [bad v]\ngo to x: (1362) y: (511)\n\nwhen I receive [starty v]\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (costume2 v)\nset size to (600) %\nswitch costume to (the ground. v)\ngo to x: (1362) y: (510)\nshow\nbroadcast (levelStartSwitch v)\nforever\n set [ghost v] effect to (0)\n if <<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <not <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n set [xv v] to [8]\n change x by ((-1) * (XV))\n end\n end\n if <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [xv v] to [-8]\n change x by ((-1) * (XV))\n end\n if <not <<<<mouse down?> and <(mouse x) > [0]>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<<mouse down?> and <(mouse x) < [0]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n set [xv v] to [0]\n end\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change x by (XV)\n set [xv v] to [0]\n change y by (5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (1)\n change y by (YV)\n change [inair v] by (1)\n if <touching (player v)?> then\n set [inair v] to [0]\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <<touching (player v)?> and <<key (up arrow v) pressed?> or <<<mouse down?> and <((mouse y) - (28)) > [50]>> or <key (w v) pressed?>>>> then\n set [yv v] to [-20]\n end\n change y by (-1)\nend\n\nwhen flag clicked\nbroadcast (STARTY v)\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Typewriter Talk (speak this)\nset [talk v] to []\nset [count v] to [1]\nrepeat (length of (speak this))\n set [talk v] to (join (talk) (letter (count) of (speak this)))\n say (talk)\n wait (0.01) seconds\n change [count v] by (1)\nend\nwait (2) seconds\nsay []\n\nwhen I receive [starty v]\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nset size to (100) %\npoint in direction (90)\nset [gravity v] to [0]\nswitch costume to (player v)\nset [velocity v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <<mouse down?> and <(mouse x) > [0]>>>>> then\n point in direction (90)\n end\n if <touching color (#66ff77)?> then\n set [gravity v] to [0]\n if <<key (up arrow v) pressed?> or <<((mouse y) - (y position)) > [50]> or <key (w v) pressed?>>> then\n change [gravity v] by (-13)\n end\n end\n if <<key (down arrow v) pressed?> or <<<mouse down?> and <((mouse y) - (y position)) < [50]>> or <key (s v) pressed?>>> then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\n\nwhen I receive [starty v]\nshow\nTypewriter Talk [Hello and Welcome to My First Scrolling Platformer, Night]\nwait (1) seconds\nTypewriter Talk [Use WASD, Arrow Keys, or Mobile Controls to move.]\nwait (1) seconds\nTypewriter Talk [You can crouch....]\n\nwhen I receive [starty v]\nif <touching (player2 v)?> then\n broadcast (bad v)\nend\n\n@ThumbnailSprite1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\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@Rain\n\nwhen flag clicked\nhide\n\nwhen I receive [starty v]\nshow\nforever\n go to [back v] layer\n wait (0.01) seconds\n next costume\nend\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (400) y: (pick random (60) to (160))\nswitch costume to (pick random (1) to (4))\nset size to (80) %\nrepeat until <(x position) < [-200]>\n change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\nwhen I receive [starty v]\nhide\ngo to [back v] layer\ngo [forward v] (3) layers\nwait (0.01) seconds\nforever\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\n
If your going down the brown stairway WRONG WAY!\nWelcome to Night, my first scrolling platformer. Use wasd, arrow keys, or mobile controls to move. You can crouch. Though no obstacles, this is a very challenging game. Yes it is possible on mobile, I tested it out. Though on mobile it is much harder. This doubles as an easy to use scrolling platformer engine. This has comments in the code for fellow remixers.\nFamous loves/faves\n@Capt_boanerges \n@TimMcCool\n@Levi_Minecraft\n@Lukas1410\n@LukeManiaStudios \n@CapAnimation\n@YellowTrees\n@I8D\n@JS_Coder\n@zilbs\n@uwu_ghost1 \n@cheekyscuola\n@13nm\n@awesomeal82\n@Krishtheking123\n@-_-_-Becca_Arts-_-_-\n@Squirmyfortherun\n@iamapug68\n@MJM3\n@PaddlerGames\n@Geckos121\n@Azzz09990\n@timo1os\n@StevenTheSquare\nlol SO MANY :D\nMarch 19th: released, lol this is my most loved and starred project already\nJust jump on the text in the impossible part\nIt's not that hard kids.
Misery || a platformer [contest entry]
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next v]\nnext backdrop\n\nwhen I receive [startproject v]\nforever\n play sound [2018-08-21_-_Tears_Wont_Stop_-_David_Fesliyan v] until done\nend\n\n@If\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (75)\n\n@You\n\nwhen flag clicked\nhide\nset size to (100) %\n\nset x to (36)\n\ndefine Newton\nswitch costume to ( v)\nset rotation style [left-right v]\nset [lvl v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-226) y: (-20)\nforever\n change [yv v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-0.8)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (the v)?> then\n change y by (1)\n if <touching (the v)?> then\n change y by (1)\n if <touching (the v)?> then\n change y by (1)\n if <touching (the v)?> then\n change y by (1)\n if <touching (the v)?> 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 (the v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (the v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n end\n if <touching (bounce pad v)?> then\n set [yv v] to [25]\n end\n end\n change y by (1)\n if <(x position) > [240]> then\n broadcast (DYEET v)\n change [lvl v] by (1)\n go to x: (-226) y: (-20)\n end\n if then\n broadcast (Reset v)\n end\n if <touching (water v)?> then\n change y by ([abs v] of ((Xv) + (1)) )\n change [yv v] by (0.001)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yv v] by (3)\n set [yv v] to ((Yv) * (0.8))\n else\n change [yv v] by (-0.2)\n end\n end\n if <touching (sprite7 v)?> then\n change [xv v] by (7)\n end\n if <<(x position) < [-230]> and <(Lvl) = [6]>> then\n broadcast (Reset v) and wait\n change [lvl v] by (1)\n broadcast (DYEET v)\n end\n if <touching (sprite10 v)?> then\n go to [front v] layer\n set [ghost v] effect to (0)\n switch costume to (costume1 v)\n repeat until <(size) = [593]>\n go [forward v] (62) layers\n change size by (10)\n end\n repeat (10)\n change volume by (-10)\n end\n stop [this script v]\n end\nend\n\n\n\nwhen I receive [reset v]\ngo to x: (-226) y: (-20)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen I receive [let’s start for realz v]\nshow\nNewton\n\n@The\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\nforever\n if <(Lvl) > [8]> then\n set [ghost v] effect to (75)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [let’s start for realz v]\nshow\n\n@Bounce pad\n\nwhen flag clicked\nhide\n\ndefine Position\nif <touching (you v)?> then\n switch costume to (costume2 v)\nelse\n if <not <touching (you v)?>> then\n switch costume to (costume1 v)\n end\nend\nif <(Lvl) = [0]> then\n show\n go to x: (48) y: (-80)\nend\nif <(Lvl) = [1]> then\n hide\nend\nif <(Lvl) = [2]> then\n show\n go to x: (-178) y: (-80)\nend\nif <(Lvl) = [3]> then\n go to x: (-178) y: (-100)\nend\nif <(Lvl) = [5]> then\n hide\nend\nif <(Lvl) = [7]> then\n show\n go to x: (-101) y: (16)\nend\nif <(Lvl) = [8]> then\n show\n go to x: (-161) y: (-135)\nend\nif <(Lvl) = [9]> then\n hide\nend\n\nwhen I receive [let’s start for realz v]\nshow\nforever\n Position\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen flag clicked\nforever\n if <(Lvl) = [5]> then\n turn right (5) degrees\n go to x: (47) y: (-82)\n end\n if <(Lvl) = [6]> then\n go to x: (36) y: (28)\n point in direction (90)\n end\n if <(Lvl) = [7]> then\n go to [back v] layer\n go to x: (62) y: (-86)\n turn right (5) degrees\n end\n if <(Lvl) = [8]> then\n go to x: (36) y: (28)\n point in direction (90)\n end\nend\n\nwhen I start as a clone\n\nwhen I receive [startproject v]\nshow\n\n@Sprite1\n\nwhen flag clicked\nset [lock v] to [0]\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n if <(Lock) = [0]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n if <(Lvl) = [8]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nset [lock v] to [1]\nswitch costume to (costume2 v)\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(Lock) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nrepeat (5)\n change [brightness v] effect by (4)\nend\nbroadcast (Reset v)\nset [brightness v] effect to (0)\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Lock) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\nwait (1) seconds\nwait until <key (space v) pressed?>\nset [brightness v] effect to (0)\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nrepeat (5)\n change [brightness v] effect by (4)\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <(Lock) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [lock v] to [0]\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <<not <(Lvl) = [12]>> and <(Lock) = [1]>> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nrepeat (5)\n change [brightness v] effect by (4)\nend\nbroadcast (DYEET v)\nbroadcast (Reset v)\nchange [lvl v] by (1)\nset [brightness v] effect to (0)\n\n@Water\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (0 v)\n\n@Sprite7\n\nwhen flag clicked\nset [lvl v] to [0]\nhide\nforever\n if <(Lvl) = [5]> then\n show\n end\n if <(Lvl) = [6]> then\n hide\n end\n if <(Lvl) = [8]> then\n show\n end\n if <(Lvl) = [9]> then\n hide\n end\nend\n\n@intro\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set size to (0) %\n wait (0.1) seconds\n show\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) * (.2))\n end\n wait (1) seconds\n hide\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n set size to (0) %\n wait (0.2) seconds\n show\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) * (.2))\n end\n wait (1) seconds\n hide\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n set size to (0) %\n wait (0.3) seconds\n show\n go to [front v] layer\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) * (.2))\n end\n wait (1.8) seconds\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n go to x: (0) y: (500)\n point in direction (180)\n set size to (120) %\n wait (0.8) seconds\n show\n go to [front v] layer\n repeat until <<(round (y position)) = [0]> and <(round (direction)) = [90]>>\n change y by (((0) - (y position)) * (.2))\n turn right (((90) - (direction)) * (.2)) degrees\n end\n set [size vel v] to [100]\n repeat (30)\n change size by (size vel)\n set [size vel v] to (((size vel) * (0.8)) + (((100) - (size)) * (0.15)))\n end\n wait (0.1) seconds\n hide\n delete this clone\n else\n if <(costume [number v]) = [5]> then\n go to x: (0) y: (-500)\n set size to (100) %\n wait (2.2) seconds\n show\n go to [front v] layer\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) * (.2))\n end\n wait (0.01) seconds\n hide\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n go to x: (0) y: (-500)\n set size to (100) %\n wait (2.3) seconds\n show\n go to [front v] layer\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) * (.2))\n end\n broadcast (introMusicStop v)\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (startProject v)\n hide\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [intromusicstop v]\nrepeat (50)\n change volume by (-1)\nend\nstop all sounds\nwait (0.2) seconds\nset volume to (100) %\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nshow list [output text v]\nswitch costume to (1 v)\nwait (0.5) seconds\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nset volume to (0) %\nwait (0.17) seconds\nset volume to (100) %\nplay sound [UNSPEAKABLEGAMING-INTRO-SONG-FULL-SOUNDTRACK-.mp3 v] until done\n\n@Sprite8\n\nwhen I receive [startproject v]\nshow\nrepeat (20)\n turn left (5) degrees\n change size by (5)\nend\n\nwhen flag clicked\nset size to (100) %\npoint in direction (90)\nhide\nrepeat (20)\n turn right (5) degrees\n change size by (-5)\nend\n\nwhen I receive [let’s start for realz v]\nhide\n\n@Shadow\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nset [ghost v] effect to (25)\ngo [backward v] (1) layers\nhide\n\nwhen I receive [dyeet v]\nnext costume\n\nwhen I receive [let’s start for realz v]\nshow\n\n@Text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [let’s start for realz v]\nshow\n\nwhen I receive [dyeet v]\nnext costume\n\n@Sprite9\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nbroadcast (Let’s start for realz v)\nrepeat (10)\n turn right (15) degrees\n change size by (-10)\nend\nhide\n\nwhen I receive [startproject v]\nshow\nrepeat (10)\n change size by (10)\nend\n\nwhen I receive [startproject v]\nwait (1) seconds\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\nwhen flag clicked\npoint in direction (90)\nset size to (0) %\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\nforever\n if <(Lvl) = [12]> then\n show\n else\n hide\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (100)\n\n@Sprite12\n\nwhen I start as a clone\npoint in direction (pick random (20) to (168))\nset [ghost v] effect to (pick random (45) to (90))\nshow\nset y to (pick random (-180) to (180))\nglide (3) secs to x: (274) y: (pick random (-180) to (180))\nforever\n delete this clone\nend\n\nwhen I start as a clone\n\nwhen I receive [let’s start for realz v]\nhide\ngo to [back v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (50)\nset x to (-240)\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\n
Sequel: https://scratch.mit.edu/projects/382918538\nAn Easter egg! Where?\nArrow keys or mobile\nThis might be the first in a series\nStoryline: ‘in the early eras of ‘joyformer’ and ‘unlock’, all was good. Then, the land started rotting. A little character was to save the day. But the ground is half-dead. All is sad.’\nIf you wanna know how to complete lvl 7, scroll down\nYa really wanna cry when you get to the end\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\nGo left
Colors! A Platformer {Mobile}
@Stage\n\nwhen I receive [next backdrop v]\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite1\n\nwhen I start as a clone\nforever\n repeat (16)\n change [color v] effect by (8)\n change [ghost v] effect by (6.25)\n if <(x position) > [270]> then\n delete this clone\n end\n end\n delete this clone\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (-199) y: (-45)\n\nif <(x position) > [380]> then\n switch backdrop to (next backdrop v)\nend\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-199) y: (-45)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-199) y: (-80)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-199) y: (-45)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (-199) y: (-45)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-243) y: (85)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-199) y: (-45)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (-199) y: (-95)\n\nwhen I receive [game start! v]\nshow\nset [deaths v] to [0]\nswitch costume to (costume1 v)\nshow\ngo to x: (-199) y: (-45)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n switch costume to (costume v)\n change [x v] by (0.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-0.5)\n switch costume to (costume v)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> then\n change y by (0.5)\n if <touching color (#18ff4d)?> 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 color (#18ff4d)?> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching color (#18ff4d)?> then\n change y by (Y)\n if <touching color (#18ff4d)?> then\n change y by (Y)\n if <touching color (#18ff4d)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if then\n set [y v] to [10]\n switch costume to (costume v)\n end\n change y by (1)\n if <touching (sprite6 v)?> then\n switch costume to (costume1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-180) y: (-127)\n set [ghost v] effect to (0)\n switch costume to (costume v)\n end\n if <<key (left arrow v) pressed?> and <key (right arrow v) pressed?>> then\n change [x v] by (0.5)\n end\n if <<(x position) > [205]> and <(backdrop [number v]) = [8]>> then\n wait (.5) seconds\n broadcast (End v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n if <(x position) > [205]> then\n broadcast (next backdrop v)\n end\n end\n if <<touching (sprite9 v)?> or <<<touching (sprite8 v)?> or <touching (sprite7 v)?>> or <<touching (sprite6 v)?> or <<touching (sprite5 v)?> or <<touching (sprite4 v)?> or <touching (sprite3 v)?>>>>>> then\n if <(backdrop [number v]) = [4]> then\n go to x: (-199) y: (-80)\n else\n go to x: (-199) y: (-45)\n change [deaths v] by (1)\n end\n end\n if <(y position) < [-230]> then\n change [deaths v] by (1)\n go to x: (-131) y: (-159)\n end\nend\n\n\n broadcast (next backdrop v)\nend\n\nwhen I receive [game start! v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [game start! v]\nplay sound [bensound-summer v] until done\nplay sound [bensound-summer v] until done\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nset drag mode [not draggable v]\nbroadcast (mobile v)\n\nwhen I receive [mobile v]\nforever\n if <<mouse down?> and <(mouse y) > (y position)>> then\n set [y v] to [10]\n wait (3) seconds\n broadcast (mobile v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume8 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [game start! v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\n\n@download (6)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (5) steps\nend\ndelete this clone\n\nhide\n\ndefine Start\n\nwhen flag clicked\nhide\n\nwhen I receive [game start! v]\nshow\nStart\nhide\nforever\n wait (.5) seconds\n hide\n point in direction (pick random (-70) to (-100))\n go to x: (300) y: (pick random (-180) to (180))\n set size to (pick random (20) to (50)) %\n set [ghost v] effect to (pick random (55) to (75))\n set [color v] effect to (pick random (1) to (100))\n create clone of (_myself_ v)\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (42) y: (-123)\nshow\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume1 v)\ngo to x: (-43) y: (-31)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\ngo to x: (-41) y: (-30)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume3 v)\ngo to x: (-3) y: (71)\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nshow\ngo to x: (18) y: (-24)\n\nwhen I receive [end v]\nplay sound [Dance Magic v] until done\nplay sound [Dance Magic v] until done\nplay sound [Dance Magic v] until done\nplay sound [Dance Magic v] until done\n\n@Sprite7\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nshow\ngo to x: (-226) y: (-82)\nglide (1) secs to x: (-94) y: (-79)\n\nwhen I receive [end v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [game start! v]\nshow\ngo to x: (-62) y: (-65)\nwait (3.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite10\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (Game Start! v)\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (-89) y: (-37)\n\nwhen I receive [end v]\nhide\n\n@Sprite5\n\nwhen I receive [end v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [end v]\nwait (1) seconds\nshow\ngo to x: (286) y: (-127)\nglide (1) secs to x: (143) y: (-123)\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [end v]\nhide variable [deaths v]\n\n
Use arrow keys to move and jump\nMobile is pretty self-explanatory, swiping up to jump is easier than tapping\nAvoid spikes\nGet to the end of the screen to advance!\n\n\n\n\n
Frozen - A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Into the Unknown v] until done\nend\n\n@Ground\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [100] [-20]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume5 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [600] [0]\n Clone [600] [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume10 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [500] [0]\n Clone [500] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume5 v)\n Clone [0] [0]\nend\n\nClone [450] [0]\nClone [400] [100]\n\nwhen flag clicked\nbroadcast (Setup v)\n\nClone [500] [0]\nClone [450] [0]\nClone [400] [0]\n\nwhen flag clicked\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nset [level v] to [1]\n\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\n@1st\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [front v] layer\ngo to [back v] layer\nset [level v] to [1]\ngo to [back v] layer\n\nClone [450] [0]\nClone [400] [100]\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nClone [450] [0]\nClone [-450] [300]\n\nClone [400] [0]\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [500] [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume4 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [1500] [100]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume7 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [550] [0]\n Clone [550] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n Clone [0] [0]\nend\n\n@2nd\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [back v] layer\ngo to [back v] layer\nset [level v] to [1]\ngo to [back v] layer\n\nClone [450] [0]\nClone [-450] [300]\n\nClone [500] [0]\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen I start as a clone\nset [ghost v] effect to (30)\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume4 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [1200] [200]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume8 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [1000] [0]\n Clone [750] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n Clone [0] [0]\nend\n\nClone [400] [0]\n\n@Spikes\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [back v] layer\nset [level v] to [1]\n\nClone [450] [0]\nClone [-450] [300]\n\nClone [0] [0]\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [600] [-150]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n Clone [450] [0]\n Clone [450] [0]\n Clone [600] [100]\n Clone [400] [200]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume6 v)\n Clone [0] [0]\n Clone [450] [0]\n Clone [450] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n Clone [0] [0]\nend\n\nClone [500] [0]\nClone [450] [0]\nClone [400] [0]\n\n@Portal\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nwhen I receive [tick v]\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [i am a clone? v] to [1]\nshow\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\nif <(I am a clone?) = [0]> then\n hide\nend\n\nwhen I receive [load v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume2 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [1000] [-30]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone [2500] [200]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume2 v)\n Clone [0] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume2 v)\n Clone [0] [0]\nend\n\nwhen flag clicked\nbroadcast (Setup v)\nforever\n\nClone [450] [0]\nClone [400] [100]\n\nClone [500] [0]\nClone [450] [0]\nClone [400] [0]\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n start sound [Connect v]\n end\nend\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nforever\n set size to ((([sin v] of ((timer) * (90)) ) * (20)) + (70)) %\n set y to ((([sin v] of ((timer) * (50)) ) * (10)) + (90))\nend\n\n@Water\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [700] [-20]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n Clone [450] [0]\n Clone [450] [0]\n Clone [450] [0]\n Clone [450] [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume6 v)\n Clone [450] [0]\n Clone [450] [0]\n Clone [450] [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume5 v)\n Clone [450] [0]\nend\n\nwhen flag clicked\nforever\n erase all\nend\n\nwhen I receive [delete all clones v]\ndelete this clone\n\nClone [450] [0]\nClone [450] [0]\nClone [-450] [300]\n\nwhen I receive [tick v]\nset [ghost v] effect to (60)\ngo to [front v] layer\nGo to ((x) + ((0) - (SCROLL X))) ((y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nset [i am a clone? v] to [1]\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\nif <(I am a clone?) = [0]> then\n hide\nelse\n if <<(x position) = (x)> and <(y position) = (y)>> then\n show\n set [ghost v] effect to (40)\n set y to ((y) + (([sin v] of (((timer) + (1)) * (300)) ) * (8)))\n stamp\n set y to ((y) + (([sin v] of (((timer) + (2)) * (300)) ) * (8)))\n stamp\n set y to ((y) + (([sin v] of (((timer) + (3)) * (300)) ) * (8)))\n stamp\n set [ghost v] effect to (100)\n else\n hide\n end\nend\n\n@Sprite1\n\ndefine Set Costume\n\nif <(in air) < [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\ndefine reset\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [20]\n\nwhen I start as a clone\nrepeat (50)\n change x by (-1)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine game on!\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 []\nbroadcast (close space v)\nset rotation style [left-right v]\npoint in direction (90)\nshow\n\nwhen I receive [green flag v]\nset size to (50) %\nset [level v] to [1]\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nbroadcast (green flag v)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\n\ndefine game-die\n\nwhen flag clicked\nset volume to (100) %\nbroadcast (start! v) and wait\n\ndefine Tick\nchange player x by (Xv)\nif <touching (bounce v)?> then\n set [sy v] to [30]\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n change [xv v] by (3.5)\n change [frame v] by (0.5)\n point in direction (90)\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n change [xv v] by (-3.5)\n change [frame v] by (0.5)\n else\n set [frame v] to [0]\n end\nend\nif <<key (up arrow v) pressed?> 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 [15]\n end\nend\nchange [sy v] by (-2)\nchange player y by (sy)\nPosition\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\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nposition\nif <<(y) < [-180]> or <touching (spikes v)?>> then\n reset\nend\nset [xv v] to ((Xv) * (0.7))\n\nSet Costume\n\nwhen flag clicked\nreset\nset [level v] to [1]\n\nwhen I receive [tick v]\nif <touching (portal v)?> then\n if <<(LEVEL) = [1]> and <not <(wait) = [1]>>> then\n set [level v] to [2]\n change [wait v] by (1)\n broadcast (wait v)\n end\n if <<(LEVEL) = [2]> and <not <(wait) = [1]>>> then\n set [level v] to [3]\n change [wait v] by (1)\n broadcast (wait v)\n end\n broadcast (Delete all clones v)\n broadcast (Setup v)\n reset\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [x v] to [0]\n set [y v] to [0]\n wait until <not <touching (portal v)?>>\nend\n\ndefine change player x by (sx)\nchange [x v] by ((sx) * (1.1))\nposition\nif <touching (ground v)?> then\n repeat (10)\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 (-10)\n repeat until <not <touching (ground 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\nwhen I receive [green flag v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [tick v]\nTick\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine game - win\npoint in direction (90)\n\ndefine test die\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (ground 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 Run\n\nwhen flag clicked\nset size to (25) %\n\nwhen I receive [tick v]\nset size to (35) %\nset rotation style [left-right v]\n\ndefine Set Costume\n\ndefine Set Costume\n\nrepeat (1)\n\nwhen flag clicked\nset [wait v] to [0]\n\nwhen I receive [wait v]\nwait (0.5) seconds\nset [wait v] to [0]\n\nwhen I receive [tick v]\nif <<key (space v) pressed?> and <(username) = [--Dove--]>> then\n broadcast (Delete all clones v)\n broadcast (Setup v)\n set [level v] to [3]\n reset\nend\n\nwhen [timer v] > (CheckTimer)\nhide\n\nwhen flag clicked\nshow\n\n@Clouds\n\nwhen I start as a clone\nshow\nset [yv v] to [0]\nshow\nset size to (100) %\nset [ghost v] effect to (pick random (30) to (70))\nswitch costume to (pick random (1) to (3))\nshow\nshow\ngo to x: (-150) y: (pick random (100) to (175))\nchange [clones v] by (1)\nset [x v] to ((x position) + (SCROLL X))\nset [y v] to ((y position) + (SCROLL Y))\nset [bg effects: xv v] to (pick random (1) to (2))\nset [yv v] to [0]\nrepeat until <(x) > [1999]>\n go to x: ((x) + ((0) - (SCROLL X))) y: ((y) + ((0) - (SCROLL Y)))\n change [x v] by (BG Effects: Xv)\n change [y v] by (Yv)\n if <<(x position) > [290]> or <(x position) < [-290]>> then\n hide\n else\n show\n end\nend\nchange [clones v] by (-1)\ndelete this clone\n\ndefine Clone (#)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [clones v] to [0]\nwait (1) seconds\nClone [1]\nforever\n wait (pick random (7) to (10)) seconds\n Clone [1]\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen [timer v] > (CheckTimer)\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nforever\n point in direction ((([sin v] of ((timer) * (50)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nforever\n set [checktimer v] to (timer)\nend\n\n
-----------------------------------------------------------------------\nWASD, mobile or arrow keys to move Elsa.\nHave fun!\n3 Frozen levels so far!\n-----------------------------------------------------------------------
Planets ~ Space platformer [CONTEST ENTRY]
@Stage\n\nwhen flag clicked\nswitch backdrop to (2 v)\n\nwhen I receive [go v]\nswitch backdrop to (1 v)\n\nwhen I receive [animation1 v]\nwait (3) seconds\nswitch backdrop to (5 v)\n\nwhen I receive [animation2 v]\nwait (3) seconds\nswitch backdrop to (4 v)\n\n@player\n\ndefine say (text)\nset [say v] to []\nset [letter v] to []\nrepeat (length of (text))\n change [letter v] by (1)\n set [say v] to (join (say) (letter (letter) of (text)))\n say (say)\nend\nwait (2.5) seconds\nsay []\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n go to [front v] layer\n if <<(y position) < [-175]> or <<<touching color (#fffa00)?> or <touching color (#ffffff)?>> or <touching color (#da5300)?>>> then\n go to x: (-225) y: (-40)\n start sound [Drum Boing v]\n set [x move v] to [0]\n set [y move v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x move v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x move v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [go v]\nshow\n\nwhen I receive [go v]\nset size to (150) %\nswitch costume to (overworld v)\nshow\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-40)\n broadcast (next level v)\n end\nend\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [go v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <<(x move) = [0]> or <<touching color (#4dd0ff)?> or <touching color (#00a0ff)?>>>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n change y by (-3)\n if <touching (real platformer v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y move v] to [10]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer 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 (y move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nsay [Time to get back to the ship]\nsay [Use wasd or arrow keys to move]\n\nwhen I receive [animation1 v]\ngo to x: (-225) y: (-40)\nhide\nwait (3) seconds\nsay [Time to get back to the ship]\nsay [brr, its so cold]\n\nwhen I receive [animation2 v]\ngo to x: (-225) y: (-40)\nhide\n\nwhen I receive [animation 3 v]\ngo to x: (-225) y: (-40)\nhide\n\nwhen I receive [next level v]\ngo to x: (-225) y: (-40)\nshow\n\nwhen I receive [animation2 v]\ngo to x: (-225) y: (-40)\nhide\nwait (3) seconds\nsay [Time to get back to the ship]\nsay [that was some tasty candy I mean good samples ]\n\nwhen I receive [animation 3 v]\ngo to x: (-225) y: (-40)\nhide\nwait (3) seconds\nsay [Finally back to earth]\nsay [now... I can take this suit off]\nsay [wait!!! how do I take this suit off!?!?!?!?]\nbroadcast (the end ;\) v)\n\nwhen I receive [the end ;\) v]\nhide\n\n@real platformer \n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [1]\nhide\n\nwhen I receive [next level v]\nnext costume\nset [ghost v] effect to (100)\nchange [level v] by (1)\n\nwhen I receive [go v]\nshow\nwait until <(level) = [11]>\nbroadcast (animation1 v)\nwait until <(level) = [18]>\nbroadcast (animation2 v)\nwait until <(level) = [28]>\nbroadcast (animation 3 v)\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [animation2 v]\nhide\n\nwhen I receive [animation 3 v]\nhide\n\nwhen I receive [animation1 v]\nhide\n\nwhen I receive [the end ;\) v]\nhide\n\n@deco\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [animation2 v]\nhide\n\nwhen I receive [animation 3 v]\nhide\n\nwhen I receive [animation1 v]\nhide\n\nwhen I receive [the end ;\) v]\nhide\n\n@thumb nail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\ngo to [front v] layer\nshow\n\n@animation pt1\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (clone v)\ngo to x: (pick random (-125) to (125)) y: (pick random (-150) to (-50))\nset size to (500) %\nset [ghost v] effect to (50)\nrepeat (15)\n change size by (4)\nend\n\nwhen I receive [clone delete v]\ndelete this clone\n\nwhen I receive [cutscene start v]\nstart sound [Rocket-SoundBible.com-941967813 v]\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (8)\n go to [front v] layer\n show\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (13)\n next costume\n wait (.025) seconds\nend\nbroadcast (clone delete v)\nrepeat (12)\n next costume\n wait (.01) seconds\nend\nbroadcast (go v)\nhide\ndelete this clone\n\nwhen I receive [animation1 v]\nstart sound [Rocket-SoundBible.com-941967813 v]\nshow\nswitch costume to (mars1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (8)\n go to [front v] layer\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (13)\n next costume\n wait (.025) seconds\nend\nbroadcast (clone delete v)\nrepeat (12)\n next costume\n wait (.01) seconds\nend\nbroadcast (next level v)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [animation2 v]\nstart sound [Rocket-SoundBible.com-941967813 v]\n\nwhen I receive [animation 3 v]\nstart sound [Rocket-SoundBible.com-941967813 v]\n\n@animation pt2\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (clone v)\ngo to x: (pick random (-125) to (125)) y: (pick random (-150) to (-50))\nset size to (500) %\nset [ghost v] effect to (50)\nrepeat (15)\n change size by (4)\nend\n\nwhen I receive [clone delete v]\ndelete this clone\n\nwhen I receive [animation2 v]\nshow\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (8)\n go to [front v] layer\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (13)\n next costume\n wait (.025) seconds\nend\nbroadcast (clone delete v)\nrepeat (12)\n next costume\n wait (.01) seconds\nend\nbroadcast (next level v)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [animation 3 v]\nshow\nswitch costume to (mars1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (8)\n go to [front v] layer\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by ((my variable) * (-1))\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change y by (my variable)\n wait (0.01) seconds\n create clone of (_myself_ v)\n change x by ((my variable) * (-1))\n wait (0.01) seconds\nend\ngo to x: (0) y: (0)\nrepeat (14)\n next costume\n wait (.025) seconds\nend\nbroadcast (clone delete v)\nrepeat (11)\n next costume\n wait (.01) seconds\nend\nbroadcast (next level v)\nhide\ndelete this clone\n\n@Snow\n\nwhen I start as a clone\npoint in direction (180)\nforever\n move (5) steps\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (pick random (-237) to (237)) y: (179)\nforever\n repeat until <touching (real platformer v)?>\n repeat (5)\n turn right (pick random (-4) to (4)) degrees\n end\n wait (1) seconds\n end\n wait until <touching (real platformer v)?>\n forever\n delete this clone\n end\nend\n\nwhen I receive [go v]\nhide\nforever\n if <(level) = [12]> then\n repeat until <(level) = [18]>\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\n@The end\n\nwhen I receive [the end ;\) v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n play sound [circulate v] until done\nend\n\n@loves, favs\n\nwhen I receive [the end ;\) v]\nhide\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset size to (0) %\ngo to (random position v)\npoint in direction (pick random (-180) to (180))\nset [ghost v] effect to (50)\nrepeat (20)\n change size by (2)\nend\nwait (2) seconds\nrepeat (15)\n change size by (-2)\nend\ndelete this clone\n\nbroadcast (THE END :\) v)\n\n@introduction \n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nintro\n\nwhen I receive [go v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\n\ndefine intro\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo to [front v] layer\nshow\nstart sound [intro song v]\nshow\nswitch costume to (costume1 v)\nrepeat (15)\n next costume\nend\nswitch costume to (costume16 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 (6) seconds\nbroadcast (cutscene start v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (3) seconds\nforever\n repeat (15)\n change size by (3)\n end\n repeat (5)\n change size by (-3)\n end\nend\n\nwhen I receive [the end ;\) v]\ngo to x: (0) y: (100)\nswitch costume to (costume40 v)\npoint in direction (90)\nset size to (4) %\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (4)\n turn right (14.4) degrees\nend\nset size to (100) %\n\n
__________________Planets__________________\nSTORY: you are an astronaut getting samples from 3 different planets. You start playing after you get the samples from the respective planet.\n\nHOW TO PLAY: to move use wasd or arrow keys. get to the right side of the screen to proceed to the next level. don't touch lava in the first stage, sinking snow in the second stage, and acid in the third stage.\n\nNEW GAME: https://scratch.mit.edu/projects/380301611/\n\nMJM3: the contest \nThepugmen(me): code and art\nBiome (a game made by me and iamapug68): art\ncactus flower: music\n
Cheese Platformer
@Stage\n\n@Cheese\n\nwhen flag clicked\nset [achievements v] to [0]\nshow\nReset\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 color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change y by (1)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change y by (1)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change y by (1)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change y by (1)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change y by (1)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change y by (1)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change y by (1)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change y by (1)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change x by ((xv) * (-1))\n change y by (-8)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [16]\n end\n end\n if <<touching color (#83ecff)?> or <color (#38761d) is touching (#83ecff)?>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [4]\n end\n end\n if <<touching color (#83ecff)?> or <color (#38761d) is touching (#83ecff)?>> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n set [yv v] to [-4]\n end\n end\n change y by (1)\n set [yv v] to ((yv) * (0.99))\n change [yv v] by (-1)\n change y by (yv)\n if <<touching color (#7eff42)?> or <color (#38761d) is touching (#7eff42)?>> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n if <(x position) > [220]> then\n broadcast (NEXT LEVEL v)\n Reset\n end\n if <touching (spikes v)?> then\n wait (0.01) seconds\n Reset\n end\n if <(y position) < [-165]> then\n Reset\n end\n if <touching color (#ffe800)?> then\n change [yv v] by (20)\n end\n if <<([costume # v] of [level v]) > [12]> and <key (q v) pressed?>> then\n set [xv v] to [30]\n end\n if <touching (water v)?> then\n set [yv v] to [-2]\n wait (0) seconds\n end\nend\n\ndefine Reset\nif level = [1] go to : x [-221] y: [-31]\nif level = [2] go to : x [-221] y: [-31]\nif level = [3] go to : x [-221] y: [-31]\nif level = [4] go to : x [-221] y: [-31]\nif level = [5] go to : x [-221] y: [-31]\nif level = [6] go to : x [-221] y: [-31]\nif level = [7] go to : x [-221] y: [-31]\nif level = [8] go to : x [-221] y: [-31]\nif level = [9] go to : x [-221] y: [-31]\nif level = [10] go to : x [-221] y: [-31]\nif level = [11] go to : x [-159] y: [-125]\nif level = [12] go to : x [-221] y: [-31]\nif level = [13] go to : x [-221] y: [-31]\nif level = [14] go to : x [-221] y: [-31]\nif level = [15] go to : x [-221] y: [-31]\nif level = [16] go to : x [-221] y: [-31]\nif level = [17] go to : x [-221] y: [-31]\nif level = [18] go to : x [-221] y: [-31]\nif level = [19] go to : x [-221] y: [-31]\nif level = [20] go to : x [-221] y: [-31]\n\ndefine if level = (level#) go to : x (x) y: (y)\nif <(level#) = ([costume # v] of [level v])> then\n go to x: (x) y: (y)\nend\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\nwait until <(y position) < [-165]>\nbroadcast (Falling v)\nReset\n\nwhen [r v] key pressed\nReset\n\nwhen [c v] key pressed\nnext costume\n\nwhen flag clicked\nforever\n wait until <([costume # v] of [level v]) = [2]>\n switch costume to (blue cheese v)\n wait until <([costume # v] of [level v]) = [3]>\n switch costume to (cheese v)\nend\n\nwhen flag clicked\nwait until <<touching (spikes v)?> or <(y position) < [-165]>>\nchange [achievements v] by (1)\nset [achievement now v] to [DIE ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\n\nwhen flag clicked\nwait until <touching (trampoline v)?>\nchange [achievements v] by (1)\nset [achievement now v] to [BOUNCE ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\n\n@Level\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [green flag v]\ngo to [front v] layer\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\nbroadcast (Green Flag v)\n\n@Cloud\n\nwhen I start as a clone\nif <<([costume # v] of [level v]) = [5]> or <<([costume # v] of [level v]) = [6]> or <([costume # v] of [level v]) = [7]>>> then\n delete this clone\nend\nshow\nswitch costume to (pick random (1) to (5))\nset [x cloud v] to (pick random (-1) to (-3))\nset [ghost v] effect to (pick random (50) to (75))\nset size to (pick random (20) to (100)) %\nset y to (pick random (140) to (160))\nset x to (220)\nrepeat until <(x position) < [-200]>\n change x by (x cloud)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n if <not <<([costume # v] of [level v]) = [5]> or <<([costume # v] of [level v]) = [6]> or <([costume # v] of [level v]) = [7]>>>> then\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\n end\nend\n\n@Achievements\n\nwhen flag clicked\nset [achievements v] to [0]\nset [achievement now v] to []\nwait until <key (left arrow v) pressed?>\nchange [achievements v] by (1)\nshow\nset [achievement now v] to [LEFT KEY ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\nhide\n\nwhen flag clicked\nshow\nforever\n set [achievements v] to (join [Achievements: ] (ACHIEVEMENTS))\nend\n\nwhen flag clicked\nwait until <key (right arrow v) pressed?>\nchange [achievements v] by (1)\nshow\nset [achievement now v] to [RIGHT KEY ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\nhide\n\nwhen flag clicked\nwait until <key (up arrow v) pressed?>\nchange [achievements v] by (1)\nshow\nset [achievement now v] to [UP KEY ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\nhide\n\nwhen flag clicked\nwait until <key (s v) pressed?>\nwait until <key (k v) pressed?>\nwait until <key (i v) pressed?>\nwait until <key (p v) pressed?>\nchange [achievements v] by (1)\nshow\nset [achievement now v] to [SKIP ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\nhide\n\nwhen flag clicked\nwait until <<key (q v) pressed?> and <([costume # v] of [level v]) > [12]>>\nchange [achievements v] by (1)\nshow\nset [achievement now v] to [DASH ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\nhide\n\nwhen flag clicked\nwait until <key (r v) pressed?>\nchange [achievements v] by (1)\nshow\nset [achievement now v] to [RESET ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\nhide\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [2]>\nwait until <([costume # v] of [level v]) = [1]>\nchange [achievements v] by (1)\nshow\nset [achievement now v] to [COMPLETE THE GAME ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\nhide\n\n@Love + Fav\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\nhide\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\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\nchange [achievements v] by (1)\nset [achievement now v] to [LOVE AND FAV ACHIEVEMENT]\nwait (3) seconds\nset [achievement now v] to []\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@NiceGuy5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\nbroadcast (Green Flag v)\n\n
Normal Keys, 'S' 'K' 'I' 'P' to go to the next level. 'R' to restart. 17 levels. 'C' to change character. ‘Q’ to dash.\nTHE 10 ACHIEVEMENTS TO UNLOCK:\n-Left\n-Right\n-Up\n-Dash\n-Reset\n-Skip Level\n-Complete the game\n-Die\n-Love and Fav (You might need to wait a few seconds to get this)\n-Bounce
Planets- A Platformer (Mobile)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [play v]\nforever\n play sound [bensound-evolution2 v] until done\nend\n\nwhen I receive [play v]\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\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 <(mouse x) > (x position)>>> 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 (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 (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> 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 (level v)?> 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?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-189] [-115] Set Size To: [40]\n change [deaths v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <<(x position) > [230]> or <touching (next planet v)?>> then\n wait (.000001) seconds\n change [level v] by (1)\n Place Player: [-189] [-115] Set Size To: [40]\n broadcast (Black screen v)\n set [y v] to [0]\n set [x v] to [0]\n end\nend\n\nwhen I receive [play v]\nset [level v] to [1]\nshow\nPlace Player: [-173] [-122] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\nwhen I receive [play v]\nforever\n if <touching (trampoline v)?> then\n set [y v] to [22]\n end\nend\n\nwhen I receive [play v]\nswitch costume to (1 v)\nset [deaths v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [next planet v]\nnext costume\n\nwhen I receive [play v]\nforever\n if <touching (next planet v)?> then\n next costume\n end\nend\n\n@Level\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nswitch costume to (16 v)\n\n@Obstacles\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Trampoline\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Level)\nend\n\n@INTRO\n\nwhen flag clicked\nhide variable [deaths v]\nclear graphic effects\nshow\nset [color v] effect to (0)\nset [ghost v] effect to (0)\npoint in direction (90)\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone id) = [0]> then\n set [ghost v] effect to (0)\n point in direction (90)\n switch costume to (2 v)\n go to [front v] layer\n set size to (100) %\n go to x: (0) y: (0)\n repeat (7)\n wait (0.01) seconds\n change size by (5)\n end\n broadcast (TURN v)\nend\nif <(Clone id) = [1]> then\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (10) %\n switch costume to (4 v)\n repeat (20)\n wait (0.01) seconds\n change size by (10)\n end\n switch costume to (5 v)\n broadcast (Thumbnail show v)\n wait (2) seconds\n broadcast (play v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\nwhen I receive [turn v]\nrepeat (50)\n turn right (5) degrees\n change [ghost v] effect by (1)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [turn v]\nrepeat (50)\n turn right (5) degrees\n change [ghost v] effect by (1)\n change size by (-1)\nend\nhide\nswitch costume to (3 v)\nshow\nrepeat (100)\n turn right (-5) degrees\n change size by (1)\n change [ghost v] effect by (-1)\nend\nrepeat (15)\n change [color v] effect by (25)\nend\nset [color v] effect to (0)\nrepeat (5)\n move (10) steps\nend\nrepeat (10)\n move (-10) steps\nend\nrepeat (5)\n move (10) steps\nend\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nhide\n\nturn right (4) degrees\n\nchange [color v] effect by (25)\n\nbroadcast (TURN v)\n\nhide\n\nset [ghost v] effect to (0)\n\npoint in direction (90)\n\ngo to x: (0) y: (0)\n\nbroadcast (TURN v)\n\ngo to x: (0) y: (0)\n\ndelete this clone\n\n@Next Planet\n\nwhen I receive [play v]\nshow\nforever\n if <touching (player v)?> then\n broadcast (Next Planet v)\n end\n forever\n switch costume to (Level)\n end\nend\n\n@Thumbnail\n\nwhen I receive [thumbnail show v]\nshow\ngo to [front v] layer\nwait (2) seconds\nhide\n\nwhen I receive [play v]\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\n\n@Moving enemy\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nforever\n glide (1) secs to x: (-4) y: (83)\n wait (.0000001) seconds\n glide (1) secs to x: (0) y: (0)\nend\n\n
This is and entry for @MJM3 platformer contest.\n\n\nAll of the colors are based of of what it looks like on Earth because it looks better than Venus with a yellowish white atmosphere and a red ground.
Portals-A platformer ll MOBILE V2.4
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [introover v]\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Alan Walker - Faded v] until done\nend\n\n@GROUND\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\nshow\ngo to x: (-16) y: (-12)\nforever\n if <(LVL) = [1]> then\n switch costume to (costume1 v)\n show\n end\n if <(LVL) = [2]> then\n switch costume to (costume2 v)\n show\n end\n if <(LVL) = [3]> then\n switch costume to (costume3 v)\n show\n end\n if <(LVL) = [4]> then\n switch costume to (costume4 v)\n show\n end\n if <(LVL) = [5]> then\n switch costume to (costume5 v)\n show\n end\n if <(LVL) = [6]> then\n switch costume to (costume6 v)\n show\n end\n if <(LVL) = [7]> then\n switch costume to (costume7 v)\n show\n end\n if <(LVL) = [8]> then\n switch costume to (costume8 v)\n show\n end\n if <(LVL) = [9]> then\n switch costume to (costume9 v)\n show\n end\n if <(LVL) = [10]> then\n switch costume to (costume10 v)\n show\n end\n if <(LVL) = [11]> then\n switch costume to (costume11 v)\n show\n end\n if <(LVL) = [12]> then\n switch costume to (costume12 v)\n show\n end\n if <(LVL) = [12]> then\n switch costume to (costume13 v)\n show\n end\n if <(LVL) = [13]> then\n switch costume to (costume14 v)\n show\n end\n if <(LVL) = [14]> then\n switch costume to (costume15 v)\n show\n end\n if <(LVL) = [15]> then\n switch costume to (costume16 v)\n show\n end\n if <(LVL) = [16]> then\n switch costume to (costume17 v)\n show\n end\n if <(LVL) = [17]> then\n switch costume to (costume20 v)\n show\n end\nend\n\nhide\n\nhide variable [lvl v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (100)\npoint in direction (10)\ngo to x: (pick random (-300) to (300)) y: (pick random (-300) to (300))\nrepeat (20)\n change [ghost v] effect by (-5)\n move (2) steps\nend\nrepeat (20)\n change [ghost v] effect by (5)\n move (2) steps\nend\nerase all\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [low quality v]\nstop [other scripts in sprite v]\n\nforever\n \n delete this clone\n end\nend\n\nwhen I receive [introover v]\nshow\ngo to x: (300) y: (300)\nerase all\nshow\npoint in direction (135)\nrepeat (20)\n wait (0.00001) seconds\n create clone of (_myself_ v)\nend\nhide\n\n@Sprite2\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [portalllllllll v]\ngo to (sprite5 v)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start button clicked v]\nshow\ngo to x: (-138) y: (-42)\nset [lvl v] to [1]\nforever\n change [y v] by (-0.5)\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 if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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 (#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 (-6)\n if 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 color (#000008)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching color (#000008)?> and <key (up arrow v) pressed?>> or <<touching color (#000008)?> and <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching (_edge_ v)?> then\n change [lvl v] by (1)\n go to x: (-138) y: (-42)\n end\n if <<touching color (#90a4ae)?> or <touching color (#78909c)?>> then\n go to x: (-138) y: (-42)\n end\nend\n\nif <touching color (#ff0000)?> then\n go to x: (-138) y: (-42)\nend\n\nwhen I receive [thumbnail done v]\n\nwhen flag clicked\nforever\n if <(Character select V.0.1) = [0]> then\n switch costume to (costume 1 v)\n end\n if <(Character select V.0.1) = [1]> then\n switch costume to (costume 2 v)\n end\n if <(Character select V.0.1) = [2]> then\n switch costume to (costume 3 v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (Portalllllllll v)\n end\nend\n\nwhen I receive [start button clicked v]\nshow\nforever\n go to [front v] layer\n if <(LVL) = [1]> then\n go to x: (-15) y: (-72)\n show\n end\n if <(LVL) = [2]> then\n go to x: (-205) y: (67)\n show\n end\n if <(LVL) = [3]> then\n hide\n end\n if <(LVL) = [4]> then\n show\n end\n if <(LVL) = [5]> then\n show\n end\n if <(LVL) = [6]> then\n show\n go to x: (215) y: (86)\n end\n if <(LVL) = [7]> then\n show\n end\n if <(LVL) = [8]> then\n show\n go to x: (-10) y: (-69)\n end\n if <(LVL) = [9]> then\n show\n go to x: (214) y: (80)\n end\n if <(LVL) = [10]> then\n show\n go to x: (-72) y: (-73)\n end\n if <(LVL) = [11]> then\n show\n go to x: (127) y: (80)\n end\n if <(LVL) = [12]> then\n hide\n end\n if <(LVL) = [13]> then\n hide\n end\n if <(LVL) = [14]> then\n hide\n end\n if <(LVL) = [15]> then\n hide\n end\n if <(LVL) = [16]> then\n show\n go to x: (212) y: (83)\n end\n if <(LVL) = [17]> then\n hide\n end\nend\n\ngo to x: (-10) y: (-69)\n\ngo to x: (213) y: (-69)\n\ngo to x: (-10) y: (-69)\n\ngo to x: (126) y: (87)\n\nshow\n\ngo to x: (126) y: (87)\n\nshow variable [lvl v]\n\nshow variable [lvl v]\n\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\nshow\nforever\n go to [front v] layer\n if <(LVL) = [1]> then\n go to x: (5) y: (72)\n show\n end\n if <(LVL) = [2]> then\n go to x: (186) y: (89)\n show\n end\n if <(LVL) = [3]> then\n hide\n go to x: (-69) y: (-68)\n end\n if <(LVL) = [4]> then\n show\n go to x: (-69) y: (-68)\n end\n if <(LVL) = [5]> then\n show\n go to x: (-69) y: (-68)\n end\n if <(LVL) = [6]> then\n show\n go to x: (233) y: (-62)\n end\n if <(LVL) = [7]> then\n show\n end\n if <(LVL) = [8]> then\n show\n go to x: (11) y: (77)\n end\n if <(LVL) = [9]> then\n show\n go to x: (232) y: (-68)\n end\n if <(LVL) = [10]> then\n go to x: (-53) y: (78)\n show\n end\n if <(LVL) = [11]> then\n show\n go to x: (145) y: (-67)\n end\n if <(LVL) = [12]> then\n hide\n end\n if <(LVL) = [13]> then\n hide\n end\n if <(LVL) = [14]> then\n hide\n end\n if <(LVL) = [15]> then\n hide\n end\n if <(LVL) = [16]> then\n show\n go to x: (232) y: (-69)\n end\n if <(LVL) = [17]> then\n hide\n end\nend\n\ngo to x: (11) y: (77)\n\ngo to x: (233) y: (83)\n\ngo to x: (143) y: (-71)\n\ngo to x: (143) y: (-71)\n\ngo to x: (-53) y: (78)\n\n@Sprite6\n\nwhen flag clicked\nhide\n\ngo to x: (-21) y: (-155)\n\nshow\n\nset [lvl v] to [1]\n\nwhen I receive [start button clicked v]\nforever\n if <(LVL) = [1]> then\n hide\n end\n if <(LVL) = [2]> then\n hide\n end\n if <(LVL) = [3]> then\n go to x: (-21) y: (-155)\n show\n end\n if <(LVL) = [4]> then\n go to x: (-21) y: (-155)\n show\n end\n if <(LVL) = [5]> then\n hide\n end\n if <(LVL) = [6]> then\n show\n end\n if <(LVL) = [7]> then\n hide\n end\n if <(LVL) = [8]> then\n hide\n end\n if <(LVL) = [9]> then\n hide\n end\n if <(LVL) = [10]> then\n show\n end\n if <(LVL) = [12]> then\n hide\n end\n if <(LVL) = [14]> then\n show\n go to x: (-21) y: (-155)\n end\n if <(LVL) = [15]> then\n hide\n end\nend\n\nhide\n\nshow\n\nhide\n\n@Sprite7\n\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\ngo to x: (72) y: (-155)\nforever\n if <(LVL) = [1]> then\n hide\n end\n if <(LVL) = [2]> then\n hide\n end\n if <(LVL) = [3]> then\n show\n end\n if <(LVL) = [4]> then\n show\n end\n if <(LVL) = [5]> then\n show\n end\n if <(LVL) = [6]> then\n show\n end\n if <(LVL) = [7]> then\n hide\n end\n if <(LVL) = [8]> then\n hide\n end\n if <(LVL) = [9]> then\n hide\n end\n if <(LVL) = [10]> then\n show\n end\n if <(LVL) = [12]> then\n hide\n end\n if <(LVL) = [13]> then\n show\n go to x: (50) y: (-203)\n end\n if <(LVL) = [15]> then\n show\n go to x: (72) y: (-155)\n end\n if <(LVL) = [17]> then\n hide\n end\nend\n\nhide\n\nhide variable [lvl v]\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\ngo to x: (102) y: (-155)\nforever\n if <(LVL) = [1]> then\n hide\n end\n if <(LVL) = [2]> then\n hide\n end\n if <(LVL) = [3]> then\n show\n end\n if <(LVL) = [4]> then\n show\n end\n if <(LVL) = [5]> then\n show\n end\n if <(LVL) = [6]> then\n show\n end\n if <(LVL) = [7]> then\n show\n end\n if <(LVL) = [8]> then\n hide\n end\n if <(LVL) = [9]> then\n hide\n end\n if <(LVL) = [10]> then\n show\n end\n if <(LVL) = [12]> then\n hide\n end\n if <(LVL) = [13]> then\n go to x: (80) y: (-203)\n show\n end\n if <(LVL) = [15]> then\n show\n go to x: (102) y: (-155)\n end\n if <(LVL) = [17]> then\n hide\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\ngo to x: (8) y: (-152)\nforever\n if <(LVL) = [1]> then\n hide\n end\n if <(LVL) = [2]> then\n hide\n end\n if <(LVL) = [3]> then\n show\n end\n if <(LVL) = [4]> then\n show\n end\n if <(LVL) = [5]> then\n show\n end\n if <(LVL) = [6]> then\n show\n end\n if <(LVL) = [7]> then\n hide\n end\n if <(LVL) = [8]> then\n hide\n end\n if <(LVL) = [9]> then\n hide\n end\n if <(LVL) = [10]> then\n show\n end\n if <(LVL) = [12]> then\n hide\n end\n if <(LVL) = [13]> then\n show\n go to x: (109) y: (-203)\n end\n if <(LVL) = [14]> then\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\ngo to x: (41) y: (-154)\nforever\n if <(LVL) = [1]> then\n hide\n end\n if <(LVL) = [2]> then\n hide\n end\n if <(LVL) = [3]> then\n show\n end\n if <(LVL) = [4]> then\n show\n end\n if <(LVL) = [5]> then\n show\n end\n if <(LVL) = [6]> then\n show\n end\n if <(LVL) = [7]> then\n show\n end\n if <(LVL) = [8]> then\n hide\n end\n if <(LVL) = [9]> then\n hide\n end\n if <(LVL) = [10]> then\n show\n end\n if <(LVL) = [12]> then\n hide\n end\n if <(LVL) = [13]> then\n show\n go to x: (142) y: (-203)\n end\n if <(LVL) = [15]> then\n show\n go to x: (42) y: (-155)\n end\n if <(LVL) = [17]> then\n hide\n end\nend\n\nhide\n\n@Cloud\n\nwhen I start as a clone\nshow\ngo [backward v] (21) layers\nswitch costume to (pick random (1) to (2))\ngo to x: (240) y: (pick random (-75) to (170))\nrepeat (500)\n change x by (-1)\n if <touching color (#009933)?> then\n change y by (10)\n end\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [high quality v]\nhide\nforever\n go to [back v] layer\n wait (pick random (4) to (6)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [low quality v]\nstop [other scripts in sprite v]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\nshow\ngo to x: (-227) y: (163)\nswitch costume to (costume10 v)\nforever\n if <[59] < (TIME)> then\n next costume\n wait (60) seconds\n end\n if <(LVL) = [20]> then\n stop [this script v]\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\nshow\ngo to x: (-205) y: (163)\nswitch costume to (costume10 v)\nforever\n if <(TIME) > [9]> then\n next costume\n wait (10) seconds\n end\n if <(LVL) = [20]> then\n stop [this script v]\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\nshow\ngo to x: (-189) y: (163)\nset [time v] to [0]\nswitch costume to (costume10 v)\nforever\n wait (1) seconds\n change [time v] by (1)\n next costume\n if <(LVL) = [20]> then\n stop [this script v]\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n hide\n if <(LVL) = [17]> then\n show\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n hide\n if <(LVL) = [17]> then\n show\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nset size to (30) %\nforever\n hide\n if <(LVL) = [17]> then\n show\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nforever\n hide\n if <(LVL) = [17]> then\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n repeat (10)\n turn right (0.1) degrees\n end\n repeat (10)\n turn right (0.1) degrees\n end\n repeat (10)\n turn right (-0.1) degrees\n end\n repeat (10)\n turn right (-0.1) degrees\n end\n repeat (10)\n turn right (-0.1) degrees\n end\n repeat (10)\n turn right (0.1) degrees\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nif <(LVL) = [7]> then\n forever\n end\nend\n\nshow\n\n@Follow Button\n\nwhen flag clicked\nset size to (50) %\nforever\n hide\n if <(LVL) = [17]> then\n show\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (210) %\n else\n set size to (200) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start button clicked v)\n\nwhen I receive [start button clicked v]\nhide\n\nwhen I receive [introover v]\nshow\nset size to (200) %\npoint in direction (90)\nforever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\nend\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\nhide\n\nwhen flag clicked\npoint in direction (90)\nforever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\nend\n\nwhen I receive [introover v]\nshow\nhide variable [character select v.0.1 v]\nset [character select v.0.1 v] to [0]\nforever\n if <(Character select V.0.1) = [0]> then\n switch costume to (costume 1 v)\n end\n if <(Character select V.0.1) = [1]> then\n switch costume to (costume 2 v)\n end\n if <(Character select V.0.1) = [2]> then\n switch costume to (costume 3 v)\n end\nend\n\n@Sprite19\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\nhide\n\nwhen I receive [introover v]\nshow\n\n@Sprite20\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [character select v.0.1 v] by (1)\n\nwhen I receive [start button clicked v]\nhide\n\nwhen I receive [introover v]\ngo to x: (9) y: (87)\nshow\npoint in direction (90)\nforever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\nend\n\n@Sprite21\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [character select v.0.1 v] by (-1)\n\nwhen I receive [start button clicked v]\nhide\n\nwhen flag clicked\nforever\n if <(Character select V.0.1) = [4]> then\n set [character select v.0.1 v] to [0]\n end\n if <(Character select V.0.1) = [-1]> then\n set [character select v.0.1 v] to [3]\n end\nend\n\nwhen I receive [introover v]\npoint in direction (90)\ngo to x: (-52) y: (87)\nshow\nforever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\nend\n\n@Sprite22\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\nhide\n\nwhen this sprite clicked\nbroadcast (High Quality v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n\n\nwhen I receive [introover v]\ngo to x: (-166) y: (-37)\nshow\npoint in direction (90)\nforever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\nend\n\n@Sprite23\n\nwhen flag clicked\nhide\n\nwhen I receive [start button clicked v]\nhide\n\nwhen this sprite clicked\nbroadcast (Low quality v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [introover v]\nshow\ngo to x: (128) y: (-39)\npoint in direction (90)\nforever\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (-0.5) degrees\n end\n repeat (10)\n turn right (0.5) degrees\n end\nend\n\n@Intro sprite 2\n\nset [brightness v] effect to (data)\n\nwhen flag clicked\ngo to [front v] layer\nshow\nPlay intro: Come in (fade and glide in \(from bottom\)) Wait [1.25] Seconds: Come out (up and down)\n\ndefine Play intro: Come in (come in) Wait (seconds) Seconds: Come out (come out)\nclean up\nset [come out v] to (come out)\nset [come in v] to (come in)\nif <(come in) = [2]> then\n fade in and glide in (from bottom)\nend\nwait (seconds) seconds\nif <(come out) = [7]> then\n up and down\nend\n\ndefine fade in and glide in (from bottom)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (-190)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n change [ghost v] effect by (-3)\nend\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\ndefine clean up\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\ndefine up and down\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\nend\nrepeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\nend\n\nwhen I receive [introover v]\n\ngo to x: (-414) y: (-18)\npoint in direction (90)\nwait (1) seconds\nfade in and glide in (from bottom)\nwait (1) seconds\nup and down\n\nwhen flag clicked\nplay sound [The Pressure Drop Variation v] until done\n\nstart sound [559385_Hyperrealistic v]\n\nplay sound [559385_Hyperrealistic v] until done\n\nforever\n start sound [The Pressure Drop Variation v]\nend\n\n@Intro sprite 1\n\ndefine Play intro: Come in (come in) Wait (seconds) Seconds: Come out (come out)\nclean up\nset [come out v] to (come out)\nset [come in v] to (come in)\nif <(come in) = [1]> then\n fade in and glide in (from top)\nend\nwait (seconds) seconds\nif <(come out) = [7]> then\n up and down\nend\n\nwhen flag clicked\nshow\nPlay intro: Come in (fade and glide in \(from top\)) Wait [1.5] Seconds: Come out (up and down)\nbroadcast (IntroOver v)\n\nwhen flag clicked\n\nplay sound [The Pressure Drop Variation v] until done\n\ndefine fade in and glide in (from top)\nshow\ngo to x: (0) y: (190)\nset [ghost v] effect to (100)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n change [ghost v] effect by (-3)\nend\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\ndefine clean up\nclear graphic effects\nshow\ngo to x: (0) y: (0)\nset size to (100) %\n\ndefine up and down\nrepeat (10)\n change y by ((5) - ((y position) * (0.2)))\n change [ghost v] effect by (2.5)\nend\nrepeat (30)\n change y by (((5) - ((y position) * (0.2))) * (-1))\n change [ghost v] effect by (3)\nend\n\nwhen I receive [introover v]\n\npoint in direction (90)\ngo to x: (416) y: (-23)\nfade in and glide in (from top)\nwait (1) seconds\nup and down\n\n
--------P O R T A L S- A- P L A T F O R M E R------------\n\n\n------------------NO ADVERTISING----------------------- \n\nGo check out my scrolling platformer https://scratch.mit.edu/projects/384830916\nThis is a 7 level platformer that took me two weeks to make, Please like and fav, credit to @--waterfall-- for the follow button but aside from that I did all the code and art.\n\nUse the Arrow keys to move your charecter\nHigh quality-More lag unless on A high level iOS or Apple Device\n\nLow quality-The circles in the air stop and isn't as laggy\n\nTheir are 3 different colours for your character Red, Grey and pink\n\n-WARNING- YOUR GAME WILL BREAK IF YOU PRESS HIGH QUALIITY THEN LOW QUALITY\n\n\n\n\n-------Like-----follow-------fav------Recommend-----Play\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\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\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#noob #gray #grey #scale #grayscale #mobile #friendly #love #favourite #follow #squaddlegend #game #tutorials #games #game #all #trending #boi #a #platformer #a #b #c #d #e #f #g #h #i #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #XD #xD #0 #1 #2 #3 #4 #5 #6 #7 #8 #9 #griffpatch #will_wam #wazzotv #glaolaosd #super #cool #platformer #a #1234567890 #art #music #all #games #stories #platsformer #unusal #the #white #box #thewhitebox #black #void #theblackvoid #fun #game #games #platformer #platformers #tutorial #music #black #white #red #grey #poorly #drawn #eyes #platforms #red #orange #hard #easy #medium #terrible #art #terribleart #a #b #c #d #e #f #g #h #I #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #animations #art #animation #tutorial #trash #trending #popular #all #games #music #oof #hard #colours #spectrum #colourspectrum #rainbow #stories #all #trending #popular #famous #anthonybug #game #random #mobile #ipad #android #whydotagsexist #poop #poo #urinal #please #stop #reading #this #grabage #or #me #steal #your #cookies #zilbs #duoof #esther_hi #sharkyshar #js_coder #cheekyscuola #stickman #red #orange #yellow #green #cyan #blue #purple #pink #life #boats #water #duoof #skins #shop #tasks #rewards #lots #tons #of #levels #unrelatedtags ##Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #Games #noob #gray #grey #scale #grayscale #mobile #friendly #love #favourite #follow #squaddlegend #game #tutorials #games #game #all #trending #boi #a #platformer #a #b #c #d #e #f #g #h #i #j #k #l #m #n #o #p #q #r #s #t #u #v #w #x #y #z #XD #xD #0 #1 #2 #3 #4 #5 #6 #7 #8 #9 #griffpatch #will_wam #wazzotv #glaolaosd #super #cool #platformer #a #1234567890 #art #music #all #games #stories #platsformer #unusal #the #white #box #thewhitebox #black #void #theblackvoid #fun #game #games #platformer #platformers #tutorial #music #black #white #red #grey #poorly #drawn #eyes #platforms #red #Portals #portal #portals #Portal
cyberistic - platformer
@Stage\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nset size to (150) %\nswitch costume to (overworld v)\nshow\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n go to [front v] layer\n if <<<(y position) < [-175]> or <touching (boss v)?>> or <touching (oof v)?>> then\n go to x: (-225) y: (-40)\n start sound [Drum Boing v]\n set [x move v] to [0]\n set [y move v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x move v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x move v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [go v]\nshow\n\nwhen I receive [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-40)\n broadcast (next level v)\n end\nend\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [go v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <<(x move) = [0]> or <<touching color (#4dd0ff)?> or <touching color (#00a0ff)?>>>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n change y by (-3)\n if <touching (real platformer v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y move v] to [9]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer 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 (y move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\n@real platformer \n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (costume3 v)\nset [level v] to [1]\nhide\n\nwhen I receive [go v]\nshow\nforever\n if <(level) = [13]> then\n broadcast (boss start v)\n stop [this script v]\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [go v]\nshow\nforever\n if <(level) = [14]> then\n broadcast (the end ;\) v)\n stop [this script v]\n end\nend\n\n@deco\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\nshow\n\n@Oof\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume3 v)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [go v]\nshow\n\n@boss\n\nwhen I receive [boss start v]\nswitch costume to (costume2 v)\nshow\nwait (3) seconds\nrepeat (5)\n next costume\n wait (.1) seconds\nend\nwait (1.5) seconds\nrepeat (8)\n next costume\n wait (.05) seconds\nend\nwait (3) seconds\nrepeat (3)\n next costume\n wait (.05) seconds\nend\nwait (2) seconds\nrepeat (4)\n next costume\n wait (.05) seconds\nend\nwait (2) seconds\nrepeat (4)\n next costume\n wait (.05) seconds\nend\nwait (2) seconds\nrepeat (5)\n next costume\n wait (.05) seconds\nend\nwait (2) seconds\nrepeat (5)\n next costume\n wait (.05) seconds\nend\nwait (2) seconds\nrepeat (9)\n next costume\n wait (.05) seconds\nend\nhide\nbroadcast (next level v)\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [boss start v]\nforever\n if <touching (player v)?> then\n broadcast (boss start v)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@introduction \n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nintro\n\nwhen I receive [go v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nhide\n\ndefine intro\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 (6) seconds\nbroadcast (go v)\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nwait (3) seconds\nforever\n repeat (10)\n change size by (3)\n end\n repeat (5)\n change size by (-3)\n end\nend\n\nwhen I receive [the end ;\) v]\ngo to x: (0) y: (100)\nswitch costume to (costume40 v)\npoint in direction (90)\nset size to (4) %\ngo to [front v] layer\nshow\nrepeat (25)\n change size by (4)\n turn right (14.4) degrees\nend\nset size to (100) %\n\n@loves, favs\n\nwhen I receive [the end ;\) v]\nhide\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset size to (0) %\ngo to (random position v)\npoint in direction (pick random (-180) to (180))\nset [ghost v] effect to (50)\nrepeat (20)\n change size by (2)\nend\nwait (2) seconds\nrepeat (15)\n change size by (-2)\nend\ndelete this clone\n\nbroadcast (THE END :\) v)\n\n
How to play: to move use WASD or arrow keys, make sure not to touch the lasers that inhabit the game. get to the right side of the screen to get to the next level.\n\nThis game is a filler because I'm working on something big ;) Just for all of ya'll.
Griffin Platformer
@Stage\n\n@Sprite2\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 end\n if <key (left arrow 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 (#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)\n if <(x position) > [196]> then\n go to x: (-188) y: (-133)\n switch backdrop to (next backdrop v)\n end\n if <touching color (#cd0000)?> then\n go to x: (-188) y: (-133)\n end\nend\n\nwhen flag clicked\ngo to x: (-185) y: (43)\nset size to (30) %\n\nwhen flag clicked\nforever\n if on edge, bounce\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@thumbnail\n\nwhen flag clicked\nclear graphic effects\nshow\nwait (3) seconds\nrepeat (100)\n change [ghost v] effect by (25)\nend\nhide\n\n
Arrow keys to move and avoid dark red.
Animation- A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-81) y: (-124)\n\nwhen backdrop switches to [backdrop1 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-81) y: (-124)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-21) y: (10)\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume4 v)\ngo to x: (-16) y: (84)\nshow\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume3 v)\ngo to x: (46) y: (-122)\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [underwater 2 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x 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 if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> 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 (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>> 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 (#000000)?> or <<touching color (#009933)?> or <touching color (#663b00)?>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\n if <touching (spikes v)?> then\n go to x: (-217) y: (-20)\n end\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n change [y v] by (17)\n end\n if <touching (trampoline2 v)?> then\n change [y v] by (17)\n end\n if <touching (trampoline3 v)?> then\n change [y v] by (17)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen backdrop switches to [backdrop6 v]\nforever\n if <touching (wavetv v)?> then\n go to x: (-217) y: (-20)\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nforever\n if <touching (fireball v)?> then\n go to x: (-217) y: (-20)\n switch backdrop to (backdrop7 v)\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nforever\n if <touching (-thegreenninja- v)?> then\n go to x: (-217) y: (-20)\n switch backdrop to (backdrop7 v)\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nforever\n if <touching (sofa v)?> then\n go to x: (-217) y: (-20)\n switch backdrop to (backdrop8 v)\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nforever\n if <touching (7sofa v)?> then\n go to x: (-217) y: (-20)\n switch backdrop to (backdrop8 v)\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nforever\n if <(y position) = [-183]> then\n switch backdrop to (underwater 2 v)\n go to x: (x position) y: (144)\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\nforever\n if <(y position) = [-183]> then\n set volume to (100) %\n play sound [Splash v] until done\n end\nend\n\nwhen backdrop switches to [backdrop8 v]\nforever\n if <touching (7sofa v)?> then\n go to x: (-217) y: (-20)\n switch backdrop to (backdrop8 v)\n end\nend\n\nwhen backdrop switches to [underwater 2 v]\nforever\n if <<touching (shark v)?> or <touching (sharkyshar v)?>> then\n go to x: (-217) y: (-20)\n switch backdrop to (underwater 2 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (costumex v)\n end\n if <not <key (down arrow v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [bruh v]\nsay [*le gasp*] for (2) seconds\nsay [Nah, we already knew. Your username is sharkyshar and your Profile Picture is a girl with a shark shirt! ] for (2) seconds\nbroadcast (Bye v)\nforever\n stop [this script v]\nend\n\nwhen flag clicked\nsay (join (join [Hi, ] (username)) [!]) for (3) seconds\nsay (join (join [Thank you for playing animation- a platformer today on ] (current [date v])) (join (join [/] (current [month v])) (join [/] (current [year v])))) for (10) seconds\n\n@Sun\n\nwhen flag clicked\nset size to (100) %\nforever\n go to [back v] layer\n repeat (50)\n change size by (0.05)\n end\n repeat (50)\n change size by (-0.05)\n end\nend\n\nwhen flag clicked\nshow\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (-51) y: (-100)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (-126) y: (-98)\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Trampoline2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (20) y: (-98)\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Trampoline3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (-51) y: (-100)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (155) y: (-99)\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Doritos Bear\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume10 v)\nshow\ngo to x: (134) y: (-79)\nglide (0.5) secs to x: (-184) y: (-79)\nhide\nwait (1) seconds\nswitch costume to (costume2 v)\nshow\ngo to x: (-184) y: (-79)\nglide (0.5) secs to x: (134) y: (-79)\nhide\n\n@Angry People\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (228) y: (-60)\nglide (1) secs to x: (-167) y: (-60)\nhide\nwait (1) seconds\nshow\ngo to x: (-167) y: (-60)\nglide (1) secs to x: (228) y: (-60)\nhide\n\nwhen backdrop switches to [backdrop6 v]\nplay sound [Screech v] until done\n\n@WaveTV\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (187) y: (121)\nswitch costume to (wave_1 v)\nrepeat until <(backdrop [number v]) = [7]>\n repeat (7)\n wait (0.5) seconds\n next costume\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@-TheGreenNinja-\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (190) y: (11)\nsay [Y] for (0.1) seconds\nsay [Yo] for (0.1) seconds\nsay [You] for (0.1) seconds\nsay [You a] for (0.1) seconds\nsay [You ar] for (0.1) seconds\nsay [You are] for (0.1) seconds\nsay [You are g] for (0.1) seconds\nsay [You are go] for (0.1) seconds\nsay [You are goi] for (0.1) seconds\nsay [You are goin] for (0.1) seconds\nsay [You are going] for (0.1) seconds\nsay [You are going t] for (0.1) seconds\nsay [You are going to] for (0.1) seconds\nsay [You are going to d] for (0.1) seconds\nsay [You are going to di] for (0.1) seconds\nsay [You are going to die] for (0.1) seconds\nsay [You are going to die!] for (0.1) seconds\nsay [You are going to die!!] for (0.1) seconds\nsay [You are going to die!!!] for (0.1) seconds\nsay [You are going to die!!!!] for (0.1) seconds\nsay [You are going to die!!!!!] for (0.1) seconds\nswitch costume to (costume2 v)\nforever\n wait (1) seconds\n repeat (11)\n next costume\n broadcast (Blast v)\n end\nend\n\nwhen backdrop switches to [backdrop7 v]\nwait (15) seconds\nbroadcast (Retreat v)\n\nwhen I receive [retreat v]\nsay [Y] for (0.1) seconds\nsay [Yo] for (0.1) seconds\nsay [You] for (0.1) seconds\nsay [You W] for (0.1) seconds\nsay [You Wi] for (0.1) seconds\nsay [You Win] for (0.1) seconds\nsay [You Win f] for (0.1) seconds\nsay [You Win fo] for (0.1) seconds\nsay [You Win for] for (0.1) seconds\nsay [You Win for n] for (0.1) seconds\nsay [You Win for no] for (0.1) seconds\nsay [You Win for now] for (0.1) seconds\nsay [You Win for now!] for (0.1) seconds\nsay [You Win for now!!] for (0.1) seconds\nsay [You Win for now!!!] for (0.1) seconds\nsay [You Win for now!!!!] for (0.1) seconds\nsay [You Win for now!!!!!] for (0.1) seconds\nwait (1) seconds\nhide\n\n@Fireball\n\nwhen I receive [blast v]\nshow\ngo to x: (79) y: (-41)\nglide (1) secs to (sprite2 v)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen I receive [blast v]\nplay sound [laser sfx v] until done\n\nwhen I receive [retreat v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Sofa\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (0) y: (188)\n\nwhen I receive [yeet sofas v]\nforever\n show\n go to x: (pick random (-226) to (253)) y: (188)\n glide (2) secs to x: (x position) y: (-105)\n hide\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) = [9]>> then\n stop [this script v]\n end\nend\n\nwhen I receive [sofa retreat v]\nforever\n hide\n stop [other scripts in sprite v]\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 (0.2) 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@7Sofa\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (243) y: (-84)\nsay [S] for (0.1) seconds\nsay [So] for (0.1) seconds\nsay [Sof] for (0.1) seconds\nsay [Sofa] for (0.1) seconds\nsay [Sofas] for (0.1) seconds\nsay [Sofas,] for (0.1) seconds\nsay [Sofas, a] for (0.1) seconds\nsay [Sofas, at] for (0.1) seconds\nsay [Sofas, att] for (0.1) seconds\nsay [Sofas, atta] for (0.1) seconds\nsay [Sofas, attac] for (0.1) seconds\nsay [Sofas, attack] for (0.1) seconds\nsay [Sofas, attack!] for (0.1) seconds\nbroadcast (yeet sofas v)\nwait (15) seconds\nbroadcast (Sofa Retreat v)\nsay [Y] for (0.1) seconds\nsay [Yo] for (0.1) seconds\nsay [You] for (0.1) seconds\nsay [You a] for (0.1) seconds\nsay [You ar] for (0.1) seconds\nsay [You are] for (0.1) seconds\nsay [You are s] for (0.1) seconds\nsay [You are sa] for (0.1) seconds\nsay [You are saf] for (0.1) seconds\nsay [You are safe] for (0.1) seconds\nsay [You are safe.] for (0.1) seconds\nsay [You are safe..] for (0.1) seconds\nsay [You are safe...] for (0.1) seconds\nsay [You are safe... F] for (0.1) seconds\nsay [You are safe... FO] for (0.1) seconds\nsay [You are safe... FOR] for (0.1) seconds\nsay [You are safe... FOR N] for (0.1) seconds\nsay [You are safe... FOR NO] for (0.1) seconds\nsay [You are safe... FOR NOW] for (0.1) seconds\nsay [You are safe... FOR NOW!] for (0.1) seconds\nsay [You are safe... FOR NOW!!] for (0.1) seconds\nsay [You are safe... FOR NOW!!!] for (0.1) seconds\nsay [You are safe... FOR NOW!!!!] for (0.1) seconds\nsay [You are safe... FOR NOW!!!!!] for (0.1) seconds\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (11) y: (65)\nend\n\n@sharkyshar\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [underwater 2 v]\nshow\ngo to x: (163) y: (-101)\nsay [I] for (0.1) seconds\nsay [In] for (0.1) seconds\nsay [Int] for (0.1) seconds\nsay [Intr] for (0.1) seconds\nsay [Intru] for (0.1) seconds\nsay [Intrud] for (0.1) seconds\nsay [Intrude] for (0.1) seconds\nsay [Intruder] for (0.1) seconds\nsay [Intruder!] for (0.1) seconds\nsay [Intruder! S] for (0.1) seconds\nsay [Intruder! Sh] for (0.1) seconds\nsay [Intruder! Sha] for (0.1) seconds\nsay [Intruder! Shar] for (0.1) seconds\nsay [Intruder! Shark] for (0.1) seconds\nsay [Intruder! Shark A] for (0.1) seconds\nsay [Intruder! Shark Ar] for (0.1) seconds\nsay [Intruder! Shark Arm] for (0.1) seconds\nsay [Intruder! Shark Army] for (0.1) seconds\nsay [Intruder! Shark Army,] for (0.1) seconds\nsay [Intruder! Shark Army, a] for (0.1) seconds\nsay [Intruder! Shark Army, at] for (0.1) seconds\nsay [Intruder! Shark Army, att] for (0.1) seconds\nsay [Intruder! Shark Army, atta] for (0.1) seconds\nsay [Intruder! Shark Army, attac] for (0.1) seconds\nsay [Intruder! Shark Army, attack] for (0.1) seconds\nsay [Intruder! Shark Army, attack!] for (0.1) seconds\nsay [Intruder! Shark Army, attack!!] for (0.1) seconds\nsay [Intruder! Shark Army, attack!!!] for (0.1) seconds\nsay [Intruder! Shark Army, attack!!!!] for (0.1) seconds\nsay [Intruder! Shark Army, attack!!!!!] for (0.1) seconds\nbroadcast (OMAE WA MOU SHINDEIRU... NANI!!!? v)\nwait (15) seconds\nbroadcast (SHAAAAARKS! STOOOPPPP! v)\nsay [Y] for (0.1) seconds\nsay [Yo] for (0.1) seconds\nsay [You] for (0.1) seconds\nsay [You c] for (0.1) seconds\nsay [You ca] for (0.1) seconds\nsay [You can] for (0.1) seconds\nsay [You can g] for (0.1) seconds\nsay [You can go] for (0.1) seconds\nsay [You can go.] for (0.1) seconds\nsay [You can go..] for (0.1) seconds\nsay [You can go...] for (0.1) seconds\nsay [You can go...b] for (0.1) seconds\nsay [You can go...bu] for (0.1) seconds\nsay [You can go...but] for (0.1) seconds\nsay [You can go...but p] for (0.1) seconds\nsay [You can go...but pl] for (0.1) seconds\nsay [You can go...but ple] for (0.1) seconds\nsay [You can go...but plea] for (0.1) seconds\nsay [You can go...but pleas] for (0.1) seconds\nsay [You can go...but please] for (0.1) seconds\nsay [You can go...but please d] for (0.1) seconds\nsay [You can go...but please do] for (0.1) seconds\nsay [You can go...but please don] for (0.1) seconds\nsay [You can go...but please don'] for (0.1) seconds\nsay [You can go...but please don't] for (0.1) seconds\nsay [You can go...but please don't t] for (0.1) seconds\nsay [You can go...but please don't te] for (0.1) seconds\nsay [You can go...but please don't tel] for (0.1) seconds\nsay [You can go...but please don't tell] for (0.1) seconds\nsay [ You can go...but please don't tell a] for (0.1) seconds\nsay [ You can go...but please don't tell an] for (0.1) seconds\nsay [ You can go...but please don't tell any] for (0.1) seconds\nsay [ You can go...but please don't tell anyo] for (0.1) seconds\nsay [ You can go...but please don't tell anyon] for (0.1) seconds\nsay [ You can go...but please don't tell anyone] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I a] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am r] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am re] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am rea] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am real] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am reall] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a s] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a sh] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a sha] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shar] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark i] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in d] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in di] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in dis] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disg] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disgu] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disgui] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguis] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise a] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a s] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a sc] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scr] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scra] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scrat] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scratc] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scratch] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scratche] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scratcher] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scratcher!] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scratcher!!] for (0.1) seconds\nsay [ You can go...but please don't tell anyone I am really a shark in disguise as a scratcher!!!] for (0.1) seconds\nbroadcast (Bruh v)\n\nwhen I receive [bye v]\nforever\n hide\nend\n\n@Shark\n\nwhen flag clicked\nhide\n\nwhen I receive [omae wa mou shindeiru... nani!!!? v]\nshow\nswitch costume to (shark2-b v)\ngo to x: (290) y: (10)\nforever\n go to x: (284) y: (-140)\n glide (2) secs to x: (-325) y: (y position)\n go to x: (284) y: (-90)\n glide (2) secs to x: (-325) y: (y position)\nend\n\nwhen I receive [shaaaaarks! stooopppp! v]\nforever\n hide\nend\n\n@Awesome Tiger X\n\nwhen flag clicked\nhide\n\n
Arrow keys to move. Press the down arrow to shrink. Love and Fave buttons reduce lag =P\nThis took about two days along with schoolwork!\nIf you liked this game, ask for it to be featured here:\nhttps://scratch.mit.edu/studios/4228481/comments/\nPlease report any bugs so I can fix them.\nMore levels coming soon!\n\n#animation #platformer #7c19Jimi\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\nLove fave and follow for a free McDonald's Happy Meal XD\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nFollow me now or I will steal your hairline XD
Venom Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (... v)\n\nwhen I receive [new level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (... v)\n\nwhen I receive [start v]\nif <[1] < (backdrop [number v])> then\n switch backdrop to (... v)\nend\n\nwhen I receive [carnage v]\nswitch backdrop to ((backdrop [number v]) - (1))\n\n@Menu\n\nwhen flag clicked\nset [helpmenu? v] to [no]\ngo to [back v] layer\nswitch costume to (menu v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nset volume to (100) %\nforever\n play sound [Venom Theme v] until done\nend\n\nwhen I receive [help v]\nset [helpmenu? v] to [yes]\nswitch costume to (help v)\ngo to [front v] layer\nforever\n if <(Helpmenu?) = [yes]> then\n if <key (space v) pressed?> then\n play sound [pop v] until done\n switch costume to (menu v)\n go to [back v] layer\n set [helpmenu? v] to [no]\n end\n end\nend\n\nwhen I receive [fade v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [settings v]\nset [helpmenu? v] to [yes]\nswitch costume to (settings v)\ngo to [back v] layer\nforever\n if <(Helpmenu?) = [yes]> then\n if <key (space v) pressed?> then\n broadcast (settingsexit v)\n play sound [pop v] until done\n switch costume to (menu v)\n go to [back v] layer\n set [helpmenu? v] to [no]\n end\n end\nend\n\n@Start\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (177) y: (-26)\nshow\n\nwhen this sprite clicked\nplay sound [pop v] until done\nclear graphic effects\nbroadcast (Fade v)\n\nwhen I receive [fade v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Start v)\nbroadcast (New level v)\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [settingsexit v]\ngo to [front v] layer\nshow\n\n@How To Play\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (177) y: (-95)\nshow\n\nwhen this sprite clicked\nplay sound [pop v] until done\nbroadcast (Help v)\n\nwhen I receive [fade v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [settingsexit v]\ngo to [front v] layer\nshow\n\n@Settings\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (177) y: (-166)\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\nplay sound [pop v] until done\nbroadcast (Settings v)\n\nwhen I receive [fade v]\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [settings v]\nhide\n\nwhen I receive [settingsexit v]\ngo to [front v] layer\nshow\n\n@Venom \n\nwhen flag clicked\ngo to x: (-209) y: (-106)\npoint in direction (-90)\nswitch costume to (standing1 v)\nset size to (150) %\nhide\n\nwhen I receive [start v]\ngo to x: (-209) y: (-106)\nswitch costume to (standing1 v)\nshow\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-0.8)\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 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 [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 (#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 Jump\n end\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n if <(Groundstatus) = [walking]> then\n Walk\n end\n if <(Groundstatus) = [jump]> then\n repeat until <<touching color (#2e2e2e)?> or <touching color (#030304)?>>\n switch costume to (jump v)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <(Groundstatus) = [walking]> then\n Walk\n end\n if <(Groundstatus) = [jump]> then\n repeat until <<touching color (#2e2e2e)?> or <touching color (#030304)?>>\n switch costume to (jump v)\n end\n end\n end\nend\n\ndefine Walk\nswitch costume to (standing1 v)\nwait (0.2) seconds\nswitch costume to (walk1 v)\nwait (0.2) seconds\nswitch costume to (walk2 v)\nwait (0.2) seconds\nswitch costume to (standing1 v)\n\ndefine Jump\nset [groundstatus v] to [jump]\nswitch costume to (standing1 v)\nswitch costume to (jump v)\nset [yv v] to [15]\nrepeat until <<touching color (#2e2e2e)?> or <touching color (#030304)?>>\n set [groundstatus v] to [jump]\nend\n\nplay sound [Chomp v] until done\nwait (1) seconds\n\nwhen I receive [start v]\nset [groundstatus v] to [walking]\nforever\n if <(x position) > [239]> then\n play sound [Chomp v] until done\n broadcast (New level v)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-209) y: (-106)\n\nstart sound [Chomp v]\n\nwhen flag clicked\nforever\n if <<touching color (#2e2e2e)?> or <touching color (#030304)?>> then\n set [groundstatus v] to [walking]\n end\nend\n\n\n switch costume to (standing2 v)\nend\n\nswitch costume to (standing1 v)\n\nswitch costume to (standing1 v)\n\nwhen I receive [start v]\nforever\n if <touching color (#7f7f7f)?> then\n play sound [Alien Creak2 v] until done\n go to x: (-209) y: (-106)\n end\n if <touching color (#e30000)?> then\n play sound [Rip v] until done\n broadcast (Carnage v)\n go to x: (-209) y: (-106)\n end\nend\n\n@Music toggle\n\nwhen flag clicked\ngo to x: (175) y: (28)\ngo to [front v] layer\nswitch costume to (on v)\nhide\n\nwhen this sprite clicked\nplay sound [pop v] until done\nnext costume\n\nwhen I receive [fade v]\nhide\n\nwhen I receive [settings v]\ngo to [front v] layer\nshow\n\nwhen I receive [settingsexit v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n end\n if <(costume [number v]) = [2]> then\n stop all sounds\n set volume to (0) %\n end\nend\n\n@Hint toggle\n\nwhen this sprite clicked\nplay sound [pop v] until done\nnext costume\n\nwhen I receive [fade v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (on v)\nhide\n\nwhen I receive [settings v]\ngo to x: (175) y: (-65)\ngo to [front v] layer\nshow\n\nwhen I receive [settingsexit v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [hints? v] to [yes]\n end\n if <(costume [number v]) = [2]> then\n set [hints? v] to [no]\n end\nend\n\n@Hints\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (... v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [new level v]\nhide\nif <(Hints?) = [yes]> then\n next costume\n clear graphic effects\n wait (0.5) seconds\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\nif <(Hints?) = [no]> then\n forever\n hide\n end\nend\n\nwhen I receive [carnage v]\nswitch costume to ((costume [number v]) - (1))\nhide\nif <(Hints?) = [yes]> then\n clear graphic effects\n wait (0.5) seconds\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\nif <(Hints?) = [no]> then\n forever\n hide\n end\nend\n\n
Whoa, this got a lot more views than I orginally intended. If more people love and favorite, maybe will remaster it!\n----------------------------------------------------------\nThe instructions are in-game.To access them, you can either go to "How to Play" or go to "Settings"and toggle the in-game hints on. Note: the in the game hints are on by default.
~IMPALED~ {a platformer}
@Stage\n\n@Thumbnail\n\nwhen I receive [startgame v]\nwait (0.01) seconds\nshow\ngo to x: (0) y: (0)\nwait (3) seconds\nrepeat (30)\n change [ghost v] effect by (30)\nend\n\nwhen flag clicked\nhide\n\n@Level\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nforever\n show\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@INTRO\n\nwhen flag clicked\nforever\n play sound [TheFatRat & JJD - Prelude \(VIP Edit\) v] until done\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to ( v)\nrepeat (90)\n next costume\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (10)\nend\nbroadcast (StartGame v)\n\n@Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nforever\n show\n switch costume to (Level)\nend\n\n@Jump Pads\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nswitch costume to (costume1 v)\nforever\n show\nend\n\nwhen flag clicked\nhide\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 (0.5) 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 wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\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 wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (60) %\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\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 <(mouse x) > (x position)>>> 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 (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 (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> 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 (level v)?> 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?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-173] [-122] Set Size To: [40]\n end\n if <touching color (#fff27b)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nset [level v] to [1]\nshow\nPlace Player: [-173] [-122] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nforever\n play sound [TheFatRat & JJD - Prelude \(VIP Edit\) v] until done\nend\n\n@Effect\n\nwhen I receive [end v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nshow\nset size to (60) %\nrepeat (20)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [startgame v]\nwait (3.01) seconds\nforever\n show\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n
OMG 700+ LOVES!!!!!!!!!!!!!! THANKS!!!!!!!!!!!!!!!!\n~IMPALED~-a platformer-\n~BY @Pixel-Lemon\n~ARROW KEYS OR TOUCHSCREEN TO MOVE\n~AVOID SPIKES\n~WALL JUMP\n~LOVE AND FAVE
Black World - a platformer v3.0
@Stage\n\n@Heroe 98\n\nwhen I receive [go v]\nset size to (100) %\ngo to [front v] layer\ngo to x: (-180) y: (10)\nforever\n if <key (right arrow v) pressed?> then\n change [pour aller de gauche à droite v] by (1)\n else\n if <key (left arrow v) pressed?> then\n change [pour aller de gauche à droite v] by (-1)\n end\n end\n set [pour aller de gauche à droite v] to ((Pour aller de gauche à droite) * (0.9))\n change x by (Pour aller de gauche à droite)\n if <touching color (#170000)?> then\n change y by (1)\n if <touching color (#170000)?> then\n change y by (1)\n if <touching color (#170000)?> then\n change y by (1)\n if <touching color (#170000)?> then\n change y by (1)\n end\n if <touching color (#170000)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching color (#170000)?> then\n change x by ((Pour aller de gauche à droite) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Pour aller de gauche à droite) > [0]> then\n set [pour aller de gauche à droite v] to [-5]\n else\n set [pour aller de gauche à droite v] to [5]\n end\n set [pour aller de haut en bas v] to [10]\n else\n set [pour aller de haut en bas v] to [0]\n end\n end\n change [pour aller de haut en bas v] by (-1)\n change y by (Pour aller de haut en bas)\n if <touching color (#170000)?> then\n change y by ((Pour aller de haut en bas) * (-1))\n set [pour aller de haut en bas v] to [0]\n end\n change y by (-1)\n if <touching color (#170000)?> then\n if <key (up arrow v) pressed?> then\n set [pour aller de haut en bas v] to [15]\n end\n end\n change y by (1)\n if <(x position) = [282]> then\n broadcast (WIN v)\n go to x: (-180) y: (10)\n end\n if <<touching color (#004a8e)?> or <touching color (#366188)?>> then\n go to x: (-180) y: (10)\n end\n if <touching color (#694900)?> then\n broadcast (Fortniute v)\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\nshow variable [deaths v]\n\nwhen I receive [message 1 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\ngo to x: (-152) y: (-134)\n\nwhen flag clicked\nwait (6) seconds\nforever\n start sound [Alan Walker - Faded \[mp3clan\] v]\n wait (213) seconds\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@2\n\n@Intro\n\nwhen I receive [flash v]\nset [brightness v] effect to (-200)\nwait (0.3) seconds\nset [brightness v] effect to (0)\n\nwhen I receive [intro v]\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [message 1 v]\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nbroadcast (intro v)\nshow\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (2 v)\npoint in direction (90)\nshow\ngo to x: (0) y: (0)\nset size to (5) %\nrepeat (45)\n change size by (4)\nend\nrepeat (20)\n change size by (-2)\nend\nwait (1) seconds\nrepeat (60)\n turn right (27) degrees\n change size by (2)\n change [ghost v] effect by (2)\nend\nwait (0.3) seconds\nhide\nbroadcast (message 1 v)\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [message 1 v]\ngo to x: (0) y: (125)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\nend\n\nwhen I receive [go v]\nhide\n\n@Sprite2\n\nwhen I receive [message 1 v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\nnext costume\n\n@Sprite3\n\nwhen I receive [message 1 v]\ngo to x: (0) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen this sprite clicked\nbroadcast (GO v)\nhide\n\nwhen flag clicked\nshow\n\n@Cloud_1\n\nwhen flag clicked\nhide\nwait (8) seconds\nforever\n wait (pick random (3) to (10)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (254) y: (pick random (140) to (50))\nrepeat until <(x position) = [-270]>\n go to [back v] layer\n change x by (pick random (-3) to (-8))\nend\nhide\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-220) to (260)) y: (170)\nrepeat until <<touching (_edge_ v)?> or <touching color (#170000)?>>\n move (10) steps\nend\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [fortniute v]\nshow\ngo to x: (0) y: (0)\n\n
My first project is out !\n\nI have the honor to present to you my first project: Black a platformer.\n15 levels.\n\nInstructions :\n\n-directionnal keys to move\n-don't touch blue\n\nand Win ! x)\n\n#tutorial #turoriel #tutoriels #tutorials #tutos #tuto
Blank||Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n if <(level) = [9]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (level)\n go to x: (1) y: (39)\n if <(level) = [6]> then\n go to x: (1) y: (-4)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop2 v)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nset [sx v] to [0]\nshow\nset [sy v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [sx v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [sx v] by (-1)\n end\n change x by (sx)\n if <touching (sprite1 v)?> then\n change x by ((sx) * (-1))\n set [sx v] to [0]\n else\n set [sx v] to ((sx) * (0.8))\n end\n change y by (sy)\n if <<touching (sprite1 v)?> or <touching (sprite4 v)?>> then\n change y by ((sy) * (-1))\n set [sy v] to [0]\n if <(lock) = [0]> then\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n set [sy v] to [ 12]\n set [lock v] to [1]\n end\n end\n else\n change [sy v] by (-1)\n set [lock v] to [0]\n end\n if <(x position) > [239]> then\n change [level v] by (1)\n go to x: (-173) y: (-53)\n end\n if <<(level) = [2]> or <(level) > [2]>> then\n if <(x position) < [-239]> then\n change [level v] by (-1)\n go to x: (-173) y: (-53)\n end\n end\n if <touching (sprite3 v)?> then\n repeat until <(size) = [20]>\n change size by (-5)\n end\n if <(size) = [20]> then\n hide\n go to x: (-173) y: (-47)\n end\n end\n if <<(x position) = [-173]> and <(y position) = [-47]>> then\n set size to (100) %\n show\n end\n if <(level) = [7]> then\n if <key (right arrow v) pressed?> then\n change [sx v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [sx v] by (-1)\n end\n end\n if <touching (sprite5 v)?> then\n set [sy v] to [20]\n end\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n create clone of (_myself_ v)\n else\n if <key (right arrow v) pressed?> then\n create clone of (_myself_ v)\n else\n if <key (left arrow v) pressed?> then\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\nswitch backdrop to (backdrop1 v)\nforever\n if <(level) = [2]> then\n go to x: (15) y: (-19)\n show\n switch costume to (costume1 v)\n end\n if <(level) = [1]> then\n hide\n end\n if <(level) = [3]> then\n go to x: (21) y: (-19)\n switch costume to (costume2 v)\n end\n if <(level) = [4]> then\n go to x: (-28) y: (-19)\n switch costume to (costume3 v)\n end\n if <(level) = [5]> then\n go to x: (-85) y: (-19)\n switch costume to (costume4 v)\n end\n if <(level) = [6]> then\n go to x: (115) y: (92)\n switch costume to (costume5 v)\n end\n if <(level) = [7]> then\n go to x: (19) y: (-17)\n switch costume to (costume6 v)\n end\n if <(level) = [8]> then\n go to x: (15) y: (-19)\n switch costume to (costume7 v)\n end\n if <(level) = [9]> then\n go to x: (15) y: (-19)\n hide\n switch costume to (costume8 v)\n end\nend\n\nif <(level) = [9]> then\n go to x: (15) y: (-19)\nend\n\nswitch costume to (costume8 v)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nshow\n\n
no wall jumping hope you have fun. Jump Over The Spikes And DON'T DIE\n\n\nBlank||Platformer #2 : https://scratch.mit.edu/projects/380947193/\n\n\n\n
Variable Platformer (Scrolling)
@Stage\n\ndefine render\ndelete all of [list platformer v]\nset [i v] to [0]\nrepeat (9)\n change [i v] by (1)\n add [ ↓ Scroll Down ↓] to [list platformer v]\nend\nrepeat (13)\n change [i v] by (1)\n add [] to [list platformer v]\n set [j v] to [0]\n repeat (29)\n change [j v] by (1)\n if <<<(i) = [10]> and <(j) > [24]>> or <<(i) = [11]> and <(j) > [22]>>> then\n if <(j) = [29]> then\n if <(i) = [10]> then\n replace item (i) of [list platformer v] with (join (item (i) of [list platformer v]) (join [ Time: ] (timer)))\n else\n replace item (i) of [list platformer v] with (join (item (i) of [list platformer v]) (join [High Score: ] (☁ High Score)))\n end\n end\n else\n if <<((j) + (Camera X)) = (round (X))> and <(((i) - (9)) + (Camera Y)) = (round (Y))>> then\n replace item (i) of [list platformer v] with (join (item (i) of [list platformer v]) (item (8) of [emojis v]))\n else\n replace item (i) of [list platformer v] with (join (item (i) of [list platformer v]) (item (letter ((j) + (Camera X)) of (item (((i) - (9)) + (Camera Y)) of [level v])) of [emojis v]))\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [emojis v]\nshow list [possible emojis v]\nshow variable [variable platformer v]\nshow list [debug v]\nswitch backdrop to (backdrop2 v)\nset [level width v] to [150]\nset [level height v] to [26]\nset [cam y focus v] to [8]\nset [cam x focus v] to [15]\nGenerate Level\nReset\nforever\n wait (0.01) seconds\n render\n if <key (left arrow v) pressed?> then\n Change X by [-0.3]\n end\n if <key (right arrow v) pressed?> then\n Change X by [0.3]\n end\n change [y v] by (1)\n Collisions \n change [y v] by (-1)\n if <(Collide?) = [5]> then\n Change X by [-0.5]\n end\n if <(Collide?) = [6]> then\n Change X by [0.5]\n end\n change [yv v] by (0.02)\n if <<key (up arrow v) pressed?> and <(can jump?) = [1]>> then\n change [y v] by (1)\n Collisions \n change [y v] by (-1)\n if <(Collide?) = [3]> then\n set [yv v] to [-0.8]\n else\n if <(Collide?) = [4]> then\n set [yv v] to [0]\n else\n set [yv v] to [-0.5]\n end\n end\n end\n Change Y by (yv)\n Collisions \n if <<(Level Height) < (Y)> or <(Collide?) = [2]>> then\n Reset\n end\n if <(X) > (Level Width)> then\n broadcast (win v)\n stop [this script v]\n end\n Camera\nend\n\ndefine Generate Level\ndelete all of [level v]\nset [i v] to [0]\nrepeat (Level Height)\n change [i v] by (1)\n add [] to [level v]\n repeat (Level Width)\n replace item (i) of [level v] with (join (item (i) of [level v]) [1])\n end\nend\nAdd blocks [2] from [1] [26] to [13] [26]\nAdd blocks [2] from [10] [23] to [13] [25]\nAdd blocks [2] from [18] [20] to [21] [26]\nAdd blocks [2] from [26] [16] to [30] [26]\nAdd blocks [2] from [36] [0] to [38] [20]\nAdd blocks [2] from [31] [26] to [60] [26]\nAdd blocks [3] from [45] [24] to [45] [25]\nAdd blocks [3] from [52] [23] to [53] [25]\nAdd blocks [2] from [69] [26] to [73] [26]\nAdd blocks [4] from [74] [26] to [75] [26]\nAdd blocks [2] from [76] [13] to [80] [26]\nAdd blocks [2] from [81] [25] to [85] [26]\nAdd blocks [5] from [86] [25] to [90] [26]\nAdd blocks [2] from [91] [21] to [92] [26]\nAdd blocks [2] from [91] [0] to [92] [15]\nAdd blocks [6] from [93] [21] to [102] [21]\nAdd blocks [2] from [103] [19] to [104] [26]\nAdd blocks [7] from [105] [21] to [120] [21]\nAdd blocks [3] from [121] [20] to [123] [26]\nAdd blocks [2] from [124] [21] to [150] [26]\nAdd blocks [3] from [135] [19] to [137] [20]\n\ndefine Add blocks (type) from (x) (y) to (x2) (y2)\nset [i v] to ((y) - (1))\nrepeat (((y2) - (y)) + (1))\n change [i v] by (1)\n set [line v] to (item (i) of [level v])\n replace item (i) of [level v] with []\n set [j v] to [0]\n repeat (Level Width)\n change [j v] by (1)\n if <<(j) > ((x) - (1))> and <(j) < ((x2) + (1))>> then\n replace item (i) of [level v] with (join (item (i) of [level v]) (type))\n else\n replace item (i) of [level v] with (join (item (i) of [level v]) (letter (j) of (Line)))\n end\n end\nend\n\ndefine Collisions <detailed?>\nif <detailed?> then\n set [collide? v] to ((letter (round (X)) of (item (round (Y)) of [level v])) - (1))\nelse\n set [collide? v] to ((letter (round (X)) of (item (round (Y)) of [level v])) - (1))\n if <<(Collide?) = [1]> or <<(Collide?) = [3]> or <<(Collide?) = [4]> or <<(Collide?) = [5]> or <(Collide?) = [6]>>>>> then\n set [collide? v] to [1]\n else\n set [collide? v] to [0]\n end\nend\n\ndefine Change X by (xv)\nchange [x v] by ((xv) / ([abs v] of (xv) ))\nCollisions <>\nif <(Collide?) = [1]> then\n change [x v] by (() - ((xv) / ([abs v] of (xv) )))\nelse\n change [x v] by (() - ((xv) / ([abs v] of (xv) )))\n change [x v] by (xv)\nend\n\ndefine Change Y by (yv)\nset [can jump? v] to [0]\nchange [y v] by ((yv) / ([abs v] of (yv) ))\nCollisions <>\nif <(Collide?) = [1]> then\n change [y v] by (() - ((yv) / ([abs v] of (yv) )))\n set [yv v] to [0]\n if <[0] < (yv)> then\n set [can jump? v] to [1]\n end\nelse\n change [y v] by (() - ((yv) / ([abs v] of (yv) )))\n change [y v] by (yv)\nend\n\ndefine Reset\nset [x v] to [2]\nset [y v] to ((Level Height) - (2))\nset [yv v] to [0]\n\ndefine Camera\nset [camera y v] to (round ((Y) - (Cam Y focus)))\nif <[0] > (Camera Y)> then\n set [camera y v] to [0]\nend\nif <(Camera Y) > ((Level Height) - (13))> then\n set [camera y v] to ((Level Height) - (13))\nend\nset [camera x v] to (round ((X) - (Cam X focus)))\nif <[0] > (Camera X)> then\n set [camera x v] to [0]\nend\nif <(Camera X) > ((Level Width) - (29))> then\n set [camera x v] to ((Level Width) - (29))\nend\n\nwhen I receive [win v]\nset [got record v] to [0]\nif <(timer) < (☁ High Score)> then\n set [☁ high score v] to (timer)\n set [got record v] to [1]\nend\nset [i v] to [9]\nrepeat (13)\n change [i v] by (1)\n replace item (i) of [list platformer v] with []\nend\nreplace item (14) of [list platformer v] with [ \ I I I /]\nreplace item (15) of [list platformer v] with [ -- YOU --]\nreplace item (16) of [list platformer v] with [ -- --]\nreplace item (17) of [list platformer v] with [ -- WIN --]\nreplace item (18) of [list platformer v] with [ / I I I \]\nif <(got record) = [1]> then\n replace item (10) of [list platformer v] with [You got the High Score!]\nend\n\ndefine Update Emojis Selections\nset [k v] to [0]\nrepeat (8)\n change [k v] by (1)\n replace item (k) of [emojis v] with (letter (1) of (item (k) of [possible emojis v]))\nend\n\nUpdate Emojis Selections\n\nwhen [1 v] key pressed\nChange emoji # [1]\n\ndefine Change emoji # (#)\nask (join [Set symbol ] (join (#) [ to:])) and wait\nreplace item (#) of [emojis v] with (answer)\n\nwhen [2 v] key pressed\nChange emoji # [2]\n\nwhen [3 v] key pressed\nChange emoji # [3]\n\nwhen [4 v] key pressed\nChange emoji # [4]\n\nwhen [5 v] key pressed\nChange emoji # [5]\n\nwhen [6 v] key pressed\nChange emoji # [6]\n\nwhen [7 v] key pressed\nChange emoji # [7]\n\nwhen [8 v] key pressed\nChange emoji # [8]\n\nUpdate Emojis Selections\n\nwhen [z v] key pressed\nhide list [debug v]\nhide list [possible emojis v]\n\nwhen [x v] key pressed\nshow list [debug v]\nshow list [possible emojis v]\n\nwhen flag clicked\nwait until <key (any v) pressed?>\nreset timer\n\nset [☁ high score v] to [999.99]\n\nwhen flag clicked\nforever\n set [variable platformer v] to (List Platformer)\nend\n\n
This is like a normal platformer, but everything you see is in one variable, that's it. No sprites, only one backdrop, and no motion blocks.\n\n- Playing in Fullscreen glitches the game -\n\nArrow Keys to move\nAvoid spikes & pits\n), (, =, and " blocks move you\n\nIf it looks weird, press Z to open debug and change the symbols.\n\nLove and Favorite if you think it's cool!\nCheck out my other projects @Dogo2009\nAnd be sure to follow me if you like them.\nCode by 04tmoody.
✦Adventure - A platformer~✦
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen I receive [light v]\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n change [color v] effect by (25)\nend\ndelete this clone\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (0)\ngo to x: (-235) y: (0)\nset [level v] to [1]\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 (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\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 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)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <touching (portal v)?> then\n go to x: (-235) y: (0)\n change [level v] by (1)\n broadcast (next level v)\n end\n if <(y position) = [-179]> then\n broadcast (ded v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-235) y: (0)\n set [ghost v] effect to (0)\n end\n if <<touching (lava v)?> or <touching (spike v)?>> then\n broadcast (ded v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-235) y: (0)\n set [ghost v] effect to (0)\n end\n if <<touching (jump v)?> or <touching (jump2 v)?>> then\n set [yv v] to [20]\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nforever\n if <touching (water v)?> then\n if <key (down arrow v) pressed?> then\n change [yv v] by (-10.5)\n end\n if <key (up arrow v) pressed?> then\n change [yv v] by (10)\n end\n set [yv v] to ((Yv) * (0.6))\n change [yv v] by (((Yv) / (15)) + (2))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\ngo to x: (-235) y: (0)\n\nwhen I receive [next level v]\ngo to x: (-235) y: (0)\n\nwhen flag clicked\nforever\n if <(level) = [16]> then\n broadcast (A little dark v) and wait\n wait until <not <(level) = [16]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n broadcast (semi dark v) and wait\n wait until <not <(level) = [12]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n broadcast (A little dark v) and wait\n wait until <not <(level) = [9]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (dark v) and wait\n wait until <not <(level) = [14]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n broadcast (Light v) and wait\n wait until <not <(level) = [18]>>\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n if <<(level) = [0]> or <(level) = [22]>> then\n hide\n else\n switch costume to (level)\n show\n end\nend\n\n@Cloud\n\nwhen flag clicked\nrepeat until <(level) > [5]>\n create clone of (_myself_ v)\n wait (pick random (4) to (6)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nset [x cloud v] to (pick random (-1) to (-3))\nset [ghost v] effect to (pick random (40) to (65))\nset size to (pick random (20) to (100)) %\nset y to (pick random (140) to (160))\nset x to (220)\nrepeat until <(x position) < [-200]>\n change x by (x cloud)\nend\ndelete this clone\n\nwhen I receive [light v]\nforever\n create clone of (_myself_ v)\n wait (pick random (4) to (6)) seconds\nend\n\n@Water\n\nwhen I start as a clone\nshow\nforever\n switch costume to (level)\n set [ghost v] effect to (60)\n go to [back v] layer\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (10)))\nend\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [start v]\nclear graphic effects\nhide\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen flag clicked\nhide\n\n@Spike\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n hide\n else\n switch costume to (level)\n show\n end\nend\n\n@Lava\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to x: (0) y: (0)\nset [water: me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [water: me v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (60)\n go to [back v] layer\n switch costume to (level)\n set y to ((([sin v] of (((timer) + (Water: me)) * (300)) ) * (8)) - ((Water: me) * (10)))\nend\n\nwhen I start as a clone\nforever\n if <(level) = [0]> then\n switch costume to (costume1 v)\n end\nend\n\n@Portal\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (50)\n turn left (5) degrees\nend\n\nwhen I receive [position portal v]\nPosition (((level) mod (20)) + (0))\n\ndefine Position (level)\nif <(level) = [1]> then\n go to x: (200) y: (-50)\nend\nif <(level) = [6]> then\n go to x: (220) y: (-50)\nend\nif <(level) = [8]> then\n go to x: (180) y: (-60)\nend\nif <(level) = [9]> then\n go to x: (220) y: (-30)\nend\nif <(level) = [10]> then\n go to x: (-200) y: (70)\nend\nif <(level) = [11]> then\n go to x: (200) y: (-80)\nend\nif <(level) = [12]> then\n go to x: (195) y: (42)\nend\nif <(level) = [14]> then\n go to x: (-200) y: (100)\nend\nif <(level) = [15]> then\n go to x: (200) y: (-110)\nend\nif <(level) = [18]> then\n go to x: (200) y: (-50)\nend\n\nwhen I receive [skip intro v]\n\nwhen I receive [start v]\nshow\ncreate clone of (_myself_ v)\nforever\n broadcast (Position Portal v)\n turn right (5) degrees\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <(level) = [22]> then\n delete this clone\n end\nend\n\n@Design\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n hide\n else\n switch costume to (level)\n show\n end\nend\n\n@Dead\n\ndefine Clone\nrepeat (6)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to (player v)\nset size to (10) %\nswitch costume to (particle_1 v)\nclear graphic effects\nshow\nset [y momentum v] to (pick random (5) to (10))\nset [side v] to (pick random (1) to (2))\nif <(Side) = [1]> then\n set [x momentum v] to (pick random (-3) to (-1))\nelse\n set [x momentum v] to (pick random (1) to (3))\nend\nrepeat (50)\n change [ghost v] effect by (2)\n change size by (-1)\n change y by (Y Momentum)\n change x by (X Momentum)\n change [y momentum v] by (-0.5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [ded v]\nClone\n\nwhen flag clicked\nhide\n\n@Darkness\n\nwhen flag clicked\nhide\n\nwhen I receive [dark v]\nshow\nset [ghost v] effect to (5)\ngo to [front v] layer\ngo [backward v] (7) layers\nstop [this script v]\n\nwhen I receive [semi dark v]\nshow\nset [ghost v] effect to (10)\ngo to [front v] layer\ngo [backward v] (7) layers\nstop [this script v]\n\nwhen I receive [a little dark v]\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\ngo [backward v] (7) layers\nstop [this script v]\n\nwhen I receive [light v]\nhide\nstop [this script v]\n\nwhen I receive [start v]\nforever\n go to (player v)\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n@Jump\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (13)\n next costume\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [1]> then\n show\n go to x: (3) y: (-82)\n else\n if <(level) = [11]> then\n show\n go to x: (-63) y: (-132)\n else\n if <(level) = [15]> then\n show\n go to x: (-63) y: (-132)\n else\n if <(level) = [20]> then\n show\n go to x: (-70) y: (-70)\n else\n hide\n end\n end\n end\n end\nend\n\n@Light\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nsize (pick random (50) to (200))\nswitch costume to (pick random (1) to (3))\n\ndefine size (zz)\nset size to (0) %\nset [ghost v] effect to (100)\nshow\nrepeat (30)\n change size by (((zz) - (size)) / (5))\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (30)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\n@Light2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (50)\n\nwhen I receive [a little dark v]\nshow\nforever\n go to (portal v)\n go to [front v] layer\nend\n\nwhen I receive [light v]\nhide\n\n@Skip\n\nwhen flag clicked\nforever\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 change size by (((70) - (size)) / (3))\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\nchange [level v] by (1)\n\nwhen I receive [end v]\nhide\n\n@Restart\n\nwhen flag clicked\nforever\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 change size by (((70) - (size)) / (3))\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen I receive [end v]\nhide\n\n@Title\n\nwhen flag clicked\nshow\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (-30))\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [start v]\nhide\nset [level v] to [1]\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [start v]\nhide\n\n@B-Credit\n\nwhen flag clicked\nshow\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (60))\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((40) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (credits v)\n\n@B-play\n\nwhen flag clicked\nshow\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (60))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((70) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (START v)\n\nwhen I receive [start v]\nhide\n\n@Music\n\nwhen flag clicked\nshow\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (60))\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((40) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Music select v)\n\n@1\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\nset [music v] to [0]\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (100))\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((40) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [music select v]\nshow\n\nwhen this sprite clicked\nstop all sounds\nset [music v] to [1]\nrepeat until <not <(Music) = [1]>>\n switch costume to (costume2 v)\n play sound [BTS 'Fake Love 2019 MMA REMIX' \(Studio ver v] until done\nend\nswitch costume to (costume1 v)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <not <(Music) = [1]>> then\n switch costume to (costume1 v)\n end\nend\n\n@2\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (100))\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((40) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [music v] to [2]\n\nwhen this sprite clicked\nstop all sounds\nset [music v] to [2]\nrepeat until <not <(Music) = [2]>>\n switch costume to (costume2 v)\n play sound [JUNGKOOKSAVE ME MMA 2019 REMIX LONG VERSION + SURPRISE v] until done\nend\nswitch costume to (costume1 v)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <not <(Music) = [2]>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [music select v]\nshow\n\nchange size by (((40) - (size)) / (3))\n\n@3\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (100))\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((40) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [music v] to [3]\n\nwhen this sprite clicked\nstop all sounds\nset [music v] to [3]\nrepeat until <not <(Music) = [3]>>\n switch costume to (costume2 v)\n play sound [j-hope - Blue Side \(Outro\) \[ANIMATION\] v] until done\nend\nswitch costume to (costume1 v)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <not <(Music) = [3]>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [music select v]\nshow\n\n@4\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (100))\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((40) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [music v] to [5]\n\nwhen this sprite clicked\nstop all sounds\nset [music v] to [4]\nrepeat until <not <(Music) = [4]>>\n switch costume to (costume2 v)\n play sound [BTS &#39I Need U 2019 MMA REMIX&#39 \(Studio ver v] until done\nend\nswitch costume to (costume1 v)\nstop [this script v]\n\nwhen flag clicked\nforever\n if <not <(Music) = [4]>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [music select v]\nshow\n\n@5\n\nwhen flag clicked\nhide\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (100))\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((40) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [music select v]\nshow\n\nwhen this sprite clicked\nset [music v] to [5]\nstop all sounds\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n if <not <(Music) = [5]>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [music select v]\nshow\n\n@Effects\n\ndefine Fumes (x) to (x2) With Y: (y)\nset y to (y)\nswitch costume to (pick random (1) to (3))\nset x to (pick random (x) to (x2))\nset size to (pick random (60) to (80)) %\nhide\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo [backward v] (5000) layers\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (1)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Mud(?) (x) To (x2) With (y)\nset y to (y)\nswitch costume to (pick random (4) to (6))\nset x to (pick random (x) to (x2))\nset size to (pick random (60) to (80)) %\nhide\ncreate clone of (_myself_ v)\n\ndefine Water(?) (x) to (x2) with (y)\nset y to (y)\nswitch costume to (pick random (7) to (9))\nset x to (pick random (x) to (x2))\nset size to (pick random (60) to (80)) %\nhide\ncreate clone of (_myself_ v)\n\ndefine Rock(?) (x) to (x2) with (y)\nset y to (y)\nswitch costume to (pick random (10) to (12))\nset x to (pick random (x) to (x2))\nset size to (pick random (60) to (80)) %\nhide\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset size to (50) %\nforever\n if <(level) = [0]> then\n Mud(?) [-240] To [240] With [-120]\n else\n if <(level) = [1]> then\n Mud(?) [-240] To [-40] With [-70]\n Mud(?) [40] To [166] With [-70]\n bounce(?) [-40] to [40] With [-70]\n else\n if <(level) = [2]> then\n Mud(?) [-200] To [-70] With [-70]\n Mud(?) [90] To [200] With [-70]\n else\n if <(level) = [3]> then\n Mud(?) [-200] To [-60] With [-70]\n Mud(?) [70] To [200] With [-70]\n Fumes (-40) to (50) With Y: (-64)\n else\n if <(level) = [4]> then\n Mud(?) [-240] To [-90] With [-70]\n Water(?) [-90] to [240] with [-80]\n else\n if <(level) = [5]> then\n Mud(?) [-240] To [-100] With [-70]\n Mud(?) [100] To [250] With [-70]\n Fumes (-100) to (100) With Y: (-80)\n else\n if <(level) = [6]> then\n Rock(?) [-230] to [230] with [-64]\n else\n if <(level) = [7]> then\n Rock(?) [-230] to [230] with [-64]\n else\n if <(level) = [8]> then\n Rock(?) [-230] to [230] with [-130]\n else\n if <(level) = [18]> then\n Mud(?) [-230] To [230] With [-70]\n else\n if <(level) = [19]> then\n Mud(?) [-240] To [-180] With [-70]\n Fumes (-170) to (-80) With Y: (-80)\n Mud(?) [-80] To [60] With [-70]\n Fumes (60) to (130) With Y: (-80)\n Mud(?) [130] To [240] With [-70]\n else\n if <(level) = [20]> then\n Mud(?) [-240] To [-190] With [-70]\n Fumes (-190) to (-100) With Y: (-80)\n bounce(?) [-100] to [100] With [-65]\n Fumes (100) to (240) With Y: (-80)\n else\n if <(level) = [21]> then\n Fumes (-200) to (240) With Y: (-80)\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\ndefine bounce(?) (x) to (x2) With (y)\nset y to (y)\nswitch costume to (pick random (13) to (15))\nset x to (pick random (x) to (x2))\nset size to (pick random (60) to (80)) %\nhide\ncreate clone of (_myself_ v)\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nwait (1) seconds\nchange [yv v] by (-105)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n set [xv v] to ((xv) * (0.8))\n set [yv v] to ((yv) * (0.8))\n change x by (xv)\n change y by (yv)\nend\n\nwhen flag clicked\nforever\n if <(level) = [22]> then\n broadcast (END v)\n wait until <not <(level) = [22]>>\n end\nend\n\nwhen I receive [end v]\nswitch costume to (costume3 v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (0) y: (-10000)\nchange [yv v] by (90)\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (120))\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [credits v]\nshow\nset size to (1) %\nrepeat (12)\n change size by (((100) - (size)) / (3))\nend\n\nwhen this sprite clicked\nrepeat (12)\n change size by (((1) - (size)) / (3))\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (20) layers\n\nwhen I receive [start v]\nhide\n\n@Skip2\n\nwhen flag clicked\nforever\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 change size by (((70) - (size)) / (3))\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Light v)\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n if <(level) > [17]> then\n hide\n end\nend\n\nwhen I receive [a little dark v]\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n if <(level) = [0]> then\n hide\n else\n switch costume to (level)\n show\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Jump2\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (13)\n next costume\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) = [20]> then\n show\n go to x: (40) y: (-70)\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n if <(level) = [0]> then\n hide\n else\n if <(level) = [1]> then\n repeat until <not <(level) = [1]>>\n show\n switch costume to (costume7 v)\n wait (0.08) seconds\n switch costume to (costume1 v)\n wait (0.08) seconds\n switch costume to (costume3 v)\n wait (0.08) seconds\n switch costume to (costume9 v)\n wait (0.08) seconds\n switch costume to (costume4 v)\n wait (0.08) seconds\n switch costume to (costume10 v)\n wait (0.08) seconds\n switch costume to (costume2 v)\n wait (0.08) seconds\n switch costume to (costume11 v)\n wait (0.08) seconds\n switch costume to (costume5 v)\n wait (0.08) seconds\n switch costume to (costume12 v)\n wait (0.08) seconds\n switch costume to (costume6 v)\n wait (0.08) seconds\n switch costume to (costume13 v)\n wait (0.08) seconds\n end\n end\n if <(level) = [2]> then\n repeat until <not <(level) = [2]>>\n switch costume to (costume8 v)\n wait (0.5) seconds\n switch costume to (costume14 v)\n wait (0.5) seconds\n end\n end\n if <(level) = [3]> then\n repeat until <not <(level) = [3]>>\n switch costume to (costume16 v)\n wait (0.07) seconds\n switch costume to (costume17 v)\n wait (0.07) seconds\n switch costume to (costume18 v)\n wait (0.07) seconds\n switch costume to (costume19 v)\n wait (0.07) seconds\n switch costume to (costume15 v)\n wait (0.07) seconds\n end\n end\n if <(level) = [4]> then\n repeat until <not <(level) = [4]>>\n switch costume to (costume20 v)\n wait (0.07) seconds\n switch costume to (costume21 v)\n wait (0.07) seconds\n switch costume to (costume22 v)\n wait (0.07) seconds\n switch costume to (costume22 v)\n wait (0.07) seconds\n switch costume to (costume25 v)\n wait (0.07) seconds\n switch costume to (costume23 v)\n wait (0.07) seconds\n switch costume to (costume24 v)\n wait (0.07) seconds\n end\n end\n if <(level) = [5]> then\n repeat until <not <(level) = [5]>>\n switch costume to (costume26 v)\n end\n end\n if <(level) = [6]> then\n repeat until <not <(level) = [6]>>\n switch costume to (costume27 v)\n end\n end\n if <(level) > [6]> then\n hide\n end\n end\nend\n\n@Sprite5\n\nwhen I receive [end v]\nshow\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Title2\n\nwhen flag clicked\nshow\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (-100))\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [start v]\nhide\nset [level v] to [1]\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [start v]\nhide\n\n
✦✦✦PLEASE PRESS FLAG TWICE✦✦✦\nWON THE CONTEST :D\nYAY HIT 100 LOVES\n***I made this project for contests! since I like contests?(I am supposed to write this in credits but I don't want to) ***\n@TimMcCool loved it!\n@noodlebot743 loved it! \n✦Spent so much time working on it, so please Love, Fav, Follow~~~\n✦Instructions, credits in game!\n✦Songs mostly by BTS (instrumental)\n✦ If there are bugs please tell me!\n✦Full screen not recommended for slow computers\n\n\n-Yep thats right I released the same thing twice for two contests, so don't ask why >:) -