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Grassland II A Scrolling Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 1 v)\n\n@levels\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]\nshow\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: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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: [360] y: [0]\nClone at x: [360] y: [0]\n\n@decor\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\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\nshow\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: [0]\n Clone at x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\nelse\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nif <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [4]> then\n switch costume to (level4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (end v)\n end\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\n@Grass\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\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\nshow\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: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\n@danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\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: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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\nwhen flag clicked\ngo to [front v] layer\n\n@player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nset size to (76) %\npoint in direction (90)\n\ndefine Game On\nset size to (76) %\npoint in direction (90)\nset [ghost v] effect to (0)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\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?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (costume2 v)\n Change Player x by [-8]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (costume1 v)\n Change Player x by [8]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(in air) < [4]> then\n set [sy v] to [20]\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)) / (5)))\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 y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (levels v)?> or <<touching (decor v)?> or <touching (platformer v)?>>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (levels v)?> or <<touching (decor v)?> or <touching (platformer v)?>>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (levels v)?> or <<touching (decor v)?> or <touching (platformer v)?>>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (levels v)?> or <<touching (decor v)?> or <touching (platformer 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 (4)\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\nhide\nchange [level v] by (1)\n\nwhen I receive [start game v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nshow\nhide variable [mouse v]\nset [ghost v] effect to (0)\nswitch costume to (costume1 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\n@Platformer\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\nwhen I receive [green flag v]\nshow\n\nwhen I receive [setup v]\nshow\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: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\n@Player\n\nwhen flag clicked\nhide\nforever\n play sound [Murad - Run \(Inspired By Alan Walker\) NCN Release.mp3 v] until done\nend\n\n@Grass2\n\nwhen flag clicked\nhide\n\n | Arrow keys/Mobile/WASD\n\nPlease ❤ and ⭐ |
Avengers || A Platformer - Marvel | @Stage\n\nwhen flag clicked\nhide variable [boss hp v]\nset [boss hp v] to [100]\nset [player \(your\) lives v] to [10]\nswitch backdrop to (arrière plan1 v)\nforever\n play sound [The Avengers v] until done\n play sound [Endgame start final battle v] until done\nend\n\nwhen I receive [start b v]\nswitch backdrop to (fondphome v)\n\nwhen I receive [characters v]\nwait (1) seconds\nswitch backdrop to (fondpcharacters v)\n\nwhen I receive [home v]\nswitch backdrop to (fondphome v)\n\nset [cm v] to [o]\nset [cpa v] to [o]\nset [im v] to [o]\nset [sw v] to [o]\nset [th v] to [o]\n\nset [character 1 : captain a v] to [p]\nset [character 2 : iron man v] to [p]\nset [character 3 : scarlet witch v] to [p]\nset [character 4 : thor v] to [p]\nset [character 5 : captain marvel v] to [p]\n\nchange [boss hp v] by (-70)\n\nset [cpa v] to [o]\nset [im v] to [o]\nset [sw v] to [o]\nset [th v] to [o]\n\nset [character 1 : captain a v] to [p]\nset [character 2 : iron man v] to [p]\nset [character 3 : scarlet witch v] to [p]\nset [character 4 : thor v] to [p]\n\n@Marvel\n\nwhen flag clicked\nshow\nswitch costume to (marvel8 v)\nrepeat (60)\n next costume\n wait (0.05) seconds\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nclear graphic effects\n\n@Title image\n\nwhen I receive [end gif v]\nset [whirl v] effect to (2000)\nwait (1) seconds\nswitch backdrop to (fomestart v)\nshow\nrepeat (20)\n change [whirl v] effect by (-100)\nend\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nwait (5) seconds\nrepeat (50)\n change [pixelate v] effect by (2)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nbroadcast (message1 v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nset [boss hp v] to [10]\n\n@Main Logo\n\nwhen I receive [message1 v]\npoint in direction (90)\nswitch costume to (avengerslogo1 v)\ngo to x: (0) y: (-273)\nset size to (1) %\nshow\nset [ghost v] effect to (0)\nset [logo rotation v] to [0]\nset [logo yv v] to [25]\nrepeat (35)\n change y by (logo yv)\n change [logo yv v] by (-1)\nend\nreset timer\nrepeat (10)\n change size by (logo rotation)\n change x by (logo rotation)\n change [logo rotation v] by (0.125)\n point in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\nend\nforever\n repeat (20)\n change size by (logo rotation)\n change x by ((logo rotation) * (2))\n change [logo rotation v] by (-0.125)\n point in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\n end\n repeat (20)\n change size by (logo rotation)\n change x by ((logo rotation) * (2))\n change [logo rotation v] by (0.125)\n point in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nrepeat (35)\n change size by (1.5)\nend\nforever\n set [ghost v] effect to (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat ((size) / (2))\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\npoint in direction ((([sin v] of ((timer) * (100)) ) * (25)) + (90))\n\nwhen I receive [message1 v]\nrepeat (10)\n show\nend\n\nwhen I receive [start b v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@characters\n\nwhen flag clicked\nset [next level reset v] to [0]\nset [levels ok v] to [0]\nset rotation style [left-right v]\nset [character v] to [0]\nset [clonecharacter v] to [0]\nhide\n\nwhen I receive [levels v]\nif <not <(Character) = [2]>> then\n switch costume to (Character)\n point in direction (90)\n show\n point in direction (90)\n go to [front v] layer\n set [yv v] to [0]\n go to x: (-198) y: (-45)\n set size to (30) %\n forever\n Physics\n end\nend\n\nwhen I receive [levels v]\nforever\n wait (0.03) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (Clonecharacter)\nset size to (25) %\nset [ghost v] effect to (0)\npoint in direction (Direction)\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (-0.5)\nend\ndelete this clone\n\ndefine Physics\nif <(Character) = [1]> then\n if <key (right arrow v) pressed?> then\n change [xmovement v] by (2)\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n change [xmovement v] by (-2)\n point in direction (-90)\n end\n end\n set [xmovement v] to ((Xmovement) * ((0.78) - (Friction)))\n change x by (Xmovement)\n change [yv v] by (-1.2)\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change x by ((Xmovement) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\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\n end\n change y by (Yv)\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#2ce600)?> or <touching (captain america shield v)?>> and <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n if <(y position) < [-179]> then\n go to x: (-198) y: (-45)\n end\n if <touching color (#fcff00)?> then\n set [yv v] to [26]\n end\n if <touching color (#e60000)?> then\n hide\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\n if <(x position) > [239]> then\n hide\n broadcast (next level v)\n set [next? v] to [1]\n wait (0.1) seconds\n set [next? v] to [0]\n stop [this script v]\n end\nelse\n if <<(Character) = [5]> and <(Shockwave???) = [1]>> then\n set rotation style [all around v]\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n move (-5) steps\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n move (5) steps\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n turn right (5) degrees\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n turn left (5) degrees\n end\n if <(y position) < [-90]> then\n go to x: (x position) y: (-90)\n end\n if <(x position) > [239]> then\n go to x: (-198) y: (-45)\n hide\n broadcast (next level v)\n set [next? v] to [1]\n wait (0.1) seconds\n set [next? v] to [0]\n end\n if <touching color (#ff00fc)?> then\n hide\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\n else\n set rotation style [left-right v]\n if <key (right arrow v) pressed?> then\n change [xmovement v] by (2)\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n change [xmovement v] by (-2)\n point in direction (-90)\n end\n end\n set [xmovement v] to ((Xmovement) * ((0.78) - (Friction)))\n change x by (Xmovement)\n change [yv v] by (-1.2)\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching color (#b01414)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching color (#b01414)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching color (#b01414)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching color (#b01414)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching color (#b01414)?>> then\n change x by ((Xmovement) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\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\n end\n change y by (Yv)\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching color (#b01414)?>> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#2ce600)?> and <key (up arrow v) pressed?>> or <touching color (#b01414)?>> then\n set [yv v] to [15]\n end\n if <(y position) < [-179]> then\n go to x: (-198) y: (-45)\n end\n if <(x position) > [239]> then\n hide\n broadcast (next level v)\n set [next? v] to [1]\n wait (0.1) seconds\n set [next? v] to [0]\n stop [this script v]\n end\n if <touching color (#e60000)?> then\n hide\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\n end\nend\nif <(Characters) = [6]> then\n set [clonecharacter v] to [9]\n switch costume to (thor v)\n if <key (right arrow v) pressed?> then\n change [xmovement v] by (2)\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n change [xmovement v] by (-2)\n point in direction (-90)\n end\n end\n set [xmovement v] to ((Xmovement) * ((0.78) - (Friction)))\n change x by (Xmovement)\n change [yv v] by (-1.2)\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by (1)\n end\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change x by ((Xmovement) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\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\n end\n change y by (Yv)\n if <<<touching color (#2ce600)?> or <touching color (#49ff1a)?>> or <touching (captain america shield v)?>> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#2ce600)?> or <touching (captain america shield v)?>> and <key (up arrow v) pressed?>> then\n set [yv v] to [15]\n end\n if <(y position) < [-179]> then\n go to x: (-198) y: (-45)\n end\n if <touching color (#fcff00)?> then\n set [yv v] to [26]\n end\n if <touching color (#e60000)?> then\n hide\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nwhen I receive [next level v]\nif <not <(Character) = [2]>> then\n set [yv v] to [0]\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\nelse\n hide\nend\n\nwhen I receive [restart v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\nwhen I receive [levels v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [next level v]\nchange [levels ok v] by (1)\n\nwhen I receive [start b v]\nhide\n\nwhen I receive [lost v]\nhide\n\n\n\nwhen flag clicked\nforever\n if <touching color (#e62500)?> then\n go to x: (-198) y: (-45)\n end\nend\n\nwhen flag clicked\nforever\n if <<<not <(Shockwave???) = [1]>> and <(Character) = [5]>> or <(Character) = [4]>> then\n if <<<<<<touching color (#ff00ea)?> or <touching color (#00feff)?>> or <touching color (#009293)?>> or <touching color (#4a0000)?>> or <touching color (#ff00fc)?>> or <touching (couteaux v)?>> then\n hide\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\n end\nend\n\nwhen flag clicked\nrepeat until <(cstm) = [1]>\n set [ghost v] effect to (100)\nend\nset [ghost v] effect to (0)\n\nwhen I receive [gost v]\nset [ghost v] effect to (0)\n\nwhen I receive [hidecharacter v]\nrepeat until <(cstm) = [1]>\n set [ghost v] effect to (100)\n go to x: (-142) y: (-130)\n go to [back v] layer\nend\nset [ghost v] effect to (0)\ngo to [front v] layer\n\ngo to x: (-142) y: (-55)\n\nwhen flag clicked\nforever\n if <<<touching (sprite9 v)?> or <touching (sprite1 v)?>> or <touching (thanos v)?>> then\n hide\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\nend\n\nbroadcast (levels v)\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\nwait (1) seconds\npoint in direction (90)\nshow\nswitch costume to (thor v)\ngo to x: (-244) y: (-89)\nglide (1) secs to x: (-189) y: (-89)\nbroadcast (jump v)\nglide (1) secs to x: (-137) y: (14)\nglide (1) secs to x: (-107) y: (88)\n\nwhen I receive [you won v]\n\nwhen I receive [jump v]\nset rotation style [all around v]\nrepeat (40)\n turn right (20) degrees\nend\npoint in direction (115)\nbroadcast (cuthead v)\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [hidecharacter v]\nhide\n\nshow\n\nwhen I receive [levels v]\n\nwhen flag clicked\nforever\n if <<touching (sprite10 v)?> or <touching (thanos2 v)?>> then\n change [player \(your\) lives v] by (-1)\n hide\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (1) seconds\nshow\ngo to x: (-317) y: (173)\nswitch costume to (costume1 v)\nglide (1.6) secs to x: (-83) y: (173)\nglide (0.5) secs to x: (-83) y: (147)\ncreate clone of (_myself_ v)\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume2 v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (330) y: (-182)\nglide (1.6) secs to x: (90) y: (-182)\nglide (0.5) secs to x: (90) y: (-141)\nwait (1) seconds\nbroadcast (end gif v)\ndelete this clone\n\nwhen I receive [end gif v]\nhide\n\n@thanos\n\nwhen flag clicked\nhide\nset size to (40) %\n\nwhen I receive [loki v]\nset rotation style [left-right v]\nswitch costume to (loki v)\nshow\nwait (1) seconds\ngo to (random position v)\nrepeat until <(loki) = [1]>\n wait (1) seconds\n show\n glide (1.5) secs to (random position v)\n broadcast (knife... v)\n glide (1.5) secs to (random position v)\n broadcast (knife... v)\n glide (1.5) secs to (random position v)\n broadcast (knife... v)\n glide (1.5) secs to x: (255) y: (pick random (-185) to (90))\n go to x: (-260) y: (y position)\n hide\nend\nhide\n\nwhen I receive [rim v]\nswitch costume to (reverse iron man v)\nshow\nset [up v] to [o]\nset [down v] to [o]\nset rotation style [left-right v]\nset size to (40) %\ngo to x: (pick random (-100) to (190)) y: (5)\npoint in direction (90)\nglide (1) secs to x: (200) y: (5)\nrepeat until <(rim) = [1]>\n point in direction (-90)\n glide (6) secs to x: (-100) y: (5)\n point in direction (90)\n glide (6) secs to x: (200) y: (5)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (reverse iron man v)\nshow\nif <(up) = [o]> then\n show\n set [up v] to [n]\n set rotation style [left-right v]\n set size to (40) %\n go to x: (pick random (-100) to (190)) y: (95)\n point in direction (90)\n glide (1) secs to x: (200) y: (95)\n repeat until <(rim) = [1]>\n point in direction (-90)\n glide (6) secs to x: (-100) y: (95)\n point in direction (90)\n glide (6) secs to x: (200) y: (95)\n end\n hide\nelse\n if <(down) = [o]> then\n show\n set [down v] to [n]\n set rotation style [left-right v]\n set size to (40) %\n go to x: (pick random (-100) to (190)) y: (-80)\n point in direction (90)\n glide (1) secs to x: (200) y: (-80)\n repeat until <(rim) = [1]>\n point in direction (-90)\n glide (6) secs to x: (-100) y: (-80)\n point in direction (90)\n glide (6) secs to x: (200) y: (-80)\n end\n hide\n end\nend\n\nwhen I receive [rim v]\nwait (1) seconds\ncreate clone of (_myself_ v)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [1.x v] to [-157]\nset [1.y v] to [-80]\nset [2.x v] to [57]\nset [2.y v] to [-80]\nset [3.x v] to [190]\nset [3.y v] to [-15]\nset [4.x v] to [90]\nset [4.y v] to [68]\nset [5.x v] to [-162]\nset [5.y v] to [67]\nset [6.x v] to [-50]\nset [6.y v] to [-10]\nset [7.x v] to [-204]\nset [7.y v] to [169]\nset [8.x v] to [77]\nset [8.y v] to [182]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(rim) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [rim v]\nif <(rim) = [1]> then\n stop [other scripts in sprite v]\n hide\nend\n\[email protected]\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nset size to (100) %\nswitch costume to (hi v)\nwait (1) seconds\ngo to x: (-303) y: (111)\nshow\nglide (1) secs to x: (-155) y: (111)\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nclear graphic effects\nswitch costume to (i am v)\nshow\ngo to x: (0) y: (196)\nglide (1) secs to x: (0) y: (-100)\nwait (3) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\nclear graphic effects\nbroadcast (start b v)\nwait (1) seconds\nswitch costume to (click v)\nshow\ngo to x: (-450) y: (60)\nglide (1) secs to x: (-150) y: (60)\nbroadcast (hide v)\n\nwhen I receive [hide v]\nrepeat until <(clkh) = [1]>\n repeat (25)\n change [fisheye v] effect by (4)\n end\n repeat (25)\n change [fisheye v] effect by (-4)\n end\nend\nhide\n\nwhen I receive [levels v]\nif <(Character) = [3]> then\n broadcast (clicktothrow v)\n stop [this script v]\nend\n\nwhen I receive [characters v]\nif <not <<<(Sw) = [o]> and <(Im) = [o]>> and <<<(Cm) = [o]> and <(Cpa) = [o]>> and <(Th) = [o]>>>> then\n wait (2) seconds\n clear graphic effects\n switch costume to (choose v)\n go to x: (-4) y: (-14)\n set size to (0) %\n wait (1) seconds\n hide\n clear graphic effects\n show\n repeat (20)\n change size by (5)\n end\n wait until <mouse down?>\n repeat (50)\n change [ghost v] effect by (2)\n end\n set size to (100) %\nend\n\nwhen I receive [next level v]\nrepeat (24)\n change [ghost v] effect by (4)\nend\nhide\nclear graphic effects\nhide\n\nwhen I receive [wall jump v]\nif <not <(Character) = [5]>> then\n show\n switch costume to (costume1 v)\n go to x: (36) y: (100)\n glide (1) secs to x: (36) y: (30)\nelse\n show\n switch costume to (costume6 v)\n go to x: (0) y: (188)\n glide (1) secs to x: (0) y: (155)\nend\n\nwhen I receive [clicktothrow v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Character) = [1]> then\n clear graphic effects\n show\n go to [front v] layer\n switch costume to (costume2 v)\n go to x: (0) y: (-190)\n glide (1) secs to x: (0) y: (-155)\n wait (5) seconds\n delete this clone\nend\nif <(Character) = [4]> then\n clear graphic effects\n show\n switch costume to (costume3 v)\n go to [front v] layer\n go to x: (0) y: (-210)\n glide (1) secs to x: (0) y: (-147)\n wait (5) seconds\n delete this clone\nend\nif <<(Character) = [5]> and <not <(Characters) = [6]>>> then\n clear graphic effects\n show\n go to [front v] layer\n switch costume to (costume5 v)\n go to x: (0) y: (-210)\n glide (1) secs to x: (0) y: (-130)\n wait (5) seconds\n delete this clone\nend\n\nwhen I receive [block11\(1\) v]\n\nwhen I receive [storm v]\n\nwhen I receive [time v]\n\nrepeat (5)\n change [time v] by (-1)\n wait (1) seconds\nend\n\nwhen I receive [andtwo v]\n\nwhen I receive [levels v]\nif <(Characters) = [6]> then\n stop [other scripts in sprite v]\n forever\n hide\n end\nend\n\nbroadcast (characters v)\n\nshow\nswitch costume to (costume3 v)\ngo to x: (0) y: (180)\nglide (1) secs to x: (0) y: (144)\n\nforever\n\nwhen I receive [levels v]\nif <(Character) = [2]> then\n clear graphic effects\n switch costume to (flechesironman v)\n go to x: (0) y: (191)\n hide\n switch costume to (flechesironman v)\n wait (0.5) seconds\n show\n glide (1.5) secs to x: (0) y: (25)\nelse\n if <(Character) = [3]> then\n clear graphic effects\n show\n switch costume to (costume4 v)\n go to x: (0) y: (259)\n glide (1) secs to x: (0) y: (120)\n wait (8) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n clear graphic effects\n else\n broadcast (clicktothrow v)\n clear graphic effects\n go to x: (0) y: (70)\n hide\n switch costume to (fleches v)\n wait (0.5) seconds\n show\n glide (1) secs to x: (0) y: (0)\n end\nend\n\nif then\n\nshow\n\nwhen I receive [lost v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset size to (0) %\nswitch costume to (costume7 v)\nclear graphic effects\nshow\nrepeat (20)\n change size by (5)\nend\nwait (0.5) seconds\nhide\n\n@Sprite3\n\nwhen flag clicked\nset [yon v] to [1]\nhide\n\nwhen this sprite clicked\nif <(YoN) = [1]> then\n broadcast (nein v)\nend\nif <(YoN) = [2]> then\n repeat (25)\n change [pixelate v] effect by (4)\n end\n hide\n clear graphic effects\n broadcast (levels v)\n set [yon v] to [1]\nend\n\nwhen I receive [start b v]\nset [pixelate v] effect to (100)\nwait (1) seconds\nshow\nrepeat (25)\n change [pixelate v] effect by (-4)\nend\n\nwhen I receive [characters v]\nrepeat (25)\n change [pixelate v] effect by (4)\nend\nhide\nclear graphic effects\n\nwhen I receive [home v]\nset [pixelate v] effect to (100)\nwait (1) seconds\nshow\nrepeat (25)\n change [pixelate v] effect by (-4)\nend\n\n@Sprite2\n\nwhen flag clicked\nset [clkh v] to [0]\nhide\n\nwhen I receive [start b v]\nset [pixelate v] effect to (100)\nwait (1) seconds\nshow\nrepeat (25)\n change [pixelate v] effect by (-4)\nend\n\nwhen this sprite clicked\nset [clkh v] to [1]\nbroadcast (characters v)\nset [yon v] to [2]\nrepeat (25)\n change [pixelate v] effect by (4)\nend\nhide\nclear graphic effects\n\nwhen I receive [okstart v]\nrepeat (25)\n change [pixelate v] effect by (4)\nend\nhide\nclear graphic effects\n\n@character 1\n\nwhen flag clicked\nset [characters v] to [0]\nset [character 1 : captain a v] to [pp]\nhide\nswitch costume to (captain america v)\n\nwhen I receive [characters v]\nif <(Character 1 : Captain A) = [pp]> then\n go to x: (0) y: (0)\n wait (1.5) seconds\n show\n set size to (0) %\n set [pixelate v] effect to (100)\n repeat (50)\n change [pixelate v] effect by (-2)\n change size by (2)\n end\n clear graphic effects\nend\nif <(Character 1 : Captain A) = [p]> then\n hide\nend\n\nwhen this sprite clicked\nset [next level reset v] to [0]\nif <(Characters) = [0]> then\n set [character 1 : captain a v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain america2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [1]\nend\n\nwhen I receive [levels v]\nhide\n\nwhen this sprite clicked\nif <(Characters) = [1]> then\n set [character 1 : captain a v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain america2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [2]\nend\n\nwhen this sprite clicked\nif <(Characters) = [2]> then\n set [character 1 : captain a v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain america2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [3]\nend\n\nwhen this sprite clicked\nif <(Characters) = [3]> then\n set [character 1 : captain a v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain america2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [4]\nend\n\nwhen this sprite clicked\nif <(Characters) = [4]> then\n set [character 1 : captain a v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain america2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [5]\nend\n\nwhen this sprite clicked\nset [character v] to [1]\nset [clonecharacter v] to [6]\n\nwhen I receive [home v]\nhide\n\nset [character 1 : captain a v] to [p]\n\n@character 2\n\nwhen flag clicked\nset [characters v] to [0]\nset [captain a v] to [0]\nset [character 2 : iron man v] to [pp]\nhide\nswitch costume to (iron man v)\n\nwhen I receive [characters v]\nif <(Character 2 : Iron Man) = [pp]> then\n go to x: (0) y: (0)\n wait (1.5) seconds\n show\n set size to (0) %\n set [pixelate v] effect to (100)\n repeat (50)\n change [pixelate v] effect by (-2)\n change size by (2)\n end\n clear graphic effects\nend\nif <(Character 2 : Iron Man) = [p]> then\n hide\nend\n\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nhide\nclear graphic effects\nswitch costume to (iron man2 v)\n\nwhen I receive [levels v]\nhide\n\nwhen this sprite clicked\nif <(Characters) = [0]> then\n set [character 2 : iron man v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (iron man2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [1]\nend\n\nwhen this sprite clicked\nif <(Characters) = [1]> then\n set [character 2 : iron man v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (iron man2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [2]\nend\n\nwhen this sprite clicked\nset [next level reset v] to [0]\nif <(Characters) = [2]> then\n set [character 2 : iron man v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (iron man2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [3]\nend\n\nwhen this sprite clicked\nif <(Characters) = [3]> then\n set [character 2 : iron man v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (iron man2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [4]\nend\n\nwhen this sprite clicked\nif <(Characters) = [4]> then\n set [character 2 : iron man v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (iron man2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [5]\nend\n\nwhen this sprite clicked\nset [character v] to [2]\nset [clonecharacter v] to [7]\n\nwhen I receive [home v]\nhide\n\nset [character 2 : iron man v] to [p]\n\n@character 3\n\nwhen flag clicked\nset [character 3 : scarlet witch v] to [pp]\nset [characters v] to [0]\nset [captain a v] to [0]\nhide\nswitch costume to (scarlet witch v)\n\nwhen I receive [characters v]\nif <(Character 3 : Scarlet Witch) = [pp]> then\n go to x: (0) y: (0)\n wait (1.5) seconds\n show\n set size to (0) %\n set [pixelate v] effect to (100)\n repeat (50)\n change [pixelate v] effect by (-2)\n change size by (2)\n end\n clear graphic effects\nend\nif <(Character 3 : Scarlet Witch) = [p]> then\n hide\nend\n\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nhide\nclear graphic effects\nswitch costume to (scarlet witch2 v)\n\nwhen I receive [levels v]\nhide\n\nwhen this sprite clicked\nset [next level reset v] to [0]\nif <(Characters) = [0]> then\n set [character 3 : scarlet witch v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (scarlet witch2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [1]\nend\n\nwhen this sprite clicked\nif <(Characters) = [1]> then\n set [character 3 : scarlet witch v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (scarlet witch2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [2]\nend\n\nwhen this sprite clicked\nif <(Characters) = [2]> then\n set [character 3 : scarlet witch v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (scarlet witch2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [3]\nend\n\nwhen this sprite clicked\nif <(Characters) = [3]> then\n set [character 3 : scarlet witch v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (scarlet witch2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [4]\nend\n\nwhen this sprite clicked\nif <(Characters) = [4]> then\n set [character 3 : scarlet witch v] to [p]\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (scarlet witch2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [5]\nend\n\nwhen this sprite clicked\nset [character v] to [3]\nset [clonecharacter v] to [8]\n\nwhen I receive [home v]\nhide\n\nset [character 4 : thor v] to [p]\n\nwait (2) seconds\n\n@character 4\n\nwhen flag clicked\nset [character 4 : thor v] to [pp]\nset [characters v] to [0]\nset [captain a v] to [0]\nhide\nswitch costume to (thor v)\n\nwhen I receive [characters v]\nif <(Character 4 : Thor) = [pp]> then\n go to x: (0) y: (0)\n wait (1.5) seconds\n show\n set size to (0) %\n set [pixelate v] effect to (100)\n repeat (50)\n change [pixelate v] effect by (-2)\n change size by (2)\n end\n clear graphic effects\nend\nif <(Character 4 : Thor) = [p]> then\n hide\nend\n\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nhide\nclear graphic effects\nswitch costume to (thor2 v)\n\nwhen I receive [levels v]\nhide\n\nwhen this sprite clicked\nset [next level reset v] to [0]\nif <(Characters) = [0]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (thor2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [1]\nend\n\nwhen this sprite clicked\nif <(Characters) = [1]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (thor2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [2]\nend\n\nwhen this sprite clicked\nset [character 4 : thor v] to [p]\nif <(Characters) = [2]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (thor2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [3]\nend\n\nwhen this sprite clicked\nif <(Characters) = [3]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (thor2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [4]\nend\n\nwhen this sprite clicked\nif <(Characters) = [4]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (thor2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [5]\nend\n\nwhen this sprite clicked\nset [character v] to [4]\nset [clonecharacter v] to [9]\n\nwhen I receive [home v]\nhide\n\nset [character 4 : thor v] to [p]\n\n@character 5\n\nwhen flag clicked\nset [character 5 : captain marvel v] to [pp]\nset [levels acc v] to [0]\nset [characters v] to [0]\nset [captain a v] to [0]\nhide\nswitch costume to (captain marvel v)\n\nwhen I receive [characters v]\nif <(Character 5 : Captain Marvel) = [pp]> then\n go to x: (0) y: (0)\n wait (1.5) seconds\n show\n set size to (0) %\n set [pixelate v] effect to (100)\n repeat (50)\n change [pixelate v] effect by (-2)\n change size by (2)\n end\n clear graphic effects\nend\nif <(Character 5 : Captain Marvel) = [p]> then\n hide\nend\n\nwhen I receive [levels v]\nhide\n\nwhen this sprite clicked\nset [next level reset v] to [0]\nif <(Characters) = [0]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain marvel2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [1]\nend\n\nwhen this sprite clicked\nif <(Characters) = [1]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain marvel2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [2]\nend\n\nwhen this sprite clicked\nif <(Characters) = [2]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain marvel2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [3]\nend\n\nwhen this sprite clicked\nset [character 5 : captain marvel v] to [p]\nif <(Characters) = [3]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain marvel2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [4]\nend\n\nwhen this sprite clicked\nif <(Characters) = [4]> then\n repeat (50)\n change [pixelate v] effect by (2)\n end\n hide\n clear graphic effects\n switch costume to (captain marvel2 v)\n broadcast (home v)\n wait (1) seconds\n set [characters v] to [5]\nend\n\nwhen this sprite clicked\nset [character v] to [5]\nset [clonecharacter v] to [10]\nset [shockwave v] to [0]\nset [shockwave??? v] to [0]\n\nwhen I receive [home v]\nhide\n\nset [character 5 : captain marvel v] to [p]\n\n@platforme\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [levels v]\nset [cstm v] to [1]\nswitch backdrop to (fondpjeu v)\nif <(Character) = [1]> then\n broadcast (skipshowr v)\n switch costume to (costume1 v)\n show\nend\nif <(Character) = [2]> then\n broadcast (skipshowr v)\n switch costume to (costume6 v)\n show\nend\nif <(Character) = [3]> then\n broadcast (skipshowr v)\n switch costume to (costume11 v)\n show\nend\nif <(Character) = [4]> then\n broadcast (skipshowr v)\n switch costume to (costume16 v)\n show\nend\nif <(Character) = [5]> then\n broadcast (skipshowr v)\n switch costume to (costume21 v)\n show\nend\nif <(Characters) = [6]> then\n show\n broadcast (skiphider v)\n forever\n switch costume to (costume27 v)\n end\nend\n\nwhen flag clicked\nset [ok??? v] to [0]\ngo to x: (36) y: (28)\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [2]> then\n broadcast (wall jump v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <<(costume [number v]) = [11]> and <(Character) = [3]>> then\n broadcast (block11\(1\) v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [12]> then\n broadcast (block12\(2\) v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [13]> then\n broadcast (block13\(3\) v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [14]> then\n broadcast (block14\(4\) v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [1]> then\n broadcast (clicktothrow v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [16]> then\n broadcast (storm v)\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [2]> then\n set [ok??? v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [5]> then\n set [next level reset v] to [1]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [10]> then\n set [next level reset v] to [200]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [15]> then\n set [next level reset v] to [400]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [20]> then\n set [next level reset v] to [600]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [25]> then\n set [next level reset v] to [800]\n end\nend\n\nwhen flag clicked\nset [next level reset v] to [0]\n\nset [next level reset v] to [1]\n\nwhen I receive [levels v]\nforever\n if <not <<<<(costume [number v]) = [5]> or <<(costume [number v]) = [10]> or <(costume [number v]) = [15]>>> or <<(costume [number v]) = [20]> or <(costume [number v]) = [25]>>> or <(costume [number v]) = [27]>>> then\n if <<<<(Next level reset) > [1]> and <(Next level reset) < [100]>> or <<(Next level reset) > [200]> and <(Next level reset) < [300]>>> or <<<<(Next level reset) > [400]> and <(Next level reset) < [500]>> or <<(Next level reset) > [600]> and <(Next level reset) < [700]>>> or <<(Next level reset) > [800]> and <(Next level reset) < [900]>>>> then\n broadcast (start b v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0.5) seconds\nchange [next level reset v] by (1)\n\nwhen I receive [levels v]\nforever\n if <not <<<<(costume [number v]) = [5]> or <<(costume [number v]) = [10]> or <(costume [number v]) = [15]>>> or <<(costume [number v]) = [20]> or <(costume [number v]) = [25]>>> or <<<(costume [number v]) = [6]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [16]>>> or <<(costume [number v]) = [21]> or <(costume [number v]) = [26]>>>>> then\n set [next level reset v] to [0]\n end\nend\n\nwhen I receive [start b v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n broadcast (showbreak v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [18]> then\n broadcast (showbreak2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n broadcast (stopknifes v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (gost v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [cstm v] to [0]\n\nforever\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (hidecharacter v)\n set [cstm v] to [0]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set [cstm v] to [1]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n broadcast (showb3 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (ciblesknifes v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [19]> then\n broadcast (loki v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [23]> then\n broadcast (fire! v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [24]> then\n set [fire v] to [1]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [24]> then\n broadcast (cmend v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [24]> then\n broadcast (fire2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nset [end v] to [0]\nforever\n if <(costume [number v]) = [26]> then\n set [end v] to [1]\n end\nend\n\nwhen I receive [levels v]\nset [loki v] to [0]\nforever\n if <(costume [number v]) = [20]> then\n set [loki v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [2]> then\n broadcast (fire1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nset [fire1 v] to [0]\nforever\n if <(costume [number v]) = [3]> then\n set [fire1 v] to [1]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [5]> then\n broadcast (fire3 v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nset [fire3 v] to [0]\nforever\n if <(costume [number v]) = [6]> then\n set [fire3 v] to [1]\n end\nend\n\nwhen I receive [levels v]\nset [fire 4 v] to [0]\nforever\n if <(costume [number v]) = [4]> then\n set [fire 4 v] to [1]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [3]> then\n broadcast (fire4 v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nset [rim v] to [0]\nforever\n if <(costume [number v]) = [11]> then\n set [rim v] to [1]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [10]> then\n broadcast (rim v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [5]> then\n set [cpa v] to [o]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [10]> then\n set [im v] to [o]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [15]> then\n set [sw v] to [o]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [20]> then\n set [th v] to [o]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [25]> then\n set [cm v] to [o]\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(costume [number v]) = [25]> then\n set [fire2 v] to [1]\n hide variable [shockwave v]\n broadcast (cmend2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [levels v]\nif <(Characters) = [6]> then\n repeat until <(Boss HP) = [0]>\n wait (10) seconds\n clear graphic effects\n repeat (20)\n change [whirl v] effect by (10)\n end\n wait (5) seconds\n repeat (20)\n change [whirl v] effect by (-10)\n end\n wait (10) seconds\n repeat (20)\n change [whirl v] effect by (-10)\n end\n wait (5) seconds\n repeat (20)\n change [fisheye v] effect by (5)\n end\n wait (5) seconds\n repeat (20)\n change [fisheye v] effect by (-6)\n end\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(Boss HP) = [0]> then\n clear graphic effects\n stop [other scripts in sprite v]\n broadcast (you won v)\n next costume\n stop [this script v]\n end\n if <(Player \(your\) lives) = [0]> then\n clear graphic effects\n broadcast (lost v)\n wait (1) seconds\n broadcast (start b v)\n hide\n stop [this script v]\n end\nend\n\nclear graphic effects\n\nwhen I receive [home v]\nbroadcast (skiphider v)\n\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite9\n\nwhen flag clicked\nhide\nforever\n point towards (characters v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nset size to (15) %\nglide (2) secs to (characters v)\nhide\n\nwhen I receive [fire1 v]\nset size to (40) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (92) y: (167)\nwait (1) seconds\nrepeat until <(fire1) = [1]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\nhide\n\nwhen I start as a clone\nforever\n if <touching (captain america shield v)?> then\n hide\n end\nend\n\nwhen I receive [fire4 v]\nset size to (40) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (92) y: (167)\nrepeat until <(fire 4) = [1]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\nhide\n\nwhen I receive [fire3 v]\nset size to (40) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (203) y: (160)\nwait (1) seconds\nrepeat until <(fire1) = [1]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\nhide\n\n@Sprite4\n\nwhen flag clicked\npoint in direction (0)\nhide\n\nwhen I receive [block11\(1\) v]\nif <<(Character) = [3]> and <(backdrop [number v]) = [5]>> then\n switch costume to (costume1 v)\n go to [front v] layer\n show\n go to x: (91) y: (1)\nend\n\nwhen I receive [next level v]\nhide\n\nwhen flag clicked\nforever\n if <key (w v) pressed?> then\n change y by (5)\n end\n if <key (s v) pressed?> then\n change y by (-5)\n end\n if <key (a v) pressed?> then\n change x by (-5)\n end\n if <key (d v) pressed?> then\n change x by (5)\n end\n if <key (q v) pressed?> then\n turn left (3) degrees\n end\n if <key (e v) pressed?> then\n turn right (3) degrees\n end\nend\n\nwhen I receive [block12\(2\) v]\ngo to [front v] layer\nshow\ngo to x: (194) y: (146)\npoint in direction (90)\n\nwhen I receive [block13\(3\) v]\ngo to [front v] layer\nshow\ngo to x: (194) y: (146)\npoint in direction (90)\n\nwhen I receive [block14\(4\) v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nshow\ngo to x: (194) y: (146)\npoint in direction (0)\n\nwhen flag clicked\nforever\n if <<<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (w v) pressed?> or <key (s v) pressed?>>> or <<key (e v) pressed?> or <key (q v) pressed?>>> then\n set size to (100) %\n go to [front v] layer\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nset size to (100) %\ngo to [back v] layer\nswitch costume to (costume [number v])\nrepeat (25)\n change size by (2)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n go to x: (x position) y: (y position)\nend\n\n@Stormbreaker\n\ndefine remove right\n\ndefine throw right\nshow\nset rotation style [left-right v]\nset size to (100) %\nswitch costume to (costume3 v)\npoint in direction (-90)\ngo to (characters v)\nchange y by (20)\nrepeat until <<<<touching (platforme v)?> or <touching (_edge_ v)?>> or <touching (sprite6 v)?>> or <touching (cible v)?>>\n switch costume to (costume2 v)\n change x by (20)\n turn right (87) degrees\nend\nswitch costume to (costume1 v)\nset size to (135) %\n\nremove right\n\ndefine throw left\nshow\npoint in direction (90)\nset rotation style [left-right v]\nset size to (100) %\nswitch costume to (costume1 v)\ngo to (characters v)\nchange y by (20)\nrepeat until <<<<touching (platforme v)?> or <touching (_edge_ v)?>> or <touching (sprite6 v)?>> or <touching (cible v)?>>\n switch costume to (costume2 v)\n change x by (-20)\n turn right (-87) degrees\nend\nswitch costume to (costume3 v)\nset size to (135) %\npoint in direction (45)\n\nremove left\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [level setup v]\nif <not <<(selected lvl) = [5]> or <<(selected ch) = [7]> and <(selected lvl) = [1]>>>> then\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I receive [next level v]\nhide\ngo to (characters v)\n\nwhen [space v] key pressed\nif <<(Character) = [4]> or <(Characters) = [6]>> then\n set rotation style [all around v]\n show\n stop [other scripts in sprite v]\n erase all\n if <([direction v] of [characters v]) = [90]> then\n throw right\n else\n throw left\n end\n wait (1) seconds\n broadcast (return hammer v)\n stop [this script v]\nend\n\nwhen I receive [return hammer v]\nset rotation style [don't rotate v]\nset [hammer speed v] to [3]\nrepeat until <touching (characters v)?>\n point towards (characters v)\n move (Hammer speed) steps\n if <(Hammer speed) < [15]> then\n change [hammer speed v] by (1)\n end\nend\nhide\nstop [this script v]\n\ndefine remove left\n\nwhen I receive [hide stormbreaker v]\nchange [boss hp v] by (-10)\nhide\nwait (1) seconds\n\nif <(Characters) = [6]> then\n forever\n if <touching (thanos v)?> then\n end\nend\n\nwhen I receive [you won v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [cuthead v]\nstop [other scripts in sprite v]\nset rotation style [all around v]\nshow\ngo to (characters v)\nswitch costume to (costume2 v)\nbroadcast (cut v)\nglide (1) secs to x: (-34) y: (16)\npoint in direction (-50)\nswitch costume to (costume5 v)\nbroadcast (cutthehead v)\n\nwhen I receive [cut v]\nrepeat (10)\n turn right (20) degrees\nend\n\nwhen I receive [will grow v]\nhide\n\n@Captain Marvel Shockwave\n\nwhen I start as a clone\ngo to (characters v)\nshow\nrepeat (15)\n change size by (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [levels v]\nforever\n if <(Character) = [5]> then\n show variable [shockwave v]\n if <(Shockwave) = [100]> then\n if <key (space v) pressed?> then\n repeat until <(Shockwave) = [0]>\n set [shockwave??? v] to [1]\n create clone of (_myself_ v)\n wait (0.5) seconds\n end\n set [shockwave??? v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nset [clonecm v] to [0]\nhide variable [shockwave v]\nhide\n\nwhen flag clicked\nforever\n if <not <(Shockwave???) = [1]>> then\n repeat until <(Shockwave) = [100]>\n change [shockwave v] by (1)\n wait (0.15) seconds\n end\n end\nend\n\nwhen I receive [levels v]\nforever\n if <(Character) = [5]> then\n if <(Shockwave) = [100]> then\n if <key (space v) pressed?> then\n broadcast (shockwave v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [shockwave v]\nrepeat until <(Shockwave) = [0]>\n change [shockwave v] by (-1)\n wait (0.1) seconds\nend\n\nwhen I receive [start b v]\nhide variable [shockwave v]\n\nwhen I receive [cmend v]\nset [clonecm v] to [1]\nwait (0.00000000000000000000000000001) seconds\nforever\n stop [other scripts in sprite v]\n forever\n set [shockwave v] to [0]\n set [shockwave??? v] to [0]\n hide variable [shockwave v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(clonecm) = [1]> then\n hide\n delete this clone\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (stormbreaker v)?> then\n if <(direction) = [150]> then\n switch costume to (costume2 v)\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n set [ghost v] effect to (0)\n else\n switch costume to (costume2 v)\n wait (1) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (stormbreaker v)?> then\n if <(direction) = [150]> then\n wait (1) seconds\n glide (3) secs to x: (54) y: (-350)\n else\n wait (1) seconds\n glide (2) secs to x: (x position) y: (-350)\n end\n end\nend\n\nwhen I receive [showbreak v]\ngo to [back v] layer\npoint in direction (90)\nshow\ngo to x: (8) y: (2)\nstop [this script v]\n\nset [ghost v] effect to (0)\n\nwhen I receive [showbreak2 v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\npoint in direction (150)\ngo to x: (54) y: (63)\nstop [this script v]\n\nclear graphic effects\n\nswitch costume to (costume1 v)\n\nwhen I receive [showb3 v]\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\npoint in direction (-90)\ngo to x: (-85) y: (-5)\ncreate clone of (_myself_ v)\nstop [this script v]\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\npoint in direction (-90)\ngo to x: (44) y: (-5)\nstop [this script v]\n\nwhen I start as a clone\nforever\n if <touching (stormbreaker v)?> then\n wait (1) seconds\n glide (2) secs to x: (x position) y: (-300)\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [cmend2 v]\nshow\ngo to [back v] layer\nset size to (80) %\ngo to x: (-50) y: (-220)\ncreate clone of (_myself_ v)\nrepeat until <(end) = [1]>\n repeat (11)\n change y by (20)\n end\n wait (1) seconds\n repeat (11)\n change y by (-20)\n end\n wait (1.5) seconds\nend\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset size to (80) %\ngo to x: (255) y: (-220)\ncreate clone of (_myself_ v)\nrepeat until <(end) = [1]>\n repeat (11)\n change y by (20)\n end\n wait (1) seconds\n repeat (11)\n change y by (-20)\n end\n wait (1.5) seconds\nend\nhide\n\n@Iron Man \n\nwhen flag clicked\nset rotation style [all around v]\nset [character v] to [0]\nset [clonecharacter v] to [0]\nhide\n\nwhen I receive [levels v]\nif <(Character) = [2]> then\n switch costume to (iron man v)\n point in direction (90)\n show\n point in direction (90)\n go to [front v] layer\n set [yv v] to [0]\n go to x: (-198) y: (-45)\n set size to (30) %\n forever\n Iron Man\n end\nend\n\nwhen I receive [levels v]\nforever\n wait (0.03) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (Clonecharacter)\nset size to (25) %\nset [ghost v] effect to (0)\npoint in direction (Direction)\nrepeat (25)\n change [ghost v] effect by (4)\n change size by (-0.5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nif <(Character) = [2]> then\n set [yv v] to [0]\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I receive [restart v]\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\n\nwhen I receive [levels v]\nforever\n set [direction v] to (direction)\nend\n\ndefine Iron Man\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n move (-5) steps\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n move (5) steps\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n turn right (5) degrees\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n turn left (5) degrees\nend\nif <(y position) < [-90]> then\n go to x: (x position) y: (-90)\nend\nif <<touching (platforme v)?> and <(y position) > [-85]>> then\n go to x: ((x position) - (40)) y: (y position)\nend\nif <touching color (#fcff00)?> then\n set [yv v] to [26]\nend\nif <<touching color (#2ce600)?> and <(y position) > [-87]>> then\nif <<touching color (#008f90)?> or <touching color (#e62500)?>> then\n hide\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\nend\nif <(x position) > [239]> then\n go to x: (-198) y: (-45)\n hide\n broadcast (next level v)\n set [next? v] to [1]\n wait (0.1) seconds\n set [next? v] to [0]\nend\n\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change y by (5)\nend\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change y by (-5)\nend\n\nwhen flag clicked\n\ndefine Physics\n\nwhen flag clicked\n\nstop [this script v]\n\nwhen I receive [start b v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (thanos v)?> or <touching (sprite11 v)?>> then\n hide\n go to x: (-198) y: (-45)\n show\n set [ghost v] effect to (100)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n end\nend\n\n@thanos2\n\nwhen I receive [levels v]\nhide\nif <(Characters) = [6]> then\n set [boss hp v] to [100]\n set [player \(your\) lives v] to [10]\n set [character v] to [6]\n hide variable [shockwave v]\n show variable [boss hp v]\n show variable [player \(your\) lives v]\n switch costume to (thanos v)\n set size to (45) %\n wait (1) seconds\n go to x: (194) y: (-15)\n show\n repeat until <<(Boss HP) = [0]> or <(Player \(your\) lives) = [0]>>\n set [calc v] to (pick random (1) to (8))\n if <(Calc) = [1]> then\n go to x: (1.x) y: (1.y)\n end\n if <(Calc) = [2]> then\n go to x: (2.x) y: (2.y)\n end\n if <(Calc) = [3]> then\n go to x: (3.x) y: (3.y)\n end\n if <(Calc) = [4]> then\n go to x: (4.x) y: (4.y)\n end\n if <(Calc) = [5]> then\n go to x: (5.x) y: (5.y)\n end\n if <(Calc) = [6]> then\n go to x: (6.x) y: (6.y)\n end\n if <(Calc) = [7]> then\n go to x: (7.x) y: (7.y)\n end\n if <(Calc) = [8]> then\n go to x: (8.x) y: (8.y)\n end\n broadcast (throw gantlet v)\n wait (6) seconds\n end\n hide\n hide variable [boss hp v]\n hide variable [player \(your\) lives v]\nend\n\nwhen I receive [levels v]\nif <(Characters) = [6]> then\n forever\n if <touching (stormbreaker v)?> then\n broadcast (hide stormbreaker v)\n end\n end\nend\n\nwhen I receive [you won v]\nforever\n hide\n set [ghost v] effect to (100)\nend\n\nwhen I receive [start b v]\nhide\n\nwhen flag clicked\nhide\n\n@captain america shield\n\nwhen flag clicked\nset [levels v] to [0]\nhide\n\ndefine move/detect\nif <not <<touching (ground v)?> or <<touching (spikes/lava/whatever v)?> or <touching (_edge_ v)?>>>> then\n repeat (7)\n move (1) steps\n end\nend\nif <(direction) > [0]> then\n switch costume to (shield v)\nelse\n switch costume to (shield2 v)\nend\n\nwhen I receive [levels v]\nif <(Character) = [1]> then\n set size to (10) %\n repeat until <(Levels) > [5]>\n if <mouse down?> then\n show\n go to (characters v)\n point towards (mouse-pointer v)\n move (20) steps\n repeat until <<touching (platforme v)?> or <<touching color (#2ce600)?> or <touching (_edge_ v)?>>>\n move/detect\n if <<touching (platforme v)?> or <<touching color (#2ce600)?> or <touching (_edge_ v)?>>> then\n go to [back v] layer\n end\n end\n move (10) steps\n if <touching (hero v)?> then\n hide\n end\n end\n end\nend\n\nwhen I receive [start b v]\nif <(Ok???) = [1]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\nend\n\n@cible\n\nwhen flag clicked\nset [cibles v] to [2]\nset size to (120) %\nhide\nclear graphic effects\n\nwhen I receive [ciblesknifes v]\nset [cibles v] to [2]\ngo to x: (212) y: (122)\nshow\ncreate clone of (_myself_ v)\nforever\n if <touching (stormbreaker v)?> then\n change [cibles v] by (-1)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\ngo to x: (-230) y: (89)\nforever\n if <touching (stormbreaker v)?> then\n change [cibles v] by (-1)\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (0)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\n\nwhen I receive [ciblesknifes v]\nshow\ngo to [back v] layer\ngo to x: (231) y: (17)\nforever\n if <(cibles) = [0]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n end\nend\n\nset [cibles v] to [0]\n\n@couteaux\n\nwhen flag clicked\nhide\n\nwhen I receive [showbreak2 v]\nset size to (40) %\ngo to x: (202) y: (210)\nshow\nforever\n show\n go to x: (202) y: (210)\n glide (2) secs to x: (202) y: (-69)\n repeat (20)\n change [ghost v] effect by (5)\n end\n clear graphic effects\n hide\nend\n\nwhen I receive [stopknifes v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [knife... v]\nshow\ngo to (thanos v)\nglide (1) secs to x: (x position) y: (-75)\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [fire2 v] to [0]\nset [fire v] to [0]\nhide\nforever\n point towards (characters v)\nend\n\nwhen I receive [fire2 v]\nset size to (40) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (-156) y: (174)\nrepeat until <(fire2) = [1]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume2 v)\nset size to (15) %\nglide (2) secs to (characters v)\nhide\n\nwhen I receive [fire! v]\nset size to (40) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (194) y: (-141)\nrepeat until <(fire) = [1]>\n create clone of (_myself_ v)\n wait (3) seconds\nend\nhide\n\nwhen I receive [fire1 v]\nset size to (40) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (-194) y: (144)\nrepeat until <(fire1) = [1]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\nhide\n\nwhen I start as a clone\nforever\n if <touching (captain america shield v)?> then\n hide\n end\nend\n\nwhen I receive [fire3 v]\nset size to (40) %\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\ngo to x: (-194) y: (144)\nrepeat until <(fire3) = [1]>\n create clone of (_myself_ v)\n wait (1) seconds\nend\nhide\n\n@character 6\n\nwhen flag clicked\nset [sw v] to [n]\nset [th v] to [n]\nset [im v] to [n]\nset [cm v] to [n]\nset [cpa v] to [n]\nset [thanos v] to [p]\nhide\nswitch costume to (thanos v)\n\nwhen I receive [characters v]\nif <(thanos) = [pp]> then\n go to x: (0) y: (0)\n wait (1.5) seconds\n show\n set size to (0) %\n set [pixelate v] effect to (100)\n repeat (50)\n change [pixelate v] effect by (-2)\n change size by (3)\n end\n clear graphic effects\nend\nif <(thanos) = [p]> then\n hide\nend\n\nwhen I receive [levels v]\nhide\n\nwhen this sprite clicked\nset [thanos v] to [p]\n\nwhen this sprite clicked\nrepeat (50)\n change [pixelate v] effect by (2)\nend\nhide\nclear graphic effects\nswitch costume to (captain marvel2 v)\nbroadcast (home v)\nwait (1) seconds\nset [characters v] to [6]\n\nwhen I receive [home v]\nhide\n\nset [character 5 : captain marvel v] to [p]\n\nwhen flag clicked\nforever\n if <<<(Sw) = [o]> and <(Im) = [o]>> and <<<(Cm) = [o]> and <(Cpa) = [o]>> and <(Th) = [o]>>> then\n set [thanos v] to [pp]\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\nset size to (60) %\n\nwhen I receive [throw gantlet v]\nshow\ngo to (thanos2 v)\npoint towards (characters v)\nrepeat (2)\n go to (thanos2 v)\n show\n point towards (characters v)\n glide (1) secs to (characters v)\n hide\n wait (1) seconds\nend\n\n@restart button\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen flag clicked\n\nwhen I receive [skipshowr v]\ngo to x: (-215) y: (-158)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [skiphider v]\nhide\n\nwhen I receive [characters v]\nhide\n\nwhen I receive [start b v]\nhide\n\n@Sauter\n\nwhen this sprite clicked\nbroadcast (next level v)\nwait (0.5) seconds\n\nwhen I receive [skipshowr v]\nshow\ngo to x: (-170) y: (-158)\nwait (0.1) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [skiphider v]\nhide\n\nwhen I receive [characters v]\nhide\n\nwhen I receive [start b v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [rim v]\nwait (5) seconds\nrepeat until <(rim) = [1]>\n show\n go to (thanos v)\n point towards (iron man v)\n glide (1.5) secs to (iron man v)\n hide\n wait (1) seconds\nend\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [you won v]\nshow\nset size to (90) %\nswitch costume to (costume1 v)\ngo to x: (290) y: (-51)\nglide (3) secs to x: (17) y: (-51)\n\nwhen I receive [cutthehead v]\nswitch costume to (costume2 v)\nwait (0.5) seconds\nbroadcast (andtwo v)\nswitch costume to (costume3 v)\n\nwhen I receive [will grow v]\nrepeat (14)\n change y by (-11)\n change [ghost v] effect by (7.2)\nend\nhide\nclear graphic effects\nwait (1) seconds\nbroadcast (real end v)\n\nbroadcast (you won v)\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [andtwo v]\nshow\npoint in direction (90)\ngo to x: (16) y: (-49)\nrepeat (30)\n turn right (4) degrees\n change x by (3.3)\nend\nrepeat (25)\n change y by (-5.4)\n change [ghost v] effect by (4)\nend\nbroadcast (will grow v)\nhide\nclear graphic effects\n\ngo to x: (16) y: (-49)\n\n@Sprite14\n\nwhen flag clicked\nhide\n\nwhen I receive [real end v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nstop [all v]\n\n | Avengers || A Platformer \n\nPLEASE READ ALL THE INSTRUCTIONS BEFORE PLAYING THE GAME!!!\n\nYour assistant in the game is J.A.R.V.I.S.\n\nYou have 5 characters :\n\n- Captain America - (can throw and jump on a shield)\n- Iron Man - (can fly)\n- Scarlet Witch (Wanda Maximoff) - (can move red pads ( WASD (moves) - QE (direction))\n- Thor - (can throw the Stormbreaker)\n- Captain Marvel - (flying, shockwave)\n\nYou will have to fight Thanos once you've done all the levels.\n\nControls :\n\n- Arrows to move\n- Scarlet Witch :\n - Can move grey pads with WASD. QE to change direction.\n- Iron Man and Captain Marvel (Captain Marvel in the shockwave): \n - Flight mode : right and left arrows = change direction, up and down = move forward, backward\n\n- Use the blue button (down at the left) to restart a level\n- Use the blue button (down at the right) to skip a level\n\nWARNING :\n- Try : https://turbowarp.org/397697916 to make the project work faster\n- Please wait a little bit before starting a new character, it may takes time to load....\n- There are some littles bugs that I'm trying to fix. \n- If there are some big bugs, press the green flag again\n- If it doesn't work post a comment on the project and I'll try to fix it\n- If you want to improve the project, remix it, and post the link in the comments...\n- Try : https://turbowarp.org/397697916 to make the work faster\n |
Flipped - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Epic 8bit v] until done\nend\n\nwhen flag clicked\nforever\n if <(Blocco_) = [1]> then\n repeat until <not <(Blocco_) = [1]>>\n set volume to (0) %\n end\n end\n set volume to (Volume musica) %\nend\n\n@Personaggio\n\ndefine Parla (n elemento) (secondi per lettera) (secondi pausa finale)\nset [csg v] to []\nset [indicelettera v] to [1]\nrepeat until <(IndiceLettera) > (length of (item (n elemento) of [speak v]))>\n if <(IndiceLettera) > ((length of (item (n elemento) of [speak v])) - (1))> then\n say (join (CSG) (letter (IndiceLettera) of (item (n elemento) of [speak v]))) for (secondi pausa finale) seconds\n else\n say (join (CSG) (letter (IndiceLettera) of (item (n elemento) of [speak v]))) for (secondi per lettera) seconds\n end\n set [csg v] to (join (CSG) (letter (IndiceLettera) of (item (n elemento) of [speak v])))\n change [indicelettera v] by (1)\nend\n\nwhen flag clicked\nshow\npoint in direction (90)\ngo to x: (-230) y: (60)\nset [background v] to [1]\nset size to (25) %\nset rotation style [left-right v]\nset [yspeed v] to [0]\nset [frame v] to [0]\nset [blocco_ v] to [0]\nforever\n if <<(Background) = [20]> and <(Blocco_) = [0]>> then\n switch costume to (stand_1 v)\n set [blocco_ v] to [1]\n glide (2) secs to x: (0) y: (65)\n broadcast (boss v) and wait\n else\n if <(Blocco_) = [0]> then\n broadcast (messaggio1 v)\n end\n end\nend\n\ndefine Cammina al contrario (direzione) (velocità)\npoint in direction (direzione)\nchange x by (velocità)\nset [pendenza v] to [0]\nrepeat until <<(Pendenza) = [-8]> or <not <touching (linee calpestabili sfondo v)?>>>\n change y by (-1)\n change [pendenza v] by (-1)\nend\nif <(Pendenza) = [-8]> then\n change x by ((-1) * (velocità))\n change y by ((-1) * (Pendenza))\nend\nif <(XSpeed) < [0]> then\n change [frame v] by ((velocità) / (-8))\nelse\n change [frame v] by ((velocità) / (8))\nend\n\ndefine Tocca_Terra al contrario <su?>\nchange [caduta v] by (-1)\nrepeat until <not <touching (linee calpestabili sfondo v)?>>\n if <su?> then\n change y by (1)\n else\n change y by (-1)\n set [caduta v] to [0]\n end\n set [yspeed v] to [0]\nend\n\ndefine Costume\nif <(Caduta) > [-3]> 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 <(YSpeed) < [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [messaggio1 v]\nswitch costume to (hitbox v)\nif <<(YSpeed) > [-4]> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>>> then\n change [yspeed v] by (1)\nelse\n change [yspeed v] by (2)\nend\nchange y by (YSpeed)\nTocca_Terra al contrario <(YSpeed) < [0]>\nset [xspeed v] to ((XSpeed) * (0.7))\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xspeed v] by (1.5)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xspeed v] by (-1.5)\nend\nif <(XSpeed) > [0.5]> then\n Cammina al contrario [90] (XSpeed)\nelse\n if <(XSpeed) < [-0.5]> then\n Cammina al contrario [-90] (XSpeed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n if <<(Salto) = [0]> and <(Caduta) = [0]>> then\n set [yspeed v] to [-14]\n set [caduta v] to [-6]\n set [salto v] to [1]\n end\nelse\n set [salto v] to [0]\nend\nif <(x position) > [239]> then\n go to x: (-239) y: (60)\n change [background v] by (1)\nend\nif <<(y position) > [170]> or <touching (spikes v)?>> then\n go to x: (-239) y: (60)\nend\nCostume\n\nwhen I receive [boss-risposta v]\nParla [2] [0.07] [1]\nstart sound [OMAE WA MOU SHINDEIRU v]\nParla [3] [0.06] [1.5]\nbroadcast (nani v)\n\nwhen I receive [tutanvengi nevru v]\nstart sound [NANIII 2 v]\nswitch costume to (stand_fucile1 v)\nwait (0.5) seconds\nswitch costume to (stand_fucile2 v)\nwait (0.5) seconds\nswitch costume to (stand_fucile3 v)\nwait (0.5) seconds\nswitch costume to (stand_fucile4 v)\nwait (0.5) seconds\nswitch costume to (stand_fucile5 v)\nwait (3) seconds\nbroadcast (off v)\nbroadcast (normal v)\nset [blocco_ v] to [0]\nchange [background v] by (1)\nhide\nstop [other scripts in sprite v]\n\n@Personaggio2\n\ndefine Cammina (direzione) (velocità)\npoint in direction (direzione)\nchange x by (velocità)\nset [pendenza v] to [0]\nrepeat until <<(Pendenza) = [8]> or <not <touching (linee calpestabili sfondo v)?>>>\n change y by (1)\n change [pendenza v] by (1)\nend\nif <(Pendenza) = [8]> then\n change x by ((-1) * (velocità))\n change y by ((-1) * (Pendenza))\nend\nif <(XSpeed) < [0]> then\n change [frame v] by ((velocità) / (-8))\nelse\n change [frame v] by ((velocità) / (8))\nend\n\ndefine Tocca terra <su?>\nchange [caduta v] by (1)\nrepeat until <not <touching (linee calpestabili sfondo v)?>>\n if <su?> then\n change y by (-1)\n else\n change y by (1)\n set [caduta v] to [0]\n end\n set [yspeed v] to [0]\nend\n\ndefine Costume\nif <(Caduta) < [3]> 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 <(YSpeed) > [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\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (25) %\nset rotation style [left-right v]\nset [yspeed v] to [0]\nset [frame v] to [0]\n\nwhen I receive [normal v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (hitbox v)\n if <<(YSpeed) < [4]> or <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>>> then\n change [yspeed v] by (-1)\n else\n change [yspeed v] by (-2)\n end\n change y by (YSpeed)\n Tocca terra <(YSpeed) > [0]>\n set [xspeed v] to ((XSpeed) * (0.7))\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xspeed v] by (1.5)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xspeed v] by (-1.5)\n end\n if <(XSpeed) > [0.5]> then\n Cammina [90] (XSpeed)\n else\n if <(XSpeed) < [-0.5]> then\n Cammina [-90] (XSpeed)\n else\n set [frame v] to [0]\n end\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n if <<(Salto) = [0]> and <(Caduta) = [0]>> then\n set [yspeed v] to [14]\n set [caduta v] to [6]\n set [salto v] to [1]\n end\n else\n set [salto v] to [0]\n end\n Costume\nend\n\n@Linee calpestabili sfondo\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (16) y: (-9)\nforever\n switch costume to (Background)\nend\n\n@Banner\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (135)\ngo to [front v] layer\nset [tic v] to [0]\nforever\n set drag mode [not draggable v]\n point in direction (90)\n switch costume to (Background)\n set [color v] effect to ((([cos v] of ((tic) * (2)) ) * (10)) + (35))\n change [tic v] by (5)\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n point in direction (-90)\n end\n end\nend\n\nchange [color v] effect by (1)\n\n@Boss\n\ndefine Parla (n elemento) (secondi per lettera) (secondi pausa finale)\nset [csg v] to []\nset [indicelettera v] to [1]\nrepeat until <(IndiceLettera) > (length of (item (n elemento) of [speak v]))>\n if <(IndiceLettera) > ((length of (item (n elemento) of [speak v])) - (1))> then\n say (join (CSG) (letter (IndiceLettera) of (item (n elemento) of [speak v]))) for (secondi pausa finale) seconds\n else\n say (join (CSG) (letter (IndiceLettera) of (item (n elemento) of [speak v]))) for (secondi per lettera) seconds\n end\n set [csg v] to (join (CSG) (letter (IndiceLettera) of (item (n elemento) of [speak v])))\n change [indicelettera v] by (1)\nend\n\nwhen flag clicked\ngo to x: (8) y: (-83)\nhide\n\nwhen I receive [boss v]\nshow\nParla [1] [0.04] [1]\nbroadcast (boss-risposta v)\n\nwhen I receive [nani v]\nstart sound [NANIII v]\nParla [4] [0.04] [1.2]\nbroadcast (tutanvengi nevru v) and wait\n\nwhen I receive [off v]\nhide\n\n@Sfondo\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (120)\nforever\n switch costume to (Background)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (75)\nforever\n switch costume to (Background)\nend\n\nset [background v] to [19]\n\n@Mute music\n\nwhen flag clicked\nset size to (20) %\ngo to x: (226) y: (-168)\nset [volume musica v] to [60]\nhide variable [volume musica v]\nset [chiudi v] to [1]\nshow\n\nwhen this sprite clicked\nif <(Chiudi) = [1]> then\n set [chiudi v] to [0]\n hide variable [volume musica v]\nelse\n set [chiudi v] to [1]\n show variable [volume musica v]\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-1) y: (-28)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.25)\nif <(t?) = [1]> then\n switch costume to (turbo mode v)\n set size to (100) %\n go to x: (-1) y: (-28)\n go to [front v] layer\n show\nelse\n switch costume to (costume1 v)\n go to x: (0) y: (110)\n go to [front v] layer\n show\n repeat (20)\n change y by (((0) - (y position)) / (4))\n end\n go to x: (0) y: (0)\nend\n\n | Funny!\nClick the text to flip it\nI know, it's sooooo difficult, but it's possible\nPart two: https://scratch.mit.edu/projects/398370209/\n |
spooky castle - a scrolling platformer | @Stage\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 [setip 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: [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]\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]\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]\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@Platforms\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 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: [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]\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]\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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\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\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip 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\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2050]\n set [y v] to [20]\n else\n set [x v] to [4307]\n set [y v] to [120]\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x 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 [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [6723]> then\n set [scroll x v] to [6723]\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) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\nif <(SCROLL X) > [0]> then\n switch backdrop to (backdrop3 v)\nend\nif <(SCROLL X) > [2041]> then\n switch backdrop to (backdrop2 v)\nend\nif <(SCROLL X) > [4307]> then\n switch backdrop to (backdrop1 v)\nend\nif <(SCROLL X) > [6450]> then\n switch backdrop to (backdrop2 v)\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 [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (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 if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\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\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 (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nif <(Checkpoint) = [1]> then\n set [x v] to [2050]\n set [y v] to [20]\nelse\n set [x v] to [4307]\n set [y v] to [120]\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n if <(in air) < [4]> then\n set [speed y v] to [35]\n end\n end\nend\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n change [checkpoint v] by (1)\n switch costume to (green flag v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close flag v)\n Clone at x: [2050] y: [20]\n Clone at x: [4307] y: [100]\nend\nset [x v] to [-99999]\n\nClone at x: [4307] y: [100]\n\n@bounce\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 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: [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]\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]\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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\n@Lightning\n\nwhen flag clicked\nforever\n set pen (transparency v) to (0)\n hide\n pen up\n erase all\n go to (random position v)\n set y to (180)\n set pen color to (#eef20e)\n point in direction (pick random (150) to (210))\n pen down\n repeat (pick random (1) to (5))\n repeat (1)\n move (20) steps\n end\n turn right (pick random (25) to (50)) degrees\n if <(pick random (1) to (2)) = [1]> then\n create clone of (_myself_ v)\n end\n repeat (1)\n move (20) steps\n end\n turn left (pick random (25) to (50)) degrees\n if <(pick random (1) to (2)) = [1]> then\n create clone of (_myself_ v)\n end\n end\n wait (0.1) seconds\n broadcast (hide v)\n wait (0.1) seconds\n erase all\nend\n\nforever\nend\n\nwhen I start as a clone\nrepeat (pick random (1) to (2))\n repeat (1)\n move (20) steps\n end\n turn right (pick random (25) to (50)) degrees\nend\nif <(pick random (1) to (5)) = [1]> then\n create clone of (_myself_ v)\nend\nrepeat (1)\n move (20) steps\nend\nturn left (pick random (25) to (50)) degrees\nif <(pick random (1) to (5)) = [1]> then\n create clone of (_myself_ v)\nend\ndelete this clone\n\n@rain\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nchange [brightness v] effect by (pick random (0) to (50))\nset [ghost v] effect to (45)\nswitch costume to (pick random (1) to (2))\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) = [-180]>\n change y by (-12)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(level) = [20]> then\n delete this clone\n end\nend\n\nwhen I receive [player clicked stop v]\nhide\n\nwhen [l v] key pressed\nstop [other scripts in sprite v]\nforever\nend\n\nplay sound [The-sound-of-rain v] until done\n\nwhen I start as a clone\nforever\n if <key (l v) pressed?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\nend\n\nplay sound [The-sound-of-rain v] until done\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (pick random (0) to (.05)) seconds\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [19]> then\n hide\n end\nend\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 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: [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]\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]\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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Platforms3\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 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: [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]\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]\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: [700] y: [800]\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: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\n@rain2\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nchange [brightness v] effect by (pick random (0) to (50))\nset [ghost v] effect to (45)\nswitch costume to (pick random (1) to (2))\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <(y position) = [-180]>\n change y by (-12)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(level) = [20]> then\n delete this clone\n end\nend\n\nwhen I receive [player clicked stop v]\nhide\n\nwhen [l v] key pressed\nstop [other scripts in sprite v]\nforever\nend\n\nplay sound [The-sound-of-rain v] until done\n\nwhen I start as a clone\nforever\n if <key (l v) pressed?> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\nend\n\nplay sound [The-sound-of-rain v] until done\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n wait (pick random (0) to (.05)) seconds\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [19]> then\n hide\n end\nend\n\n@bild\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n | spooky castle\n*****************************************************\nDon't play this game if you don't want to see blood!\n*****************************************************\nYou are in the ruins by night. There are many spooky characters. Can you get out?\n*****************************************************\n- Move with arrow keys, WASD or mobile mode\n- Find the four towers\n- You can walljump\n- spook you =D |
Voyager || a Platformer #Games [Mobile Friendly] | @Stage\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\n@Sprite5\n\n@Player\n\nwhen I start as a clone\nswitch costume to (fantasia2 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset [level v] to [1]\nshow\nPlace Player: [-200] [500] 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\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 point in direction (-90)\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 point in direction (90)\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 <<touching (lava v)?> or <touching (saw2 v)?>>> or <touching (saw1 v)?>> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n Place Player: [-200] [0] Set Size To: [40]\n set [x v] to [0]\n set [y v] to [0]\n set [ghost v] effect to (0)\n end\n if <(x position) > [230]> then\n broadcast (@cheekyscuola's Transition v)\n wait (0.5) seconds\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n Place Player: [-200] [0] Set Size To: [40]\n end\n if <touching (sprite1 v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [restart v]\nPlace Player: [-200] [500] Set Size To: [40]\n\nbroadcast (@cheekyscuola's Transition v) and wait\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Obstacles\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [start the game v]\nforever\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen flag clicked\ngo to x: (191) y: (-160)\nwait (1) seconds\nshow\nwait (0.01) seconds\ngo to [front v] layer\nshow\nforever\nend\n\npoint in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n\n@Something\n\nwhen flag clicked\nshow\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 [forward v] (9999999999999999999999999999999999999999999) layers\ngo to [front v] layer\nif <touching (title v)?> then\n switch costume to (play game v)\nelse\n if <touching (instructions v)?> then\n switch costume to (revenge v)\n else\n if <touching (skip v)?> then\n switch costume to (costume4 v)\n else\n if <touching (back v)?> then\n switch costume to (costume1 v)\n else\n if <touching (instructions2 v)?> then\n switch costume to (costume2 v)\n else\n if <touching (sprite4 v)?> then\n switch costume to (costume3 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 (marshmello - alone v)?> then\n switch costume to (marshmello - alone v)\n else\n if <touching (info v)?> then\n switch costume to (back v)\n else\n if <<touching (?? v)?> or <touching (??? v)?>> then\n switch costume to (??? v)\n else\n if <touching (sprite2 v)?> then\n switch costume to (costume5 v)\n else\n if <touching (thefatrat - time lapse v)?> then\n switch costume to (thefatrat - time lapse v)\n else\n if <touching (vexento - we are one v)?> then\n switch costume to (vexento - we are one 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 (avicii - levels v)?> then\n switch costume to (avicii - levels 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 [instructions v]\nhide\n\nwhen I receive [back v]\nshow\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (l v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (55) y: (-162)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\ngo to [front v] layer\nshow\nforever\n\npoint in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\nwait (0.01) seconds\n\nwhen I receive [l v]\nnext costume\n\n@info\n\nwhen flag clicked\ngo to x: (124) y: (-162)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\n if <(Level) = [19]> then\n hide\n stop [other scripts in sprite v]\n else\n show\n end\nend\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nchange [level v] by (1)\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\nwait (0.01) seconds\ngo to [front v] layer\ngo [forward v] (50) layers\nshow\n\npoint in direction ((([sin v] of ((timer) * (300)) ) * (10)) + (90))\n\n\n\nwhen flag clicked\nshow\n\n@Lava\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (050)\n switch costume to (Level)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (5)))\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [outro v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-0)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\n@Saw1\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n go to x: (-80) y: (-100)\n end\n if <(Level) = [13]> then\n go to x: (6) y: (-82)\n end\n if <(Level) = [17]> then\n go to x: (-100) y: (-50)\n end\n if <(Level) = [18]> then\n go to x: (100) y: (100)\n end\nend\n\n@Saw2\n\nwhen flag clicked\nforever\n turn left (15) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n go to x: (100) y: (-100)\n end\n if <(Level) = [18]> then\n go to x: (-95) y: (40)\n end\nend\n\n@Transition by @cheekyscuola (Backpack This)\n\nwhen flag clicked\nhide\n\nwhen I receive [@cheekyscuola's transition v]\ngo [forward v] (999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999) layers\nshow\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nwait (0.2) seconds\nrepeat (20)\n change y by (((345) - (y position)) / (4))\nend\nhide\n\nwhen flag clicked\n\nclear graphic effects\nset [color v] effect to (0)\nforever\n change [color v] effect by (2)\nend\n\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nforever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\n@TN2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n else\n set size to (100) %\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo [backward v] (15) layers\nhide\nset [ghost v] effect to (0)\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [number v]) = [1]> then\n play sound [Vexento - Pixel Party.mp3 v] until done\n else\n if <(costume [number v]) = [2]> then\n stop all sounds\n end\n end\nend\n\nplay sound [TheFatRat - Time Lapse v] until done\n\nwhen flag clicked\nshow\ngo [backward v] (5) layers\nwait (1) seconds\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nshow\ngo [backward v] (5) layers\nwait (1) seconds\nrepeat until <(costume [number v]) = [2]>\n play sound [Vexento - Pixel Party.mp3 v] until done\nend\n\n@Sprite3\n\n | pfp by @MintToasterLemon\n\nNew Game! https://scratch.mit.edu/projects/406527472 [Orbit || A 360* Platformer] |
Eid - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [backgroundchange v]\nwait (0.01) seconds\nrepeat (4)\n wait (0.01) seconds\n change [brightness v] effect by (25)\nend\nbroadcast (End v)\n\nwhen I receive [end v]\nclear graphic effects\nswitch backdrop to (backdrop2 v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (costume1 v)\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nshow\nset [skip v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-215) y: (-60)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\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?>> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> 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?>> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change [yv 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 [xv v] to [0]\n set [yv v] to [0]\n go to x: (-215) y: (-90)\n end\n if <touching (death v)?> then\n death\n end\n if <touching (trampoline v)?> then\n boing\n end\n if <(Level) > [20]> then\n set [level v] to [20]\n end\nend\n\ndefine death\ngo to x: (-215) y: (-60)\n\nwhen I receive [skip v]\ngo to x: (-215) y: (-60)\n\nwhen I receive [retry v]\ngo to x: (-215) y: (-60)\n\ndefine boing\nset [yv v] to [25]\n\nwhen I receive [19b v]\nsay [W] for (0.01) seconds\nsay [Wh] for (0.01) seconds\nsay [Wha] for (0.01) seconds\nsay [What] for (0.01) seconds\nsay [What i] for (0.01) seconds\nswitch costume to (costume4 v)\nsay [What is] for (0.01) seconds\nsay [What is T] for (0.01) seconds\nsay [What is TH] for (0.01) seconds\nsay [What is THI] for (0.01) seconds\nsay [What is THIS] for (0.01) seconds\nsay [What is THIS!] for (0.01) seconds\nsay [What is THIS!?] for (1) seconds\nbroadcast (19c v)\nwait (3.3) seconds\nsay [T] for (0.01) seconds\nsay [Th] for (0.01) seconds\nsay [Thi] for (0.01) seconds\nsay [This] for (0.01) seconds\nsay [This h] for (0.01) seconds\nsay [This ha] for (0.01) seconds\nsay [This has] for (0.01) seconds\nsay [This has a] for (0.01) seconds\nsay [This has a 2] for (0.01) seconds\nsay [This has a 2/] for (0.01) seconds\nsay [This has a 2/3] for (0.01) seconds\nsay [This has a 2/3 o] for (0.01) seconds\nsay [This has a 2/3 ov] for (0.01) seconds\nsay [This has a 2/3 ove] for (0.01) seconds\nsay [This has a 2/3 over] for (0.01) seconds\nsay [This has a 2/3 overr] for (0.01) seconds\nsay [This has a 2/3 overri] for (0.01) seconds\nsay [This has a 2/3 overrid] for (0.01) seconds\nsay [This has a 2/3 override] for (0.01) seconds\nsay [This has a 2/3 override f] for (0.01) seconds\nsay [This has a 2/3 override fr] for (0.01) seconds\nsay [This has a 2/3 override fro] for (0.01) seconds\nsay [This has a 2/3 override from] for (0.01) seconds\nsay [This has a 2/3 override from CONGRESS.] for (2) seconds\nbroadcast (19d v)\n\nwhen I receive [end v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Level) = [6]> then\n broadcast (ooH sAtAN v)\n death\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [6 v]\nshow\nset [level v] to [6]\nset [skip v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-215) y: (-60)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\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?>> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> 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?>> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change [yv 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 [xv v] to [0]\n set [yv v] to [0]\n go to x: (-215) y: (-90)\n end\n if <touching (death v)?> then\n death\n end\n if <touching (trampoline v)?> then\n boing\n end\n if <(Level) > [20]> then\n set [level v] to [20]\n end\nend\n\nwhen I receive [boss fight v]\nshow\nset [skip v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-150) y: (0)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\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?>> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> 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?>> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change [yv 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 [xv v] to [0]\n set [yv v] to [0]\n go to x: (-215) y: (-90)\n end\n if <touching (death v)?> then\n death\n end\n if <touching (trampoline v)?> then\n boing\n end\n if <(Level) > [20]> then\n set [level v] to [20]\n end\n if <touching (boss v)?> then\n change [hp for player v] by (-1)\n if <touching (boss weak point v)?> then\n change [yv v] by (10)\n change [hp for boss v] by (-1)\n end\n end\nend\n\nwhen I receive [6 v]\nforever\n if <(Level) = [19]> then\n if <(Level) = [19]> then\n broadcast (He returns! v)\n death\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [boss ded v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [end v]\nshow\nset [level v] to [20]\ngo to x: (-150) y: (0)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\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?>> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> 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?>> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change [yv 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 [xv v] to [0]\n set [yv v] to [0]\n go to x: (-215) y: (-90)\n end\n if <touching (death v)?> then\n death\n end\n if <touching (trampoline v)?> then\n boing\n end\n if <(Level) > [20]> then\n set [level v] to [20]\n end\nend\n\n@level\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [6 v]\ngo to x: (0) y: (0)\nset [level v] to [7]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [he returns! v]\nstop [other scripts in sprite v]\nswitch costume to (6 v)\n\nwhen I receive [boss fight v]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [boss ded v]\nstop [other scripts in sprite v]\nswitch costume to (6 v)\n\nwhen I receive [end v]\nforever\n switch costume to (Level)\nend\n\n@death\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nforever\n switch costume to (Level)\nend\n\n@Words\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nshow\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <(Level) = [6]> then\n hide\n end\n end\nend\n\nwhen I receive [6 v]\nshow\ngo to [front v] layer\nstop [other scripts in sprite v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Evil dude uwu\n\nwhen flag clicked\nhide\n\nwhen I receive [ooh satan v]\nswitch costume to (1 v)\nshow\nrepeat until <(costume [number v]) = [22]>\n wait (0.01) seconds\n next costume\nend\nwait (1.5) seconds\nswitch costume to (23 v)\nsay [T] for (0.01) seconds\nsay [Th] for (0.01) seconds\nsay [Tha] for (0.01) seconds\nsay [That] for (0.01) seconds\nsay [That'] for (0.01) seconds\nsay [That's] for (0.01) seconds\nsay [That's r] for (0.01) seconds\nsay [That's ri] for (0.01) seconds\nsay [That's rig] for (0.01) seconds\nsay [That's righ] for (0.01) seconds\nsay [That's right] for (0.01) seconds\nsay [That's right!] for (1.5) seconds\nrepeat (5)\n wait (0.01) seconds\n next costume\nend\nrepeat until <(costume [number v]) = [35]>\n wait (0.01) seconds\n next costume\nend\nwait (1.5) seconds\nnext costume\nsay [Y] for (0.01) seconds\nsay [Yu] for (0.01) seconds\nsay [Yup] for (0.01) seconds\nsay [Yup!] for (0.01) seconds\nsay [Yup! I] for (0.01) seconds\nsay [Yup! I'] for (0.01) seconds\nsay [Yup! I'm] for (0.01) seconds\nsay [Yup! I'm h] for (0.01) seconds\nsay [Yup! I'm he] for (0.01) seconds\nsay [Yup! I'm her] for (0.01) seconds\nsay [Yup! I'm here] for (0.01) seconds\nsay [Yup! I'm here t] for (0.01) seconds\nsay [Yup! I'm here to] for (0.01) seconds\nsay [Yup! I'm here to s] for (0.01) seconds\nsay [Yup! I'm here to sp] for (0.01) seconds\nsay [Yup! I'm here to spo] for (0.01) seconds\nsay [Yup! I'm here to spoi] for (0.01) seconds\nsay [Yup! I'm here to spoil] for (0.01) seconds\nsay [Yup! I'm here to spoil Ei] for (0.01) seconds\nsay [Yup! I'm here to spoil Eid] for (0.01) seconds\nsay [Yup! I'm here to spoil Eid!] for (2.5) seconds\nsay [I] for (0.01) seconds\nsay [I'] for (0.01) seconds\nsay [I'v] for (0.01) seconds\nsay [I've] for (0.01) seconds\nsay [I've p] for (0.01) seconds\nsay [I've pu] for (0.01) seconds\nsay [I've put] for (0.01) seconds\nsay [I've put t] for (0.01) seconds\nsay [I've put tr] for (0.01) seconds\nsay [I've put tra] for (0.01) seconds\nsay [I've put trap] for (0.01) seconds\nsay [I've put traps] for (0.01) seconds\nsay [I've put traps n] for (0.01) seconds\nsay [I've put traps ne] for (0.01) seconds\nsay [I've put traps nea] for (0.01) seconds\nsay [I've put traps near] for (0.01) seconds\nsay [I've put traps near t] for (0.01) seconds\nsay [I've put traps near th] for (0.01) seconds\nsay [I've put traps near the] for (0.01) seconds\nsay [I've put traps near the M] for (0.01) seconds\nsay [I've put traps near the Mos] for (0.01) seconds\nsay [I've put traps near the Mosq] for (0.01) seconds\nsay [I've put traps near the Mosqu] for (0.01) seconds\nsay [I've put traps near the Mosque] for (0.01) seconds\nsay [I've put traps near the Mosque s] for (0.01) seconds\nsay [I've put traps near the Mosque so] for (0.01) seconds\nsay [I've put traps near the Mosque so N] for (0.01) seconds\nsay [I've put traps near the Mosque so NO] for (0.01) seconds\nsay [I've put traps near the Mosque so NO O] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ON] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE c] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE ca] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE can] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE can g] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE can ge] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE can get] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE can get i] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE can get in] for (0.01) seconds\nsay [I've put traps near the Mosque so NO ONE can get in!] for (2.5) seconds\nbroadcast (6 v)\nhide\n\nwhen I receive [he returns! v]\nshow\nsay [S] for (0.01) seconds\nsay [So] for (0.01) seconds\nsay [So,] for (0.01) seconds\nsay [So, y] for (0.01) seconds\nsay [So, yo] for (0.01) seconds\nsay [So, you] for (0.01) seconds\nsay [So, you c] for (0.01) seconds\nsay [So, you ca] for (0.01) seconds\nsay [So, you cam] for (0.01) seconds\nsay [So, you came] for (0.01) seconds\nsay [So, you came t] for (0.01) seconds\nsay [So, you came to] for (0.01) seconds\nsay [So, you came to t] for (0.01) seconds\nsay [So, you came to th] for (0.01) seconds\nsay [So, you came to the] for (0.01) seconds\nsay [So, you came to the M] for (0.01) seconds\nsay [So, you came to the Mo] for (0.01) seconds\nsay [So, you came to the Mos] for (0.01) seconds\nsay [So, you came to the Mosq] for (0.01) seconds\nsay [So, you came to the Mosqu] for (0.01) seconds\nsay [So, you came to the Mosque] for (0.01) seconds\nsay [So, you came to the Mosque?] for (0.01) seconds\nsay [So, you came to the Mosque?!] for (1.5) seconds\nsay [So, you came to the Mosque?! A] for (0.01) seconds\nsay [So, you came to the Mosque?! Af] for (0.01) seconds\nsay [So, you came to the Mosque?! Aft] for (0.01) seconds\nsay [So, you came to the Mosque?! Afte] for (0.01) seconds\nsay [So, you came to the Mosque?! After] for (0.01) seconds\nsay [So, you came to the Mosque?! After a] for (0.01) seconds\nsay [So, you came to the Mosque?! After al] for (0.01) seconds\nsay [So, you came to the Mosque?! After all] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I p] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I pu] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put y] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put yo] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you t] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you th] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you thr] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you thro] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you throu] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you throug] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you through] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you through?] for (0.01) seconds\nsay [So, you came to the Mosque?! After all I put you through?!] for (1.5) seconds\nsay [W] for (0.01) seconds\nsay [Wh] for (0.01) seconds\nsay [Wha] for (0.01) seconds\nsay [What] for (0.01) seconds\nsay [What a] for (0.01) seconds\nsay [What a p] for (0.01) seconds\nsay [What a pe] for (0.01) seconds\nsay [What a per] for (0.01) seconds\nsay [What a pers] for (0.01) seconds\nsay [What a persi] for (0.01) seconds\nsay [What a persis] for (0.01) seconds\nsay [What a persist] for (0.01) seconds\nsay [What a persista] for (0.01) seconds\nsay [What a persistan] for (0.01) seconds\nsay [What a persistant] for (0.01) seconds\nsay [What a persistant c] for (0.01) seconds\nsay [What a persistant co] for (0.01) seconds\nsay [What a persistant cow] for (0.01) seconds\nsay [What a persistant cowa] for (0.01) seconds\nsay [What a persistant cowar] for (0.01) seconds\nsay [What a persistant coward] for (0.01) seconds\nsay [What a persistant coward.] for (1.5) seconds\nsay [P] for (0.01) seconds\nsay [Pr] for (0.01) seconds\nsay [Pre] for (0.01) seconds\nsay [Prep] for (0.01) seconds\nsay [Prepa] for (0.01) seconds\nsay [Prepar] for (0.01) seconds\nsay [Prepare] for (0.01) seconds\nsay [Prepare t] for (0.01) seconds\nsay [Prepare to] for (0.01) seconds\nsay [Prepare to m] for (0.01) seconds\nsay [Prepare to me] for (0.01) seconds\nsay [Prepare to mee] for (0.01) seconds\nsay [Prepare to meet] for (0.01) seconds\nsay [Prepare to meet y] for (0.01) seconds\nsay [Prepare to meet yo] for (0.01) seconds\nsay [Prepare to meet you] for (0.01) seconds\nsay [Prepare to meet your] for (0.01) seconds\nsay [Prepare to meet your d] for (0.01) seconds\nsay [Prepare to meet your do] for (0.01) seconds\nsay [Prepare to meet your doo] for (0.01) seconds\nsay [Prepare to meet your doom] for (0.01) seconds\nsay [Prepare to meet your doom!] for (1.5) seconds\nbroadcast (Boss ded v)\n\nwhen I receive [boss fight v]\nhide\n\nwhen I receive [boss ded v]\nclear graphic effects\nshow\nswitch costume to (36 v)\nrepeat until <(costume [number v]) = [45]>\n wait (0.01) seconds\n next costume\nend\nsay [You, Mr. Satan, are going back to where you come from!] for (1.5) seconds\nchange [brightness v] effect by (25)\nrepeat until <(costume [number v]) = [58]>\n wait (0.01) seconds\n next costume\nend\nsay [N] for (0.01) seconds\nsay [No] for (0.01) seconds\nsay [No!] for (1.5) seconds\nrepeat (3)\n wait (0.01) seconds\n change [brightness v] effect by (25)\nend\nbroadcast (backgroundchange v)\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [end v]\nhide\n\n@trampoline\n\nwhen I receive [green flag v]\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Thumb\n\nwhen flag clicked\nhide\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (25)\nend\n\n@Logo\n\nwhen flag clicked\ngo to [front v] layer\nshow\nchange [ghost v] effect by (25)\n\n | |
3d platformer | @Stage\n\n@3D\n\ndefine draw line from (x1) (y1) (z1) to (x2) (y2) (z2)\nset point 1 ((x1) - (CamX)) ((y1) - (CamY)) ((z1) - (CamZ))\nset point 2 ((x2) - (CamX)) ((y2) - (CamY)) ((z2) - (CamZ))\nset point 1 (((z1) * (triangulate4)) + ((x1) * (triangulate2))) (y1) (((z1) * (triangulate2)) - ((x1) * (triangulate4)))\nset point 2 (((z2) * (triangulate4)) + ((x2) * (triangulate2))) (y2) (((z2) * (triangulate2)) - ((x2) * (triangulate4)))\nset point 1 (x1) (((y1) * (triangulate1)) - ((z1) * (triangulate3))) (((y1) * (triangulate3)) + ((z1) * (triangulate1)))\nset point 2 (x2) (((y2) * (triangulate1)) - ((z2) * (triangulate3))) (((y2) * (triangulate3)) + ((z2) * (triangulate1)))\nif <not <<(z1) < (camDist)> and <(z2) < (camDist)>>> then\n Camera Clipping\n find position\n set 2D point1 ((field of view) * ((x1) / (z1))) ((field of view) * ((y1) / (z1)))\n set 2D point2 ((field of view) * ((x2) / (z2))) ((field of view) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine set point 1 (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine set point 2 (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine set 2D point1 (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine set 2D point2 (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine find position\nset [triangulate3 v] to ([sin v] of (Rotation X) )\nset [triangulate1 v] to ([cos v] of (Rotation X) )\nset [triangulate4 v] to ([sin v] of (Rotation Y) )\nset [triangulate2 v] to ([cos v] of (Rotation Y) )\n\ndefine Camera Clipping\nif <<(z1) < (camDist)> or <(z2) < (camDist)>> then\n set [cutlines v] to (((camDist) - (z1)) / ((z2) - (z1)))\n if <(z1) < (camDist)> then\n set point 1 ((x1) + (((x2) - (x1)) * (cutlines))) ((y1) + (((y2) - (y1)) * (cutlines))) (camDist)\n else\n set point 2 ((x1) + (((x2) - (x1)) * (cutlines))) ((y1) + (((y2) - (y1)) * (cutlines))) (camDist)\n end\nend\n\ndefine ROTATION AND MOVEMENT (rotation velocity) (friction) (side movement) (move friction)\nif <(mouselooking) = [0]> then\n set [ryvel v] to (((RYvel) + ((<key (left arrow v) pressed?> * (rotation velocity)) + (<key (right arrow v) pressed?> * ((rotation velocity) * (-1))))) * (friction))\n change [rotation y v] by (RYvel)\n set [rxvel v] to (((RXvel) + ((<key (down arrow v) pressed?> * ((rotation velocity) * (-1))) + (<key (up arrow v) pressed?> * (rotation velocity)))) * (friction))\n change [rotation x v] by (RXvel)\nelse\n set [rotation y v] to ((mouse x) * (-1))\n set [rotation x v] to (mouse y)\nend\n\nwhen flag clicked\nerase all\nforever\n if <(Rotation X) < [-80]> then\n set [rotation x v] to [-80]\n end\n if <(Rotation X) > [80]> then\n set [rotation x v] to [80]\n end\nend\n\nwhen flag clicked\nhide\nforever\n ROTATION AND MOVEMENT [1] [.8] [1.5] [.75]\nend\n\nwhen flag clicked\nforever\n if <(CamY) < [-300]> then\n set [xvel v] to [0]\n set [yvel v] to [0]\n set [camx v] to [-10]\n set [camy v] to [100]\n set [camz v] to [-10]\n set [rotation x v] to [0]\n set [rotation y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(Rotation X) < [-80]> then\n set [rotation x v] to [-79]\n end\nend\n\nwhen flag clicked\nforever\n if <(Rotation X) > [80]> then\n set [rotation x v] to [79]\n end\nend\n\nwhen I receive [button v]\nswitch costume to (background v)\nset [level v] to [1]\nset [block x v] to [0]\nset [block y v] to [0]\nset [block z v] to [0]\nset pen size to (5)\nset [ghost v] effect to (100)\nset [help with lag v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [camx v] to [-10]\nset [camy v] to [100]\nset [camz v] to [-10]\nset [rotation x v] to [-80]\nset [rotation y v] to [0]\nset [field of view v] to [400]\nforever\n delete all of [platforms x v]\n delete all of [platforms y v]\n delete all of [platforms z v]\n delete all of [bounce x v]\n delete all of [bounce y v]\n delete all of [bounce z v]\n delete all of [blocks x v]\n delete all of [blocks y v]\n delete all of [blocks z v]\n delete all of [end x v]\n delete all of [end y v]\n delete all of [end z v]\n delete all of [red x v]\n delete all of [red y v]\n delete all of [red z v]\n if <(Level) = [1]> then\n Draw Block At [] [] [4] type [4]\n Draw Block At [] [] [] type [1]\n Draw Block At [] [] [1] type [1]\n Draw Block At [] [] [2] type [1]\n Draw Block At [] [] [3] type [1]\n end\n if <(Level) = [2]> then\n Draw Block At [0] [0] [12] type [4]\n Draw Block At [0] [0] [0] type [1]\n Draw Block At [1] [0] [0] type [1]\n Draw Block At [-1] [0] [0] type [1]\n Draw Block At [0] [0] [1] type [1]\n Draw Block At [1] [0] [1] type [1]\n Draw Block At [-1] [0] [1] type [1]\n Draw Block At [0] [0] [2] type [1]\n Draw Block At [0] [0] [3] type [1]\n Draw Block At [1] [0] [3] type [1]\n Draw Block At [-1] [0] [3] type [1]\n Draw Block At [0] [0] [4] type [1]\n Draw Block At [1] [0] [4] type [1]\n Draw Block At [-1] [0] [4] type [1]\n Draw Block At [0] [0] [5] type [1]\n Draw Block At [0] [0] [6] type [1]\n Draw Block At [0] [0] [7] type [1]\n Draw Block At [0] [1] [2] type [3]\n Draw Block At [1] [1] [2] type [3]\n Draw Block At [-1] [1] [2] type [3]\n Draw Block At [0] [1] [6] type [3]\n Draw Block At [1] [1] [6] type [3]\n Draw Block At [-1] [1] [6] type [3]\n Draw Block At [0] [0] [7] type [1]\n Draw Block At [0] [0] [8] type [1]\n Draw Block At [0] [0] [9] type [1]\n Draw Block At [0] [0] [10] type [1]\n Draw Block At [0] [0] [11] type [1]\n end\n if <(Level) = [3]> then\n Draw Block At [] [] [] type [1]\n Draw Block At [] [] [1] type [1]\n Draw Block At [] [] [-1] type [1]\n Draw Block At [1] [] [] type [1]\n Draw Block At [-1] [] [] type [1]\n Draw Block At [1] [] [1] type [1]\n Draw Block At [-1] [] [1] type [1]\n Draw Block At [1] [] [-1] type [1]\n Draw Block At [-1] [] [-1] type [1]\n Draw Block At [] [] [10] type [4]\n Draw Block At [1] [] [10] type [4]\n Draw Block At [-1] [] [10] type [4]\n Draw Block At [] [] [11] type [4]\n Draw Block At [1] [] [11] type [4]\n Draw Block At [-1] [] [11] type [4]\n Draw Block At [] [] [12] type [4]\n Draw Block At [1] [] [12] type [4]\n Draw Block At [-1] [] [12] type [4]\n Draw Block At (movingX) [] [4] type [1]\n Draw Block At ((movingX) + (1)) [] [4] type [1]\n Draw Block At ((movingX) - (1)) [] [4] type [1]\n Draw Block At (movingX) [] [8] type [1]\n Draw Block At ((movingX) - (1)) [] [8] type [1]\n Draw Block At ((movingX) - (-1)) [] [8] type [1]\n end\n if <(Level) = [4]> then\n Draw Block At [0] [0] [15] type [1]\n Draw Block At [1] [0] [15] type [1]\n Draw Block At [-1] [0] [15] type [1]\n Draw Block At [1] [0] [16] type [1]\n Draw Block At [-1] [0] [16] type [1]\n Draw Block At [0] [0] [17] type [1]\n Draw Block At [1] [0] [17] type [1]\n Draw Block At [-1] [0] [17] type [1]\n Draw Block At [0] [0] (movingZ) type [5]\n Draw Block At [1] [0] (movingZ) type [5]\n Draw Block At [-1] [0] (movingZ) type [5]\n Draw Block At [0] [0] ((movingZ) + (1)) type [5]\n Draw Block At [0] [0] ((movingZ) + (-1)) type [5]\n Draw Block At [0] [0] [0] type [1]\n Draw Block At [0] [0] [1] type [1]\n Draw Block At [0] [0] [-1] type [1]\n Draw Block At [1] [0] [1] type [1]\n Draw Block At [1] [0] [0] type [1]\n Draw Block At [1] [0] [-1] type [1]\n Draw Block At [-1] [0] [1] type [1]\n Draw Block At [-1] [0] [0] type [1]\n Draw Block At [-1] [0] [-1] type [1]\n Draw Block At [-1] [1] [17] type [1]\n Draw Block At [0] [1] [17] type [1]\n Draw Block At [0] [2] [17] type [1]\n Draw Block At [1] [3] [17] type [1]\n Draw Block At [1] [3] [30] type [4]\n Draw Block At [1] [3] ((movingZ) + (18)) type [5]\n Draw Block At [1] [3] ((movingZ) + (17)) type [5]\n Draw Block At [1] [3] ((movingZ) + (16)) type [5]\n end\n if <(Level) = [5]> then\n Draw Block At [0] [0] [0] type [1]\n Draw Block At [0] [0] [1] type [1]\n Draw Block At [0] [0] [2] type [1]\n Draw Block At [0] [0] [3] type [1]\n Draw Block At [0] [0] [4] type [1]\n Draw Block At [0] [0] [5] type [1]\n Draw Block At [0] [0] [6] type [1]\n Draw Block At [0] [0] [7] type [1]\n Draw Block At [1] [0] [0] type [1]\n Draw Block At [1] [0] [1] type [1]\n Draw Block At [1] [0] [2] type [1]\n Draw Block At [1] [0] [3] type [1]\n Draw Block At [1] [0] [4] type [1]\n Draw Block At [1] [0] [5] type [1]\n Draw Block At [1] [0] [6] type [1]\n Draw Block At [1] [0] [7] type [1]\n Draw Block At [0] [1] [3] type [3]\n Draw Block At [1] [1] [3] type [3]\n Draw Block At [0] [1] [6] type [2]\n Draw Block At [1] [1] [6] type [2]\n Draw Block At [0] [1] [7] type [1]\n Draw Block At [1] [1] [7] type [1]\n Draw Block At [1] [2] [7] type [1]\n Draw Block At [0] [2] [7] type [1]\n Draw Block At [1] [3] [7] type [1]\n Draw Block At [0] [9] [7] type [1]\n Draw Block At [0] [9] [8] type [4]\n end\n if <(Level) = [6]> then\n Draw Block At [] [] [] type [1]\n Draw Block At [] [] [1] type [2]\n Draw Block At [] [10] [3] type [2]\n Draw Block At [1] [18] [1] type [2]\n Draw Block At [0] [26] [3] type [2]\n Draw Block At [] [35] [4] type [4]\n end\n if <(Level) = [7]> then\n Draw Block At [] [18] [28] type [3]\n Draw Block At [] [16] [25] type [1]\n Draw Block At [] [16] [26] type [1]\n Draw Block At [] [16] [27] type [1]\n Draw Block At [] [17] [28] type [4]\n Draw Block At [] [17] [27] type [3]\n Draw Block At [] [8] [24] type [2]\n Draw Block At [] [] [23] type [2]\n Draw Block At [] [] [] type [1]\n Draw Block At [] [] [-1] type [1]\n Draw Block At [] [] [-2] type [4]\n Draw Block At [] [] [1] type [1]\n Draw Block At [] [] [2] type [1]\n Draw Block At [1] [] [2] type [1]\n Draw Block At [-1] [] [2] type [1]\n Draw Block At [] [] [18] type [1]\n Draw Block At [] [1] [21] type [3]\n Draw Block At [] [1] [19] type [3]\n Draw Block At [] [] [20] type [1]\n Draw Block At [] [] [22] type [1]\n Draw Block At [] [] ((movingZ) + (1)) type [5]\n Draw Block At [1] [] ((movingZ) + (1)) type [5]\n Draw Block At [-1] [] ((movingZ) + (1)) type [5]\n end\n if <(Level) = [8]> then\n Draw Block At [] [] [17] type [1]\n Draw Block At [] [] [18] type [2]\n Draw Block At [] [8] [19] type [2]\n Draw Block At [] [14] [20] type [3]\n Draw Block At [] [16] [21] type [2]\n Draw Block At [] [24] [18] type [2]\n Draw Block At [] [30] [14] type [4]\n Draw Block At [] [] [] type [1]\n Draw Block At [] [] [1] type [1]\n Draw Block At [] [] [2] type [1]\n Draw Block At [] [] ((movingZ) + (2)) type [5]\n end\n if <(Level) = [9]> then\n broadcast (Finish v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n draw line from (((20) * (Block X)) - (20)) ((20) * (Block Y)) ((Block Z) * (20)) to ((20) * (Block X)) ((20) * (Block Y)) ((Block Z) * (20))\n draw line from (((20) * (Block X)) - (20)) ((20) * (Block Y)) (((Block Z) * (20)) - (20)) to ((20) * (Block X)) ((20) * (Block Y)) (((Block Z) * (20)) - (20))\n draw line from (((20) * (Block X)) - (20)) ((20) * (Block Y)) (((Block Z) * (20)) - (20)) to (((20) * (Block X)) - (20)) ((20) * (Block Y)) ((Block Z) * (20))\n draw line from ((20) * (Block X)) ((20) * (Block Y)) (((Block Z) * (20)) - (20)) to ((20) * (Block X)) ((20) * (Block Y)) ((Block Z) * (20))\n if <(help with lag) = [0]> then\n draw line from (((20) * (Block X)) - (20)) (((20) * (Block Y)) - (20)) ((Block Z) * (20)) to ((20) * (Block X)) (((20) * (Block Y)) - (20)) ((Block Z) * (20))\n draw line from (((20) * (Block X)) - (20)) (((20) * (Block Y)) - (20)) (((Block Z) * (20)) - (20)) to ((20) * (Block X)) (((20) * (Block Y)) - (20)) (((Block Z) * (20)) - (20))\n draw line from (((20) * (Block X)) - (20)) (((20) * (Block Y)) - (20)) (((Block Z) * (20)) - (20)) to (((20) * (Block X)) - (20)) (((20) * (Block Y)) - (20)) ((Block Z) * (20))\n draw line from ((20) * (Block X)) (((20) * (Block Y)) - (20)) (((Block Z) * (20)) - (20)) to ((20) * (Block X)) (((20) * (Block Y)) - (20)) ((Block Z) * (20))\n draw line from ((20) * (Block X)) (((20) * (Block Y)) - (20)) (((Block Z) * (20)) - (20)) to ((20) * (Block X)) ((20) * (Block Y)) (((Block Z) * (20)) - (20))\n draw line from ((20) * (Block X)) (((20) * (Block Y)) - (20)) ((Block Z) * (20)) to ((20) * (Block X)) ((20) * (Block Y)) ((Block Z) * (20))\n draw line from (((20) * (Block X)) - (20)) (((20) * (Block Y)) - (20)) (((Block Z) * (20)) - (20)) to (((20) * (Block X)) - (20)) ((20) * (Block Y)) (((Block Z) * (20)) - (20))\n draw line from (((20) * (Block X)) - (20)) (((20) * (Block Y)) - (20)) ((Block Z) * (20)) to (((20) * (Block X)) - (20)) ((20) * (Block Y)) ((Block Z) * (20))\n end\n delete this clone\n end\nend\n\ndefine Draw Block At (x) (y) (z) type (id)\nif <(id) = [1]> then\n set pen color to (#0043ff)\n erase all\n find position\n set [block x v] to (x)\n set [block y v] to (y)\n set [block z v] to (z)\n create clone of (_myself_ v)\n add ((20) * (Block X)) to [blocks x v]\n add ((20) * (Block Y)) to [blocks y v]\n add ((20) * (Block Z)) to [blocks z v]\nend\nif <(id) = [2]> then\n set pen color to (#59ff00)\n erase all\n find position\n set [block x v] to (x)\n set [block y v] to (y)\n set [block z v] to (z)\n create clone of (_myself_ v)\n add ((20) * (Block X)) to [bounce x v]\n add ((20) * (Block Y)) to [bounce y v]\n add ((20) * (Block Z)) to [bounce z v]\nend\nif <(id) = [3]> then\n set pen color to (#ff0000)\n erase all\n find position\n set [block x v] to (x)\n set [block y v] to (y)\n set [block z v] to (z)\n create clone of (_myself_ v)\n add ((20) * (Block X)) to [red x v]\n add ((20) * (Block Y)) to [red y v]\n add ((20) * (Block Z)) to [red z v]\nend\nif <(id) = [4]> then\n set pen color to (#faff00)\n erase all\n find position\n set [block x v] to (x)\n set [block y v] to (y)\n set [block z v] to (z)\n create clone of (_myself_ v)\n add ((20) * (Block X)) to [end x v]\n add ((20) * (Block Y)) to [end y v]\n add ((20) * (Block Z)) to [end z v]\nend\nif <(id) = [5]> then\n set pen color to (#ff7b00)\n erase all\n find position\n set [block x v] to (x)\n set [block y v] to (y)\n set [block z v] to (z)\n create clone of (_myself_ v)\n add ((20) * (Block X)) to [platforms x v]\n add ((20) * (Block Y)) to [platforms y v]\n add ((20) * (Block Z)) to [platforms z v]\nend\n\ndefine Platform (gravity) (jump) (movement) (friction)\nchange [yvel v] by (gravity)\nchange [camy v] by (Yvel)\nset [block# v] to [1]\nset [friction v] to [.7]\nset [move v] to [1]\nrepeat (length of [blocks y v])\n if <<<(CamY) < ((item (block#) of [blocks y v]) + (40))> and <(CamY) > ((item (block#) of [blocks y v]) + (20))>> and <<<(CamX) > ((item (block#) of [blocks x v]) - (20))> and <(CamX) < (item (block#) of [blocks x v])>> and <<(CamZ) > ((item (block#) of [blocks z v]) - (20))> and <(CamZ) < (item (block#) of [blocks z v])>>>> then\n set [camy v] to ((item (block#) of [blocks y v]) + (40))\n set [yvel v] to (<<key (space v) pressed?> and <(Yvel) < [0]>> * (jump))\n if <key (space v) pressed?> then\n start sound [jump v]\n end\n set [friction v] to [.9]\n set [move v] to [.5]\n end\n change [block# v] by (1)\nend\nset [block# v] to [1]\nrepeat (length of [blocks y v])\n if <<<(CamY) < ((item (block#) of [blocks y v]) + (20))> and <(CamY) > ((item (block#) of [blocks y v]) - (40))>> and <<<(CamX) > ((item (block#) of [blocks x v]) - (20))> and <(CamX) < (item (block#) of [blocks x v])>> and <<(CamZ) > ((item (block#) of [blocks z v]) - (20))> and <(CamZ) < (item (block#) of [blocks z v])>>>> then\n set [camy v] to ((item (block#) of [blocks y v]) - (40))\n set [yvel v] to [0]\n end\n change [block# v] by (1)\nend\nset [xvel v] to (((Xvel) + ((<key (d v) pressed?> * (movement)) + (<key (a v) pressed?> * ((movement) * (-1))))) * (friction))\nchange [camz v] by ((1) * ((Xvel) * (triangulate4)))\nchange [camx v] by ((1) * ((Xvel) * (triangulate2)))\nset [block# v] to [1]\nrepeat (length of [blocks x v])\n if <<<(CamY) < ((item (block#) of [blocks y v]) + (40))> and <(CamY) > (item (block#) of [blocks y v])>> and <<<(CamX) > ((item (block#) of [blocks x v]) - (24))> and <(CamX) < ((item (block#) of [blocks x v]) - (10))>> and <<(CamZ) > ((item (block#) of [blocks z v]) - (20))> and <(CamZ) < (item (block#) of [blocks z v])>>>> then\n set [camx v] to ((item (block#) of [blocks x v]) - (24))\n set [xvel v] to [0]\n end\n change [block# v] by (1)\nend\nset [block# v] to [1]\nrepeat (length of [blocks x v])\n if <<<(CamY) < ((item (block#) of [blocks y v]) + (40))> and <(CamY) > (item (block#) of [blocks y v])>> and <<<(CamX) > ((item (block#) of [blocks x v]) - (10))> and <(CamX) < ((item (block#) of [blocks x v]) + (4))>> and <<(CamZ) > ((item (block#) of [blocks z v]) - (20))> and <(CamZ) < (item (block#) of [blocks z v])>>>> then\n set [camx v] to ((item (block#) of [blocks x v]) + (4))\n set [xvel v] to [0]\n end\n change [block# v] by (1)\nend\nset [zvel v] to (((Zvel) + ((<key (w v) pressed?> * (movement)) + (<key (s v) pressed?> * ((movement) * (-1))))) * (friction))\nchange [camz v] by ((1) * ((Zvel) * (triangulate2)))\nchange [camx v] by ((-1) * ((Zvel) * (triangulate4)))\nset [block# v] to [1]\nrepeat (length of [blocks z v])\n if <<<(CamY) < ((item (block#) of [blocks y v]) + (40))> and <(CamY) > (item (block#) of [blocks y v])>> and <<<(CamX) > ((item (block#) of [blocks x v]) - (20))> and <(CamX) < (item (block#) of [blocks x v])>> and <<(CamZ) > ((item (block#) of [blocks z v]) - (10))> and <(CamZ) < ((item (block#) of [blocks z v]) + (4))>>>> then\n set [camz v] to ((item (block#) of [blocks z v]) + (4))\n set [zvel v] to [0]\n end\n change [block# v] by (1)\nend\nset [block# v] to [1]\nrepeat (length of [blocks z v])\n if <<<(CamY) < ((item (block#) of [blocks y v]) + (40))> and <(CamY) > (item (block#) of [blocks y v])>> and <<<(CamX) > ((item (block#) of [blocks x v]) - (20))> and <(CamX) < (item (block#) of [blocks x v])>> and <<(CamZ) > ((item (block#) of [blocks z v]) - (24))> and <(CamZ) < ((item (block#) of [blocks z v]) - (10))>>>> then\n set [camz v] to ((item (block#) of [blocks z v]) - (24))\n set [zvel v] to [0]\n end\n change [block# v] by (1)\nend\nset [block# v] to [1]\nrepeat (length of [bounce y v])\n if <<<(CamY) < ((item (block#) of [bounce y v]) + (40))> and <(CamY) > (item (block#) of [bounce y v])>> and <<<(CamX) > ((item (block#) of [bounce x v]) - (20))> and <(CamX) < (item (block#) of [bounce x v])>> and <<(CamZ) > ((item (block#) of [bounce z v]) - (20))> and <(CamZ) < (item (block#) of [bounce z v])>>>> then\n set [yvel v] to [15]\n start sound [bouncer v]\n end\n change [block# v] by (1)\nend\nset [block# v] to [1]\nrepeat (length of [red y v])\n if <<<(CamY) < ((item (block#) of [red y v]) + (40))> and <(CamY) > (item (block#) of [red y v])>> and <<<(CamX) > ((item (block#) of [red x v]) - (20))> and <(CamX) < (item (block#) of [red x v])>> and <<(CamZ) > ((item (block#) of [red z v]) - (20))> and <(CamZ) < (item (block#) of [red z v])>>>> then\n broadcast (Restart v)\n end\n change [block# v] by (1)\nend\nset [block# v] to [1]\nrepeat (length of [end y v])\n if <<<(CamY) < ((item (block#) of [end y v]) + (40))> and <(CamY) > (item (block#) of [end y v])>> and <<<(CamX) > ((item (block#) of [end x v]) - (20))> and <(CamX) < (item (block#) of [end x v])>> and <<(CamZ) > ((item (block#) of [end z v]) - (20))> and <(CamZ) < (item (block#) of [end z v])>>>> then\n broadcast (Level Complete v)\n start sound [level end v]\n end\n change [block# v] by (1)\nend\nrepeat (length of [red y v])\n if <<<(CamY) < ((item (block#) of [red y v]) + (40))> and <(CamY) > (item (block#) of [red y v])>> and <<<(CamX) > ((item (block#) of [red x v]) - (20))> and <(CamX) < (item (block#) of [red x v])>> and <<(CamZ) > ((item (block#) of [red z v]) - (20))> and <(CamZ) < (item (block#) of [red z v])>>>> then\n broadcast (Restart v)\n end\n change [block# v] by (1)\nend\nset [block# v] to [1]\nrepeat (length of [platforms y v])\n if <<<(CamY) < ((item (block#) of [platforms y v]) + (40))> and <(CamY) > (item (block#) of [platforms y v])>> and <<<(CamX) > ((item (block#) of [platforms x v]) - (23))> and <(CamX) < ((item (block#) of [platforms x v]) + (3))>> and <<(CamZ) > ((item (block#) of [platforms z v]) - (23))> and <(CamZ) < ((item (block#) of [platforms z v]) + (3))>>>> then\n set [camy v] to ((item (block#) of [platforms y v]) + (40))\n set [yvel v] to (<<key (space v) pressed?> and <(Yvel) < [0]>> * (jump))\n change [camz v] by (ZPvel)\n if <key (space v) pressed?> then\n start sound [jump v]\n end\n end\n change [block# v] by (1)\nend\n\nset [camy v] to ((item (block#) of [bounce y v]) + (40))\n\nwhen I receive [level complete v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [camx v] to [-10]\nset [camy v] to [100]\nset [camz v] to [-10]\nset [rotation x v] to [0]\nset [rotation y v] to [0]\nchange [level v] by (1)\n\nwhen I receive [button v]\nset [gamemode v] to [0]\nforever\n if <(Gamemode) = [0]> then\n Platform [-.5] [8] (Move) (Friction)\n end\nend\n\nwhen I receive [restart v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [camx v] to [-10]\nset [camy v] to [100]\nset [camz v] to [-10]\nset [rotation x v] to [0]\nset [rotation y v] to [0]\n\nset [level v] to [5]\n\nwhen I receive [button v]\nset [movingx v] to [-1]\nforever\n repeat (2)\n wait (1) seconds\n change [movingx v] by (1)\n end\n repeat (2)\n wait (1) seconds\n change [movingx v] by (-1)\n end\nend\n\nswitch costume to (lag reducer2 v)\n\nset [gamemode v] to [0]\n\nwhen I receive [button v]\nset [movingz v] to [3]\nforever\n repeat (100)\n change [movingz v] by (.1)\n set [zpvel v] to [2]\n end\n repeat (100)\n change [movingz v] by (-.1)\n set [zpvel v] to [-2]\n end\nend\n\nset [camz v] to [290]\n\nwhen I receive [finish v]\nstop [other scripts in sprite v]\nbroadcast (real fin v)\n\ndefine renderXY: (x) (y) (renderammount)\nset [helperx1 v] to (((((renderammount) * (triangulate2)) - ((x) * (triangulate4))) * (x)) * ())\nset [helperx2 v] to (((((renderammount) * (triangulate2)) - ((x) * (triangulate4))) * (x)) * ())\n\n@extras\n\nwhen flag clicked\nstart sound [\[8-BIT_One_Republic_-_Counting_Stars v]\nhide\nset [stage v] to [1]\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(CLONEID) = [1]> then\n go to x: (3) y: (104)\n show\n switch costume to (coollogo_com-130184099 v)\n set size to (1) %\n point in direction (90)\n repeat (11)\n change size by (9)\n end\n forever\n repeat (10)\n turn right (1) degrees\n end\n repeat (10)\n turn right (-1) degrees\n end\n end\nelse\n if <(CLONEID) = [2]> then\n show\n switch costume to (coollogo_com-182861151 v)\n go to x: (6) y: (-207)\n set [xv v] to [44]\n repeat (30)\n change y by (xv)\n set [xv v] to ((xv) * (0.8))\n end\n wait until <(STAGE) = [2]>\n delete this clone\n else\n if <(CLONEID) = [3]> then\n show\n switch costume to (costume1 v)\n go to x: (-2) y: (-108)\n set size to (10) %\n repeat (45)\n change size by (2)\n end\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (start v)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nstop all sounds\nstop [other scripts in sprite v]\nbroadcast (Button v)\ndelete this clone\n\nwhen I receive [button v]\nforever\n play sound [\[8-BIT_One_Republic_-_Counting_Stars v] until done\nend\n\nwhen I receive [real fin v]\nerase all\nshow\ngo to [front v] layer\nswitch costume to (costume3 v)\nreset timer\nforever\n go to x: (([sin v] of ((timer) * (1000)) ) + (98)) y: ([cos v] of ((timer) * (1000)) )\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@lag reducer\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nset [mouselooking v] to [0]\nhide\n\nwhen I receive [button v]\nshow\ngo to [front v] layer\nset [mouselooking v] to [0]\nforever\n switch costume to (mouselooking)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n if <mouse down?> then\n if <(mouselooking) = [0]> then\n set [mouselooking v] to [1]\n else\n set [mouselooking v] to [0]\n end\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\n | -------------------------instructions----------------------------\n•WASD to move\n•arrow keys to look around, or, when mouse looking is on, use the mouse :P\n•space to jump\n•the objective is to get to the yellow box to finish the level.\n•the red kills you\n•the green is bounce-pad\n•orange is moving platform\n\n•if you think I should add anything else, say so in the comments.\n------------------------------------------------------------------\n\n\nif its lagging a lot, play on forkphorus: https://forkphorus.github.io/#397892347\n------------------------------------------------------------------ |
Winter || A Scrolling Platformer #games | @Stage\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: 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 [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [0]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [sx v] by (-2.2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx v] by (2.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\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 [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\nif <touching (trampolines v)?> then\n set [sy v] to [35]\nend\n\ndefine Game On\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\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 portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nbroadcast (die v)\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nclear graphic effects\nhide\nwait (0.25) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (5 v)\n else\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (6 v)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> then\n switch costume to (2 v)\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n switch costume to (3 v)\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (4 v)\n else\n switch costume to (1 v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [0]\n\nwhen [r v] key pressed\nGame On\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nset [score v] to [0]\nrepeat until <(LEVEL) = [4]>\n wait (1) seconds\n change [score v] by (1)\nend\nif <(Score) < (☁ HighScore)> then\n set [☁ highscore v] to (Score)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 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]\nend\nif <(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 Clone At x: [0] y: [360]\n Clone At x: [260] y: [380]\nend\nif <(LEVEL) = [3]> then\n switch costume to (3 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go [forward v] (100) layers\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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\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 (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [760] y: [720]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3 1 v)\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 go to [front v] layer\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 [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [Win]\n set [spawn x v] to [0]\n set [spawn y v] to [0]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [1837] y: [37]\nelse\n if <(LEVEL) = [2]> then\n Clone At x: [2049] y: [708]\n else\n if <(LEVEL) = [3]> then\n Clone At x: [2049] y: [708]\n end\n end\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\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 [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n@Art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\nend\nif <(LEVEL) = [3]> then\n switch costume to (3 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nbroadcast (Open Portal v)\n\n@Check Point\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [spawn x v] to (([x position v] of [player v]) + (SCROLL X))\n set [spawn y v] to (([y position v] of [player v]) + (SCROLL Y))\n set [check point v] to [1]\nend\nif <(Check Point) = [0]> then\n switch costume to (off v)\nelse\n switch costume to (on v)\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (off v)\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [100000] y: [-67]\nelse\n if <(LEVEL) = [2]> then\n Clone At x: [1093] y: [-57]\n else\n if <(LEVEL) = [3]> then\n Clone At x: [1093] y: [-57]\n end\n end\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n go to [front v] layer\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nwhen I receive [new start v]\nset [check point v] to [0]\n\n@Trampolines\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\nelse\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\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 [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [4]> then\n hide\n delete this clone\n end\nend\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\n@Bug\n\nwhen flag clicked\nhide\nset [☁ bug v] to [0]\nset [no thumb v] to [no]\nforever\n if <(username) = [monster1234funny]> then\n if <key (space v) pressed?> then\n set [☁ bug v] to [1]\n end\n if <key (0 v) pressed?> then\n set [☁ bug v] to [0]\n end\n end\n if <<not <(username) = [monster1234funny]>> and <(☁ Bug) = [1]>> then\n show\n set [no thumb v] to [yes]\n stop [all v]\n end\n go to [front v] layer\nend\n\n@Particle Effect\n\nwhen flag clicked\nset size to (80) %\n\nwhen I start as a clone\nshow\ngo to [front v] layer\neff (pick random (-11) to (11))\n\ndefine eff (x)\nset [-1 v] to [1]\nclear graphic effects\nset [ghost v] effect to (20)\nset [brightness v] effect to (pick random (1) to (30))\nset [color v] effect to (pick random (1) to (1000))\nforever\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I receive [die v]\ngo to (player v)\nchange y by (-20)\nif <touching (_edge_ v)?> then\n set [y v] to [20]\nelse\n set [y v] to [5]\nend\ngo to (player v)\nrepeat (10)\n create clone of (_myself_ v)\nend\n\n@Snow\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (150) to (250)) %\ngo to x: (pick random (-231) to (231)) y: (173)\nrepeat until <<<touching (art v)?> or <<touching (player v)?> or <touching (platforms v)?>>> or <touching (_edge_ v)?>>\n change y by (-3)\nend\ndelete this clone\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n play sound [Vexento - Pegasus v] until done\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\n play sound [Vexento_-_Sunrise\[Converterino v] until done\nend\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nset rotation style [don't rotate v]\n\n | Hi And Welcome To My Newest Scrolling Platformer\nWinter || A Scrolling Platformer (Sequel To Summer: https://scratch.mit.edu/projects/396619511/ )\nPart Two Of My Season Series\nWas #10th On Games!!! Thanks Guys :D\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nLets Get This Trending!!!!!!\n▶ Advertising Will Be Reported\n▶ Arrow Keys ◈ WASD ◈ Or Tap On Mobile To Move\n▶ If Something Weird Happens Reload The Page \n▶ Watch Out For Spikes And Holes\n▶ Get To Check Points (Flags) To Change The Spawn Point\n▶ "R" to Restart Or Go To The Last Checkpoint\n★ ALL LEVELS ARE POSSIBLE\n★★★★★★★★★★Credits★★★★★★★★★★\nThanks To @TimMcCool For The Player Art And Checkpoint Art\nThanks To @YellowTrees For The Tree Art\nThanks To @Griffpatch For His YouTube Tutorial\nMusic From Vexento\nEverything Else By Me\n\nRemember To ❤️ And ⭐️ For Waffles!\n\n★★★★★★★★★★Game Info★★★★★★★★★★\n▶ Over 764 Code Blocks\n▶ Over 30+ hours of work\n\nSuggest It To Get Featured Here:\nhttps://scratch.mit.edu/studios/4228481/comments\n\nreport bugs and faults in the comments\n\nSymbols I Used: ❤️ ⭐️ ★ ▶ ▬\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Winter #Scrolling #Platformer #Lag #Wall #Slope #Art #Grass #Monster #griffpatch #spike #sequel #lava #remix #heart #star #famous #why @are #u #reading #this #Hi #I #God #kay #cool #money #snow #trend \n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n#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 \n#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 \n |
Scarce || A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Lost In The Woods - PaulRHJT v] until done\nend\n\n@Player\n\ndefine Platformer physics\nchange [yv v] by (-1)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\nend\nif <<<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 switch costume to (costume1 v)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<touching (ground v)?> or <touching (moving platforms 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 down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n end\nend\nchange y by (Yv)\nif <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <<touching (ground v)?> or <touching (moving platforms v)?>>> then\n set [yv v] to [15]\nend\nchange y by (1)\nif <touching (spikes v)?> then\n go to x: (-180) y: (0)\nend\nif <(y position) < [-180]> then\n go to x: (-180) y: (0)\nend\nif <(x position) > [220]> then\n change [level v] by (1)\n go to x: (-180) y: (0)\n broadcast (NEW LEVEL v)\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\ngo to x: (-190) y: (-72)\nforever\n Platformer physics\nend\n\nwhen flag clicked\nhide\n\n@ground\n\nwhen I receive [new level v]\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1.5) seconds\nbroadcast (start v)\n\nwhen I receive [start v]\nhide\n\n@Clouds\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\n hide\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (4))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (80)\n change x by (5)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (80)\n change x by (-7)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\n@Story\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [new level v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@trampolins\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [11]> then\n show\n else\n hide\n end\nend\n\n | Welcome to Scarce || A Platformer\n_____________________________________________\n\nscarce\n/skers/\nadjective\n(especially of food, money, or some other resource) insufficient for the demand. \n\n\n Rules\n_____________________________________________\n\nUse arrow keys or wasd key to move (tap on mobile)\nAvoid spikes\nThat's it\nHave Fun! :)\n\n\nAll levels are possible. \n |
Forest Survivor || A Pixel Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Game1 v] until done\n play sound [game 2 v] until done\nend\n\n@Sprite1\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed)\nswitch costume to (hitbox v)\nset rotation style [left-right v]\nchange y by (y vel)\nif <<touching (ground v)?> or <touching (moving block v)?>> then\n repeat ([abs v] of (y vel) )\n if <<touching (ground v)?> or <touching (moving block v)?>> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Joystick_y_velocity) > [5.5]>> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n set [in air v] to [1]\n else\n set [y vel v] to [0]\n set [in air v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Joystick_x_velocity) > [2.5]>> then\n point in direction (90)\n change [x vel v] by (movement speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <[-2.5] > (Joystick_x_velocity)>> then\n point in direction (-90)\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <<touching (ground v)?> or <touching (moving block v)?>> then\n set [old y v] to (y position)\n repeat ([abs v] of (x vel) )\n if <<touching (ground v)?> or <touching (moving block v)?>> then\n change y by (1)\n end\n end\n if <<touching (ground v)?> or <touching (moving block v)?>> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <<touching (ground v)?> or <touching (moving block v)?>> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n set [x vel v] to [0]\n end\nend\nset [x vel v] to ((x vel) * (friction))\nif <(in air) = [1]> then\n switch costume to (idle v)\nelse\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Joystick_x_velocity) > [2.5]>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <[-2.5] > (Joystick_x_velocity)>>> then\n switch costume to (run v)\n else\n if <<key (down arrow v) pressed?> or <(Joystick_y_velocity) < [-5.5]>> then\n switch costume to (duck v)\n else\n switch costume to (idle v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nset [level v] to [1]\nbroadcast (Reset v)\nforever\n platform physics (12.5) (-1) (0.7) (2)\n if <(x position) > [240]> then\n change [level v] by (1)\n broadcast (Reset v)\n broadcast (Transition v)\n end\n if <touching (danger v)?> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-220) y: (0)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@Art\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Stuff\n\n@Clouds\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (pick random (750) to (1000)) %\nset [ghost v] effect to (pick random (18) to (35))\ngo to x: (300) y: (pick random (160) to (-160))\nrepeat until <(x position) < [-265]>\n move (-4) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (2.0) to (4.0)) seconds\nend\n\n@Coins\n\nwhen flag clicked\nhide\nset [coins v] to [0]\nset [level v] to [1]\nCreate Coin At [-3] [-50] Type: [1]\nwait until <(Level) = [2]>\nwait (0.01) seconds\nCreate Coin At [11] [-48] Type: [2]\nwait until <(Level) = [3]>\nwait (0.01) seconds\nCreate Coin At [-2] [113] Type: [2]\nwait until <(Level) = [4]>\nwait (0.01) seconds\nCreate Coin At [15] [-49] Type: [3]\nwait until <(Level) = [5]>\nwait (0.01) seconds\nCreate Coin At [-4] [-41] Type: [3]\nwait until <(Level) = [6]>\nwait (0.01) seconds\nCreate Coin At [2] [-70] Type: [2]\nwait until <(Level) = [8]>\nwait (0.01) seconds\nCreate Coin At [84] [38] Type: [3]\nCreate Coin At [49] [25] Type: [1]\nCreate Coin At [124] [25] Type: [1]\n\ndefine Create Coin At (x) (y) Type: (type)\ngo to x: (x) y: (y)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <touching (sprite1 v)?> then\n change [coins v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [transition v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nset [level v] to [1]\nhide\nwait until <(Level) = [3]>\nwait (0.02) seconds\nCreate Trampoline At [-8] [-127]\n\ndefine Create Trampoline At (x) ()\ngo to x: (x) y: ()\ncreate clone of (_myself_ v)\n\nwhen I receive [transition v]\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (jupmp v)\nforever\n go to [back v] layer\n if <touching (sprite1 v)?> then\n set [y vel v] to [20]\n switch costume to (idle v)\n wait (0.2) seconds\n switch costume to (jupmp v)\n end\nend\n\nwhen flag clicked\ndelete this clone\n\n@Enemys\n\nwhen flag clicked\nhide\n\ndefine Create Enemy At X: (x) Y: (y) Type: (type)\ngo to x: (x) y: (y)\nset [enemy type v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\nwait (0.01) seconds\nif <(Level) = [4]> then\n Create Enemy At X: [13] Y: [-124] Type: [1]\n Create Enemy At X: [122] Y: [0] Type: [2]\nend\nif <(Level) = [5]> then\n Create Enemy At X: [-3] Y: [58] Type: [3]\n Create Enemy At X: [122] Y: [134] Type: [2]\nend\nif <(Level) = [6]> then\n Create Enemy At X: [122] Y: [-127] Type: [4]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nif <(Enemy Type) = [1]> then\n show\n switch costume to (enemy 1 v)\n forever\n go to [back v] layer\n repeat (20)\n change y by (-2.5)\n end\n repeat (20)\n change y by (2.5)\n end\n end\nelse\n if <(Enemy Type) = [2]> then\n show\n set rotation style [left-right v]\n repeat until <(ded) = [1]>\n set rotation style [left-right v]\n go to [back v] layer\n repeat (50)\n point in direction (90)\n change x by (-5)\n end\n repeat (50)\n point in direction (-90)\n change x by (5)\n end\n end\n else\n if <(Enemy Type) = [3]> then\n show\n switch costume to (enemy 3 v)\n repeat until <(ded) = [1]>\n if <(distance to [sprite1 v]) < [190]> then\n repeat until <<touching (sprite1 v)?> or <touching (ground v)?>>\n change y by (-10)\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Enemy Type) = [4]> then\n set rotation style [left-right v]\n show\n switch costume to (enemy 4 a v)\n forever\n point in direction (90)\n repeat (100)\n change x by (-2.5)\n end\n point in direction (-90)\n repeat (100)\n change x by (2.5)\n end\n end\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nset [ded v] to [0]\nforever\n if <touching (sprite1 v)?> then\n if <not <(ded) = [1]>> then\n broadcast (Reset v)\n end\n end\n if <<touching (player sensor v)?> and <not <(Enemy Type) = [1]>>> then\n set [ded v] to [1]\n set [y vel v] to [12.5]\n if <(Enemy Type) = [2]> then\n switch costume to (enemy 2 c v)\n repeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change y by (-5)\n end\n delete this clone\n end\n if <(Enemy Type) = [4]> then\n switch costume to (enemy 4 a2 v)\n set [ded v] to [1]\n set [y vel v] to [12.5]\n wait (0.2) seconds\n delete this clone\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ded v] to [0]\nrepeat until <(ded) = [1]>\n if <(Enemy Type) = [1]> then\n switch costume to (enemy 1 v)\n end\n if <(Enemy Type) = [2]> then\n switch costume to (enemy 2 a v)\n wait (0.1) seconds\n switch costume to (enemy 2 b v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <<(Enemy Type) = [1]> or <(Enemy Type) = [3]>> then\n point in direction (90)\n else\n end\nend\n\n@Player Sensor\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n broadcast (goto v)\nend\n\nwhen I receive [goto v]\ngo to x: ([x position v] of [sprite1 v]) y: ([y position v] of [sprite1 v])\n\n@Joystick\n\ndefine Render Joystick\npen up\nerase all\ngo to x: (Joystick_x_position) y: (Joystick_y_position)\nset pen size to (Joystick_size)\nSet pen color [140] [140] [140] [200]\npen down\npen up\nSet pen color [200] [200] [200] [200]\nset pen size to (Joystickknob_size)\nif <(distance to [mouse-pointer v]) < (((Joystick_size) / (2)) - ((Joystickknob_size) / (2)))> then\n go to (mouse-pointer v)\nelse\n point towards (mouse-pointer v)\n move (((Joystick_size) / (2)) - ((Joystickknob_size) / (2))) steps\nend\npen down\npen up\nset [joystick_x_velocity v] to ((((x position) - (Joystick_x_position)) / (((Joystick_size) / (2)) - ((Joystickknob_size) / (2)))) * (Joystick_x_max_velocity))\nset [joystick_y_velocity v] to ((((y position) - (Joystick_y_position)) / (((Joystick_size) / (2)) - ((Joystickknob_size) / (2)))) * (Joystick_y_max_velocity))\n\ndefine Set pen color (r) (g) (b) (a)\nset pen color to (((((((a) * (256)) + (r)) * (256)) + (g)) * (256)) + (b))\n\nwhen flag clicked\ngo [backward v] (9999999999999999) layers\nset [joystick_size v] to [100]\nset [joystickknob_size v] to [35]\nset [joystick_x_max_velocity v] to [10]\nset [joystick_y_max_velocity v] to [10]\nforever\n if <mouse down?> then\n if <(First_Position_set?) = [0]> then\n set [joystick_x_position v] to (mouse x)\n set [joystick_y_position v] to (mouse y)\n set [first_position_set? v] to [1]\n end\n Render Joystick\n else\n set [joystick_x_velocity v] to ((Joystick_x_velocity) * (.2))\n set [joystick_y_velocity v] to ((Joystick_y_velocity) * (.9))\n set [first_position_set? v] to [0]\n erase all\n end\nend\n\n@THumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\n\n | Hi And Welcome To My Newest Game: Forest Survivor\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n▶ Advertising Will Be Reported\n▶ Arrow Keys To Move.\n▶ Jump To Kill enemies\n▶ Watch Out For Spikes And Holes And Enemies\n▶ Go To The Right To Complete The Level\n★ ALL LEVELS ARE POSSIBLE\n▬▬▬▬▬▬▬▬▬▬▬Info▬▬▬▬▬▬▬▬▬▬▬\nMade In 7 hours\nOver 512 Blocks\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nSuggest It To Get Featured Here:\nhttps://scratch.mit.edu/studios/4228481/comments\n\nreport bugs and faults in the comments\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Rogue #Knight #Enemies #Attack #Jump #platformer #worm #mushroom #goblin #key #door #levels @hours #hard #To #make #popular @naterose1 @popuiar @flippy445 #lol #money #heart #star #epic #great #good\n#Out # Side #Outside #Adventurer #xamuil2 #game #rat #fly #mushroom #cactus #star #bee #sign #flower #colors #blue #Lag #Wall #Slope #Art #Grass #Monster #griffpatch #spike #sequel #lava #remix #heart #star #famous #why #are #u #reading #this #Hi #I #God #kay #cool #money #snow #trend #Gravity #dash #I #see #you #xd #space #Darkness #Gravity #darkness\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n#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 \n#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 \n\n\n |
Scratch A platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop1 v)\n go to x: (-236) y: (0)\n show\n set [xv v] to [0]\n set [yv v] to [0]\n forever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <key (left arrow 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 color (#66ff90)?> or <touching color (#868686)?>> then\n change y by (1)\n if <<touching color (#66ff90)?> or <touching color (#868686)?>> then\n change y by (1)\n if <<touching color (#66ff90)?> or <touching color (#868686)?>> then\n change y by (1)\n if <<touching color (#66ff90)?> or <touching color (#868686)?>> then\n change y by (1)\n if <<touching color (#66ff90)?> or <touching color (#868686)?>> then\n change y by (1)\n if <<touching color (#66ff90)?> or <touching color (#868686)?>> 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 (#66ff90)?> or <touching color (#868686)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#edff88)?> or <<touching color (#006622)?> or <touching color (#002767)?>>> then\n set [yv v] to [20]\n else\n if <<touching color (#66ff90)?> or <touching color (#868686)?>> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n end\n if <touching color (#00ff55)?> then\n switch backdrop to (next backdrop v)\n broadcast (massage 3 v)\n wait until <not <touching color (#00ff55)?>>\n end\n if <<touching color (#000000)?> or <<touching color (#ff0000)?> or <<touching color (#ff6666)?> or <<touching color (#261765)?> or <<touching color (#202eff)?> or <<touching color (#f966c2)?> or <touching color (#bbb36c)?>>>>>>> then\n start sound [Scream2 v]\n go to x: (-234) y: (-130)\n end\n change y by (1)\n end\nend\n\ngo to x: (-236) y: (0)\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n go to x: (-215) y: (0)\n broadcast (ddd v)\n end\nend\n\nnext backdrop\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [a v]\ngo to x: (-236) y: (0)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [Avicii - Levels.mp3 v] until done\nend\n\n@unnamed (5)\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (a v)\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop30 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n turn right (15) degrees\nend\n\nwhen backdrop switches to [backdrop27 v]\nshow\n\nwhen backdrop switches to [backdrop28 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (465) y: (-1)\nhide\n\nwhen I receive [ddd v]\nswitch costume to (pick random (1) to (6))\nshow\nglide (0.5) secs to x: (2) y: (1)\nnext backdrop\nwait (0.5) seconds\nglide (0.5) secs to x: (465) y: (-1)\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop30 v]\nshow\n\n | SPACE NEXT CHARACTER \nA SERIOUS PROBLEM UNFOLDS\nIt's on explore!!!!\nGame 2 is out https://scratch.mit.edu/projects/400914225/\n\n\nWatch: https://scratch.mit.edu/projects/399847790/\nChange your PfP to the PfP inside to prove that you believe in not mass reporting\n\n\nPlease 1000 likes or just get it on explore=Second game when we talk about how to stop this huge problem and coding\n⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇\n\nSorry that you couldn't play because it was mass reported and even I was banned but you can play now!\n\n\n\n\n\n\n\n\n\n\nLoved,Favourite and commented @Bubbles_Official \nLoved by @sharkyshar\nLoved, Favourited and commented by |
ARCTIC - PLATFORMER | @Stage\n\nwhen I receive [outro v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Winning Song v]\n\nwhen backdrop switches to [starter background v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Starter Sound v]\n\nwhen backdrop switches to [level 0 v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Gameplay Sound v]\n\nwhen backdrop switches to [help background v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Help Pause Music v]\n\n@Player\n\nwhen flag clicked\nhide\nswitch backdrop to (starter background v)\nswitch costume to (up v)\ngo to x: (-223) y: (0)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [speedx v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-2)\n end\n change x by (speedX)\n if <touching (platform v)?> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <touching (platform v)?> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(Lock) = [0]> then\n if <key (up arrow v) pressed?> then\n set [speedy v] to [15]\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (down v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (up - right v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (up - left v)\n end\n if <<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (down - right v)\n end\n if <<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (down - left v)\n end\n if <<key (up arrow v) pressed?> and <key (down arrow v) pressed?>> then\n switch costume to (up - down v)\n end\n if <<key (right arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (up - down v)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-216) y: (-30)\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (Lvl1 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 1 v)\n end\n if <touching color (#00ff18)?> then\n broadcast (Lvl2 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 2 v)\n end\n if <touching color (#e7ff00)?> then\n broadcast (Lvl3 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 3 v)\n end\n if <touching color (#90c9ff)?> then\n broadcast (Lvl4 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 4 v)\n end\n if <touching color (#ff7400)?> then\n broadcast (Lvl5 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 5 v)\n end\n if <touching color (#ff9090)?> then\n broadcast (Outro v)\n switch backdrop to (outro v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (ice v)?> or <touching (water v)?>> then\n start sound [Laser1 v]\n go to x: (-223) y: (0)\n end\nend\n\n@Platform\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (level 0 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [lvl1 v]\nswitch costume to (level 1 v)\n\nwhen I receive [lvl2 v]\nswitch costume to (level 2 v)\n\nwhen I receive [lvl3 v]\nswitch costume to (level 3 v)\n\nwhen I receive [lvl4 v]\nswitch costume to (level 4 v)\n\nwhen I receive [lvl5 v]\nswitch costume to (level 5 v)\n\nwhen I receive [outro v]\nswitch costume to (level 0 v)\n\n@Levels\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\ngo to x: (-193) y: (131)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [lvl1 v]\nstart sound [Coin v]\nswitch costume to (1 v)\n\nwhen I receive [lvl2 v]\nstart sound [Coin v]\nswitch costume to (2 v)\n\nwhen I receive [lvl3 v]\nstart sound [Coin v]\nswitch costume to (3 v)\n\nwhen I receive [lvl4 v]\nstart sound [Coin v]\nswitch costume to (4 v)\n\nwhen I receive [lvl5 v]\nstart sound [Coin v]\nswitch costume to (5 v)\n\nwhen I receive [outro v]\nhide\n\n@Logo\n\nwhen flag clicked\npoint in direction (90)\nshow\nset size to (100) %\ngo to x: (0) y: (145)\nforever\n set size to (98) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (96) %\n wait (0.1) seconds\n turn left (5) degrees\n set size to (94) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (92) %\n wait (0.1) seconds\n turn left (5) degrees\n set size to (90) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (92) %\n wait (0.1) seconds\n turn left (5) degrees\n set size to (94) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (96) %\n wait (0.1) seconds\n turn left (5) degrees\n set size to (98) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (100) %\n wait (0.1) seconds\n turn left (5) degrees\nend\n\nwhen I receive [help v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Starter\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [help v]\nhide\n\nwhen I receive [back v]\nswitch backdrop to (starter background v)\nshow\n\nwhen I receive [start v]\nhide\n\n@Start\n\nwhen flag clicked\nshow\ngo to x: (76) y: (-127)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (clicked v)\n else\n switch costume to (unclicked v)\n end\nend\n\nwhen I receive [help v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\nstart sound [Suction Cup v]\nswitch backdrop to (level 0 v)\nhide\nbroadcast (Start v)\n\n@Back\n\nwhen flag clicked\nhide\ngo to x: (-117) y: (107)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (clicked v)\n else\n switch costume to (unclicked v)\n end\nend\n\nwhen I receive [help v]\ngo to x: (0) y: (-160)\nshow\n\nwhen this sprite clicked\nstart sound [Suction Cup v]\nhide\nbroadcast (Back v)\n\n@Help\n\nwhen flag clicked\nshow\ngo to x: (217) y: (-160)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (clicked v)\n else\n switch costume to (unclicked v)\n end\nend\n\nwhen this sprite clicked\nstart sound [Suction Cup v]\nswitch backdrop to (help background v)\nhide\nbroadcast (Help v)\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [help v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl3 v]\nswitch costume to (1 v)\ngo to x: (13) y: (-177)\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [lvl4 v]\nswitch costume to (2 v)\ngo to x: (-6) y: (-121)\nshow\n\nwhen I receive [lvl6 v]\nswitch costume to (2 v)\ngo to x: (-6) y: (-121)\nshow\n\nwhen I receive [lvl7 v]\nhide\n\nwhen I receive [outro v]\nhide\n\n@Ice\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl5 v]\nswitch costume to (1 v)\ngo to x: (-86) y: (3)\nshow\n\nwhen I receive [lvl6 v]\nhide\n\nwhen I receive [lvl7 v]\nswitch costume to (3 v)\ngo to x: (40) y: (-98)\nshow\n\nwhen I receive [lvl8 v]\nhide\n\nwhen I receive [lvl9 v]\nswitch costume to (4 v)\ngo to x: (-15) y: (-147)\nshow\n\nwhen I receive [outro v]\nhide\n\n@Snow Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I start as a clone\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n hide\n wait (0.3) seconds\n go to (random position v)\n create clone of (_myself_ v)\n go to [back v] layer\nend\n\nwhen I receive [back v]\nset [ghost v] effect to (100)\n\n@Snow Particles2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I start as a clone\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n hide\n wait (0.3) seconds\n go to (random position v)\n create clone of (_myself_ v)\n go to [back v] layer\nend\n\nwhen I receive [back v]\nset [ghost v] effect to (100)\n\n@TN\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 | Hello Everyone, Finally My Project Came Out \n\nThis Time With The Best Graphics And Best Game play Movement And Sound\n\nHope U Like It\n\n\n\nCheck Out Level 2 And 3:-\nhttps://scratch.mit.edu/projects/398676213\nhttps://scratch.mit.edu/projects/398759713\n\n\nTAGS:\n\n#a#r#c#t#i#c#p#l#a#t#f#o#r#m#e#r#Platformer#Best\n\n\n\n\n\n\n\n\nAND NOW BYE (-_-) |
ᑭІаႶʈаხІe - A Scrolling Platformer | @Stage\n\n@Thumb\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat Never Be Alone \[Tasty Release\] v] until done\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite4\n\ndefine Set Costume\n\ndefine reset\nset [sprite2: x v] to [0]\nset [sprite2: y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [75]\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 [sprite2: x v] to [0]\nset [sprite2: y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nbroadcast (close space v)\nshow\n\nwhen I receive [green flag v]\nset size to (100) %\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 [sprite2: x v] to [0]\nset [sprite2: y v] to [0]\n\nwhen flag clicked\nset volume to (100) %\nbroadcast (start! v) and wait\n\ndefine Tick\nswitch costume to (hitbox v)\nchange player x by (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 (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 point in direction (-90)\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\nif <touching (water v)?> then\n change [sy v] by (-1.5)\nelse\n change [sy v] by (-2)\nend\nchange player y by (sy)\nPosition\ntest die\nchange [scroll x v] by (round (((Sprite2: x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Sprite2: y) - (SCROLL Y)) / (10)))\nif <<(Sprite2: y) < [-750]> or <touching (spikes v)?>> then\n reset\n start sound [Suction Cup v]\nend\nset [xv v] to ((Xv) * (0.7))\nCostume\n\nwhen flag clicked\nreset\nset [level v] to [1]\n\ndefine change player x by (sx)\nchange [sprite2: x v] by ((sx) * (1.1))\nposition\nif <touching (ground v)?> then\n repeat (10)\n change [sprite2: y v] by (1)\n position\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [sprite2: y v] by (-10)\n repeat until <not <touching (ground v)?>>\n if <(sx) > [0]> then\n change [sprite2: x v] by (-1)\n else\n change [sprite2: 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: ((Sprite2: x) - (SCROLL X)) y: ((Sprite2: y) - (SCROLL Y))\n\ndefine game - win\npoint in direction (90)\n\ndefine test die\nif <touching (danger v)?> then\n game-die\nend\n\ndefine change player y by (sy)\nchange [sprite2: y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (ground v)?>>\n if <(sy) > [0]> then\n change [sprite2: y v] by (-1)\n else\n change [sprite2: 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 (100) %\n\nwhen I receive [tick v]\nset size to (100) %\n\ndefine Set Costume\n\ndefine Set Costume\n\nwhen flag clicked\nset [wait v] to [0]\n\nwhen I receive [wait v]\nstart sound [Connect v]\nwait (0.5) seconds\nset [wait v] to [0]\n\nwhen [timer v] > (CheckTimer)\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [tick v]\nif <<(sy) = [-17]> or <(sy) < [-17]>> then\n set [sy v] to [-16]\nend\n\nwhen flag clicked\nforever\n if <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 if <<(LEVEL) = [3]> and <not <(wait) = [1]>>> then\n set [level v] to [4]\n change [wait v] by (1)\n broadcast (wait v)\n end\n if <<(LEVEL) = [4]> and <not <(wait) = [1]>>> then\n set [level v] to [5]\n change [wait v] by (1)\n broadcast (wait v)\n end\n if <<(LEVEL) = [5]> and <not <(wait) = [1]>>> then\n set [level v] to [6]\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 [sprite2: x v] to [0]\n set [sprite2: y v] to [0]\n wait until <not <touching (portal v)?>>\n end\nend\n\nwhen I receive [tick v]\nif <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (water v)?>> then\n set [sy v] to [10]\nend\n\nwhen I receive [tick v]\nif <touching (water v)?> then\n set [sy v] to ((sy) * (0.5))\nend\n\nwhen I receive [tick v]\nshow\n\nwhen I receive [tick v]\nset size to (100) %\n\ndefine Costume\nswitch costume to (c v)\nif <key (right arrow v) pressed?> then\n switch costume to (r v)\nend\nif <key (left arrow v) pressed?> then\n switch costume to (l v)\nend\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 game-die\nreset\n\n@Ground\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 [ground: i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [ground: x v] to [0]\nset [ground: y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n switch costume to (costume2 v)\n Clone [480] [0]\n switch costume to (costume3 v)\n Clone [480] [200]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume4 v)\n Clone [0] [0]\n switch costume to (costume5 v)\n Clone [0] [-200]\n switch costume to (costume6 v)\n Clone [480] [200]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume7 v)\n Clone [0] [0]\n switch costume to (costume8 v)\n Clone [0] [200]\n switch costume to (costume9 v)\n Clone [0] [200]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume11 v)\n Clone [0] [0]\n switch costume to (costume12 v)\n Clone [480] [0]\n switch costume to (costume13 v)\n Clone [480] [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume14 v)\n Clone [0] [0]\n switch costume to (costume15 v)\n Clone [480] [0]\n switch costume to (costume16 v)\n Clone [480] [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (costume10 v)\n Clone [0] [0]\nend\n\nwhen flag clicked\nbroadcast (Setup v)\n\nwhen flag clicked\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nset [level v] to [1]\n\nwhen I receive [tick v]\nGo to ((Ground: x) + ((0) - (SCROLL X))) ((Ground: y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [ground: x v] by (x)\nchange [ground: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [ground: 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 <(Ground: I am a clone?) = [0]> then\n hide\nend\n\n@EFFECTS\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 [ground: i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [ground: x v] to [0]\nset [ground: y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n switch costume to (costume2 v)\n Clone [480] [0]\n switch costume to (costume3 v)\n Clone [480] [200]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume4 v)\n Clone [0] [0]\n switch costume to (costume5 v)\n Clone [0] [-200]\n switch costume to (costume6 v)\n Clone [480] [200]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume7 v)\n Clone [0] [0]\n switch costume to (costume8 v)\n Clone [0] [200]\n switch costume to (costume9 v)\n Clone [0] [200]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume11 v)\n Clone [0] [0]\n switch costume to (costume12 v)\n Clone [480] [0]\n switch costume to (costume13 v)\n Clone [480] [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume14 v)\n Clone [0] [0]\n switch costume to (costume15 v)\n Clone [480] [0]\n switch costume to (costume16 v)\n Clone [480] [0]\nend\nif <(LEVEL) = [6]> then\n switch costume to (costume10 v)\n Clone [0] [0]\nend\n\nwhen flag clicked\nbroadcast (Setup v)\n\nwhen flag clicked\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nset [level v] to [1]\n\nwhen I receive [tick v]\nGo to ((Ground: x) + ((0) - (SCROLL X))) ((Ground: y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [ground: x v] by (x)\nchange [ground: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [ground: 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 <(Ground: I am a clone?) = [0]> then\n hide\nend\n\nwhen I start as a clone\ngo to [back v] layer\n\nwhen I receive [tick v]\ngo to [back v] layer\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@DANGER\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 [ground: i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [ground: x v] to [0]\nset [ground: y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n switch costume to (costume2 v)\n Clone [480] [0]\n switch costume to (costume3 v)\n Clone [480] [200]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume4 v)\n Clone [0] [0]\n switch costume to (costume5 v)\n Clone [0] [-200]\n switch costume to (costume6 v)\n Clone [480] [200]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume2 v)\n Clone [0] [0]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume7 v)\n Clone [0] [0]\n switch costume to (costume8 v)\n Clone [480] [0]\n switch costume to (costume9 v)\n Clone [480] [0]\nend\n\nwhen flag clicked\nbroadcast (Setup v)\n\nwhen flag clicked\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nset [level v] to [1]\n\nwhen I receive [tick v]\nGo to ((Ground: x) + ((0) - (SCROLL X))) ((Ground: y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [ground: x v] by (x)\nchange [ground: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [ground: 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 <(Ground: I am a clone?) = [0]> then\n hide\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@Portal\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 [ground: i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [ground: x v] to [0]\nset [ground: y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n switch costume to (costume2 v)\n Clone [480] [0]\n switch costume to (costume3 v)\n Clone [525] [450]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume3 v)\n Clone [595] [275]\nend\nif <(LEVEL) = [3]> then\n switch costume to (costume3 v)\n Clone [225] [100]\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume3 v)\n Clone [1300] [200]\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume3 v)\n Clone [1300] [200]\nend\n\nwhen flag clicked\nbroadcast (Setup v)\n\nwhen flag clicked\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nset [level v] to [1]\n\nwhen I receive [tick v]\nGo to ((Ground: x) + ((0) - (SCROLL X))) ((Ground: y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [ground: x v] by (x)\nchange [ground: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [ground: 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 <(Ground: I am a clone?) = [0]> then\n hide\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nset size to (150) %\nforever\n if <(costume [name v]) = [costume3]> then\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume5 v)\n wait (0.1) seconds\n switch costume to (costume4 v)\n wait (0.1) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n end\nend\n\n@Water\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 [ground: i am a clone? v] to [0]\nswitch costume to (costume1 v)\nset [ground: x v] to [0]\nset [ground: y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone [0] [0]\n switch costume to (costume2 v)\n Clone [480] [0]\n switch costume to (costume3 v)\n Clone [480] [200]\nend\nif <(LEVEL) = [2]> then\n switch costume to (costume4 v)\n Clone [0] [0]\n switch costume to (costume5 v)\n Clone [0] [-200]\n switch costume to (costume6 v)\n Clone [480] [200]\nend\n\nwhen flag clicked\nbroadcast (Setup v)\n\nwhen flag clicked\nbroadcast (Delete all clones v)\nbroadcast (Setup v)\nset [level v] to [1]\n\nwhen I receive [tick v]\nGo to ((Ground: x) + ((0) - (SCROLL X))) ((Ground: y) + ((0) - (SCROLL Y)))\n\ndefine Clone (x) (y)\nchange [ground: x v] by (x)\nchange [ground: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nset [ground: 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 <(Ground: I am a clone?) = [0]> then\n hide\nend\n\nwhen I start as a clone\nrepeat (2)\n go to [back v] layer\nend\n\n | ᴜꜱᴇ ᴀʀʀᴏᴡ ᴋᴇʏꜱ, ᴡᴀᴅ, ᴏʀ ᴛᴀᴘ ᴛᴏ ʙʀᴇᴇᴢᴇ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ɪɴᴄʀᴇᴅɪʙʟᴇ ᴀʀᴛ ᴏꜰ ʜᴀɴᴅ ᴅʀᴀᴡɴ ᴘɪxᴇʟꜱ! ꜰɪɴᴅ, ᴀɴᴅ ᴄᴏʟʟᴇᴄᴛ, ᴀ ᴄᴏɪɴ ᴛᴏ ᴘʀᴏɢʀᴇꜱꜱ ᴛᴏ ᴛʜᴇ ɴᴇxᴛ ʟᴇᴠᴇʟ ᴡʜɪʟᴇ ᴀᴠᴏɪᴅɪɴɢ ʜᴏᴛ ʟᴀᴠᴀ ᴀɴᴅ ꜱᴘɪᴋᴇꜱ! ᴊᴜᴍᴘ ᴏɴ ᴄʟᴏᴜᴅꜱ ᴀɴᴅ ꜱᴡɪᴍ ᴛᴏ ᴘʀᴏɢʀᴇꜱꜱ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴛᴏᴜɢʜ ᴘɪxᴇʟ ʟᴇᴠᴇʟꜱ. ᴛʀʏ ᴛᴏ ᴍᴀᴋᴇ ɪᴛ ᴛᴏ ᴛʜᴇ ᴇɴᴅ ɪɴ ᴀꜱ ʟɪᴛᴛʟᴇ ᴅᴇᴀᴛʜꜱ ᴀꜱ ᴘᴏꜱꜱɪʙʟᴇ. ᴄᴀɴ ʏᴏᴜ ᴅᴏ ɪᴛ? |
-Piggy- The platformer #Games | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen flag clicked\nforever\n clear graphic effects\nend\n\nwhen backdrop switches to [the infected v]\nwait (5) seconds\nswitch backdrop to (choosing v)\n\nwhen flag clicked\nforever\n play sound [Menu Theme Music - Roblox Piggy v] until done\nend\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen backdrop switches to [level 8 v]\nif <(costume [name v]) = [Giraffy]> then\n say [Rah!] for (2) seconds\n broadcast (Scare the memory! v)\nend\n\nwhen backdrop switches to [level 9 v]\nif <(costume [name v]) = [Giraffy]> then\n say [Rah!] for (2) seconds\n broadcast (Scare the memory! v)\nend\n\nwhen backdrop switches to [level 9 v]\nif <(costume [name v]) = [Parasee]> then\n say [Rah!] for (2) seconds\n broadcast (Scare the memory! v)\nend\n\nwhen backdrop switches to [level 8 v]\nif <(costume [name v]) = [Parasee]> then\n say [Rah!] for (2) seconds\n broadcast (Scare the memory! v)\nend\n\nwhen backdrop switches to [level 9 v]\nif <(costume [name v]) = [Dinopiggy]> then\n say [Rah!] for (2) seconds\n broadcast (Scare the memory! v)\nend\n\nwhen backdrop switches to [level 8 v]\nif <(costume [name v]) = [Dinopiggy]> then\n say [Rah!] for (2) seconds\n broadcast (Scare the memory! v)\nend\n\nwhen I receive [death v]\ngo to x: (-211) y: (-53)\nhide\nswitch backdrop to (level 1 death boss v)\n\nwhen backdrop switches to [level 9 v]\nif <(costume [name v]) = [Angel]> then\n say [Rah!] for (2) seconds\n broadcast (Scare the memory! v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#8c0000)?> then\n go to x: (-211) y: (-53)\n end\nend\n\nwhen backdrop switches to [level 8 v]\nif <(costume [name v]) = [Angel]> then\n say [Rah!] for (2) seconds\n broadcast (Scare the memory! v)\nend\n\nwhen backdrop switches to [level 9 v]\nif <(costume [name v]) = [Devil]> then\n say [Rah!] for (2) seconds\n broadcast (Scare the memory! v)\nend\n\nwhen backdrop switches to [level 8 v]\nif <(costume [name v]) = [Devil]> then\n say [Rah!] for (2) seconds\nend\n\nwhen flag clicked\nset pen color to (pick random (0) to (100))\npen down\n\nwhen I receive [next level v]\ngo to x: (-211) y: (-53)\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen flag clicked\ngo to x: (-110) y: (-54)\n\nwhen flag clicked\nforever\n if <touching (borders v)?> then\n broadcast (Next level v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen [down arrow v] key pressed\nset size to (25) %\n\nwhen [up arrow v] key pressed\nset size to (35) %\n\nwhen I receive [movedown v]\nset size to (25) %\n\ndefine moveup\nchange y by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I receive [moveup v]\nset size to (35) %\nif <touching (ground v)?> then\n moveup\n set [vertical speed v] to [0]\n if <touching (ground v)?> then\n set [vertical speed v] to [15]\n end\nelse\n change [vertical speed v] by (gravity)\nend\nchange y by (vertical speed)\n\nwhen I receive [moveleft v]\nchange x by (-5)\n\nwhen I receive [moveright v]\nchange x by (5)\n\nwhen flag clicked\nset [gravity v] to [-1]\nset [vertical speed v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change x by (5)\n end\n if <key (left arrow v) pressed?> then\n change x by (-5)\n end\n if <touching (ground v)?> then\n moveup\n set [vertical speed v] to [0]\n if <key (up arrow v) pressed?> then\n set [vertical speed v] to [15]\n end\n else\n change [vertical speed v] by (gravity)\n end\n change y by (vertical speed)\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching (vents v)?> then\n if <(costume [name v]) = [Mousy]> then\n broadcast (. v)\n end\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen backdrop switches to [end2 v]\nhide\n\nwhen flag clicked\nswitch costume to (piggy v)\n\nwhen I receive [no trailllllll v]\nforever\n erase all\nend\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen backdrop switches to [main menu v]\nhide\n\n@...\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn right (3) degrees\nend\n\nwhen I start as a clone\nshow\nforever\n turn left (3) degrees\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen backdrop switches to [intro v]\nshow\n\nwhen backdrop switches to [main menu v]\nhide\n\nwhen I receive [stop intro v]\nhide\nswitch backdrop to (main menu v)\n\n@screen guis\n\nwhen backdrop switches to [main menu v]\nhide\n\nwhen backdrop switches to [intro v]\nshow\ngo to [front v] layer\nswitch costume to (costume3 v)\nrepeat (5)\n clear graphic effects\n repeat (20)\n change [ghost v] effect by (5)\n wait (0.2) seconds\n end\n next costume\nend\nswitch backdrop to (main menu v)\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen I receive [stop intro v]\nstop [other scripts in sprite v]\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [main menu v]\nhide\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen backdrop switches to [choosing v]\nswitch costume to (level 0 v)\n\nwhen backdrop switches to [level 3 v]\nswitch costume to (level 3 v)\n\nwhen backdrop switches to [level 4 v]\nswitch costume to (level 4 v)\n\nwhen backdrop switches to [level 5 v]\nswitch costume to (level 5 v)\n\nwhen backdrop switches to [level 6 v]\nswitch costume to (level 6 v)\n\nwhen flag clicked\ngo [backward v] (1) layers\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (level 1 v)\n\nwhen backdrop switches to [level 2 v]\nswitch costume to (level 2 v)\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [level 7 v]\nswitch costume to (level 7 v)\n\nwhen backdrop switches to [level 8 v]\nswitch costume to (level 8 v)\n\nwhen backdrop switches to [level 9 v]\nswitch costume to (level 9 v)\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [level 10 v]\nswitch costume to (level 10 v)\n\n@PLAY!\n\nwhen this sprite clicked\nhide\nswitch backdrop to (the infected v)\n\nwhen backdrop switches to [main menu v]\nshow\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen backdrop switches to [intro v]\nhide\n\n@potion spills\n\nwhen backdrop switches to [main menu v]\nhide\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [level 1 v]\ngo to x: (87) y: (-78)\n\nwhen backdrop switches to [level 2 v]\ncreate clone of (_myself_ v)\ngo to x: (88) y: (-54)\ndelete this clone\n\nwhen backdrop switches to [level 2 v]\ngo to x: (-26) y: (-77)\n\nwhen backdrop switches to [level 3 v]\ndelete this clone\n\nwhen backdrop switches to [level 3 v]\ngo to x: (76) y: (-19)\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level 3 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [level 4 v]\nswitch costume to (costume2 v)\ngo to x: (78) y: (-159)\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [level 5 v]\nswitch costume to (costume3 v)\ngo to x: (10) y: (-158)\n\nwhen backdrop switches to [level 6 v]\nhide\n\nwhen backdrop switches to [level 9 v]\nswitch costume to (costume3 v)\ngo to x: (33) y: (-155)\n\nwhen backdrop switches to [level 7 v]\nshow\ngo to x: (10) y: (-158)\n\nwhen backdrop switches to [level 8 v]\nshow\ngo to x: (10) y: (-158)\n\nwhen backdrop switches to [level 8 v]\nhide\n\nwhen backdrop switches to [level 9 v]\nshow\nswitch costume to (costume2 v)\ngo to x: (247) y: (-151)\n\nwhen backdrop switches to [level 10 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen backdrop switches to [end2 v]\nhide\n\n@borders\n\nwhen I receive [next level v]\nhide\nwait (1) seconds\nshow\n\nwhen backdrop switches to [choosing v]\nwait (1) seconds\nshow\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [level 10 v]\nforever\n hide\nend\n\n@Pen\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n forever\n pen down\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (b v) pressed?> then\n forever\n erase all\n end\n end\nend\n\nwhen backdrop switches to [main menu v]\nerase all\n\nwhen flag clicked\npen down\n\nwhen flag clicked\nforever\n set pen color to (#ff0000)\nend\n\nwhen backdrop switches to [intro v]\nerase all\n\n@Duck\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [level 7 v]\nhide\n\nwhen backdrop switches to [level 6 v]\ngo to x: (59) y: (-56)\ngo to [back v] layer\nset size to (30) %\nswitch costume to (duck v)\nshow\n\nwhen this sprite clicked\nbroadcast (done v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\n\n@Memories bad\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [level 7 v]\nhide\n\nwhen backdrop switches to [level 10 v]\nhide\n\nwhen backdrop switches to [level 8 v]\nshow\n\nwhen I receive [scare the memory! v]\nsay [Ahh!] for (2) seconds\nhide\n\nwhen backdrop switches to [level 9 v]\nshow\ncreate clone of (_myself_ v)\ngo to (random position v)\n\n@Boss fight!\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [level 9 v]\nhide\n\nwhen backdrop switches to [level 10 v]\nshow\nwait (5) seconds\nsay [Get back here!] for (2) seconds\nrepeat (3)\n glide (5) secs to (player v)\nend\nsay [No!!! This can't be! You found the cure! NOO!] for (5) seconds\nhide\nforever\n switch backdrop to (end v)\nend\n\nwhen flag clicked\ngo to x: (190) y: (104)\n\nwhen backdrop switches to [level 10 v]\nshow\ngo to x: (190) y: (104)\nforever\n if <touching (player v)?> then\n broadcast (death v)\n stop [other scripts in sprite v]\n repeat (10)\n switch backdrop to (end2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#8c0000)?> then\n go to x: (-211) y: (-53)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#8c0000)?> then\n go to x: (-211) y: (-53)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#8c0000)?> then\n go to x: (-211) y: (-53)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#8c0000)?> then\n go to x: (-211) y: (-53)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#8c0000)?> then\n go to x: (-211) y: (-53)\n end\nend\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#8c0000)?> then\n go to x: (-211) y: (-53)\n end\nend\n\n@Sprite1\n\n@skip\n\nwhen backdrop switches to [intro v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (stop intro v)\n\nwhen backdrop switches to [main menu v]\nhide\n\n@vents\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [level 9 v]\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (-3) y: (-92)\nshow\n\nwhen backdrop switches to [level 10 v]\nhide\n\nwhen I receive [. v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset size to (742) %\n\n@TRUE\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [level 8 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\n\nwhen backdrop switches to [level 9 v]\nhide\n\n@moveright\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (MoveRight v)\n end\nend\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [intro v]\nhide\n\n@moveleft\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (Moveleft v)\n end\nend\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\n@moveup\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (moveup v)\n end\nend\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\n@movedown\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (movedown v)\n end\nend\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\n@Player sense\n\nwhen I receive [moveup v]\nif <(BLANK) = [1]> then\n go to (player v)\nelse\n if <(BLANK) = [0]> then\n go to x: (-170) y: (210)\n end\nend\n\nwhen I receive [moveup v]\nset [blank v] to [1]\n\nwhen I receive [movedown v]\nset [blank v] to [0]\n\nwhen I receive [moveleft v]\nset [blank v] to [0]\n\nwhen I receive [moveright v]\nset [blank v] to [0]\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\n@Switch Piggy\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen this sprite clicked\nbroadcast (Next costume v)\n\n@No trail\n\nwhen backdrop switches to [intro v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [level 1 death boss v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [choosing v]\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (NO TRAILLLLLLL v)\n\n@Thanks!\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-9) y: (165)\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nwait (15) seconds\nswitch costume to (costume1 v)\ngo to x: (-9) y: (165)\nforever\n go to [front v] layer\nend\n\n | MUST READ FULL DESCRIPTION!\nPart 2: https://scratch.mit.edu/projects/419733368/\nMOBILE IS NOW WORKING..tips(must read):\nPress jump button then the right or left button to move and jump.\nAlso, click the next skin button to change your character!\nPart 2: Coming soon!\nHello and welcome to Piggy the platformer!\nHope you like it. :D\nThere are currently 5 badges in the game.\n-1: Good ending\n-2: Bad ending\n-3: Secret ending\n-4: Creepy crawly ending\n-5: True ending\nThank you for all your support :D\nIf we get 20 likes, there will be a part 2!\nClick b if you don't want a trail.\nClick space to change into any character(More coming soon)\nClick the down button to shrink.\nIt would help if you remix! |
Gray lll - A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [Summer - Bensound Royalty Free Music - No Copyright Music v] until done\nend\n\n@Player\n\nwhen flag clicked\n\nhide\n\nwhen flag clicked\nhide\nshow variable [deaths v]\nset [deaths v] to [0]\nforever\n if <touching color (#b15252)?> then\n go to x: (-221) y: (-90)\n change [deaths v] by (1)\n end\n if <touching (sprite1 v)?> then\n go to x: (-221) y: (-90)\n change [level v] by (1)\n end\nend\n\nwhen I receive [go v]\ngo to x: (-221) y: (-90)\ngo to [front v] layer\nshow\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n switch costume to (2 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n switch costume to (1 v)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#2873cf)?> then\n change y by (1)\n if <touching color (#2873cf)?> then\n change y by (1)\n if <touching color (#2873cf)?> then\n change y by (1)\n if <touching color (#2873cf)?> then\n change y by (1)\n if <touching color (#2873cf)?> then\n change y by (1)\n if <touching color (#2873cf)?> 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 [yv v] to [-10]\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 (#2873cf)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#2873cf)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [13]\n end\n end\n change y by (1)\n hide variable [yv v]\n hide variable [xv v]\nend\n\n@Level\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\nset [level v] to [1]\nforever\n switch costume to (level)\n go to x: (0) y: (0)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\n@thumbnail2\n\nwhen flag clicked\nshow\nwait (1) seconds\nset [brightness v] effect to (-100)\nset [ghost v] effect to (0)\nrepeat (50)\n change [brightness v] effect by (2)\nend\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (1) seconds\nrepeat (50)\n change [brightness v] effect by (2)\nend\nbroadcast (go v)\n\n | Arrow Keys to move.\n\nITS HERE!\nPART 1 - https://scratch.mit.edu/projects/396127671\nPART 2 - https://scratch.mit.edu/projects/396341103/\n\nGo to https://scratch.mit.edu/studios/26665891/projects/ to see all my projects!!! |
Forest | A platformer Part 3 | @Stage\n\n@intro\n\nwhen flag clicked\nstart sound [Elek Tronomia - Elektronomia - Sky High v]\nhide\nset size to (220) %\ngo to [front v] layer\nwait (1) seconds\nshow\ngo to x: (0) y: (400)\nglide (0.111111111) secs to x: (0) y: (33)\nbroadcast (Skip Intro v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [message1 v]\nrepeat (5)\n repeat (10)\n change size by (5)\n end\n broadcast (boom v)\n repeat (10)\n change size by (-5)\n end\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\nwait (11) seconds\nswitch backdrop to (arrière plan2 v)\nbroadcast (Début jeu v)\n\nwhen I receive [début jeu v]\nhide\n\n@intro2\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2.5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\nhide\nset size to (75) %\ngo to [front v] layer\nwait (2) seconds\nshow\ngo to x: (-400) y: (0)\nglide (0.5) secs to x: (400) y: (0)\npoint in direction (60)\nglide (1) secs to x: (98) y: (-110)\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nrepeat (5)\n repeat (10)\n change size by (5)\n end\n broadcast (boom v)\n repeat (10)\n change size by (-5)\n end\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n next costume\nend\n\nwhen I receive [début jeu v]\nhide\n\n@entourage\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (50) %\ngo to [back v] layer\nshow\ngo to x: (400) y: (0)\nglide (1) secs to x: (0) y: (32)\n\nwhen I receive [message1 v]\nrepeat (5)\n repeat (10)\n change size by (2.5)\n end\n broadcast (boom v)\n repeat (10)\n change size by (-2.5)\n end\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (end v)\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 (-2.5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [skip intro v]\nswitch costume to (costume2 v)\n\nwhen I receive [début jeu v]\nhide\n\n@Intro4\n\nwhen I receive [boom v]\nif <(size) < [21]> then\n set [momentum v] to (pick random (10) to (15))\n set [intro #2: yv v] to (pick random (2) to (3))\n change [brightness v] effect by (pick random (-20) to (20))\n change size by (pick random (10) to (20))\n set [ghost v] effect to (45)\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n go to [back v] layer\n move (Momentum) steps\n change y by (Intro #2: Yv)\n end\n hide\n delete this clone\nelse\n repeat (2)\n Spread\n wait (0.2) seconds\n end\nend\nstop [this script v]\n\ndefine Spread\nshow\ngo to [back v] layer\nset [ghost v] effect to (45)\nchange [dot count v] by (10)\ngo to (intro v)\npoint in direction (90)\ngo to (intro v)\nturn right (Dot Count) degrees\ncreate clone of (_myself_ v)\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset size to (15) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nset [dot count v] to [0]\nrepeat (150)\n create clone of (_myself_ v)\n turn left (0.5) degrees\nend\n\nwhen I receive [début jeu v]\nhide\n\n@intro3\n\nwhen I receive [boom v]\nif <(size) < [21]> then\n set [momentum v] to (pick random (10) to (15))\n set [intro #2: yv v] to (pick random (2) to (3))\n change [brightness v] effect by (pick random (-20) to (20))\n change size by (pick random (10) to (20))\n set [ghost v] effect to (45)\n turn right (pick random (-10) to (10)) degrees\n show\n repeat until <touching (_edge_ v)?>\n go to [back v] layer\n move (Momentum) steps\n change y by (Intro #2: Yv)\n end\nelse\n repeat (2)\n Spread\n wait (0.2) seconds\n end\nend\n\nrepeat (2)\nend\n\ndefine Spread\nshow\ngo to [back v] layer\nset [ghost v] effect to (45)\nchange [dot count v] by (10)\ngo to (intro2 v)\npoint in direction (90)\ngo to (intro2 v)\nturn right (Dot Count) degrees\ncreate clone of (_myself_ v)\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset size to (15) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nset [dot count v] to [0]\nrepeat (20)\n create clone of (_myself_ v)\n turn left (15) degrees\nend\n\nchange [intro #2: yv v] by (-0.4)\nset [momentum v] to ((Momentum) * (0.95))\n\nwhen I receive [début jeu v]\nhide\n\n@F1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nhide\n\nwhen I receive [début jeu v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-90)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> 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 color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n change y by (1)\n if <touching color (#2dc600)?> then\n if <touching color (#2dc600)?> then\n change x by ((x velocity) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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 change y by (1)\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 color (#2dc600)?> 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 color (#2dc600)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (15)\n end\n end\n if <touching color (#6aff66)?> then\n change [y velocity v] by (35)\n end\n change y by (1)\n if <(x position) > [230]> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n broadcast (next v)\n end\n if <touching color (#b8b8b8)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n end\n if <touching color (#969696)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-214) y: (-90)\n end\n if <touching color (#ff4e4e)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-205) y: (-78)\n end\nend\n\nwhen I receive [début jeu v]\nforever\n play sound [Marshmello - TOGETHER \(1\) v] until done\nend\n\nwhen I receive [next v]\ngo to x: (-214) y: (-90)\n\n@F2\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [début jeu v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-0) y: (-0)\nforever\n if <(costume [number v]) = [9]> then\n broadcast (fire 2 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nforever\n if <key (s v) pressed?> then\n broadcast (next v)\n wait (2) seconds\n end\nend\n\nwhen I receive [début jeu v]\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Fire 1 v)\n end\nend\n\nwhen I receive [début jeu v]\nforever\n if <(costume [number v]) = [10]> then\n broadcast (fire 3 v)\n end\nend\n\nwhen I receive [début jeu v]\nforever\n if <(costume [number v]) = [11]> then\n broadcast (fire 4 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\ngo to [back v] layer\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\ngo to [back v] layer\nchange [ghost v] effect by (50)\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n@fire\n\nwhen flag clicked\nhide\n\nwhen I receive [fire 1 v]\ngo to x: (28) y: (133)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [fire 2 v]\ngo to x: (-96) y: (-105)\n\nwhen I receive [fire 3 v]\ngo to x: (-109) y: (99)\n\nwhen I receive [fire 4 v]\nhide\n\n@fire2\n\nwhen flag clicked\nhide\n\nwhen I receive [fire 1 v]\ngo to x: (37) y: (27)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [fire 2 v]\ngo to x: (16) y: (-104)\n\nwhen I receive [fire 3 v]\ngo to x: (-26) y: (43)\n\nwhen I receive [fire 4 v]\nhide\n\n | Look Before part 1 :\nhttps://scratch.mit.edu/projects/390286104\nAnd part 2 :\nhttps://scratch.mit.edu/projects/393963394\nSalut ! Bienvenue dans ce platformer !\n Utiliser les fléches directionnelles pour bouger. \n18 level, tous sont possibles !\n"s" pour passer un level\nPas de pub svp ! \nEnjoy !\nHello ! Welcome to this platformer! \nUse the arrow keys to move.\n 18 level, all are possible! \n"s" to skip level\nNo add plz !\nEnjoy!\n |
MMO platformer - Griffpatch engine | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [test v]\nswitch backdrop to (artboard 1 copy@2x v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\n@Game\n\ndefine fix player\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by (item (t) of [fix v])\n change [t v] by (1)\n change [@player y v] by (item (t) of [fix v])\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (item (t) of [fix v])\nchange [t v] by (1)\nchange [@player y v] by (item (t) of [fix v])\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n change [@player y v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by ((item (t) of [fix v]) * (2))\nchange [t v] by (1)\nchange [@player y v] by (((item (t) of [fix v]) * (2)) - (1))\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Up / Down\nPlayer Tick - Left / Right\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nScroll Level\n\nwhen flag clicked\nset [debug v] to [0]\ndelete all of [emoji spawn v]\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [24]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [-180]\nset [@spawn y v] to [32]\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-180]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-180]\n set [@spawn y v] to [32]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [1]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope0 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> and <([abs v] of (@Slope) ) < [3]>>> then\n set [@crouching v] to [1]\n set [@on wall v] to [0]\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n set [@player sx v] to ((7) * ((@Player SX) / ([abs v] of (@Player SX) )))\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\n change [@player sx v] by (((on platform) - (@Player SX)) * (0))\nelse\n if <<(@Player Mode) = [Wall jump]> and <(@Player SY) < [-6]>> then\n set [@player mode v] to []\n end\n if <<not <(key left right) = [0]>> and <<(@crouching) = [0]> and <(@On Wall) = [0]>>> then\n if <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>> then\n change [@player sx v] by (((((key left right) * (7)) + (on platform)) - (@Player SX)) * (0.02))\n else\n set [@player dir v] to ((key left right) * (90))\n change [@player sx v] by (((((key left right) * (7)) + (on platform)) - (@Player SX)) * (0.2))\n change [@walking v] by (1)\n end\n else\n if <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>> then\n change [@player sx v] by ((((0) + (on platform)) - (@Player SX)) * (0.02))\n else\n set [@walking v] to [-1]\n if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n if <(@crouching) > [0]> then\n change [@player sx v] by (((on platform) - (@Player SX)) * (0.25))\n else\n change [@player sx v] by (((on platform) - (@Player SX)) * (0.35))\n end\n else\n set [@player sx v] to (on platform)\n end\n end\n end\nend\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n change [@player sx v] by (pushed sx)\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n Set Costume (8)\n else\n if <(@Falling) > [2]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [x v] to [0]\nset [y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [Can20oi]> or <(username) = [Lwi123]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nif <(?Val) < (¬frame)> then\n set [_i v] to ((¬frame) - (?Val))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) = []> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (?Val)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\n@Level\n\nwhen I receive [setup level v]\ngo to [front v] layer\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (l1 x1 y0 v)\nsetup clone at x,y: (1) (0)\nswitch costume to (l1 x1b y0 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (l1 x2 y0 v)\nsetup clone at x,y: (3) (0)\nswitch costume to (l1 x2 y1 v)\nsetup clone at x,y: (2) (1)\nswitch costume to (l1 x1 y4 v)\nsetup clone at x,y: (2) (2)\nswitch costume to (l1 x3 y0 v)\nsetup clone at x,y: (3.7) (0.5)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (4.9) (0.5)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (5.6) (0)\nswitch costume to (l1 x6 y0 v)\nsetup clone at x,y: (6.6) (0)\nswitch costume to (l1 x6 y0 b v)\nsetup clone at x,y: (7.7) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0.84)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (9.35) (0.88)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (10.0) (0.4)\nswitch costume to (end v)\nsetup clone at x,y: (10.7) (0.4)\nswitch costume to (l0x0x v)\nSetup2 [12] [0]\nswitch costume to (l0x1x v)\nSetup2 [13] [0]\nset [showing v] to [-1]\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [test v]\nset [@player x v] to ((13) * (460))\nset [@scroll x v] to (@Player X)\n\nwhen [t v] key pressed\nbroadcast (Test v)\n\ndefine Setup2 (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (464)))\nset [y v] to (round ((y) * (344)))\ncreate clone of (_myself_ v)\n\n@moving platform\n\nwhen I receive [setup level v]\nswitch costume to (barrier v)\nsetup clone at x,y: (50) (14) typ [1] width [20] time [0]\nsetup clone at x,y: (110) (14) typ [1] width [20] time [0.5]\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.92]\nsetup clone at x,y: (540) (200) typ [3] width [40] time [0]\nsetup clone at x,y: (540) (200) typ [3] width [40] time [0.5]\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.92]\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.92]\nset [showing v] to [-1]\n\ndefine move to (x) (y)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to ((x) - (x))\n set [@platform sy v] to ((y) - (y))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time)\ngo to x: (0) y: (0)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barrier v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n switch costume to (lift1 v)\n set [height v] to [1000]\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy)\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90)))))\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n end\n end\n end\nend\n\n move to (ox) (round ((oy) + (([abs v] of ((timer) - (0.5)) ) * (80))))\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nelse\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n end\n end\nend\n\nmove to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n\n@background\n\nwhen I receive [setup level v]\ngo [backward v] (1000) layers\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\nshow\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\nwhen I receive [game loop tick v]\nif <(showing) = [0]> then\n position (round ((x) - (((@Scroll X) * (0.75)) mod (470)))) ((0) - ((@Scroll Y) * (0.75)))\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((@Scroll Y) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [test v]\nif then\n delete this clone\nend\nset [showing v] to [1]\nswitch costume to (artboard 1 copy 3 v)\n\n@Edge Fade\n\nwhen I receive [setup level v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [test v]\nhide\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (l1 x0 y0 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-137) (32)\nsetup clone at x,y: (457) (-54)\nsetup clone at x,y: (1198) (63)\nsetup clone at x,y: (2483) (62)\nsetup clone at x,y: (3705) (-54)\nsetup clone at x,y: (4779) (48)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not <(username) = [griffpatch]>> then\n forever\n play sound [Music v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n | Press down then up fast to mega jump, use normal arrow keys to move, press t for secret lounge, try for the highscore |
The Orb 2 - Platformer | @Stage\n\nwhen I receive [new level v]\nswitch costume to (0 v)\nif <(Level) > [11]> then\n switch costume to (join [L] (Level))\nend\n\n@Player\n\nwhen I start as a clone\nset [start x v] to (pick random (3) to (10))\nset [start y v] to (pick random (-90) to (90))\nset [x speed v] to ((start x) * ([sin v] of (start y) ))\nset [y speed v] to ((start x) * ([cos v] of (start y) ))\nset [brightness v] effect to (pick random (-10) to (10))\nif <(costume [name v]) = [Particle]> then\n repeat (25)\n change [y speed v] by (-1)\n change [ghost v] effect by (4)\n change x by (x speed)\n change y by (y speed)\n end\nelse\n set [x speed v] to ((0.1) * (x speed))\n set [y speed v] to ((0.1) * (y speed))\n repeat (40)\n change [ghost v] effect by (2.5)\n change size by (5)\n change x by (x speed)\n change y by (y speed)\n end\nend\ndelete this clone\n\ndefine Spawn Particles\nswitch costume to (particle v)\nrepeat (20)\n create clone of (_myself_ v)\nend\nswitch costume to (smoke v)\nrepeat (5)\n create clone of (_myself_ v)\nend\nswitch costume to (player v)\n\nwhen I receive [new level v]\ndelete this clone\n\nwhen I receive [start v]\nset [level v] to [1]\nset [win v] to [0]\nbroadcast (New Level v) and wait\nswitch costume to (player v)\ngo to x: (0) y: (0)\npoint in direction (90)\nset [x speed v] to [0]\nset [y speed v] to [0]\nforever\n set rotation style [don't rotate v]\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x speed v] by (-2)\n end\n set [x speed v] to ((x speed) * (0.8))\n change x by (x speed)\n turn right ((x speed) * ((360) / ((41) * (3.14159)))) degrees\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change y by (-6)\n change x by ((0) - (x speed))\n turn right (((0) - (x speed)) * ((360) / ((41) * (3.14159)))) degrees\n set [x speed v] to ((x speed) * (0.5))\n end\n end\n end\n end\n end\n end\n end\n if <<(Jump Counter) > [0]> and <<key (up arrow v) pressed?> or <<mouse down?> and <((y position) + (20)) < (mouse y)>>>> then\n set [y speed v] to [15]\n set [jump counter v] to [0]\n end\n change [jump counter v] by (-1)\n change [y speed v] by (-1)\n set [y speed v] to ((y speed) * (0.95))\n change y by (y speed)\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change y by ((0) - (y speed))\n if <(y speed) < [0]> then\n set [jump counter v] to [4]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <((y position) + (20)) < (mouse y)>>> then\n set [y speed v] to [15]\n set [jump counter v] to [0]\n else\n set [y speed v] to ((y speed) * (0.5))\n end\n else\n set [y speed v] to ((y speed) * (0.5))\n end\n end\n change x by (Change x)\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change x by ((0) - (Change x))\n end\n set [change x v] to [0]\n change y by (Change y)\n if <<touching (ground v)?> or <touching (extra ground v)?>> then\n change y by ((0) - (Change y))\n end\n set [change y v] to [0]\n if <(x position) > [225]> then\n change [level v] by (1)\n set x to (-225)\n set [start x v] to (x position)\n set [start y v] to (y position)\n broadcast (New Level v) and wait\n end\n if <(x position) < [-225]> then\n change [level v] by (-1)\n set x to (225)\n set [start x v] to (x position)\n set [start y v] to (y position)\n broadcast (New Level v) and wait\n end\n if <<(y position) < [-175]> or <touching (danger v)?>> then\n Spawn Particles\n set [x speed v] to [0]\n set [y speed v] to [0]\n go to x: (start x) y: (start y)\n end\n set rotation style [all around v]\nend\n\n@Ground\n\nwhen I receive [new level v]\nswitch costume to (Level)\n\n@Effect\n\n@Decorations\n\nwhen I start as a clone\nshow\nforever\n if <(letter (1) of (costume [name v])) = [V]> then\n Decoration decrease % [0.98] player effect [-0.01] reset factor [0.02]\n end\n if <(letter (1) of (costume [name v])) = [G]> then\n Decoration decrease % [0.95] player effect [0.06] reset factor [0.2]\n end\n if <(costume [name v]) = [Smoke]> then\n change x by (pick random (-0.75) to (0.75))\n change y by (2)\n change [ghost v] effect by (1)\n change size by (2)\n change [place v] by (1)\n if <(Place) = [100]> then\n set x to (Start x)\n change y by (-200)\n set [ghost v] effect to (pick random (0) to (10))\n set size to (pick random (20) to (40)) %\n set [place v] to [0]\n if <<(Win) = [1]> and <(Level) = [14]>> then\n delete this clone\n end\n end\n if <touching (player v)?> then\n change [ghost v] effect by (2)\n end\n end\n if <(costume [name v]) = [Orb]> then\n change [speed v] by (4)\n set [brightness v] effect to ((4) * ([sin v] of (speed) ))\n if <<(Win) = [0]> and <touching (player v)?>> then\n set [win v] to [1]\n broadcast (Win v)\n end\n end\nend\n\ndefine Decoration decrease % (decrease %) player effect (player effect) reset factor (reset factor)\nset [speed v] to ((speed) * (decrease %))\nif <touching (player v)?> then\n change [speed v] by ((player effect) * ([x speed v] of [player v]))\nend\nif <(direction) > [90.5]> then\n change [speed v] by ((0) - (reset factor))\nend\nif <(direction) < [89.5]> then\n change [speed v] by (reset factor)\nend\nturn right (speed) degrees\n\nwhen I receive [new level v]\nif <[0] = [0]> then\n delete this clone\nend\nClone\n\ndefine Clone\npoint in direction (90)\nset [speed v] to [0]\nif <(Level) = [1]> then\n switch costume to (vchain 1 v)\n go to x: (-100) y: (135)\n repeat (2)\n create clone of (_myself_ v)\n change x by (25)\n end\n go to x: (100) y: (135)\n repeat (3)\n create clone of (_myself_ v)\n change x by (15)\n end\nend\nif <(Level) = [2]> then\n switch costume to (vchain 3 v)\n go to x: (-100) y: (148)\n repeat (2)\n create clone of (_myself_ v)\n change x by (200)\n end\nend\nif <(Level) = [3]> then\n switch costume to (vchain 2 v)\n go to x: (-55) y: (97)\n repeat (2)\n create clone of (_myself_ v)\n change x by (110)\n end\nend\nif <(Level) = [4]> then\n switch costume to (vchain 3 v)\n go to x: (-54) y: (98)\n create clone of (_myself_ v)\n go to x: (-129) y: (137)\n repeat (2)\n create clone of (_myself_ v)\n change x by (150)\n end\nend\nif <(Level) = [5]> then\n switch costume to (vchain 1 v)\n go to x: (-87.5) y: (135)\n repeat (2)\n create clone of (_myself_ v)\n change x by (25)\n end\n go to x: (62.5) y: (135)\n repeat (2)\n create clone of (_myself_ v)\n change x by (25)\n end\n Smoke x: [-75] y: [-150]\n Smoke x: [75] y: [-150]\nend\nif <(Level) = [6]> then\n switch costume to (vchain 3 v)\n go to x: (-175) y: (147)\n create clone of (_myself_ v)\n switch costume to (vchain 2 v)\n go to x: (-97) y: (-28)\n repeat (2)\n create clone of (_myself_ v)\n change x by (25)\n end\n switch costume to (vchain 1 v)\n go to x: (45) y: (147)\n repeat (2)\n create clone of (_myself_ v)\n change x by (30)\n end\n go to x: (196) y: (53)\n repeat (2)\n create clone of (_myself_ v)\n change x by (24)\n end\nend\nif <(Level) = [7]> then\n switch costume to (vchain 3 v)\n go to x: (-185) y: (54)\n create clone of (_myself_ v)\n switch costume to (vchain 2 v)\n go to x: (-120) y: (147)\n create clone of (_myself_ v)\n go to x: (50) y: (115)\n create clone of (_myself_ v)\n switch costume to (vchain 1 v)\n go to x: (170) y: (75)\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n switch costume to (vchain 1 v)\n go to x: (-20) y: (70)\n repeat (2)\n create clone of (_myself_ v)\n change x by (40)\n end\n Smoke x: [-150] y: [-150]\n Smoke x: [0] y: [-150]\n Smoke x: [150] y: [-150]\nend\nif <(Level) = [9]> then\n Smoke x: [0] y: [0]\n switch costume to (vchain 2 v)\n go to x: (-50) y: (115)\n repeat (2)\n create clone of (_myself_ v)\n change x by (100)\n end\nend\nif <(Level) = [10]> then\n switch costume to (vchain 1 v)\n go to x: (-53) y: (114)\n repeat (2)\n create clone of (_myself_ v)\n change x by (106)\n end\nend\nif <(Level) = [11]> then\n switch costume to (vchain 1 v)\n go to x: (-165) y: (67)\n create clone of (_myself_ v)\n go to x: (-62) y: (109)\n create clone of (_myself_ v)\n go to x: (57) y: (117)\n create clone of (_myself_ v)\n go to x: (170) y: (153)\n create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n switch costume to (grass 1 v)\n go to x: (-115) y: (-80)\n repeat (3)\n repeat (3)\n create clone of (_myself_ v)\n next costume\n end\n switch costume to (grass 1 v)\n change x by (75)\n end\n go to x: (172) y: (-80)\n repeat (3)\n create clone of (_myself_ v)\n next costume\n end\n switch costume to (vine 1 v)\n go to x: (139) y: (142)\n repeat (2)\n create clone of (_myself_ v)\n change x by (65)\n end\nend\nif <(Level) = [13]> then\n switch costume to (grass 1 v)\n go to x: (-172) y: (-80)\n repeat (3)\n create clone of (_myself_ v)\n next costume\n end\n switch costume to (vine 1 v)\n go to x: (-9) y: (142)\n repeat (4)\n create clone of (_myself_ v)\n change x by (-65)\n end\nend\nif <(Level) = [14]> then\n switch costume to (orb v)\n go to x: (40) y: (-45)\n point in direction (130)\n create clone of (_myself_ v)\n point in direction (90)\n Smoke x: [-7] y: [-100]\n Smoke x: [-97] y: [-50]\n Smoke x: [83] y: [-50]\nend\n\ndefine Smoke x: (x) y: (y)\nif <not <<(Win) = [1]> and <(Level) = [14]>>> then\n set size to (20) %\n switch costume to (smoke v)\n go to x: (x) y: (y)\n set [ghost v] effect to (0)\n set [place v] to [0]\n set [start x v] to (x)\n repeat (20)\n create clone of (_myself_ v)\n change [place v] by (5)\n change y by (10)\n change [ghost v] effect by (8)\n change size by (10)\n end\n set size to (100) %\nend\nswitch costume to (stack v)\ngo to x: (x) y: (y)\nset [ghost v] effect to (0)\nset [place v] to [0]\nset [start x v] to [0]\ncreate clone of (_myself_ v)\n\n@Danger\n\nwhen I receive [new level v]\nif <[0] = [0]> then\n delete this clone\nend\nClone\n\ndefine Clone\npoint in direction (90)\nset [speed v] to [0]\nif <(Level) = [7]> then\n switch costume to (blade 2 v)\n go to x: (0) y: (-200)\n point in direction (-90)\n create clone of (_myself_ v)\n point in direction (90)\nend\nif <(Level) = [8]> then\n switch costume to (blade 2 v)\n go to x: (-150) y: (-200)\n point in direction (-90)\n repeat (3)\n create clone of (_myself_ v)\n change x by (150)\n turn left (120) degrees\n end\n point in direction (90)\nend\nif <(Level) = [10]> then\n switch costume to (blade 3 v)\n go to x: (-159) y: (-200)\n point in direction (-90)\n repeat (4)\n create clone of (_myself_ v)\n change x by (106)\n turn left (-90) degrees\n end\n point in direction (90)\nend\n\nwhen I start as a clone\nshow\nset [origin x v] to (x position)\nset [origin y v] to (y position)\nset [origin direction v] to (direction)\nforever\n if <(costume [name v]) = [Gear 1]> then\n if <(Level) = [6]> then\n change [origin direction v] by (2)\n go to x: ((origin x) + (([sin v] of (origin direction) ) * (150))) y: ((origin y) + (([cos v] of (origin direction) ) * (150)))\n turn right (-4) degrees\n end\n end\n if <(Level) = [7]> then\n if <(origin direction) > [90]> then\n hide\n if <(origin direction) > [270]> then\n show\n change [origin direction v] by (-360)\n end\n end\n change [origin direction v] by (4)\n go to x: (origin x) y: ((origin y) + (([cos v] of (origin direction) ) * (285)))\n turn right (-10) degrees\n end\n if <(Level) = [8]> then\n if <(origin direction) > [90]> then\n hide\n if <(origin direction) > [270]> then\n show\n change [origin direction v] by (-360)\n end\n end\n change [origin direction v] by (6)\n go to x: (origin x) y: ((origin y) + (([cos v] of (origin direction) ) * (100)))\n turn right (-10) degrees\n end\n if <(Level) = [10]> then\n if <(origin direction) > [90]> then\n hide\n if <(origin direction) > [270]> then\n show\n change [origin direction v] by (-360)\n end\n end\n change [origin direction v] by (4)\n go to x: (origin x) y: ((origin y) + (([cos v] of (origin direction) ) * (200)))\n turn right (-10) degrees\n end\nend\n\n@Environment Interactables\n\nwhen I receive [new level v]\nif <[0] = [0]> then\n delete this clone\nend\ndelete all of [gears v]\nClone\nbroadcast (Clone Extra Ground v) and wait\n\ndefine Clone\npoint in direction (90)\nif <(Level) = [3]> then\n Put Gear at x: [0] y: [100] rotation speed: [-4]\n Put Gear at x: [0] y: [-30] rotation speed: [4]\nend\nif <(Level) = [4]> then\n Put Gear at x: [200] y: [50] rotation speed: [4]\n Put Gear at x: [155] y: [-15] rotation speed: [-4]\n Put Gear at x: [110] y: [-80] rotation speed: [4]\nend\nif <(Level) = [5]> then\n Put Gear at x: [-150] y: [-30] rotation speed: [4]\n Put Gear at x: [0] y: [-30] rotation speed: [-4]\n Put Gear at x: [150] y: [-30] rotation speed: [4]\nend\nif <(Level) = [6]> then\n Put Gear at x: [-180] y: [-180] rotation speed: [2]\n Put Gear at x: [-20] y: [-180] rotation speed: [3]\n Put Gear at x: [140] y: [-100] rotation speed: [-4]\n Put Gear at x: [-20] y: [-20] rotation speed: [5]\n Put Gear at x: [140] y: [60] rotation speed: [-6]\nend\nif <(Level) = [7]> then\n Put Gear at x: [-75] y: [0] rotation speed: [4]\n Put Gear at x: [75] y: [-80] rotation speed: [4]\nend\nif <(Level) = [8]> then\n Put Gear at x: [-75] y: [-30] rotation speed: [-6]\n Put Gear at x: [75] y: [-30] rotation speed: [-6]\nend\nif <(Level) = [9]> then\n Put Gear at x: [-150] y: [-20] rotation speed: [-5]\n Put Gear at x: [-40] y: [-140] rotation speed: [-5]\n turn right (22.5) degrees\n Put Gear at x: [150] y: [-20] rotation speed: [5]\n Put Gear at x: [40] y: [-140] rotation speed: [5]\n point in direction (90)\nend\n\ndefine Put Gear at x: (x) y: (y) rotation speed: (speed)\nadd (x) to [gears v]\nadd (y) to [gears v]\nset [speed v] to (speed)\ngo to x: (x) y: (y)\nswitch costume to (gear 1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n turn right (Speed) degrees\n if <(distance to [player v]) < [64]> then\n set [change x v] to ((Speed) * ((([y position v] of [player v]) - (y position)) / (distance to [player v])))\n set [change y v] to ((Speed) * (((x position) - ([x position v] of [player v])) / (distance to [player v])))\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (intro v)\nshow\nif <(Text) = [0]> then\n wait (1) seconds\n Clone [Line 1]\n wait (1) seconds\n Clone [Line 2]\n wait (3) seconds\n Clone [Line 3]\n wait (1) seconds\n Clone [Line 4]\n wait (3) seconds\n Clone [Line 5]\n wait (2) seconds\n Clone [Line 6]\n set [text v] to [1]\n wait (4) seconds\nend\nbroadcast (Start v)\nswitch costume to (thumbnail v)\nwait (0.5) seconds\nstart sound [Seven Years In Tibet - Theme - John Williams v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\ngo [forward v] (1) layers\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\ndefine Clone (line)\nswitch costume to (line)\ncreate clone of (_myself_ v)\nswitch costume to (intro v)\n\nwhen I receive [start v]\ndelete this clone\n\nwhen I receive [win v]\nswitch costume to (win 1 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [new level v]\nif <(Win) = [1]> then\n if <(Level) = [14]> then\n switch costume to (win 1 v)\n else\n switch costume to (win 2 v)\n end\nend\n\n@Extra Ground\n\nwhen I receive [clone extra ground v]\nClone\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\n\ndefine Clone\nif <[0] = [0]> then\n delete this clone\nend\nset [gear v] to [0]\nrepeat ((length of [gears v]) / (2))\n go to x: (item ((Gear) + (1)) of [gears v]) y: (item ((Gear) + (2)) of [gears v])\n create clone of (_myself_ v)\n change [gear v] by (2)\nend\n\n | |
cave platformer mobile | @Stage\n\n@tile based game engine\n\ndefine load opponents\ndelete all of [ox v]\ndelete all of [oy v]\ndelete all of [opponents v]\nset [i v] to [0]\ngo to x: ((-240) + ((tile size) / (2))) y: ((-180) + ((tile size) / (2)))\nrepeat (level width)\n set y to ((-180) + ((tile size) / (2)))\n repeat (level height)\n change [i v] by (1)\n if <(item (i) of [level v]) = [a]> then\n add (x position) to [ox v]\n add (y position) to [oy v]\n add [1] to [opponents v]\n end\n if <(item (i) of [level v]) = [b]> then\n add (x position) to [ox v]\n add (y position) to [oy v]\n add [2] to [opponents v]\n end\n change y by (tile size)\n end\n change x by (tile size)\nend\n\nload opponents\n\ndefine run opponents\nswitch costume to (50 v)\nset [i v] to [0]\nrepeat (length of [opponents v])\n change [i v] by (1)\n if <(item (i) of [opponents v]) = [1]> then\n go to x: (item (i) of [ox v]) y: (item (i) of [oy v])\n point towards (thumb nail v)\n move (1) steps\n replace item (i) of [ox v] with (x position)\n replace item (i) of [oy v] with (y position)\n stamp\n else\n if <(item (i) of [opponents v]) = [2]> then\n point in direction (90)\n go to x: (item (i) of [ox v]) y: (item (i) of [oy v])\n change x by (-5)\n set [player tile v] to (((([ceiling v] of ((((x position) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((y position) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (player tile) of [level v])?> then\n set x to (((([ceiling v] of (((x position) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n replace item (i) of [opponents v] with [3]\n end\n replace item (i) of [ox v] with (x position)\n replace item (i) of [oy v] with (y position)\n stamp\n else\n if <(item (i) of [opponents v]) = [3]> then\n point in direction (90)\n go to x: (item (i) of [ox v]) y: (item (i) of [oy v])\n change x by (5)\n set [player tile v] to (((([ceiling v] of ((((x position) - (() - ((tile size) / (2)))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((y position) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (player tile) of [level v])?> then\n set x to (((([ceiling v] of (((x position) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n replace item (i) of [opponents v] with [2]\n end\n stamp\n replace item (i) of [ox v] with (x position)\n replace item (i) of [oy v] with (y position)\n end\n end\n end\n if <([sqrt v] of ((([abs v] of ((player x) - (x position)) ) * ([abs v] of ((player x) - (x position)) )) + (([abs v] of ((player y) - (y position)) ) * ([abs v] of ((player y) - (y position)) ))) ) < (tile size)> then\n set [player x v] to (spawn x)\n set [player y v] to (spawn y)\n load opponents\n end\nend\n\ndefine rejoin (data)\ndelete (all) of [rejoin data v]\nset [rejoin.i v] to [0]\nrepeat (length of (data))\n change [rejoin.i v] by (1)\n if <(letter (rejoin.i) of (data)) = [ ]> then\n add [~] to [rejoin data v]\n else\n add (letter (rejoin.i) of (data)) to [rejoin data v]\n end\nend\nadd [~] to [rejoin data v]\nset [rejoined v] to (rejoin data)\n\nadd [00] to [level v]\n\ndefine do switches\nset [i v] to [0]\nif <((tic) mod (switch speed)) = [0]> then\n repeat (length of [switch v])\n change [i v] by (1)\n if <(item (item (((i) * (3)) - (2)) of [switch v]) of [solid tiles v]) = [Z]> then\n replace item (item (((i) * (3)) - (2)) of [switch v]) of [solid tiles v] with (item (((i) * (3)) - (1)) of [switch v])\n replace item (item ((i) * (3)) of [switch v]) of [jumpable? v] with (item (((i) * (3)) - (1)) of [switch v])\n else\n replace item (item (((i) * (3)) - (2)) of [switch v]) of [solid tiles v] with [Z]\n replace item (item ((i) * (3)) of [switch v]) of [jumpable? v] with [Z]\n end\n end\nend\n\nset [switch speed v] to [10000]\n\ndefine load level\ndelete (all) of [level v]\nset [separate.i v] to [1]\nrepeat until <(separate.i) > (length of (item (level) of [levels v]))>\n set [separate.join v] to []\n if <(letter (separate.i) of (item (level) of [levels v])) = [~]> then\n change [separate.i v] by (1)\n end\n repeat until <<(letter (separate.i) of (item (level) of [levels v])) = [~]> or <(separate.i) > (length of (item (level) of [levels v]))>>\n if <not <(letter (separate.i) of (item (level) of [levels v])) = [~]>> then\n set [separate.join v] to (join (separate.join) (letter (separate.i) of (item (level) of [levels v])))\n end\n change [separate.i v] by (1)\n end\n if <not <(separate.join) = []>> then\n add (separate.join) to [level v]\n end\nend\n\nrejoin (level)\nadd (rejoined) to [levels v]\n\nwhen I receive [load level v]\ncreate clone of (_myself_ v)\nchange [level v] by (1)\nerase all\nset [r v] to [1]\ndelete all of [solid tiles v]\ndelete all of [solid type 2 v]\ndelete all of [solid type 3 v]\ndelete all of [solid type 4 v]\ndelete all of [win v]\ndelete all of [solid type 5 v]\ndelete all of [tile set v]\ndelete all of [jumpable? v]\ndelete all of [x push v]\ndelete all of [y push v]\ndelete all of [damage v]\ndelete all of [opponents v]\ndelete all of [switch v]\ndelete all of [air v]\ndelete all of [ox v]\ndelete all of [oy v]\nload level\nset [switch speed v] to [100]\nset [spawn x v] to [-200]\nset [spawn y v] to [-140]\nset [player x v] to [-200]\nset [player y v] to [-140]\nset [player x vel v] to [0]\nset [player y vel v] to [0]\nset [player costume v] to [14]\nset [level height v] to ([ceiling v] of ((360) / (tile size)) )\nset [level width v] to ([ceiling v] of ((480) / (tile size)) )\nset [tile size v] to [24]\nset [tic v] to [0]\ncreate tile type frame label [0] [1] [0] [1] [0] [0] [1] [0] [0] [1]\ncreate tile type frame label [0] [2] [0] [1] [0] [0] [1] [0] [0] [2]\ncreate tile type frame label [0] [3] [0] [1] [0] [0] [1] [0] [0] [3]\ncreate tile type frame label [0] [4] [0] [1] [0] [0] [1] [0] [0] [4]\ncreate tile type frame label [0] [5] [0] [1] [0] [0] [1] [0] [0] [5]\ncreate tile type frame label [3] [0] [0] [1] [0] [0] [.7] [0] [0] [6~7~8~9~]\ncreate tile type frame label [3] [0] [1] [0] [0] [0] [1] [0] [0] [10~11~12~13~]\ncreate tile type frame label [5] [1] [0] [0] [0] [0] [1] [0] [0] [15~16~17~18~19~20~21~22~23~24~25~26~27~28~29~30~31~32~33~34~35~36~37~38~]\ncreate tile type frame label [1] [0] [0] [0] [0] [1.2] [1] [0] [0] [39~40~41~42~43~44~45~46~]\ncreate tile type frame label [0] [6] [0] [1] [0] [0] [1] [0] [0] [47]\ncreate tile type frame label [0] [0] [0] [0] [0] [0] [1] [0] [0] [51]\ncreate tile type frame label [0] [0] [0] [0] [0] [0] [1] [0] [0] [52]\ncreate tile type frame label [0] [0] [0] [0] [0] [0] [1] [0] [0] [53]\ncreate tile type frame label (switch speed) [1] [0] [0] [0] [0] [1] [0] [1] [55~54~]\nset [player health v] to (max health)\nload opponents\nset size to (100) %\n\ndefine seperate (data)\ndelete (all) of [data v]\nset [separate.i v] to [1]\nrepeat until <(separate.i) > (length of (data))>\n set [separate.join v] to []\n if <(letter (separate.i) of (data)) = [~]> then\n change [separate.i v] by (1)\n end\n repeat until <<(letter (separate.i) of (data)) = [~]> or <(separate.i) > (length of (data))>>\n if <not <(letter (separate.i) of (data)) = [~]>> then\n set [separate.join v] to (join (separate.join) (letter (separate.i) of (data)))\n end\n change [separate.i v] by (1)\n end\n if <not <(separate.join) = []>> then\n add (separate.join) to [data v]\n end\nend\n\ndefine tile (tile)\npoint in direction (90)\nif <<(R) = [1]> or <not <(letter (1) of (item (tile) of [tile set v])) = [0]>>> then\n seperate (item (tile) of [tile set v])\n switch costume to (item ((([floor v] of ((tic) / (item (1) of [data v])) ) mod ((length of [data v]) - (6))) + (7)) of [data v])\n stamp\nend\n\ndefine render\nset [i v] to [0]\ngo to x: ((-240) + ((tile size) / (2))) y: ((-180) + ((tile size) / (2)))\nrepeat (level width)\n set y to ((-180) + ((tile size) / (2)))\n repeat (level height)\n change [i v] by (1)\n if <((item (i) of [level v]) * (1)) = [0]> then\n switch costume to (49 v)\n if <<(R) = [1]> or <<(y position) = (item (1) of [oy v])> or <(y position) = (item (2) of [oy v])>>> then\n stamp\n end\n else\n tile (item (i) of [level v])\n end\n change y by (tile size)\n end\n change x by (tile size)\nend\n\ndefine reset level\ndelete all of [level v]\nrepeat ((level height) * (level width))\n add [0] to [level v]\nend\n\ngo to x: (0) y: (0)\ntile [1]\n\ndefine collision detection\nset [player tile v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((player y) + (180)) / (tile size)) ))\nif <[spawn set v] contains (item (player tile) of [level v])?> then\n set [spawn x v] to (player x)\n set [spawn y v] to (player y)\nend\nif <[win v] contains (item (player tile) of [level v])?> then\n broadcast (load level v) and wait\nend\nchange [player health v] by (() - (item (item (player tile) of [level v]) of [damage v]))\nchange [player x vel v] by (item (item (player tile) of [level v]) of [x push v])\nchange [player y vel v] by (item (item (player tile) of [level v]) of [y push v])\nif <not <((item (player tile) of [level v]) * (1)) = [0]>> then\n set [player x vel v] to ((player x vel) * (item (item (player tile) of [level v]) of [air v]))\n set [player y vel v] to ((player y vel) * (item (item (player tile) of [level v]) of [air v]))\nend\nchange [player y v] by (player y vel)\nset [player y vel v] to (((player y vel) * (air)) - (gravity))\nif <[jumpable? v] contains (item (player tile) of [level v])?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (player y)>>> then\n if <(player y vel) < [0]> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\nend\nset [x vel done? v] to [0]\nif <[1] > (player y vel)> then\n left down\n right down\nend\nchange [player x v] by (player x vel)\nset [player x vel v] to ((player x vel) * (air))\nphys 2\nphys 3\nif <(over head?) = [0]> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(player x) > (mouse x)>>> then\n change [player x vel v] by (-.8)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (player x)>>> then\n change [player x vel v] by (.8)\n end\nend\nif <(player y vel) > [0]> then\n set [player tile v] to (((([ceiling v] of (((((player x) + (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item ((player tile) + (1)) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n end\n if <[solid type 5 v] contains (item ((player tile) + (1)) of [level v])?> then\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1))) - ((tile size) / (2)))\n change [player x vel v] by (.5)\n set [player x vel v] to (hills)\n set [player y vel v] to [0]\n end\n set [player tile v] to (((([ceiling v] of (((((player x) - (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n end\n if <[solid type 4 v] contains (item (((player tile) + (1)) + (level height)) of [level v])?> then\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + ((tile size) - (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)))) - ((tile size) / (2)))\n change [player x vel v] by (-.5)\n set [player x vel v] to (() - (hills))\n set [player y vel v] to [0]\n if <(((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)) < [1]> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) + (() - ((tile size) * (1.5))))\n end\n end\nend\nif <(player x vel) < [0]> then\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (player tile) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) - (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item ((player tile) + (1)) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\nend\nif <[0] < (player x vel)> then\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) + (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item ((player tile) + (level height)) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\n set [player tile v] to (((([ceiling v] of ((((player x) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((((player y) - (1)) - ((tile size) / (2))) + (180)) / (tile size)) ))\n if <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?> then\n set [player x v] to (((([ceiling v] of (((player x) + (240)) / (tile size)) ) * (tile size)) - (240)) - ((tile size) / (2)))\n set [player x vel v] to [0]\n end\nend\n\nset [tile replace v] to [1]\n\ndefine ceiling\n\nwhen [space v] key pressed\n\nask [] and wait\nset [tile replace v] to (answer)\n\nset [gravity v] to [.8]\n\nset [over head? v] to [0]\n\ndefine create tile type frame label (frame) (phisics type) (kills player?) (jump?) (x gravity) (y gravity) (air) (respawn?) (switch) (animation)\nadd (join (join (join (join (frame) [~]) (join (phisics type) [~])) (join (join (kills player?) [~]) (join (jump?) [~]))) (join (join (join (x gravity) [~]) (join (y gravity) [~])) (join (animation) [~]))) to [tile set v]\nadd (x gravity) to [x push v]\nadd (y gravity) to [y push v]\nadd (kills player?) to [damage v]\nadd (air) to [air v]\nif <(respawn?) = [1]> then\n add (length of [tile set v]) to [spawn set v]\nend\nif <(jump?) = [1]> then\n add (length of [tile set v]) to [jumpable? v]\nend\nif <(phisics type) = [1]> then\n add (length of [tile set v]) to [solid tiles v]\nelse\n if <(phisics type) = [2]> then\n add (length of [tile set v]) to [solid type 2 v]\n else\n if <(phisics type) = [3]> then\n add (length of [tile set v]) to [solid type 3 v]\n else\n if <(phisics type) = [4]> then\n add (length of [tile set v]) to [solid type 4 v]\n else\n if <(phisics type) = [5]> then\n add (length of [tile set v]) to [solid type 5 v]\n else\n if <(phisics type) = [6]> then\n add (length of [tile set v]) to [win v]\n end\n end\n end\n end\n end\nend\nif <(switch) = [1]> then\n add (length of [solid tiles v]) to [switch v]\n add (length of [tile set v]) to [switch v]\n add (length of [jumpable? v]) to [switch v]\nend\n\ndefine phys 2\nset [player tile v] to (((([ceiling v] of (((((player x) + (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (181)) / (tile size)) ))\nif <[solid type 2 v] contains (item (player tile) of [level v])?> then\n left down\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + ((tile size) - (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)))) - ((tile size) / (2)))\n change [player x vel v] by (hills)\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <[jumpable? v] contains (item (player tile) of [level v])?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (player y)>>> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\nend\n\ndefine left down\nset [player tile v] to (((([ceiling v] of (((((player x) + (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\nif <[solid tiles v] contains (item (player tile) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <[jumpable? v] contains (item (player tile) of [level v])?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (player y)>>> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\n set [x vel done? v] to [1]\nend\n\ndefine right down\nset [player tile v] to (((([ceiling v] of (((((player x) - (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (180)) / (tile size)) ))\nif <[solid tiles v] contains (item ((player tile) + (level height)) of [level v])?> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) - ((tile size) / (2)))\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (player y)>>> then\n if <[jumpable? v] contains (item ((player tile) + (level height)) of [level v])?> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\nend\n\ndefine phys 3\nset [player tile v] to (((([ceiling v] of (((((player x) - (1)) - ((tile size) / (2))) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of ((((player y) - ((tile size) / (2))) + (181)) / (tile size)) ))\nif <[solid type 3 v] contains (item ((player tile) + (level height)) of [level v])?> then\n right down\n set [player y v] to (((((round (((player y) + (180)) / (tile size))) * (tile size)) - (180)) + (((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1))) - ((tile size) / (2)))\n change [player x vel v] by (() - (hills))\n if <(((((player x) + (241)) + ((tile size) / (2))) mod (tile size)) - (1)) < [1]> then\n set [player y v] to (((([ceiling v] of (((player y) + (180)) / (tile size)) ) * (tile size)) - (180)) + ((tile size) / (2)))\n end\n set [player y vel v] to [0]\n if <not <[solid tiles v] contains (item (((player tile) + (1)) + (level height)) of [level v])?>> then\n if <[jumpable? v] contains (item ((player tile) + (level height)) of [level v])?> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (player y)>>> then\n set [player y vel v] to [13]\n change [player y v] by (1)\n ceiling\n end\n end\n end\nend\n\nset [air v] to [.9]\nset [gravity v] to [.8]\nset [hills v] to [.5]\n\nset [hills v] to [.5]\n\nset [hills v] to [0]\n\nset size to (100) %\n\nload opponents\n\ninsert [thing] at (1) of [air v] \n\nset [level v] to [5]\n\nwhen I receive [start v]\nset [level v] to [0]\nbroadcast (load level v) and wait\nforever\n change [tic v] by (1)\n collision detection\n if <(player health) < [0]> then\n set [player health v] to (max health)\n set [player x v] to (spawn x)\n set [player y v] to (spawn y)\n end\n if <(edit?) = [1]> then\n set [mouse tile v] to (((([ceiling v] of (((mouse x) + (240)) / (tile size)) ) - (1)) * (level height)) + ([ceiling v] of (((mouse y) + (180)) / (tile size)) ))\n if <mouse down?> then\n replace item (mouse tile) of [level v] with (tile replace)\n end\n end\n render\n run opponents\n Player\nend\n\nwhen flag clicked\n\nreset level\n\nset [edit? v] to [1]\n\nadd [1] to [level v]\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nswitch costume to (57 v)\nset size to (170) %\nswitch costume to (56 v)\npoint in direction (45)\nrepeat (50)\n move (20) steps\nend\ndelete this clone\n\ngo to x: (500) y: (500)\n\nrepeat (30)\n move (-20) steps\nend\n\ndefine Player\nshow\nswitch costume to (player costume)\ngo to x: (player x) y: (player y)\nset [r v] to [0]\n\nwhen flag clicked\nhide\n\nset [edit? v] to [0]\n\nwhen [space v] key pressed\n\nask [] and wait\nset [tile replace v] to (answer)\n\nchange [level v] by (-1)\nbroadcast (load level v)\n\nadd [00] to [level v]\nrejoin (level)\nreplace item (level) of [levels v] with (rejoined)\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 v)\n\n@thumb nail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n | PC: use arrow keys, WASD or mouse\nMobile: just touch the screen |
Sunset- Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\nswitch costume to (art v)\ngo to x: (8) y: (-27)\nforever\n go to [back v] layer\nend\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [start!!! v]\nshow\n\n@player\n\nwhen flag clicked\nset size to (50) %\ngo to [front v] layer\nhide\nswitch costume to (player v)\ngo to x: (-213) y: (-15)\npoint in direction (90)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n switch costume to (player v)\n if <<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> then\n point in direction (90)\n change [yv v] by (-0.7)\n end\n change [yv v] by (-0.5)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (player2 v)\n point in direction (90)\n change [xv v] by (0.7)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (player3 v)\n point in direction (90)\n change [xv v] by (-0.7)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change y by (1)\n if <touching color (#414141)?> then\n change x by ((xv) * (-1))\n change x by (-1)\n change x by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (yv)\n if <touching color (#414141)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#414141)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [10]\n end\n end\n if <<<<touching color (#ff00ca)?> or <touching (spike v)?>> or <touching (spike2 v)?>> or <touching (spike3 v)?>> then\n go to x: (-213) y: (-15)\n end\n if <(x position) > [230]> then\n broadcast (message1 v)\n go to x: (-213) y: (-15)\n change [level v] by (1)\n end\n if <touching (bounce v)?> then\n change [yv v] by (7)\n end\n change y by (1)\nend\n\nturn left (50) degrees\nsay [ewww] for (1) seconds\nwait (1) seconds\nturn right (50) degrees\npoint in direction (90)\ngo to x: (-213) y: (-15)\nset [yv v] to [0]\nset [xv v] to [0]\nbroadcast (dead v)\n\nwhen flag clicked\nforever\n play sound [the piano moosic v] until done\nend\n\nwhen I receive [start!!! v]\nshow\n\n@Spike\n\nwhen flag clicked\ngo to x: (20) y: (-38)\npoint in direction (90)\nhide\nforever\n hide\n if <(LEVEL) = [4]> then\n show\n end\n if <(LEVEL) = [5]> then\n hide\n end\n if <(LEVEL) = [9]> then\n show\n go to x: (-154) y: (-62)\n end\n if <(LEVEL) = [10]> then\n hide\n end\n if <(LEVEL) = [11]> then\n show\n end\n if <(LEVEL) = [12]> then\n hide\n end\n if <(LEVEL) = [16]> then\n go to x: (-113) y: (-59)\n show\n end\n if <(LEVEL) = [17]> then\n broadcast (End v)\n hide\n end\nend\n\nhide\n\ngo to x: (-154) y: (-62)\n\nshow\n\nif <(LEVEL) = [16]> then\n show\nend\n\ngo to x: (-113) y: (-59)\nshow\n\n@Sprite2\n\nwhen flag clicked\nshow\nwait (2) seconds\nbroadcast (start!!! v)\nhide\n\n@Spike2\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (37) y: (-55)\nhide\nforever\n if <(LEVEL) = [1]> then\n hide\n end\n if <(LEVEL) = [11]> then\n show\n end\n if <(LEVEL) = [12]> then\n hide\n end\n if <(LEVEL) = [16]> then\n go to x: (93) y: (-59)\n show\n end\nend\n\nhide\n\nhide\n\nif <(LEVEL) = [9]> then\n show\n go to x: (-154) y: (-62)\nend\nif <(LEVEL) = [10]> then\nend\nif <(LEVEL) = [11]> then\n show\nend\n\ngo to x: (-154) y: (-62)\n\nset [level v] to [11]\n\nhide\n\nwhen I receive [end v]\nhide\n\n@clouds\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (20) to (40)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen [timer v] > (Timer)\nhide\n\n@Spike3\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (16) y: (-60)\nhide\nforever\n if <(LEVEL) = [1]> then\n hide\n end\n if <(LEVEL) = [16]> then\n show\n end\nend\n\nif <(LEVEL) = [11]> then\n show\nend\n\nhide\n\nhide\n\nhide\n\nif <(LEVEL) = [9]> then\n show\n go to x: (-154) y: (-62)\nend\nif <(LEVEL) = [10]> then\nend\nif <(LEVEL) = [11]> then\n show\nend\n\ngo to x: (-154) y: (-62)\n\nset [level v] to [11]\n\nwhen I receive [end v]\nhide\n\n | --------Sunset-------Platformer---------\n\nWELCOME!\n\nThis is a platformer not unlike others... However this platformer focuses on the amazing art by @deeki WOW! This took actually quite awhile!\n\nHave fun and enjoy this amazing and special peice of art!!\n\n\n\nThanks If you loved faved or even followed... 0w0\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhat did you expect downhere? |
Geometry World - A Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nStart\n\ndefine Start\nset [jump v] to [14]\nset [speed v] to [1]\ngo to x: (-212) y: (0)\nshow\nforever\n if on edge, bounce\n go to [front v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n switch costume to (player v)\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [x v] by (join [-] (speed))\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [x v] by ([abs v] of (speed) )\n end\n change x by (x)\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if 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 y) > (y position)> and <mouse down?>>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if 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 y) > (y position)> and <mouse down?>>>> and <<touching (level v)?> or <touching (players v)?>>> then\n set [y v] to ((jump) * (1.1))\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (New Level v)\n go to x: (-212) y: (0)\n wait until <not <(x position) > [230]>>\n end\n if <(y position) < [-170]> then\n go to x: (-212) y: (0)\n end\n change y by (-10)\n if <<touching color (#ff3f3f)?> or <touching color (#ff6a6a)?>> then\n broadcast (Redo v)\n end\n change y by (10)\n end\nend\n\nwhen I start as a clone\nnext costume\nclear graphic effects\nset size to (150) %\nrepeat (10)\n change [brightness v] effect by (3)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n wait (0) seconds\n create clone of (_myself_ v)\nend\n\nwhen [s v] key pressed\nbroadcast (Skip v)\n\nwhen I receive [skip v]\nbroadcast (New Level v)\ngo to x: (-212) y: (0)\nwait until <not <(x position) > [230]>>\n\nwhen [r v] key pressed\nbroadcast (Redo v)\n\nwhen I receive [redo v]\ngo to x: (-212) y: (0)\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [new level v]\nif <not <(costume [number v]) = [8]>> then\n next costume\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n | |
Revenge -Platformer- | @Stage\n\n@player\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n show\nend\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 I receive [start v]\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) > [10]>>> 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) < [-10]>>> 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 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 <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 <(x position) > [230]> then\n change [level v] by (1)\n broadcast (Next level! v)\n reset\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen flag clicked\nhide\n\nhide\n\nwhen I receive [music v]\nforever\n play sound [Alan Walker K-391 Emelie Hollow - Lily \(Lyrics\) v] until done\nend\n\n@Spikes\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Platform\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nhide\n\n@intro\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (90) %\nstart sound [Surfaces - Sunday Best my-free-mp3s2 v]\nwait (.5) seconds\nrepeat (10)\n change size by (10)\nend\nrepeat (10)\n change size by (-10)\nend\nwait (.75) seconds\nrepeat (10)\n move (7.5) steps\nend\nrepeat (20)\n move (-7.5) steps\nend\nrepeat (10)\n move (7.5) steps\nend\nrepeat (10)\n turn left (7.5) degrees\nend\nrepeat (10)\n turn right (15) degrees\nend\nrepeat (10)\n turn left (7.5) degrees\nend\nwait (.1) seconds\nhide\nstop all sounds\nbroadcast (Music v)\nbroadcast (start v)\n\nhide\n\n@ Thumbnail\n\nwhen flag clicked\nhide\n\nshow\n\n | Welcome to Revenge A platformer \n --------------------------------------------\nThis is Moble Friendly \n------------------------------------------------\nThis is my first platformer!! \n------------------------------------------------ \nThis took about a week to make maybe\nA little less.\n------------------------------------------------------------------- \nArrow keys to move \nWatch out for spikes and lava \n------------------------------------------------ \nPlz Love and fav!!!! \n------------------------------------------------\nEnjoy!!!! \n------------------------------------------------ \n |
Nature a platformer 1.8 | @Stage\n\n@Sprite1\n\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [music2 v] until done\nend\n\nwhen flag clicked\ngo to x: (-194) y: (-100)\nset [pixelate v] effect to (0)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> 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 color (#8fff00)?> then\n change y by (1)\n if <touching color (#8fff00)?> then\n change y by (1)\n if <touching color (#8fff00)?> then\n change y by (1)\n if <touching color (#8fff00)?> then\n change y by (1)\n if <touching color (#8fff00)?> then\n if <touching color (#8fff00)?> then\n change x by ((x velocity) * (-1))\n change x by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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 change y by (1)\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 color (#8bff00)?> 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 color (#8bff00)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y velocity v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-205) y: (-88)\n broadcast (NEXT v)\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [pixelate v] effect by (10)\n end\n set [pixelate v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-205) y: (-88)\n end\n if <touching color (#2d00ff)?> then\n repeat (10)\n change [pixelate v] effect by (10)\n end\n set [pixelate v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n go to x: (-205) y: (-88)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (40) y: (40)\n\nwhen I receive [next v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | SALUT tous le monde \nvoici mon premier plateformer \nil y a 8 Level tous sont possibles \n10 likes pour la partie 2\nVoici apres des semaines de travail https://scratch.mit.edu/projects/400778235/\n50 likes :) |
☀⠀seattle ~ a scrolling platformer⠀ ☀ | @Stage\n\nwhen flag clicked\nforever\n play sound [The Beatles - Here Comes The Sun \(2019 Mix\) v] until done\nend\n\n@layer1\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (40)) y: ((mouse y) / (40))\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.2) seconds\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\n\n@layer8\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (15)) y: ((mouse y) / (15))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\n\n@layer7\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\n\n@layer2\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\n\n@layer3\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (25)) y: ((mouse y) / (25))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\n\n@layer4\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (25)) y: ((mouse y) / (30))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\n\n@layer6\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (35)) y: ((mouse y) / (40))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\n\n@layer5\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: ((mouse x) / (50)) y: ((mouse y) / (50))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [back v] layer\n\n@bit\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n next costume\nend\n\nwhen flag clicked\nhide\nforever\n go to x: (-250) y: (pick random (0) to (170))\n show\n glide (2) secs to x: (250) y: (pick random (0) to (170))\n hide\n wait (10) seconds\n go to x: (250) y: (pick random (0) to (170))\n show\n glide (2) secs to x: (-250) y: (pick random (0) to (170))\n hide\n go to x: (250) y: (pick random (0) to (170))\n wait (10) seconds\n show\n glide (2) secs to x: (-250) y: (pick random (0) to (170))\n hide\n wait (10) seconds\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\n\n@thumb\n\nwhen [timer v] > (Stop Pressed)\nbroadcast (Player Hide v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [stop pressed v] to ((timer) + (.1))\nend\n\n@Player\n\ndefine Tick\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <not <<<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n switch costume to (center v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(In Air) < [4]> then\n switch costume to (up v)\n set [speed y v] to [16]\n end\nend\nchange [speed y v] by (-1.5)\nChange player y by (Speed Y)\nTest - Die\nchange [scroll x v] by (round (((X) - (SCROLL X)) / (15)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (round (((Y) - (SCROLL Y)) / (10)))\nPosition\nif <(SCROLL Y) < [-30]> then\n set [exit v] to [Die]\nend\nif <touching (trampoline v)?> then\n if <(In Air) < [4]> then\n set [speed y v] to [30]\n end\nend\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (ground v)?> then\n repeat (12)\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 (-12)\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\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 [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [greenflah v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\nbroadcast (Greenflah v) and wait\nbroadcast (Play game v) and wait\n\ndefine Game on\nswitch costume to (idle v)\npoint in direction (90)\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [speed y v] to [0]\nset [sx 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 GameWin\nset rotation style [don't rotate v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (5)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nset [ghost v] effect to (0)\nset size to (100) %\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n GameWin\n else\n Game - Die\n end\nend\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching color (#000000)?>> then\n set [exit v] to [Die \(other way\)]\nend\n\ndefine Game - Die\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (center v)\n\nwhen flag clicked\nforever\n set [player x v] to (x position)\nend\n\nwhen [s v] key pressed\nif <(LEVEL) < [4]> then\n change [level v] by (1)\n broadcast (Setup v)\nelse\n point in direction (90)\nend\n\nwhen I receive [skip v]\nwait (0.1) seconds\nchange [level v] by (1)\nwait (0.1) seconds\nbroadcast (Setup v)\n\nwhen I receive [player hide v]\nhide\n\n@Ground\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (lvl 1 1 v)\n Position x: [0] y: [0]\n switch costume to (lvl 1 2 v)\n Position x: [450] y: [0]\n switch costume to (lvl 1 3 v)\n Position x: [500] y: [0]\n switch costume to (lvl 1 4 v)\n Position x: [500] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [0] y: [0]\n switch costume to (lvl 2 2 v)\n Position x: [750] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 1 v)\n Position x: [0] y: [0]\n switch costume to (lvl 3 2 v)\n Position x: [0] y: [0]\n switch costume to (lvl 3 3 v)\n Position x: [450] y: [0]\n switch costume to (lvl 3 4 v)\n Position x: [300] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (efn v)\n Position x: [0] y: [0]\n else\n if <(LEVEL) = [5]> then\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nwait until <(LEVEL) = [5]>\nbroadcast (Costume v)\n\nswitch costume to (lvl 3 4 v)\nPosition x: [800] y: [0]\n\nwhen I receive [player hide v]\nhide\n\n@Danger\n\ndefine Position x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\ngo to [back v] layer\ngo [forward v] (12) layers\nswitch costume to (lvl 1 1 v)\nif <(LEVEL) = [1]> then\n Position x: [140] y: [0]\n switch costume to (lvl 1 2 v)\n Position x: [180] y: [0]\n switch costume to (lvl 1 3 v)\n Position x: [180] y: [0]\n switch costume to (lvl 1 4 v)\n Position x: [180] y: [0]\n switch costume to (lvl 1 5 v)\n Position x: [180] y: [0]\n switch costume to (lvl 1 6 v)\n Position x: [185] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (lvl 2 1 v)\n Position x: [600] y: [0]\n switch costume to (lvl 2 2 v)\n Position x: [200] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (lvl 3 1 v)\n Position x: [0] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to ( level- efn v)\n Position x: [0] y: [0]\n else\n if <(LEVEL) = [5]> then\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [greenflah v]\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen I receive [player hide v]\nhide\n\n@Start\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nforever\n set y to ((0) + ((20) * ([cos v] of (((timer) - (3)) * (150)) )))\nend\n\nwhen this sprite clicked\nbroadcast (Begin v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [button v]\nshow\n\nwhen I receive [player hide v]\nhide\n\n@Exit\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [Win]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [begin v]\nset [ghost v] effect to (0)\nshow\n\ndefine Clone x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [setup v]\ngo to [front v] layer\nswitch costume to (exit v)\nshow\nset [collect coin v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n Clone x: [1450] y: [103]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [1150] y: [100]\n else\n if <(LEVEL) = [3]> then\n Clone x: [1040] y: [200]\n else\n if <(LEVEL) = [4]> then\n Clone x: [9999] y: [999]\n else\n if <(LEVEL) = [5]> then\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 [player hide v]\nhide\n\n@Start Background\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (5) layers\n\nwhen I receive [begin v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [button v]\nshow\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [player hide v]\nhide\n\n@Clouds\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [backward v] (1000000000000000000) layers\nswitch costume to (pick random (1) to (10))\nif <(cn) = [1]> then\n go to x: (240) y: (pick random (30) to (100))\n repeat until <[240] > (x position)>\n change x by (-1)\n end\n wait (0.5) seconds\n delete this clone\nend\nif <(cn) = [2]> then\n go to x: (-240) y: (pick random (30) to (100))\n repeat until <[240] < (x position)>\n change x by (1)\n end\n wait (0.5) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nforever\n set [cn v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (8) to (12)) seconds\nend\n\nwhen I receive [player hide v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [begin v]\nshow\n\nwhen this sprite clicked\nbroadcast (SKIP v)\n\nwhen flag clicked\nforever\n if <[3] < (LEVEL)> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nbroadcast (Begin v)\n\nwhen I receive [player hide v]\nhide\n\nwhen I receive [player hide v]\nhide\n\n@Sprite3\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\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 (1 v)\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 receive [player hide v]\nhide\n\n | 3 levels so far (more coming soon)\nArrow keys or wasd or mobile controls.\n\nSTOP ADVERTISING!\n |
Forest || Platformer | @Stage\n\n@Player\n\nwhen flag clicked\nbroadcast (Intro v)\nset [level v] to [1]\ngo to x: (-42) y: (50)\nhide\nset [ghost v] effect to (100)\nforever\n play sound [Music v] until done\n wait (20) seconds\nend\n\nwhen I receive [intro v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> then\n switch costume to (idle v)\n end\n if <(Exit) = [Okay]> then\n if <touching color (#88ff8d)?> then\n set [exit v] to [No]\n broadcast (Portal v)\n repeat (10)\n turn right (65) degrees\n end\n end\n end\n if <not <touching color (#88ff8d)?>> then\n set [exit v] to [Okay]\n point in direction (90)\n end\nend\n\nwhen I receive [intro v]\nforever\n set [mousey v] to (mouse y)\n set [mousex v] to (mouse x)\nend\n\nwhen I receive [portal v]\nif <(Level) = [1]> then\n glide (0.1) secs to x: (-51) y: (65)\nend\nchange [level v] by (1)\nclear graphic effects\n\nwhen I receive [portal v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\n\ngo to x: (-42) y: (50)\n\nwhen I receive [intro v]\nforever\n if <<touching color (#ff0000)?> or <touching color (#8f0000)?>> then\n broadcast (Ooooooooof.... v)\n end\nend\n\nwhen I receive [intro v]\nset [timer v] to [0]\nrepeat until <touching color (#88ff8d)?>\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen I receive [ooooooooof.... v]\nset [timer v] to [0]\n\n@Level/Platforms\n\nwhen flag clicked\nset rotation style [all around v]\ngo to x: (476) y: (-13)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [intro v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nset [controls v] to [Yes]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [portal v]\ngo to (portal and spikes v)\n\nwhen I receive [intro v]\nforever\n switch costume to (Level)\n if <(Controls) = [Yes]> then\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 change x by (x)\n if <touching (player v)?> then\n change x by ((x) * (-1))\n set [x v] to [0]\n else\n set [x v] to ((x) * (0.8))\n end\n change y by (y)\n if <touching (player v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <(LOCK) = [No]> then\n if <key (up arrow v) pressed?> then\n change [y v] by (-11)\n set [lock v] to [Yes]\n end\n end\n else\n change [y v] by (1)\n set [lock v] to [No]\n end\n end\n if <(Level) = [1]> then\n if <(y position) = [274]> then\n broadcast (Ooooooooof.... v)\n end\n end\n if <(Level) = [2]> then\n if <(y position) = [429]> then\n go to x: (-472) y: (95)\n end\n end\n if <(Level) = [3]> then\n if <(y position) = [246]> then\n broadcast (Ooooooooof.... v)\n end\n end\nend\n\nwhen I receive [ooooooooof.... v]\nif <(Level) = [1]> then\n go to x: (476) y: (-13)\nend\nif <(Level) = [2]> then\n go to x: (-472) y: (95)\nend\nif <(Level) = [3]> then\n go to x: (476) y: (-13)\nend\n\nwhen I receive [portal v]\nset [controls v] to [Yes]\n\nif <(Level) = [4]> then\n if <(y position) = [338]> then\n broadcast (Ooooooooof.... v)\n end\nend\n\n@Portal and Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\nswitch costume to (portal v)\nforever\n switch costume to (Level)\n go to (level/platforms v)\nend\n\nwhen I receive [intro v]\nswitch costume to (level 1 v)\n\nwhen I receive [portal v]\nhide\nwait (1) seconds\nshow\n\n@Trees\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [intro v]\nset [ghost v] effect to (50)\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\ngo to x: (29) y: (-109)\nclear graphic effects\n\n | PRESS THE GREEN FLAG TWICE FOR THE GAME TO WORK. Use arrow keys to move. Avoid spikes and the void. (You probably know this already.)\nPLEASE USE FULL SCREEN |
The Ninja Warrior || A Platformer #games | @Stage\n\nwhen flag clicked\nforever\n play sound [song v] until done\nend\n\n@Blank\n\n@Game Manager\n\nwhen flag clicked\nhide\nset [end v] to [0]\nset [deaths v] to [0]\nhide variable [deaths v]\nhide variable [☁ wr deaths v]\nrepeat until <(End) = [1]>\n wait (0.1) seconds\nend\n\nwhen flag clicked\nwait until <(Level) = [14]>\nbroadcast (End v)\n\nwhen I receive [end v]\nif <(Deaths) > (☁ WR Deaths)> then\n set [☁ wr deaths v] to (Deaths)\nend\nset [end v] to [1]\n\nwhen I receive [restart v]\nchange [deaths v] by (1)\n\nwhen I receive [end v]\nshow\nshow variable [☁ wr deaths v]\nshow variable [deaths v]\ngo to [front v] layer\nstop [all v]\n\nset [☁ wr deaths v] to [20]\n\n@Player\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed)\nswitch costume to (hitbox v)\nchange y by (Y Velocity)\nif <touching (ground v)?> then\n repeat ([abs v] of (Y Velocity) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (Y Velocity) ) / (Y Velocity)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(Y Velocity) > [0]>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (movement speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (X Velocity)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat ([abs v] of (X Velocity) )\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (Old Y)\n repeat ([ceiling v] of ([abs v] of (X Velocity) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n end\n set [x velocity v] to [0]\n end\nend\nset [x velocity v] to ((X Velocity) * (friction))\nswitch costume to (ninja v)\n\nwhen flag clicked\nset [level v] to [1]\nset rotation style [left-right v]\nbroadcast (Reset v)\nforever\n platform physics (13.5) (-1) (0.7) (2.1)\n if <(x position) > [235]> then\n change [level v] by (1)\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n broadcast (Restart v)\n end\n if <touching (boosters v)?> then\n set [y velocity v] to [20]\n end\nend\n\ndefine Respawn\nif <(Level) = [8]> then\n go to x: (182) y: (80)\nelse\n go to x: (-207) y: (-72)\nend\n\nwhen I receive [reset v]\nRespawn\n\nwhen [r v] key pressed\nRespawn\n\n@Enemies\n\nwhen flag clicked\nhide\n\ndefine Create Clone At (x) (y) With Clone Speed If Type = 1 (speed) With Type: (type) With Projectile Speed If Type = 2 (projectile speed)\nset [clone speed v] to (speed)\nset [projectile speed v] to (projectile speed)\nset [enemy v] to (type)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [left-right v]\nset [enemy y velocity v] to [0]\nshow\nforever\n if <(Enemy) = [1]> then\n Gravity\n if <not <touching (player v)?>> then\n if <not <([x position v] of [player v]) = (x position)>> then\n point towards (player v)\n end\n end\n if <touching (player v)?> then\n broadcast (Reset v)\n end\n if <(Wall Detection) = [0]> then\n if <not <touching (player v)?>> then\n if <not <([x position v] of [player v]) = (x position)>> then\n if <(direction) > [0]> then\n change x by (Clone Speed)\n end\n if <(direction) < [0]> then\n change x by (join [-] (Clone Speed))\n end\n end\n end\n end\n switch costume to (wall detection v)\n if <touching (ground v)?> then\n set [wall detection v] to [1]\n else\n set [wall detection v] to [0]\n end\n switch costume to (enemy v)\n else\n if <(Enemy) = [2]> then\n switch costume to (enemy2 v)\n if <not <touching (player v)?>> then\n if <not <([x position v] of [player v]) = (x position)>> then\n point towards (player v)\n end\n end\n if <touching (player v)?> then\n broadcast (Reset v)\n broadcast (Restart v)\n end\n else\n delete this clone\n end\n end\nend\n\ndefine Gravity\nif <not <touching (ground v)?>> then\n change [enemy y velocity v] by (-1)\n change y by (Enemy Y Velocity)\nend\nif <touching (ground v)?> then\n set [enemy y velocity v] to [0]\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\nend\n\nwhen I receive [reset v]\nwait (0.01) seconds\nif <(Level) = [2]> then\n Create Clone At [178] [-50] With Clone Speed If Type = 1 [3] With Type: [1] With Projectile Speed If Type = 2 [1]\nend\nif <(Level) = [3]> then\n Create Clone At [178] [-119] With Clone Speed If Type = 1 [3] With Type: [2] With Projectile Speed If Type = 2 [1]\nend\nif <(Level) = [7]> then\n Create Clone At [178] [-50] With Clone Speed If Type = 1 [3] With Type: [1] With Projectile Speed If Type = 2 [1]\n Create Clone At [178] [-119] With Clone Speed If Type = 1 [3] With Type: [2] With Projectile Speed If Type = 2 [1]\nend\nif <(Level) = [8]> then\n Create Clone At [-75] [130] With Clone Speed If Type = 1 [3] With Type: [1] With Projectile Speed If Type = 2 [1]\n Create Clone At [-98] [-120] With Clone Speed If Type = 1 [3] With Type: [2] With Projectile Speed If Type = 2 [0.9]\n wait (0.03) seconds\n Create Clone At [-12] [-120] With Clone Speed If Type = 1 [3] With Type: [2] With Projectile Speed If Type = 2 [0.9]\n wait (0.03) seconds\n Create Clone At [148] [-120] With Clone Speed If Type = 1 [3] With Type: [2] With Projectile Speed If Type = 2 [0.9]\nend\nif <(Level) = [11]> then\n Create Clone At [-20] [51] With Clone Speed If Type = 1 [3] With Type: [2] With Projectile Speed If Type = 2 [1]\n Create Clone At [220] [-52] With Clone Speed If Type = 1 [3] With Type: [1] With Projectile Speed If Type = 2 [1]\nend\nif <(Level) = [12]> then\n Create Clone At [222] [-122] With Clone Speed If Type = 1 [3] With Type: [2] With Projectile Speed If Type = 2 [0.6]\n Create Clone At [171] [44] With Clone Speed If Type = 1 [3.5] With Type: [1] With Projectile Speed If Type = 2 [0.6]\n Create Clone At [80] [110] With Clone Speed If Type = 1 [3.5] With Type: [1] With Projectile Speed If Type = 2 [0.6]\n Create Clone At [-22] [166] With Clone Speed If Type = 1 [3.5] With Type: [1] With Projectile Speed If Type = 2 [0.6]\nend\nif <(Level) = [13]> then\n Create Clone At [0] [-143] With Clone Speed If Type = 1 [3] With Type: [3] With Projectile Speed If Type = 2 [0.6]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Enemy Type 2 Create Projectiles\nchange [enemy ninja star # v] by (1)\nadd (x position) to [enemy x v]\nadd (y position) to [enemy y v]\ncreate clone of (enemy shurikens v)\n\nwhen I start as a clone\nwait (([abs v] of (Projectile Speed) ) / (3)) seconds\nforever\n if <(Enemy) = [2]> then\n Enemy Type 2 Create Projectiles\n wait ([abs v] of (Projectile Speed) ) seconds\n end\nend\n\nwhen I receive [reset v]\nset [enemy ninja star # v] to [0]\ndelete all of [enemy x v]\ndelete all of [enemy y v]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I start as a clone\nforever\n if <not <(Enemy) = [3]>> then\n if <touching (player shurikens v)?> then\n delete this clone\n end\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Art\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Level)\n set [ghost v] effect to (15)\nend\n\n@Enemy Shurikens\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (item (Enemy Ninja star #) of [enemy x v]) y: (item (Enemy Ninja star #) of [enemy y v])\nshow\npoint towards (player v)\nrepeat until <<<touching (_edge_ v)?> or <touching (player v)?>> or <<touching (ground v)?> or <<touching (player shurikens v)?> or <<touching (spikes v)?> or <touching (lava v)?>>>>>\n move (10) steps\n if <touching (player v)?> then\n broadcast (Reset v)\n broadcast (Restart v)\n hide\n delete this clone\n end\nend\nif <touching (player v)?> then\n broadcast (Reset v)\n broadcast (Restart v)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to ((costume [number v]) - (1))\nend\n\nwait (0.03) seconds\n\nwhen I receive [reset v]\ndelete this clone\n\n@Player Shurikens\n\nwhen flag clicked\nhide\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nif <([direction v] of [player v]) = [90]> then\n set [look v] to [0]\nend\nif <([direction v] of [player v]) = [-90]> then\n set [look v] to [1]\nend\ngo to [back v] layer\nshow\ngo to (player v)\npoint in direction ([direction v] of [player v])\nrepeat until <<touching (_edge_ v)?> or <<touching (ground v)?> or <<touching (spikes v)?> or <touching (lava v)?>>>>\n if <(Look) = [1]> then\n change x by (-11)\n turn right (15) degrees\n end\n if <(Look) = [0]> then\n change x by (11)\n turn right (15) degrees\n end\nend\nhide\ndelete this clone\n\nwhen I receive [reset v]\ndelete this clone\n\nmove (10) steps\n\n@lava\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (70)\n go to [back v] layer\n switch costume to (Level)\n set y to ((([sin v] of (((Time) + (me)) * (300)) ) * (8)) - ((me) * (5)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n broadcast (Reset v)\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\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\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@shadows\n\nwhen flag clicked\nforever\n switch costume to (Level)\n set [ghost v] effect to (65)\nend\n\n@Boosters\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Assets\n\n@Clouds\n\nwhen flag clicked\ngo to x: (240) y: (240)\nhide\nset [cos. v] to [1]\nswitch costume to (costume2 v)\nwait (0.25) seconds\nforever\n create clone of (_myself_ v)\n wait (pick random (1.3) to (2.3)) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset size to (pick random (82) to (102)) %\nset [ghost v] effect to (pick random (30) to (50))\ngo to x: (230) y: (pick random (155) to (20))\nset [cos. v] to (pick random (1) to (3))\nif <(cos.) = [1]> then\n switch costume to (costume1 v)\nend\nif <(cos.) = [2]> then\n switch costume to (costume2 v)\nend\nif <(cos.) = [3]> then\n switch costume to (costume3 v)\nend\nrepeat until <(x position) < [-230]>\n move (pick random (-4) to (-8)) steps\nend\ndelete this clone\n\n@TB\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset rotation style [left-right v]\n\nwhen [r v] key pressed\nbroadcast (Reset v)\n\n@shadows2\n\nwhen flag clicked\nset [direction v] to [10]\nforever\n go to x: (0) y: (-148)\n switch costume to (Level)\n if <touching (player v)?> then\n broadcast (Reset v)\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n point in direction (([sin v] of ((timer) * (100)) ) * (200))\nend\n\n | Hi And Welcome To My Newest Platformer\nThe Ninja Warrior || A Platformer\nOver 25+ Hours Of Work\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nCan We Get Featured Or On Trending?\n▶ Arrow Keys ◈ WASD To Move\n▶ Watch Out For Spikes, Holes And Lava Enemy Ninjas And Enemy Ninja Stars\n▶ Boosters Make You Jump Higher\n▶ "R" To Reset A Level\n★ ALL LEVELS ARE POSSIBLE\n★★★★★★★★★★Credits★★★★★★★★★★\nPlayer Art By @epikcoding (I Made Some Modifications)\nPlatformer Physics By @Funut\nGround, Flower And Mushroom Art By @IcedSnow And Kenney.nl\nShuriken Art By @Will_Wam\nBooster And Spike Art By @TimMcCool\nCloud Effect By @Squad_Legend\nMusic From Naruto\nOther Code And Art By Me\n\n❤️ By @MarioRocks11\n❤️ And ⭐️ By @KrishTheKing123\n❤️ By @Kodiak77-77\n\nRemember To ❤️ And ⭐️\n\nSuggest It To Get Featured Here:\nhttps://scratch.mit.edu/studios/4228481/comments\n\nreport bugs and faults in the comments\n\nOver 500 Code Blocks\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n★★★★★★★★★★★Tags★★★★★★★★★★★\n#Ninja #Platformer #Colors #Simple #Art #Slope #Wall #Star #Advanced #Hello #Line #Flower #Grass #Monster1234Funny #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 #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials\n\n\n\n\n |
Rainy-a cloud multiplayer platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Spectre \[NCS Release\].mp3 v] until done\nend\n\n@Figur9\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\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\nwhen flag clicked\nhide variable [players v]\nhide\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@connecting\n\nif <(length of [cloud list v]) = [0]> then\n\n\ndefine connecttest (@slot)\nif <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n wait (1) seconds\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (XV) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (failed v)\n end\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]\nelse\n wait (1) seconds\n set [started v] to [1]\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]\nif <(length of [cloud list v]) = [0]> then\n set [@playerslot v] to [1]\nelse\n repeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (8)) - (5)) of [cloud list v]) to [check v]\n end\n wait (2) seconds\n broadcast (Get Data v) and wait\n set [moved? v] to [1]\n repeat until <(item (((Moved?) * (8)) - (5)) of [cloud list v]) = (item (Moved?) of [check v])>\n change [moved? v] by (1)\n end\n set [@playerslot v] to (Moved?)\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (XV) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n connecttest (@PlayerSlot)\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 [aw v]\nshow\ngo to [front v] layer\nswitch costume to (full2 v)\nstop [all 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 [failed v]\nshow\ngo to [front v] layer\nswitch costume to (failed v)\nstop [all v]\n\nhide\n\nshow\n\nwhen I receive [starete v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Figur1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Regen\n\nwhen flag clicked\nset [pixelate v] effect to (0)\nshow\ngo to [front v] layer\nforever\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n if <(Level) = [19]> then\n go to [back v] layer\n end\n if <(Level) = [20]> then\n go to [back v] layer\n end\n if <(Level) = [21]> then\n go to [back v] layer\n end\n if <(Level) = [22]> then\n go to [back v] layer\n end\n if <(Level) = [23]> then\n go to [back v] layer\n end\n if <(Level) = [24]> then\n go to [back v] layer\n end\n if <(Level) = [25]> then\n go to [back v] layer\n end\n if <(Level) = [26]> then\n go to [front v] layer\n stop [other scripts in sprite v]\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\ndelete this clone\n\nif <(Level) = [27]> then\ngo to [back v] layer\n\nwhen I receive [spielen v]\n\nhide\n\nwhen flag clicked\nhide variable [players v]\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@Players2\n\nwhen flag clicked\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\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 Movement (id)\nset size to (100) %\nshow\nchange [yv v] by (-1)\nif <(chat.output) > [0]> then\n say (item ((chat.output) + ((chat.mode) * (9))) of [chat v])\nelse\n think []\nend\nif <(x position) > [230]> then\n broadcast (Next v)\n if <(Level) = [9]> then\n broadcast (win v)\n end\n if <(Level) = [6]> then\n go to x: (-140) y: (-20)\n end\n set [yv v] to [-20]\n set [xv v] to [0]\n change [level v] by (1)\n go to x: (-145) y: (20)\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 [xv v] by (-0.6)\n switch costume to (links 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 [xv v] by (0.6)\n switch costume to (rechts v)\n else\n switch costume to (spieler v)\n end\nend\nset [xv v] to ((XV) * (0.9))\nchange x by (XV)\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 ((XV) * (-1))\nend\nchange y by (YV)\nSave My Data\nif <touching (figur9 v)?> then\n change y by ((0) - (YV))\n set [yv 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 [yv v] to [15]\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [yv v] to [0]\nend\nif <touching (figur1 v)?> then\n go to x: (-192) y: (-2)\n if <(Level) = [6]> then\n go to x: (-150) y: (-2)\n end\n set [xv v] to [0]\n set [yv v] to [0]\n fiind\nend\nSave My Data\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]) = (Level)> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (4))\n show\n set size to (100) %\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) * (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 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 (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\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\nwhen I start as a clone\nwait until <(started) = [1]>\nif <not <(Clone ID) = (@PlayerSlot)>> then\n go to x: (item (((Clone ID) * (8)) - (7)) of [cloud list v]) y: (item (((Clone ID) * (8)) - (6)) of [cloud list v])\nend\nif <(Clone ID) = (@PlayerSlot)> then\n go to x: (-192) y: (0)\nend\nforever\n Tick\nend\n\n\n\nwhen flag clicked\nhide variable [players v]\n\nwhen [t v] key pressed\nif <(chat) = [1]> then\n set [chat v] to [0]\nelse\n set [chat v] to [0]\nend\n\nwhen flag clicked\nset [chat.output v] to [0]\n\nwhen I receive [start v]\nwait (4) 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 [last.activity v] to [1]\n\nwhen flag clicked\nset [chat.output v] to [0]\n\ndefine fiind\nrepeat until <not <touching (figur9 v)?>>\n change y by (1)\nend\n\n\n\nwait (1) seconds\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Figur2\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\ngo to [back v] layer\n\nwhen flag clicked\n\nwhen I receive [next v]\nnext costume\n\n@Figur3\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\ngo to x: (384) y: (41)\nforever\n wait (3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset y to (pick random (41) to (240))\nswitch costume to (pick random (1) to (3))\nrepeat until <(x position) < [-100]>\n change x by (-2)\n if <(x position) < [-100]> then\n delete this clone\n end\nend\n\n@Figur4\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [win v]\nforever\n set [ghost v] effect to (0)\nend\n\n@Figur5\n\nwhen flag clicked\nforever\n switch costume to (Players)\nend\n\n | Play my new project here: https://scratch.mit.edu/projects/710939600/\n\nWelcome to Rainy- a cloud multiplayer platformer!\n\nGet to the end,because you don't want to wet!\n\nMove with the arrow keys,WAD or tap.Don't fall in holes.Simple lol (and generic)xD |
Cubez Platformer #games #all | @Stage\n\nwhen flag clicked\nforever\n if <(X) = [1]> then\n switch backdrop to (background v)\n end\n if <(X) = [2]> then\n switch backdrop to (background v)\n end\n if <(X) = [3]> then\n switch backdrop to (background v)\n end\n if <(X) = [4]> then\n switch backdrop to (background v)\n end\n if <(X) = [5]> then\n switch backdrop to (background v)\n end\n if <(X) = [6]> then\n switch backdrop to (background v)\n end\n if <(X) = [7]> then\n switch backdrop to (background3 v)\n end\n if <(X) = [8]> then\n switch backdrop to (background v)\n end\n if <(X) = [9]> then\n switch backdrop to (background v)\n end\n if <(X) = [10]> then\n switch backdrop to (background2 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (background v)\n\nwhen flag clicked\nforever\n play sound [Tobu - Candyland v] until done\nend\n\nswitch backdrop to (X)\n\n@Cube\n\nwhen flag clicked\nswitch costume to (cube v)\ngo to x: (-200) y: (-110)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [x v] to [1]\nforever\n Platform Gravity: [-1] Jump Height: [13] Side Movement Speed: [4] Friction: [.7] Slope: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement) Friction: (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (1)\n if <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (checkpoint v)?> then\n change [x v] by (1)\n glide (.3) secs to x: (-200) y: (-110)\n end\nend\n\nwhen [space v] key pressed\nglide (.5) secs to x: (-200) y: (-110)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (5) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(y position) < [-175]> then\n glide (.5) secs to x: (-200) y: (-110)\n end\nend\n\nwhen flag clicked\nwait (5) seconds\ngo to x: (-200) y: (-110)\n\nwhen flag clicked\nforever\n if <<(X Velocity) > [1]> or <(Y Velocity) > [1]>> then\n create clone of (_myself_ v)\n end\n if <<(X Velocity) > [-1]> or <(Y Velocity) > [-1]>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (trailz v)\nrepeat (5)\n change [ghost v] effect by (35)\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = ([costume # v] of [cube v])> then\n next costume\n end\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen flag clicked\nforever\n switch costume to (X)\nend\n\n@Checkpoint\n\nwhen flag clicked\nset [ghost v] effect to (1000)\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen flag clicked\nforever\n if <(X) = [10]> then\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n go to x: (0) y: (([cos v] of (((timer) - (3)) * (200)) ) * (25))\nend\n\nwhen flag clicked\nwait (5) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n | Up Arrow Key or W = Jump\nLeft Arrow Key or A = Left Movement\nRight Arrow Key or D= Right Movement\nSpacebar = Reset Character (if you get stuck)\n\n¯\_(ツ)_/¯ |
Ninja- A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [epic-japanese-music-shadow-ninja-youtubemp3free v] until done\nend\n\n@Particles\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (-240) y: (pick random (-290) to (240))\nset [ghost v] effect to (pick random (70) to (80))\nset size to (pick random (100) to (150)) %\nshow\nglide (2.2) secs to x: (240) y: (pick random (-240) to (240))\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n turn left (100) degrees\nend\n\n@Player\n\nwhen I receive [play v]\nswitch costume to (1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\nset [ghost v] effect to (0)\nrepeat (20)\n change size by (-2.5)\n change [ghost v] effect by (7)\nend\ndelete this clone\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....\nswitch costume to (1 v)\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 switch costume to (6 v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (1 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 (level hitbox v)?> then\n change y by (1)\n end\n if <touching (level hitbox v)?> then\n change y by (1)\n end\n if <touching (level hitbox v)?> then\n change y by (1)\n end\n if <touching (level hitbox v)?> then\n change y by (1)\n end\n if <touching (level hitbox 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 [11]\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 hitbox 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 hitbox v)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <<<<touching (obstacles v)?> or <touching (evil ninja v)?>> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n repeat (10)\n change [pixelate v] effect by (-10)\n end\n Place Player: [-189] [-110] Set Size To: [40]\n switch costume to (1 v)\n repeat (10)\n change [pixelate v] effect by (10)\n end\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] [-110] 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 [19]\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\nwhen flag clicked\nbroadcast (play v)\n\nwhen flag clicked\nforever\n if <touching (portal 1 v)?> then\n go to (portal 2 v)\n change x by (20)\n set [x v] to [5]\n set [y v] to [0]\n end\nend\n\nwait (5) seconds\n\n@Trampoline\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Level)\nend\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@Level Hitbox\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Level)\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@Level Art\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Portal 1\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (-13) y: (-99)\n end\n if <(Level) = [8]> then\n go to x: (211) y: (-80)\n end\nend\n\n@Portal 2\n\nwhen I receive [play v]\nshow\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n go to x: (16) y: (124)\n end\n if <(Level) = [8]> then\n go to x: (-241) y: (132)\n end\nend\n\n@EVIL NINJA \n\nwhen I receive [play v]\nshow\nforever\n set size to (40) %\nend\n\nwhen I receive [play v]\nforever\n switch costume to (costume1 v)\n glide (2) secs to x: (104) y: (-118)\n wait (.0000001) seconds\n switch costume to (costume2 v)\n glide (2) secs to x: (-104) y: (-118)\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [7]> or <(Level) = [8]>> then\n show\n else\n hide\n end\nend\n\nswitch costume to (costume1 v)\nglide (2) secs to x: (104) y: (-118)\nwait (.0000001) seconds\nswitch costume to (costume2 v)\nglide (2) secs to x: (-104) y: (-118)\n\n@EVIL NINJA 2\n\nwhen I receive [play v]\nshow\nforever\n set size to (40) %\nend\n\nwhen I receive [play v]\nforever\n switch costume to (costume1 v)\n glide (2) secs to x: (104) y: (-118)\n wait (.0000001) seconds\n switch costume to (costume2 v)\n glide (2) secs to x: (-104) y: (-118)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\n | This is Ninja- A Platformer:\n15 level platformer\nMake sure to leave a heart and star if you enjoyed it =D\nArrow Keys, WASD, or mouse to move\nPress r to restart the level\n |
WORLD A Platformer | @Stage\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (Start Game v)\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.2) seconds\nset rotation style [don't rotate v]\npoint in direction (90)\nif <([costume name v] of [platform v]) = [3]> then\n go to x: (0) y: (0)\n switch costume to (3 v)\n show\nelse\n if <([costume name v] of [platform v]) = [4]> then\n go to x: (0) y: (0)\n switch costume to (4 v)\n show\n else\n if <([costume name v] of [platform v]) = [5]> then\n go to x: (0) y: (0)\n switch costume to (5 v)\n show\n broadcast (Power v)\n else\n if <([costume name v] of [platform v]) = [6]> then\n switch costume to (6 v)\n go to x: (0) y: (0)\n show\n else\n if <([costume name v] of [platform v]) = [2]> then\n switch costume to (2 v)\n go to x: (0) y: (0)\n show\n else\n if <([costume name v] of [platform v]) = [7]> then\n switch costume to (8 v)\n go to x: (0) y: (0)\n show\n else\n if <([costume name v] of [platform v]) = [8]> then\n switch costume to (7 v)\n go to x: (0) y: (0)\n show\n else\n if <([costume name v] of [platform v]) = [9]> then\n switch costume to (9 v)\n go to x: (0) y: (0)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nshow\n\n@Player\n\nwhen I receive [start game v]\ngo to [front v] layer\nset [color v] effect to (0)\nforever\n switch costume to (1 v)\n wait (3) seconds\n repeat (3)\n next costume\n end\n wait (0.3) seconds\nend\n\nwhen I receive [start game v]\nset size to (25) %\nset rotation style [left-right v]\ngo to x: (-187) y: (-58)\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 <<mouse down?> and <(mouse y) > [0]>>>> 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 <<mouse down?> and <(mouse x) < [0]>>> then\n change [speed x v] by (-2.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [speed x v] by (2.5)\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 <<mouse down?> and <(mouse y) > [0]>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <(y position) < [-180]> then\n go to x: (0) y: (100)\n set [speed y v] to [0]\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (platform 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 (platform v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [start game v]\nset [level v] to [1]\ngo [backward v] (1) layers\nforever\n if <not <([costume name v] of [platform v]) = [10]>> then\n if <<touching (_edge_ v)?> and <(x position) > [180]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [level v] by (1)\n broadcast (Reposition v)\n broadcast (Next Level v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n if <<touching (spikes v)?> or <touching (bolder v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Reposition v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <touching (abominable v)?> then\n broadcast (Clear All Effects v)\n go to x: (0) y: (-69)\n end\n if <touching (spike v)?> then\n go to x: (-187) y: (-64)\n end\nend\n\nwhen I receive [reposition v]\ngo to x: (-187) y: (-64)\n\nwhen [r v] key pressed\nbroadcast (Reposition v)\n\nwhen flag clicked\nhide variable [level v]\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\ngo to [back v] layer\nswitch costume to (light v)\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen I receive [start game v]\ncreate clone of (_myself_ v)\n\n@Skip\n\nwhen flag clicked\ngo to x: (207) y: (-144)\nhide\n\nwhen I receive [start game v]\nshow\nforever\n go to [front v] layer\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 <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <not <<([costume name v] of [platform v]) = [10]> or <([costume name v] of [platform v]) = [End]>>> then\n wait (0.3) seconds\n broadcast (Reposition v)\n broadcast (Next Level v)\n change [level v] by (1)\n end\n end\nend\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\nset volume to (50) %\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\nforever\n play sound [Vicetone - United We Dance v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Cloud\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I receive [start game v]\nforever\n if <<([costume # v] of [platform v]) < [7]> or <([costume # v] of [platform v]) > [10]>> then\n wait (2) seconds\n create clone of (_myself_ v)\n else\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (0) to (180))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\n if <<([costume name v] of [platform v]) > [6]> and <([costume name v] of [platform v]) < [11]>> then\n hide\n delete this clone\n end\nend\nrepeat (10)\n hide\n delete this clone\nend\n\n | Arrows keys or touch to move; avoid spikes.\nPress R to reposition |
FIRE - PLATFORMER | @Stage\n\nwhen I receive [outro v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Winning Song v]\n\nwhen backdrop switches to [starter background v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Starter Sound v]\n\nwhen backdrop switches to [level 0 v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Gameplay Sound v]\n\nwhen backdrop switches to [help background v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Help Pause Music v]\n\n@Player\n\nwhen flag clicked\nhide\nswitch backdrop to (starter background v)\nswitch costume to (up v)\ngo to x: (-223) y: (0)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [speedx v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-2)\n end\n change x by (speedX)\n if <touching (platform v)?> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <touching (platform v)?> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(Lock) = [0]> then\n if <key (up arrow v) pressed?> then\n set [speedy v] to [15]\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (down v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (up - right v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (up - left v)\n end\n if <<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (down - right v)\n end\n if <<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (down - left v)\n end\n if <<key (up arrow v) pressed?> and <key (down arrow v) pressed?>> then\n switch costume to (up - down v)\n end\n if <<key (right arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (up - down v)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-216) y: (-30)\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (Lvl1 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 1 v)\n end\n if <touching color (#00ff18)?> then\n broadcast (Lvl2 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 2 v)\n end\n if <touching color (#e7ff00)?> then\n broadcast (Lvl3 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 3 v)\n end\n if <touching color (#90c9ff)?> then\n broadcast (Lvl4 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 4 v)\n end\n if <touching color (#ff7400)?> then\n broadcast (Lvl5 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 5 v)\n end\n if <touching color (#ff9090)?> then\n broadcast (Outro v)\n switch backdrop to (outro v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n start sound [Laser1 v]\n go to x: (-223) y: (0)\n end\nend\n\n@Platform\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (level 0 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [lvl1 v]\nswitch costume to (level 1 v)\n\nwhen I receive [lvl2 v]\nswitch costume to (level 2 v)\n\nwhen I receive [lvl3 v]\nswitch costume to (level 3 v)\n\nwhen I receive [lvl4 v]\nswitch costume to (level 4 v)\n\nwhen I receive [lvl5 v]\nswitch costume to (level 5 v)\n\nwhen I receive [outro v]\nswitch costume to (level 0 v)\n\nwhen I receive [outro v]\nswitch costume to (outro v)\n\n@Levels\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\ngo to x: (-193) y: (131)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [lvl1 v]\nstart sound [Coin v]\nswitch costume to (1 v)\n\nwhen I receive [lvl2 v]\nstart sound [Coin v]\nswitch costume to (2 v)\n\nwhen I receive [lvl3 v]\nstart sound [Coin v]\nswitch costume to (3 v)\n\nwhen I receive [lvl4 v]\nstart sound [Coin v]\nswitch costume to (4 v)\n\nwhen I receive [lvl5 v]\nstart sound [Coin v]\nswitch costume to (5 v)\n\nwhen I receive [outro v]\nhide\n\n@Logo\n\nwhen I receive [help v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (145)\npoint in direction (90)\nshow\nforever\n turn right (5) degrees\n wait (0.2) seconds\n turn left (5) degrees\n wait (0.2) seconds\nend\n\n@Starter\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch backdrop to (starter background v)\n\nwhen I receive [help v]\nhide\n\nwhen I receive [back v]\nswitch backdrop to (starter background v)\nshow\n\nwhen I receive [start v]\nhide\n\n@Start\n\nwhen flag clicked\nshow\ngo to x: (76) y: (-127)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (clicked v)\n else\n switch costume to (unclicked v)\n end\nend\n\nwhen I receive [help v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\nstart sound [Suction Cup v]\nswitch backdrop to (level 0 v)\nhide\nbroadcast (Start v)\n\n@Back\n\nwhen flag clicked\nhide\ngo to x: (-117) y: (107)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (clicked v)\n else\n switch costume to (unclicked v)\n end\nend\n\nwhen I receive [help v]\ngo to x: (0) y: (-160)\nshow\n\nwhen this sprite clicked\nstart sound [Suction Cup v]\nhide\nbroadcast (Back v)\n\n@Help\n\nwhen flag clicked\nshow\ngo to x: (217) y: (-160)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (clicked v)\n else\n switch costume to (unclicked v)\n end\nend\n\nwhen this sprite clicked\nstart sound [Suction Cup v]\nswitch backdrop to (help background v)\nhide\nbroadcast (Help v)\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [help v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Fire Barticles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n turn right (5) degrees\nend\n\nwhen I start as a clone\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nset [ghost v] effect to (0)\nforever\n hide\n wait (0.3) seconds\n go to (random position v)\n create clone of (_myself_ v)\n go to [back v] layer\nend\n\nwhen I receive [back v]\nset [ghost v] effect to (100)\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (-119) y: (-37)\nshow\n\nwhen I receive [lvl1 v]\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [lvl2 v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [lvl3 v]\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [lvl4 v]\nswitch costume to (costume5 v)\nshow\n\nwhen I receive [lvl5 v]\nhide\n\n@TN\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n | Hello Everyone, Level 2 Out Now \n\n\nHope U Like It\n\n\nTAGS:\n\n#F#i#r#e#p#l#a#t#f#o#r#m#e#r#Platformer#Best\n___________________________________________\n\n(Not Played Level 1 Check It Out)\n\nhttps://scratch.mit.edu/projects/398162729\n\n\n(Level 3 Is Out Check It Out)\n\nhttps://scratch.mit.edu/projects/398759713\n\n\n\n\n\nAND NOW BYE (-_-) |
Speedrunner - a platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide variable [ree v]\nhide variable [☁ reee v]\nforever\n play sound [THE WORLD REVOLVING - Deltarune OST v] until done\nend\n\nwhen I receive [epic v]\nswitch backdrop to (backdrop2 v)\nchange [ree v] by (backtime)\nrepeat (10)\n if <(ree) < (☁ reee)> then\n set [☁ reee v] to (ree)\n end\nend\nshow variable [☁ reee v]\nshow variable [ree v]\n\n@m a p\n\nwhen flag clicked\nreset timer\nswitch costume to (costume1 v)\nset size to (1500) %\nswitch costume to (1 v)\ngo to [front v] layer\nshow\ngo to x: (3350) y: (-175)\nset x to (3350)\nforever\n set [x. v] to (x position)\n set [ex v] to (x position)\n if <(X) > [1]> then\n change x by (join [-] (X))\n else\n change x by ((X) - ((X) * (2)))\n end\nend\n\nwhen I receive [ydied v]\ngo to x: (3350) y: (-175)\n\nwhen I receive [epic v]\nhide\n\n@h\n\nwhen I receive [zmove v]\n\nwhen flag clicked\nbroadcast (zmove v)\npoint in direction (90)\nshow\n\nwhen I receive [zmove v]\ngo to x: (0) y: (0)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <<key (up arrow v) pressed?> or <key (w 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 [7]\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 (#000000)?> then\n switch costume to (costume1 v)\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (Y)\n if <touching color (#000000)?> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching color (#000000)?>> then\n set [y v] to [10]\n end\n change y by (1)\n if <touching color (#fd0000)?> then\n go to x: (0) y: (0)\n broadcast (ydied v)\n end\nend\n\nwhen I receive [zmove v]\nforever\n if <touching (_edge_ v)?> then\n go to x: (0) y: (0)\n broadcast (ydied v)\n end\nend\n\nwhen I receive [zmove v]\nforever\n if <touching color (#66ff72)?> then\n set [x v] to [30]\n set [y v] to [5]\n end\nend\n\nwhen I receive [zmove v]\nforever\n if <touching color (#ff85fa)?> then\n set [x v] to [0]\n set [y v] to [15]\n end\nend\n\nwhen I receive [zmove v]\nforever\n if <touching color (#ffb800)?> then\n set [x v] to [-30]\n set [y v] to [5]\n end\nend\n\nwhen I receive [zmove v]\ngo to [front v] layer\nforever\n if <touching color (#66d4ff)?> then\n change [x v] by (150)\n wait (0) seconds\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nchange [x v] by (500)\nwait (0) seconds\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [zmove v]\ngo to [front v] layer\nforever\n if <touching color (#ff5858)?> then\n hide\n set [ree v] to (timer)\n stop [other scripts in sprite v]\n wait (1) seconds\n broadcast (epic v)\n stop [this script v]\n end\nend\n\n@chest1\n\nwhen flag clicked\nset [backtime v] to [0]\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\nset y to (55)\nforever\n set x to ((x.) - (2550))\nend\n\nwhen flag clicked\nwait until <touching (h v)?>\nswitch costume to (costume2 v)\nchange [backtime v] by (-10)\nstart sound [pop v]\n\n@chest2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\nset y to (100)\nforever\n set x to ((x.) + (169))\nend\n\nwhen flag clicked\nwait until <touching (h v)?>\nswitch costume to (costume2 v)\nchange [backtime v] by (-10)\nstart sound [pop v]\n\nset y to (0)\n\n@white\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\n@chest3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\nset y to (95)\nforever\n set x to ((x.) + (325))\nend\n\nwhen flag clicked\nwait until <touching (h v)?>\nswitch costume to (costume2 v)\nchange [backtime v] by (-10)\nstart sound [pop v]\n\n@chest4\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\nset y to (50)\nforever\n set x to ((x.) + (725))\nend\n\nwhen flag clicked\nwait until <touching (h v)?>\nswitch costume to (costume2 v)\nchange [backtime v] by (-10)\nstart sound [pop v]\n\n@chest5\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nshow\nset y to (0)\nforever\n set x to ((x.) + (169))\nend\n\nwhen flag clicked\nwait until <touching (h v)?>\nswitch costume to (costume2 v)\n\n@Sprite1\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide\n\n | ooo, scrolling platformer!\n\nArrow keys or wasd to move around\n\ncan you make the fastest time? |
extreme adventure (scrolling platformer) | @Stage\n\n@level hit boxes\n\nwhen flag clicked\nswitch costume to (size set v)\nset size to (800) %\nswitch costume to (level 1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [move level hit boxes v]\ngo to x: (x scroll) y: (y scroll)\n\nwhen I receive [next level v]\nnext costume\n\n@player\n\nset [x vel v] to [0]\n\ndefine y\nchange [y vel v] by (-1)\nchange y by (y vel)\nif <[0] > (y vel)> then\n repeat until <not <touching (level hit boxes v)?>>\n change y by (1)\n set [y vel v] to [0]\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y vel v] to [15]\n end\n end\n change y by (1)\nend\nif <touching (level hit boxes v)?> then\n repeat until <not <touching (level hit boxes v)?>>\n set [y vel v] to [0]\n change y by (-1)\n end\n change y by (-2)\nend\n\ndefine x\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <[0] > (mouse x)>>> then\n change [x vel v] by (-1)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x vel v] by (1)\nend\nchange x by (x vel)\nif <(x vel) < [0]> then\n repeat until <not <touching (level hit boxes v)?>>\n change x by (1)\n set [x vel v] to [0]\n end\nelse\n repeat until <not <touching (level hit boxes v)?>>\n change x by (-1)\n set [x vel v] to [0]\n end\nend\n\nset [x scroll v] to [0]\nset [y scroll v] to [0]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (0) y: (0)\nbroadcast (move level hit boxes v)\n\nwhen I receive [start v]\nshow\nset size to (200) %\nset [x scroll v] to [0]\nset [y scroll v] to [0]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (0) y: (0)\nbroadcast (move level hit boxes v)\nforever\n set [x vel v] to ((x vel) * (.85))\n set [y vel v] to ((y vel) * (.95))\n x\n y\n change [x scroll v] by (() - (x position))\n change [y scroll v] by (() - (y position))\n broadcast (move level hit boxes v)\n go to x: (0) y: (0)\n if <touching (goal hit box v)?> then\n broadcast (next level v) and wait\n set size to (200) %\n set [x scroll v] to [0]\n set [y scroll v] to [0]\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (0) y: (0)\n broadcast (move level hit boxes v)\n end\n if <touching (spikes v)?> then\n set size to (200) %\n set [x scroll v] to [0]\n set [y scroll v] to [0]\n set [x vel v] to [0]\n set [y vel v] to [0]\n go to x: (0) y: (0)\n broadcast (move level hit boxes v)\n end\nend\n\nwhen flag clicked\nhide\n\n@goal hit box\n\nwhen I receive [move level hit boxes v]\ngo to x: (x scroll) y: (y scroll)\n\nwhen flag clicked\nchange x by (10000)\nswitch costume to (0 v)\nset size to (800) %\nset [ghost v] effect to (100)\nswitch costume to (1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@level render\n\nwhen I receive [move level hit boxes v]\ngo to x: (x scroll) y: (y scroll)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (0 v)\nset size to (800) %\nswitch costume to (1 v)\n\n@spikes\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nset size to (800) %\nswitch costume to (2 v)\nset [ghost v] effect to (100)\n\nwhen I receive [move level hit boxes v]\ngo to x: (x scroll) y: (y scroll)\n\nwhen I receive [next level v]\nnext costume\n\nhide\n\n@thumb nail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\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 v)\n\n | Use arrow keys, WASD or mouse |
DESERT - PLATFORMER | @Stage\n\nwhen I receive [outro v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Winning Song v]\n\nwhen backdrop switches to [starter background v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Starter Sound v]\n\nwhen backdrop switches to [level 0 v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Gameplay Sound v]\n\nwhen backdrop switches to [help background v]\nstop all sounds\nwait (0.2) seconds\nstart sound [Help Pause Music v]\n\n@Player\n\nwhen flag clicked\nhide\nswitch backdrop to (starter background v)\nswitch costume to (up v)\ngo to x: (-223) y: (0)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [speedx v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-2)\n end\n change x by (speedX)\n if <touching (platform v)?> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((speedX) * (0.8))\n end\n change y by (speedY)\n if <touching (platform v)?> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(Lock) = [0]> then\n if <key (up arrow v) pressed?> then\n set [speedy v] to [15]\n set [lock v] to [1]\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\n if <key (up arrow v) pressed?> then\n switch costume to (up v)\n end\n if <key (down arrow v) pressed?> then\n switch costume to (down v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (up - right v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (up - left v)\n end\n if <<key (down arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (down - right v)\n end\n if <<key (down arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (down - left v)\n end\n if <<key (up arrow v) pressed?> and <key (down arrow v) pressed?>> then\n switch costume to (up - down v)\n end\n if <<key (right arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (up - down v)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-216) y: (-30)\n\nwhen I receive [back v]\nhide\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n broadcast (Lvl1 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 1 v)\n end\n if <touching color (#00ff18)?> then\n broadcast (Lvl2 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 2 v)\n end\n if <touching color (#e7ff00)?> then\n broadcast (Lvl3 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 3 v)\n end\n if <touching color (#90c9ff)?> then\n broadcast (Lvl4 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 4 v)\n end\n if <touching color (#ff7400)?> then\n broadcast (Lvl5 v)\n go to x: (-223) y: (0)\n switch backdrop to (level 5 v)\n end\n if <touching color (#ff9090)?> then\n broadcast (Outro v)\n switch backdrop to (outro v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cactus v)?> then\n start sound [Laser1 v]\n go to x: (-223) y: (0)\n end\nend\n\n@Platform\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (level 0 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [lvl1 v]\nswitch costume to (level 1 v)\n\nwhen I receive [lvl2 v]\nswitch costume to (level 2 v)\n\nwhen I receive [lvl3 v]\nswitch costume to (level 3 v)\n\nwhen I receive [lvl4 v]\nswitch costume to (level 4 v)\n\nwhen I receive [lvl5 v]\nswitch costume to (level 5 v)\n\nwhen I receive [outro v]\nswitch costume to (level 0 v)\n\n@Levels\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\ngo to x: (-193) y: (131)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [lvl1 v]\nstart sound [Coin v]\nswitch costume to (1 v)\n\nwhen I receive [lvl2 v]\nstart sound [Coin v]\nswitch costume to (2 v)\n\nwhen I receive [lvl3 v]\nstart sound [Coin v]\nswitch costume to (3 v)\n\nwhen I receive [lvl4 v]\nstart sound [Coin v]\nswitch costume to (4 v)\n\nwhen I receive [lvl5 v]\nstart sound [Coin v]\nswitch costume to (5 v)\n\nwhen I receive [outro v]\nhide\n\n@Logo\n\nwhen flag clicked\npoint in direction (90)\nshow\nset size to (100) %\ngo to x: (0) y: (145)\nforever\n set size to (98) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (96) %\n wait (0.1) seconds\n turn left (5) degrees\n set size to (94) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (92) %\n wait (0.1) seconds\n turn left (5) degrees\n set size to (90) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (92) %\n wait (0.1) seconds\n turn left (5) degrees\n set size to (94) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (96) %\n wait (0.1) seconds\n turn left (5) degrees\n set size to (98) %\n wait (0.1) seconds\n turn right (5) degrees\n set size to (100) %\n wait (0.1) seconds\n turn left (5) degrees\nend\n\nwhen I receive [help v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Starter\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [help v]\nhide\n\nwhen I receive [back v]\nswitch backdrop to (starter background v)\nshow\n\nwhen I receive [start v]\nhide\n\n@Start\n\nwhen flag clicked\nshow\ngo to x: (76) y: (-127)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (clicked v)\n else\n switch costume to (unclicked v)\n end\nend\n\nwhen I receive [help v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\nstart sound [Suction Cup v]\nswitch backdrop to (level 0 v)\nhide\nbroadcast (Start v)\n\n@Back\n\nwhen flag clicked\nhide\ngo to x: (-117) y: (107)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (clicked v)\n else\n switch costume to (unclicked v)\n end\nend\n\nwhen I receive [help v]\ngo to x: (0) y: (-160)\nshow\n\nwhen this sprite clicked\nstart sound [Suction Cup v]\nhide\nbroadcast (Back v)\n\n@Help\n\nwhen flag clicked\nshow\ngo to x: (217) y: (-160)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (clicked v)\n else\n switch costume to (unclicked v)\n end\nend\n\nwhen this sprite clicked\nstart sound [Suction Cup v]\nswitch backdrop to (help background v)\nhide\nbroadcast (Help v)\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nhide\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [help v]\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [start v]\nhide\n\n@Cactus\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl3 v]\nswitch costume to (4 v)\nshow\n\nwhen I receive [back v]\nhide\n\nwhen I receive [lvl4 v]\nswitch costume to (5 v)\nshow\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [lvl1 v]\nswitch costume to (2 v)\nshow\n\nwhen I receive [lvl2 v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [lvl5 v]\nswitch costume to (6 v)\nshow\n\n@TN\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@Dust Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nset size to (pick random (50) to (100)) %\nset [ghost v] effect to (pick random (0) to (40))\nrepeat until <touching (platform v)?>\n change y by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\ngo to [back v] layer\nclear graphic effects\nset size to (100) %\nforever\n go to x: (pick random (240) to (-240)) y: (170)\n wait (0.008) seconds\n create clone of (_myself_ v)\nend\n\n | (Did Not Want To Be Late) Level 3 Is Out!!! \n\nThe Theme That I Chose Is The Sandy Desert Based On The Idea Of @CubingAnimations\n\nHope U Like It\n\n\n\nTAGS:\n\n#D#e#s#e#r#t#p#l#a#t#f#o#r#m#e#r#Platformer#Best\n___________________________________________\n\n(Not Played Level 1 Or 2 Check Them Out)\n\nhttps://scratch.mit.edu/projects/398162729\nhttps://scratch.mit.edu/projects/398676213\n\n\n\n\n\n\nAND NOW BYE (-_-) |
Caverne☻Platformer | @Stage\n\n@LEVEL finished\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nset [ghost v] effect to (100)\n\nwhen flag clicked\nrepeat (10)\n change [ghost v] effect by (-11)\n go to [front v] layer\nend\nforever\n switch costume to (backdrop [number v])\nend\n\n@player\n\nwhen I start as a clone\nswitch costume to (trail v)\nset size to (75) %\nset [ghost v] effect to (1)\nrepeat (10)\n switch costume to (trail v)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (hitbox v)\nset [level v] to [1]\nshow\ngo to x: (-177) y: (-30)\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?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> 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 (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (0)\n change x by ((x) * (-1))\n if <<<(mouse y) > (y position)> and <mouse down?>> 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 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 <<<<(mouse y) > (y position)> and <mouse down?>> or <key (up arrow v) pressed?>> and <touching color (#000000)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <touching (spikes v)?> then\n stop [all v]\n end\n if <touching (spikes2 v)?> then\n stop [all v]\n end\n if <<touching color (#ff0000)?> or <touching (ball-b \(1\) v)?>> then\n go to x: (-200) y: (0)\n end\n if <(m) = [4]> then\n stop [all v]\n end\n if <touching color (#39c800)?> then\n set [y v] to [20]\n end\n if <touching color (#2e514d)?> then\n broadcast (vv v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (1 \(1\) v)\nshow\nset size to (75) %\nbroadcast (Play Platformer v)\n\nwhen flag clicked\nforever\n if <touching (level finished v)?> then\n next backdrop\n go to x: (-220) y: (0)\n end\n if <touching color (#00ffc0)?> then\n set [f v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (player2 v)\n else\n switch costume to (player3 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n else\n switch costume to (player3 v)\n end\nend\n\nchange [y v] by (20)\n\nwhen flag clicked\nset [f v] to [0]\nforever\n if <mouse down?> then\n show\n end\n if <touching (bullet v)?> then\n go to x: (-238) y: (-158)\n set [f v] to [0]\n end\n if <touching color (#00ffc0)?> then\n set [f v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ffc0)?> then\n set [f v] to [1]\n end\nend\n\nwhen [space v] key pressed\nstop all sounds\n\nwhen [down arrow v] key pressed\nchange [color v] effect by (25)\n\nhide\n\n@Arrow1\n\nwhen this sprite clicked\nnext backdrop\n\n@Ball-b (1)\n\nwhen flag clicked\ngo to x: (0) y: (-127)\nhide\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [3 \(1\)4 v]\nshow\nforever\n turn right (15) degrees\nend\n\nwhen backdrop switches to [3 \(1\)5 v]\ngo to x: (0) y: (-120)\nshow\nforever\n glide (1) secs to x: (-110) y: (-127)\n glide (1) secs to x: (146) y: (-127)\nend\n\nwhen backdrop switches to [3 \(1\)7 v]\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (71)\nforever\n wait (0.1) seconds\n turn right (15) degrees\nend\n\nwhen [space v] key pressed\nswitch backdrop to (3 \(1\)8 v)\n\nwhen backdrop switches to [3 \(1\)5 v]\ndelete this clone\n\nwhen backdrop switches to [3 \(1\)6 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 \(1\)6 v]\ngo to x: (7) y: (35)\nswitch costume to (costume1 v)\nshow\nforever\n turn right (5) degrees\nend\n\nwhen backdrop switches to [3 \(1\)8 v]\nhide\n\nwhen backdrop switches to [3 \(1\)11 v]\nstop [other scripts in sprite v]\ngo to x: (-90) y: (25)\nswitch costume to (costume2 v)\nshow\nforever\n turn right (-5) degrees\nend\n\nwhen backdrop switches to [21 v]\nhide\n\nwhen backdrop switches to [3 \(1\)12 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 \(1\)8 v]\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nforever\n repeat (40)\n change x by (5)\n end\n repeat (40)\n change x by (-5)\n end\nend\n\nwhen backdrop switches to [21 v]\nhide\n\nchange y by (10)\n\nwhen backdrop switches to [3 \(1\)9 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 \(1\) v]\ngo to x: (-6) y: (13)\nswitch costume to (costume1 v)\nshow\nforever\n glide (0.5) secs to x: (-6) y: (13)\n glide (0.5) secs to x: (-6) y: (6)\nend\n\nwhen backdrop switches to [11 v]\nhide\n\nwhen backdrop switches to [3 \(1\)8 v]\nstop [other scripts in sprite v]\ngo to x: (24) y: (6)\nshow\nswitch costume to (costume2 v)\nforever\n glide (0.5) secs to x: (24) y: (6)\n glide (0.5) secs to x: (24) y: (-2)\nend\n\nwhen backdrop switches to [21 v]\nhide\n\nwhen backdrop switches to [3 \(1\)9 v]\nstop [other scripts in sprite v]\ngo to x: (-6) y: (13)\nswitch costume to (costume3 v)\nshow\nforever\n glide (0.5) secs to x: (-6) y: (13)\n glide (0.5) secs to x: (-6) y: (6)\nend\n\nwhen backdrop switches to [3 \(1\)10 v]\nhide\n\nwhen backdrop switches to [2 v]\nstop [other scripts in sprite v]\ngo to x: (-6) y: (13)\nswitch costume to (costume4 v)\nshow\nforever\n glide (0.5) secs to x: (-6) y: (13)\n glide (0.5) secs to x: (-6) y: (6)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 \(1\) v]\nset size to (100) %\nshow\ngo [backward v] (50) layers\nswitch costume to (costume6 v)\nforever\n repeat (13)\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen backdrop switches to [11 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [3 \(1\)2 v]\nshow\ngo [backward v] (50) layers\nswitch costume to (costume6 v)\nforever\n repeat (13)\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen backdrop switches to [3 \(1\)3 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [3 \(1\)5 v]\nshow\ngo [backward v] (50) layers\nswitch costume to (costume6 v)\nforever\n repeat (13)\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen backdrop switches to [3 \(1\)7 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [3 \(1\)6 v]\nshow\ngo [backward v] (50) layers\nswitch costume to (costume6 v)\nforever\n repeat (13)\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen backdrop switches to [21 v]\nhide\nstop [other scripts in sprite v]\n\nchange [pixelate v] effect by (25)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 \(1\)9 v]\ngo to [back v] layer\nshow\ngo to x: (36) y: (-100)\nforever\n repeat (40)\n change y by (5)\n end\n repeat (40)\n change y by (-5)\n end\nend\n\nwhen backdrop switches to [21 v]\nhide\n\nwhen backdrop switches to [3 \(1\)10 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (42) y: (27)\nhide\n\nwhen backdrop switches to [3 \(1\)10 v]\nshow\n\nwhen backdrop switches to [3 \(1\)11 v]\nhide\n\nwhen I receive [vv v]\nrepeat (16)\n change y by (-10)\nend\nwait (3) seconds\nrepeat (34)\n change y by (5)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 \(1\)11 v]\nshow\nforever\n next costume\n wait (0.7) seconds\nend\n\nwhen backdrop switches to [3 \(1\)12 v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\ngo to x: (28) y: (15)\n\nwhen backdrop switches to [3 \(1\)12 v]\nshow\nforever\n repeat (20)\n change y by (-2)\n end\n repeat (20)\n change y by (2)\n end\nend\n\nwhen backdrop switches to [3 \(1\)13 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 \(1\)12 v]\nshow\nset [ghost v] effect to (0)\ngo to x: (-150) y: (30)\nforever\n repeat (30)\n change x by (5)\n end\n repeat (30)\n change x by (-5)\n end\nend\n\nwhen backdrop switches to [21 v]\nhide\n\nchange y by (10)\n\nwhen backdrop switches to [3 \(1\)13 v]\nhide\n\n | |
Magnet Platformer | @Stage\n\nwhen I receive [game start v]\nswitch backdrop to (haunted future night city v)\nforever\n play sound [recording1 v] until done\nend\n\nwhen I receive [game over v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset [volume v] to [15]\nswitch backdrop to (backdrop1 v)\nforever\n set volume to (Volume) %\nend\n\nwhen flag clicked\nreset timer\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Timer)\nswitch backdrop to (backdrop1 v)\n\n@lag reducter\n\n@Player\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (7)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [game start v]\nset [x vel. v] to [0]\nforever\n set rotation style [left-right v]\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <not <<mouse down?> and <((mouse x) - (10)) < (x position)>>>> then\n point in direction (-90)\n change x by (-5)\n if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n change [distance v] by (5)\n end\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <not <<mouse down?> and <(x position) < ((mouse x) + (10))>>>> then\n point in direction (90)\n change x by (5)\n if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n change [distance v] by (5)\n end\n end\n end\nend\n\nwhen I receive [game start v]\nset [y v] to [0]\nset [y v] to (y)\nforever\n change x by (x)\n if <not <touching (ground v)?>> then\n change y by (-5)\n else\n end\nend\n\nwhen I receive [game start v]\npen up\nerase all\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [jump detection v] to [1]\n repeat (10)\n change y by (Jump)\n change [jump v] by (-2)\n end\n set [jump v] to [20]\n else\n if <touching (ground v)?> then\n set [jump detection v] to [0]\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n if <not <touching (ground v)?>> then\n set [jump detection v] to [1]\n end\nend\n\nwhen I receive [game start v]\nset size to (100) %\nforever\n if <touching (spike v)?> then\n go to x: (-210) y: (-65)\n end\nend\n\nwhen I receive [game start v]\nset [play again? v] to [0]\nwait (1.2) seconds\nrepeat until <(Game over) = [1]>\n create clone of (_myself_ v)\nend\n\nforever\n\nwhen I receive [reset v]\npen up\nerase all\nset [jump detection v] to [0]\nset [jump v] to [20]\ngo to x: (-210) y: (-55)\npoint in direction (90)\nset [x v] to [0]\nset [distance v] to [0]\n\nwhen I receive [game start v]\nswitch backdrop to (haunted future night city v)\nforever\n if <<<[0] < (x position)> and <touching (_edge_ v)?>> and <not <([costume # v] of [ground v]) = ([abs v] of ([sqrt v] of (100) ) )>>> then\n broadcast (Next Level v) and wait\n end\nend\n\nwhen I receive [game start v]\nforever\n if <<<mouse down?> and <(x position) < ((mouse x) + (10))>> and <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n point in direction (90)\n change x by (6)\n if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n change [distance v] by (5)\n end\n end\n if <<<mouse down?> and <((mouse x) - (10)) < (x position)>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n point in direction (-90)\n change x by (-6)\n if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n change [distance v] by (5)\n end\n end\nend\n\nwhen I receive [game start v]\nforever\n if <<<mouse down?> and <((y position) + (20)) < (mouse y)>> and <touching (ground v)?>> then\n set [jump detection v] to [1]\n repeat (12)\n change y by (Jump)\n change [jump v] by (-2)\n end\n set [jump v] to [20]\n else\n if <touching (ground v)?> then\n set [jump detection v] to [0]\n end\n end\nend\n\nwhen I receive [game start v]\nshow\nrepeat (3)\n set [ghost v] effect to (100)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\nend\n\nwhen I receive [game start v]\nset [game over v] to [0]\nforever\n if <<<[0] < (x position)> and <touching (_edge_ v)?>> and <([costume # v] of [ground v]) = ([abs v] of ([sqrt v] of (100) ) )>> then\n set [game over v] to [1]\n broadcast (game over v) and wait\n end\nend\n\nwhen I receive [game over v]\nrepeat (2)\n hide\nend\nrepeat until <[2] = [1]>\n if <(Game over) = [0]> then\n show\n end\nend\n\nstop [other scripts in sprite v]\n\n\n\nstamp\n\nforever\n\ngo to x: (117) y: (76)\n\nwhen I receive [game start v]\nshow\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen I receive [game start v]\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> and <<mouse down?> and <((mouse x) - (10)) < (x position)>>> then\n point in direction (-90)\n change x by (-5)\n if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n change [distance v] by (5)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <<mouse down?> and <(x position) < ((mouse x) + (10))>>> then\n point in direction (90)\n change x by (5)\n if <<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> then\n change [distance v] by (5)\n end\n end\nend\n\n@Ground\n\nwhen I receive [game start v]\nshow\nswitch costume to (level1 v)\n\nwhen I receive [reset v]\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Reset v)\n\nswitch costume to (level10 v)\n\nswitch costume to (level6 v)\n\nwhen I receive [game over v]\nhide\nrepeat until <(Play again?) = [1]>\n if <(((Minutes) * (60)) + (Seconds)) < (☁ High score)> then\n set [☁ high score v] to (((Minutes) * (60)) + (Seconds))\n set [☁ personal best v] to (join (join (join (letter (1) of (Minutes)) (letter (2) of (Minutes))) [:]) (join (letter (1) of (Seconds)) (letter (2) of (Seconds))))\n wait (1) seconds\n if <<not <(letter (length of (Seconds)) of (Seconds)) = [0]>> and <not <((☁ High score) - ((Minutes) * (60))) = (Seconds)>>> then\n set [seconds v] to ((Seconds) - (1))\n end\n end\nend\n\nset [time v] to [0]\n\nwhen flag clicked\nswitch costume to (level1 v)\nrepeat (2)\n hide\nend\n\nset [☁ high score v] to [56656]\n\nif then\n\nforever\n if <<touching (detector right v)?> and <mouse down?>> then\n set [x v] to [-6]\n else\n if <<touching (detector left v)?> and <mouse down?>> then\n set [x v] to [6]\n else\n if <touching (detector right v)?> then\n set [x v] to [-5]\n else\n if <touching (detector left v)?> then\n set [x v] to [5]\n end\n end\n end\n end\nend\n\n@detector right\n\nwhen I receive [reset v]\nforever\n go to (player v)\nend\n\nwhen I receive [game start v]\nshow\nrepeat (3)\n set [ghost v] effect to (100)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\nend\n\nwhen I receive [game over v]\nhide\n\nrepeat (10)\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen I receive [game start v]\nforever\n if <<<<touching (ground v)?> or <touching (gate v)?>> and <mouse down?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [x v] to [-5]\n else\n if <<<touching (ground v)?> or <touching (gate v)?>> and <mouse down?>> then\n set [x v] to [-6]\n else\n if <<<touching (ground v)?> or <touching (gate v)?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [x v] to [-5]\n else\n set [check left v] to [1]\n end\n end\n end\nend\n\n@detector left\n\nwhen I receive [reset v]\nforever\n go to (player v)\nend\n\nwhen I receive [game start v]\nshow\nrepeat (3)\n set [ghost v] effect to (100)\n wait (0.2) seconds\n set [ghost v] effect to (0)\n wait (0.2) seconds\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen I receive [game start v]\nforever\n if <(Check left) = [1]> then\n if <<<<touching (ground v)?> or <touching (gate v)?>> and <mouse down?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [x v] to [5]\n else\n if <<<touching (ground v)?> or <touching (gate v)?>> and <mouse down?>> then\n set [x v] to [6]\n else\n if <<<touching (ground v)?> or <touching (gate v)?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [x v] to [5]\n else\n set [check left v] to [0]\n set [x v] to [0]\n end\n end\n end\n end\nend\n\n@Spike\n\nwhen I receive [game start v]\nshow\nforever\n if <([costume # v] of [ground v]) = [2]> then\n go to x: (-87) y: (-82)\n switch costume to (costume2 v)\n show\n else\n if <([costume # v] of [ground v]) = [4]> then\n go to x: (10) y: (50)\n switch costume to (costume1 v)\n show\n else\n if <([costume # v] of [ground v]) = [5]> then\n go to x: (7) y: (-82)\n switch costume to (costume3 v)\n show\n else\n if <([costume # v] of [ground v]) = [6]> then\n go to x: (45) y: (-80)\n switch costume to (costume4 v)\n show\n else\n if <([costume # v] of [ground v]) = [9]> then\n go to x: (-139) y: (-4)\n switch costume to (costume5 v)\n show\n else\n if <([costume # v] of [ground v]) = [8]> then\n go to x: (2) y: (-82)\n switch costume to (costume4 v)\n show\n else\n if <([costume # v] of [ground v]) = [10]> then\n go to x: (3) y: (-81)\n switch costume to (costume6 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\nswitch costume to (costume4 v)\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@Sprite1\n\nwhen I receive [game start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Reset v)\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@Clock\n\nwhen I receive [game start v]\ngo to [front v] layer\nshow\ngo [backward v] (1) layers\n\nforever\nend\n\nwhen I receive [game over v]\nrepeat until <(Game over) = [0]>\n hide\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@Hand tick\n\nwhen I receive [game start v]\nshow\npoint in direction (90)\nreset timer\nforever\n wait ((1) / (150)) seconds\n turn right (1) degrees\nend\n\nwhen I receive [reset v]\nclear graphic effects\nshow\nforever\n go to (clock v)\nend\n\nwhen I receive [game start v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nforever\n go to [front v] layer\nend\n\nwhen I receive [reset v]\n\nwhen I receive [game over v]\nhide\n\nwhen I receive [game over v]\nrepeat until <(Game over) = [0]>\n hide\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@second\n\nwhen I receive [game start v]\nshow\nset [time v] to [0]\nset [seconds v] to [0]\nwait (1) seconds\nforever\n repeat until <(Game over) = [1]>\n change [seconds v] by (1)\n wait (1) seconds\n end\nend\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n switch costume to ((letter (length of (Seconds)) of (Seconds)) + (1))\nend\n\nwhen I receive [game start v]\nset [minutes v] to [0]\nforever\n if <(letter ((length of (Seconds)) - (1)) of (Seconds)) = [6]> then\n set [seconds v] to [0]\n change [minutes v] by (1)\n end\n if <(length of (Seconds)) = [1]> then\n set [seconds v] to (join [0] (Seconds))\n end\n if <(length of (Minutes)) = [1]> then\n set [minutes v] to (join [0] (Minutes))\n end\nend\n\nwhen I receive [game start v]\nforever\n set [time v] to (join (Minutes) (Seconds))\nend\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n go to x: (230) y: (155)\nend\n\nforever\n\nwhen I receive [game start v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\ngo to x: (170) y: (105)\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n\n\n@second2\n\nwhen I receive [game start v]\nshow\nswitch costume to (costume5 v)\nforever\n switch costume to ((letter ((length of (Seconds)) - (1)) of (Seconds)) + (1))\nend\n\nwhen I receive [reset v]\n\nforever\nend\n\nwhen I receive [game start v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\n\nhide\n\nwhen I receive [game over v]\ngo to x: (155) y: (105)\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n go to x: (210) y: (155)\nend\n\ngo to x: (230) y: (155)\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@Sprite2\n\nwhen I receive [reset v]\n\nforever\n go to x: (230) y: (155)\nend\n\nwhen I receive [game start v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\n\nhide\n\nwhen I receive [game over v]\ngo to x: (140) y: (105)\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n go to x: (198) y: (155)\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@second3\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n switch costume to ((letter (length of (Minutes)) of (Minutes)) + (1))\nend\n\nwhen I receive [reset v]\n\nforever\n go to x: (230) y: (155)\nend\n\nwhen I receive [game start v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\ngo to x: (125) y: (105)\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n go to x: (185) y: (155)\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@second4\n\nwhen I receive [game start v]\nshow\nswitch costume to (costume5 v)\nforever\n switch costume to ((letter ((length of (Minutes)) - (1)) of (Minutes)) + (1))\nend\n\nwhen I receive [reset v]\n\nforever\n go to x: (230) y: (155)\nend\n\nwhen I receive [game start v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [game over v]\ngo to x: (110) y: (105)\n\nhide\n\nwhen I receive [game over v]\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n go to x: (170) y: (155)\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nif <not <(Seconds) = [0]>> then\n set [seconds v] to ((Seconds) - (1))\nend\n\n@Battery\n\nwhen I receive [reset v]\nset [distance v] to [0]\nhide\nswitch costume to (costume1 v)\nforever\n if <([costume # v] of [ground v]) = [7]> then\n go to x: (212) y: (-152)\n show\n forever\n if <(Distance) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Distance) = [200]> then\n switch costume to (costume2 v)\n end\n if <(Distance) = [500]> then\n switch costume to (costume3 v)\n end\n if <(Distance) = [1000]> then\n switch costume to (costume4 v)\n end\n if <<(Distance) = [2000]> or <[2000] < (Broadcaster)>> then\n switch costume to (costume5 v)\n set [distance v] to [0]\n set [broadcaster v] to [1]\n broadcast (Full Battery v)\n broadcast (Battrey2 v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [battrey2 v]\nset [distance v] to [0]\nhide\nswitch costume to (costume1 v)\nforever\n if <([costume # v] of [ground v]) = [8]> then\n go to x: (212) y: (-152)\n show\n forever\n if <(Distance) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Distance) = [200]> then\n switch costume to (costume2 v)\n end\n if <(Distance) = [500]> then\n switch costume to (costume3 v)\n end\n if <(Distance) = [1000]> then\n switch costume to (costume4 v)\n end\n if <<(Distance) = [2000]> or <[2000] < (Broadcaster)>> then\n switch costume to (costume5 v)\n set [distance v] to [0]\n set [broadcaster v] to [2]\n broadcast (Full Battery v)\n broadcast (Battery3 v)\n stop [this script v]\n end\n end\n end\nend\n\nhide\n\nwhen I receive [game start v]\nforever\n if <not <<<([costume # v] of [ground v]) = [7]> or <<([costume # v] of [ground v]) = [8]> or <([costume # v] of [ground v]) = [10]>>> and <not <(Game over) = [1]>>>> then\n hide\n else\n show\n end\nend\n\nchange [broadcaster v] by (1)\nchange [broadcaster v] by (1)\n\nswitch costume to (costume1 v)\n\nwhen I receive [battery3 v]\nset [distance v] to [0]\nhide\nswitch costume to (costume1 v)\nforever\n if <([costume # v] of [ground v]) = [10]> then\n go to x: (212) y: (-152)\n show\n forever\n if <(Distance) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Distance) = [200]> then\n switch costume to (costume2 v)\n end\n if <(Distance) = [500]> then\n switch costume to (costume3 v)\n end\n if <(Distance) = [1000]> then\n switch costume to (costume4 v)\n end\n if <<(Distance) = [2000]> or <[2000] < (Broadcaster)>> then\n switch costume to (costume5 v)\n set [distance v] to [0]\n set [broadcaster v] to [3]\n broadcast (Full Battery v)\n stop [this script v]\n end\n end\n else\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen I receive [game over v]\nhide\n\nstop [this script v]\n\nwhen I receive [reset v]\nset [distance v] to [0]\n\nwhen I receive [game start v]\nset [broadcaster v] to [0]\n\n@Gate\n\nwhen I receive [game start v]\ngo to [back v] layer\ngo [forward v] (2) layers\nhide\ngo to x: (186) y: (26)\nforever\n if <([costume # v] of [ground v]) = [7]> then\n go to x: (186) y: (26)\n repeat until <not <([costume # v] of [ground v]) = [7]>>\n show\n end\n else\n if <([costume # v] of [ground v]) = [8]> then\n go to x: (186) y: (26)\n repeat until <not <([costume # v] of [ground v]) = [8]>>\n show\n end\n else\n if <([costume # v] of [ground v]) = [10]> then\n go to x: (186) y: (26)\n repeat until <not <([costume # v] of [ground v]) = [10]>>\n show\n end\n hide\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [full battery v]\ngo to x: (186) y: (26)\nif <<<([costume # v] of [ground v]) = [7]> and <(Broadcaster) = [1]>> and <([costume # v] of [battery v]) = [5]>> then\n wait until <<<([costume # v] of [ground v]) = [7]> and <(Broadcaster) = [1]>> and <([costume # v] of [battery v]) = [5]>>\n go to x: (186) y: (26)\n go to x: (186) y: (26)\n glide (0.5) secs to x: (186) y: (290)\nelse\n if <<<([costume # v] of [ground v]) = [8]> and <(Broadcaster) = [2]>> and <([costume # v] of [battery v]) = [5]>> then\n wait until <<<([costume # v] of [ground v]) = [8]> and <(Broadcaster) = [2]>> and <([costume # v] of [battery v]) = [5]>>\n go to x: (186) y: (26)\n go to x: (186) y: (26)\n glide (0.5) secs to x: (186) y: (290)\n else\n if <<<([costume # v] of [ground v]) = [ 10]> and <(Broadcaster) = [3]>> and <([costume # v] of [battery v]) = [5]>> then\n wait until <<<([costume # v] of [ground v]) = [10]> and <(Broadcaster) = [3]>> and <([costume # v] of [battery v]) = [5]>>\n go to x: (186) y: (26)\n go to x: (186) y: (26)\n glide (0.5) secs to x: (186) y: (290)\n else\n go to x: (186) y: (26)\n broadcast (Full Battery v)\n end\n end\nend\n\ngo to x: (186) y: (26)\n\nstop [this script v]\n\nwhen I receive [game start v]\n\nforever\n if <<touching (detector right v)?> and <not <mouse down?>>> then\n set [x v] to [-5]\n end\nend\n\nchange x by (x)\n\nrepeat until <[] = [2]>\n change y by (2)\nend\n\nwhen I receive [full battery2 v]\ngo to x: (186) y: (26)\nif then\n wait (1) seconds\nend\nstop [this script v]\n\nrepeat until <([costume # v] of [ground v]) = [9]>\nend\n\nchange y by (2)\n\nwhen I receive [full battery 3 v]\ngo to x: (186) y: (26)\nif then\nend\nstop [this script v]\n\nrepeat until <([costume # v] of [ground v]) = [11]>\n change y by (2)\nend\ngo to x: (186) y: (26)\n\nwhen I receive [game start v]\n\nforever\n if <<touching (detector right v)?> and <mouse down?>> then\n set [x v] to [-6]\n else\n set rotation style [left-right v]\n point in direction (90)\n end\nend\n\nwhen I receive [game over v]\nrepeat until <(Play again?) = [1]>\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwait (1) seconds\n\nwait (1) seconds\n\nwait until \ngo to x: (186) y: (26)\n\ngo to x: (186) y: (26)\n\n@Attraction \n\nwhen I receive [reset v]\nforever\n go to (player v)\nend\n\nwhen I receive [reset v]\nrepeat until <(Game over) = [1]>\n wait (5) seconds\n show\n wait (0.15) seconds\n hide\nend\n\nwhen I receive [game over v]\nhide\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@Sprite3\n\nwhen I receive [game over v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [game start v]\nhide\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nwhen [timer v] > (Timer)\ngo to x: (0) y: (-320)\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nglide (1) secs to x: (0) y: (0)\n\n@seconds pb\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n switch costume to ((letter (length of (☁ Personal Best)) of (☁ Personal Best)) + (1))\nend\n\nwhen I receive [game start v]\nhide\nforever\n go to x: (170) y: (55)\nend\n\nwhen I receive [game start v]\nforever\n go to [back v] layer\nend\n\nwhen I receive [game over v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@10secs\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n switch costume to ((letter ((length of (☁ Personal Best)) - (1)) of (☁ Personal Best)) + (1))\nend\n\nwhen I receive [reset v]\nforever\n go to x: (155) y: (55)\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [game over v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@colon\n\nwhen I receive [reset v]\nforever\n go to x: (140) y: (55)\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [game over v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@minutes\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n switch costume to ((letter ((length of (☁ Personal Best)) - (3)) of (☁ Personal Best)) + (1))\nend\n\nwhen I receive [reset v]\nforever\n go to x: (125) y: (55)\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [game over v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@10mins\n\nwhen I receive [game start v]\nswitch costume to (costume5 v)\nforever\n switch costume to ((letter ((length of (☁ Personal Best)) - (4)) of (☁ Personal Best)) + (1))\nend\n\nwhen I receive [reset v]\nforever\n go to x: (110) y: (55)\nend\n\nwhen I receive [game start v]\nhide\n\nwhen I receive [game over v]\nshow\nforever\n go to [front v] layer\nend\n\nbroadcast (game over v)\n\nset [☁ personal best v] to [01:00]\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\n@Play again button\n\nwhen I receive [game over v]\nshow\ngo to x: (0) y: (-28)\nrepeat until <(Game over) = [0]>\n go to [front v] layer\n set [mouse xy v] to (join (mouse x) (join [/] (mouse y)))\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <<<<[86] > (mouse x)> and <(mouse x) > [-91]>> and <<(mouse y) < [6]> and <[-49] < (mouse y)>>> and <mouse down?>>> then\n change size by (-10)\n wait (0.05) seconds\n change size by (10)\n set [play again? v] to [1]\n broadcast (Game start v)\n broadcast (Reset v)\n broadcast (Game start v)\n broadcast (Reset v)\n hide\n set [game over v] to [0]\n end\nend\n\nwhen I receive [game start v]\nhide\nset [play again? v] to [0]\n\nwhen flag clicked\nrepeat (2)\n hide\nend\n\nrepeat (2)\n\n@Sprite4\n\nwhen flag clicked\nset [thumbnail hide? v] to [0]\ngo to x: (0) y: (0)\nrepeat (2)\n show\nend\nset language to (en v)::tts\nset voice to (tenor v)::tts\nspeak (join [welcome] (username))::tts\nwait (7) seconds\nif <(Thumbnail hide?) = [hide]> then\n stop [this script v]\nelse\n speak [What ARE YOU WAITING FOR?!]::tts\n wait (4) seconds\n if <(Thumbnail hide?) = [hide]> then\n stop [this script v]\n else\n speak [CLICK THE PLAY BUTTON!!!]::tts\n wait (2) seconds\n if <(Thumbnail hide?) = [hide]> then\n stop [this script v]\n else\n speak [The Green button there.]::tts\n wait (1) seconds\n if <(Thumbnail hide?) = [hide]> then\n stop [this script v]\n else\n speak [JUST CLICK THAAT!!!!!!!!!!]::tts\n wait (1) seconds\n if <(Thumbnail hide?) = [hide]> then\n stop [this script v]\n else\n speak [FAAAAaaaaaāāāāāāāaaaaaaaaaaaaAAASTT!!!!!!!]::tts\n wait (1) seconds\n if <(Thumbnail hide?) = [hide]> then\n stop [this script v]\n else\n speak [Ok, then check out my other PROJECTS!]::tts\n end\n end\n end\n end\n end\nend\n\nwhen I receive [game start v]\nset [thumbnail hide? v] to [hide]\nhide\n\nspeak [WAITING FOR?!]::tts\n\n@Play-Button-715x715\n\nwhen I receive [game start v]\nhide\n\nwhen flag clicked\nrepeat (2)\n go to [front v] layer\n show\nend\n\nwhen this sprite clicked\nchange size by (-10)\nwait (0.05) seconds\nchange size by (10)\nrepeat (2)\n broadcast (Reset v)\n broadcast (Game start v)\nend\n\nwhen this sprite clicked\nplay sound [Tap Conga v] until done\n\n | Rules are In the game\nYou are magnetised and the ground is a metal,\nHence, you can stick to it. To come out, press left or 'a' for a short interval then go to the required direction.\nThe whole game is tested and is compatible for mobile.\nAll levels are Possible.\n-----------------------------------------------------------------------\nCLOUD VARIABLES ARE ADDED!!!!!!! |
Platformer Starter Project | @Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (135) y: (-75)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform [12] [-1] [0.7] [2]\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\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?>>> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [0]\n end\nelse\n change [y velocity v] by (-1)\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Easter Egg\n\n@Disappear\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n repeat (8)\n change [ghost v] effect by (10)\n end\n wait until <not <touching (player v)?>>\n repeat (8)\n change [ghost v] effect by (-10)\n end\n end\nend\n\n | | THINGS TO KNOW |\n- Feel free to use this!\n- You don't have to give credit!\n- There is an easter egg!\n- Spoilers will be deleted!\n- Like and favorite!\n\n#games #tutorial #starter #project #platformer #colorless #black #white #fun #easy #help #light #dark #VeryBeary |
Mega Man - War of the Robots /// Scrolling Platformer #games | @Stage\n\nwhen flag clicked\nset [dash enabled? v] to [1]\nset [speed boots enabled? v] to [0]\nset [double jump enabled? v] to [1]\nset [area at v] to [hub]\nset [music v] to [1]\nset volume to (100) %\nforever\n play sound (Music) until done\nend\n\nwhen I receive [setup v]\nif <(AREA AT) = [hub]> then\n set [scroll x max v] to [2280]\nend\n\nwhen I receive [slide v]\nrepeat (5)\n set [particle_to_create v] to [dash]\n set [particle_x v] to ((Scroll X) + ([x position v] of [mega man v]))\n set [particle_y v] to ((Scroll Y) + ([y position v] of [mega man v]))\n create clone of (particles v)\nend\n\nwhen I receive [double jump v]\nset [particle_to_create v] to [jump]\nset [particle_x v] to ((Scroll X) + ([x position v] of [mega man v]))\nset [particle_y v] to ((Scroll Y) + ([y position v] of [mega man v]))\ncreate clone of (particles v)\nwait (.02) seconds\nset [particle_to_create v] to [jump2]\nset [particle_x v] to ((Scroll X) + ([x position v] of [mega man v]))\nset [particle_y v] to ((Scroll Y) + ([y position v] of [mega man v]))\ncreate clone of (particles v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [menu screen v]\nhide variable [☁ bright man stage v]\nhide variable [☁ napalm man stage v]\nhide variable [☁ search man stage v]\n\nwhen I receive [highscores v]\nshow variable [☁ bright man stage v]\nshow variable [☁ napalm man stage v]\nshow variable [☁ search man stage v]\n\nwhen I receive [stage fade v]\nrepeat (50)\n change volume by (-2)\nend\nset volume to (0) %\n\nwhen I receive [robots screen v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [stage fade v]\nwait (1.5) seconds\nswitch backdrop to (backdrop2 v)\nset [scroll x min v] to [0]\nset [scroll x v] to [0]\n\nwhen I receive [get ready v]\nset [megaman costume v] to [1]\nset [area at v] to (Stage Selected)\nbroadcast (SetUp v)\nbroadcast (Teleportin v)\nif <(AREA AT) = [1]> then\n set volume to (0) %\n set [music v] to [3]\n stop all sounds\n repeat (10)\n change volume by (10)\n end\nelse\n if <(AREA AT) = [2]> then\n set volume to (0) %\n set [music v] to [4]\n stop all sounds\n repeat (10)\n change volume by (10)\n end\n else\n set volume to (0) %\n set [music v] to [2]\n stop all sounds\n repeat (10)\n change volume by (10)\n end\n end\nend\n\nwhen I receive [die v]\nbroadcast (Transition Effect v)\nwait (.5) seconds\nset [scroll x v] to [0]\nif <(Boss Checkpoint?) = [1]> then\n if <(AREA AT) = [8]> then\n repeat (10)\n set [scroll x v] to [7700]\n set [scroll x min v] to [7700]\n end\n broadcast (Teleportin v)\n broadcast (load enemies v)\n else\n if <(AREA AT) = [9]> then\n set [area at v] to [2]\n set [scroll x v] to [9000]\n set [scroll x min v] to [9000]\n broadcast (get ready v)\n else\n if <(AREA AT) = [3]> then\n set [area at v] to [3]\n set [scroll x v] to [7400]\n set [scroll x min v] to [7400]\n broadcast (Teleportin v)\n end\n end\n end\nelse\n set [scroll x min v] to [0]\n broadcast (Teleportin v)\n broadcast (load enemies v)\nend\n\nwhen I receive [teleportin v]\nset [megaman costume v] to [1]\nbroadcast (load enemies v)\nif <(Stage Selected) = [1]> then\n wait (4) seconds\n wait until <<(AREA AT) = [8]> and <(Scroll X) > [8799]>>\n set [scroll x min v] to [8800]\n set [scroll x max v] to [8800]\n broadcast (Disable Movement v)\n wait (.5) seconds\n broadcast (Boss Intro v)\nend\nif <(Stage Selected) = [3]> then\n wait (4) seconds\n wait until <(Scroll X) > [8878]>\n set [scroll x min v] to [8900]\n set [scroll x max v] to [8900]\n broadcast (Disable Movement v)\n wait (.5) seconds\n broadcast (Boss Intro v)\nend\n\nwhen I receive [boss intro v]\nrepeat (10)\n change volume by (-10)\nend\nset volume to (0) %\nset [music v] to [5]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [die v]\nif <(Boss Checkpoint?) = [1]> then\n if <<(AREA AT) = [8]> or <(AREA AT) = [1]>> then\n set volume to (0) %\n set [music v] to [3]\n stop all sounds\n repeat (10)\n change volume by (10)\n end\n else\n if <<(AREA AT) = [2]> or <(AREA AT) = [9]>> then\n set volume to (0) %\n set [music v] to [4]\n stop all sounds\n repeat (10)\n change volume by (10)\n end\n else\n set volume to (0) %\n set [music v] to [2]\n stop all sounds\n repeat (10)\n change volume by (10)\n end\n end\n end\nend\n\nset [boss checkpoint? v] to [1]\nbroadcast (die v)\n\nwhen flag clicked\ndelete all of [mega man costumes v]\nadd [1] to [mega man costumes v]\nadd [0] to [mega man costumes v]\nadd [0] to [mega man costumes v]\nadd [0] to [mega man costumes v]\n\nadd [1] to [mega man costumes v]\nadd [1] to [mega man costumes v]\nadd [1] to [mega man costumes v]\nadd [1] to [mega man costumes v]\n\nwhen I receive [teleportin v]\nforever\n if <not <(Mega Man Costumes) = [1000]>> then\n if <key (x v) pressed?> then\n broadcast (Change Special Weapon v)\n change [megaman costume v] by (1)\n if <(item (Megaman Costume) of [mega man costumes v]) = [0]> then\n repeat until <<(Megaman Costume) = [5]> or <(item (Megaman Costume) of [mega man costumes v]) = [1]>>\n change [megaman costume v] by (1)\n end\n end\n wait until <not <key (x v) pressed?>>\n end\n if <key (z v) pressed?> then\n broadcast (Change Special Weapon v)\n change [megaman costume v] by (-1)\n if <(item (Megaman Costume) of [mega man costumes v]) = [0]> then\n repeat until <<(Megaman Costume) = [0]> or <(item (Megaman Costume) of [mega man costumes v]) = [1]>>\n change [megaman costume v] by (-1)\n end\n end\n wait until <not <key (z v) pressed?>>\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n if <(Megaman Costume) = [5]> then\n set [megaman costume v] to [1]\n end\n if <(Megaman Costume) = [0]> then\n set [megaman costume v] to [4]\n repeat until <<(Megaman Costume) = [1]> or <(item (Megaman Costume) of [mega man costumes v]) = [1]>>\n change [megaman costume v] by (-1)\n end\n end\nend\n\nwhen I receive [bossdie v]\nrepeat (50)\n change volume by (-2)\nend\nset volume to (0) %\n\nwhen I receive [weapon get screen v]\nset volume to (0) %\nset [music v] to [6]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [title music v]\nrepeat (10)\n change volume by (-10)\nend\nswitch backdrop to (backdrop1 v)\nset volume to (0) %\nset [music v] to [1]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\ndelete all of [mega man costumes v]\n\nwhen I receive [get ready v]\nset [za warudo v] to [0]\nset [time v] to [0]\nrepeat until <(za warudo) = [1]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <(Stage Selected) = [1]> then\n if <(TIME) < (☁ Bright Man Stage)> then\n set [☁ bright man stage v] to (TIME)\n set [za warudo v] to [2]\n end\nelse\n if <(Stage Selected) = [2]> then\n if <(TIME) < (☁ Napalm Man Stage)> then\n set [☁ napalm man stage v] to (TIME)\n set [za warudo v] to [2]\n end\n else\n if <(TIME) < (☁ Search Man Stage)> then\n set [☁ search man stage v] to (TIME)\n set [za warudo v] to [2]\n end\n end\nend\n\nset [☁ bright man stage v] to [1500]\nset [☁ search man stage v] to [1500]\nset [☁ napalm man stage v] to [1500]\n\nwhen I receive [play ending v]\n\nwhen I receive [play ending v]\nrepeat (10)\n change volume by (-10)\nend\nset volume to (0) %\nset [music v] to [8]\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nwhen I receive [ultrabot play muisc v]\nrepeat (10)\n change volume by (-10)\nend\nset volume to (0) %\nif <(special song if bright man was killed first) = [1]> then\n set [music v] to [7]\nelse\n set [music v] to [9]\nend\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\n\nset [☁ napalm man stage v] to [1200]\n\n@ground\n\nwhen I receive [setup v]\nwait (.02) seconds\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (vc_1 v)\nCreate\nhide\n\ndefine Create\nif <(AREA AT) = [3]> then\n switch costume to (search1 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (15)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (635)\n end\nend\nif <(AREA AT) = [1]> then\n switch costume to (bright1 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (6)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (635)\n end\nend\nif <(AREA AT) = [8]> then\n switch costume to (bright8 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (15)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (635)\n end\nend\nif <(AREA AT) = [2]> then\n switch costume to (napalm1 v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (30)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (635)\n end\nend\nif <(AREA AT) = [9]> then\n switch costume to (napalm boss v)\n set size to (200) %\n set [level_y v] to [0]\n set [level_x v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n set [ghost v] effect to (0)\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)) ) > [540]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n show\n end\nend\n\nbroadcast (get ready v)\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [screenshake v]\nrepeat (8)\n change [level_y v] by (20)\n wait (0) seconds\n change [level_y v] by (-20)\n wait (0) seconds\n change [level_y v] by (-20)\n wait (0) seconds\n change [level_y v] by (20)\nend\nset [level_y v] to [0]\n\nbroadcast (ScreenShake v)\n\nwhen I receive [weapon get screen v]\ndelete this clone\n\nwhen I receive [get ready v]\ndelete this clone\n\n@mega man\n\nwhen I receive [you win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [health v] to [1]\nset [health v] to [1]\n\nwhen I receive [die v]\nset [speed v] to [1]\nset [canmove? v] to [0]\n\nwhen I start as a clone\nset rotation style [left-right v]\ngo to [front v] layer\nshow\nif <not <(HEALTH) > [14]>> then\n if <(hold) = [42]> then\n turn left (10) degrees\n else\n if <(hold) = [41]> then\n turn right (10) degrees\n end\n end\n if <(hold) = [60]> 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\n else\n start sound [Mega Man 5 SFX \(4\) v]\n switch costume to (laser v)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\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 <(Dashing?) = [0]>> then\n if <(what?) = [Walk]> then\n if <not <(dead:) = [1]>> then\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 <(Dashing?) = [0]> then\n switch costume to (join [gunrun] (((Megaman Costume) * (4)) + (-3)))\n end\n else\n if <(Dashing?) = [0]> then\n switch costume to (join [run] (((Megaman Costume) * (4)) + (-3)))\n end\n end\n if <(Dashing?) = [0]> then\n wait (.1) seconds\n end\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)>>>> 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 <(Dashing?) = [0]> then\n switch costume to (join [gunrun] (((Megaman Costume) * (4)) + (-2)))\n end\n else\n if <(Dashing?) = [0]> then\n switch costume to (join [run] (((Megaman Costume) * (4)) + (-2)))\n end\n end\n if <(Dashing?) = [0]> then\n wait (.1) seconds\n end\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)>>>> 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 <(Dashing?) = [0]> then\n switch costume to (join [gunrun] (((Megaman Costume) * (4)) + (-1)))\n end\n else\n if <(Dashing?) = [0]> then\n switch costume to (join [run] (((Megaman Costume) * (4)) + (-1)))\n end\n end\n if <(Dashing?) = [0]> then\n wait (.1) seconds\n end\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)>>>> 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 <(Dashing?) = [0]> then\n switch costume to (join [gunrun] (((Megaman Costume) * (4)) + (0)))\n end\n else\n if <(Dashing?) = [0]> then\n switch costume to (join [run] (((Megaman Costume) * (4)) + (0)))\n end\n end\n if <(Dashing?) = [0]> then\n wait (.1) seconds\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <not <(HEALTH) > [14]>> then\n move (20) steps\n repeat until <<(x position) < [-230]> or <(x position) > [230]>>\n move (20) steps\n end\n delete this clone\nend\nif <(HEALTH) > [14]> then\n set size to (100) %\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n delete this clone\nend\n\ndefine death\nif <(clone) = [0]> then\n hide\n start sound [Mega Man 5 SFX \(7\) v]\n switch costume to (death v)\n point in direction (0)\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n point in direction (90)\nend\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 [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\nset [megaman costume v] to [1]\nwait (1) seconds\nswitch costume to (idle v)\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 set [ghost v] effect to (0)\n wait (.05) seconds\nend\nset [getting ouched ? v] to [0]\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\nrepeat (4)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\nend\n\nwhen flag clicked\nset [getting ouched ? v] to [0]\nset [takingdmg v] to [0]\n\nwhen I receive [blink v]\nif <(clone?) = [0]> then\n repeat (3)\n set [ghost v] effect to (100)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.05) seconds\n end\nend\n\nwhen I receive [teleportin v]\nif <(clone?) = [0]> then\n hide\n set [canmove? v] to [0]\n go to [front v] layer\n switch costume to (break v)\n go to x: (0) y: (899)\n wait (1) seconds\n switch costume to (break v)\n show\n repeat (10)\n switch costume to (break v)\n change y by (-35)\n end\n repeat until <touching (ground v)?>\n change y by (-35)\n end\n start sound [Mega Man 5 SFX \(2\)2 v]\n switch costume to (tele2 v)\nend\nwait (.1) seconds\nset [canmove? v] to [1]\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nclear graphic effects\n\nwhen I receive [bossdie v]\nset [canmove? v] to [-1]\nchange y by (-3)\nif <([falling? v] of [hitbox v]) < [3]> then\n repeat (10)\n if <(Megaman Costume) = [1]> then\n switch costume to (idle v)\n else\n switch costume to (join [idle] (Megaman Costume))\n end\n end\nelse\n repeat (10)\n if <(Megaman Costume) = [1]> then\n switch costume to (jump v)\n else\n switch costume to (join [jump] (Megaman Costume))\n end\n end\nend\nrepeat until <touching (ground v)?>\n change y by (-8)\nend\nchange y by (-6)\nif <(Megaman Costume) = [1]> then\n switch costume to (idle v)\nelse\n switch costume to (join [idle] (Megaman Costume))\nend\n\nwhen I start as a clone\nclear graphic effects\n\nwhen I receive [teleportin v]\nrepeat (10)\n clear graphic effects\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [1]\nset rotation style [left-right v]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\nif <(Megaman Costume) = [1]> then\n switch costume to (idle v)\nelse\n switch costume to (join [idle] (Megaman Costume))\nend\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I start as a clone\nif <(HEALTH) > [14]> then\n forever\n switch costume to (death v)\n end\nend\n\nwhen I start as a clone\nset [clone? v] to [1]\n\nwhen I receive [die v]\nset [health v] to [15]\n\nwhen I receive [bossgate #1 v]\nif <(FIGHTSTART?) = [0]> then\n repeat (100)\n set [canmove? v] to [0]\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (15)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I receive [teleportin v]\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 I receive [teleportin v]\nforever\n if <<not <(HEALTH) > [14]>> and <not <(CanMove?) = [-1]>>> then\n go to x: ([x position v] of [hitbox v]) y: (([y position v] of [hitbox v]) + (-9))\n end\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [-1]\nrepeat (10)\n change x by (5)\n wait (0) seconds\n repeat (2)\n change x by (-5)\n wait (0) seconds\n end\n change x by (5)\n wait (0) seconds\nend\nset [canmove? v] to [1]\n\nwhen I start as a clone\nwait until <<touching (enemies v)?> or <touching (boss v)?>>\nif <not <(HEALTH) > [14]>> then\n wait (.05) seconds\n delete this clone\nend\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2.2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [back to select v]\nswitch costume to (break2 v)\nrepeat until <(y position) > [178]>\n set [canmove? v] to [-1]\n change y by (20)\nend\nhide\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [back to select v]\ndelete this clone\n\nwhen I receive [take dmg v]\nrepeat (45)\n set [invincibility v] to [1]\nend\nset [invincibility v] to [0]\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen I receive [bossdie v]\nset [za warudo v] to [1]\nif <(Megaman Costume) = [1]> then\n switch costume to (idle v)\nelse\n if <(Megaman Costume) = [2]> then\n switch costume to (join [idle] [2])\n else\n if <(Megaman Costume) = [3]> then\n switch costume to (join [idle] [3])\n else\n switch costume to (join [idle] [4])\n end\n end\nend\nshow\nset [canmove? v] to [-1]\nwait (1) seconds\nstop [other scripts in sprite v]\nchange y by (5)\nstart sound [Mega Man II - Victory v]\nwait (7) seconds\nset [y v] to [25]\nif <(Megaman Costume) = [1]> then\n switch costume to (jump v)\nelse\n if <(Megaman Costume) = [2]> then\n switch costume to (jump2 v)\n else\n if <(Megaman Costume) = [3]> then\n switch costume to (jump3 v)\n else\n switch costume to (jump4 v)\n end\n end\nend\nglide (.6) secs to x: (0) y: (50)\nbroadcast (Get Weapon v)\nrepeat (3)\n start sound [SE \[32\] v]\n wait (.6) seconds\nend\nwait (.5) seconds\nstart sound [Mega Man 5 SFX \(31\) v]\nset [y v] to [0]\nwait (.1) seconds\nswitch costume to (tele2 v)\nwait (.1) seconds\nrepeat until <(y position) > [170]>\n switch costume to (break v)\n change [y v] by (5)\n change y by (y)\nend\nhide\nbroadcast (Transition Effect v)\nwait (.5) seconds\nbroadcast (Weapon get screen v)\n\nwhen I receive [teleportin v]\nforever\n set [universal hold v] to (hold)\nend\n\nwhen I start as a clone\nwait until <touching (boss v)?>\nif <not <(HEALTH) > [14]>> then\n wait (.05) seconds\n delete this clone\nend\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [weapon get screen v]\nset [canmove? v] to [-1]\nwait (.4) seconds\ngo to x: (0) y: (500)\ngo to [front v] layer\nswitch costume to (break v)\nset size to (250) %\nshow\nrepeat (7)\n change y by (-30)\nend\nstart sound [Mega Man 5 SFX \(2\)2 v]\nset y to (-18)\nswitch costume to (tele2 v)\nwait (.1) seconds\nswitch costume to (idle v)\nwait (.5) seconds\nset [brightness v] effect to (50)\nrepeat (2)\n switch costume to (idle v)\n wait (.1) seconds\n if <(Stage Selected) = [1]> then\n switch costume to (join [idle] [2])\n else\n if <(Stage Selected) = [2]> then\n switch costume to (join [idle] [3])\n else\n switch costume to (join [idle] [4])\n end\n end\n wait (.1) seconds\nend\nstart sound [Mega Man 5 SFX \(21\)2 v]\nclear graphic effects\n\nwhen I receive [teleportin v]\nset size to (200) %\n\nwhen I receive [robots screen v]\nset size to (200) %\n\nwhen I receive [robots screen v]\nhide\n\nwhen I receive [teleportin v]\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nset rotation style [left-right v]\nforever\n if <(getting ouched ?) = [1]> then\n if <(Megaman Costume) = [1]> then\n switch costume to (takedmg v)\n else\n switch costume to (join [takedmg] (Megaman Costume))\n end\n else\n if <(Dashing?) = [1]> then\n if <(Megaman Costume) = [1]> then\n switch costume to (swipe v)\n else\n switch costume to (join [swipe] ((Megaman Costume) * (3)))\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 <(Dashing?) = [0]> then\n if <(Megaman Costume) = [1]> then\n switch costume to (jumpgun v)\n else\n switch costume to (join [jumpgun] (Megaman Costume))\n end\n end\n else\n if <(Dashing?) = [0]> then\n if <(Megaman Costume) = [1]> then\n switch costume to (jump v)\n else\n switch costume to (join [jump] (Megaman Costume))\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 <(Dashing?) = [0]> then\n Do [Walk]\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 <(Dashing?) = [0]> then\n if <(Megaman Costume) = [1]> then\n switch costume to (idlegun v)\n else\n switch costume to (join [idlegun] (Megaman Costume))\n end\n end\n else\n if <(Dashing?) = [0]> then\n if <(Megaman Costume) = [1]> then\n switch costume to (idle v)\n else\n switch costume to (join [idle] (Megaman Costume))\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [teleportin v]\nset [dashing? v] to [0]\nforever\n if <(Megaman Costume) = [1]> then\n if <<(CanMove?) = [1]> and <<key (space v) pressed?> or <mouse down?>>> then\n if <(Megaman Costume) = [1]> then\n set [hold v] to [0]\n create clone of (_myself_ v)\n repeat until <<(hold) > [39]> or <<not <key (space v) pressed?>> and <not <mouse down?>>>>\n change [hold v] by (1)\n end\n if <(hold) > [39]> 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 (80)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\n set [hold v] to [60]\n if <not <(HEALTH) > [14]>> then\n if <(Megaman Costume) = [1]> then\n if <(CanMove?) = [1]> then\n create clone of (_myself_ v)\n start sound [Mega Man 5 SFX \(21\) v]\n end\n end\n end\n else\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\n end\n else\n if <<(CanMove?) = [1]> and <<key (space v) pressed?> or <mouse down?>>> then\n broadcast (Fire Special Weapon v)\n wait until <<not <key (space v) pressed?>> and <not <mouse down?>>>\n end\n end\nend\n\nwhen I receive [teleportin v]\nforever\n set [dashing? v] to ([sliding?2 v] of [hitbox v])\nend\n\nwhen I receive [teleportin v]\nforever\n if <(CanMove?) = [1]> then\n if <(Dashing?) = [1]> then\n if <(animations: using gun?2) = [1]> then\n if <(Megaman Costume) = [1]> then\n switch costume to (megamandash2 v)\n else\n switch costume to (join [megamandash] (((Megaman Costume) * (2)) + (-1)))\n end\n else\n if <(Megaman Costume) = [1]> then\n switch costume to (megamandash1 v)\n else\n switch costume to (join [megamandash] (((Megaman Costume) * (2)) + (0)))\n end\n end\n else\n if <([falling? v] of [hitbox v]) > [2]> then\n if <(animations: using gun?2) = [1]> then\n if <(Megaman Costume) = [1]> then\n switch costume to (jumpgun v)\n else\n switch costume to (join [jumpgun] (Megaman Costume))\n end\n else\n if <(Megaman Costume) = [1]> then\n switch costume to (jump v)\n else\n switch costume to (join [jump] (Megaman Costume))\n end\n end\n end\n end\n end\nend\n\nwhen I receive [teleportin v]\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\nwhen I receive [play ending v]\nhide\ndelete this clone\n\nwhen I receive [brighten stop time v]\nset [canmove? v] to [0]\nwait (1) seconds\nset [canmove? v] to [1]\n\n@hitbox\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 I receive [teleportin v]\nset [falling? v] to [0]\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 [take dmg v]\nstart sound [Mega Man 5 SFX \(6\) v]\nset [takingdmg v] to [1]\nset [canmove? v] to [0]\nwait (.4) seconds\nset [canmove? v] to [1]\nset [takingdmg v] to [0]\n\nwhen flag clicked\nset [sliding?2 v] to [0]\n\nwhen flag clicked\nswitch costume to (idle3 v)\n\nwhen flag clicked\nset [sliding?2 v] to [0]\n\nwhen I receive [kill v]\nset [canmove? v] to [0]\n\nwhen I receive [slide v]\nreset timer\nrepeat until <<(timer) > [.1]> and <(STAY SLIDING) = [0]>>\n set [dash cooldown v] to [0]\n set [sliding?2 v] to [1]\n start sound [SE \[95\] v]\n repeat (15)\n if <(direction) = [90]> then\n Walk (direction) [10]\n else\n Walk (direction) [-10]\n end\n end\nend\nset [sliding?2 v] to [0]\nwait (.25) seconds\nset [dash cooldown v] to [1]\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [die v]\nrepeat (10)\n set [canmove? v] to [0]\nend\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [bossdie v]\nrepeat (50)\n set [canmove? v] to [0]\nend\n\nwhen flag clicked\nset [dash cooldown v] to [1]\n\nwhen I receive [stuncheck v]\nif <(falling?) < [2]> then\n broadcast (STUNNED v)\nend\n\nwhen I receive [stunned v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [hitboxsnap v]\nrepeat (3)\n go to (mega man v)\n change y by (10)\nend\n\ndefine Tick <<> <^> <>>\nif <(CanMove?) = [1]> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n change [speed y v] by (-.5)\n change y by (speed y)\n else\n change [speed y v] by (-.5)\n change y by (speed y)\n end\n Touch Ground <(speed y) > [0]>\n if <<key (c v) pressed?> and <(Dash Enabled?) = [1]>> then\n if <(dash cooldown) = [1]> then\n broadcast (slide v)\n end\n end\n if <<> then\n point in direction (-90)\n if <(Speed Boots Enabled?) = [1]> then\n Walk (direction) [-10]\n else\n Walk (direction) [-7]\n end\n end\n if <>> then\n point in direction (90)\n if <(Speed Boots Enabled?) = [1]> then\n Walk (direction) [10]\n else\n Walk (direction) [7]\n end\n end\n set [speed x v] to ((speed x) * (.65))\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\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 change [speed y v] by (-1)\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 <(falling?) < [3]> then\n set [speed y v] to [7]\n end\n else\n change [speed y v] by (-.7)\n end\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)?>> and <not <touching (misc objects v)?>>>>\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\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 [dead: v] to [0]\nset [health v] to [1]\ngo to x: (0) y: (-120)\nhide\nforever\n if <<(CanMove?) = [1]> and <(TRANSITION2) = [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 flag clicked\nset volume to (60) %\nset [canmove? v] to [0]\nset [frame v] to [0]\n\nwhen flag clicked\nset rotation style [left-right v]\nset [speed v] to [3]\n\nwhen flag clicked\nset size to (200) %\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]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <<not <touching (ground v)?>> and <not <touching (misc objects v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\nwhen I receive [knockback v]\nset [knock v] to [15]\nif <(direction) = [90]> then\n repeat (6)\n change [knock v] by (-2.5)\n Walk [90] ((knock) * (-1))\n end\nelse\n repeat (6)\n change [knock v] by (-2.5)\n Walk [-90] (knock)\n end\nend\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]\nset [a v] to [0]\nhide\nwait (.1) seconds\nset [scroll y v] to [0]\nset [speed y v] to [1]\nset [canmove? v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (150)\nchange y by (300)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nif <(Section At) = ((LevelLength2) + (-1))> then\n repeat (14)\n change y by (-20)\n end\nelse\n repeat (8)\n change y by (-20)\n end\nend\nrepeat until <touching (ground v)?>\n change y by (-20)\nend\nset x to (0)\nchange y by (30)\nstart sound [Mega Man 5 SFX \(21\) v]\nset [a v] to [1]\nset [canmove? v] to [1]\n\nwhen flag clicked\nset [checkpoint # v] to [0]\nset [fightstart? v] to [0]\n\nwhen I receive [rush_jump v]\nset [speed y v] to [15]\n\nwhen I receive [battle begin v]\nset [canmove? v] to [0]\nwait (2) seconds\nset [canmove? v] to [1]\n\nwhen I receive [ready v]\nset [canmove? v] to [0]\nhide\n\nwhen I receive [bossdie v]\nset [canmove? v] to [0]\n\nwhen I receive [teleportin v]\n\nforever\n if <(x position) < [-195]> then\n set x to (-195)\n end\nend\n\nwhen I receive [enable movement v]\nset [canmove? v] to [1]\n\nwhen flag clicked\nforever\n set [ghost v] effect to (99)\n show\nend\n\nwhen flag clicked\nforever\n if <(falling?) < [3]> then\n set [jump_counter v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n wait until <<<(falling?) > [5]> and <(Double Jump Enabled?) = [1]>> and <(Jump_counter) = [0]>>\n wait until <not <<<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)>>>>>\n wait until <<<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)>>>>\n if <<(falling?) > [5]> and <<(Jump_counter) = [0]> and <(CanMove?) = [1]>>> then\n broadcast (Double Jump v)\n set [speed y v] to [9]\n set [jump_counter v] to [1]\n start sound [Mega Man 6 SRX \(9\) v]\n end\nend\n\nwhen I receive [teleportin v]\nforever\n wait (1) seconds\n wait until <(y position) < [-155]>\n if <<(Scroll X) > [9220]> and <(AREA AT) = [2]>> then\n broadcast (Transition Effect v)\n broadcast (Disable Movement v)\n wait (.5) seconds\n set [area at v] to [9]\n set [scroll x v] to [0]\n broadcast (SetUp v)\n broadcast (Enable Movement v)\n change y by (999)\n set [scroll x min v] to [0]\n set [scroll x max v] to [0]\n wait (1) seconds\n broadcast (Boss Intro v)\n else\n if <<(Scroll X) > [3000]> and <(AREA AT) = [1]>> then\n broadcast (Transition Effect v)\n broadcast (Disable Movement v)\n wait (.5) seconds\n set [area at v] to [8]\n set [scroll x v] to [0]\n broadcast (SetUp v)\n broadcast (Enable Movement v)\n broadcast (load enemies v)\n change y by (999)\n else\n set [health v] to [15]\n set [sliding?2 v] to [0]\n end\n end\nend\n\nwhen I receive [disable movement v]\nset [canmove? v] to [0]\n\nwhen I receive [megaman move w/ platform v]\nWalk (direction) [5]\n\nwhen I receive [brighten stop time v]\nset [canmove? v] to [0]\nwait (1) seconds\nset [canmove? v] to [1]\n\n@background\n\nwhen I receive [setup v]\nwait (.02) seconds\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (vc_1 v)\nCreate\n\ndefine Create\nif <(AREA AT) = [9]> then\n switch costume to (bgdive v)\n set size to (200) %\n set [able to select? v] to [0]\n set [level_y v] to [0]\n set [level_x v] to [0]\n set [scroll x max v] to [0]\n create clone of (_myself_ v)\nend\nif <(AREA AT) = [3]> then\n set size to (200) %\n set [able to select? v] to [0]\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (5)\n switch costume to (bgsearch v)\n create clone of (_myself_ v)\n change [level_x v] by (493)\n set [scroll x max v] to [8900]\n end\n repeat (1)\n switch costume to (bgsearch2 v)\n create clone of (_myself_ v)\n change [level_x v] by (493)\n end\n repeat (4)\n switch costume to (cloudbg v)\n create clone of (_myself_ v)\n change [level_x v] by (493)\n end\n repeat (1)\n switch costume to (bgsearch3 v)\n create clone of (_myself_ v)\n change [level_x v] by (493)\n end\n repeat (15)\n switch costume to (bgsearch v)\n create clone of (_myself_ v)\n change [level_x v] by (493)\n end\nend\nif <(AREA AT) = [1]> then\n switch costume to (nitro_1 v)\n set size to (200) %\n set [able to select? v] to [0]\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [scroll x max v] to [3200]\n change [level_x v] by (493)\n end\nend\nif <(AREA AT) = [8]> then\n switch costume to (cult v)\n set size to (200) %\n set [able to select? v] to [0]\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (20)\n create clone of (_myself_ v)\n change [level_x v] by (493)\n set [scroll x max v] to [8800]\n end\nend\nif <(AREA AT) = [2]> then\n set size to (200) %\n set [able to select? v] to [0]\n set [level_y v] to [0]\n set [level_x v] to [0]\n repeat (1)\n switch costume to (windbg2 v)\n create clone of (_myself_ v)\n change [level_x v] by (548)\n set [scroll x max v] to [9260]\n end\n repeat (5)\n switch costume to (bgneedle4 v)\n create clone of (_myself_ v)\n change [level_x v] by (548)\n end\n repeat (3)\n switch costume to (windbg2 v)\n create clone of (_myself_ v)\n change [level_x v] by (548)\n end\n repeat (3)\n switch costume to (bgneedle4 v)\n create clone of (_myself_ v)\n change [level_x v] by (548)\n end\n repeat (3)\n switch costume to (windbg2 v)\n create clone of (_myself_ v)\n change [level_x v] by (548)\n end\n repeat (2)\n switch costume to (bgneedle4 v)\n create clone of (_myself_ v)\n change [level_x v] by (548)\n end\n repeat (3)\n switch costume to (windbg2 v)\n create clone of (_myself_ v)\n change [level_x v] by (548)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to [back v] layer\n set [ghost v] effect to (0)\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)) ) > [490]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [weapon get screen v]\ndelete this clone\n\nwhen I start as a clone\nset [z v] to [0]\nforever\n if <<(AREA AT) = [2]> or <(AREA AT) = [9]>> then\n set size to (215) %\n set [level_y v] to ([sin v] of ((z) * (8)) )\n change [z v] by (2)\n end\nend\n\nbroadcast (get ready v)\n\nwhen I receive [get ready v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n forever\n switch costume to (cloudbg v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [14]> then\n forever\n switch costume to (nitro_1 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\n\nswitch costume to (bgmrx1alt2 v)\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (particle_to_create)\n\nwhen I start as a clone\nset [scr_x v] to (particle_x)\nset [scr_y v] to (particle_y)\nshow\nforever\n go to x: ((scr_x) - (Scroll X)) y: ((scr_y) - (Scroll Y))\n if <(x position) < [-180]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nswitch costume to (particle_to_create)\nshow\n\nwhen I start as a clone\nset [y v] to [0]\nif <(costume [number v]) = [1]> then\n if <(Megaman Costume) = [1]> then\n set rotation style [left-right v]\n point in direction ([direction v] of [mega man v])\n go [backward v] (15) layers\n set size to (200) %\n repeat (8)\n change [ghost v] effect by (15)\n change size by (-5)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n set rotation style [left-right v]\n go [backward v] (15) layers\n set size to (200) %\n repeat (8)\n change [y v] by (-1)\n change [scr_y v] by (y)\n change [scr_x v] by (7)\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n set rotation style [left-right v]\n go [backward v] (15) layers\n set size to (200) %\n repeat (8)\n change [y v] by (-1)\n change [scr_y v] by (y)\n change [scr_x v] by (-7)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n switch costume to (jump 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]) = [5]> then\n switch costume to (jump2 v)\n wait (.1) seconds\n switch costume to (slide2 v)\n repeat (1)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n delete this clone\nend\n\nwhen I receive [weapon get screen 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]\npoint in direction (PROJ DIRECTION)\ngo to [front v] layer\nshow\nif <(costume [number v]) = [4]> then\n set rotation style [left-right v]\n set [y v] to [10]\n repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\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 <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\n else\n delete this clone\n end\nend\nif <(costume [number v]) = [3]> then\n start sound [Mega Man 5 SFX \(11\) v]\n set rotation style [left-right v]\n set [y v] to [5]\n repeat (2)\n point towards (hitbox v)\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 change [y v] by (1)\n end\n repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\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 change [y v] by (2)\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\n else\n delete this clone\n end\nend\nif <(costume [number v]) = [59]> then\n start sound [Mega Man 6 SRX \(28\) v]\n set rotation style [left-right v]\n switch costume to (searchblade v)\n point in direction (PROJ DIRECTION)\n set [y v] to [0]\n repeat until <<touching (hitbox v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n switch costume to (searchblade v)\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n wait (0) seconds\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n switch costume to (searchblade2 v)\n wait (0) seconds\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n else\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [62]> then\n start sound [missile v]\n set rotation style [left-right v]\n switch costume to (napalm v)\n point in direction (PROJ DIRECTION)\n set [y v] to [0]\n repeat until <<touching (hitbox v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n change [y v] by (1)\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 wait (0) seconds\n change [y v] by (1)\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 wait (0) seconds\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n else\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [57]> then\n start sound [missile v]\n set rotation style [all around v]\n switch costume to (searchmissile v)\n point in direction (PROJ DIRECTION)\n set [y v] to [0]\n repeat (11)\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 change [y v] by (1)\n point towards (mega man v)\n end\n repeat until <<touching (hitbox v)?> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n switch costume to (searchmissile v)\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n wait (0) seconds\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n switch costume to (searchmissile2 v)\n wait (0) seconds\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n else\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [45]> then\n start sound [SE \[67\] v]\n set rotation style [left-right v]\n switch costume to (rocket v)\n point in direction (PROJ DIRECTION)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [y v] to (pick random (1) to (10))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n repeat until <<touching (hitbox v)?> or <<touching (_edge_ v)?> or <(y) > [25]>>>\n switch costume to (rocket v)\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n wait (0) seconds\n change [y v] by (1)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n switch costume to (bomb2 v)\n wait (0) seconds\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n else\n switch costume to (explo1 v)\n start sound [SE \[83\] v]\n turn right (-90) degrees\n set [proj direction v] to (direction)\n create clone of (_myself_ v)\n wait (.02) seconds\n turn right (-180) degrees\n set [proj direction v] to (direction)\n create clone of (_myself_ v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [27]> then\n point in direction (PROJ DIRECTION)\n set rotation style [left-right v]\n set [y v] to [12]\n repeat until <<touching (hitbox v)?> or <(y position) < [-80]>>\n switch costume to (p2 v)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (20)))\n change [level_y v] by (y)\n change [y v] by (-2)\n repeat (3)\n wait (0) seconds\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (20)))\n change [level_y v] by (y)\n change [y v] by (-2)\n next costume\n next costume\n end\n wait (0) seconds\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n else\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n end\n delete this clone\n end\nend\nif <(costume [number v]) = [43]> then\n start sound [Mega Man 5 SFX \(11\) v]\n set rotation style [left-right v]\n set [y v] to [2]\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (90)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (90)))\n repeat until <<touching (hitbox v)?> or <touching (_edge_ 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 change [y v] by (1)\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n delete this clone\n else\n delete this clone\n end\nend\nif <(costume [number v]) = [53]> then\n point in direction (PROJ DIRECTION)\n start sound [pistol_fire3 v]\n set rotation style [left-right v]\n set [y v] to [2]\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (25)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (25)))\n repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n change [y v] by (1)\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n delete this clone\n else\n delete this clone\n end\nend\nif <(costume [number v]) = [48]> then\n switch costume to (shock v)\n set rotation style [all around v]\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 repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\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 if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\n else\n delete this clone\n end\nend\nif <(costume [number v]) = [54]> then\n point in direction (PROJ DIRECTION)\n start sound [pistol_fire3 v]\n set rotation style [left-right v]\n set [y v] to [2]\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (3)))\n repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\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 change [y v] by (1)\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\n else\n delete this clone\n end\nend\nif <(costume [number v]) = [55]> then\n point in direction (PROJ DIRECTION)\n start sound [Mega Man 5 SFX \(11\) v]\n set rotation style [left-right v]\n set [y v] to [2]\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (3)))\n repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\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 change [y v] by (1)\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (2)\n broadcast (TAKE DMG v)\n end\n delete this clone\n else\n delete this clone\n end\nend\nif <(costume [number v]) = [56]> then\n point in direction (PROJ DIRECTION)\n start sound [Mega Man 5 SFX \(11\)2 v]\n set rotation style [left-right v]\n set [y v] to [2]\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (3)))\n repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (16)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (16)))\n change [y v] by (1)\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\n else\n delete this clone\n end\nend\nif <(costume [number v]) = [61]> then\n point in direction (PROJ DIRECTION)\n start sound [Mega Man 5 SFX \(11\) v]\n set rotation style [left-right v]\n set [y v] to [2]\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (3)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (3)))\n repeat until <<touching (hitbox v)?> or <touching (_edge_ v)?>>\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (12)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (12)))\n change [y v] by (1)\n end\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (TAKE DMG v)\n end\n delete this clone\n else\n delete this clone\n end\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\nwhen I start as a clone\nset [internal timer v] to [0]\nrepeat until <(internal timer) > [1]>\n wait (1) seconds\n change [internal timer v] by (1)\nend\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [43]> then\n forever\n switch costume to (geo v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\nend\n\nwhen I receive [bossdie v]\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [geodragon die v]\ndelete this clone\n\nwhen I receive [bossdie v]\ndelete this clone\n\n@enemies\n\nwhen flag clicked\nhide\n\ndefine Create Enemy (what enemy ) (x) (y)\ngo to [front v] layer\nset size to (200) %\nset rotation style [left-right v]\nswitch costume to (what enemy )\nset [level_x v] to (x)\nset [level_y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\nif <(costume [number v]) = [26]> then\n forever\n wait (.1) seconds\n switch costume to (heli v)\n wait (.1) seconds\n next costume\n end\nelse\n if <(costume [number v]) = [12]> then\nend\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [9]> then\n set [hp v] to [2]\n forever\n set rotation style [all around v]\n set [my variable v] to [0]\n forever\n change [my variable v] by (3)\n point in direction ((90) + (([sin v] of (my variable) ) * (5)))\n set [level_y v] to ((([sin v] of (my variable) ) * (50)) + (70))\n set [ghost v] effect to (([sin v] of (my variable) ) * (25))\n end\n end\nend\nif <(costume [number v]) = [26]> then\n set [hp v] to [2]\n forever\n point in direction (-90)\n if <(ENEMY ONSCREEN?) = [1]> then\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (10)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (10)))\n end\n end\nend\nif <(costume [number v]) = [10]> then\n set [hp v] to [2]\n forever\n point in direction (-90)\n if <(ENEMY ONSCREEN?) = [1]> then\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (8)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (8)))\n end\n end\nend\nif <(costume [number v]) = [12]> then\n set [hp v] to [2]\n point in direction (-90)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n repeat (10)\n switch costume to (shielder 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 wait (0) seconds\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 next costume\n wait (0) seconds\n end\n switch costume to (shielder3 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n turn right (180) degrees\n end\n end\nend\nif <(costume [number v]) = [23]> then\n set [hp v] to [2]\n forever\n switch costume to (cannon v)\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (cannon2 v)\n wait (.9) seconds\n set [projectile name v] to [cannonball]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (.1) seconds\n switch costume to (cannon3 v)\n wait (.3) seconds\n switch costume to (cannon v)\n end\n end\nend\nif <(costume [number v]) = [21]> then\n set [hp v] to [3]\n forever\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (joeturret v)\n wait (1) seconds\n repeat (3)\n set [projectile name v] to [turret]\n set [proj x v] to (Level_X)\n set [proj y v] to ((Level_Y) + (5))\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n switch costume to (joeturret2 v)\n wait (.1) seconds\n switch costume to (joeturret v)\n end\n end\n end\nend\nif <(costume [number v]) = [28]> then\n set [hp v] to [2]\n point in direction (90)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (crawl v)\n wait (.5) seconds\n switch costume to (crawl2 v)\n wait (.1) seconds\n switch costume to (crawl v)\n wait (.1) seconds\n end\n if <(ENEMY ONSCREEN?) = [1]> then\n repeat (5)\n switch costume to (crawl3 v)\n repeat (2)\n wait (.05) seconds\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (11)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (11)))\n next costume\n end\n wait (.05) seconds\n end\n turn right (180) degrees\n end\n end\nend\nif <(costume [number v]) = [17]> then\n set [hp v] to [2]\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (colt v)\n wait (1) seconds\n if <([x position v] of [hitbox v]) < (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n set [projectile name v] to [colt]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.3) seconds\n switch costume to (colt v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n wait until <touching (hitbox v)?>\n broadcast (KNOCKBACK v)\n wait (.1) seconds\n change [health v] by (1)\n broadcast (TAKE DMG v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nwait (1) seconds\nwait until <(x position) < [-231]>\ndelete this clone\n\nwhen I receive [load enemies v]\nwait (1) seconds\nif <(AREA AT) = [1]> then\n Create Enemy [crawl] [1000] [-90]\n wait (.05) seconds\n Create Enemy [crawl] [1800] [-60]\n wait (.05) seconds\n Create Enemy [crawl] [2500] [-60]\n wait (.05) seconds\n Create Enemy [crawl] [2900] [-90]\n wait (.05) seconds\nend\nif <(AREA AT) = [8]> then\n Create Enemy [cultspike] [4000] [0]\n wait (.05) seconds\n Create Enemy [cultspike] [3800] [0]\n wait (.05) seconds\n Create Enemy [cultspike] [7000] [0]\n wait (.05) seconds\n Create Enemy [cultspike] [7300] [0]\n wait (.05) seconds\nend\nif <(AREA AT) = [3]> then\n Create Enemy [beetle] [2100] [50]\n wait (.05) seconds\n Create Enemy [beetle] [3500] [100]\n wait (.05) seconds\n Create Enemy [beetle] [4000] [90]\n wait (.05) seconds\n Create Enemy [shielder] [7800] [-70]\n wait (.05) seconds\n Create Enemy [shielder] [6670] [0]\n wait (.05) seconds\n Create Enemy [shielder] [6030] [-70]\n wait (.05) seconds\n Create Enemy [shielder] [6200] [-70]\n wait (.05) seconds\n Create Enemy [shielder] [6300] [-70]\n wait (.05) seconds\n Create Enemy [colt] [2050] [-50]\n wait (.05) seconds\n Create Enemy [colt] [2600] [15]\n wait (.05) seconds\n Create Enemy [colt] [1400] [37]\n wait (.05) seconds\nend\nif <(AREA AT) = [2]> then\n Create Enemy [cannon] [550] [-25]\n wait (.05) seconds\n Create Enemy [heli] [1800] [100]\n wait (.05) seconds\n Create Enemy [heli] [1900] [100]\n wait (.05) seconds\n Create Enemy [heli] [2000] [100]\n wait (.05) seconds\n Create Enemy [joeturret] [2300] [5]\n wait (.05) seconds\n Create Enemy [heli] [3000] [100]\n wait (.05) seconds\n Create Enemy [heli] [3100] [100]\n wait (.05) seconds\n Create Enemy [heli] [3200] [100]\n wait (.05) seconds\n Create Enemy [cannon] [4600] [5]\n wait (.05) seconds\n Create Enemy [cannon] [5500] [5]\n wait (.05) seconds\n Create Enemy [heli] [6400] [100]\n wait (.05) seconds\n Create Enemy [heli] [6500] [100]\n wait (.05) seconds\n Create Enemy [heli] [6600] [100]\n wait (.05) seconds\n Create Enemy [joeturret] [7200] [-48]\n wait (.05) seconds\n Create Enemy [cannon] [8000] [5]\n wait (.05) seconds\n Create Enemy [heli] [8700] [100]\n wait (.05) seconds\n Create Enemy [heli] [8800] [100]\n wait (.05) seconds\n Create Enemy [heli] [8900] [100]\n wait (.05) seconds\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [260]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n set [enemy onscreen? v] to [0]\n hide\n if <((Level_X) - (Scroll X)) < [-500]> then\n delete this clone\n end\n else\n set [enemy onscreen? v] to [1]\n show\n end\nend\n\nwhen I receive [blink v]\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait until <<<touching (mega man v)?> and <not <touching (hitbox v)?>>> or <touching (special weapons v)?>>\n if <<(costume [number v]) = [9]> or <<<(costume [number v]) > [11]> and <(costume [number v]) < [17]>> and <not <([direction v] of [mega man v]) = (direction)>>>> then\n start sound [cling v]\n set [brightness v] effect to (50)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n else\n if <touching (special weapons v)?> then\n change [hp v] by (-2)\n else\n if <(Universal Hold) > [20]> then\n change [hp v] by (-3)\n else\n change [hp v] by (-1)\n end\n end\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n start sound [Mega Man 5 SFX \(11\)2 v]\n switch costume to (expl1 v)\n repeat (2)\n wait (0) seconds\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n next costume\n end\n wait (0) seconds\n delete this clone\n else\n start sound [SE \[11\] v]\n set [ghost v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.1) seconds\n end\n end\nend\n\nforever\n point towards (mega man v)\nend\n\nif <(costume [number v]) = [9]> then\n set [hp v] to [2]\n set [level_y v] to [150]\n wait (.02) seconds\n wait until <(ENEMY ONSCREEN?) = [1]>\n repeat until <(Level_X) < (Scroll X)>\n point in direction (-90)\n change [level_x v] by (-10)\n end\n repeat until <(y position) < ([y position v] of [hitbox v])>\n point in direction (90)\n change [level_y v] by (-15)\n end\n repeat until <touching (_edge_ v)?>\n point in direction (90)\n change [level_x v] by (15)\n end\n delete this clone\nend\nif <(costume [number v]) = [11]> then\n set [hp v] to [3]\n forever\n wait until <(distance to [hitbox v]) < [150]>\n if <(ENEMY ONSCREEN?) = [1]> then\n switch costume to (joe9 v)\n start sound [Mega Man 5 SFX \(9\) v]\n point towards (hitbox v)\n set [projectile name v] to [bullet]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to (direction)\n broadcast (CREATE PROJECTILE v)\n wait (1) seconds\n switch costume to (sniper v)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [za wario v]\nif <(ENEMY ONSCREEN?) = [1]> then\n stop [other scripts in sprite v]\n repeat (10)\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n end\n start sound [Mega Man 5 SFX \(11\)2 v]\n switch costume to (expl1 v)\n repeat (2)\n wait (0) seconds\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n next costume\n end\n wait (0) seconds\n delete this clone\nend\n\n@Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [stage fade v]\nclear graphic effects\nwait (3) seconds\nset [boss checkpoint? v] to [0]\npoint in direction (90)\nif <(Stage Selected) = [3]> then\n set size to (300) %\n switch costume to (searchjump1 v)\n go to [front v] layer\n show\n set [y v] to [0]\n go to x: (0) y: (999)\n repeat (13)\n change [y v] by (-2)\n change y by (y)\n end\n go to x: (0) y: (0)\n switch costume to (search1 v)\n wait (1) seconds\n repeat (2)\n wait (.1) seconds\n next costume\n end\nend\nif <(Stage Selected) = [1]> then\n set size to (300) %\n switch costume to (brightjump v)\n go to [front v] layer\n show\n set [y v] to [0]\n go to x: (0) y: (999)\n repeat (12)\n change [y v] by (-2)\n change y by (y)\n end\n go to x: (0) y: (15)\n switch costume to (bright1 v)\n wait (1) seconds\n repeat (5)\n wait (.1) seconds\n next costume\n end\n wait (.1) seconds\n switch costume to (brightflash1 v)\nend\nif <(Stage Selected) = [2]> then\n set size to (300) %\n switch costume to (nap3 v)\n go to [front v] layer\n show\n set [y v] to [0]\n go to x: (0) y: (999)\n repeat (12)\n change [y v] by (-2)\n change y by (y)\n end\n go to x: (0) y: (20)\n switch costume to (nap1 v)\n wait (.1) seconds\n next costume\n wait (1) seconds\n change y by (2)\n switch costume to (nap11 v)\n wait (.3) seconds\n next costume\nend\n\nwhen I receive [transition effect v]\nset [boss_invincible v] to [1]\nwait (.5) seconds\nhide\n\nwhen I receive [battle begin v]\nset [ded v] to [0]\nwait (2) seconds\nset [boss_invincible v] to [0]\nclear graphic effects\nforever\n if <<<touching (mega man v)?> and <touching color (#fae0c1)?>> or <touching (special weapons v)?>> then\n if <touching (special weapons v)?> then\n if <<<(AREA AT) = [8]> and <(Megaman Costume) = [4]>> or <<<(AREA AT) = [9]> and <(Megaman Costume) = [2]>> or <<(AREA AT) = [3]> and <(Megaman Costume) = [3]>>>> then\n broadcast (bossweakness DMG v)\n create clone of (boss hp v)\n repeat (2)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n else\n broadcast (BossDMG v)\n create clone of (boss hp v)\n repeat (2)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n end\n else\n broadcast (BossDMG v)\n create clone of (boss hp v)\n repeat (2)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n end\n end\nend\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (1)\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [die v]\nwait (1) seconds\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [boss intro v]\nset [boss_invincible v] to [1]\nbroadcast (Disable Movement v)\nset [boss checkpoint? v] to [1]\nset rotation style [left-right v]\nclear graphic effects\nset size to (250) %\nif <(Stage Selected) = [3]> then\n point in direction (-90)\n set size to (220) %\n switch costume to (searchjump1 v)\n go to [front v] layer\n show\n set [y v] to [0]\n go to x: (148) y: (999)\n repeat (17)\n change [y v] by (-2)\n change y by (y)\n end\n go to x: (148) y: (-103)\n switch costume to (search1 v)\n wait (.5) seconds\n next costume\n broadcast (bATTLE begin v)\nend\nif <(Stage Selected) = [2]> then\n point in direction (-90)\n set size to (200) %\n switch costume to (nap3 v)\n go to [front v] layer\n show\n set [y v] to [0]\n go to x: (148) y: (999)\n repeat (17)\n change [y v] by (-2)\n change y by (y)\n end\n switch costume to (nap1 v)\n go to x: (148) y: (-107)\n wait (.1) seconds\n next costume\n wait (.3) seconds\n switch costume to (nap11 v)\n wait (.1) seconds\n next costume\n broadcast (bATTLE begin v)\nend\nif <(Stage Selected) = [1]> then\n point in direction (-90)\n set size to (200) %\n switch costume to (brightjump v)\n go to [front v] layer\n show\n set [y v] to [0]\n go to x: (148) y: (999)\n repeat (17)\n change [y v] by (-2)\n change y by (y)\n end\n switch costume to (bright1 v)\n go to x: (148) y: (-103)\n repeat (5)\n wait (.1) seconds\n next costume\n end\n broadcast (bATTLE begin v)\nend\n\nwhen I receive [bossdie v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nbroadcast (get ready v)\n\nwhen I receive [battle begin v]\nwait (2) seconds\nif <(Stage Selected) = [3]> then\n forever\n switch costume to (searchland v)\n wait (.5) seconds\n switch costume to (searchjump1 v)\n set [y v] to [25]\n point towards (hitbox v)\n repeat (10)\n move (5) steps\n change y by (y)\n change [y v] by (-2)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n if <(pick random (1) to (2)) = [1]> then\n point towards (mega man v)\n switch costume to (searchblade v)\n set [proj direction v] to (direction)\n set [projectile name v] to [searchblade]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((y position) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (1) seconds\n else\n point towards (mega man v)\n switch costume to (searchjump2 v)\n repeat (2)\n wait (.1) seconds\n next costume\n end\n repeat (3)\n set [proj direction v] to (direction)\n set [projectile name v] to [searchmissile]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((y position) + (0))\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\n end\n end\n switch costume to (searchjump1 v)\n repeat until <(y position) < [-90]>\n move (5) steps\n change y by (y)\n change [y v] by (-2)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n set y to (-103)\n switch costume to (search1 v)\n end\nend\nif <(Stage Selected) = [1]> then\n forever\n switch costume to (bright1 v)\n if <(x position) < ([x position v] of [mega man v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n wait (.5) seconds\n broadcast (brighten stop time v)\n repeat (2)\n switch costume to (brightflash1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\n if <(x position) < ([x position v] of [mega man v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n repeat (3)\n wait (.5) seconds\n switch costume to (brightfire v)\n set [proj direction v] to ((direction) + (pick random (-15) to (15)))\n set [projectile name v] to [brightbullet]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((y position) + (-14))\n broadcast (CREATE PROJECTILE v)\n wait (.05) seconds\n next costume\n end\n switch costume to (bright1 v)\n wait (.5) seconds\n switch costume to (brightjump v)\n set [y v] to [20]\n point towards (hitbox v)\n repeat (10)\n move (5) steps\n change y by (y)\n change [y v] by (-2)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n repeat until <(y position) < [-90]>\n move (5) steps\n change y by (y)\n change [y v] by (-2)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n switch costume to (bright1 v)\n set y to (-103)\n wait (.5) seconds\n end\nend\nif <(Stage Selected) = [2]> then\n forever\n switch costume to (nap1 v)\n if <(x position) < ([x position v] of [mega man v])> then\n point in direction (90)\n else\n point in direction (-90)\n end\n wait (.5) seconds\n repeat (3)\n switch costume to (nap7 v)\n set [proj direction v] to (direction)\n set [projectile name v] to [napalm]\n set [proj x v] to ((Scroll X) + (x position))\n set [proj y v] to ((y position) + (15))\n broadcast (CREATE PROJECTILE v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n switch costume to (nap7 v)\n wait (.7) seconds\n end\n switch costume to (nap3 v)\n set [y v] to [20]\n point towards (hitbox v)\n repeat (10)\n move (5) steps\n change y by (y)\n change [y v] by (-2)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n repeat until <(y position) < [-90]>\n move (5) steps\n change y by (y)\n change [y v] by (-2)\n if <(x position) > [200]> then\n set x to (200)\n end\n if <(x position) < [-200]> then\n set x to (-200)\n end\n end\n switch costume to (nap1 v)\n set y to (-107)\n wait (.1) seconds\n switch costume to (nap v)\n wait (.5) seconds\n end\nend\n\nwhen I receive [za wario v]\nif <<(ded) = [0]> and <(BOSS_INVINCIBLE) = [0]>> then\n if <<(AREA AT) = [9]> and <(Megaman Costume) = [2]>> then\n broadcast (bossweakness DMG v)\n create clone of (boss hp v)\n repeat (2)\n set [ghost v] effect to (90)\n wait (.05) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\n end\n end\nend\n\n@Menu\n\nwhen flag clicked\nbroadcast (Menu Screen v)\nhide\n\nwhen I receive [menu screen v]\nset [able to select? v] to [1]\nset [area at v] to [hub]\nwait (.02) seconds\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (2)\n go to x: (-53) y: (-237)\nend\npoint in direction (0)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat (2)\n go to x: (53) y: (237)\nend\npoint in direction (180)\ncreate clone of (_myself_ v)\npoint in direction (90)\nswitch costume to (war-of-the v)\nset size to (150) %\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nswitch costume to (robots v)\nset size to (100) %\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [menu screen v]\ndelete this clone\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n if <(direction) = [180]> then\n set y to (280)\n else\n set y to (-280)\n end\n forever\n repeat (10)\n move (.5) steps\n end\n repeat (10)\n move (-.5) steps\n end\n end\nend\nif <(costume [number v]) = [2]> then\n repeat (5)\n change y by (-10)\n end\n repeat (3)\n change y by (-3)\n end\nend\nif <(costume [number v]) = [13]> then\n go to x: (-166) y: (148)\n set size to (80) %\n go to [front v] layer\n show\n forever\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\n end\nend\nif <<(costume [number v]) = [11]> or <(costume [number v]) = [12]>> then\n go to x: (999) y: (0)\n hide\n wait (.1) seconds\n show\n go to [back v] layer\n repeat (4)\n change x by (-60)\n end\n repeat (5)\n change x by (-40)\n end\n repeat (3)\n change x by (-20)\n end\nend\nif <(costume [number v]) = [3]> then\n hide\n wait (.2) seconds\n show\n repeat (4)\n change y by (-20)\n end\n repeat (5)\n change y by (-10)\n end\n repeat (3)\n change y by (-3)\n end\nend\nif <<(costume [number v]) > [3]> and <(costume [number v]) < [8]>> then\n hide\n wait (.2) seconds\n set size to (80) %\n go to x: (0) y: (250)\n show\n glide (.3) secs to x: (0) y: (((costume [number v]) * (-50)) + (200))\n forever\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\n end\nend\nif <<(costume [number v]) > [7]> and <(costume [number v]) < [11]>> then\n hide\n wait (.2) seconds\n set size to (80) %\n go to x: (-300) y: (((costume [number v]) * (-120)) + (1080))\n show\n glide ((costume [number v]) * (.05)) secs to x: (50) y: (((costume [number v]) * (-120)) + (1080))\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n if <(item ((costume [number v]) + (-6)) of [mega man costumes v]) = [1]> then\n set [brightness v] effect to (-50)\n else\n set [brightness v] effect to (0)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(Able to Select?) = [1]> then\n if <(costume [number v]) = [4]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n broadcast (Robots Screen v)\n end\n if <(costume [number v]) = [5]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n broadcast (Highscores v)\n end\n if <(costume [number v]) = [6]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n broadcast (Show Story v)\n end\n if <(costume [number v]) = [7]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n broadcast (how to play v)\n end\n if <(costume [number v]) = [13]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n broadcast (Menu Screen v)\n end\n if <<(costume [number v]) > [7]> and <(costume [number v]) < [11]>> then\n set [able to select? v] to [0]\n set [stage selected v] to ((costume [number v]) + (-7))\n start sound [ching v]\n broadcast (Stage Fade v)\n end\nend\n\nwhen I receive [robots screen v]\nset [area at v] to [hub]\ndelete this clone\n\nwhen I receive [robots screen v]\nwait (.02) seconds\ngo to [front v] layer\nswitch costume to (bright v)\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [highscores v]\nset [area at v] to [hub]\ndelete this clone\n\nwhen I receive [highscores v]\nwait (.02) seconds\ngo to [front v] layer\nswitch costume to (costume7 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume8 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [stage fade v]\nwait (1.5) seconds\ndelete this clone\n\nwhen I receive [get ready v]\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\nwait (1) seconds\nset [origin_y v] to (y position)\nforever\n change [my variable v] by (1)\n set y to ((origin_y) + ([sin v] of (my variable) ))\nend\n\nwhen I receive [robots screen v]\nset [able to select? v] to [1]\n\n@Transition effect\n\nwhen flag clicked\nset [ending already played? v] to [0]\nset [special song if bright man was killed first v] to [0]\ngo to x: (0) y: (0)\nhide\nwait (.05) seconds\nswitch costume to (costume1 v)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (25)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-25)\nend\nhide\n\nwhen I receive [stage fade v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (8)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (25)\nend\nrepeat (8)\n change [ghost v] effect by (10)\n change [brightness v] effect by (25)\nend\nhide\nwait (.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\nend\nwait (.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [stage fade v]\nwait (2.5) seconds\nstart sound [Stage Start v]\nhide\ncreate clone of (_myself_ v)\nwait (3) seconds\nswitch costume to ((Stage Selected) + (3))\ngo to x: (-4) y: (-999)\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (4)\n change y by (15)\nend\nrepeat (5)\n change y by (8)\nend\nrepeat (4)\n change y by (5)\nend\nwait (4) seconds\nbroadcast (Transition Effect v)\nwait (.4) seconds\nbroadcast (get ready v)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nclear graphic effects\ngo to x: (0) y: (999)\nshow\nrepeat (6)\n change y by (-25)\nend\nrepeat (6)\n change y by (-12)\nend\nrepeat (3)\n change y by (-8)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [transition effect v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nwait (.2) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I receive [weapon get screen v]\ncreate clone of (_myself_ v)\n\nwhen I receive [robots screen v]\ndelete this clone\n\nwhen I receive [menu screen v]\ndelete this clone\n\nwhen I receive [weapon get screen v]\nif <(special song if bright man was killed first) = [0]> then\n if <<(Stage Selected) = [1]> and <(special song if bright man was killed first) = [0]>> then\n set [special song if bright man was killed first v] to [1]\n else\n set [special song if bright man was killed first v] to [2]\n end\nend\nwait (4) seconds\nif <(item ((Stage Selected) + (1)) of [mega man costumes v]) = [1]> then\n go to x: (-4) y: (-999)\n clear graphic effects\n go to [front v] layer\n hide\n repeat (4)\n change y by (15)\n end\n repeat (5)\n change y by (8)\n end\n repeat (2)\n change y by (5)\n end\nelse\n switch costume to ((Stage Selected) + (6))\n go to x: (-4) y: (-999)\n clear graphic effects\n go to [front v] layer\n replace item ((Stage Selected) + (1)) of [mega man costumes v] with [1]\n show\n repeat (4)\n change y by (15)\n end\n repeat (5)\n change y by (8)\n end\n repeat (2)\n change y by (5)\n end\n wait (4) seconds\nend\nif <(za warudo) = [2]> then\n switch costume to (costume10 v)\n start sound [10 Victory! v]\n go to [front v] layer\n clear graphic effects\n go to x: (-4) y: (-45)\n show\n repeat (4)\n set [ghost v] effect to (100)\n wait (.2) seconds\n clear graphic effects\n wait (.2) seconds\n end\n wait (4) seconds\nend\nif <<(Mega Man Costumes) = [1111]> and <(ending already played?) = [0]>> then\n set [ending already played? v] to [1]\n broadcast (Play Ending v)\nelse\n broadcast (Transition Effect v)\n broadcast (title music v)\n wait (.5) seconds\n broadcast (Robots Screen v)\nend\n\nwhen I receive [play ending v]\nhide\ndelete this clone\n\n@hpbar\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (1) seconds\nrepeat (10)\n set [health v] to [1]\nend\nforever\n wait until <(HEALTH) > [14]>\n if <([costume # v] of [boss hp v]) > [28]> then\n set [health v] to [13]\n else\n broadcast (die v)\n wait (5) seconds\n set [health v] to [1]\n end\n wait (.05) seconds\nend\n\nwhen I receive [take dmg v]\nif <(INVINCIBILITY) = [0]> then\n set [brightness v] effect to (60)\n wait (.2) seconds\nend\nclear graphic effects\nwait (.2) seconds\n\nwhen I receive [teleportin v]\nset [health v] to [1]\npoint in direction (0)\ngo to x: (-200) y: (91)\nclear graphic effects\nset size to (250) %\nshow\nforever\n switch costume to (HEALTH)\nend\n\nwhen I receive [bossdie v]\nhide\ndelete this clone\n\nwhen I receive [heal v]\nstart sound [Mega Man 5 SFX \(16\) v]\nrepeat (2)\n set [brightness v] effect to (50)\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]\ndelete this clone\n\nwhen I receive [die v]\nhide\nwait (6) seconds\nset [health v] to [1]\n\nwhen I start as a clone\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\nstart sound [Mega Man 2 SFX \(12\) v]\ngo to (mega man v)\nif <([direction v] of [hitbox v]) = [90]> then\n change x by (-15)\nelse\n change x by (15)\nend\nchange y by (-20)\nshow\nswitch costume to (slide1 v)\nrepeat (2)\n wait (.05) seconds\n next costume\nend\nwait (.05) seconds\ndelete this clone\n\nwhen I receive [die v]\ndelete this clone\n\nwhen I receive [teleportin v]\ngo to [front v] layer\nset [invincibility v] to [0]\n\nwhen I receive [take dmg v]\nset [invincibility v] to [1]\nwait (.8) seconds\nset [invincibility v] to [0]\n\nwhen I receive [battle begin v]\ngo to [front v] layer\n\nwhen I receive [teleportin v]\nrepeat (10)\n set [health v] to [1]\nend\nshow\n\nwhen I receive [teleportin v]\nrepeat (10)\n go to [front v] layer\nend\n\n@boss hp\n\nwhen flag clicked\nset [clone v] to [0]\nclear graphic effects\nhide\n\nwhen I receive [battle begin v]\nset [fightstart? v] to [1]\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]\nif <(clone) = [0]> then\n repeat (3)\n set [brightness v] effect to (60)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\nend\n\nwhen I receive [bossdmg v]\nif <(clone) = [0]> then\n if <(BOSS_INVINCIBLE) = [0]> then\n next costume\n if <<(Universal Hold) > [40]> and <(Megaman Costume) = [1]>> then\n next costume\n next costume\n next costume\n end\n if <(costume [number v]) > [28]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\n end\nend\n\nwhen I receive [bossdie v]\nhide\nswitch costume to (hpbar v)\n\nwhen I receive [die v]\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nset [ghost v] effect to (5)\nswitch costume to (dmg v)\ngo to [front v] layer\nshow\nstart sound [sfx6 v]\nrepeat (6)\n go to (boss v)\nend\ndelete this clone\n\nwhen I receive [bossweakness dmg v]\nif <(clone) = [0]> then\n repeat (3)\n set [brightness v] effect to (60)\n wait (.1) seconds\n set [brightness v] effect to (0)\n wait (.1) seconds\n end\nend\n\nwhen I receive [bossweakness dmg v]\nif <(clone) = [0]> then\n if <(BOSS_INVINCIBLE) = [0]> then\n next costume\n next costume\n next costume\n next costume\n next costume\n if <(costume [number v]) > [28]> then\n broadcast (BOSSDIE v)\n wait (5) seconds\n end\n end\nend\n\n@boss die\n\nwhen flag clicked\nhide\n\nwhen I receive [bossdie v]\ngo to (boss v)\ndeath\nwait (1) seconds\n\ndefine death\nif <(clone) = [0]> then\n set size to (150) %\n start sound [Mega Man 5 SFX \(7\)2 v]\n switch costume to (death v)\n point in direction (0)\n create clone of (_myself_ v)\n turn right (90) degrees\n create clone of (_myself_ v)\n turn right (90) degrees\n create clone of (_myself_ v)\n turn right (90) degrees\n create clone of (_myself_ v)\n point in direction (45)\n create clone of (_myself_ v)\n turn right (90) degrees\n create clone of (_myself_ v)\n turn right (90) degrees\n create clone of (_myself_ v)\n turn right (90) degrees\n create clone of (_myself_ v)\n point in direction (90)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I start as a clone\nshow\nforever\n wait (.05) seconds\n go to [front v] layer\n next costume\nend\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n move (4) steps\nend\ndelete this clone\n\n@menu thingy\n\nwhen flag clicked\nhide\nforever\n if <<(AREA AT) = [hub]> or <(AREA AT) = [8]>> then\n wait (.2) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(AREA AT) = [8]> then\n switch costume to (costume3 v)\n go to x: (300) y: (pick random (-200) to (200))\n set size to (200) %\n set [ghost v] effect to (80)\n show\n repeat (15)\n turn left (15) degrees\n change x by (-15)\n end\n repeat (5)\n turn left (15) degrees\n change x by (-15)\n change [ghost v] effect by (-5)\n change size by (15)\n end\n switch costume to (costume2 v)\n repeat (2)\n turn left (15) degrees\n change x by (-15)\n change size by (-15)\n end\n repeat (10)\n turn left (15) degrees\n change x by (-15)\n change [ghost v] effect by (10)\n end\n delete this clone\nelse\n go to x: (300) y: (pick random (-200) to (200))\n go to [back v] layer\n switch costume to (costume1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (50)\n show\n repeat (30)\n turn left (15) degrees\n change x by (-15)\n end\n delete this clone\nend\n\nwhen I receive [get ready v]\ndelete this clone\n\nwhen I receive [weapon get screen v]\nset [area at v] to [hub]\n\n@Special Weapons\n\nwhen flag clicked\nset [clone v] to [0]\nhide\n\nwhen I receive [fire special weapon v]\nif <(clone) = [0]> then\n go to (mega man v)\n if <(Megaman Costume) = [2]> then\n if <(cooldown) = [0]> then\n set [cooldown v] to [1]\n broadcast (za wario v)\n end\n end\n if <(Megaman Costume) = [3]> then\n if <(cooldown) = [0]> then\n set [cooldown v] to [1]\n set rotation style [left-right v]\n point in direction ([direction v] of [mega man v])\n switch costume to (missile v)\n create clone of (_myself_ v)\n change y by (50)\n create clone of (_myself_ v)\n change y by (-100)\n create clone of (_myself_ v)\n wait (.1) seconds\n end\n end\n if <(Megaman Costume) = [4]> then\n if <(cooldown) = [0]> then\n set [cooldown v] to [1]\n set rotation style [left-right v]\n point in direction ([direction v] of [mega man v])\n switch costume to (searchblade1 v)\n create clone of (_myself_ v)\n wait (.1) seconds\n end\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nif <(costume [number v]) = [6]> then\n forever\n switch costume to (searchblade1 v)\n wait (.1) seconds\n switch costume to (searchblade2 v)\n wait (.1) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [6]> then\n start sound [Mega Man 6 SRX \(28\) v]\n set [y v] to [0]\n set rotation style [left-right v]\n repeat until <<touching (_edge_ v)?> or <(y) > [4]>>\n repeat until <<touching (ground v)?> or <touching (_edge_ v)?>>\n move (25) steps\n end\n if <<touching (_edge_ v)?> or <(y) > [4]>> then\n delete this clone\n else\n change [y v] by (1)\n move (-50) steps\n point in direction ((direction) - (-140))\n start sound [SE \[67\] v]\n end\n end\n delete this clone\nend\nif <(costume [number v]) = [1]> then\n set [y v] to [0]\n set [x v] to [30]\n repeat (pick random (30) to (80))\n go to (mega man v)\n change x by (([sin v] of (y) ) * (x))\n change y by (([cos v] of (y) ) * (x))\n change [y v] by (15)\n change [x v] by (1)\n turn right (45) degrees\n end\n repeat (10)\n go to (mega man v)\n change x by (([sin v] of (y) ) * (x))\n change y by (([cos v] of (y) ) * (x))\n change [y v] by (20)\n change [x v] by (10)\n end\n delete this clone\nend\nif <(costume [number v]) = [6]> then\nif <(costume [number v]) = [8]> then\n set [ghost v] effect to (100)\n set rotation style [all around v]\n repeat (12)\n turn right (30) degrees\n change [ghost v] effect by (-10)\n end\n start sound [missile v]\n set [y v] to [0]\n repeat (3)\n switch costume to (bomb1 v)\n move (y) steps\n switch costume to (bomb2 v)\n move (y) steps\n change [y v] by (1)\n end\n repeat until <<(y) > [15]> or <<touching (_edge_ v)?> or <touching (ground v)?>>>\n switch costume to (bomb1 v)\n move (10) steps\n switch costume to (bomb2 v)\n move (10) steps\n change [y v] by (1)\n end\n turn left (-90) degrees\n start sound [SE \[83\] v]\n switch costume to (explo1 v)\n repeat (3)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\nend\n\nwhen I receive [change special weapon v]\nset [cooldown v] to [0]\ndelete this clone\n\nwhen I receive [teleportin v]\nforever\n if <(cooldown) = [1]> then\n if <(Megaman Costume) = [2]> then\n wait (4) seconds\n else\n if <(Megaman Costume) = [3]> then\n wait (1) seconds\n else\n wait (.2) seconds\n end\n end\n set [cooldown v] to [0]\n end\nend\n\nwhen I start as a clone\nwait (5) seconds\ndelete this clone\n\n@weapon get\n\nwhen flag clicked\nhide\n\nwhen I receive [get weapon v]\nrepeat (3)\n go to (mega man v)\n get weapon\n wait (.6) seconds\nend\n\ndefine get weapon\nif <(clone) = [0]> then\n set size to (150) %\n switch costume to (death v)\n point in direction (0)\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n create clone of (_myself_ v)\n turn right (45) degrees\n point in direction (90)\nend\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen I start as a clone\nswitch costume to (death v)\ngo to [front v] layer\nshow\n\nwhen I start as a clone\nmove (-120) steps\nrepeat (12)\n move (10) steps\nend\ndelete this clone\n\n@border\n\nwhen I receive [robots screen v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [teleportin v]\nshow\n\n@stage_object\n\nwhen flag clicked\ngo to [front v] layer\nset [z v] to [0]\nhide\nforever\n if <(AREA AT) = [3]> then\n go to (misc objects v)\n if <([abs v] of (x position) ) > [250]> then\n hide\n else\n go to [front v] layer\n clear graphic effects\n show\n end\n else\n if <(AREA AT) = [2]> then\n set x to (0)\n set y to ((([sin v] of (z) ) * (15)) + (-50))\n change [z v] by (8)\n set [ghost v] effect to (5)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(AREA AT) = [2]> then\n switch costume to (costume1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n next costume\n wait (.1) seconds\n else\n switch costume to (chain v)\n end\nend\n\nwhen I receive [teleportin v]\nrepeat (50)\n go to [front v] layer\nend\n\n@nav\n\nwhen flag clicked\nhide\n\nwhen I receive [get ready v]\nwait (3) seconds\nif <(Boss Checkpoint?) = [0]> then\n switch costume to (Stage Selected)\n go to [front v] layer\n clear graphic effects\n go to x: (-120) y: (-300)\n show\n repeat (3)\n change y by (10)\n set [ghost v] effect to (pick random (0) to (25))\n set [pixelate v] effect to (pick random (0) to (15))\n end\n repeat (4)\n change y by (5)\n set [ghost v] effect to (pick random (0) to (25))\n set [pixelate v] effect to (pick random (0) to (15))\n end\n repeat (3)\n change y by (2)\n set [ghost v] effect to (pick random (0) to (25))\n set [pixelate v] effect to (pick random (0) to (15))\n end\n repeat (3)\n change y by (1)\n set [ghost v] effect to (pick random (0) to (25))\n set [pixelate v] effect to (pick random (0) to (15))\n end\n repeat (60)\n set [ghost v] effect to (pick random (0) to (30))\n set [pixelate v] effect to (pick random (0) to (5))\n end\n repeat (3)\n change y by (-1)\n set [ghost v] effect to (pick random (0) to (25))\n set [pixelate v] effect to (pick random (0) to (15))\n end\n repeat (3)\n change y by (-2)\n set [ghost v] effect to (pick random (0) to (25))\n set [pixelate v] effect to (pick random (0) to (15))\n end\n repeat (4)\n change y by (-5)\n set [ghost v] effect to (pick random (0) to (25))\n set [pixelate v] effect to (pick random (0) to (15))\n end\n repeat (3)\n change y by (-10)\n set [ghost v] effect to (pick random (0) to (25))\n set [pixelate v] effect to (pick random (0) to (15))\n end\n hide\nend\n\nwhen I receive [show story v]\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (story1 v)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (4)\n wait until <<key (space v) pressed?> or <mouse down?>>\n repeat (10)\n change [brightness v] effect by (-10)\n end\n next costume\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [how to play v]\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nswitch costume to (howtoplay v)\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <<key (space v) pressed?> or <mouse down?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@misc objects\n\nwhen flag clicked\nhide\n\nwhen I receive [teleportin v]\nwait (.02) seconds\nstop [other scripts in sprite v]\nset [clone v] to [0]\nset y to (-50)\nset [yoku_block_timer v] to [1]\nset [level_x v] to [5450]\ncreate clone of (_myself_ v)\nset y to (-10)\nset [yoku_block_timer v] to [3]\nset [level_x v] to [5550]\ncreate clone of (_myself_ v)\nset [level_x v] to [2800]\nset y to (-20)\nset [yoku_block_timer v] to [1]\nset [level_x v] to [5890]\ncreate clone of (_myself_ v)\nset y to (0)\nset [yoku_block_timer v] to [1.5]\nset [level_x v] to [5990]\ncreate clone of (_myself_ v)\nset [level_x v] to [2800]\nset y to (15)\nset [yoku_block_timer v] to [2]\nset [level_x v] to [6100]\ncreate clone of (_myself_ v)\nset [level_x v] to [2800]\nset y to (30)\nset [yoku_block_timer v] to [2.5]\nset [level_x v] to [6200]\ncreate clone of (_myself_ v)\nset [level_x v] to [2800]\nset y to (40)\nset [yoku_block_timer v] to [2.5]\nset [level_x v] to [6300]\ncreate clone of (_myself_ v)\nset [level_x v] to [2800]\nset y to (-60)\nset [level_x v] to [2800]\nif <(Stage Selected) = [3]> then\n broadcast (snipe platform check v)\nend\nforever\n if <(Stage Selected) = [3]> then\n set x to ((Level_X) - (Scroll X))\n if <([abs v] of (x position) ) > [250]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nwhen I receive [snipe platform check v]\nforever\n if <(clone) = [0]> then\n switch costume to (flyingthing1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\n\nwhen I receive [teleportin v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Stage Selected) = [3]> then\n set x to ((Level_X) - (Scroll X))\n if <([abs v] of (x position) ) > [200]> then\n set [yoku_onscreen v] to [0]\n hide\n else\n set [yoku_onscreen v] to [1]\n show\n end\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [clone v] to [1]\nset size to (200) %\nset [yoku_onscreen v] to [0]\nforever\n switch costume to (yoku v)\n wait (yoku_block_timer) seconds\n go to [front v] layer\n switch costume to (yoku1 v)\n if <(yoku_onscreen) = [1]> then\n start sound [SE \[8\] v]\n end\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait ([abs v] of ((yoku_block_timer) + (-4)) ) seconds\nend\n\nwhen I receive [snipe platform check v]\nwait (2) seconds\nwait until <(distance to [hitbox v]) < [70]>\nif <(Stage Selected) = [3]> then\n if <(clone) = [0]> then\n set [level_x v] to [2800]\n start sound [SE \[93\] v]\n repeat (5)\n change y by (1)\n wait (.05) seconds\n change y by (-1)\n wait (.05) seconds\n end\n set [z v] to [0]\n start sound [SE \[88\] v]\n repeat (300)\n change [level_x v] by (5)\n set y to ((([sin v] of (z) ) * (50)) + (-60))\n change [z v] by (1)\n if <<(distance to [hitbox v]) < [70]> and <<not <([abs v] of (x position) ) > [250]>> and <(Stage Selected) = [3]>>> then\n broadcast (megaman move w/ platform v)\n end\n end\n end\nend\n\nwhen I receive [blink v]\ndelete this clone\n\nbroadcast (blink v)\n\n@ending cutscene\n\nwhen flag clicked\nset [formation_set v] to [0]\nhide\n\nwhen I receive [play ending v]\nset [formation_set v] to [0]\nclear graphic effects\nset rotation style [left-right v]\nbroadcast (Transition Effect v)\ngo to [front v] layer\npoint in direction (90)\ngo to x: (-50) y: (30)\nwait (.5) seconds\nswitch costume to (mm10_lightslab_exterior v)\nset size to (300) %\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (proidle v)\ncreate clone of (_myself_ v)\nswitch costume to (bass2 v)\ncreate clone of (_myself_ v)\nswitch costume to (light1 v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (break v)\ncreate clone of (_myself_ v)\nswitch costume to (mm10_lightslab_exterior v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [number v]) = [33]> then\n point in direction (90)\n switch costume to (bass2 v)\n go to x: (-220) y: (-116)\n hide\nend\nif <(costume [number v]) = [23]> then\n point in direction (90)\n switch costume to (proidle v)\n go to x: (-220) y: (-118)\n hide\nend\nif <(costume [number v]) = [2]> then\n point in direction (-90)\n switch costume to (costume2 v)\n go to x: (220) y: (-118)\n hide\nend\nif <(costume [number v]) = [17]> then\n point in direction (90)\n switch costume to (break v)\n go to x: (-124) y: (300)\n set size to (280) %\n glide (.5) secs to x: (-124) y: (-117)\n switch costume to (tele2 v)\n start sound [Mega Man 5 SFX \(2\)2 v]\n wait (.2) seconds\n switch costume to (idle v)\nend\nif <(costume [number v]) = [19]> then\n go to x: (140) y: (-118)\n point in direction (90)\n repeat (2)\n switch costume to (light3 v)\n wait (.1) seconds\n switch costume to (light1 v)\n wait (1) seconds\n end\n wait (1) seconds\n point in direction (-90)\nend\n\nwhen I receive [light talk v]\nif <<(costume [number v]) = [19]> or <(costume [number v]) = [20]>> then\n repeat (5)\n switch costume to (light2 v)\n wait (.1) seconds\n switch costume to (light1 v)\n wait (.1) seconds\n end\nend\n\nwhen I receive [light turn around v]\nif <<(costume [number v]) = [19]> or <(costume [number v]) = [20]>> then\n turn right (180) degrees\nend\n\nwhen I receive [ultrabot: ah here we go again v]\nif <(costume [number v]) = [2]> then\n point in direction (-90)\n set size to (280) %\n switch costume to (costume2 v)\n go to x: (220) y: (-118)\n go to [front v] layer\n show\n repeat (4)\n switch costume to (run1 v)\n repeat (3)\n wait (.1) seconds\n change x by (-13)\n next costume\n end\n wait (.1) seconds\n change x by (-13)\n end\n switch costume to (costume2 v)\nend\n\nwhen I receive [protoman and bass head in v]\nif <(costume [number v]) = [23]> then\n point in direction (90)\n switch costume to (proidle v)\n go to x: (-220) y: (-118)\n show\n repeat (1)\n switch costume to (prorun1 v)\n repeat (3)\n wait (.1) seconds\n change x by (10)\n next costume\n end\n wait (.1) seconds\n change x by (10)\n end\n switch costume to (proidle v)\nend\nif <(costume [number v]) = [33]> then\n wait (.5) seconds\n point in direction (90)\n switch costume to (bass2 v)\n go to [front v] layer\n go to x: (-220) y: (-116)\n show\n repeat (4)\n switch costume to (bass3 v)\n repeat (3)\n wait (.1) seconds\n change x by (10)\n next costume\n end\n wait (.1) seconds\n change x by (10)\n end\n switch costume to (bass2 v)\n clear graphic effects\nend\n\nwhen I receive [bass: oh yeah v]\nif <(costume [number v]) = [33]> then\n switch costume to (bassgrin v)\nend\n\nwhen I receive [dance off v]\nif <(costume [number v]) = [1]> then\n set [z v] to [0]\n wait until <(formation_set) = [1]>\n forever\n change [z v] by (2)\n set [brightness v] effect to (([sin v] of (z) ) * (45))\n set [fisheye v] effect to (([sin v] of (z) ) * (25))\n set [whirl v] effect to (([sin v] of (z) ) * (5))\n end\nend\nif <(costume [number v]) = [2]> then\n wait (1) seconds\n wait until <(formation_set) = [1]>\n forever\n switch costume to (run1 v)\n repeat (3)\n wait (.2) seconds\n change x by (5)\n next costume\n end\n wait (.2) seconds\n change x by (5)\n switch costume to (run1 v)\n repeat (3)\n wait (.2) seconds\n change x by (-5)\n next costume\n end\n wait (.2) seconds\n change x by (-5)\n repeat (3)\n wait (.6) seconds\n turn right (180) degrees\n switch costume to (run1 v)\n end\n switch costume to (run1 v)\n repeat (3)\n wait (.2) seconds\n change x by (5)\n next costume\n end\n wait (.2) seconds\n change x by (5)\n switch costume to (run1 v)\n repeat (3)\n wait (.2) seconds\n change x by (-5)\n next costume\n end\n wait (.2) seconds\n change x by (-5)\n repeat (3)\n wait (.6) seconds\n turn right (180) degrees\n switch costume to (costume2 v)\n end\n end\nend\n\nwhen I receive [dance off v]\nif <(costume [number v]) = [7]> then\n repeat (2)\n change x by (-10)\n end\n repeat (2)\n change x by (-6)\n end\n repeat (2)\n change x by (-4)\n end\n wait (.5) seconds\n wait until <(formation_set) = [1]>\n forever\n switch costume to (run4 v)\n repeat (3)\n wait (.2) seconds\n change x by (5)\n next costume\n end\n wait (.2) seconds\n change x by (5)\n switch costume to (run4 v)\n repeat (3)\n wait (.2) seconds\n change x by (-5)\n next costume\n end\n wait (.2) seconds\n change x by (-5)\n repeat (3)\n wait (.6) seconds\n turn right (180) degrees\n switch costume to (gunrun1 v)\n end\n switch costume to (gunrun1 v)\n repeat (3)\n wait (.2) seconds\n change x by (5)\n next costume\n end\n wait (.2) seconds\n change x by (5)\n switch costume to (gunrun1 v)\n repeat (3)\n wait (.2) seconds\n change x by (-5)\n next costume\n end\n wait (.2) seconds\n change x by (-5)\n repeat (3)\n wait (.6) seconds\n turn right (180) degrees\n switch costume to (idlegun v)\n end\n end\nend\nif <(costume [number v]) = [19]> then\n go to x: (140) y: (-118)\n repeat (3)\n change x by (15)\n end\n repeat (2)\n change x by (8)\n end\n repeat (2)\n change x by (4)\n end\n wait (.5) seconds\n wait until <(formation_set) = [1]>\n forever\n switch costume to (light1 v)\n wait (.2) seconds\n switch costume to (light5 v)\n wait (.3) seconds\n end\nend\nif <(costume [number v]) = [23]> then\n point in direction (90)\n switch costume to (proidle v)\n go to x: (-180) y: (-118)\n show\n repeat (3)\n switch costume to (prorun1 v)\n repeat (3)\n wait (.1) seconds\n change x by (10)\n next costume\n end\n wait (.1) seconds\n change x by (10)\n end\n switch costume to (proidle v)\n wait until <(formation_set) = [1]>\n forever\n switch costume to (prorun1 v)\n repeat (3)\n wait (.2) seconds\n change x by (5)\n next costume\n end\n wait (.2) seconds\n change x by (5)\n switch costume to (prorun1 v)\n repeat (3)\n wait (.2) seconds\n change x by (-5)\n next costume\n end\n wait (.2) seconds\n change x by (-5)\n repeat (3)\n wait (.6) seconds\n turn right (180) degrees\n switch costume to (proidlegun v)\n end\n switch costume to (prorungun1 v)\n repeat (3)\n wait (.2) seconds\n change x by (5)\n next costume\n end\n wait (.2) seconds\n change x by (5)\n switch costume to (prorungun1 v)\n repeat (3)\n wait (.2) seconds\n change x by (-5)\n next costume\n end\n wait (.2) seconds\n change x by (-5)\n repeat (3)\n wait (.6) seconds\n turn right (180) degrees\n switch costume to (proidlegun v)\n end\n end\nend\nif <(costume [number v]) = [38]> then\n point in direction (90)\n switch costume to (bass2 v)\n go to [front v] layer\n go to x: (-60) y: (-116)\n show\n repeat (4)\n switch costume to (bass3 v)\n repeat (3)\n wait (.1) seconds\n change x by (10)\n next costume\n end\n wait (.1) seconds\n change x by (10)\n end\n switch costume to (bass2 v)\n wait until <(formation_set) = [1]>\n forever\n switch costume to (bass2 v)\n repeat (3)\n wait (.2) seconds\n change x by (5)\n next costume\n end\n wait (.2) seconds\n change x by (5)\n switch costume to (bass2 v)\n repeat (3)\n wait (.2) seconds\n change x by (-5)\n next costume\n end\n wait (.2) seconds\n change x by (-5)\n repeat (3)\n wait (.6) seconds\n turn right (180) degrees\n switch costume to (bassidlegun v)\n end\n switch costume to (bassgun1 v)\n repeat (3)\n wait (.2) seconds\n change x by (5)\n next costume\n end\n wait (.2) seconds\n change x by (5)\n switch costume to (bassgun1 v)\n repeat (3)\n wait (.2) seconds\n change x by (-5)\n next costume\n end\n wait (.2) seconds\n change x by (-5)\n repeat (3)\n wait (.6) seconds\n turn right (180) degrees\n switch costume to (bassidlegun v)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n\nwhen I receive [menu screen v]\nwait (.3) seconds\ndelete this clone\n\n@Text\n\ndefine Type X: (x) Y: (y) Button: (button) Delay: (delay) Message (message)\nset size to (200) %\ngo to x: ((x) - (10)) y: (y)\nset [var v] to [0]\nhide\nrepeat (length of (message))\n start sound (Speaker)\n show\n change [var v] by (1)\n if <(letter (Var) of (message)) = [ ]> then\n change x by (15)\n hide\n if <(delay) = [2]> then\n wait (.01) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(size) = [250]> then\n forever\n show\n wait (.6) seconds\n hide\n wait (.2) seconds\n end\nend\n\nwhen I receive [text_foreground_clear v]\ndelete this clone\n\nwhen flag clicked\nerase all\nhide\n\ndefine clear\nbroadcast (text_foreground_clear v)\n\ndefine pressspace\nset size to (150) %\ngo to x: (100) y: (50)\nset [var v] to [0]\nhide\nrepeat (length of [PRESS SPACE])\n show\n change [var v] by (1)\n if <(letter (Var) of [PRESS SPACE]) = [ ]> then\n change x by (12)\n hide\nend\n\nwhen I receive [play ending v]\nwait (5) seconds\nset [speaker v] to [light]\nbroadcast (textbox show v)\nwait (.6) seconds\nbroadcast (light talk v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [HELLO MEGA MAN!]\npressspace\nwait until <key (space v) pressed?>\nclear\nbroadcast (light talk v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I CAN'T THANK YOU]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [ENOUGH FOR SAVING MY]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [ROBOT FROM THE HANDS]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [OF DR. WILY!]\npressspace\nwait until <key (space v) pressed?>\nset [speaker v] to [mega]\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [NO PROBLEM, DR LIGHT!]\npressspace\nwait until <key (space v) pressed?>\nset [speaker v] to [mega]\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SAY. WHAT DOES]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [ULTRABOT DO ANYWAY?]\npressspace\nwait until <key (space v) pressed?>\nset [speaker v] to [light]\nclear\nbroadcast (light talk v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I'M GLAD YOU ASKED!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [LET ME SHOW YOU!]\npressspace\nwait until <key (space v) pressed?>\nset [speaker v] to [light]\nclear\nbroadcast (light turn around v)\nbroadcast (light talk v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [COME ON OUT]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [ULTRABOT!]\npressspace\nwait until <key (space v) pressed?>\nset [speaker v] to [light]\nclear\nbroadcast (get rid of textbox v)\nbroadcast (ultrabot: ah here we go again v)\nwait (.5) seconds\nbroadcast (light turn around v)\nwait (2) seconds\nbroadcast (textbox show v)\nwait (.8) seconds\nbroadcast (light talk v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IT'S A PROTOTYPE RIGHT]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [NOW. . .]\nwait until <key (space v) pressed?>\nset [speaker v] to [light]\nbroadcast (light talk v)\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SO IT ONLY HAS]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [ONE FUNCTION. . .]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [AND THAT IS TO PLAY]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [MUSIC!]\npressspace\nwait until <key (space v) pressed?>\nclear\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nset [speaker v] to [light]\nbroadcast (ultrabot play muisc v)\nwait (2) seconds\nbroadcast (protoman and bass head in v)\nwait (5) seconds\nbroadcast (textbox show v)\nset [speaker v] to [proto]\nwait (.8) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [YO DR LIGHT, DO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOU MIND IF WE JOIN]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [IN?]\npressspace\nwait until <key (space v) pressed?>\nset [speaker v] to [light]\nbroadcast (light talk v)\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [NOT AT ALL!]\npressspace\nwait until <key (space v) pressed?>\nclear\nset [speaker v] to [bass]\nbroadcast (bass: oh yeah v)\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SWEET!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I LOVE THIS SONG!]\npressspace\nwait until <key (space v) pressed?>\nclear\nset [formation_set v] to [0]\nbroadcast (get rid of textbox v)\nwait (.5) seconds\nbroadcast (dance off v)\nwait (3) seconds\nset [formation_set v] to [1]\n\ndefine Insanely fast text (x) (y) (text) (size)\nset size to (size) %\ngo to x: ((x) - (10)) y: (y)\nset [var v] to [0]\nhide\nrepeat (length of (text))\n show\n change [var v] by (1)\n if <(letter (Var) of (text)) = [ ]> then\n change x by ((size) / (13))\n hide\nend\n\nwhen I receive [game start fade v]\ndelete this clone\n\nwhen flag clicked\nhide\n\npressspace\nwait until <key (space v) pressed?>\nclear\n\n@Textbox/Icons\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (textbox v)\nset [ghost v] effect to (10)\ngo to x: (16) y: (300)\ngo to [front v] layer\nshow\nrepeat (5)\n change y by (-25)\nend\ngo to x: (16) y: (112)\n\nwhen I receive [blink v]\ndelete this clone\n\nbroadcast (blink v)\n\nwhen I receive [get rid of textbox v]\nrepeat (5)\n change y by (25)\nend\nhide\ndelete this clone\n\nwhen I receive [textbox show v]\nswitch costume to (Speaker)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (100)\ngo to x: (-154) y: (127)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to [front v] layer\nforever\n switch costume to (Speaker)\nend\n\n@ultrabot music\n\nwhen flag clicked\nhide\n\nwhen I receive [menu screen v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [ultrabot play muisc v]\nforever\n wait (.4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (300) %\nclear graphic effects\ngo to x: ((36) + (pick random (-15) to (15))) y: (-100)\nswitch costume to (pick random (1) to (2))\ngo to [front v] layer\nset [z v] to (x position)\nset [x v] to (pick random (-1000) to (1000))\nshow\nrepeat (30)\n set x to ((z) + (([sin v] of (x) ) * (30)))\n change [x v] by (10)\n change y by (3)\nend\ndelete this clone\n\nwhen I receive [ultrabot play muisc v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n clear graphic effects\n end\nend\n\nwhen I receive [ultrabot play muisc v]\ngo to x: (-162) y: (999)\nset size to (100) %\nswitch costume to (costume8 v)\ngo to [front v] layer\nshow\nrepeat (5)\n change y by (-10)\nend\nrepeat (5)\n change y by (-3)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [3]> then\n broadcast (Transition Effect v)\n broadcast (title music v)\n wait (.5) seconds\n broadcast (Menu Screen v)\nend\n\n@toenail\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [brightness v] effect to (4)\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\n@flash stopper\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [za wario v]\nstart sound [Mega Man 6 SRX \(67\) v]\ngo to [front v] layer\nshow\nrepeat (2)\n clear graphic effects\n wait (.1) seconds\n set [ghost v] effect to (50)\n wait (.1) seconds\nend\nhide\n\nwhen I receive [brighten stop time v]\nstart sound [Mega Man 6 SRX \(51\) v]\ngo to [front v] layer\nshow\nrepeat (2)\n clear graphic effects\n wait (.1) seconds\n set [ghost v] effect to (50)\n wait (.1) seconds\nend\nhide\n\n | ★★★★★★★INSTRUCTIONS★★★★★★★\n\n- Arrow keys or WASD to move and jump\n- Space to fire your blaster\n- Press C to dash\n- Press Up or W when in the air to Double Jump\n- Press Z or X to switch Special Weapons (if you have any)\n\n- Mobile supported as well\n\n\n★★★★★★★★★★★★★★★★★★★★★★\n\nMega Man's creator, Dr. Light, has recently finished building his newest robot, which he calls Ultrabot. The evil Dr. Wily hears about this, and sends 3 of his Robot Masters to go steal Ultrabot's parts. It is up to Mega Man to save Ultrabot before Dr. Wily turns it into an evil war machine.\n\nFight against Bright Man, Napalm Man, and Search Man in 3 unique levels. Defeat them to take their Special Weapon, which you can use in battle against the other Robot Masters.\n\n\n- Ultrabot and all the levels used were completely made by me\n\n★★★★★★★★★CREDITS★★★★★★★★★\n\n-All sprites and all sound effects belong to Capcom, the original creator of Mega Man.\n\n- Music used is from Mega man 11, Mega Man 8, and Mega Man 10.\n\n- End music is Thriller or Axel F, depending on which ending you get.\n\n- Credit to Mega Man Maker for the backgrounds and tilesets |
Colorless~ A mobile platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party.mp3 v] until done\nend\n\n@blank\n\n@Player\n\nwhen flag clicked\nStart\n\ndefine Start\nset [jump v] to [14]\nset [speed v] to [1]\ngo to x: (-212) y: (68)\nshow\nforever\n if on edge, bounce\n go to [front v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n switch costume to (cube v)\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n change [x v] by (join [-] (speed))\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n change [x v] by ([abs v] of (speed) )\n end\n change x by (x)\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if 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 y) > (y position)> and <mouse down?>>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if 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 y) > (y position)> and <mouse down?>>>> and <<touching (level v)?> or <touching (players v)?>>> then\n set [y v] to ((jump) * (1.1))\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (New Level v)\n go to x: (-212) y: (68)\n wait until <not <(x position) > [230]>>\n end\n if <<touching (spikes v)?> or <(y position) < [-170]>> then\n go to x: (-212) y: (68)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and > then\n set [y v] to [16]\n end\n change y by (1)\n if <touching (water v)?> then\n set [y v] to [-2]\n end\n end\nend\n\nwhen I start as a clone\nnext costume\nclear graphic effects\nset size to (150) %\nrepeat (10)\n change [brightness v] effect by (3)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen [s v] key pressed\nbroadcast (Skip v)\n\nwhen I receive [skip v]\nbroadcast (New Level v)\ngo to x: (-212) y: (68)\nwait until <not <(x position) > [230]>>\n\nwhen [r v] key pressed\nbroadcast (Redo v)\n\nwhen I receive [redo v]\ngo to x: (-212) y: (68)\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [new level v]\nnext costume\nif <(costume [number v]) = [9]> then\n broadcast (End v)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ([costume # v] of [level v])\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | Storyline: You have entered the colorless world, you decide to explore the world, but find that lots of dangers are in the world...\n-------------------------------------------------------------------------\nInstructions:\nArrow keys, WASD, or touch screen for mobile\nThere are 15 levels\nYou can wall jump\nPress r to restart a level\nPress s to skip a level\n======================================= |
Winter - a platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (LEVEL)\nend\n\nwhen backdrop switches to [backdrop9 v]\nbroadcast (level 9 v)\nstop [this script v]\n\nwhen I receive [new game v]\nwait (1) seconds\nforever\n play sound [TheFatRat v] until done\nend\n\n@blank\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nset size to (100) %\nReset player variables\nreset\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite18 v)?>> then\n change y by (1)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite18 v)?>> then\n change y by (1)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite18 v)?>> then\n change y by (1)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite18 v)?>> then\n change y by (1)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite18 v)?>> then\n change y by (1)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite18 v)?>> then\n change x by ((X v) * (-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) + (20))>>>> then\n broadcast (jump v)\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [15]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-1)\n change y by (Y v)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite18 v)?>> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <<<touching (sprite2 v)?> or <touching (sprite10 v)?>> or <touching (sprite18 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <<touching (sprite8 v)?> or <<touching (sprite21 v)?> or <<touching (sprite22 v)?> or <touching (sprite23 v)?>>>> then\n broadcast (bounce v)\n set [y v v] to [23]\n end\n if <touching (sprite7 v)?> then\n set [y v v] to [-1]\n end\nend\n\ndefine reset\nclear graphic effects\nset size to (100) %\nshow\ngo to x: (-200) y: (0)\npoint in direction (90)\nReset player variables\n\ndefine Reset player variables\nset [x v v] to [0]\nset [y v v] to [0]\n\nwhen flag clicked\nforever\n switch costume to (costume11 \(1\) v)\nend\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (costume11 \(1\)2 v)\nrepeat (20)\n change [ghost v] effect by (8)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(can get portal) = [yes]> then\n create clone of (_myself_ v)\n wait (0.02) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n if <(can get portal) = [yes]> then\n broadcast (next v)\n wait (2) seconds\n change [level v] by (1)\n go to x: (-217) y: (-37)\n end\n end\nend\n\nwhen flag clicked\nset [can get portal v] to [yes]\nforever\n if <<(y position) < [-180]> or <<touching (sprite6 v)?> or <touching (sprite13 v)?>>> then\n set [can get portal v] to [no]\n glide (0.5) secs to x: (-217) y: (-37)\n set [can get portal v] to [yes]\n end\nend\n\nset [_colour v] to [0]\n\nwhen I receive [next2 v]\ngo to (portal v)\n\nwhen I receive [restart v]\nset [can get portal v] to [no]\nglide (0.5) secs to x: (-217) y: (-37)\nset [can get portal v] to [yes]\n\nwhen flag clicked\nforever\n\nif <<key (up arrow v) pressed?> and <not <touching (sprite6 v)?>>> then\n play sound [Jump v] until done\n wait until <<not <key (up arrow v) pressed?>> or <touching (sprite2 v)?>>\nend\n\nwhen flag clicked\nforever\n if <touching (sprite7 v)?> then\n play sound [Splash v] until done\n wait until <not <touching (sprite7 v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite8 v)?> then\n play sound [Jump v] until done\n wait (0.1) seconds\n end\nend\n\nwhen I receive [jump v]\nplay sound [Jump v] until done\n\nwhen I receive [new game v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@portal\n\nwhen flag clicked\nforever\n if <(new game) = [yes]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n set [ghost v] effect to (50)\n switch costume to (costume1 v)\n turn left (3) degrees\n go to x: (portal x) y: (portal y)\n if <(LEVEL) = [12]> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nplay sound [Connect v] until done\n\nwhen flag clicked\nset [new game v] to []\nhide\nforever\n set [ghost v] effect to (50)\n switch costume to (costume1 v)\n turn right (3) degrees\n set [portal x v] to (x position)\n set [portal y v] to (y position)\nend\n\nwhen I receive [new game v]\nset [new game v] to [yes]\nforever\n if <(LEVEL) < [5]> then\n show\n go to x: (183) y: (-30)\n else\n if <(LEVEL) = [5]> then\n go to x: (207) y: (133)\n else\n if <(LEVEL) = [6]> then\n go to x: (187) y: (70)\n else\n if <(LEVEL) = [7]> then\n go to x: (200) y: (-35)\n else\n if <(LEVEL) = [8]> then\n go to x: (205) y: (148)\n else\n if <(LEVEL) = [9]> then\n go to x: (205) y: (125)\n else\n if <(LEVEL) = [10]> then\n go to x: (-25) y: (130)\n else\n if <(LEVEL) = [11]> then\n go to x: (195) y: (137)\n else\n if <(LEVEL) = [12]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nset [level v] to [1]\nhide\ngo to x: (-550) y: (0)\n\nwhen I receive [next v]\nshow\nglide (1) secs to x: (0) y: (0)\nwait (1) seconds\nglide (2) secs to x: (-550) y: (0)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\nshow\nchange [ghost v] effect by (50)\nwait (0.01) seconds\ngo to [back v] layer\nswitch costume to (costume2 v)\nset size to (200) %\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n repeat (90)\n change y by (1)\n change x by (-1.5)\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nchange [ghost v] effect by (95)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (LEVEL)\n go [backward v] (3) layers\nend\n\n@Sprite1\n\nwhen I start as a clone\ngo to x: (pick random (-235) to (235)) y: (180)\nset [ghost v] effect to (pick random (20) to (40))\nset size to (pick random (50) to (100)) %\nset [xvel v] to (pick random (-0.7) to (0.7))\nset [yvel v] to (pick random (-0.9) to (-1.8))\npoint in direction (pick random (-180) to (180))\ngo to [back v] layer\ngo [forward v] (0) layers\nshow\nrepeat until <<<(y position) < [-175]> or <([abs v] of (x position) ) > [235]>> or <<touching (water v)?> or <touching (level v)?>>>\n change x by ((xvel) + ((0.0002) * ((1) * (size))))\n change y by ((yvel) + ((0.0001) * ((1) * (size))))\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (8) layers\nstop [other scripts in sprite v]\nrepeat (50)\n change [ghost v] effect by (2)\nend\nset [ghost v] effect to (0)\nerase all\nhide\nrepeat (250)\n create clone of (_myself_ v)\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n show\n set [ghost v] effect to (50)\n go to [front v] layer\n go [backward v] (100) layers\n switch costume to (LEVEL)\nend\n\ndefine effect (rise)\ngo to x: (-29) y: (90)\nrepeat (rise)\n change y by (1)\nend\nrepeat (rise)\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n effect (pick random (0) to (20))\nend\n\nwhen flag clicked\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nforever\n effect (pick random (0) to (20))\n switch costume to (LEVEL)\nend\n\nwait (1) seconds\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume6 v)\nforever\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [forward v] (2) layers\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) < [6]> then\n hide\n end\n if <(LEVEL) = [6]> then\n go to x: (-144) y: (-75)\n show\n end\n if <(LEVEL) = [7]> then\n hide\n end\n if <(LEVEL) = [8]> then\n go to x: (198) y: (-157)\n show\n end\n if <(LEVEL) = [9]> then\n show\n go to x: (57) y: (-85)\n end\n if <(LEVEL) = [10]> then\n hide\n end\n if <(LEVEL) = [11]> then\n show\n go to x: (195) y: (-85)\n end\n if <(LEVEL) = [12]> then\n show\n go to x: (-160) y: (-90)\n end\nend\n\nwhen I receive [bounce v]\nswitch costume to (costume6 v)\nrepeat (6)\n next costume\nend\nrepeat (6)\n switch costume to ((costume [number v]) - (1))\nend\n\nif <(LEVEL) = [10]> then\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <(LEVEL) < [7]> then\n hide\n end\n if <(LEVEL) = [7]> then\n show\n end\n if <(LEVEL) = [8]> then\n show\n end\n if <(LEVEL) = [9]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n glide (1.5) secs to x: (-30) y: (-70)\n glide (1.5) secs to x: (50) y: (-70)\n end\n if <(LEVEL) = [8]> then\n go to x: (-59) y: (-160)\n glide (8) secs to x: (-59) y: (40)\n glide (8) secs to x: (-59) y: (-160)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(LEVEL) < [9]> then\n hide\n end\n if <(LEVEL) = [9]> then\n go to x: (-163) y: (103)\n show\n end\n if <(LEVEL) = [10]> then\n hide\n end\nend\n\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(LEVEL) = [9]> then\n if <touching (player v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (open v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Magic Spell v] until done\n stop [this script v]\n end\nend\n\n@Sprite18\n\nrepeat (19)\n wait (0.02) seconds\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [open v]\nshow\nswitch costume to (costume1 v)\nrepeat (19)\n next costume\n wait (0.02) seconds\nend\nwait (2) seconds\nhide\n\nwhen flag clicked\nforever\n if <(LEVEL) < [9]> then\n hide\n end\n if <(LEVEL) = [9]> then\n switch costume to (costume1 v)\n point in direction (90)\n go to x: (36) y: (20)\n show\n stop [this script v]\n end\nend\n\nwhen I receive [open 2 v]\nshow\nswitch costume to (costume1 v)\nrepeat (19)\n next costume\n wait (0.02) seconds\nend\nwait (2) seconds\nhide\n\nwhen flag clicked\nforever\n if <(LEVEL) < [9]> then\n hide\n end\n if <(LEVEL) = [10]> then\n switch costume to (costume1 v)\n point in direction (90)\n go to x: (-89) y: (11)\n show\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) < [9]> then\n hide\n end\n if <(LEVEL) = [11]> then\n switch costume to (costume1 v)\n go to x: (95) y: (90)\n show\n point in direction (180)\n stop [this script v]\n end\nend\n\nwhen I receive [open 3 v]\nshow\nswitch costume to (costume1 v)\nrepeat (19)\n next costume\n wait (0.02) seconds\nend\nwait (2) seconds\nhide\n\n@Sprite9\n\nwhen flag clicked\nforever\n set size to (120) %\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set [ghost v] effect to (30)\n else\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to x: (-110) y: (145)\n point in direction (80)\n repeat (20)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\nend\n\nwhen this sprite clicked\nstart sound [click v]\nbroadcast (next2 v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [new game v]\nshow\n\nwhen I receive [new game v]\nforever\n if <(LEVEL) = [12]> then\n hide\n else\n show\n end\nend\n\n@Sprite11\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to x: (-190) y: (145)\n point in direction (80)\n repeat (20)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n end\nend\n\nset size to (120) %\n\nwhen this sprite clicked\nstart sound [click v]\nbroadcast (restart v)\n\nwhen flag clicked\nhide\n\nwhen I receive [new game v]\nshow\n\nwhen I receive [new game v]\nforever\n if <(LEVEL) = [12]> then\n hide\n else\n show\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n if <(LEVEL) < [9]> then\n hide\n end\n if <(LEVEL) = [10]> then\n show\n go to x: (200) y: (30)\n end\n if <(LEVEL) = [11]> then\n hide\n end\nend\n\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(LEVEL) = [10]> then\n if <touching (player v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (open 2 v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Magic Spell v] until done\n stop [this script v]\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n wait (2) seconds\n repeat (40)\n change y by (-1)\n end\n wait (2) seconds\n repeat (40)\n change y by (1)\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n if <(LEVEL) < [9]> then\n hide\n end\n if <(LEVEL) = [11]> then\n show\n go to x: (-190) y: (110)\n end\nend\n\nstop [this script v]\n\nwhen flag clicked\nforever\n if <(LEVEL) = [11]> then\n clear graphic effects\n if <touching (player v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (open 3 v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Magic Spell v] until done\n stop [this script v]\n end\nend\n\n@play?\n\nwhen flag clicked\nshow\n\nwhen I receive [new game v]\nhide\n\n@play?2\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n start sound [click v]\n broadcast (new game v)\n else\n set [ghost v] effect to (10)\n set [brightness v] effect to (10)\n end\n else\n set size to (100) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (5)\n end\n else\n repeat until <(size) = [100]>\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nforever\n point in direction (80)\n repeat (20)\n turn right (1) degrees\n end\n repeat (20)\n turn left (1) degrees\n end\nend\n\nchange y by (1)\n\nwhen I receive [new game v]\nhide\n\nstart sound [pop v]\n\n@Sprite15\n\nwhen flag clicked\nshow\n\nwhen I receive [new game v]\nhide\n\nwhen flag clicked\nforever\n repeat (20)\n turn left (0.5) degrees\n end\n repeat (20)\n turn right (0.5) degrees\n end\n point in direction (95)\nend\n\n@Screen Shot 2020-05-28 at 8\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | Winter - a platformer \nThis is my entry for StratfordJames platformer contest\n\n Instructions:\nArrow keys, WASD or tap to move\nDon't touch spikes!\nTrampolines are very bouncy\nWater makes you sink\nIn some levels, collect the key to unlock the door\nDon't forget to love, favorite, and follow!\n\nLoved and faved by @GraphicFox! |
360 degree platformer Test and tutorials script | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@Platform\n\nwhen flag clicked\nbroadcast (respawn v)\nSET HACK SIZE TO [200]\nforever\n change [y vel v] by (1)\n if <key (right arrow v) pressed?> then\n change [d vel v] by (-0.2)\n end\n if <key (left arrow v) pressed?> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\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 (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (player v)?> 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 (player v)?> then\n if <key (up arrow v) pressed?> then\n start sound [Jump v]\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\ndefine SET HACK SIZE TO (number or text)\nswitch costume to (size hack v)\nset size to (number or text) %\nswitch costume to (costume1 v)\n\nwhen I receive [respawn v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\n@player\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n change y by (-5)\n if <touching color (#ff0000)?> then\n broadcast (respawn v)\n end\n change y by (5)\nend\n\n | \nHello\narrow keys to move\ntutorial\nhttps://scratch.mit.edu/projects/414343482/\n |
NEOΝ ▫ A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (ozadje1 v)\n\nwhen I receive [play v]\nswitch backdrop to (ozadje1 v)\n\nwhen I receive [start v]\nswitch backdrop to (home v)\n\n@Player\n\nwhen I receive [play v]\ngo to x: (-225) y: (60)\nwait (1) seconds\npadaj\nforever\n change [yv v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-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 (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 x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n broadcast (jump v)\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n broadcast (jump v)\n set [yv v] to [10]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (100) %\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [play v]\nset size to (50) %\n\nwhen I receive [play v]\nforever\n zaznavanje\nend\n\ndefine zaznavanje\nif <(x position) > [235]> then\n broadcast (next ground v)\n go to x: (-225) y: (60)\nend\nif <<touching (spikes v)?> or <(y position) = [-180]>> then\n go to x: (-225) y: (60)\nend\n\ndefine padaj\nrepeat until <touching (ground v)?>\n change y by (-5)\nend\n\nwhen I receive [start v]\nforever\n play sound [TheFatRat & JJD - Prelude \(VIP Edit\) v] until done\nend\n\n@help\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (preobleka2 v)\n else\n switch costume to (preobleka1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (help v)\n\nwhen I receive [play v]\nhide\n\n@next\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n else\n switch costume to (130884 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nwait (0.000003) seconds\nbroadcast (next v)\n\nwhen I receive [play v]\nhide\n\n@play\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (3 v)\n else\n switch costume to (130884 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nwait (0.000003) seconds\nbroadcast (play v)\nhide\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (preobleka1 v)\nshow\n\nwhen I receive [next ground v]\nnext costume\n\nwhen I receive [play v]\nforever\n if <(costume [name v]) = [end]> then\n broadcast (end v)\n end\nend\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next ground v]\nnext costume\n\n@portal\n\nwhen I receive [play v]\nforever\n next costume\n wait (0.002) seconds\nend\n\nwhen flag clicked\nhide\n\n@here\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\nwhen flag clicked\nforever\n glide (0.2) secs to x: (-169) y: (-110)\n wait (0.003) seconds\n glide (0.2) secs to x: (-169) y: (-140)\nend\n\n@likefavefollow\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\npoint in direction ((([cos v] of ((timer) * (50)) ) - (5)) + (90))\nset y to (([cos v] of ((timer) * (50)) ) * (10))\n\n@osab-gasper logo\n\nwhen flag clicked\nset volume to (100) %\nset [ghost v] effect to (0)\nset size to (110) %\nswitch backdrop to (ozadje2 v)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nrepeat (6)\n next costume\n wait (0.001) seconds\nend\nswitch costume to (6 v)\nwait (0.001) seconds\nswitch costume to (5 v)\nwait (0.001) seconds\nswitch costume to (4 v)\nwait (0.001) seconds\nswitch costume to (3 v)\nwait (0.001) seconds\nswitch costume to (2 v)\nwait (0.001) seconds\nswitch costume to (1 v)\nwait (1) seconds\nbroadcast (og text v)\nglide (0.5) secs to x: (-60) y: (0)\nwait (1) seconds\nbroadcast (og hide v)\nglide (0.02) secs to x: (0) y: (0)\nrepeat (5)\n wait (0.002) seconds\n change size by (2)\nend\nbroadcast (hide v)\n\nwhen I receive [hide v]\nrepeat (40)\n change [mosaic v] effect by (5)\n wait (0.02) seconds\nend\nset [mosaic v] effect to (0)\nbroadcast (volume- v)\nrepeat (20)\n change [ghost v] effect by (7)\n wait (0.0002) seconds\nend\nclear graphic effects\nset size to (25) %\ngo to x: (210) y: (-160)\nbroadcast (Start v)\nswitch backdrop to (ozadje2 v)\n\nwhen I receive [volume- v]\nrepeat (10)\n change volume by (-10)\n wait (0.003) seconds\nend\nstop all sounds\nclear sound effects\nset volume to (100) %\n\nwhen flag clicked\nplay sound [Free Intro Music for your Video \(mp3cut v] until done\n\n@og text\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [og text v]\ngo to x: (120) y: (0)\nshow\nglide (0.5) secs to x: (60) y: (0)\n\nwhen I receive [og hide v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\n@instructions\n\nwhen flag clicked\nhide\n\nwhen I receive [help v]\ngo to [front v] layer\nset [ghost v] effect to (10)\nset size to (2) %\nshow\nrepeat (10)\n change size by (10)\nend\n\nwhen this sprite clicked\nhide\n\n@title\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\npoint in direction ((([cos v] of ((timer) * (50)) ) - (5)) + (90))\nset y to (([cos v] of ((timer) * (50)) ) * (10))\n\nwhen I receive [play v]\nhide\n\n@title2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\npoint in direction ((([cos v] of ((timer) * (50)) ) - (5)) + (90))\nset y to (([cos v] of ((timer) * (50)) ) * (10))\n\nwhen I receive [play v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n | Hi Guys!\nmy new platformer!\nIt isn't finished yet! I'll add more levels every day!\n\nInstructions are in game, just click [?]\n[WASD] or [ARROWS] for moving\n\nIf game is too hard, please tell me and I'll create button for skip levels. |
JWhandle | Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [07 Tiny Woods v] until done\nend\n\n@JWhandle\n\nwhen flag clicked\nhide\n\nwhen I receive [land v]\n\nstart sound [next lvl v]\n\nwhen I receive [land v]\n\nwhen I receive [land v]\n\n\n\ngo to x: (115) y: (-71)\n\ngo to x: (115) y: (-71)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\nend\n\nwhen flag clicked\ngo to [front v] layer\nset size to (35) %\nswitch costume to (costume1 v)\ngo to x: (-219) y: (-60)\npoint in direction (90)\nshow\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?> or > then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> and <<mouse down?> and <((mouse x) - (x position)) > [50]>>>> 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 (#006622)?> or <touching (level v)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching (level v)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching (level v)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching (level v)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching (level v)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by (1)\n if <<<touching color (#006622)?> or <touching (level v)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <<<touching color (#006622)?> or <touching (level v)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<<touching color (#006622)?> or <touching (level v)?>> or <<touching color (#995900)?> or <touching color (#663b00)?>>> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <(x position) > [225]> then\n point in direction (90)\n go to x: (-219) y: (-60)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (LevelUp v)\n end\n if <<touching color (#ff0000)?> or <touching color (#4a4a4a)?>> then\n switch costume to (costume2 v)\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-219) y: (-60)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n switch costume to (costume1 v)\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n if <key (down arrow v) pressed?> then\n set [yv v] to [-5]\n else\n set [yv v] to [-1]\n end\n end\n end\n if <touching color (#005eba)?> then\n broadcast (win v)\n hide\n stop [this script v]\n end\n if <(y position) < [-170]> then\n switch costume to (costume2 v)\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n point in direction (90)\n go to x: (-219) y: (0)\n set [yv v] to [0]\n set [xv v] to [0]\n clear graphic effects\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n switch costume to (costume1 v)\n go to x: (-219) y: (-100)\n point in direction (90)\n set [xv v] to [0]\n set [yv v] to [0]\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n next costume\n wait (.1) seconds\n else\n switch costume to (costume2 v)\n end\nend\n\n@level\n\nwhen flag clicked\n\nswitch costume to (costume1 v)\n\ngo to x: (0) y: (0)\n\nshow\n\nwhen I receive [levelup v]\nchange [level v] by (1)\nnext costume\n\nnext costume\n\nwhen flag clicked\n\ngo to x: (0) y: (0)\n\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [level v] to [0]\ngo to x: (0) y: (0)\nshow\n\n@Sprite7\n\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [land v]\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <(PlayerX) > (x position)> then\n point in direction (-90)\n else\n if <(PlayerX) < (x position)> then\n point in direction (90)\n end\n end\nend\n\nset [boom v] to [0]\n\nswitch costume to (costume3 v)\ngo to x: (121) y: (-64)\nshow\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\nset size to (35) %\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [2]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [3]> then\n switch costume to (costume4 v)\n show\n go to x: (-205) y: (105)\n show\n set [boom v] to [0]\n else\n if <(Level) = [4]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [5]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [6]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [7]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [8]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [9]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [10]> then\n switch costume to (costume3 v)\n go to x: (121) y: (-64)\n show\n set [boom v] to [1]\n else\n if <(Level) = [11]> then\n set [boom v] to [0]\n hide\n else\n set [boom v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nshow\nset [boom v] to [1]\n\nhide\n\nswitch costume to (costume2 v)\nshow\n\nset [boom v] to [1]\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n go to (sprite7 v)\n if <(Boom) = [1]> then\n repeat until <(Boom) = [0]>\n create clone of (_myself_ v)\n wait (2) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Boom) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [2]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [3]> then\n go to (sprite7 v)\n show\n point towards (jwhandle v)\n repeat until <<<touching (level v)?> or <touching (jwhandle v)?>> or <<touching (sprite8 v)?> or <(Level) = [4]>>>\n glide (1) secs to (jwhandle v)\n end\n hide\n delete this clone\n else\n if <(Level) = [4]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [5]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [6]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [7]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [8]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [9]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [10]> then\n hide\n set [boom v] to [0]\n else\n if <(Level) = [11]> then\n set [boom v] to [0]\n hide\n else\n set [boom v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nswitch costume to (costume4 v)\ngo to x: (-205) y: (105)\nshow\nset [boom v] to [0]\n\nswitch costume to (costume2 v)\nshow\nset [boom v] to [1]\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (99)\n\n@Sprite8\n\nwhen I receive [win v]\nhide\n\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <(Level) = [3]> then\n show\n go to x: (-75) y: (-80)\n else\n if <(Level) = [6]> then\n show\n go to x: (174) y: (9)\n else\n if <(Level) = [7]> then\n show\n go to x: (90) y: (-89)\n end\n end\n end\nend\n\n@Deco\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nshow\n\n | Welcome to < JWhandle's Platformer >\n\n->Use Arrow keys/WASD key to move\n\n->Updates<- Released\n\nComing Soon -> Jump Animation, Background effect\n\n<-> BoyMcBoy- Platformer [✔]\n<-> JWhandle | Platformer [✔] |
Light -a platformer- | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nwait until <(今) = [13]>\nswitch backdrop to (2 v)\nwait until <(今) = [14]>\nswitch backdrop to (3 v)\n\n@スプライト1\n\nwhen flag clicked\nclear graphic effects\nset size to (60) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [今 v] to [1]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.88))\n change x by (x)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change y by (1)\n if <touching (スプライト3 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\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 change [y v] by (-1)\n change y by (y)\n if <touching (スプライト3 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (スプライト3 v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) < [-175]> or <touching (スプライト6 v)?>> then\n repeat (15)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[239] < (x position)> then\n if <not <(今) = [14]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [今 v] by (1)\n show\n end\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nset size to (80) %\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n go to (スプライト1 v)\nend\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n switch costume to (今)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n play sound [kanashiminoaimainataishou v] until done\nend\n\nset [今 v] to [12]\n\n@スプライト4\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nset [クローンno v] to [0]\nrepeat (9)\n change [クローンno v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (11500000) %\nswitch costume to (2 v)\ngo to [front v] layer\nif <(クローンNo) = [1]> then\n switch costume to (1 v)\n forever\n go to (スプライト1 v)\n if <<(今) = [13]> or <(今) = [14]>> then\n hide\n else\n show\n end\n end\nend\nshow\nif <(クローンNo) = [2]> then\n forever\n go to x: (([x position v] of [スプライト1 v]) + (680)) y: (([y position v] of [スプライト1 v]) + (0))\n もし異次元\n end\nend\nif <(クローンNo) = [3]> then\n forever\n go to x: (([x position v] of [スプライト1 v]) + (-680)) y: (([y position v] of [スプライト1 v]) + (0))\n もし異次元\n end\nend\nif <(クローンNo) = [4]> then\n forever\n go to x: (([x position v] of [スプライト1 v]) + (0)) y: (([y position v] of [スプライト1 v]) + (450))\n もし異次元\n end\nend\nif <(クローンNo) = [5]> then\n switch costume to (2 v)\n forever\n go to x: (([x position v] of [スプライト1 v]) + (0)) y: (([y position v] of [スプライト1 v]) + (-510))\n もし異次元\n end\nend\nif <(クローンNo) = [6]> then\n forever\n go to x: (([x position v] of [スプライト1 v]) + (680)) y: (([y position v] of [スプライト1 v]) + (450))\n もし異次元\n end\nend\nif <(クローンNo) = [7]> then\n forever\n go to x: (([x position v] of [スプライト1 v]) + (-680)) y: (([y position v] of [スプライト1 v]) + (450))\n もし異次元\n end\nend\nif <(クローンNo) = [8]> then\n forever\n go to x: (([x position v] of [スプライト1 v]) + (680)) y: (([y position v] of [スプライト1 v]) + (-510))\n もし異次元\n end\nend\nif <(クローンNo) = [9]> then\n forever\n go to x: (([x position v] of [スプライト1 v]) + (-680)) y: (([y position v] of [スプライト1 v]) + (-510))\n もし異次元\n end\nend\n\nset [借り v] to (y position)\n\ngo to [front v] layer\n\ndefine もし異次元\nif <<<(x position) < [-580]> or <[580] < (x position)>> or <<(y position) < [-430]> or <[430] < (y position)>>> then\n hide\nelse\n if <<(今) = [13]> or <(今) = [14]>> then\n hide\n else\n show\n end\nend\n\ngo to x: (0) y: (0)\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (0.02) seconds\nhide\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (今)\nend\n\nset [今 v] to [12]\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nshow\nset size to (75) %\ngo to x: (0) y: (70)\nforever\n go to [front v] layer\nend\n\n | English \nJump with the up key. \nMove with the left and right keys.\n 日本語\n 上キーでジャンプ\n 左右キーで移動 |
100% Pen | 3D Platformer | @Stage\n\n@pen\n\ndefine Add Platform (x) (y) (z) (w) (l)\nadd (x) to [platforms v]\nadd (y) to [platforms v]\nadd (z) to [platforms v]\nadd (w) to [platforms v]\nadd (l) to [platforms v]\n\nwhen flag clicked\nset [level v] to [1]\nReset\nSet Camera\nchange [camera y v] by (3)\nMenu\nReset\nforever\n Control\n Draw\n End\nend\n\ndefine Gravity + Collision\nchange [y velocity v] by (-0.1)\nset [previous y v] to (Y Position)\nchange [y position v] by (Y Velocity)\nset [count v] to [-4]\nrepeat ((length of [platforms v]) / (5))\n change [count v] by (5)\n if <<not <(Previous Y) < ((item ((Count) + (1)) of [platforms v]) + (1))>> and <(Y Position) < ((item ((Count) + (1)) of [platforms v]) + (1))>> then\n if <<([abs v] of ((item ((Count) + (0)) of [platforms v]) - (X Position)) ) < (((item ((Count) + (3)) of [platforms v]) / (2)) + (1))> and <([abs v] of ((item ((Count) + (2)) of [platforms v]) - (Z Position)) ) < (((item ((Count) + (4)) of [platforms v]) / (2)) + (1))>> then\n set [y position v] to ((item ((Count) + (1)) of [platforms v]) + (1))\n if <key (space v) pressed?> then\n set [y velocity v] to [1.5]\n else\n set [y velocity v] to [0]\n end\n end\n end\nend\n\ndefine Draw Platform (x) (y) (z) (w) (l)\nset pen color to (#21e600)\nPen 1\nGo To ((x) + ((w) / (2))) (y) ((z) + ((l) / (2))) (2)\nPen 2\nGo To ((x) + ((w) / (4))) (y) ((z) + ((l) / (2))) (2)\nPen 2\nGo To ((x) + (0)) (y) ((z) + ((l) / (2))) (2)\nPen 2\nGo To ((x) + ((w) / (-4))) (y) ((z) + ((l) / (2))) (2)\nPen 2\nGo To ((x) + ((w) / (-2))) (y) ((z) + ((l) / (2))) (2)\nPen 2\nGo To ((x) + ((w) / (-2))) (y) ((z) + ((l) / (4))) (2)\nPen 2\nGo To ((x) + ((w) / (-2))) (y) ((z) + (0)) (2)\nPen 2\nGo To ((x) + ((w) / (-2))) (y) ((z) + ((l) / (-4))) (2)\nPen 2\nGo To ((x) + ((w) / (-2))) (y) ((z) + ((l) / (-2))) (2)\nPen 2\nGo To ((x) + ((w) / (-4))) (y) ((z) + ((l) / (-2))) (2)\nPen 2\nGo To ((x) + (0)) (y) ((z) + ((l) / (-2))) (2)\nGo To ((x) + ((w) / (4))) (y) ((z) + ((l) / (-2))) (2)\nPen 2\nGo To ((x) + ((w) / (2))) (y) ((z) + ((l) / (-2))) (2)\nPen 2\nGo To ((x) + ((w) / (2))) (y) ((z) + ((l) / (-4))) (2)\nPen 2\nGo To ((x) + ((w) / (2))) (y) ((z) + (0)) (2)\nPen 2\nGo To ((x) + ((w) / (2))) (y) ((z) + ((l) / (4))) (2)\nPen 2\nGo To ((x) + ((w) / (2))) (y) ((z) + ((l) / (2))) (2)\npen up\n\nset pen color to (#ff0e0e)\nset pen color to (#ffe900)\nset pen color to (#22f100)\nset pen color to (#0065ff)\n\ndefine Pen 2\nif <<not <(Memory X) = (x position)>> and <not <(Memory Y) = (y position)>>> then\n pen down\nend\n\ndefine Pen 1\nset [memory x v] to (x position)\nset [memory y v] to (y position)\n\ndefine Set Flag (x) (y) (z)\nset [flag x v] to (x)\nset [flag y v] to (y)\nset [flag z v] to (z)\n\ndefine Draw Platforms\nset [count v] to [-4]\nrepeat ((length of [platforms v]) / (5))\n change [count v] by (5)\n Draw Platform (item ((Count) + (0)) of [platforms v]) (item ((Count) + (1)) of [platforms v]) (item ((Count) + (2)) of [platforms v]) (item ((Count) + (3)) of [platforms v]) (item ((Count) + (4)) of [platforms v])\nend\n\ndefine End\nif <(Y Position) < [-100]> then\n Reset\nend\nif <<([abs v] of ((Flag X) - (X Position)) ) < [5]> and <<([abs v] of ((Flag Y) - (Y Position)) ) < [5]> and <([abs v] of ((Flag Z) - (Z Position)) ) < [5]>>> then\n change [level v] by (1)\n Reset\nend\n\ndefine Draw Backdrop\nerase all\nset pen color to (#000000)\nset pen size to (255)\ngo to x: (-240) y: (90)\npen down\ngo to x: (240) y: (90)\npen up\ngo to x: (-240) y: (-90)\npen down\ngo to x: (240) y: (-90)\npen up\n\ndefine Draw Flag (x) (y) (z)\nset pen color to (#0083ff)\nPen 1\nGo To (x) (y) (z) (2)\nPen 2\nGo To (x) ((y) + (4)) (z) (2)\nPen 2\nGo To ((x) + (3)) ((y) + (4)) (z) (2)\nPen 2\nGo To ((x) + (3)) ((y) + (2)) (z) (2)\nPen 2\nGo To (x) ((y) + (2)) (z) (2)\npen up\n\ndefine Go To (x) (y) (z) (s)\nGo To (x) (y) (z) (X Direction) (Y Direction) (Camera X) (Camera Y) (Camera Z) (s)\n\ndefine Type (character) at (x) (y) with a font size of (font size) . Capital=1, Lower Case=0: (c/l)\nset pen color to (#1be600)\ngo to x: (x) y: (y)\nif <(c/l) = [1]> then\n if <(character) = [A]> then\n pen down\n change y by ((font size) * (2))\n change x by (font size)\n change y by ((font size) * (-2))\n change y by (font size)\n change x by ((font size) * (-1))\n pen up\n change y by ((font size) * (-1))\n change x by (font size)\n end\n if <(character) = [B]> then\n pen down\n change y by ((font size) * (2))\n change x by (font size)\n change y by ((font size) * (-0.8))\n pen up\n change y by ((font size) * (-0.4))\n pen down\n change y by ((font size) * (-0.8))\n change x by ((font size) * (-1))\n pen up\n change y by (font size)\n pen down\n change x by ((font size) * (0.8))\n pen up\n change x by ((font size) * (0.2))\n change y by ((font size) * (-1))\n end\n if <(character) = [C]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by ((font size) * (2))\n change x by (font size)\n pen up\n change y by ((font size) * (-2))\n end\n if <(character) = [D]> then\n pen down\n change x by ((font size) * (0.8))\n pen up\n change x by ((font size) * (-0.8))\n pen down\n change y by ((font size) * (2))\n change x by ((font size) * (0.8))\n pen up\n change y by ((font size) * (-0.2))\n change x by ((font size) * (0.2))\n pen down\n change y by ((font size) * (-1.6))\n pen up\n change y by ((font size) * (-0.2))\n end\n if <(character) = [E]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by ((font size) * (2))\n change x by (font size)\n pen up\n change y by ((font size) * (-1))\n pen down\n change x by ((font size) * (-1))\n pen up\n change y by ((font size) * (-1))\n change x by (font size)\n end\n if <(character) = [F]> then\n pen down\n change y by ((font size) * (2))\n change x by (font size)\n pen up\n change x by ((font size) * (-1))\n change y by ((font size) * (-1))\n pen down\n change x by (font size)\n pen up\n change y by ((font size) * (-1))\n end\n if <(character) = [G]> then\n change y by ((font size) * (2))\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by ((font size) * (-2))\n change x by (font size)\n change y by (font size)\n change x by ((font size) * (-0.5))\n pen up\n change y by ((font size) * (-1))\n change x by ((font size) * (0.5))\n end\n if <(character) = [H]> then\n pen down\n change y by ((font size) * (2))\n change y by ((font size) * (-1))\n change x by (font size)\n pen up\n change y by ((font size) * (-1))\n pen down\n change y by ((font size) * (2))\n pen up\n change y by ((font size) * (-2))\n end\n if <(character) = [I]> then\n pen down\n change x by (font size)\n pen up\n change x by ((font size) * (-0.5))\n pen down\n change y by ((font size) * (2))\n pen up\n change x by ((font size) * (-0.5))\n pen down\n change x by (font size)\n pen up\n change y by ((font size) * (-2))\n end\n if <(character) = [J]> then\n pen down\n change x by (font size)\n change y by ((font size) * (2))\n change x by ((font size) * (-0.5))\n pen up\n change x by ((font size) * (0.5))\n change y by ((font size) * (-2))\n end\n if <(character) = [K]> then\n pen down\n change y by ((font size) * (2))\n pen up\n change y by ((font size) * (-1))\n pen down\n go to x: ((x position) + (font size)) y: ((y position) + (font size))\n pen up\n change y by ((font size) * (-1))\n change x by ((font size) * (-1))\n pen down\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (-1)))\n pen up\n end\n if <(character) = [L]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by ((font size) * (2))\n pen up\n change y by ((font size) * (-2))\n change x by (font size)\n end\n if <(character) = [M]> then\n pen down\n change y by ((font size) * (2))\n change x by (font size)\n change y by ((font size) * (-2))\n pen up\n change y by ((font size) * (2))\n change x by ((font size) * (-0.5))\n pen down\n change y by ((font size) * (-1))\n pen up\n change y by ((font size) * (-1))\n change x by ((font size) * (0.5))\n end\n if <(character) = [N]> then\n pen down\n change y by ((font size) * (2))\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (-2)))\n change y by ((font size) * (2))\n pen up\n change y by ((font size) * (-2))\n end\n if <(character) = [O]> then\n pen down\n change x by (font size)\n change y by ((font size) * (2))\n change x by ((font size) * (-1))\n change y by ((font size) * (-2))\n pen up\n change x by (font size)\n end\n if <(character) = [P]> then\n pen down\n change y by ((font size) * (2))\n change x by (font size)\n change y by ((font size) * (-1))\n change x by ((font size) * (-1))\n pen up\n change x by (font size)\n change y by ((font size) * (-1))\n end\n if <(character) = [Q]> then\n pen down\n change y by ((font size) * (2))\n change x by (font size)\n change y by ((font size) * (-2))\n change x by ((font size) * (-1))\n pen up\n change x by (font size)\n pen down\n go to x: ((x position) + ((font size) * (-0.6))) y: ((y position) + ((font size) * (0.6)))\n pen up\n go to x: ((x position) + ((font size) * (0.6))) y: ((y position) + ((font size) * (-0.6)))\n end\n if <(character) = [R]> then\n pen down\n change y by ((font size) * (2))\n change x by (font size)\n change y by ((font size) * (-1))\n change x by ((font size) * (-1))\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (-1)))\n pen up\n end\n if <(character) = [S]> then\n pen down\n change x by (font size)\n change y by (font size)\n change x by ((font size) * (-1))\n change y by (font size)\n change x by (font size)\n pen up\n change y by ((font size) * (-2))\n end\n if <(character) = [T]> then\n change x by ((font size) * (0.5))\n pen down\n change y by ((font size) * (2))\n pen up\n change x by ((font size) * (0.5))\n pen down\n change x by ((font size) * (-1))\n pen up\n change x by (font size)\n change y by ((font size) * (-2))\n end\n if <(character) = [U]> then\n change y by ((font size) * (2))\n pen down\n change y by ((font size) * (-2))\n change x by (font size)\n change y by ((font size) * (2))\n pen up\n change y by ((font size) * (-2))\n end\n if <(character) = [V]> then\n change y by ((font size) * (2))\n pen down\n go to x: ((x position) + ((font size) * (0.5))) y: ((y position) + ((font size) * (-2)))\n go to x: ((x position) + ((font size) * (0.5))) y: ((y position) + ((font size) * (2)))\n pen up\n change y by ((font size) * (-2))\n end\n if <(character) = [W]> then\n change y by ((font size) * (2))\n pen down\n change y by ((font size) * (-2))\n change x by (font size)\n change y by ((font size) * (2))\n pen up\n change x by ((font size) * (-0.5))\n change y by ((font size) * (-1))\n pen down\n change y by ((font size) * (-1))\n pen up\n change x by ((font size) * (0.5))\n end\n if <(character) = [X]> then\n pen down\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (2)))\n pen up\n change x by ((font size) * (-1))\n pen down\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (-2)))\n pen up\n end\n if <(character) = [Y]> then\n change y by ((font size) * (2))\n pen down\n go to x: ((x position) + ((font size) * (0.5))) y: ((y position) + ((font size) * (-1)))\n change y by ((font size) * (-1))\n pen up\n change y by (font size)\n pen down\n go to x: ((x position) + ((font size) * (0.5))) y: ((y position) + (font size))\n pen up\n change y by ((font size) * (-2))\n end\n if <(character) = [Z]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (2)))\n change x by ((font size) * (-1))\n pen up\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (-2)))\n end\nelse\n if <(character) = [a]> then\n change y by (font size)\n pen down\n change x by (font size)\n change y by ((font size) * (-1))\n change x by ((font size) * (-1))\n change y by ((font size) * (0.5))\n change x by (font size)\n pen up\n change y by ((font size) * (-0.5))\n end\n if <(character) = [b]> then\n change y by ((font size) * (2))\n pen down\n change y by ((font size) * (-2))\n change x by (font size)\n change y by (font size)\n change x by ((font size) * (-1))\n pen up\n change y by ((font size) * (-1))\n change x by (font size)\n end\n if <(character) = [c]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by (font size)\n change x by (font size)\n pen up\n change y by ((font size) * (-1))\n end\n if <(character) = [d]> then\n change y by ((font size) * (2))\n change x by (font size)\n pen down\n change y by ((font size) * (-2))\n change x by ((font size) * (-1))\n change y by (font size)\n change x by (font size)\n pen up\n change y by ((font size) * (-1))\n end\n if <(character) = [e]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by (font size)\n change x by (font size)\n change y by ((font size) * (-0.5))\n change x by ((font size) * (-1))\n pen up\n change x by (font size)\n change y by ((font size) * (-0.5))\n end\n if <(character) = [f]> then\n change x by (font size)\n change y by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by ((font size) * (-1.5))\n change y by (font size)\n change x by (font size)\n pen up\n change y by ((font size) * (-0.5))\n end\n if <(character) = [g]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by (font size)\n change x by (font size)\n change y by ((font size) * (-1.5))\n change x by ((font size) * (-1))\n pen up\n change y by ((font size) * (0.5))\n change x by (font size)\n end\n if <(character) = [h]> then\n pen down\n change y by ((font size) * (2))\n change y by ((font size) * (-1))\n change x by (font size)\n change y by ((font size) * (-1))\n pen up\n end\n if <(character) = [i]> then\n change x by ((font size) * (0.5))\n pen down\n change y by (font size)\n pen up\n change y by ((font size) * (0.5))\n pen down\n pen up\n change x by ((font size) * (0.5))\n change y by ((font size) * (-1.5))\n end\n if <(character) = [j]> then\n change x by ((font size) * (0.5))\n pen down\n change y by (font size)\n pen up\n change y by ((font size) * (0.5))\n pen down\n pen up\n change y by ((font size) * (-1.5))\n pen down\n change y by ((font size) * (-0.5))\n change x by ((font size) * (-0.5))\n pen up\n change x by (font size)\n change y by ((font size) * (0.5))\n end\n if <(character) = [k]> then\n pen down\n change y by ((font size) * (1.5))\n pen up\n change y by ((font size) * (-1))\n pen down\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (0.5)))\n pen up\n change y by ((font size) * (-1))\n pen down\n go to x: ((x position) + ((font size) * (-1))) y: ((y position) + ((font size) * (0.5)))\n pen up\n change x by (font size)\n change y by ((font size) * (-0.5))\n end\n if <(character) = [l]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by (font size)\n pen up\n change x by (font size)\n change y by ((font size) * (-1))\n end\n if <(character) = [m]> then\n pen down\n change y by (font size)\n change x by (font size)\n change y by ((font size) * (-1))\n pen up\n change x by ((font size) * (-0.5))\n pen down\n change y by (font size)\n pen up\n change x by ((font size) * (0.5))\n change y by ((font size) * (-1))\n end\n if <(character) = [n]> then\n pen down\n change y by (font size)\n change x by (font size)\n change y by ((font size) * (-1))\n pen up\n end\n if <(character) = [o]> then\n pen down\n change y by (font size)\n change x by (font size)\n change y by ((font size) * (-1))\n change x by ((font size) * (-1))\n pen up\n change x by (font size)\n end\n if <(character) = [p]> then\n change y by ((font size) * (-0.5))\n pen down\n change y by ((font size) * (1.5))\n change x by (font size)\n change y by ((font size) * (-1))\n change x by ((font size) * (-1))\n pen up\n change x by (font size)\n end\n if <(character) = [q]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by (font size)\n change x by (font size)\n change y by ((font size) * (-1.5))\n pen up\n change y by ((font size) * (0.5))\n end\n if <(character) = [r]> then\n pen down\n change y by (font size)\n change x by (font size)\n pen up\n change y by ((font size) * (-1))\n end\n if <(character) = [s]> then\n pen down\n change x by (font size)\n change y by ((font size) * (0.5))\n change x by ((font size) * (-1))\n change y by ((font size) * (0.5))\n change x by (font size)\n pen up\n change y by ((font size) * (-1))\n end\n if <(character) = [t]> then\n change y by ((font size) * (2))\n pen down\n change y by ((font size) * (-2))\n change x by (font size)\n pen up\n change x by ((font size) * (-1))\n change y by (font size)\n pen down\n change x by (font size)\n pen up\n change y by ((font size) * (-1))\n end\n if <(character) = [u]> then\n change y by (font size)\n pen down\n change y by ((font size) * (-1))\n change x by (font size)\n change y by (font size)\n pen up\n change y by ((font size) * (-1))\n end\n if <(character) = [v]> then\n change y by (font size)\n pen down\n go to x: ((x position) + ((font size) * (0.5))) y: ((y position) + ((font size) * (-1)))\n go to x: ((x position) + ((font size) * (0.5))) y: ((y position) + (font size))\n pen up\n change y by ((font size) * (-1))\n end\n if <(character) = [w]> then\n change y by (font size)\n pen down\n change y by ((font size) * (-1))\n change x by (font size)\n change y by (font size)\n pen up\n change x by ((font size) * (-0.5))\n pen down\n change y by ((font size) * (-1))\n pen up\n change x by ((font size) * (0.5))\n end\n if <(character) = [x]> then\n pen down\n go to x: ((x position) + (font size)) y: ((y position) + (font size))\n pen up\n change x by ((font size) * (-1))\n pen down\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (-1)))\n pen up\n end\n if <(character) = [y]> then\n pen down\n change y by (font size)\n pen up\n change y by ((font size) * (-1))\n pen down\n change x by (font size)\n change y by (font size)\n pen up\n change y by ((font size) * (-1))\n pen down\n change y by ((font size) * (-0.5))\n change x by ((font size) * (-1))\n pen up\n change x by (font size)\n change y by ((font size) * (0.5))\n end\n if <(character) = [z]> then\n change y by (font size)\n pen down\n change x by (font size)\n go to x: ((x position) + ((font size) * (-1))) y: ((y position) + ((font size) * (-1)))\n change x by (font size)\n pen up\n end\nend\nif <(character) = [0]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by ((font size) * (2))\n change x by (font size)\n change y by ((font size) * (-2))\n go to x: ((x position) + ((font size) * (-1))) y: ((y position) + ((font size) * (2)))\n pen up\n go to x: ((x position) + (font size)) y: ((y position) + ((font size) * (-2)))\nend\nif <(character) = [1]> then\n pen down\n change x by (font size)\n change x by ((font size) * (-0.5))\n change y by ((font size) * (2))\n change x by ((font size) * (-0.5))\n pen up\n change x by (font size)\n change y by ((font size) * (-2))\nend\nif <(character) = [2]> then\n change x by (font size)\n pen down\n change x by ((font size) * (-1))\n change y by (font size)\n change x by (font size)\n change y by (font size)\n change x by ((font size) * (-1))\n pen up\n change x by (font size)\n change y by ((font size) * (-2))\nend\nif <(character) = [3]> then\n pen down\n change x by (font size)\n change y by ((font size) * (2))\n change x by ((font size) * (-1))\n pen up\n change y by ((font size) * (-1))\n pen down\n change x by (font size)\n pen up\n change y by ((font size) * (-1))\nend\nif <(character) = [4]> then\n change x by (font size)\n pen down\n change y by ((font size) * (2))\n change y by ((font size) * (-1))\n change x by ((font size) * (-1))\n change y by (font size)\n pen up\nend\nif <(character) = [5]> then\n pen down\n change x by (font size)\n change y by (font size)\n change x by ((font size) * (-1))\n change y by (font size)\n change x by (font size)\n pen up\nend\nif <(character) = [6]> then\n change y by (font size)\n pen down\n change x by (font size)\n change y by ((font size) * (-1))\n change x by ((font size) * (-1))\n change y by ((font size) * (2))\n change x by (font size)\n pen up\nend\nif <(character) = [7]> then\n change x by (font size)\n pen down\n change y by ((font size) * (2))\n change x by ((font size) * (-1))\n pen up\nend\nif <(character) = [8]> then\n pen down\n change x by (font size)\n change y by ((font size) * (2))\n change x by ((font size) * (-1))\n change y by ((font size) * (-2))\n change y by (font size)\n change x by (font size)\n pen up\nend\nif <(character) = [9]> then\n pen down\n change x by (font size)\n change y by ((font size) * (2))\n change x by ((font size) * (-1))\n change y by ((font size) * (-1))\n change x by (font size)\n pen up\nend\nif <(character) = [.]> then\n pen down\n pen up\nend\nif <(character) = [']> then\n change y by ((font size) * (2))\n pen down\n change y by ((font size) * (-0.4))\n pen up\nend\nif <(character) = [,]> then\n pen down\n change y by ((font size) * (-0.4))\n pen up\nend\nif <(character) = [!]> then\n change x by ((font size) * (0.5))\n pen down\n pen up\n change y by ((font size) * (0.5))\n pen down\n change y by (font size)\n pen up\nend\nif <(character) = [?]> then\n change x by ((font size) * (0.5))\n pen down\n pen up\n change y by ((font size) * (0.5))\n pen down\n change y by ((font size) * (0.5))\n change x by ((font size) * (0.5))\n change y by ((font size) * (0.5))\n change x by ((font size) * (-1))\n pen up\nend\n\ndefine Set Camera\nset [camera x v] to ((X Position) + ((([sin v] of ((X Direction) + (180)) ) * (25)) * ([cos v] of (Y Direction) )))\nset [camera y v] to ((Y Position) + (([sin v] of ((Y Direction) + (180)) ) * (25)))\nset [camera z v] to ((Z Position) + ((([cos v] of ((X Direction) + (180)) ) * (25)) * ([cos v] of (Y Direction) )))\n\ndefine Draw Stuff\nDraw Backdrop\nDraw Platform (0) (0) (0) (20) (20)\nset pen color to (#ffe8e8)\nset pen size to (4)\nType [=w=o=r=l=d] (-170) (100) (30)\nType [=o=f] (50) (25) (24)\nset pen color to (#003fff)\nType [=p=l=a=t=f=o=r=m=s] (-195) (-80) (30)\nset pen color to (#ffffff)\nType [3=d] (160) (110) (24)\nWorld\nset pen color to (#ffffff)\ngo to x: (140) y: (180)\npen down\nchange y by (-90)\nchange x by (100)\npen up\nset pen size to (2)\n\ndefine World\nset [angle v] to [90]\nset pen color to (#009933)\ngo to x: ((([sin v] of (Angle) ) * (200)) - (80)) y: ((([cos v] of (Angle) ) * (200)) + (250))\npen down\nrepeat (150)\n change [angle v] by (1)\n go to x: ((([sin v] of (Angle) ) * (200)) - (80)) y: ((([cos v] of (Angle) ) * (200)) + (250))\nend\npen up\n\ndefine Reset\nhide\nset [x position v] to [0]\nset [y position v] to [1]\nset [z position v] to [0]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [z velocity v] to [0]\nset [x direction v] to [25]\nset [y direction v] to [-25]\nset [x dirvel v] to [0]\nset [y dirvel v] to [0]\nForm Map (Level)\n\ndefine Draw\nDraw Backdrop\nDraw Platforms\nDraw Flag (Flag X) (Flag Y) (Flag Z)\nset pen color to (#ffffff)\nGo To (X Position) (Y Position) (Z Position) (5)\npen down\npen up\nset pen size to (2)\nType (join (join [LEVEL: ] (Level)) (Words)) (-230) (155) (10)\nType [100% PEN BY SUPERCUBE!] (-230) (-170) (10)\n\ndefine Control\nif <[-20] < (Y Position)> then\n if <key (right arrow v) pressed?> then\n change [x dirvel v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x dirvel v] by (-1)\n end\n if <key (up arrow v) pressed?> then\n change [y dirvel v] by (1)\n end\n if <key (down arrow v) pressed?> then\n change [y dirvel v] by (-1)\n end\n set [x dirvel v] to ((X Dirvel) * (0.85))\n set [y dirvel v] to ((Y Dirvel) * (0.85))\n change [x direction v] by (X Dirvel)\n change [y direction v] by (Y Dirvel)\n if <(Y Direction) < [-80]> then\n set [y dirvel v] to [0]\n set [y direction v] to [-80]\n end\n if <[-10] < (Y Direction)> then\n set [y dirvel v] to [0]\n set [y direction v] to [-10]\n end\n if <key (w v) pressed?> then\n change [x velocity v] by (([sin v] of (X Direction) ) * (0.2))\n change [z velocity v] by (([cos v] of (X Direction) ) * (0.2))\n end\n if <key (s v) pressed?> then\n change [x velocity v] by (([sin v] of (X Direction) ) * (-0.2))\n change [z velocity v] by (([cos v] of (X Direction) ) * (-0.2))\n end\n if <key (d v) pressed?> then\n change [x velocity v] by (([sin v] of ((X Direction) + (90)) ) * (0.2))\n change [z velocity v] by (([cos v] of ((X Direction) + (90)) ) * (0.2))\n end\n if <key (a v) pressed?> then\n change [x velocity v] by (([sin v] of ((X Direction) + (90)) ) * (-0.2))\n change [z velocity v] by (([cos v] of ((X Direction) + (90)) ) * (-0.2))\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n set [z velocity v] to ((Z Velocity) * (0.9))\n change [x position v] by (X Velocity)\n change [z position v] by (Z Velocity)\n Gravity + Collision\n Set Camera\nelse\n set [x velocity v] to ((X Velocity) * (0.9))\n set [z velocity v] to ((Z Velocity) * (0.9))\n change [x position v] by (X Velocity)\n change [z position v] by (Z Velocity)\n Gravity + Collision\nend\n\ndefine Form Map (n)\nset [level v] to (n)\ndelete (all) of [platforms v]\nAdd Platform (0) (0) (0) (20) (20)\nSet Flag (0) (-150) (0)\nif <(n) = [1]> then\n Add Platform (0) (0) (40) (20) (20)\n Set Flag (0) (0) (40)\n set [words v] to [ TUTORIAL 1 WASD space]\nend\nif <(n) = [2]> then\n Add Platform (0) (0) (40) (10) (10)\n Add Platform (-20) (10) (50) (20) (20)\n Set Flag (-20) (20) (50)\n set [words v] to [ TUTORIAL 2 arrow keys]\nend\nif <(n) = [3]> then\n Add Platform (0) (10) (0) (17) (17)\n Add Platform (0) (20) (0) (14) (14)\n Add Platform (0) (30) (0) (11) (11)\n Add Platform (0) (40) (0) (8) (8)\n Add Platform (0) (50) (0) (5) (5)\n Add Platform (0) (60) (0) (2) (2)\n Set Flag (0) (75) (0)\n set [words v] to [ TUTORIAL 3 just jump!]\nend\nif <(n) = [4]> then\n Add Platform (0) (10) (10) (5) (5)\n Add Platform (-10) (20) (0) (10) (10)\n Add Platform (-70) (-20) (0) (10) (10)\n Set Flag (-70) (-20) (0)\n set [words v] to [ First mission]\nend\nif <(n) = [5]> then\n Add Platform (0) (-20) (10) (8) (8)\n Add Platform (-40) (-30) (0) (10) (10)\n Set Flag (-40) (-30) (0)\n set [words v] to [ Sounds simple]\nend\nif <(n) = [6]> then\n Add Platform (0) (10) (20) (10) (10)\n Add Platform (-20) (20) (40) (8) (8)\n Add Platform (-40) (30) (60) (20) (10)\n Add Platform (-40) (40) (60) (8) (8)\n Add Platform (-40) (50) (60) (10) (10)\n Set Flag (-40) (60) (60)\n set [words v] to [ Sounds simple too]\nend\nif <(n) = [7]> then\n Add Platform (0) (0) (50) (20) (40)\n Add Platform (0) (-10) (140) (40) (20)\n Add Platform (40) (0) (150) (20) (20)\n Add Platform (120) (-10) (150) (20) (20)\n Add Platform (120) (0) (210) (20) (60)\n Set Flag (120) (0) (230)\nend\nif <(n) = [8]> then\n Add Platform (10) (-15) (80) (40) (20)\n Add Platform (10) (-5) (120) (20) (20)\n Add Platform (10) (0) (180) (30) (20)\n Add Platform (50) (10) (180) (20) (20)\n Add Platform (130) (0) (180) (20) (20)\n Add Platform (130) (0) (250) (20) (60)\n Set Flag (130) (0) (270)\n set [words v] to [ Really possible]\nend\nif <(n) = [9]> then\n broadcast (message1 v) and wait\n stop [all v]\nend\n\ndefine Go To (x) (y) (z) (xa) (ya) (xp) (yp) (zp) (s)\nset pen size to (((s) * (50)) / ([sqrt v] of (((((x) - (xp)) * ((x) - (xp))) + (((y) - (yp)) * ((y) - (yp)))) + (((z) - (zp)) * ((z) - (zp)))) ))\nif <[0] < ((([cos v] of ((ya) * (-1)) ) * ((([cos v] of (xa) ) * ((z) - (zp))) + (([sin v] of (xa) ) * ((x) - (xp))))) - (([sin v] of ((ya) * (-1)) ) * ((y) - (yp))))> then\n go to x: (((([cos v] of (xa) ) * ((x) - (xp))) - (([sin v] of (xa) ) * ((z) - (zp)))) * ((240) / ((([cos v] of ((ya) * (-1)) ) * ((([cos v] of (xa) ) * ((z) - (zp))) + (([sin v] of (xa) ) * ((x) - (xp))))) - (([sin v] of ((ya) * (-1)) ) * ((y) - (yp)))))) y: (((([sin v] of ((ya) * (-1)) ) * ((([cos v] of (xa) ) * ((z) - (zp))) + (([sin v] of (xa) ) * ((x) - (xp))))) + (([cos v] of ((ya) * (-1)) ) * ((y) - (yp)))) * ((240) / ((([cos v] of ((ya) * (-1)) ) * ((([cos v] of (xa) ) * ((z) - (zp))) + (([sin v] of (xa) ) * ((x) - (xp))))) - (([sin v] of ((ya) * (-1)) ) * ((y) - (yp))))))\nend\n\nset pen color to (#ff0e0e)\nset pen color to (#ffe900)\nset pen color to (#22f100)\nset pen color to (#0065ff)\n\nset pen color to (#ff0e0e)\nset pen color to (#ffe900)\nset pen color to (#22f100)\nset pen color to (#0065ff)\n\ndefine Type (string) (x) (y) (font size)\nif <not <(letter (length of (string)) of (string)) = [=]>> then\n set [count v] to [0]\n set [xposition v] to ((x) - ((font size) * (1.5)))\n set [yposition v] to (y)\n repeat until <(Count) = (length of (string))>\n change [count v] by (1)\n if <(letter (Count) of (string)) = [ ]> then\n set [extracount v] to [1]\n repeat until <<(letter ((Count) + (ExtraCount)) of (string)) = [ ]> or <<(letter ((Count) + (ExtraCount)) of (string)) = (letter (length of (string)) of (string))> or <(length of (string)) < ((Count) + (ExtraCount))>>>\n change [extracount v] by (1)\n end\n if <((240) - (font size)) < ((xPosition) + (((1.5) * (font size)) * (ExtraCount)))> then\n change [yposition v] by ((font size) * (-3))\n set [xposition v] to ((x) - ((font size) * (1.5)))\n change [count v] by (1)\n end\n end\n change [xposition v] by ((font size) * (1.5))\n if <(letter (Count) of (string)) = [=]> then\n change [count v] by (1)\n Type (letter (Count) of (string)) at (xPosition) (yPosition) with a font size of (font size) . Capital=1, Lower Case=0: (1)\n else\n Type (letter (Count) of (string)) at (xPosition) (yPosition) with a font size of (font size) . Capital=1, Lower Case=0: (0)\n end\n end\nend\n\ndefine background generate (count)\nrepeat (10)\n Add Platform (1) (1) (1) (1) (1)\nend\n\nAdd Platform (0) (-10) (80) (40) (20)\nAdd Platform (-40) (-5) (130) (20) (20)\nAdd Platform (0) (0) (170) (20) (20)\nAdd Platform (0) (8) (220) (40) (20)\nAdd Platform (80) (8) (240) (40) (10)\nAdd Platform (120) (8) (200) (40) (5)\nAdd Platform (200) (0) (240) (60) (5)\nAdd Platform (260) (0) (240) (20) (40)\nSet Flag (260) (0) (250)\n\nAdd Platform (0) (0) (40) (5) (5)\nAdd Platform (-10) (10) (70) (5) (5)\nAdd Platform (0) (0) (135) (5) (5)\nAdd Platform (0) (0) (190) (5) (5)\nAdd Platform (0) (0) (260) (20) (60)\nSet Flag (0) (0) (280)\nset [words v] to [ It is possible!]\n\ndefine Menu\n\nAdd Platform (0) (0) (40) (19) (19)\nAdd Platform (0) (0) (40) (18) (18)\nAdd Platform (0) (0) (40) (17) (17)\nAdd Platform (0) (0) (40) (16) (16)\nAdd Platform (0) (0) (40) (15) (15)\nAdd Platform (0) (0) (40) (14) (14)\nAdd Platform (0) (0) (40) (13) (13)\nAdd Platform (0) (0) (40) (12) (12)\nAdd Platform (0) (0) (40) (11) (11)\nAdd Platform (0) (0) (40) (10) (10)\nAdd Platform (0) (0) (40) (9) (9)\nAdd Platform (0) (0) (40) (8) (8)\nAdd Platform (0) (0) (40) (7) (7)\nAdd Platform (0) (0) (40) (6) (6)\nAdd Platform (0) (0) (40) (5) (5)\nAdd Platform (0) (0) (40) (4) (4)\nAdd Platform (0) (0) (40) (3) (3)\nAdd Platform (0) (0) (40) (2) (2)\nAdd Platform (0) (0) (40) (1) (1)\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@end\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message1 v]\ngo to [front v] layer\nshow\nstop [all v]\n\n | -3D PLATFORMER WITH 100% PEN-\nPlease love, fav and follow! \nInstructions:\n-WASD keys to move\n-Arrow keys to rotate\n-Space key to jump\n |
Explorer || A Mobile Friendly Platformer #Games #Trending | @Stage\n\n@Thumbnail\n\nwhen [timer v] > (timer)\nshow\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\nend\nset x to (0)\n\nwhen flag clicked\nreset timer\nhide\ngo to x: (-480) y: (0)\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (de ground v)\n\nwhen I receive [next level v]\nnext costume\n\n@Player\n\nwhen flag clicked\nbroadcast (Restart v)\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?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> 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 (ground 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 <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [restart v]\ngo to x: (-211) y: (7)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [230]> then\n broadcast (Restart v)\n change [level v] by (1)\n broadcast (Clone Refresh v)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <(y position) < [-175]>> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [y v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1.5)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n change [y v] by (-1.5)\n end\n change [y v] by (1.5)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@Trampoline\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n if <(Level) = [11]> then\n show\n go to x: (-17) y: (13)\n end\nend\n\nwhen I receive [clone refresh v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n if <(Level) = [12]> then\n show\n go to x: (-120) y: (13)\n end\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume2 v)\n repeat (7)\n next costume\n end\n switch costume to (costume2 v)\n end\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nwait (0.01) seconds\nforever\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Water\n\nwhen I start as a clone\nforever\n show\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\n set [ghost v] effect to ((Clone ID) * (10))\n set y to (((([sin v] of (((timer) + (Clone ID)) * (300)) ) * (8)) - ((Clone ID) * (5))) * (1.2))\nend\n\nwhen flag clicked\nwait (0.01) seconds\nSetup Water Clones\ngo to [back v] layer\n\ndefine Setup Water Clones\nshow\nswitch costume to (costume1 v)\nclear graphic effects\nset [clone id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [clone id v] by (1)\n change [color v] effect by (2)\nend\nhide\n\n@Text \n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\n@Button Skip\n\nwhen this sprite clicked\nif <(Level) < [16]> then\n change [cloning help v] by (1)\n broadcast (Clone Refresh v)\n broadcast (Restart v)\n broadcast (Next Level v)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [touch skip v] to [1]\n else\n set [touch skip v] to [0]\n end\nend\n\n@Help UI\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset size to (50) %\nforever\n if <(Touch Skip) = [1]> then\n switch costume to (costume1 v)\n show\n else\n if <(Touch Retry) = [1]> then\n switch costume to (costume2 v)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n@Button Restart\n\nwhen this sprite clicked\nif <(Level) < [16]> then\n broadcast (Restart v)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [touch retry v] to [1]\n else\n set [touch retry v] to [0]\n end\nend\n\n | I Spent 2.5 days Long making this project!\nplease ❤️ and ⭐ to show your support and show you liked this.\nIf this can get 50 ❤️ I will make a part two.\nStory:\nYou have joined someone on an adventure to faraway lands. You must face many dangers on the way but the reward will be worth it.\n |
Emoji - a platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Small Guitar v] until done\nend\n\n@Sprite\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@Emoji\n\nwhen flag clicked\nhide\nswitch costume to (emoji1 v)\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (-180) y: (2)\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n if <touching (next v)?> then\n broadcast (Next v)\n go to x: (-180) y: (2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#000000)?> then\n go to x: (-180) y: (2)\n start sound [Lose v]\n switch costume to (emoji2 v)\n end\n if <touching color (#7f7f7f)?> then\n set [speedy v] to [16]\n switch costume to (emoji3 v)\n end\n if <touching color (#4dcb29)?> then\n set [speedx v] to [16]\n switch costume to (emoji3 v)\n end\n if <touching color (#5fff32)?> then\n set [speedx v] to [-16]\n switch costume to (emoji3 v)\n end\n if <touching color (#4d29cc)?> then\n set [speedx v] to [1]\n switch costume to (emoji4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change [speedx v] by (1)\n switch costume to (emoji1 v)\n end\n if <key (left arrow v) pressed?> then\n change [speedx v] by (-1)\n switch costume to (emoji1 v)\n end\n change x by (SpeedX)\n if <<touching (levels v)?> and <touching color (#ffffff)?>> then\n change x by ((SpeedX) * (-1))\n set [speedx v] to [0]\n else\n set [speedx v] to ((SpeedX) * (0.9))\n end\n change y by (SpeedY)\n if <<touching (levels v)?> and <touching color (#ffffff)?>> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <key (up arrow v) pressed?> then\n set [speedy v] to [15]\n set [lock v] to [1]\n switch costume to (emoji1 v)\n end\n end\n else\n change [speedy v] by (-1)\n set [lock v] to [0]\n end\nend\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@Next\n\nwhen flag clicked\ngo to x: (229) y: (13)\nshow\nset [ghost v] effect to (100)\n\n | Welcome to Emoji - A Platformer! Everything you touch will give you a different Emoji! You can look happy, sad, surprised and neutral!\nWhite - the floor\nphone - dangerous\ndark green slime - forward\nlight green slime - backward\ndark blue slime - slow\nBy the way, all levels have been tested by me and they are all possible! So if a level fails, don't give up! |
Tera Trance- A scrolling platformer | @Stage\n\n@PLAYER\n\ndefine change y by (y)\nset [move on sprite? v] to [0]\nchange [ypos v] by (y)\nchange [falling v] by (1)\nposition\nrepeat until <not <<touching (platforms v)?> or <touching (platforms2 v)?>>>\n if <(y) > [0]> then\n change [ypos v] by (-1)\n else\n change [ypos v] by (1)\n set [falling v] to [0]\n end\n position\n set [yspeed v] to [0]\nend\n\nwhen I receive [begin! v]\nbroadcast (music/enemy setup v)\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n prepare\n set [yspeed v] to [0]\n repeat until <<(EXIT) = [win]> or <(EXIT) = [die]>>\n Tick <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > [10]>>> <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [-10]>>> <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>\n if <(Lag?) = [0]> then\n broadcast (tick v) and wait\n else\n broadcast (tick v)\n end\n end\n if <(EXIT) = [win]> then\n win\n else\n lose\n end\nend\n\ndefine Tick <right> <left> <jump>\nswitch costume to (hitbox v)\nRead keys x velocity: [0.45] y velocity: [16] <jump> <left> <right>\nBounce physics without key: [20] with key: [30] <jump>\nif <(xv) > [1.3]> then\n set [xv v] to [1.3]\nend\nif <(xv) < [-1.3]> then\n set [xv v] to [-1.3]\nend\nchange [yspeed v] by (-1.7)\nchange y by (yspeed)\ntest die\nSCROLL ((xpos) - (CAMX)) ((ypos) - (CAMY)) [10]\nposition\nif <(y position) < [-184]> then\n set [exit v] to [die]\nend\nif then\n set [exit v] to [hurt]\nend\nif <<(EXIT) = [hurt]> and <(invincible?) = [off]>> then\n broadcast (hurt v)\nend\nanimate <<<left> or <right>> and <not <jump>>> <jump>\n\ndefine lose\nset [exit v] to []\nrepeat (5)\n set [ghost v] effect to (100)\n wait (0.1) seconds\n clear graphic effects\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nchange size by (-8)\n\ndefine position\ngo to x: ((xpos) - (CAMX)) y: (((ypos) - (CAMY)) - (0))\n\ndefine change x by (x)\nif <(x) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nchange [xpos v] by (x)\nposition\nif <<touching (platforms v)?> or <touching (platforms2 v)?>> then\n repeat (10)\n change [ypos v] by (1)\n position\n if <not <<touching (platforms v)?> or <touching (platforms2 v)?>>> then\n stop [this script v]\n end\n end\n change [ypos v] by (-10)\n repeat until <not <<touching (platforms v)?> or <touching (platforms2 v)?>>>\n if <(x) > [0]> then\n change [xpos v] by (-1)\n else\n change [xpos v] by (((xv) / (5)) * (-1))\n end\n position\n end\nend\nchange [xv v] by (() - ((xv) / (3)))\n\ndefine calcualte Frame\nif <(Frame) = [off]> then\n set [frame v] to [on]\nend\nif <(Frame) = [on]> then\n set [frame v] to [after]\nend\n\nwhen [r v] key pressed\nset [exit v] to [die]\n\nwhen flag clicked\nhide\n\nwhen I receive [music/enemy setup v]\nset [time v] to [0]\nset [camy v] to [0]\nset [camx v] to [0]\nrepeat until <<(CAMX) > [0]> and <(CAMY) > [4300]>>\n wait (1) seconds\n change [time v] by (1)\nend\nset [game finished v] to [1]\nhide\nbroadcast (Show final score v) and wait\n\nwhen I receive [movement on sprtie v]\nchange [xpos v] by (([. v] of [platforms2 v]) * (3))\n\nwhen I receive [frame it v]\nset [frame script? v] to [1]\nif <(Frame) = [8]> then\n set [frame v] to [1]\nelse\n change [frame v] by (1)\nend\nwait (0.035) seconds\nset [frame script? v] to [0]\n\ndefine test die\nif then\n set [exit v] to [die]\nend\n\ndefine win\nhide\nset [camx v] to [0]\nset [camy v] to [0]\nchange [level v] by (1)\n\nwhen I receive [hurt v]\nif <<(CAMX) > [0]> and <(invincible?) = [off]>> then\n set [invincible? v] to [on]\n set [color v] effect to (84)\n set [yspeed v] to [10]\n repeat (15)\n change [xpos v] by (((direction) / (90)) * (-8))\n end\n change [lives v] by (-1)\n wait (0.2) seconds\n clear graphic effects\n set [exit v] to []\n set [invincible? v] to [off]\nend\nif <(LIVES) = [0]> then\n set [exit v] to [die]\nend\n\nwhen [1 v] key pressed\nif <(username) = [jamw7]> then\n change [camy v] by (360)\nend\n\nwhen [2 v] key pressed\nif <(username) = [jamw7]> then\n change [camy v] by (360)\n change [camy v] by (600)\n change [camx v] by (0)\nend\n\nwhen [l v] key pressed\nif <(lag.) = [0]> then\n show variable [lag? v]\n set [lag. v] to [1]\nelse\n hide variable [lag? v]\n set [lag. v] to [0]\nend\n\nwhen flag clicked\nset size to (100) %\nset [game finished v] to [0]\nbroadcast (Trailor v) and wait\nbroadcast (green flag v) and wait\nbroadcast (begin! v) and wait\n\nwhen I receive [green flag v]\nset [checkx v] to [0]\nset [checky v] to [0]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine prepare\nhide variable [lag? v]\nset [lag. v] to [0]\nset [lag? v] to [0]\nset [. v] to [1]\nset [camx v] to (CHECKX)\nset [camy v] to (CHECKY)\nset [lives v] to [3]\nset [exit v] to []\nset [xpos v] to (CHECKX)\nset [ypos v] to (CHECKY)\nset [invincible? v] to [off]\nset [freeze? v] to [0]\nset [xv v] to [0]\nset [frame script? v] to [0]\nset [yspeed v] to [0]\nset [falling v] to [0]\nswitch costume to (hitbox v)\nclear graphic effects\ngo to [front v] layer\nif <(GAME FINISHED) = [0]> then\n show\nend\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\n\ndefine Bounce physics without key: (wk) with key: (withk) <jump>\nif <touching (bounce v)?> then\n set [yspeed v] to ((wk) + (<jump> * ((withk) - (wk))))\nend\n\ndefine Read keys x velocity: (xv) y velocity: (yv) <jump> <left> <right>\nif <right> then\n change [xv v] by (xv)\n calcualte Frame\nelse\n if <left> then\n change [xv v] by (() - (xv))\n calcualte Frame\n else\n set [frame v] to [off]\n end\nend\nif <not <(xv) = [0]>> then\n change x by ((xv) * (7))\nend\nif <jump> then\n if <(falling) < [4]> then\n set [yspeed v] to (yv)\n end\nend\n\ndefine SCROLL (x) (y) (delay)\nchange [camx v] by (round ((x) / (delay)))\nchange [camy v] by (round ((y) / ((delay) / (2))))\nif <<<(CAMX) < [0]> and <(xpos) > [-215]>> and <(CAMY) < [250]>> then\n set [camx v] to [0]\nend\nif <(CAMY) < [-35]> then\n set [camy v] to [-35]\nend\n\ndefine animate <left/right> <up>\nif <<left/right> and <not <(Frame) = [15]>>> then\n if <(Frame script?) = [0]> then\n broadcast (frame it v)\n end\nelse\n set [frame v] to [1]\nend\nif <(falling) < [4]> then\n set [jump? v] to [0]\nelse\n set [jump? v] to [1]\nend\nif <(jump?) = [0]> then\n switch costume to (join [walk] (Frame))\nelse\n if <(yspeed) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\nif <touching (exit point v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [music/enemy setup v]\n\n play sound [City Lights v] until done\nend\n\n@platforms\n\nwhen I receive [tick v]\nposition ((x) - (CAMX)) ((y) - (CAMY))\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 clone at x: (x) y: (y)\nhide\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ngo to [back v] layer\ngo [forward v] (1) layers\nclear graphic effects\nhide\ndelete this clone\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n repeat (2)\n clone at x: [480] y: []\n end\n clone at x: [] y: [360]\n clone at x: [-950] y: [90]\n clone at x: [-480] y: []\n clone at x: [960] y: [250]\n clone at x: [450] y: [460]\n clone at x: [700] y: []\n clone at x: [480] y: []\n clone at x: [600] y: [240]\n clone at x: [] y: [500]\n clone at x: [480] y: []\n clone at x: [300] y: [400]\n clone at x: [600] y: [100]\n clone at x: [320] y: [-20]\n clone at x: [570] y: [-300]\n clone at x: [-100] y: [-250]\n clone at x: [480] y: []\n clone at x: [690] y: [500]\n clone at x: [600] y: [50]\n clone at x: [100] y: [650]\n clone at x: [-80] y: [500]\n clone at x: [730] y: []\n clone at x: [890] y: [420]\nend\n\nwhen I receive [setup v]\n\nhide\ndelete this clone\n\nchange [y v] by (20)\n\nchange [x v] by (20)\n\nwhen I receive [trailor v]\nhide\n\n@Tour Guide\n\nwhen I receive [setup v]\nif <not <(check#) = [0]>> then\n switch costume to ((cost) + (1))\nelse\n switch costume to (0 v)\nend\nset [ghost effect v] to [100]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [tick v]\nif x> [3840] and y> [2250] [] [] [+] check? []\nif x> [-100] and y> [0] [] [] [+] check? []\nif x> [945] and y> [448] [] [] [+] check? []\nif x> [333] and y> [100000000000] [-1000] [280] [-] check? []\nif x> [-370] and y> [740] [] [] [+] check? [1]\nif x> [660] and y> [900] [] [] [+] check? []\nif x> [1800] and y> [1350] [] [] [+] check? []\nif x> [2780] and y> [1387] [] [] [+] check? [1]\nif x> [2727] and y> [1000000] [2720] [1530] [-] check? []\nif x> [10000] and y> [1900] [4700] [1800] [-] check? [1]\nif x> [6000] and y> [2000] [] [] [+] check? []\nif x> [6490] and y> [3150] [] [] [+] check? [1]\nif <(ghost effect) < [101]> then\n change [ghost effect v] by (1)\nend\nset [ghost v] effect to (ghost effect)\n\ndefine if x> (x) and y> (y) (x>) (y>) (+/-) check? (on/off)\nif <(+/-) = [+]> then\n if <<<(CAMX) > (x)> and <(CAMY) > (y)>> and <not <[stop points v] contains (join (join (x) [, ]) (y))?>>> then\n next costume\n change [cost v] by (1)\n set [ghost effect v] to [-125]\n add (join (join (x) [, ]) (y)) to [stop points v]\n if <(on/off) = [1]> then\n set [checkx v] to (x)\n set [checky v] to (y)\n change [check# v] by (1)\n end\n end\nelse\n if <<<<(x) > (CAMX)> and <(y) > (CAMY)>> and <<(CAMX) > (x>)> and <(CAMY) > (y>)>>> and <not <[stop points v] contains (join (join (x) [, ]) (y))?>>> then\n next costume\n change [cost v] by (1)\n set [ghost effect v] to [-125]\n add (join (join (x) [, ]) (y)) to [stop points v]\n if <(on/off) = [1]> then\n set [checkx v] to (x>)\n set [checky v] to (y>)\n change [check# v] by (1)\n end\n end\nend\n\nwhen I receive [begin! v]\nshow\nset [cost v] to [0]\nset [check# v] to [0]\ndelete all of [stop points v]\n\nwhen I receive [trailor v]\nhide\n\n@moving enimies\n\nwhen I receive [tick v]\npos (((x) + (round (x_))) - (CAMX)) ((y) - (CAMY))\nif <not <(costume [number v]) = [9]>> then\n change [x_ v] by ((2) * (.))\n cost.\n set rotation style [left-right v]\n if <([abs v] of (x_) ) > [100]> then\n change dir.\n end\n if <touching (player v)?> then\n if <touching (stomper v)?> then\n switch costume to (milk-e v)\n else\n set [exit v] to [hurt]\n end\n end\nend\n\nnext costume\n\ndefine pos (x) (y)\ngo to x: (x) y: (y)\nif <<<(x) = (x position)> and <(y) = (y position)>> and <not <(costume [number v]) = [9]>>> then\n show\nelse\n hide\nend\n\ndefine clone at: (x) (y) (cost)\nswitch costume to (milk1 v)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\nif <(cost) = [milk]> then\n switch costume to (milk1 v)\nend\n\nwhen I receive [setup v]\nswitch costume to (milk1 v)\nset [status v] to [0]\nset [. v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [x_ v] to [0]\nset [y_ v] to [0]\nclone at: [2550] [1547] []\nclone at: [1967] [747] []\nclone at: [796] [-491] []\nclone at: [1256] [783] []\nclone at: [136] [340] []\nclone at: [901] [886] []\nclone at: [490] [2] []\nclone at: [488] [3] []\nclone at: [-288] [305] []\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [oohhh... v]\n\ndefine cost.\nif <not <(costume [number v]) = [8]>> then\n next costume\nelse\n switch costume to (milk1 v)\nend\n\ndefine change dir.\nif <(x_) > [0]> then\n point in direction (90)\n set [. v] to [-1]\nelse\n point in direction (-90)\n set [. v] to [1]\nend\n\ndefine Physics.\n\nwhen I receive [trailor v]\nhide\n\n@bacteria\n\ndefine pos (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\npos ((x) - (CAMX)) (((y) - (CAMY)) + ())\nset rotation style [all around v]\nif <(pick random (1) to (7)) = [5]> then\n set [yspeed v] to (() - (yspeed))\nend\nturn right ((pick random (15) to (-15)) + ((yspeed) * (15))) degrees\nif <touching (player v)?> then\n set [exit v] to [hurt]\nend\nnext costume\n\nset [x v] to [4849]\nset [y v] to [1803]\n\nwhen I receive [reset v]\nset [yspeed v] to [0]\nset [_x v] to [0]\nset [_y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\ndelete this clone\n\ndefine clone (x) (y) (intensity)\nchange [x v] by (x)\nchange [y v] by (y)\nset [yspeed v] to [0]\nset [_x v] to [0]\nset [_y v] to [0]\nrepeat (intensity)\n create clone of (_myself_ v)\nend\n\nwhen I receive [setup v]\nclone [4850] [1750] [5]\nclone [749] [105] [10]\nclone [950] [360] [4]\nclone [166] [] [6]\nclone [66] [909] [8]\nclone [-190] [] [9]\n\ndefine touch\nif <touching (platforms v)?> then\n change [_y v] by (1)\n set [yspeed v] to [0]\n if <(pick random (1) to (25)) = [1]> then\n set [yspeed v] to [7]\n end\nelse\n change [yspeed v] by (-0.5)\n change [_y v] by (yspeed)\nend\n\n@Still enimies\n\nwhen I receive [tick v]\npos ((x) - (CAMX)) ((y) - (CAMY))\nif <touching (player v)?> then\n if <(costume [number v]) = [1]> then\n set [exit v] to [die]\n else\n if <(costume [number v]) = [2]> then\n set [exit v] to [hurt]\n else\n set [exit v] to [hurt]\n end\n end\nend\n\ndefine pos (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at: (x) (y) (cost:) (direc)\nchange [x v] by (x)\nchange [y v] by (y)\nset size to (40) %\nif <not <(direc) = []>> then\n point in direction (direc)\nend\nif <(cost:) = [h.]> then\n switch costume to (hedgehog2 v)\nelse\n if <(cost:) = [t]> then\n switch costume to (takeout-c v)\n else\n if <(cost:) = [milk]> then\n set size to (60) %\n switch costume to (milk v)\n else\n switch costume to (egg-f v)\n end\n end\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nset [x_ v] to [0]\nset [y_ v] to [0]\nif <(LEVEL) = [1]> then\n clone at: ((840) + ()) [260] [h.] []\n repeat (15)\n clone at: [-30] [0] [h.] []\n end\n clone at: [190] [448] [h.] []\n clone at: [2350] [725] [t] [-90]\n clone at: [259] [355] [h.] []\n clone at: [350] [450] [milk] [90]\n clone at: [358] [90] [h.] []\n clone at: [1200] [-160] [t] [-90]\n clone at: [-221] [-146] [h.] []\n clone at: [1163] [189] [t] []\n clone at: [2250] [1544] [] []\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [oohhh... v]\nset [touch control v] to [1]\nswitch costume to (milk-e v)\nwait (.5) seconds\nset [touch control v] to [0]\nset [status v] to [die]\n\nchange [x v] by (50)\n\nwhen I receive [trailor v]\nhide\n\n@bounce\n\nwhen I receive [tick v]\nset rotation style [all around v]\nposition ((x) - (CAMX)) ((y) - (CAMY))\npoint in direction ((90) + ((20) * ([sin v] of ((timer) * (100)) )))\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 clone at x: (x) y: (y) (cost)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\nif <(cost) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (1 v)\nend\nif then\nend\ncreate clone of (_myself_ v)\n\nwhen I receive [reset v]\ngo to [back v] layer\ngo [forward v] (2) layers\nclear graphic effects\nhide\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (LEVEL)\n clone at x: [300] y: [250] []\n clone at x: [-550] y: [] []\n clone at x: [-342] y: [220] []\n clone at x: [1280] y: [340] []\n clone at x: [1312] y: [370] []\n clone at x: [1323] y: [615] []\n clone at x: [-160] y: [230] []\n clone at x: [2522] y: [-141] []\n clone at x: [1201] y: [385] []\n clone at x: [-564] y: [296] [1]\n clone at x: [2329] y: [1239] [1]\n clone at x: [-540] y: [304] [1]\nelse\nend\n\nwhen I receive [trailor v]\nhide\n\n@platforms2\n\nwhen I receive [tick v]\npos (((x) + (x_)) - (CAMX)) ((y) - (CAMY))\nchange [x_ v] by ((3) * (.))\nif <([abs v] of (x_) ) > [160]> then\n if <(x_) > [0]> then\n set [. v] to [-1]\n else\n set [. v] to [1]\n end\nend\n\ndefine pos (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine clone at: (x) (y) (cost)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset [. v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nset [x_ v] to [0]\nset [y_ v] to [0]\nif <(LEVEL) = [1]> then\n clone at: [660] [360] []\n clone at: [-740] [360] []\n clone at: [4000] [1550] []\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [trailor v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@TRAILOR BACKGROUND\n\nwhen I receive [trailor v]\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [slide v] to [0]\nshow\nrepeat until <(slide) = [5]>\n broadcast (tick2 v)\n wait (4.5) seconds\n if <(slide) = [5]> then\n hide\n stop [this script v]\n end\n ghost [1]\n change [slide v] by (1)\n next costume\n ghost [-1]\nend\nhide\n\ndefine ghost (-/+)\nrepeat (30)\n change [ghost v] effect by ((-/+) * (3))\nend\n\nwhen I receive [green flag v]\nhide\n\n@GAME border\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [end point v]\nswitch costume to (costume2 v)\n\nwhen I receive [switch v]\nswitch costume to (costume3 v)\nwait (2) seconds\nnext costume\n\n@STOMPER\n\nwhen I receive [tick v]\nif <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) - (-6)) y: (([y position v] of [player v]) - (30))\nelse\n go to x: (([x position v] of [player v]) - (6)) y: (([y position v] of [player v]) - (30))\nend\nif <touching (platforms2 v)?> then\n set [mov- v] to [on]\n broadcast (movement on sprtie v)\nelse\n set [mov- v] to [off]\nend\n\nwhen I receive [trailor v]\nhide\n\nwhen I receive [begin! v]\nshow\nset [ghost v] effect to (100)\n\n@Sprite1\n\nwhen I receive [trailor v]\nhide variable [☁ highscore v]\nhide variable [time v]\nhide\n\nwhen I receive [show final score v]\nshow variable [☁ highscore v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nshow variable [time v]\nif <(TIME) < (☁ highscore)> then\n set [☁ highscore v] to (TIME)\nend\n\nwhen flag clicked\nhide variable [time v]\nhide\n\n | Welcome to Tera Trance, a scrolling\nplatformer.\nInstructions-\nJump on the flying apple to start\nArrow keys/WAS/mobile to move.\nR to reset.\nL to reduce lag, press L again to exit. |
Pastel Platformer ♥︎ | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [alllevelscomplete v]\nswitch backdrop to (blue sky 2 2 v)\n\nwhen I receive [let's go! v]\nforever\n play sound [Mounika - Cut My Hair \(feat v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <(Player2: Level) = [11]> then\n hide\n stop [other scripts in sprite v]\n forever\n broadcast (alllevelscomplete v)\n end\n end\nend\n\nwhen I receive [alllevelscomplete v]\nhide\n\nwhen I receive [let's go! v]\nshow\ngo to x: (-208) y: (-77)\npoint in direction (90)\nset [player2: level v] to [1]\nset [player2: yv v] to [0]\nset [player2: xv v] to [0]\nforever\n change [player2: yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [player2: xv v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [player2: xv v] by (-0.7)\n end\n set [player2: xv v] to ((Player2: Xv) * (0.9))\n change x by (Player2: Xv)\n if <<touching color (#deb2ff)?> or <touching color (#ff00ea)?>> then\n change y by (1)\n if <<touching color (#deb2ff)?> or <touching color (#ff00ea)?>> then\n change y by (1)\n if <<touching color (#deb2ff)?> or <touching color (#ff00ea)?>> then\n change y by (1)\n if <<touching color (#deb2ff)?> or <touching color (#ff00ea)?>> then\n change y by (1)\n if <<touching color (#deb2ff)?> or <touching color (#ff00ea)?>> then\n change y by (1)\n if <<touching color (#deb2ff)?> or <touching color (#ff00ea)?>> then\n change x by ((Player2: Xv) * (-1))\n change x by (-1)\n change y by (-5)\n if <touching (null v)?> then\n change x by (Change)\n end\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Player2: Xv) > [0]> then\n set [player2: xv v] to [-8]\n else\n set [player2: xv v] to [8]\n end\n set [player2: yv v] to [10]\n else\n set [player2: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Player2: Yv)\n if <<touching color (#deb2ff)?> or <touching color (#ff00ea)?>> then\n change y by ((Player2: Yv) * (-1))\n set [player2: yv v] to [0]\n end\n change y by (-1)\n if <<touching color (#deb2ff)?> or <touching color (#ff00ea)?>> then\n if <key (up arrow v) pressed?> then\n set [player2: yv v] to [10]\n end\n end\n if <<touching color (#ff0000)?> or <<touching color (#9966ff)?> or <touching color (#b1ffc7)?>>> then\n go to x: (-208) y: (-77)\n set [player2: xv v] to [0]\n set [player2: yv v] to [0]\n point in direction (90)\n end\n if <(x position) > [235]> then\n broadcast (nextlevel v)\n change [player2: level v] by (1)\n go to x: (-208) y: (-77)\n end\n change y by (1)\nend\n\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [alllevelscomplete v]\nhide\n\nwhen I receive [let's go! v]\nshow\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n@Balloon1\n\nwhen flag clicked\nhide\n\nwhen I receive [alllevelscomplete v]\nshow\nset [color v] effect to (3)\n\nwhen I start as a clone\n\n@Sprite2\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [let's go! v]\nhide\n\nwhen flag clicked\nshow\n\n@Sprite4\n\nwhen flag clicked\nshow\nbroadcast (Intro v)\npoint in direction (90)\nstart sound [Cool Song v]\nset volume to (79) %\nshow\nrepeat (9)\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\n point in direction (73)\n wait (0.5) seconds\n point in direction (104)\nend\nbroadcast (Let's go! v)\nhide\n\n | ----Welcome to Pastel Platformer!------\nThis game is super fun and easy! Use arrow keys to move and don't touch the purple circles and don't touch the red line at the bottom! \nThere are 10 levels!\nOh yeah and if you want to play it again you have to leave and go to this page again! (sorry) But if it works then ok. Heres an update:\n\nUPDATE:\nThe wall thing is fixed! :D |
ʟᴀᴠᴀ ᴄᴀᴠᴇ- a mobile friendly scrolling platformer | @Stage\n\n@Player\n\nwhen flag clicked\nhide\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nwait (4) seconds\nshow\n\nwhen I receive [green flag v]\n\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n show\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nbroadcast (Tick v) and wait\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nshow\n\ndefine Tick\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(left) = [1]>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(right) = [1]>>> then\n change [sx v] by (2)\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(up) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\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 y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (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 if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(up) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\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 []\nbroadcast (DIE v)\n\nrepeat (5)\nend\nhide\nwait (0.5) seconds\n\nwait (2) seconds\n\nshow\nhide\n\nwait (0.1) seconds\n\ndefine Test - Die\nif <<touching (danger v)?> or <key (r v) pressed?>> then\n if <touching (danger v)?> then\n change [deaths at level v] by (1)\n end\n set [exit v] to [die]\nend\n\ndefine Game - Win\nbroadcast (nex level v)\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Walk\n\nwhen I receive [walk v]\n\n\n\n\nwhen I receive [walk v]\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\nend\n\n\n\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <[3] < (costume [number v])> then\n wait (0.1) seconds\n next costume\n else\n switch costume to (walk 1 v)\n end\nelse\n switch costume to (idle v)\nend\n\nwhen flag clicked\nhide\n\nturn right (15) degrees\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [Crusaders-Approaching v] until done\nend\n\nbroadcast (DIE v)\n\nwhen I receive [nex level v]\nset [deaths at level v] to [0]\n\nwhen I receive [skip v]\nhide\nwait (1) seconds\nshow\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: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [100] y: [0]\n Clone at x: [200] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (amon2 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 6 v)\n Clone at x: [200] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (7 v)\n else\n if <(LEVEL) = [7]> then\n switch costume to (8 v)\n else\n if <(LEVEL) = [8]> then\n switch costume to (level 5 v)\n end\n end\n end\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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [200] y: [0]\n\nClone at x: [200] y: [0]\n\nwhen I receive [die v]\n\nbroadcast (Setup v)\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (COLLECTED v)\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [260] y: [-40]\n Clone at x: [25] y: [10]\n Clone at x: [830] y: [72]\n Clone at x: [470] y: [6]\n Clone at x: [720] y: [32]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [220] y: [90]\n Clone at x: [50] y: [100]\n Clone at x: [-109] y: [40]\n Clone at x: [380] y: [60]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [220] y: [90]\n Clone at x: [130] y: [50]\n Clone at x: [-150] y: [40]\n Clone at x: [350] y: [120]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [100] y: [60]\n Clone at x: [170] y: [150]\n Clone at x: [30] y: [200]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [-100] y: [-20]\n Clone at x: [100] y: [0]\n Clone at x: [165] y: [80]\n Clone at x: [330] y: [130]\n Clone at x: [550] y: [130]\n Clone at x: [-150] y: [190]\n Clone at x: [0] y: [190]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [120] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [150]\n Clone at x: [165] y: [175]\n Clone at x: [150] y: [280]\n Clone at x: [430] y: [300]\n else\n if <(LEVEL) = [7]> then\n Clone at x: [-200] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [200] y: [-125]\n Clone at x: [200] y: [120]\n Clone at x: [0] y: [120]\n Clone at x: [340] y: [300]\n end\n end\n end\n end\n end\n end\n set [x v] to [-9999999999]\nend\nset [x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\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\nswitch costume to (dot v)\n\nswitch costume to (dot v)\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n wait (0.25) seconds\n next costume\nend\n\nClone at x: [120] y: [27]\n\nClone at x: [220] y: [90]\nClone at x: [130] y: [50]\n\nClone at x: [170] y: [150]\nClone at x: [30] y: [200]\n\nwhen I receive [collected v]\nplay sound [Coin v] until done\n\nClone at x: [450] y: [150]\nClone at x: [165] y: [175]\nClone at x: [150] y: [280]\n\nnext costume\n\nnext costume\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nshow\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: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [630] y: [-30]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 v)\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n else\n if <(LEVEL) = [7]> then\n switch costume to (7 v)\n else\n if <(LEVEL) = [8]> then\n switch costume to (8 v)\n end\n end\n end\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\nClone at x: [20] y: [-47]\n\nbroadcast (Green Flag v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(portal open?) = [1]>> 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 set [portal open? v] to [0]\n set [brightness v] effect to (-40)\n switch costume to (closed v)\n Clone at x: [922] y: [21]\nelse\n if <(LEVEL) = [2]> then\n set [portal open? v] to [0]\n set [ghost v] effect to (40)\n set [brightness v] effect to (-40)\n switch costume to (closed v)\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [3]> then\n set [portal open? v] to [0]\n switch costume to (closed v)\n set [ghost v] effect to (40)\n set [brightness v] effect to (-40)\n Clone at x: [500] y: [100]\n else\n if <(LEVEL) = [4]> then\n set [portal open? v] to [0]\n set [brightness v] effect to (-40)\n set [ghost v] effect to (40)\n Clone at x: [-190] y: [200]\n else\n if <(LEVEL) = [5]> then\n set [portal open? v] to [0]\n set [brightness v] effect to (-40)\n set [ghost v] effect to (40)\n Clone at x: [400] y: [200]\n else\n if <(LEVEL) = [6]> then\n set [portal open? v] to [0]\n set [brightness v] effect to (-40)\n set [ghost v] effect to (40)\n Clone at x: [500] y: [350]\n else\n if <(LEVEL) = [7]> then\n set [portal open? v] to [0]\n set [brightness v] effect to (-40)\n set [ghost v] effect to (40)\n Clone at x: [0] y: [0]\n else\n if <(LEVEL) = [8]> then\n set [portal open? v] to [0]\n set [brightness v] effect to (-40)\n set [ghost v] effect to (40)\n Clone at x: [10000] y: [100000]\n end\n end\n end\n end\n end\n end\n end\nend\n\nClone at x: [920] y: [-28]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n set [portal show? v] to [1]\nelse\n hide\n set [portal show? v] to [0]\nend\n\nwhen I receive [reset v]\nset [portal open? v] to [0]\nset [ghost v] effect to (40)\nset [brightness v] effect to (-40)\nswitch costume to (closed 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]\nset [brightness v] effect to (5)\nset [ghost v] effect to (0)\nset [portal open? v] to [1]\n\nhide\n\nswitch costume to (open v)\n\nwhen flag clicked\nforever\n if <(portal show?) = [1]> then\n next costume\n wait (0.1) seconds\n end\nend\n\nClone at x: [600] y: [0]\n\nwait (1) seconds\n\nbroadcast (Setup v)\n\n@background\n\n@particales\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nchange [color v] effect by (pick random (-5) to (5))\nset size to (pick random (60) to (10)) %\nset [ghost v] effect to (pick random (65) to (110))\ngo to x: (600) y: (pick random (-167.01) to (167))\nglide (pick random (6) to (1)) secs to x: (-300) y: (pick random (-167.01) to (167))\nrepeat (20)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwait (0.01) seconds\n\nwhen I start as a clone\nforever\n turn right (1) degrees\nend\n\n\n\nwhen flag clicked\nforever\nend\n\nset [particle on? v] to [0]\nwait (1) seconds\nwait until <key (q v) pressed?>\nset [particle on? v] to [1]\nwait (1) seconds\nwait until <key (q v) pressed?>\n\nif <(particle on?) = [1]> then\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\n@gSSSrFvjUzkvmxmeMYjyJ5\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\ngo to [front v] layer\nswitch costume to (gsssrfvjuzkvmxmemyjyj5 v)\nrepeat (36)\n next costume\n wait (0.1) seconds\nend\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo to [front v] layer\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (3) seconds\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nwait (3) seconds\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (6) seconds\nshow\nwait (8) seconds\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <[7] < (deaths at level)> then\n show\n else\n hide\n end\nend\n\nif then\nend\n\nwhen this sprite clicked\nset [exit v] to [WIN]\nbroadcast (nex level v)\nbroadcast (skip v)\n\n | Welcome to Lava Cave, a mobile-friendly scrolling platformer. 1st scrolling platformer in a series of 5. Sequel:Grassy hill,A scrolling platformer.\nhttps://scratch.mit.edu/projects/399664253/\nControls:Arrow keys,wasd or mobile to move.\nCollect all the coins and the portal will brighten up. If the portal is dark it means you haven't collected all the coins and you need to or going onto the portal will not bring you to the next level. |
Apple platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue & purple v)\nbroadcast (Tifolu writing, arrive! v)\nwait (12.1) seconds\nswitch backdrop to (level 1 v)\n\n@Apple\n\nwhen flag clicked\nhide\nset size to (70) %\nswitch backdrop to (level 1 v)\nswitch costume to (apple v)\nset [level v] to [0]\n\nwhen backdrop switches to [level 1 v]\nshow\nset [gravity v] to [5]\nforever\n change [y vel v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [x vel v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\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 (#882424)?> then\n change y by (1)\n if <touching color (#882424)?> then\n change y by (1)\n if <touching color (#882424)?> then\n change y by (1)\n if <touching color (#882424)?> then\n change y by (1)\n if <touching color (#882424)?> then\n change y by (1)\n if <touching color (#882424)?> then\n change x by ((X vel) * (-1))\n change x by (-1)\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 (#882424)?> 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 (#882424)?> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [10]\n end\n end\nend\n\nwhen backdrop switches to [level 1 v]\nswitch costume to (apple v)\nshow\ngo to x: (-183) y: (-85)\nforever\n if <not <touching color (#882424)?>> then\n change y by (1.5)\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching color (#07ff00)?> then\n wait (0) seconds\n show\n next backdrop\n go to x: (-183) y: (-85)\n wait until <not <touching (goal v)?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat (10)\n if <touching color (#2e3dff)?> then\n go to x: (-183) y: (-60)\n end\n end\nend\n\nwhen backdrop switches to [level 21 v]\nwait (4) seconds\nsay [Mama and Papa?] for (2) seconds\n\nwhen flag clicked\nhide\nforever\n if <touching (goal v)?> then\n change [level v] by (1)\n end\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen backdrop switches to [level 30 v]\nwait (4) seconds\nsay [It's not good news.] for (2) seconds\nwait (2) seconds\nsay [Yay!] for (2) seconds\nnext backdrop\n\nwhen [s v] key pressed\nnext backdrop\n\n@Title page\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (blue & purple v)\nswitch costume to (title page v)\nwait (1) seconds\nswitch costume to (explination 1 v)\nrepeat (10)\n change [ghost v] effect by (14)\n wait (0.05) seconds\nend\nwait (0.5) seconds\nswitch backdrop to (level 1 v)\n\n@Goal\n\nwhen I receive [apple v]\nnext backdrop\nforever\n\n@mama\n\nwhen backdrop switches to [level 21 v]\ngo to x: (-183) y: (-79)\nshow\nwait (2) seconds\nsay [Is that you?] for (2) seconds\nwait (2) seconds\nthink [Aw. dang it! He found us. I prefered the tornado life.] for (4) seconds\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 22-23 v]\nhide\n\nwhen backdrop switches to [level 30 v]\ngo to x: (-183) y: (-79)\nshow\nsay [Appy, did you hear the good news? Tomorrrow school starts!] for (4) seconds\nwait (2) seconds\nsay [You will see your friends!] for (2) seconds\n\nwhen backdrop switches to [level 31 v]\nhide\n\n@papa\n\nwhen backdrop switches to [level 21 v]\nshow\nsay [Appy?] for (2) seconds\nwait (4) seconds\nsay [Go explore!] for (2) seconds\nwait (0.5) seconds\nnext backdrop\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 22-23 v]\nhide\n\n | READ INSTRUCTIONS! (And notes and credits) \n (Thank you.)\n Press s to skip a level. \n========================================== Real date: June 4, 2020. Press space to change color.\n==========================================\nHint for level 17: jump and when it's about to go down, then press right arrow key. If you don't do that you die.\n==========================================\nThe apple goes up by himself sometimes. I need to fix that. Use arrow keys. All levels are possible. I've beaten them all. DO NOT TOUCH BLUE! I know that usually in platformers what you're not supposed to touch is red or gray. But in this game, It's blue. \n========================================== P.S.You can jump on brown writing. |
Grassy-A mobile scrolling platformer | @Stage\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(portal open?) = [1]>> 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 set [portal open? v] to [0]\n switch costume to (costume1 v)\n set [ghost v] effect to (40)\n set [brightness v] effect to (-40)\n Clone at x: [997] y: [255]\nelse\n if <(LEVEL) = [2]> then\n set [portal open? v] to [0]\n set [ghost v] effect to (40)\n set [brightness v] effect to (-40)\n switch costume to (costume1 v)\n Clone at x: [600] y: [-89]\n else\n if <(LEVEL) = [3]> then\n set [portal open? v] to [0]\n set [ghost v] effect to (40)\n set [brightness v] effect to (-40)\n Clone at x: [500] y: [-89]\n else\n if <(LEVEL) = [4]> then\n set [portal open? v] to [0]\n switch costume to (costume1 v)\n set [brightness v] effect to (-40)\n set [ghost v] effect to (40)\n Clone at x: [-190] y: [200]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [200] y: [580]\n switch costume to (costume1 v)\n set [brightness v] effect to (-40)\n set [ghost v] effect to (40)\n set [portal open? v] to [0]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [-40] y: [-20]\n switch costume to (costume1 v)\n set [portal open? v] to [0]\n set [brightness v] effect to (-40)\n set [ghost v] effect to (40)\n end\n end\n end\n end\n end\nend\n\nClone at x: [920] y: [-28]\n\ncreate clone of (_myself_ v)\n\nnext costume\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\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nset [brightness v] effect to (5)\nset [ghost v] effect to (0)\nset [portal open? v] to [1]\nswitch costume to (costume2 v)\n\nhide\n\nswitch costume to (open v)\n\nwhen flag clicked\nforever\n\nnext costume\n\nClone at x: [] y: []\n\nClone at x: [200] y: [580]\n\nClone at x: [-190] y: [200]\n\nturn right (15) degrees\n\nset [brightness v] effect to (-40)\n\nswitch costume to (costume1 v)\n\nturn right (15) degrees\n\nturn left (15) degrees\n\ngo to (random position v)\n\ngo to (random position v)\n\nturn left (15) degrees\n\n@Player\n\nwhen flag clicked\nhide\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nwait (4) seconds\nshow\n\nwhen I receive [green flag v]\n\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n show\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nbroadcast (Tick v) and wait\n\ndefine Game On\nset [y v] to [0]\nset [x v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\nshow\n\ndefine Tick\nif <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(left) = [1]>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(right) = [1]>>> then\n change [sx v] by (2)\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(up) = [1]>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\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 y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (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 if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(mouse y) > (y position)>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\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 []\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n move ((distance to [exit v]) / (2)) steps\n point towards (exit v)\n turn right (65) degrees\n change size by (-1)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nchange [ghost v] effect by (2)\n\ndefine Walk\n\nwhen I receive [walk v]\n\n\n\n\nwhen I receive [walk v]\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\nend\n\n\n\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <[3] < (costume [number v])> then\n wait (0.1) seconds\n next costume\n else\n switch costume to (walk 1 v)\n end\nelse\n switch costume to (idle v)\nend\n\nwhen flag clicked\nhide\n\nturn right (15) degrees\n\nwhen [r v] key pressed\nGame - Die\nset [exit v] to [DIE]\n\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (0.1) seconds\nend\nwait (0.5) seconds\nhide\n\nwait (0.01) seconds\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [Distant-Mountains v] until done\nend\n\nplay sound [Distant-Mountains v] until done\n\nchange [pitch v] effect by (10)\n\nchange [pitch v] effect by (10)\n\nturn left (15) degrees\n\n@DANGER\n\nwhen I receive [green flag v]\nhide\n\nshow\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: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [630] y: [-30]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 v)\n Clone at x: [800] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (5 v)\n Clone at x: [300] y: [500]\n else\n if <(LEVEL) = [6]> then\n switch costume to (costume1 v)\n end\n end\n end\n end\n end\nend\n\nif <(LEVEL) = [5]> then\n switch costume to (5 v)\nelse\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\nturn right (15) degrees\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: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [0] y: [0]\n Clone at x: [300] y: [0]\n Clone at x: [530] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (amon v)\n Clone at x: [300] y: []\n Clone at x: [500] y: []\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n Clone at x: [300] y: []\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 v)\n Clone at x: [500] y: []\n else\n if <(LEVEL) = [6]> then\n switch costume to (ending v)\n end\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\nnext costume\nnext costume\n\ncreate clone of (_myself_ v)\n\nClone at x: [500] y: []\n\nturn right (15) degrees\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n broadcast (collect v)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [80] y: [0]\n Clone at x: [240] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [570] y: [6]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [380] y: [60]\n Clone at x: [-109] y: [120]\n Clone at x: [240] y: [60]\n Clone at x: [140] y: [60]\n Clone at x: [0] y: [650]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [890] y: [200]\n Clone at x: [1200] y: [180]\n Clone at x: [280] y: [-100]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [220] y: [120]\n Clone at x: [240] y: [-20]\n Clone at x: [420] y: [120]\n Clone at x: [420] y: [320]\n Clone at x: [200] y: [400]\n Clone at x: [-100] y: [600]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [-150] y: [0]\n end\n end\n end\n end\n set [x v] to [-9999999999]\nend\nset [x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\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\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\nswitch costume to (dot v)\n\nswitch costume to (dot v)\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset size to (100) %\nforever\n repeat (10)\n change size by (1)\n wait (0.1) seconds\n end\n repeat (10)\n change size by (-1)\n wait (0.1) seconds\n end\nend\n\nClone at x: [25] y: [10]\n\nClone at x: [-100] y: [750]\n\nClone at x: [-120] y: [750]\n\nClone at x: [-109] y: [40]\n\nClone at x: [220] y: [90]\n\nClone at x: [170] y: [150]\nClone at x: [30] y: [200]\n\nClone at x: [-50] y: [-20]\n\nClone at x: [220] y: [120]\nClone at x: [240] y: [-20]\nClone at x: [420] y: [120]\nClone at x: [420] y: [320]\nClone at x: [200] y: [400]\nClone at x: [-100] y: [600]\n\nwhen I start as a clone\nshow\nset size to (100) %\nforever\n next costume\n wait (0.1) seconds\nend\n\nchange size by (1)\n\nchange size by (-1)\n\nrepeat (10)\n wait (0.1) seconds\n change x by (1)\nend\nrepeat (10)\n wait (0.1) seconds\n change x by (-1)\nend\n\nwhen I receive [collect v]\nplay sound [Coin v] until done\n\nturn left (15) degrees\n\nturn right (15) degrees\nturn right (15) degrees\n\n@Sprite1\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\nmove (10) steps\n\n@Sprite2\n\nwhen flag clicked\nchange [color v] effect by (25)\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\nswitch backdrop to (backdrop2 v)\n\n@gSSSrFvjUzkvmxmeMYjyJ5\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nswitch costume to (gsssrfvjuzkvmxmemyjyj5 v)\nrepeat (36)\n next costume\n wait (0.1) seconds\nend\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\nwait (2) seconds\nshow\ngo to [front v] layer\nwait (0.5) seconds\ncreate clone of (_myself_ v)\nwait (3) seconds\nhide\n\nwhen I start as a clone\nchange [color v] effect by (25)\nswitch costume to (costume2 v)\nwait (3) seconds\nhide\n\n | The sequel to my project Lava Cave, our adventuer takes a stop at the grasslands. The grasslands are full of spikes and danger. Controls:arrow keys,was,or mobile.\nGoal:\nCollect all the coins on the level to open the door. If the door is closed,that means you haven't collected all the coins. If it is open,then you go in to advance to the next level. Spikes hurt though and it will make you restart,and you have to collect all the coins again\nIF YOU SEE A AD REPORT IT!\nALSO THE REASON THIS IS GENERIC IS BECAUSE MY UNGENERIC PLATFORMER GETS MUCH LESS LOVES THAN MY GENERICS |
3D Platformer engine | @Stage\n\nwhen flag clicked\nforever\n play sound [The face of innocence v] until done\nend\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((1000) - (item (ii) of [block distances v])) / (4))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [40]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [150]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\n Turn and Move\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Level\n Reset\n end\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Trampoline]\n Level design [0] [0] [3] [End]\nelse\n Level design [0] [0] [0] [Platform]\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1100]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nLevel design [] [] [] [Platform]\nLevel design [] [] [] [Lava]\nLevel design [] [] [] [Trampoline]\nLevel design [] [] [] [End]\n\n | 3D Platformer engine! Use with credit!\nI am the first person to make mobile friendly 3D platformer!\n-control-\nWasd and space bar and arrow keys or mobile controls. |
The Magic Potion- A Platformer/ Games | @Stage\n\n@platformer\n\ndefine speed\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I receive [2nd click v]\nforever\n if <(x position) = [241]> then\n start sound [Collect v]\n change [level v] by (1)\n go to x: (-306) y: (-72)\n wait (1) seconds\n end\nend\n\nwhen I receive [2nd click v]\nswitch costume to (costume1 v)\ngo to x: (-306) y: (-72)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <touching (jump v)?> then\n set [y v] to [20]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (costume1 v)\n change [x v] by (1)\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 (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 (levels v)?> then\n speed\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <mouse down?>> then\n set [y v] to [12]\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 [y v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd click v]\nshow\n\nwhen flag clicked\nforever\n play sound [Emotional Piano v] until done\nend\n\nwhen I receive [2nd click v]\nforever\n if <touching (spikes v)?> then\n broadcast (hi v)\n start sound [Bite v]\n go to x: (-306) y: (-72)\n end\nend\n\nwhen I receive [2nd click v]\nforever\n if <key (s v) pressed?> then\n change [level v] by (1)\n wait (0.5) seconds\n end\n if <(level) = [16]> then\n stop [this script v]\n end\nend\n\n@levels\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd click v]\ngo to x: (36) y: (28)\nforever\n switch costume to (level)\nend\n\nwhen I receive [2nd click v]\nshow\n\nhide\n\nhide\n\n@spikes\n\nwhen I receive [2nd click v]\ngo to x: (-16) y: (35)\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd click v]\n\nset [level v] to [12]\n\nhide\n\n@jump\n\nwhen I receive [2nd click v]\ngo to [front v] layer\nshow\nset size to (70) %\ngo to x: (121) y: (-51)\n\nwhen I receive [hi v]\ngo to x: (121) y: (-51)\n\nwhen flag clicked\nset [level v] to [1]\nhide\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n go to x: (121) y: (-51)\nend\n\n@text\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\nswitch costume to (1 v)\n\nwhen I receive [2nd click v]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [2nd click v]\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-13) y: (-12)\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nforever\n if <mouse down?> then\n start sound [Rip v]\n broadcast (1st click v)\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [1st click v]\nswitch costume to (costume2 v)\nforever\n wait (0.2) seconds\n if <mouse down?> then\n start sound [Rip v]\n broadcast (2nd click v)\n hide\n stop [this script v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (27) y: (-59)\nshow\ngo to [back v] layer\n\nwhen I receive [2nd click v]\nhide\n\nset [level v] to [14]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\n\n | Warning: This is not made to be hard, it`s made to be fun.\n\nControls: At first with the letter just click on it.\nThen use WASD or the arrows.\nPress S to skip. |
Traveler - Part 1 | A Platformer #Games #Platformer | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (start v)\n\nwhen flag clicked\nset [cloud realm v] to [0]\nswitch backdrop to (profile v)\n\nwhen I receive [nextlevel v]\nset volume to (Music Volume) %\nif <(Cloud Realm) = [0]> then\n start sound [1 v]\nend\nif <(Cloud Realm) = [1]> then\n start sound [2 v]\nend\nif <(Cloud Realm) = [3]> then\n start sound [3 v]\nend\n\nwhen I receive [start v]\nset volume to (25) %\nforever\n set volume to (Music Volume) %\n play sound [Emotional Piano v] until done\nend\n\nwhen I receive [start v]\nforever\n if <key (m v) pressed?> then\n show variable [music volume v]\n end\n if <key (n v) pressed?> then\n hide variable [music volume v]\n end\nend\n\nhide variable [music volume v]\n\n@Player\n\nwhen flag clicked\nswitch costume to (player v)\nhide variable [music volume v]\nhide\ngo to x: (-200) y: (-60)\nset [level v] to [1]\nset [speedx v] to [0]\nset [speedy v] to [0]\nset [music volume v] to [30]\nforever\n Nextlevel\nend\n\nwhen I receive [nextlevel v]\ngo to x: (-200) y: (-60)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen flag clicked\nforever\n Traps\nend\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nset [cloud realm v] to [0]\nforever\n Buttons\nend\n\ndefine Buttons\nif <key (r v) pressed?> then\n go to x: (-200) y: (-60)\n set [speedx v] to [0]\n set [speedy v] to [0]\nend\nif <key (t v) pressed?> then\n set [amount of times touched v] to [0]\nend\n\nwhen flag clicked\nforever\n Movement\nend\n\ndefine Traps\nif <<touching (traps v)?> or <touching (enemy ai v)?>> then\n set volume to (Music Volume) %\n if <(Cloud Realm) = [0]> then\n start sound [Boom Cloud v]\n end\n if <(Cloud Realm) = [1]> then\n start sound [Boom Cloud v]\n end\n if <(Cloud Realm) = [2]> then\n start sound [Boom Cloud v]\n end\n go to x: (-200) y: (-60)\n set [speedx v] to [0]\n set [speedy v] to [0]\nend\n\ndefine Nextlevel\nif <<(x position) = [240]> and <(Nextlevel) = [1]>> then\n broadcast (NextLevel v)\n change [level v] by (1)\nend\n\ndefine Movement\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <touching (traps v)?>>> then\n change [speedx v] by (1.5)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <touching (traps v)?>>> then\n change [speedx v] by (-1.5)\nend\nchange x by (speedX)\nif <<touching (terrain v)?> or <touching (moving platform v)?>> then\n change x by ((speedX) * (-1))\n set [speedx v] to [0]\nelse\n set [speedx v] to ((speedX) * (0.8))\nend\nchange y by (speedY)\nif <<touching (terrain v)?> or <touching (moving platform v)?>> then\n change y by ((speedY) * (-1))\n set [speedy v] to [0]\n if <(lock) = [0]> then\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> and <not <touching (traps v)?>>> then\n if <(Cloud Realm) = [0]> then\n set [speedy v] to [12]\n set [lock v] to [1]\n end\n if <(Cloud Realm) = [1]> then\n set [speedy v] to [14]\n set [lock v] to [1]\n end\n if <(Cloud Realm) = [2]> then\n set [speedy v] to [10]\n set [lock v] to [1]\n end\n end\n end\nelse\n change [speedy v] by (-1)\n set [lock v] to [0]\nend\n\nwhen I receive [start v]\nforever\n if <key (c v) pressed?> then\n next costume\n wait (0.1) seconds\n end\nend\n\n@Terrain\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (level v)\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen I receive [start v]\nforever\n Use Cloud Realm\nend\n\ndefine Use Cloud Realm\nif <<(costume [number v]) < [11]> or <(costume [number v]) = [22]>> then\n set [cloud realm v] to [0]\n switch backdrop to (start v)\nend\nif <<<[11] < (costume [number v])> or <(costume [number v]) = [11]>> and <[20] > (costume [number v])>> then\n set [cloud realm v] to [1]\n switch backdrop to (start2 v)\nend\nif <<<[20] < (costume [number v])> or <(costume [number v]) = [20]>> and <[31] > (costume [number v])>> then\n set [cloud realm v] to [2]\n switch backdrop to (start3 v)\nend\n\n@Traps\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@Thumbnail\n\nwhen flag clicked\nset size to (100) %\nshow\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (100)\n change [ghost v] effect by (1)\n change [pixelate v] effect by (1)\nend\nbroadcast (Next v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\nend\n\nset [ghost v] effect to (0)\n\n@PlayButton/Intro/Prologue\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nset size to (75) %\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\nswitch costume to (playbutton v)\nhide\n\nwhen I receive [next v]\nshow\nrepeat until <touching (mouse-pointer v)?>\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\nRun Text and Begin Game\n\nwhen I receive [start v]\nhide\n\ndefine Run Text and Begin Game\nset size to (75) %\nset volume to (Music Volume) %\nstart sound [Coin v]\nset voice to (tenor v)::tts\nspeak [Your Realm Is loading. Please Wait. We are sorry for this inconvenience.]::tts\nnext costume\nwait (0.3) seconds\nnext costume\nwait (0.7) seconds\nnext costume\nwait (0.3) seconds\nnext costume\nwait (0.7) seconds\nnext costume\nwait (0.1) seconds\nnext costume\nwait (0.07) seconds\nnext costume\nwait (1) seconds\nspeak [Your realm has finished loading.]::tts\nset size to (75) %\nswitch costume to (prologue v)\nwait until <mouse down?>\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\nend\nstop all sounds\nclear sound effects\nbroadcast (StartIntro v)\n\ndefine Intro\nswitch costume to (sunset v)\nswitch backdrop to (intro v)\nwait (1.5) seconds\n\n@Background\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Moving Platform\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n glide (1.5) secs to x: (-60) y: (-120)\n glide (1.5) secs to x: (100) y: (-120)\n end\n if <(costume [number v]) = [10]> then\n glide (1.5) secs to x: (100) y: (-130)\n glide (1.5) secs to x: (260) y: (-130)\n end\nend\n\nwhen I receive [start v]\nshow\n\n@Instructions\n\nwhen flag clicked\nset [amount of times touched v] to [0]\ngo to [front v] layer\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nset voice to (squeak v)::tts\ngo [backward v] (6) layers\nshow\nforever\n Talk\nend\n\nwhen I receive [nextlevel v]\nset [amount of times touched v] to [0]\nnext costume\n\ndefine Talk\nif <<(Amount of times touched) = [0]> and <touching (player v)?>> then\n change [amount of times touched v] by (1)\n Use Chatterbox\nend\n\ndefine Use Chatterbox\nif <(costume [number v]) = [1]> then\n think (join [Hello] (username)) for (2) seconds\n think (join (username) [, Did you know that you can use the arrow keys to move!]) for (3) seconds\n think [Collect the coin to progress to the next level!] for (2) seconds\nend\nif <(costume [number v]) = [2]> then\n think (join (username) [, use Space or Up Arrow To Jump!]) for (2) seconds\nend\nif <(costume [number v]) = [3]> then\n think [Spikes are Bad] for (2) seconds\nend\nif <(costume [number v]) = [4]> then\n think [Lava is also Bad] for (2) seconds\n think [Try clicking 'C' to change your skin!] for (2) seconds\nend\nif <(costume [number v]) = [7]> then\n think [Oh look! A moving platform!] for (2) seconds\nend\nif <(costume [number v]) = [8]> then\n think [You are now entering the city!] for (2) seconds\nend\nif <(costume [number v]) = [10]> then\n think [Oh cool! A floating Island!] for (2) seconds\nend\nif <(costume [number v]) = [11]> then\n set [amount of times touched v] to [0]\n if <(Cloud Realm) = [1]> then\n think [You are now entering the cloud realm! All of the realms look different and have different sounds, so be careful! ] for (4) seconds\n think [And you can also jump higher in the cloud realm than you can in the Grasslands realm.] for (2) seconds\n else\n think [You're Realm Has Not Loaded Yet. Please Wait. We are sorry for this inconvenience. Please try again soon.] for (3) seconds\n end\nend\nif <(costume [number v]) = [12]> then\n think [Oh NO! A enemy assassin!] for (2) seconds\nend\nif <(costume [number v]) = [13]> then\n think [There might be a fake island. And avoid the cloud juice! ] for (2) seconds\nend\nif <(costume [number v]) = [14]> then\n think (join (username) [ , These next levels are really dangerous! There are still two realms to go and each is harder than the last, so be prepared!]) for (4) seconds\nend\nif <(costume [number v]) = [20]> then\n think [You are entering the jungle realm!] for (2) seconds\nend\nif <(costume [number v]) = [21]> then\n think [Climb the tree!] for (2) seconds\nend\nif <(costume [number v]) = [23]> then\n think [I am always adding more levels, so be sure to come back soon.] for (2) seconds\n switch backdrop to (start v)\n hide variable [music volume v]\nend\n\n@Enemy AI\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [back v] layer\ngo [forward v] (4) layers\n\nwhen I receive [start v]\nshow\nforever\n if <(costume [number v]) = [12]> then\n glide (2) secs to x: (-80) y: (0)\n glide (2) secs to x: (120) y: (0)\n end\nend\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Coin\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset size to (100) %\nset [nextlevel v] to [0]\nhide\n\nwhen I receive [nextlevel v]\nset [nextlevel v] to [0]\nnext costume\nshow\n\nwhen I receive [start v]\nshow\nforever\n if <touching (player v)?> then\n set volume to (Music Volume) %\n if <(Cloud Realm) = [0]> then\n start sound [Connect v]\n end\n if <(Cloud Realm) = [1]> then\n start sound [Disconnect v]\n end\n if <(Cloud Realm) = [2]> then\n start sound [Bell Toll v]\n end\n set [nextlevel v] to [1]\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n repeat (10)\n change [ghost v] effect by (4)\n end\n repeat (10)\n change [ghost v] effect by (-4)\n end\nend\n\n@Blank\n\n@Blank2\n\n@Intro\n\ndefine smooth glide to x position: (x) y position: (y) size: (size) direction: (direction) smoothness: (speed)\nrepeat until <<(round (x position)) = (x)> and <<(round (y position)) = (y)> and <<(round (size)) = (size)> and <(round (direction)) = (direction)>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (circles v)\n wait (3.5) seconds\n show\n repeat (6)\n switch costume to (circles v)\n set size to (65) %\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [3]\n wait (.25) seconds\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [2]> then\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (grid v)\n wait (3.5) seconds\n show\n go to [back v] layer\n wait (3.5) seconds\n switch costume to (back hexagons v)\nend\n\nwhen I start as a clone\nif <(clone id) = [3]> then\n go to x: (0) y: (0)\n set size to (0) %\n go to [front v] layer\n switch costume to (name v)\n wait (3.3) seconds\n show\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [4]\n repeat (4)\n set size to (150) %\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [4]\n wait (.2) seconds\n end\n set size to (150) %\n repeat (16)\n turn right (20) degrees\n end\n smooth glide to x position: [0] y position: [0] size: [100] direction: [90] smoothness: [7]\n wait (.5) seconds\n go to [front v] layer\n smooth glide to x position: [0] y position: [0] size: [150] direction: [90] smoothness: [2]\n go to [front v] layer\n repeat (5)\n change size by (1)\n end\n wait (.05) seconds\n repeat (3)\n change size by (-1)\n end\n repeat (5)\n change size by (-2)\n end\n repeat (3)\n change size by (-8)\n end\n repeat (4)\n change size by (-16)\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [4]> then\n go to x: (-100) y: (0)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n switch costume to (arrows v)\n wait (3.5) seconds\n show\n smooth glide to x position: [100] y position: [0] size: [100] direction: [90] smoothness: [5]\n go to x: (-100) y: (0)\n go [backward v] (1) layers\n smooth glide to x position: [100] y position: [0] size: [100] direction: [90] smoothness: [5]\n go to x: (-100) y: (0)\n go [forward v] (3) layers\n smooth glide to x position: [100] y position: [0] size: [100] direction: [90] smoothness: [5]\n go [backward v] (1) layers\n repeat (3)\n go to x: (-100) y: (0)\n smooth glide to x position: [100] y position: [0] size: [100] direction: [90] smoothness: [5]\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [5]> then\n go to x: (100) y: (0)\n set size to (100) %\n point in direction (-90)\n go to [front v] layer\n go [backward v] (3) layers\n switch costume to (arrows v)\n wait (3.5) seconds\n show\n smooth glide to x position: [-100] y position: [0] size: [100] direction: [-90] smoothness: [5]\n go to x: (100) y: (0)\n go [backward v] (3) layers\n smooth glide to x position: [-100] y position: [0] size: [100] direction: [-90] smoothness: [5]\n go to x: (100) y: (0)\n go [forward v] (3) layers\n smooth glide to x position: [-100] y position: [0] size: [100] direction: [-90] smoothness: [5]\n go [backward v] (1) layers\n repeat (3)\n go to x: (100) y: (0)\n smooth glide to x position: [-100] y position: [0] size: [100] direction: [-90] smoothness: [5]\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [6]> then\n go to x: (0) y: (0)\n set size to (200) %\n clear graphic effects\n point in direction (90)\n switch costume to (effect v)\n wait (6.75) seconds\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (20)\n turn right (10) degrees\n create clone of (_myself_ v)\n set [clone id v] to [7]\n end\n repeat (5)\n turn right (10) degrees\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [7]> then\n wait (.3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [8]> then\n go to x: (0) y: (0)\n set size to (100) %\n clear graphic effects\n point in direction (90)\n switch costume to (effect2 v)\n wait (6.75) seconds\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (20)\n turn right (-10) degrees\n create clone of (_myself_ v)\n set [clone id v] to [9]\n end\n repeat (5)\n turn right (-10) degrees\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [9]> then\n wait (.3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [10]> then\n go to x: (0) y: (0)\n set size to (0) %\n clear graphic effects\n point in direction (90)\n switch costume to (big v)\n set [brightness v] effect to (100)\n wait (7.5) seconds\n go to [front v] layer\n go [forward v] (2) layers\n show\n repeat (5)\n turn right (10) degrees\n change size by (17)\n end\n repeat (8)\n next costume\n change size by (15)\n turn right (1) degrees\n end\n delete this clone\nend\n\nrepeat (10)\n\nchange x by (-25)\n\nwhen I start as a clone\nif <(clone id) = [11]> then\n go to x: (0) y: (0)\n set size to (0) %\n clear graphic effects\n point in direction (90)\n switch costume to (big v)\n set [color v] effect to (15)\n wait (7.6) seconds\n go to [front v] layer\n go [forward v] (2) layers\n show\n repeat (10)\n turn right (-10) degrees\n change size by (17)\n end\n repeat (8)\n next costume\n change size by (7)\n turn right (-1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [12]> then\n go to x: (0) y: (0)\n set size to (0) %\n clear graphic effects\n point in direction (90)\n switch costume to (big v)\n set [color v] effect to (15)\n wait (5) seconds\n go to [front v] layer\n go [backward v] (5) layers\n show\n repeat (10)\n turn right (-10) degrees\n change size by (17)\n end\n repeat (8)\n next costume\n change size by (7)\n turn right (-1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [13]> then\n go to x: (200) y: (65)\n set size to (50) %\n clear graphic effects\n point in direction (90)\n switch costume to (slide v)\n set [color v] effect to (0)\n wait (7.5) seconds\n go to [front v] layer\n go [forward v] (5) layers\n show\n repeat (9)\n change x by (-20)\n end\n repeat (30)\n change x by (-3)\n end\n repeat (9)\n change x by (-20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [14]> then\n go to x: (-200) y: (-50)\n set size to (50) %\n clear graphic effects\n point in direction (90)\n switch costume to (slide v)\n set [color v] effect to (0)\n wait (7.5) seconds\n go to [front v] layer\n go [forward v] (5) layers\n show\n repeat (9)\n change x by (20)\n end\n repeat (30)\n change x by (3)\n end\n repeat (9)\n change x by (20)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [15]> then\n go to x: (0) y: (0)\n set size to (150) %\n clear graphic effects\n point in direction (90)\n switch costume to (shock v)\n set [color v] effect to (0)\n wait (9) seconds\n go to [front v] layer\n go [forward v] (5) layers\n show\n repeat (4)\n next costume\n change size by (35)\n end\n repeat (3)\n next costume\n change size by (15)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [16]> then\n go to x: (0) y: (0)\n set size to (750) %\n clear graphic effects\n point in direction (90)\n switch costume to (shock v)\n set [color v] effect to (0)\n wait (9) seconds\n go to [front v] layer\n go [backward v] (2) layers\n repeat (20)\n create clone of (_myself_ v)\n set [clone id v] to [17]\n change size by (-75)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [17]> then\n show\n repeat (4)\n next costume\n change size by (35)\n end\n repeat (3)\n next costume\n change size by (15)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [16]> then\n go to x: (0) y: (0)\n set size to (750) %\n clear graphic effects\n point in direction (90)\n switch costume to (shock v)\n set [color v] effect to (0)\n wait (9) seconds\n go to [front v] layer\n go [backward v] (2) layers\n repeat (20)\n create clone of (_myself_ v)\n set [clone id v] to [17]\n change size by (-75)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [18]> then\n go to x: (0) y: (0)\n set size to (100) %\n clear graphic effects\n show\n set [ghost v] effect to (100)\n point in direction (90)\n switch costume to (flash v)\n set [color v] effect to (0)\n wait (9.15) seconds\n go to [front v] layer\n go [forward v] (5) layers\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [19]> then\n go to x: (0) y: (25)\n set size to (100) %\n clear graphic effects\n point in direction (90)\n switch costume to (idk xddd v)\n set [brightness v] effect to (0)\n wait (3.5) seconds\n go to [back v] layer\n go [forward v] (1) layers\n show\n repeat (5)\n go to x: (0) y: (25)\n glide (.5) secs to x: (0) y: (-25)\n end\n delete this clone\nend\n\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [22]\n\nwhen I start as a clone\nif <(clone id) = [20]> then\n go to x: (200) y: (0)\n set size to (100) %\n clear graphic effects\n point in direction (90)\n switch costume to (idk xddd v)\n set [brightness v] effect to (0)\n wait (2.75) seconds\n go to [back v] layer\n go [forward v] (2) layers\n show\n smooth glide to x position: [-200] y position: [0] size: [100] direction: [90] smoothness: [6]\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [21]> then\n go to x: (-200) y: (0)\n set size to (100) %\n clear graphic effects\n point in direction (-90)\n switch costume to (idk xddd v)\n set [brightness v] effect to (0)\n wait (2.75) seconds\n go to [back v] layer\n go [forward v] (2) layers\n show\n smooth glide to x position: [200] y position: [0] size: [100] direction: [-90] smoothness: [6]\n delete this clone\nend\nwait (7) seconds\nbroadcast (Start v)\n\nwhen I start as a clone\nwait (9.75) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nclear graphic effects\n\nshow\n\nwhen I receive [startintro v]\nset size to (100) %\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [1]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [2]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [3]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [ 4]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [5]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [6]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [8]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [10]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [11]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [12]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [13]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [14]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [15]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [16]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [18]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [19]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [20]\nwait (0) seconds\ncreate clone of (_myself_ v)\nset [clone id v] to [21]\n\nwhen I receive [startintro v]\nclear graphic effects\npoint in direction (90)\nhide\nstart sound [panzoid v]\n\n | PLAY IN FULLSCREEN!!!\nREAD IT ALL!\n\nPLAY PART 2 HERE! https://scratch.mit.edu/projects/524206612\n\nPROPOSE THIS TO BE FEATURED IF YOU LIKE IT USING THIS LINK: https://scratch.mit.edu/studios/28715018/\nALL LEVELS ARE POSSIBLE!!!\nTap the "Play" button to start. All Instructions in game.\nThree Realms So Far! \nM to show mute button, N to hide button!\nR Key To Respawn!\nT to Reset Text!\n20 Levels So Far!\nI worked for 6 months on this, so a Like, Favorite, and maybe a Follow would be much appreciated! |
Invisible -A Platformer- | @Stage\n\nwhen flag clicked\nforever\n play sound [Travel The Galaxy \(HD\) v] until done\nend\n\n@Sprite\n\ndefine say (text)\nset [letter v] to []\nset [say 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)\n wait (0.03) seconds\nend\nwait (1.5) seconds\nsay []\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-193) y: (-77)\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nset [change? v] to [0]\nswitch costume to (costume1 v)\npoint in direction (90)\nshow\ngo to x: (-193) y: (-77)\nsay [Welcome to Invisible -A Platformer-, where the ground is invisble.]\nsay [Be glad that you have this black flashlight to guide you around!]\nrepeat until <(Level) = [2]>\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n change [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 switch costume to (costume2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 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) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\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 (sprite1 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite1 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (sprite3 v)?> then\n start sound [Crunch v]\n Die\n end\nend\nsay [Even spikes are invisible!]\nsay [Avoid them!]\nrepeat until <(Level) = [3]>\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 (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 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) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\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 (sprite1 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite1 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (sprite3 v)?> then\n start sound [Crunch v]\n Die\n go to x: (-193) y: (-77)\n end\nend\nsay [You can wall jump!]\nsay [I will stop talking now.]\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 (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 v)?> then\n change y by (1)\n if <touching (sprite1 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) + (20))>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [13]\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 (sprite1 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite1 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (sprite3 v)?> then\n start sound [Crunch v]\n Die\n go to x: (-193) y: (-77)\n end\nend\n\nwhen I receive [lvl start v]\ngo to x: (-193) y: (-77)\n\nwhen I receive [next level v]\ngo to x: (-193) y: (-77)\nchange [level v] by (1)\n\nif <(change?) = [0]> then\n\nset [change? v] to [1]\n\nwait (.1) seconds\nset [change? v] to [0]\n\nset [change? v] to [0]\n\nwhen flag clicked\nforever\n\nif <(Level) = [2]> then\n\nforever\n\nif <(Level) = [1]> then\n\ndefine Die\nhide\nbroadcast (dead v)\nset [xv v] to [0]\nset [yv v] to [0]\nwait until <not <(wre) = [0]>>\ngo to x: (-193) y: (-77)\nshow\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nset [my variable v] to [0]\nforever\n if <(my variable) = [0]> then\n go to [back v] layer\n repeat (10)\n go to (sprite v)\n change size by (3)\n change [ghost v] effect by (3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n repeat (10)\n go to (sprite v)\n change size by (-3)\n change [ghost v] effect by (-3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n else\n go to [back v] layer\n go [forward v] (3) layers\n repeat (10)\n go to (death animation v)\n change size by (3)\n change [ghost v] effect by (3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n repeat (10)\n go to (death animation v)\n change size by (-3)\n change [ghost v] effect by (-3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n end\nend\n\nwhen I start as a clone\nset size to (130) %\nforever\n if <(my variable) = [0]> then\n go to [back v] layer\n repeat (10)\n go to (sprite v)\n change size by (3)\n change [ghost v] effect by (3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n repeat (10)\n go to (sprite v)\n change size by (-3)\n change [ghost v] effect by (-3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n else\n go to [back v] layer\n go [forward v] (3) layers\n repeat (10)\n go to (death animation v)\n change size by (3)\n change [ghost v] effect by (3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n repeat (10)\n go to (death animation v)\n change size by (-3)\n change [ghost v] effect by (-3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n end\nend\n\nwhen I receive [dead v]\nhide\n\nwhen I receive [alive again v]\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Death Animation\n\nwhen flag clicked\ngo to [front v] layer\nset [wre v] to [0]\nhide\n\nwhen I receive [dead v]\ngo to (sprite v)\nrepeat (1)\n next costume\n create clone of (_myself_ v)\nend\nwait until <not <(wre) = [0]>>\nbroadcast (alive again v)\nset [wre v] to [0]\n\nwhen I start as a clone\nshow\ngo to (sprite v)\nset [pieces: yv v] to (pick random (10) to (15))\nset [pieces: xv v] to (pick random (5) to (-5))\nforever\n go to [front v] layer\n change x by (pieces: XV)\n change y by (pieces: YV)\n turn right (((pieces: XV) * ([abs v] of (pieces: YV) )) / (2)) degrees\n change [pieces: yv v] by (-1)\n if <<([abs v] of (x position) ) > [239]> or <([abs v] of (y position) ) > [179]>> then\n set [wre v] to [erea]\n delete this clone\n end\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nset [my variable v] to [0]\nforever\n if <(my variable) = [0]> then\n go to [back v] layer\n repeat (10)\n go to (mouse-pointer v)\n change size by (3)\n change [ghost v] effect by (3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n repeat (10)\n go to (mouse-pointer v)\n change size by (-3)\n change [ghost v] effect by (-3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n else\n go to [back v] layer\n go [forward v] (3) layers\n repeat (10)\n go to (death animation v)\n change size by (3)\n change [ghost v] effect by (3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n repeat (10)\n go to (death animation v)\n change size by (-3)\n change [ghost v] effect by (-3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n end\nend\n\nwhen I start as a clone\nset size to (130) %\nforever\n if <(my variable) = [0]> then\n go to [back v] layer\n repeat (10)\n go to (mouse-pointer v)\n change size by (3)\n change [ghost v] effect by (3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n repeat (10)\n go to (mouse-pointer v)\n change size by (-3)\n change [ghost v] effect by (-3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n else\n go to [back v] layer\n go [forward v] (3) layers\n repeat (10)\n go to (death animation v)\n change size by (3)\n change [ghost v] effect by (3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n repeat (10)\n go to (death animation v)\n change size by (-3)\n change [ghost v] effect by (-3)\n turn right (36) degrees\n move (3) steps\n wait (.01) seconds\n end\n end\nend\n\nwhen I receive [dead v]\nhide\n\nwhen I receive [alive again v]\nshow\n\n | Arrow keys/wad/mobile to move\nAvoid spikes\nThe ground and spikes are invisible unless you shine a black light on them\nAlso you can't move while he's talking but when he finishes talking you can move |
Earth - A Platformer #Games | @Stage\n\n@Player\n\nwhen backdrop switches to [backdrop1 v]\nforever\n if <(backdrop [name v]) = [YouWin]> then\nend\n\nwhen flag clicked\nswitch backdrop to (ask to play backdrop. v)\n\nwhen I receive [next level v]\ngo to x: (-176) y: (-67)\n\nwhen backdrop switches to [game backround v]\nforever\n if <touching (portal v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen backdrop switches to [ask to play backdrop. v]\nhide\n\nwhen backdrop switches to [game backround v]\nshow\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-176) y: (-67)\n end\nend\n\nwhen backdrop switches to [youwin v]\nhide\nstop [this script v]\n\nwhen backdrop switches to [game backround v]\nhide variable [time v]\ngo to x: (-199) y: (-6)\nshow\nswitch costume to (costume2 v)\nset size to (50) %\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-0.5)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (0.5)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((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 end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching (ground v)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n if <touching (ground v)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n change y by (1)\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [ask to play backdrop. v]\nhide\n\nwhen backdrop switches to [game backround v]\nshow\n\nwhen backdrop switches to [youwin v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Costume7]> then\n switch backdrop to (youwin v)\n stop [this script v]\n end\nend\n\n@Portal\n\nif <touching (<(costume [name v]) = [costume1]> v)?> then\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\nend\n\n\n\nwhen backdrop switches to [youwin v]\nhide\nstop [this script v]\n\nwhen flag clicked\nshow\n\n@Music\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [ask to play backdrop. v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [ask to play backdrop. v]\nshow\nforever\n point in direction ((([cos v] of ((timer) * (200)) ) * (5)) + (90))\n set y to (([cos v] of ((timer) * (200)) ) * (10))\nend\n\nwhen this sprite clicked\nforever\n hide\n switch backdrop to (game backround v)\n stop [this script v]\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3))\n else\n change size by (((100) - (size)) / (3))\n end\n if <mouse down?> then\n broadcast (play v)\n end\nend\n\n@Clouds\n\nwhen backdrop switches to [ask to play backdrop. v]\nhide\nforever\n wait (pick random (pick random (1) to (1.5)) to (pick random (1.6) to (2.1))) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [cos# v] to (pick random (1) to (3))\nset [speed v] to (pick random (-4.5) to (-5.5))\nset [ghost v] effect to (pick random (10) to (20))\nset [brightness v] effect to (pick random (-2) to (2))\nset size to (pick random (95) to (105)) %\ngo to [back v] layer\nshow\ngo to x: (225) y: (pick random (60) to (130))\nrepeat until <(x position) < [-225]>\n change x by (speed)\nend\nrepeat (55)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\n@Earth\n\nwhen backdrop switches to [ask to play backdrop. v]\nshow\n\nwhen backdrop switches to [game backround v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [ask to play backdrop. v]\nhide\n\nwhen I receive [next level v]\nshow\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [youwin v]\nhide\nstop [this script v]\n\n | Earth A Platformer\nEARTH 2 IS BETTER!\nHow to play: Use arrow keys to move. Jump over spikes.\nCredits. @-PandaMC- for some music and start button.\nCode by me.\nENJOY!\nFOLLOW ME @Ryham301. Like and fave. Bye!\n#13 on trending for search for Earth\nMore Levels Coming Soon!\n |
Ninja Cat - Platformer Game | @Stage\n\nwhen flag clicked\ninit\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nswitch backdrop to (sky v)\nforever\n play sound [SMG2 - Battle Belt Galaxy v] until done\nend\n\nwhen [e v] key pressed\nif <(username) = [amylaser]> then\n if <(@game state) = [go]> then\n set [@game state v] to [edit]\n else\n if <(@game state) = [edit]> then\n set [@game state v] to [go]\n end\n end\n broadcast (change game state v)\nend\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen [m v] key pressed\nstop [other scripts in sprite v]\nset [@game state v] to [title]\nbroadcast (title v)\n\ndefine init_levels\nset [@camera lock v] to [0]\ndelete all of [level spawns v]\nrepeat ((=max_levels) * (2))\n add [] to [level spawns v]\nend\nadd level spawn [1] [-50] [-110]\nadd level spawn [2] [-130] [740]\nadd level spawn [3] [-120] [1440]\n\ndefine add level spawn (level#) (x) (y)\nreplace item ((level#) * (2)) of [level spawns v] with (y)\nreplace item (((level#) * (2)) - (1)) of [level spawns v] with (x)\n\ndefine init\nset [@camera x v] to [0]\nset [@camera y v] to [0]\nset [@game state v] to []\nset [@fish_collected v] to [0]\nset [=max_levels v] to [3]\nset [=panel_width v] to [480]\nset [=panel_height v] to [360]\nset [=level_width_panels v] to [3]\nset [=level_height_panels v] to [2]\nset [=level_width_px v] to ((=level_width_panels) * (=panel_width))\nset [=level_height_px v] to ((=level_height_panels) * (=panel_height))\nset [=map_width_panels v] to (=level_width_panels)\nset [=map_height_panels v] to ((=level_height_panels) * (=max_levels))\nset [=map_width_px v] to ((=map_width_panels) * (=panel_width))\nset [=map_height_px v] to ((=map_height_panels) * (=panel_height))\nset [@sound_on? v] to [1]\nset [@curr_level v] to [1]\nset [@unlocked_levels v] to [1]\nset [@score v] to [0]\nset [@camera_speed v] to [10]\nhide variable [@camera_speed v]\nset volume to (100) %\nswitch backdrop to (cat_wallpaper v)\ninit_levels\n\nwhen [r v] key pressed\nset [@game state v] to [respawn]\nbroadcast (change game state v)\n\nwhen I receive [tick v]\nif <(@game state) = [edit]> then\n if <key (up arrow v) pressed?> then\n change [@camera y v] by (@camera_speed)\n end\n if <key (down arrow v) pressed?> then\n change [@camera y v] by ((0) - (@camera_speed))\n end\n if <key (left arrow v) pressed?> then\n change [@camera x v] by ((0) - (@camera_speed))\n end\n if <key (right arrow v) pressed?> then\n change [@camera x v] by (@camera_speed)\n end\nend\n\nwhen I receive [change game state v]\nif <(@game state) = [edit]> then\n show variable [@camera_speed v]\nelse\n hide variable [@camera_speed v]\n if <<(@game state) = [win]> and <(@curr_level) = (@unlocked_levels)>> then\n change [@unlocked_levels v] by (1)\n change [@score v] by ([floor v] of ((10000) / (timer)) )\n end\nend\n\nwhen I receive [level_select v]\nif <not <(backdrop [name v]) = [cat_wallpaper]>> then\n switch backdrop to (cat_wallpaper v)\nend\n\nwhen I receive [title v]\nif <not <(backdrop [name v]) = [cat_wallpaper]>> then\n switch backdrop to (cat_wallpaper v)\nend\n\nwhen I receive [leaderboard v]\nif <not <(backdrop [name v]) = [cat_wallpaper]>> then\n switch backdrop to (cat_wallpaper v)\nend\n\nwhen backdrop switches to [cat_wallpaper v]\nstop [other scripts in sprite v]\nforever\n play sound [Fork Lifter - Rhythm Heaven Fever.mp3 v] until done\nend\n\n@player hitbox\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [player action v]\nif <<(@game state) = [go]> and <(~air time) < [2]>> then\n if <<not <<(@game state) = [attack]> or <(@game state) = [talk]>>> and <(@player.animation_type) = [idle]>> then\n set [@game state v] to [attack]\n start sound [Rip v]\n end\nend\n\ndefine init\nhide\nset rotation style [don't rotate v]\nset size to (60) %\nset [ghost v] effect to (100)\nset volume to (100) %\nset [~player_x v] to [0]\nset [~player_y v] to [0]\nset [~vel_x v] to [0]\nset [~vel_y v] to [0]\nset [~force.climb v] to [4]\nset [~force.jump v] to [12]\nset [~force.leftright v] to [8]\nset [~force.gravity v] to [-1.1]\nset [~friction v] to [0.5]\nset [~camera.max_dist v] to [50]\nset [~camera.springiness v] to [0.2]\nset [~move_mode v] to [walk]\nset [~slope v] to [0]\nset [~slope.max v] to [9]\nset [~air time v] to [0]\nset [~player_vel_y.min v] to [-30]\n\nwhen I receive [change game state v]\nif <(@game state) = [respawn]> then\n if <(~touching_water) = [1]> then\n start sound [Meow2 v]\n start sound [Plunge v]\n wait (2) seconds\n end\n respawn\n start sound [Oops v]\n wait (2) seconds\n set [@game state v] to [go]\nend\n\ndefine update wrapper\nget_keyboard_input\nif <(@game state) = [go]> then\n update_player_vec <(@Input.UP) = [true]> <(@Input.DOWN) = [true]> <(@Input.LEFT) = [true]> <(@Input.RIGHT) = [true]> (~move_mode)\n update_camera_pos\nend\nupdate_costume <(@Input.UP) = [true]> <(@Input.DOWN) = [true]> <(@Input.LEFT) = [true]> <(@Input.RIGHT) = [true]> ((~vel_x) / ([abs v] of (~vel_x) )) ((~vel_y) / ([abs v] of (~vel_y) ))\ngo to x: ((~player_x) - (@camera x)) y: ((~player_y) - (@camera y))\nif <<(round ((~player_x) - (@camera x))) = (round (x position))> and <(round ((~player_y) - (@camera y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine check_water_collision\nif <touching (water v)?> then\n set [~touching_water v] to [1]\n repeat until <not <touching (water v)?>>\n change y by (1)\n change [~player_y v] by (1)\n end\n if <(@game state) = [go]> then\n set [@game state v] to [respawn]\n broadcast (change game state v)\n end\nelse\n set [~touching_water v] to [0]\nend\n\ndefine update_player_vec <up> <down> <left> <right> (mode)\nif <(mode) = [walk]> then\n if <<<up> and <(~air time) = [0]>> and <(@game state) = [go]>> then\n set [~vel_y v] to (~FORCE.Jump)\n start sound [Jump v]\n else\n set [~vel_y v] to ((~vel_y) + (~FORCE.Gravity))\n if <(~vel_y) < (~player_vel_y.min)> then\n set [~vel_y v] to (~player_vel_y.min)\n end\n end\n if <<<left> or <right>> and <(@game state) = [go]>> then\n set [~vel_x v] to ((~FORCE.LeftRight) * (<right> - <left>))\n if <(~slope) > (~slope.max)> then\n if <up> then\n set [~vel_y v] to (~FORCE.Climb)\n else\n set [~vel_y v] to (~FORCE.Gravity)\n end\n set [~air time v] to [1]\n end\n else\n set [~vel_x v] to ((~vel_x) * (~FRICTION))\n end\nend\ncheck_vertical_collision (~vel_y) ((~vel_y) / ([abs v] of (~vel_y) )) (y position)\ncheck_horizontal_collision (~vel_x) (x position) (y position) ((~vel_x) / ([abs v] of (~vel_x) ))\ncheck_water_collision\nif <(~player_y) < ((([floor v] of ((@curr_level) / (=map_width_panels)) ) - (0.5)) * (=level_height_px))> then\n set [@game state v] to [respawn]\n broadcast (change game state v)\nend\n\nwhen flag clicked\ninit\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nreset timer\nset [@checkpt_x v] to (item (((@curr_level) * (2)) - (1)) of [level spawns v])\nset [@checkpt_y v] to (item ((@curr_level) * (2)) of [level spawns v])\nrespawn\nset [@game state v] to [go]\nforever\n update wrapper\n broadcast (tick v) and wait\nend\n\ndefine update_camera_pos\nset [@camera x v] to (round ((@camera x) + ((~CAMERA.springiness) * (((~player_x) + (((~vel_x) / (~FORCE.LeftRight)) * (~CAMERA.max_dist))) - (@camera x)))))\nset [@camera y v] to (round ((@camera y) + ((~CAMERA.springiness) * (((~player_y) + (((~vel_y) / (~FORCE.Jump)) * (~CAMERA.max_dist))) - (@camera y)))))\n\ndefine check_horizontal_collision (vel_x) (abs_x) (abs_y) (dir_vel_x)\nset [~slope v] to [0]\nchange x by (vel_x)\nrepeat until <<not <<touching (level hitbox v)?> or <touching (objects v)?>>> or <(~slope) > (~slope.max)>>\n change y by (1)\n change [~slope v] by (1)\nend\nif <(~slope) > (~slope.max)> then\n set y to (abs_y)\n set [~vel_x v] to [0]\n repeat until <not <<touching (level hitbox v)?> or <touching (objects v)?>>>\n change x by ((0) - (dir_vel_x))\n end\n change x by ((2) * ((0) - (dir_vel_x)))\nelse\n set [~vel_x v] to ((vel_x) - (((~slope) * (1.5)) * (dir_vel_x)))\nend\nset [~player_x v] to ((~player_x) + ((x position) - (abs_x)))\nset [~player_y v] to ((~player_y) + ((y position) - (abs_y)))\n\ndefine check_vertical_collision (vel_y) (dir_vel_y) (abs_y)\nchange [~air time v] by (1)\nchange y by (vel_y)\nrepeat until <not <<touching (level hitbox v)?> or <touching (objects v)?>>>\n if <(dir_vel_y) < [0]> then\n set [~air time v] to [0]\n end\n change y by ((0) - (dir_vel_y))\n set [~vel_y v] to [0]\nend\nset [~player_y v] to ((~player_y) + ((y position) - (abs_y)))\n\ndefine update_costume <up> <down> <left> <right> (xdir) (ydir)\nif <(~touching_water) = [1]> then\n set [@player.animation_type v] to [water]\nelse\n if <<<(~slope) > (~slope.max)> and <<left> or <right>>> and <(~air time) > [0]>> then\n if <up> then\n set [@player.animation_type v] to [climb]\n else\n set [@player.animation_type v] to [cling]\n end\n else\n if <(@game state) = [respawn]> then\n set [@player.animation_type v] to [respawn]\n else\n if <(@game state) = [attack]> then\n set [@player.animation_type v] to [attack]\n else\n if <(~air time) > [1]> then\n if <(ydir) > [0]> then\n set [@player.animation_type v] to [jump]\n if <(~air time) > [10]> then\n set [@player.animation_type v] to [jump2]\n end\n else\n set [@player.animation_type v] to [fall]\n end\n else\n if <<left> or <right>> then\n set [@player.animation_type v] to [walk]\n else\n set [@player.animation_type v] to [idle]\n end\n end\n end\n end\n end\nend\n\nwhen [space v] key pressed\nbroadcast (player action v)\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\ndefine respawn\nhide\nset [@camera x v] to (@checkpt_x)\nset [@camera y v] to (@checkpt_y)\nset [~player_x v] to (@checkpt_x)\nset [~player_y v] to (@checkpt_y)\ngo to x: (0) y: (0)\nset [~vel_x v] to [0]\nset [~vel_y v] to [0]\nset [~move_mode v] to [walk]\nset [~touching_water v] to [0]\nshow\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\ndefine get_keyboard_input\nset [@input.down v] to <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < ((y position) - (50))>>>\nset [@input.up v] to <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (50))>>>\nset [@input.left v] to <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ((x position) - (50))>>>\nset [@input.right v] to <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (50))>>>\n\n@player visual\n\ndefine init\nhide\nset rotation style [left-right v]\npoint in direction (90)\nset size to (60) %\nset [~animation.frame v] to [0]\nset [@fish_collected v] to [0]\n\nwhen flag clicked\ninit\n\nwhen I receive [start level v]\nshow\ngo to [front v] layer\n\ndefine animate <left> <right>\ngo to (player hitbox v)\nif <touching (_edge_ v)?> then\n hide\nelse\n show\n if <right> then\n point in direction (90)\n else\n if <left> then\n point in direction (-90)\n end\n end\n switch costume to (@player.animation_type)\n if <<(@player.animation_type) = [idle]> or <(@player.animation_type) = [cling]>> then\n set [~animation.frame v] to (((~animation.frame) + (0.05)) mod (2))\n else\n if <<(@player.animation_type) = [walk]> or <(@player.animation_type) = [climb]>> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (5))\n else\n if <(@player.animation_type) = [water]> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (6))\n else\n if <(@player.animation_type) = [respawn]> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (4))\n point in direction (90)\n else\n if <(@player.animation_type) = [attack]> then\n set [~animation.frame v] to (((~animation.frame) + (0.25)) mod (5))\n if <(~animation.frame) > [4.5]> then\n set [@game state v] to [go]\n end\n else\n set [~animation.frame v] to [0]\n end\n end\n end\n end\n end\n switch costume to ((costume [number v]) + ([floor v] of (~animation.frame) ))\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\ninit\n\nwhen I receive [tick v]\nanimate <(@Input.LEFT) = [true]> <(@Input.RIGHT) = [true]>\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\ninit\n\nwhen this sprite clicked\nbroadcast (player action v)\n\n@level visual\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\n update_costume\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width))))\nset [~y v] to ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height))))\ngo to x: (~x) y: (~y)\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\nelse\n hide\nend\n\nwhen I receive [start level v]\nif <(~panel_set.row_ID) > [0]> then\n show\n go to [back v] layer\nend\n\nwhen I receive [title v]\nhide\n\ndefine init\nhide\nswitch costume to (lvl1_\(1,1\) v)\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n set [~panel_set.col_id v] to [0]\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\n\nwhen I receive [level_select v]\nhide\n\n@level hitbox\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\n update_costume\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width))))\nset [~y v] to ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height))))\ngo to x: (~x) y: (~y)\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\nelse\n hide\nend\n\nwhen I receive [start level v]\nif <(~panel_set.row_ID) > [0]> then\n show\n go to [back v] layer\nend\n\nwhen I receive [title v]\nhide\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nswitch costume to (lvl1_\(0,0\) v)\nset [ghost v] effect to (100)\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n set [~panel_set.col_id v] to [0]\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\n\nwhen I receive [level_select v]\nhide\n\n@dialogue\n\nwhen flag clicked\ninit\n\ndefine dialogue\nshow\ngo to [front v] layer\nif <not <(~text.opened_index) = (~text.index)>> then\n set [@game state v] to [talk]\n set [~text.opened_index v] to (~text.index)\n switch costume to (item (~text.index) of [~locations v])\n start sound [Meow v]\n animate_in (~text.BOUNCE)\nelse\n start sound [Suction Cup v]\n if <not <(letter (1) of (costume [name v])) = [_]>> then\n next costume\n animate_in (~text.BOUNCE)\n else\n set [~text.opened_index v] to [0]\n animate_out (~text.BOUNCE)\n set [@game state v] to [go]\n end\nend\n\ndefine animate_in (bounce)\nset [~text.bounce_vel v] to [10]\nset size to (~text.MIN_SIZE) %\nrepeat until <([abs v] of (~text.bounce_vel) ) < [0.01]>\n set [~text.bounce_vel v] to (((~text.bounce_vel) * (bounce)) + (((~text.MAX_SIZE) - (size)) * ((1) - (bounce))))\n change size by (~text.bounce_vel)\nend\n\ndefine check_player_dialogue (stride)\nset [~text.index v] to [1]\nset [~text.dist v] to (~text.MAX_DIST)\nrepeat until <<(~text.index) > (length of [~locations v])> or <(~text.dist) < (~text.MAX_DIST)>>\n set [~text.x v] to (item ((~text.index) + (1)) of [~locations v])\n set [~text.y v] to (item ((~text.index) + (2)) of [~locations v])\n get_dist (~text.x) (~text.y) (([x position v] of [player hitbox v]) + (@camera x)) (([y position v] of [player hitbox v]) + (@camera y))\n change [~text.index v] by (stride)\nend\nif <(~text.dist) < (~text.MAX_DIST)> then\n change [~text.index v] by ((0) - (stride))\nend\n\nwhen I receive [player action v]\nif <(~text.dist) < (~text.MAX_DIST)> then\n dialogue\nend\n\ndefine get_dist (x1) (y1) (x2) (y2)\nset [~text.dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine animate_out (bounce)\nrepeat (2)\n set size to ((~text.BOUNCE) * (size)) %\nend\nhide\n\nwhen I receive [tick v]\ncheck_player_dialogue [3]\nif <(~text.dist) < (~text.MAX_DIST)> then\n go to x: ((~text.x) - (@camera x)) y: (((~text.y) - (@camera y)) + (60))\n set [@show icon v] to [1]\nelse\n set [@show icon v] to [0]\n if <(~text.opened_index) > [0]> then\n animate_out (~text.BOUNCE)\n end\n set [~text.opened_index v] to [0]\n if <(@game state) = [talk]> then\n set [@game state v] to [go]\n end\nend\n\ndefine add_location | title: (title) x: (x) y: (y)\nadd (title) to [~locations v]\nadd (x) to [~locations v]\nadd (y) to [~locations v]\n\ndefine init\nhide\nset volume to (100) %\nshow list [~locations v]\nset [~text.min_size v] to [40]\nset [~text.bounce v] to [0.5]\nset [~text.max_size v] to [100]\nset [~text.max_dist v] to [30]\nset [~text.opened_index v] to [0]\nset size to (~text.MIN_SIZE) %\ndelete all of [~locations v]\nadd_location | title: [tutorial_walk] x: [0] y: [-108]\nadd_location | title: [tutorial_climb] x: [206] y: [-43]\nadd_location | title: [water] x: [-107] y: [739]\nadd_location | title: [frog] x: [267] y: [741]\n\nwhen I receive [level_select v]\nhide\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen I receive [title v]\nhide\n\n@water\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\n update_costume\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to (round ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width)))))\nset [~y v] to (round ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height)))))\ngo to x: (~x) y: (~y)\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<(round (~x)) = (round (x position))> and <(round (~y)) = (round (y position))>> then\n if <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [start level v]\nif <(~panel_set.row_ID) > [0]> then\n show\n go to [back v] layer\nend\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nset [ghost v] effect to (100)\nswitch costume to (lvl1_\(0,0\) v)\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n next costume\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\nhide\n\n@icons\n\nwhen flag clicked\nset [~icon.animation_speed v] to [0.05]\nhide\nset size to (100) %\n\nwhen I receive [tick v]\nanimate\n\ndefine animate\nif <(@show icon) = [1]> then\n if <(~icon.animation_frame) = [-1]> then\n set [~icon.animation_frame v] to [0]\n switch costume to (space v)\n show\n end\n go to x: ([x position v] of [player hitbox v]) y: (([y position v] of [player hitbox v]) + (50))\n set [~icon.animation_frame v] to (((~icon.animation_frame) + (~icon.animation_speed)) mod (2))\n set [~icon.target_costume v] to (([floor v] of (~icon.animation_frame) ) + (1))\n if <not <(costume [number v]) = (~icon.target_costume)>> then\n switch costume to (~icon.target_costume)\n end\nelse\n if <(~icon.animation_frame) > [-1]> then\n set [~icon.animation_frame v] to [-1]\n hide\n end\nend\n\nwhen I receive [start level v]\ngo to [front v] layer\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\nhide\n\n@fish\n\nwhen flag clicked\ninit\nset [~id v] to [0]\n\ndefine animate_idle (speed)\nchange [~y v] by ([sin v] of (~animation_frame) )\nset [~animation_frame v] to (((~animation_frame) + (speed)) mod (360))\n\nwhen I receive [start level v]\nif <(~ID) > [0]> then\n reset\n show\n go to [front v] layer\nelse\n switch costume to (fish0 v)\n show\n go to [front v] layer\nend\n\ndefine animate_collect\nif <(size) > [40]> then\n change [~y v] by (1)\n change size by (1)\n change [ghost v] effect by (5)\nelse\n hide\nend\n\ndefine scroll\ngo to x: ((~x) - (@camera x)) y: ((~y) - (@camera y))\nif <<(round ((~x) - (@camera x))) = (round (x position))> and <(round ((~y) - (@camera y))) = (round (y position))>> then\n show\n if <(~collected?) = [1]> then\n animate_collect\n else\n animate_idle (~BOB_SPEED)\n check_cat_collision [30]\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(~ID) > [0]> then\n scroll\nelse\n switch costume to (join [fish] (@fish_collected))\n go to [front v] layer\n if <(@fish_collected) = (item (@curr_level) of [fish_per_level v])> then\n if <not <(@game state) = [win]>> then\n set [@game state v] to [win]\n broadcast (change game state v)\n end\n end\nend\n\nwhen I start as a clone\nreset\n\ndefine init\nhide\nswitch costume to (fish v)\nset size to (95) %\nset [ghost v] effect to (0)\nset volume to (100) %\ngo to x: (0) y: (0)\nshow list [~locations v]\nset [~bob_speed v] to [5]\nset [~animation_frame v] to [0]\nset [~collected? v] to [0]\nset [~id v] to [0]\ndelete all of [~locations v]\ndelete all of [fish_per_level v]\nrepeat (=max_levels)\n add [0] to [fish_per_level v]\nend\nadd location | x: [340] y: [75] level: [1]\nadd location | x: [720] y: [-57] level: [1]\nadd location | x: [820] y: [-57] level: [1]\nadd location | x: [690] y: [123] level: [1]\nadd location | x: [42] y: [378] level: [1]\nadd location | x: [-93] y: [276] level: [1]\nadd location | x: [639] y: [330] level: [1]\nadd location | x: [811] y: [228] level: [1]\nadd location | x: [170] y: [798] level: [2]\nadd location | x: [570] y: [798] level: [2]\nadd location | x: [940] y: [748] level: [2]\nadd location | x: [1120] y: [838] level: [2]\nadd location | x: [870] y: [919] level: [2]\nadd location | x: [740] y: [1009] level: [2]\nadd location | x: [500] y: [1149] level: [2]\nadd location | x: [250] y: [1079] level: [2]\nadd location | x: [167] y: [1457] level: [3]\nadd location | x: [167] y: [1542] level: [3]\nadd location | x: [113] y: [1715] level: [3]\nadd location | x: [465] y: [1715] level: [3]\nadd location | x: [425] y: [1507] level: [3]\nadd location | x: [505] y: [1507] level: [3]\nadd location | x: [941] y: [1640] level: [3]\nadd location | x: [941] y: [1463] level: [3]\n\ndefine check_cat_collision (dist_thresh)\nif <touching (player hitbox v)?> then\n set [~collected? v] to [1]\n change [@fish_collected v] by (1)\n change [~y v] by (30)\n start sound [Coin v]\n start sound [Chomp v]\nend\n\ndefine add location | x: (x) y: (y) level: (level)\nset [~id v] to ((length of [~locations v]) + (1))\nadd (x) to [~locations v]\nadd (y) to [~locations v]\nreplace item (level) of [fish_per_level v] with ((item (level) of [fish_per_level v]) + (1))\ncreate clone of (_myself_ v)\nset [~id v] to [0]\n\nwhen I receive [title v]\nhide\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen I receive [level_select v]\nhide\n\ndefine reset\nset [~x v] to (item (~ID) of [~locations v])\nset [~y v] to (item ((~ID) + (1)) of [~locations v])\nset [~animation_frame v] to [0]\nset [~collected? v] to [0]\nswitch costume to (fish v)\nset size to (60) %\nset [ghost v] effect to (0)\n\n@checkpoints\n\nwhen flag clicked\ninit\n\ndefine check_player_dist (stride)\nset [~checkpt.index v] to [1]\nset [~checkpt.dist v] to (~checkpt.MAX_DIST)\nrepeat until <<(~checkpt.index) > (length of [~locations v])> or <(~checkpt.dist) < (~checkpt.MAX_DIST)>>\n set [~checkpt.x v] to (item (~checkpt.index) of [~locations v])\n set [~checkpt.y v] to (item ((~checkpt.index) + (1)) of [~locations v])\n get_dist (~checkpt.x) (~checkpt.y) (([x position v] of [player hitbox v]) + (@camera x)) (([y position v] of [player hitbox v]) + (@camera y))\n change [~checkpt.index v] by (stride)\nend\nif <(~checkpt.dist) < (~checkpt.MAX_DIST)> then\n change [~checkpt.index v] by ((0) - (stride))\n set [@checkpt_x v] to (~checkpt.x)\n set [@checkpt_y v] to (~checkpt.y)\nend\n\ndefine get_dist (x1) (y1) (x2) (y2)\nset [~checkpt.dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\nwhen I receive [tick v]\ncheck_player_dist [2]\nupdate_checkpt\n\ndefine add location | x: (x) y: (y)\nadd (x) to [~locations v]\nadd (y) to [~locations v]\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nshow list [~locations v]\nset [@checkpt_x v] to [0]\nset [@checkpt_y v] to [0]\nset [~checkpt.max_dist v] to [50]\nset [~checkpt.spawn_index v] to [0]\nset [~timer v] to [0]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\ndelete all of [~locations v]\nadd location | x: [273] y: [738]\nadd location | x: [713] y: [738]\nadd location | x: [312] y: [1576]\nadd location | x: [720] y: [1444]\n\nwhen I receive [title v]\nhide\n\nwhen I receive [start level v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\ndefine update_checkpt\nif <(~checkpt.dist) < (~checkpt.MAX_DIST)> then\n if <not <(~checkpt.spawn_index) = (~checkpt.index)>> then\n set [~checkpt.spawn_index v] to (~checkpt.index)\n set [~timer v] to [80]\n set [ghost v] effect to (100)\n end\nend\nif <(~timer) > [0]> then\n change [~timer v] by (-1)\n if <(~timer) > [74]> then\n change [ghost v] effect by (-20)\n end\n if <[49] > (~timer)> then\n change [ghost v] effect by (2)\n end\nend\n\nwhen I receive [level_select v]\nhide\n\n@buttons\n\nwhen flag clicked\nset [~action v] to [0]\nset [~timer v] to [0]\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset size to (80) %\nset volume to (100) %\n\ndefine add_button | action: (act) skin (skin) x: (x) y: (y)\nset [~action v] to (act)\nswitch costume to (skin)\nset [~costume v] to (costume [number v])\nset [~x v] to (x)\nset [~y v] to (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [~action v] to [0]\n\nwhen this sprite clicked\nif <(~action) = [locked level]> then\n start sound [Crunch v]\n set size to (105) %\nelse\n if <(~action) = [start level]> then\n start sound [Connect v]\n set size to (105) %\n else\n start sound [Suction Cup v]\n set size to (105) %\n end\nend\nbroadcast (~action)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset volume to ((100) * (@sound_on?)) %\nrepeat until <(@game state) = [go]>\n animate (0.5) (100) (120)\nend\n\ndefine animate (bounce) (min_size) (max_size)\nif <touching (mouse-pointer v)?> then\n if <(size) < ((min_size) + (1))> then\n start sound [Wood Tap v]\n end\n change size by (((max_size) - (size)) * (bounce))\nelse\n change size by (((min_size) - (size)) * (bounce))\nend\n\ndefine animate_out (bounce)\nif <not <(~action) = [0]>> then\n stop [other scripts in sprite v]\n repeat (5)\n set size to ((bounce) * (size)) %\n end\n hide\n delete this clone\nend\n\nwhen I receive [start level v]\nif <(~action) = [0]> then\n add_button | action: [help] skin [help] x: [200] y: [140]\nelse\n animate_out [0.5]\nend\n\nwhen I receive [level_select v]\nif <(~action) = [0]> then\n set [@curr_level v] to [1]\n add_button | action: [prev_lvl_thumb] skin [prev] x: [-200] y: [0]\n add_button | action: [next_lvl_thumb] skin [next] x: [200] y: [0]\n add_button | action: [start level] skin [level1] x: [0] y: [0]\n add_button | action: [title] skin [back] x: [200] y: [140]\nelse\n animate_out [0.5]\nend\n\nwhen I receive [change_volume v]\nif <(~action) = [change_volume]> then\n set [@sound_on? v] to ((1) - (@sound_on?))\n switch costume to (join [sound] (@sound_on?))\n broadcast (change_volume2 v)\nend\n\nwhen I receive [prev_lvl_thumb v]\nif <<(~action) = [start level]> or <(~action) = [locked level]>> then\n set [@curr_level v] to (((=max_levels) - (((((=max_levels) - (@curr_level)) + (1)) mod (=max_levels)) + (1))) + (1))\n if <(@curr_level) > (@unlocked_levels)> then\n set [~action v] to [locked level]\n switch costume to (join [locked] (@curr_level))\n else\n set [~action v] to [start level]\n switch costume to (join [level] (@curr_level))\n end\n set size to (80) %\nend\n\nwhen I receive [tick v]\nif <(~action) = [help]> then\n go to [front v] layer\n animate (0.5) (100) (120)\nend\n\nwhen I receive [title v]\nif <(~action) = [0]> then\n add_button | action: [level_select] skin [start] x: [0] y: [-100]\n add_button | action: [leaderboard] skin [leader] x: [75] y: [-100]\n add_button | action: [change_volume] skin (join [sound] (@sound_on?)) x: [-75] y: [-100]\nelse\n animate_out [0.5]\nend\n\nwhen I receive [help v]\nif <(~action) = [help]> then\n if <(costume [name v]) = [help]> then\n switch costume to (help2 v)\n go to [front v] layer\n go to x: (0) y: (0)\n else\n switch costume to (help v)\n go to x: (200) y: (140)\n end\nelse\n animate_out [0.5]\nend\n\nwhen I receive [next_lvl_thumb v]\nif <<(~action) = [start level]> or <(~action) = [locked level]>> then\n set [@curr_level v] to (((@curr_level) mod (=max_levels)) + (1))\n if <(@curr_level) > (@unlocked_levels)> then\n set [~action v] to [locked level]\n switch costume to (join [locked] (@curr_level))\n else\n set [~action v] to [start level]\n switch costume to (join [level] (@curr_level))\n end\n set size to (80) %\nend\n\nwhen I receive [leaderboard v]\nif <(~action) = [0]> then\n add_button | action: [title] skin [back] x: [200] y: [140]\nelse\n animate_out [0.5]\nend\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen I receive [change game state v]\nif <(@game state) = [win]> then\n if <(~action) = [0]> then\n play sound [Tada v] until done\n add_button | action: [level_select] skin [win] x: [0] y: [0]\n else\n animate_out [0.5]\n end\nend\n\n@overlay\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nhide\n\ndefine title | wiggle: (v) turn: (dr) d_size (ds) d_popup (ds') x: (x) y: (y) size: (s)\ngo to x: (x) y: (y)\npoint in direction (90)\nswitch costume to (title v)\nshow\ngo to [front v] layer\nset size to (100) %\nset [~angle v] to [0]\nrepeat (10)\n set [~angle v] to (((~angle) + (v)) mod (360))\n turn right (([sin v] of ((~angle) + (100)) ) * (dr)) degrees\n set size to ((size) + (((s) - (size)) * (ds'))) %\nend\nforever\n set [~angle v] to (((~angle) + (v)) mod (360))\n turn right (([sin v] of ((~angle) + (100)) ) * (dr)) degrees\n change size by (([sin v] of (~angle) ) * (ds))\nend\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (border v)\nset size to (100) %\nshow\ngo to [front v] layer\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\nanimate_out\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\ntitle | wiggle: (10) turn: (0.5) d_size (0.5) d_popup (1) x: (0) y: (50) size: (100)\n\nwhen I receive [leaderboard v]\nstop [other scripts in sprite v]\nanimate_out\n\ndefine animate_out\nrepeat (2)\n set size to ((0.5) * (size)) %\nend\nhide\n\nwhen I receive [change game state v]\nif <<(@game state) = [edit]> and <(costume [name v]) = [border]>> then\n switch costume to (edit v)\n go to [front v] layer\nelse\n if <<(@game state) = [go]> and <(costume [name v]) = [edit]>> then\n switch costume to (border v)\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nswitch costume to (thumbnail2 v)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nshow\n\n@leaderboard\n\nwhen flag clicked\nhide\nset [~leaderboard_max_rank v] to [5]\nset [~bounce_vel v] to [0]\nset size to (100) %\ngo to x: (0) y: (0)\n\ndefine encode_str (string)\nset [~i v] to [0]\nset [~temp v] to []\nrepeat (length of (string))\n change [~i v] by (1)\n switch costume to (? v)\n switch costume to (letter (~i) of (string))\n set [~temp v] to (join (~temp) ((costume [number v]) + (10)))\nend\n\ndefine decode_str (string)\nset [~i v] to [1]\nset [~temp v] to []\nrepeat until <(~i) > (length of (string))>\n switch costume to (space v)\n set [~char v] to ((join (letter (~i) of (string)) (letter ((~i) + (1)) of (string))) - (10))\n if <(~char) > [0]> then\n switch costume to (~char)\n end\n set [~temp v] to (join (~temp) (costume [name v]))\n change [~i v] by (2)\nend\n\ndefine get_cloud_leaderboard\ndelete all of [~leaderboard v]\nrepeat ((2) * (~leaderboard_max_rank))\n add [] to [~leaderboard v]\nend\ndecode_leader_entry (☁ leader1) [1]\ndecode_leader_entry (☁ leader2) [2]\ndecode_leader_entry (☁ leader3) [3]\ndecode_leader_entry (☁ leader4) [4]\ndecode_leader_entry (☁ leader5) [5]\n\ndefine update_leaderboard (name) (score)\nget_cloud_leaderboard\nif <[~leaderboard v] contains (name)?> then\n set [~i v] to (item # of (name) in [~leaderboard v])\n if <(score) > (item ((~i) + (1)) of [~leaderboard v])> then\n repeat (2)\n delete (~i) of [~leaderboard v]\n end\n else\n stop [this script v]\n end\nend\nset [~i v] to [1]\nrepeat until <(~i) > ((~leaderboard_max_rank) * (2))>\n if <(score) > (item ((~i) + (1)) of [~leaderboard v])> then\n insert (name) at (~i) of [~leaderboard v] \n insert (score) at ((~i) + (1)) of [~leaderboard v] \n set [~i v] to ((~leaderboard_max_rank) * (2))\n end\n change [~i v] by (2)\nend\nrepeat until <not <(length of [~leaderboard v]) > ((~leaderboard_max_rank) * (2))>>\n delete (length of [~leaderboard v]) of [~leaderboard v]\nend\nencode_name&score (item (1) of [~leaderboard v]) (item (2) of [~leaderboard v])\nset [☁ leader1 v] to (~temp)\nwait (0.1) seconds\nencode_name&score (item (3) of [~leaderboard v]) (item (4) of [~leaderboard v])\nset [☁ leader2 v] to (~temp)\nwait (0.1) seconds\nencode_name&score (item (5) of [~leaderboard v]) (item (6) of [~leaderboard v])\nset [☁ leader3 v] to (~temp)\nwait (0.1) seconds\nencode_name&score (item (7) of [~leaderboard v]) (item (8) of [~leaderboard v])\nset [☁ leader4 v] to (~temp)\nwait (0.1) seconds\nencode_name&score (item (9) of [~leaderboard v]) (item (10) of [~leaderboard v])\nset [☁ leader5 v] to (~temp)\n\ndefine encode_name&score (name) (score)\nset [~temp v] to ((length of (name)) + (10))\nset [~temp v] to (join (~temp) (name))\nset [~temp v] to (join (~temp) (score))\nencode_str (~temp)\n\ndefine decode_leader_entry (enc) (rank)\nset [~temp v] to (enc)\nif <(enc) = [0]> then\n encode_name&score [-] [0]\nend\ndecode_str (~temp)\nset [~i v] to ((join (letter (1) of (~temp)) (letter (2) of (~temp))) - (10))\nset [~char v] to [2]\nreplace item (((rank) * (2)) - (1)) of [~leaderboard v] with []\nrepeat (~i)\n change [~char v] by (1)\n replace item (((rank) * (2)) - (1)) of [~leaderboard v] with (join (item (((rank) * (2)) - (1)) of [~leaderboard v]) (letter (~char) of (~temp)))\nend\nreplace item ((rank) * (2)) of [~leaderboard v] with []\nrepeat ((length of (~temp)) - ((2) + (~i)))\n change [~char v] by (1)\n replace item ((rank) * (2)) of [~leaderboard v] with (join (item ((rank) * (2)) of [~leaderboard v]) (letter (~char) of (~temp)))\nend\n\nupdate_leaderboard [-Zoinks-] [1475]\n\nwhen I receive [leaderboard v]\nupdate_leaderboard (username) (@score)\nswitch costume to (background v)\nanimate_in [0.5] [40] [110]\nstamp\nhide\nset [~i v] to [0]\nrepeat (~leaderboard_max_rank)\n change [~i v] by (1)\n display_leader_entry (~i)\nend\nprint [Your current score:] [-135] [-125] [80] [200] [25]\nprint (@score) [55] [-125] [80] [200] [200]\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nerase all\nanimate_out\n\ndefine animate_in (bounce) (min_size) (max_size)\nset [~bounce_vel v] to [10]\nset size to (bounce) %\nclear graphic effects\nswitch costume to (background v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nrepeat until <([abs v] of (~bounce_vel) ) < [0.01]>\n set [~bounce_vel v] to (((~bounce_vel) * (bounce)) + (((max_size) - (size)) * ((1) - (bounce))))\n change size by (~bounce_vel)\nend\n\ndefine animate_out\nclear graphic effects\nswitch costume to (background v)\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nrepeat (2)\n set size to ((0.5) * (size)) %\nend\nhide\n\ndefine display_leader_entry (rank)\nprint (join (join (rank) [. ]) (item (((rank) * (2)) - (1)) of [~leaderboard v])) [-135] ((-25) * ((rank) - (1))) [80] [200] [25]\nprint (item ((rank) * (2)) of [~leaderboard v]) [55] ((-25) * ((rank) - (1))) [80] [200] [200]\n\ndefine print (text) (lx) (ly) (size) (color) (rx)\nset size to (size) %\nset [brightness v] effect to (color)\ngo to x: (lx) y: (ly)\nset [~char v] to [0]\nrepeat (length of (text))\n change [~char v] by (1)\n if <(x position) < (rx)> then\n switch costume to (space v)\n switch costume to (letter (~char) of (text))\n stamp\n if <(costume [name v]) = [space]> then\n change x by (6)\n else\n repeat until <not <touching color (#ffffff)?>>\n change x by (1)\n end\n change x by (1)\n end\n else\n switch costume to (. v)\n repeat (3)\n stamp\n repeat until <not <touching color (#ffffff)?>>\n change x by (1)\n end\n change x by (1)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [level_select v]\nupdate_leaderboard (username) (@score)\n\n@parallax\n\nwhen flag clicked\ninit\n\nwhen I receive [tick v]\nif <(~col_ID) > [0]> then\n set x to (((=panel_width) * ((~col_ID) - (1))) - ((((=level_width_px) - (=panel_width)) / ((=map_width_px) + (=panel_width))) * ((@camera x) - (item (((@curr_level) * (2)) - (1)) of [level spawns v]))))\n set y to ((0) - (((=level_height_px) / (=map_height_px)) * ((@camera y) - (item ((@curr_level) * (2)) of [level spawns v]))))\nend\n\nwhen I receive [start level v]\nif <(~col_ID) > [0]> then\n switch costume to (join [level] (@curr_level))\n show\n go to [back v] layer\nelse\n stop [other scripts in sprite v]\n hide\nend\n\ndefine init\nhide\nswitch costume to (level1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~col_id v] to [0]\nrepeat (2)\n change [~col_id v] by (1)\n create clone of (_myself_ v)\nend\nset [~col_id v] to [0]\n\nwhen I receive [title v]\ntitle_visuals\n\nwhen I receive [level_select v]\ntitle_visuals\n\ndefine title_visuals\nif <(~col_ID) > [0]> then\n hide\nelse\n switch costume to (cat_wallpaper v)\n show\n go to [back v] layer\n forever\n turn right (5) degrees\n go to x: (([cos v] of (direction) ) * (5)) y: (([sin v] of (direction) ) * (5))\n end\nend\n\nwhen I receive [leaderboard v]\nstop [other scripts in sprite v]\nhide\n\n@objects\n\nwhen flag clicked\ninit\n\nwhen I receive [start level v]\nif <(~ID) > [0]> then\n reset\n show\n go to [front v] layer\nend\n\ndefine scroll\nif <<<((~x) - (@camera x)) > [-260]> and <((~x) - (@camera x)) < [260]>> and <<((~y) - (@camera y)) > [-200]> and <((~y) - (@camera y)) < [200]>>> then\n update_pos (x position) (y position) (costume [name v])\nend\ngo to x: ((~x) - (@camera x)) y: ((~y) - (@camera y))\nif <<(round ((~x) - (@camera x))) = (round (x position))> and <(round ((~y) - (@camera y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(~ID) > [0]> then\n scroll\nend\n\nwhen I start as a clone\nreset\n\ndefine init\nset rotation style [all around v]\npoint in direction (90)\nhide\nset size to (100) %\nshow list [~locations v]\nset [~hanging? v] to [0]\nset [~pushable? v] to [0]\nset [~id v] to [0]\nset [~force.gravity v] to [-1.1]\nset [~force.friction v] to [0.5]\nset [~vel_x v] to [0]\nset [~vel_y v] to [0]\nset [~x v] to [0]\nset [~y v] to [0]\ndelete all of [~locations v]\nadd location | x: [477] y: [859] hanging? [1] pushable? [0] costume: [log]\nadd location | x: [950] y: [859] hanging? [1] pushable? [0] costume: [log]\nadd location | x: [426] y: [1663] hanging? [1] pushable? [0] costume: [flowerpot]\nadd location | x: [505] y: [1663] hanging? [1] pushable? [0] costume: [flowerpot]\n\ndefine add location | x: (x) y: (y) hanging? (h) pushable? (p) costume: (c)\nset [~id v] to ((length of [~locations v]) + (1))\nadd (x) to [~locations v]\nadd (y) to [~locations v]\nadd (h) to [~locations v]\nadd (p) to [~locations v]\nswitch costume to (c)\ncreate clone of (_myself_ v)\nset [~id v] to [0]\n\nwhen I receive [title v]\nif <(~ID) > [0]> then\n stop [other scripts in sprite v]\n hide\nend\n\ndefine update_pos (abs_x) (abs_y) (costume)\nif <(~hanging?) = [0]> then\n switch costume to (join [hitbox_] (costume))\n check_vertical_collision (y position)\n if <(~pushable?) = [1]> then\n check_horizontal_collision (x position)\n end\n switch costume to (costume)\nend\n\nwhen I receive [player action v]\nif <<(~ID) > [0]> and <(distance to [player hitbox v]) < [70]>> then\n wait until <(@game state) = [attack]>\n set [~hanging? v] to [0]\nend\n\ndefine check_vertical_collision (abs_y)\nchange [~vel_y v] by (~FORCE.gravity)\nchange y by (~vel_y)\nrepeat until <not <touching (level hitbox v)?>>\n change y by (1)\n set [~vel_y v] to [0]\nend\nchange [~y v] by ((y position) - (abs_y))\n\ndefine check_horizontal_collision (abs_x)\nset [~vel_x v] to ((~vel_x) * (~FORCE.friction))\nchange x by (4)\nif <<touching (level hitbox v)?> or <touching (player hitbox v)?>> then\n change [~vel_x v] by (-4)\n if <(~vel_x) < [-4]> then\n set [~vel_x v] to [-4]\n end\nend\nset x to (abs_x)\nchange x by (-4)\nif <<touching (level hitbox v)?> or <touching (player hitbox v)?>> then\n change [~vel_x v] by (4)\n if <(~vel_x) > [4]> then\n set [~vel_x v] to [4]\n end\nend\nset x to (abs_x)\nchange x by (~vel_x)\nchange [~x v] by ((x position) - (abs_x))\nturn right ((x position) - (abs_x)) degrees\n\nwhen I receive [change game state v]\nif <(@game state) = [respawn]> then\n reset\nend\n\nwhen I receive [level_select v]\nif <(~ID) > [0]> then\n stop [other scripts in sprite v]\n hide\nend\n\ndefine reset\nset [~x v] to (item (~ID) of [~locations v])\nset [~y v] to (item ((~ID) + (1)) of [~locations v])\nset [~hanging? v] to (item ((~ID) + (2)) of [~locations v])\nset [~pushable? v] to (item ((~ID) + (3)) of [~locations v])\nset [~vel_y v] to [0]\n\n@logo3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (backdrop1 v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nset [_cloneid v] to [0]\nrepeat (2)\n change [_cloneid v] by (1)\n create clone of (_myself_ v)\nend\nwait (3.5) seconds\nfade [-1] [10]\nhide\nbroadcast (title v)\n\nwhen I receive [end logo v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(_cloneID) = [1]> then\n switch costume to (costume1 v)\n fade in and out [0] [1.8]\nelse\n switch costume to (costume2 v)\n fade in and out [0.5] [0.8]\nend\n\ndefine fade in and out (delay) (pause)\nset [ghost v] effect to (100)\nwait (delay) seconds\nfade [1] [5]\nwait (pause) seconds\nfade [-1] [5]\ndelete this clone\n\ndefine fade (in\(1\)/out\(-1\)) (speed)\nrepeat ((100) / (speed))\n change [ghost v] effect by (((0) - (in\(1\)/out\(-1\))) * (speed))\nend\n\n | |
Silhouette [Platformer] v1.6 #Games | @Stage\n\nwhen I receive [rufi.o v]\nset volume to (100) %\nbroadcast (Not lovely v)\n\nwhen I receive [not lovely v]\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\nstop all sounds\nplay sound [\(FREE\) Lo-fi Type Beat - Lovely v] until done\n\nwhen I receive [lovely v]\nset volume to (100) %\nbroadcast (Not Rufi.o v)\n\nwhen I receive [not rufi.o v]\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\nstop all sounds\nplay sound [Rufi v] until done\n\nwhen flag clicked\nset [time v] to [0]\nforever\n if <(Level) = [1]> then\n repeat until <(Level) = [12]>\n wait (1) seconds\n change [time v] by (1)\n end\n end\n if <(Level) = [12]> then\n set [time v] to (Time)\n end\nend\n\nstop [all v]\n\n@Character\n\nforever\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\n if <touching (trampoline v)?> then\n change y by (1)\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\ndefine PlatformGravity (gravity) JumpHeight (jumpheight) SideMovementSpeed (sidemovement) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (YV)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (YV) ) / (YV)) * (-1))\n end\n set [yv v] to (<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jumpheight))\nend\nset [xv v] to ((((XV) + (<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((sidemovement) * (-1)))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (sidemovement))) * (friction))\nchange x by (XV)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change x by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (-173) y: (-45)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n PlatformGravity [-1] JumpHeight [13] SideMovementSpeed [3] Friction [0.7] Slope [8]\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(x position) > [220]> then\n broadcast (Transition v)\n wait (1.5) seconds\n go to x: (-173) y: (-45)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-173) y: (-45)\n end\nend\n\nwhen I receive [restart v]\nwait (1.5) seconds\ngo to x: (-173) y: (-45)\n\nwhen I receive [thumbnail v]\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nnext costume\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (4)\n change size by (-6)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(y position) < [-170]> then\n go to x: (-173) y: (-45)\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-173) y: (-45)\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n say (join [You finished in ] (join (Time) [ seconds!]))\n end\nend\n\nwhen flag clicked\n\nforever\n if <touching (trampoline v)?> then\n PlatformGravity [-1] JumpHeight [20] SideMovementSpeed [2.3] Friction [.7] Slope [8]\n else\n PlatformGravity [-1] JumpHeight [12] SideMovementSpeed [2.3] Friction [.7] Slope [8]\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (level v)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (level v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (level 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (level 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (level 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (level 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (level 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (level 11 v)\n end\nend\n\nif <(Level) = [12]> then\n switch costume to (level 12 v)\nend\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [end v]\nswitch costume to (level v)\n\n@Spikes\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (spikes 2 v)\n hide\n end\n if <(Level) = [2]> then\n show\n end\n if <(Level) = [3]> then\n switch costume to (spikes 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (spikes 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (spikes 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (spikes 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (spikes 7 v)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n show\n switch costume to (spikes 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (spikes 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (spikes 11 v)\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen I receive [thumbnail v]\nhide\n\nswitch costume to (spikes 12 v)\n\nif <(Level) = [13]> then\nend\n\n@Trampoline\n\nwhen flag clicked\n\nhide\nforever\n if <(Level) = [12]> then\n show\n switch costume to (level12 v)\n end\n if <(Level) = [13]> then\n hide\n end\nend\n\n@Background\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n switch costume to (background 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (background 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (background 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (background 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (background 5 v)\n end\n if <(Level) = [6]> then\n switch costume to (background 6 v)\n end\n if <(Level) = [7]> then\n switch costume to (background 7 v)\n end\n if <(Level) = [8]> then\n switch costume to (background 8 v)\n end\n if <(Level) = [9]> then\n switch costume to (background 9 v)\n end\n if <(Level) = [10]> then\n switch costume to (background 10 v)\n end\n if <(Level) = [11]> then\n switch costume to (background 11 v)\n end\nend\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [end v]\nswitch costume to (background 2 v)\n\nif <(Level) = [12]> then\n switch costume to (background 12 v)\nend\n\n@Grass\n\nwhen flag clicked\nshow\nforever\n if <(Level) = [1]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [3]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [4]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [5]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [6]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [7]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [8]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [9]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [10]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [11]> then\n switch costume to (costume3 v)\n end\n if <(Level) = [12]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [thumbnail v]\nhide\n\nif <(Level) = [13]> then\n switch costume to (costume1 v)\nend\n\n@Text\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n end\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n end\n if <(Level) = [3]> then\n hide\n end\nend\n\nwhen I receive [thumbnail v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@ResetButton\n\nwhen this sprite clicked\nbroadcast (Restart v)\n\nwhen I receive [thumbnail v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@SkipButton\n\nwhen this sprite clicked\nbroadcast (Restart v)\nwait (1.5) seconds\nchange [level v] by (1)\n\nwhen I receive [thumbnail v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\n if <(Level) = [12]> then\n hide\n end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Bird\n\nwhen flag clicked\nhide\nforever\n go to x: (-250) y: (pick random (0) to (170))\n show\n glide (2) secs to x: (250) y: (pick random (0) to (170))\n hide\n wait (5) seconds\n go to x: (250) y: (pick random (0) to (170))\n show\n glide (2) secs to x: (-250) y: (pick random (0) to (170))\n hide\n wait (5) seconds\n show\n glide (2) secs to x: (250) y: (pick random (0) to (170))\n hide\n wait (5) seconds\nend\n\nwhen flag clicked\ngo [backward v] (99) layers\nforever\n wait (0.01) seconds\n next costume\nend\n\n@Clouds\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\n set size to (pick random (20) to (40)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (200)\n change x by (2)\n end\n hide\n wait (5) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (5) seconds\n end\nend\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen [timer v] > (Timer)\nhide\n\n@Love, Fav, Follow\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [12]> then\n show\n broadcast (End v)\n end\nend\n\nwhen I receive [thumbnail v]\nhide\n\n@Menu\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.01) seconds\nend\nhide\n\nwhen flag clicked\nshow\n\ngo to [front v] layer\n\nwhen I receive [menu v]\n\n@Play Button\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.01) seconds\nend\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [menu v]\nshow\n\n@Lovely Music\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\n\nwhen this sprite clicked\nbroadcast (Rufi.o v)\nswitch costume to (costume1 v)\n\nwhen I receive [not rufi.o v]\nswitch costume to (costume2 v)\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.01) seconds\nend\nhide\n\ngo to [front v] layer\n\nwhen I receive [menu v]\nshow\n\[email protected] Music\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\n\nwhen this sprite clicked\nbroadcast (Lovely v)\nswitch costume to (costume1 v)\n\nwhen I receive [not lovely v]\nswitch costume to (costume2 v)\n\nwhen I receive [thumbnail v]\nhide\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.01) seconds\nend\nhide\n\nwhen I receive [menu v]\nshow\n\n@Out of order\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\n\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Menu v)\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nshow\n\n@Transition\n\nwhen flag clicked\ngo [forward v] (99999999999999999999999999999999999999999999999999999999999999999999999999999) layers\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (0)\nwait (2) seconds\nglide (1) secs to x: (0) y: (345)\nhide\n\nhide\n\nwhen I receive [transition v]\nswitch costume to (costume1 v)\ngo [forward v] (99999999999999999999999999999999999999999999999999999999999999999999999999999) layers\nshow\nglide (1) secs to x: (0) y: (0)\nwait (0.2) seconds\nglide (1) secs to x: (0) y: (345)\nhide\n\nglide (1) secs to x: (0) y: (0)\n\nwhen I receive [restart v]\nswitch costume to (costume1 v)\ngo [forward v] (99999999999999999999999999999999999999999999999999999999999999999999999999999) layers\nshow\nglide (1) secs to x: (0) y: (0)\nwait (0.2) seconds\nglide (1) secs to x: (0) y: (345)\nhide\n\n@ThumbNail\n\nbroadcast (ThumbNail v)\n\nwhen I receive [thumbnail v]\nshow\n\nwhen flag clicked\nhide\n\n | W / ^ = Jump ------------------------\nA / < = Move to left Recent updates:\nD / > = Move to right ----------------------- \n -----------------------\n Coming soon:\n- All levels are possible - \n \n -----------------------\n-------------------------------------------------------------------------\nThis platformer has just been released and is under beta version 1.6. Expect a few bugs.\n\nIf there are any bugs, please comment it. I will try fix it as soon as possible.\n-------------------------------------------------------------------------\nUpdates:\n1.1 update: Added level 4-6; added music, added birds in the background; added character trail, added clouds.\n1.2 update: Added level 7, modified trail effect, minor modifications\n1.3 update: Added level 8\n1.4 update: Added level 9, added grass in the background, modified trail effect, minor modifications\n1.5 update: Added level 10 & 11, added menu, fixed some minor bug issues, minor modifications\n1.6 update: Added first easter egg, added transition, added intro, added timer, fixed some minor bug issues, minor modifications\n-------------------------------------------------------------------------\nDue to issues, level 13 and trampolines have not been released yet.\n=========================================\nPlease love and fave. It really supports me ;D\n========================================= |
EUROPA - a platformer | @Stage\n\n@Ninjanibb\n\nwhen flag clicked\nshow\nswitch costume to (img_1543 v)\nset [ghost v] effect to (100)\nswitch backdrop to (backdrop1 v)\ngo to x: (0) y: (0)\nset size to (58) %\nwait (0.52) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.05) seconds\nend\nwait (1.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nswitch costume to (costume1 v)\nset size to (100) %\nwait (1.2) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.05) seconds\nend\nwait (1.2) seconds\nbroadcast (message1 v)\nwait (1.7) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nhide\n\nwhen flag clicked\nwait until <key (space v) pressed?>\nhide\nbroadcast (start v)\nswitch backdrop to (backdrop2 v)\nstop [other scripts in sprite v]\n\n@a platformer\n\nwhen I receive [message1 v]\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.05) seconds\nend\nwait (0.6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.05) seconds\nend\nhide\nwait (1) seconds\nswitch backdrop to (backdrop2 v)\nbroadcast (start v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait until <key (space v) pressed?>\nhide\nbroadcast (start v)\nstop [other scripts in sprite v]\n\n@Land\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-49)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nwait (2) seconds\nplay sound [324252__rhodesmas__rings-of-saturn-music-loop2 v] until done\nforever\n play sound [324252__rhodesmas__rings-of-saturn-music-loop v] until done\nend\n\nwhen I receive [spaceship v]\nrepeat (10)\n change volume by (-10)\nend\nstop [other scripts in sprite v]\nset volume to (100) %\n\nwhen I receive [musik v]\nwait (2) seconds\nplay sound [324252__rhodesmas__rings-of-saturn-music-loop2 v] until done\nforever\n play sound [324252__rhodesmas__rings-of-saturn-music-loop v] until done\nend\n\n@Sprite\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (306) y: (pick random (-132) to (71))\nset size to (pick random (400) to (500)) %\nset [ghost v] effect to (pick random (36) to (60))\nrepeat (100)\n move (-2) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (-2) steps\nend\nrepeat (50)\n move (-2) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (something v)\nshow\nclear graphic effects\nset size to (130) %\ngo to [back v] layer\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [spaceship v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Something\n\ndefine block\nrepeat until <not <<touching (land v)?> or <<touching (nibb v)?> or <touching (platfor v)?>>>>\n platform\n change y by (1)\n set [yo, the nibb is gray v] to [0]\nend\n\ndefine is touching\nset [strange variable v] to [1]\nif <(énib) = [0]> then\n change y by (Yo, the nibb is GRAy)\nend\nif <<touching (land v)?> or <<touching (nibb v)?> or <touching (platfor v)?>>> then\n set [up again v] to [1]\n block\nend\nset [strange variable v] to [0]\n\ndefine faster\nset [yo, the nibb is gray v] to [15]\nset [up again v] to [0]\n\nwhen flag clicked\nshow\nforever\n if <(énib) = [0]> then\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <not <(x position) = [-235]>> then\n move (5) steps\n if <<touching (nibb v)?> or <touching (platfor v)?>> then\n move (-5) steps\n end\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <not <(x position) = [235]>> then\n move (5) steps\n if <<touching (nibb v)?> or <touching (platfor v)?>> then\n move (-5) steps\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nset [yo, the nibb is gray v] to [0]\nforever\n if <(énib) = [0]> then\n if <key (up arrow v) pressed?> then\n faster\n repeat until <(up again) = [1]>\n if <(énib) = [0]> then\n change [yo, the nibb is gray v] by (-1)\n is touching\n end\n end\n start sound [47221__delphidebrain__delphis-ice-dices-loop-124 v]\n end\n if <(up again) = [1]> then\n change [yo, the nibb is gray v] by (-1)\n is touching\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <<touching (spikes v)?> or <<touching (plant thing v)?> or <touching (alien v)?>>> then\n set [énib v] to [1]\n start sound [348251__newagesoup__power-down-02 v]\n repeat (10)\n change [pixelate v] effect by (2)\n end\n go to x: (-206) y: (-137)\n set [énib v] to [0]\n repeat (10)\n change [pixelate v] effect by (-2)\n end\n clear graphic effects\n end\nend\n\nwhen I receive [start v]\ngo to x: (-206) y: (-137)\nshow\n\nwhen I receive [start v]\nforever\n wait until <touching (_edge_ v)?>\n change [level v] by (1)\n switch backdrop to (backdrop2 v)\n broadcast (next costume v)\nend\n\nset [up again v] to [1]\nblock\nset [strange variable v] to [0]\n\nset [yo, the nibb is gray v] to [0]\nset [up again v] to [0]\n\ndefine block name\nblock name\n\ndefine platform\nif <touching (platfor v)?> then\n if <(Thing) = [1]> then\n change x by (2)\n end\n if <(Thing) = [2]> then\n change x by (-2)\n end\nend\n\nwhen I receive [change x by \( -10 \) v]\nchange x by (8)\n\nwhen I receive [change x by \( 10 \) v]\nchange x by (-8)\n\nset x to (233)\n\nwhen I receive [start v]\nwait until <(level) = [20]>\nbroadcast (spaceship v)\nwait until <touching (spaceship v)?>\nset [ghost v] effect to (100)\nset [énib v] to [1]\n\nwhen I receive [next costume v]\ngo to x: (-206) y: (-137)\n\n@Nibb\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [next costume v]\nnext costume\nwait (0.01) seconds\ngo to [front v] layer\n\n@Spikes\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (-1)\n\nwhen flag clicked\nhide\n\nwhen I receive [next costume v]\ngo to [front v] layer\nnext costume\n\n@Plant Thing\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [chomp speed v] to [0.15]\ngo to x: (0) y: (0)\nwait until <(level) = [6]>\ncreate clone of (_myself_ v)\nwait until <(level) = [7]>\n2 plants\nwait until <(level) = [8]>\n3 plants\nwait until <(level) = [11]>\n2 plants\nwait until <(level) = [13]>\n2 plants\nwait until <(level) = [14]>\n4 plants\nwait until <(level) = [15]>\n4 plants\nset [chomper stuff ii v] to [1]\nwait (1) seconds\n4 plants\nset [chomper stuff ii v] to [0]\nwait until <(level) = [16]>\n3 plants\nset [chomper stuff ii v] to [1]\n3 plants\nset [chomper stuff ii v] to [0]\nwait until <(level) = [17]>\n3 plants\nset [chomper stuff ii v] to [1]\n3 plants\nset [chomper stuff ii v] to [0]\nwait until <(level) = [18]>\n3 plants\nwait until <(level) = [19]>\n3 plants\n\nwhen I start as a clone\ngo to [front v] layer\nif <(level) = [14]> then\n if <(chomper stuff) = [0]> then\n point in direction (-90)\n go to x: (-102) y: (-95)\n end\n if <(chomper stuff) = [1]> then\n point in direction (-90)\n go to x: (-13) y: (-95)\n end\n if <(chomper stuff) = [2]> then\n point in direction (-90)\n go to x: (82) y: (-95)\n end\n if <(chomper stuff) = [3]> then\n point in direction (-90)\n go to x: (174) y: (-95)\n end\nend\nif <(level) = [13]> then\n if <(chomper stuff) = [1]> then\n point in direction (90)\n go to x: (-74) y: (36)\n else\n point in direction (90)\n go to x: (81) y: (36)\n end\nend\nif <(level) = [6]> then\n point in direction (90)\n go to x: (0) y: (0)\nend\nif <(level) = [7]> then\n if <not <(chomper stuff) = [1]>> then\n point in direction (90)\n go to x: (0) y: (0)\n else\n point in direction (-90)\n go to x: (0) y: (-7)\n set [chomper stuff v] to [0]\n end\nend\nif <(level) = [8]> then\n if <(chomper stuff) = [1]> then\n point in direction (0)\n go to x: (-148) y: (-129)\n end\n if <(chomper stuff) = [0]> then\n point in direction (-90)\n go to x: (37) y: (-110)\n end\n if <(chomper stuff) = [2]> then\n point in direction (90)\n go to x: (142) y: (60)\n end\nend\nif <(level) = [11]> then\n if <(chomper stuff) = [1]> then\n point in direction (180)\n go to x: (187) y: (-125)\n end\n if <(chomper stuff) = [0]> then\n point in direction (-90)\n go to x: (-48) y: (-133)\n end\nend\nif <(level) = [19]> then\n if <(chomper stuff) = [0]> then\n point in direction (-90)\n go to x: (-133) y: (-85)\n end\n if <(chomper stuff) = [1]> then\n point in direction (-90)\n go to x: (32) y: (-30)\n end\n if <(chomper stuff) = [2]> then\n point in direction (-90)\n go to x: (169) y: (-5)\n end\nend\nshow\nswitch costume to (costume1 v)\nforever\n repeat (4)\n next costume\n wait (chomp speed) seconds\n end\n switch costume to (costume4 v)\n wait (chomp speed) seconds\n switch costume to (costume3 v)\n wait (chomp speed) seconds\n switch costume to (costume2 v)\n wait (chomp speed) seconds\n switch costume to (costume1 v)\n wait (chomp speed) seconds\nend\n\nwhen I receive [next costume v]\ndelete this clone\n\ndefine 2 plants\nset [chomper stuff v] to [0]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [chomper stuff v] to [1]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [chomper stuff v] to [0]\n\ndefine 3 plants\nset [chomper stuff v] to [0]\ncreate clone of (_myself_ v)\nwait (0.006) seconds\nset [chomper stuff v] to [1]\ncreate clone of (_myself_ v)\nwait (0.006) seconds\nset [chomper stuff v] to [2]\ncreate clone of (_myself_ v)\nwait (0.006) seconds\nset [chomper stuff v] to [0]\n\ndefine 4 plants\nset [chomper stuff v] to [0]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [chomper stuff v] to [1]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [chomper stuff v] to [2]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [chomper stuff v] to [3]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [chomper stuff v] to [0]\n\nwhen I start as a clone\nif <(level) = [15]> then\n if <(chomper stuff II) = [1]> then\n if <(chomper stuff) = [0]> then\n point in direction (90)\n go to x: ((-102) - (45)) y: (-12)\n end\n if <(chomper stuff) = [1]> then\n point in direction (90)\n go to x: ((-13) - (45)) y: (-12)\n end\n if <(chomper stuff) = [2]> then\n point in direction (90)\n go to x: ((82) - (45)) y: (-12)\n end\n if <(chomper stuff) = [3]> then\n point in direction (90)\n go to x: ((174) - (45)) y: (-12)\n end\n else\n if <(chomper stuff) = [0]> then\n point in direction (-90)\n go to x: (-102) y: (-95)\n end\n if <(chomper stuff) = [1]> then\n point in direction (-90)\n go to x: (-13) y: (-95)\n end\n if <(chomper stuff) = [2]> then\n point in direction (-90)\n go to x: (82) y: (-95)\n end\n if <(chomper stuff) = [3]> then\n point in direction (-90)\n go to x: (174) y: (-95)\n end\n end\nend\n\nset [chomp speed v] to [0.3]\n\nwhen I start as a clone\nif <(level) = [16]> then\n if <(chomper stuff II) = [1]> then\n if <(chomper stuff) = [0]> then\n point in direction (90)\n go to x: (-102) y: (-12)\n end\n if <(chomper stuff) = [1]> then\n point in direction (90)\n go to x: ((-13) + (70)) y: (-12)\n end\n if <(chomper stuff) = [2]> then\n point in direction (90)\n go to x: ((82) + (140)) y: (-12)\n end\n else\n if <(chomper stuff) = [0]> then\n point in direction (-90)\n go to x: (-102) y: (-73)\n end\n if <(chomper stuff) = [1]> then\n point in direction (-90)\n go to x: ((-13) + (70)) y: (-73)\n end\n if <(chomper stuff) = [2]> then\n point in direction (-90)\n go to x: ((82) + (140)) y: (-73)\n end\n end\nend\n\nwhen I start as a clone\nif <(level) = [17]> then\n if <(chomper stuff II) = [1]> then\n if <(chomper stuff) = [0]> then\n point in direction (90)\n go to x: ((-102) - (50)) y: (-12)\n end\n if <(chomper stuff) = [1]> then\n point in direction (90)\n go to x: (((-13) + (70)) - (50)) y: (-12)\n end\n if <(chomper stuff) = [2]> then\n point in direction (90)\n go to x: (((82) + (140)) - (50)) y: (-12)\n end\n else\n if <(chomper stuff) = [0]> then\n point in direction (-90)\n go to x: (((-102) + (70)) - (50)) y: (-73)\n end\n if <(chomper stuff) = [1]> then\n point in direction (-90)\n go to x: (((-13) + (160)) - (50)) y: (-73)\n end\n if <(chomper stuff) = [2]> then\n point in direction (-90)\n go to x: (((82) + (230)) - (95)) y: (-73)\n end\n end\nend\n\nwhen I start as a clone\nif <(level) = [18]> then\n if <(chomper stuff) = [0]> then\n point in direction (-90)\n go to x: (185) y: (-100)\n end\n if <(chomper stuff) = [1]> then\n point in direction (0)\n go to x: (-213) y: (-130)\n end\n if <(chomper stuff) = [2]> then\n point in direction (-90)\n go to x: (107) y: (-100)\n end\nend\n\n@Alien\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [detect v] to [0]\nif <(level) = [16]> then\n if <(alien stuff) = [0]> then\n go to x: (-36) y: (-118)\n end\n if <(alien stuff) = [1]> then\n go to x: (142) y: (-118)\n end\nend\nif <(level) = [9]> then\n go to x: (-14) y: (-88)\nend\nif <<(level) = [10]> or <(level) = [19]>> then\n if <(alien stuff) = [0]> then\n go to x: (-168) y: (-83)\n end\n if <(alien stuff) = [1]> then\n go to x: (19) y: (-49)\n end\n if <(alien stuff) = [2]> then\n go to x: (141) y: (17)\n end\nend\nif <(level) = [11]> then\n if <(alien stuff) = [0]> then\n go to x: (-101) y: (-101)\n end\n if <(alien stuff) = [1]> then\n go to x: (4) y: (-101)\n end\nend\nif <(level) = [13]> then\n if <(alien stuff) = [0]> then\n go to x: (-136) y: (-78)\n end\n if <(alien stuff) = [1]> then\n go to x: (10) y: (-78)\n end\n if <(alien stuff) = [2]> then\n go to x: (159) y: (-78)\n end\nend\nforever\n detect\n if <(detect) = [0]> then\n move (alien speed) steps\n else\n if <(direction) = [90]> then\n point in direction (-90)\n else\n point in direction (90)\n end\n set [detect v] to [0]\n end\nend\n\ndefine detect\nmove (20) steps\nif <<not <touching (nibb v)?>> or <<touching (_edge_ v)?> or <touching (spikes v)?>>> then\n set [detect v] to [1]\nend\nmove (-20) steps\n\nwhen I start as a clone\nforever\n wait (0.05) seconds\n next costume\nend\n\nwhen flag clicked\nset [alien speed v] to [2]\nhide\nwait until <(level) = [13]>\n\nset [alien speed v] to [2]\n\nwhen I receive [start v]\nwait until <(level) = [9]>\ncreate clone of (_myself_ v)\nwait until <(level) = [10]>\n3 plants\nwait until <(level) = [11]>\n2 plants\nwait until <(level) = [13]>\n3 plants\nwait until <(level) = [16]>\n2 plants\nwait until <(level) = [19]>\n2 plants\n\nwhen I receive [next costume v]\ndelete this clone\n\nset [level v] to [10]\n\ndefine 3 plants\nset [alien stuff v] to [0]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [alien stuff v] to [1]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [alien stuff v] to [2]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [alien stuff v] to [0]\n\ndefine 2 plants\nset [alien stuff v] to [0]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [alien stuff v] to [1]\ncreate clone of (_myself_ v)\nwait (0.02) seconds\nset [alien stuff v] to [0]\n\n@Info\n\nwhen I receive [start v]\nset [énib v] to [1]\nwait (1) seconds\nswitch costume to (costume5 v)\nshow\nrepeat (3)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (2) seconds\nswitch costume to (costume5 v)\nrepeat (3)\n wait (0.1) seconds\n next costume\nend\nwait (2) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume15 v)\nrepeat (6)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (2) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume19 v)\nrepeat (3)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (2) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume23 v)\nrepeat (3)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (2) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nhide\nset [énib v] to [0]\nwait until <(level) = [6]>\nset [énib v] to [1]\nshow\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume28 v)\nrepeat (4)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (2) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nshow\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume32 v)\nrepeat (3)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (2) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nswitch costume to (costume15 v)\nwait (0.1) seconds\nrepeat (6)\n wait (0.1) seconds\n switch costume to ((costume [number v]) - (1))\nend\nwait (2) seconds\nswitch costume to (costume5 v)\nwait (0.1) seconds\nhide\nset [énib v] to [0]\n\nwhen flag clicked\nhide\n\nswitch costume to (costume5 v)\n\nhide\n\nwhen [space v] key pressed\nset [énib v] to [0]\n\n@pLATFOR\n\nwhen flag clicked\nwait (1) seconds\nhide\nwait until <(level) = [14]>\nshow\ngo to [front v] layer\ngo to x: (-94) y: (-89)\nrepeat until <(level) = [15]>\n if <not <(level) = [15]>> then\n set [thing v] to [1]\n if <not <(level) = [15]>> then\n repeat (140)\n if <not <(level) = [15]>> then\n move (2) steps\n end\n end\n end\n set [thing v] to [2]\n if <not <(level) = [15]>> then\n repeat (140)\n if <not <(level) = [15]>> then\n move (-2) steps\n end\n end\n end\n end\nend\nhide\ngo to x: (-94) y: (-89)\nstop [this script v]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <touching (something v)?> then\n if <(Thing) = [1]> then\n broadcast (change x by \( 10 \) v)\n wait until <(up again) = [0]>\n end\n if <(Thing) = [2]> then\n broadcast (change x by \( -10 \) v)\n wait until <(up again) = [0]>\n end\n end\nend\n\nwhen I receive [next costume v]\nif <(level) = [19]> then\n hide\nend\nif <(level) = [18]> then\n show\n go to [front v] layer\n go to x: (54) y: (-89)\n forever\n set [thing v] to [1]\n repeat until <touching (_edge_ v)?>\n move (2) steps\n end\n set [thing v] to [2]\n repeat (87)\n move (-2) steps\n end\n end\nend\ngo to x: (-94) y: (-89)\n\nwhen flag clicked\nwait (1) seconds\nwait until <(level) = [17]>\nwait (1) seconds\nshow\ngo to [front v] layer\ngo to x: (64) y: (-89)\nrepeat until <(level) = [18]>\n set [thing v] to [1]\n if <not <(level) = [18]>> then\n repeat (170)\n if <not <(level) = [18]>> then\n move (2) steps\n end\n end\n end\n set [thing v] to [2]\n if <not <(level) = [18]>> then\n repeat (170)\n if <not <(level) = [18]>> then\n move (-2) steps\n end\n end\n end\nend\nstop [this script v]\n\nwhen flag clicked\nwait until <(level) = [15]>\nhide\n\n@Spaceship\n\nwhen I receive [spaceship v]\nset size to (100) %\npoint in direction (90)\nswitch costume to (costume1 v)\ngo to x: (163) y: (-98)\nshow\nwait until <touching (something v)?>\nwait (2.2) seconds\nset [speeeed v] to [0.2]\nrepeat (42)\n change y by (speeeed)\n change [speeeed v] by (0.35)\nend\nhide\nrepeat (6)\n change volume by (-10)\nend\nwait (3) seconds\npoint in direction (131)\nset size to (50) %\nshow\ngo to x: (-224) y: (-98)\nset [speeeed v] to [2]\nrepeat (37)\n change y by (speeeed)\n change x by (speeeed)\n change [speeeed v] by (0.35)\nend\nhide\nrepeat (4)\n wait (1) seconds\n change volume by (-10)\nend\nbroadcast (musik v)\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [spaceship v]\nshow\nwait until <touching (something v)?>\nwait (2.2) seconds\nstart sound [515122__mattix__rocket-thrust-02 v]\nforever\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\nend\n\ngo to x: (0) y: (0)\n\n@Cover\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@skip level\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (next costume v)\n\nwhen flag clicked\nforever\n if <<<(level) = [1]> or <(level) = [6]>> or <(level) = [20]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start v]\ngo to x: (54) y: (49)\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\ngo to x: (-206) y: (-137)\n\n@theEnd\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [musik v]\nwait (2.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\n | Arrow keys to move. Avoid spikes, plants and aliens.\n\nIt is the year 2094, and you are on the first manned mission to Europa, the icy moon of Jupiter. The purpose of this mission? To find proof of alien life on its wet, cold surface.\n\nUnfortunately, you were tossed out of your pod during landing. Can you return to your ship and complete your mission?\nLook at this! --> https://scratch.mit.edu/projects/394385030/\nALL LEVELS ARE POSSIBLE (tested by me)\n\n#europa #space #platformer #astronaut #moon #jupiter #NASA #ice #cold #fog #alien |
Ⓡⓐⓘⓝ- A Platformer (Mobile Friendly) | @Stage\n\n@ground\n\nwhen flag clicked\nshow\nswitch costume to (fantasia1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [ends v]\nhide\n\nwhen [space v] key pressed\nbroadcast (next v)\n\n@spikes\n\nwhen flag clicked\nshow\nswitch costume to (fantasia1 v)\nforever\n go to (ground v)\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen I receive [ends v]\nhide\n\n@trampoline\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n repeat (4)\n next costume\n end\n wait (0.00001) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <([costume # v] of [ground v]) = [7]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n hide\n if <([costume # v] of [ground v]) = [4]> then\n show\n go to x: (-157) y: (26)\n end\n if <([costume # v] of [ground v]) = [6]> then\n go to x: (-79) y: (10)\n show\n create clone of (_myself_ v)\n end\n if <([costume # v] of [ground v]) = [11]> then\n show\n go to x: (-199) y: (25)\n end\n if <([costume # v] of [ground v]) = [9]> then\n go to x: (145) y: (25)\n end\n if <([costume # v] of [ground v]) = [17]> then\n go to x: (5) y: (28)\n end\nend\n\nwhen I start as a clone\nset x to (79)\nforever\n switch costume to (1 v)\n if <touching (player2 v)?> then\n repeat (4)\n next costume\n end\n wait (0.00001) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <([costume # v] of [ground v]) = [7]> then\n delete this clone\n end\nend\n\n@moving platforms\n\nwhen flag clicked\ngo to x: (-153) y: (82)\npoint in direction (90)\nforever\n move (3) steps\n if on edge, bounce\nend\n\nwhen flag clicked\nforever\n hide\n if <<([costume # v] of [ground v]) = [4]> or <([costume # v] of [ground v]) = [11]>> then\n show\n else\n hide\n end\nend\n\nif <([costume # v] of [ground v]) = [12]> then\nend\n\nif <([costume # v] of [ground v]) = [11]> then\n go to x: (-23) y: (13)\n forever\n move (3) steps\n if on edge, bounce\n end\nend\n\nwhen flag clicked\nif <not <<([costume # v] of [ground v]) = [4]> or <([costume # v] of [ground v]) = [11]>>> then\n go to x: (-153) y: (82)\n hide\nend\n\n@Platforms\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (scrollx)) ((Platforms: y) - (scrolly))\n\nwhen I receive [setip v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 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 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]\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]\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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\ngo to [back v] layer\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (costume1 v)\n\n@Rain\n\nwhen flag clicked\nbroadcast (start v)\ngo to [back v] layer\nshow\nforever\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-240) to (240)) y: (184)\nglide (pick random (0.005) to (2)) secs to x: (x position) y: (-184)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (ground v)?> then\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Rain Sounds ! Natural Rain and Sounds HD Video \(1\) v] until done\nend\n\n@player2\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nset [y v] to [0]\nswitch costume to (player v)\nset rotation style [left-right v]\ngo to x: (-215) y: (90)\nforever\n change [y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n change y by (y)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>>> then\n set [y v] to [10]\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n if <(x position) > [237]> then\n broadcast (next v)\n go to x: (-215) y: (25)\n end\n if <<touching (spikes v)?> or <(y position) = [-183]>> then\n broadcast (die v)\n end\n if <touching (trampoline v)?> then\n set [y v] to [12.5]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nif <touching (spikes v)?> then\n go to x: (-215) y: (25)\nend\nif <(y position) = [-183]> then\n go to x: (-215) y: (25)\nend\n\ngo to [front v] layer\n\nwhen I receive [ends v]\n\nwhen I receive [next v]\ngo to x: (-215) y: (25)\n\n@spikes2\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((spikes2: x) - (scrollx)) ((spikes2: y) - (scrolly))\n\nwhen I receive [setip v]\nhide\nset [spikes2: x v] to [0]\nset [spikes2: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 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 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]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 [spikes2: x v] by (x)\nchange [spikes2: y v] by (y)\nnext costume\n\nwhen I receive [end v]\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Text\n\nwhen flag clicked\nshow\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen I receive [ends v]\nhide\n\n@Sprite2\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\n@Stop 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: (0) y: (0)\nend\n\n | You live in the dystopian world of rain. You need to leave. NOW! You have to get out, to find a brighter, happier world. If you can get to the world of sunshine than you will be content with your life, but be quick because the unstable government of rain doen't permit anyone leaving. Will you make it out of this dreary world to find a better place in life?\nSPACE TO SKIP\n#Games #games #Zillien #Rain #rain #Platformer #platformer |
Spring II A Scrolling Platformer | @Stage\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\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip 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\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x 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 [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [4797]> then\n set [scroll x v] to [4797]\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) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\nif <touching (bounce v)?> then\n set [speed y v] to [25]\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 [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (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 if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\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\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 (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen flag clicked\nforever\n start sound [music2 v]\n wait (169.47) seconds\nend\n\ngo [forward v] (1) layers\ngo to [front v] layer\n\nwhen flag clicked\ngo [forward v] (1) layers\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 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 switch backdrop to (backdrop1 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 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]\n Clone at x: [480] y: [0]\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\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 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 switch backdrop to (backdrop1 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 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]\n Clone at x: [480] y: [0]\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@Bounce\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 [setip 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 switch backdrop to (backdrop1 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 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]\n Clone at x: [480] y: [0]\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@Sprite1\n\nwhen flag clicked\nshow\ngo [forward v] (2) layers\ngo to [front v] layer\nset [ghost v] effect to (500)\n\ngo to [front v] layer\n\n | Hi, welcome to a new series of Plateformer!\nLove and Fave this project and don't forget to follow me, go 500 followers !!\n\n"Spring" II A Scrolling Plateformer Mobile Friendly !\nArrows keys or Mobile Friendly.\n\n#4 on trending!\n#3 on Games! \n\n500 followers = Intro Contest + OC contest\n\nTags:\n\n#fun #Spring #NoCheckpoint #Spike #Love #Fave #Follow #go500followers #Scrolling #Plateformer |
My new 3D platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen [space v] key pressed\nif <not <(costume [number v]) = [5]>> then\n next costume\nend\n\nwhen this sprite clicked\nif <not <(costume [number v]) = [5]>> then\n next costume\nend\n\nwhen [right arrow v] key pressed\nif <not <(costume [number v]) = [5]>> then\n next costume\nend\n\nwhen [left arrow v] key pressed\nd\n\ndefine d\nrepeat (4)\n next costume\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n | So I need some motivation to finish this and that's why I'm sharing this. |
Winter~ A scrolling platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\n@Danger\n\ndelete this clone\n\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone At x: [4] y: [-5]\n Clone At x: [4] y: [-77]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone At x: [17] y: [-16]\n end\nend\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <<(costume [name v]) = [O]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\nforever\n if <(COLLECTED) = (COLLECTED MAX)> then\n switch costume to (o v)\n else\n switch costume to (c v)\n end\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [2450] y: [200]\nelse\n Clone At x: [2237] y: [240]\nend\nif <(LEVEL) = [3]> then\n Clone At x: [2237] y: [120]\nelse\n if <(LEVEL) = [4]> then\n hide\n end\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\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 [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nClone At x: [945] y: [46]\n\nchange [collected v] by (1)\n\nset [exit portal: x v] to [-99999]\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: 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: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4-1 v)\nend\n\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nbroadcast (Open Portal v)\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: 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 [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n Change Player X By [-8]\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n Change Player X By [8]\n point in direction (90)\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 [16]\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nTest - Die\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\n\ndefine Game On\nset [player: x v] to [0]\nset [player: 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 []\npoint in direction (90)\nset size to (80) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n create clone of (_myself_ v)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal 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\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 Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\nwhen I start as a clone\npoint in direction ([direction v] of [player v])\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (4.9)\n change size by (-1)\nend\ndelete this clone\n\nforever\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nset y to (0)\n\n@coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Ingots: x) - (SCROLL X)) ((Ingots: 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 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 [ingots: x v] to [0]\nset [ingots: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone At x: [370] y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone At x: [310] y: [150]\n Clone At x: [1423] y: [-110]\n Clone At x: [2036] y: [-100]\n set [collected max v] to [3]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone At x: [0] y: [180]\n Clone At x: [1723] y: [-10]\n set [collected max v] to [2]\n end\n end\nend\nset [ingots: x v] to [-99999]\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 [ingots: x v] to (x)\nset [ingots: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone At x: [310] y: [150]\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n change x by (sx)\n show\n set y to (175)\n set x to (pick random (-240) to (500))\n repeat until <(y position) < [-160]>\n change y by (-10)\n end\n delete this clone\nend\n\n | SPAM THE GREEN FLAG, FOR WAY FEWER GLITCHES!!\nMy Q&A is out: https://scratch.mit.edu/projects/400255374\n------------------------------------------------------------------------Storyline: Yay, it's winter!! :D\n------------------------------------------------------------------------\nInstructions:\nArrow keys, WASD, or touch screen for mobile\nThere are 3 levels\nCollect all the coins, and go through the portal\n=======================================\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhat a waste of scrolling... :/ |
Sand Platformer||#games||#art | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\n@blank\n\nwhen I receive [spring v]\nif <(Level) = [17]> then\n set volume to (0) %\nend\nplay sound [Jump v] until done\n\nwhen flag clicked\nset volume to (100) %\n\n@PLAYER \n\nwhen I start as a clone\nforever\n repeat (3)\n change [color v] effect by (8)\n change [ghost v] effect by (13)\n if <(x position) > [270]> then\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine set up\ngo to [front v] layer\nclear graphic effects\nhide\nset size to (100) %\ngo to x: (-293) y: (-232)\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (costume1 v)\nshow\nif <(Level) = [16]> then\n broadcast (found v)\n stop [other scripts in sprite v]\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine player-die \nrepeat (10)\n change [fisheye v] effect by (-10)\n change [ghost v] effect by (-10)\nend\nset up\n\nwhen I receive [start v]\nwait (0.2) seconds\ngo to x: (-293) y: (-232)\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 > then\n switch costume to (costume2 v)\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or > then\n switch costume to (costume3 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.91))\n change x by (Xv)\n if <<touching (platforms v)?> or <touching (key v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (key v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (key v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (key v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (key v)?>> then\n change y by (1)\n if <<touching (platforms v)?> or <touching (key v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or > 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 (platforms v)?> or <touching (key v)?>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (platforms v)?> or <touching (key v)?>> then\n if <<key (up arrow v) pressed?> or > then\n set [yv v] to [13]\n end\n end\n if <(x position) > [166]> then\n broadcast (next level v)\n change [level v] by (1)\n set up\n end\n if <key (r v) pressed?> then\n set up\n end\n if <<(y position) < [-266]> or <touching (danger v)?>> then\n player-die \n end\n if <touching (spring v)?> then\n set [yv v] to [22]\n if <<(Level) = [17]> and <touching (spring v)?>> then\n set [yv v] to [8]\n end\n end\n if <touching (fast v)?> then\n change [xv v] by (15)\n end\n if <touching (spring v)?> then\n broadcast (spring v)\n end\n if <<(x position) > [-248]> and <(Level) = [16]>> then\n Hey\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (0.2) seconds\nset up\n\nwhen I receive [start v]\nset [level v] to [1]\nrepeat until <(Level) = [16]>\n play sound [TheFatRat Jackpot v] until done\nend\n\nwhen I receive [someone just skipped v]\nset up\n\nwhen I receive [next level v]\n\nwhen I receive [found v]\nstop all sounds\ngo to x: (-288) y: (-235)\nwait (2) seconds\nsay [yeah ] for (2) seconds\nwait (4) seconds\nglide (1) secs to x: (91) y: (-229)\nhide\nchange [level v] by (1)\n\nwhen I receive [xtop v]\nshow\n\ndefine Hey\ngo to [front v] layer\nclear graphic effects\nhide\nset size to (100) %\ngo to x: (-293) y: (-232)\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (costume1 v)\nshow\n\n@platforms\n\nwhen flag clicked\ngo to x: (-12) y: (-14)\nhide\nset [level v] to [0]\n\nwhen I receive [next level v]\nnext costume\nif <(Level) = [16]> then\n broadcast (found v)\n wait (9.8) seconds\n switch costume to (costume17 v)\n forever\n play sound [TheFatRat - Windfall v] until done\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [someone just skipped v]\nnext costume\nchange [level v] by (1)\nif <(Level) = [16]> then\n broadcast (found v)\n wait (9.8) seconds\n broadcast (xtop v)\n switch costume to (costume17 v)\n forever\n play sound [TheFatRat - Windfall v] until done\n end\nend\n\nwhen I receive [time v]\nhide\n\nwhen flag clicked\n\n@Sprite1\n\nwhen flag clicked\nset [pixelate v] effect to (20)\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (30) to (50))\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (187) to (193)) y: (pick random (161) to (70))\nglide (pick random (5) to (6)) secs to x: (pick random (-192) to (-196)) y: (pick random (64) to (158))\ndelete this clone\n\nwhen I receive [start v]\ngo to [back v] layer\nset size to (40) %\nhide\nforever\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\nend\n\n@danger \n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [backward v] (1) layers\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [7]> then\n go to x: (15) y: (-11)\nend\nif <(Level) = [17]> then\n switch costume to (costume17 v)\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [someone just skipped v]\nnext costume\nif <(costume [number v]) = [7]> then\n go to x: (15) y: (-11)\nend\nif <(Level) = [17]> then\n switch costume to (costume17 v)\nend\n\nwhen I receive [time v]\nhide\n\n@spring\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\nif <(Level) = [16]> then\n wait (9.8) seconds\n switch costume to (costume17 v)\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I start as a clone\ngo to (random position v)\nwait (1) seconds\ndelete this clone\n\nwhen I receive [someone just skipped v]\nnext costume\nif <(Level) = [16]> then\n wait (9.8) seconds\n switch costume to (costume17 v)\nend\n\nwhen I receive [time v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [open v]\nswitch costume to (costume2 v)\nrepeat (27)\n wait (0.0000001) seconds\n next costume\nend\nswitch costume to (costume29 v)\nwait (1) seconds\nrepeat (20)\n change [color v] effect by (3)\n change [ghost v] effect by (3)\n change [brightness v] effect by (3)\n change [ghost v] effect by (3)\nend\nbroadcast (Start v)\nhide\n\n@Sprite4\n\nwhen I receive [play v]\nclear graphic effects\nshow\nswitch costume to (costume1 v)\nforever\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.5) seconds\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (100)\n wait (0.5) seconds\n end\nend\n\nwhen this sprite clicked\nwait (0.5) seconds\nbroadcast (open v)\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen flag clicked\nhide\n\n@key\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [15]> then\n show\n go to x: (127) y: (21)\n forever\n glide (1) secs to x: (-36) y: (25)\n glide (1) secs to x: (142) y: (23)\n end\nend\nif <(Level) = [16]> then\n hide\nend\n\nwhen I receive [someone just skipped v]\nif <(Level) = [15]> then\n show\n go to x: (127) y: (21)\n forever\n glide (1) secs to x: (-36) y: (25)\n glide (1) secs to x: (142) y: (23)\n end\nend\nif <(Level) = [16]> then\n hide\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (221) y: (-173)\nforever\n change size by (10)\n wait (0.5) seconds\n change size by (-10)\n wait (0.5) seconds\nend\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (play v)\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nrepeat (110)\n wait (0.001) seconds\n next costume\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (off v)\n\nwhen flag clicked\nstart sound [TheFatRat:Prelude.mp3 v]\n\nwhen I receive [off v]\nstop all sounds\nbroadcast (play v)\nhide\n\nwhen I receive [play v]\nhide\nstop all sounds\nstop [other scripts in sprite v]\n\n@fast\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [someone just skipped v]\nnext costume\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [found v]\ngo to x: (82) y: (-156)\nshow\nsay [I did not think we would ever find each other ] for (2) seconds\nwait (1) seconds\nsay [thank you ] for (2) seconds\nsay [we got to go and start hiking back to town ] for (2) seconds\nglide (1) secs to x: (263) y: (-154)\nbroadcast (done v)\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nbroadcast (someone just skipped v)\n\nwhen I receive [found v]\nhide\n\n | Arrow keys to move avoid Pits, Spikes, and cactus. \n\nif this get popular I will make a Sand Platformer 2\n\npress r to reset \n\n\n\n\nplease remix\n\n\nEnjoy \n\n\n\n |
Earth 2 - A Mobile Friendly Platformer #Games | @Stage\n\n@Player \n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [y spawn v] to [-80]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run block\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\n switch costume to (player 2 v)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\n switch costume to (player 1 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (-6)\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 [9]\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 (ground v)?> or <touching color (#00ff2c)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching (ground v)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching (ground v)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (spikes v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (NextLevel v)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nswitch backdrop to (gamebackdrop v)\n\n@Ground\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Costume3]> then\n broadcast (Spikes Show v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Costume8]> then\n switch backdrop to (cavesbackround v)\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Spikes\n\nwhen backdrop switches to [gamebackdrop v]\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [spikes show v]\nshow\n\n@costume1 (8)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n | Earth 2: A Mobile Friendly Platformer! \nThe sequel to earth is now mobile friendly!\nHOW TO PLAY: Use arrow keys or drag for mobile. WASD Not supported.\nMusic Pixel Party\nSome code by @Squadd_Legend\nPlz like and Fave and Follow. Bye!\n@AidanA21 LOVED THIS!\n@QuaXX LOVED THIS!\n@epikcoding loved!\n#54 Trending on games. THX \n\nTAGS:\n#Games #Platformer #Ryham301 #Fun #Earth2 \n |
New Platformer City | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nhide variable [☁ 世界記録 v]\nhide variable [コス v]\nhide variable [変数1 v]\nhide variable [スコア 。 v]\nforever\n play sound [ v] until done\nend\n\nwhen I receive [ゲームスタート v]\nswitch backdrop to (背景1 v)\n\nwhen I receive [クリア v]\nswitch backdrop to (背景3 v)\n\nshow variable [☁ 世界記録 v]\n\n@死亡\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [ゲームスタート v]\nshow\ngo to [front v] layer\nswitch costume to (1 v)\n\n@ポータル\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [メッセージ3 v]\ngo to [front v] layer\nshow\nswitch costume to (コスチューム1 v)\n\n@主人公(?)\n\nwhen flag clicked\nset [変数3 v] to [1]\n\nwhen flag clicked\nset size to (90) %\nhide\nforever\n if <(costume [number v]) = [2]> then\n set [コス v] to [2]\n else\n set [コス v] to [1]\n end\nend\n\nset [変数1 v] to [2]\nif <(変数4) > [0]> then\n set [変数4 v] to [-5]\nelse\n set [変数4 v] to [5]\nend\n\ndefine (*^▽^*)\nrepeat (3)\n change [brightness v] effect by (30)\nend\n\nwhen I receive [ゲームスタート v]\nswitch costume to (コスチューム3 v)\nshow\nclear graphic effects\ngo to x: (-226) y: (-80)\nset rotation style [left-right v]\nset [変数3 v] to [1]\nset [変数4 v] to [0]\nset [変数1 v] to [0]\nforever\n change [変数1 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 point in direction (-90)\n change [変数4 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 point in direction (90)\n change [変数4 v] by (1)\n end\n set [変数4 v] to ((変数4) * (0.85))\n change x by (変数4)\n if <touching (フロア! v)?> then\n change y by (1)\n if <touching (フロア! v)?> then\n change y by (1)\n if <touching (フロア! v)?> then\n change y by (1)\n if <touching (フロア! v)?> then\n change y by (1)\n if <touching (フロア! v)?> then\n change y by (1)\n if <touching (フロア! v)?> then\n change y by (1)\n if <touching (フロア! v)?> then\n change y by (-6)\n change x by ((変数4) * (-1))\n set [変数4 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (変数1)\n if <touching (フロア! v)?> then\n change y by ((変数1) * (-1))\n set [変数1 v] to [0]\n end\n change y by (-1)\n if <<touching (フロア! v)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [Water Drop v]\n set [変数1 v] to [10]\n end\n if <<touching (跳ねる v)?> and <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [変数1 v] to [13]\n end\n if <touching (触れると跳ねる v)?> then\n set [変数1 v] to [13]\n end\n if <<<key (space v) pressed?> or <mouse down?>> and <(costume [number v]) = [2]>> then\n set [変数1 v] to [13]\n end\n change y by (1)\n if <touching (ゴール v)?> then\n broadcast (メッセージ1 v)\n hide\n wait (0.7) seconds\n change [変数3 v] by (1)\n wait (3) seconds\n show\n go to x: (-226) y: (-80)\n end\n if <touching (スプライト3 v)?> then\n switch costume to (コスチューム2 v)\n end\n if <touching (スプライト4 v)?> then\n switch costume to (コスチューム3 v)\n end\nend\n\nwhen I receive [ゲームスタート v]\nforever\n if <<touching (スプライト2 v)?> or <touching (死亡 v)?>> then\n (*^▽^*)\n go to x: (-226) y: (-80)\n clear graphic effects\n end\nend\n\nif <touching (戻るポータル v)?> then\n\n\n\nif <(costume [number v]) = [2]> then\n switch costume to (コスチューム3 v)\nend\n\nwait until <not <touching (スプライト3 v)?>>\n\nwait until \n\nswitch costume to (コスチューム2 v)\n\n@プレイ\n\nwhen I receive [メッセージ2 v]\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (50) %\n else\n set size to (40) %\n end\nend\n\nwhen flag clicked\nbroadcast (ゲームスタート v)\n\ngo to x: (0) y: (-120)\nset size to (100) %\nshow\n\nwhen I receive [スタート画面 v]\n\nset size to (0) %\nhide\ngo to x: (138) y: (400)\nshow\nrepeat (10)\n change size by (10)\n change y by (-25)\nend\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (ゲームスタート v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\n@ゴール\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [メッセージ1 v]\n\nwait (0.5) seconds\nnext costume\nforever\n if <(costume [number v]) = [10]> then\n if on edge, bounce\n end\nend\n\nwhen I receive [ゲームスタート v]\nshow\ngo [forward v] (1) layers\nswitch costume to (1 v)\n\n@戻るポータル\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nwait (0.5) seconds\nnext costume\n\nwhen I receive [メッセージ3 v]\ngo to [front v] layer\nshow\nswitch costume to (1 v)\n\n@火\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nrepeat until <touching (_edge_ v)?>\n change y by (-8)\nend\ndelete this clone\n\nwhen I receive [ゲームスタート v]\nforever\n go to (主人公\(?\) v)\n if <<(コス) = [2]> and <<mouse down?> or <key (space v) pressed?>>> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n else\n hide\n end\nend\n\nwhen I receive [スタート画面 v]\nhide\n\n@フロア!\n\nwhen I receive [メッセージ3 v]\nforever\n if <(costume [number v]) = [10]> then\n set [へんすう v] to [1]\n end\nend\n\nwhen flag clicked\nset [へんすう v] to [0]\n\nwhen I receive [クリア v]\n\nforever\nend\n\nif <(☁ 世界記録) > (スコア 。)> then\n set [☁ 世界記録 v] to (スコア 。)\nend\n\nshow variable [☁ 世界記録 v]\n\nwhen I receive [ゲームスタート v]\nset [スコア 。 v] to [0]\nshow variable [スコア 。 v]\nhide variable [スコア 。 v]\nshow\nrepeat until <(costume [number v]) = [10]>\n change [スコア 。 v] by (1)\n wait (1) seconds\nend\nbroadcast (クリア v)\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [メッセージ1 v]\nwait (2) seconds\nnext costume\n\nwhen I receive [ゲームスタート v]\nforever\n if <(costume [number v]) = [4]> then\n set [変身 v] to [1]\n else\n if <(costume [number v]) = [9]> then\n set [変身 v] to [2]\n else\n set [変身 v] to [0]\n end\n end\nend\n\nif then\nend\n\nif then\nend\n\nbroadcast (変身2 v)\nbroadcast (変身 v)\n\nstop [all v]\n\ngo to [front v] layer\n\nif <(costume [number v]) = [10]> then\n set [変身 v] to [3]\nelse\nend\n\n@Sprite1\n\nwhen I start as a clone\nif <(ストップ) = [0]> then\n set size to (0) %\n wait until <(ストップ) = [1]>\n create clone of (_myself_ v)\n wait (0.2) seconds\n set size to (0) %\n set x to (-146)\n create clone of (_myself_ v)\n wait (0.2) seconds\n set x to (-85)\n create clone of (_myself_ v)\n wait (0.2) seconds\n set x to (-24)\n create clone of (_myself_ v)\n wait (0.2) seconds\n set x to (35)\n create clone of (_myself_ v)\n wait (0.2) seconds\n set x to (95)\n create clone of (_myself_ v)\n wait (0.2) seconds\n set x to (152)\n create clone of (_myself_ v)\n wait (0.2) seconds\n set x to (209)\n create clone of (_myself_ v)\n delete this clone\nelse\n repeat (10)\n change size by (10)\n end\n wait (2) seconds\n repeat (10)\n change size by (-10)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\ndefine ゲーム的演出\nset size to (0) %\nset [ストップ v] to [0]\nswitch costume to (costume2 v)\nshow\ngo to x: (-208) y: (151)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (91)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (31)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (-29)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (-89)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (-149)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [ストップ v] to [1]\nhide\nwait (2) seconds\n\nif <key (space v) pressed?> then\nelse\nend\n\nswitch costume to (costume2 v)\nshow\ngo to x: (-208) y: (151)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (91)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (31)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (-29)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (-89)\ncreate clone of (_myself_ v)\ngo to x: (-208) y: (-149)\ncreate clone of (_myself_ v)\nwait (0) seconds\nset [ストップ v] to [1]\nhide\nwait (2) seconds\nbroadcast (メッセージ1 v)\n\nbroadcast (メッセージ1 v)\n\nwhen I receive [メッセージ1 v]\nゲーム的演出\n\ngo to [front v] layer\n\n@スプライト2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-180)\nset [ghost v] effect to (100)\n\n@スプライト3\n\nwhen flag clicked\nhide variable [変身 v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(変身) = [1]> then\n go to x: (-172) y: (-107)\n show\n else\n hide\n end\nend\n\n@0\n\nwhen flag clicked\nset [スコア 。 v] to [0]\nhide\n\nwhen I start as a clone\nshow\nforever\n if <(桁) = [1]> then\n 1桁\n else\n if <(桁) = [2]> then\n 2桁\n else\n if <(桁) = [3]> then\n 3桁\n else\n if <(桁) = [4]> then\n 4桁\n else\n if <(桁) = [5]> then\n 5桁\n else\n if <(桁) = [6]> then\n 6桁\n else\n if <(桁) = [7]> then\n 7桁\n else\n if <(桁) = [8]> then\n 8桁\n else\n 9桁\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 1桁\nif <[9] < (スコア 。)> then\n if <[99] < (スコア 。)> then\n if <[999] < (スコア 。)> then\n if <[9999] < (スコア 。)> then\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (9) of (スコア 。))\n else\n switch costume to (letter (8) of (スコア 。))\n end\n else\n switch costume to (letter (7) of (スコア 。))\n end\n else\n switch costume to (letter (6) of (スコア 。))\n end\n else\n switch costume to (letter (5) of (スコア 。))\n end\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\nelse\n switch costume to (letter (1) of (スコア 。))\nend\n\ndefine 2桁\nif <[9] < (スコア 。)> then\n show\n if <[99] < (スコア 。)> then\n if <[999] < (スコア 。)> then\n if <[9999] < (スコア 。)> then\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (8) of (スコア 。))\n else\n switch costume to (letter (7) of (スコア 。))\n end\n else\n switch costume to (letter (6) of (スコア 。))\n end\n else\n switch costume to (letter (5) of (スコア 。))\n end\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 3桁\nif <[99] < (スコア 。)> then\n show\n if <[999] < (スコア 。)> then\n if <[9999] < (スコア 。)> then\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (7) of (スコア 。))\n else\n switch costume to (letter (6) of (スコア 。))\n end\n else\n switch costume to (letter (5) of (スコア 。))\n end\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 4桁\nif <[999] < (スコア 。)> then\n show\n if <[9999] < (スコア 。)> then\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (6) of (スコア 。))\n else\n switch costume to (letter (5) of (スコア 。))\n end\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 5桁\nif <[9999] < (スコア 。)> then\n show\n if <[99999] < (スコア 。)> then\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (5) of (スコア 。))\n else\n switch costume to (letter (4) of (スコア 。))\n end\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 6桁\nif <[99999] < (スコア 。)> then\n show\n if <[999999] < (スコア 。)> then\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (4) of (スコア 。))\n else\n switch costume to (letter (3) of (スコア 。))\n end\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 7桁\nif <[999999] < (スコア 。)> then\n show\n if <[9999999] < (スコア 。)> then\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (3) of (スコア 。))\n else\n switch costume to (letter (2) of (スコア 。))\n end\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 8桁\nif <[9999999] < (スコア 。)> then\n show\n if <[99999999] < (スコア 。)> then\n switch costume to (letter (2) of (スコア 。))\n else\n switch costume to (letter (1) of (スコア 。))\n end\nelse\n hide\nend\n\ndefine 9桁\nif <[99999999] < (スコア 。)> then\n show\n switch costume to (letter (1) of (スコア 。))\nelse\n hide\nend\n\nwhen I receive [ゲームスタート v]\nset size to (150) %\nclear graphic effects\nhide\nset [桁 v] to [0]\ngo to x: (-106) y: (152)\nrepeat (9)\n change [桁 v] by (1)\n create clone of (_myself_ v)\n change x by (-20)\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\nforever\n if <(変身) = [2]> then\n go to x: (-210) y: (-98)\n show\n else\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nshow\nset size to (0) %\nrepeat (24)\n change size by (4)\n turn right (15) degrees\nend\nset size to (100) %\nforever\n glide (0.4) secs to x: (0) y: (5)\n glide (0.2) secs to x: (0) y: (-3)\nend\n\n@3\n\nwhen I start as a clone\nshow\nforever\n if <(桁) = [1]> then\n 1桁\n else\n if <(桁) = [2]> then\n 2桁\n else\n if <(桁) = [3]> then\n 3桁\n else\n if <(桁) = [4]> then\n 4桁\n else\n if <(桁) = [5]> then\n 5桁\n else\n if <(桁) = [6]> then\n 6桁\n else\n if <(桁) = [7]> then\n 7桁\n else\n if <(桁) = [8]> then\n 8桁\n else\n 9桁\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 1桁\nif <[9] < (☁ ワールド)> then\n if <[99] < (☁ ワールド)> then\n if <[999] < (☁ ワールド)> then\n if <[9999] < (☁ ワールド)> then\n if <[99999] < (☁ ワールド)> then\n if <[999999] < (☁ ワールド)> then\n if <[9999999] < (☁ ワールド)> then\n if <[99999999] < (☁ ワールド)> then\n switch costume to (letter (9) of (☁ ワールド))\n else\n switch costume to (letter (8) of (☁ ワールド))\n end\n else\n switch costume to (letter (7) of (☁ ワールド))\n end\n else\n switch costume to (letter (6) of (☁ ワールド))\n end\n else\n switch costume to (letter (5) of (☁ ワールド))\n end\n else\n switch costume to (letter (4) of (☁ ワールド))\n end\n else\n switch costume to (letter (3) of (☁ ワールド))\n end\n else\n switch costume to (letter (2) of (☁ ワールド))\n end\nelse\n switch costume to (letter (1) of (☁ ワールド))\nend\n\ndefine 2桁\nif <[9] < (☁ ワールド)> then\n show\n if <[99] < (☁ ワールド)> then\n if <[999] < (☁ ワールド)> then\n if <[9999] < (☁ ワールド)> then\n if <[99999] < (☁ ワールド)> then\n if <[999999] < (☁ ワールド)> then\n if <[9999999] < (☁ ワールド)> then\n if <[99999999] < (☁ ワールド)> then\n switch costume to (letter (8) of (☁ ワールド))\n else\n switch costume to (letter (7) of (☁ ワールド))\n end\n else\n switch costume to (letter (6) of (☁ ワールド))\n end\n else\n switch costume to (letter (5) of (☁ ワールド))\n end\n else\n switch costume to (letter (4) of (☁ ワールド))\n end\n else\n switch costume to (letter (3) of (☁ ワールド))\n end\n else\n switch costume to (letter (2) of (☁ ワールド))\n end\n else\n switch costume to (letter (1) of (☁ ワールド))\n end\nelse\n hide\nend\n\ndefine 3桁\nif <[99] < (☁ ワールド)> then\n show\n if <[999] < (☁ ワールド)> then\n if <[9999] < (☁ ワールド)> then\n if <[99999] < (☁ ワールド)> then\n if <[999999] < (☁ ワールド)> then\n if <[9999999] < (☁ ワールド)> then\n if <[99999999] < (☁ ワールド)> then\n switch costume to (letter (7) of (☁ ワールド))\n else\n switch costume to (letter (6) of (☁ ワールド))\n end\n else\n switch costume to (letter (5) of (☁ ワールド))\n end\n else\n switch costume to (letter (4) of (☁ ワールド))\n end\n else\n switch costume to (letter (3) of (☁ ワールド))\n end\n else\n switch costume to (letter (2) of (☁ ワールド))\n end\n else\n switch costume to (letter (1) of (☁ ワールド))\n end\nelse\n hide\nend\n\ndefine 4桁\nif <[999] < (☁ ワールド)> then\n show\n if <[9999] < (☁ ワールド)> then\n if <[99999] < (☁ ワールド)> then\n if <[999999] < (☁ ワールド)> then\n if <[9999999] < (☁ ワールド)> then\n if <[99999999] < (☁ ワールド)> then\n switch costume to (letter (6) of (☁ ワールド))\n else\n switch costume to (letter (5) of (☁ ワールド))\n end\n else\n switch costume to (letter (4) of (☁ ワールド))\n end\n else\n switch costume to (letter (3) of (☁ ワールド))\n end\n else\n switch costume to (letter (2) of (☁ ワールド))\n end\n else\n switch costume to (letter (1) of (☁ ワールド))\n end\nelse\n hide\nend\n\ndefine 5桁\nif <[9999] < (☁ ワールド)> then\n show\n if <[99999] < (☁ ワールド)> then\n if <[999999] < (☁ ワールド)> then\n if <[9999999] < (☁ ワールド)> then\n if <[99999999] < (☁ ワールド)> then\n switch costume to (letter (5) of (☁ ワールド))\n else\n switch costume to (letter (4) of (☁ ワールド))\n end\n else\n switch costume to (letter (3) of (☁ ワールド))\n end\n else\n switch costume to (letter (2) of (☁ ワールド))\n end\n else\n switch costume to (letter (1) of (☁ ワールド))\n end\nelse\n hide\nend\n\ndefine 6桁\nif <[99999] < (☁ ワールド)> then\n show\n if <[999999] < (☁ ワールド)> then\n if <[9999999] < (☁ ワールド)> then\n if <[99999999] < (☁ ワールド)> then\n switch costume to (letter (4) of (☁ ワールド))\n else\n switch costume to (letter (3) of (☁ ワールド))\n end\n else\n switch costume to (letter (2) of (☁ ワールド))\n end\n else\n switch costume to (letter (1) of (☁ ワールド))\n end\nelse\n hide\nend\n\ndefine 7桁\nif <[999999] < (☁ ワールド)> then\n show\n if <[9999999] < (☁ ワールド)> then\n if <[99999999] < (☁ ワールド)> then\n switch costume to (letter (3) of (☁ ワールド))\n else\n switch costume to (letter (2) of (☁ ワールド))\n end\n else\n switch costume to (letter (1) of (☁ ワールド))\n end\nelse\n hide\nend\n\ndefine 8桁\nif <[9999999] < (☁ ワールド)> then\n show\n if <[99999999] < (☁ ワールド)> then\n switch costume to (letter (2) of (☁ ワールド))\n else\n switch costume to (letter (1) of (☁ ワールド))\n end\nelse\n hide\nend\n\ndefine 9桁\nif <[99999999] < (☁ ワールド)> then\n show\n switch costume to (letter (1) of (☁ ワールド))\nelse\n hide\nend\n\nwhen I receive [クリア v]\nwait (2) seconds\nset size to (130) %\nclear graphic effects\nhide\nset [桁 v] to [0]\ngo to x: (146) y: (153)\nif <(☁ ワールド) > (スコア 。)> then\n set [☁ ワールド v] to (スコア 。)\nend\nrepeat (9)\n change [桁 v] by (1)\n create clone of (_myself_ v)\n change x by (-14)\nend\n\nwhen flag clicked\nhide variable [☁ ワールド v]\nhide\n\n@サイン\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nwait (1) seconds\nnext costume\n\nwhen I receive [ゲームスタート v]\nshow\ngo to [front v] layer\nswitch costume to (1 v)\n\n@スプライト5\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n | 日本語は下にあるよ!\n\n------------------------ English------------------------------\nThis is an Action Game!!...lol lol\n※How to play is written in this work!!!\n\nIf you make a goal early, you may update the WORLD RECORD!!\n ------------------日本語-----------------------\n矢印キーか、WASDキー。またはスマホでもOK! その中のどれかの操作方法で遊んでね! \n\n上下が逆になった時→スペースキーか、タップで何回でも空中で跳べるよ~\n\n速くゴールして、 タイムの世界記録にも挑戦してみよう!! |
Google Platformer | @Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen I receive [next level v]\nnext costume\n\nwhen [s v] key pressed\nnext costume\n\n@Sprite2\n\nwhen I receive [end v]\nhide\n\nwhen I receive [next level v]\ngo to x: (-196) y: (-17)\n\nwhen flag clicked\nhide\nwait (1.5) seconds\nshow\ngo to [front v] layer\ngo to x: (-196) y: (-17)\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 (#474747)?> then\n change y by (1)\n end\n if <touching color (#474747)?> then\n change y by (1)\n end\n if <touching color (#474747)?> then\n change y by (1)\n end\n if <touching color (#474747)?> then\n change y by (1)\n end\n if <touching color (#474747)?> 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 (#474747)?> 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 (#474747)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ffa5a5)?> 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 flag clicked\nforever\n play sound [Electric by bubblebee3 v] until done\nend\n\nwhen [s v] key pressed\ngo to x: (-196) y: (-17)\n\nwhen [s v] key pressed\ngo to x: (-196) y: (-17)\n\n | INSTRUCTIONS\n\nArrow keys to move\nS to skip a level\n\nVote for my next platformers here! https://www.strawpoll.me/20228316 Tomorrow I will check and the most voted two options will be my next platformers. This poll is only for animal platformers. |
The Timemachine | Platformer (MF) | @Stage\n\n@Rain\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nshow\nset size to (pick random (125) to (300)) %\nset [ghost v] effect to (pick random (0) to (40))\nrepeat until <touching (translition v)?>\n change y by (-10)\nend\ndelete this clone\n\nforever\n\nwhen I receive [start project v]\nwait (2) seconds\ngo to [back v] layer\nshow\nclear graphic effects\nset size to (100) %\nforever\n go to x: (pick random (240) to (-240)) y: (170)\n wait (0.08) seconds\n create clone of (_myself_ v)\nend\n\n@Player\n\nwhen I receive [backstory v]\nif <(Colour Chosen) = [Cyan]> then\n switch costume to (cyan v)\nelse\n if <(Colour Chosen) = [Black]> then\n switch costume to (black v)\n else\n if <(Colour Chosen) = [Red]> then\n switch costume to (red v)\n else\n if <(Colour Chosen) = [Orange]> then\n switch costume to (orange v)\n else\n if <(Colour Chosen) = [Pink]> then\n switch costume to (pink v)\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (Colour Chosen)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nhide\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 point in direction (-90)\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 point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (translition v)?> then\n change y by (1)\n end\n if <touching (translition v)?> then\n change y by (1)\n end\n if <touching (translition v)?> then\n change y by (1)\n end\n if <touching (translition v)?> then\n change y by (1)\n end\n if <touching (translition 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 (translition 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 (translition v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching (spikes v)?> or <(y position) < [-175]>> or <<touching (saw1 v)?> or <touching (saw2 v)?>>> or <touching (saw 3 v)?>> then\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n Place Player: [-200] [0] Set Size To: [40]\n set [x v] to [0]\n set [y v] to [0]\n set [ghost v] effect to (0)\n end\n if <(x position) > [230]> then\n broadcast (Transition v)\n wait (0.5) seconds\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n Place Player: [-200] [0] Set Size To: [40]\n end\n if <touching (trampoline v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nPlace Player: [-200] [500] Set Size To: [40]\n\nwhen I receive [backstory v]\nset [level v] to [1]\nshow\nPlace Player: [-200] [500] 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 [start project v]\nwait (2) seconds\nswitch costume to (Colour Chosen)\nforever\n create clone of (_myself_ v)\nend\n\n@Play Button\n\nwhen I receive [backstory v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nbroadcast (Green Flag v)\n\nwhen I receive [green flag v]\nhide\n\nset y to (-115)\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [start project v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Connect v]\n broadcast (Backstory v)\n wait until <not <mouse down?>>\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start project v]\nwait (2) seconds\ngo to x: (0) y: (-100)\nset size to (100) %\nshow\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n set size to (100) %\n else\n set size to (100) %\n end\n set y to ((([sin v] of ((timer) * (500)) ) * (5)) + (-38))\nend\n\n@Updates\n\nwhen I receive [backstory v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [start project v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Collect v]\n broadcast (Updates Window v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [start project v]\nwait (2) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n switch costume to (deselected v)\n end\nend\n\n@Updates Window\n\nwhen I receive [updates window v]\nshow\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n set size to (20) %\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [updates window v]\ngo to [front v] layer\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\n\nwait until <not <mouse down?>>\n\nwhen I receive [start project v]\nwait (2) seconds\nset [ghost v] effect to (100)\nset size to (20) %\n\nwhen flag clicked\nhide\n\n@Help Button\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\n\nwhen I receive [backstory v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [backstory v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start project v]\nwait (2) seconds\nshow\ngo to x: (175) y: (-19)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n switch costume to (deselected v)\n end\nend\n\nwhen I receive [start project v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Collect v]\n broadcast (Get Help v)\n wait until <not <mouse down?>>\n end\nend\n\n@Instructions Window\n\nwhen I receive [get help v]\ngo to [front v] layer\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\n\nset [ghost v] effect to (100)\nset size to (20) %\n\nwhen I receive [get help v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\n end\n wait until <not <mouse down?>>\n wait (1) seconds\n hide\n end\nend\n\nwhen I receive [instructions v]\n\nif <[100] < (size)> then\n set size to (100) %\nend\n\nwhen I receive [start project v]\nwait (2) seconds\nset [ghost v] effect to (100)\nset size to (20) %\n\nwhen flag clicked\nhide\n\n@Player Options\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\nforever\n set [colour chosen v] to (costume [name v])\n switch costume to (Colour Chosen)\nend\n\nwhen I receive [left v]\n\nwhen I receive [right v]\n\nwhen I receive [right v]\nnext costume\nforever\n set [colour chosen v] to (costume [name v])\n switch costume to (Colour Chosen)\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [start project v]\nwait (2) seconds\nshow\nswitch costume to (cyan v)\nset [colour chosen v] to (Colour Chosen)\n\nwait (2) seconds\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nhide\n\n@Left Button\n\nwhen I receive [backstory v]\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nset [colour chosen v] to (costume [number v])\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [start project v]\nwait (2) seconds\nshow\ngo to x: (-52) y: (-115)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n switch costume to (deselected v)\n end\nend\n\nwhen I receive [start project v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Collect v]\n broadcast (Left v)\n wait until <not <mouse down?>>\n end\nend\n\n@Right Button\n\nwhen I receive [backstory v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [start project v]\nwait (2) seconds\nshow\ngo to x: (52) y: (-115)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Collect v]\n broadcast (Right v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [start project v]\nwait (2) seconds\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n switch costume to (deselected v)\n end\nend\n\n@Updates2\n\nwhen I receive [backstory v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [start project v]\nwait (2) seconds\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n else\n switch costume to (deselected v)\n end\nend\n\nwhen I receive [start project v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Collect v]\n broadcast (lop v)\n wait until <not <mouse down?>>\n end\nend\n\n@Updates Window2\n\nwhen I receive [lop v]\nwait (2) seconds\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n set size to (20) %\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [lop v]\ngo to [front v] layer\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\n\nwait until <not <mouse down?>>\n\nwhen I receive [start project v]\nwait (2) seconds\nset [ghost v] effect to (100)\nset size to (20) %\n\nwhen flag clicked\nhide\n\n@Title Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [music on v]\n\nwhen I receive [music off v]\nforever\n stop all sounds\nend\n\nwhen I receive [backstory v]\nhide\n\nwhen I receive [start project v]\nwait (2) seconds\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nreset timer\nhide\nstart sound [Muuuuuusssiiiiiiic v]\nswitch costume to (b v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\nset [id v] to [4]\ncreate clone of (_myself_ v)\nset [id v] to [5]\ncreate clone of (_myself_ v)\nwait until <(timer) > [3.7]>\nset [id v] to [6]\ncreate clone of (_myself_ v)\nset [id v] to [3]\nrepeat (5)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n switch costume to (cover 1/2 v)\n go to x: (0) y: (0)\n wait until <(timer) > [3.5]>\n repeat until <(round (y position)) = [150]>\n change y by (((150) - (y position)) / (8))\n end\n wait until <(timer) > [8]>\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n wait (0.5) seconds\n set [# v] to [15]\n repeat (15)\n set y to (item (#) of [y2 v])\n change [# v] by (-1)\n end\n delete this clone\nelse\n if <(id) = [2]> then\n switch costume to (cover 1/3 v)\n go to x: (0) y: (0)\n wait until <(timer) > [3.5]>\n repeat until <(round (y position)) = [-150]>\n change y by (((-150) - (y position)) / (8))\n end\n wait until <(timer) > [8]>\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n broadcast (Start Project v)\n wait (0.5) seconds\n set [# v] to [15]\n repeat (15)\n set y to (item (#) of [y2 v])\n change [# v] by (-1)\n end\n delete this clone\n else\n if <(id) = [3]> then\n go to x: (500) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\n end\n wait until <(timer) > [4.9]>\n repeat until <(round (y position)) = [50]>\n change y by (((50) - (y position)) / (3))\n end\n wait (0.1) seconds\n repeat until <(round (y position)) = [-50]>\n change y by (((-50) - (y position)) / (3))\n end\n wait (0.1) seconds\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n wait ((0.1) * (costume [number v])) seconds\n set [# v] to [22]\n repeat (22)\n change y by (item (#) of [y v])\n change [# v] by (-1)\n end\n delete this clone\n else\n if <(id) = [4]> then\n switch costume to (back v)\n go to [back v] layer\n forever\n set y to ((8) * ([sin v] of ((timer) * (320)) ))\n if <(timer) > [9]> then\n delete this clone\n end\n end\n else\n if <(id) = [5]> then\n switch costume to (back2 v)\n go to [back v] layer\n forever\n go to x: (0) y: (0)\n repeat (14)\n change x by (10)\n end\n if <(timer) > [9]> then\n delete this clone\n end\n end\n else\n switch costume to (blank v)\n go to x: (-500) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\n end\n wait until <(timer) > [4.9]>\n repeat until <(round (y position)) = [-50]>\n change y by (((-50) - (y position)) / (3))\n end\n wait (0.1) seconds\n repeat until <(round (y position)) = [50]>\n change y by (((50) - (y position)) / (3))\n end\n wait (0.1) seconds\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n wait (0.5) seconds\n set [# v] to [19]\n repeat (19)\n set size to (item (#) of [s v]) %\n change [# v] by (-1)\n end\n delete this clone\n end\n end\n end\n end\nend\n\n@Translition\n\nwhen I receive [backstory v]\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (level1 v)\nhide\n\nwhen I receive [backstory v]\nshow\ngo to x: (0) y: (0)\n\n@Transition\n\nwhen I receive [transition v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 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 erase all\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 set [trans. v] to [0]\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\nhide\n\nforever\n hide list [cool dudes v]\nend\n\n@Saw1\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (-10) y: (-120)\n end\n if <(Level) = [5]> then\n go to x: (-65) y: (-120)\n end\n if <(Level) = [10]> then\n go to x: (-150) y: (150)\n end\nend\n\nwhen I receive [backstory v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n wait until <not <touching (player v)?>>\n repeat (5)\n wait (0.001) seconds\n next costume\n end\n end\nend\n\nshow\n\nwhen I receive [backstory v]\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [2]> then\n hide\n end\n if <(Level) = [3]> then\n hide\n end\n if <(Level) = [4]> then\n show\n go to x: (-150) y: (-90)\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\nshow\ngo to x: (-150) y: (-100)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [backstory v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nset [level v] to [4]\n\n@Saw2\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n go to x: (-10) y: (-120)\n end\n if <(Level) = [5]> then\n go to x: (110) y: (-120)\n end\n if <(Level) = [10]> then\n go to x: (-150) y: (150)\n end\nend\n\nwhen I receive [backstory v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [backstory v]\nshow\nforever\n switch costume to (Level)\nend\n\n@saw 3\n\nwhen flag clicked\nforever\n go to [back v] layer\n turn right (4) degrees\n switch costume to (Level)\n \nend\n\n@Music lol\n\nwhen flag clicked\nhide\n\nwhen I receive [backstory v]\ngo to x: (214) y: (-158)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset volume to (100) %\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set volume to (0) %\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\n set volume to (100) %\nend\n\n\n\nwhen I receive [backstory v]\ngo to [front v] layer\nforever\n play sound [Fransis Derelle - Fly \(feat v] until done\n go to [front v] layer\nend\n\nwhen I receive [backstory v]\n\n@SKIP FOR NOOB\n\nwhen flag clicked\nhide\n\nwhen I receive [backstory v]\nset [noob v] to [0]\ngo to [front v] layer\nshow\ngo to x: (175) y: (-159)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nforever\n if <(Level) = [8]> then\n forever\n hide\n end\n end\nend\n\nshow\n\nwhen this sprite clicked\nset [noob v] to [1]\nchange [level v] by (1)\nwait (1) seconds\n\nforever\n go to [front v] layer\nend\n\n@Trck\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [9]> then\n show\n show list [cool dudes v]\n else\n hide\n end\nend\n\n@Waffle\n\nwhen flag clicked\nhide\n\nwhen I receive [backstory v]\nshow list [cool dudes v]\nforever\n if <<(Level) = [8]> and <(Noob) = [0]>> then\n show\n repeat until <[cool dudes v] contains (username)?>\n add (username) to [cool dudes v]\n end\n if <[cool dudes v] contains (username)?> then\n wait (2) seconds\n say [Looks like you have done this before!] for (2) seconds\n stop [this script v]\n else\n say [] for (2) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nshow list [cool dudes v]\n\nhide list [cool dudes v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nforever\n show list [cool dudes v]\nend\n\ngo [forward v] (1) layers\nshow\ngo to [front v] layer\n\n | If we get this to 1st on trending, 2k likes and at least 500 faves, I’ll do anything you guys want!\nGo follow me!!!\nSometimes the sound button doesn’t show, so you need to press the flag many times\nIMPORTANT: SPAM DA FLAG\nCheck dis: https://scratch.mit.edu/projects/400118242/ \nInstructions: - arrow keys or WASD to move - mobile friendly - spikes kill you - 8 levels - all levels are possible ------------------------------------------------------------------------- Storyline: You are a little man who is going on a quest. You have to get the magic waffle from the evil boy: Dhilly. ------------------------------------------------------------------------- Please tell me in the comment if there are any bugs and glitches! This is my first time making mobile platformer so there might be things to fix. Love, favorite, and follow or I'll steal your cupcakes! 10 hearts and stars and I will make part 2! |
Remixable 2-Player Platformer Engine | @Stage\n\n@Player\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-216) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n set size to (100) %\n change [y v] by (-0.5)\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\n end\n end\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if then\n set [y v] to [0]\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 (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and > then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\nrepeat (10)\n set [ghost v] effect to (0)\nend\nshow\n\nwhen flag clicked\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-216) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\nchange [deaths v] by (1)\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\nforever\n broadcast (Tick v)\n if <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\n end\n if <touching (zoom v)?> then\n change [x v] by (5)\n end\n if <<touching (buttons v)?> and <<key (up arrow v) pressed?> or >> then\n set [y v] to [7]\n end\n if <<key (down arrow v) pressed?> or > then\n switch costume to (player2 v)\n else\n switch costume to (player v)\n end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nrepeat (10)\n go to x: (0) y: (0)\n set size to (90) %\n go to [front v] layer\n show\nend\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nif <(LEVEL) = [3]> then\n change [level v] by (-2)\nend\n\n@Player2\n\ndefine Reset\nset [x v] to [0]\nset [yv v] to [0]\nset [y v] to [0]\ngo to x: (-180) y: (-50)\nshow\n\nwhen I receive [restart v]\nReset\n\nwhen I receive [next level v]\nReset\n\nwhen flag clicked\ngo to [back v] layer\nset [color v] effect to (0)\nswitch costume to (hello5 v)\nshow\ngo to x: (-180) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [tick v]\nif <<touching (trampoline v)?> or <<touching (trampoline v)?> or <<touching (trampoline3 v)?> or <touching (trampoline4 v)?>>>> then\n set [y v] to [12]\nend\nif <touching (zoom v)?> then\n change [x v] by (5)\nend\nif <<touching (buttons v)?> and < or <<key (w v) pressed?> or >>> then\n set [y v] to [7]\nend\nif < or <<key (s v) pressed?> or >> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [tick v]\nforever\n change [y v] by (-0.5)\n if <key (d v) pressed?> then\n if <[4] < (costume [number v])> then\n change [x v] by (0.8)\n else\n switch costume to (hello2 v)\n change [x v] by (0.8)\n end\n end\n if then\n if <[4] < (costume [number v])> then\n change [x v] by (-0.9)\n else\n switch costume to (hello3 v)\n change [x v] by (-0.9)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n if then\n set [y v] to [0]\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 (level v)?> or <touching (moving platform v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<<touching (level v)?> or <touching (moving platform v)?>> and <key (w v) pressed?>> then\n if <[4] < (costume [number v])> then\n set [y v] to [12]\n else\n set [y v] to [9]\n end\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>> then\n broadcast (Restart v)\n wait until <not <<touching (spikes v)?> or <<touching (saw1 v)?> or <<[-175] > (y position)> or <<touching (moving spikes v)?> or >>>>>\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.01) seconds\nend\n\nrepeat (10)\n set [ghost v] effect to (0)\nend\n\nshow\n\n@portal\n\nwhen [timer v] > (0.1)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn right (3) degrees\nend\n\nwhen flag clicked\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nrepeat (10)\n go to [front v] layer\nend\nforever\n turn left (3) degrees\nend\n\nwhen I start as a clone\nrepeat (10)\n clear graphic effects\nend\nforever\n show\n if <(LEVEL) = [1]> then\n go to x: (200) y: (-40)\n end\n if <(LEVEL) = [2]> then\n go to x: (200) y: (-50)\n end\nend\n\nwhen I receive [tick v]\nif <<touching (player2 v)?> and <touching (player v)?>> then\n broadcast (Next Level v)\nend\n\n@Buttons\n\nwhen I receive [tick v]\nset [button? v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (LEVEL)\nif <<touching (player2 v)?> or <touching (player v)?>> then\n if <(Button?) = [0]> then\n change y by (-5)\n set [button? v] to [1]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n else\n change y by (5)\n set [button? v] to [0]\n wait until <not <<touching (player v)?> or <touching (player2 v)?>>>\n end\nend\n\n@Sprite1\n\n@Saw1\n\nwhen flag clicked\nforever\n turn right (6) degrees\nend\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n go to x: (20) y: (-70)\n end\n if <(Button?) = [1]> then\n hide\n else\n show\n end\nend\n\n@Spikes\n\nwhen flag clicked\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n go to x: (20) y: (-70)\n end\n if <(Button?) = [1]> then\n hide\n else\n show\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n | THIS IS NOT A GAME, IT IS A BASIC ENGINE.\n\nCheck out my newest game!\nhttps://scratch.mit.edu/projects/399771687\n\n(This is Released due to me not making many more games, so I might not use it)\nFeel free to look at the code inside, but USE IT ONLY WITH CREDIT. USE WASD AND ARROW KEYS.\nThis is just a simple 2-player platformer engine I made. Feel free to remix and add more levels, art, new elements, and more, to make your own 2-player platformer! |
9. Platformer | @Stage\n\nwhen backdrop switches to [achtergrond7 v]\nforever\n change [color v] effect by (25)\n wait (0.05) seconds\nend\n\n@Bal\n\nwhen flag clicked\nshow\ngo to x: (-192) y: (-108)\nset [level v] to [1]\nset [x snelheid v] to [0]\nset [y snelheid v] to [0]\nswitch backdrop to (achtergrond1 v)\nforever\n create clone of (_myself_ v)\n if <key (right arrow v) pressed?> then\n change [x snelheid v] by (1)\n create clone of (_myself_ v)\n end\n if <key (left arrow v) pressed?> then\n change [x snelheid v] by (-1)\n create clone of (_myself_ v)\n end\n set [x snelheid v] to ((x snelheid) * (0.9))\n change x by (x snelheid)\n change [y snelheid v] by (-1)\n change y by (y snelheid)\n if <touching color (#05ff00)?> then\n change y by ((y snelheid) * (-1))\n set [y snelheid v] to [0]\n end\n change y by (-1)\n if <touching color (#05ff00)?> then\n if <key (up arrow v) pressed?> then\n set [y snelheid v] to [15]\n create clone of (_myself_ v)\n end\n end\n if <key (up arrow v) pressed?> then\n create clone of (_myself_ v)\n end\n change y by (1)\n if <touching color (#05ff00)?> then\n change x by ((x snelheid) * (-1))\n if <(x snelheid) > [0]> then\n set [x snelheid v] to [-5]\n else\n set [x snelheid v] to [5]\n end\n end\n if <touching (lijn v)?> then\n change [level v] by (1)\n switch backdrop to (next backdrop v)\n broadcast (bericht1 v)\n go to x: (-192) y: (-108)\n end\n if <touching color (#ff0000)?> then\n go to x: (-192) y: (-108)\n set [y snelheid v] to [0]\n set [x snelheid v] to [0]\n end\n if <touching (springplank v)?> then\n set [y snelheid v] to [20]\n end\n if <touching (springplank2 v)?> then\n set [y snelheid v] to [20]\n end\n if <touching (springplank3 v)?> then\n set [y snelheid v] to [20]\n end\n if <touching (spikes v)?> then\n go to x: (-192) y: (-108)\n set [y snelheid v] to [0]\n set [x snelheid v] to [0]\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen backdrop switches to [achtergrond7 v]\nhide\n\n@lijn\n\n@springplank\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nforever\n if <touching (bal v)?> then\n set size to (72) %\n switch costume to (2 v)\n wait (0.5) seconds\n set size to (89) %\n switch costume to (1 v)\n end\nend\n\nwhen backdrop switches to [1 v]\nshow\n\nwhen backdrop switches to [0.1 v]\nhide\n\nwhen backdrop switches to [achtergrond7 v]\nhide\n\nwhen backdrop switches to [3 v]\nshow\n\n@springplank2\n\nwhen backdrop switches to [3 v]\nshow\n\nwhen backdrop switches to [achtergrond7 v]\nhide\n\nwhen flag clicked\nhide\n\n@springplank3\n\nwhen backdrop switches to [3 v]\nshow\n\nwhen backdrop switches to [achtergrond7 v]\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen I receive [bericht1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@spikes\n\nwhen backdrop switches to [14 v]\ngo to x: (102) y: (57)\nset size to (50) %\nshow\n\nwhen flag clicked\nset size to (100) %\ngo to x: (33) y: (-148)\nhide\n\nwhen backdrop switches to [sike v]\nshow\n\nwhen backdrop switches to [lol v]\nhide\n\nwhen backdrop switches to [achtergrond2 v]\nhide\n\n | Je gebruikt de pijltjes om het balletje te besturen je mag geen rood raken. Om het volgende level te halen moet je aan de rand komen. \n\nsuc6 |
Volcano - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [ParagonX9 - Chaoz Fantasy v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch backdrop to (backdrop1 v)\nshow\nset size to (120) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run Engine\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\n switch costume to (costume2 v)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\n switch costume to (costume1 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<<<touching color (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> then\n change y by (1)\n if <<<<touching color (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> then\n change y by (1)\n if <<<<touching color (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> then\n change y by (1)\n if <<<<touching color (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> then\n change y by (1)\n if <<<<touching color (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> then\n change y by (1)\n if <<<<touching color (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> then\n change y by (1)\n if <<<<touching color (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> then\n change y by (-6)\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 [9]\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 (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<<<touching color (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> and <key (up arrow v) pressed?>> or <<<<<touching color (#8e6924)?> or <touching color (#a07842)?>> or <touching color (#ab8746)?>> or <touching color (#74cf2e)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <<<<<<touching color (#bcbcbc)?> or <touching color (#8a8a8a)?>> or <touching color (#d04040)?>> or <touching color (#c03c3c)?>> or <touching color (#d9663f)?>> or <touching color (#d94210)?>> then\n go to x: (X Spawn) y: (Y Spawn)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <<touching color (#c03a0d)?> or <touching color (#d9572b)?>> then\n go to x: (X Spawn) y: (Y Spawn)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <touching color (#d8597b)?> then\n set [y v] to [12]\nend\nif <(x position) > [290]> then\n go to x: (X Spawn) y: (Y Spawn)\n change [level v] by (1)\n next backdrop\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I start as a clone\nrepeat (10)\n wait (0.05) seconds\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<(Level) < [10]> or <(Level) > [10]>> then\n set [y spawn v] to [-30]\n set [x spawn v] to [-150]\n else\n set [y spawn v] to [-60]\n set [x spawn v] to [-150]\n end\nend\n\nwhen I receive [restart v]\ngo to x: (X Spawn) y: (Y Spawn)\n\n@Particles\n\nwhen flag clicked\nforever\n wait (0.07) seconds\n go to x: (280) y: (pick random (-180) to (180))\n set [ghost v] effect to (pick random (65) to (75))\n set size to (pick random (40) to (85)) %\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (22)\n wait (0.05) seconds\n change x by (-20)\nend\ndelete this clone\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Restart Button\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (restart v)\n\n | Curated by @tornadoyay1! Tysm!\n\n««« Volcano - A Platformer »»» \n( Mobile Friendly! )\n\nWelcome to my first platformer on this account (somewhat generic), and one of my first games on this account! (my new account)\n\nNote: May be laggy or have glitches.\n\nControls:\n- < ^ > ( arrow keys) to move around\n- use your touchscreen if on mobile\n\nUpdates:\n- made all levels possible\n |
Dagoba a Star Wars Platformer | @Stage\n\nwhen backdrop switches to [backdrop5 v]\nwait (2) seconds\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\n\nwhen backdrop switches to [backdrop4 v]\nplay sound [say so v] until done\n\n@Player\n\nwhen flag clicked\nset [y spawn v] to [-80]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (backdrop1 v)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run block\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse y)> and <mouse down?>>> then\n change [x v] by (-0.9)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (-6)\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 [9]\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 (#844343)?> or <touching color (#00ff2c)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching color (#844343)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching color (#844343)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching color (#ff0202)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n next backdrop\n set [x v] to [0]\n set [y v] to [0]\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\ndefine Run block\nRun Engine\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (player v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (player v)\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen this sprite clicked\nhide\n\n@Sprite2\n\nwhen [r v] key pressed\nshow\nwait (.5) seconds\nhide\n\nwhen flag clicked\nhide\n\n | Click on the right blocks to destroy them \n use arrows Press r to reset\n Death Star 3 \n___________________________________________\n\nDifficulty: Super Easy! (You might get from 0-5 deaths)\n\nCredits:\n- All coding was done by @Squadd_Legend \n- @MJM3 for the character, edited by me.\n- Song: Say So - Doja Cat\n\nLeave a love and favourite\n\nJust letting you all know, if we get 100 views I will make \n Death Star 3 a platformer.\n\nLove, favourite,and follow please! I'd be delighted to get top-loved.\n\nBye! |
~Blue - a platformer~ | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [new level v]\nnext backdrop\n\nwhen I receive [flag v]\nnext backdrop\n\nwhen I receive [go v]\nforever\n play sound [Music v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nswitch costume to (plain v)\n\ndefine Start\nset [jump v] to [14]\nset [speed v] to [1]\ngo to x: (-220) y: (37)\nshow\nforever\n if on edge, bounce\n go to [front v] layer\n set [player: y v] to [0]\n set [player: x v] to [0]\n forever\n change [player: y v] by (-1)\n set [player: x v] to ((Player: x) * (0.9))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>>> then\n switch costume to (plain2 v)\n change [player: x v] by (join [-] (speed))\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (plain v)\n change [player: x v] by ([abs v] of (speed) )\n end\n change x by (Player: x)\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (1)\n end\n if then\n change y by (-4)\n change x by ((Player: x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [player: y v] to [10]\n if <([abs v] of (Player: x) ) = (Player: x)> then\n set [player: x v] to [-4]\n else\n set [player: x v] to [4]\n end\n else\n set [player: x v] to [0]\n end\n end\n change y by (Player: y)\n if then\n change y by ((Player: y) - ((Player: y) * (2)))\n set [player: 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 y) > (y position)> and <mouse down?>>>> and <<touching (level v)?> or <touching (players v)?>>> then\n set [player: y v] to ((jump) * (1.1))\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (New Level v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n go to x: (-220) y: (-37)\n wait until <not <(x position) > [230]>>\n end\n if <<touching (spikes v)?> or <(y position) < [-170]>> then\n go to x: (-220) y: (-37)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> and > then\n set [player: y v] to [16]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [player: y v] to [22]\n end\n end\nend\n\nwhen I start as a clone\nnext costume\nclear graphic effects\nset size to (150) %\nrepeat (10)\n change [brightness v] effect by (3)\n change [ghost v] effect by (10)\n change size by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [flag v]\ngo to x: (-220) y: (-37)\n\nwhen I receive [retry v]\ngo to x: (-220) y: (-37)\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [go v]\nStart\n\n@Level\n\nwhen flag clicked\nswitch costume to (cartoon-nature-landscape-game-background-vector-grass-forest-mountains-sky-layers-70098703 v)\n\nwhen I receive [new level v]\nnext costume\nchange [level v] by (1)\n\nwhen I receive [flag v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nhide\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n broadcast (THE END v)\n end\nend\n\nwhen I receive [go v]\nshow\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [flag v]\nnext costume\n\n@Bounce pads\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [flag v]\nnext costume\n\n@Thumbnail\n\nwhen [timer v] > (0.1)\nbroadcast (stop v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\n@Cool backdrop\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (40) to (90))\nset size to (pick random (40) to (80)) %\ngo to x: (240) y: (pick random (180) to (-180))\nglide (pick random (1) to (3)) secs to x: (-240) y: (pick random (180) to (-180))\ndelete this clone\n\nwhen I start as a clone\nforever\n if <key (p v) pressed?> then\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (.05) seconds\nend\n\n@Skip button\n\nwhen flag clicked\nset size to (70) %\nhide\nforever\n point in direction (round ((([sin v] of (((timer) + (1)) * (500)) ) * (8)) + (90)))\n go to x: (-159) y: (154)\nend\n\nwhen this sprite clicked\nbroadcast (Flag v)\nbroadcast (start again v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (70) %\n end\nend\n\nwhen I receive [go v]\nshow\n\n@Retry button\n\nwhen I receive [go v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (70) %\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n point in direction (round ((([sin v] of (((timer) + (1)) * (500)) ) * (8)) + (90)))\n go to x: (-86) y: (154)\nend\n\nwhen this sprite clicked\nbroadcast (retry v)\n\n@Star\n\nwhen I receive [the end v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (-25) y: (9)\n\n@Love and Fave\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [the end v]\nshow\n\n@Heart\n\nwhen I receive [the end v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (-174) y: (10)\n\n@intro\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (intro v)\nshow\ngo to x: (-3) y: (2)\nrepeat (25)\n wait (0.04) seconds\n next costume\nend\nwait (0.04) seconds\nswitch costume to (intro v)\nchange [mosaic v] effect by (250)\nwait (0.5) seconds\nbroadcast (show v)\nglide (1) secs to x: (0) y: (382)\nhide\n\n@NI\n\nwhen flag clicked\ngo to x: (-1) y: (-1)\ngo to [back v] layer\nshow\n\nwhen I receive [show v]\nshow\nwait (1) seconds\nglide (1) secs to x: (-465) y: (-1)\nhide\nbroadcast (go v)\n\n | ~~~~~~~~~~MY FIRST PLATFORMER!!!~~~~~~~~~~\n\n Use arrow keys, WAD or, touchscreen.\n Almost all the instructions are in the game but I \n will tell you that at the top left, there are two \n buttons, a skip button and a retry button.\n Please write in the comments what I should \n improve and I'll try to do that!!!\n\n We need to get this platformer top loved?\n\n Have fun playing!!! |
Biomes - A Platformer | @Stage\n\n@Sprite1\n\nwhen I receive [go v]\ngo to x: (-214) y: (115)\nswitch backdrop to (backdrop2 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [x v]\nhide variable [y 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 (#00ef1b)?> or <<touching color (#00cc18)?> or <<touching color (#00ad14)?> or <<touching color (#a86400)?> or <<touching color (#774700)?> or <<touching color (#a0a0a0)?> or <<touching color (#ffffff)?> or <<touching color (#fff8aa)?> or <touching color (#4b4b4b)?>>>>>>>>> then\n change y by (1)\n end\n if <<touching color (#00ef1b)?> or <<touching color (#00cc18)?> or <<touching color (#00ad14)?> or <<touching color (#a86400)?> or <<touching color (#774700)?> or <<touching color (#a0a0a0)?> or <<touching color (#ffffff)?> or <<touching color (#fff8aa)?> or <touching color (#4b4b4b)?>>>>>>>>> then\n change y by (1)\n end\n if <<touching color (#00ef1b)?> or <<touching color (#00cc18)?> or <<touching color (#00ad14)?> or <<touching color (#a86400)?> or <<touching color (#774700)?> or <<touching color (#a0a0a0)?> or <<touching color (#ffffff)?> or <<touching color (#fff8aa)?> or <touching color (#4b4b4b)?>>>>>>>>> then\n change y by (1)\n end\n if <<touching color (#00ef1b)?> or <<touching color (#00cc18)?> or <<touching color (#00ad14)?> or <<touching color (#a86400)?> or <<touching color (#774700)?> or <<touching color (#a0a0a0)?> or <<touching color (#ffffff)?> or <<touching color (#fff8aa)?> or <touching color (#4b4b4b)?>>>>>>>>> then\n change y by (1)\n end\n if <<touching color (#00ef1b)?> or <<<touching color (#00cc18)?> or <touching color (#00ad14)?>> or <<touching color (#a86400)?> or <<touching color (#774700)?> or <<touching color (#a0a0a0)?> or <<touching color (#ffffff)?> or <<touching color (#fff8aa)?> or <touching color (#4b4b4b)?>>>>>>>> then\n change y by (-4)\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n if <touching color (#4253ca)?> then\n set [y v] to [24]\n else\n set [y v] to [17]\n end\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 (#00ef1b)?> or <<<touching color (#00cc18)?> or <touching color (#00ad14)?>> or <<touching color (#a86400)?> or <<touching color (#774700)?> or <<touching color (#a0a0a0)?> or <<touching color (#ffffff)?> or <<touching color (#fff8aa)?> or <touching color (#4b4b4b)?>>>>>>>> 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 (#00ef1b)?> or <<touching color (#00cc18)?> or <<touching color (#00ad14)?> or <<touching color (#a86400)?> or <<touching color (#774700)?> or <<touching color (#a0a0a0)?> or <<touching color (#ffffff)?> or <<touching color (#fff8aa)?> or <touching color (#4b4b4b)?>>>>>>>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#ff0000)?> or <<touching color (#cc757d)?> or <touching color (#b70000)?>>> then\n go to x: (-217) y: (-20)\n end\n if <<(x position) > [228]> or <touching color (#3c00ff)?>> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n if <<(x position) > [228]> and <(backdrop [name v]) = [backdrop2]>> then\n broadcast (stop v)\n stop [all v]\n end\n end\n if <touching (sprite5 v)?> then\n broadcast (Sky Artifact v)\n end\n if <touching (sprite6 v)?> then\n broadcast (Earth Artifact v)\n end\n if <touching (sprite9 v)?> then\n broadcast (Sea Artifact v)\n end\n if <touching (sprite13 v)?> then\n broadcast (Fire Artifact v)\n end\nend\n\nwhen flag clicked\ngo to x: (22) y: (-34)\nswitch backdrop to (backdrop10 v)\n\nwhen I receive [previous color v]\nrepeat (3)\n next costume\nend\n\nwhen I receive [next color v]\nnext costume\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (Previous Color v)\n\nwhen flag clicked\ngo to x: (21) y: (-21)\nshow\n\nwhen I receive [go v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (154) y: (-21)\nshow\n\nwhen this sprite clicked\nbroadcast (Next Color v)\n\nwhen I receive [go v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (64) y: (-55)\nshow\n\nwhen this sprite clicked\nbroadcast (go v)\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (36) y: (28)\nshow\nforever\n glide (1) secs to x: (39) y: (15)\n glide (1) secs to x: (39) y: (30)\nend\n\nwhen I receive [sky artifact v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (40) y: (-94)\nshow\nforever\n glide (0.7) secs to x: (41) y: (-104)\n wait (0.5) seconds\n glide (0.7) secs to x: (42) y: (-82)\n wait (0.5) seconds\nend\n\nwhen I receive [earth artifact v]\nhide\n\n@Sprite7\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop15 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (154) y: (-130)\nforever\n glide (2) secs to x: (-187) y: (-130)\n glide (2) secs to x: (154) y: (-130)\nend\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop14 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (152) y: (3)\nforever\n glide (2.5) secs to x: (-169) y: (-4)\n switch costume to (costume2 v)\n glide (2.5) secs to x: (152) y: (3)\n switch costume to (costume1 v)\nend\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\ngo to x: (31) y: (-45)\nshow\nforever\n glide (0.7) secs to x: (34) y: (-69)\n wait (0.5) seconds\n glide (0.7) secs to x: (31) y: (-45)\n wait (0.5) seconds\nend\n\nwhen I receive [sea artifact v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-118) y: (-167)\nforever\n glide (1) secs to x: (-123) y: (-64)\n switch costume to (costume2 v)\n glide (0.8) secs to x: (-118) y: (-167)\n switch costume to (costume1 v)\n hide\n wait (1) seconds\n if <(backdrop [number v]) = [backdrop19]> then\n hide\n else\n show\n end\nend\n\nwhen backdrop switches to [backdrop20 v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (14) y: (-169)\nforever\n glide (1.3) secs to x: (13) y: (-22)\n switch costume to (costume2 v)\n glide (1.1) secs to x: (14) y: (-169)\n switch costume to (costume1 v)\n hide\n wait (1) seconds\n if <(backdrop [number v]) = [backdrop19]> then\n hide\n else\n show\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (154) y: (-157)\nforever\n glide (1.1) secs to x: (152) y: (-34)\n switch costume to (costume2 v)\n glide (0.9) secs to x: (154) y: (-157)\n switch costume to (costume1 v)\n hide\n wait (1) seconds\n if <(backdrop [number v]) = [backdrop19]> then\n hide\n else\n show\n end\nend\n\nwhen backdrop switches to [backdrop20 v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (33) y: (-127)\nshow\nforever\n glide (0.7) secs to x: (33) y: (-86)\n wait (0.5) seconds\n glide (0.7) secs to x: (33) y: (-127)\n wait (0.5) seconds\nend\n\nwhen I receive [fire artifact v]\nhide\n\n | This is a really cool platformer that I made in about 5 days. INSTRUCTIONS:\n -Arrow keys to move\n -Leave a comment\n -Love, Favorite, Follow\n -But most of HAVE FUN!!! |
Ninja DOG- Platformer Game | @Stage\n\nwhen flag clicked\ninit\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nswitch backdrop to (sky v)\nforever\n play sound [SMG2 - Battle Belt Galaxy v] until done\nend\n\nwhen [e v] key pressed\nif <(username) = [amylaser]> then\n if <(@game state) = [go]> then\n set [@game state v] to [edit]\n else\n if <(@game state) = [edit]> then\n set [@game state v] to [go]\n end\n end\n broadcast (change game state v)\nend\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen [m v] key pressed\nstop [other scripts in sprite v]\nset [@game state v] to [title]\nbroadcast (title v)\n\ndefine init_levels\nset [@camera lock v] to [0]\ndelete all of [level spawns v]\nrepeat ((=max_levels) * (2))\n add [] to [level spawns v]\nend\nadd level spawn [1] [-50] [-110]\nadd level spawn [2] [-130] [740]\nadd level spawn [3] [-120] [1440]\n\ndefine add level spawn (level#) (x) (y)\nreplace item ((level#) * (2)) of [level spawns v] with (y)\nreplace item (((level#) * (2)) - (1)) of [level spawns v] with (x)\n\ndefine init\nset [@camera x v] to [0]\nset [@camera y v] to [0]\nset [@game state v] to []\nset [@fish_collected v] to [0]\nset [=max_levels v] to [3]\nset [=panel_width v] to [480]\nset [=panel_height v] to [360]\nset [=level_width_panels v] to [3]\nset [=level_height_panels v] to [2]\nset [=level_width_px v] to ((=level_width_panels) * (=panel_width))\nset [=level_height_px v] to ((=level_height_panels) * (=panel_height))\nset [=map_width_panels v] to (=level_width_panels)\nset [=map_height_panels v] to ((=level_height_panels) * (=max_levels))\nset [=map_width_px v] to ((=map_width_panels) * (=panel_width))\nset [=map_height_px v] to ((=map_height_panels) * (=panel_height))\nset [@sound_on? v] to [1]\nset [@curr_level v] to [1]\nset [@unlocked_levels v] to [1]\nset [@score v] to [0]\nset [@camera_speed v] to [10]\nhide variable [@camera_speed v]\nset volume to (100) %\nswitch backdrop to (cat_wallpaper v)\ninit_levels\n\nwhen [r v] key pressed\nset [@game state v] to [respawn]\nbroadcast (change game state v)\n\nwhen I receive [tick v]\nif <(@game state) = [edit]> then\n if <key (up arrow v) pressed?> then\n change [@camera y v] by (@camera_speed)\n end\n if <key (down arrow v) pressed?> then\n change [@camera y v] by ((0) - (@camera_speed))\n end\n if <key (left arrow v) pressed?> then\n change [@camera x v] by ((0) - (@camera_speed))\n end\n if <key (right arrow v) pressed?> then\n change [@camera x v] by (@camera_speed)\n end\nend\n\nwhen I receive [change game state v]\nif <(@game state) = [edit]> then\n show variable [@camera_speed v]\nelse\n hide variable [@camera_speed v]\n if <<(@game state) = [win]> and <(@curr_level) = (@unlocked_levels)>> then\n change [@unlocked_levels v] by (1)\n change [@score v] by ([floor v] of ((10000) / (timer)) )\n end\nend\n\nwhen I receive [level_select v]\nif <not <(backdrop [name v]) = [cat_wallpaper]>> then\n switch backdrop to (cat_wallpaper v)\nend\n\nwhen I receive [title v]\nif <not <(backdrop [name v]) = [cat_wallpaper]>> then\n switch backdrop to (cat_wallpaper v)\nend\n\nwhen I receive [leaderboard v]\nif <not <(backdrop [name v]) = [cat_wallpaper]>> then\n switch backdrop to (cat_wallpaper v)\nend\n\nwhen backdrop switches to [cat_wallpaper v]\nstop [other scripts in sprite v]\nforever\n play sound [Fork Lifter - Rhythm Heaven Fever.mp3 v] until done\nend\n\n@player hitbox\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [player action v]\nif <<(@game state) = [go]> and <(~air time) < [2]>> then\n if <<not <<(@game state) = [attack]> or <(@game state) = [talk]>>> and <(@player.animation_type) = [idle]>> then\n set [@game state v] to [attack]\n start sound [Rip v]\n end\nend\n\ndefine init\nhide\nset rotation style [don't rotate v]\nset size to (60) %\nset [ghost v] effect to (100)\nset volume to (100) %\nset [~player_x v] to [0]\nset [~player_y v] to [0]\nset [~vel_x v] to [0]\nset [~vel_y v] to [0]\nset [~force.climb v] to [4]\nset [~force.jump v] to [12]\nset [~force.leftright v] to [8]\nset [~force.gravity v] to [-1.1]\nset [~friction v] to [0.5]\nset [~camera.max_dist v] to [50]\nset [~camera.springiness v] to [0.2]\nset [~move_mode v] to [walk]\nset [~slope v] to [0]\nset [~slope.max v] to [9]\nset [~air time v] to [0]\nset [~player_vel_y.min v] to [-30]\n\nwhen I receive [change game state v]\nif <(@game state) = [respawn]> then\n if <(~touching_water) = [1]> then\n start sound [Meow2 v]\n start sound [Plunge v]\n wait (2) seconds\n end\n respawn\n start sound [Oops v]\n wait (2) seconds\n set [@game state v] to [go]\nend\n\ndefine update wrapper\nif <(@game state) = [go]> then\n update_player_vec <<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?>> (~move_mode)\n update_camera_pos\nend\nupdate_costume <<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?>> ((~vel_x) / ([abs v] of (~vel_x) )) ((~vel_y) / ([abs v] of (~vel_y) ))\ngo to x: ((~player_x) - (@camera x)) y: ((~player_y) - (@camera y))\nif <<(round ((~player_x) - (@camera x))) = (round (x position))> and <(round ((~player_y) - (@camera y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\ndefine check_water_collision\nif <touching (water v)?> then\n set [~touching_water v] to [1]\n repeat until <not <touching (water v)?>>\n change y by (1)\n change [~player_y v] by (1)\n end\n if <(@game state) = [go]> then\n set [@game state v] to [respawn]\n broadcast (change game state v)\n end\nelse\n set [~touching_water v] to [0]\nend\n\ndefine update_player_vec <up> <down> <left> <right> (mode)\nif <(mode) = [walk]> then\n if <<<up> and <(~air time) = [0]>> and <(@game state) = [go]>> then\n set [~vel_y v] to (~FORCE.Jump)\n start sound [Jump v]\n else\n set [~vel_y v] to ((~vel_y) + (~FORCE.Gravity))\n if <(~vel_y) < (~player_vel_y.min)> then\n set [~vel_y v] to (~player_vel_y.min)\n end\n end\n if <<<left> or <right>> and <(@game state) = [go]>> then\n set [~vel_x v] to ((~FORCE.LeftRight) * (<right> - <left>))\n if <(~slope) > (~slope.max)> then\n if <up> then\n set [~vel_y v] to (~FORCE.Climb)\n else\n set [~vel_y v] to (~FORCE.Gravity)\n end\n set [~air time v] to [1]\n end\n else\n set [~vel_x v] to ((~vel_x) * (~FRICTION))\n end\nend\ncheck_vertical_collision (~vel_y) ((~vel_y) / ([abs v] of (~vel_y) )) (y position)\ncheck_horizontal_collision (~vel_x) (x position) (y position) ((~vel_x) / ([abs v] of (~vel_x) ))\ncheck_water_collision\nif <(~player_y) < ((([floor v] of ((@curr_level) / (=map_width_panels)) ) - (0.5)) * (=level_height_px))> then\n set [@game state v] to [respawn]\n broadcast (change game state v)\nend\n\nwhen flag clicked\ninit\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nreset timer\nset [@checkpt_x v] to (item (((@curr_level) * (2)) - (1)) of [level spawns v])\nset [@checkpt_y v] to (item ((@curr_level) * (2)) of [level spawns v])\nrespawn\nset [@game state v] to [go]\nforever\n update wrapper\n broadcast (tick v) and wait\nend\n\ndefine update_camera_pos\nset [@camera x v] to (round ((@camera x) + ((~CAMERA.springiness) * (((~player_x) + (((~vel_x) / (~FORCE.LeftRight)) * (~CAMERA.max_dist))) - (@camera x)))))\nset [@camera y v] to (round ((@camera y) + ((~CAMERA.springiness) * (((~player_y) + (((~vel_y) / (~FORCE.Jump)) * (~CAMERA.max_dist))) - (@camera y)))))\n\ndefine check_horizontal_collision (vel_x) (abs_x) (abs_y) (dir_vel_x)\nset [~slope v] to [0]\nchange x by (vel_x)\nrepeat until <<not <<touching (level hitbox v)?> or <touching (objects v)?>>> or <(~slope) > (~slope.max)>>\n change y by (1)\n change [~slope v] by (1)\nend\nif <(~slope) > (~slope.max)> then\n set y to (abs_y)\n set [~vel_x v] to [0]\n repeat until <not <<touching (level hitbox v)?> or <touching (objects v)?>>>\n change x by ((0) - (dir_vel_x))\n end\n change x by ((2) * ((0) - (dir_vel_x)))\nelse\n set [~vel_x v] to ((vel_x) - (((~slope) * (1.5)) * (dir_vel_x)))\nend\nset [~player_x v] to ((~player_x) + ((x position) - (abs_x)))\nset [~player_y v] to ((~player_y) + ((y position) - (abs_y)))\n\ndefine check_vertical_collision (vel_y) (dir_vel_y) (abs_y)\nchange [~air time v] by (1)\nchange y by (vel_y)\nrepeat until <not <<touching (level hitbox v)?> or <touching (objects v)?>>>\n if <(dir_vel_y) < [0]> then\n set [~air time v] to [0]\n end\n change y by ((0) - (dir_vel_y))\n set [~vel_y v] to [0]\nend\nset [~player_y v] to ((~player_y) + ((y position) - (abs_y)))\n\ndefine update_costume <up> <down> <left> <right> (xdir) (ydir)\nif <(~touching_water) = [1]> then\n set [@player.animation_type v] to [water]\nelse\n if <<<(~slope) > (~slope.max)> and <<left> or <right>>> and <(~air time) > [0]>> then\n if <up> then\n set [@player.animation_type v] to [climb]\n else\n set [@player.animation_type v] to [cling]\n end\n else\n if <(@game state) = [respawn]> then\n set [@player.animation_type v] to [respawn]\n else\n if <(@game state) = [attack]> then\n set [@player.animation_type v] to [attack]\n else\n if <(~air time) > [1]> then\n if <(ydir) > [0]> then\n set [@player.animation_type v] to [jump]\n if <(~air time) > [10]> then\n set [@player.animation_type v] to [jump2]\n end\n else\n set [@player.animation_type v] to [fall]\n end\n else\n if <<left> or <right>> then\n set [@player.animation_type v] to [walk]\n else\n set [@player.animation_type v] to [idle]\n end\n end\n end\n end\n end\nend\n\nwhen [space v] key pressed\nbroadcast (player action v)\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\ndefine respawn\nhide\nset [@camera x v] to (@checkpt_x)\nset [@camera y v] to (@checkpt_y)\nset [~player_x v] to (@checkpt_x)\nset [~player_y v] to (@checkpt_y)\ngo to x: (0) y: (0)\nset [~vel_x v] to [0]\nset [~vel_y v] to [0]\nset [~move_mode v] to [walk]\nset [~touching_water v] to [0]\nshow\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\n@player visual\n\ndefine init\nhide\nset rotation style [left-right v]\npoint in direction (90)\nset size to (60) %\nset [~animation.frame v] to [0]\nset [@fish_collected v] to [0]\n\nwhen flag clicked\ninit\n\nwhen I receive [start level v]\nshow\ngo to [front v] layer\n\ndefine animate <left> <right>\ngo to (player hitbox v)\nif <touching (_edge_ v)?> then\n hide\nelse\n show\n if <right> then\n point in direction (90)\n else\n if <left> then\n point in direction (-90)\n end\n end\n switch costume to (@player.animation_type)\n if <<(@player.animation_type) = [idle]> or <(@player.animation_type) = [cling]>> then\n set [~animation.frame v] to (((~animation.frame) + (0.05)) mod (2))\n else\n if <<(@player.animation_type) = [walk]> or <(@player.animation_type) = [climb]>> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (5))\n else\n if <(@player.animation_type) = [water]> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (6))\n else\n if <(@player.animation_type) = [respawn]> then\n set [~animation.frame v] to (((~animation.frame) + (0.5)) mod (4))\n point in direction (90)\n else\n if <(@player.animation_type) = [attack]> then\n set [~animation.frame v] to (((~animation.frame) + (0.25)) mod (5))\n if <(~animation.frame) > [4.5]> then\n set [@game state v] to [go]\n end\n else\n set [~animation.frame v] to [0]\n end\n end\n end\n end\n end\n switch costume to ((costume [number v]) + ([floor v] of (~animation.frame) ))\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\ninit\n\nwhen I receive [tick v]\nanimate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\ninit\n\n@level visual\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\n update_costume\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width))))\nset [~y v] to ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height))))\ngo to x: (~x) y: (~y)\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\nelse\n hide\nend\n\nwhen I receive [start level v]\nif <(~panel_set.row_ID) > [0]> then\n show\n go to [back v] layer\nend\n\nwhen I receive [title v]\nhide\n\ndefine init\nhide\nswitch costume to (lvl1_\(1,1\) v)\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n set [~panel_set.col_id v] to [0]\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\n\nwhen I receive [level_select v]\nhide\n\n@level hitbox\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\n update_costume\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width))))\nset [~y v] to ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height))))\ngo to x: (~x) y: (~y)\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\nelse\n hide\nend\n\nwhen I receive [start level v]\nif <(~panel_set.row_ID) > [0]> then\n show\n go to [back v] layer\nend\n\nwhen I receive [title v]\nhide\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nswitch costume to (lvl1_\(0,0\) v)\nset [ghost v] effect to (100)\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n set [~panel_set.col_id v] to [0]\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\n\nwhen I receive [level_select v]\nhide\n\n@dialogue\n\nwhen flag clicked\ninit\n\ndefine dialogue\nshow\ngo to [front v] layer\nif <not <(~text.opened_index) = (~text.index)>> then\n set [@game state v] to [talk]\n set [~text.opened_index v] to (~text.index)\n switch costume to (item (~text.index) of [~locations v])\n start sound [Meow v]\n animate_in (~text.BOUNCE)\nelse\n start sound [Suction Cup v]\n if <not <(letter (1) of (costume [name v])) = [_]>> then\n next costume\n animate_in (~text.BOUNCE)\n else\n set [~text.opened_index v] to [0]\n animate_out (~text.BOUNCE)\n set [@game state v] to [go]\n end\nend\n\ndefine animate_in (bounce)\nset [~text.bounce_vel v] to [10]\nset size to (~text.MIN_SIZE) %\nrepeat until <([abs v] of (~text.bounce_vel) ) < [0.01]>\n set [~text.bounce_vel v] to (((~text.bounce_vel) * (bounce)) + (((~text.MAX_SIZE) - (size)) * ((1) - (bounce))))\n change size by (~text.bounce_vel)\nend\n\ndefine check_player_dialogue (stride)\nset [~text.index v] to [1]\nset [~text.dist v] to (~text.MAX_DIST)\nrepeat until <<(~text.index) > (length of [~locations v])> or <(~text.dist) < (~text.MAX_DIST)>>\n set [~text.x v] to (item ((~text.index) + (1)) of [~locations v])\n set [~text.y v] to (item ((~text.index) + (2)) of [~locations v])\n get_dist (~text.x) (~text.y) (([x position v] of [player hitbox v]) + (@camera x)) (([y position v] of [player hitbox v]) + (@camera y))\n change [~text.index v] by (stride)\nend\nif <(~text.dist) < (~text.MAX_DIST)> then\n change [~text.index v] by ((0) - (stride))\nend\n\nwhen I receive [player action v]\nif <(~text.dist) < (~text.MAX_DIST)> then\n dialogue\nend\n\ndefine get_dist (x1) (y1) (x2) (y2)\nset [~text.dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine animate_out (bounce)\nrepeat (2)\n set size to ((~text.BOUNCE) * (size)) %\nend\nhide\n\nwhen I receive [tick v]\ncheck_player_dialogue [3]\nif <(~text.dist) < (~text.MAX_DIST)> then\n go to x: ((~text.x) - (@camera x)) y: (((~text.y) - (@camera y)) + (60))\n set [@show icon v] to [1]\nelse\n set [@show icon v] to [0]\n if <(~text.opened_index) > [0]> then\n animate_out (~text.BOUNCE)\n end\n set [~text.opened_index v] to [0]\n if <(@game state) = [talk]> then\n set [@game state v] to [go]\n end\nend\n\ndefine add_location | title: (title) x: (x) y: (y)\nadd (title) to [~locations v]\nadd (x) to [~locations v]\nadd (y) to [~locations v]\n\ndefine init\nhide\nset volume to (100) %\nshow list [~locations v]\nset [~text.min_size v] to [40]\nset [~text.bounce v] to [0.5]\nset [~text.max_size v] to [100]\nset [~text.max_dist v] to [30]\nset [~text.opened_index v] to [0]\nset size to (~text.MIN_SIZE) %\ndelete all of [~locations v]\nadd_location | title: [tutorial_walk] x: [0] y: [-108]\nadd_location | title: [tutorial_climb] x: [206] y: [-43]\nadd_location | title: [water] x: [-107] y: [739]\nadd_location | title: [frog] x: [267] y: [741]\n\nwhen I receive [level_select v]\nhide\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen I receive [title v]\nhide\n\n@water\n\nwhen I receive [tick v]\nif <(~panel_set.row_ID) > [0]> then\n scroll\n update_costume\nend\n\nwhen flag clicked\ninit\n\ndefine scroll\nset [~x v] to (round ((=panel_width) - (((@camera x) + (((~panel_set.col_ID) mod (2)) * (=panel_width))) mod ((2) * (=panel_width)))))\nset [~y v] to (round ((=panel_height) - (((@camera y) + (((~panel_set.row_ID) mod (2)) * (=panel_height))) mod ((2) * (=panel_height)))))\ngo to x: (~x) y: (~y)\n\ndefine update_costume\nset [~costume.col_id v] to ([floor v] of (((((~x) + (@camera x)) + ((=panel_width) / (2))) / (=map_width_px)) * (=map_width_panels)) )\nset [~costume.row_id v] to ([floor v] of (((((~y) + (@camera y)) + ((=panel_height) / (2))) / (=map_height_px)) * (=map_height_panels)) )\nset [~costume.target_id v] to ((((=map_width_panels) * (~costume.row_ID)) + (~costume.col_ID)) + (1))\nif <<(round (~x)) = (round (x position))> and <(round (~y)) = (round (y position))>> then\n if <<<(~costume.row_ID) > [-1]> and <(~costume.row_ID) < (=map_height_panels)>> and <<(~costume.col_ID) > [-1]> and <(~costume.col_ID) < (=map_width_panels)>>> then\n show\n if <not <(costume [number v]) = (~costume.target_ID)>> then\n switch costume to (~costume.target_ID)\n end\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [start level v]\nif <(~panel_set.row_ID) > [0]> then\n show\n go to [back v] layer\nend\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\nset [ghost v] effect to (100)\nswitch costume to (lvl1_\(0,0\) v)\nrepeat (2)\n change [~panel_set.row_id v] by (1)\n repeat (2)\n change [~panel_set.col_id v] by (1)\n create clone of (_myself_ v)\n next costume\n end\nend\nset [~panel_set.row_id v] to [0]\nset [~panel_set.col_id v] to [0]\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\nhide\n\n@icons\n\nwhen flag clicked\nset [~icon.animation_speed v] to [0.05]\nhide\nset size to (100) %\n\nwhen I receive [tick v]\nanimate\n\ndefine animate\nif <(@show icon) = [1]> then\n if <(~icon.animation_frame) = [-1]> then\n set [~icon.animation_frame v] to [0]\n switch costume to (space v)\n show\n end\n go to x: ([x position v] of [player hitbox v]) y: (([y position v] of [player hitbox v]) + (50))\n set [~icon.animation_frame v] to (((~icon.animation_frame) + (~icon.animation_speed)) mod (2))\n set [~icon.target_costume v] to (([floor v] of (~icon.animation_frame) ) + (1))\n if <not <(costume [number v]) = (~icon.target_costume)>> then\n switch costume to (~icon.target_costume)\n end\nelse\n if <(~icon.animation_frame) > [-1]> then\n set [~icon.animation_frame v] to [-1]\n hide\n end\nend\n\nwhen I receive [start level v]\ngo to [front v] layer\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\nhide\n\n@fish\n\nwhen flag clicked\ninit\nset [~id v] to [0]\n\ndefine animate_idle (speed)\nchange [~y v] by ([sin v] of (~animation_frame) )\nset [~animation_frame v] to (((~animation_frame) + (speed)) mod (360))\n\nwhen I receive [start level v]\nif <(~ID) > [0]> then\n reset\n show\n go to [front v] layer\nelse\n switch costume to (fish0 v)\n show\n go to [front v] layer\nend\n\ndefine animate_collect\nif <(size) > [40]> then\n change [~y v] by (1)\n change size by (1)\n change [ghost v] effect by (5)\nelse\n hide\nend\n\ndefine scroll\ngo to x: ((~x) - (@camera x)) y: ((~y) - (@camera y))\nif <<(round ((~x) - (@camera x))) = (round (x position))> and <(round ((~y) - (@camera y))) = (round (y position))>> then\n show\n if <(~collected?) = [1]> then\n animate_collect\n else\n animate_idle (~BOB_SPEED)\n check_cat_collision [30]\n end\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(~ID) > [0]> then\n scroll\nelse\n switch costume to (join [fish] (@fish_collected))\n go to [front v] layer\n if <(@fish_collected) = (item (@curr_level) of [fish_per_level v])> then\n if <not <(@game state) = [win]>> then\n set [@game state v] to [win]\n broadcast (change game state v)\n end\n end\nend\n\nwhen I start as a clone\nreset\n\ndefine init\nhide\nswitch costume to (fish v)\nset size to (95) %\nset [ghost v] effect to (0)\nset volume to (100) %\ngo to x: (0) y: (0)\nshow list [~locations v]\nset [~bob_speed v] to [5]\nset [~animation_frame v] to [0]\nset [~collected? v] to [0]\nset [~id v] to [0]\ndelete all of [~locations v]\ndelete all of [fish_per_level v]\nrepeat (=max_levels)\n add [0] to [fish_per_level v]\nend\nadd location | x: [340] y: [75] level: [1]\nadd location | x: [720] y: [-57] level: [1]\nadd location | x: [820] y: [-57] level: [1]\nadd location | x: [690] y: [123] level: [1]\nadd location | x: [42] y: [378] level: [1]\nadd location | x: [-93] y: [276] level: [1]\nadd location | x: [639] y: [330] level: [1]\nadd location | x: [811] y: [228] level: [1]\nadd location | x: [170] y: [798] level: [2]\nadd location | x: [570] y: [798] level: [2]\nadd location | x: [940] y: [748] level: [2]\nadd location | x: [1120] y: [838] level: [2]\nadd location | x: [870] y: [919] level: [2]\nadd location | x: [740] y: [1009] level: [2]\nadd location | x: [500] y: [1149] level: [2]\nadd location | x: [250] y: [1079] level: [2]\nadd location | x: [167] y: [1457] level: [3]\nadd location | x: [167] y: [1542] level: [3]\nadd location | x: [113] y: [1715] level: [3]\nadd location | x: [465] y: [1715] level: [3]\nadd location | x: [425] y: [1507] level: [3]\nadd location | x: [505] y: [1507] level: [3]\nadd location | x: [941] y: [1640] level: [3]\nadd location | x: [941] y: [1463] level: [3]\n\ndefine check_cat_collision (dist_thresh)\nif <touching (player hitbox v)?> then\n set [~collected? v] to [1]\n change [@fish_collected v] by (1)\n change [~y v] by (30)\n start sound [Coin v]\n start sound [Chomp v]\nend\n\ndefine add location | x: (x) y: (y) level: (level)\nset [~id v] to ((length of [~locations v]) + (1))\nadd (x) to [~locations v]\nadd (y) to [~locations v]\nreplace item (level) of [fish_per_level v] with ((item (level) of [fish_per_level v]) + (1))\ncreate clone of (_myself_ v)\nset [~id v] to [0]\n\nwhen I receive [title v]\nhide\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen I receive [level_select v]\nhide\n\ndefine reset\nset [~x v] to (item (~ID) of [~locations v])\nset [~y v] to (item ((~ID) + (1)) of [~locations v])\nset [~animation_frame v] to [0]\nset [~collected? v] to [0]\nswitch costume to (fish v)\nset size to (60) %\nset [ghost v] effect to (0)\n\n@checkpoints\n\nwhen flag clicked\ninit\n\ndefine check_player_dist (stride)\nset [~checkpt.index v] to [1]\nset [~checkpt.dist v] to (~checkpt.MAX_DIST)\nrepeat until <<(~checkpt.index) > (length of [~locations v])> or <(~checkpt.dist) < (~checkpt.MAX_DIST)>>\n set [~checkpt.x v] to (item (~checkpt.index) of [~locations v])\n set [~checkpt.y v] to (item ((~checkpt.index) + (1)) of [~locations v])\n get_dist (~checkpt.x) (~checkpt.y) (([x position v] of [player hitbox v]) + (@camera x)) (([y position v] of [player hitbox v]) + (@camera y))\n change [~checkpt.index v] by (stride)\nend\nif <(~checkpt.dist) < (~checkpt.MAX_DIST)> then\n change [~checkpt.index v] by ((0) - (stride))\n set [@checkpt_x v] to (~checkpt.x)\n set [@checkpt_y v] to (~checkpt.y)\nend\n\ndefine get_dist (x1) (y1) (x2) (y2)\nset [~checkpt.dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\nwhen I receive [tick v]\ncheck_player_dist [2]\nupdate_checkpt\n\ndefine add location | x: (x) y: (y)\nadd (x) to [~locations v]\nadd (y) to [~locations v]\n\ndefine init\nhide\nset size to (100) %\ngo to x: (0) y: (0)\nshow list [~locations v]\nset [@checkpt_x v] to [0]\nset [@checkpt_y v] to [0]\nset [~checkpt.max_dist v] to [50]\nset [~checkpt.spawn_index v] to [0]\nset [~timer v] to [0]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\ndelete all of [~locations v]\nadd location | x: [273] y: [738]\nadd location | x: [713] y: [738]\nadd location | x: [312] y: [1576]\nadd location | x: [720] y: [1444]\n\nwhen I receive [title v]\nhide\n\nwhen I receive [start level v]\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\ndefine update_checkpt\nif <(~checkpt.dist) < (~checkpt.MAX_DIST)> then\n if <not <(~checkpt.spawn_index) = (~checkpt.index)>> then\n set [~checkpt.spawn_index v] to (~checkpt.index)\n set [~timer v] to [80]\n set [ghost v] effect to (100)\n end\nend\nif <(~timer) > [0]> then\n change [~timer v] by (-1)\n if <(~timer) > [74]> then\n change [ghost v] effect by (-20)\n end\n if <[49] > (~timer)> then\n change [ghost v] effect by (2)\n end\nend\n\nwhen I receive [level_select v]\nhide\n\n@buttons\n\nwhen flag clicked\nset [~action v] to [0]\nset [~timer v] to [0]\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset size to (80) %\nset volume to (100) %\n\ndefine add_button | action: (act) skin (skin) x: (x) y: (y)\nset [~action v] to (act)\nswitch costume to (skin)\nset [~costume v] to (costume [number v])\nset [~x v] to (x)\nset [~y v] to (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [~action v] to [0]\n\nwhen this sprite clicked\nif <(~action) = [locked level]> then\n start sound [Crunch v]\n set size to (105) %\nelse\n if <(~action) = [start level]> then\n start sound [Connect v]\n set size to (105) %\n else\n start sound [Suction Cup v]\n set size to (105) %\n end\nend\nbroadcast (~action)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset volume to ((100) * (@sound_on?)) %\nrepeat until <(@game state) = [go]>\n animate (0.5) (100) (120)\nend\n\ndefine animate (bounce) (min_size) (max_size)\nif <touching (mouse-pointer v)?> then\n if <(size) < ((min_size) + (1))> then\n start sound [Wood Tap v]\n end\n change size by (((max_size) - (size)) * (bounce))\nelse\n change size by (((min_size) - (size)) * (bounce))\nend\n\ndefine animate_out (bounce)\nif <not <(~action) = [0]>> then\n stop [other scripts in sprite v]\n repeat (5)\n set size to ((bounce) * (size)) %\n end\n hide\n delete this clone\nend\n\nwhen I receive [start level v]\nif <(~action) = [0]> then\n add_button | action: [help] skin [help] x: [200] y: [140]\nelse\n animate_out [0.5]\nend\n\nwhen I receive [level_select v]\nif <(~action) = [0]> then\n set [@curr_level v] to [1]\n add_button | action: [prev_lvl_thumb] skin [prev] x: [-200] y: [0]\n add_button | action: [next_lvl_thumb] skin [next] x: [200] y: [0]\n add_button | action: [start level] skin [level1] x: [0] y: [0]\n add_button | action: [title] skin [back] x: [200] y: [140]\nelse\n animate_out [0.5]\nend\n\nwhen I receive [change_volume v]\nif <(~action) = [change_volume]> then\n set [@sound_on? v] to ((1) - (@sound_on?))\n switch costume to (join [sound] (@sound_on?))\n broadcast (change_volume2 v)\nend\n\nwhen I receive [prev_lvl_thumb v]\nif <<(~action) = [start level]> or <(~action) = [locked level]>> then\n set [@curr_level v] to (((=max_levels) - (((((=max_levels) - (@curr_level)) + (1)) mod (=max_levels)) + (1))) + (1))\n if <(@curr_level) > (@unlocked_levels)> then\n set [~action v] to [locked level]\n switch costume to (join [locked] (@curr_level))\n else\n set [~action v] to [start level]\n switch costume to (join [level] (@curr_level))\n end\n set size to (80) %\nend\n\nwhen I receive [tick v]\nif <(~action) = [help]> then\n go to [front v] layer\n animate (0.5) (100) (120)\nend\n\nwhen I receive [title v]\nif <(~action) = [0]> then\n add_button | action: [level_select] skin [start] x: [0] y: [-100]\n add_button | action: [leaderboard] skin [leader] x: [75] y: [-100]\n add_button | action: [change_volume] skin (join [sound] (@sound_on?)) x: [-75] y: [-100]\nelse\n animate_out [0.5]\nend\n\nwhen I receive [help v]\nif <(~action) = [help]> then\n if <(costume [name v]) = [help]> then\n switch costume to (help2 v)\n go to [front v] layer\n go to x: (0) y: (0)\n else\n switch costume to (help v)\n go to x: (200) y: (140)\n end\nelse\n animate_out [0.5]\nend\n\nwhen I receive [next_lvl_thumb v]\nif <<(~action) = [start level]> or <(~action) = [locked level]>> then\n set [@curr_level v] to (((@curr_level) mod (=max_levels)) + (1))\n if <(@curr_level) > (@unlocked_levels)> then\n set [~action v] to [locked level]\n switch costume to (join [locked] (@curr_level))\n else\n set [~action v] to [start level]\n switch costume to (join [level] (@curr_level))\n end\n set size to (80) %\nend\n\nwhen I receive [leaderboard v]\nif <(~action) = [0]> then\n add_button | action: [title] skin [back] x: [200] y: [140]\nelse\n animate_out [0.5]\nend\n\nwhen I receive [change_volume2 v]\nset volume to ((100) * (@sound_on?)) %\n\nwhen I receive [change game state v]\nif <(@game state) = [win]> then\n if <(~action) = [0]> then\n play sound [Tada v] until done\n add_button | action: [level_select] skin [win] x: [0] y: [0]\n else\n animate_out [0.5]\n end\nend\n\n@overlay\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nhide\n\ndefine title | wiggle: (v) turn: (dr) d_size (ds) d_popup (ds') x: (x) y: (y) size: (s)\ngo to x: (x) y: (y)\npoint in direction ((90) - ((v) * (0.5)))\nswitch costume to (title v)\nshow\ngo to [front v] layer\nset size to (100) %\nset [~angle v] to [0]\nrepeat (10)\n set [~angle v] to (((~angle) + (v)) mod (360))\n turn right (([sin v] of (~angle) ) * (dr)) degrees\n set size to ((size) + (((s) - (size)) * (ds'))) %\nend\nforever\n set [~angle v] to (((~angle) + (v)) mod (360))\n turn right (([sin v] of (~angle) ) * (dr)) degrees\n change size by (([sin v] of (~angle) ) * (ds))\nend\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (border v)\nset size to (100) %\nshow\ngo to [front v] layer\n\nwhen I receive [level_select v]\nstop [other scripts in sprite v]\nanimate_out\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\ntitle | wiggle: (10) turn: (0.5) d_size (0.5) d_popup (1) x: (0) y: (50) size: (100)\n\nwhen I receive [leaderboard v]\nstop [other scripts in sprite v]\nanimate_out\n\ndefine animate_out\nrepeat (2)\n set size to ((0.5) * (size)) %\nend\nhide\n\nwhen I receive [change game state v]\nif <<(@game state) = [edit]> and <(costume [name v]) = [border]>> then\n switch costume to (edit v)\n go to [front v] layer\nelse\n if <<(@game state) = [go]> and <(costume [name v]) = [edit]>> then\n switch costume to (border v)\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nswitch costume to (thumbnail2 v)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [all around v]\nshow\n\n@leaderboard\n\nwhen flag clicked\nhide\nset [~leaderboard_max_rank v] to [5]\nset [~bounce_vel v] to [0]\nset size to (100) %\ngo to x: (0) y: (0)\n\ndefine encode_str (string)\nset [~i v] to [0]\nset [~temp v] to []\nrepeat (length of (string))\n change [~i v] by (1)\n switch costume to (? v)\n switch costume to (letter (~i) of (string))\n set [~temp v] to (join (~temp) ((costume [number v]) + (10)))\nend\n\ndefine decode_str (string)\nset [~i v] to [1]\nset [~temp v] to []\nrepeat until <(~i) > (length of (string))>\n switch costume to (space v)\n set [~char v] to ((join (letter (~i) of (string)) (letter ((~i) + (1)) of (string))) - (10))\n if <(~char) > [0]> then\n switch costume to (~char)\n end\n set [~temp v] to (join (~temp) (costume [name v]))\n change [~i v] by (2)\nend\n\ndefine get_cloud_leaderboard\ndelete all of [~leaderboard v]\nrepeat ((2) * (~leaderboard_max_rank))\n add [] to [~leaderboard v]\nend\ndecode_leader_entry (☁ leader1) [1]\ndecode_leader_entry (☁ leader2) [2]\ndecode_leader_entry (☁ leader3) [3]\ndecode_leader_entry (☁ leader4) [4]\ndecode_leader_entry (☁ leader5) [5]\n\ndefine update_leaderboard (name) (score)\nget_cloud_leaderboard\nif <[~leaderboard v] contains (name)?> then\n set [~i v] to (item # of (name) in [~leaderboard v])\n if <(score) > (item ((~i) + (1)) of [~leaderboard v])> then\n repeat (2)\n delete (~i) of [~leaderboard v]\n end\n else\n stop [this script v]\n end\nend\nset [~i v] to [1]\nrepeat until <(~i) > ((~leaderboard_max_rank) * (2))>\n if <(score) > (item ((~i) + (1)) of [~leaderboard v])> then\n insert (name) at (~i) of [~leaderboard v] \n insert (score) at ((~i) + (1)) of [~leaderboard v] \n set [~i v] to ((~leaderboard_max_rank) * (2))\n end\n change [~i v] by (2)\nend\nrepeat until <not <(length of [~leaderboard v]) > ((~leaderboard_max_rank) * (2))>>\n delete (length of [~leaderboard v]) of [~leaderboard v]\nend\nencode_name&score (item (1) of [~leaderboard v]) (item (2) of [~leaderboard v])\nset [☁ leader1 v] to (~temp)\nwait (0.1) seconds\nencode_name&score (item (3) of [~leaderboard v]) (item (4) of [~leaderboard v])\nset [☁ leader2 v] to (~temp)\nwait (0.1) seconds\nencode_name&score (item (5) of [~leaderboard v]) (item (6) of [~leaderboard v])\nset [☁ leader3 v] to (~temp)\nwait (0.1) seconds\nencode_name&score (item (7) of [~leaderboard v]) (item (8) of [~leaderboard v])\nset [☁ leader4 v] to (~temp)\nwait (0.1) seconds\nencode_name&score (item (9) of [~leaderboard v]) (item (10) of [~leaderboard v])\nset [☁ leader5 v] to (~temp)\n\ndefine encode_name&score (name) (score)\nset [~temp v] to ((length of (name)) + (10))\nset [~temp v] to (join (~temp) (name))\nset [~temp v] to (join (~temp) (score))\nencode_str (~temp)\n\ndefine decode_leader_entry (enc) (rank)\nset [~temp v] to (enc)\nif <(enc) = [0]> then\n encode_name&score [-] [0]\nend\ndecode_str (~temp)\nset [~i v] to ((join (letter (1) of (~temp)) (letter (2) of (~temp))) - (10))\nset [~char v] to [2]\nreplace item (((rank) * (2)) - (1)) of [~leaderboard v] with []\nrepeat (~i)\n change [~char v] by (1)\n replace item (((rank) * (2)) - (1)) of [~leaderboard v] with (join (item (((rank) * (2)) - (1)) of [~leaderboard v]) (letter (~char) of (~temp)))\nend\nreplace item ((rank) * (2)) of [~leaderboard v] with []\nrepeat ((length of (~temp)) - ((2) + (~i)))\n change [~char v] by (1)\n replace item ((rank) * (2)) of [~leaderboard v] with (join (item ((rank) * (2)) of [~leaderboard v]) (letter (~char) of (~temp)))\nend\n\nupdate_leaderboard [-Zoinks-] [1475]\n\nwhen I receive [leaderboard v]\nupdate_leaderboard (username) (@score)\nswitch costume to (background v)\nanimate_in [0.5] [40] [110]\nstamp\nhide\nset [~i v] to [0]\nrepeat (~leaderboard_max_rank)\n change [~i v] by (1)\n display_leader_entry (~i)\nend\nprint [Your current score:] [-135] [-125] [8000] [200] [25]\nprint (@score) [55] [-125] [80] [200] [200]\n\nwhen I receive [title v]\nstop [other scripts in sprite v]\nerase all\nanimate_out\n\ndefine animate_in (bounce) (min_size) (max_size)\nset [~bounce_vel v] to [10]\nset size to (bounce) %\nclear graphic effects\nswitch costume to (background v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nrepeat until <([abs v] of (~bounce_vel) ) < [0.01]>\n set [~bounce_vel v] to (((~bounce_vel) * (bounce)) + (((max_size) - (size)) * ((1) - (bounce))))\n change size by (~bounce_vel)\nend\n\ndefine animate_out\nclear graphic effects\nswitch costume to (background v)\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nrepeat (2)\n set size to ((0.5) * (size)) %\nend\nhide\n\ndefine display_leader_entry (rank)\nprint (join (join (rank) [. ]) (item (((rank) * (2)) - (1)) of [~leaderboard v])) [-135] ((-25) * ((rank) - (1))) [80] [200] [25]\nprint (item ((rank) * (2)) of [~leaderboard v]) [55] ((-25) * ((rank) - (1))) [80] [200] [200]\n\ndefine print (text) (lx) (ly) (size) (color) (rx)\nset size to (size) %\nset [brightness v] effect to (color)\ngo to x: (lx) y: (ly)\nset [~char v] to [0]\nrepeat (length of (text))\n change [~char v] by (1)\n if <(x position) < (rx)> then\n switch costume to (space v)\n switch costume to (letter (~char) of (text))\n stamp\n if <(costume [name v]) = [space]> then\n change x by (6)\n else\n repeat until <not <touching color (#ffffff)?>>\n change x by (1)\n end\n change x by (1)\n end\n else\n switch costume to (. v)\n repeat (3)\n stamp\n repeat until <not <touching color (#ffffff)?>>\n change x by (1)\n end\n change x by (1)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [level_select v]\nupdate_leaderboard (username) (@score)\n\nbroadcast (leaderboard v) and wait\n\nset [@score v] to [10000000]\n\n@parallax\n\nwhen flag clicked\ninit\n\nwhen I receive [tick v]\nif <(~col_ID) > [0]> then\n set x to (((=panel_width) * ((~col_ID) - (1))) - ((((=level_width_px) - (=panel_width)) / ((=map_width_px) + (=panel_width))) * ((@camera x) - (item (((@curr_level) * (2)) - (1)) of [level spawns v]))))\n set y to ((0) - (((=level_height_px) / (=map_height_px)) * ((@camera y) - (item ((@curr_level) * (2)) of [level spawns v]))))\nend\n\nwhen I receive [start level v]\nif <(~col_ID) > [0]> then\n switch costume to (join [level] (@curr_level))\n show\n go to [back v] layer\nelse\n stop [other scripts in sprite v]\n hide\nend\n\ndefine init\nhide\nswitch costume to (level1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [~col_id v] to [0]\nrepeat (2)\n change [~col_id v] by (1)\n create clone of (_myself_ v)\nend\nset [~col_id v] to [0]\n\nwhen I receive [title v]\ntitle_visuals\n\nwhen I receive [level_select v]\ntitle_visuals\n\ndefine title_visuals\nif <(~col_ID) > [0]> then\n hide\nelse\n switch costume to (cat_wallpaper v)\n show\n go to [back v] layer\n forever\n turn right (5) degrees\n go to x: (([cos v] of (direction) ) * (5)) y: (([sin v] of (direction) ) * (5))\n end\nend\n\nwhen I receive [leaderboard v]\nstop [other scripts in sprite v]\nhide\n\n@objects\n\nwhen flag clicked\ninit\n\nwhen I receive [start level v]\nif <(~ID) > [0]> then\n reset\n show\n go to [front v] layer\nend\n\ndefine scroll\nif <<<((~x) - (@camera x)) > [-260]> and <((~x) - (@camera x)) < [260]>> and <<((~y) - (@camera y)) > [-200]> and <((~y) - (@camera y)) < [200]>>> then\n update_pos (x position) (y position) (costume [name v])\nend\ngo to x: ((~x) - (@camera x)) y: ((~y) - (@camera y))\nif <<(round ((~x) - (@camera x))) = (round (x position))> and <(round ((~y) - (@camera y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(~ID) > [0]> then\n scroll\nend\n\nwhen I start as a clone\nreset\n\ndefine init\nset rotation style [all around v]\npoint in direction (90)\nhide\nset size to (100) %\nshow list [~locations v]\nset [~hanging? v] to [0]\nset [~pushable? v] to [0]\nset [~id v] to [0]\nset [~force.gravity v] to [-1.1]\nset [~force.friction v] to [0.5]\nset [~vel_x v] to [0]\nset [~vel_y v] to [0]\nset [~x v] to [0]\nset [~y v] to [0]\ndelete all of [~locations v]\nadd location | x: [477] y: [859] hanging? [1] pushable? [0] costume: [log]\nadd location | x: [950] y: [859] hanging? [1] pushable? [0] costume: [log]\nadd location | x: [426] y: [1663] hanging? [1] pushable? [0] costume: [flowerpot]\nadd location | x: [505] y: [1663] hanging? [1] pushable? [0] costume: [flowerpot]\n\ndefine add location | x: (x) y: (y) hanging? (h) pushable? (p) costume: (c)\nset [~id v] to ((length of [~locations v]) + (1))\nadd (x) to [~locations v]\nadd (y) to [~locations v]\nadd (h) to [~locations v]\nadd (p) to [~locations v]\nswitch costume to (c)\ncreate clone of (_myself_ v)\nset [~id v] to [0]\n\nwhen I receive [title v]\nif <(~ID) > [0]> then\n stop [other scripts in sprite v]\n hide\nend\n\ndefine update_pos (abs_x) (abs_y) (costume)\nif <(~hanging?) = [0]> then\n switch costume to (join [hitbox_] (costume))\n check_vertical_collision (y position)\n if <(~pushable?) = [1]> then\n check_horizontal_collision (x position)\n end\n switch costume to (costume)\nend\n\nwhen I receive [player action v]\nif <<(~ID) > [0]> and <(distance to [player hitbox v]) < [70]>> then\n wait until <(@game state) = [attack]>\n set [~hanging? v] to [0]\nend\n\ndefine check_vertical_collision (abs_y)\nchange [~vel_y v] by (~FORCE.gravity)\nchange y by (~vel_y)\nrepeat until <not <touching (level hitbox v)?>>\n change y by (1)\n set [~vel_y v] to [0]\nend\nchange [~y v] by ((y position) - (abs_y))\n\ndefine check_horizontal_collision (abs_x)\nset [~vel_x v] to ((~vel_x) * (~FORCE.friction))\nchange x by (4)\nif <<touching (level hitbox v)?> or <touching (player hitbox v)?>> then\n change [~vel_x v] by (-4)\n if <(~vel_x) < [-4]> then\n set [~vel_x v] to [-4]\n end\nend\nset x to (abs_x)\nchange x by (-4)\nif <<touching (level hitbox v)?> or <touching (player hitbox v)?>> then\n change [~vel_x v] by (4)\n if <(~vel_x) > [4]> then\n set [~vel_x v] to [4]\n end\nend\nset x to (abs_x)\nchange x by (~vel_x)\nchange [~x v] by ((x position) - (abs_x))\nturn right ((x position) - (abs_x)) degrees\n\nwhen I receive [change game state v]\nif <(@game state) = [respawn]> then\n reset\nend\n\nwhen I receive [level_select v]\nif <(~ID) > [0]> then\n stop [other scripts in sprite v]\n hide\nend\n\ndefine reset\nset [~x v] to (item (~ID) of [~locations v])\nset [~y v] to (item ((~ID) + (1)) of [~locations v])\nset [~hanging? v] to (item ((~ID) + (2)) of [~locations v])\nset [~pushable? v] to (item ((~ID) + (3)) of [~locations v])\nset [~vel_y v] to [0]\n\n@logo3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (backdrop1 v)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nset [_cloneid v] to [0]\nrepeat (2)\n change [_cloneid v] by (1)\n create clone of (_myself_ v)\nend\nwait (3.5) seconds\nfade [-1] [10]\nhide\nbroadcast (title v)\n\nwhen I receive [end logo v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(_cloneID) = [1]> then\n switch costume to (costume1 v)\n fade in and out [0] [1.8]\nelse\n switch costume to (costume2 v)\n fade in and out [0.5] [0.8]\nend\n\ndefine fade in and out (delay) (pause)\nset [ghost v] effect to (100)\nwait (delay) seconds\nfade [1] [5]\nwait (pause) seconds\nfade [-1] [5]\ndelete this clone\n\ndefine fade (in\(1\)/out\(-1\)) (speed)\nrepeat ((100) / (speed))\n change [ghost v] effect by (((0) - (in\(1\)/out\(-1\))) * (speed))\nend\n\n | Use your Ninja Skills™ to help Ninja dog find delicious Bones to eat! Play in full screen!\n\nCONTROLS:\nWASD / arrow keys - move, jump, and climb walls!\nSPACE - interact or attack.\nR - reset to last checkpoint\nM - return to main menu |
Explorer ll A Scrolling Platformer | @Stage\n\n@Player\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 (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\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 [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (30) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x 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 [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [5761]> then\n set [scroll x v] to [5761]\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) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (spikes v)?> then\n set [exit v] to [Die]\n start sound [Break Brick v]\nend\nif <touching (trampolines v)?> then\n set [speed y v] to [22]\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 [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (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 if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\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 (3)\n hide\n wait (0.01) seconds\n show\n wait (0.01) seconds\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 (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen I start as a clone\nclear graphic effects\nshow\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nforever\n play sound [OMFG - Wash Your Hands v] until done\nend\n\nplay sound [music \(1\) v] until done\n\nwhen I receive [start v]\nswitch costume to (trail v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nwait (0.5) seconds\nTalk [Welcome to Explorer ll A Scrolling Platformer!] [2]\nTalk [You are a well-known explorer..] [2]\nTalk [Your boss has promised that if you find the diamond...] [2]\nTalk [You will become a billionaire...] [2]\nTalk [Travel through rough terrain in search of the diamond!] [2]\n\nhide\n\nwhen I receive [backward v]\nchange [costume v] by (-1)\nswitch costume to <(costume) = [-1]>\nchange [color v] effect by (-25)\n\nwhen I receive [forward v]\nchange [costume v] by (1)\nnext costume\nchange [color v] effect by (25)\n\nwhen flag clicked\n\nshow\n\ngo to x: (-5) y: (-84)\n\nwhen flag clicked\nbroadcast (START v)\n\ndefine Talk (input) (wait...)\nset [number v] to [0]\nset [hold v] to []\nrepeat (length of (input))\n set [hold v] to (join (hold) (letter (number) of (input)))\n say (hold)\n change [number v] by (1)\nend\nsay (input) for (wait...) seconds\n\nwhen flag clicked\n\nforever\n if <touching (diamond!!!! :\) v)?> then\nend\n\nbroadcast (nexxxxtttttttt v) and wait\n\n@Spikes\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 [setip 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: [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]\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]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\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: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\nClone at x: [0] y: [-360]\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\nwhen flag clicked\nhide\n\n@Trampolines\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 [setip 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: [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]\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]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\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: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [-360]\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\nwhen flag clicked\nhide\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 [setip 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 switch backdrop to (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 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]\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]\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]\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]\nend\n\nClone at x: [0] y: [-360]\nClone at x: [480] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [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: [1663] y: [557]\n\nwhen flag clicked\nhide\n\n@Backround\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nhide\n\n@Diamond!!!! :)\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 [setip 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: [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]\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]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\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: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [0] y: [360]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\nClone at x: [0] y: [-360]\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)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\n\npoint in direction (90)\n\nrepeat (20)\n change y by (1)\nend\nrepeat (20)\n change y by (-1)\nend\n\nchange [color v] effect by (25)\n\nforever\n\nshow\n\n@Nextus\n\nwhen flag clicked\nhide\n\nwhen I receive [nexxxxtttttttt v]\ngo to [front v] layer\nset [funky v] to [0]\nshow\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nrepeat (25)\n change x by (-10)\nend\nbroadcast (bext v)\nwait until <(funky) = [1]>\nbroadcast (coolieu v)\nrepeat (25)\n change x by (10)\nend\nset [end v] to [1]\nhide\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (0) y: (0)\nrepeat (25)\n change x by (10)\nend\nwait until <(funky) = [1]>\nrepeat (25)\n change x by (-10)\nend\ndelete this clone\n\nbroadcast (nexxxxtttttttt v)\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\n\n | ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ ɴᴇᴡᴇꜱᴛ ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ: ᴇxᴘʟᴏʀᴇʀ ᴀ ꜱᴄʀᴏʟʟɪɴɢ ᴘʟᴀᴛᴏꜰᴏʀᴍᴇʀ...\nʏᴏᴜ ᴀʀᴇ ᴀ ᴡᴇʟʟ ᴋɴᴏᴡɴ ᴇxᴘʟᴏʀᴇʀ.. ʏᴏᴜʀ ʙᴏꜱꜱ ʜᴀꜱ ᴘʀᴏᴍɪꜱᴇᴅ ʏᴏᴜ ᴛʜᴀᴛ ʏᴏᴜ ᴡɪʟʟ ʙᴇᴄᴏᴍᴇ ᴀ ʙɪʟʟɪᴏɴᴀɪʀᴇ ɪꜰ ʏᴏᴜ ꜰɪɴᴅ ᴛʜᴏꜱᴇ ᴅɪᴀᴍᴏɴᴅꜱ ʜᴇ'ꜱ ꜱᴇᴀʀᴄʜɪɴɢ ꜰᴏʀ.. ꜱᴡᴇᴇᴘ ᴛʜʀᴏᴜɢʜ ᴅᴀɴɢᴇʀᴏᴜꜱ ᴛᴇʀʀᴀɪɴ.. ᴀʀᴇ ʏᴏᴜ ʀᴇᴀᴅʏ ꜰᴏʀ ᴛʜɪꜱ ᴄʜᴀʟʟᴇɴɢᴇ? |
Colors || a platformer [1] | @Stage\n\nwhen I receive [intro finished v]\n\nforever\n if <(Lev) = [1]> then\n if <(Lev) = [20]> then\n if <(Lev) = [40]> then\nend\n\nwhen flag clicked\nswitch backdrop to (blue sky v)\n\n@persona\n\nwhen flag clicked\nhide\nhide variable [lev v]\n\nwhen flag clicked\nset [intro finished v] to [no]\nbroadcast (Player to x -200 y 0 v) and wait\nset [lev v] to [1]\n[0] x\n\nwhen I receive [player to x -200 y 0 v]\ngo to x: (-200) y: (0)\n\ndefine (x) x\nif <(Intro finished) = [yes]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (x)\n set [right or left arrow pressed -> <- v] to [right arrow]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((x) * (-1))\n set [right or left arrow pressed -> <- v] to [left arrow]\n end\n set [x v] to ((X) * (0.7))\n change x by (X)\n if <touching (ground v)?> then\n set [slope v] to [0]\n repeat until <<(Slope) = [32]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (4)\n end\n if <touching (ground v)?> then\n change y by (((Slope) * (-1)) * (0.25))\n repeat ([abs v] of (X) )\n if <touching (ground v)?> then\n change x by (([abs v] of (X) ) / ((X) * (-1)))\n end\n end\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (ground v)?> then\n repeat ([abs v] of (Y) )\n if <touching (ground v)?> then\n change y by (([abs v] of (Y) ) / ((Y) * (-1)))\n end\n end\n if <<(([abs v] of (Y) ) / (Y)) = [-1]> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n else\n change [y v] by (-1)\n end\nelse\n set [y v] to [0]\nend\n\nwhen I receive [intro finished v]\nshow\nhide variable [lev v]\nbroadcast (Player to x -200 y 0 v) and wait\nforever\n [2.6] x\nend\n\nwhen I receive [intro finished v]\nswitch costume to (persona yellow v)\nforever\n if <(Lev) = [1]> then\n switch costume to (persona yellow v)\n end\n if <(Lev) = [22]> then\n switch costume to (persona green v)\n end\n if <(Lev) = [41]> then\n switch costume to (persona pink v)\n end\n if <(Lev) > [41]> then\n go to [back v] layer\n hide\n end\nend\n\nwhen I receive [intro finished v]\nwait (1) seconds\nforever\n if <key (n v) pressed?> then\n if <not <<<(Lev) = [19]> or <(Lev) = [20]>> or <<(Lev) = [39]> or <(Lev) = [40]>>>> then\n broadcast (Player to x -200 y 0 v) and wait\n change [lev v] by (1)\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <touching (boiing v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <[235] < (x position)> then\n if <not <(Lev) = [20]>> then\n change [lev v] by (1)\n broadcast (Player to x -200 y 0 v) and wait\n else\n if <(ball) = [hide]> then\n change [lev v] by (1)\n broadcast (Player to x -200 y 0 v) and wait\n end\n end\n end\n if <touching (spickle v)?> then\n broadcast (Player to x -200 y 0 v) and wait\n end\n if <(y position) < [-179]> then\n broadcast (Player to x -200 y 0 v) and wait\n end\nend\n\nwhen I receive [intro finished v]\nset [intro finished v] to [yes]\n\nforever\n if <(Lev) > [41]> then\n go to [back v] layer\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [lev v] to [1]\nstop all sounds\nforever\n if <(Lev) < [20]> then\n play sound [Vexento - Lights v] until done\n else\n if <(Lev) < [42]> then\n play sound [Vexento - Pixel Party v] until done\n else\n play sound [Awesome SONG v] until done\n end\n end\nend\n\nwhen flag clicked\nwait until <(Lev) = [20]>\nrepeat (50)\n change volume by (-2)\n wait (0.01) seconds\nend\nwait (0.05) seconds\nstop all sounds\nset volume to (100) %\nwait until <(Lev) = [42]>\nhide variable [lev v]\nrepeat (20)\n change volume by (-5)\n wait (0.01) seconds\nend\nwait (0.05) seconds\nstop all sounds\nset volume to (100) %\n\n@ground\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nshow\nrepeat until <(Lev) > [41]>\n switch costume to (Lev)\nend\ngo to [back v] layer\nhide\nhide variable [lev v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@spickle\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [intro finished v]\nshow\nrepeat until <(Lev) > [41]>\n switch costume to (Lev)\nend\ngo to [back v] layer\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nset [lev v] to [30]\n\n@Intro\n\nwhen I start as a clone\nset [size variable v] to [0]\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\ngo to x: (0) y: (0)\nset size to (2) %\nclear graphic effects\nif <(costume [number v]) = [12]> then\n go to [front v] layer\nend\nrepeat (35)\n set [size variable v] to (((size variable) * (0.8)) + (((100) - (size)) / (5)))\n change size by (size variable)\nend\nwait (5) seconds\nset [size variable v] to [25]\nrepeat (10)\n change size by (size variable)\n change [ghost v] effect by (10)\n set [size variable v] to (((5) - (size)) / (5))\nend\ndelete this clone\n\nwhen I receive [intro finished v]\ndelete this clone\n\nwhen flag clicked\nset [intro v] to [yes]\nforever\n if <(Intro) = [yes]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n wait (6.8) seconds\n if <(Intro) = [yes]> then\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n wait (6.8) seconds\n if <(Intro) = [yes]> then\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n wait (6.8) seconds\n if <(Intro) = [yes]> then\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n wait (6.8) seconds\n if <(Intro) = [yes]> then\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n wait (6.8) seconds\n if <(Intro) = [yes]> then\n switch costume to (costume6 v)\n create clone of (_myself_ v)\n wait (6.8) seconds\n broadcast (Intro finished v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (n v) pressed?> then\n set [intro v] to [no]\n broadcast (Intro finished v) and wait\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Intro) = [no]> then\n forever\n hide\n end\n end\nend\n\nhide\n\n@boiing\n\nwhen I receive [intro finished v]\nforever\n set y to (0)\n if <touching (persona v)?> then\n change y by (-10)\n repeat (10)\n change y by (1)\n end\n set y to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<<(Lev) = [8]> or <(Lev) = [9]>> or <<(Lev) = [10]> or <(Lev) = [15]>>> or <(Lev) = [27]>> or <(Lev) = [33]>> or <(Lev) = [35]>> then\n if <(Lev) = [8]> then\n show\n switch costume to (1boing v)\n end\n if <(Lev) = [9]> then\n show\n switch costume to (2boing v)\n end\n if <(Lev) = [10]> then\n show\n switch costume to (3boing v)\n end\n if <(Lev) = [15]> then\n show\n switch costume to (4boing v)\n end\n if <(Lev) = [27]> then\n show\n switch costume to (5boing v)\n end\n if <(Lev) = [33]> then\n show\n switch costume to (6boing v)\n end\n if <(Lev) = [35]> then\n show\n switch costume to (7boing v)\n end\n else\n hide\n go to [back v] layer\n end\nend\n\n@Balls\n\nwhen flag clicked\nset [ball v] to [hide]\ngo to x: (0) y: (-80)\nset size to (100) %\ngo to [back v] layer\nhide\n\nwhen I receive [intro finished v]\nset [ball v] to [hide]\nset size to (100) %\nforever\n if <<(Lev) = [20]> or <(Lev) = [40]>> then\n set size to (((sin) * (0.7)) + (100)) %\n set y to ((-70) + (([sin v] of (2*) ) * (10)))\n if <<(Lev) = [20]> or <(Lev) = [40]>> then\n if <(Lev) = [20]> then\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (2) layers\n if <touching (persona v)?> then\n set [ball v] to [hide]\n hide\n create clone of (_myself_ v)\n end\n if <(Lev) = [40]> then\n switch costume to (costume2 v)\n go to [front v] layer\n go [backward v] (2) layers\n if <touching (persona v)?> then\n set [ball v] to [hide]\n hide\n create clone of (_myself_ v)\n broadcast (lazer v)\n end\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Lev) = [20]> then\n show\n set size to (50) %\n go to [front v] layer\n switch costume to (costume1 v)\n glide (1) secs to x: (210) y: (150)\n forever\n if <touching (persona v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (35)\n forever\n set size to ((([sin v] of (2*) ) * (8)) + (50)) %\n end\n end\n end\nelse\n if <(Lev) = [40]> then\n show\n set size to (50) %\n go to [front v] layer\n switch costume to (costume2 v)\n glide (1) secs to x: (170) y: (150)\n forever\n if <touching (persona v)?> then\n set [ghost v] effect to (70)\n else\n set [ghost v] effect to (35)\n forever\n set size to ((([sin v] of (2*) ) * (8)) + (50)) %\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Lev) = [20]>\n set [ball v] to [show]\n switch costume to (costume1 v)\n wait until <(Lev) = [40]>\n set [ball v] to [show]\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nforever\n change [5* v] by (5)\n change [8* v] by (8)\n change [2* v] by (2)\n set [sin v] to (([sin v] of (8*) ) * (20))\nend\n\nwhen flag clicked\nforever\n if <(ball) = [show]> then\n show\n end\n if <(ball) = [hide]> then\n hide\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <touching (persona v)?> then\n set [ball v] to [hide]\n hide\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Lev) > [41]> then\n delete this clone\n end\nend\n\n@boss1\n\nwhen I start as a clone\nshow\nswitch costume to (boss attack v)\ngo to [back v] layer\ngo to x: (250) y: (pick random (-105) to (160))\nrepeat until <<(x position) < [-225]> or <(Lev) < [19]>>\n if <(Lev) < [19]> then\n delete this clone\n else\n move (-10) steps\n end\nend\ndelete this clone\n\nwhen I receive [intro finished v]\nwait until <(Lev) = [19]>\ngo to x: (175) y: (125)\nrepeat until <(Lev) < [19]>\n if <(Lev) = [19]> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n else\n stop [this script v]\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <touching (persona v)?> then\n broadcast (Player to x -200 y 0 v) and wait\n end\n if <(Lev) = [19]> then\n switch costume to (boss v)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (persona v)?> then\n broadcast (Player to x -200 y 0 v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Lev) < [19]> then\n delete this clone\n end\nend\n\n@boss2\n\nwhen I start as a clone\nshow\nswitch costume to (spikelay v)\ngo to [back v] layer\ngo to x: (boss x position) y: (boss y position)\nrepeat until <<(x position) < [-225]> or <(Lev) < [39]>>\n if <(Lev) < [39]> then\n delete this clone\n else\n point towards (persona v)\n if <[-100] > (x position)> then\n move (2) steps\n end\n if <<[0] > (x position)> and <not <[-100] > (x position)>>> then\n move (3.25) steps\n end\n if <(x position) > [0]> then\n move (4.25) steps\n end\n if <<(x position) > [100]> and <not <[99] > (x position)>>> then\n move (5.4) steps\n end\n end\nend\ndelete this clone\n\nwhen I receive [intro finished v]\nwait until <(Lev) = [39]>\ngo to x: (107) y: (69)\nshow\nswitch costume to (boass v)\npoint in direction (90)\nrepeat until <(Lev) < [39]>\n if <(Lev) = [39]> then\n create clone of (_myself_ v)\n wait (1.5) seconds\n else\n stop [this script v]\n end\nend\n\nwhen I receive [intro finished v]\nforever\n if <touching (persona v)?> then\n broadcast (Player to x -200 y 0 v) and wait\n end\n if <(Lev) = [39]> then\n switch costume to (boass v)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <touching (persona v)?> then\n broadcast (Player to x -200 y 0 v)\n delete this clone\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n set [boss x position v] to (x position)\n set [boss y position v] to (y position)\nend\n\nwhen I start as a clone\nforever\n if <(Lev) < [39]> then\n delete this clone\n end\nend\n\n@ligiht\n\nwhen flag clicked\nrepeat (10)\n set [ball v] to [hide]\nend\nrepeat until <(Lev) = [20]>\n hide\nend\nwait until <(ball) = [show]>\nwait until <(ball) = [hide]>\nrepeat until <(Lev) = [22]>\n show\n go to (persona v)\nend\nrepeat until <(Lev) = [42]>\n if <key (space v) pressed?> then\n show\n go to (persona v)\n else\n hide\n end\nend\nstop [this script v]\n\n@ShOioty bawl\n\nwhen I start as a clone\nshow\ngo to (persona v)\nif <(right or left arrow pressed -> <-) = [right arrow]> then\n repeat until <(x position) > [230]>\n move (12) steps\n end\n delete this clone\nend\nif <(right or left arrow pressed -> <-) = [left arrow]> then\n repeat until <(x position) < [-230]>\n move (-12) steps\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen flag clicked\nhide\nwait until <(Lev) = [40]>\nwait until <(ball) = [show]>\nwait until <(ball) = [hide]>\nforever\n if <key (f v) pressed?> then\n create clone of (_myself_ v)\n wait (0.4) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(Lev) < [41]> then\n switch costume to (pwink bawly v)\n end\n if <(Lev) > [41]> then\n switch costume to (pwink bawly v)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (emeny v)?> then\n broadcast (emeny ded v)\n delete this clone\n end\nend\n\n@emeny\n\nwhen I receive [intro finished v]\nhide\nwait until <(Lev) = [41]>\nshow\ngo to x: (168) y: (-89)\nrepeat until <(Lev) = [42]>\n repeat (75)\n move (-5) steps\n end\n repeat (75)\n move (5) steps\n end\nend\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nwait until <(Lev) = [41]>\nrepeat until <(Lev) = [42]>\n if <touching (persona v)?> then\n broadcast (Player to x -200 y 0 v)\n end\nend\n\nwhen I receive [emeny ded v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [intro finished v]\nhide\nwait until <(Lev) = [42]>\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@emd skreen\n\nwhen flag clicked\nhide\nrepeat until <(Lev) > [41]>\n hide\nend\nshow\n\nwhen I receive [intro finished v]\nhide\nrepeat until <(Lev) > [41]>\n hide\nend\nshow\n\nhide\nshow variable [lev v]\n\nwhen I receive [intro finished v]\n\nhide\n\nrepeat until <[-1] > (Lev)>\n show\n hide variable [lev v]\nend\n\n@LoFavLow\n\nwhen flag clicked\npoint in direction (90)\nshow variable [lev v]\nhide\nrepeat until <(Lev) > [41]>\n hide\nend\nshow\npoint in direction (90)\nhide variable [lev v]\nforever\n point in direction ((([sin v] of ((8*) * (1.5)) ) * (10)) + (90))\nend\n\n@thoenail\n\nwhen flag clicked\nhide\n\nwhen I receive [intro finished v]\nhide\n\nhide\ngo to [back v] layer\nshow variable [lev v]\n\nshow\ngo to [front v] layer\nhide variable [lev v]\n\n@counter - levels\n\nwhen flag clicked\nset [-idclone v] to [0]\nhide\n\nwhen I start as a clone\nset size to (50) %\ngo to [front v] layer\nshow\nclear graphic effects\nset [brightness v] effect to (-100)\nset y to (-157)\npoint in direction (90)\n\ndefine gen clones\nrepeat (10)\n change [-idclone v] by (1)\n create clone of (_myself_ v)\nend\nset [-idclone v] to [man]\n\nwhen I receive [intro finished v]\ngen clones\nforever\n broadcast (Tick v)\nend\n\nwhen I start as a clone\n\nwhen I receive [tick v]\nif <not <(-idClone) = [man]>> then\n if <((length of (Lev)) + (1)) > (-idClone)> then\n show\n switch costume to (letter (-idClone) of (Lev))\n set x to ((-240) + ((-idClone) * (20)))\n set y to ((160) + ([sin v] of ((timer) * (1000)) ))\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (9)))\n set [brightness v] effect to (-100)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n hide variable [lev v]\nend\n\n | ➠ Arrow keys to move\n➠ N to skip\n➠ Space for light ➠ Unlocked at lvl 20\n➠ F to shoot ➠ Unlocked at lvl 40\nPart 2: https://scratch.mit.edu/projects/551098381/\nPart 3: https://scratch.mit.edu/projects/551205351/\nPlease report any bugs or improvements. Thank you! Have fun!\nAlso ❤️ and ⭐ this took me many months to make.\nMake sure to follow so you know when I release the sequel and any other games! |
Wings of Fire Game Escape the Summer Palace! A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (summer palace on fire v)\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Spectre \[NCS Release\] v] until done\nend\n\nwhen I receive [summer burn v]\nswitch backdrop to (dragons on fire v) and wait\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n@Text\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\nclear graphic effects\nwait until <key (space v) pressed?>\nFade out\nwait until <key (space v) pressed?>\nswitch costume to (2 v)\nFade in\nbroadcast (summer burn v)\nwait until <key (space v) pressed?>\nFade out\nwait until <key (space v) pressed?>\nswitch costume to (3 v)\nFade in\nwait until <key (space v) pressed?>\nswitch costume to (4 v)\nwait (1) seconds\nswitch costume to (5 v)\nwait (1) seconds\nswitch costume to (6 v)\nwait (1) seconds\nswitch costume to (7 v)\nwait (1) seconds\nbroadcast (Start v)\nFade out\nhide\n\ndefine Fade in\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\n\ndefine Fade out\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\n@Player2\n\nwhen backdrop switches to [1 v]\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nshow\ngo to x: (-204) y: (-70)\nset [dead? v] to [0]\nforever\n go to [front v] layer\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n if <touching color (#00a0ff)?> then\n set [xvel v] to [18]\n set [yvel v] to [2]\n end\n if <touching color (#00ffba)?> then\n set [yvel v] to [14]\n end\n if <<key (space v) pressed?> or <<(y position) < [-160]> or <touching color (#15d33d)?>>> then\n set [dead? v] to [1]\n set [xvel v] to [0]\n set [yvel v] to [0]\n point in direction (-90)\n go to x: (-204) y: (-70)\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n set [dead? v] to [0]\n show\n end\n if <key (right arrow v) pressed?> then\n point in direction (-90)\n change [xvel v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n point in direction (90)\n change [xvel v] by (-0.8)\n end\n change x by (Xvel)\n if <touching color (#19d8ff)?> then\n change y by (2)\n if <touching color (#19d8ff)?> then\n change y by (2)\n if <touching color (#19d8ff)?> then\n change y by (2)\n if <touching color (#19d8ff)?> then\n change y by (1)\n if <touching color (#19d8ff)?> then\n change y by (1)\n if <touching color (#19d8ff)?> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yvel)\n if <touching color (#19d8ff)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <touching color (#19d8ff)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [10]\n end\n end\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\n if <(x position) > [234]> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-204) y: (-70)\n end\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\nrepeat until <(backdrop [name v]) = [end2]>\n if <key (s v) pressed?> then\n next backdrop\n go to x: (-204) y: (-70)\n point in direction (-90)\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nset [color v] effect to (-20)\nset rotation style [left-right v]\nset size to (35) %\npoint in direction (-90)\nswitch costume to (rainwing side walking sprite2 v)\nhide\n\n | Arrow keys to move.\nPress s to skip\nPress space to restart\nGreen-Dragonflame cactus seed pods (Which is bad)\nAqua green-Bouncy boubbles (Bouncy)\nDark blue-Current (Blows you to the right)\nGoal: Escape the Summer Palace for dear life.\nBonus: Do you want to have an adventure in Jade Mountain Acdemy? Click this link: https://scratch.mit.edu/projects/383314660\nHave you ever wondered what would happen if you wrote a letter to Moonwatcher? Click this link!!!\nhttps://scratch.mit.edu/projects/393783356\nHow about writing a letter to Peril? Click this:\nhttps://scratch.mit.edu/projects/395105696\nDo YOU think you'll survive in Scarlet's arena. Want to find out? Click here!\nhttps://scratch.mit.edu/projects/394148304/\nProtect Queen Glory! This is a platformer too!\nhttps://scratch.mit.edu/projects/396253125/ |
A Non-Generic Platformer | @Stage\n\n@why are\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [veloocity v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [veloocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [veloocity v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(veloocity) = [0]>> then\n wait (0) seconds\n change [veloocity v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n move (veloocity) steps\nend\n\nwhen flag clicked\nforever\n if <[10] < (veloocity)> then\n set [veloocity v] to [10]\n end\nend\n\nwhen flag clicked\ngo to x: (-200) y: (-105)\nset [jump v] to [yes]\nset [y vello v] to [0]\nforever\n change y by (y vello)\n change [y vello v] by (-1)\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-105]> then\n set y to (-105)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <<key (up arrow v) pressed?> and <(Jump) = [yes]>> then\n set [jump v] to [no]\n set [my variable v] to [15]\n set [y vello v] to [0]\n repeat (30)\n set [y vello v] to (my variable)\n change [my variable v] by (-1)\n end\n set [jump v] to [yes]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [218]> then\n broadcast (message1 v)\n set x to (-99999)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <touching color (#ff0000)?> then\n broadcast (commit die v)\n switch costume to (costume2 v)\n end\nend\n\nhide\n\n@you here\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [message1 v]\nif <not <(costume [number v]) = [21]>> then\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n wait until <touching (why are v)?>\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n repeat (999999999999999999)\n change y by (-1)\n end\n end\nend\n\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\n\n | What? You thought the title would be ______- A Platformer?\nI told you, this is unique.\n( ͡° ͜ʖ ͡°)\nNote: This project isn’t meant to target generic platformers, it’s just a joke that you all seem to like for some reason. |
Fire Castle || A Scrolling Platformer | @Stage\n\nwhen flag clicked\nset [brightness v] effect to (15)\nforever\n play sound [Super Mario Song v] until done\nend\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: 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 [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [0]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nset rotation style [don't rotate v]\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n point in direction (-90)\n change [sx v] by (-2.2)\nend\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 [sx v] by (2.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\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 [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nset [add v] to (join [apple ] (join [ ] (join [/] (join [ ] [banana]))))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\nif <touching (trampolines v)?> then\n set [sy v] to [35]\nend\n\ndefine Game On\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (40) %\nset [ghost v] effect to (0)\nshow\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 portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-0.5)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nbroadcast (die v)\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nclear graphic effects\nhide\nwait (0.25) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [-194]\n\nwhen [r v] key pressed\nGame On\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nset [score v] to [0]\nrepeat until <(LEVEL) = [4]>\n wait (1) seconds\n change [score v] by (1)\n go to [front v] layer\nend\nif <(Score) < (☁ HighScore)> then\n set [☁ highscore v] to (Score)\nend\n\nwhen I receive [new start v]\nset [spawn y v] to [0]\nset [spawn x v] to [-194]\n\nwhen I receive [bounce v]\nset [sy v] to [16]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (2 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [360]\n Clone At x: [500] y: [-360]\n Clone At x: [480] y: [0]\nend\nif <(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: [500] y: [360]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go [forward v] (100) layers\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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\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: [360]\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: [360]\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 go to [front v] layer\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 [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [Win]\n set [spawn x v] to [0]\n set [spawn y v] to [0]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [1292] y: [-32]\nelse\n if <(LEVEL) = [2]> then\n Clone At x: [1951] y: [-17]\n else\n if <(LEVEL) = [3]> then\n Clone At x: [1843] y: [131]\n else\n if <(LEVEL) = [4]> then\n Clone At x: [1843] y: [131]\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 [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n@Art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (end v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go to [back v] layer\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 [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nbroadcast (Open Portal v)\n\n@Check Point\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <touching (player v)?> then\n set [spawn x v] to (([x position v] of [player v]) + (SCROLL X))\n set [spawn y v] to (([y position v] of [player v]) + (SCROLL Y))\n set [check point v] to [1]\nend\nif <(Check Point) = [0]> then\n switch costume to (off v)\nelse\n switch costume to (on v)\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (off v)\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [100000] y: [-67]\nelse\n if <(LEVEL) = [2]> then\n Clone At x: [1200] y: [299]\n else\n if <(LEVEL) = [3]> then\n Clone At x: [1100] y: [197]\n else\n if <(LEVEL) = [4]> then\n Clone At x: [1100] y: [197]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n go to [front v] layer\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nwhen I receive [new start v]\nset [check point v] to [0]\n\n@Trampolines\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\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 [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [4]> then\n hide\n delete this clone\n end\nend\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\n@Bug\n\nwhen flag clicked\nhide\nset [☁ bug v] to [0]\nset [no thumb v] to [no]\nforever\n if <(username) = [monster1234funny]> then\n if <key (space v) pressed?> then\n set [☁ bug v] to [1]\n end\n if <key (0 v) pressed?> then\n set [☁ bug v] to [0]\n end\n end\n if <<not <(username) = [monster1234funny]>> and <(☁ Bug) = [1]>> then\n show\n set [no thumb v] to [yes]\n stop [all v]\n end\n go to [front v] layer\nend\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset volume to (100) %\n\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Moving Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\n\nwhen I receive [setup v]\nhide\nswitch costume to (lava spin thing v)\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [404] y: [30] Type: [1] size: [100] enemy a len.: [] enemy a speed: []\n Clone At x: [695] y: [30] Type: [1] size: [100] enemy a len.: [] enemy a speed: []\n Clone At x: [986] y: [30] Type: [1] size: [100] enemy a len.: [] enemy a speed: []\nelse\n if <(LEVEL) = [2]> then\n Clone At x: [959] y: [247] Type: [2] size: [85] enemy a len.: [] enemy a speed: []\n Clone At x: [820] y: [345] Type: [1] size: [70] enemy a len.: [] enemy a speed: []\n else\n if <(LEVEL) = [3]> then\n Clone At x: [82] y: [-94] Type: [3] size: [100] enemy a len.: [] enemy a speed: []\n Clone At x: [462] y: [-94] Type: [3] size: [100] enemy a len.: [] enemy a speed: []\n Clone At x: [1713] y: [265] Type: [4] size: [40] enemy a len.: [75] enemy a speed: [6]\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <(Moving Danger Type) = [3]> then\n set rotation style [all around v]\n switch costume to (movin spikes v)\n point in direction (90)\n go to x: (x) y: (y)\nend\nif <(Moving Danger Type) = [1]> then\n set rotation style [all around v]\n switch costume to (lava spin thing v)\n turn left (3) degrees\nend\nif <(Moving Danger Type) = [2]> then\n set rotation style [all around v]\n switch costume to (saw v)\n point in direction (([sin v] of ((timer) * (100)) ) * (100))\nend\nif <(Moving Danger Type) = [4]> then\n set rotation style [left-right v]\n point in direction (90)\n switch costume to (enemy a v)\nend\nif <<(Moving Danger Type) = [3]> or <(Moving Danger Type) = [4]>> then\n if <<<(y position) > [180]> or <(y position) < [-180]>> or <<(x position) < [-240]> or <(x position) > [240]>>> then\n hide\n else\n show\n end\nelse\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\ngo to [back v] layer\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y) Type: (ty) size: (size) enemy a len.: (enemy a len.) enemy a speed: (enemy a speed)\nset [moving danger type v] to (ty)\nset [enemy a len. v] to (enemy a len.)\nset size to (size) %\nset [enemy a speed v] to (enemy a speed)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n if <(Moving Danger Type) = [3]> then\n Position ((Exit Portal: x) - (SCROLL X)) (((Exit Portal: y) - (SCROLL Y)) + (Moving Y))\n else\n if <(Moving Danger Type) = [4]> then\n Position (((Exit Portal: x) - (SCROLL X)) + (Moving X)) ((Exit Portal: y) - (SCROLL Y))\n else\n Position ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\n end\n end\n if <touching (player v)?> then\n set [exit v] to [die]\n end\nend\n\nwhen I start as a clone\nset [moving y v] to [0]\nforever\n if <(Moving Danger Type) = [3]> then\n repeat (20)\n change [moving y v] by (((4.3) / (2)) * (-1))\n end\n wait (0.5) seconds\n repeat (20)\n change [moving y v] by ((4.3) / (2))\n end\n end\nend\n\nshow\n\nwhen I start as a clone\nset [moving x v] to [0]\nforever\n if <(Moving Danger Type) = [4]> then\n repeat ([abs v] of (Enemy A Len.) )\n change [moving x v] by (([abs v] of (Enemy A Speed) ) * (-1))\n end\n wait (0.5) seconds\n repeat ([abs v] of (Enemy A Len.) )\n change [moving x v] by ([abs v] of (Enemy A Speed) )\n end\n end\nend\n\nwhen I start as a clone\nset [moving x v] to [0]\nforever\n if <<(Moving Danger Type) = [4]> or <(Moving Danger Type) = [5]>> then\n point towards (player v)\n end\nend\n\n@Particle Effect\n\nwhen flag clicked\nset size to (80) %\n\nwhen I start as a clone\nshow\ngo to [front v] layer\neff (pick random (-10) to (10))\n\ndefine eff (x)\nset [-1 v] to [1]\nclear graphic effects\nset [ghost v] effect to (20)\nforever\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I receive [die v]\ngo to (player v)\nchange y by (-20)\nif <touching (_edge_ v)?> then\n set [y v] to [20]\nelse\n set [y v] to [5]\nend\ngo to (player v)\nrepeat (10)\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\nend\n\n | Hi And Welcome To My Newest Scrolling Platformer: \nFire Castle || A Scrolling Platformer\nPart One Of My Castle Series\nLevel 4 Coming Soon\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nLet's Get This Trending!!!!!!\n▶ Advertising Will Be Reported\n▶ Arrow Keys ◈ WASD ◈ Or Tap On Mobile To Move\n▶ If Something Weird Happens Reload The Page \n▶ Watch Out For Spikes , Holes , Enemies , Moving Spikes And Saws\n▶ Get To Check Points (Flags) To Change The Spawn Point\n▶ "R" to Restart Or Go To The Last Checkpoint\n▶ M To Mute / Unmute The Music\n★ ALL LEVELS ARE POSSIBLE \n★★★★★★★★★★Credits★★★★★★★★★★\nKenney.nl \nMusic From Super Mario\nIdea From Super Mario\nThanks To @Griffpatch For His YouTube Tutorial\nThanks To @Plant2 For The Player Art\nEverything Else By Me \n★★★★★★★★★★Game Info★★★★★★★★★★\nOver 45+ Hours Of Work\nOver 856 Code Blocks\n21 Variables\n\n❤️ And ⭐️ By @krishtheking123\n\nRemember To ❤️ And ⭐️\n\nSuggest It To Get Featured Here:\nhttps://scratch.mit.edu/studios/4228481/comments\n\nreport bugs and faults in the comments\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#Castle #Game #Hard #Easy #Platformer #Number #scratch #Fire #Scrolling #Monster #griffpatch #enemy #enemies #trending #trap #traps #mario #idea #master\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\n#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 \n#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 \n |
platformer world | @Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\n\nwhen I receive [メッセージ1 v]\nforever\n play sound [ハナチャンの森 v] until done\nend\n\n@外国向け主人公\n\nwhen I start as a clone\nrepeat (8)\n set [ghost v] effect to (50)\n change size by (-8)\n switch costume to (costume [number v])\nend\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム12]> then\nend\n\nwhen I receive [メッセージ1 v]\nshow\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [xv v] by (1)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (戦いのステージ v)?> then\n change y by (1)\n if <touching (戦いのステージ v)?> then\n change y by (1)\n if <touching (戦いのステージ v)?> then\n change y by (1)\n if <touching (戦いのステージ v)?> then\n change y by (1)\n if <touching (戦いのステージ v)?> then\n change y by (1)\n if <touching (戦いのステージ v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (戦いのステージ v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n start sound [High Whoosh v]\n switch costume to (コスチューム2 v)\n set [yv v] to [15]\n else\n switch costume to (コスチューム1 v)\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (戦いのステージ v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (家ター! v)\n change [背景 v] by (1)\n go to x: (-216) y: (-59)\n end\n if <(y position) < [-170]> then\n start sound [power9 v]\n go to x: (-230) y: (-60)\n end\nend\n\nwhen I receive [メッセージ1 v]\nshow\nforever\n wait (0.025) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [メッセージ1 v]\nswitch backdrop to (背景1 v)\ngo to x: (-201) y: (-50)\n\nwhen I receive [メッセージ1 v]\nforever\n if <key (space v) pressed?> then\n go to x: (-216) y: (-59)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム12]> then\n broadcast (thanks v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <(backdrop [number v]) = [2]> then\n hide\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <touching color (#ff0000)?> then\n start sound [power9 v]\n go to x: (-230) y: (-60)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (大ジャンプ v)?> then\n set [yv v] to [20]\n end\nend\n\nstop [all v]\n\n@@nekopyon様のタイム\n\nwhen flag clicked\nhide variable [☁ ハイスコア v]\nhide\n\ndefine 書く (数字) X (x) Y (y) 大きさ (大きさ) 明るさ (明るさ) 透明度 (透明度) 色 (色)\nset [書けた?2 v] to [0]\nhide\ngo to [front v] layer\ngo to x: (x) y: (y)\nset size to (大きさ) %\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (透明度)\nset [数字の変数 v] to [0]\nrepeat (length of (数字))\n change [数字の変数 v] by (1)\n switch costume to (letter (数字の変数) of (数字))\n create clone of (_myself_ v)\n change x by ((大きさ) / (9.5))\nend\nset [書けた?2 v] to [1]\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\nwait until <(書けた?2) = [1]>\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [消せ! v]\ndelete this clone\n\nwhen I receive [はじめ v]\nタイム測る\n\ndefine タイム測る\n\nwhen I receive [タイマー再開 v]\nstop [other scripts in sprite v]\nbroadcast (消せ! v)\nhide variable [☁ ハイスコア v]\nタイム測る\n\nset [color v] effect to (色)\n\nwhen I receive [メッセージ1 v]\nforever\n repeat until <([costume name v] of [戦いのステージ v]) = [コスチューム12]>\n show\n set [clearまでにかかった時間 v] to [0]\n forever\n 書く (CLEARまでにかかった時間) X [155] Y [144] 大きさ [100] 明るさ [-500] 透明度 [-10000] 色 [❶]\n wait (0.9) seconds\n broadcast (消せ! v)\n change [clearまでにかかった時間 v] by (1)\n end\n end\nend\n\n@@nekopyon様の表記\n\nwhen I receive [メッセージ1 v]\nclear graphic effects\ngo to x: (0) y: (-8)\npoint in direction (90)\nset [ghost v] effect to (100)\nset size to (100) %\nshow\nrepeat (10)\n change [ghost v] effect by (-5)\nend\nrepeat until <(backdrop [number v]) = [12]>\n change [変数 v] by (-0.5)\n set size to (100) %\nend\nrepeat until <(backdrop [number v]) = [12]>\n change [変数 v] by (0.5)\n set size to (100) %\nend\n\nwhen I receive [メッセージ1 v]\nforever\n stop [this script v]\nend\n\nwhen I receive [メッセージ1 v]\nset [変数 v] to [0]\nforever\n repeat (5)\n change [変数 v] by (0.1)\n change y by (1)\n set size to (100) %\n end\n repeat (10)\n change [変数 v] by (-0.1)\n change y by (-1)\n set size to (100) %\n end\n repeat (5)\n change [変数 v] by (0.1)\n change y by (1)\n set size to (100) %\n end\nend\n\n@戦いのステージ\n\nwhen I receive [家ター! v]\nnext costume\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nswitch costume to (コスチューム14 v)\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\n\n@マグマバー\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム4]> then\n show\n end\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム4]>> then\n hide\n end\nend\n\n@とげとげ\n\nwhen flag clicked\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム7]> then\n show\n end\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム7]>> then\n hide\n end\nend\n\n@大ジャンプ\n\nwhen flag clicked\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム9]> then\n show\n end\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム9]>> then\n hide\n end\nend\n\n@大ジャンプの恋人\n\nwhen flag clicked\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム9]> then\n show\n end\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム9]>> then\n hide\n end\nend\n\n@ちょっと何言ってるか分かんない\n\nwhen flag clicked\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム10]> then\n show\n end\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム10]>> then\n hide\n end\nend\n\n@マグマ上り下り\n\nwhen flag clicked\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム10]> then\n show\n go to x: (0) y: (0)\n glide (2) secs to x: (0) y: (-200)\n glide (2) secs to x: (0) y: (200)\n glide (0.5) secs to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム10]>> then\n hide\n end\nend\n\n@最悪のバー1\n\nwhen flag clicked\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム11]> then\n show\n go to x: (0) y: (0)\n glide (0.5) secs to x: (0) y: (-50)\n glide (0.5) secs to x: (0) y: (-250)\n glide (0.5) secs to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム11]>> then\n hide\n end\nend\n\n@最悪のバー2\n\nwhen flag clicked\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム11]> then\n show\n go to x: (0) y: (0)\n glide (0.5) secs to x: (0) y: (-50)\n glide (0.5) secs to x: (0) y: (-250)\n glide (0.5) secs to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム11]>> then\n hide\n end\nend\n\n@最悪のバー❸\n\nwhen flag clicked\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム11]> then\n show\n go to x: (0) y: (0)\n glide (0.5) secs to x: (0) y: (-50)\n glide (0.5) secs to x: (0) y: (-250)\n glide (0.5) secs to x: (0) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム11]>> then\n hide\n end\nend\n\n@有難うございます!\n\nwhen flag clicked\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム12]> then\n show\n end\n if <not <([costume name v] of [戦いのステージ v]) = [コスチューム12]>> then\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (500) y: (400)\nclear graphic effects\nshow\nforever\n switch costume to (コスチューム1 v)\n glide (1) secs to x: (‐40) y: (50)\n forever\n if <<(y position) = [50]> and <(x position) = [0]>> then\n switch costume to (コスチューム3 v)\n go to x: (0) y: (50)\n start sound [爆発2 v]\n wait (1) seconds\n forever\n switch costume to (コスチューム2 v)\n go to x: (0) y: (50)\n end\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\nwait (2) seconds\ngo to x: (500) y: (400)\nclear graphic effects\nshow\nforever\n switch costume to (コスチューム1 v)\n glide (1) secs to x: (36) y: (28)\n forever\n if <<(x position) = [36]> and <(y position) = [28]>> then\n switch costume to (コスチューム3 v)\n go to x: (36) y: (28)\n start sound [爆発2 v]\n wait (1) seconds\n forever\n switch costume to (コスチューム2 v)\n go to x: (36) y: (28)\n end\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\nwait (4) seconds\ngo to x: (600) y: (500)\nclear graphic effects\nshow\nforever\n switch costume to (コスチューム1 v)\n glide (1) secs to x: (36) y: (28)\n forever\n if <<(x position) = [36]> and <(y position) = [28]>> then\n switch costume to (コスチューム2 v)\n go to x: (36) y: (28)\n start sound [爆発2 v]\n wait (1) seconds\n forever\n switch costume to (コスチューム3 v)\n go to x: (36) y: (28)\n end\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト7\n\nwhen flag clicked\nhide\nwait (6) seconds\ngo to x: (10000) y: (500)\nclear graphic effects\nshow\nforever\n switch costume to (コスチューム1 v)\n glide (1) secs to x: (36) y: (28)\n forever\n if <<(x position) = [36]> and <(y position) = [28]>> then\n switch costume to (コスチューム2 v)\n go to x: (36) y: (28)\n start sound [爆発2 v]\n wait (1) seconds\n forever\n switch costume to (コスチューム3 v)\n go to x: (36) y: (28)\n end\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト9\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (メッセージ1 v)\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト2\n\n | 日本語は下にあるよ。☟\n≪English≫\nl l move it with the arrow key.\nl m going to go back to the first stage in space key.\nl d like to have a trend and a heart ,star ,please\nI worked hard to make it\nAnd also ,please follow me.☟\nhttps://scratch.mit.edu/users/karikunn/\nthis is the studio with my work.☟\nhttps://scratch.mit.edu/studios/26650448/\nAnd look at the other pieces.\nlf you have a bug, you can tell me in the comments section\n矢印キーで動かします!\nスペースキーでステージの最初に戻ります。\nバグがあったら言ってください。\nほかの作品も見てね\n流行入りしたいので❤★マークをお願いします((殴\n参照数だけ多い(´;ω;`)\n不快なコメントは削除させていただきます |
Panda! A fact Platformer Mobile Friendly | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nclear graphic effects\nswitch backdrop to (intro v) and wait\nwait (13) seconds\nset [level v] to [1]\nforever\n switch backdrop to (Level)\nend\n\nwhen I receive [new theme v]\nchange [color v] effect by (25)\nwait (60) seconds\nclear graphic effects\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nhide variable [deaths v]\nhide\nwait (13) seconds\nset [level v] to [1]\nset [deaths v] to [0]\nshow variable [deaths v]\nshow\nswitch costume to (pandaicon v)\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....\n Jumping test\nend\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 change [deaths v] by (1)\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 (tramp v)?> then\n set [y v] to [20]\n end\n if <touching color (#2ba16f)?> then\n set [x v] to [20]\n end\n if <touching color (#522ba1)?> then\n set [x v] to [-20]\n end\n if <key (down arrow v) pressed?> then\n switch costume to (pandaicon down v)\n else\n switch costume to (pandaicon v)\n end\nend\n\nif <(username) = [panda-hat]> then\n if <key (s v) pressed?> then\n change [level v] by (1)\n end\nend\n\nwhen [s v] key pressed\nchange [level v] by (1)\nbroadcast (skip disable timer v)\n\ndefine Jumping test\nforever\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 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\nend\n\nwhen I receive [crouch v]\nswitch costume to (pandaicon down v)\n\n@Obstacles\n\nwhen flag clicked\nswitch costume to (intro v)\nwait (13) seconds\nforever\n switch costume to (Level)\nend\n\ngo to (tramp v)\n\ngo to (tramp v)\n\n@TN\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Tramp\n\nwhen flag clicked\nhide\nwait (13) seconds\nshow\nswitch costume to (1 v)\nforever\n switch costume to (Level)\nend\n\n@boosts\n\nwhen flag clicked\nhide\nswitch costume to (start v)\nwait (13) seconds\nshow\nforever\n switch costume to (Level)\nend\n\n@Sound\n\nwhen flag clicked\nwait (13) seconds\nforever\n play sound [pop v] until done\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Intro\n\nwhen flag clicked\nrepeat (200)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (color v)\nshow\ngo to x: (120) y: (40)\nglide (0.5) secs to x: (120) y: (-350)\nchange [color v] effect by (4)\ngo to x: (200) y: (40)\nglide (0.5) secs to x: (200) y: (-350)\nchange [color v] effect by (4)\ngo to x: (280) y: (40)\nglide (0.5) secs to x: (280) y: (-350)\nchange [color v] effect by (4)\ngo to x: (360) y: (40)\nglide (0.5) secs to x: (360) y: (-350)\nchange [color v] effect by (4)\ngo to x: (440) y: (40)\nglide (0.5) secs to x: (440) y: (-350)\nchange [color v] effect by (4)\ngo to x: (520) y: (40)\nglide (0.5) secs to x: (520) y: (-400)\n\nwhen flag clicked\nplay sound [recording1 v] until done\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nwait (5) seconds\ndelete this clone\n\nwhen flag clicked\nwait (9.5) seconds\nswitch costume to (panda v)\nclear graphic effects\ngo to x: (0) y: (0)\nturn right (15) degrees\nwait (0.3) seconds\nturn left (15) degrees\nwait (0.3) seconds\nturn left (15) degrees\nwait (0.3) seconds\nturn right (15) degrees\nwait (0.3) seconds\nset size to (90) %\nwait (0.3) seconds\nset size to (80) %\nwait (0.3) seconds\nset size to (100) %\nwait (0.5) seconds\nhide\n\n@Sparkles\n\nwhen flag clicked\n\nswitch costume to (3 v)\nforever\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nglide (0) secs to x: ((mouse x) + (pick random (1) to (20))) y: ((mouse y) + (pick random (1) to (20)))\nwait (0.2) seconds\ndelete this clone\n\nwhen flag clicked\nforever\n glide (0) secs to (mouse-pointer v)\nend\n\nwhen flag clicked\nchange [ghost v] effect by (50)\nforever\n change [color v] effect by (1)\nend\n\n@Timer\n\nwhen flag clicked\nhide variable [☁ world highscore v]\nhide variable [timer v]\nwait (13) seconds\nshow variable [timer v]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [19]> then\n show variable [☁ world highscore v]\n show variable [☁ least deaths v]\n stop [other scripts in sprite v]\n end\nend\n\nif <(☁ World Highscore) < (Timer)> then\n set [☁ world highscore v] to (Timer)\nend\n\nif <(☁ World Highscore) < (Timer)> then\n set [☁ world highscore v] to (Timer)\nend\n\n@Clooud\n\nwhen flag clicked\nwait (13) seconds\nset [timer v] to [0]\nforever\n if <(backdrop [name v]) = [19]> then\n if <(Timer) < (☁ World Highscore)> then\n set [☁ world highscore v] to (Timer)\n end\n end\nend\n\nwhen I receive [skip disable timer v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [☁ least deaths v]\nwait (13) seconds\nset [deaths v] to [0]\nforever\n if <(backdrop [name v]) = [19]> then\n if <(Deaths) < (☁ Least Deaths)> then\n set [☁ least deaths v] to (Deaths)\n end\n end\nend\n\n@Level\n\nwhen flag clicked\nhide\nwait (13) seconds\nshow\nforever\n switch costume to (Level)\nend\n\n@Crouch Button\n\nwhen flag clicked\ngo to x: (-200) y: (-150)\nset drag mode [draggable v]\npoint in direction (90)\nhide\nwait (12.5) seconds\nshow\ngo to [front v] layer\nforever\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\n repeat (30)\n turn right (1) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Crouch v)\n else\n broadcast (Stop Crouching v)\n end\nend\n\n@Skip Button\n\nwhen flag clicked\nset size to (100) %\nhide\nwait (12.5) seconds\ngo to [front v] layer\nshow\nforever\n repeat (10)\n change size by (1)\n end\n wait (5) seconds\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (skip disable timer v)\n\n | THANKS FOR 113 LOVES!\nEDIT EDIT: Part 2 coming soon!\nLove?\nNew Platformer!\nhttps://scratch.mit.edu/projects/415617059/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nPress "up up down down left right left right b a"\nFor a easter egg |
Pen Platformer | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nerase all\nhide variable [boss hp v]\n\nwhen flag clicked\nforever\n play sound [Jacques Melissa - Tarnished imagination v] until done\nend\n\nplay sound [Halloween Music v] until done\n\n@Blank\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [erase v]\ngo to x: (-206) y: (-110)\n\nwhen I receive [hide for a moment v]\nhide\nwait (1) seconds\ngo to x: (-206) y: (-110)\nshow\n\nwhen flag clicked\nforever\n if <touching color (#00d3ff)?> then\n broadcast (Attack on Boss v)\n stop [this script v]\n end\nend\n\nwhen [up arrow v] key pressed\nforever\n if <touching color (#00d3ff)?> then\n broadcast (Attack on Boss v)\n stop [this script v]\n end\nend\n\nwhen I receive [activate mobile v]\nswitch costume to (costume1 v)\ngo to x: (-206) y: (-110)\nforever\n hide\nend\n\nwhen I receive [activate computer v]\nswitch costume to (costume1 v)\ngo to x: (-206) y: (-110)\nshow\n\nwhen I receive [costumes v]\nnext costume\nnext costume\n\nwhen I receive [activate computer v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (35) %\nclear graphic effects\ngo to x: (-206) y: (-110)\nset [dead? v] to [0]\nforever\n go to [front v] layer\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n if <<(y position) < [-160]> or <<touching color (#ff0000)?> or <touching (lava v)?>>> then\n next costume\n set [dead? v] to [1]\n set [xvel v] to [0]\n set [yvel v] to [0]\n broadcast (burst v)\n wait (0.5) seconds\n clear graphic effects\n point in direction (90)\n go to x: (-206) y: (-110)\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n set [dead? v] to [0]\n switch costume to ((costume [number v]) - (1))\n broadcast (Alive again v)\n end\n if <key (right arrow v) pressed?> then\n change [xvel v] by (0.8)\n end\n if <key (left arrow v) pressed?> then\n change [xvel v] by (-0.8)\n end\n change x by (Xvel)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (2)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (2)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (2)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yvel)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [10]\n end\n end\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\n if <(x position) > [234]> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-206) y: (-110)\n end\nend\n\nwhen I receive [credits v]\nhide\nwait (30) seconds\nshow\n\n@Pen2\n\nwhen flag clicked\nset [ink limit v] to [200]\ngo to [back v] layer\npen up\nset pen size to (10)\nset pen color to (#000000)\nshow\n\nwhen I receive [next level v]\nhide variable [ink limit v]\nset [ink limit v] to [200]\nerase all\nwait (1) seconds\nshow variable [ink limit v]\nrepeat (3)\n set [ink limit v] to [200]\nend\n\nwhen I receive [activate mobile v]\nrepeat (5)\n erase all\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [activate computer v]\nshow\nrepeat (5)\n erase all\nend\n\nwhen I receive [change looks v]\nnext costume\n\nwhen I receive [go start v]\ngo to (mouse-pointer v)\n\nwhen I receive [activate computer v]\nshow variable [ink limit v]\nrepeat (3)\n set [ink limit v] to [200]\nend\n\nwhen I receive [activate mobile v]\nshow variable [ink limit v]\nrepeat (3)\n set [ink limit v] to [200]\nend\n\nwhen flag clicked\nhide variable [ink limit v]\n\nwhen I receive [erase v]\nforever\n if <(Ink Limit) < [0]> then\n pen up\n broadcast (STOP PLZ v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [next level v]\nforever\n if <(Ink Limit) < [0]> then\n pen up\n broadcast (STOP PLZ v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [erase v]\npen up\n\nwhen I receive [next level v]\npen up\n\nwhen I receive [erase v]\nrepeat (3)\n set [ink limit v] to [200]\nend\nerase all\n\nwhen I receive [activate cpen v]\nforever\n if <mouse down?> then\n pen down\n else\n pen up\n end\nend\n\nwhen I receive [activate cpen v]\nforever\n if <mouse down?> then\n change [ink limit v] by (-1)\n end\nend\n\nwhen I receive [activate cpen v]\nforever\n if <(Ink Limit) < [0]> then\n pen up\n broadcast (STOP PLZ v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [pen limit mobile v]\nforever\n if <(Ink Limit) < [0]> then\n pen up\n broadcast (STOP PLZ v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [activate mobile v]\nforever\n hide\n pen up\n stop [other scripts in sprite v]\nend\n\n@Button1\n\nwhen flag clicked\ngo to [front v] layer\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 this sprite clicked\nset [ink limit v] to [150]\nbroadcast (Erase v)\nerase all\n\nwhen I receive [activate computer v]\nshow\n\nwhen I receive [activate mobile v]\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-45) y: (100)\ngo to [back v] layer\nhide\nforever\n repeat (33)\n change y by (-5)\n end\n repeat (33)\n change y by (5)\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (118) y: (100)\ngo to [back v] layer\nhide\nwait (2) seconds\nforever\n repeat (33)\n change y by (-5)\n end\n repeat (33)\n change y by (5)\n end\nend\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Sprite5\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n turn right (2) degrees\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <<touching (sprite24 v)?> or <touching (sprite2 v)?>> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n broadcast (Move up v)\n end\nend\n\nwhen backdrop switches to [backdrop14 v]\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n if <<touching (sprite24 v)?> or <touching (sprite2 v)?>> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n broadcast (Worse v)\n end\nend\n\nwhen backdrop switches to [backdrop14 v]\nwait (0.2) seconds\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (sprite8 v)?> then\n hide\n wait (2) seconds\n show\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\nhide\n\nwhen backdrop switches to [backdrop14 v]\nshow\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen I receive [worse v]\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nrepeat (65)\n move (-5) steps\nend\nhide\ngo to x: (28) y: (33)\nswitch costume to (costume1 v)\nwait (0.3) seconds\nshow\n\nwhen I receive [move up v]\nrepeat (100)\n change y by (5)\nend\nhide\ngo to x: (28) y: (33)\nchange [ghost v] effect by (100)\n\nswitch backdrop to (backdrop13 v)\n\n@Boss\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (75) %\nclear graphic effects\ngo to x: (7) y: (60)\nset [dead? v] to [0]\nforever\n go to [front v] layer\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n change x by (Xvel)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (2)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((Xvel) * (-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 (#000000)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\nend\n\nchange y by (-1)\n\nif <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yvel v] to [10]\n end\nend\nchange y by (1)\nset [xvel v] to ((Xvel) * (0.9))\nif <(x position) > [234]> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (7) y: (33)\nend\n\nif <key (up arrow v) pressed?> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [yvel v] to [10]\nelse\n set [xvel v] to [0]\nend\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (attack v)\nhide\n\nwhen backdrop switches to [backdrop15 v]\nwait (1) seconds\nshow\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nswitch costume to (attack v)\n\nwhen flag clicked\nhide variable [boss hp v]\nset [boss hp v] to [3]\n\nwhen backdrop switches to [backdrop16 v]\nhide variable [boss hp v]\nset [boss hp v] to [3]\n\nwhen backdrop switches to [backdrop15 v]\nwait (1) seconds\nshow variable [boss hp v]\nset [boss hp v] to [3]\n\nwhen I receive [attack on boss v]\nrepeat (20)\n switch costume to (hit v)\nend\n\nwhen I receive [attack on boss v]\nstart sound [punch v]\nchange [boss hp v] by (-1)\n\nwhen flag clicked\nforever\n if <(Boss HP) = [0]> then\n switch costume to (dead v)\n forever\n turn right (10) degrees\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Boss HP) = [0]> then\n repeat (30)\n change y by (-10)\n end\n hide\n end\nend\n\nchange [boss hp v] by (-1)\n\nwhen backdrop switches to [backdrop15 v]\nwait (1) seconds\nforever\n repeat (40)\n change x by (4)\n end\n repeat (10)\n change y by (5)\n end\n wait (1) seconds\n glide (1) secs to x: (7) y: (60)\n repeat (40)\n change x by (-4)\n end\n repeat (10)\n change y by (5)\n end\n wait (1) seconds\n glide (1) secs to x: (7) y: (60)\n wait (1) seconds\n switch costume to (ready v)\n wait (5) seconds\n switch costume to (warning v)\n wait (1) seconds\n switch costume to (attack v)\nend\n\nwhen flag clicked\nforever\n if <(Boss HP) = [0]> then\n wait (4) seconds\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite11\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nforever\n point towards (sprite2 v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite12\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nforever\n point towards (sprite2 v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite13\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nforever\n point towards (sprite2 v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite14\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nforever\n point towards (sprite2 v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite15\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nforever\n point towards (sprite2 v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite16\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nforever\n point towards (sprite2 v)\nend\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [next level v]\nbroadcast (Hide For a Moment v)\ngo to [front v] layer\nswitch costume to (pick random (1) to (5))\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nhide\n\n@WALLS\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (6) y: (-342)\nhide\nwait (1.5) seconds\nshow\nrepeat (35)\n change y by (10)\nend\n\nwhen backdrop switches to [backdrop15 v]\nforever\n if <(Boss HP) = [0]> then\n wait (1.5) seconds\n repeat (35)\n change y by (-10)\n end\n hide\n end\nend\n\nwhen backdrop switches to [backdrop16 v]\nrepeat (10)\n hide\nend\n\nwhen backdrop switches to [backdrop21 v]\nforever\n if <(Boss HP) = [0]> then\n wait (1.5) seconds\n repeat (35)\n change y by (-10)\n end\n hide\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (6) y: (-342)\nhide\nwait (1.5) seconds\nshow\nrepeat (35)\n change y by (10)\nend\n\nwhen backdrop switches to [backdrop22 v]\nrepeat (10)\n hide\nend\n\n@MOBILE \n\nwhen flag clicked\nshow\nwait (0) seconds\ngo to [front v] layer\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 (Activate Mobile v)\nhide\nrepeat (3)\n erase all\nend\n\nwhen I receive [activate computer v]\nhide\n\nwhen this sprite clicked\nforever\n broadcast (Pen Limit mobile v)\nend\n\n@MOBILE OR COMPUTOR2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [activate computer v]\nrepeat (8)\n change [ghost v] effect by (15)\nend\n\nwhen I receive [activate mobile v]\nrepeat (8)\n change [ghost v] effect by (15)\nend\n\n@cOMPUTOR\n\nwhen this sprite clicked\nbroadcast (Activate Computer v)\nhide\nrepeat (3)\n erase all\nend\n\nwhen flag clicked\nshow\nwait (0) seconds\ngo to [front v] layer\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 [activate mobile v]\nhide\n\nwhen this sprite clicked\nforever\n broadcast (Activate CPEN v)\nend\n\nwhen I receive [stop plz v]\nstop [other scripts in sprite v]\n\nwhen I receive [alive again v]\nforever\n broadcast (Activate CPEN v)\nend\n\nwhen I receive [next level v]\nbroadcast (Activate CPEN v)\n\nwhen I receive [erase v]\nbroadcast (Activate CPEN v)\n\n@Sprite21\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 [activate computer v]\nshow\n\nwhen I receive [activate mobile v]\nshow\n\nwhen this sprite clicked\nbroadcast (next level v)\n\n@Upper half\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\nforever\n glide (0.1) secs to x: (112) y: (26)\n glide (1) secs to x: (114) y: (137)\n wait (1) seconds\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\n@Upper half2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nforever\n switch costume to ((costume [number v]) + (1))\n wait (0.2) seconds\n switch costume to ((costume [number v]) - (1))\n wait (0.2) seconds\nend\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (Change Looks v)\nnext costume\n\nwhen flag clicked\nshow\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@Starter\n\nwhen flag clicked\nforever\n broadcast (Go Start v)\nend\n\nwhen I receive [activate mobile v]\nbroadcast (Mobile Activ v)\n\nwhen I receive [use pen v]\nwait (0.001) seconds\nbroadcast (Mobile Activ v)\n\n@Trail\n\nwhen flag clicked\nset size to (35) %\nswitch costume to (costume1 v)\nhide\n\nwhen I start as a clone\nset size to (35) %\nrepeat (25)\n change size by (-3)\nend\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (25)\n change [ghost v] effect by (6)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [costumes v]\nnext costume\n\nwhen I receive [activate computer v]\nshow\nforever\n go to (sprite2 v)\nend\n\nwhen I receive [activate mobile v]\nshow\nforever\n go to (sprite24 v)\nend\n\n@Sprite17\n\nwhen flag clicked\nhide\nforever\n if <<touching (sprite24 v)?> or <touching (sprite2 v)?>> then\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume3 v)\n wait (0.2) seconds\n switch costume to (costume2 v)\n wait (0.2) seconds\n switch costume to (costume1 v)\n broadcast (Drop v)\n hide\n end\nend\n\nwhen backdrop switches to [backdrop19 v]\nwait (0.2) seconds\nshow\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\nwhen I receive [burst v]\nforever\n if <(backdrop [number v]) = [19]> then\n wait (1) seconds\n show\n stop [this script v]\n end\nend\n\n@Sprite22\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\nwhen backdrop switches to [backdrop22 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [drop v]\ngo to x: (-32) y: (351)\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nclear graphic effects\nset [dead? v] to [0]\nforever\n go to [front v] layer\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n change x by (Xvel)\n change y by (Yvel)\n change y by (-1)\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\nend\n\nwhen I receive [burst v]\nhide\nstop [other scripts in sprite v]\ngo to x: (-32) y: (351)\n\n@Box\n\nwhen flag clicked\nforever\n if <<<touching (sprite24 v)?> or <touching (sprite2 v)?>> and <key (right arrow v) pressed?>> then\n move (5) steps\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (sprite24 v)?> or <touching (sprite2 v)?>> and <key (left arrow v) pressed?>> then\n move (-5) steps\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (50) %\nclear graphic effects\nset [dead? v] to [0]\nforever\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n change x by (Xvel)\n change y by (Yvel)\n if <<touching color (#000000)?> or <<touching (box2 v)?> or <<touching (box3 v)?> or <touching (box4 v)?>>>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\nend\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (1) y: (101)\n\nwhen I receive [erase v]\ngo to x: (1) y: (101)\n\n@Box2\n\nwhen flag clicked\nforever\n if <<<touching (sprite24 v)?> or <touching (sprite2 v)?>> and <key (right arrow v) pressed?>> then\n move (5) steps\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (sprite24 v)?> or <touching (sprite2 v)?>> and <key (left arrow v) pressed?>> then\n move (-5) steps\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (50) %\nclear graphic effects\nset [dead? v] to [0]\nforever\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n change x by (Xvel)\n change y by (Yvel)\n if <<touching color (#000000)?> or <<touching (box v)?> or <<touching (box3 v)?> or <touching (box4 v)?>>>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\nend\n\nwhen I receive [erase v]\ngo to x: (1) y: (-13)\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (1) y: (-13)\n\n@Box3\n\nwhen flag clicked\nforever\n if <<<touching (sprite24 v)?> or <touching (sprite2 v)?>> and <key (right arrow v) pressed?>> then\n move (5) steps\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (sprite24 v)?> or <touching (sprite2 v)?>> and <key (left arrow v) pressed?>> then\n move (-5) steps\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (50) %\nclear graphic effects\nset [dead? v] to [0]\nforever\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n change x by (Xvel)\n change y by (Yvel)\n if <<touching color (#000000)?> or <<touching (box2 v)?> or <<touching (box v)?> or <touching (box4 v)?>>>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\nend\n\nwhen I receive [erase v]\ngo to x: (1) y: (25)\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (1) y: (25)\n\n@Box4\n\nwhen flag clicked\nforever\n if <<<touching (sprite24 v)?> or <touching (sprite2 v)?>> and <key (right arrow v) pressed?>> then\n move (5) steps\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (sprite24 v)?> or <touching (sprite2 v)?>> and <key (left arrow v) pressed?>> then\n move (-5) steps\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (50) %\nclear graphic effects\nset [dead? v] to [0]\nforever\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n change x by (Xvel)\n change y by (Yvel)\n if <<touching color (#000000)?> or <<touching (box v)?> or <<touching (box2 v)?> or <touching (box3 v)?>>>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\nend\n\nwhen I receive [erase v]\ngo to x: (1) y: (62)\n\nwhen backdrop switches to [backdrop20 v]\ngo to x: (1) y: (62)\n\n@Final Boss\n\nwhen I receive [attack on boss v]\nswitch costume to (death v)\nstart sound [pop v]\n\nwhen flag clicked\nforever\n if <<(Boss HP) = [0]> and <(backdrop [number v]) = [21]>> then\n wait (4) seconds\n stop [other scripts in sprite v]\n end\nend\n\nwhen backdrop switches to [backdrop21 v]\nwait (1) seconds\nshow variable [boss hp v]\nset [boss hp v] to [3]\n\nwhen backdrop switches to [backdrop22 v]\nhide variable [boss hp v]\nset [boss hp v] to [3]\nhide\n\nwhen backdrop switches to [backdrop21 v]\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to x: (0) y: (47)\nset size to (100) %\nswitch costume to (intro1 v)\npoint in direction (90)\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (0) y: (47)\nwait (1) seconds\nswitch costume to (intro1 v)\nwait (0.3) seconds\nswitch costume to (intro2 v)\nwait (0.3) seconds\nswitch costume to (wait or intro3 v)\nwait (0.4) seconds\nswitch costume to (intro4 v)\nwait (0.4) seconds\nswitch costume to (intro5 v)\nwait (0.3) seconds\nswitch costume to (intro4 v)\nwait (0.4) seconds\nforever\n switch costume to (wait or intro3 v)\n wait (1) seconds\n switch costume to (attack v)\n repeat (90)\n turn right (4) degrees\n end\n wait (0.5) seconds\n switch costume to (protect v)\n point in direction [45] or [-45]\n broadcast (Spin v)\n repeat (100)\n move (15) steps\n if on edge, bounce\n end\n glide (1) secs to x: (0) y: (47)\n point in direction (90)\n switch costume to (ready v)\n wait (4) seconds\nend\n\nwhen flag clicked\nforever\n if <<(Boss HP) = [0]> and <(backdrop [number v]) = [21]>> then\n switch costume to (death v)\n repeat (20)\n change size by (-5)\n end\n hide\n end\nend\n\nwhen I receive [spin v]\nrepeat (100)\n turn right (4) degrees\nend\n\nwhen backdrop switches to [backdrop22 v]\nwait (1) seconds\nhide variable [boss hp v]\nset [boss hp v] to [3]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [timer v] to [0.1]\nforever\n set [timer v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (timer)\nhide variable [my variable v]\nhide variable [boss hp v]\nhide variable [ink limit v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Sprite10\n\nwhen this sprite clicked\nbroadcast (Costumes v)\nnext costume\n\nwhen flag clicked\nswitch costume to (button2-a v)\nshow\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@Sprite23\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\nbroadcast (Don't use pen 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 I receive [activate computer v]\nhide\n\nwhen I receive [activate mobile v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Don't use pen v)\n end\n if <(costume [number v]) = [1]> then\n broadcast (Use Pen v)\n end\nend\n\nwhen I receive [next level v]\nbroadcast (Don't use pen v)\n\nwhen I receive [erase v]\nbroadcast (Don't use pen v)\n\nwhen I receive [burst v]\nbroadcast (Don't use pen v)\n\n@Mobile Pen\n\nwhen flag clicked\nset [ink limit v] to [200]\ngo to [back v] layer\npen up\nset pen size to (10)\nset pen color to (#000000)\nshow\n\nwhen I receive [next level v]\nhide variable [ink limit v]\nset [ink limit v] to [200]\nerase all\nwait (1) seconds\nshow variable [ink limit v]\nrepeat (3)\n set [ink limit v] to [200]\nend\nerase all\n\nwhen I receive [activate mobile v]\nrepeat (5)\n erase all\nend\nshow\n\nwhen I receive [activate computer v]\nrepeat (5)\n erase all\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [change looks v]\nnext costume\n\nwhen I receive [go start v]\ngo to (mouse-pointer v)\n\nwhen I receive [activate computer v]\nshow variable [ink limit v]\nrepeat (3)\n set [ink limit v] to [200]\nend\n\nwhen I receive [activate mobile v]\nshow variable [ink limit v]\nrepeat (3)\n set [ink limit v] to [200]\nend\n\nwhen flag clicked\nhide variable [ink limit v]\n\nwhen I receive [erase v]\npen up\n\nwhen I receive [next level v]\npen up\n\nwhen I receive [erase v]\nrepeat (3)\n set [ink limit v] to [200]\nend\nerase all\n\nwhen I receive [use pen v]\nif <mouse down?> then\n pen down\nend\n\nwhen I receive [use pen v]\nif <mouse down?> then\n repeat until <not <mouse down?>>\n change [ink limit v] by (-1)\n end\nend\nif <not <mouse down?>> then\n pen up\nend\n\nwhen I receive [don't use pen v]\nif <mouse down?> then\n pen up\nelse\n pen up\nend\n\nwhen I receive [activate computer v]\nforever\n hide\n pen up\nend\n\nwhen I receive [erase v]\nforever\n if <(Ink Limit) < [0]> then\n pen up\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [next level v]\nforever\n if <(Ink Limit) < [0]> then\n pen up\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [use pen v]\nforever\n if <(Ink Limit) < [0]> then\n pen up\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwait (0.1) seconds\n\n@Sprite24\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [erase v]\ngo to x: (-206) y: (-110)\n\nwhen I receive [hide for a moment v]\nhide\nwait (1) seconds\ngo to x: (-206) y: (-110)\nshow\n\nwhen flag clicked\nforever\n if <touching color (#00d3ff)?> then\n broadcast (Attack on Boss v)\n stop [this script v]\n end\nend\n\nwhen [up arrow v] key pressed\nforever\n if <touching color (#00d3ff)?> then\n broadcast (Attack on Boss v)\n stop [this script v]\n end\nend\n\nwhen I receive [activate mobile v]\nswitch costume to (costume1 v)\ngo to x: (-206) y: (-110)\nshow\n\nwhen I receive [activate computer v]\nswitch costume to (costume1 v)\ngo to x: (-206) y: (-110)\nforever\n hide\nend\n\nwhen I receive [costumes v]\nnext costume\nnext costume\n\nwhen I receive [use pen v]\nstop [other scripts in sprite v]\n\nwhen I receive [don't use pen v]\nbroadcast (MOBILE STTART v)\n\nwhen I receive [mobile activ v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (35) %\nclear graphic effects\ngo to x: (-206) y: (-110)\nset [dead? v] to [0]\nforever\n go to [front v] layer\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n change [yvel v] by (-0.7)\n if <<(y position) < [-160]> or <<touching color (#ff0000)?> or <touching (lava v)?>>> then\n next costume\n set [dead? v] to [1]\n set [xvel v] to [0]\n set [yvel v] to [0]\n broadcast (burst v)\n wait (0.5) seconds\n clear graphic effects\n point in direction (90)\n go to x: (-206) y: (-110)\n set [x pos v] to (x position)\n set [ypos v] to (y position)\n set [dead? v] to [0]\n switch costume to ((costume [number v]) - (1))\n end\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [xvel v] by (0.8)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n change [xvel v] by (-0.8)\n end\n change x by (Xvel)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (2)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (2)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (2)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <<mouse down?> and <(mouse y) > (y position)>> then\n if <(Xvel) > [0]> then\n set [xvel v] to [-8]\n else\n set [xvel v] to [8]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Yvel)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching color (#000000)?> or <touching color (#9f05cb)?>> then\n if <<mouse down?> and <(mouse y) > (y position)>> then\n set [yvel v] to [10]\n end\n end\n change y by (1)\n set [xvel v] to ((Xvel) * (0.9))\n if <(x position) > [234]> then\n broadcast (next level v)\n change [level v] by (1)\n go to x: (-206) y: (-110)\n end\nend\n\nwhen I receive [credits v]\nhide\nwait (30) seconds\nshow\n\n@Top Secret\n\nwhen flag clicked\ngo to x: (0) y: (-240)\nhide\n\nwhen backdrop switches to [backdrop29 v]\nhide\nforever\n if <<key (o v) pressed?> and <key (c v) pressed?>> then\n broadcast (CREDITS v)\n stop [this script v]\n end\nend\n\nwhen I receive [credits v]\ngo to x: (0) y: (-240)\nshow\nglide (30) secs to x: (0) y: (381)\nhide\n\n | How to Play:\n-Use arrow keys to move\n-Hold down your finger or mouse to activate and deactivate the pen. Use the pen to your advantage! \n-Click the ERASE ALL button to erase your mistakes!\n-If the level is too hard, skip it!\n-You can move boxes around by touching them. (Won't work on Mobile)\n-Mobile is harder... Good Luck!\n-Be careful, you don't want to run out of ink!\n-Full Screen Recommended\nALL LEVELS ARE POSSIBLE, SOME MIGHT BE HARDER ON MOBILE!!! |
Treasure Chest || A Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [new music v]\nforever\n play sound [Pokki_DJ_-_Springtime v] until done\nend\n\nwhen flag clicked\nstart sound [Undertale OST 023 - Shop v]\n\nwhen I receive [start v]\nstop all sounds\nbroadcast (new music v)\n\n@blank\n\n@player\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game win\n else\n Game-Die\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [sx v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [sx v] by (2)\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (x position)>>>> then\n if <(in air) < [4]> then\n start sound [Jump v]\n set [sy v] to [16]\n end\nend\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nChange Player Y by (sy)\nTest_die\nchange [scroll x v] by (round (((player x) - (SCROLL X)) / (9)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((player y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(player y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player Y by (sy)\nchange [player y v] by (sy)\nchange [in air v] by (1)\nposition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platfom v)?>>>\n if <(sy) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [in air v] to [1]\n end\n position\n set [sy v] to [0]\nend\n\ndefine Game On\nset rotation style [left-right v]\npoint in direction (90)\nset [player x v] to (Spawn X)\nset [player y v] to (Spawn Y)\nset [scroll y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [checkpoint v] to [0]\nset [sy v] to [0]\nset [sx 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 X by (sx)\nchange [player x v] by (sx)\nposition\nif <<touching (platforms v)?> or <touching (moving platfom v)?>> then\n repeat (20)\n change [player y v] by (1)\n position\n if <not <<touching (platforms v)?> or <touching (moving platfom v)?>>> then\n stop [this script v]\n end\n end\n change [player y v] by (-14)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (x position)> and <mouse down?>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (moving platfom v)?>>>\n if <(sx) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n position\n end\nend\n\ndefine Game-Die\nbroadcast (die v)\nset [exit v] to []\nrepeat (4)\n hide\n wait (0.1) seconds\n show\nend\nhide\nwait (0.5) seconds\n\ndefine Test_die\nif <<touching (spikes v)?> or <touching (saw v)?>> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\ndefine Game win\nchange [level v] by (1)\nbroadcast (YEET v)\n\ndefine position\ngo to x: ((player x) - (SCROLL X)) y: ((player y) - (SCROLL Y))\n\nwhen flag clicked\nset [spawn x v] to [-200]\nset [spawn y v] to [0]\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (play game v) and wait\n\nwhen I receive [start v]\nswitch costume to (cn)\n\n@platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((platform x) - (SCROLL X)) ((platform y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platform y v] to [0]\nset [platform x 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: [0]\n Clone at x [360] y: [0]\n Clone at x [360] y: [0]\n Clone at x [155] y: [0]\n Clone at x [205] y: [0]\n Clone at x [245] y: [0]\n Clone at x [245] y: [0]\n Clone at x [35] y: [0]\n Clone at x [35] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y: [0]\n Clone at x [200] y: [0]\n Clone at x [270] y: [0]\n Clone at x [400] y: [0]\n Clone at x [440] y: [0]\n Clone at x [440] y: [0]\n Clone at x [400] y: [0]\n Clone at x [450] y: [0]\n Clone at x [480] y: [0]\n Clone at x [400] y: [0]\n Clone at x [390] y: [0]\n Clone at x [280] y: [0]\n Clone at x [227] y: [10]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [140] y: [-10]\n Clone at x [800] y: [-10]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x [0] y: [0]\n end\n end\nend\nset [platform x v] to [-99999]\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)\nchange [platform x v] by (x)\nchange [platform y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@collectibles\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [tick v]\nposition ((collectibles x) - (SCROLL X)) ((collectibles y) - (SCROLL Y))\nchange movement of coin\nif <touching (player v)?> then\n start sound [Collect v]\n if <<touching (player v)?> and <(costume [name v]) = [key]>> then\n change [collectibles v] by (1)\n broadcast (OPEN PORTAL v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collectibles max v] to [0]\nset [collectibles v] to [0]\nset [y speed v] to [0]\nset [collectibles y v] to [0]\nset [collectibles x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (money!!! v)\n Clone at x [-14] y: [-12]\n Clone at x [350] y: [100]\n Clone at x [646] y: [-52]\n Clone at x [710] y: [-52]\n Clone at x [780] y: [-52]\n Clone at x [840] y: [-52]\n Clone at x [1199] y: [-23]\n Clone at x [1403] y: [159]\n Clone at x [1832] y: [-52]\n Clone key at x: [1698] y: [-5]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [114] y: [98]\n Clone at x [339] y: [98]\n Clone at x [736] y: [204]\n Clone at x [1010] y: [527]\n Clone at x [1775] y: [111]\n Clone at x [1864] y: [111]\n Clone at x [2519] y: [-48]\n Clone at x [3076] y: [132]\n Clone at x [2704] y: [-58]\n Clone at x [3275] y: [248]\n Clone at x [3475] y: [349]\n Clone at x [3997] y: [464]\n Clone at x [4646] y: [203]\n Clone at x [5439] y: [-69]\n Clone key at x: [6382] y: [-41]\n end\nend\nset [collectibles x v] to [-99999]\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)\nswitch costume to (money!!! v)\nset [collectibles x v] to (x)\nset [collectibles y v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Clone key at x: (x) y: (y)\nswitch costume to (key v)\nset [collectibles x v] to (x)\nset [collectibles y v] to (y)\ncreate clone of (_myself_ v)\nchange [collectibles max v] by (1)\n\ndefine change movement of coin\nchange [y speed v] by (5)\nchange y by (([sin v] of (y speed) ) * (9))\n\nwhen flag clicked\nset [collectibles max v] to [0]\nset [collectibles v] to [0]\nhide\n\nwhen I receive [tick v]\nif <(collectibles) = (collectibles max)> then\n broadcast (OPEN PORTAL v)\nend\n\n@enemies\n\nwhen I receive [tick v]\nposition ((enemy x) - (SCROLL X)) ((enemy y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x (x) y: (y)\nset [enemy x v] to (x)\nset [enemy y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nhide\nset [enemy y v] to [0]\nset [enemy x v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x [794] y: [-84]\n Clone at x [1423] y: [90]\n Clone at x [2011] y: [-88]\n Clone at x [1902] y: [-88]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [341] y: [32]\n Clone at x [3079] y: [61]\n Clone at x [3276] y: [192]\n Clone at x [3478] y: [293]\n Clone at x [4002] y: [391]\n Clone at x [6613] y: [-99]\n Clone at x [6683] y: [-99]\n else\n Clone at x [99999] y: []\n end\nend\nset [enemy x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (enemy down v)\nforever\n switch costume to (enemy down v)\n wait (pick random (0.7) to (1.2)) seconds\n repeat until <(costume [number v]) = [6]>\n next costume\n end\n wait (pick random (1) to (2)) seconds\n repeat until <(costume [number v]) = [9]>\n next costume\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <<<touching (player v)?> and <<(costume [number v]) = [2]> or <(costume [number v]) = [1]>>> and <([y position v] of [player v]) > (y position)>> then\n start sound [Squish Pop v]\n switch costume to (squish v)\n set [death enemy x v] to (x position)\n set [death enemy y v] to (y position)\n broadcast (enemy death animation v)\n delete this clone\nelse\n if <touching (player v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\n end\nend\n\n@Chest\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((treasure x) - (SCROLL X)) ((treasure y) - (SCROLL Y))\nif <<(costume [name v]) = [treasure on]> and <touching (player v)?>> then\n set [exit v] to [win]\n set [spawn x v] to [-200]\n set [spawn y v] to [0]\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nset rotation style [left-right v]\nhide\nset [treasure y v] to [0]\nset [treasure x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (treasure off v)\n point in direction (-90)\n Clone at x [1640] y: [-81]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (treasure off v)\n point in direction (90)\n Clone at x [6774] y: [-95]\n else\n Clone at x [-99999] 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)\nset [treasure x v] to (x)\nset [treasure y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (treasure on v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(costume [name v]) = [treasure on]> and <touching (player v)?>> then\n repeat (1)\n play sound [High Whoosh v] until done\n end\n end\nend\n\n@Moving Platfom\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((Moving Platform x) - (SCROLL X)) ((Moving Platform y) - (SCROLL Y))\nchange x by (([sin v] of (x speed) ) * (100))\nchange [x speed v] by (2)\nset [mp clone 2 x v] to (x position)\nset [mp clone 2 y v] to (y position)\n\nwhen I receive [setup v]\nset [x speed v] to [0]\nhide\npoint in direction (90)\nset [moving platform y v] to [0]\nset [moving platform x v] to [0]\nif <(LEVEL) = [1]> then\n set [clone id v] to [1]\n Clone at x [-99999] y: [0]\nelse\n if <(LEVEL) = [2]> then\n set [clone id v] to [2]\n Clone at x [6250] y: [-117]\n end\nend\nset [moving platform x v] to [10000]\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 [moving platform x v] to (x)\nset [moving platform y v] to (y)\ncreate clone of (_myself_ v)\n\n@spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((danger x) - (SCROLL X)) ((danger y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger y v] to [0]\nset [danger x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone at x [0] y: [0]\n Clone at x [400] y: [400]\n Clone at x [583] y: [-62]\n Clone at x [1197] y: [-87]\n Clone at x [2122] y: [200]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume6 v)\n Clone at x [42] y: [-56]\n Clone at x [621] y: [1]\n Clone at x [788] y: [115]\n Clone at x [1523] y: [86]\n Clone at x [2163] y: [155]\n Clone at x [4449] y: [268]\n Clone at x [5067] y: [81]\n end\nend\nset [danger x v] to [10000]\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 [danger x v] to (x)\nset [danger y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen flag clicked\nhide\n\nswitch costume to (level 3 1 v)\n\n@Saw\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((saw x) - (SCROLL X)) ((saw y) - (SCROLL Y))\nturn right (([sin v] of (spin speed) ) * (8)) degrees\nchange [spin speed v] by (1)\n\nwhen I receive [setup v]\nhide\nset [saw y v] to [0]\nset [saw x v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x [436] y: [-97]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [2522] y: [-137]\n Clone at x [2704] y: [-137]\n Clone at x [5784] y: [-117]\n end\nend\nset [saw x v] to [10000]\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 [saw x v] to (x)\nset [saw y v] to (y)\ncreate clone of (_myself_ v)\n\n@checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((checkpoint x) - (SCROLL X)) ((checkpoint y) - (SCROLL Y))\nif <touching (player v)?> then\n set [spawn x v] to (([x position v] of [player v]) + (SCROLL X))\n set [spawn y v] to (([y position v] of [player v]) + (SCROLL Y))\n set [checkpoint v] to [1]\n switch costume to (on v)\nend\n\nswitch costume to (off v)\n\nwhen I receive [setup v]\nhide\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nset size to (50) %\ngo to [front v] layer\nif <(LEVEL) = [1]> then\n Clone at x [1309] y: [-56]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [2381] y: [-85]\n Clone at x [2897] y: [-85]\n Clone at x [5452] y: [-80]\n else\n Clone at x [-99999] y: [0]\n end\nend\n\ndefine position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n go to [front v] layer\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y: (y)\nswitch costume to (off v)\nset [checkpoint x v] to (x)\nset [checkpoint y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [yeet v]\nwait (1) seconds\nset [checkpoint v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nif <(checkpoint) = [1]> then\n switch costume to (on v)\nend\n\n@art\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((art x) - (SCROLL X)) ((art y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [art y v] to [0]\nset [art x 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: [0]\n Clone at x [360] y: [0]\n Clone at x [360] y: [0]\n Clone at x [155] y: [0]\n Clone at x [205] y: [0]\n Clone at x [245] y: [0]\n Clone at x [245] y: [0]\n Clone at x [35] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x [0] y: [0]\n Clone at x [200] y: [0]\n Clone at x [270] y: [0]\n Clone at x [400] y: [0]\n Clone at x [440] y: [0]\n Clone at x [440] y: [0]\n Clone at x [400] y: [0]\n Clone at x [450] y: [0]\n Clone at x [480] y: [0]\n Clone at x [400] y: [0]\n Clone at x [390] y: [0]\n Clone at x [280] y: [0]\n Clone at x [227] y: [10]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [210] y: [0]\n Clone at x [140] y: [-10]\n Clone at x [800] y: [-10]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x [0] y: [0]\n end\n end\nend\nset [art x v] to [-99999]\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)\nchange [art x v] by (x)\nchange [art y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\n@enemy death stuff\n\nwhen flag clicked\nset size to (80) %\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ndeath animation (pick random (-10) to (10))\n\ndefine death animation (x)\nset [-1 v] to [1]\nclear graphic effects\nforever\n switch costume to (pick random (1) to (2))\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I receive [enemy death animation v]\ngo to x: (Death enemy X) y: ((Death Enemy Y) - (10))\nchange y by (-20)\nif <touching (_edge_ v)?> then\n set [y v] to [20]\nelse\n set [y v] to [5]\nend\ngo to x: (Death enemy X) y: ((Death Enemy Y) - (10))\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@next level black thing\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [yeet v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@keys fall\n\nwhen flag clicked\nset size to (80) %\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ndeath animation (pick random (-10) to (10))\n\ndefine death animation (x)\nset [-1 v] to [1]\nclear graphic effects\nforever\n change x by ((x) * (-1))\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I receive [die v]\ngo to (player v)\nchange y by (-20)\nif <touching (_edge_ v)?> then\n set [y v] to [20]\nelse\n set [y v] to [5]\nend\ngo to (player v)\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@title text\n\nwhen flag clicked\nset [ghost v] effect to (6)\nset [menu show? v] to [yes]\nset size to (48) %\ngo to x: (0) y: (-100)\npoint in direction (90)\nset [spin v] to [0]\nrepeat until <(menu show?) = [no]>\n change y by ([sin v] of (spin) )\n change [spin v] by (3)\nend\n\nwhen flag clicked\nshow\nrepeat until <(menu show?) = [no]>\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((size) + (-120)) / (-5))\n end\n else\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) + (-110)) / (-5))\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n@home screen costume picker\n\nwhen flag clicked\ngo to x: (0) y: (45)\nset [spin v] to [0]\npoint in direction (75)\nforever\n repeat until <(menu show?) = [no]>\n turn right ([sin v] of (spin) ) degrees\n change [spin v] by (6)\n end\nend\n\nwhen flag clicked\nset size to (175) %\nshow\nforever\n repeat until <(menu show?) = [no]>\n switch costume to (cn)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nrepeat (5)\n set [cn v] to [1]\nend\n\n@arrow left\n\nwhen flag clicked\ngo to x: (-49) y: (40)\npoint in direction (75)\nset [spin v] to [0]\npoint in direction (75)\nforever\n repeat until <(menu show?) = [no]>\n turn right (([sin v] of (spin) ) * (1)) degrees\n change [spin v] by (6)\n end\nend\n\nwhen flag clicked\nset [kay stop sound for left v] to [no]\nforever\n repeat until <(menu show?) = [no]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [cn v] by (-1)\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n repeat until <(menu show?) = [no]>\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((size) + (-135)) / (-5))\n end\n else\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) + (-110)) / (-5))\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n repeat until <(menu show?) = [no]>\n if <touching (mouse-pointer v)?> then\n repeat until <(kay stop sound for left) = [yeah]>\n play sound [Tick v] until done\n set [kay stop sound for left v] to [yeah]\n end\n else\n set [kay stop sound for left v] to [no]\n end\n end\nend\n\n@arrow right\n\nwhen flag clicked\ngo to x: (40) y: (40)\npoint in direction (75)\nset [spin v] to [0]\npoint in direction (75)\nforever\n repeat until <(menu show?) = [no]>\n turn right (([sin v] of (spin) ) * (1)) degrees\n change [spin v] by (6)\n end\nend\n\nwhen flag clicked\nset [kay stop for right v] to [no]\nforever\n repeat until <(menu show?) = [no]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n change [cn v] by (1)\n wait (0.2) seconds\n end\n end\nend\n\nwhen flag clicked\nshow\nforever\n repeat until <(menu show?) = [no]>\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((size) + (-135)) / (-5))\n end\n else\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) + (-110)) / (-5))\n end\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n repeat until <(menu show?) = [no]>\n if <touching (mouse-pointer v)?> then\n repeat until <(kay stop for right) = [yeah]>\n play sound [Tick v] until done\n set [kay stop for right v] to [yeah]\n end\n else\n set [kay stop for right v] to [no]\n end\n end\nend\n\n@menu background move\n\nwhen flag clicked\nshow\ncreate clone of (_myself_ v)\nset [xp2 v] to [0]\nset [yp2 v] to [0]\ngo to x: (xp2) y: (yp2)\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nrepeat until <(menu show?) = [no]>\n change [xp2 v] by (-4)\n go to x: (xp2) y: (yp2)\n if <(xp2) < [-480]> then\n set [xp2 v] to [480]\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (costume2 v)\nrepeat until <(menu show?) = [no]>\n change [xp1 v] by (-4)\n go to x: (xp1) y: (yp1)\n if <(xp1) < [-480]> then\n set [xp1 v] to [480]\n end\nend\n\nwhen flag clicked\nset [xp1 v] to [480]\nset [yp1 v] to [0]\ngo to x: (xp2) y: (yp2)\n\nwhen I receive [start v]\nhide\n\n@start button\n\nwhen flag clicked\nset size to (85) %\nforever\n repeat until <(menu show?) = [no]>\n if <touching (mouse-pointer v)?> then\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((size) + (-130)) / (-5))\n end\n else\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) + (-110)) / (-5))\n end\n end\n end\nend\n\nwhen flag clicked\nshow\nset size to (85) %\nforever\n repeat until <(menu show?) = [no]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by ((size) / (-10))\n end\n broadcast (start v)\n end\n end\nend\n\nwhen I receive [start v]\nhide\nset [menu show? v] to [no]\n\nwhen flag clicked\nset [kay stop sound v] to [no]\nset size to (85) %\nforever\n repeat until <(menu show?) = [no]>\n point in direction ((([cos v] of ((timer) * (100)) ) * (7)) + (90))\n end\nend\n\nstart sound [Tick v]\n\nwhen flag clicked\nset size to (85) %\nrepeat until <(menu show?) = [no]>\n if <touching (mouse-pointer v)?> then\n repeat until <(kay stop sound) = [yeah]>\n play sound [Tick v] until done\n set [kay stop sound v] to [yeah]\n end\n else\n set [kay stop sound v] to [no]\n end\nend\n\n@back light\n\nwhen flag clicked\nset size to (130) %\nshow\ngo to [back v] layer\ngo to x: (0) y: (40)\nswitch costume to (costume7 v)\npoint in direction (90)\nrepeat until <(menu show?) = [no]>\n turn left (2) degrees\nend\n\nwhen I receive [start v]\nhide\n\n@white intro\n\nwhen I receive [start v]\nrepeat (2)\n change [ghost v] effect by (-50)\nend\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n@fog \n\nwhen flag clicked\nshow\nset [ghost v] effect to (85)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nrepeat until <(menu show?) = [no]>\n go to [back v] layer\nend\n\nwhen I receive [tick v]\ngo to [back v] layer\n\n@lighting\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [tick v]\nshow\nset [ghost v] effect to (50)\n\n@thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | ~ᴛʀᴇᴀꜱᴜʀᴇ ᴄʜᴇꜱᴛ~ \nᴡᴇʟᴄᴏᴍᴇ! ᴀʀᴇ ʏᴏᴜ ʀᴇᴀᴅʏ ᴛᴏ ᴊᴏɪɴ ᴀɴ ᴇxᴘʟᴏʀᴇʀ ᴏɴ ʜɪꜱ Qᴜᴇꜱᴛ ᴛᴏ ꜰɪɴᴅ ᴛʀᴇᴀꜱᴜʀᴇ? ᴛʜɪꜱ ɢᴀᴍᴇ ɪɴᴄʟᴜᴅᴇꜱ ᴇɴᴇᴍɪᴇꜱ, 5+ ᴄᴏꜱᴛᴜᴍᴇꜱ, ᴀɴᴅ 2 ʟᴇᴠᴇʟꜱ ᴏꜰ ꜰᴜɴ! (not going to make level 3 because it is taking up to much of my time...)\n ~ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ~\n- ᴍᴀɪɴ ɢᴏᴀʟ: ɢᴇᴛ ᴀʟʟ ᴛʜᴇ ᴛʀᴇᴀꜱᴜʀᴇ!\n- ʏᴏᴜ ᴍᴜꜱᴛ ᴄᴏʟʟᴇᴄᴛ ᴛʜᴇ ᴋᴇʏ ᴛᴏ ᴏᴘᴇɴ ᴛʜᴇ ᴛʀᴇᴀꜱᴜʀᴇ ᴄʜᴇꜱᴛ\n- ʙᴏᴘ ᴏɴ ᴀɴ ᴇɴᴇᴍɪᴇꜱ ʜᴇᴀᴅ ᴡʜᴇɴ ɪᴛ ɪꜱ ᴄᴜʀʟᴇᴅ ᴜᴘ\n- ᴀᴠᴏɪᴅ ꜱᴀᴡꜱ, ꜱᴘɪᴋᴇꜱ, ᴇɴᴇᴍɪᴇꜱ (ᴡʜᴇɴ ᴏɴ ʟᴏᴏᴋᴏᴜᴛ)\n- ʟᴀꜱᴛ ᴏꜰ ᴀʟʟ, ʜᴀᴠᴇ ꜰᴜɴ!\n\n\n\n:) |
Minecraft Mario Platformer ✪ Episode 1 ✪ Mobile friendly platform games ✪ | @Stage\n\nwhen I receive [gamemusic v]\nforever\n set [track v] to [1]\n play sound [SUPER MARIO RUN \(Trap Remix\) v] until done\n set [track v] to [2]\n play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (yellow v)\nset [track v] to [1]\n\nwhen I receive [levelup v]\nBackdrops\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nBackdrops\n\nwhen [m v] key pressed\nstop [other scripts in sprite v]\nchange [track v] by (1)\nstop all sounds\nforever\n if <(track) = [1]> then\n play sound [SUPER MARIO RUN \(Trap Remix\) v] until done\n end\n if <(track) = [2]> then\n play sound [minecraft_holder_trap_remix v] until done\n end\n if <(track) = [3]> then\n if <(track) = [4]> then\n set [track v] to [1]\n end\nend\n\nswitch backdrop to (1 v)\n\nbroadcast (gameover v)\n\n\n\ndefine Backdrops\nswitch backdrop to (Level)\nclear graphic effects\nif <(Level) = [4]> then\n set [brightness v] effect to (-10)\nend\n\nset [color v] effect to (4)\n\n@Platforms\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (Level)\n\nwhen I receive [restartlevel v]\nswitch costume to (Level)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\n@Start End screens\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\nwait (1) seconds\nrepeat (40)\n change [brightness v] effect by (-2.5)\nend\nswitch costume to (title faceplate v)\nrepeat (40)\n change [brightness v] effect by (2.5)\nend\nswitch costume to (title faceplate2 v)\nbroadcast (Into Blag v) and wait\nwait (8) seconds\nbroadcast (ShowEpisode v)\n\nset [level v] to [2]\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nwhen I receive [instructionspage v]\nbroadcast (InstructionsStickers v)\n\nrepeat (30)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to [front v] layer\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\nbroadcast (ShowEpisode v)\nswitch costume to (title faceplate v)\n\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nbroadcast (gameover v)\n\nbroadcast (Into Blag v)\n\n@YellowSticker\n\nwhen I receive [instructionsstickers v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (sticker1 v)\nwait (0.1) seconds\nrepeat (200)\n change x by (5)\nend\n\nwhen I start as a clone\nswitch costume to (sticker2 v)\nwait (3) seconds\nrepeat (200)\n change x by (5)\nend\nwait (0.1) seconds\nbroadcast (ShowPlayButton v) and wait\n\nwhen I receive [start v]\nhide\ndelete this clone\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nshow\nset size to (75) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-60)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\nwhen I receive [gameover v]\nwait (1) seconds\nshow\nset [brightness v] effect to (-100)\ngo to [front v] layer\nset y to (0)\n\n@Score2\n\nwhen I receive [gameover v]\nwait (1) seconds\nshow\nset [brightness v] effect to (-100)\ngo to [front v] layer\nset y to (-20)\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\nforever\n if <(Score) > [0]> then\n if <(Score) > (☁ MinecraftMarioBestEverScore)> then\n set [☁ minecraftmariobesteverscore v] to (Score)\n end\n end\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (☁ MinecraftMarioBestEverScore)) - (Numeral)) of (☁ MinecraftMarioBestEverScore))\n wait (1) seconds\nend\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nhide\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(LevelInPlay?) = [Yes]> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n wait (0.5) seconds\n end\n else\n change [level v] by (1)\n broadcast (LevelUp v)\n wait (0.5) seconds\n end\n end\n end\nend\n\nif <(LevelWas) = (Level)> then\nelse\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n\n\nif then\n\n@HERO\n\nwhen I receive [costumechange v]\nnext costume\nwait (0.05) seconds\nif <<not <(costume [number v]) = [4]>> and <not <(costume [number v]) = [10]>>> then\n repeat until <<(costume [number v]) = [4]> or <(costume [number v]) = [10]>>\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I receive [levelup v]\nswitch costume to (mariorun24 v)\ngo to [front v] layer\nset size to (25) %\nrepeat (10)\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nControl\n\ngo to [front v] layer\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\nnext costume\n\nwhen I receive [heropointright v]\npoint in direction (90)\nnext costume\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nforever\n if <not <(OldX) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldx v] to (x position)\nend\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [showmario v]\nshow\n\nwhen I receive [shringmario! v]\nset size to (15) %\n\nwhen I receive [restartlevel v]\nControl\n\nwhen I receive [growmario v]\ngo to [front v] layer\nset size to (25) %\n\ngo to [front v] layer\n\nwhen I receive [hugemario v]\ngo to [front v] layer\nset size to (45) %\n\nwhen I receive [intheboat v]\nstop [other scripts in sprite v]\nforever\n hide\n go to [front v] layer\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\nend\n\npoint in direction (90)\nnext costume\n\nshow\nset size to (25) %\n\ndefine Control\nstop [other scripts in sprite v]\nswitch costume to (mariorun24 v)\npoint in direction (90)\nset size to (25) %\ngo to [front v] layer\nbroadcast (Footsteps v)\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\nend\n\nControl\n\nwhen flag clicked\nswitch costume to (mariorun24 v)\n\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [..mario to front v]\ngo to [front v] layer\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-90)\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 (Upladder? v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n broadcast (HeroPointLeft v)\n broadcast (Upladder? v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n broadcast (Upladder? v)\n change [xvelocity v] by (1.5)\n broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n if <(distance to [mouse-pointer v]) > [55]> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n else\n switch costume to (south v)\n broadcast (Downladder v)\n end\n wait until <not <mouse down?>>\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\nsay [Hello!] for (2) seconds\n\nwait (0.3) seconds\n\nset [yvelocity v] to [5]\n\n\n\nbroadcast (Upladder? v)\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@crafting\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nCostumeSort\nforever\n if <(Level) = [5]> then\n go to x: (141) y: (92)\n set size to (60) %\n else\n go to x: (116) y: (63)\n set size to (80) %\n end\nend\n\nif <(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\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [1]> then\n if <(costume [number v]) = [5]> then\n if <([x position v] of [controlcharacter v]) < [0]> then\n broadcast (#L1ladder v)\n next costume\n else\n switch costume to (5 v)\n end\n end\n stop [this script v]\nend\nif <(Level) = [2]> then\n if <(costume [number v]) < [10]> then\n if <<([y position v] of [controlcharacter v]) > [-34]> and <<([y position v] of [controlcharacter v]) < [-30]> and <([x position v] of [controlcharacter v]) > [111]>>> then\n if <(#HoldingPickaxe?) = [Yes]> then\n broadcast (#Level2Dig v)\n next costume\n stop [this script v]\n end\n end\n end\n if <(costume [number v]) = [10]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n stop [this script v]\n end\n stop [this script v]\nend\nif <(Level) = [3]> then\n if <(costume [number v]) < [16]> then\n if <<([y position v] of [controlcharacter v]) > [30]> and <<(#HoldingPickaxe?) = [Yes]> and <([x position v] of [controlcharacter v]) > [130]>>> then\n broadcast (Level3Dig v)\n next costume\n stop [this script v]\n end\n end\nend\nif <(Level) = [4]> then\n if <(costume [number v]) < [21]> then\n if <<([y position v] of [controlcharacter v]) > [50]> and <<(#HoldingPickaxe?) = [Yes]> and <([x position v] of [controlcharacter v]) > [150]>>> then\n broadcast (Level4Dig v)\n next costume\n stop [this script v]\n end\n end\n if <(costume [number v]) = [21 ]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n stop [this script v]\n end\n stop [this script v]\nend\nif <(Level) = [5]> then\n if <(costume [number v]) < [26]> then\n if <<<(#HoldingPickaxe?) = [Yes]> and <<([x position v] of [controlcharacter v]) > [-208]> and <([x position v] of [controlcharacter v]) < [-60]>>> and <([y position v] of [controlcharacter v]) > [22]>> then\n broadcast (Level5Dig v)\n next costume\n stop [this script v]\n end\n end\n if <(costume [number v]) = [26]> then\n broadcast (MadeTap v)\n next costume\n stop [this script v]\n end\n stop [this script v]\nend\n\nif <(costume [number v]) = [10]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n stop [this script v]\nend\nstop [this script v]\n\nwhen I receive [levelup v]\nCostumeSort\n\nwhen I receive [level3mining v]\nif <(costume [number v]) < [17]> then\n next costume\nend\nif <(costume [number v]) = [17]> then\n broadcast (-L3Mined v)\n stop [this script v]\nend\n\nwhen I receive [l4mining v]\nif <(costume [number v]) < [22]> then\n next costume\nend\nif <(costume [number v]) = [22]> then\n broadcast (-L4Mined v)\n wait (1) seconds\n next costume\n stop [this script v]\nend\n\nstop [this script v]\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nCostumeSort\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\nswitch costume to (5 v)\n\nif then\n\nnext costume\n\nbroadcast (L2Ladderprompt v)\nbroadcast (-L2Ladder v)\nstop [this script v]\n\ndefine CostumeSort\nif <(Level) = [1]> then\n switch costume to (level1 v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (l1endl2start v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level2end3start v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level3end4start2 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nif <(costume [number v]) = [17]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\nend\nstop [this script v]\n\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\ngo [forward v] (1) layers\n\nbroadcast (gameover v)\n\n@HINTS\n\nwhen I receive [start v]\nhints\n\nwhen flag clicked\nforever\n go to (controlcharacter v)\n change y by (35)\nend\n\nwhen I receive [l1bridgeprompt v]\n\nsay [Get closer to the river!] for (5) seconds\n\nwhen I receive [l2ladderprompt v]\n\nsay [Go higher first!] for (5) seconds\n\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [A W E S O M E !] for (3) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [Grab the XP!] for (5) seconds\nend\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [showmario v]\nwait (1) seconds\nshow\n\nwhen I receive [#releasethefruit v]\nstop [other scripts in sprite v]\nthink []\nhide\n\nwhen I receive [restartlevel v]\nhints\n\ndefine hints\nreset timer\nif <not <(Level) = [1]>> then\n stop [this script v]\nend\nhide\nwait (15) seconds\nshow\nrepeat until <<(x position) > [4]> or <([costume # v] of [crafting v]) > [1]>>\n think [Go ← to cross using pipe.]\nend\nthink []\nwait (5) seconds\nrepeat until <([costume # v] of [crafting v]) > [4]>\n think [Go to the tree. Press SPACEBAR or click ACTION to chop 4 logs.]\nend\nthink []\nwait (5) seconds\nrepeat until <([costume # v] of [crafting v]) > [5]>\n if <(x position) > [4]> then\n think [Go → to cross using pipe.]\n else\n think [Press SPACEBAR or click ACTION to CRAFT!]\n end\nend\nthink []\nwait (5) seconds\nrepeat until <<not <(Level) = [1]>> or <touching (flag v)?>>\n think [Go to flag.]\nend\nthink []\n\n@Trees\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (ShowTrees v)\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nshow\nswitch costume to (tree v)\n\ngo to [front v] layer\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\nshow\n\nshow\n\nwhen I receive [showtrees v]\ngo to x: (500) y: (500)\nswitch costume to (tree v)\nif <[2] > [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (100) y: (-100)\n create clone of (_myself_ v)\n clear graphic effects\nend\ngo to x: (500) y: (500)\n\nif <(Level) = [2]> then\n go to x: (175) y: (-58)\n set [color v] effect to (-30)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n go to x: (-76) y: (117)\n set [color v] effect to (-50)\n create clone of (_myself_ v)\nend\ngo to x: (500) y: (500)\n\nwhen I receive [restartlevel v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\n@Goomba\n\nif then\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nPoomba\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nPoomba\n\nwhen flag clicked\nhide\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nPoomba\n\ndefine Poomba\nhide\nswitch costume to (creeper v)\nif <(Level) = [2]> then\n show\n go to x: (-120) y: (38)\n go to [front v] layer\n forever\n point in direction (90)\n repeat (20)\n next costume\n Sensing\n change x by (2)\n wait (0.1) seconds\n Sensing\n end\n Sensing\n point in direction (-90)\n repeat (20)\n Sensing\n wait (0.1) seconds\n Sensing\n change x by (-2)\n next costume\n end\n end\nend\nif <(Level) = [4]> then\n show\n go to x: (-160) y: (-15)\n go to [front v] layer\n forever\n point in direction (90)\n repeat (20)\n next costume\n Sensing\n change x by (2)\n wait (0.1) seconds\n Sensing\n end\n Sensing\n point in direction (-90)\n repeat (20)\n Sensing\n wait (0.1) seconds\n Sensing\n change x by (-2)\n next costume\n end\n end\nend\n\ndefine Sensing\nif <touching (holding v)?> then\n if <(#HoldingSword?) = [Yes]> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n hide\n else\n if <(LevelWas) = (Level)> then\n change [level v] by (1)\n broadcast (LevelUp v)\n else\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\n end\nend\nif <touching (controlcharacter v)?> then\n if <(LevelInPlay?) = [Yes]> then\n broadcast (RestartLevel v)\n start sound [mine v]\n else\n change [level v] by (1)\n broadcast (LevelUp v)\n end\nend\n\n@LevelText\n\nwhen I receive [start v]\nShowsign\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\nShowsign\n\ngo to x: (0) y: (0)\n\ndefine Showsign\nif <(Level) = [1]> then\n go to x: (-180) y: (73)\n set size to (80) %\n switch costume to (1 v)\nend\nif <(Level) = [2]> then\n go to x: (-135) y: (90)\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n go to x: (-150) y: (40)\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (-111)\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n go to x: (-130) y: (90)\n switch costume to (5 v)\nend\nset size to (100) %\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nif <(Level) < [5]> then\n show\n go to [front v] layer\n repeat (10)\n go to (controlcharacter v)\n change y by (25)\n change [yvelocity v] by (0.35)\n end\n repeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change y by (25)\n change [yvelocity v] by (0.35)\n end\n hide\nend\n\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nhide\n\nwait (0.1) seconds\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\nend\n\n@Powerups Collection\n\nwhen I receive [restartlevel v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [clonelock v] to [Off]\n\nwhen I receive [streamofcash v]\nif <(Clonelock) = [Off]> then\n set [distancetoscore v] to (distance to [score v])\n switch costume to (b50a020a782c9b7f574c3e5ff9be92163 v)\n repeat (5)\n set [xvelocityxp v] to (pick random (-3) to (3))\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nset [clonelock v] to [On]\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nclear graphic effects\nshow\npoint in direction (pick random (-30) to (30))\nset size to (20) %\nset [yvelocityxp v] to [5]\nrepeat (20)\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\nend\nrepeat (20)\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <<touching (hero v)?> or <touching (boat v)?>> then\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\nforever\n next costume\n if <<touching (hero v)?> or <touching (boat v)?>> then\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\n\ndelete this clone\n\n@Boat\n\nwhen I receive [gamemusic v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nBoatposition\n\nwhen I receive [restartlevel v]\nBoatposition\n\nwhen I receive [levelup v]\nBoatposition\n\nset [holdingboat? v] to [No]\n\ndefine Boatposition\nset [boat positioned? v] to [No]\nset [holdingboat? v] to [No]\nif <not <(Level) = [5]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nhide\nswitch costume to (empty v)\nshow\nset size to (50) %\ngo to x: (-106) y: (-124)\n\nwhen I receive [madetap v]\nwait (3.3) seconds\nglide (1) secs to x: (-109) y: (-105)\nglide (4) secs to x: (192) y: (-103)\nset [boat positioned? v] to [Yes]\nstop [other scripts in sprite v]\nwait until <touching (hero v)?>\nbroadcast (InTheBoat v) and wait\nswitch costume to (full v)\n\nif <(HoldingBoat?) = [Yes]> then\n\nbroadcast (MadeTap v)\n\nhide\n\ngo to x: (-2) y: (0)\n\nwhen I receive [intheboat v]\ngo to [front v] layer\nforever\n switch costume to (full v)\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n change y by (20)\n show\nend\n\nwait until <(HoldingBoat?) = [Yes]>\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nclear graphic effects\ngo to x: (0) y: (2)\nset size to (0) %\nwait (1) seconds\nshow\nrepeat (95)\n change size by (1)\nend\nforever\n repeat (10)\n change size by (1)\n change [color v] effect by (5)\n end\n repeat (10)\n change size by (-1)\n change [color v] effect by (5)\n end\nend\n\n@XP\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <<touching (hero v)?> or <touching (boat v)?>> then\n next costume\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-12) to (-8))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n go to x: (-237) y: (pick random (0) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (15) to (20))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [restartlevel v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\n@Ladder\n\nwhen I receive [#l1ladder v]\nshow\ngo to x: (-135) y: (-2)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\nif <touching (controlcharacter v)?> then\n set [yvelocity v] to [2]\nend\n\nforever\n\ngo to x: (0) y: (0)\n\n@Holding\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (pickaxe v)\ngo to x: (30) y: (12)\nhide\n\ngo to x: (0) y: (0)\nswitch costume to (blank v)\n\nwhen I receive [levelup v]\nPostionItems\n\nwhen I receive [#crafting v]\nif <(#HoldingPickaxe?) = [No]> then\n stop [this script v]\nend\nif <(#HoldingSword?) = [Yes]> then\n stop [this script v]\nend\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [restartlevel v]\nPostionItems\n\nwhen I receive [hidemario v]\nif <(distance to [hero v]) < [50]> then\n hide\nend\n\nwhen I receive [showmario v]\nshow\n\nwhen I receive [start v]\nPostionItems\n\ndefine PostionItems\nsay []\nhide\nswitch costume to (blank v)\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [2]> then\n switch costume to (pickaxe v)\n go to x: (30) y: (12)\n show\n wait until <<touching (controlcharacter v)?> and <([size v] of [controlcharacter v]) = [75]>>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (-64) y: (114)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (15) y: (84)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [5]> then\n switch costume to (pickaxe v)\n go to x: (-215) y: (33)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\n\nwait (0.2) seconds\n\nwhen I receive [#releasethefruit v]\n\nPostionItems\n\nwhen I receive [shringmario! v]\nif <<not <(Level) = [2]>> and <not <(Level) = [3]>>> then\n stop [other scripts in sprite v]\n change y by (-20)\nend\n\nwhen I receive [madetap v]\nif <(Level) = [5]> then\n stop [other scripts in sprite v]\n go to (hero v)\n point in direction (90)\n switch costume to (tap v)\n glide (1) secs to x: (-53) y: (40)\n show\nend\n\n@blocksx3\n\nwhen I receive [dropcongrats v]\nif <(Level) = [5]> then\n stop [this script v]\nend\nstart sound [clash-royale-soundtrack-win v]\nwait (1.5) seconds\nclear graphic effects\ngo to [front v] layer\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (3 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (2 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (1.4) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (all v)\nshow\nbroadcast (DeleteLocalClones v)\nrepeat (75)\n change y by (3)\nend\nhide\n\nwhen I start as a clone\nshow\nglide (0.6) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (50)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (20)\nglide (0.1) secs to x: (0) y: (0)\n\nchange [pixelate v] effect by (0.5)\n\nwhen I receive [deletelocalclones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Episode 1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nglide (0.5) secs to x: (0) y: (-100)\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (-100)\nglide (0.1) secs to x: (0) y: (-75)\nglide (0.1) secs to x: (0) y: (-100)\n\nwhen I receive [showepisode v]\nhide\nclear graphic effects\ngo to x: (0) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (9)\n create clone of (_myself_ v)\n next costume\n wait (0.3) seconds\nend\nwait (1.5) seconds\ngo to x: (0) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\ndelete this clone\n\nwhen I receive [dropletters v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [9]>> then\n wait (0.1) seconds\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n wait (0.4) seconds\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n wait (0.7) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [6]>> then\n wait (1) seconds\nend\nif <(costume [number v]) = [5]> then\n wait (1.33) seconds\nend\nglide (0.2) secs to x: (0) y: (-155)\nrepeat (40)\n change y by (-1)\nend\nif <(costume [number v]) = [5]> then\n broadcast (InstructionsPage v)\nend\ndelete this clone\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nwait (0.1) seconds\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (controlcharacter v)?>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nif <(Level) = [1]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [7]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [10]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [12]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [18]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [14]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [1]> then\n go to x: (80) y: (-50)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <(Level) = [2]> then\n go to x: (30) y: (100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <(Level) = [3]> then\n go to x: (80) y: (80)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <(Level) = [4]> then\n go to x: (-80) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <(Level) = [5]> then\n go to x: (-120) y: (-120)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (45)\n end\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\nreset timer\ndelete this clone\n\ngo to x: (0) y: (0)\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\n if <touching (hero v)?> then\n set [#xp seconds left v] to [-1]\n start sound [Ow v]\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nbroadcast (-L2Ladder v)\n\nif <[1] = [1]> then\nend\n\nstop [all v]\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\nwhen I receive [levelup v]\nset [#xp seconds left v] to [-11]\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (2) seconds\nwait (3) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\n repeat (20)\n change [ghost v] effect by (3)\n end\n hide\nelse\n broadcast (LevelUp v)\nend\n\nwait (1) seconds\n\nset [level v] to [1]\n\nwait (3) seconds\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nhide\n\n@tinyrunner\n\nwhen I receive [endtalk v]\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nforever\n wait (0.2) seconds\n say [] for (2) seconds\n wait (3) seconds\n say [★★★ AWESOME! ★★★] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [This game is to say thank you to my 18,000 followers!] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [It is the 100th game i have shared!] for (10) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say [] for (9) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say (join (Username) [ is a PRO-GAMER!]) for (7) seconds\n wait (3) seconds\n say [] for (3) seconds\n wait (3) seconds\n say [Don't look away... jokes coming up?] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [Platform shoes!] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [In a box factory!] for (4) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [I dig you!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [He didn't have the GUTS!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [How WOOD I know?] for (7) seconds\n wait (1) seconds\nend\n\nbroadcast (gameover v)\n\nwhen I receive [gameover v]\nswitch costume to (tinyrunner40 v)\nwait (1) seconds\ngo to [front v] layer\ngo to x: (30) y: (300)\nshow\nglide (1) secs to x: (30) y: (-51)\nbroadcast (EndTalk v)\nforever\n next costume\n repeat (1)\nend\n\nwait (0.05) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [..mario to front v]\ngo to [front v] layer\n\n@LoveB\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to x: ((Scroll) + (480)) y: (-14)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nwait (0.1) seconds\ngo to [front v] layer\ngo to x: (0) y: (-100)\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n change [scroll v] by (-6)\n if <(Scroll) > [-480]> then\n go to x: (Scroll) y: (-14)\n else\n go to x: ((Scroll) + (960)) y: (-14)\n if <(Scroll) < [-959]> then\n set [scroll v] to [0]\n end\n end\nend\n\nbroadcast (gameover v)\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nset [☁ #bestscore v] to [0]\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (flag v)\n next costume\n wait (0.1) seconds\nend\n\n@mushroom mini\n\nwhen I receive [showtrees v]\nhide\nwait (0.1) seconds\nif <(Level) = [2]> then\n show\n go to x: (97) y: (-134)\n wait until <touching (controlcharacter v)?>\n broadcast (ShringMario! v)\n hide\nend\nif <(Level) = [4]> then\n show\n go to x: (50) y: (-134)\n wait until <touching (controlcharacter v)?>\n broadcast (ShringMario! v)\n hide\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shringmario! v]\n\nwhen flag clicked\nhide\n\n@ControlCharacter\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n set [yvelocity v] to [5]\nend\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n broadcast (..Mario to front v)\n glide (1) secs to x: (-140) y: (30)\n set [yvelocity v] to [0]\n end\nend\nchange y by (1)\n\nwhen I receive [start v]\ngo to x: (-155) y: (-120)\nbroadcast (Walk v)\nbroadcast (PositionControlCharacter v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\nforever\n change [yvelocity v] by (-0.5)\n if <[0] > (YVelocity)> then\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n broadcast (CostumeChange v)\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < [-5]> then\n set [xvelocity v] to [-5]\n end\n end\n if <(XVelocity) > [0]> then\n broadcast (CostumeChange v)\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\n end\n end\nend\n\nif <touching (ladder v)?> then\nrepeat until <not <touching (ladder v)?>>\n if <(YVelocity) > [3]> then\n change y by (4)\n end\n if <(YVelocity) < [-3]> then\n change y by (4)\n end\nend\n\nwhen [w v] key pressed\nchange y by (-1)\nif <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n set [yvelocity v] to [5]\nend\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n glide (1) secs to x: (-140) y: (30)\n set [yvelocity v] to [0]\n end\nend\nchange y by (1)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\nif <(Level) = [1]> then\n go to x: (-155) y: (-120)\n forever\n if <<(x position) < [-180]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (-140)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-4]\n end\n if <<(x position) > [195]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (207) y: (-140)\n Pipe\n go to x: (-205) y: (-140)\n glide (0.1) secs to x: (-175) y: (-140)\n set [xvelocity v] to [4]\n end\n end\nend\nif <(Level) = [2]> then\n go to x: (-100) y: (-120)\n forever\n if <<(x position) < [-180]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (-140)\n Pipe\n go to x: (205) y: (50)\n glide (0.1) secs to x: (175) y: (50)\n set [xvelocity v] to [-2]\n end\n if <<(x position) > [195]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (207) y: (-140)\n Pipe\n go to x: (-205) y: (40)\n glide (0.1) secs to x: (-175) y: (20)\n set [xvelocity v] to [2]\n end\n if <<(x position) < [-180]> and <(y position) > [10]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (20)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-2]\n end\n end\nend\nif <(Level) = [3]> then\n go to x: (-150) y: (-150)\n forever\n if <<(x position) > [180]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (210) y: (-140)\n Pipe\n go to x: (-205) y: (-65)\n glide (0.1) secs to x: (-175) y: (-65)\n set [xvelocity v] to [3]\n end\n if <<(x position) < [-180]> and <<(y position) > [-72]> and <(y position) < [-68]>>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-207) y: (-70)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-4]\n end\n end\nend\nif <(Level) = [4]> then\n go to x: (-195) y: (80)\nend\nif <(Level) = [5]> then\n go to x: (-50) y: (35)\n forever\n if <<(y position) > [20]> and <(y position) < [24]>> then\n Pipe\n go to x: (190) y: (-76)\n if <(Boat Positioned?) = [No]> then\n glide (0.1) secs to x: (190) y: (-110)\n set [yvelocity v] to [-3]\n else\n glide (0.2) secs to x: (190) y: (-127)\n set [holdingboat? v] to [Yes]\n Stopmesinking\n end\n end\n end\nend\n\nif <(Level) = [4]> then\n go to x: (-210) y: (0)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-50)\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\nset size to (75) %\nshow\n\ndefine PlotTrail\n\nwhen flag clicked\ngo to x: (-170) y: (175)\nhide\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\nset size to (75) %\nshow\n\nbroadcast (Start v)\n\ngo to x: (-200) y: (-100)\n\nclear graphic effects\n\ndefine Pipe\nhide\nbroadcast (HideMario v)\nstart sound [Teleport2 v]\nwait (0.7) seconds\nbroadcast (ShowMario v)\nshow\n\n\n\n\n\nset [#holdingpickaxe? v] to [0]\n\nchange y by (4)\n\nstop [this script v]\n\nwhen I receive [upladder? v]\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n glide (1) secs to x: (-140) y: (30)\n set [yvelocity v] to [0]\n end\nend\n\nwhen I receive [downladder v]\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n glide (1) secs to x: (-140) y: (-124)\n set [yvelocity v] to [0]\n end\nend\n\nwhen [down arrow v] key pressed\nbroadcast (Downladder v)\n\nwhen [s v] key pressed\nbroadcast (Downladder v)\n\nwhen I receive [showtrees v]\nset size to (75) %\nshow\n\nwhen I receive [shringmario! v]\nset size to (34) %\n\nwhen I receive [growmario v]\nset size to (75) %\n\nclear graphic effects\n\nif then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (-140)\n Pipe\n go to x: (205) y: (50)\n glide (0.1) secs to x: (175) y: (50)\n set [xvelocity v] to [-2]\nend\nif <<(x position) > [195]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (207) y: (-140)\n Pipe\n go to x: (-205) y: (40)\n glide (0.1) secs to x: (-175) y: (20)\n set [xvelocity v] to [2]\nend\nif <<(x position) < [-180]> and <(y position) > [10]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (20)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-2]\nend\n\nforever\n if <(HoldingBoat?) = [Yes]> then\n if <(y position) < [-150]> then\n set y to (-150)\n set [yvelocity v] to [0]\n end\n end\nend\n\nwhen I receive [hugemario v]\nset size to (125) %\nshow\n\nset [xvelocity v] to [0]\nset [xvelocity v] to [0]\nglide (0.1) secs to x: (190) y: (-110)\n\nset [xvelocity v] to [3]\n\nif <<(x position) < [-180]> and <<(y position) > [-72]> and <(y position) < [-68]>>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-207) y: (-70)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-4]\nend\n\nPipe\ngo to x: (190) y: (-76)\n\ndefine Stopmesinking\nforever\n set [yvelocity v] to [0]\n set y to (-127)\nend\n\nshow\n\n@mushroom mini2\n\nwhen I receive [showtrees v]\nhide\nwait (0.1) seconds\nif <(Level) = [2]> then\n show\n go to x: (97) y: (-15)\n wait until <touching (controlcharacter v)?>\n broadcast (GrowMario v)\n hide\nend\nif <(Level) = [4]> then\n show\n go to x: (-200) y: (-20)\n wait until <touching (controlcharacter v)?>\n broadcast (HugeMario v)\n hide\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nbroadcast (GrowMario v)\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.05) seconds\nend\n\n@DigablesBlocks\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\ndIGABLES\n\nwhen I receive [#level2dig v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndIGABLES\n\ndefine dIGABLES\nhide\nif <[1] = [1]> then\n delete this clone\nend\nwait (0.1) seconds\nif <(Level) = [2]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\nend\nif <(Level) = [3]> then\n go to x: (0) y: (0)\n switch costume to (earth full v)\n show\nend\nif <(Level) = [4]> then\n go to x: (189) y: (59)\n switch costume to (costume14 v)\n show\n create clone of (_myself_ v)\n switch costume to (springfull v)\n show\n forever\n go to x: (198) y: (-178)\n if <([y position v] of [controlcharacter v]) > [-145]> then\n if <touching (sprite1 v)?> then\n if <([size v] of [controlcharacter v]) > [100]> then\n if <(costume [number v]) < [27]> then\n next costume\n if <(costume [number v]) = [27]> then\n wait until <([x position v] of [controlcharacter v]) < [0]>\n end\n end\n else\n if <(costume [number v]) < [18]> then\n next costume\n end\n end\n wait (0.2) seconds\n else\n if <(costume [number v]) > [13]> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.2) seconds\n end\n repeat until <<(costume [number v]) = [13]> or <touching (sprite1 v)?>>\n switch costume to ((costume [number v]) - (1))\n wait (0.2) seconds\n end\n end\nend\nif <(Level) = [5]> then\n go to x: (0) y: (0)\n switch costume to (level 5 full v)\n show\nend\n\nwhen I receive [level4dig v]\nif <(y position) < [0]> then\n\nnext costume\n\nwhen I start as a clone\ngo to x: (189) y: (59)\nswitch costume to (costume14 v)\nshow\n\nif <(Level) = [4]> then\nend\n\ngo to x: (0) y: (0)\n\ngo to x: (189) y: (58)\nswitch costume to (costume14 v)\nshow\n\nif <(Level) = [4]> then\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\ndIGABLES\n\nwhen I receive [level5dig v]\nnext costume\n\nwait (0.1) seconds\n\nwhen I receive [level3dig v]\nnext costume\n\nswitch costume to ((costume [number v]) - (1))\n\nwait (0.2) seconds\n\nwait (1) seconds\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [madetap v]\nwait (1.5) seconds\nstart sound [Ocean Wave v]\nswitch costume to (full v)\nrepeat (22)\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [restartlevel v]\nposition\n\nwhen I receive [levelup v]\nposition\n\ndefine position\nstop [other scripts in sprite v]\nif <(Level) = [5]> then\n switch costume to (full v)\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nposition\n\n@tinyrunner2\n\nwhen I receive [endtalk v]\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nforever\n wait (0.2) seconds\n say [] for (2) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say (join (join [★★★ ] (Username)) [ WON! ★★★ ]) for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say (join (Username) [ please LOVE ♥ FAV ♥ FOLLOW!]) for (7) seconds\n wait (3) seconds\n say [] for (10) seconds\n wait (3) seconds\n say (join (Username) [ is the BEST!]) for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say (join (Username) [ beat Minecraft Mario Platformer Episode 1!]) for (9) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [★★★You RULE! ★★★] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [Still watching?] for (3) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [Platform shoes!] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [In a box factory!] for (4) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [I dig you!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [He didn't have the GUTS!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [How WOOD I know?] for (7) seconds\n wait (1) seconds\nend\n\nbroadcast (gameover v)\n\nwhen I receive [gameover v]\nswitch costume to (tinyrunner40 v)\nwait (1) seconds\ngo to [front v] layer\ngo to x: (-30) y: (300)\nshow\nglide (1) secs to x: (-30) y: (-51)\nbroadcast (EndTalk v)\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\n@minecraft font\n\nwhen I start as a clone\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]\nend\nwait (1) seconds\nrepeat (300)\n change [color v] effect by (1)\n go to [front v] layer\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nset [digitx v] to (x position)\nset [digity v] to (y position)\n\nwait (1) seconds\nrepeat (2)\n create clone of (_myself_ v)\n change x by (-1)\n change y by (1)\n change [digitclonenumber v] by (1)\nend\nhide\nforever\nend\n\nwait (0) seconds\n\nbroadcast (3DTextRipple v)\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]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\n stop [this script v]\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]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\n stop [this script v]\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]\n stop [this script v]\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 [#showleveltransition v]\n\nwhen I receive [showthefont v]\nhide\nclear graphic effects\nwait (0.1) seconds\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\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\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 [☁ minecraftmariobesteverscore v] to [0]\nset [☁ l1time v] to [60]\nset [☁ l2time v] to [60]\nset [☁ l3time v] to [60]\nset [☁ l4time v] to [60]\nset [☁ l5time v] to [60]\n\nbroadcast (DeleteLocalClones v)\n\nwhen I receive [deletelocalclones v]\n\nwait (5) seconds\n\nstop [this script v]\n\nstop [this script v]\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\nif <(Level) = [5]> then\n if <(TimeTakenOnLevel) < (☁ L4Time)> then\n wait (1) seconds\n set [☁ l5time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L5Time)\nend\nbroadcast (ShowTheFont v)\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nrepeat (30)\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\nhide\nstop [this script v]\n\nif <[1] = [1]> then\n delete this clone\nend\n\nset [☁ normaltime v] to [300]\nset [☁ hardcoretime v] to [240]\n\nwhen I receive [#showleveltransition v]\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\n\nwhen I receive [levelup v]\nPlacePortal\n\ngo to x: (-65) y: (68)\n\nwhen I receive [start v]\nPlacePortal\n\ndefine PlacePortal\nshow\nif <(Level) = [1]> then\n go to x: (-80) y: (53)\nend\nif <(Level) = [2]> then\n go to x: (-70) y: (60)\nend\nif <(Level) = [3]> then\n go to x: (205) y: (-13)\nend\nif <(Level) = [4]> then\n go to x: (-226) y: (-104)\nend\nif <(Level) = [5]> then\n go to x: (-184) y: (-106)\nend\nshow\nset size to (33) %\nset [levelinplay? v] to [Yes]\nforever\n if <touching (hero v)?> then\n set [levelinplay? v] to [No]\n broadcast (ShowBestTimes v)\n broadcast (#ReleaseTheFruit v)\n start sound [minecraft-rare-achievements-sound v]\n stop [this script v]\n end\n next costume\n if <(Level) = [5]> then\n if <touching (boat v)?> then\n set [levelinplay? v] to [No]\n broadcast (#ReleaseTheFruit v)\n start sound [minecraft-rare-achievements-sound v]\n stop [this script v]\n end\n end\nend\n\nset [levelwas v] to (Level)\n\nbroadcast (PortalPositioning v)\n\nhide\n\nnext costume\n\nset [levelwas v] to (Level)\n\nnext costume\n\nif <(LevelWas) = (Level)> then\n change [level v] by (1)\n broadcast (LevelUp v)\nend\n\nset [levelwas v] to (Level)\n\nstart sound [minecraft-rare-achievements-sound v]\nstop [this script v]\n\n@minecraft font2\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nrepeat (3)\n stop [other scripts in sprite v]\n hide\nend\nstop [this script v]\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 (2)\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 (1) seconds\nbroadcast (3DTextRipple v)\nrepeat (200)\n change [color v] effect by (1)\nend\ndelete this clone\n\nforever\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]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\n stop [this script v]\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]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\n stop [this script v]\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]\n stop [this script v]\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\nset [wr v] to (☁ L1Time)\n\nwhen flag clicked\nhide\n\npoint towards (textcentredot v)\nmove (2) steps\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\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 [☁ l5time v] to [60]\nset [☁ normaltime v] to [300]\nset [☁ hardcoretime v] to [240]\n\nbroadcast (DeleteLocalClones v)\n\nwhen I receive [deletelocalclones v]\n\nwait (5) seconds\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nstop [this script v]\n\nwhen I receive [into blag v]\nhide\nclear graphic effects\nwait (0.1) seconds\nset [color v] effect to (-100)\ngo to [front v] layer\nset size to (130) %\nset [lineheight v] to [0]\nset [texttoshow v] to [Huge thanks to my]\nShowTextOnScreen\nset [lineheight v] to [-50]\nset [texttoshow v] to [18,000 followers!]\nShowTextOnScreen\nset size to (90) %\nset [lineheight v] to [-160]\nset [texttoshow v] to [Here is my 100th project!]\nShowTextOnScreen\n\nset [lineheight v] to [-120]\nset [texttoshow v] to [Here is my]\nShowTextOnScreen\n\nset size to (100) %\n\nstop [other scripts in sprite v]\n\n | Episode 2 is here: https://scratch.mit.edu/projects/409723323/\n\nHUGE thanks to my 18,000+ followers!!\n\n✪✪✪Minecraft Mario Platformer - Episode 1✪✪✪\n\n➊ Use ARROW keys, ASDW, touchscreen or mouse.\n➋ Press SPACEBAR to chop, hit or craft.\n❸ Love, Follow and Fav!\n\nLevel 1 has a tutorial to get you started...\nPress M to turn off shuffle music and change the track.\n\n---------- IPad, tablet, and mobile friendly ---------\n\n-----------------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #1 #animation #atomicmagicnumber #episode #mobile\n#mario #2020 #popular #famous #game #ipad #tablet\n#touchscreen #jump #top #fun #episode\n\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. |
a normal platformer (mobile friendly) #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\n\nwhen I receive [next v]\nnext backdrop\n\n@LAVA\n\nwhen flag clicked\nshow\nforever\n go to [back v] layer\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\n@i'm watching you!!!2\n\ndefine Lvl Change Detector\nset size to (30) %\nset [level v] to [1]\ngo to [front v] layer\nforever\n if <<(x position) = [240]> or <(y position) > [240]>> then\n set x to (-229)\n set y to (-73)\n broadcast (Next v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nLvl Change Detector\n\nwhen flag clicked\nRun Controls\n\ndefine Run Controls\nswitch costume to (i'm watching you!!! v)\nshow\nset [yv v] to [0]\ngo to x: (-229) y: (-73)\nset [xv v] to [0]\nforever\n if <touching (lava v)?> then\n set [yv v] to [0]\n go to x: (-177) y: (94)\n broadcast ( You were fryed bylava v)\n set [xv v] to [0]\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 [xv v] by (0.7)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xv v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n wall collision\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?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <touching (lava v)?> then\n go to x: (-229) y: (-73)\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Bonk v]\n end\nend\n\ndefine wall collision\nrepeat (5)\n if <touching color (#000000)?> then\n change y by (1)\n end\nend\nif <touching color (#000000)?> then\n change y by (-5)\n repeat until <not <touching color (#000000)?>>\n change x by (((-2) * <(Xv) > [0]>) - (-1))\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [15]\n else\n set [yv v] to [0]\n set [xv v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-229) y: (-73)\n end\nend\n\nwhen flag clicked\nforever\n start sound [audio5 v]\n wait (88) seconds\nend\n\nwhen flag clicked\nforever\n if <touching color (#fa00ff)?> then\n set [yv v] to [23]\n play sound [Jump v] until done\n end\nend\n\n@Skip\n\nwhen [space v] key pressed\nwait (0.3) seconds\nchange [level v] by (1)\nnext backdrop\nforever\n stop [other scripts in sprite v]\n if <(level) < [15]> then\n stop [this script v]\n end\nend\n\n | --------------------------READ-------------------------------\ndifficulty from 1 to 3 is 2\nonly positive comments no hate\nif this get featured I will eat a broom\n-----------------------------------------------------------------\nInstructions \nR to restart\narrow keys to use \nmobile friendly\nR to restart\nSpace to skip \n14 levels everything. 100% possible \n-----------------------------------------------------------------\nI am racing 1k favs and loves so help please\n-----------------------------------------------------------------\n join if u want https://scratch.mit.edu/studios/26916097/\nhttps://scratch.mit.edu/studios/26875294/\n-----------------------------------------------------------------\nif we get 1000 loves and favs I will add 10 more levels\nI made it a bit harder \nI added some self made music which I made in garage band\n |
ESCAPE - A platformer II | @Stage\n\nwhen flag clicked\nswitch backdrop to (bühnenbild1 v)\nset [brightness v] effect to (0)\n\nwhen I receive [nextlevel v]\nif <(Level) = [7]> then\n switch backdrop to (bühnenbild2 v)\nend\n\n@intro\n\nwhen I start as a clone\ngo to x: (0) y: (70)\npoint in direction (90)\nswitch costume to (lucphuc_logo3 v)\nwait until <(effect \(intro\)) = [100]>\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (-3)\nend\nbroadcast (Menu v)\n\nwhen I receive [intro v]\ndelete clone\nshow\nset volume to (100) %\nstart sound [Zaza - Be Together v]\nset [effect \(intro\) v] to [0]\nswitch costume to (f8492011-187e-4b27-a5f2-642ac489e04e_200x200 v)\nset [ghost v] effect to (0)\npoint in direction (90)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [effect \(intro\) v] to [13]\nrepeat (effect \(intro\))\n change [effect \(intro\) v] by (-1)\n change y by (effect \(intro\))\nend\nwait (1.2) seconds\nset [effect \(intro\) v] to [100]\nwait (0.1) seconds\nset [effect \(intro\) v] to [6]\nrepeat (effect \(intro\))\n change [effect \(intro\) v] by (-2.5)\n change y by (effect \(intro\))\nend\nset [effect \(intro\) v] to [10]\nrepeat (effect \(intro\))\n change [effect \(intro\) v] by (-1)\n change y by ((effect \(intro\)) * (-1))\n change [ghost v] effect by (10)\n change volume by (-8)\nend\nstop all sounds\n\ndefine delete clone\ndelete this clone\n\nwhen flag clicked\nbroadcast (intro v)\n\n@Figur1\n\nwhen I receive [menu v]\nwait (0.5) seconds\nstart sound [Low Whoosh v]\nshow\nrepeat (effect \(Escape a platformer\))\n change y by ((effect \(Escape a platformer\)) * (-1))\n change [effect \(escape a platformer\) v] by (-1)\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nset [effect \(escape a platformer\) v] to [12]\ngo to x: (20) y: (180)\n\nwhen I receive [start v]\nhide\n\nwhen I receive [start v]\nforever\n play sound [Xenogenesis v] until done\nend\n\n@Player\n\nwhen I receive [start v]\nset rotation style [left-right v]\ngo to x: (-180) y: (-50)\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.6)\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 (0.6)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [15]\n start sound [Jump v]\n end\n change y by (1)\n if <<(x position) > [230]> and <not <(Level) = [11]>>> then\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n change [level v] by (1)\n broadcast (NextLevel v)\n if <not <<(Level) = [3]> or <(Level) = [5]>>> then\n go to x: (-180) y: (-50)\n end\n if <<(Level) = [3]> or <(Level) = [5]>> then\n go to x: (-180) y: (y position)\n end\n end\n if <<(y position) < [-190]> or <touching (spines v)?>> then\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nswitch costume to (skin 1 v)\npoint in direction (90)\nset [level v] to [1]\nset [effect \(player\) v] to [0]\nhide\ngo to x: (-240) y: (0)\n\nwhen I receive [menu v]\nset [effect \(player\) v] to [15]\nwait (0.9) seconds\nshow\nstart sound [Low Whoosh2 v]\nrepeat (15)\n change x by ((effect \(Player\)) * (2))\n change [effect \(player\) v] by (-1)\nend\n\nwhen I receive [before costume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [next costume v]\nnext costume\n\nwhen [r v] key pressed\nbroadcast (dead v)\n\nwhen I receive [skip level v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (NextLevel v)\nchange [level v] by (1)\nif <not <<(Level) = [3]> or <(Level) = [5]>>> then\n go to x: (-180) y: (-50)\nend\nif <<(Level) = [3]> or <(Level) = [5]>> then\n go to x: (-180) y: (77)\nend\n\nwhen I receive [start v]\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 (-5)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (skin 1 v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [dead v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nif <not <<(Level) = [3]> or <(Level) = [5]>>> then\n go to x: (-180) y: (-50)\nend\nif <<(Level) = [3]> or <(Level) = [5]>> then\n go to x: (-180) y: (77)\nend\n\n@Figur2\n\nwhen flag clicked\nset size to (70) %\nhide\ngo to x: (-5) y: (-180)\nset [effect \(start\) v] to [0]\n\nwhen I receive [menu v]\nset [effect \(start\) v] to [10]\nwait (1.5) seconds\nshow\nstart sound [Low Whoosh2 v]\nrepeat (effect \(START\))\n change y by (effect \(START\))\n change [effect \(start\) v] by (-1)\nend\nrepeat until <(send Start) = [yes]>\n if <<touching (mouse-pointer v)?> and <(show How to Play?) = [no]>> then\n change size by (((90) - (size)) / (3))\n set [brightness v] effect to (20)\n if <mouse down?> then\n start sound [click v]\n broadcast (START v)\n set [send start v] to [yes]\n end\n else\n change size by (((70) - (size)) / (3))\n set [brightness v] effect to (0)\n end\n if <(show How to Play?) = [no]> then\n show\n else\n hide\n end\nend\nhide\nwait (0.2) seconds\nset [send start v] to [no]\n\n@Figur3\n\nwhen flag clicked\nset [send start v] to [no]\nshow\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nswitch costume to (kostüm1 v)\n\nwhen I start as a clone\nswitch costume to (kostüm2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(send Start) = [yes]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (before costume v)\n start sound [click v]\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\ndelete this clone\n\nwhen I receive [menu v]\nwait (1.3) seconds\ncreate clone of (_myself_ v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(send Start) = [yes]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Next costume v)\n start sound [click v]\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\nhide\n\nwhen I start as a clone\nrepeat until <(send Start) = [yes]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [menu v]\nwait (1.3) seconds\nrepeat until <(send Start) = [yes]>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (50)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@ground\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (level 1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nwait until <(Level) = [10]>\nbroadcast (END v)\n\n@Figur5\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (3))\n set [ghost v] effect to (50)\n else\n change size by (((70) - (size)) / (3))\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (NextLevel v)\n change [level v] by (1)\n broadcast (dead v)\n start sound [click v]\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\nwhen flag clicked\nswitch costume to (kostüm2 v)\n\nwhen I receive [nextlevel v]\nif <(Level) = [7]> then\n switch costume to (kostüm3 v)\nend\n\nwhen I receive [end v]\nhide\n\n@Figur4\n\nwhen flag clicked\nset [show how to play? v] to [no]\ngo to x: (5) y: (-60)\nset size to (100) %\nswitch costume to (kostüm2 v)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [menu v]\nwait (1.8) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(send Start) = [yes]>\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [brightness v] effect to (20)\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nhide\n\nwhen this sprite clicked\nstart sound [click v]\nif <(show How to Play?) = [no]> then\n set [show how to play? v] to [yes]\nelse\n if <(show How to Play?) = [yes]> then\n set [show how to play? v] to [no]\n end\nend\n\nwhen I receive [menu v]\ngo to [front v] layer\nwait (2.3) seconds\nrepeat until <(send Start) = [yes]>\n if <(show How to Play?) = [yes]> then\n switch costume to (kostüm3 v)\n go to x: (-175) y: (-150)\n end\n if <(show How to Play?) = [no]> then\n switch costume to (kostüm2 v)\n go to x: (5) y: (-60)\n end\nend\n\ngo to x: (5) y: (-60)\n\n@how?\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [menu v]\nrepeat until <(send Start) = [yes]>\n if <(show How to Play?) = [no]> then\n hide\n wait until <(show How to Play?) = [yes]>\n else\n show\n go to [front v] layer\n wait until <(show How to Play?) = [no]>\n end\nend\n\n@spines\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\npoint in direction (90)\nswitch costume to (1 v)\n\nwhen I receive [nextlevel v]\nbroadcast (delete clone \(spines\) v)\nnext costume\nrenderer\n\nwhen I receive [delete clone \(spines\) v]\ndelete this clone\n\ndefine level 3\nif <(Level) = [3]> then\n go to x: (-7) y: (-130)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\nend\n\ndefine level 4\nif <(Level) = [4]> then\n go to x: (-52) y: (-130)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (70)\n create clone of (_myself_ v)\n change x by (22)\n create clone of (_myself_ v)\n change x by (22)\n create clone of (_myself_ v)\n change x by (72)\n create clone of (_myself_ v)\n change x by (22)\nend\n\ndefine renderer\nbroadcast (render 2 v)\nbroadcast (render 1 v)\n\ndefine level 5\nif <(Level) = [5]> then\n go to x: (-110) y: (-130)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\nend\n\ndefine level 7\nif <(Level) = [7]> then\n set [ghost v] effect to (100)\n go to x: (50) y: (-100)\nend\n\ndefine level 9\nif <(Level) = [9]> then\n set [ghost v] effect to (0)\n go to x: (-140) y: (-130)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (20)\nend\n\ndefine level 10\nif <(Level) = [10]> then\n go to x: (-150) y: (-130)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change y by (120)\n change x by (30)\n point in direction (-90)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (30)\n change y by (-120)\n point in direction (90)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change y by (120)\n change x by (30)\n point in direction (-90)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (30)\n change y by (-120)\n point in direction (90)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change y by (120)\n change x by (30)\n point in direction (-90)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change x by (30)\n change y by (-120)\n point in direction (90)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\n change y by (120)\n change x by (40)\n point in direction (-90)\n create clone of (_myself_ v)\n change x by (20)\n create clone of (_myself_ v)\nend\n\ncreate clone of (_myself_ v)\nchange x by (20)\n\nchange x by (20)\n\nchange x by (20)\n\nwhen flag clicked\npoint in direction (90)\n\nchange x by (20)\n\ncreate clone of (_myself_ v)\nchange x by (20)\n\nchange x by (10)\n\ncreate clone of (_myself_ v)\n\nchange x by (40)\nchange y by (-120)\npoint in direction (90)\n\ncreate clone of (_myself_ v)\nchange x by (20)\ncreate clone of (_myself_ v)\n\nbroadcast (NextLevel v)\n\nwhen I receive [render 1 v]\nlevel 3\nlevel 4\nlevel 5\nlevel 7\n\nwhen I receive [render 2 v]\nlevel 9\nlevel 10\n\n@Figur6\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Figur7\n\nwhen flag clicked\nswitch costume to (level 1 v)\n\ndefine level 6\nif <(Level) = [6]> then\n go to x: (125) y: (140)\n repeat until <(Level) = [7]>\n set y to ((([sin v] of (effect \(Figur7\)) ) * (2)) + (140))\n if <touching (player v)?> then\n broadcast (NextLevel v)\n broadcast (dead v)\n change [level v] by (1)\n end\n end\nend\n\nwhen I receive [nextlevel v]\nnext costume\nlevel 6\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [effect \(figur7\) v] to [0]\nforever\n change [effect \(figur7\) v] by (25)\n change [ghost v] effect by (-10)\n if <[325] < (effect \(Figur7\))> then\n set [effect \(figur7\) v] to [0]\n end\nend\n\nchange y by (10)\n\n@Sprite2\n\nwhen flag clicked\nset size to (50) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [nextlevel v]\nlevel 7\nlevel 8\n\nwhen I receive [nextlevel v]\nif <<(Level) = [7]> or <(Level) = [8]>> then\n repeat until <(Level) = [9]>\n set size to (([sin v] of (effect \(Figur7\)) ) + (50)) %\n next costume\n wait (0.1) seconds\n end\nend\n\ndefine level 7\nif <(Level) = [7]> then\n go to [front v] layer\n show\n go to x: (50) y: (-100)\nend\n\ngo to (spines v)\n\nchange size by (10)\n\ndefine level 8\nif <(Level) = [8]> then\n hide\nend\n\n | w a s d or arrow keys to move\n\nyou can wall jump\ndon't touch the spines (spikes) and fire. |
Mario Platformer! | @Stage\n\nwhen I receive [gamemusic v]\nforever\n set [track v] to [1]\n play sound [SUPER MARIO RUN \(Trap Remix\) v] until done\n set [track v] to [2]\n play sound [minecraft_holder_trap_remix v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (yellow v)\nset [track v] to [1]\n\nwhen I receive [levelup v]\nBackdrops\n\nwhen I receive [gameover v]\nswitch backdrop to (won v)\n\nwhen I receive [instructionsstickers v]\nwait (0.1) seconds\nswitch backdrop to (startscreen2 v)\n\nwhen I receive [start v]\nBackdrops\n\nwhen [m v] key pressed\nstop [other scripts in sprite v]\nchange [track v] by (1)\nstop all sounds\nforever\n if <(track) = [1]> then\n play sound [SUPER MARIO RUN \(Trap Remix\) v] until done\n end\n if <(track) = [2]> then\n play sound [minecraft_holder_trap_remix v] until done\n end\n if <(track) = [3]> then\n if <(track) = [4]> then\n set [track v] to [1]\n end\nend\n\nswitch backdrop to (1 v)\n\nbroadcast (gameover v)\n\n\n\ndefine Backdrops\nswitch backdrop to (Level)\nclear graphic effects\nif <(Level) = [4]> then\n set [brightness v] effect to (-10)\nend\n\nset [color v] effect to (4)\n\nwhen stage clicked\nchange [xp v] by (12)\n\n@Platforms\n\nwhen I receive [levelup v]\nif <(Level) = [9]> then\n broadcast (gameover v)\nelse\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (Level)\n\nwhen I receive [restartlevel v]\nswitch costume to (Level)\n\nwhen I receive [launchfirstlevel v]\nswitch costume to (1 v)\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (1 v)\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n change [score v] by (51)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(score) > (☁ Top Score Earned)> then\n set [☁ top score earned v] to (score)\n end\nend\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen flag clicked\nset [xp v] to [0]\nforever\n wait (0.2) seconds\n change [xp v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(XP) > (☁ Top XP)> then\n set [☁ top xp v] to (XP)\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\nchange [☁ top score earned v] by (52222)\n\n@Start End screens\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nswitch costume to (title v)\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nbroadcast (gamemusic v)\nwait (1) seconds\nrepeat (40)\n change [brightness v] effect by (-2.5)\nend\nswitch costume to (title faceplate v)\nrepeat (40)\n change [brightness v] effect by (2.5)\nend\nswitch costume to (title faceplate2 v)\nbroadcast (Into Blag v) and wait\nwait (8) seconds\nbroadcast (ShowEpisode v)\n\nset [level v] to [2]\nbroadcast (Start v)\n\nwhen I receive [start v]\nhide\nplay sound [start v] until done\n\nwhen I receive [instructionspage v]\nbroadcast (InstructionsStickers v)\n\nrepeat (30)\n change size by (-1)\n change y by (1.5)\nend\n\nwhen I receive [gameover v]\nswitch costume to (you win! v)\ngo to [front v] layer\ngo to x: (0) y: (300)\nset size to (100) %\nshow\nglide (1) secs to x: (0) y: (0)\n\nbroadcast (ShowEpisode v)\nswitch costume to (title faceplate v)\n\nrepeat (40)\n change size by (-1)\n change y by (1.5)\nend\n\nbroadcast (gameover v)\n\nbroadcast (Into Blag v)\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [mushroom v] by (0.01)\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [power v] by (2.25)\nend\n\n@YellowSticker\n\nwhen I receive [instructionsstickers v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (sticker1 v)\nwait (0.1) seconds\nrepeat (200)\n change x by (5)\nend\n\nwhen I start as a clone\nswitch costume to (sticker2 v)\nwait (3) seconds\nrepeat (200)\n change x by (5)\nend\nwait (0.1) seconds\nbroadcast (ShowPlayButton v) and wait\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen [any v] key pressed\nchange [xp v] by (1)\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-400)\n\nwhen I receive [showplaybutton v]\nshow\nset size to (75) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-450)\nglide (0.8) secs to x: (0) y: (-60)\nforever\n repeat (10)\n change size by (0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\n repeat (10)\n change size by (-0.2)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (FadeOutInstructions v)\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\ndelete this clone\n\n@Score\n\nwhen I receive [deletemyball v]\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen I receive [dollarcollected v]\n\nbroadcast (DollarCollected v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (Score)) - (Numeral)) of (Score))\nend\n\nwhen I receive [start v]\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (60) %\ngo to x: (-90) y: (160)\nset [numeral v] to [0]\ngo to [front v] layer\nrepeat (5)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-15)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nset size to (60) %\nforever\n go to [front v] layer\n wait (1) seconds\nend\n\nset size to (215) %\nset [color v] effect to (-25)\nwait (1) seconds\nset size to (190) %\nclear graphic effects\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nset [score v] to [0]\nhide\n\nset [brightness v] effect to (100)\n\nwhen I receive [gameover v]\nwait (1) seconds\nshow\nset [brightness v] effect to (-100)\ngo to [front v] layer\nset y to (0)\n\n@Score2\n\nwhen I receive [gameover v]\nwait (1) seconds\nshow\nset [brightness v] effect to (-100)\ngo to [front v] layer\nset y to (-20)\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\nforever\n if <(Score) > [0]> then\n if <(Score) > (☁ MinecraftMarioBestEverScore)> then\n set [☁ minecraftmariobesteverscore v] to (Score)\n end\n end\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (☁ MinecraftMarioBestEverScore)) - (Numeral)) of (☁ MinecraftMarioBestEverScore))\n wait (1) seconds\nend\n\nwait (1) seconds\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [brightness v] effect to (-100)\nhide\n\n@lava\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (-198) y: (-175)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (170)\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\n repeat (3)\n if <touching (controlcharacter v)?> then\n if <(HoldingBoat?) = [No]> then\n start sound [Mine v]\n broadcast (RestartLevel v)\n end\n end\n end\nend\n\nwhen I receive [gameover v]\nwait (0.2) seconds\ndelete this clone\n\nset size to (100) %\n\nset [ghost v] effect to (50)\n\n@HERO\n\nwhen I receive [costumechange v]\nnext costume\nwait (0.05) seconds\nif <<not <(costume [number v]) = [4]>> and <not <(costume [number v]) = [10]>>> then\n repeat until <<(costume [number v]) = [4]> or <(costume [number v]) = [10]>>\n next costume\n wait (0.05) seconds\n end\nend\n\nwhen I receive [levelup v]\nswitch costume to (mariorun24 v)\ngo to [front v] layer\nset size to (25) %\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nControl\n\ngo to [front v] layer\n\nwhen I receive [heropointleft v]\npoint in direction (-90)\nnext costume\n\nwhen I receive [heropointright v]\npoint in direction (90)\nnext costume\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [footsteps v]\nforever\n if <not <(OldX) = (x position)>> then\n play sound [Walk v] until done\n end\n set [oldx v] to (x position)\nend\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [showmario v]\nshow\n\nwhen I receive [shringmario! v]\nset size to (15) %\n\nwhen I receive [restartlevel v]\nControl\n\nwhen I receive [growmario v]\ngo to [front v] layer\nset size to (25) %\n\ngo to [front v] layer\n\nwhen I receive [hugemario v]\ngo to [front v] layer\nset size to (45) %\n\nwhen I receive [intheboat v]\nstop [other scripts in sprite v]\nforever\n hide\n go to [front v] layer\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\nend\n\npoint in direction (90)\nnext costume\n\nshow\nset size to (25) %\n\ndefine Control\nstop [other scripts in sprite v]\nswitch costume to (mariorun24 v)\npoint in direction (90)\nset size to (25) %\ngo to [front v] layer\nbroadcast (Footsteps v)\nshow\nforever\n go to (controlcharacter v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvelocity v] by (1.5)\n point in direction (90)\n next costume\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvelocity v] by (-1.5)\n point in direction (-90)\n next costume\n end\nend\n\nControl\n\nwhen flag clicked\nswitch costume to (mariorun24 v)\n\ngo to [front v] layer\nset size to (25) %\n\nwhen I receive [..mario to front v]\ngo to [front v] layer\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\n@Joystick\n\nwhen I receive [start v]\nwait (0.1) seconds\ngo to x: (162) y: (-90)\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 (Upladder? v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-68]> and <(direction) < [-23]>> then\n switch costume to (nw v)\n change [xvelocity v] by (-1.5)\n broadcast (HeroPointLeft v)\n broadcast (Upladder? v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [-140]> and <(direction) < [-68]>> then\n switch costume to (w v)\n broadcast (HeroPointLeft v)\n change [xvelocity v] by (-1.5)\n end\n if <<(direction) > [23]> and <(direction) < [68]>> then\n switch costume to (ne v)\n broadcast (Upladder? v)\n change [xvelocity v] by (1.5)\n broadcast (HeroPointRight v)\n if <(ControlOnGround) = [Yes]> then\n set [yvelocity v] to [5]\n end\n end\n if <<(direction) > [68]> and <(direction) < [140]>> then\n broadcast (HeroPointRight v)\n change [xvelocity v] by (1.5)\n switch costume to (e v)\n end\n if <<(direction) < [-140]> or <(direction) > [140]>> then\n if <(distance to [mouse-pointer v]) > [55]> then\n broadcast (#ACTION v) and wait\n broadcast (#Crafting v)\n switch costume to (action v)\n wait (0.3) seconds\n else\n switch costume to (south v)\n broadcast (Downladder v)\n end\n wait until <not <mouse down?>>\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\nsay [Hello!] for (2) seconds\n\nwait (0.3) seconds\n\nset [yvelocity v] to [5]\n\n\n\nbroadcast (Upladder? v)\n\nwhen this sprite clicked\nchange [xp v] by (55)\n\n@Layercake\n\nwhen flag clicked\nhide\nrepeat (100)\n create clone of (_myself_ v)\n go to [front v] layer\nend\n\n@crafting\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nCostumeSort\nforever\n if <(Level) = [5]> then\n go to x: (141) y: (92)\n set size to (60) %\n else\n go to x: (116) y: (63)\n set size to (80) %\n end\nend\n\nif <(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\nend\n\nwhen I receive [nextcraftingstage v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (#Crafting v)\n\nwhen [space v] key pressed\nbroadcast (#Crafting v)\n\nwhen I receive [#crafting v]\nif <(Level) = [1]> then\n if <(costume [number v]) = [5]> then\n if <([x position v] of [controlcharacter v]) < [0]> then\n broadcast (#L1ladder v)\n next costume\n else\n switch costume to (5 v)\n end\n end\n stop [this script v]\nend\nif <(Level) = [2]> then\n if <(costume [number v]) < [10]> then\n if <<([y position v] of [controlcharacter v]) > [-34]> and <<([y position v] of [controlcharacter v]) < [-30]> and <([x position v] of [controlcharacter v]) > [111]>>> then\n if <(#HoldingPickaxe?) = [Yes]> then\n broadcast (#Level2Dig v)\n next costume\n stop [this script v]\n end\n end\n end\n if <(costume [number v]) = [10]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n stop [this script v]\n end\n stop [this script v]\nend\nif <(Level) = [3]> then\n if <(costume [number v]) < [16]> then\n if <<([y position v] of [controlcharacter v]) > [30]> and <<(#HoldingPickaxe?) = [Yes]> and <([x position v] of [controlcharacter v]) > [130]>>> then\n broadcast (Level3Dig v)\n next costume\n stop [this script v]\n end\n end\nend\nif <(Level) = [4]> then\n if <(costume [number v]) < [21]> then\n if <<([y position v] of [controlcharacter v]) > [50]> and <<(#HoldingPickaxe?) = [Yes]> and <([x position v] of [controlcharacter v]) > [150]>>> then\n broadcast (Level4Dig v)\n next costume\n stop [this script v]\n end\n end\n if <(costume [number v]) = [21 ]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n stop [this script v]\n end\n stop [this script v]\nend\nif <(Level) = [5]> then\n if <(costume [number v]) < [26]> then\n if <<<(#HoldingPickaxe?) = [Yes]> and <<([x position v] of [controlcharacter v]) > [-208]> and <([x position v] of [controlcharacter v]) < [-60]>>> and <([y position v] of [controlcharacter v]) > [22]>> then\n broadcast (Level5Dig v)\n next costume\n stop [this script v]\n end\n end\n if <(costume [number v]) = [26]> then\n broadcast (MadeTap v)\n next costume\n stop [this script v]\n end\n stop [this script v]\nend\n\nif <(costume [number v]) = [10]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\n stop [this script v]\nend\nstop [this script v]\n\nwhen I receive [levelup v]\nCostumeSort\n\nwhen I receive [level3mining v]\nif <(costume [number v]) < [17]> then\n next costume\nend\nif <(costume [number v]) = [17]> then\n broadcast (-L3Mined v)\n stop [this script v]\nend\n\nwhen I receive [l4mining v]\nif <(costume [number v]) < [22]> then\n next costume\nend\nif <(costume [number v]) = [22]> then\n broadcast (-L4Mined v)\n wait (1) seconds\n next costume\n stop [this script v]\nend\n\nstop [this script v]\n\nwhen I receive [joycrafting v]\nbroadcast (#Crafting v)\n\nwhen I receive [restartlevel v]\nCostumeSort\n\nwhen I receive [#crafting v]\nstart sound [Chop v]\nbroadcast (#ACTION v)\n\nswitch costume to (5 v)\n\nif then\n\nnext costume\n\nbroadcast (L2Ladderprompt v)\nbroadcast (-L2Ladder v)\nstop [this script v]\n\ndefine CostumeSort\nif <(Level) = [1]> then\n switch costume to (level1 v)\n stop [this script v]\nend\nif <(Level) = [2]> then\n switch costume to (l1endl2start v)\n stop [this script v]\nend\nif <(Level) = [3]> then\n switch costume to (level2end3start v)\n stop [this script v]\nend\nif <(Level) = [4]> then\n switch costume to (level3end4start2 v)\n stop [this script v]\nend\nif <(Level) = [5]> then\n switch costume to (l4/5 v)\n stop [this script v]\nend\n\nif <(costume [number v]) = [17]> then\n broadcast (ArmWithSword v)\n next costume\n set [#holdingsword? v] to [Yes]\nend\nstop [this script v]\n\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [gameover v]\nstop [other scripts in sprite v]\nhide\n\ngo [forward v] (1) layers\n\nbroadcast (gameover v)\n\n@HINTS\n\nwhen I receive [start v]\nhints\n\nwhen flag clicked\nforever\n go to (controlcharacter v)\n change y by (35)\nend\n\nwhen I receive [l1bridgeprompt v]\n\nsay [Get closer to the river!] for (5) seconds\n\nwhen I receive [l2ladderprompt v]\n\nsay [Go higher first!] for (5) seconds\n\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [A W E S O M E !] for (3) seconds\nend\nif <<(#XP seconds left) < [0]> and <(Level) = [1]>> then\n say [Grab the XP!] for (5) seconds\nend\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [showmario v]\nwait (1) seconds\nshow\n\nwhen I receive [#releasethefruit v]\nstop [other scripts in sprite v]\nthink []\nhide\n\nwhen I receive [restartlevel v]\nhints\n\ndefine hints\nreset timer\nif <not <(Level) = [1]>> then\n stop [this script v]\nend\nhide\nwait (15) seconds\nshow\nrepeat until <<(x position) > [4]> or <([costume # v] of [crafting v]) > [1]>>\n think [Go ← to cross using pipe.]\nend\nthink []\nwait (5) seconds\nrepeat until <([costume # v] of [crafting v]) > [4]>\n think [Go to the tree. Press SPACEBAR or click ACTION to chop 4 logs.]\nend\nthink []\nwait (5) seconds\nrepeat until <([costume # v] of [crafting v]) > [5]>\n if <(x position) > [4]> then\n think [Go → to cross using pipe.]\n else\n think [Press SPACEBAR or click ACTION to CRAFT!]\n end\nend\nthink []\nwait (5) seconds\nrepeat until <<not <(Level) = [1]>> or <touching (flag v)?>>\n think [Go to flag.]\nend\nthink []\n\n@Trees\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nbroadcast (ShowTrees v)\n\nwhen I receive [off v]\nhide\n\nwhen flag clicked\nhide\nswitch costume to (tree v)\n\nwhen I start as a clone\nshow\nswitch costume to (tree v)\n\ngo to [front v] layer\n\nwhen I receive [#action v]\nif <(distance to [controlcharacter v]) < [50]> then\n next costume\n broadcast (NextCraftingStage v)\n if <(costume [number v]) > [4]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\nshow\n\nshow\n\nwhen I receive [showtrees v]\ngo to x: (500) y: (500)\nswitch costume to (tree v)\nif <[2] > [1]> then\n delete this clone\nend\nif <(Level) = [1]> then\n go to x: (100) y: (-100)\n create clone of (_myself_ v)\n clear graphic effects\nend\ngo to x: (500) y: (500)\n\nif <(Level) = [2]> then\n go to x: (175) y: (-58)\n set [color v] effect to (-30)\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n go to x: (-76) y: (117)\n set [color v] effect to (-50)\n create clone of (_myself_ v)\nend\ngo to x: (500) y: (500)\n\nwhen I receive [restartlevel v]\nbroadcast (ShowTrees v)\n\ngo to x: (500) y: (500)\n\n@Goomba\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\nPoomba\n\nwhen I receive [start v]\nhide\ngo to [back v] layer\nPoomba\n\nwhen flag clicked\nhide\n\ngo to x: (-150) y: (-142)\n\nset y to (58)\n\nset [level v] to [6]\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\nPoomba\n\ndefine Poomba\nhide\nswitch costume to (creeper v)\nif <(Level) = [2]> then\n show\n go to x: (-120) y: (38)\n go to [front v] layer\n forever\n point in direction (90)\n repeat (20)\n next costume\n Sensing\n change x by (2)\n wait (0.1) seconds\n Sensing\n end\n Sensing\n point in direction (-90)\n repeat (20)\n Sensing\n wait (0.1) seconds\n Sensing\n change x by (-2)\n next costume\n end\n end\nend\nif <(Level) = [4]> then\n show\n go to x: (-160) y: (-15)\n go to [front v] layer\n forever\n point in direction (90)\n repeat (20)\n next costume\n Sensing\n change x by (2)\n wait (0.1) seconds\n Sensing\n end\n Sensing\n point in direction (-90)\n repeat (20)\n Sensing\n wait (0.1) seconds\n Sensing\n change x by (-2)\n next costume\n end\n end\nend\n\ndefine Sensing\nif <touching (holding v)?> then\n if <(#HoldingSword?) = [Yes]> then\n start sound [Clink v]\n stop [other scripts in sprite v]\n hide\n else\n broadcast (BombHit v)\n broadcast (RestartLevel v)\n start sound [mine v]\n end\nend\nif <touching (controlcharacter v)?> then\n broadcast (RestartLevel v)\n start sound [mine v]\nend\n\n@LevelText\n\nwhen I receive [start v]\nShowsign\n\nwhen I receive [gameover v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [levelupsoundonly v]\nstart sound [minecraft-rare-achievements-sound v]\nwait (0.5) seconds\nrepeat (10)\n play sound [xp-sound-minecraft v] until done\nend\n\nwhen I receive [levelup v]\nShowsign\n\ngo to x: (0) y: (0)\n\ndefine Showsign\nif <(Level) = [1]> then\n go to x: (-180) y: (73)\n set size to (80) %\n switch costume to (1 v)\nend\nif <(Level) = [2]> then\n go to x: (-135) y: (90)\n switch costume to (2 v)\nend\nif <(Level) = [3]> then\n go to x: (-150) y: (40)\n switch costume to (3 v)\nend\nif <(Level) = [4]> then\n go to x: (-50) y: (-111)\n switch costume to (4 v)\nend\nif <(Level) = [5]> then\n go to x: (-130) y: (90)\n switch costume to (5 v)\nend\nset size to (100) %\nshow\nrepeat (3)\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\nend\n\n@blue flame\n\nwhen I receive [#releasethefruit v]\nif <(Level) < [5]> then\n show\n go to [front v] layer\n repeat (10)\n go to (controlcharacter v)\n change y by (25)\n change [yvelocity v] by (0.35)\n end\n repeat until <(#XP seconds left) < [0]>\n go to (controlcharacter v)\n change y by (25)\n change [yvelocity v] by (0.35)\n end\n hide\nend\n\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [levelup v]\nhide\n\nwait (0.1) seconds\n\n@Sprite1\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (99)\nshow\nforever\n go to (controlcharacter v)\n if <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n set [controlonground v] to [Yes]\n else\n set [controlonground v] to [No]\n end\nend\n\n@Powerups Collection\n\nwhen I receive [restartlevel v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nset [clonelock v] to [Off]\n\nwhen I receive [streamofcash v]\nif <(Clonelock) = [Off]> then\n set [distancetoscore v] to (distance to [score v])\n switch costume to (b50a020a782c9b7f574c3e5ff9be92163 v)\n repeat (5)\n set [xvelocityxp v] to (pick random (-3) to (3))\n create clone of (_myself_ v)\n wait (0.05) seconds\n end\nend\n\nwhen I start as a clone\nset [clonelock v] to [On]\ngo to x: (StreamofCashX) y: (StreamOfCashY)\nclear graphic effects\nshow\npoint in direction (pick random (-30) to (30))\nset size to (20) %\nset [yvelocityxp v] to [5]\nrepeat (20)\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\nend\nrepeat (20)\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <touching (hero v)?> then\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\nforever\n next costume\n if <touching (hero v)?> then\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\n\ndelete this clone\n\n@Boat\n\nwhen I receive [gamemusic v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nBoatposition\n\nwhen I receive [restartlevel v]\nBoatposition\n\nwhen I receive [levelup v]\nBoatposition\n\nset [holdingboat? v] to [No]\n\ndefine Boatposition\nset [boat positioned? v] to [No]\nset [holdingboat? v] to [No]\nif <not <(Level) = [5]>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nhide\nswitch costume to (empty v)\nshow\nset size to (50) %\ngo to x: (-106) y: (-124)\n\nwhen I receive [madetap v]\nwait (3.3) seconds\nglide (1) secs to x: (-109) y: (-105)\nglide (4) secs to x: (192) y: (-103)\nset [boat positioned? v] to [Yes]\nstop [other scripts in sprite v]\nwait until <touching (hero v)?>\nbroadcast (InTheBoat v) and wait\nswitch costume to (full v)\n\nif <(HoldingBoat?) = [Yes]> then\n\nbroadcast (MadeTap v)\n\nhide\n\ngo to x: (-2) y: (0)\n\nwhen I receive [intheboat v]\ngo to [front v] layer\nforever\n switch costume to (full v)\n go to (controlcharacter v)\n point in direction ([direction v] of [hero v])\n change y by (20)\n show\nend\n\nwait until <(HoldingBoat?) = [Yes]>\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nclear graphic effects\ngo to x: (0) y: (2)\nset size to (0) %\nwait (1) seconds\nshow\nrepeat (95)\n change size by (1)\nend\nforever\n repeat (10)\n change size by (1)\n change [color v] effect by (5)\n end\n repeat (10)\n change size by (-1)\n change [color v] effect by (5)\n end\nend\n\n@XP\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-175]>\n if <(YVelocityXP) > [-6]> then\n change [yvelocityxp v] by (-0.2)\n end\n set [xvelocityxp v] to ((XVelocityXP) * (0.95))\n next costume\n change y by (YVelocityXP)\n turn right (FruitTwistLocal) degrees\n change x by (XVelocityXP)\n if <touching (hero v)?> then\n next costume\n glide (0.6) secs to x: (-100) y: (168)\n start sound [xp-sound-minecraft v]\n change [score v] by (100)\n delete this clone\n end\n if <([abs v] of (x position) ) > [237]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nswitch costume to (sandia v)\nclear graphic effects\npoint in direction (90)\nforever\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (-12) to (-8))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n go to x: (-237) y: (pick random (0) to (150))\n set [fruittwistlocal v] to (pick random (-3) to (3))\n set [xvelocityxp v] to (pick random (15) to (20))\n set [yvelocityxp v] to [4]\n switch costume to (((pick random (1) to (5)) * (3)) - (2))\n create clone of (_myself_ v)\n wait (0.2) seconds\n if <(#XP seconds left) < [0]> then\n broadcast (#ShowLevelTransition v)\n stop [this script v]\n end\nend\n\nwait (0.2) seconds\ngo to x: (237) y: (pick random (60) to (150))\nset [fruittwistlocal v] to (pick random (-3) to (3))\nset [xvelocityxp v] to (pick random (-14) to (-10))\nset [yvelocityxp v] to [2]\nswitch costume to (((pick random (1) to (5)) * (3)) - (2))\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [#xp seconds left v] to [0]\nhide\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwait (1) seconds\n\nstop [other scripts in sprite v]\n\nstop [other scripts in sprite v]\n\nwhen I receive [restartlevel v]\nif <[1] = [1]> then\n delete this clone\nend\nstop [other scripts in sprite v]\n\n@Ladder\n\nwhen I receive [#l1ladder v]\nshow\ngo to x: (-135) y: (-2)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [levelup v]\nhide\nstop [other scripts in sprite v]\n\nif <touching (controlcharacter v)?> then\n set [yvelocity v] to [2]\nend\n\nforever\n\ngo to x: (0) y: (0)\n\n@Holding\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (pickaxe v)\ngo to x: (30) y: (12)\nhide\n\ngo to x: (0) y: (0)\nswitch costume to (blank v)\n\nwhen I receive [levelup v]\nPostionItems\n\nwhen I receive [#crafting v]\nif <(#HoldingPickaxe?) = [No]> then\n stop [this script v]\nend\nif <(#HoldingSword?) = [Yes]> then\n stop [this script v]\nend\n\nwhen I receive [armwithsword v]\nswitch costume to (sword v)\nset [#holdingsword? v] to [Yes]\n\nwhen I receive [restartlevel v]\nPostionItems\n\nwhen I receive [hidemario v]\nhide\n\nwhen I receive [showmario v]\nshow\n\nwhen I receive [start v]\nPostionItems\n\ndefine PostionItems\nsay []\nhide\nswitch costume to (blank v)\nset [#holdingpickaxe? v] to [No]\nset [#holdingsword? v] to [No]\nstop [other scripts in sprite v]\nif <(Level) = [2]> then\n switch costume to (pickaxe v)\n go to x: (30) y: (12)\n show\n wait until <<touching (controlcharacter v)?> and <([size v] of [controlcharacter v]) = [75]>>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [3]> then\n switch costume to (pickaxe v)\n go to x: (-64) y: (114)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [4]> then\n switch costume to (pickaxe v)\n go to x: (15) y: (84)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\nif <(Level) = [5]> then\n switch costume to (pickaxe v)\n go to x: (-215) y: (33)\n show\n wait until <touching (controlcharacter v)?>\n set [#holdingpickaxe? v] to [Yes]\n forever\n go to (controlcharacter v)\n change y by (30)\n point in direction ([direction v] of [hero v])\n end\nend\n\nwait (0.2) seconds\n\nwhen I receive [#releasethefruit v]\nPostionItems\n\nwhen I receive [shringmario! v]\nif <<not <(Level) = [2]>> and <not <(Level) = [3]>>> then\n stop [other scripts in sprite v]\n change y by (-20)\nend\n\nwhen I receive [madetap v]\nif <(Level) = [5]> then\n stop [other scripts in sprite v]\n go to (hero v)\n point in direction (90)\n switch costume to (tap v)\n glide (1) secs to x: (-53) y: (40)\n show\nend\n\n@blocksx3\n\nwhen I receive [dropcongrats v]\nif <(Level) = [5]> then\n stop [this script v]\nend\nstart sound [clash-royale-soundtrack-win v]\nwait (1.5) seconds\nclear graphic effects\ngo to [front v] layer\nhide\nswitch costume to (1 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (3 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nswitch costume to (2 v)\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nwait (1.4) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (all v)\nshow\nbroadcast (DeleteLocalClones v)\nrepeat (75)\n change y by (3)\nend\nhide\n\nwhen I start as a clone\nshow\nglide (0.6) secs to x: (0) y: (0)\nglide (0.3) secs to x: (0) y: (50)\nglide (0.3) secs to x: (0) y: (0)\nglide (0.1) secs to x: (0) y: (20)\nglide (0.1) secs to x: (0) y: (0)\n\nchange [pixelate v] effect by (0.5)\n\nwhen I receive [deletelocalclones v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Episode 1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nglide (0.5) secs to x: (0) y: (-100)\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (-100)\nglide (0.1) secs to x: (0) y: (-75)\nglide (0.1) secs to x: (0) y: (-100)\n\nwhen I receive [showepisode v]\nhide\nclear graphic effects\ngo to x: (0) y: (400)\nswitch costume to (episode 1 v)\ngo to [front v] layer\nrepeat (9)\n create clone of (_myself_ v)\n next costume\n wait (0.3) seconds\nend\nwait (1.5) seconds\ngo to x: (0) y: (0)\nclear graphic effects\nbroadcast (DropLetters v)\n\nwhen I receive [instructionspage v]\ndelete this clone\n\nwhen I receive [dropletters v]\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [9]>> then\n wait (0.1) seconds\nend\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [8]>> then\n wait (0.4) seconds\nend\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> then\n wait (0.7) seconds\nend\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [6]>> then\n wait (1) seconds\nend\nif <(costume [number v]) = [5]> then\n wait (1.33) seconds\nend\nglide (0.2) secs to x: (0) y: (-155)\nrepeat (40)\n change y by (-1)\nend\nif <(costume [number v]) = [5]> then\n broadcast (InstructionsPage v)\nend\ndelete this clone\n\nwhen I receive [fadeoutinstructions v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nbroadcast (Start v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Sprite6\n\nwhen I receive [#releasethefruit v]\nHowManyBonusChests?\nwait (0.1) seconds\nPositionTheChests\n\nwhen flag clicked\nhide\ngo to x: (400) y: (400)\n\nwhen I start as a clone\nshow\nrepeat until <touching (controlcharacter v)?>\n next costume\nend\nstart sound [456966__funwithsound__success-fanfare-trumpets v]\nchange [score v] by (1000)\nset [streamofcashx v] to (x position)\nset [streamofcashy v] to (y position)\nbroadcast (StreamOfCash v)\ndelete this clone\n\nwhen I receive [levelup v]\nreset timer\ndelete this clone\n\ndefine HowManyBonusChests?\nif <(Level) = [1]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [7]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [2]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [10]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [3]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [12]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [4]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [18]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\nif <(Level) = [5]> then\n set [numberofxpbonusclones v] to [5]\n set [timerstampforchests v] to (timer)\n repeat until <(TimerStampForChests) < [14]>\n change [numberofxpbonusclones v] by (-1)\n change [timerstampforchests v] by (-3)\n end\nend\n\ndefine PositionTheChests\nif <(Level) = [1]> then\n go to x: (80) y: (-50)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <(Level) = [2]> then\n go to x: (30) y: (100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <(Level) = [3]> then\n go to x: (80) y: (80)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <(Level) = [4]> then\n go to x: (-80) y: (-100)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (30)\n end\nend\nif <(Level) = [5]> then\n go to x: (-120) y: (-110)\n repeat (NumberofXPbonusClones)\n create clone of (_myself_ v)\n change x by (45)\n end\nend\n\nwhen I receive [start v]\nreset timer\ndelete this clone\n\nwhen I receive [restartlevel v]\nreset timer\ndelete this clone\n\ngo to x: (0) y: (0)\n\n@flame\n\nwhen I receive [#releasethefruit v]\ngo to x: (400) y: (400)\nwait (1) seconds\nrepeat until <(#XP seconds left) < [8]>\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-150) to (150)) y: (180)\ngo to [front v] layer\nshow\nrepeat until <(y position) < [-175]>\n next costume\n change y by (-2)\n if <touching (hero v)?> then\n set [#xp seconds left v] to [-1]\n start sound [Ow v]\n delete this clone\n end\nend\ndelete this clone\n\n@Timer\n\nwhen I start as a clone\nshow\nforever\n switch costume to (10 v)\n switch costume to (letter ((length of (#XP seconds left)) - (Numeral)) of (#XP seconds left))\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [#releasethefruit v]\nset [#xp seconds left v] to [20]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nswitch costume to (0 v)\nwait (0.5) seconds\nset size to (50) %\ngo to x: (-147) y: (120)\nset [numeral v] to [0]\nrepeat (2)\n wait (0) seconds\n create clone of (_myself_ v)\n change x by (-13)\n change [numeral v] by (1)\nend\nswitch costume to (score v)\nshow\nforever\n go to [front v] layer\n change [#xp seconds left v] by (-1)\n if <(#XP seconds left) = [0]> then\n broadcast (#ShowLevelTransition v)\n else\n end\n if <(#XP seconds left) > [0]> then\n show\n else\n hide\n end\n wait (1) seconds\nend\n\nset [score v] to [0]\n\nwhen flag clicked\nset [brightness v] effect to (100)\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [#showleveltransition v]\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-3)\nend\nbroadcast (DropCongrats v)\nwait (2) seconds\nwait (3) seconds\nif <(Level) = [5]> then\nend\nchange [level v] by (1)\nif <(Level) = [6]> then\n broadcast (gameover v)\nelse\n broadcast (LevelUp v)\nend\nrepeat (20)\n change [ghost v] effect by (3)\nend\nhide\n\nwait (1) seconds\n\nset [level v] to [1]\n\nwait (3) seconds\n\n@tinyrunner\n\nwhen I receive [endtalk v]\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nforever\n wait (0.2) seconds\n say [] for (2) seconds\n wait (3) seconds\n say [★★★ AWESOME! ★★★] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [This game is to say thank you to my 18,000 followers!] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [It is the 100th game i have shared!] for (10) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say [] for (9) seconds\n wait (3) seconds\n say [Please love ♥ fav ♥ follow!] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say (join (Username) [ is a PRO-GAMER!]) for (7) seconds\n wait (3) seconds\n say [] for (3) seconds\n wait (3) seconds\n say [Don't look away... jokes coming up?] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [Platform shoes!] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [In a box factory!] for (4) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [I dig you!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [He didn't have the GUTS!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [How WOOD I know?] for (7) seconds\n wait (1) seconds\nend\n\nbroadcast (gameover v)\n\nwhen I receive [gameover v]\nswitch costume to (tinyrunner40 v)\nwait (1) seconds\ngo to [front v] layer\ngo to x: (30) y: (300)\nshow\nglide (1) secs to x: (30) y: (-51)\nbroadcast (EndTalk v)\nforever\n next costume\n repeat (1)\nend\n\nwait (0.05) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [..mario to front v]\ngo to [front v] layer\n\n@LoveB\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to x: ((Scroll) + (480)) y: (-14)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nwait (0.1) seconds\ngo to [front v] layer\ngo to x: (0) y: (-100)\nglide (1.5) secs to x: (0) y: (-14)\npoint in direction (90)\nshow\nset [scroll v] to [0]\nset size to (103) %\ncreate clone of (_myself_ v)\nforever\n go to [front v] layer\n change [scroll v] by (-6)\n if <(Scroll) > [-480]> then\n go to x: (Scroll) y: (-14)\n else\n go to x: ((Scroll) + (960)) y: (-14)\n if <(Scroll) < [-959]> then\n set [scroll v] to [0]\n end\n end\nend\n\nbroadcast (gameover v)\n\n@SkipLevel\n\nwhen this sprite clicked\nset [skiplevel v] to [Yes]\nif <(Level) = [5]> then\n broadcast (gameover v)\n stop [this script v]\nend\nchange [level v] by (1)\nbroadcast (LevelUp v)\n\nwhen I receive [levelup v]\nhide\nset [skiplevellag v] to [0]\n\nset [☁ #bestscore v] to [0]\n\nwhen I receive [restartlevel v]\nchange [skiplevellag v] by (1)\nif <(SkipLevelLag) > [3]> then\n switch costume to (Level)\n go to [back v] layer\n show\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [skiplevellag v] to [0]\nset [skiplevel v] to [No]\nhide\ngo to [back v] layer\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (flag v)\n next costume\n wait (0.1) seconds\nend\n\n@ControlCharacter\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen [up arrow v] key pressed\nchange y by (-1)\nif <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n set [yvelocity v] to [5]\nend\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n broadcast (..Mario to front v)\n glide (1) secs to x: (-140) y: (30)\n set [yvelocity v] to [0]\n end\nend\nchange y by (1)\n\nwhen I receive [start v]\ngo to x: (-155) y: (-120)\nbroadcast (Walk v)\nbroadcast (PositionControlCharacter v)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nclear graphic effects\nset [ghost v] effect to (99)\nshow\nforever\n change [yvelocity v] by (-0.5)\n if <[0] > (YVelocity)> then\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [0]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-1]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-2]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-3]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-4]> then\n change y by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(YVelocity) < [-5]> then\n change y by (-1)\n end\n end\n if <(YVelocity) < [-6]> then\n set [yvelocity v] to [-6]\n end\n if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n set [yvelocity v] to [0]\n change y by (1)\n end\n end\n if <(YVelocity) > [0]> then\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [0]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <not <touching (platforms v)?>> then\n if <(YVelocity) > [1]> then\n change y by (1)\n end\n end\n if <(YVelocity) < [-5]> then\n set [yvelocity v] to [-5]\n end\n if <touching (platforms v)?> then\n change y by (-1)\n set [yvelocity v] to [0]\n end\n end\n set [xvelocity v] to ((XVelocity) * (0.85))\n if <<(XVelocity) < [1]> and <(XVelocity) > [-1]>> then\n set [xvelocity v] to [0]\n end\n if <[0] > (XVelocity)> then\n broadcast (CostumeChange v)\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [0]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-1]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-2]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-3]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-4]> then\n change x by (-1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) < [-5]> then\n change x by (-1)\n end\n end\n if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n change x by (1)\n set [xvelocity v] to [0]\n end\n if <(XVelocity) < [-5]> then\n set [xvelocity v] to [-5]\n end\n end\n if <(XVelocity) > [0]> then\n broadcast (CostumeChange v)\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [0]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [1]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [2]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [3]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [4]> then\n change x by (1)\n end\n end\n if <<not <touching (platforms v)?>> and <not <touching (digablesblocks v)?>>> then\n if <(XVelocity) > [5]> then\n change x by (1)\n end\n end\n if <<touching (platforms v)?> or <touching (digablesblocks v)?>> then\n change x by (-1)\n set [xvelocity v] to [0]\n end\n if <[5] < (XVelocity)> then\n set [xvelocity v] to [5]\n end\n end\nend\n\nif <touching (ladder v)?> then\nrepeat until <not <touching (ladder v)?>>\n if <(YVelocity) > [3]> then\n change y by (4)\n end\n if <(YVelocity) < [-3]> then\n change y by (4)\n end\nend\n\nwhen [w v] key pressed\nchange y by (-1)\nif <<touching (digablesblocks v)?> or <touching (platforms v)?>> then\n set [yvelocity v] to [5]\nend\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n glide (1) secs to x: (-140) y: (30)\n set [yvelocity v] to [0]\n end\nend\nchange y by (1)\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\n\nwhen I receive [controlleft v]\ngo to x: (-220) y: (78)\nset [xvelocity v] to [0]\n\nwhen I receive [positioncontrolcharacter v]\nif <(Level) = [1]> then\n go to x: (-155) y: (-120)\n forever\n if <<(x position) < [-180]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (-140)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-4]\n end\n if <<(x position) > [195]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (207) y: (-140)\n Pipe\n go to x: (-205) y: (-140)\n glide (0.1) secs to x: (-175) y: (-140)\n set [xvelocity v] to [4]\n end\n end\nend\nif <(Level) = [2]> then\n go to x: (-100) y: (-120)\n forever\n if <<(x position) < [-180]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (-140)\n Pipe\n go to x: (205) y: (50)\n glide (0.1) secs to x: (175) y: (50)\n set [xvelocity v] to [-2]\n end\n if <<(x position) > [195]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (207) y: (-140)\n Pipe\n go to x: (-205) y: (40)\n glide (0.1) secs to x: (-175) y: (20)\n set [xvelocity v] to [2]\n end\n if <<(x position) < [-180]> and <(y position) > [10]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (20)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-2]\n end\n end\nend\nif <(Level) = [3]> then\n go to x: (-150) y: (-150)\n forever\n if <<(x position) > [180]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (210) y: (-140)\n Pipe\n go to x: (-205) y: (-65)\n glide (0.1) secs to x: (-175) y: (-65)\n set [xvelocity v] to [3]\n end\n if <<(x position) < [-180]> and <<(y position) > [-72]> and <(y position) < [-68]>>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-207) y: (-70)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-4]\n end\n end\nend\nif <(Level) = [4]> then\n go to x: (-195) y: (80)\nend\nif <(Level) = [5]> then\n go to x: (-50) y: (35)\n forever\n if <<(y position) > [20]> and <(y position) < [24]>> then\n Pipe\n go to x: (190) y: (-76)\n if <(Boat Positioned?) = [No]> then\n glide (0.1) secs to x: (190) y: (-110)\n set [yvelocity v] to [-3]\n else\n glide (0.2) secs to x: (190) y: (-127)\n set [holdingboat? v] to [Yes]\n Stopmesinking\n end\n end\n end\nend\n\nif <(Level) = [4]> then\n go to x: (-210) y: (0)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-50)\nend\n\nwhen I receive [restartlevel v]\nbroadcast (PositionControlCharacter v)\nset size to (75) %\n\ndefine PlotTrail\n\nwhen flag clicked\ngo to x: (-170) y: (175)\nhide\n\nwhen I receive [levelup v]\nbroadcast (PositionControlCharacter v)\nset size to (75) %\n\nbroadcast (Start v)\n\ngo to x: (-200) y: (-100)\n\nclear graphic effects\n\ndefine Pipe\nhide\nbroadcast (HideMario v)\nstart sound [Teleport2 v]\nwait (0.7) seconds\nbroadcast (ShowMario v)\nshow\n\n\n\n\n\nset [#holdingpickaxe? v] to [0]\n\nchange y by (4)\n\nstop [this script v]\n\nwhen I receive [upladder? v]\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n glide (1) secs to x: (-140) y: (30)\n set [yvelocity v] to [0]\n end\nend\n\nwhen I receive [downladder v]\nif <touching (ladder v)?> then\n if <(Level) = [1]> then\n glide (1) secs to x: (-140) y: (-124)\n set [yvelocity v] to [0]\n end\nend\n\nwhen [down arrow v] key pressed\nbroadcast (Downladder v)\n\nwhen [s v] key pressed\nbroadcast (Downladder v)\n\nwhen I receive [showtrees v]\nset size to (75) %\n\nwhen I receive [shringmario! v]\nset size to (34) %\n\nwhen I receive [growmario v]\nset size to (75) %\n\nclear graphic effects\n\nif then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (-140)\n Pipe\n go to x: (205) y: (50)\n glide (0.1) secs to x: (175) y: (50)\n set [xvelocity v] to [-2]\nend\nif <<(x position) > [195]> and <(y position) < [-120]>> then\n set [xvelocity v] to [0]\n glide (0.1) secs to x: (207) y: (-140)\n Pipe\n go to x: (-205) y: (40)\n glide (0.1) secs to x: (-175) y: (20)\n set [xvelocity v] to [2]\nend\nif <<(x position) < [-180]> and <(y position) > [10]>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-210) y: (20)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-2]\nend\n\nforever\n if <(HoldingBoat?) = [Yes]> then\n if <(y position) < [-150]> then\n set y to (-150)\n set [yvelocity v] to [0]\n end\n end\nend\n\nwhen I receive [hugemario v]\nset size to (125) %\n\nset [xvelocity v] to [0]\nset [xvelocity v] to [0]\nglide (0.1) secs to x: (190) y: (-110)\n\nset [xvelocity v] to [3]\n\nif <<(x position) < [-180]> and <<(y position) > [-72]> and <(y position) < [-68]>>> then\n set [xvelocity v] to [0]\n glide (0.2) secs to x: (-207) y: (-70)\n Pipe\n go to x: (205) y: (-140)\n glide (0.1) secs to x: (175) y: (-140)\n set [xvelocity v] to [-4]\nend\n\nPipe\ngo to x: (190) y: (-76)\n\ndefine Stopmesinking\nforever\n set [yvelocity v] to [0]\n set y to (-127)\nend\n\n@mushroom mini2\n\nwhen I receive [showtrees v]\nhide\nwait (0.1) seconds\nif <(Level) = [2]> then\n show\n go to x: (97) y: (-15)\n wait until <touching (controlcharacter v)?>\n broadcast (GrowMario v)\n hide\nend\nif <(Level) = [4]> then\n show\n go to x: (-200) y: (-20)\n wait until <touching (controlcharacter v)?>\n broadcast (HugeMario v)\n hide\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nbroadcast (GrowMario v)\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.05) seconds\nend\n\n@DigablesBlocks\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nstop [other scripts in sprite v]\ndIGABLES\n\nwhen I receive [#level2dig v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndIGABLES\n\ndefine dIGABLES\nhide\nif <[1] = [1]> then\n delete this clone\nend\nwait (0.1) seconds\nif <(Level) = [2]> then\n go to x: (0) y: (0)\n switch costume to (costume1 v)\n show\nend\nif <(Level) = [3]> then\n go to x: (0) y: (0)\n switch costume to (earth full v)\n show\nend\nif <(Level) = [4]> then\n go to x: (189) y: (59)\n switch costume to (costume14 v)\n show\n create clone of (_myself_ v)\n switch costume to (springfull v)\n show\n forever\n go to x: (198) y: (-178)\n if <([y position v] of [controlcharacter v]) > [-145]> then\n if <touching (sprite1 v)?> then\n if <([size v] of [controlcharacter v]) > [100]> then\n if <(costume [number v]) < [27]> then\n next costume\n if <(costume [number v]) = [27]> then\n wait until <([x position v] of [controlcharacter v]) < [0]>\n end\n end\n else\n if <(costume [number v]) < [18]> then\n next costume\n end\n end\n wait (0.2) seconds\n else\n if <(costume [number v]) > [13]> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.2) seconds\n end\n repeat until <<(costume [number v]) = [13]> or <touching (sprite1 v)?>>\n switch costume to ((costume [number v]) - (1))\n wait (0.2) seconds\n end\n end\nend\nif <(Level) = [5]> then\n go to x: (0) y: (0)\n switch costume to (level 5 full v)\n show\nend\n\nwhen I receive [level4dig v]\nif <(y position) < [0]> then\n\nnext costume\n\nwhen I start as a clone\ngo to x: (189) y: (59)\nswitch costume to (costume14 v)\nshow\n\nif <(Level) = [4]> then\nend\n\ngo to x: (0) y: (0)\n\ngo to x: (189) y: (58)\nswitch costume to (costume14 v)\nshow\n\nif <(Level) = [4]> then\n\nwhen I receive [restartlevel v]\nstop [other scripts in sprite v]\ndIGABLES\n\nwhen I receive [level5dig v]\nnext costume\n\nwait (0.1) seconds\n\nwhen I receive [level3dig v]\nnext costume\n\nswitch costume to ((costume [number v]) - (1))\n\nwait (0.2) seconds\n\nwait (1) seconds\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [madetap v]\nwait (1.5) seconds\nstart sound [Ocean Wave v]\nswitch costume to (full v)\nrepeat (22)\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [restartlevel v]\nposition\n\nwhen I receive [levelup v]\nposition\n\ndefine position\nstop [other scripts in sprite v]\nif <(Level) = [5]> then\n switch costume to (full v)\n show\nelse\n hide\nend\n\nwhen I receive [start v]\nposition\n\n@mushroom mini\n\nwhen I receive [showtrees v]\nhide\nwait (0.1) seconds\nif <(Level) = [2]> then\n show\n go to x: (97) y: (-134)\n wait until <touching (controlcharacter v)?>\n broadcast (ShringMario! v)\n hide\nend\nif <(Level) = [4]> then\n show\n go to x: (50) y: (-134)\n wait until <touching (controlcharacter v)?>\n broadcast (ShringMario! v)\n hide\nend\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shringmario! v]\n\nwhen flag clicked\nhide\n\n@tinyrunner2\n\nwhen I receive [endtalk v]\nif <(length of (username)) < [3]> then\n set [username v] to [YOU]\nelse\n set [username v] to (username)\nend\nforever\n wait (0.2) seconds\n say [] for (2) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say (join (join [★★★ ] (Username)) [ WON! ★★★ ]) for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say (join (Username) [ please LOVE ♥ FAV ♥ FOLLOW!]) for (7) seconds\n wait (3) seconds\n say [] for (10) seconds\n wait (3) seconds\n say (join (Username) [ is the BEST!]) for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say (join (Username) [ beat Minecraft Mario Platformer Episode 1!]) for (9) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [★★★You RULE! ★★★] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [Still watching?] for (3) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [Platform shoes!] for (7) seconds\n wait (3) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [In a box factory!] for (4) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [I dig you!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [He didn't have the GUTS!] for (7) seconds\n wait (1) seconds\n say [] for (7) seconds\n wait (1) seconds\n say [How WOOD I know?] for (7) seconds\n wait (1) seconds\nend\n\nbroadcast (gameover v)\n\nwhen I receive [gameover v]\nswitch costume to (tinyrunner40 v)\nwait (1) seconds\ngo to [front v] layer\ngo to x: (-30) y: (300)\nshow\nglide (1) secs to x: (-30) y: (-51)\nbroadcast (EndTalk v)\nforever\n next costume\nend\n\nwhen flag clicked\nhide\n\n@minecraft font\n\nwhen I start as a clone\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]\nend\nwait (1) seconds\nrepeat (300)\n change [color v] effect by (1)\n go to [front v] layer\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nset [digitx v] to (x position)\nset [digity v] to (y position)\n\nwait (1) seconds\nrepeat (2)\n create clone of (_myself_ v)\n change x by (-1)\n change y by (1)\n change [digitclonenumber v] by (1)\nend\nhide\nforever\n\nwait (0) seconds\n\nbroadcast (3DTextRipple v)\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]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [B]> then\n set [costumetoswitchto v] to [b]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [C]> then\n set [costumetoswitchto v] to [c]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [D]> then\n set [costumetoswitchto v] to [d]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [E]> then\n set [costumetoswitchto v] to [e]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [F]> then\n set [costumetoswitchto v] to [f]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [G]> then\n set [costumetoswitchto v] to [g]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [H]> then\n set [costumetoswitchto v] to [h]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [I]> then\n set [costumetoswitchto v] to [i]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [J]> then\n set [costumetoswitchto v] to [j]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [K]> then\n set [costumetoswitchto v] to [k]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [L]> then\n set [costumetoswitchto v] to [l]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [M]> then\n set [costumetoswitchto v] to [m]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [N]> then\n set [costumetoswitchto v] to [n]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [O]> then\n set [costumetoswitchto v] to [o]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [P]> then\n set [costumetoswitchto v] to [p]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [Q]> then\n set [costumetoswitchto v] to [q]\n stop [this script v]\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]\n stop [this script v]\nend\nif <(letter (WhichLetterToSwitchTo?) of (TextToShow)) = [T]> then\n set [costumetoswitchto v] to [t]\n stop [this script v]\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]\n stop [this script v]\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 [#showleveltransition v]\n\nwhen I receive [showthefont v]\nhide\nclear graphic effects\nwait (0.1) seconds\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\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\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 [☁ minecraftmariobesteverscore v] to [0]\nset [☁ l1time v] to [60]\nset [☁ l2time v] to [60]\nset [☁ l3time v] to [60]\nset [☁ l4time v] to [60]\nset [☁ l5time v] to [60]\n\nbroadcast (DeleteLocalClones v)\n\nwhen I receive [deletelocalclones v]\n\nwait (5) seconds\n\nstop [this script v]\n\nstop [this script v]\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\nif <(Level) = [5]> then\n if <(TimeTakenOnLevel) < (☁ L4Time)> then\n wait (1) seconds\n set [☁ l5time v] to (TimeTakenOnLevel)\n wait (1) seconds\n end\n set [wr v] to (☁ L5Time)\nend\nbroadcast (ShowTheFont v)\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelup v]\nif <[1] = [1]> then\n delete this clone\nend\nrepeat (3)\n hide\n stop [other scripts in sprite v]\n delete this clone\nend\nhide\nstop [this script v]\n\nset [☁ normaltime v] to [300]\nset [☁ hardcoretime v] to [240]\n\n@Flag\n\nwhen flag clicked\nhide\n\nwhen I receive [gameover v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [portalpositioning v]\n\nwhen I receive [levelup v]\nPlacePortal\n\ngo to x: (-65) y: (68)\n\nwhen I receive [start v]\nPlacePortal\n\ndefine PlacePortal\nshow\nif <(Level) = [1]> then\n go to x: (-80) y: (53)\nend\nif <(Level) = [2]> then\n go to x: (-70) y: (60)\nend\nif <(Level) = [3]> then\n go to x: (205) y: (-13)\nend\nif <(Level) = [4]> then\n go to x: (-226) y: (-104)\nend\nif <(Level) = [5]> then\n go to x: (-184) y: (-106)\nend\nshow\nset size to (33) %\nforever\n if <touching (hero v)?> then\n broadcast (ShowBestTimes v)\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n stop [this script v]\n end\n next costume\n if <(Level) = [5]> then\n if <touching (boat v)?> then\n broadcast (#ReleaseTheFruit v)\n set [levelwas v] to (Level)\n start sound [minecraft-rare-achievements-sound v]\n stop [this script v]\n end\n end\nend\n\nbroadcast (PortalPositioning v)\n\nhide\n\nnext costume\n\nnext costume\n\n@Apple\n\nwhen this sprite clicked\nswitch costume to (shopid10 v)\n\nsay [Coming Soon!] for (2) seconds\n\nwhen flag clicked\nswitch costume to (iconid5 v)\n\n@Arrow1\n\n@Sprite5\n\nwhen this sprite clicked\nstop all sounds\nchange [xp v] by (15)\n\n@925FB56E-8547-44A2-A2F8-E0F13C042B37\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\nwhen this sprite clicked\nsay [You need 212K Score to buy this,... Do you wanna buy it.] for (4) seconds\nif <(Score) > [212000]> then\n change [score v] by (-212000)\n forever\n glide (1) secs to (hero v)\n end\nend\n\nchange [score v] by (1000000)\n\nwhen flag clicked\nchange [color v] effect by (125)\n\n | ➊ Use ARROW keys, ASDW, touchscreen or mouse.\n➋ Press SPACEBAR to chop, hit or craft.\n❸ Love, Follow and Fav! Also this is not a copy, it’s a version of the game =)\nPress M to turn off shuffle music and change the track.\n ---------------Search Tags-----------------------\n#games #minecraft #platformer #platform #music #1 #animation #atomicmagicnumber #episode #mobile\n#mario #2020 #popular #famous #game #ipad #tablet\n#touchscreen #jump #top #fun #episode |
Nature - A platformer game - (スマホ対応) | @Stage\n\nwhen flag clicked\nforever\n play sound [inaka no daisougen v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (a v)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\ngo to x: (-200) y: (-50)\n動作\n\ndefine 動作\nforever\n change [yの力 v] by (-1)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<<<(mouse x) > (x position)> and <not <[-200] > (mouse x)>>> or <(mouse x) > [200]>> and <mouse down?>>> then\n change [xの力 v] by (0.9)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<<(x position) > (mouse x)> and <not <(mouse x) > [200]>>> or <[-200] > (mouse x)>> and <mouse down?>>> then\n change [xの力 v] by (-0.9)\n point in direction (-90)\n end\n set [xの力 v] to ((xの力) * (0.88))\n change x by (xの力)\n if <<touching (ステージ v)?> or <touching (岩 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (岩 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (岩 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (岩 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (岩 v)?>> then\n change y by (-4)\n change x by ((xの力) * (-1))\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [yの力 v] to [10]\n if <(xの力) > [0]> then\n set [xの力 v] to [-7]\n else\n set [xの力 v] to [7]\n end\n else\n set [xの力 v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (yの力)\n if <<touching (ステージ v)?> or <touching (岩 v)?>> then\n change y by ((yの力) * (-1))\n set [yの力 v] to [0]\n end\n change y by (-1)\n if <<<touching (ステージ v)?> or <touching (岩 v)?>> and <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [13]\n end\n change y by (1)\n if <<<(y position) < [-179]> or <touching (マグマ v)?>> or <key (r v) pressed?>> then\n go to x: (-200) y: (-50)\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (b v)\nclear graphic effects\nset [ghost v] effect to (60)\nshow\nrepeat (5)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nset [level v] to [1]\nforever\n if <<[239] < (x position)> and <not <(Level) = [12]>>> then\n Next >>\n end\n if <(restart) = [1]> then\n go to x: (-200) y: (-50)\n point in direction (90)\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [restart v] to [0]\n end\nend\n\ndefine Next >>\nbroadcast (next >> v)\nwait (0.3) seconds\nchange [level v] by (1)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nswitch backdrop to (Level)\ngo to x: (-200) y: (-50)\n\nwhen I receive [ok v]\ngo to x: (-200) y: (-50)\npoint in direction (90)\n\n@ステージ\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@草\n\nwhen flag clicked\nset [草 v] to [1]\nset [level v] to [1]\nhide\nforever\n set [a v] to (Level)\n クローン生成\n wait until <not <(Level) = (A)>>\nend\n\ndefine クローン生成\npoint in direction (120)\ngo to x: (-240) y: (-110)\nset [my_num v] to (Level)\nrepeat (100)\n set [θ v] to (pick random (0) to (100))\n create clone of (_myself_ v)\n change x by (5)\nend\nif <(Level) = [7]> then\n point in direction (120)\n go to x: (-100) y: (-50)\n set [my_num v] to (Level)\n repeat (40)\n set [θ v] to (pick random (0) to (100))\n create clone of (_myself_ v)\n change x by (5)\n end\nelse\n if <(Level) = [8]> then\n point in direction (120)\n go to x: (20) y: (-50)\n set [my_num v] to (Level)\n repeat (10)\n set [θ v] to (pick random (0) to (100))\n create clone of (_myself_ v)\n change x by (5)\n end\n go to x: (-100) y: (150)\n repeat (10)\n set [θ v] to (pick random (0) to (100))\n create clone of (_myself_ v)\n change x by (5)\n end\n go to x: (100) y: (140)\n repeat (10)\n set [θ v] to (pick random (0) to (100))\n create clone of (_myself_ v)\n change x by (5)\n end\n else\n if <(Level) = [9]> then\n point in direction (120)\n go to x: (-200) y: (140)\n set [my_num v] to (Level)\n repeat (2)\n repeat (10)\n set [θ v] to (pick random (0) to (100))\n create clone of (_myself_ v)\n change x by (5)\n end\n change x by (60)\n end\n else\n if <(Level) = [10]> then\n point in direction (120)\n go to x: (-240) y: (0)\n set [my_num v] to (Level)\n repeat (50)\n set [θ v] to (pick random (0) to (100))\n create clone of (_myself_ v)\n change x by (7)\n end\n point in direction (120)\n go to x: (-180) y: (120)\n set [my_num v] to (Level)\n repeat (50)\n set [θ v] to (pick random (0) to (100))\n create clone of (_myself_ v)\n change x by (7)\n end\n else\n end\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\nset size to (pick random (15) to (25)) %\nchange x by (pick random (-3) to (3))\nchange y by (pick random (-5) to (5))\nset [brightness v] effect to (pick random (-30) to (10))\nset [ghost v] effect to (pick random (20) to (30))\ngo to [front v] layer\ngo [backward v] (pick random (10) to (200)) layers\nshow\nif <<not <touching (ステージ v)?>> or <touching (スイッチ v)?>> then\n delete this clone\nend\n位置補正\nforever\n point in direction ((([sin v] of (θ) ) * (10)) + (90))\n change [θ v] by (pick random (15) to (30))\n if <not <(Level) = (My_num)>> then\n delete this clone\n end\n if <(草) = [0]> then\n hide\n else\n show\n end\nend\n\ndefine 位置補正\nrepeat until <not <touching (ステージ v)?>>\n change y by (5)\nend\nchange y by (pick random (-15) to (-5))\n\n@幕\n\nwhen flag clicked\nclear graphic effects\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next >> v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (ok v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@リスタート\n\nwhen this sprite clicked\nset [restart v] to [1]\n\n@スイッチ\n\nwhen flag clicked\nswitch costume to (on v)\n\nwhen this sprite clicked\nset [草 v] to ((1) - (草))\nswitch costume to (草)\n\n@マグマ\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n | >>>My studio\n◇hiron0413's platformer◇\nhttps://scratch.mit.edu/studios/27006005/\n\n---------------操作方法---------------\n\n 〔パソコン〕\nA,Dキー or ←,→キー で移動\nWキー or ↑キーでジャンプ\nUse A,D keys or ←,→ keys to move\nUse W key or ↑key to jump\n\n〔スマホ・タブレット〕\n左側・右側をタップして移動、\n上側をタップしてジャンプ\nTap left / right side to move\nTap on the top to jump\n |
Twilight - A Scrolling Platformer | @Stage\n\nwhen [m v] key pressed\nhide variable [mouse v]\n\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\n\nwhen I receive [green flag v]\nswitch backdrop to (best one v)\n\nwhen flag clicked\nswitch backdrop to (best one v)\n\nwhen I receive [green flag v]\nhide variable [collected v]\nswitch backdrop to (best one v)\n\n@Blank\n\n@Splash1\n\nset [level v] to [77]\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [level chosen v]\nhide\n\nwhen flag clicked\nset [playing? v] to [0]\nset [mouse touching? v] to [0]\nbroadcast (green flag v) and wait\nbroadcast (play game v)\ngo to [front v] layer\nscroll in\nrepeat until <(playing?) = [1]>\n point in direction ((([sin v] of ((timer) * (250)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n set [mouse touching? v] to [1]\n set [brightness v] effect to (10)\n set size to (195) %\n else\n set [mouse touching? v] to [0]\n set [brightness v] effect to (0)\n set size to (175) %\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [level v] to [1]\n broadcast (Level Chosen v)\n set [playing? v] to [1]\n end\n end\nend\n\nset [brightness v] effect to (10)\nset size to (110) %\n\nhide\n\ndefine scroll in\nhide\nswitch costume to (play v)\nwait (.1) seconds\ngo to x: (0) y: (-200)\nshow\nrepeat (11)\n change y by (((-130) - (y position)) / (4))\nend\ngo to x: (0) y: (-130)\nclear graphic effects\nset [brightness v] effect to (0)\n\n\n\nif <(playing?) = [0]> then\n broadcast (menu animate v)\nend\n\nif <(playing?) = [0]> then\n broadcast (menu animate v)\nelse\n broadcast (animate v)\nend\n\nwhen flag clicked\n\n if <(playing?) = [0]> then\n broadcast (menu animate v)\n else\n broadcast (animate v)\n end\nend\n\nforever\nend\n\nwhen flag clicked\n\n@Splash2\n\nwhen flag clicked\nhide\n\nbroadcast (green flag v) and wait\nbroadcast (play game v)\ngo to [front v] layer\nshow\nset [level v] to [77]\nswitch costume to (2 v)\ngo to x: (0) y: (-50)\n\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n set size to (110) %\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [green flag v]\n\ngo to [front v] layer\nshow\n\nwhen I receive [game won v]\n\nshow\ngo to [front v] layer\n\nwhen I receive [level chosen v]\nhide\n\n@Splash\n\nwhen I start as a clone\n\ngo to [front v] layer\nshow\nforever\n repeat until <touching (mouse-pointer v)?>\n wait (0) seconds\n end\n set [brightness v] effect to (10)\n set size to (110) %\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n set [level v] to (id)\n broadcast (Level Chosen v)\n end\n wait (0) seconds\n end\n set [brightness v] effect to (0)\n set size to (100) %\nend\n\ndefine Clone Button (id) x: (x)\n\nset [id v] to (id)\nswitch costume to (id)\ngo to x: (x) y: (-137)\ncreate clone of (_myself_ v)\n\ndefine Clone Buttons\n\ngo to [back v] layer\nshow\nset [level v] to [77]\n\nwhen flag clicked\n\nShow Buttons [Splash]\ngo to x: (0) y: (0)\n\ndefine Show Buttons (splash costume)\n\nClone Buttons\ngo to x: (0) y: (0)\nset [id v] to [0]\nswitch costume to (splash costume)\nrepeat until <[77] > (LEVEL)>\n wait (0) seconds\nend\nhide\n\nwhen I receive [level chosen v]\n\ndelete this clone\n\nwhen I receive [game won v]\n\nShow Buttons (costume [name v])\n\nwhen I receive [back v]\n\nShow Buttons (costume [name v])\nbroadcast (back player v)\n\n@Player\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [green flag v]\nset [omg you just won v] to [1]\nhide\ngo [forward v] (10) layers\n\nwhen I receive [level chosen v]\nset [exit v] to []\nset [y v] to [14]\nset [x v] to [0]\nrepeat until <(EXIT) = [win]>\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n reset timer\n repeat until <(EXIT) > []>\n set [sy of player v] to (sy)\n set [time v] to ((round ((timer) * (10))) / (10))\n Tick\n broadcast (Tick v)\n broadcast (pre-tick v)\n if <key (r v) pressed?> then\n set [exit v] to [die]\n end\n if <(Lag?) = [1]> then\n end\n end\n if <(EXIT) = [Win]> then\n Game-Win\n else\n Game-Die\n broadcast (count down scroll v)\n end\nend\n\nwait (0) seconds\n\ndefine Game On\nset [y v] to (player spawn y)\nset [x v] to (player spawn x)\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [5]\nset [exit v] to []\nset size to (50) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <not <<touching (sliding hitbox platforms v)?> and <<key (down arrow v) pressed?> or >>> then\n if <touching (platforms2 v)?> then\n change [sx v] by (-1)\n else\n change [sx v] by (-2)\n end\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <not <<touching (sliding hitbox platforms v)?> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n if <touching (platforms2 v)?> then\n change [sx v] by (1)\n else\n change [sx v] by (2)\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n if <touching (platforms2 v)?> then\n if <(up) = [0]> then\n set [sy v] to [5]\n broadcast (up v)\n end\n else\n if <(in air) < [4]> then\n if <<(last touched) = [0]> or <(last touched) = [2]>> then\n set [sy v] to [16]\n end\n end\n end\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <(last touched) = [2]> then\n Change Player y by [-2]\n end\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <touching (sliding hitbox platforms v)?> then\n change [sx v] by (3)\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <not <touching (trampoline hitbox v)?>> then\n Change Player y by [-100]\n end\n end\nend\nif <touching (platforms2 v)?> then\n change [sy v] by (-0.2)\n if <(sy) < [-3]> then\n set [sy v] to [-3]\n end\nelse\n change [sy v] by (-2)\nend\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\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\nif <(x position) < [-220]> then\n hide\nelse\n show\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nif <touching (platforms v)?> then\n set [last touched v] to [0]\nelse\n if <touching (trampoline v)?> then\n set [last touched v] to [1]\n else\n if <touching (drop through platforms v)?> then\n set [last touched v] to [2]\n end\n end\nend\nif <not <<(last touched) = [2]> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n if <touching (drop through platforms v)?> then\n repeat until <not <<touching (platforms v)?> or <touching (drop through platforms v)?>>>\n if <<(sy) > [0]> and <touching (drop through platforms v)?>> then\n stop [this script v]\n end\n if <(sy) > [0]> then\n if <not <touching (platforms v)?>> then\n change [y v] by (1)\n else\n change [y v] by (-1)\n end\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\n end\n else\n repeat until <not <touching (platforms v)?>>\n if <<(sy) > [0]> and <touching (drop through platforms v)?>> then\n stop [this script v]\n end\n if <(sy) > [0]> then\n if <<not <touching (drop through platforms v)?>> or <touching (platforms v)?>> then\n change [y v] by (-1)\n end\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nif <not <touching (drop through platforms v)?>> then\n change [x v] by (sx)\n Position\n if <not <<touching (platforms v)?> or <touching (drop through platforms v)?>>> then\n set [moving? v] to [1]\n end\n if <<touching (platforms v)?> or <touching (drop through platforms v)?>> then\n repeat (11)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (drop through platforms v)?>>> then\n set [moving? v] to [1]\n stop [this script v]\n end\n end\n change [y v] by (-11)\n set [moving? v] to [0]\n repeat until <not <<touching (platforms v)?> or <touching (drop through 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\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\nbroadcast (Die v)\n\ndefine Test-Die\nif <touching (danger v)?> then\n set [exit v] to [die]\n broadcast (Die v)\nend\n\ndefine Game-Win\nset [sx v] to [0]\nset [omg you just won v] to [1]\nrepeat until <touching (_edge_ v)?>\n change [sx v] by (1)\n if <(sx) > [15]> then\n set [sx v] to [15]\n end\n change x by (sx)\nend\nhide\nwait (.5) seconds\nbroadcast (Close Portal v)\nbroadcast (Yay! v)\n\nmove (10) steps\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level 77 v]\ngo to [back v] layer\nhide\n\nwhen I receive [level chosen v]\ngo to x: (0) y: (14)\nshow\nrepeat until \n set [y of player v] to (y)\n set [x of player v] to (x)\n set [sy player v] to (sx)\n if <touching (trampoline hitbox v)?> then\n set [sy v] to [35]\n set [last touched v] to [1]\n broadcast (Bounce v)\n end\n if <(sy) < [-16]> then\n set [sy v] to [-16]\n end\nend\n\nwhen [l v] key pressed\nif <(Lag?) = [1]> then\n set [lag? v] to [0]\nelse\n if <(Lag?) = [0]> then\n set [lag? v] to [1]\n end\nend\nwait (.5) seconds\n\nwhen I receive [up v]\nset [up v] to [1]\nwait (1) seconds\nset [up v] to [0]\n\nwhen I receive [green flag v]\nset [up v] to [0]\n\ndefine Position (x) (y)\n\nswitch costume to (costume9 v)\nset [ghost v] effect to (10)\nrepeat (10)\n if <<touching (platforms v)?> or <touching (drop through platforms v)?>> then\n delete this clone\n end\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [count down scroll v]\nset [exit v] to [1]\nwait (1) seconds\nset [exit v] to [0]\n\nwhen I receive [level chosen v]\npoint in direction (-90)\nrepeat until <(EXIT) = [win]>\n if <(EXIT) = []> then\n if <key (r v) pressed?> then\n Game-Die\n broadcast (count down scroll v)\n set [exit v] to []\n Position\n set [y v] to (player spawn y)\n set [x v] to (player spawn x)\n set [scroll x v] to (x)\n set [scroll y v] to (y)\n end\n end\nend\n\nwhen I receive [tick v]\nif <<(sx) > [.5]> and <(sy) > [.5]>> then\n switch costume to (costume8 v)\nend\n\n\n\n\n switch costume to (costume2 v)\nelse\n if <(sx) < [-1]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume4 v)\n end\nend\n\n\n switch costume to (costume3 v)\nelse\n switch costume to (costume4 v)\nend\n\nwhen I receive [tick v]\nif <<(sx) < [-.5]> and <(sy) > [.5]>> then\n switch costume to (costume7 v)\nend\n\nwhen I receive [tick v]\nif <<<[-.5] < (sx)> and <(sx) < [.5]>> and <<[-.5] < (sy)> and <(sy) < [.5]>>> then\n switch costume to (costume4 v)\nend\n\nwhen I receive [tick v]\nif <<<[-.5] < (sx)> and <(sx) < [.5]>> and <[.5] < (sy)>> then\n switch costume to (costume5 v)\nend\n\nwhen I receive [tick v]\nif <<(sx) < [-.5]> and <[.5] > (sy)>> then\n switch costume to (costume3 v)\nend\n\nwhen I receive [tick v]\nif <<[.5] < (sx)> and <[.5] > (sy)>> then\n switch costume to (costume2 v)\nend\n\n@Platforms\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\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 [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [570] y: [10]\n Clone at x: [570] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [740] y: [0]\n Clone at x: [300] y: [505]\n Clone at x: [220] y: [-505]\n Clone at x: [474] y: [-105]\n Clone at x: [700] y: [60]\n Clone at x: [630] y: [300]\n Clone at x: [850] y: [40]\n Clone at x: [360] y: [-40]\n Clone at x: [463] y: [-193]\n Clone at x: [670] y: [20]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [540] y: [0]\n Clone at x: [230] y: [-50]\n Clone at x: [470] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\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 [game won v]\ngo to [back v] layer\nhide\n\nClone at x: [6342] y: [135]\nClone at x: [6540] y: [12]\nClone at x: [6722] y: [-63]\n\nClone at x: [6623] y: [239]\n\nClone at x: [] y: [158]\n\nClone at x: [4020] y: [35]\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (80) %\nif <(Lag?) = [1]> then\n turn left (5) degrees\nelse\n switch costume to (costume1 v)\nend\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n set [x v] to [2661]\n set [y v] to [297]\n Clone at x: [2960] y: [-14]\n Clone at x: [4020] y: [35]\n Clone at x: [4200] y: [35]\n Clone at x: [1100] y: [-18]\n Clone at x: [1269] y: [-18]\n Clone at x: [4373] y: [-60]\n Clone at x: [4600] y: [-60]\n Clone at x: [4730] y: [101]\n Clone at x: [4860] y: [-60]\n Clone at x: [4550] y: [190]\n Clone at x: [4969] y: [96]\n Clone at x: [5150] y: [-60]\n Clone at x: [5700] y: [410]\n Clone at x: [4700] y: [475]\n Clone at x: [4910] y: [475]\n Clone at x: [6297] y: [-83]\n Clone at x: [6551] y: [-84]\n Clone at x: [6724] y: [45]\n Clone at x: [6460] y: [148]\n Clone at x: [7051] y: [-43]\n Clone at x: [7171] y: [-43]\n Clone at x: [6623] y: [239]\n Clone at x: [6816] y: [239]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(y) = (y position)> and <(x) = (x 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)\nset [x v] to (x)\nset [y v] to (y)\n\n@Trampoline\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [level beat v]\ngo to [back v] layer\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 [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n set [x v] to [2740]\n set [y v] to [111]\n Clone at x: [3920] y: [16]\n Clone at x: [5620] y: [220]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nClone at x: [360] y: [0]\n\nwhen I receive [bounce v]\nswitch costume to (costume1 v)\nif <(Lag?) = [1]> then\n repeat (4)\n next costume\n end\nelse\n switch costume to (costume1 v)\nend\n\nClone at x: [5530] y: [375]\n\n@Trampoline Hitbox\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [level beat v]\ngo to [back v] layer\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 [setup v]\nset [ghost v] effect to (100)\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n set [x v] to [2740]\n set [y v] to [111]\n Clone at x: [3919] y: [15]\n Clone at x: [5620] y: [220]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level chosen v]\nrepeat until <<(EXIT) = [win]> or <key (b v) pressed?>>\n if <touching (player v)?> then\n broadcast (Bounce v)\n wait (1) seconds\n end\nend\n\n@Collectables\n\nClone at x: [175] y: [1756]\n\nwhen I receive [green flag v]\n\nClone at x: [4585] y: [1250]\nClone at x: [4937] y: [1609]\nClone at x: [4846] y: [1004]\nClone at x: [5182] y: [1472]\nClone at x: [5244] y: [1517]\nClone at x: [5381] y: [1252]\nClone at x: [5302] y: [1160]\nClone at x: [5119] y: [1010]\nClone at x: [5022] y: [1382]\nClone at x: [5150] y: [1248]\nClone at x: [5069] y: [1065]\n\nClone at x: [3474] y: [1530]\n\nwhen I receive [tick v]\nset size to (130) %\npoint in direction (90)\nif <(Lag?) = [1]> then\n next costume\nelse\n switch costume to (costume13 v)\nend\n\nClone at x: [643] y: [39]\n\nwhen flag clicked\nset [lag? v] to [1]\n\ndelete this clone\n\nClone at x: [5310] y: [375]\nClone at x: [5460] y: [530]\nClone at x: [5350] y: [470]\n\nClone at x: [5426] y: [552]\n\nClone at x: [5385] y: [381]\nClone at x: [5453] y: [545]\nClone at x: [5402] y: [486]\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 if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n create clone of (collectables2 v)\n delete this clone\nend\n\nchange [collected v] by (1)\n\nwhen I receive [level chosen v]\nset [y v] to [0]\nset [x v] to [0]\nset [collected v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n hide\n Clone at x: [200] y: [135]\n Clone at x: [457] y: [167]\n Clone at x: [575] y: [167]\n Clone at x: [693] y: [167]\n Clone at x: [1453] y: [100]\n Clone at x: [1513] y: [130]\n Clone at x: [1573] y: [74]\n Clone at x: [1895] y: [195]\n Clone at x: [2170] y: [60]\n Clone at x: [2230] y: [100]\n Clone at x: [2290] y: [60]\n Clone at x: [2650] y: [90]\n Clone at x: [2740] y: [130]\n Clone at x: [2830] y: [90]\n Clone at x: [3540] y: [-15]\n Clone at x: [3620] y: [-70]\n Clone at x: [3460] y: [30]\n Clone at x: [4112] y: [170]\n Clone at x: [4380] y: [430]\n Clone at x: [4525] y: [30]\n Clone at x: [4725] y: [0]\n Clone at x: [4625] y: [41]\n Clone at x: [4825] y: [41]\n Clone at x: [4454] y: [123]\n Clone at x: [4925] y: [30]\n Clone at x: [5025] y: [0]\n Clone at x: [5215] y: [63]\n Clone at x: [5485] y: [403]\n Clone at x: [5418] y: [315]\n Clone at x: [5396] y: [235]\n Clone at x: [5671] y: [538]\n Clone at x: [5851] y: [630]\n Clone at x: [5955] y: [440]\n Clone at x: [6010] y: [405]\n Clone at x: [6065] y: [370]\n Clone at x: [6120] y: [335]\n Clone at x: [6175] y: [300]\n Clone at x: [6342] y: [135]\n Clone at x: [6540] y: [12]\n Clone at x: [6377] y: [7]\n Clone at x: [6722] y: [-63]\n Clone at x: [6712] y: [375]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [17] y: [-29]\n Clone at x: [78] y: [-26]\n Clone at x: [316] y: [-32]\n Clone at x: [424] y: [40]\n Clone at x: [-189] y: [7]\n Clone at x: [-189] y: [59]\n Clone at x: [-8] y: [157]\n Clone at x: [50] y: [190]\n Clone at x: [103] y: [157]\n else\n set [x v] to [-999999999]\n end\n set [x v] to [-999999999]\nend\nset [x v] to [-999999999]\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]\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\nwhen I receive [level chosen v]\nforever\n go to [front v] layer\nend\n\nglide (1) secs to (sprite1 v)\n\nglide (1) secs to x: (341) y: (190)\n\n@Background win\n\nwhen I receive [yay! v]\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nAnimation\n\nwhen this sprite clicked\n\nwhen I receive [green flag v]\nhide\n\nswitch costume to (finished background v)\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nshow\n\nif <<(LEVEL) = [1]> or <(LEVEL) = [2]>> then\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Game Won v)\nhide\n\ndefine Animation\nshow\ngo to x: (0) y: (300)\nrepeat (20)\n change y by (((40) - (y position)) / (10))\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nbroadcast (Stats for level 1 v)\nrepeat (5)\n change y by (((200) - (y position)) / (4))\nend\nhide\n\n@Sliding hitbox platforms\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\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]\nset [ghost v] effect to (100)\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume22 v)\n set [x v] to [3524]\n set [y v] to [-95]\n Clone at x: [6064] y: [265]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [540] y: [0]\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\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)\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nClone at x: [360] y: [0]\n\n@Words and artwork\n\nwhen I receive [level beat v]\n\nwhen I receive [game won v]\nhide\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]\ngo [forward v] (5) layers\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [570] y: [10]\n Clone at x: [570] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [740] y: [0]\n Clone at x: [300] y: [505]\n Clone at x: [220] y: [-505]\n Clone at x: [380] y: [20]\n Clone at x: [380] y: [20]\n Clone at x: [360] y: [70]\n Clone at x: [2010] y: [70]\n Clone at x: [550] y: [120]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [540] y: [0]\n Clone at x: [230] y: [-50]\n Clone at x: [470] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\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\ngo [backward v] (100) layers\n\nClone at x: [380] y: [20]\nClone at x: [380] y: [20]\nClone at x: [380] y: [20]\n\nClone at x: [570] y: [10]\n\ngo to [front v] layer\n\n@Drop through Platforms\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\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 [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [570] y: [10]\n Clone at x: [570] y: [0]\n Clone at x: [650] y: [0]\n Clone at x: [740] y: [0]\n Clone at x: [300] y: [505]\n Clone at x: [220] y: [-505]\n Clone at x: [3413] y: [254]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [540] y: [0]\nClone at x: [230] y: [-50]\nClone at x: [470] y: [0]\nClone at x: [400] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [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@10 coins\n\nClone at x: [175] y: [1756]\n\nwhen I receive [level chosen v]\nforever\n go to [front v] layer\nend\n\nClone at x: [4585] y: [1250]\nClone at x: [4937] y: [1609]\nClone at x: [4846] y: [1004]\nClone at x: [5182] y: [1472]\nClone at x: [5244] y: [1517]\nClone at x: [5381] y: [1252]\nClone at x: [5302] y: [1160]\nClone at x: [5119] y: [1010]\nClone at x: [5022] y: [1382]\nClone at x: [5150] y: [1248]\nClone at x: [5069] y: [1065]\n\nClone at x: [3474] y: [1530]\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 create clone of (10 coins3 v)\n delete this clone\nend\n\nchange [collected v] by (10)\n\nif <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\nend\n\nwhen I receive [level chosen v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n hide\n Clone at x: [2760] y: [600]\n Clone at x: [3230] y: [-20]\n Clone at x: [4810] y: [621]\n Clone at x: [6878] y: [-31]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n else\n set [x v] to [-999999999]\n end\n set [x v] to [-999999999]\nend\nset [x v] to [-999999999]\n\nset [collected v] to [0]\nset [collected max v] to [0]\n\nClone at x: [17] y: [-29]\nClone at x: [78] y: [-26]\nClone at x: [316] y: [-32]\nClone at x: [424] y: [40]\nClone at x: [-189] y: [7]\nClone at x: [-189] y: [59]\nClone at x: [-8] y: [157]\nClone at x: [50] y: [190]\nClone at x: [103] y: [157]\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]\n\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 (10)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nset size to (250) %\npoint in direction (90)\nif <(Lag?) = [1]> then\n next costume\nelse\n switch costume to (costume2 v)\nend\n\n@Platforms2\n\nwhen I receive [level beat v]\n\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\n\nwhen I receive [level chosen v]\nhide\n\n set [y v] to ((([cos v] of ((timer) * (170)) ) * (12)) + (175))\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n set [x v] to [5000]\n set [y v] to [160]\n go to [back v] layer\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [540] y: [0]\n Clone at x: [230] y: [-50]\n Clone at x: [470] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\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\n set [ghost v] effect to (10)\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)\nset [x v] to (x)\nset [y v] to (y)\n\nClone at x: [570] y: [0]\nClone at x: [650] y: [0]\nClone at x: [740] y: [0]\nClone at x: [300] y: [505]\nClone at x: [220] y: [-505]\nClone at x: [474] y: [-105]\nClone at x: [700] y: [60]\nClone at x: [630] y: [300]\n\nClone at x: [5200] y: [20]\n\nwhen I receive [green flag v]\nhide\n\n@Platforms4\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\n\nClone at x: [0] y: [0]\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 [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n set [x v] to [3360]\n set [y v] to [122]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\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)\nset [x v] to (x)\nset [y v] to (y)\n\nnext costume\n\ndefine animation\nswitch costume to (costume1 v)\nrepeat (12)\n next costume\nend\nswitch costume to (costume15 v)\n\nwait (0) seconds\n\nwhen I receive [level chosen v]\nset [checkpoint # v] to [0]\nset [player spawn x v] to [0]\nset [player spawn y v] to [14]\nwait until <touching (player v)?>\nset [checkpoint # v] to [1]\nset [player spawn x v] to [3348]\nset [player spawn y v] to [126]\nif <(Lag?) = [1]> then\n animation\nend\n\npoint in direction (90)\n\nwait (.1) seconds\nhide\n\nshow\n\n@Platforms5\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\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 [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume14 v)\n set [x v] to [5305]\n set [y v] to [135]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\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)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine animation\nswitch costume to (costume1 v)\nrepeat (12)\n next costume\nend\nswitch costume to (costume15 v)\n\nwhen I receive [level chosen v]\nwait until <touching (player v)?>\nset [checkpoint # v] to [2]\nset [player spawn x v] to [5295]\nset [player spawn y v] to [170]\nif <(Lag?) = [1]> then\n animation\nend\n\n@Platforms3\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [game won v]\nhide\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 [y v] to [0]\nset [x v] to [0]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n set [x v] to [7623]\n set [y v] to [126]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [77]> then\n switch costume to (costume1 v)\n broadcast (Level 77 v)\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)\nset [x v] to (x)\nset [y v] to (y)\n\ndefine animation\nswitch costume to (costume1 v)\nwait (.2) seconds\nrepeat (17)\n next costume\nend\nswitch costume to (costume18 v)\n\nwhen I receive [level chosen v]\nwait until <touching (player v)?>\nif <(Lag?) = [1]> then\n animation\nend\nset [exit v] to [win]\n\n@Sprite1\n\nwhen I receive [green flag v]\nset [r u done? v] to [0]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level chosen v]\ngo [forward v] (100) layers\ngo to x: (171) y: (157)\nshow\nrepeat until <(EXIT) = [win]>\n switch costume to ((COLLECTED) - (-1))\nend\n\nwhen I receive [stats for level 1 v]\nset size to (90) %\ngo [forward v] (100) layers\ngo to x: (60) y: (37)\nshow\ngo to [front v] layer\nset [r u done? v] to [1]\nrepeat (100)\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\n\n go to x: (mouse x) y: (mouse y)\n if <(playing?) = [0]> then\n if <(mouse touching?) = [1]> then\n show\n go to [front v] layer\n set [ghost v] effect to (10)\n else\n hide\n end\n else\n hide\n end\nend\n\n@Effec\n\nwhen I start as a clone\ngo [forward v] (1) layers\nset [ghost v] effect to (0)\nif <(CloneID) = [1]> then\n hide\n set [color v] effect to (0)\n set [coloreffec v] to (pick random (2) to (3))\n go to x: (pick random (-200) to (200)) y: (-185)\n set [y v] to (pick random (-320) to (-180))\n fly\n boom\nelse\n change [color v] effect by (pick random (0) to (15))\n set [xv v] to (pick random (-12) to (12))\n set [yv v] to (pick random (0) to (20))\n show\n repeat until <(y position) < [-170]>\n Physics\n end\nend\ndelete this clone\n\ndefine boom\nbroadcast (boom v)\nset [cloneid v] to [2]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\ndefine Physics\nset size to ((190) + ((Yv) * (8))) %\nchange [yv v] by (-1)\nset [xv v] to ((Xv) * (0.92))\nset [yv v] to ((Yv) * (0.92))\nchange x by (Xv)\nchange y by (Yv)\n\nwhen I start as a clone\nif <(CloneID) = [2]> then\n wait (0.5) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\ndefine fly\nrepeat (16)\n change [y v] by (14)\n set y to (Y)\n if <(y position) > [-175]> then\n show\n end\nend\n\nwhen I receive [yay! v]\nset [cloneid v] to [1]\nrepeat (25)\n create clone of (_myself_ v)\n wait (0) seconds\nend\n\n@Sprite4\n\nwhen I receive [animate v]\ngo to [back v] layer\ngo to x: ([floor v] of ((((SCROLL X) * (-.5)) mod (478)) - (Sprite4: ox)) ) y: (((SCROLL Y) * (-.3)) - (20))\n\nwhen I receive [menu animate v]\ngo to x: ([floor v] of (((SCROLL_X) mod (478)) - (Sprite4: ox)) ) y: (-50)\n\nwhen I receive [level chosen v]\ngo to [back v] layer\ngo [backward v] (1000) layers\n\nwhen flag clicked\nset [scroll_x v] to [0]\nforever\n change [scroll_x v] by (1.5)\nend\n\nwhen flag clicked\ngo [backward v] (1000) layers\nset [ghost v] effect to (0)\ngo to x: (0) y: (-50)\nset [sprite4: ox v] to [0]\ncreate clone of (_myself_ v)\nset [sprite4: ox v] to [479]\nswitch costume to (costume1 v)\n\ngo [forward v] (1000) layers\n\n@Splash3\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [level chosen v]\nhide\n\nwhen flag clicked\ngo to x: (-51) y: (-213)\nset [sy v] to [0]\nset [player mouse touching? v] to [0]\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [player mouse touching? v] to [1]\n animation\n else\n set [player mouse touching? v] to [0]\n end\nend\n\ndefine animation\nset y to (-205)\nwait (0) seconds\nset y to (-197)\nwait (0) seconds\nset y to (-190.5)\nwait (0) seconds\nset y to (-183)\nwait (0) seconds\nset y to (-176)\nwait (0) seconds\nset y to (-169)\nwait (0) seconds\nset y to (-162.5)\nwait (0) seconds\nset y to (-158)\nwait (0) seconds\nset y to (-153.5)\nwait (0) seconds\nset y to (-149.5)\nwait (0) seconds\nset y to (-145)\nwait (0) seconds\nset y to (-142)\nwait (0) seconds\nset y to (-141)\nwait (0) seconds\nset y to (-140.5)\nwait (0) seconds\nset y to (-140)\nwait (0) seconds\nset y to (-141)\nwait (0) seconds\nset y to (-142)\nwait (0) seconds\nset y to (-145)\nwait (0) seconds\nset y to (-149.5)\nwait (0) seconds\nset y to (-153.5)\nwait (0) seconds\nset y to (-158)\nwait (0) seconds\nset y to (-162.5)\nwait (0) seconds\nset y to (-169)\nwait (0) seconds\nset y to (-176)\nwait (0) seconds\nset y to (-183)\nwait (0) seconds\nset y to (-190.5)\nwait (0) seconds\nset y to (-197)\nwait (0) seconds\nset y to (-205)\nwait (0) seconds\nset y to (-213)\n\nwhen flag clicked\nset size to (55) %\nswitch costume to (costume2 v)\n\n@Splash4\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [game won v]\nshow\n\nwhen I receive [level chosen v]\nhide\n\nwhen flag clicked\ngo to x: (-42) y: (17)\nset size to (115) %\n\nset [brightness v] effect to (0)\nset size to (175) %\n\n@Splash5\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [level chosen v]\nhide\n\nwhen flag clicked\nswitch costume to (costume15 v)\ngo to x: (89) y: (25)\ngo to [front v] layer\n\n if <(distance to [mouse-pointer v]) < [14]> then\n next costume\n else\n next costume\n wait (.05) seconds\n end\nend\n\nset [touching coin? v] to [0]\n\nset [touching coin? v] to [1]\n\nset [touching coin? v] to [0]\n\nset [brightness v] effect to (0)\nset size to (175) %\n\n@Splash6\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [game won v]\nshow\n\nwhen I receive [level chosen v]\nhide\n\nwhen flag clicked\nset [touching coin? v] to [1]\nswitch costume to (costume7 v)\ngo to x: (-119) y: (-97)\n\n if <touching (mouse-pointer v)?> then\n set [touching coin? v] to [1]\n else\n set [touching coin? v] to [0]\n turn left (2) degrees\n end\nend\n\ngo to [front v] layer\n\nnext costume\n\nwait (0) seconds\n\nset [brightness v] effect to (0)\nset size to (175) %\n\n@Sprite3\n\nwhen flag clicked\n\n go to x: (mouse x) y: (mouse y)\n if <(playing?) = [0]> then\n if <(touching coin?) = [1]> then\n else\n hide\n end\n else\n hide\n end\nend\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (10)\n\n@Sprite5\n\nwhen flag clicked\n\n\n go to x: ([x position v] of [splash3 v]) y: (([y position v] of [splash3 v]) + (120))\n if <(playing?) = [0]> then\n if <(player mouse touching?) = [1]> then\n show\n go to [front v] layer\n set [ghost v] effect to (10)\n switch costume to (costume2 v)\n else\n hide\n end\n else\n hide\n end\nend\n\nif <(pick random (1) to (2)) = [1]> then\nelse\n show\n go to [front v] layer\n set [ghost v] effect to (10)\n switch costume to (costume3 v)\nend\n\n@Splash7\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [game won v]\nshow\n\nwhen I receive [level chosen v]\nhide\n\nwhen flag clicked\npoint in direction (90)\nset [touching coin? v] to [1]\nswitch costume to (costume7 v)\ngo to x: (-42) y: (17)\n\n if <<<(mouse x) > [0]> and <[202] > (mouse x)>> and <(mouse y) < [-90]>> then\n set y to ((([sin v] of ((timer) * (250)) ) * (20)) - (-52))\n else\n set y to ((([sin v] of ((timer) * (250)) ) * (5)) - (-47))\n end\nend\n\ngo to [front v] layer\n\nnext costume\n\nwait (0) seconds\n\nset [brightness v] effect to (0)\nset size to (175) %\n\n@Splash8\n\nwhen I receive [green flag v]\nset [ghost v] effect to (75)\nshow\n\nwhen I receive [game won v]\nshow\n\nwhen I receive [level chosen v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (55)\nshow\n\ngo [forward v] (100) layers\n\n@Collectables2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level chosen v]\ngo to [front v] layer\n\nglide (1) secs to (sprite1 v)\n\nwhen I start as a clone\n\nglide (pick random (.5) to (.8)) secs to (sprite1 v)\nhide\n\nwhen I start as a clone\ngo [backward v] (15) layers\nrepeat (50)\n point in direction (90)\n next costume\n change size by (-3)\nend\n\nswitch costume to (costume2 v)\nset size to (130) %\ngo to (player v)\nset [y-vel v] to (pick random (15) to (-15))\nset [speed v] to (pick random (2.5) to (3.5))\nshow\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n point towards (sprite1 v)\n set [y-vel v] to ((y-vel) * (.9))\n set [x-vel v] to ((x-vel) * (.9))\n set [speed v] to (round ((speed) * (1.2)))\n next costume\n if <(y-vel) < [1]> then\n change x by (() - (y-vel))\n else\n change y by (y-vel)\n end\n move (speed) steps\n change size by (-2)\n next costume\nend\nhide\ndelete this clone\n\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset size to (130) %\ngo to (player v)\nshow\nglide (0.5) secs to (sprite1 v)\nhide\nchange [collected v] by (1)\ndelete this clone\n\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n point towards (sprite1 v)\n next costume\n move (10) steps\nend\n\n@Collectables3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level chosen v]\ngo to [front v] layer\n\nglide (1) secs to (sprite1 v)\n\nwhen I start as a clone\nhide\n\nswitch costume to (costume2 v)\nset size to (130) %\ngo to (player v)\nset [y-vel v] to (pick random (5) to (-5))\nset [speed v] to (pick random (2.5) to (3.5))\nshow\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n point towards (sprite1 v)\n set [y-vel v] to ((y-vel) * (.9))\n set [x-vel v] to ((x-vel) * (.9))\n set [speed v] to (round ((speed) * (1.2)))\n next costume\n if <(y-vel) < [1]> then\n change x by (() - (y-vel))\n else\n change y by (y-vel)\n end\n move (speed) steps\n change size by (-2)\n next costume\nend\nhide\nchange [collected v] by (1)\ndelete this clone\n\nglide (pick random (.5) to (.8)) secs to (sprite1 v)\n\nwhen I start as a clone\n\nhide\nswitch costume to (costume2 v)\nset size to (130) %\ngo to (player v)\nshow\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n point towards (sprite1 v)\n next costume\n move (8) steps\nend\nhide\ndelete this clone\n\nswitch costume to (costume2 v)\nset size to (130) %\ngo to (player v)\nset [y-vel v] to (pick random (15) to (-15))\nset [speed v] to (pick random (2.5) to (3.5))\nshow\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n point towards (sprite1 v)\n set [y-vel v] to ((y-vel) * (.9))\n set [x-vel v] to ((x-vel) * (.9))\n set [speed v] to (round ((speed) * (1.2)))\n next costume\n if <(y-vel) < [1]> then\n change x by (() - (y-vel))\n else\n change y by (y-vel)\n end\n move (speed) steps\n change size by (-2)\n next costume\nend\nhide\ndelete this clone\n\n@10 coins2\n\nwhen I start as a clone\n\nswitch costume to (costume2 v)\nset size to (250) %\ngo to (player v)\nshow\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n point towards (sprite1 v)\n next costume\n move (7) steps\nend\nhide\ndelete this clone\n\nswitch costume to (costume2 v)\nset size to (230) %\ngo to (player v)\nset [y-vel v] to (pick random (15) to (-15))\nset [speed v] to (pick random (2.5) to (3.5))\nshow\nrepeat until <<touching (sprite1 v)?> or <touching (_edge_ v)?>>\n point towards (sprite1 v)\n set [y-vel v] to ((y-vel) * (.9))\n set [x-vel v] to ((x-vel) * (.9))\n set [speed v] to (round ((speed) * (1.2)))\n next costume\n if <(y-vel) < [1]> then\n change x by (() - (y-vel))\n else\n change y by (y-vel)\n end\n move (speed) steps\n change size by (-4)\n next costume\nend\nhide\nrepeat (10)\n change [collected v] by (1)\n wait (0) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nhide\n\nrepeat (50)\n point in direction (90)\n next costume\n change size by (-3)\nend\n\nwhen I start as a clone\nhide\n\nswitch costume to (costume2 v)\nset size to (130) %\ngo to (player v)\nshow\nglide (0.5) secs to (sprite1 v)\nhide\ndelete this clone\n\n@Splash9\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\ngo to [front v] layer\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [level chosen v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (100)\nset size to (115) %\npoint in direction (90)\nforever\n point in direction ((([sin v] of ((timer) * (250)) ) * (3)) + (90))\n if <(twilight hitbox) = [1]> then\n if <(size) = [125]> then\n set size to (125) %\n else\n size change\n end\n else\n if <(size) = [115]> then\n set size to (115) %\n else\n undo size change\n end\n end\nend\n\nset [brightness v] effect to (0)\nset size to (175) %\n\ndefine size change\nset size to (118) %\nwait (0) seconds\nset size to (120) %\nwait (0) seconds\nset size to (122) %\nwait (0) seconds\nset size to (123) %\nwait (0) seconds\nset size to (124) %\nwait (0) seconds\nset size to (125) %\n\ndefine undo size change\nset size to (125) %\nwait (0) seconds\nset size to (124) %\nwait (0) seconds\nset size to (123) %\nwait (0) seconds\nset size to (122) %\nwait (0) seconds\nset size to (120) %\nwait (0) seconds\nset size to (118) %\nwait (0) seconds\nset size to (115) %\n\n@Clouds\n\nwhen I receive [level chosen v]\nhide\n\n hide\n wait (pick random (1) to (2)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo [backward v] (500) layers\nset [y v] to (pick random (10) to (740))\nset [ghost v] effect to (pick random (60) to (70))\nswitch costume to (pick random (1) to (4))\nset size to (pick random (80) to (90)) %\nset [speed v] to (pick random (-.5) to (-1.3))\nset x to (250)\nset y to (y)\nPosition ((y) - (SCROLL Y))\nshow\nrepeat until <(x position) < [-265]>\n Position ((y) - (SCROLL Y))\n change x by (speed)\n if <(SCROLL Y) > [0]> then\n if <([abs v] of ((SCROLL Y) - (y of player)) ) > [5]> then\n change y by (((SCROLL Y) - (y of player)) / (50))\n Position ((y) - (SCROLL Y))\n end\n end\n if <touching (platforms2 v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nif <(SCROLL X) > [0]> then\n if <([abs v] of ((SCROLL X) - (x of player)) ) > [5]> then\n change x by (((SCROLL X) - (x of player)) / (5))\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nif <(SCROLL Y) > [0]> then\n if <([abs v] of ((SCROLL Y) - (y of player)) ) > [5]> then\n change y by (((SCROLL Y) - (y of player)) / (50))\n end\nend\n\nset y to (28)\n\ndefine Position (y)\nset y to (y)\nif <(y) = (y position)> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nif <<(EXIT) = []> and <key (right arrow v) pressed?>> then\n change x by (-5)\nend\n\nif <<(EXIT) = []> and <key (left arrow v) pressed?>> then\nend\n\nwhen I start as a clone\nrepeat until <(x position) < [-265]>\n if <(moving?) = [1]> then\n if <(EXIT) = []> then\n change x by (() - ((sy player) / (1.5)))\n end\n end\nend\n\ngo to x: (10) y: (((SCROLL Y) * (-.3)) - (20))\n\nchange x by (((SCROLL X) * (-.5)) mod (478))\n\nchange [speed v] by (100)\n\nchange [speed v] by (-100)\n\nwhen I start as a clone\nrepeat until <(x position) < [-265]>\nend\n\n@Splash10\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\ngo to [front v] layer\n\nwhen I receive [game won v]\nshow\ngo to [front v] layer\n\nwhen I receive [level chosen v]\nhide\n\nwhen flag clicked\nset [twilight hitbox v] to [0]\nset [ghost v] effect to (100)\ngo to x: (0) y: (100)\nset size to (115) %\npoint in direction (90)\nforever\n point in direction ((([sin v] of ((timer) * (250)) ) * (3)) + (90))\n if <touching (mouse-pointer v)?> then\n set [twilight hitbox v] to [1]\n else\n set [twilight hitbox v] to [0]\n end\nend\n\nset [brightness v] effect to (0)\nset size to (175) %\n\n@Thumnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (real one v)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@10 coins3\n\nClone at x: [4585] y: [1250]\nClone at x: [4937] y: [1609]\nClone at x: [4846] y: [1004]\nClone at x: [5182] y: [1472]\nClone at x: [5244] y: [1517]\nClone at x: [5381] y: [1252]\nClone at x: [5302] y: [1160]\nClone at x: [5119] y: [1010]\nClone at x: [5022] y: [1382]\nClone at x: [5150] y: [1248]\nClone at x: [5069] y: [1065]\n\nClone at x: [3474] y: [1530]\n\nwhen I start as a clone\nrepeat (50)\n point in direction (90)\n next costume\n change size by (-10)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nset size to (250) %\ngo to (player v)\nshow\nglide (0.5) secs to (sprite1 v)\nhide\nrepeat (10)\n change [collected v] by (1)\nend\ndelete this clone\n\ngo to [front v] layer\n\n@Clouds2\n\nwhen I receive [level chosen v]\nhide\n\n\n hide\n wait (pick random (1) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo [backward v] (500) layers\nset [x firelight v] to (pick random (-18) to (740))\nset [ghost v] effect to (pick random (20) to (25))\nset [ghost v] to (pick random (3) to (5))\nset size to (pick random (95) to (100)) %\nset [speed v] to (pick random (2) to (3))\npoint in direction (pick random (-45) to (45))\nset x to (x firelight)\nset [y pos v] to [-160]\nset y to (y pos)\nset [move x v] to (pick random (-3) to (3))\nset [move y v] to (pick random (2) to (3))\nPosition ((y pos) - (SCROLL Y)) ((x firelight) - (SCROLL X))\nshow\nrepeat until <(y pos) > [600]>\n Position ((y pos) - (SCROLL Y)) ((x firelight) - (SCROLL X))\n set [ghost v] to (() - (ghost))\n repeat (9)\n change [ghost v] effect by (ghost)\n end\n set [ghost v] to (() - (ghost))\n repeat (9)\n change [ghost v] effect by (ghost)\n end\nend\nchange [x firelight v] by ((move x) - (pick random (-2) to (2)))\nchange [y pos v] by ((move y) - (pick random (0) to (-1)))\ndelete this clone\n\nswitch costume to (pick random (1) to (4))\n\nchange x by (speed)\n\nif <(SCROLL Y) > [0]> then\n if <([abs v] of ((SCROLL Y) - (y of player)) ) > [5]> then\n change y by (((SCROLL Y) - (y of player)) / (50))\n end\nend\n\nPosition ((x firelight) - (SCROLL Y)) []\n\nif <(SCROLL X) > [0]> then\n if <([abs v] of ((SCROLL X) - (x of player)) ) > [5]> then\n change x by (((SCROLL X) - (x of player)) / (5))\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nif <(SCROLL Y) > [0]> then\n if <([abs v] of ((SCROLL Y) - (y of player)) ) > [5]> then\n change y by (((SCROLL Y) - (y of player)) / (50))\n end\nend\n\nset y to (28)\n\ndefine Position (y) (x)\ngo to x: (x) y: (y)\nif <<(y) = (y position)> and <(x) = (x position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\n\nset y to (y)\n\nPosition ((y pos) - (SCROLL Y)) ((x firelight) - (SCROLL X))\n\nmove (5) steps\n\nchange [y pos v] by (speed)\n\n@Mute/ Unmute\n\nwhen this sprite clicked\nnext costume\nwait (0.2) seconds\n\nwhen I receive [play game v]\nswitch costume to (costume5 v)\nshow\n\n if <(costume [number v]) = [2]> then\n set [mute button on off v] to [1]\n set volume to (100) %\n end\nend\n\nwhen I receive [play game v]\ngo to x: (-215) y: (160)\nset size to (35) %\n\n if <key (m v) pressed?> then\n next costume\n wait (0.2) seconds\n end\nend\n\nwhen I receive [play game v]\nshow\n\n if <(costume [number v]) = [1]> then\n set [mute button on off v] to [0]\n set volume to (0) %\n end\nend\n\nwhen I receive [play game v]\nforever\n play sound [Part 1 v] until done\n play sound [Part 2 v] until done\nend\n\n@Eyelashes\n\nwhen I receive [tick v]\ngo to (player v)\n\nwhen I receive [level chosen v]\nshow\nrepeat until <(OmG YOu jUsT wON) = [1]>\n switch costume to (costume4 v)\n wait (pick random (2) to (3)) seconds\n repeat (14)\n next costume\n end\nend\nhide\nstop [this script v]\n\n@Sprite6\n\nwhen I receive [stats for level 1 v]\ngo to x: (0) y: (-500)\nset [ghost v] effect to (0)\nshow\ngo to [front v] layer\nrepeat (15)\n change y by (30)\nend\nwait until <(R u done?) = [1]>\n\nwhen flag clicked\nhide\n\n | I placed first in @IcedSnow 's contest!\n\nPRESS "L" to toggle animations and reduce lag!\n\nWelcome to Twilight - A Scrolling Platformer. You will play as the little cube as you go on an adventure finding coins, spikes, mushrooms, and more.\n\nPlay here for less lag:\nhttps://forkphorus.github.io/#400589599\n\nPlease note: If you get stuck press "R" to go to the last checkpoint.\n\nThis may take a while to load because it has over 3000 blocks of code and a lot of costumes, so please be patient - it is worth the wait :P\n\n–––––––––––––––––– Storyline ––––––––––––––––––––\nYou were out watching the sunset, so beautiful and colorful, but it is getting late and you need to go back home. \n\n–––––––––––––––––– Instructions –––––––––––––––––– \n• Everything is 100% possible\n• Hover over items in the title screen to see some special effects :D\n• Arrow keys or WASD to move\n• Down arrow/ "s" key to drop through some platforms\n• Up arrow to swim up\n• Bounce on mushrooms to jump higher\n• Get to the last flag to win\n• Don't touch spinning gears or fall down\n• Water slows you down, but you can still move in it\n• When you die, you will go to the last checkpoint you got to\n• Click on the mute button or press "M" to mute or unmute\n• Try to find the Easter Egg :P (Hint: read the all of the notes and credits, and it's not at the bottom of the notes and credits, by the way) |
-[ The Cavelands ]- A platformer | @Stage\n\n@player\n\nwhen flag clicked\n\nwhen I start as a clone\nrepeat (12)\n change size by (-5)\n change [ghost v] effect by (12)\n if <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (costume4 v)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevel v]\nwait (0.8) seconds\ngo to x: (-219) y: (2)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen I receive [startgame v]\nbroadcast (bright transition v)\nset [speedx v] to [0]\nset [speedy v] to [0]\nwait (1) seconds\nhide\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nset volume to (100) %\npoint in direction (90)\nset size to (100) %\ngo to x: (-219) y: (2)\nforever\n create clone of (_myself_ v)\n change [speedy v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speedx v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [speedx v] by (1)\n end\n set [speedx v] to ((speedX) * (0.9))\n change x by (speedX)\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 (-6)\n change x by ((speedX) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [speedy v] to [8]\n if <(speedX) > [0]> then\n set [speedx v] to [-8]\n else\n set [speedx v] to [8]\n end\n else\n set [speedx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (SpeedY)\n if <touching (level v)?> then\n change y by ((SpeedY) * (-1))\n set [speedy v] to [0]\n end\n change y by (-0.5)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (level v)?>> then\n set [speedy v] to [8]\n end\n change y by (0.5)\n if <touching (danger v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\n go to x: (-219) y: (2)\n set [ghost v] effect to (0)\n set size to (100) %\n set [speedx v] to [0]\n set [speedy v] to [0]\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n if <(x position) = [243]> then\n broadcast (nextlevel v)\n wait (1) seconds\n go to x: (-219) y: (2)\n set [speedx v] to [0]\n set [speedy v] to [0]\n end\nend\n\nwhen I receive [startgame v]\nforever\n play sound [Inferno v] until done\n play sound [Vexento - Pixel Party v] until done\n play sound [Muselk outro v] until done\nend\n\n@Transition\n\nwhen flag clicked\ngo to x: (484) y: (0)\nhide\n\nwhen I receive [nextlevel v]\ngo to [front v] layer\nshow\ngo to x: (484) y: (0)\nrepeat until <[40] > (x position)>\n change x by (-40)\nend\nwait (0.5) seconds\nrepeat until <[-500] > (x position)>\n change x by (-40)\nend\nhide\n\n@text\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nwait (0.8) seconds\nnext costume\n\nwhen I receive [startgame v]\nwait (1) seconds\nshow\ngo to [front v] layer\ngo [forward v] (99999999999) layers\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Particles\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-219) to (219)) y: (160)\nswitch costume to (pick random (1) to (3))\nchange size by (pick random (-30) to (-20))\nrepeat until <touching (_edge_ v)?>\n change y by (-12)\nend\ndelete this clone\n\nwhen flag clicked\ngo [backward v] (2) layers\nhide\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\n@level\n\nwhen flag clicked\nhide\n\nwhen I receive [nextlevel v]\nwait (0.8) seconds\nnext costume\n\nwhen I receive [startgame v]\nwait (1) seconds\nshow\nswitch costume to (costume1 v)\n\n@nextlevel\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nset [brightness v] effect to (0)\nchange [brightness v] effect by (60)\nbroadcast (nextlevel v)\nset [brightness v] effect to (0)\n\nwhen I receive [startgame v]\nwait (1) seconds\ngo to [front v] layer\ngo to x: (-191) y: (-141)\nset [ghost v] effect to (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n else\n change size by (((100) - (size)) / (2))\n end\nend\n\nwhen I receive [startgame v]\npoint in direction (90)\nforever\n repeat (6)\n turn right (1) degrees\n wait (0.01) seconds\n end\n repeat (12)\n turn left (1) degrees\n wait (0.01) seconds\n end\n repeat (6)\n turn right (1) degrees\n wait (0.01) seconds\n end\nend\n\nwait (1) seconds\n\n@border\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nwait (1) seconds\ngo to [front v] layer\ngo [forward v] (999999) layers\ngo to x: (0) y: (0)\nshow\n\n@danger\n\nwhen I receive [nextlevel v]\nwait (0.8) seconds\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@luv & Fav 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\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\ngo [backward v] (1) layers\nhide\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (150)\n turn right (1) degrees\nend\n\nwhen I receive [hide background v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@intro\n\nwhen flag clicked\npoint in direction (90)\ngo to [front v] layer\ngo to [front v] layer\ngo [forward v] (9999) layers\nstart sound [LilScratchAnimator music v]\nset volume to (100) %\nshow\nswitch costume to (part 1 v)\nset size to (0) %\nwait (0.1) seconds\nrepeat (10)\n change size by (10)\nend\nrepeat (3)\n change size by (4)\nend\nbroadcast (particles v)\nwait (0.05) seconds\nrepeat (3)\n change size by (-4)\nend\nwait (0.5) seconds\nrepeat (10)\n turn right (18) degrees\n change size by (-10)\n wait (0.01) seconds\nend\nhide\nwait (0.05) seconds\nswitch costume to (part 2 v)\nshow\nrepeat (10)\n turn right (18) degrees\n change size by (10)\n wait (0.01) seconds\nend\nrepeat (3)\n change size by (4)\nend\nbroadcast (particles v)\nwait (0.05) seconds\nrepeat (3)\n change size by (-4)\nend\nwait (1) seconds\nrepeat (10)\n change size by (-10)\nend\nhide\nbroadcast (hide background v)\nrepeat (7)\n wait (0.1) seconds\n change volume by (-10)\nend\nbroadcast (startgame v)\nrepeat (3)\n wait (0.1) seconds\n change volume by (-10)\nend\n\n@particles\n\ndefine stuff (stuff)\nchange size by (pick random (50) to (-30))\nswitch costume to (pick random (1) to (4))\ngo [forward v] (1) layers\nset [ghost v] effect to (pick random (10) to (20))\nset [x v] to [2]\nclear graphic effects\nforever\n change [y v] by (-3)\n if <touching (_edge_ v)?> then\n if <(x) = [1]> then\n set [x v] to [-1]\n else\n set [x v] to [1]\n end\n end\n change y by (y)\n change x by ((stuff) * (x))\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I receive [particles v]\ngo to (intro v)\nif <touching (_edge_ v)?> then\n set [y v] to [20]\nelse\n set [y v] to [5]\nend\ngo to (intro v)\nrepeat (18)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset size to (80) %\n\nwhen I start as a clone\ngo [forward v] (1) layers\nshow\nstuff (pick random (-20) to (20))\n\n@bright transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen I receive [bright transition v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.005) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0.005) seconds\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Blank\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (player v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nwait (1) seconds\nshow\n\n | Use the arrow keys, WASD, or your finger, depending on if you're using a computer or not. Move around,and navigate the caves . Have fun, and love and fave!\nI added:\nMobile mode\nJumping bug\nTransition problem\nMore to come soon |
Nature -A Scrolling Platformer- | @Stage\n\nwhen I receive [start v]\nrepeat (10)\n erase all\nend\n\nwhen I receive [start v]\nset volume to (100) %\nforever\n play sound [Sunlight v] until done\nend\n\n@Player\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest dying\nBouce?\nrepeat until <not <<touching (platforms v)?> or <touching (sprite2 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)\nBouce?\nPosition\nTest dying\nif <<touching (platforms v)?> or <touching (sprite2 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (sprite2 v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (sprite2 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 Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <[4] > (in air)> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nif <(LEVEL) = [1]> then\n set [scroll x v] to (x)\nend\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(LEVEL) = [1]> then\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-160]> then\n set [exit v] to [die]\nend\nif <touching (platforms4 v)?> then\n start sound [Big Boing v]\n set [sy v] to [30]\nend\nif <(LEVEL) = [2]> then\n set [check v] to [0]\nend\n\nwhen flag clicked\nset [check v] to [0]\nbroadcast (green flag 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 [playgame 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 win\n else\n die\n end\nend\n\ndefine Game on\nif <(LEVEL) = [1]> then\n if <(Check) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n end\n if <(Check) = [1]> then\n set [x v] to [2850]\n set [y v] to [200]\n end\n if <(Check) = [2]> then\n set [x v] to [4585]\n set [y v] to [50]\n end\n if <(Check) = [3]> then\n set [x v] to [1605]\n set [y v] to [200]\n end\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n set [scroll y v] to [0]\n set [scroll x v] to [0]\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (0)\n show\nend\nif <(LEVEL) = [2]> then\n set [sx v] to [0]\n set [sy v] to [0]\n set [in air v] to [0]\n set [exit v] to []\n point in direction (90)\n set size to (100) %\n set [ghost v] effect to (0)\n show\n broadcast (boss fight v)\nend\n\ndefine win\nrepeat (10)\n turn right (36) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\nchange [level v] by (1)\nif <(LEVEL) = [2]> then\n set [check v] to [0]\nend\nwait (1) seconds\n\ndefine die\nset [exit v] to []\nset rotation style [all around v]\nrepeat (10)\n turn right (36) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\nset rotation style [left-right v]\nhide\nwait (.5) seconds\nset [exit v] to []\n\ndefine Test dying\nif <touching (platforms3 v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\nif <touching (sprite3 v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\nif <touching (sprite4 v)?> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\nif <not <(username) = [sceptile100]>> then\nend\n\ndefine Bouce?\n\nwhen I receive [start v]\nbroadcast (playgame v) and wait\n\nwhen I receive [boss fight v]\ngo to x: (-165) y: (-54)\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\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\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\n\n@Platforms2\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nelse\nend\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\nwhen flag clicked\nset volume to (100) %\nhide\ngo to [back v] layer\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\n@Platforms3\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\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\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\n@Platforms4\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\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\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\n@Platforms6\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [2]\nend\nif <(Check) = [2]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\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 [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\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\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\nstart sound [Connect v]\n\n@Platforms7\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [3]\nend\nif <<(Check) = [3]> or <<(Check) = [1]> or <(Check) = [2]>>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\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 [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\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\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\nstart sound [Connect v]\n\n@Platforms5\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [1]\nend\nif <<(Check) = [1]> or <(Check) = [2]>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (50)\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 [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\n clone [450] [0]\nend\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\nwhen flag clicked\nhide\n\ndefine clone (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (11 v)\n\nstart sound [Connect v]\n\n@intro\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Super intro v]\nswitch costume to (screen shot 2020-07-06 at 3 v)\nset size to (100) %\nerase all\nhide\nset [ghost v] effect to (0)\npen up\ngo to x: (-231) y: (-240)\nset pen size to (100)\nset pen color to (#00f307)\npen down\nrepeat (3)\n point in direction (0)\n repeat (20)\n move (20) steps\n end\n point in direction (90)\n repeat (5)\n move (20) steps\n end\n point in direction (180)\n repeat (20)\n move (20) steps\n end\n point in direction (90)\n repeat (5)\n move (20) steps\n end\nend\npen up\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset size to (200) %\npoint in direction (90)\nshow\nrepeat (20)\n change size by (-10)\n turn right (10) degrees\nend\nrepeat (10)\n change size by (20)\n turn right (10) degrees\nend\npoint in direction (90)\nrepeat (10)\n change size by (-10)\nend\nwait (.5) seconds\nrepeat (20)\n turn right (18) degrees\n create clone of (_myself_ v)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nerase all\nbroadcast (start v)\nerase all\ndelete this clone\n\nwhen flag clicked\nforever\n set pen color to (#00f307)\n wait (.5) seconds\n repeat (17)\n change pen (color v) by (-1)\n end\n set pen color to (#ffe900)\n wait (.5) seconds\n repeat (14)\n change pen (color v) by (-1)\n end\n set pen color to (#ff0000)\n wait (.5) seconds\n repeat (32)\n change pen (color v) by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset pen size to (100)\nset pen color to (#ffffff)\npen down\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\ndelete this clone\n\n | #56 on trending\nArrow keys/wad/mobile to move.\nAvoid spikes and lava.\nBounce on trampolines.\nThe flags are checkpoints.\nThere is one, long, level with 3 checkpoints.\nHave fun! |
NIGHT || a mobile scrolling platformer | @Stage\n\n@blank\n\n@Player\n\nwhen I start as a clone\nshow\nset rotation style [all around v]\nswitch costume to (player v)\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (0)\nhide\n\nwhen [u v] key pressed\nif <(volume) = [0]> then\n set volume to (100) %\nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nend\n\ndefine Game - Win\nif <<key (p v) pressed?> and <not <(LEVEL) = [4]>>> then\n change [level v] by (1)\nelse\n set rotation style [all around v]\n repeat (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)\n end\n hide\n change [level v] by (1)\n wait (1) seconds\n clear graphic effects\n set rotation style [left-right v]\nend\n\ndefine Game - Die\nhide\nset [exit v] to []\ncreate clone of (_myself_ v)\nplay sound [DEATH v] until done\nwait (0.5) seconds\n\ndefine Clone (num)\nrepeat (num)\n create clone of (particles v)\nend\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\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 Clone [20]\n Game - Die\n end\nend\n\ndefine Game On\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<<mouse down?> and <(x position) > (mouse x)>> and <(distance to [mouse-pointer v]) > [20]>>>> then\n Change Player x by [-8]\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> and <(distance to [mouse-pointer v]) > [20]>>>> then\n Change Player x by [8]\n point in direction (90)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(distance to [mouse-pointer v]) > [20]>>>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nPosition\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\nif <touching (trampoline v)?> then\n set [speedy v] to [30]\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\nif <touching (trampoline v)?> then\n set [sy v] to [30]\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 (15)\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 if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <<key (w v) pressed?> or <<<mouse down?> and <(mouse y) > (y position)>> and <(distance to [mouse-pointer v]) > [20]>>>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\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 Test - Die\nif <touching (danger oof v)?> then\n set [exit v] to [die]\nend\n\nif <touching (bounce v)?> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\nhide\n\nchange [sx v] by (-2)\n\nchange [sx v] by (2)\n\nwhen flag clicked\nforever\n play sound [Mysterious Sleeper v] until done\nend\n\nbroadcast (Tick v)\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: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360 ] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [400] y: [100]\n Clone at x: [400] y: [100]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [-8]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [-400] 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 end\n end\n end\nend\n\nClone at x: [360] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [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\nwhen flag clicked\nswitch costume to (level 1 1 v)\n\n@Collectables\n\nwhen I receive [tick v]\nswitch costume to ((((timer) * (15)) mod (6)) + (1))\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 change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n else\n start sound [Coin 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 (dot v)\n Clone at x: [250] y: [20]\n Clone at x: [420] y: [20]\n Clone at x: [780] y: [40]\n Clone at x: [890] y: [175]\n Clone at x: [1340] y: [10]\n Clone at x: [1470] y: [200]\n Clone at x: [1750] y: [250]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [-198] y: [118]\n Clone at x: [270] y: [44]\n Clone at x: [440] y: [40]\n Clone at x: [650] y: [0]\n Clone at x: [800] y: [20]\n Clone at x: [990] y: [190]\n Clone at x: [1300] y: [20]\n Clone at x: [1540] y: [200]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [250] y: [20]\n Clone at x: [550] y: [175]\n Clone at x: [720] y: [175]\n Clone at x: [950] y: [30]\n Clone at x: [1240] y: [100]\n else\n if <(LEVEL) = [4]> then\n switch costume to (dot v)\n Clone at x: [-200] y: [-40]\n Clone at x: [-150] y: [-40]\n Clone at x: [-100] y: [-40]\n Clone at x: [-50] y: [-40]\n Clone at x: [0] y: [-40]\n Clone at x: [50] y: [-40]\n Clone at x: [100] y: [-40]\n Clone at x: [150] y: [-40]\n end\n end\n end\nend\nset [x v] to [-9999999]\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@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 play sound [smb3_nspade_match v] until done\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: [1900] y: [320]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [1700] y: [180]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [1650] y: [300]\n else\n set [x v] to [-9999999]\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\n@Danger oof\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: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 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 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\nwhen flag clicked\ngo to [back v] layer\n\n@Decor boii\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [y v] to [0]\nset [x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume4 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume10 v)\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n Position x: [450] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume25 v)\n Position x: [360] y: [0]\n end\n end\n end\nend\n\ndefine Position x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n\nwhen I receive [green flag v]\nhide\n\n@Trampoline\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nforever\n if <<touching (player v)?> and <(dead?) = [0]>> then\n start sound [Jump 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 [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\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 Clone 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\nwhen I receive [setup v]\nhide\nset [y v] to [0]\nset [x v] to [0]\nwait (0) seconds\nif <(LEVEL) = [1]> then\n Clone x: [780] y: [-64]\nelse\n if <(LEVEL) = [2]> then\n Clone x: [900] y: [-70]\n else\n if <(LEVEL) = [3]> then\n Clone x: [480] y: [-65]\n Clone x: [640] y: [-67]\n else\n if <(LEVEL) = [5]> then\n end\n end\nend\nset [y v] to [-99999999999]\n\nClone x: [1140] y: [-58]\nClone x: [850] y: [-58]\nClone x: [1150] y: [-58]\n\nwhen flag clicked\n\nhide\n\ngo to [back v] layer\n\n@thumb\n\nwhen flag clicked\nforever\n hide\nend\n\ngo to [front v] layer\nshow\n\n | sorry that this is kinda generic i started making this before the whole #STGP started \ni will make non-generic platformers from now on\nINSTRUCTIONS\narrow keys or mobile to move\nGO IN FULLSCREEN!!!!!!!!!!!!!!!!\nmust collect all coins to go to next level!!! |
✦Solidarity - A scrolling platformer✦ | @Stage\n\nwhen flag clicked\nswitch backdrop to (start v)\n\nwhen I receive [start v]\nswitch backdrop to (plain v)\n\nwhen I receive [level select v]\nswitch backdrop to (start v)\n\nwhen I receive [start3 v]\nswitch backdrop to (night city v)\n\nwhen I receive [outside v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch backdrop to (backdrop4 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [start2 v]\nswitch backdrop to (plain v)\n\nwhen flag clicked\nforever\n play sound [lop v] until done\nend\n\nwhen I receive [music v]\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Sprite3\n\n@Ground\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n set x to ((Scroll X) + ((480) * (Scroll Order)))\nend\n\ndefine Clone\ncreate clone of (_myself_ v)\nnext costume\nchange [scroll order v] by (1)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume5 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nset y to (0)\nrepeat (8)\n Clone\nend\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nset y to (0)\nrepeat (9)\n Clone\nend\n\nwhen I receive [start3 v]\ngo to x: (0) y: (0)\nswitch costume to (costume9 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nset y to (0)\nhide\nrepeat (12)\n Clone\nend\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@fake\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n set x to ((Scroll X) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nrepeat (8)\n go to [back v] layer\n go [forward v] (10) layers\n Clone\nend\n\ndefine Clone\ncreate clone of (_myself_ v)\nnext costume\nchange [scroll order v] by (1)\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (10) layers\nforever\n if <touching (lindi v)?> then\n set [brightness v] effect to (-40)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start2 v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [scroll order v] to [0]\nhide\nrepeat (9)\n Clone\nend\n\nset [scroll x v] to [0]\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@coins\n\nwhen I start as a clone\nshow\nforever\n set x to (((Scroll X) + (0)) + ((480) * (Scroll Order)))\nend\n\ndefine Clone at (y) with (scroll order)\nset [scroll order v] to (scroll order)\nset y to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n next costume\nend\n\nwhen I start as a clone\nforever\n if <touching (lindi v)?> then\n hide\n play sound [Coin v] until done\n change [coins v] by (1)\n broadcast (coin v)\n delete this clone\n end\nend\n\nwhen I receive [start v]\nhide\nset [coins v] to [0]\nset [scroll x v] to [0]\nClone at (-20) with (1.3)\nClone at (50) with (1.73)\nClone at (-20) with (2.74)\nClone at (40) with (3)\nClone at (-20) with (3.4)\nClone at (20) with (4.2)\nClone at (-100) with (4.4)\nClone at (-100) with (4.5)\nClone at (-100) with (4.6)\n\nwhen I receive [level select v]\ndelete this clone\n\nwhen I receive [start2 v]\nhide\nset [coins v] to [0]\nset [scroll x v] to [0]\nClone at (-20) with (0.8)\nClone at (-20) with (1.3)\nClone at (30) with (2.3)\nClone at (20) with (4.2)\nClone at (140) with (3.8)\nClone at (140) with (4.0)\nClone at (0) with (5.35)\nClone at (30) with (5.8)\nClone at (100) with (6.2)\nClone at (-100) with (6.8)\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen I receive [start3 v]\nhide\nset [coins v] to [0]\nClone at (-20) with (1.7)\nClone at (-20) with (2.2)\nClone at (60) with (0.7)\nClone at (-10) with (0.87)\nClone at (-10) with (3)\nClone at (-10) with (3.1)\nClone at (-10) with (3.2)\nClone at (-10) with (3.3)\nClone at (-10) with (4)\nClone at (80) with (3.65)\nClone at (60) with (4.35)\nClone at (0) with (4.7)\n\n@lava\n\nwhen I start as a clone\nshow\nforever\n set x to ((Scroll X) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [start v]\nswitch costume to (1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nClone [2.7] at (-180) with [80]\nClone [3.2] at (-180) with [80]\nwait (0.5) seconds\nClone [6.1] at (8) with [30]\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (20) layers\nforever\n next costume\n wait (0.1) seconds\nend\n\ndefine Clone (scroll order) at (y) with (size)\nset y to (y)\nset [scroll order v] to (scroll order)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [level select v]\ndelete this clone\n\nwhen I receive [start3 v]\nswitch costume to (1 v)\nset [scroll order v] to [0]\nhide\nClone [1.8] at (-180) with [80]\nClone [2.2] at (-180) with [80]\nClone [3.2] at (-200) with [100]\nClone [3.9] at (-200) with [100]\nClone [4.6] at (-200) with [100]\n\nwait (0.5) seconds\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@Monster\n\ndefine Walk (number1)\npoint in direction (-90)\nrepeat (number1)\n change [x pos v] by (-2)\nend\npoint in direction (90)\nrepeat (number1)\n change [x pos v] by (2)\nend\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [start v]\nset rotation style [left-right v]\nhide\nset [x pos v] to [0]\nset [clone id v] to [1]\n\nwhen I receive [kill monster v]\nhide\n\nwhen I receive [game v]\nforever\n set x to (((Scroll X) + (x pos)) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [start v]\nrepeat until <not <(level) = [1]>>\n if <<[-153.4] > (Scroll X)> and <[-707.4] < (Scroll X)>> then\n set [scroll order v] to [1]\n set y to (-110)\n show\n wait until <not <<[-153.4] > (Scroll X)> and <[-707.4] < (Scroll X)>>>\n else\n if <<[-759.2] > (Scroll X)> and <[-1328.5] < (Scroll X)>> then\n set [scroll order v] to [2.3]\n set y to (96)\n show\n wait until <not <<[-759.2] > (Scroll X)> and <[-1328.5] < (Scroll X)>>>\n else\n if <<[-1540.4] > (Scroll X)> and <[-2054.3] < (Scroll X)>> then\n set [scroll order v] to [3.82]\n set y to (0)\n show\n wait until <not <<[-1540.4] > (Scroll X)> and <[-2054.3] < (Scroll X)>>>\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [game v]\nforever\n wait (0.03) seconds\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nrepeat until <not <(level) = [1]>>\n if <<[-153.4] > (Scroll X)> and <[-707.4] < (Scroll X)>> then\n repeat until <not <<[-153.4] > (Scroll X)> and <[-707.4] < (Scroll X)>>>\n Walk (60)\n end\n else\n if <<[-759.2] > (Scroll X)> and <[-1328.5] < (Scroll X)>> then\n repeat until <not <<[-759.2] > (Scroll X)> and <[-1328.5] < (Scroll X)>>>\n Walk (60)\n end\n else\n if <<[-1540.4] > (Scroll X)> and <[-2054.3] < (Scroll X)>> then\n repeat until <not <<[-1540.4] > (Scroll X)> and <[-2054.3] < (Scroll X)>>>\n Walk (30)\n end\n end\n end\n end\nend\n\nwhen I receive [start2 v]\nrepeat until <not <(level) = [2]>>\n if <<[-56] > (Scroll X)> and <[-485.4] < (Scroll X)>> then\n set [scroll order v] to [0.6]\n set y to (-100)\n show\n wait until <not <<[-56] > (Scroll X)> and <[-485.4] < (Scroll X)>>>\n else\n if <<[-1199.5] > (Scroll X)> and <[-1703] < (Scroll X)>> then\n set [scroll order v] to [3.4]\n set y to (-100)\n show\n wait until <not <<[-1199.5] > (Scroll X)> and <[-1703] < (Scroll X)>>>\n else\n end\n end\nend\n\nwhen I receive [start2 v]\nrepeat until <not <(level) = [2]>>\n if <<[-56] > (Scroll X)> and <[-485.4] < (Scroll X)>> then\n repeat until <not <<[-56] > (Scroll X)> and <[-485.4] < (Scroll X)>>>\n Walk (80)\n end\n else\n if <<[-1199.5] > (Scroll X)> and <[-1703] < (Scroll X)>> then\n repeat until <not <<[-1199.5] > (Scroll X)> and <[-1703] < (Scroll X)>>>\n Walk (30)\n end\n else\n end\n end\nend\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen I receive [start3 v]\nrepeat until <not <(level) = [3]>>\n if <<[-40] > (Scroll X)> and <[-500] < (Scroll X)>> then\n set [scroll order v] to [0.6]\n set y to (-100)\n show\n wait until <not <<[-56] > (Scroll X)> and <[-485.4] < (Scroll X)>>>\n else\n set [scroll order v] to [3.5]\n set y to (-50)\n go to [front v] layer\n show\n wait until <not <(level) = [3]>>\n end\nend\n\nwhen I receive [start3 v]\nrepeat until <not <(level) = [3]>>\n if <<[-40] > (Scroll X)> and <[-485.4] < (Scroll X)>> then\n repeat until <not <<[-56] > (Scroll X)> and <[-500] < (Scroll X)>>>\n Walk (80)\n end\n else\n repeat until <not <(level) = [3]>>\n Walk (80)\n end\n end\nend\n\n@weird intro\n\nwhen flag clicked\nclear graphic effects\nshow\nswitch costume to (costume4 v)\nwait (2) seconds\nrepeat (4)\n repeat (20)\n change [brightness v] effect by (-5)\n end\n next costume\n repeat (20)\n change [brightness v] effect by (5)\n end\n wait (2) seconds\nend\nbroadcast (title v)\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen I receive [title v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen [space v] key pressed\nif <(level) = [0]> then\n broadcast (title v)\nend\n\n@Key\n\nwhen I receive [level select v]\ndelete this clone\n\nwhen I start as a clone\nshow\nforever\n set x to (((Scroll X) + (0)) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [start v]\nset [keys v] to [0]\nhide\nset [scroll x v] to [0]\nClone at (-100) with (2.3)\nClone at (120) with (4.75)\n\ndefine Clone at (y) with (scroll order)\nset [scroll order v] to (scroll order)\nset y to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (60) %\nforever\n if <touching (lindi v)?> then\n hide\n play sound [Collect v] until done\n change [keys v] by (1)\n broadcast (Key v)\n delete this clone\n end\n if <(Hide) = [1]> then\n if <(level) = [3]> then\n show\n else\n hide\n end\n else\n show\n end\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0.04) seconds\nend\n\nwhen I receive [start2 v]\nset [keys v] to [0]\nhide\nClone at (-100) with (4.3)\nClone at (-130) with (6)\n\nwhen I receive [start3 v]\nset [keys v] to [0]\nhide\nClone at (130) with (1)\nClone at (-100) with (7.8)\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@Spikes\n\nwhen I start as a clone\nshow\nforever\n set x to ((Scroll X) + ((480) * (Scroll Order)))\nend\n\ndefine Clone\ncreate clone of (_myself_ v)\nnext costume\nchange [scroll order v] by (1)\n\nwhen I receive [level select v]\ndelete this clone\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nrepeat (8)\n Clone\nend\n\nwhen I receive [start2 v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nrepeat (9)\n Clone\nend\n\nwhen I receive [start3 v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume13 v)\nset [scroll order v] to [0]\nhide\nrepeat (12)\n Clone\nend\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@coins#\n\nwhen flag clicked\nhide\nerase all\n\ndefine type (number) at location x: (x) y: (y)\nhide\nif <<(length of (number)) < [5]> and <(number) > [-1]>> then\n show\n set [i v] to [0]\n repeat (length of (number))\n change [i v] by (1)\n set size to (100) %\n if <(length of (number)) = [4]> then\n if <(i) = [1]> then\n go to x: ((x) - (20)) y: (y)\n else\n if <(i) = [2]> then\n go to x: ((x) - (10)) y: (y)\n else\n if <(i) = [3]> then\n go to x: ((x) + (0)) y: (y)\n else\n go to x: ((x) + (10)) y: (y)\n end\n end\n end\n else\n if <(length of (number)) = [3]> then\n if <(i) = [1]> then\n go to x: ((x) - (10)) y: (y)\n else\n if <(i) = [3]> then\n go to x: ((x) + (10)) y: (y)\n else\n go to x: (x) y: (y)\n end\n end\n else\n if <(length of (number)) = [2]> then\n if <(i) = [1]> then\n go to x: ((x) - (5)) y: (y)\n else\n go to x: ((x) + (5)) y: (y)\n end\n else\n go to x: (x) y: (y)\n end\n end\n end\n switch costume to (letter (i) of (number))\n stamp\n end\nelse\n say [The current version of Anvard's Pen Number Engine \[v1.0.4\] is unable to support any number that has 5 digits or more. :/] for (10) seconds\nend\n\nset [input v] to [1]\n\nwhen I receive [coin v]\nerase all\ntype (coins) at location x: (200) y: (150)\n\nwhen I receive [game v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [level select v]\nhide\nerase all\ndelete this clone\n\nwhen I receive [uh oh v]\nhide\nerase all\ndelete this clone\n\nwhen I receive [congrats v]\nhide\nerase all\ndelete this clone\n\nwhen I receive [game v]\nset [coins v] to [0]\nerase all\ntype (coins) at location x: (200) y: (150)\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen I receive [animation v]\nhide\nerase all\ndelete this clone\n\n@Water\n\ndefine Clone (scroll order) at (y) with (size)\nset y to (y)\nset [scroll order v] to (scroll order)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nswitch costume to (1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nClone [4.5] at (-35) with [100]\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nforever\n set x to ((Scroll X) + ((480) * (Scroll Order)))\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [start2 v]\nswitch costume to (1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nClone [4] at (0) with [100]\n\nwhen I receive [start3 v]\nswitch costume to (1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nClone [5.4] at [-200] with [100]\nClone [6] at [-200] with [100]\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@coin block\n\ndefine Clone (scroll order) at (y) with (costume)\nset y to (y)\nset [scroll order v] to (scroll order)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nClone [1.65] at (7) with [costume1]\nClone [5] at (7) with [1]\n\nwhen I start as a clone\nshow\nset size to (70) %\nforever\n set x to ((Scroll X) + ((480) * (Scroll Order)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <<touching (top hitbox v)?> and <(costume [number v]) = [1]>> then\n if <(Lives) < [3]> then\n broadcast (heart coin v)\n change [lives v] by (1)\n switch costume to (costume2 v)\n start sound [Magic Spell v]\n wait until <not <touching (top hitbox v)?>>\n else\n change [coins v] by (1)\n broadcast (coin v)\n switch costume to (costume2 v)\n start sound [Collect v]\n wait until <not <touching (top hitbox v)?>>\n end\n end\nend\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\ngo [backward v] (1) layers\n\nwhen I start as a clone\ngo to [front v] layer\n\nwait (1) seconds\n\nwait (1) seconds\n\nwhen I receive [start2 v]\nswitch costume to (costume1 v)\nset [scroll order v] to [0]\nhide\nClone [4.7] at (7) with [1]\nClone [4.76] at (7) with [1]\nClone [2] at (7) with [1]\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@Saw\n\ndefine Clone (scroll order) at (y) with (size)\nset y to (y)\nset size to (size) %\nset [scroll order v] to (scroll order)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n set x to ((Scroll X) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [start2 v]\nswitch costume to (costume1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nClone [2.6] at [-130] with [70]\nClone [3] at [-130] with [70]\nClone [6.7] at [-130] with [70]\nClone [7] at [-130] with [70]\n\nwhen flag clicked\nhide\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [direction2 v] to [10]\nforever\n repeat until <(direction2) = [-10]>\n turn right (direction2) degrees\n change [direction2 v] by (-0.25)\n end\n repeat until <(direction2) = [10]>\n turn right (direction2) degrees\n change [direction2 v] by (0.25)\n end\nend\n\nforever\n set [lives v] to [3]\nend\n\nwhen I receive [start3 v]\nswitch costume to (costume1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\nClone [1.07] at [-120] with [50]\nClone [1.23] at [20] with [50]\nClone [0.58] at [40] with [30]\nClone [0.9] at [-130] with [65]\nClone [0.97] at [-45] with [30]\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@top\n\nwhen flag clicked\nforever\n if <(Lives) > [3]> then\n set [lives v] to [3]\n end\nend\n\nwhen I receive [game v]\nset [lives v] to [3]\nshow\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (key v)\ncreate clone of (_myself_ v)\ngo to x: (90) y: (150)\nforever\n switch costume to ((Lives) + (1))\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n if <(costume [number v]) = [5]> then\n go to x: (165) y: (150)\n forever\n go to [front v] layer\n end\n else\n forever\n go to x: (0) y: (150)\n switch costume to ((Keys) + (6))\n go to [front v] layer\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen I receive [uh oh v]\nhide\ndelete this clone\n\nwhen I receive [congrats v]\nhide\ndelete this clone\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@sign\n\nwhen I receive [game v]\nshow\nset [scroll order v] to [0.01]\nforever\n set x to (((Scroll X) + (0)) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [game v]\nforever\n if <touching (lindi v)?> then\n set [effect v] to [sign]\n wait until <not <touching (lindi v)?>>\n else\n set [effect v] to [0]\n end\nend\n\nwhen I receive [game v]\nforever\n if <(level) < [3]> then\n if <(x position) < [-240]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nwhen I receive [level select v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@End\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset size to (50) %\nshow\nset [scroll order v] to [6.8]\nset y to (-100)\nforever\n set x to (((Scroll X) + (0)) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [game v]\nforever\n if <(level) < [3]> then\n switch costume to (1 v)\n repeat (5)\n wait (0.03) seconds\n next costume\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [start2 v]\nset size to (50) %\nshow\nset [scroll order v] to [7.5]\nset y to (-90)\ngo to [front v] layer\nforever\n set x to (((Scroll X) + (0)) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [start3 v]\nset size to (50) %\nshow\nset [scroll order v] to [9.7]\nset y to (65)\nforever\n go to [front v] layer\n set x to (((Scroll X) + (0)) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen I receive [game v]\nforever\n if <<(x position) < [-230]> or <[230] < (x position)>> then\n hide\n else\n if <(level) = [0]> then\n hide\n else\n show\n end\n end\nend\n\nwhen I receive [animation v]\nstop [other scripts in sprite v]\nhide\n\n@effect\n\nwhen I receive [start v]\nforever\n if <(effect) = [sign]> then\n show\n switch costume to (costume1 v)\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (() - (([y position v] of [lindi v]) + (60))))\n set x to ([x position v] of [lindi v])\n else\n hide\n end\nend\n\nwhen [space v] key pressed\nif <(effect) = [sign]> then\n if <(level) = [1]> then\n broadcast (sign v)\n else\n if <(level) = [2]> then\n broadcast (sign2 v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [coin v]\nswitch costume to (+1 v)\ncreate clone of (_myself_ v)\nset [effect v] to [coin]\n\nwhen I start as a clone\nforever\n if <(effect) = [coin]> then\n switch costume to (+1 v)\n show\n go to x: ([x position v] of [lindi v]) y: (([y position v] of [lindi v]) + (40))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <(effect) = [heart]> then\n switch costume to (life+1 v)\n show\n go to x: ([x position v] of [lindi v]) y: (([y position v] of [lindi v]) + (40))\n repeat (10)\n change y by (2)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [heart coin v]\nswitch costume to (life+1 v)\ncreate clone of (_myself_ v)\nset [effect v] to [heart]\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen flag clicked\nset [level v] to [0]\n\n@info\n\nwhen I receive [sign v]\nshow\nstart sound [Connect v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (0) %\nrepeat (5)\n set [bounce v] to (((Bounce) * (0.8)) + (((160) - (size)) * (0.2)))\n change size by (Bounce)\nend\nrepeat until <not <(level) = [1]>>\n switch costume to (costume1 v)\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (0.5) seconds\nend\nhide\n\nwhen flag clicked\nhide\nforever\n set [bounce v] to (((Bounce) * (0.8)) + (((80) - (size)) * (0.2)))\n change size by (Bounce)\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nhide\n\nwhen this sprite clicked\nhide\nstart sound [Disconnect v]\n\nwhen I receive [sign2 v]\nshow\nstart sound [Connect v]\nswitch costume to (untitled drawing \(1\) v)\ngo to [front v] layer\nset size to (0) %\nrepeat (5)\n set [bounce v] to (((Bounce) * (0.8)) + (((160) - (size)) * (0.2)))\n change size by (Bounce)\nend\n\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.5) seconds\n\nwhen I receive [animation v]\nhide\n\nwhen I receive [credit v]\nshow\nstart sound [Connect v]\ngo to [front v] layer\nswitch costume to (costume5 v)\nset size to (0) %\nrepeat (5)\n set [bounce v] to (((Bounce) * (0.8)) + (((160) - (size)) * (0.2)))\n change size by (Bounce)\nend\n\n@Start\n\nwhen I start as a clone\nforever\n if <(costume [number v]) < [4]> then\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (60))\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((50) - (size)) / (3))\n set [brightness v] effect to (0)\n end\n else\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (-20))\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [2]> then\n set x to (-100)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (credit v)\n end\n else\n if <(costume [number v]) = [3]> then\n set x to (100)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (music v)\n end\n else\n if <(costume [number v]) = [4]> then\n set x to (0)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (transition v)\nend\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [title v]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [title v]\nwait (0.5) seconds\nshow\nswitch costume to (costume1 v)\nforever\n set y to ((([sin v] of ((timer) * (300)) ) * (8)) - (60))\n if <touching (mouse-pointer v)?> then\n change size by (((130) - (size)) / (3))\n set [brightness v] effect to (-7)\n else\n change size by (((100) - (size)) / (3))\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start2 v]\nhide\ndelete this clone\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen flag clicked\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <not <(level) = [0]>> then\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(level) = [0]>> then\n hide\n delete this clone\n end\nend\n\n@level select\n\nwhen I receive [level select v]\nset [level v] to [0]\nshow\ngo to x: (-130) y: (-40)\nforever\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((200) - (size)) / (3))\n set [ghost v] effect to (0)\n else\n change size by (((170) - (size)) / (3))\n set [ghost v] effect to (40)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) < [4]> then\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((200) - (size)) / (3))\n set [ghost v] effect to (0)\n else\n change size by (((170) - (size)) / (3))\n set [ghost v] effect to (40)\n end\n else\n point in direction ((([sin v] of ((timer) * (300)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n change size by (((200) - (size)) / (3))\n set [ghost v] effect to (0)\n else\n change size by (((170) - (size)) / (3))\n set [ghost v] effect to (20)\n end\n end\nend\n\nwhen I receive [level select v]\nswitch costume to (costume1 v)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (-40)\n else\n if <(costume [number v]) = [3]> then\n go to x: (130) y: (-40)\n else\n if <(costume [number v]) = [4]> then\n go to x: (0) y: (40)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (start v)\n set [level v] to [1]\nend\n\nwhen I receive [game v]\nhide\ndelete this clone\n\nwhen I receive [game v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(costume [number v]) = [2]> then\n broadcast (start2 v)\n set [level v] to [2]\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n set [level v] to [3]\n broadcast (start3 v)\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [start2 v]\ndelete this clone\n\nwhen I receive [start2 v]\nhide\ndelete this clone\n\n@BG\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (40)\nforever\n set x to (((Scroll X) * (0.4)) + ((480) * (Scroll Order)))\nend\n\ndefine Clone\ncreate clone of (_myself_ v)\nchange [scroll order v] by (1)\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\ngo to [back v] layer\nrepeat (10)\n Clone\nend\n\nwhen I receive [level select v]\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [start2 v]\ngo to x: (0) y: (0)\nswitch costume to (costume3 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\ngo to [back v] layer\nrepeat (10)\n Clone\nend\n\nwhen I receive [start3 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\ngo to [back v] layer\nrepeat (20)\n Clone\nend\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@top hitbox\n\nwhen I receive [game v]\nshow\nforever\n go to (lindi v)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set [time v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Time)\nhide\n\nwhen I receive [game v]\nforever\n if <touching (spikes v)?> then\n set [top danger v] to [1]\n else\n set [top danger v] to [0]\n end\nend\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@Border\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [title v]\nwait (0.5) seconds\nshow\n\nwhen I receive [end/credits v]\nhide\nstop [other scripts in sprite v]\n\n@Congrats\n\nwhen I receive [congrats v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\nset size to (100) %\nstart sound [Win v]\nrepeat (4)\n switch costume to (costume1 v)\n wait (0.3) seconds\n next costume\n wait (0.3) seconds\nend\nrepeat (10)\n change size by (-10)\nend\nhide\nset size to (100) %\nbroadcast (level select v)\n\nwhen I receive [uh oh v]\nshow\nswitch costume to (costume3 v)\ngo to [front v] layer\nset size to (0) %\nrepeat (10)\n change size by (10)\nend\nset size to (100) %\nstart sound [Lose v]\nrepeat (4)\n switch costume to (costume3 v)\n wait (0.3) seconds\n next costume\n wait (0.3) seconds\nend\nrepeat (10)\n change size by (-10)\nend\nhide\nset size to (100) %\nbroadcast (level select v)\n\nwhen I receive [transition v]\nshow\nswitch costume to (costume5 v)\ngo to [front v] layer\nset size to (100) %\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (level select v)\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@Sprite1\n\nwhen I receive [start3 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nhide\ngo to [back v] layer\nrepeat (20)\n Clone\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (0)\nforever\n set [brightness v] effect to (-10)\n set x to (((Scroll X) * (0.6)) + ((480) * (Scroll Order)))\nend\n\nwhen flag clicked\nhide\n\ndefine Clone\ncreate clone of (_myself_ v)\nchange [scroll order v] by (1)\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@Sprite2\n\nwhen I receive [start3 v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset [scroll order v] to [0]\nset [scroll x v] to [0]\nset y to (0)\nhide\nrepeat (12)\n Clone\nend\n\ndefine Clone\ncreate clone of (_myself_ v)\nnext costume\nchange [scroll order v] by (1)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (10) layers\nforever\n set x to ((Scroll X) + ((480) * (Scroll Order)))\nend\n\nwhen I receive [level select v]\nhide\ndelete this clone\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\n@Lindi\n\ndefine Set Costume\nif <touching (water v)?> then\n switch costume to ([floor v] of ((16) + ((frame) mod (12))) )\nelse\n if <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (s1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (12))) )\n end\n else\n if <<(speed y) > [0]> and <not <touching (water v)?>>> then\n switch costume to (j1 v)\n else\n switch costume to (f1 v)\n end\n end\nend\n\nwhen flag clicked\nset size to (40) %\npoint in direction (90)\nset rotation style [left-right v]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (coin block 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 ((0) - (speed))\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <<touching (ground v)?> or <touching (coin block v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nchange x by ((0) + (speed))\nif <(slope) = [8]> then\n change y by ((0) - (slope))\nelse\n change [scroll x v] by (speed)\nend\nif <touching (water v)?> then\n if <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\n else\n change [frame v] by ((speed) / (8))\n end\nelse\n if <(speed) < [0]> then\n change [frame v] by ((speed) / (-6))\n else\n change [frame v] by ((speed) / (6))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (monster v)?> then\n if <((y position) - ([y position v] of [monster v])) > [20]> then\n start sound [hit v]\n if <([x position v] of [monster v]) < (x position)> then\n change [speed x v] by (10)\n else\n change [speed x v] by (-10)\n end\n broadcast (kill monster v)\n change [speed y v] by (15)\n else\n change [speed y v] by (15)\n if <([x position v] of [monster v]) < (x position)> then\n change [speed x v] by (10)\n else\n change [speed x v] by (-10)\n end\n change [lives v] by (-1)\n start sound [hit v]\n wait until <not <touching (monster v)?>>\n wait (0.2) seconds\n end\n end\nend\n\nwhen I receive [game v]\ngo to x: (-165) y: (0)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n go to [front v] layer\n if <touching (water v)?> then\n if <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-0.1)\n else\n change [speed y v] by (-0.2)\n end\n else\n if <<(speed y) < [4]> or <<key (w v) pressed?> 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 end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n set [speed x v] to ((speed x) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n 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 if <touching (water v)?> then\n change [frame v] by (0.5)\n else\n set [frame v] to [0]\n end\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <touching (water v)?> then\n if <(jump key) = [0]> then\n start sound [swim v]\n set [speed y v] to [3]\n set [falling? v] to [4]\n set [jump key v] to [1]\n end\n else\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [15]\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 if <(y position) < [-180]> then\n go to x: (-165) y: (0)\n set [speed y v] to [0]\n end\n if <touching (fake v)?> then\n set [hide v] to [0]\n else\n set [hide v] to [1]\n end\n if <(Lives) = [0]> then\n broadcast (uh oh v)\n set [lives v] to [3]\n hide\n end\n if <touching (boingg v)?> then\n set [speed y v] to [20]\n end\n Set Costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nbroadcast (game v)\n\nwhen I receive [game v]\nforever\n if <touching (water v)?> then\n play sound [Splash v] until done\n wait until <not <touching (water v)?>>\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [level select v]\nhide\n\nwhen I receive [game v]\nforever\n if <<<touching (lava v)?> or <touching (spikes v)?>> or <touching (saw v)?>> then\n if <touching (water v)?> then\n if <touching (spikes v)?> then\n change [speed x v] by (-13)\n if <(top danger) = [0]> then\n change [speed y v] by (8)\n else\n change [speed y v] by (-8)\n end\n end\n else\n if <<([y position v] of [lava v]) < (y position)> or <([y position v] of [saw v]) < (y position)>> then\n change [speed y v] by (-20)\n else\n change [speed y v] by (20)\n end\n if <<([x position v] of [lava v]) < (x position)> or <([x position v] of [saw v]) < (x position)>> then\n change [speed x v] by (20)\n else\n change [speed x v] by (-20)\n end\n if <touching (spikes v)?> then\n change [speed x v] by (-15)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [speed y v] by (5)\n else\n if <(top danger) = [0]> then\n change [speed y v] by (15)\n else\n change [speed y v] by (-8)\n end\n end\n end\n end\n change [lives v] by (-1)\n start sound [hit2 v]\n wait until <not <touching (lava v)?>>\n wait (0.2) seconds\n end\nend\n\nwhen I receive [game v]\nforever\n if <touching (end v)?> then\n if <(Keys) = [2]> then\n if <(level) < [3]> then\n broadcast (Congrats v)\n wait until <not <touching (end v)?>>\n else\n broadcast (animation v)\n wait until <not <touching (end v)?>>\n end\n else\n if <(level) = [1]> then\n say [Please restart this level and find all 2 keys \(hint, they are hidden in the walls\)] for (4) seconds\n wait until <not <touching (end v)?>>\n else\n if <(level) = [2]> then\n say [Please restart this level and find all 2 keys \(hint, spi- *cough* wal- *cough*] for (4) seconds\n wait until <not <touching (end v)?>>\n else\n say [YA NEED DA KEYS] for (3) seconds\n wait until <not <touching (end v)?>>\n end\n end\n end\n end\nend\n\nwhen I receive [start2 v]\nshow\nbroadcast (game v)\n\nwhen I receive [start3 v]\nshow\nbroadcast (game v)\ngo to [front v] layer\n\nwhen I receive [game v]\ngo to [front v] layer\n\nwhen I receive [animation v]\nhide\ndelete this clone\n\nwhen I receive [animation v]\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen I receive [meet v]\nwait (1) seconds\nshow\nset size to (200) %\nset rotation style [left-right v]\npoint in direction (-90)\ngo to x: (300) y: (-40)\nwalk [50]\nhide\n\ndefine walk (#)\nrepeat (#)\n move (4) steps\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outside v]\nhide\ngo to x: (-50) y: (-40)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\npoint in direction (-90)\nset rotation style [left-right v]\nwalk [75]\nbroadcast (End/credits v)\n\nwhen I receive [end/credits v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite5\n\nwhen I receive [keys flying v]\nshow\nswitch costume to (costume2 v)\nrepeat (12)\n next costume\n wait (0.1) seconds\nend\nwait (0.5) seconds\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nrepeat (9)\n next costume\n wait (0.05) seconds\nend\nwait (1) seconds\nbroadcast (take v)\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [end/credits v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Lindi walk\n\nwhen I receive [animation v]\nbroadcast (hide v)\nshow\nswitch backdrop to (backdrop1 v)\npoint in direction (90)\nset rotation style [left-right v]\nset size to (200) %\ngo to x: (-200) y: (-40)\nwalk [50]\nswitch costume to (w1 v)\nbroadcast (show v)\n\ndefine walk (#)\nrepeat (#)\n move (4) steps\n next costume\nend\n\nwhen I receive [show v]\nhide\n\nwhen I receive [walk v]\nshow\nwalk [70]\nhide\nswitch backdrop to (backdrop2 v)\ngo to x: (-300) y: (-40)\nwait (1) seconds\nshow\nwalk [75]\nswitch costume to (w1 v)\nbroadcast (open da door v)\nhide\n\nwhen I receive [meet v]\nwait (1) seconds\nshow\nswitch backdrop to (backdrop3 v)\ngo to x: (-300) y: (-40)\nwalk [50]\nhide\nbroadcast (hug v)\n\nwhen I receive [outside v]\nhide\ngo to x: (0) y: (-40)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\npoint in direction (-90)\nset rotation style [left-right v]\nwalk [75]\n\nwhen I receive [end/credits v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Lindi walk2\n\nwhen flag clicked\nset size to (200) %\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen I receive [show v]\ngo to (lindi walk v)\nswitch costume to (w1 v)\nclear graphic effects\nwait (1) seconds\nrepeat (6)\n next costume\n wait (0.1) seconds\nend\nwait (0.5) seconds\nrepeat (13)\n next costume\n wait (0.08) seconds\nend\nbroadcast (keys flying v)\nhide\n\nwhen I receive [take v]\ngo to (lindi walk v)\nshow\nswitch costume to (w8 v)\nwait (1) seconds\nrepeat (10)\n next costume\n wait (0.1) seconds\nend\nbroadcast (walk v)\nhide\n\nwhen I receive [open da door v]\nshow\nswitch costume to (t1 v)\nswitch backdrop to (backdrop2 v)\nwait (1) seconds\nrepeat (7)\n next costume\n wait (0.1) seconds\nend\nwait (1) seconds\nswitch backdrop to (backdrop1 v)\nrepeat (4)\n next costume\n wait (0.1) seconds\nend\nhide\nbroadcast (meet v)\n\nwhen I receive [hug v]\nshow\ngo to (lindi walk v)\nswitch costume to (h1 v)\nwait (2) seconds\nrepeat (3)\n next costume\n wait (0.1) seconds\nend\nwait (2) seconds\nbroadcast (outside v)\n\nwhen I receive [outside v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nhide\nclear graphic effects\n\nwhen I receive [end/credits v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite6\n\nwhen I receive [end/credits v]\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop5 v)\nrepeat (11)\n create clone of (_myself_ v)\n next costume\n wait ((5) / (3)) seconds\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\ngo to x: (0) y: (-180)\nglide (5) secs to x: (0) y: (180)\ndelete this clone\n\nbroadcast (End/credits v)\n\n@Sprite7\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n | ✦SPAM DA FLAGGGGG\n✦might lag so READ THE NEXT LINE\n-----------------------------------------------------------------\n✦ PLAY IT AT https://forkphorus.github.io/#400838468 FOR NO LAG\n-----------------------------------------------------------------\n✦Propose it to be featured: \nhttps://scratch.mit.edu/studios/4228481/ \n-----------------------------------------------------------------\n✦An early 500 special cuz imma have exams soon\n✦@littlemy_ is the one i am saving lop\n✦Instructions and credits in game\n-----------------------------------------------------------------\n✦Around 1 month of work rip\n\n\n\n\n\n\n#games #platformer #solidarity #scrollingplatformer #scrollingplatformers #littlemy_ #game #Mangi_lx |
Winter || A Scrolling Platformer | @Stage\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\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip 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\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\n switch backdrop to (backdrop2 v)\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [1047]\n set [y v] to [0]\n else\n if <(Checkpoint) = [2]> then\n set [x v] to [2233]\n set [y v] to [144]\n else\n if <(Checkpoint) = [3]> then\n set [x v] to [3090]\n set [y v] to [0]\n else\n if <(Checkpoint) = [4]> then\n set [x v] to [4307]\n set [y v] to [-80]\n else\n set [x v] to [5347]\n set [y v] to [226]\n end\n end\n end\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x 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 [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [4797]> then\n set [scroll x v] to [4797]\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) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\nif <touching (bounce v)?> then\n set [speed y v] to [25]\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 [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (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 if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\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\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 (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen flag clicked\nforever\n play sound [Block by bubblebee3 v] until done\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 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 switch backdrop to (backdrop1 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 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]\n Clone at x: [480] y: [0]\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@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n change [checkpoint v] by (1)\n switch costume to (green flag v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close flag v)\n Clone at x: [1047] y: [-50]\n Clone at x: [2233] y: [144]\n Clone at x: [3090] y: [0]\nend\nset [x v] to [-99999]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip 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 switch backdrop to (backdrop1 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 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]\n Clone at x: [480] y: [0]\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@Bounce\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 [setip 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 switch backdrop to (backdrop1 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 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]\n Clone at x: [480] y: [0]\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@Sprite1\n\nwhen flag clicked\nhide\nforever\n set [stop v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (stop)\ngo to [front v] layer\nshow\n\n | |
NOOB1234 a Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [DON'T CALL ME A NOOB SONG \(Official Roblox Music Video\) v] until done\nend\n\n@NOOB1234\n\nwhen flag clicked\nset [y spawn v] to [-80]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (backdrop1 v)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run block\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching color (#844343)?> or <touching color (#00ff2c)?>> then\n change y by (-6)\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 [9]\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 (#844343)?> or <touching color (#00ff2c)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<touching color (#844343)?> or <touching color (#00ff2c)?>> and <key (up arrow v) pressed?>> or <<<touching color (#844343)?> or <touching color (#00ff2c)?>> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching color (#ff0000)?> then\n change [deaths v] by (1)\n change [☁ deaths v] by (1)\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n play sound [uuhhh2 v] until done\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [233]> then\n go to x: (X Spawn) y: (Y Spawn)\n next backdrop\n set [x v] to [0]\n set [y v] to [0]\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\ndefine Run block\nRun Engine\n\nwhen [y v] key pressed\nswitch backdrop to (backdrop11 v)\n\nwhen [h v] key pressed\nforever\n change [color v] effect by (20)\nend\n\nwhen [x v] key pressed\nforever\n clear graphic effects\nend\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen [r v] key pressed\nswitch backdrop to (random backdrop v)\n\nwhen flag clicked\nshow variable [deaths v]\n\nwhen flag clicked\nshow variable [☁ deaths v]\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (5)\n go to [front v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (pick random (1) to (1.5)) to (pick random (1.6) to (2.1))) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [cos# v] to (pick random (1) to (3))\nset [speed v] to (pick random (-4.5) to (-5.5))\nset [ghost v] effect to (pick random (10) to (20))\nset [brightness v] effect to (pick random (-2) to (2))\nset size to (pick random (95) to (105)) %\ngo to [back v] layer\nshow\ngo to x: (225) y: (pick random (80) to (170))\nrepeat until <(x position) < [-225]>\n change x by (speed)\nend\nrepeat (55)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\n | Look, You guys are awesome. 4,500 VIEWS!!\n\nNOOB1234 Platformer!\nScratch Clicker\nhttps://scratch.mit.edu/projects/392395068/\nPlatformer-Very Strange\nhttps://scratch.mit.edu/projects/395261075/\nAnother Platformer\nhttps://scratch.mit.edu/projects/396416898/\n___________________________________________\n\nMy new platformer! 10 levels. 100% possible.\n- Please don't take this as an insult. This was just a random title I thought of. \n\nCredits:\n- Most coding was done by @Squadd_Legend\n- @Sqaudd_Legend character, I edited it\n- Song: Don't Call Me A Noob by Mr. Miln.\n\nShout outs:\nNone Yet! Love and Fave for possible shoutout!!!!\n- \n\nLeave a love and favourite and you might get a shoutout too!\n\nLove, favourite, follow and remix, please! I'd be delighted to get top-loved or remixed!\n\nBye!\n\n\nAnnoying, unrelated tags:\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 #doof #skins #shop #tasks #rewards #lots #tons #of #levels #unrelatedtags #lol #press #y #to #skip #everything\n\nUPDATES\n1.0 Created game\n1.1 Added rainbow player\n1.2 Added rainbow player stop\n1.3 Added Oof sound effect\n1.4 Added Total Death Counter\n1.5 Added Personal Death Counter |
The hard platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-94) y: (-127)\nshow\nswitch costume to (costume2 v)\nset size to (50) %\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (-0.2)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (0.2)\n end\n change x by (Xv)\n set [xv v] to ((Xv) * (0.9))\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n change y by (0.5)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to ((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 end\n change [yv v] by (-0.5)\n change y by (Yv)\n if <touching color (#000000)?> then\n set [yv v] to ((Yv) * (-0.25))\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by (Yv)\n end\n end\n end\n end\n change y by (-1)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [5]\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-94) y: (-127)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n wait (.3) seconds\n broadcast (message1 v)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\n\nwhen I receive [message1 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: (-44) y: (95)\n wait (.3) seconds\n glide (2.3) secs to x: (60) y: (94)\n wait (.3) seconds\n glide (2.3) secs to x: (-44) y: (95)\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [message1 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (286) y: (82)\nshow\n\nwhen I receive [message1 v]\nhide\n\n | Arrow keys. \nIt get's easier when you play it more. (You get used to it)\nDon't touch red,\nI will make ore levels soon. Don't say mean things in the comments. Love, fave and follow. Report any glitches if there are any. Have fun! |
Winter ❄ // A Mobile Friendly Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (costume1 v)\n\nwhen I receive [cave time v]\nswitch backdrop to (costume2 v)\n\nwhen flag clicked\nforever\n play sound [VICETONE - UNITED WE DANCE v] until done\nend\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-50)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (30) %\nshow\n\nwhen I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\nwhen I receive [alright bros let's go v]\nswitch costume to (costume1 v)\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (30) %\nreset\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (costume1 v)\n change [x v v] by (.9)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (costume2 v)\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\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 x by ((X v) * (-2))\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) + (20))>>>> then\n if <(X v) > [0]> then\n set [x v v] to [-5]\n else\n set [x v v] to [5]\n end\n set [y v v] to [13]\n else\n set [x v v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v v] by (-0.8)\n change y by (Y v)\n if <touching (ground v)?> then\n change y by ((Y v) * (-1))\n set [y v v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y v v] to [12]\n end\n end\n change y by (1)\n if <touching (spikessprite1 v)?> then\n Spin off screen\n reset\n end\n if <touching (trampy v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(x position) > [235]> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <(y position) = [-179]> then\n Spin off screen\n end\nend\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [player death v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nswitch costume to (center2 v)\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\nwhen I receive [end v]\nforever\n set size to (100) %\n switch costume to (costume3 v)\n go to x: (0) y: (50)\nend\n\nwhen I receive [cave time v]\nforever\n create clone of (_myself_ v)\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen [s v] key pressed\nbroadcast (NEXT LEVEL v)\n\nwhen I receive [end v]\nhide\n\n@SpikesSprite1\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nhide\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [5]> then\n show\n go to x: (8) y: (-107)\n switch costume to (spikes for lvl 1 v)\n else\n if <([costume # v] of [ground v]) = [6]> then\n switch costume to (spikes for lvl 4 v)\n go to x: (8) y: (-107)\n else\n if <([costume # v] of [ground v]) = [8]> then\n switch costume to (spikes for lvl 3 v)\n go to x: (8) y: (-107)\n else\n if <([costume # v] of [ground v]) = [9]> then\n switch costume to (spikes for lvl 2 v)\n go to x: (8) y: (-107)\n else\n if <([costume # v] of [ground v]) = [10]> then\n switch costume to (spikes for lvl 6 v)\n go to x: (0) y: (-107)\n else\n if <([costume # v] of [ground v]) = [11]> then\n switch costume to (cold wata v)\n go to [back v] layer\n go to x: (-2) y: (-210)\n repeat until <not <([costume # v] of [ground v]) = [11]>>\n glide (1) secs to x: (-2) y: (-220)\n glide (1) secs to x: (-2) y: (-210)\n end\n else\n if <([costume # v] of [ground v]) = [12]> then\n broadcast (Trampy time v)\n switch costume to (spikes for lvl 6 v)\n go to x: (0) y: (-110)\n else\n if <([costume # v] of [ground v]) = [13]> then\n hide\n else\n if <([costume # v] of [ground v]) = [14]> then\n go to [back v] layer\n show\n switch costume to (spikes for lvl 5 v)\n repeat until <not <([costume # v] of [ground v]) = [14]>>\n glide (1) secs to x: (32) y: (-66)\n glide (1) secs to x: (32) y: (-76)\n end\n else\n if <([costume # v] of [ground v]) = [15]> then\n switch costume to (spikes for lvl 12 v)\n else\n if <([costume # v] of [ground v]) = [16]> then\n go to x: (7) y: (-37)\n switch costume to (spikes for lvl 13 v)\n broadcast (Trampy time v)\n else\n if <([costume # v] of [ground v]) = [17]> then\n switch costume to (spikes for lvl 11 v)\n go to x: (9) y: (-39)\n else\n if <([costume # v] of [ground v]) = [18]> then\n switch costume to (spikes for lvl 10 v)\n go to x: (9) y: (-39)\n repeat until <not <([costume # v] of [ground v]) = [18]>>\n repeat (10)\n turn left (35) degrees\n end\n broadcast (Trampy time v)\n end\n else\n if <([costume # v] of [ground v]) = [19]> then\n hide\n else\n if <([costume # v] of [ground v]) = [20]> then\n hide\n broadcast (ruby time 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\nend\n\n@Trampy\n\nwhen flag clicked\nhide\n\nwhen I receive [trampy time v]\nforever\n if <([costume # v] of [ground v]) = [12]> then\n go to x: (-63) y: (-22)\n show\n end\n if <([costume # v] of [ground v]) = [13]> then\n hide\n broadcast (cave time v)\n end\n if <([costume # v] of [ground v]) = [16]> then\n go to x: (-63) y: (-30)\n show\n repeat (1)\n create clone of (_myself_ v)\n end\n end\n if <([costume # v] of [ground v]) = [17]> then\n hide\n end\n if <([costume # v] of [ground v]) = [18]> then\n go to x: (-100) y: (-30)\n show\n end\n if <([costume # v] of [ground v]) = [19]> then\n hide\n end\nend\n\nwhen I start as a clone\nforever\n go to x: (130) y: (-30)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [ruby time v]\nshow\nforever\n if <touching (player v)?> then\n hide\n broadcast (end v)\n end\nend\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (185) y: (-144)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [platforms v]) = [15]>>> then\n broadcast (NEXT LEVEL v)\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [15]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Screenshot 2020-06-02 at 9\n\nwhen flag clicked\nhide\n\n | Winter ❄ // A Mobile Friendly Platformer\n\nIF LAGGY PLAY HERE : https://forkphorus.github.io/#401051962\n==============================\nHELP ME GET TO 100 followers! SO CLOSEEE\n\nWad or arrow keys to move \nFor Mobile press your finger on your screen to the place that you wish to go. \n\n(This game is probably the best art i have ever did)\n\nYou are an explorer trying to save this village from the people that made their land cold. The only way to restore it is by getting a ruby called the Winter Ruby. \n========================================\n\nThanks For Playing! \n\n( Press the heart and star to reduce lag)\n\nSo... Long story short, I went to bed, woke up, had 47 messages, and 76% of them were loves and stars for this project.\n==============================\nNasty Bugs: \n\nIt takes like 5 seconds for the trampoline to load in the "Bouncy" Level \n\nIn the level with the spikes on the ceiling, the trail dissapears, Then starts lagging. \n\nREPORT ANY BUGS IF YOU SEE THEM (not actually bugs xD) \n==================================\n@FreezeNova Loved and faved\n@0014049 Loved and faved\n@GraphicFox Loved\n\nTogs:\n\n#Winter #Cold #Ruby #Games #All #MobileFriendly #Platformers |
Joy-A platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue v)\nforever\n play sound [bensound-buddy.mp3 v] until done\nend\n\nwhen backdrop switches to [blue11 v]\nbroadcast (outro v)\n\n@Blobby\n\nwhen flag clicked\nhide\ngo to x: (-196) y: (110)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n Platform Gravity: [-1] Jump Height: [15] Side Movement Speed: [3] Friction: [.72] Slope: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement) Friction: (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [y velocity v] to (<<key (up arrow v) pressed?> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to (((X Velocity) + ((<key (left arrow v) pressed?> * ((side movement) * (-1))) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\n end\nend\nif <touching (next level v)?> then\n go to x: (-196) y: (70)\n next backdrop\nend\nif <touching (lava v)?> then\n go to x: (-196) y: (70)\nend\nif <touching (spike v)?> then\n go to x: (-196) y: (70)\nend\nif <touching (spike2 v)?> then\n go to x: (-196) y: (70)\nend\nif <touching (jump pad v)?> then\n change [y velocity v] by (20)\nend\nif <touching (portal 1 v)?> then\n go to x: (130) y: (-51)\nend\nif <touching (portal 2 v)?> then\n go to x: (-103) y: (-45)\nend\nif <touching (gravity flick v)?> then\n broadcast (message1 v)\nend\nif <touching (spike3 v)?> then\n go to x: (-196) y: (70)\nend\nif <touching (spike4 v)?> then\n go to x: (-196) y: (70)\nend\nif <touching (sprite1 v)?> then\n go to x: (-196) y: (70)\nend\n\nwhen backdrop switches to [blue v]\nshow\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-7) y: (-40)\n\nwhen backdrop switches to [blue2 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [blue v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [blue3 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [blue4 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [blue5 v]\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [blue6 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [blue7 v]\nswitch costume to (costume7 v)\n\nwhen I receive [message1 v]\nturn right (40) degrees\n\nwhen flag clicked\npoint in direction (90)\n\nwhen backdrop switches to [blue9 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [blue9 v]\npoint in direction (90)\n\nwhen backdrop switches to [blue10 v]\npoint in direction (90)\n\nwhen backdrop switches to [blue10 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [blue11 v]\nswitch costume to (costume1 v)\n\nwhen I receive [outro v]\nswitch backdrop to (blue12 v)\n\n@sun\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (100) %\nswitch costume to (fantasia2 v)\nset [ghost v] effect to (50)\nforever\n repeat (45)\n change size by (0.5)\n end\n repeat (45)\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\nswitch costume to (fantasia1 v)\ncreate clone of (_myself_ v)\nchange [ghost v] effect by (5)\n\n@Spots\n\nwhen flag clicked\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (5))\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (20) to (40))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen [timer v] > (Timer)\nhide\n\n@Next level\n\nwhen flag clicked\nswitch backdrop to (blue v)\ngo to x: (36) y: (28)\n\n@Lava\n\nwhen flag clicked\nhide\ngo to x: (-13) y: (-86)\n\nwhen backdrop switches to [blue2 v]\ngo to x: (-13) y: (-86)\nshow\nrepeat (3)\n glide (1) secs to x: (-13) y: (-39)\n glide (1) secs to x: (-13) y: (-86)\nend\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue6 v]\ngo to x: (218) y: (-86)\nshow\n\nwhen backdrop switches to [blue7 v]\nhide\n\n@Spike\n\nwhen flag clicked\nhide\ngo to x: (-30) y: (15)\nforever\n change [color v] effect by (5)\nend\n\nwhen backdrop switches to [blue4 v]\nshow\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\nwhen backdrop switches to [blue6 v]\ngo to x: (-67) y: (15)\nshow\n\nwhen backdrop switches to [blue7 v]\nhide\n\nwhen backdrop switches to [blue9 v]\nshow\ngo to x: (-67) y: (15)\nchange [ghost v] effect by (100)\n\nwhen backdrop switches to [blue10 v]\ngo to x: (-67) y: (15)\nshow\n\nwhen backdrop switches to [blue10 v]\nhide\n\nwhen backdrop switches to [blue11 v]\nhide\n\n@Spike2\n\nwhen flag clicked\nhide\ngo to x: (14) y: (15)\nforever\n change [color v] effect by (5)\nend\n\nwhen backdrop switches to [blue4 v]\nshow\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\nwhen backdrop switches to [blue6 v]\ngo to x: (-112) y: (15)\nshow\n\nwhen backdrop switches to [blue7 v]\nhide\n\nwhen backdrop switches to [blue9 v]\nshow\ngo to x: (-112) y: (15)\nchange [ghost v] effect by (100)\n\nwhen backdrop switches to [blue10 v]\ngo to x: (-112) y: (15)\n\nwhen backdrop switches to [blue10 v]\nhide\n\nwhen backdrop switches to [blue11 v]\nhide\n\n@Jump pad\n\nwhen flag clicked\nhide\ngo to x: (37) y: (-40)\n\nwhen backdrop switches to [blue5 v]\nshow\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue4 v]\nhide\n\nwhen backdrop switches to [blue6 v]\nshow\n\nwhen backdrop switches to [blue7 v]\nhide\n\n@Portal 1\n\nwhen flag clicked\nhide\ngo to x: (-68) y: (28)\n\nwhen backdrop switches to [blue7 v]\nshow\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue4 v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\nwhen backdrop switches to [blue6 v]\nhide\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue8 v]\nhide\n\n@Portal 2\n\nwhen flag clicked\nhide\ngo to x: (65) y: (48)\n\nwhen backdrop switches to [blue7 v]\nshow\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue4 v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\nwhen backdrop switches to [blue6 v]\nhide\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue8 v]\nhide\n\n@Gravity flick\n\nwhen flag clicked\nhide\ngo to x: (-28) y: (-52)\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue4 v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\nwhen backdrop switches to [blue6 v]\nhide\n\nwhen backdrop switches to [blue7 v]\nhide\n\nwhen backdrop switches to [blue8 v]\nshow\n\nwhen backdrop switches to [blue10 v]\nhide\n\nwhen backdrop switches to [blue9 v]\nhide\n\n@Spike3\n\nwhen flag clicked\nhide\ngo to x: (-84) y: (-10)\nforever\n change [color v] effect by (5)\nend\n\nwhen backdrop switches to [blue4 v]\nhide\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\nwhen backdrop switches to [blue6 v]\nhide\n\nwhen backdrop switches to [blue7 v]\nhide\n\nwhen backdrop switches to [blue9 v]\nhide\n\nwhen backdrop switches to [blue10 v]\ngo to [back v] layer\nshow\nforever\n glide (1) secs to x: (-84) y: (20)\n glide (1) secs to x: (-84) y: (-10)\nend\n\nwhen backdrop switches to [blue11 v]\nhide\n\n@Spike4\n\nwhen flag clicked\nhide\ngo to x: (-84) y: (-10)\nforever\n change [color v] effect by (5)\nend\n\nwhen backdrop switches to [blue4 v]\nhide\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\nwhen backdrop switches to [blue6 v]\nhide\n\nwhen backdrop switches to [blue7 v]\nhide\n\nwhen backdrop switches to [blue9 v]\nhide\n\nwhen backdrop switches to [blue10 v]\ngo to [back v] layer\nshow\nforever\n glide (1) secs to x: (22) y: (20)\n glide (1) secs to x: (22) y: (-10)\nend\n\nwhen backdrop switches to [blue11 v]\nhide\n\n@Outro\n\nwhen flag clicked\ngo to x: (-46) y: (84)\nhide\n\nwhen I receive [outro v]\nshow\n\n@Thumbnail\n\nwhen backdrop switches to [blue v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\nwhen backdrop switches to [blue4 v]\nhide\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue6 v]\nhide\n\nwhen backdrop switches to [blue7 v]\nhide\n\nwhen backdrop switches to [blue8 v]\nhide\n\nwhen backdrop switches to [blue9 v]\nhide\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue10 v]\nhide\n\nwhen backdrop switches to [blue11 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue7 v]\nhide\n\nwhen I receive [outro v]\nshow\n\nwhen backdrop switches to [blue6 v]\nhide\n\nwhen backdrop switches to [blue5 v]\nhide\n\nwhen backdrop switches to [blue3 v]\nhide\n\nwhen backdrop switches to [blue4 v]\nhide\n\nwhen backdrop switches to [blue2 v]\nhide\n\nwhen backdrop switches to [blue8 v]\nhide\n\nwhen backdrop switches to [blue9 v]\nhide\n\nwhen backdrop switches to [blue10 v]\nhide\n\nwhen backdrop switches to [blue11 v]\nhide\n\nwhen backdrop switches to [blue12 v]\nshow\n\n@cooltext357436580996974\n\nwhen flag clicked\nhide\n\n | My first ever platformer\nHello there and welcome to JOY a platformer!\nArrow keys to move and don't forget to leave a like and fav! Avoid lava, spikes\nRotation cube added\nPortals added\nInvisible, rainbow and moving spikes added!\nENJOY!\nFull screen recommended |
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