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Laser-Man - A Platformer | @Stage\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\nend\n\n@Intro (OC)\n\nwhen flag clicked\nswitch backdrop to (0 v)\nhide\nset size to (100) %\nset [ghost v] effect to (100)\nset [intro ability v] to [0]\nrepeat (2)\n wait (0.2) seconds\n create clone of (_myself_ v)\n change [intro ability v] by (1)\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nswitch costume to (oc still v)\ngo to x: (0) y: (0)\nwait (0.8) seconds\ngo to [front v] layer\nrepeat (6)\n wait (0.2) seconds\n switch costume to (oc wave 2 v)\n wait (0.2) seconds\n switch costume to (oc wave 1 v)\nend\nwait (0.2) seconds\nswitch costume to (oc still v)\nwait (0.4) seconds\nswitch costume to (oc draw clock 1 v)\nwait (0.3) seconds\nswitch costume to (oc draw clock 2 v)\ncreate clone of (_myself_ v)\nset [intro ability v] to [3]\nwait (2) seconds\nhide\n\nwhen I start as a clone\nif <(Intro Ability) = [1]> then\n wait (0.5) seconds\n set [ghost v] effect to (0)\n go to [front v] layer\n repeat (200)\n show\n switch costume to (logo v)\n change [color v] effect by (5)\n change y by (1)\n end\n hide\n delete this clone\nend\nif <(Intro Ability) = [2]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n show\n switch costume to (background v)\n wait (7.5) seconds\n hide\n delete this clone\nend\nif <(Intro Ability) = [3]> then\n set [ghost v] effect to (0)\n wait (0.8) seconds\n go to x: (-50) y: (0)\n go to [front v] layer\n show\n set size to (10) %\n switch costume to (clock 1 v)\n repeat (50)\n change x by (1)\n change size by (10)\n end\n switch costume to (clock 1/2 v)\n wait (0.01) seconds\n switch costume to (clock 2 v)\n wait (0.3) seconds\n repeat (03)\n change [ghost v] effect by (10)\n end\n switch backdrop to (1 v)\n broadcast (Start v)\n hide\n delete this clone\nend\n\nwhen flag clicked\nplay sound [Intro v] until done\n\n@Menu\n\nwhen I receive [start v]\nwait (0.5) seconds\nrepeat (7)\n change [menu clones v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [menu clones v] to [0]\nset [menu possible v] to [0]\n\nwhen I start as a clone\nif <(Menu Clones) = [1]> then\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (0) y: (75)\n switch costume to (1 v)\n show\n go to [front v] layer\n repeat (11)\n next costume\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <(Menu Clones) = [0]>\n repeat (10)\n change [ghost v] effect by (3)\n change size by (2)\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n end\n repeat (10)\n change [ghost v] effect by (-3)\n change size by (-2)\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n end\n end\n hide\n delete this clone\nend\nif <(Menu Clones) = [2]> then\n go to x: (-110) y: (-110)\n set size to (200) %\n go to [front v] layer\n show\n switch costume to (play 1 v)\n broadcast (Play Animate v)\n repeat until <(Menu Clones) = [0]>\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (play 2 v)\n if <(Menu Possible) = [0]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.3) seconds\n set [menu clones v] to [0]\n broadcast (Start Game v)\n end\n end\n else\n switch costume to (play 1 v)\n end\n end\n hide\n delete this clone\nend\nif <(Menu Clones) = [3]> then\n set size to (100) %\n go to [back v] layer\n go to x: (0) y: (25)\n show\n switch costume to (l1 v)\n broadcast (Play Animate v)\n set [ghost v] effect to (10)\n repeat until <(Menu Clones) = [0]>\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n switch costume to (l1 v)\n wait (3) seconds\n repeat (3)\n next costume\n end\n end\n hide\n delete this clone\nend\nif <(Menu Clones) = [4]> then\n go to x: (110) y: (-110)\n set size to (200) %\n go to [front v] layer\n show\n switch costume to (play 1 v)\n broadcast (Play Animate v)\n repeat until <(Menu Clones) = [0]>\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (help 2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.3) seconds\n set [menu possible v] to [1]\n broadcast (Help Menu v)\n end\n else\n switch costume to (help 1 v)\n end\n end\n hide\n delete this clone\nend\nif <(Menu Clones) = [5]> then\n set size to (100) %\n show\n go to [front v] layer\n go to x: (40) y: (-110)\n switch costume to (arrow 1a v)\n broadcast (Play Animate v)\n repeat until <(Menu Clones) = [0]>\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (arrow 1b v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(Player Skin) < [7]> then\n wait (0.4) seconds\n change [player skin v] by (1)\n end\n end\n else\n switch costume to (arrow 1a v)\n end\n end\n hide\n delete this clone\nend\nif <(Menu Clones) = [6]> then\n set size to (100) %\n show\n go to [front v] layer\n go to x: (-40) y: (-110)\n switch costume to (arrow 2a v)\n broadcast (Play Animate v)\n repeat until <(Menu Clones) = [0]>\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n switch costume to (arrow 2b v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(Player Skin) > [0]> then\n wait (0.4) seconds\n change [player skin v] by (-1)\n end\n end\n else\n switch costume to (arrow 2a v)\n end\n end\n hide\n delete this clone\nend\nif <(Menu Clones) = [7]> then\n set size to (150) %\n show\n go to [front v] layer\n go to x: (0) y: (-110)\n switch costume to (s0 v)\n set [player skin v] to [0]\n repeat until <(Menu Clones) = [0]>\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n if <(Player Skin) = [0]> then\n switch costume to (s0 v)\n end\n if <(Player Skin) = [1]> then\n switch costume to (s1 v)\n end\n if <(Player Skin) = [2]> then\n switch costume to (s2 v)\n end\n if <(Player Skin) = [3]> then\n switch costume to (s3 v)\n end\n if <(Player Skin) = [4]> then\n switch costume to (s4 v)\n end\n if <(Player Skin) = [5]> then\n switch costume to (s5 v)\n end\n if <(Player Skin) = [6]> then\n switch costume to (s6 v)\n end\n if <(Player Skin) = [7]> then\n switch costume to (s7 v)\n end\n end\n hide\n delete this clone\nend\n\nwhen I receive [play animate v]\nset [ghost v] effect to (0)\nrepeat until <(Menu Clones) = [0]>\n repeat (10)\n change [ghost v] effect by (2)\n change size by (1)\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n end\n repeat (10)\n change [ghost v] effect by (-2)\n change size by (-1)\n if <(Menu Clones) = [0]> then\n hide\n delete this clone\n end\n end\nend\n\n@Skip\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [start game v]\ncreate clone of (_myself_ v)\nset [ghost v] effect to (0)\nswitch costume to (1 v)\ngo to x: (207) y: (-144)\nwait (0.11) seconds\nshow\ngo to [front v] layer\nforever\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]) = [End]>> then\n if <not <([costume name v] of [platform v]) = [End]>> then\n wait (0.3) seconds\n broadcast (Next Level Load Screen v)\n wait (0.3) seconds\n broadcast (Reset Barrier v)\n broadcast (Reposition v)\n broadcast (Next Level v)\n end\n end\n end\nend\n\nwhen I receive [help menu v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\nshow\nswitch costume to (help v)\nrepeat (9)\n change [ghost v] effect by (-10)\nend\nwait (0.4) seconds\nset [ghost v] effect to (10)\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [menu possible v] to [0]\nhide\n\nwhen I start as a clone\ngo to x: (160) y: (-144)\ngo to [front v] layer\nshow\nswitch costume to (reset 1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (reset 2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.3) seconds\n broadcast (Reposition v)\n broadcast (Reset Barrier v)\n broadcast (Next Level Load Screen v)\n end\n else\n switch costume to (reset 1 v)\n end\nend\n\n@Player\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]> and <(mouse y) > [-100]>>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <<(mouse x) > [0]> and <(mouse y) > [-100]>>>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <<key (up arrow v) pressed?> or <<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\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (barrier v)?> or <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)?> or <touching (barrier 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 [color v] effect to (0)\nif <(Player Skin) = [0]> then\n forever\n switch costume to (1 v)\n wait (3) seconds\n repeat (3)\n next costume\n end\n switch costume to (1 v)\n wait (0.2) seconds\n end\nend\nif <(Player Skin) = [1]> then\n forever\n switch costume to (a1 v)\n wait (3) seconds\n repeat (3)\n next costume\n end\n switch costume to (a1 v)\n wait (0.2) seconds\n end\nend\nif <(Player Skin) = [2]> then\n switch costume to (b1 v)\nend\nif <(Player Skin) = [3]> then\n switch costume to (c1 v)\nend\nif <(Player Skin) = [4]> then\n forever\n switch costume to (d1 v)\n wait (4) seconds\n switch costume to (d2 v)\n wait (1) seconds\n end\nend\nif <(Player Skin) = [5]> then\n forever\n switch costume to (e1 v)\n wait (3) seconds\n repeat (3)\n next costume\n end\n switch costume to (e1 v)\n wait (0.2) seconds\n end\nend\nif <(Player Skin) = [6]> then\n forever\n switch costume to (f1 v)\n wait (3) seconds\n repeat (3)\n next costume\n end\n switch costume to (f1 v)\n wait (0.2) seconds\n end\nend\nif <(Player Skin) = [7]> then\n forever\n switch costume to (g1 v)\n wait (3) seconds\n repeat (3)\n next costume\n end\n switch costume to (g1 v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [start game v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <<touching (_edge_ v)?> and <(x position) > [180]>> then\n if <not <<([costume name v] of [platform v]) = [End]> or <([costume name v] of [platform v]) = [13]>>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Next Level Load Screen v)\n wait (0.3) seconds\n broadcast (Reset Barrier v)\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 (lava pit v)?>> then\n if <(Level #) = [13]> then\n broadcast (Reposition v)\n broadcast (Reset Barrier v)\n broadcast (BOSS BATTL:E!!! v)\n broadcast (Next Level Load Screen v)\n else\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 end\n if <touching (barrier v)?> then\n go to x: (-187) y: (0)\n end\n if <touching (boss tech v)?> then\n broadcast (Reposition v)\n broadcast (Reset Barrier v)\n broadcast (BOSS BATTL:E!!! v)\n broadcast (Next Level Load Screen v)\n end\nend\n\nwhen I receive [reposition v]\ngo to x: (-187) y: (0)\n\nwhen [r v] key pressed\nbroadcast (Reposition v)\n\nwhen flag clicked\nshow list [users v]\nhide\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I receive [start v]\nforever\n if <<([costume # v] of [platform v]) < [7]> or <([costume # v] of [platform v]) > [13]>> 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@Platform\n\nwhen flag clicked\nset [level # v] to [0]\ngo to x: (0) y: (0)\nhide\nset volume to (50) %\n\nwhen I receive [start game v]\nset [level # v] to [1]\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n play sound [Vicetone - United We Dance v] until done\nend\n\nwhen I receive [next level v]\nchange [level # v] by (1)\nnext costume\nif <(Level #) = [6]> then\n switch backdrop to (2 v)\nend\nif <(Level #) = [7]> then\n switch backdrop to (3 v)\nend\nif <(Level #) = [14]> then\n switch backdrop to (1 v)\nend\n\n@Spikes\n\nwhen flag clicked\npoint in direction (90)\ngo to [back v] layer\nhide\n\nwhen I receive [reset barrier v]\ngo to [back v] layer\nif <(Level #) > [0]> then\n hide\n delete this clone\nend\nwait (0.2) seconds\nset rotation style [all around v]\npoint in direction (90)\nif <([costume name v] of [platform v]) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\nelse\n if <([costume name v] of [platform v]) = [3]> then\n go to x: (0) y: (0)\n switch costume to (3 v)\n show\n else\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 else\n if <([costume name v] of [platform v]) = [6]> then\n go to x: (0) y: (0)\n switch costume to (6 v)\n show\n else\n if <([costume name v] of [platform v]) = [7]> then\n go to x: (0) y: (0)\n switch costume to (7 v)\n show\n else\n if <([costume name v] of [platform v]) = [8]> then\n set [spike clones v] to [0]\n create clone of (_myself_ v)\n go to x: (18) y: (-67)\n switch costume to (chainsaw v)\n show\n repeat until <not <(Level #) = [8]>>\n turn right (5) degrees\n end\n hide\n else\n if <([costume name v] of [platform v]) = [9]> then\n set [spike clones v] to [0]\n go to x: (20) y: (-88)\n switch costume to (chainsaw v)\n show\n repeat until <not <(Level #) = [9]>>\n turn right (5) degrees\n end\n hide\n else\n if <([costume name v] of [platform v]) = [11]> then\n set [spike clones v] to [0]\n go to x: (198) y: (42)\n switch costume to (chainsaw v)\n show\n repeat until <not <(Level #) = [11]>>\n turn right (5) degrees\n end\n hide\n else\n if <([costume name v] of [platform v]) = [12]> then\n set [spike clones v] to [0]\n create clone of (_myself_ v)\n go to x: (-110) y: (-70)\n switch costume to (chainsaw v)\n wait (0.1) seconds\n go to [back v] layer\n show\n repeat until <not <(Level #) = [12]>>\n turn right (5) degrees\n end\n hide\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\ngo to [back v] layer\nwait (0.1) seconds\nif <([costume name v] of [platform v]) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\nend\n\nwhen I start as a clone\nif <(Level #) = [8]> then\n if <(Spike Clones) = [0]> then\n switch costume to (chainsaw v)\n go to [back v] layer\n show\n go to x: (196) y: (84)\n repeat until <not <(Level #) = [8]>>\n turn right (5) degrees\n end\n hide\n delete this clone\n end\nend\nif <(Level #) = [12]> then\n if <(Spike Clones) = [0]> then\n switch costume to (chainsaw v)\n go to [back v] layer\n show\n go to x: (96) y: (-70)\n wait (0.1) seconds\n go to [back v] layer\n repeat until <not <(Level #) = [12]>>\n turn right (5) degrees\n end\n hide\n delete this clone\n end\nend\n\nwhen I receive [drop chainsaw v]\nrepeat (25)\n change y by (-4)\nend\n\n@Shadow\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait (0.2) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (player shadow v)\nshow\npoint in direction (90)\nset [ghost v] effect to (30)\nset size to (150) %\ngo to [back v] layer\nforever\n show\n go to (player v)\n if <<(Level #) < [7]> or <(Level #) > [13]>> then\n switch costume to (player shadow v)\n else\n switch costume to (player shadow 2 v)\n end\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (30)\nwait (0.2) seconds\nset rotation style [don't rotate v]\npoint in direction (90)\nif <([costume name v] of [platform v]) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\nelse\n if <([costume name v] of [platform v]) = [3]> then\n go to x: (0) y: (0)\n switch costume to (3 v)\n show\n else\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 else\n if <([costume name v] of [platform v]) = [6]> then\n go to x: (0) y: (0)\n switch costume to (6 v)\n show\n else\n if <([costume name v] of [platform v]) = [7]> then\n go to x: (0) y: (0)\n switch costume to (7 v)\n show\n else\n if <([costume name v] of [platform v]) = [End]> then\n go to x: (0) y: (0)\n switch costume to (8 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@Level Pass\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nhide\n\nwhen I receive [next level load screen v]\nshow\nswitch costume to (1 v)\ngo to [front v] layer\nrepeat (12)\n next costume\nend\nwait (0.6) seconds\nrepeat (12)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\n@Gun Controls\n\nwhen flag clicked\nset [laser button clones v] to [0]\nset [shoot laser? v] to [0]\nhide\n\nwhen I receive [start game v]\nrepeat (2)\n change [laser button clones v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Laser Button Clones) = [1]> then\n go to [front v] layer\n show\n go to x: (-199) y: (-154)\n switch costume to (1a v)\n repeat until <(Laser Button Clones) = [0]>\n if <touching (mouse-pointer v)?> then\n switch costume to (1b v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.4) seconds\n broadcast (Aim Laser v) and wait\n end\n else\n switch costume to (1a v)\n end\n end\n hide\n delete this clone\nend\nif <(Laser Button Clones) = [2]> then\n go to [front v] layer\n show\n go to x: (-134) y: (-154)\n switch costume to (2a v)\n repeat until <(Laser Button Clones) = [0]>\n if <touching (mouse-pointer v)?> then\n switch costume to (2b v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.4) seconds\n if <(Shoot Laser?) = [0]> then\n set [shoot laser? v] to [1]\n else\n if <(Shoot Laser?) = [1]> then\n set [shoot laser? v] to [0]\n end\n end\n end\n else\n switch costume to (2a v)\n end\n end\n hide\n delete this clone\nend\n\n@Laser Gun\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\npoint in direction (90)\nswitch costume to (1 v)\ngo to [back v] layer\nshow\nforever\n go to (player v)\nend\n\nwhen I receive [aim laser v]\nwait (0.1) seconds\nrepeat until <mouse down?>\n point towards (mouse-pointer v)\n switch costume to (2 v)\nend\nswitch costume to (1 v)\n\n@Bullets\n\nwhen flag clicked\nhide\nforever\n if <(Shoot Laser?) = [1]> then\n wait (0.2) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\ngo to [back v] layer\nshow\ngo to (laser gun v)\npoint in direction ([direction v] of [laser gun v])\nmove (13) steps\nrepeat until <touching (_edge_ v)?>\n move (15) steps\n if <touching (platform v)?> then\n point in direction ((direction) * (2))\n end\n if <touching (barrier v)?> then\n if <([costume name v] of [barrier v]) = [5C]> then\n point in direction ((direction) * (2))\n end\n end\n if <touching (boss tech v)?> then\n hide\n delete this clone\n end\nend\nhide\ndelete this clone\n\n@Barrier\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [reset barrier v]\nset [ghost v] effect to (0)\nif <(Level #) > [0]> then\n hide\n delete this clone\nend\nwait (0.2) seconds\nset rotation style [don't rotate v]\npoint in direction (90)\nif <([costume name v] of [platform v]) = [4]> then\n go to x: (0) y: (0)\n switch costume to (4 v)\n show\n repeat until <not <(Level #) = [4]>>\n if <touching (bullets v)?> then\n hide\n stop [this script v]\n end\n end\nelse\n if <([costume name v] of [platform v]) = [5]> then\n set [blocker clones v] to [0]\n repeat (2)\n change [blocker clones v] by (1)\n create clone of (_myself_ v)\n end\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (5c v)\n show\n repeat until <<not <(Level #) = [5]>> or <(Door trigger) = [0]>>\n repeat (10)\n change [ghost v] effect by (3)\n end\n repeat (10)\n change [ghost v] effect by (-3)\n end\n end\n hide\n else\n if <([costume name v] of [platform v]) = [6]> then\n set [blocker clones v] to [0]\n repeat (3)\n change [blocker clones v] by (1)\n create clone of (_myself_ v)\n end\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (6d v)\n show\n repeat until <<not <(Level #) = [6]>> or <(Door trigger) = [0]>>\n repeat (10)\n change [ghost v] effect by (3)\n end\n repeat (10)\n change [ghost v] effect by (-3)\n end\n end\n hide\n else\n if <([costume name v] of [platform v]) = [8]> then\n set [blocker clones v] to [0]\n repeat (2)\n change [blocker clones v] by (1)\n create clone of (_myself_ v)\n end\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (8c v)\n show\n repeat until <<not <(Level #) = [8]>> or <(Door trigger) = [0]>>\n repeat (10)\n change [ghost v] effect by (3)\n end\n repeat (10)\n change [ghost v] effect by (-3)\n end\n end\n hide\n else\n if <([costume name v] of [platform v]) = [9]> then\n set [blocker clones v] to [0]\n set [door trigger v] to [1]\n switch costume to (9a v)\n go to x: (0) y: (0)\n show\n repeat until <not <(Level #) = [9]>>\n repeat (10)\n change [ghost v] effect by (3)\n end\n if <(Door trigger) = [0]> then\n wait (0.3) seconds\n hide\n else\n show\n end\n repeat (10)\n change [ghost v] effect by (-3)\n end\n end\n hide\n else\n if <([costume name v] of [platform v]) = [10]> then\n set [blocker clones v] to [0]\n repeat (1)\n change [blocker clones v] by (1)\n create clone of (_myself_ v)\n end\n set [door trigger v] to [1]\n switch costume to (10b v)\n go to x: (0) y: (0)\n show\n repeat until <not <(Level #) = [10]>>\n repeat (10)\n change [ghost v] effect by (3)\n end\n if <(Door trigger) = [0]> then\n wait (0.3) seconds\n hide\n else\n show\n end\n repeat (10)\n change [ghost v] effect by (-3)\n end\n end\n hide\n else\n if <([costume name v] of [platform v]) = [11]> then\n set [blocker clones v] to [0]\n repeat (2)\n change [blocker clones v] by (1)\n create clone of (_myself_ v)\n end\n set [door trigger v] to [1]\n switch costume to (11c v)\n go to x: (0) y: (0)\n show\n repeat until <not <(Level #) = [11]>>\n repeat (10)\n change [ghost v] effect by (3)\n end\n if <(Door trigger) = [0]> then\n wait (0.3) seconds\n hide\n else\n show\n end\n repeat (10)\n change [ghost v] effect by (-3)\n end\n end\n hide\n else\n if <([costume name v] of [platform v]) = [12]> then\n set [blocker clones v] to [0]\n repeat (2)\n change [blocker clones v] by (1)\n create clone of (_myself_ v)\n end\n set [door trigger v] to [1]\n switch costume to (12c v)\n go to x: (0) y: (0)\n show\n repeat until <not <(Level #) = [12]>>\n repeat (10)\n change [ghost v] effect by (3)\n end\n if <(Door trigger) = [0]> then\n wait (0.3) seconds\n hide\n else\n show\n end\n repeat (10)\n change [ghost v] effect by (-3)\n end\n end\n hide\n else\n if <([costume name v] of [platform v]) = [13]> then\n set [ghost v] effect to (0)\n set [blocker clones v] to [0]\n set [door trigger v] to [1]\n switch costume to (13 v)\n go to x: (0) y: (0)\n show\n repeat until <not <(Level #) = [13]>>\n if <(Door trigger) = [0]> then\n repeat (6)\n repeat (10)\n change [ghost v] effect by (4)\n end\n repeat (10)\n change [ghost v] effect by (-4)\n end\n end\n set [ghost v] effect to (0)\n wait (0.3) seconds\n repeat (25)\n change y by (-4)\n end\n repeat until <(Door trigger) = [1]>\n hide\n end\n repeat (25)\n change y by (4)\n end\n go to x: (0) y: (0)\n show\n else\n go to x: (0) y: (0)\n end\n end\n hide\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Level #) = [5]> then\n if <(Blocker Clones) = [1]> then\n switch costume to (5a v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [5]>>\n if <touching (bullets v)?> then\n hide\n stop [this script v]\n end\n end\n hide\n delete this clone\n end\n if <(Blocker Clones) = [2]> then\n switch costume to (5b v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [5]>>\n if <touching (bullets v)?> then\n hide\n stop [this script v]\n end\n end\n hide\n delete this clone\n end\nend\nif <(Level #) = [6]> then\n if <(Blocker Clones) = [1]> then\n switch costume to (6a v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [6]>>\n if <touching (bullets v)?> then\n hide\n stop [this script v]\n end\n end\n hide\n delete this clone\n end\n if <(Blocker Clones) = [2]> then\n switch costume to (6b v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [6]>>\n if <touching (bullets v)?> then\n hide\n stop [this script v]\n end\n end\n hide\n delete this clone\n end\n if <(Blocker Clones) = [3]> then\n switch costume to (6c v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [6]>>\n if <touching (bullets v)?> then\n hide\n stop [this script v]\n end\n end\n hide\n delete this clone\n end\nend\nif <(Level #) = [8]> then\n if <(Blocker Clones) = [1]> then\n switch costume to (8a v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [8]>>\n if <touching (bullets v)?> then\n hide\n stop [this script v]\n end\n end\n hide\n delete this clone\n end\n if <(Blocker Clones) = [2]> then\n switch costume to (8b v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [8]>>\n if <touching (bullets v)?> then\n hide\n stop [this script v]\n end\n end\n hide\n delete this clone\n end\nend\nif <(Level #) = [10]> then\n if <(Blocker Clones) = [1]> then\n switch costume to (10a v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [10]>>\n if <(distance to [player v]) < [50]> then\n wait (0.4) seconds\n repeat (25)\n change y by (-4)\n end\n end\n end\n hide\n delete this clone\n end\nend\nif <(Level #) = [11]> then\n if <(Blocker Clones) = [1]> then\n switch costume to (11a v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [11]>>\n if <(distance to [player v]) < [50]> then\n wait (0.6) seconds\n repeat (25)\n change y by (-4)\n end\n end\n end\n hide\n delete this clone\n end\n if <(Blocker Clones) = [2]> then\n switch costume to (11b v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [11]>>\n if <(distance to [player v]) < [50]> then\n wait (0.6) seconds\n repeat (60)\n change y by (-4)\n end\n end\n end\n hide\n delete this clone\n end\nend\nif <(Level #) = [12]> then\n if <(Blocker Clones) = [1]> then\n switch costume to (12a v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [12]>>\n if <(distance to [player v]) < [50]> then\n wait (1) seconds\n broadcast (Drop Chainsaw v)\n repeat (25)\n change y by (-4)\n end\n end\n end\n hide\n delete this clone\n end\n if <(Blocker Clones) = [2]> then\n switch costume to (12b v)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat until <not <(Level #) = [12]>>\n if <(distance to [player v]) < [50]> then\n wait (1) seconds\n broadcast (Drop Chainsaw v)\n repeat (60)\n change y by (-4)\n end\n end\n end\n hide\n delete this clone\n end\nend\n\n@Button\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [reset barrier v]\nwait (0.2) seconds\nset rotation style [don't rotate v]\npoint in direction (90)\nif <([costume name v] of [platform v]) = [5]> then\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (5a v)\n show\n repeat until <touching (player v)?>\n repeat (10)\n change [ghost v] effect by (2)\n end\n repeat (10)\n change [ghost v] effect by (-2)\n end\n end\n set [door trigger v] to [0]\n switch costume to (5b v)\nelse\n if <([costume name v] of [platform v]) = [6]> then\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (6a v)\n show\n repeat until <touching (player v)?>\n repeat (10)\n change [ghost v] effect by (2)\n end\n repeat (10)\n change [ghost v] effect by (-2)\n end\n end\n set [door trigger v] to [0]\n switch costume to (6b v)\n else\n if <([costume name v] of [platform v]) = [8]> then\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (8a v)\n show\n repeat until <touching (player v)?>\n repeat (10)\n change [ghost v] effect by (2)\n end\n repeat (10)\n change [ghost v] effect by (-2)\n end\n end\n set [door trigger v] to [0]\n switch costume to (8b v)\n else\n if <([costume name v] of [platform v]) = [9]> then\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (9a v)\n show\n repeat until <not <(Level #) = [9]>>\n if <touching (bullets v)?> then\n wait (0.1) seconds\n set [door trigger v] to [0]\n switch costume to (9b v)\n else\n wait (0.1) seconds\n set [door trigger v] to [1]\n switch costume to (9a v)\n end\n end\n else\n if <([costume name v] of [platform v]) = [10]> then\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (10a v)\n show\n repeat until <not <(Level #) = [10]>>\n if <touching (bullets v)?> then\n wait (0.1) seconds\n set [door trigger v] to [0]\n switch costume to (10b v)\n else\n wait (0.1) seconds\n set [door trigger v] to [1]\n switch costume to (10a v)\n end\n end\n else\n if <([costume name v] of [platform v]) = [11]> then\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (11a v)\n show\n repeat until <not <(Level #) = [11]>>\n if <touching (bullets v)?> then\n wait (0.1) seconds\n set [door trigger v] to [0]\n switch costume to (11b v)\n else\n wait (0.1) seconds\n set [door trigger v] to [1]\n switch costume to (11a v)\n end\n end\n else\n if <([costume name v] of [platform v]) = [12]> then\n set [door trigger v] to [1]\n go to x: (0) y: (0)\n switch costume to (12a v)\n show\n repeat until <not <(Level #) = [12]>>\n if <touching (bullets v)?> then\n wait (0.1) seconds\n set [door trigger v] to [0]\n switch costume to (12b v)\n else\n wait (0.1) seconds\n set [door trigger v] to [1]\n switch costume to (12a v)\n end\n end\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@Lava Pit\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nset [lava clones v] to [0]\nwait (0.1) seconds\nif <(Level #) = [7]> then\n repeat (3)\n change [lava clones v] by (1)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(Lava Clones) = [1]> then\n set [ghost v] effect to (40)\n go to [back v] layer\n go [forward v] (5) layers\n switch costume to (1 v)\n go to x: (0) y: (0)\n show\n repeat until <(Level #) = [100]>\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\n end\n hide\n delete this clone\nend\nif <(Lava Clones) = [2]> then\n set [ghost v] effect to (30)\n go [forward v] (5) layers\n go to [back v] layer\n switch costume to (2 v)\n go to x: (0) y: (0)\n show\n wait (0.1) seconds\n repeat until <(Level #) = [100]>\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\n end\n hide\n delete this clone\nend\nif <(Lava Clones) = [3]> then\n set [ghost v] effect to (20)\n go [forward v] (5) layers\n go to [back v] layer\n switch costume to (3 v)\n go to x: (0) y: (0)\n show\n wait (0.2) seconds\n repeat until <(Level #) = [100]>\n repeat (10)\n change y by (2)\n end\n repeat (10)\n change y by (-2)\n end\n end\n hide\n delete this clone\nend\n\n@The BOSS\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nwait (0.1) seconds\nif <(Level #) = [13]> then\n broadcast (BOSS BATTL:E!!! v)\nend\n\nwhen I receive [boss animate v]\nrepeat until <not <(Level #) = [13]>>\n switch costume to (1 v)\n wait (4) seconds\n repeat (3)\n next costume\n end\nend\n\nwhen I receive [battle order v]\ngo to x: (0) y: (75)\nwait (5) seconds\nrepeat (3)\n repeat (3)\n glide (1.5) secs to x: ([x position v] of [player v]) y: (50)\n repeat (50)\n change y by (1)\n end\n glide (2) secs to x: ([x position v] of [player v]) y: (-100)\n glide (1) secs to x: (0) y: (75)\n wait (3.5) seconds\n end\n broadcast (Tired?? \(BOSS\) v)\n wait until <touching (bullets v)?>\n broadcast (ACTIVE! BOSS!! v)\n wait (1.5) seconds\n broadcast (Shower Spikes v) and wait\n wait (2) seconds\n set [door trigger v] to [0]\n broadcast (BOSS Lava v) and wait\n set [door trigger v] to [1]\n broadcast (Tired?? \(BOSS\) v)\n wait until <touching (bullets v)?>\n broadcast (ACTIVE! BOSS!! v)\n wait (1) seconds\n broadcast (Chainsaw Awake v) and wait\n wait (1) seconds\nend\nstop [this script v]\n\nwhen I receive [boss battl:e!!! v]\nstop [other scripts in sprite v]\nset [boss clones v] to [0]\nbroadcast (BOSS Animate v)\nbroadcast (Battle Order v)\nswitch costume to (1 v)\ngo to x: (0) y: (75)\nshow\nrepeat until <not <(Level #) = [13]>>\n repeat (20)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\nend\nstop [other scripts in sprite v]\nhide\n\n@BOSS Tech\n\nwhen flag clicked\nhide\n\nwhen I receive [boss battl:e!!! v]\nif <(Level #) > [0]> then\n hide\n stop [other scripts in sprite v]\nend\nif <(Level #) > [0]> then\n hide\n delete this clone\nend\nif <(Level #) = [13]> then\n go to [back v] layer\n switch costume to (spike v)\n go to x: (0) y: (0)\n show\n repeat until <not <(Level #) = [13]>>\n go to (the boss v)\n turn right (5) degrees\n end\n hide\n delete this clone\nend\n\nwhen I receive [tired?? \(boss\) v]\nhide\n\nwhen I receive [active! boss!! v]\nshow\n\nwhen I receive [shower spikes v]\nset [boss weapon type v] to [0]\nrepeat (10)\n wait (1.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(BOSS Weapon Type) = [0]> then\n switch costume to (spike projectile v)\n go to [back v] layer\n show\n go to (the boss v)\n point towards (player v)\n repeat until <touching (_edge_ v)?>\n move (5) steps\n if <touching (bullets v)?> then\n hide\n delete this clone\n end\n end\n hide\n delete this clone\nend\nif <(BOSS Weapon Type) = [1]> then\n switch costume to (fire v)\n go to [back v] layer\n show\n go to x: (0) y: (-130)\n point towards (player v)\n repeat until <touching (_edge_ v)?>\n move (4) steps\n if <touching (bullets v)?> then\n hide\n delete this clone\n end\n end\n hide\n delete this clone\nend\nif <(BOSS Weapon Type) = [2]> then\n switch costume to (warning v)\n point in direction (90)\n go to x: (pick random (150) to (-150)) y: (0)\n go to [back v] layer\n show\n repeat (4)\n wait (0.5) seconds\n hide\n wait (0.5) seconds\n show\n end\n set y to (-120)\n switch costume to (chainsaw v)\n repeat (20)\n change y by (2)\n end\n set y to (-87)\n repeat (100)\n turn right (5) degrees\n end\n hide\n delete this clone\nend\n\nwhen I receive [boss lava v]\nset [boss weapon type v] to [1]\nrepeat (5)\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [chainsaw awake v]\nset [boss weapon type v] to [2]\nrepeat (3)\n create clone of (_myself_ v)\nend\n\n@BOSS Health\n\nwhen flag clicked\nhide\n\nwhen I receive [boss battl:e!!! v]\nwait (0.1) seconds\nif <(Level #) = [13]> then\n go to [back v] layer\n point in direction (90)\n switch costume to (h5 v)\n go to x: (0) y: (0)\n show\n wait until <not <(Level #) = [13]>>\n hide\nend\n\nwhen I receive [active! boss!! v]\nnext costume\nif <(costume [name v]) = [H0]> then\n wait (0.3) seconds\n broadcast (Next Level Load Screen v)\n wait (0.3) seconds\n broadcast (Reset Barrier v)\n broadcast (Reposition v)\n broadcast (Next Level v)\n hide\nend\n\n | This is a BIG game!!! Enjoy! (Mobile Friendly)\n---------------------------------------------------------------\nFor a smooth gameplay, go to TurboWarp: https://turbowarp.org/#401066317\n---------------------------------------------------------------\nNOTE: If your player happens to disappear for no reason then skip the level; your player should then appear again. This is a pretty heavily packed game with lots of functions, so ... yeah.\n---------------------------------------------------------------\nThis is the #third platformer of the Climber series. If you haven't played the other two then here's the link.\n> Climber - A Platformer:\nhttps://scratch.mit.edu/projects/386626325.\n> Jewel - A Scrolling Platformer:\nhttps://scratch.mit.edu/projects/388934412\n---------------------------------------------------------------\n> Overview:\nAfter claiming the magical jewel, the climber sets out on another adventure into the unknown caves below Everest. The cave has more traps and obstacles than ever, like lava, dropping rocks, buttons, destructive objects, chainsaws, lava, and...A BOSS!\n---------------------------------------------------------------\n> Controls:\nArrow keys to move or touch to move. Laser shooting will be explained in the game. This is 100% mobile friendly.\n---------------------------------------------------------------\n> Skins: Skin requests are open: 7/15.\nThe Climber: Main Character of the "Climber" series.\nYeti (Cyclops): Enemy from "Climber - A Platformer."\n@Whiteout12 Logo: Current logo of @Whiteout12.\nLaser-Man: Enemy from "Jewel - A Scrolling Platformer."\nIce-Lord: Special Edition.\n@Xhort OC: Special Edition.\n@XXX_FIRE_XXX Parkour Skin: Special Edition.\n@carot3 Logo Skin: Special Edition.\n---------------------------------------------------------------\n> Credits:\n2% of codes (platforming codes) from @griffpatch.\n98% of codes all by @Whiteout12.\nArt 100% by @Whiteout12.\nSpecial thanks to @JS_Coder for the music.\n---------------------------------------------------------------\n_________________________________________________\n#All #Platformer #Games |
100 followers! (Platformer) | @Stage\n\nwhen I receive [start game v]\nswitch backdrop to (sky v)\n\nwhen I receive [ship mode v]\nswitch backdrop to (ship v)\n\nwhen I receive [cube part 2 v]\nswitch backdrop to (sky v)\nwait until <([costume # v] of [platforms v]) = [22]>\nswitch backdrop to (desert to snow v)\nwait until <([costume # v] of [platforms v]) = [23]>\nswitch backdrop to (snow v)\nwait until <([costume # v] of [platforms v]) = [24]>\nswitch backdrop to (snow to blank v)\nwait until <([costume # v] of [platforms v]) = [25]>\nswitch backdrop to (blank v)\nwait until <([costume # v] of [platforms v]) = [26]>\nswitch backdrop to (light to dark v)\nwait until <([costume # v] of [platforms v]) = [27]>\nswitch backdrop to (grayscale v)\nwait until <([costume # v] of [platforms v]) = [28]>\nswitch backdrop to (dark to light v)\nwait until <([costume # v] of [platforms v]) = [29]>\nswitch backdrop to (light to sky v)\nwait until <([costume # v] of [platforms v]) = [30]>\nswitch backdrop to (sky v)\n\nwhen I receive [loading done v]\nswitch backdrop to (dark v)\nforever\n play sound [The Fat Rat - Windfall\(playvk.com\).mp3 v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <key (m v) pressed?> then\n if <(volume) = [100]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\n end\n wait until <not <key (m v) pressed?>>\nend\n\n@Text\n\nwhen flag clicked\nset [bruh moment v] to [0]\nshow\ngo to x: (0) y: (0)\nset [tilt velocity v] to [0]\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (30)\n turn right (Tilt velocity) degrees\n change [tilt velocity v] by (-0.005)\nend\nrepeat (30)\n turn right (Tilt velocity) degrees\n change [tilt velocity v] by (0.005)\nend\nset [tilt velocity v] to [0]\nrepeat until <(bruh moment) = [1]>\n repeat (30)\n turn right (Tilt velocity) degrees\n change [tilt velocity v] by (0.01)\n end\n repeat (30)\n turn right (Tilt velocity) degrees\n change [tilt velocity v] by (-0.01)\n end\n set [tilt velocity v] to [0]\n repeat (30)\n turn right (Tilt velocity) degrees\n change [tilt velocity v] by (-0.01)\n end\n repeat (30)\n turn right (Tilt velocity) degrees\n change [tilt velocity v] by (0.01)\n end\n set [tilt velocity v] to [0]\nend\n\nwhen I receive [next v]\nif <(costume [number v]) = [3]> then\n hide\n set [bruh moment v] to [1]\n reset timer\n broadcast (Start Game v)\nelse\n next costume\nend\n\n@Thing\n\nwhen I receive [next v]\ngo to x: (100) y: (0)\nshow\nglide (0.3) secs to x: (-600) y: (0)\nhide\n\n@Button\n\nwhen flag clicked\nshow\nrepeat until <(bruh moment) = [1]>\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n broadcast (Next v)\n wait until <not <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>>>\n end\nend\n\nwhen I receive [start game v]\nhide\n\n@Player\n\nwhen I receive [start game v]\nset volume to (100) %\ngo to x: (-185) y: (-30)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nswitch costume to (cube v)\ngo to [back v] layer\nclear graphic effects\ngo [forward v] (8) layers\nset size to (60) %\nshow\nforever\n if <<key (r v) pressed?> or <<touching (spikes v)?> or <<touching (_edge_ v)?> and <(y position) < [-178]>>>> then\n switch costume to (die v)\n repeat (5)\n change [ghost v] effect by (20)\n change size by (10)\n wait (0.01) seconds\n end\n go to x: (-200) y: (-30)\n set size to (60) %\n switch costume to (cube v)\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (deco v)?> and <[100] < (x position)>> then\n broadcast (Ship Mode v)\n stop [this script v]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>> then\n set [direction v] to [1]\n change [x velocity v] by (3)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) - (10))> and <mouse down?>>> then\n set [direction v] to [0]\n change [x velocity v] by (-3)\n end\n set [x velocity v] to ((x velocity) * (.74))\n change x by (x velocity)\n if <touching (platforms v)?> then\n change y by (-2)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (-5)\n change x by ((-1) * (x velocity))\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (platforms v)?> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n set [y velocity v] to [13.3]\n end\n end\n change y by (3)\n if <(y velocity) > [-15]> then\n change [y velocity v] by (-1)\n end\n change y by (-2)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y velocity)\n if <touching (platforms v)?> then\n change y by (-2)\n if <touching (platforms v)?> then\n change y by ((-1) * (y velocity))\n set [y velocity v] to [-2]\n end\n change y by (2)\n end\nend\n\nwhen I receive [ship mode v]\nswitch costume to (ship v)\nset size to (60) %\nset [velocity v] to [0]\npoint in direction (90)\ngo to x: (-100) y: (0)\nset rotation style [all around v]\nwait until <not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> or <key (space v) pressed?>>>>>\nwait until <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> or <key (space v) pressed?>>>>\nbroadcast (Ship Mode Start v)\n\nwhen flag clicked\nhide\n\nwhen I receive [ship mode start v]\nforever\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> or <key (space v) pressed?>>>> then\n change [velocity v] by (1.6)\n end\n point in direction (((Velocity) * (-5)) + (90))\n change [velocity v] by (-.75)\n change y by (Velocity)\n if <[-7.6] > (Velocity)> then\n set [velocity v] to [-7.5]\n end\n if <(Velocity) > [7.6]> then\n set [velocity v] to [7.5]\n end\n if <<not <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> or <key (space v) pressed?>>>>> and <touching (_edge_ v)?>> then\n set [velocity v] to [0]\n if <(y position) < [0]> then\n set y to (-169)\n end\n if <[0] < (y position)> then\n set y to (163)\n end\n end\n if <touching (platforms v)?> then\n broadcast (Ship Mode v)\n stop [this script v]\n end\n if <touching (portal v)?> then\n broadcast (Wave Mode v)\n stop [this script v]\n end\nend\n\nwhen I receive [wave mode v]\nswitch costume to (wave v)\ngo to [front v] layer\nset [velocity v] to [0]\nwait (.45) seconds\nforever\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> or <key (space v) pressed?>>>> then\n set [velocity v] to [8.4]\n else\n set [velocity v] to [-8.4]\n end\n point in direction (((Velocity) * (-5)) + (90))\n change y by (Velocity)\n if <touching (platforms v)?> then\n broadcast (Ship Mode v)\n stop [this script v]\n end\n if <touching (portal v)?> then\n broadcast (Cube part 2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [cube part 2 v]\nset volume to (100) %\ngo to x: (-185) y: (-30)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nswitch costume to (cube v)\ngo to [back v] layer\nclear graphic effects\ngo [forward v] (8) layers\nset size to (60) %\nshow\nforever\n if <<key (r v) pressed?> or <<touching (spikes v)?> or <<touching (_edge_ v)?> and <(y position) < [-178]>>>> then\n switch costume to (die v)\n repeat (5)\n change [ghost v] effect by (20)\n change size by (10)\n wait (0.01) seconds\n end\n go to x: (-200) y: (-30)\n set size to (60) %\n switch costume to (cube v)\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <<touching (_edge_ v)?> and <[230] < (x position)>> then\n if <([costume # v] of [platforms v]) = [34]> then\n hide\n broadcast (Game Win v)\n stop [this script v]\n else\n go to x: (-200) y: (-30)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Next Slide v)\n wait until <not <touching (_edge_ v)?>>\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) + (10))> and <mouse down?>>> then\n set [direction v] to [1]\n change [x velocity v] by (3)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) - (10))> and <mouse down?>>> then\n set [direction v] to [0]\n change [x velocity v] by (-3)\n end\n set [x velocity v] to ((x velocity) * (.74))\n change x by (x velocity)\n if <touching (platforms v)?> then\n change y by (-2)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (-5)\n change x by ((-1) * (x velocity))\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (platforms v)?> then\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n set [y velocity v] to [13.3]\n end\n end\n change y by (3)\n if <(y velocity) > [-15]> then\n change [y velocity v] by (-1)\n end\n change y by (-2)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (-1)\n if <not <touching (platforms v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y velocity)\n if <touching (platforms v)?> then\n change y by (-2)\n if <touching (platforms v)?> then\n change y by ((-1) * (y velocity))\n set [y velocity v] to [-2]\n end\n change y by (2)\n end\n if <touching (trampoline v)?> then\n set [y velocity v] to [16]\n end\nend\n\n@Platforms\n\nwhen flag clicked\nset [loading v] to [0]\nswitch costume to (costume1 v)\nshow\ngo to x: (0) y: (0)\nrepeat (34)\n next backdrop\n broadcast (Next Slide v) and wait\n change [loading v] by (1)\nend\nhide\nbroadcast (loading done v)\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [ship mode v]\nswitch costume to (costume2 v)\ndelete this clone\n\nwhen I receive [ship mode start v]\nset [scroll x v] to [0]\nhide\nswitch costume to (costume2 v)\nset [offset x v] to [0]\nrepeat (17)\n create clone of (_myself_ v)\n next costume\n change [offset x v] by (478)\nend\nswitch costume to (costume2 v)\nforever\n change [scroll x v] by (8)\nend\n\nwhen I start as a clone\nforever\n set x to ([floor v] of ((Offset X) - (Scroll X)) )\n if <(x position) = ([floor v] of ((Offset X) - (Scroll X)) )> then\n show\n else\n hide\n end\nend\n\nwhen I receive [cube part 2 v]\nswitch costume to (costume19 v)\nshow\ndelete this clone\n\nwhen I receive [next slide v]\nnext costume\n\nwhen I receive [game win v]\nswitch costume to (costume33 v)\n\n@Deco\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nswitch costume to (portal v)\nshow\n\nwhen I receive [ship mode v]\nswitch costume to (ship v)\ngo to [back v] layer\ngo [forward v] (4) layers\n\nwhen I receive [ship mode start v]\nswitch costume to (ship2 v)\n\nwhen I receive [cube part 2 v]\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\nshow\n\nwhen I receive [next slide v]\nnext costume\n\nwhen I receive [loading done v]\nhide\n\n@Portal\n\nwhen I receive [ship mode start v]\nhide\nswitch costume to (costume1 v)\nset [offset x v] to [0]\nrepeat (17)\n create clone of (_myself_ v)\n next costume\n change [offset x v] by (478)\nend\n\nwhen I start as a clone\nforever\n set x to ([floor v] of ((Offset X) - (Scroll X)) )\n if <(x position) = ([floor v] of ((Offset X) - (Scroll X)) )> then\n show\n else\n hide\n end\nend\n\nwhen I receive [ship mode v]\nswitch costume to (costume1 v)\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [cube part 2 v]\nhide\ndelete this clone\n\n@Trail\n\nwhen I receive [wave mode v]\nswitch costume to (wave v)\nwait (.5) seconds\nhide\nstop [other scripts in sprite v]\nforever\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> or <key (space v) pressed?>>>> then\n go to x: (-100) y: ([y position v] of [player v])\n point in direction (45)\n else\n go to x: (-100) y: ([y position v] of [player v])\n point in direction (135)\n end\n do the thing\n delete this clone\nend\n\nwhen I receive [ship mode v]\nhide\nswitch costume to (ship v)\nstop [other scripts in sprite v]\nforever\n go to x: (-100) y: ([y position v] of [player v])\n point in direction (((-5) * (Velocity)) + (90))\n do the thing\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nrepeat until <touching (_edge_ v)?>\n show\n change x by (-8)\n if <([costume name v] of [player v]) = [Ship]> then\n change [ghost v] effect by (8)\n end\nend\ndelete this clone\n\nwhen I receive [cube part 2 v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine do the thing\ncreate clone of (_myself_ v)\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [cube part 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next slide v]\nnext costume\n\nwhen I receive [loading done v]\nhide\n\n@Trampoline\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [cube part 2 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [next slide v]\nnext costume\n\nwhen I receive [loading done v]\nhide\n\n@Background Effect\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <([costume # v] of [platforms v]) = [27]> then\n go to [back v] layer\n switch costume to (costume2 v)\n show\n else\n hide\n end\nend\n\n@Ship Mode Particle\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n if <<([costume # v] of [platforms v]) > [1]> and <([costume # v] of [platforms v]) < [19]>> then\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.05)) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-230) to (230)) y: (pick random (-170) to (170))\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <<([costume # v] of [platforms v]) > [1]> and <([costume # v] of [platforms v]) < [19]>>> then\n delete this clone\n end\nend\n\n@Tornado\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n if <([costume # v] of [platforms v]) = [27]> then\n show\n glide (0.2) secs to x: ((x position) + ((15) * (Direction))) y: ((y position) + (131))\n change y by (-131)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Direction) = [-1]> then\n set [direction v] to [1]\n else\n set [direction v] to [-1]\n end\n wait (pick random (3) to (4)) seconds\nend\n\n@Particle Effect 1\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [platforms v]) = [27]> then\n repeat (25)\n create clone of (_myself_ v)\n end\n end\n wait until <not <([costume # v] of [platforms v]) = [27]>>\nend\n\nwhen I start as a clone\nshow\nrepeat until <not <([costume # v] of [platforms v]) = [27]>>\n go to (random position v)\n wait (pick random (0.01) to (0.04)) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <([costume # v] of [platforms v]) = [27]>> then\n delete this clone\n end\nend\n\n@Particle Effect 2\n\nwhen flag clicked\nhide\nset [ghost v] effect to (30)\nforever\n if <([costume # v] of [platforms v]) = [27]> then\n create clone of (_myself_ v)\n wait (pick random (0.8) to (1)) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nset [i v] to (pick random (0) to (1))\nif <(i) = [1]> then\n go to x: (pick random (240) to (-190)) y: (180)\nelse\n go to x: (240) y: (pick random (180) to (-100))\nend\nturn right (pick random (1) to (360)) degrees\nset size to (40) %\nshow\nrepeat until <not <touching (_edge_ v)?>>\n change y by (-2)\n change x by (-2)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (-2)\n change x by (-2)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <not <([costume # v] of [platforms v]) = [27]>> then\n delete this clone\n end\nend\n\n@End Screen\n\ndefine Decode (e)\ncount zeroes\nset [letter v] to [1]\nset [high score holder v] to []\nset [row v] to [0]\nset [char num v] to [0]\ndelete all of [char nums v]\nrepeat ((zeroes) + (1))\n set [row v] to []\n repeat until <(letter (letter) of (โ cloud)) = [0]>\n set [row v] to (join (row) (letter (letter) of (โ cloud)))\n change [letter v] by (1)\n end\n add (row) to [char nums v]\n change [letter v] by (1)\nend\nset [letter v] to [1]\nrepeat (length of [char nums v])\n set [high score holder v] to (join (High Score Holder) (item (item (letter) of [char nums v]) of [chars v]))\n change [letter v] by (1)\nend\n\ndefine Encode (e)\nset [letter v] to [1]\nrepeat (length of (e))\n set [row v] to [1]\n repeat (length of [chars v])\n if <(item (row) of [chars v]) = (letter (letter) of (e))> then\n set [โ cloud v] to (join (โ cloud) (row))\n set [โ cloud v] to (join (โ cloud) [0])\n end\n change [row v] by (1)\n end\n change [letter v] by (1)\nend\n\nwhen flag clicked\nhide\nhide variable [time v]\nhide variable [high score holder v]\nhide variable [โ highscore v]\nreset timer\n\nwhen I receive [game win v]\ngo to [front v] layer\nset [time v] to (round (timer))\nif <(Time) < (โ highscore)> then\n set [โ highscore v] to (Time)\n Encode (username)\n Decode (โ cloud)\nend\nshow variable [time v]\nshow variable [โ highscore v]\nshow\n\ndefine count zeros\nset [zeroes v] to [0]\nset [letter v] to [0]\nrepeat (length of (โ cloud))\n if <(letter (letter) of (โ cloud)) = [0]> then\n change [zeroes v] by (1)\n end\n change [letter v] by (1)\nend\n\n@Sky Particle\n\nwhen I start as a clone\nclear graphic effects\nset [ghost v] effect to (50)\ngo to x: (pick random (-250) to (250)) y: (180)\nshow\nrepeat (200)\n change y by (-1)\n change [ghost v] effect by (.5)\nend\ndelete this clone\n\nwhen I receive [start game v]\nclear graphic effects\nhide\nforever\n if <<([costume # v] of [platforms v]) = [1]> or <<<([costume # v] of [platforms v]) > [18]> and <([costume # v] of [platforms v]) < [24]>> or <[29] < ([costume # v] of [platforms v])>>> then\n create clone of (_myself_ v)\n wait (0.01) seconds\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<([costume # v] of [platforms v]) = [1]> or <<<([costume # v] of [platforms v]) > [18]> and <([costume # v] of [platforms v]) < [24]>> or <[29] < ([costume # v] of [platforms v])>>>> then\n delete this clone\n end\nend\n\n@Partycle\n\nwhen flag clicked\nhide\n\nwhen I receive [loading done v]\nrepeat until <(bruh moment) = [1]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (200) %\ngo to x: (pick random (-250) to (250)) y: (180)\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (0)\nshow\nrepeat (70)\n change y by (-2)\n turn right (4) degrees\n set size to ((size) - (2)) %\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <(bruh moment) = [1]>\ndelete this clone\n\n@Cloud\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (-270) y: (pick random (-25) to (150))\nset [ghost v] effect to (pick random (40) to (60))\nset size to (pick random (10) to (60)) %\nglide (pick random (5) to (10)) secs to x: (270) y: (y position)\ndelete this clone\n\nwhen I receive [start game v]\nhide\nforever\n if <<([costume # v] of [platforms v]) = [1]> or <<<([costume # v] of [platforms v]) > [18]> and <([costume # v] of [platforms v]) < [24]>> or <[29] < ([costume # v] of [platforms v])>>> then\n wait (pick random (1) to (10)) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <not <<([costume # v] of [platforms v]) = [1]> or <<<([costume # v] of [platforms v]) > [18]> and <([costume # v] of [platforms v]) < [24]>> or <[29] < ([costume # v] of [platforms v])>>>> then\n delete this clone\n end\nend\n\n@Loading Screen\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\n\nwhen I receive [loading done v]\nhide\n\n@Loading Bar\n\nwhen flag clicked\nset [loading v] to [0]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat until <[33] < (loading)>\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nchange x by (-6.5)\nchange x by ((6.5) * (loading))\nwait until <[33] < (loading)>\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n | In the platformer part, use the arrow keys or WASD or a touch screen. In the Geometry Dash part use w key or space or touch screen.\nTry and finish the game fast and get the high score.\nPress M to mute sound.\nTry some of my other games!\nhttps://scratch.mit.edu/studios/25857070/ |
Traps || A Platformer | @Stage\n\nwhen I receive [start v]\nshow variable [level v]\nswitch backdrop to (lvl1 v)\nforever\n if <(backdrop [name v]) = [End]> then\n hide variable [level v]\n end\nend\n\nwhen flag clicked\nhide variable [level v]\nswitch backdrop to (start screen v)\n\nwhen I receive [level up v]\nnext backdrop\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\npoint in direction (90)\nhide\nswitch costume to (jetpack guy v)\ncreate clone of (_myself_ v)\nswitch costume to (square root v)\ncreate clone of (_myself_ v)\nswitch costume to (username v)\ncreate clone of (_myself_ v)\nswitch costume to (bg v)\nshow\ngo to x: (0) y: (0)\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n set [introjetpackguyglide v] to [0]\n show\n go to x: (-150) y: (-250)\n repeat (36)\n change [introjetpackguyglide v] by (5)\n change y by ((10) * ([sin v] of (IntroJetpackGuyGlide) ))\n end\n set [introjetpackguyglide v] to [0]\n wait (0.5) seconds\n repeat (216)\n change [introjetpackguyglide v] by (5)\n change y by ([sin v] of (IntroJetpackGuyGlide) )\n end\n set [introjetpackguyglide v] to [180]\n repeat (36)\n change [introjetpackguyglide v] by (-5)\n change y by ((12) * ([sin v] of (IntroJetpackGuyGlide) ))\n change [ghost v] effect by (3)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to x: (256) y: (0)\n wait (1.5) seconds\n set [introsquarerootglide v] to [0]\n show\n repeat (36)\n change [introsquarerootglide v] by (5)\n change x by ((-10) * ([sin v] of (IntroSquareRootGlide) ))\n end\n set [introsquarerootrotation v] to [0]\n repeat (216)\n change [introsquarerootrotation v] by (10)\n turn right ([cos v] of (IntroSquareRootRotation) ) degrees\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (-182)\n wait (5) seconds\n set [introusernameglide v] to [0]\n show\n repeat (36)\n change [introusernameglide v] by (5)\n change y by ((2.5) * ([sin v] of (IntroUsernameGlide) ))\n end\n set [introusernamerotation v] to [0]\n repeat (108)\n change [introusernamerotation v] by (10)\n turn right ((0.7) * ([cos v] of (IntroUsernameRotation) )) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nplay sound [Starship Mario, Launch! - Super Mario Galaxy 2 v] until done\nbroadcast (Intro Done v)\nhide\n\n@Player\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nbroadcast (Reset v)\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-2)\n end\n set [xv v] to ((Xv) * (0.8))\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 y by (-5)\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <(x position) > [235]> then\n broadcast (Level Up v)\n end\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to [15]\n end\n if <<<(y position) < [-175]> or <touching (dangerous stuff v)?>> or <key (r v) pressed?>> then\n broadcast (Reset v)\n end\n if <touching (bouncy stuff v)?> then\n set [yv v] to [20]\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(Yv) > [0]> then\n switch costume to (move and jump v)\n end\n if <(Yv) < [0]> then\n switch costume to (fall and move v)\n end\n if <(Yv) = [0]> then\n switch costume to (moving v)\n end\n else\n if <(Yv) > [0]> then\n switch costume to (jump v)\n end\n if <(Yv) < [0]> then\n switch costume to (fall v)\n end\n if <(Yv) = [0]> then\n switch costume to (idle v)\n end\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-200) y: (-75)\nset [xv v] to [0]\nset [yv v] to [0]\npoint in direction (90)\n\nwhen I receive [level up v]\nchange [level v] by (1)\nbroadcast (Reset v)\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen [s v] key pressed\nif <<(Level) > [0]> and <[21] > (Level)>> then\n broadcast (Level Up v)\nend\n\n@Trail\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (player v)\nshow\ngo to [back v] layer\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [start v]\nwait (0.1) seconds\nforever\n create clone of (_myself_ v)\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (lvl1 v)\nshow\n\nwhen I receive [level up v]\nnext costume\n\n@Dangerous stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n hide\n Show in lvl [3] with costume # [1]\n Show in lvl [4] with costume # [2]\n Show in lvl [5] with costume # [3]\n Show in lvl [6] with costume # [4]\n Show in lvl [8] with costume # [5]\n Show in lvl [9] with costume # [6]\n Show in lvl [10] with costume # [7]\nend\n\ndefine Show in lvl (lvl) with costume # (costume)\nif <(Level) = (lvl)> then\n show\n switch costume to (costume)\nend\n\n@Bouncy stuff\n\ndefine Show in lvl (lvl) with costume # (costume)\nif <(Level) = (lvl)> then\n show\n switch costume to (costume)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n hide\n Show in lvl [3] with costume # [1]\n Show in lvl [4] with costume # [2]\n Show in lvl [6] with costume # [3]\n Show in lvl [8] with costume # [4]\n Show in lvl [10] with costume # [5]\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\n\n@Start Button\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\nforever\n play sound [Bowser's Galaxy Generator v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [mute v]\nset volume to (0) %\n\nwhen I receive [unmute v]\nset volume to (100) %\n\n@Mute button\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (mute v)\n switch costume to (sound off v)\nelse\n broadcast (unmute v)\n switch costume to (sound on v)\nend\n\nwhen I receive [intro done v]\nbroadcast (unmute v)\nswitch costume to (sound on v)\n\n | New game: https://scratch.mit.edu/projects/404131077/\n\nArrow keys or WASD. S to skip, R to reset, sound button to mute/unmute.\nThere are traps everywhere; nothing is as it seems...\nCONFUSION WARNING! Players may be very confused after the first few levels. The creator of this platformer does not accept liability for excessive confusion.\nAnd yes, I know, some of them aren't really traps. But whatever. It's not meant to be all traps.\n\nComment if:\n-Some of the levels are too hard\n-You would like me to add something\n-You want more platformers\n-You have anything to say about the project\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhy are you down here? Go play the game!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nBwahahaha (I'm quoting Bowser)! I made you scroll all the way down here for nothing! Just check out my other platformers, I guess. |
8Ball - Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Fluorescent start music v] until done\nend\n\nwhen I receive [1 v]\nstart sound [Ding Sound Effect v]\n\nwhen flag clicked\nwait until <(lives) = [0]>\nstart sound [8-bit-game-explosion-sound-effect.mp3 v]\n\nwhen I receive [coin v]\nstart sound [coin v]\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\nset [my variable v] to [90]\nforever\n turn right (((my variable) - (direction)) / (5)) degrees\n if <(my variable) = [270]> then\n point in direction (0)\n set [my variable v] to [90]\n end\n if <(my variable) = [-270]> then\n point in direction (0)\n set [my variable v] to [-90]\n end\n if <((round ((direction) / (2))) * (2)) = [-178]> then\n point in direction (180)\n set [my variable v] to [180]\n end\nend\n\nwhen flag clicked\nset [score v] to [0]\nswitch costume to (costume2 v)\nforever\n if then\n switch costume to (costume1 v)\n change [my variable v] by (90)\n change [score v] by (1)\n broadcast (1 v)\n repeat (20)\n end\n if <key (up arrow v) pressed?> then\nend\n\nwait until <touching (sprite2 v)?>\n\nchange [my variable v] by (-90)\nwait until \n\nbroadcast (1 v)\n\nwhen I receive [1 v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset drag mode [not draggable v]\n\n@Sprite2\n\nwhen flag clicked\nshow\nclear graphic effects\nset [lives v] to [5]\nswitch costume to (costume1 v)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-60) y: (-60)\nforever\n change [xv v] by (0.3)\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [8]\n end\n end\n change y by (1)\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 hide variable [xv v]\nend\n\nif <key (right arrow v) pressed?> then\n change [xv v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-1)\nend\n\nwhen I receive [1 v]\nset [eyiwldhf v] to [0]\nrepeat (20)\n change x by (((-60) - (x position)) / (3))\n change y by (((-50) - (y position)) / (3))\nend\n\nchange y by (((-60) - (x position)) / (3))\n\nwhen flag clicked\nshow list [leaderboard v]\nhide variable [score v]\nhide variable [โ highscore v]\nforever\n if <((round ((x position) / (5))) * (5)) = [65]> then\n set [eyiwldhf v] to [1]\n broadcast (2 v)\n end\n if <touching color (#ff6464)?> then\n set [xv v] to [-5]\n create clone of (_myself_ v)\n change [lives v] by (-1)\n end\n if <(lives) < [1]> then\n create clone of (_myself_ v)\n broadcast (end v)\n hide\n if <(score) > (letter (1) of (โ Highscore))> then\n set [โ highscore v] to (join (join (username) [: ]) (score))\n end\n if <(score) > (letter (length of (item (1) of [leaderboard v])) of (item (1) of [leaderboard v]))> then\n insert (join (join (username) [: ]) (score)) at (1) of [leaderboard v] \n end\n if <<(score) > (letter (length of (item (2) of [leaderboard v])) of (item (2) of [leaderboard v]))> and <[] > (score)>> then\n insert (join (join (username) [: ]) (score)) at (2) of [leaderboard v] \n end\n if <<(score) > (letter (length of (item (3) of [leaderboard v])) of (item (3) of [leaderboard v]))> and <((letter (length of (item (2) of [leaderboard v])) of (item (2) of [leaderboard v])) + ((length of (username)) + (2))) > (score)>> then\n insert (join (join (username) [: ]) (score)) at (3) of [leaderboard v] \n end\n end\nend\n\nset [yv v] to [8]\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (4)\n change [ghost v] effect by (25)\n change size by (2)\nend\ndelete this clone\n\nwait (0) seconds\n\nshow variable [โ highscore v]\nshow variable [score v]\nhide list [leaderboard v]\n\nwhen flag clicked\nadd [0] to [leaderboard v]\nadd [0] to [leaderboard v]\nadd [0] to [leaderboard v]\n\nwhen flag clicked\nforever\n if <touching color (#ffc000)?> then\n broadcast (coin v)\n change [score v] by (1)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(length of [leaderboard v]) > [3]> then\n delete (length of [leaderboard v]) of [leaderboard v]\n end\n if <(length of [leaderboard v]) > [4]> then\n delete ((length of [leaderboard v]) - (1)) of [leaderboard v]\n end\nend\n\ninsert (join (join (username) [: ]) (score)) at (2) of [leaderboard v] \n\nset [score v] to [160]\n\ndelete all of [leaderboard v]\n\nset [score v] to [163]\n\nset [score v] to [0]\nset [โ highscore v] to [0]\ndelete all of [leaderboard v]\nadd [0] to [leaderboard v]\nadd [0] to [leaderboard v]\nadd [0] to [leaderboard v]\n\nwait (0) seconds\n\nrepeat ((length of (item (1) of [leaderboard v])) - ((length of (username)) + (2)))\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(eyiwldhf) = [1]> then\nend\n\ndefine generate (clones)\nhide\ngo to x: (-29) y: (-77)\nrepeat (clones)\n change x by (pick random (12) to (48))\n set x to ((round ((x position) / (12))) * (12))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nshow\nrepeat until <(eyiwldhf) = [1]>\n change y by (((-65) - (y position)) / (4))\nend\nif <touching color (#000000)?> then\n change x by (12)\nend\ndelete this clone\n\nwhen I receive [2 v]\ngenerate (pick random (1) to (3))\n\n@Sprite4\n\nwhen I receive [end v]\nforever\n change y by (((-250) - (y position)) / (20))\nend\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n wait (0.2) seconds\n next costume\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-50) y: (50)\nforever\n erase all\n set [digit v] to [0]\n set [place value v] to [0]\n repeat (10)\n go to x: (((-70) - (place value)) + ((length of (score)) * (10))) y: (50)\n go to [front v] layer\n switch costume to ([abs v] of (letter ((length of (score)) - (digit)) of (score)) )\n change [digit v] by (1)\n change [place value v] by (10)\n if <((length of (score)) * (10)) < (place value)> then\n hide\n else\n show\n stamp\n end\n end\nend\n\ngo to x: ((-60) + ((length of (score)) * (10))) y: (50)\ngo to [front v] layer\nswitch costume to ([abs v] of (letter ((length of (score)) - (1)) of (score)) )\nstamp\n\nif <(score) < [0]> then\nelse\nend\n\nset [score v] to [100]\n\nwait (0.9) seconds\n\n@Sprite6\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Hey, Hey, Hey!\nThis is my first platformer EVER please don't judge\nALSO I VERY MUCH SUGGEST FULLSCREEN!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nNext! please if you haven't already uh... โค๏ธ+โญ๏ธ+Follicle\n(HA you thought i was gonna say follow) I mean you can if you want.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nIf you are reading this... I DO NOT TOLERATE ADVERTISING!!!!! pleaaaaase DONT! |
Grassland || A platformer | @Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Plugged by -Xaf- v] until done\nend\n\nwhen I receive [1 v]\nset volume to (0) %\n\n@Thumbnail3\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n go to [front v] layer\n change [ghost v] effect by (500)\nend\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [start level v]\nshow\nif <(Level) = [1]> then\n switch costume to (level1 v)\nend\nif <(Level) = [2]> then\n switch costume to (level2 v)\nend\nif <(Level) = [3]> then\n switch costume to (level3 v)\nend\nif <(Level) = [4]> then\n switch costume to (level4 v)\nend\nif <(Level) = [5]> then\n switch costume to (level5 v)\nend\nif <(Level) = [6]> then\n switch costume to (level6 v)\nend\nif <(Level) = [7]> then\n switch costume to (level7 v)\nend\nif <(Level) = [8]> then\n switch costume to (level8 v)\nend\nif <(Level) = [9]> then\n switch costume to (level9 v)\nend\nif <(Level) = [10]> then\n switch costume to (level10 v)\nend\n\n@Sprite1\n\nwhen I receive [start level v]\nshow\ngo to [front v] layer\nswitch costume to (1 v)\nset [jumping v] to [false]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(x velocity) > [-10]> then\n change [x velocity v] by (-2)\n end\n if <(costume [number v]) = [1]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(x velocity) < [10]> then\n change [x velocity v] by (2)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (4 v)\n else\n switch costume to (3 v)\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (5 v)\n end\n if <(x velocity) > [0]> then\n change [x velocity v] by (-1)\n end\n if <(x velocity) < [0]> then\n change [x velocity v] by (1)\n end\n change x by (x velocity)\n move vertical\n move horicontal\n if <touching color (#00ffb5)?> then\n broadcast (next level v)\n end\n if <<<(y position) < [-179]> or <touching color (#ff0000)?>> or <touching color (#ff4e2e)?>> then\n start sound [oof v]\n broadcast (start level v)\n end\nend\n\nwhen [w v] key pressed\nif <(jumping) = [false]> then\n set [y velocity v] to [15]\n set [jumping v] to [true]\nend\n\nwhen I receive [start level v]\nif <(Level) = [1]> then\n go to x: (-173) y: (-80)\nend\nif <(Level) = [2]> then\n go to x: (-210) y: (-80)\nend\nif <(Level) = [3]> then\n go to x: (-188) y: (-81)\nend\nif <(Level) = [4]> then\n go to x: (-210) y: (-80)\nend\nif <(Level) = [5]> then\n go to x: (-188) y: (-81)\nend\nif <(Level) = [6]> then\n go to x: (-206) y: (-87)\nend\nif <(Level) = [7]> then\n go to x: (-206) y: (-87)\nend\nif <(Level) = [8]> then\n go to x: (-206) y: (-87)\nend\nif <(Level) = [9]> then\n go to x: (-206) y: (-87)\nend\nif <(Level) = [10]> then\n go to x: (-206) y: (-87)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\n\nwhen I receive [next level v]\nchange [level v] by (1)\nstop [other scripts in sprite v]\nbroadcast (start level v)\n\ndefine move vertical\nchange y by (y velocity)\nif <<touching color (#00ff22)?> or <<touching color (#9c6900)?> or <touching color (#000000)?>>> then\n if <(y velocity) > [0]> then\n repeat until <not <<touching color (#00ff22)?> or <<touching color (#9c6900)?> or <touching color (#000000)?>>>>\n change y by (-1)\n end\n else\n repeat until <not <<touching color (#00ff22)?> or <<touching color (#9c6900)?> or <touching color (#000000)?>>>>\n change y by (1)\n end\n set [jumping v] to [false]\n end\n set [y velocity v] to [0]\nend\n\nwhen [up arrow v] key pressed\nif <(jumping) = [false]> then\n set [y velocity v] to [15]\n set [jumping v] to [true]\nend\n\ndefine move horicontal\nif <<touching color (#00ff22)?> or <<touching color (#9c6900)?> or <touching color (#000000)?>>> then\n if <(x velocity) > [0]> then\n repeat until <not <<touching color (#00ff22)?> or <<touching color (#9c6900)?> or <touching color (#000000)?>>>>\n change x by (-2)\n end\n else\n repeat until <not <<touching color (#00ff22)?> or <<touching color (#9c6900)?> or <touching color (#000000)?>>>>\n change x by (2)\n end\n end\n set [x velocity v] to [0]\nend\n\n@Confetti3\n\nwhen I start as a clone\nshow\nforever\n next costume\nend\n\nwhen flag clicked\nshow\nset [color v] effect to (120)\ngo to x: (-999) y: (-999)\nrepeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\nend\nwait (2) seconds\n\nwhen I start as a clone\npoint in direction (pick random (0) to (70))\nwait (0.2) seconds\nrepeat until <[-178] > (y position)>\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n set [color v] effect to (120)\n go to x: (-999) y: (-999)\n repeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n end\n wait (2) seconds\n end\nend\n\n@Confetti2\n\nwhen I start as a clone\nshow\nforever\n next costume\nend\n\nwhen flag clicked\nshow\nset [color v] effect to (120)\ngo to x: (999) y: (-999)\nrepeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\nend\nwait (2) seconds\n\nwhen I start as a clone\npoint in direction (pick random (0) to (-70))\nwait (0.2) seconds\nrepeat until <[-178] > (y position)>\n change y by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (pick random (1) to (10))\n move (25) steps\nend\nrepeat (pick random (1) to (10))\n move (20) steps\nend\nrepeat (pick random (1) to (10))\n move (10) steps\nend\nrepeat (pick random (1) to (10))\n move (5) steps\nend\nrepeat (pick random (1) to (10))\n move (3) steps\nend\nrepeat (pick random (1) to (10))\n move (2) steps\nend\nrepeat (pick random (1) to (10))\n move (1) steps\nend\nforever\n turn right (5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n set [color v] effect to (120)\n go to x: (999) y: (-999)\n repeat (5)\n set [brightness v] effect to (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n set [brightness v] effect to (100)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n create clone of (_myself_ v)\n change [color v] effect by (0)\n end\n wait (2) seconds\n end\nend\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Play button\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\nshow\ngo to [front v] layer\nforever\n next costume\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen this sprite clicked\nhide\nswitch backdrop to (blue sky 2 v)\nbroadcast (start level v)\n\n@Skip\n\nwhen I receive [start level v]\nshow\ngo to [front v] layer\nforever\n next costume\n wait (0.5) seconds\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\n@Skip2\n\nwhen I receive [start level v]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\n\nwhen this sprite clicked\nswitch costume to (costume3 v)\nbroadcast (1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n hide\n end\nend\n\n | use arrow keys or WASD\nyou can remix it if you like\nYou can only advertise if you follow me\nPLEASE LIKE AND FAVORITE \nhttps://scratch.mit.edu/users/cs3004013/\nPlease follow too!\n |
Sniper A Platformer [2 player] | @Stage\n\nwhen I receive [sniper win v]\nswitch backdrop to (arriรจre plan3 v)\n\nwhen I receive [player win v]\nswitch backdrop to (arriรจre plan4 v)\n\nwhen flag clicked\nswitch backdrop to (arriรจre plan1 v)\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 (arriรจre plan1 v)\nwait (11) seconds\nswitch backdrop to (arriรจre plan2 v)\nbroadcast (Dรฉbut jeu v)\n\nwhen I receive [dรฉbut jeu v]\nhide\n\n@Play_Icon_clip_art\n\nwhen flag clicked\nhide\n\nwhen I receive [dรฉbut jeu v]\nshow\nset [56rtgfhf v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n set [56rtgfhf v] to (((56rtgfhf) * (0.75)) + (((130) - (size)) * (0.2)))\n change size by (56rtgfhf)\n else\n set [56rtgfhf v] to (((56rtgfhf) * (0.8)) + (((100) - (size)) * (0.2)))\n change size by (56rtgfhf)\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\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 [dรฉbut 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 [dรฉbut 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 [dรฉbut 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 [dรฉbut jeu v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-0) y: (-0)\n\n@F1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\n\nhide\n\nwhen I receive [start 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?> then\n change [x velocity v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x velocity v] by (-1)\n end\n set [x velocity v] to ((x velocity) * (.9))\n change x by (x velocity)\n if <touching color (#909090)?> then\n change y by (1)\n if <touching color (#909090)?> then\n change y by (1)\n if <touching color (#909090)?> then\n change y by (1)\n if <touching color (#909090)?> then\n change y by (1)\n if <touching color (#909090)?> then\n if <touching color (#909090)?> then\n change x by ((x velocity) * (-1))\n change x by (-5)\n if <key (up arrow v) pressed?> then\n if <(x velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [10]\n else\n set [x velocity v] to [0]\n end\n end\n 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 (#909090)?> 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 (#909090)?> then\n if <key (up arrow v) pressed?> 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 (#ff0000)?> then\n Mort\n play sound [ROBLOX Death Sound v] until done\n end\n if <touching color (#ff4e4e)?> then\n Mort\n play sound [ROBLOX Death Sound v] until done\n end\n if <(Balle) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n Mort\n play sound [ROBLOX Death Sound v] until done\n end\n end\n end\nend\n\nwhen I receive [next v]\ngo to x: (-214) y: (-90)\n\ndefine Mort\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-214) y: (-90)\n\nwhen I receive [sniper win v]\nwait (0.1) seconds\nstop [all v]\n\nwhen I receive [player win v]\nwait (0.1) seconds\nstop [all v]\n\n@F2\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-0) y: (-0)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (player win v)\n end\nend\n\n@Scope\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to (mouse-pointer v)\nend\n\nwhen I receive [start v]\nset [balle v] to [1]\nforever\n if <(Balle) = [1]> then\n if <mouse down?> then\n change [balle v] by (-1)\n play sound [GUN_FIRE-GoodSoundForYou-820112263 v] until done\n wait (0.3) seconds\n play sound [m249_saw v] until done\n change [balle v] by (1)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [dรฉbut jeu v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\nforever\n wait (1) seconds\n next costume\n if <(costume [number v]) = [99]> then\n broadcast (sniper win v)\n end\nend\n\n@Sprite3\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-186) y: (140)\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(Balle) = [0]> then\n switch costume to (costume1 v)\n end\n if <(Balle) = [1]> then\n switch costume to (costume2 v)\n end\nend\n\n | 300 followers : Games contest :\nhttps://scratch.mit.edu/projects/402460464\n\n[Player 1]\nRunner\nVous devez parcourir les 10 niveaux en moins de 100 secondes, sans vous faire tirer dessus par le sniper !\nVous devez aussi รฉvitez les piques et la lave !\n\n[Player 2]\nSniper\nVous devez aux maximum ralentir le runner pour que le chronomรจtre arrive a 0, si se n'est pas le cas vous avez perdus.\n\n[Player 1]\nRunner\nYou have to go through the 10 levels in less than 100 seconds, without being shot by the sniper!\nYou must also avoid spikes and lava!\n\n[Player 2]\nSniper\nYou must slow down the runner as much as possible so that the timer reaches 0, if this is not the case you have lost.\n\nEnjoy ! |
popsicle โข platformer | @Stage\n\n@character\n\nwhen I receive [start v]\nswitch backdrop to (level1 v)\nhide variable [y v]\nhide variable [x v]\nset [x v] to [0]\nset [y v] to [0]\nshow\ngo to x: (-215) y: (-70)\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n change [y v] by (0)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n next backdrop\n go to x: (-215) y: (-70)\n change [level v] by (1)\n end\n if <(y position) < [-178]> then\n go to x: (-215) y: (-70)\n end\n if <touching color (#c65f55)?> then\n go to x: (-215) y: (-70)\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\nforever\n play sound [Nekomimi Switch by Hatsune Miku v] until done\nend\n\n | |
Lost - A Mobile Friendly Platformer #Games | @Stage\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 (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 block\nRun Engine\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\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\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\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Not For Nothing - Otis McDonald \(iDubbbzTV v] until done\nend\n\n | Lost - A Mobile Friendly Platformer\n How To Play: \nUse arrow keys to move. Jump on platforms not spikes or lava.\nMore Levels Coming Soon! Only 5 or 6 right now.\nCredits:\nCode: Me @Ryham301. Mobile by @Squadd_Legend \nGraphics: Player by @PandaMC and ground by \n@-SapphireDemon- . FOLLOW ME @Ryham301 for more.\n\n@plant2 LOVED AND FAVED! |
~platformer~ a platformer | @Stage\n\nwhen flag clicked\nstart sound [Unity.mp3 v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n stop all sounds\n forever\n play sound [Avengers Theme Kazoo Orchestra v] until done\n end\n end\nend\n\n@USE DIS2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [yv v] to [0]\ngo to x: (-198) y: (-45)\nset size to (20) %\nforever\n Physics\nend\n\ndefine Physics\nif <key (right arrow v) pressed?> then\n change [xmovement v] by (1.56)\nelse\n if <key (left arrow v) pressed?> then\n change [xmovement v] by (-1.56)\n end\nend\nset [xmovement v] to ((Xmovement) * ((0.88) - (Friction)))\nchange x by (Xmovement)\nchange [yv v] by (-1.2)\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change y by (1)\nend\nif <touching color (#000000)?> then\n change 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\nend\nchange y by (Yv)\nif <touching color (#000000)?> then\n change y by ((Yv) - ((Yv) * (2)))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> and <touching color (#000000)?>> then\n set [yv v] to [15]\nend\nif <touching color (#ff0000)?> then\n go to x: (-198) y: (-45)\nend\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n next backdrop\n go to x: (-198) y: (-45)\n end\nend\n\n | this took me like 15 minutes.\n\nif this somehow gets on the front page or gets popular i will have lost hope in scratch\n\n(lol for real i wanna see this put on the front page and see everyone who makes platforms for followers get mad at me and get tRiGgErEd)\n\n\nguys platformers are dumb make original and good content for one. |
Light2 -a platformer- | @Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\nwait until <(ไป) = [3]>\nswitch backdrop to (2 v)\nwait until <(ไป) = [12]>\nswitch backdrop to (4 v)\n\nwhen flag clicked\nswitch backdrop to (1 v)\nset [ไป v] to [0]\nwait until <(ไป) = [2]>\nforever\n if <(ไป) < [13]> then\n create clone of (ในใใฉใคใ6 v)\n wait (pick random (0.1) to (0.5)) seconds\n end\nend\n\nwhen flag clicked\nwait until <(ไป) = [3]>\nswitch backdrop to (2 v)\n\nwhen flag clicked\nforever\n play sound [uchunohajimari v] until done\nend\n\n@ในใใฉใคใ1\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 [ไป 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 if <<(ไป) = [12]> and <touching (ในใใฉใคใ3 v)?>> then\n set [x v] to ((x) * (0.92))\n else\n set [x v] to ((x) * (0.88))\n end\n change x by (x)\n if <touching (ในใใฉใคใ3 v)?> then\n change y by (1)\n if <touching (ในใใฉใคใ3 v)?> then\n change y by (1)\n if <touching (ในใใฉใคใ3 v)?> then\n change y by (1)\n if <touching (ในใใฉใคใ3 v)?> then\n change y by (1)\n if <touching (ในใใฉใคใ3 v)?> then\n change y by (1)\n if <touching (ในใใฉใคใ3 v)?> then\n change y by (1)\n if <touching (ในใใฉใคใ3 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 (ในใใฉใคใ3 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 (ในใใฉใคใ3 v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<(y position) < [-175]> or <touching (ในใใฉใคใ8 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 <(ไป) = [12]>> 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 [ไป v] by (1)\n show\n end\n end\nend\n\n@ในใใฉใคใ2\n\nwhen flag clicked\nset size to (80) %\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n go to (ในใใฉใคใ1 v)\nend\n\n@ในใใฉใคใ3\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 (ไป)\nend\n\nset [ไป v] to [12]\n\n@ในใใฉใคใ5\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nwait (0.02) seconds\n\n@ในใใฉใคใ6\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to x: (pick random (-220) to (220)) y: (180)\nset size to (50) %\nif <(pick random (1) to (3)) = [1]> then\n switch costume to (1 v)\nelse\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (2 v)\n else\n switch costume to (3 v)\n end\nend\nif <(ไป) = [12]> then\n show\n if <(pick random (1) to (2)) = [1]> then\n repeat until <<touching (ในใใฉใคใ3 v)?> or <(y position) < [-175]>>\n change y by (-3)\n change x by (-1)\n turn right (5) degrees\n end\n else\n repeat until <<touching (ในใใฉใคใ3 v)?> or <(y position) < [-175]>>\n change y by (-3)\n change x by (-1)\n turn right (5) degrees\n end\n end\n delete this clone\nelse\n set size to (100) %\n switch costume to (ใณในใใฅใผใ 1 v)\nend\nshow\nif <(pick random (1) to (2)) = [1]> then\n repeat until < or <touching (ในใใฉใคใ3 v)?>>\n change y by (-3)\n change x by (-1)\n turn right (15) degrees\n end\nelse\n repeat until < or <touching (ในใใฉใคใ3 v)?>>\n change y by (-3)\n change x by (-1)\n turn right (15) degrees\n end\nend\ndelete this clone\n\n@ในใใฉใคใ7\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nset [ใฏใญใผใณno v] to [0]\nrepeat (1)\n change [ใฏใญใผใณno 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\nwait until <(ไป) = [3]>\nif <(ใฏใญใผใณNo) = [1]> then\n switch costume to (3 v)\n forever\n go to x: (0) y: (0)\n if <<(ไป) = [12]> or <(ไป) = [14]>> then\n hide\n else\n show\n end\n end\nend\n\ngo to (ในใใฉใคใ1 v)\n\nshow\nif <(ใฏใญใผใณNo) = [2]> then\n forever\n go to x: (([x position v] of [ในใใฉใคใ1 v]) + (680)) y: (([y position v] of [ในใใฉใคใ1 v]) + (0))\n ใใ็ฐๆฌกๅ
\n end\nend\nif <(ใฏใญใผใณNo) = [3]> then\n forever\n go to x: (([x position v] of [ในใใฉใคใ1 v]) + (-680)) y: (([y position v] of [ในใใฉใคใ1 v]) + (0))\n ใใ็ฐๆฌกๅ
\n end\nend\nif <(ใฏใญใผใณNo) = [4]> then\n forever\n go to x: (([x position v] of [ในใใฉใคใ1 v]) + (0)) y: (([y position v] of [ในใใฉใคใ1 v]) + (450))\n ใใ็ฐๆฌกๅ
\n end\nend\nif <(ใฏใญใผใณNo) = [5]> then\n switch costume to (2 v)\n forever\n go to x: (([x position v] of [ในใใฉใคใ1 v]) + (0)) y: (([y position v] of [ในใใฉใคใ1 v]) + (-510))\n ใใ็ฐๆฌกๅ
\n end\nend\nif <(ใฏใญใผใณNo) = [6]> then\n forever\n go to x: (([x position v] of [ในใใฉใคใ1 v]) + (680)) y: (([y position v] of [ในใใฉใคใ1 v]) + (450))\n ใใ็ฐๆฌกๅ
\n end\nend\nif <(ใฏใญใผใณNo) = [7]> then\n forever\n go to x: (([x position v] of [ในใใฉใคใ1 v]) + (-680)) y: (([y position v] of [ในใใฉใคใ1 v]) + (450))\n ใใ็ฐๆฌกๅ
\n end\nend\nif <(ใฏใญใผใณNo) = [8]> then\n forever\n go to x: (([x position v] of [ในใใฉใคใ1 v]) + (680)) y: (([y position v] of [ในใใฉใคใ1 v]) + (-510))\n ใใ็ฐๆฌกๅ
\n end\nend\nif <(ใฏใญใผใณNo) = [9]> then\n forever\n go to x: (([x position v] of [ในใใฉใคใ1 v]) + (-680)) y: (([y position v] of [ในใใฉใคใ1 v]) + (-510))\n ใใ็ฐๆฌกๅ
\n end\nend\n\nset [ๅใ v] to (y position)\n\ngo to [front v] layer\n\ndefine ใใ็ฐๆฌกๅ
\nif <<<(x position) < [-580]> or <[580] < (x position)>> or <<(y position) < [-430]> or <[430] < (y position)>>> then\n hide\nelse\n if <<(ไป) = [13]> or <(ไป) = [14]>> then\n hide\n else\n show\n end\nend\n\n@ในใใฉใคใ4\n\nwhen flag clicked\nhide\n\nshow\nset size to (85) %\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\n@ในใใฉใคใ8\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (ไป)\nend\n\nset [ไป v] to [12]\n\n | ใใใใEnglishใใใ \nJump with the up key.ใ \nMove with the left and right keys.\nใใใใๆฅๆฌ่ช\nใใไธใญใผใงใธใฃใณใ\nใใๅทฆๅณใญใผใง็งปๅ |
Metal | a Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [next level! v]\nnext backdrop\n\nwhen I receive [next level! v]\nif <(backdrop [name v]) = [3 boss lvl]> then\n broadcast (3rd boss v)\nend\n\nwhen I receive [next level! v]\nif <(backdrop [name v]) = [fourth boss lvl]> then\n broadcast (4th boss v)\nend\n\n@Main character\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 size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine reset\ngo to x: (-200) y: (-100)\n\nwhen I receive [start v]\ngo to x: (-200) y: (-100)\nset size to (80) %\nswitch costume to (steel boi 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 <<(y position) < [-177]> or <touching (lava 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\n if <touching (teleporter v)?> then\n go to x: (3) y: (35)\n end\n if <touching (teleporter2 v)?> then\n go to x: (65) y: (-92)\n end\n if <touching (teleporter3 v)?> then\n go to x: (222) y: (-83)\n end\n if <touching (boss 2 dmg attack v)?> then\n reset\n end\n if <touching (3rd boss weapon 1 v)?> then\n reset\n end\n if <touching (3rd boss weapon 2 v)?> then\n reset\n end\n if <touching (water blow upper v)?> then\n reset\n end\n if <touching (water blow upper2 v)?> then\n reset\n end\n if <touching (water blow upper3 v)?> then\n reset\n end\n if <touching (4th boss dmg attack v)?> then\n reset\n end\nend\n\nwhen I receive [mainy boi's place v]\ngo to x: (-200) y: (-100)\n\n@Spikes\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [next level! v]\nshow\nnext costume\n\n@Lava\n\nwhen I receive [next level! v]\nshow\nnext costume\nif <(costume [name v]) = [water blow up thingy]> then\n broadcast (water blow up BOOOOOOOM! v)\nend\nif <(costume [name v]) = [water blow up thingy 2]> then\n broadcast (water blow up BOOOOOOOOOM!! 2 v)\nend\nif <(costume [name v]) = [water blow up thingy 3]> then\n broadcast (water blow up BOOOOOOM!!! 3 v)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level! v]\nnext costume\n\n@Teleporter\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level! v]\nshow\nnext costume\n\n@Teleporter2\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level! v]\nshow\nnext costume\n\n@Teleporter3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [next level! v]\nshow\nnext costume\n\n@boss 2 dmg attack\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\ngo to x: (9) y: (30)\nif <(backdrop [name v]) = [Background for thumbnail]> then\n go to x: (9) y: (30)\nend\nforever\n if <(costume [name v]) = [boss 2 dmg attack]> then\n repeat until <(backdrop [name v]) = [Background for thumbnail]>\n wait (1) seconds\n glide (0.1) secs to x: (232) y: (58)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (301) y: (-73)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (232) y: (-182)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (7) y: (-182)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (148) y: (-191)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (57) y: (-194)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (-114) y: (-180)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (-120) y: (-107)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (-120) y: (-31)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (-96) y: (73)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (13) y: (85)\n glide (0.1) secs to x: (9) y: (30)\n glide (0.1) secs to x: (179) y: (60)\n glide (0.1) secs to x: (9) y: (30)\n wait (2) seconds\n end\n end\nend\n\nwhen I receive [next level! v]\nnext costume\nshow\n\n@Intro\n\nwhen flag clicked\nshow\ngo to x: (-6) y: (4)\npoint in direction (90)\nforever\n repeat (10)\n turn left (2.5) degrees\n end\n repeat (10)\n turn right (5) degrees\n end\n repeat (10)\n turn left (5) degrees\n end\n repeat (10)\n turn right (5) degrees\n end\n repeat (10)\n turn left (5) degrees\n end\n repeat (10)\n turn right (5) degrees\n end\n repeat (10)\n turn left (5) degrees\n end\n repeat (10)\n turn right (5) degrees\n end\nend\n\nwhen flag clicked\nplay sound [Trap Beat v] until done\nbroadcast (start v)\n\nwhen I receive [start v]\nforever\n play sound [Adventures - A Himitsu \(No Copyright Music\) v] until done\nend\n\nwhen I receive [start v]\nhide\n\n@3rd boss weapon 1\n\nwhen I receive [3rd boss v]\nforever\n show\n go to x: (91) y: (49)\n set size to (150) %\n glide (0.8) secs to x: (-74) y: (199)\nend\n\nwhen flag clicked\nif <(backdrop [name v]) = [underground 1]> then\n forever\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nif <(backdrop [name v]) = [3 boss lvl]> then\n go to x: (36) y: (28)\n show\nend\n\nwhen I receive [next level! v]\nshow\nnext costume\n\n@3rd boss weapon 2\n\nwhen I receive [3rd boss v]\nforever\n show\n go to x: (-34) y: (165)\n set size to (150) %\n glide (0.8) secs to x: (124) y: (255)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\nif <(backdrop [name v]) = [3 boss lvl]> then\n go to x: (2) y: (104)\n show\nend\n\nwhen flag clicked\nif <(backdrop [name v]) = [underground 1]> then\n forever\n hide\n end\nend\n\nwhen I receive [next level! v]\nshow\nnext costume\n\n@water blow upper\n\nwhen I receive [water blow up booooooom! v]\nshow\ngo to x: (40) y: (30)\nrepeat until <not <(backdrop [name v]) = [underground]>>\n wait (3) seconds\n switch costume to (heater v)\n wait (1) seconds\n switch costume to (costume1 v)\n repeat (9)\n wait (0.05) seconds\n next costume\n end\n wait (1.5) seconds\n switch costume to (noting v)\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [water blow up booooooooom!! 2 v]\nshow\ngo to x: (210) y: (30)\nrepeat until <not <(backdrop [name v]) = [underground3]>>\n wait (3) seconds\n switch costume to (heater v)\n wait (1) seconds\n switch costume to (costume1 v)\n repeat (9)\n wait (0.05) seconds\n next costume\n end\n wait (1.5) seconds\n switch costume to (noting v)\nend\n\nwhen I receive [water blow up boooooom!!! 3 v]\nshow\ngo to x: (172) y: (29)\nrepeat until <not <(backdrop [name v]) = [underground again again]>>\n wait (3) seconds\n switch costume to (heater v)\n wait (1) seconds\n switch costume to (costume1 v)\n repeat (9)\n wait (0.05) seconds\n next costume\n end\n wait (1.5) seconds\n switch costume to (noting v)\nend\n\nwhen backdrop switches to [underground 6 v]\nhide\n\nwhen backdrop switches to [underground2 v]\nhide\n\nwhen backdrop switches to [underground again v]\nhide\n\n@water blow upper2\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [water blow up boooooom!!! 3 v]\ngo to x: (53) y: (30)\nshow\nrepeat until <not <(backdrop [name v]) = [underground again again]>>\n wait (3) seconds\n switch costume to (heater v)\n wait (1) seconds\n switch costume to (costume1 v)\n repeat (9)\n wait (0.05) seconds\n next costume\n end\n wait (1.5) seconds\n switch costume to (noting v)\nend\n\nwhen backdrop switches to [underground 6 v]\nhide\n\n@water blow upper3\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [water blow up boooooom!!! 3 v]\ngo to x: (297) y: (30)\nshow\nrepeat until <not <(backdrop [name v]) = [underground again again]>>\n wait (3) seconds\n switch costume to (heater v)\n wait (1) seconds\n switch costume to (costume1 v)\n repeat (9)\n wait (0.05) seconds\n next costume\n end\n wait (1.5) seconds\n switch costume to (noting v)\nend\n\nwhen backdrop switches to [underground 6 v]\nhide\n\n@4th boss dmg attack\n\nwhen flag clicked\nhide\nif <(backdrop [name v]) = [fourth boss lvl]> then\n go to x: (36) y: (28)\n show\nend\n\nwhen I receive [4th boss v]\nforever\n switch costume to (noting v)\n wait (2) seconds\n switch costume to (dmg v)\n wait (0.5) seconds\nend\n\nwhen I receive [next level! v]\nshow\nswitch costume to (noting v)\nnext costume\n\nwhen flag clicked\nif <(backdrop [name v]) = [another one]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nhide\ngo to x: (-378) y: (-276)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Next level! v)\nbroadcast (Mainy Boi's Place v)\n\nwhen I receive [next level! v]\nwait (0.05) seconds\nif <(backdrop [name v]) = [another one]> then\n hide\nend\n\n | Use w,a,s,d or arrow keys to move. MOBILE FRIENDLY!\nPress "r" to restart the level.\nHave fun!!! :P\nGo check out GraphicFox, my character animation is based off of his coding :P\nI've learned alot about character coding from him so thx Graphic Fox! :P |
Noob1234 a platformer HACKED | @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@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 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 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 [y v] key pressed\nswitch backdrop to (backdrop11 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 | TYSM FOR 1920 VIEWS! This now has more then the actual one!\n\nNewest platformer: https://scratch.mit.edu/projects/397770173 \n\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. Thanks Scratch Team for putting the project back upon the servers!\n\n\nCredits:\n- Most coding was done by @Squadd_Legend \n- @MJM3 for the character, edited by me.\n- Song: Don't Call Me A Noob by Mr. Miln.\n\nShoutouts:\n- AJanco\n\nLeave a love and favourite and you might get a shoutout too!\n\n\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 #duoof #skins #shop #tasks #rewards #lots #tons #of #levels #unrelatedtags #lol\n |
Rainbow platformer | @Stage\n\n@Player\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\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 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 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 (killer wheel v)?> or <touching (spikes v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen flag clicked\nswitch costume to (center v)\nforever\n broadcast (Switch Costumes v) and wait\n wait (3) seconds\n next costume\nend\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]\nshow\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 flag clicked\nhide\ngo to [back v] layer\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 create clone of (_myself_ v)\nend\n\nwhen I receive [alright bros let's go v]\nset [change? v] to [0]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\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 (100) %\nshow\n\nwhen [r v] key pressed\nif <(dead?) = [0]> then\n reset\nend\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 [space v] key pressed\nforever\n play sound [recording1 v] until done\n play sound [recording2 v] until done\n play sound [recording3 v] until done\n play sound [recording4 v] until done\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [skip sprite pressed v]\nrepeat (1)\n next costume\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [skip sprite pressed v]\nrepeat (1)\n next costume\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\nbroadcast (alright bros let's go v)\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v) and wait\n\n | @SapphirePearl\nWelcome to Rainbow!!\nArrows, wasd, or mobile to move.\nGet top loved or first page trending for a sequel :D\nMusic: Woman Like Me, Little Mix and Banx & Ranx\nNow with a skip button!!! |
Cartoon World! - A Platformer (#games) | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop 1 v)\n\n@Cartoon Boi\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nset size to (50) %\ngo to x: (-217) y: (-16)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (costume3 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000000)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (-1)\n if <not <touching color (#000000)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000000)?> then\n change y by (-2)\n if <touching color (#000000)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n if <touching color (#9a0000)?> then\n play sound [Coin v] until done\n go to x: (-217) y: (-16)\n next backdrop\n end\nend\n\nwhen flag clicked\nforever\n if <touching (waterrrrr v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (wateeeeeeer v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (wwwwwater v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spiky boi v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (waaaaaater v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lily pad boi v)?> then\n change [yv v] by (12)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikesksksks v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (another lily pad boi v)?> then\n change [yv v] by (12)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (another spiky boi v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (watttttteeeeeerrrrrrr v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (waaaaaater v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (watttttttttttterrrrr v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lily boi #1 v)?> then\n change [yv v] by (18)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lily boi #2 v)?> then\n change [yv v] by (18)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lily boi #3 v)?> then\n change [yv v] by (18)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lily boi #4 v)?> then\n change [yv v] by (18)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (lily boi #5 v)?> then\n change [yv v] by (18)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (more lily bois v)?> then\n change [yv v] by (15)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (retaw v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (retaw again v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (coin boi v)?> then\n play sound [Connect v] until done\n end\nend\n\n@Sun Boi\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (1) seconds\nshow\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\nend\n\n@Music\n\nwhen flag clicked\nwait (1) seconds\nstart sound [Main Theme v]\nforever\n wait (178) seconds\n start sound [Main Theme v]\nend\n\nwhen flag clicked\nforever\n if <key (o v) pressed?> then\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n start sound [Main Theme v]\n end\nend\n\n@Waterrrrr\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [2]>\nshow\nforever\n if <(backdrop [number v]) > [2]> then\n hide\n end\n if <(backdrop [number v]) < [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [2]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n show\n end\nend\n\n@Wateeeeeeer\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [3]>\nshow\nforever\n if <(backdrop [number v]) < [3]> then\n hide\n end\n if <(backdrop [number v]) > [3]> then\n hide\n end\n if <(backdrop [number v]) = [3]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\nend\n\n@Wwwwwater\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [4]>\nshow\nforever\n if <(backdrop [number v]) < [4]> then\n hide\n end\n if <(backdrop [number v]) > [4]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\nend\n\n@Spiky Boi\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [4]>\ngo to x: (18) y: (-47)\nforever\n if <(backdrop [number v]) = [1]> then\n hide\n end\n if <(backdrop [number v]) = [4]> then\n show\n go to x: (18) y: (-47)\n forever\n glide (1.5) secs to x: (170) y: (-47)\n glide (1.5) secs to x: (18) y: (-47)\n end\n end\n if <(backdrop [number v]) < [4]> then\n hide\n end\n if <(backdrop [number v]) > [4]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [4]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [4]>> then\n hide\n end\nend\n\n@Waaaaaater\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [5]>\nshow\nforever\n if <(backdrop [number v]) < [5]> then\n hide\n end\n if <(backdrop [number v]) > [5]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\nend\n\n@Lily Pad Boi\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [5]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n show\n end\nend\n\n@Watttttttttttterrrrr\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [5]>\nshow\nforever\n if <(backdrop [number v]) < [5]> then\n hide\n end\n if <(backdrop [number v]) > [5]> then\n hide\n end\n if <(backdrop [number v]) = [5]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [6]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n show\n end\nend\n\n@Another Lily Pad Boi\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [6]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n show\n end\nend\n\n@Another Spiky Boi\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [6]>\ngo to x: (18) y: (-47)\nforever\n if <(backdrop [number v]) = [6]> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n show\n go to x: (-30) y: (25)\n forever\n glide (0.8) secs to x: (102) y: (25)\n glide (0.8) secs to x: (-30) y: (25)\n end\n end\n if <(backdrop [number v]) < [6]> then\n hide\n end\n if <(backdrop [number v]) > [6]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [6]>> then\n hide\n end\nend\n\n@Spikesksksks\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [7]>\nshow\nforever\n if <(backdrop [number v]) < [7]> then\n hide\n end\n if <(backdrop [number v]) > [7]> then\n hide\n end\n if <(backdrop [number v]) = [7]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\nend\n\n@Lily Boi #1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\nend\n\n@Lily Boi #2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\nend\n\n@Lily Boi #3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\nend\n\n@Lily Boi #4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\nend\n\n@Lily Boi #5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\nend\n\n@Water\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [8]>\nshow\nforever\n if <(backdrop [number v]) < [8]> then\n hide\n end\n if <(backdrop [number v]) > [8]> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\nend\n\n@More Lily Bois\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n show\n end\nend\n\n@retaW\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [9]>\nshow\nforever\n if <(backdrop [number v]) < [9]> then\n hide\n end\n if <(backdrop [number v]) > [9]> then\n hide\n end\n if <(backdrop [number v]) = [9]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\nend\n\n@Coin Boi\n\nwhen flag clicked\nset [show portal v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [9]> and <touching (cartoon boi v)?>> then\n switch backdrop to (backdrop 10 v)\n set [show portal v] to [1]\n forever\n if <(backdrop [number v]) = [9]> then\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nif <<(backdrop [number v]) = [9]> and <touching (cartoon boi v)?>> then\n set [show portal v] to [1]\nend\n\n@retaW Again\n\nwhen flag clicked\nhide\nwait until <(backdrop [number v]) = [10]>\nshow\nforever\n if <(backdrop [number v]) < [10]> then\n hide\n end\n if <(backdrop [number v]) > [10]> then\n hide\n end\n if <(backdrop [number v]) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n wait (0.8) seconds\n switch costume to (costume2 v)\n wait (0.8) seconds\nend\n\n@Epic Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n | Hello everyone! I hope everyone is well! This platformer took a while to make, so a heart would be much appreciated! This is probably one of my best games so far! I hope you enjoy! :p\n\nThere are a few harder levels, but they are all possible. Sometimes you have to bounce on the lily pads multiple times before you are launched. They're pretty much just trampolines.\n\nTotal work time: 6-8 hours or so with testing and all that stuff\n\nControls are in the game (Red is the portal to the next level. It's good for once!)\nI'm also trying to get to 1,000 followers, so a follow would be greatly appreciated as well :)\n\nAlso, what's your favorite game right now? Comment down below :)\n\nThanks so much,\n-Mini\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n100K views and a 100 level platformer lol |
World Platformer | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\nforever\n if <(Stage) = [6]> then\n switch backdrop to (2 v)\n end\n if <(Stage) = [10]> then\n switch backdrop to (3 v)\n end\n if <(Stage) = [16]> then\n switch backdrop to (4 v)\n end\nend\n\nwhen I receive [start v]\nforever\n play sound [Tobu - Hope.mp3 v] until done\nend\n\n@Player\n\nhide\n\nnext backdrop\n\nif <(Stage) = [19]> then\n set [โ your time v] to (timer)\n broadcast (่จ้ฒ่กจ็คบ v)\n show variable [โ world record v]\n show variable [โ your time v]\n if <(โ World Record) > [50]> then\n set [โ world record v] to (โ Your Time)\n end\n stop [this script v]\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nstart sound [BGM v]\n\nchange y by ((0) - (y))\nset [y v] to [0]\n\nwhen I receive [start v]\ngo to x: (-188) y: (-75)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I receive [start v]\nhide variable [โ world record v]\nhide variable [โ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\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 set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\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 [y 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 [0]\n end\n if <touching (saw v)?> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n go to x: (-188) y: (-75)\n end\n if <touching (red bar v)?> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n go to x: (-188) y: (-75)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (don't touch v)?> then\n set [x v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n go to x: (-188) y: (-75)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (ใขใใกใผใทใงใณ v)\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n switch costume to (2 v)\n if <[-166] > (y position)> then\n go to x: (-189) y: (-75)\n end\n else\n switch costume to (1 v)\n if <[-166] > (y position)> then\n go to x: (-188) y: (-75)\n end\n end\n if <(x position) > [215]> then\n broadcast (Goal v)\n go to x: (-188) y: (-75)\n end\nend\n\nwhen flag clicked\nhide\n\nset [โ world record v] to [200]\n\n@Ground\n\nwhen I receive [goal v]\nnext costume\n\nwhen I receive [start v]\nshow\ngo to [back v] layer\nswitch costume to (ใณในใใฅใผใ 1 v)\nforever\n set [stage v] to (costume [number v])\nend\n\nwhen flag clicked\nswitch costume to (ใณในใใฅใผใ 1 v)\nhide variable [โ world record v]\nhide variable [โ your time v]\nhide\n\n@ในใใฉใคใ3\n\nwhen flag clicked\nhide\n\nwhen I receive [่กจ็คบ v]\nset [ghost v] effect to (15)\ngo to x: (0) y: (0)\nswitch costume to (2 v)\nshow\n\nwhen I receive [่จ้ฒ่กจ็คบ v]\nhide\n\nwhen I receive [start v]\nshow\n\n@ๆฐๅญ2\n\nwhen I receive [ใฟใคใใผๆญขใใ v]\nstop [other scripts in sprite v]\n\nwhen I receive [่จ้ฒ่กจ็คบ v]\nstop [other scripts in sprite v]\nbroadcast (ๆถใ! v)\nwait (0.5) seconds\nๆธใ (CLEARใพใงใซใใใฃใๆ้) X [-190] Y [80] ๅคงใใ [180] ๆใใ [-100] ้ๆๅบฆ [50] ่ฒ [0]\nif <(โ ใใคในใณใข) > (CLEARใพใงใซใใใฃใๆ้)> then\n set [โ ใใคในใณใข v] to (CLEARใพใงใซใใใฃใๆ้)\nend\nๆธใ (โ ใใคในใณใข) X [-190] Y [5] ๅคงใใ [180] ๆใใ [0] ้ๆๅบฆ [50] ่ฒ [0]\n\nwhen I receive [่กจ็คบ v]\nbroadcast (ๆถใ! v)\n\ndefine ๆธใ (ๆฐๅญ) X (x) Y (y) ๅคงใใ (ๅคงใใ) ๆใใ (ๆใใ) ้ๆๅบฆ (้ๆๅบฆ) ่ฒ (่ฒ)\nset [color v] effect to (่ฒ)\nset [ๆธใใ? v] to [0]\nhide\ngo to [front v] layer\ngo to x: (x) y: (y)\nset size to (ๅคงใใ) %\nset [brightness v] effect to (ๆใใ)\nset [ghost v] effect to (้ๆๅบฆ)\nset [ๆฐๅญใฎๅคๆฐ v] to [0]\nrepeat (length of (ๆฐๅญ))\n change [ๆฐๅญใฎๅคๆฐ v] by (1)\n switch costume to (letter (ๆฐๅญใฎๅคๆฐ) of (ๆฐๅญ))\n create clone of (_myself_ v)\n change x by ((ๅคงใใ) / (9.5))\nend\nset [ๆธใใ? v] to [1]\n\nwhen I start as a clone\ngo to [front v] layer\nwait until <(ๆธใใ?) = [1]>\nshow\n\nwhen I receive [ๆถใ! v]\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [start v]\nset [clearใพใงใซใใใฃใๆ้ v] to [0]\nforever\n ๆธใ (CLEARใพใงใซใใใฃใๆ้) X [160] Y [148] ๅคงใใ [100] ๆใใ [-100] ้ๆๅบฆ [50] ่ฒ [0]\n wait (0.9) seconds\n broadcast (ๆถใ! v)\n change [clearใพใงใซใใใฃใๆ้ v] by (1)\nend\n\nwhen I receive [start v]\nshow\n\n@Bouncer \n\nwhen I receive [let's go v]\nhide\n\nwait (1.5) seconds\n\ngo to x: (-92) y: (-132)\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [4]> then\n show\n go to x: (-70) y: (-132)\n else\n if <(Stage) = [11]> then\n go to x: (-111) y: (-126)\n show\n else\n hide\n end\n end\nend\n\ngo to x: (-109) y: (-90)\n\nwhen I receive [ใขใใกใผใทใงใณ v]\nswitch costume to (ใณในใใฅใผใ 1 v)\nwait (0.05) seconds\nswitch costume to (ใณในใใฅใผใ 2 v)\nwait (0.05) seconds\nswitch costume to (ใณในใใฅใผใ 3 v)\nwait (0.05) seconds\nswitch costume to (ใณในใใฅใผใ 4 v)\nwait (0.05) seconds\nswitch costume to (ใณในใใฅใผใ 1 v)\n\nshow\ngo to x: (-50) y: (-109)\n\ngo to x: (-109) y: (-90)\n\n@Don't touch\n\nwhen flag clicked\nswitch costume to (ใณในใใฅใผใ 1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [goal v]\nnext costume\n\n@ในใใฉใคใ1\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@ในใใฉใคใ4\n\nwhen flag clicked\nset [ใฟใผใๅฏพ็ญ v] to [0]\nwait (1) seconds\n\nwhen flag clicked\nforever\n set [ใฟใผใๅฏพ็ญ v] to [0]\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\nset [ใฟใผใๅฏพ็ญ v] to [0]\nforever\n repeat (50)\n change [ใฟใผใๅฏพ็ญ v] by (1)\n end\n say ((pick random (1) to (10)) + ((pick random (1) to (10)) / (pick random (1) to (10))))\n say []\nend\n\nwhen flag clicked\nforever\n if <[39] < (ใฟใผใๅฏพ็ญ)> then\n set [ใฟใผใๅฏพ็ญ v] to [0]\n broadcast (ๆๅพ v)\n stop [all v]\n end\nend\n\n@Saw\n\nwhen flag clicked\nhide\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [8]> then\n go to x: (-11) y: (-146)\n set size to (70) %\n show\n else\n hide\n end\nend\n\ngo [forward v] (1) layers\n\ngo to x: (11) y: (-132)\n\nif <(Stage) = [9]> then\n go to x: (18) y: (135)\n set size to (70) %\n show\nelse\nend\n\ngo to x: (5) y: (-95)\n\ngo to x: (11) y: (-132)\n\nshow\n\n@red bar\n\nwhen flag clicked\nforever\n if <(Stage) = [12]> then\n show\n go to x: (9) y: (-37)\n repeat until <(Stage) = [13]>\n glide (2) secs to x: (9) y: (32)\n glide (2) secs to x: (9) y: (-37)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [13]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen I receive [fade v]\ndelete this clone\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to x: (0) y: (0)\n point in direction (90)\n show\n switch costume to (background v)\n go to [back v] layer\n forever\n if <(uservanish) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (background v)\n go to [back v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n wait (0.4) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nend\nif <(id) = [1]> then\n go to x: (700) y: (0)\n show\n point in direction (90)\n go to [front v] layer\n Smooth Glide to x [0] y [0] Speed [4]\n hide\n delete this clone\nend\nif <(id) = [2]> then\n set size to (0) %\n show\n switch costume to (my icon v)\n go to [front v] layer\n go to x: (0) y: (35)\n repeat (16)\n turn right (22.5) degrees\n change size by (6.25)\n end\n point in direction (90)\n set size to (100) %\n forever\n if <(end?) = [0]> then\n point in direction ((([cos v] of ((sine) * (18)) ) * (10)) + (90))\n change [sine v] by (1)\n else\n repeat (24)\n turn right (-16.875) degrees\n change size by (-4.6875)\n end\n broadcast (fade v)\n delete this clone\n end\n end\nend\nif <(id) = [3]> then\n point in direction (90)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (700) y: (0)\n Smooth Glide to x [0] y [0] Speed [4]\n forever\n if <(uservanish) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n Smooth Glide to x [0] y [25] Speed [3]\n Smooth Glide to x [0] y [-99] Speed [3]\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [end? v] to [0]\nstart sound [Inferno4 v]\nhide\nset [uservanish v] to [0]\nset [sine v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\nrepeat (3)\n switch costume to (slide v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (slide2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset volume to (100) %\nwait (7) seconds\nset [end? v] to [1]\nset [uservanish v] to [1]\nbroadcast (Start v)\n\nwhen I receive [fade v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nbroadcast (end intro v)\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\ngo to [front v] layer\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n repeat (10)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n go to [front v] layer\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\nwhen I receive [start v]\nforever\n if <(Stage) = [6]> then\n show\n end\n if <(Stage) = [9]> then\n hide\n end\nend\n\n | ๆใไบๅๆผใ\nPress the flag twice\n\nLeft / right key movement\nUp key jump\nDown key Crouch\n\nๅทฆๅณใญใผ็งปๅ\nไธใญใผใธใฃใณใ\nไธใญใผใใใใ |
AUTUMN - || Scrolling Platformer #Games | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@Player\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (13)\n change [ghost v] effect by (4)\n change [pixelate v] effect by (2)\n change size by (-7)\n change [color v] effect by (-0.7)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n broadcast (RESET v)\n end\n if <<touching (checkpoint v)?> and <touching (spikes v)?>> then\n broadcast (RESET2 v)\n end\n create clone of (_myself_ v)\nend\n\nif <touching color (#6f78ff)?> then\n set [y velocity v] to [21]\nend\n\nwhen flag clicked\ngo to x: (0) y: (-65)\nset size to (100) %\nswitch costume to (1 v)\n\nwhen flag clicked\n\nif then\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to x: (12) y: (-9)\nset [y v] to [0]\nset [my variable v] to [0]\nforever\n change [y v] by (1)\n if <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> then\n change [my variable v] by (1)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>> then\n change [my variable v] by (-1)\n end\n set [my variable v] to ((my variable) * (0.9))\n change x by (my variable)\n if <touching (player v)?> then\n change y by (-1)\n end\n if <touching (player v)?> then\n change y by (-1)\n end\n if <touching (player v)?> then\n change y by (-1)\n end\n if <touching (player v)?> then\n change y by (-1)\n end\n if <touching (player v)?> then\n change y by (4)\n change x by ((my variable) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > [-50]> and <mouse down?>>> then\n set [y v] to [-15]\n if <([abs v] of (my variable) ) = (my variable)> then\n set [my variable v] to [-10]\n else\n set [my variable v] to [10]\n end\n else\n set [my variable v] to [0]\n end\n end\n change y by (Y)\n if <touching (player v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (1)\n if <<<key (up arrow v) pressed?> or <<(mouse y) > [-50]> and <mouse down?>>> and <touching (player v)?>> then\n set [y v] to [-15]\n end\n change y by (-1)\n if <(y position) > [190]> then\n set [my variable v] to [0]\n set [y v] to [0]\n go to x: (0) y: (-50)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (12) y: (-9)\n\nwhen I receive [next level v]\ngo to x: (12) y: (-9)\nnext costume\n\nwhen I receive [reset2 v]\ngo to x: (394) y: (20)\n\n@Decor\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n go to x: ([x position v] of [platform v]) y: ([y position v] of [platform v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Decor2\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n go to x: ([x position v] of [platform v]) y: ([y position v] of [platform v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Grass\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (19) layers\nforever\n go to x: ([x position v] of [platform v]) y: ([y position v] of [platform v])\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (7) layers\nforever\n go to x: ([x position v] of [platform v]) y: ([y position v] of [platform v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow variable [time: v]\nset [time: v] to [0]\nforever\n wait (0.7) seconds\n change [time: v] by (1)\nend\n\nwhen [timer v] > (Timer)\nhide variable [time: v]\n\nwhen flag clicked\nset [timer v] to [0.1]\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\n@Trees2\n\nwhen flag clicked\nhide\n\n@Trees4\n\nwhen flag clicked\nhide\n\n@Trees3\n\nwhen flag clicked\nhide\n\n@Grass1\n\nwhen flag clicked\nhide\n\n@Grass2\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (36) y: (28)\nhide\nset [timer v] to [0.1]\nforever\n set [timer v] to ((timer) + (0.1))\nend\n\nwhen [timer v] > (Timer)\nshow\n\n@Intro2\n\nwhen I start as a clone\nshow\nset size to (0) %\nswitch costume to (template v)\ngo to x: (0) y: (0)\npoint in direction (90)\nrepeat (30)\n set [y bounce v] to (((y bounce) * (0.5)) + (((50) - (size)) / (4)))\n change size by (y bounce)\nend\nrepeat (20)\n change size by ((sizeAccelerator) * (-1))\n turn left (2) degrees\nend\nhide\ndelete this clone\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nchange [ghost v] effect by (5)\n\nwhen flag clicked\nset [sizeaccelerator v] to [-5]\nset [ghost v] effect to (0)\nstart sound [dweep v]\nset size to (0) %\nswitch costume to (xxaxx v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nset [id v] to [start]\ngo to [front v] layer\ncreate clone of (_myself_ v)\ngo to [front v] layer\nrepeat (30)\n set [y bounce v] to (((y bounce) * (0.7)) + (((50) - (size)) / (3)))\n change size by (y bounce)\nend\nset size to (50) %\nset [sine v] to [0]\nstart sound [swoosh v]\nrepeat (20)\n change [sizeaccelerator v] by (0.7)\n change size by ((sizeAccelerator) * (-1))\n turn left (2) degrees\nend\nset [intro v] to [1]\nhide\n\nwhen flag clicked\nwait (2) seconds\nif <(costume [number v]) = [1]> then\n start sound [grow v]\nend\nrepeat until <(size vel) < [0]>\n turn left ((size vel) * (0.3)) degrees\n change size by (size vel)\nend\nset [sine v] to [0]\nset [swoosh? v] to [y]\nif <(costume [number v]) = [1]> then\n start sound [swoosh v]\n repeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (-20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\n end\n repeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (-20))\n turn right (((90) - (direction)) / (3)) degrees\n end\nelse\n repeat until <(x position) < [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (([tan v] of ((sine) * (8)) ) * (20)) degrees\n end\n repeat until <(x position) > [0]>\n set x to (([tan v] of ((sine) * (8)) ) * (20))\n turn right (((90) - (direction)) / (3)) degrees\n end\nend\nstart sound [wop v]\nbroadcast (explode v)\nset [swoosh? v] to [n]\nrepeat until <(size) < [10]>\n turn left ((size vel) * (0.3)) degrees\n change size by (size vel)\nend\nhide\n\n | -AUTUMN-\n\nScrolling platformer!\nUse arrow keys to move!\nMobile friendly!\n |
Around the world - a platformer - #game #all | @Stage\n\nwhen flag clicked\nswitch backdrop to (backgroundcastles v)\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n switch backdrop to (backgroundforest v)\n end\n if <(level) = [11]> then\n switch backdrop to (backgroundempty v)\n end\nend\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (dirtmid v)\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n broadcast (new background v) and wait\n end\nend\n\n@Player\n\nwhen I start as a clone\nchange [ghost v] effect by (20)\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-6)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-220) y: (-100)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset size to (50) %\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (.8))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels 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) > [239]> then\n broadcast (next level v)\n end\n if <<touching (danger2 v)?> or <touching (danger v)?>> then\n broadcast (oh no v)\n repeat (10)\n change [ghost v] effect by (2)\n change size by (-4)\n turn right (5) degrees\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (50) %\n set [ghost v] effect to (0)\n go to x: (-220) y: (-100)\n point in direction (90)\n end\n if <touching (bounce v)?> then\n set [yv v] to [15]\n end\n if <touching (speed v)?> then\n set [xv v] to [21]\n end\nend\n\nwhen flag clicked\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-220) y: (-100)\nset [ghost v] effect to (0)\n\n@Danger\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger2\n\nwhen flag clicked\ngo [backward v] (3) layers\nshow\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (90)\nrepeat (9)\n turn left (1) degrees\nend\nrepeat (4)\n turn left (.5) degrees\nend\nforever\n repeat (18)\n turn right (1) degrees\n end\n repeat (4)\n turn right (.5) degrees\n end\n repeat (18)\n turn left (1) degrees\n end\n repeat (4)\n turn left (.5) degrees\n end\nend\n\nwhen flag clicked\nrepeat (10)\n show\nend\nset size to (25) %\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n repeat until <(size) = [30]>\n change size by (1)\n end\n else\n set [ghost v] effect to (0)\n repeat until <(size) = [25]>\n change size by (-1)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level v) and wait\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n hide\n end\nend\n\n@audio-150191_960_720\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\nset size to (10) %\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (25)\n repeat until <(size) = [15]>\n change size by (1)\n end\n else\n set [ghost v] effect to (0)\n repeat until <(size) = [10]>\n change size by (-1)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nrepeat (9)\n turn left (1) degrees\nend\nrepeat (4)\n turn left (.5) degrees\nend\nforever\n repeat (18)\n turn right (1) degrees\n end\n repeat (4)\n turn right (.5) degrees\n end\n repeat (18)\n turn left (1) degrees\n end\n repeat (4)\n turn left (.5) degrees\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (15) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nset volume to (15) %\nforever\n play sound [TheFatRat - Epic \(Jackpot EP Track 2\) v] until done\nend\n\n@Bounce\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(level) < [7]> then\n hide\n end\n if <(level) = [7]> then\n go to x: (-65) y: (-105)\n show\n end\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (player v)?> or <touching (sprite2 v)?>> then\n repeat until <(costume [number v]) = [4]>\n next costume\n end\n else\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n else\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-210) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (6)\nend\nrepeat (5)\n change y by (-3)\nend\nrepeat (5)\n change y by (3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (-6)\nend\nhide\n\nwhen I start as a clone\ngo to x: (0) y: (-50)\nshow\ngo to [front v] layer\nrepeat (12)\n change y by (9)\nend\nrepeat (5)\n change y by (-3)\nend\nrepeat (5)\n change y by (1)\nend\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n if <(costume [number v]) = [2]> then\n if <mouse down?> then\n set [costume v] to [2]\n repeat (25)\n change y by (-10)\n end\n hide\n delete this clone\n end\n else\n if <(costume [number v]) = [3]> then\n if <mouse down?> then\n set [costume v] to [1]\n repeat (25)\n change y by (-15)\n end\n hide\n delete this clone\n end\n end\n end\n else\n set [ghost v] effect to (0)\n end\n if <(Costume) > [0.99]> then\n repeat (25)\n change y by (-15)\n end\n hide\n delete this clone\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [costume v] to [0.9]\n\nwhen I receive [begin v]\nset [costume v] to [0.9]\nwait (0.1) seconds\nset [costume v] to [0.9]\nwait (0.2) seconds\nset [costume v] to [0.9]\n\n | โบ AROUND THE WORLD โบ\n\n-Instructions-\nArrow keys or hold down to move.\n\nDon't touch spikes, lava or cold water.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHello there! Love, fav follow for more!!!!!!!!\nClick here to propose this project to be featured:\nhttps://scratch.mit.edu/studios/4228481/comments/\n\n\n\n |
La forรชt aux nampignons || Un platformer | @Stage\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [start v]\nforever\n switch backdrop to (join [level ] (level))\nend\n\nwhen I receive [start v]\nforever\n play sound [0097 v] until done\nend\n\nwhen I receive [start v]\nforever\n play sound [Podington_Bear_-_Starling v] until done\nend\n\nwhen I receive [start v]\nset [level v] to [1]\n\n@Nampi\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <<<not <touching color (#cd0000)?>> and <not <touching color (#cc6900)?>>> and <<not <touching color (#ccaa00)?>> and <not <touching color (#6b4e38)?>>>>\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 [v - y v] to [0]\nend\n\nwhen flag clicked\nhide\n\ndefine walk\nset rotation style [left-right v]\nif <<key (right arrow v) pressed?> or <(right arrow) = [1]>> then\n set [pressed arrow v] to [right]\n point in direction (90)\n set [v - x v] to [5]\nend\nif <<key (left arrow v) pressed?> or <(left arrow) = [1]>> then\n set [pressed arrow v] to [left]\n point in direction (-90)\n set [v - x v] to [-5]\nend\nchange x by (v - x)\nchange [v - x v] by ((0) - ((v - x) / (5)))\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <<<not <touching color (#cd0000)?>> and <not <touching color (#cc6900)?>>> and <<not <touching color (#ccaa00)?>> and <not <touching color (#6b4e38)?>>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n set [v - x v] to [0]\n if <(pressed arrow) = [right]> then\n change x by (-5)\n end\n if <(pressed arrow) = [left]> then\n change x by (5)\n end\n change y by ((0) - (slope))\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\ngo to x: (-200) y: (-30)\nforever\n if <touching (level end v)?> then\n change [level v] by (1)\n go to x: (-200) y: (-30)\n end\nend\n\nwhen I receive [start v]\nforever\n if <color (#bb7d4b) is touching (#69583f)?> then\n set [v - y v] to [20]\n wait until <not <color (#bb7d4b) is touching (#69583f)?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <<color (#bb7d4b) is touching (#862121)?> or <(y position) < [-180]>> then\n set [v - x v] to [0]\n set [v - y v] to [0]\n go to x: (-200) y: (-30)\n wait until <<not <color (#bb7d4b) is touching (#862121)?>> and <not <(y position) = [-180]>>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <<<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <(jump button) = [1]>> and <(falling) < [3]>> then\n set [v - y v] to [12]\n end\nend\n\nwhen I receive [start v]\nset [v - y v] to [0]\nforever\n switch costume to (collisions v)\n set [touching ground v] to [0]\n if <<(v - y) < [4]> or <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <(jump button) = [1]>>> then\n change [v - y v] by (-1)\n else\n change [v - y v] by (-2)\n end\n change y by (v - y)\n touch ground <(v - y) > [0]>\n if <(v - y) > [1]> then\n switch costume to (costume2 v)\n else\n if <(v - y) < [-1]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [start v]\nset [v - x v] to [0]\nforever\n set [pressed arrow v] to [0]\n walk\nend\n\nwhen I receive [jump v]\nset [jump button v] to [1]\nwait (0.01) seconds\nset [jump button v] to [0]\n\nwhen flag clicked\nset [jump button v] to [0]\nset [left arrow v] to [0]\nset [right arrow v] to [0]\n\nwhen I receive [left v]\nset [left arrow v] to [1]\nwait (0.01) seconds\nset [left arrow v] to [0]\n\nwhen I receive [right v]\nset [right arrow v] to [1]\nwait (0.01) seconds\nset [right arrow v] to [0]\n\nset [level v] to [1]\n\nchange [level v] by (1)\n\n@Level end\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(level) < [15]> then\n show\n else\n hide\n end\nend\n\n@Leaves\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (25)\nrepeat (100)\n change y by (-1)\n change [ghost v] effect by (0.75)\nend\ndelete this clone\n\nwhen I receive [start v]\nset rotation style [left-right v]\nforever\n switch costume to (pick random (1) to (2))\n point in direction (pick random (-90) to (90))\n go to x: (pick random (-240) to (240)) y: (pick random (0) to (150))\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\n@Thumbail\n\nwhen flag clicked\nhide\n\n@intro\n\ndefine Intro\nset [intro end v] to [0]\nset [zoom v] to [0]\nhide\nset [clone v] to [1]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [clone v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [clone # v] to (clone)\nshow\nif <(clone #) = [1]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (background 1 v)\n go to [back v] layer\n start sound [KK_Island v]\nend\nif <(clone #) = [2]> then\n point in direction (90)\n go to x: (10) y: (-10)\n set size to (50) %\n switch costume to (circle v)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [clone v] to [3]\n create clone of (_myself_ v)\n glide (0.1) secs to x: (0) y: (0)\n wait (0.1) seconds\n set [clone v] to [4]\n create clone of (_myself_ v)\n wait (0.25) seconds\n start sound [smw_fireball v]\nend\nif <(clone #) = [3]> then\n point in direction (90)\n go to x: (10) y: (-10)\n set [ghost v] effect to (25)\n set size to (50) %\n switch costume to (shadow v)\n go to [front v] layer\n go [backward v] (1) layers\n show\nend\nif <(clone #) = [4]> then\n point in direction (180)\n go to x: (0) y: (0)\n set size to (50) %\n set [ghost v] effect to (100)\n switch costume to (lezard v)\n go to [front v] layer\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\nend\nif <(clone #) = [5]> then\n point in direction (90)\n go to x: (0) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n switch costume to (samuelbenoit v)\n go to [front v] layer\n wait (0.5) seconds\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.25) seconds\n set [intro end v] to [1]\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nIntro\n\nwhen I start as a clone\nif <(clone #) = [4]> then\n repeat (10)\n turn left (9) degrees\n end\n wait (0.5) seconds\n set [zoom v] to [1]\nend\n\nwhen I start as a clone\nif <(clone #) = [2]> then\n wait until <(zoom) = [1]>\n repeat (40)\n switch costume to (size hack v)\n change size by (zoom speed)\n switch costume to (circle v)\n end\n wait until <(zoom) = [0]>\n delete this clone\nend\nif <(clone #) = [3]> then\n wait until <(zoom) = [1]>\n repeat (40)\n switch costume to (size hack v)\n change size by (zoom speed)\n switch costume to (shadow v)\n end\n wait until <(zoom) = [0]>\n delete this clone\nend\nif <(clone #) = [4]> then\n wait until <(zoom) = [1]>\n set [zoom speed v] to [0]\n repeat (40)\n switch costume to (size hack v)\n change size by (zoom speed)\n switch costume to (lezard v)\n change [zoom speed v] by (0.5)\n end\n set [zoom v] to [0]\n delete this clone\nend\nif <(clone #) = [1]> then\n wait until <(zoom) = [1]>\n wait until <(zoom) = [0]>\n switch costume to (background 2 v)\n set [clone v] to [5]\n create clone of (_myself_ v)\nend\n\nwait until <(intro end) = [1]>\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen I start as a clone\nif <(clone #) = [1]> then\n wait until <(intro end) = [1]>\n wait (1) seconds\n repeat (100)\n change volume by (-1)\n end\n stop all sounds\n broadcast (START v)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(intro end) = [2]> then\n stop all sounds\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [intro end v] to [2]\n broadcast (START v)\n stop [this script v]\n end\nend\n\n@left arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (40)\n broadcast (left v)\n else\n set [ghost v] effect to (50)\n end\nend\n\n@right arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (40)\n broadcast (right v)\n else\n set [ghost v] effect to (50)\n end\nend\n\n@jump\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (40)\n broadcast (jump v)\n else\n set [ghost v] effect to (50)\n end\nend\n\n | Flรจches gauche et droite pour se dรฉplacer.\nFlรจche du haut / Espace pour sauter.\n\nUne fois que tu as fini le jeu, il faut cliquer sur le petit coeur et la petite รฉtoile au-dessous de l'รฉcran du jeu, puis sur mon profil et enfin "Suivre". x)\n\nLeft and right arrows to move.\nUp arrow / Space to jump.\n\nOnce you have finished the game, click on the little heart and the little star below the game screen, then on my profile and finally "Follow". x) |
Black Lives MatterII a platformer | @Stage\n\nwhen flag clicked\nwait (1) seconds\nforever\n play sound [Black Lives Matter v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nhide\nwait (1) seconds\nshow\n\ndefine DIE\nset [ghost v] effect to (0)\nrepeat (4)\n change [ghost v] effect by (25)\nend\ngo to x: (-221) y: (-27)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nshow\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nset size to (50) %\n\nwhen flag clicked\nswitch costume to (stand v)\npoint in direction (90)\n\nwhen flag clicked\nshow\ngo to x: (-221) y: (68)\nset [x v] to [0]\nset [y v] to [0]\nset size to (50) %\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor 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 <(y position) < (mouse y)>>> then\n set [y v] to [12]\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 (floor 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 <(y position) < (mouse y)>>> and <touching (floor v)?>> then\n set [y v] to [12]\n end\n change y by (2)\n if <<<(y position) < [-160]> and <touching (_edge_ v)?>> or <touching (danger v)?>> then\n DIE\n end\n if <touching (trampoline v)?> then\n set [y v] to [22]\n end\n if <not <([costume # v] of [floor v]) = [18]>> then\n if <(x position) > [222]> then\n broadcast (NEXT LEVEL v)\n end\n end\n if <touching (bug-fix v)?> then\n change y by (-4)\n end\nend\n\nwhen I receive [next level v]\nrepeat until <(transition) = [0]>\n go to x: (-221) y: (-27)\nend\n\nwhen I receive [restart v]\ngo to x: (-221) y: (-27)\n\nwhen flag clicked\nforever\n if <<(x) > [-1]> and <(x) < [0.9]>> then\n switch costume to (stand v)\n else\n next costume\n wait (0.05) seconds\n end\nend\n\n@Transition\n\nwhen flag clicked\ngo to x: (0) y: (318)\ngo to [front v] layer\nhide\nhide variable [transition v]\nset [transition v] to [0]\n\nwhen I receive [next level v]\nswitch costume to (pick random (1) to (2))\nshow\nset [transition v] to [1]\nglide (0.5) secs to x: (0) y: (0)\nwait (0.5) seconds\nglide (0.5) secs to x: (0) y: (318)\nset [transition v] to [0]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Floor\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (lvl 1 v)\nshow\n\nwhen I receive [next level v]\nwait (0.5) seconds\nnext costume\n\nwhen flag clicked\nhide variable [# v]\nhide variable [my variable v]\nhide variable [x v]\nhide variable [y v]\n\n@words\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to ([costume # v] of [floor v])\n if <(hide?) = [0]> then\n show\n else\n if <([costume # v] of [floor v]) = [11]> then\n show\n else\n hide\n end\n end\nend\n\n@Light\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (10)\n change size by (2)\n end\n wait (0.1) seconds\n repeat (10)\n change size by (-2)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <(transition) = [1]> then\n hide\n else\n show\n end\nend\n\n@RESTART\n\nwhen flag clicked\ngo to x: (-79) y: (-146)\npoint in direction (90)\nset size to (100) %\nforever\n repeat (15)\n turn right (1) degrees\n wait (0.01) seconds\n end\n repeat (15)\n turn left (1) degrees\n wait (0.01) seconds\n end\n repeat (15)\n turn right (1) degrees\n wait (0.01) seconds\n end\n repeat (15)\n turn left (1) degrees\n wait (0.01) seconds\n end\nend\n\nwhen this sprite clicked\nbroadcast (RESTART v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n if <([costume # v] of [floor v]) = [11]> then\n hide\n else\n show\n end\nend\n\n@Skip\n\nwhen flag clicked\ngo to x: (-182) y: (-146)\npoint in direction (90)\nset size to (100) %\nforever\n repeat (15)\n turn right (1) degrees\n wait (0.01) seconds\n end\n repeat (15)\n turn left (1) degrees\n wait (0.01) seconds\n end\n repeat (15)\n turn right (1) degrees\n wait (0.01) seconds\n end\n repeat (15)\n turn left (1) degrees\n wait (0.01) seconds\n end\nend\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n if <([costume # v] of [floor v]) = [11]> then\n hide\n else\n show\n end\nend\n\n@HIDE\n\nwhen flag clicked\ngo to x: (24) y: (-146)\npoint in direction (90)\nset size to (100) %\nset [hide? v] to [0]\nforever\n repeat (15)\n turn right (1) degrees\n wait (0.01) seconds\n end\n repeat (15)\n turn left (1) degrees\n wait (0.01) seconds\n end\n repeat (15)\n turn right (1) degrees\n wait (0.01) seconds\n end\n repeat (15)\n turn left (1) degrees\n wait (0.01) seconds\n end\n if <(hide?) = [0]> then\n switch costume to (hide v)\n else\n switch costume to (show v)\n end\nend\n\nwhen this sprite clicked\nif <(hide?) = [0]> then\n set [hide? v] to [1]\nelse\n set [hide? v] to [0]\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n if <([costume # v] of [floor v]) = [11]> then\n hide\n else\n show\n end\nend\n\n@danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nforever\n switch costume to ([costume # v] of [floor v])\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ngo to [front v] layer\nshow\n\n@Bug-fix\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (1000)\n if <([costume # v] of [floor v]) = [6]> then\n show\n else\n hide\n end\nend\n\n | |
Let's Make Bubble Tea // The Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (hi there v)\nset [tea choice v] to [0]\nhide variable [tea choice v]\n\nwhen flag clicked\nforever\n play sound [Dating Start! - Undertale v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [game end v]\nshow\ngo to [front v] layer\n\nset [level v] to [10]\n\n@Player\n\nwhen flag clicked\nshow\nset size to (30) %\nset [ghost v] effect to (0)\nswitch costume to (pick random (1) to (6))\ngo to x: (-235) y: (0)\nset [level v] to [1]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xv v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [yv v] to [15]\n end\n change y by (1)\n if <(x position) > [230]> then\n if <(level) = [7]> then\n go to x: (-224) y: (-100)\n else\n go to x: (-235) y: (0)\n end\n change [level v] by (1)\n broadcast (next level v)\n end\n if <(y position) = [-190]> then\n broadcast (ded v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-235) y: (0)\n set [ghost v] effect to (0)\n end\n if <touching (dangers v)?> then\n broadcast (ded v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n if <(level) = [10]> then\n go to x: (-224) y: (-133)\n else\n go to x: (-235) y: (0)\n end\n set [ghost v] effect to (0)\n end\nend\n\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\npoint in direction (-90)\n\npoint in direction (90)\n\nshow variable [level v]\n\nwhen flag clicked\n\nhide variable [level v]\n\nwhen I receive [game end v]\nhide\n\nwhen I receive [mango slush v]\nswitch costume to (mango slush v)\n\nwhen I receive [matcha milk v]\nswitch costume to (matcha milk tea v)\n\nwhen I receive [taro milk v]\nswitch costume to (taro milk tea v)\n\nwhen I receive [winter melon v]\nswitch costume to (winter melon milk tea v)\n\nwhen I receive [honey lemonade v]\nswitch costume to (honey lemonade v)\n\nwhen I receive [red bean v]\nswitch costume to (red bean milk tea v)\n\nwhen I receive [ded v]\n\ngo to x: (-235) y: (0)\n\n@Ground\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n broadcast (Game End v)\n end\nend\n\nwhen I receive [game end v]\nhide\n\ngo to [back v] layer\n\n@Dangers\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\nend\n\nwhen I receive [game end v]\nhide\n\n@Text\n\nwhen flag clicked\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [game end v]\nhide\n\n@Bubbles\n\nwhen flag clicked\ngo to x: (0) y: (-200)\ngo to [back v] layer\nshow\nforever\n create clone of (_myself_ v)\nend\n\ngo to [back v] layer\n\nwhen I start as a clone\nset [ghost v] effect to (50)\ngo to x: (pick random (200) to (-200)) y: (-200)\nglide (1) secs to (random position v)\ndelete this clone\n\npoint in direction (0)\nmove (10000) steps\n\n@Menu\n\nwhen flag clicked\nset [menu? v] to [Hide]\nshow\n\nwhen this sprite clicked\nbroadcast (Switch v)\n\nwhen I receive [switch v]\nif <(Menu?) = [Hide]> then\n set [menu? v] to [Show]\nelse\n set [menu? v] to [Hide]\nend\n\n@Mango Slush\n\nwhen flag clicked\nforever\n if <(Menu?) = [Hide]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (Mango Slush v)\n\n@Matcha Milk\n\nwhen flag clicked\nforever\n if <(Menu?) = [Hide]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (Matcha Milk v)\n\n@Taro Milk\n\nwhen flag clicked\nforever\n if <(Menu?) = [Hide]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (Taro Milk v)\n\n@Winter Melon\n\nwhen flag clicked\nforever\n if <(Menu?) = [Hide]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (Winter Melon v)\n\n@Honey Lemonade\n\nwhen flag clicked\nforever\n if <(Menu?) = [Hide]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (Honey Lemonade v)\n\n@Red Bean\n\nwhen flag clicked\nforever\n if <(Menu?) = [Hide]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (Red Bean v)\n\n | I'm planning to remix projects and make them as platformers! This is my first one! Let's Make Bubble Tea- but remixed as a platformer.\n\n800 VIEWS?!?! WOW!!!!\n\nWASD, arrow keys or mobile to move.\nPress the menu button to change skin.\nDifficulty: Medium |
Roblox platformer | @Stage\n\nwhen flag clicked\nset [death v] to [0]\nforever\n switch costume to (level)\nend\n\nwhen [e v] key pressed\nchange [skips v] by (1)\nbroadcast (message1 v)\n\n@roblox dude\n\nwhen flag clicked\nset [level v] to [1]\nset size to (50) %\ngo to x: (-200) y: (0)\nset [my variable v] to [0]\nset [y velocity v] to [0]\nforever\n Platform gravity: [-1] Jump height: [10] slide movement speed [3] friction [.7] slope [8]\nend\n\ndefine Platform gravity: (gravity) Jump height: (jump height) slide movement speed (movement speed) 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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(([abs v] of (Y velocity) ) / (Y velocity)) = [-1]>> * (jump height))\nend\nset [my variable v] to (((my variable) + ((<<key (a v) pressed?> or <key (left arrow v) pressed?>> * ((movement speed) * (-1))) + (<<key (d v) pressed?> or <key (right arrow v) pressed?>> * (movement speed)))) * (friction))\nchange x by (my variable)\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 (my variable) ) / (my variable)) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bad stuff v)?> then\n go to x: (-201) y: (0)\n change [death v] by (1)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-201) y: (0)\n\nwhen flag clicked\nforever\n play sound [DON'T CALL ME A NOOB SONG \(Official Roblox Music Video\) v] until done\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (costume2 v)\nend\nrepeat (10)\n change [fisheye v] effect by (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n switch costume to (only cotume2 v)\n else\n switch costume to (only cotume v)\n end\nend\n\n@ROBUX\n\nwhen flag clicked\nforever\n if <touching (roblox dude v)?> then\n change [level v] by (1)\n broadcast (message1 v)\n wait until <not <touching (roblox dude v)?>>\n end\n switch costume to (level)\nend\n\n@level\n\nwhen flag clicked\nset [skips v] to [0]\nforever\n switch costume to (costume1 v)\n if <(level) = [16]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen [e v] key pressed\nchange [level v] by (1)\n\n@BAD STUFF\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@death\n\nwhen flag clicked\ngo to x: (-250) y: (163)\nhide\nset [clone score v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [clone score v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone score) * (17)) + (-250)) y: (163)\n if <(length of (round (Death))) < (clone score)> then\n hide\n else\n show\n switch costume to (letter (clone score) of (Death))\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@Explainer\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\n\n@Level counter\n\nwhen flag clicked\nshow\nforever\n switch costume to (level)\n go to x: (-233) y: (123)\nend\n\nwhen I receive [hide v]\nhide\n\n@minimum deaths\n\nwhen flag clicked\ngo to x: (-250) y: (83)\nhide\nset [clone score v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [clone score v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n go to x: (((clone score) * (17)) + (-250)) y: (83)\n if <(length of (round (โ Least Deaths))) < (clone score)> then\n hide\n else\n show\n switch costume to (letter (clone score) of (โ Least Deaths))\n end\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nforever\n if <<<(Death) < (โ Least Deaths)> and <(level) = [16]>> and <(skips) = [0]>> then\n set [โ least deaths v] to (Death)\n end\nend\n\n | wads space and arrows to move. 15 levels last one is MY ABSOLUTE FAVOURITE GAME EVER. Press 'e' to skip the level and there are no wall jumps sorry.\nAlso can I get this viral or something (I know that never gonna happen) |
-- Clouds -- a scrolling platformer | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\n@player\n\nwhen flag clicked\nhide variable [time v]\nhide variable [โ world best v]\nhide\nbroadcast (show v)\nwait (1) seconds\nshow\nbroadcast (Green flag clicked v)\nbroadcast (Play game v)\nforever\n play sound [_-_In_The_Clouds_-_David_Fesliyan v] until done\nend\n\nwhen I receive [green flag clicked v]\nhide\ngo to [front v] layer\nset [time v] to [0]\n\nwhen I receive [play game v]\nreset timer\nset [level v] to [1]\nforever\n broadcast (reset v)\n broadcast (setup v)\n game on\n set size to (80) %\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\npoint in direction (90)\nset size to (80) %\nset [exit v] to []\nset [sy v] to [0]\nset [xpos v] to [0]\nset [ypos v] to [-70]\nset [in air? v] to [0]\nset [ghost v] effect to (0)\nshow\n\ndefine tick\nif <key (left arrow v) pressed?> then\n change x by [-8]\nend\nif <key (right arrow v) pressed?> then\n change x by [8]\nend\nif <<key (up arrow v) pressed?> and <not <touching color (#000dfe)?>>> then\n if <(in air?) < [4]> then\n set [sy v] to [16]\n end\nend\nif <touching color (#0000ff)?> then\n broadcast (trampolins v)\n set [sy v] to [32]\nend\nif <(sy) > [-24]> then\n change [sy v] by (-2)\nend\nchange y by (sy)\nif <<(SCROLL X) > [779]> and <(LEVEL) = [2]>> then\n set size to (50) %\nelse\n if <<<[-200] > (SCROLL X)> and <(SCROLL Y) > [720]>> or <(SCROLL X) < [-505]>> then\n set size to (150) %\n else\n set size to (80) %\n end\nend\nset [scroll x v] to (xPos)\nif <(LEVEL) < [3]> then\n if <(SCROLL X) < [-100]> then\n set [scroll x v] to [-100]\n end\nelse\n if <[200] < (SCROLL X)> then\n set [scroll x v] to [200]\n end\nend\nchange [scroll y v] by (round (((yPos) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nposition\nif <(yPos) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change y by (sy)\nchange [ypos v] by (sy)\nchange [in air? v] by (1)\nposition\nTest die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [ypos v] by (-1)\n else\n change [ypos 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: ((xPos) - (SCROLL X)) y: ((yPos) - (SCROLL Y))\n\ndefine change x by (sx)\nchange [xpos v] by (sx)\nposition\nif <<<(SCROLL X) < [-1426]> and <(SCROLL Y) < [140]>> and <(COLLECTED) = (COLLECTED MAX)>> then\n if <(time) = [0]> then\n set [time v] to (timer)\n show variable [โ world best v]\n show variable [time v]\n if <(โ world best) > (time)> then\n set [โ world best v] to (time)\n end\n stop [all v]\n end\nend\nTest die\nif <<touching (platforms v)?> or <touching (moving platform v)?>> then\n repeat (12)\n change [ypos v] by (1)\n position\n end\n if <not <<touching (platforms v)?> or <touching (moving platform v)?>>> then\n stop [this script v]\n end\n change [ypos v] by (-8)\n repeat until <not <<touching (platforms v)?> or <touching (moving platform v)?>>>\n if <(sx) > [0]> then\n change [xpos v] by (-1)\n else\n change [xpos v] by (1)\n end\n position\n end\nend\n\ndefine Game - die\nset [exit v] to []\nrepeat (3)\n hide\n wait (0.15) seconds\n change [ghost v] effect by (25)\n show\n start sound [Zoop v]\n wait (0.15) seconds\nend\nhide\nwait (0.4) seconds\n\ndefine Test die\nif <<touching color (#ff0000)?> or <key (r v) pressed?>> then\n set [exit v] to [die]\nend\n\ndefine Game - win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\n@platforms\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((xPos) - (SCROLL X)) ((yPos) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [xpos v] to [0]\nset [ypos v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume13 v)\n repeat (5)\n Clone at x [475] y: [0]\n end\n set [xpos v] to [1400]\n set [ypos v] to [475]\n Clone at x [300] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume9 v)\n set [xpos v] to [0]\n set [ypos v] to [0]\n repeat (3)\n Clone at x [475] y: [0]\n end\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume6 v)\n set [xpos v] to [0]\n set [ypos v] to [0]\n repeat (2)\n Clone at x [0] y: [475]\n end\n change [ypos v] by (-250)\n repeat (4)\n Clone at x [-475] y: [0]\n end\n set [ypos v] to [0]\n change [xpos v] by (150)\n Clone at x [150] y: [0]\n end\n end\nend\nset [ypos v] to [9999]\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 [xpos v] by (x)\nchange [ypos v] by (y)\nnext costume\n\n@collectables\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((xPos) - (SCROLL X)) ((yPos) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [Collect v]\n set [coins v] to (join (COLLECTED) (join [ / ] (COLLECTED MAX)))\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset size to (100) %\nset [collected max v] to [0]\nset [coins v] to [0]\nshow variable [coins v]\nhide\nset [xpos v] to [0]\nset [ypos v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x [146] y: [0]\n Clone at x [-20] y: [90]\n Clone at x [127] y: [164]\n Clone at x [432] y: [72]\n Clone at x [790] y: [80]\n Clone at x [1225] y: [-26]\n Clone at x [1269] y: [101]\n Clone at x [1613] y: [253]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [136] y: [50]\n Clone at x [-30] y: [90]\n set size to (50) %\n Clone at x [810] y: [-70]\n Clone at x [1078] y: [-59]\n Clone at x [1095] y: [102]\n Clone at x [959] y: [133]\n Clone at x [878] y: [175]\n Clone at x [995] y: [216]\n end\n if <(LEVEL) = [3]> then\n Clone at x [-21] y: [130]\n Clone at x [-172] y: [675]\n set size to (150) %\n Clone at x [-547] y: [875]\n Clone at x [-547] y: [1005]\n Clone at x [-1288] y: [735]\n Clone at x [-1288] y: [830]\n Clone at x [-1288] y: [925]\n end\nend\nset [xpos v] to [-99999]\n\nswitch costume to (costume1 v)\n\nClone at x [50] y: [35]\nClone at x [215] y: [40]\nClone at x [338] y: [42]\nClone at x [562] y: [138]\nClone at x [570] y: [-5]\nClone at x [920] y: [142]\n\nif <(LEVEL) = [3]> then\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 [xpos v] to (x)\nset [ypos v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [coins v]\n\n@spikes\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\n\nposition ((xPos) - (SCROLL X)) ((yPos) - (SCROLL Y))\n\nwhen I receive [setup v]\n\npoint in direction (90)\ngo to [back v] layer\nhide\nset [ypos v] to [0]\nset [xpos v] to [0]\nif <(LEVEL) = [2]> then\n switch costume to (costume2 v)\n repeat until <(LEVEL) = [3]>\n Clone at x [161] y: [-12]\n Clone at x [285] y: [-8]\n Clone at x [390] y: [-10]\n wait (1) seconds\n broadcast (delete clones v)\n Clone at x [161] y: [40]\n Clone at x [285] y: [44]\n Clone at x [390] y: [39]\n wait (1) seconds\n broadcast (delete clones v)\n end\n broadcast (delete clones v)\nelse\n if <(LEVEL) = [1]> then\n repeat until <(LEVEL) = [2]>\n Clone at x [42] y: [-105]\n Clone at x [142] y: [-90]\n wait (1) seconds\n broadcast (delete clones v)\n Clone at x [42] y: [-56]\n Clone at x [142] y: [-41]\n wait (1) seconds\n broadcast (delete clones v)\n end\n else\n if <(LEVEL) = [3]> then\n repeat until <(LEVEL) = [4]>\n Clone at x [182] y: [-48]\n Clone at x [152] y: [-48]\n Clone at x [335] y: [-15]\n Clone at x [305] y: [-15]\n Clone at x [875] y: [-199]\n Clone at x [985] y: [-199]\n wait (1) seconds\n broadcast (delete clones v)\n Clone at x [182] y: [-1]\n Clone at x [152] y: [-1]\n Clone at x [305] y: [34]\n Clone at x [335] y: [34]\n Clone at x [875] y: [-155]\n Clone at x [985] y: [-155]\n wait (1) seconds\n broadcast (delete clones v)\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nClone at x [161] y: [38]\nwait (1) seconds\nswitch costume to (costume1 v)\n\ndefine position (x) (y)\n\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 [xpos v] to (x)\nset [ypos v] to (y)\ncreate clone of (_myself_ v)\n\nnext costume\n\nnext costume\nset [xpos v] to [-99999]\nwait (1) seconds\n\nwhen I receive [delete clones v]\ndelete this clone\n\n@Sprite1\n\nwhen I receive [show v]\nshow\nwait (1) seconds\nhide\n\n@BOUNCIES\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((xPos) - (SCROLL X)) ((yPos) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nswitch costume to (costume2 v)\nset size to (100) %\nif <(LEVEL) = [1]> then\n Clone at x [1715] y: [59]\n Clone at x [1630] y: [59]\nelse\n if <(LEVEL) = [3]> then\n Clone at x [33] y: [-50]\n Clone at x [129] y: [165]\n Clone at x [-58] y: [390]\n set size to (150) %\n Clone at x [-1285] y: [585]\n end\nend\nset [xpos v] to [-9999]\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 [xpos v] to (x)\nset [ypos v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n end\nend\n\n@portal\n\nwhen I receive [green flag clicked v]\nhide\n\nwhen I receive [tick v]\nposition ((xPos) - (SCROLL X)) ((yPos) - (SCROLL Y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nhide\nset [xpos v] to [0]\nset [ypos v] to [0]\nif <(LEVEL) = [2]> then\n switch costume to (exit closed v)\n Clone at x [981] y: [432]\nelse\n if <(LEVEL) = [1]> then\n switch costume to (exit closed v)\n Clone at x [1372] y: [612]\n else\n if <(LEVEL) = [3]> then\n Clone at x [-10000] y: [0]\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y: (y)\nset [xpos v] to (x)\nset [ypos v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n | EN: arrow keys to move. R to restart a level\nRECOMMANDED: play in full screen\nThe blue trampolins make you jump higher.\nNew game: https://scratch.mit.edu/projects/404808615/\nFR: Les flรจches directionnelles pour bouger. R pour recommenรงer un niveau.\nLes trampolines bleus vous font sauter plus haut.\nNouveau jeu: https://scratch.mit.edu/projects/404808615/ |
Green || a mobile friendly Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (bรผhnenbild3 v)\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen flag clicked\nstart sound [hush v]\n\nwhen I receive [start v]\nstop all sounds\nplay sound [Tap Conga v] until done\nforever\n repeat until <([costume name v] of [ground v]) = [end]>\n play sound [Nebula v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [sound v]) = [2]> then\n repeat until <not <([costume name v] of [sound v]) = [2]>>\n set volume to (0) %\n end\n end\n if <([costume name v] of [sound v]) = [1]> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [ground v]) = [end]> then\n stop all sounds\n play sound [Bad Pitch v] until done\n end\nend\n\nwhen I receive [main menรผ v]\nforever\n if <(level) = [10]> then\n switch backdrop to (backdrop1 v)\n end\n if <(level) = [14]> then\n switch backdrop to (bรผhnenbild2 v)\n end\nend\n\nswitch backdrop to (bรผhnenbild2 v)\n\nwhen I receive [main menรผ v]\nstop all sounds\nplay sound [Plugged \(post mastering\) v] until done\n\n@blank\n\n@Game\n\n@player\n\nwhen I receive [change level v]\nset [death v] to [0]\ngo to x: (-180) y: (15)\n\nwhen flag clicked\nforever\n if <<<touching (spikes v)?> or <touching (enemies v)?>> or <touching (shredder v)?>> then\n change [death v] by (1)\n start sound [pop v]\n go to x: (-180) y: (15)\n end\n if then\n change [death v] by (1)\n start sound [pop v]\n go to x: (-180) y: (15)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n broadcast (jump v)\n set [yv v] to [22]\n end\nend\n\nwhen I receive [start v]\nset [death v] to [0]\nshow\ngo to x: (-180) y: (15)\nset [level v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(mode) = [play]> then\n if <([costume name v] of [costume change v]) = [normal]> then\n switch costume to (normal v)\n end\n if <([costume name v] of [costume change v]) = [green]> then\n switch costume to (green v)\n end\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <key (d v) pressed?>> then\n if <([costume name v] of [costume change v]) = [normal]> then\n switch costume to (right v)\n change [xv v] by (1)\n end\n if <([costume name v] of [costume change v]) = [green]> then\n switch costume to (green v)\n change [xv v] by (1)\n end\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n if <([costume name v] of [costume change v]) = [normal]> then\n switch costume to (left v)\n change [xv v] by (-1)\n end\n if <([costume name v] of [costume change v]) = [green]> then\n switch costume to (green v)\n change [xv v] by (-1)\n end\n end\n if <<<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> or <key (s v) pressed?>> then\n if <([costume name v] of [costume change v]) = [normal]> then\n switch costume to (down v)\n end\n if <([costume name v] of [costume change v]) = [green]> then\n switch costume to (green little v)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (moving plattform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving plattform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving plattform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving plattform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving plattform v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving plattform v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<key (up arrow 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 [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (ground v)?> or <touching (moving plattform 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)?> or <touching (moving plattform v)?>> then\n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (space v) pressed?>> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [240]> then\n change [level v] by (1)\n broadcast (change level v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (teleport v)?> then\n if <<([costume name v] of [ground v]) = [18]> or <([costume name v] of [ground v]) = [19]>> then\n start sound [Teleport v]\n set [mode v] to [screen pause]\n repeat (40)\n change [ghost v] effect by (2)\n end\n go to x: (185) y: (-10)\n repeat (40)\n change [ghost v] effect by (-2)\n end\n set [mode v] to [play]\n end\n if <([costume name v] of [ground v]) = [21]> then\n start sound [Teleport v]\n set [mode v] to [screen pause]\n repeat (40)\n change [ghost v] effect by (2)\n end\n go to x: (-114) y: (-50)\n repeat (40)\n change [ghost v] effect by (-2)\n end\n set [mode v] to [play]\n end\n if <([costume name v] of [ground v]) = [25]> then\n start sound [Teleport v]\n set [mode v] to [screen pause]\n repeat (40)\n change [ghost v] effect by (2)\n end\n go to x: (186) y: (-37)\n repeat (40)\n change [ghost v] effect by (-2)\n end\n set [mode v] to [play]\n end\n if <([costume name v] of [ground v]) = [27]> then\n start sound [Teleport v]\n set [mode v] to [screen pause]\n repeat (40)\n change [ghost v] effect by (2)\n end\n go to x: (209) y: (-45)\n repeat (40)\n change [ghost v] effect by (-2)\n end\n set [mode v] to [play]\n end\n end\nend\n\nwhen I receive [restart v]\ngo to x: (-180) y: (15)\n\n@spikes\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (0 v)\nshow\ngo to [back v] layer\n\nforever\n\nwhen I receive [change level v]\nnext costume\n\n@ground\n\nwhen flag clicked\nswitch costume to (0 v)\n\nwhen flag clicked\nhide\nforever\n go to x: (2) y: (-1)\nend\n\nwhen I receive [change level v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@shredder\n\ndefine clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [change level v]\nhide\nif <([costume name v] of [ground v]) = [14]> then\n clone at [0] [-120]\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nshow\nforever\n turn right (3) degrees\nend\n\n@intro\n\ndefine Smooth Glide X: (x) Y: (y) Speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nreset timer\nshow\nswitch costume to (2 v)\ngo to x: (0) y: (0)\nswitch backdrop to (bรผhnenbild2 v)\nset size to (1) %\nrepeat until <(size) > [240]>\n change size by (5)\n turn right ((timer) * (40)) degrees\nend\npoint in direction (90)\n\nwhen flag clicked\nwait until <(size) > [240]>\nrepeat (3)\n repeat (7)\n change size by (0)\n end\n wait () seconds\n repeat (7)\n change size by (0)\n end\n wait () seconds\nend\nSmooth Glide X: [-180] Y: [0] Speed: [3]\nSmooth Glide X: [180] Y: [0] Speed: [3]\nSmooth Glide X: [0] Y: [0] Speed: [3]\nSmooth Glide X: [0] Y: [120] Speed: [3]\nSmooth Glide X: [0] Y: [-120] Speed: [3]\nSmooth Glide X: [0] Y: [0] Speed: [3]\n\nwhen flag clicked\nwait until <(size) > [240]>\nrepeat (12)\n repeat (7)\n change size by (20)\n end\n wait () seconds\n repeat (7)\n change size by (-20)\n end\n wait () seconds\nend\nswitch costume to (kostรผm1 v)\nset size to (100) %\nswitch costume to (slide v)\nrepeat (45)\n change x by (-30)\n change y by (15)\nend\nset x to (0)\nhide\nbroadcast (main menรผ v)\n\nwhen flag clicked\nforever\n if <(x position) < [-508]> then\n broadcast (thx v)\n switch backdrop to (bรผhnenbild2 v)\n end\nend\n\n@thing\n\nwhen I receive [change level v]\nhide\nif <(level) = [27]> then\n broadcast (move thing v)\n go to x: (36) y: (-70)\nend\n\nwhen I receive [move thing v]\nshow\nforever\n if <(level) = [27]> then\n repeat (60)\n change y by (2)\n end\n repeat (60)\n change y by (-2)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@teleport\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nhide\nif <([costume name v] of [ground v]) = [18]> then\n switch costume to (normal v)\n go to x: (0) y: (0)\n show\nend\nif <([costume name v] of [ground v]) = [19]> then\n switch costume to (normal v)\n go to x: (0) y: (0)\n show\nend\nif <([costume name v] of [ground v]) = [21]> then\n switch costume to (normal2 v)\n go to x: (0) y: (0)\n show\nend\nif <([costume name v] of [ground v]) = [25]> then\n switch costume to (normal3 v)\n go to x: (0) y: (0)\n show\nend\nif <([costume name v] of [ground v]) = [27]> then\n switch costume to (normal4 v)\n go to x: (0) y: (0)\n show\nend\n\n@tele lol\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nhide\nif <([costume name v] of [ground v]) = [18]> then\n switch costume to (normal v)\n show\nend\nif <([costume name v] of [ground v]) = [19]> then\n switch costume to (normal2 v)\n show\nend\nif <([costume name v] of [ground v]) = [21]> then\n switch costume to (normal3 v)\n show\nend\nif <([costume name v] of [ground v]) = [25]> then\n switch costume to (normal4 v)\n show\nend\nif <([costume name v] of [ground v]) = [27]> then\n switch costume to (normal5 v)\n show\nend\n\n@trampoline\n\ndefine clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n\n\nwhen [m v] key pressed\nshow variable [mouse v]\nrepeat until <key (space v) pressed?>\n set [mouse v] to (join [x:] (join (mouse x) (join [,] (join [y:] (mouse y)))))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n switch costume to (kostรผm1 v)\n if <touching (player v)?> then\n repeat (8)\n next costume\n end\n end\nend\n\nwhen flag clicked\nset [mode v] to [play]\n\nwhen I receive [change level v]\ngo to [back v] layer\nhide\nwait (0000) seconds\nif <([costume name v] of [ground v]) = [3]> then\n clone at [95] [-105]\nend\nif <([costume name v] of [ground v]) = [4]> then\n clone at [-80] [-105]\n clone at [30] [-105]\n clone at [140] [-105]\nend\nif <([costume name v] of [ground v]) = [21]> then\n clone at [115] [-106]\nend\n\n@enemies\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nhide\nif <(level) = [6]> then\n broadcast (enemie walk v)\n go to x: (10) y: (-93)\nend\nif <(level) = [7]> then\n broadcast (enemie walk v)\n go to x: (-90) y: (-93)\nend\nif <(level) = [16]> then\n broadcast (enemie walk v)\n go to x: (120) y: (-93)\nend\n\nwhen I receive [enemie walk v]\nshow\nforever\n if <(level) = [6]> then\n repeat (30)\n change x by (5)\n end\n repeat (30)\n change x by (-5)\n end\n end\n if <(level) = [7]> then\n repeat (30)\n change x by (5)\n end\n repeat (30)\n change x by (-5)\n end\n end\n if <(level) = [16]> then\n repeat (17)\n change x by (5)\n end\n repeat (17)\n change x by (-5)\n end\n end\nend\n\n@enemies2\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nhide\nif <(level) = [16]> then\n broadcast (enemie walk 2 v)\n go to x: (-125) y: (-93)\nend\n\nwhen I receive [enemie walk 2 v]\nshow\nforever\n repeat (15)\n change x by (5)\n end\n repeat (15)\n change x by (-5)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (2) y: (-3)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [thx v]\nshow\ngo to [back v] layer\nforever\n set y to ((0) + ((3) * ([sin v] of ((timer) * (100)) )))\nend\n\n@effekt\n\nwhen flag clicked\ngo to x: (241) y: (-180)\nhide\nforever\n go to [back v] layer\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\n\nwhen I start as a clone\nif <(mode) = [play]> then\n set [color v] effect to (0)\n point in direction (-90)\n go to x: (228) y: (pick random (-180) to (180))\n set [ghost v] effect to (83)\n repeat until <touching (_edge_ v)?>\n move (2) steps\n end\n delete this clone\nend\n\nwhen I receive [start v]\nshow\n\n@comments\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n go to x: (2) y: (-1)\nend\n\nwhen I receive [change level v]\ngo to [back v] layer\nnext costume\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\n\n@Sprite3\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [main menรผ v]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (20)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [thx v]\nshow\ngo to [back v] layer\nforever\n point in direction ((90) + ((3) * ([sin v] of ((timer) * (70)) )))\n set y to ((0) + ((3) * ([sin v] of ((timer) * (100)) )))\nend\n\n@play\n\nwhen flag clicked\nhide\n\nset size to (100) %\n\nset size to (90) %\n\nwhen I receive [start v]\nhide\n\nwhen I receive [main menรผ v]\nshow\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> or <key (space v) pressed?>> then\n broadcast (start v) and wait\n end\n set [size5 v] to ((((size5) * (1.8)) + (((40) + (<touching (mouse-pointer v)?> * (10))) + ([sin v] of ((timer) * (100)) ))) / (2.2))\n set size to (size5) %\nend\n\nwhen I receive [thx v]\nshow\nforever\n point in direction ((90) + ((4) * ([sin v] of ((timer) * (70)) )))\n set y to ((-90) + ((4) * ([sin v] of ((timer) * (110)) )))\nend\n\nwhen I receive [main menรผ v]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\n@play2\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [thx v]\nshow\nforever\n if then\n start sound [Tap Conga v]\n broadcast (change costume v)\n wait until <not <mouse down?>>\n end\n set [size 4 v] to ((((size 4) * (1.6)) + (((40) + (<touching (mouse-pointer v)?> * (10))) + ([sin v] of ((timer) * (100)) ))) / (2.2))\n set size to (size 4) %\nend\n\nwhen I receive [thx v]\nshow\nforever\n set y to ((-2) + ((3) * ([sin v] of ((timer) * (100)) )))\nend\n\nwhen I receive [main menรผ v]\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\n@costume change\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [change costume v]\nnext costume\n\nwhen I receive [thx v]\nshow\nswitch costume to (normal v)\nforever\n set y to ((-10) + ((3) * ([sin v] of ((timer) * (100)) )))\nend\n\n@water\n\nwhen flag clicked\nhide\nforever\n go [backward v] (1) layers\nend\n\ngo to [back v] layer\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\nend\n\nset [me v] to [1]\nset [brightness v] effect to (20)\nrepeat (3)\n create clone of (_myself_ v)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nforever\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (10)) - (5))\n point in direction ((90) + (([sin v] of (((timer) + (me)) * (200)) ) * (2)))\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [main menรผ v]\ngo to [back v] layer\nforever\n if <(mouse y) > [130]> then\n show\n repeat (5)\n change y by (-2)\n end\n repeat until <(mouse y) < [130]>\n set y to (-1)\n end\n end\n if <(mouse y) < [130]> then\n repeat (5)\n change y by (2)\n end\n hide\n end\nend\n\nwhen flag clicked\ngo [forward v] (200) layers\ngo to x: (0) y: (25)\nhide\n\n set [ghost v] effect to (40)\nend\n\n@sound\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-214) y: (190)\nhide\n\nwhen flag clicked\n\nwhen I receive [main menรผ v]\nforever\n if <(mouse y) > [130]> then\n show\n repeat (5)\n change y by (-2)\n end\n repeat until <(mouse y) < [130]>\n set y to (167)\n end\n end\n if <(mouse y) < [130]> then\n repeat (5)\n change y by (2)\n end\n hide\n end\nend\n\nwhen I receive [main menรผ v]\nswitch costume to (1 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Tap Conga v]\n next costume\n wait until <not <mouse down?>>\n end\nend\n\n@moving plattform\n\nwhen flag clicked\nhide\nforever\n if <([costume name v] of [ground v]) = [16]> then\n show\n broadcast (move platform v)\n \n else\n hide\n end\n if <not <([costume name v] of [ground v]) = [16]>> then\n repeat until <([costume name v] of [ground v]) = [16]>\n hide\n end\n end\nend\n\nwhen I receive [move platform v]\ngo to x: (-2) y: (-1)\nforever\n repeat (110)\n change x by (2)\n end\n repeat (110)\n change x by (-2)\n end\nend\n\nshow\nbroadcast (move platform v)\n\n\nwhen flag clicked\nforever\n if <([costume name v] of [ground v]) > [16]> then\n hide\n end\nend\n\n@pause\n\nwhen flag clicked\ngo to x: (-180) y: (190)\nhide\n\nwhen I receive [start v]\nswitch costume to (4_ v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [Tap Conga v]\n next costume\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [start v]\nforever\n if <(mouse y) > [130]> then\n show\n repeat (5)\n change y by (-2)\n end\n repeat until <(mouse y) < [130]>\n set y to (167)\n end\n end\n if <(mouse y) < [130]> then\n repeat (5)\n change y by (2)\n end\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [2]> then\n set [mode v] to [pause]\n end\n if <(costume [number v]) = [1]> then\n set [mode v] to [play]\n wait until <(costume [number v]) = [2]>\n end\nend\n\n@restart\n\nwhen flag clicked\ngo to x: (-145) y: (190)\nhide\n\nwhen I receive [start v]\nswitch costume to (4_ v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (restart v)\n start sound [Tap Conga v]\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [start v]\ngo to [back v] layer\ngo [forward v] (400) layers\nforever\n if <(mouse y) > [130]> then\n show\n repeat (5)\n change y by (-2)\n end\n repeat until <(mouse y) < [130]>\n set y to (167)\n end\n end\n if <(mouse y) < [130]> then\n repeat (5)\n change y by (2)\n end\n hide\n end\nend\n\n@Figur1\n\nwhen flag clicked\nhide\ngo to x: (208) y: (166)\n\nwhen I receive [start v]\ngo to [front v] layer\nforever\n if <<(death) = [5]> or <(death) > [5]>> then\n show\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (change level v)\n change [level v] by (1)\n end\n wait until <not <mouse down?>>\n end\n if <(death) < [5]> then\n hide\n end\nend\n\n | Welcome my 1st Platformer!\n\n\nMove with arrow keys. Avoid Spikes and enemies.\nIf you die 5 times you can skip the level!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n |
TWINS-A PLATFORMER | @Stage\n\n@thumbail\n\nwhen flag clicked\nhide\n\nshow\n\n@Snow\n\nwhen flag clicked\nforever\n hide\n go to x: (pick random (-233) to (233)) y: (180)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nrepeat until <<(x position) = [-239]> or <(y position) = [-170]>>\n change y by (-2)\n change x by (pick random (-1) to (1))\nend\ndelete this clone\n\n@Cube\n\nwhen flag clicked\nswitch costume to (<- v)\nbroadcast (Green Flag v)\nbroadcast (Play Game v) and wait\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n Change Player x by [-10]\n switch costume to (->2 v)\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 [10]\n switch costume to (-> v)\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 change [player: sy v] by (6.5)\n end\nend\nchange [player: sy v] by (-2)\nChange Player y by (Player: sy)\nset [scroll x v] to (x)\nPosition\nif <(y) < [-195]> then\n switch costume to (<- v)\n set [exit v] to [die]\nend\n\nhide\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nMort subite\nif <touching (platformes v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platformes v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platformes 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\nMort subite\nrepeat until <not <touching (platformes 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 [player: sy v] to [0]\nend\n\ndefine Game dieeee\nset [exit v] to []\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Mort subite\nif <<<touching color (#3fff04)?> or <touching color (#1fa100)?>> or <touching color (#125905)?>> then\n set [exit v] to [mort subite]\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nshow\nforever\n set volume to (100) %\n play sound [Vivaldi - Winter \(The Four Seasons\) v] until done\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > [50]>\n Tick\n broadcast (Tick v) and wait\n end\n Game dieeee\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nswitch costume to (-> v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change size by (-2.5)\n change [ghost v] effect by (10)\n if <<<key (left arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change x by (8)\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 by (-8)\n end\nend\ndelete this clone\n\ndefine Game On\nif <(checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n set [x v] to [3000]\n set [y v] to [0]\nend\nset [player: sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\nwhen flag clicked\nadd (username) to [vues v]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (-> v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (<- v)\n end\nend\n\nwhen flag clicked\nhide variable [your time: v]\n\nwhen flag clicked\nset [x v] to [0]\nforever\n if <[3000] < (x)> then\n set [checkpoint v] to [1]\n else\n set [checkpoint v] to [0]\n end\nend\n\nset [โ world record: v] to [0]\n\nwhen I receive [play game v]\nwait (0.5) seconds\nforever\n if <(x) = [0]> then\n set [scroll x v] to [0]\n end\nend\n\n@Platformes\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]\nshow\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (480)\nnext costume\n\nwhen flag clicked\nforever\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll x)) ((y) - (Scroll y))\n\n@checkpoint\n\nwhen I receive [green flag v]\nset [x v] to [3010]\nset [y v] to [-130]\nset [cube touchรฉ? v] to [0]\nshow\nset size to (80) %\nset [ghost v] effect to (75)\nwait until <touching (cube v)?>\nset [cube touchรฉ? v] to [1]\nset [ghost v] effect to (0)\nset size to (120) %\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\n@Cube2\n\nwhen flag clicked\nswitch costume to (<- v)\nbroadcast (Green Flag v)\nbroadcast (Play Game v) and wait\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n Change Player x by [-10]\n switch costume to (->2 v)\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 [10]\n switch costume to (-> v)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <[-4] < (In air)> then\n change [player: sy v] by (-6.5)\n end\nend\nchange [player: sy v] by (2)\nChange Player y by (Player: sy)\nset [scroll x v] to (x)\nPosition\nif <[195] < (y)> then\n switch costume to (<- v)\n set [exit v] to [die]\nend\n\nhide\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nMort subite\nif <touching (platformes v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platformes v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platformes 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\nMort subite\nrepeat until <not <touching (platformes v)?>>\n if <(sy) > [77]> 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 [player: sy v] to [0]\nend\n\ndefine Game dieeee\nset [exit v] to []\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Mort subite\nif <touching color (#ff0000)?> then\n set [exit v] to [mort subite]\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen flag clicked\nshow\nforever\n set volume to (100) %\n play sound [Vivaldi - Winter \(The Four Seasons\) v] until done\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > [50]>\n Tick\n broadcast (Tick v) and wait\n end\n Game dieeee\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nswitch costume to (-> v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change size by (-2.5)\n change [ghost v] effect by (10)\n if <<<key (left arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change x by (8)\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 by (-8)\n end\nend\ndelete this clone\n\ndefine Game On\nif <(checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n set [x v] to [3000]\n set [y v] to [0]\nend\nset [player: sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\nwhen flag clicked\nadd (username) to [vues v]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (-> v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (<- v)\n end\nend\n\nwhen I receive [play game v]\nreset timer\nwait until <(x) > [5170]>\nset [your time: v] to (timer)\nif <(โ world record:) > (length of (your time:))> then\n set [โ world record: v] to (length of (your time:))\nend\nshow variable [your time: v]\nshow variable [โ world record: v]\n\nwhen flag clicked\nhide variable [your time: v]\nhide variable [โ world record: v]\n\nwhen flag clicked\nset [x v] to [0]\nforever\n if <[2585] < (x)> then\n set [checkpoint v] to [1]\n else\n set [checkpoint v] to [0]\n end\nend\n\nset [โ world record: v] to [0]\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <[195] < (y)> then\n switch costume to (<- v)\n set [exit v] to [die]\n end\nend\n\n@Droite\n\nwhen flag clicked\nset [pan left/right v] effect to (100)\nforever\n play sound [Imagine Dragons - Believer \(Thunder\) by One Voice Children's Choir v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n repeat until <(volume) = [0]>\n change volume by (-1)\n end\n repeat until <(volume) = [100]>\n change volume by (1)\n end\nend\n\nwhen flag clicked\nset [pan left/right v] effect to (100)\nforever\n if <key (space v) pressed?> then\n set [pan left/right v] effect to (0)\n end\nend\n\n@Droite2\n\nwhen flag clicked\nset [pan left/right v] effect to (-100)\nforever\n play sound [Imagine Dragons - Believer \(Thunder\) by One Voice Children's Choir v] until done\nend\n\nwhen flag clicked\nset volume to (0) %\nforever\n repeat until <(volume) = [100]>\n change volume by (1)\n end\n repeat until <(volume) = [0]>\n change volume by (-1)\n end\nend\n\nwhen flag clicked\nset [pan left/right v] effect to (-100)\nforever\n if <key (space v) pressed?> then\n set [pan left/right v] effect to (0)\n end\nend\n\n@Love and 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\n | SPACE TO STOP STEREO\nA double platformer\nIF YOU HAVE A HEADSET OR HEADPHONES, PUT THEM ON.\n___________________________________________Un double jeu de plateforme\nSI VOUS AVEZ UN CASQUE OU DES ECOUTEURS, METTEZ-LES. |
Snowy Mountain -A Scrolling Platformer- | @Stage\n\nwhen I receive [start v]\nrepeat (10)\n erase all\nend\nstop all sounds\nset volume to (50) %\nforever\n play sound [Unlimited 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)?>>\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)?> 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 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)?>>\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 (-2.2)\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) * (.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 [18]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\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) < [-150]> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\nif <touching (bounce v)?> then\n start sound [Big Boing v]\n set [sy v] to [30]\nend\n\nwhen flag clicked\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 <(Check) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(Check) = [1]> then\n set [x v] to [1750]\n set [y v] to [0]\nend\nif <(Check) = [2]> then\n set [x v] to [3660]\n set [y v] to [100]\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll y v] to [0]\nset [scroll x v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine win\nglide (.3) secs to (portal v)\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)\nwait (1) seconds\n\ndefine die\nset [exit v] to []\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\nwait (.5) seconds\nset [exit v] to []\n\ndefine Test dying\nif <<touching (danger v)?> or <touching (danger2 v)?>> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\ndefine Bouce?\n\nwhen I receive [start v]\nset [check v] to [0]\nbroadcast (playgame v) and wait\n\nbroadcast (green flag v)\n\nbroadcast (playgame v)\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\ngo to [back v] layer\ngo [forward v] (2) layers\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 (level 1 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]\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\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\ngo to [back v] layer\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 (level 1 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]\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\n@danger\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (7) degrees\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\ngo to [back v] layer\ngo [forward v] (1) layers\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 (level 1 1 v)\n Clone at x: [450] y: [-70]\n Clone at x: [450] y: [-70]\n Clone at x: [450] y: [-70]\n Clone at x: [450] y: [-70]\n Clone at x: [450] y: [300]\n Clone at x: [450] y: [-70]\n Clone at x: [450] y: [-70]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [300]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [300]\n Clone at x: [450] y: [300]\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [300]\n Clone at x: [450] y: [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\nwait () seconds\n\nforever\n\n@danger2\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]\npoint in direction (90)\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\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 (level 1 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]\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\nwait () seconds\n\nforever\n\n@Platforms3\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 (40)\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\ngo to [back v] layer\ngo [forward v] (2) layers\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 (level 1 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]\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\n@Bounce\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\ngo to [back v] layer\ngo [forward v] (2) layers\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 (level 1 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]\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\n@Platforms4\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 (40)\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\ngo to [back v] layer\ngo [forward v] (2) layers\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 (level 1 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]\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\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (100)\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 | Arrow keys/wad/mobile to move.\nAvoid spikes and saws.\nBounce on bounce pads.\nThe flags are checkpoints.\nWatch out for moving saws! |
World Explorer - A Scrolling Platformer(mobile friendly) | @Stage\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [change landscape v]\nswitch backdrop to (landscape)\n\nwhen I receive [change music v]\nstop all sounds\n\nif <not <[] = [1]>> then\nif <not <[] = [2]>> then\n stop all sounds\nend\nif <not <[] = [3]>> then\n stop all sounds\nend\nif <not <[] = [4]>> then\n stop all sounds\nend\n\nstop [this script v]\n\nwhen flag clicked\nset [landscape v] to [grass]\nswitch backdrop to (stripes v)\n\nforever\n play sound [Electroman Adventures v] until done\nend\n\nwhen I receive [intro done? v]\nswitch backdrop to (menu v)\nforever\n play sound [Jumper v] until done\n play sound [Geometry Dash v] until done\n play sound [Electroman Adventures v] until done\nend\n\n@Blank\n\n@Player\n\nwhen I receive [green flag v]\nset size to (100) %\nset [ghost v] effect to (0)\npoint in direction (90)\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > []>\n Tick\n if <(X) > [3437]> then\n set [spawnpoint v] to [desert]\n set [landscape v] to [desert]\n broadcast (Change Landscape v)\n if <(X) > [10039]> then\n set [spawnpoint v] to [ice]\n set [landscape v] to [ice]\n broadcast (Change Landscape v)\n if <(X) > [16644]> then\n set [spawnpoint v] to [fire]\n set [landscape v] to [fire]\n broadcast (Change Landscape v)\n else\n end\n else\n end\n else\n set [spawnpoint v] to [grass]\n set [landscape v] to [grass]\n broadcast (Change Landscape v)\n end\n broadcast (Tick v) and wait\n end\n if <(Exit) = [win]> then\nend\n\ndefine Game On\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\nset [sx v] to [0]\nset [in air v] to [0]\nif <(SpawnPoint) = [grass]> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nelse\n if <(SpawnPoint) = [grass2]> then\n set [x v] to [601]\n set [y v] to [1160]\n set [scroll x v] to [601]\n set [scroll y v] to [1165]\n else\n if <(SpawnPoint) = [desert]> then\n set [x v] to [3449]\n set [y v] to [1436]\n set [scroll x v] to [3449]\n set [scroll y v] to [1440]\n else\n if <(SpawnPoint) = [ice]> then\n set [x v] to [10040]\n set [y v] to [2041]\n set [scroll x v] to [10041]\n set [scroll y v] to [2042]\n else\n if <(SpawnPoint) = [fire]> then\n set [x v] to [16654]\n set [y v] to [2851]\n set [scroll x v] to [16654]\n set [scroll y v] to [2854]\n end\n end\n end\n end\nend\nset [sy v] to [0]\nset [exit v] to []\nshow\n\nset [sy v] to [0]\nset [exit v] to []\nshow\nif <(SpawnPoint) = [desert]> then\n set [x v] to [3449]\n set [y v] to [1436]\n set [scroll x v] to [3449]\n set [scroll y v] to [1440]\nelse\n if <(SpawnPoint) = [ice]> then\n set [x v] to [10040]\n set [y v] to [2041]\n set [scroll x v] to [10041]\n set [scroll y v] to [2042]\n else\n if <(SpawnPoint) = [fire]> then\n set [x v] to [16654]\n set [y v] to [2851]\n set [scroll x v] to [16654]\n set [scroll y v] to [2854]\n end\n end\nend\n\ndefine Tick\nif <(Talking?) = [no]> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [sx v] by (-2)\n end\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [sx v] by (2)\n end\nend\nset [sx v] to ((sx) * (.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <(Talking?) = [no]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in Air) < [4]> then\n start sound [Zoop v]\n set [sy v] to [16]\n end\n end\nend\nif <(sy) > [-15]> 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) < [-179]> 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)> and <mouse down?>>> then\n start sound [Zoop v]\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 [turn v] to [25]\nstart sound [explode_11 v]\nset [exit v] to []\nshow\nrepeat (50)\n change [turn v] by (-.5)\n change size by (-2)\n turn right (Turn) degrees\n change [pixelate v] effect by (1)\n change [ghost v] effect by (2)\nend\nset [turn v] to [0]\nhide\nwait (.5) seconds\npoint in direction (90)\nset size to (100) %\nclear graphic effects\n\ndefine Test-Die\nif <touching (dangers v)?> then\n set [exit v] to [die]\nend\n\ndefine Typewriter Talk (speak this)\nset [talk v] to []\nset [count v] to [1]\nrepeat (length of (speak this))\n set [talk v] to (join (Talk) (letter (Count) of (speak this)))\n say (Talk)\n change [count v] by (1)\nend\nwait (2) seconds\nsay []\n\nwhen I receive [start v]\npoint in direction (90)\nset [turn changing? v] to [no]\nset size to (100) %\nset [sy v] to [0]\nset [talking? v] to [yes]\nwait (2) seconds\nTypewriter Talk [Hello,and welcome to my scrolling platformer:World Explorer!]\nwait (1) seconds\nTypewriter Talk [Use Arrow keys or wasd or mobile control to move.You can do a Wall Jump.]\nwait (1) seconds\nTypewriter Talk [There are four worlds:Grass,Desert,Ice and Fire.So have fun:-\)]\nset [talking? v] to [no]\n\nwhen I receive [start v]\nbroadcast (Green Flag v) and wait\n\nwhen I receive [start v]\nset [spawnpoint v] to [grass]\nset [landscape v] to [grass]\ngo to x: (0) y: (0)\nbroadcast (Play Game v) and wait\n\nwhen I receive [next costume v]\nnext costume\nif <(costume [number v]) = [1]> then\n set [costume? v] to [1]\nend\nif <(costume [number v]) = [2]> then\n set [costume? v] to [2]\nend\nif <(costume [number v]) = [3]> then\n set [costume? v] to [3]\nend\nif <(costume [number v]) = [4]> then\n set [costume? v] to [4]\nend\nif <(costume [number v]) = [5]> then\n set [costume? v] to [5]\nend\nif <(costume [number v]) = [6]> then\n set [costume? v] to [6]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [prevous costume v]\nif <(Costume?) = [1]> then\n switch costume to (black v)\nend\nif <(Costume?) = [2]> then\n switch costume to (blue v)\nend\nif <(Costume?) = [3]> then\n switch costume to (green v)\nend\nif <(Costume?) = [4]> then\n switch costume to (red v)\nend\nif <(Costume?) = [5]> then\n switch costume to (yellow v)\nend\nif <(Costume?) = [6]> then\n switch costume to (white v)\nend\nif <(costume [number v]) = [1]> then\n set [costume? v] to [1]\nend\nif <(costume [number v]) = [2]> then\n set [costume? v] to [2]\nend\nif <(costume [number v]) = [3]> then\n set [costume? v] to [3]\nend\nif <(costume [number v]) = [4]> then\n set [costume? v] to [4]\nend\nif <(costume [number v]) = [5]> then\n set [costume? v] to [5]\nend\nif <(costume [number v]) = [6]> then\n set [costume? v] to [6]\nend\n\nwhen I receive [loading v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [prevous costume v]\nif <(costume [number v]) = [1]> then\n set [costume? v] to [1]\nend\nif <(costume [number v]) = [2]> then\n set [costume? v] to [2]\nend\nif <(costume [number v]) = [3]> then\n set [costume? v] to [3]\nend\nif <(costume [number v]) = [4]> then\n set [costume? v] to [4]\nend\nif <(costume [number v]) = [5]> then\n set [costume? v] to [5]\nend\nif <(costume [number v]) = [6]> then\n set [costume? v] to [6]\nend\n\nwhen I receive [intro done? v]\nswitch costume to (blue v)\nset [costume? v] to [1]\nset [turn changing? v] to [yes]\nset size to (150) %\ngo to x: (150) y: (-49)\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nrepeat until <(Turn Changing?) = [no]>\n point in direction ((([sin v] of ((timer) * (400)) ) * (10)) + (90))\nend\n\nif <<(X) > [601]> and <(Y) > [1158]>> then\n set [spawnpoint v] to [grass 2]\n set [landscape v] to [grass]\n broadcast (Change Landscape v)\nelse\nend\n\nset [spawnpoint v] to [grass]\nset [landscape v] to [grass]\nbroadcast (Change Landscape v)\nif <(X) > [10039]> then\n set [spawnpoint v] to [ice]\n set [landscape v] to [ice]\n broadcast (Change Landscape v)\n if <(X) > [16644]> then\n set [spawnpoint v] to [fire]\n set [landscape v] to [fire]\n broadcast (Change Landscape v)\n end\nend\n\nbroadcast (Tick v) and wait\n\nset [sy v] to [0]\nset [exit v] to []\nshow\nset [sy v] to [0]\nset [exit v] to []\nshow\n\n\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]\nswitch costume to (level 1 1 v)\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [-100] y: [300]\nClone at x: [-100] y: [300]\nClone at x: [-100] y: [300]\nClone at x: [-400] y: [300]\nClone at x: [-450] y: [0]\nClone at x: [520] y: [300]\nClone at x: [300] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [0] y: [300]\nClone at x: [0] y: [300]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [-180]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [0] y: [300]\nClone at x: [0] y: [300]\nClone at x: [472] y: [300]\nClone at x: [472] 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 I receive [green flag v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Dangers\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]\nswitch costume to (level 1 1 v)\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [-100] y: [300]\nClone at x: [-100] y: [300]\nClone at x: [-100] y: [300]\nClone at x: [-400] y: [300]\nClone at x: [-450] y: [0]\nClone at x: [520] y: [300]\nClone at x: [300] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [0] y: [300]\nClone at x: [0] y: [300]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [-180]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] 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\nhide\n\n@Grass(back)\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]\nswitch costume to (level 1 1 v)\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [-100] y: [300]\nClone at x: [-100] y: [300]\nClone at x: [-100] y: [300]\nClone at x: [-400] y: [300]\nClone at x: [-450] y: [0]\nClone at x: [520] y: [300]\nClone at x: [300] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] 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 I receive [green flag v]\ngo to [back v] layer\n\n@Grass(front)\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]\nswitch costume to (level 1 1 v)\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [472] y: [0]\nClone at x: [-100] y: [300]\nClone at x: [-100] y: [300]\nClone at x: [-100] y: [300]\nClone at x: [-400] y: [300]\nClone at x: [-450] y: [0]\nClone at x: [520] y: [300]\nClone at x: [300] 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 I receive [green flag v]\nforever\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@World Explorer\n\nwhen I receive [start v]\nhide\n\nwhen I receive [loading v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done? v]\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (0) y: (50)\nshow\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (20)) + (90))\nend\n\nbroadcast (Intro Done? v)\n\nwhen flag clicked\nhide\n\n@Button\n\nwhen flag clicked\nhide\nset size to (200) %\ngo to x: (0) y: (-50)\nset [ghost v] effect to (0)\nforever\n point in direction ((([sin v] of ((timer) * (150)) ) * (10)) + (90))\nend\n\nset size to (235) %\n\nwhen flag clicked\n\nwhen I receive [intro done? v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) > [230]>\n change size by (3)\n end\n if <mouse down?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (Loading v)\n hide\n stop [this script v]\n end\n else\n repeat until <(size) < [201]>\n change size by (-3)\n end\n set size to (200) %\n end\nend\n\n@Loading\n\nwhen flag clicked\nset drag mode [draggable v]\nset size to (200) %\nhide\n\nwhen I receive [loading v]\nwait (1) seconds\ngo to x: (0) y: (0)\nshow\nswitch costume to (world v)\nrepeat (3)\n wait (pick random (0.1) to (2)) seconds\n next costume\nend\nwait (4) seconds\nbroadcast (Start v)\nhide\n\n@Costume Arrows\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\ngo to x: (100) y: (-50)\nswitch costume to (left arrow v)\nset size to (160) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n broadcast (Prevous Costume v)\n wait until <not <mouse down?>>\n end\n else\n set size to (160) %\n end\nend\n\nwhen I receive [loading v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n point in direction ((([sin v] of ((timer) * (600)) ) * (5)) + (90))\nend\n\nwhen I start as a clone\nwait (.5) seconds\nforever\n point in direction ((([sin v] of ((timer) * (600)) ) * (5)) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done? v]\nshow\nset [ghost v] effect to (0)\ngo to x: (200) y: (-50)\nset size to (160) %\nswitch costume to (right arrow v)\ncreate clone of (_myself_ v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (170) %\n if <mouse down?> then\n broadcast (Next Costume v)\n wait until <not <mouse down?>>\n end\n else\n set size to (160) %\n end\nend\n\n@Love/Fav/Follow\n\nwhen flag clicked\nset [off screen timer v] to [.1]\nreset timer\nforever\n set [off screen timer v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (Off Screen Timer)\nhide\nforever\n create clone of (_myself_ v)\n wait (.3) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\ngo to (random position v)\nset y to (-186)\nrepeat (75)\n turn right (5) degrees\n change y by (5)\n go to [front v] layer\nend\nrepeat (75)\n turn right (5) degrees\n change y by (-5)\n go to [front v] layer\nend\ndelete this clone\n\nwhen [timer v] > (Off Screen Timer)\nforever\n play sound [Geometry Dash v] until done\nend\n\n@ParticelEffect\n\nwhen flag clicked\nset size to (300) %\ngo to x: (0) y: (0)\npoint in direction (75)\nhide\nrepeat (50)\n create clone of (_myself_ v)\n turn left (5) degrees\nend\n\nwhen I receive [effect v]\ngo to [front v] layer\nturn right (10) degrees\nshow\nset [intro velocity v] to (pick random (10) to (15))\nset [height v] to (pick random (2) to (7))\nchange size by (pick random (-180) to (50))\nchange [ghost v] effect by (0)\nset [color v] effect to (pick random (-10) to (10))\nrepeat until <touching (_edge_ v)?>\n change [color v] effect by (5)\n move (Intro Velocity) steps\n go to [back v] layer\n change [height v] by (-.5)\n set [intro velocity v] to ((Intro Velocity) * (.97))\n change [ghost v] effect by (1)\n change y by (Height)\nend\nhide\ndelete this clone\n\n@Intro\n\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwait (.5) seconds\n\nwhen flag clicked\ngo to x: (0) y: (179.5)\nset [intro y velocity v] to [0]\nset [clone id 2 yvelocity v] to [0]\nset [clone id v] to [0]\nerase all\nshow\npoint in direction (90)\nset [clone timer v] to [no]\nset [size_velocity v] to [70]\nset [clone direction v] to [0]\nswitch costume to ( 1 v)\nset size to (400) %\nrepeat (38)\n change [intro y velocity v] by (-1)\n change y by (Intro Y Velocity)\n if <(y position) < [10]> then\n set [intro y velocity v] to ((Intro Y Velocity) / (-2))\n set y to (40)\n end\nend\nrepeat (35)\n change size by (Size_Velocity)\n change [size_velocity v] by (-4)\nend\npoint in direction (90)\nbroadcast (Effect v)\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\nwait (1) seconds\nrepeat (150)\n point in direction ((([sin v] of ((timer) * (280)) ) * (25)) + (90))\nend\nshow\npoint in direction (90)\nrepeat (10)\n change size by (-30)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nbroadcast (Intro Done? v)\n\nwhen flag clicked\nreset timer\nhide variable [mouse v]\nset [mouse v] to [0]\nforever\n set [mouse v] to (join (join [X:] (mouse x)) (join [,] (join [Y:] (mouse y))))\nend\n\nwhen [m v] key pressed\nshow variable [mouse v]\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Jackpot v]\nwait (8) seconds\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I start as a clone\nset [clone yvelocity v] to [0]\nshow\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (2 v)\nclear graphic effects\ngo to x: (0) y: (10)\nrepeat (22)\n change y by (Clone ID 2 YVelocity)\n change [clone id 2 yvelocity v] by (-.5)\nend\nrepeat (15)\n change size by (Clone YVelocity)\n change [clone yvelocity v] by (1)\nend\nrepeat (100)\n set size to ((([sin v] of ((timer) * (150)) ) * (50)) + (150)) %\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nforever\n\nwait (.5) seconds\n\nwhen I start as a clone\nwait (1) seconds\nforever\n set size to ((([sin v] of ((timer) * (150)) ) * (50)) + (150)) %\nend\n\n | #1 on trending \n\n Click Green Flag Twice!!!!!!\n \n Story:\n\nยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐ\n\nYou are a little explorer and want to find the golden treasure. \n How to play:\n\nยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐ\n\nUse arrow keys or wasd or mobile control to \nmove.Every New World Is A Checkpoint!.\n \n Cheats:\n\nยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐ\nNothing.You can't skip or restart a world.\nBUT THERE ARE CHECKPOINTS BECAUSE EVERY WORLD IS A CHECKPOINT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n \n Tags:\nยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐยฐ\n\n#all#scrolling#funplatformer#enjoy#music#art |
Journey-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\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 switch costume to (costume2 v)\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 switch costume to (costume1 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 <(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\nhide\nbroadcast (die v)\nwait until <(respawn) = [1]>\nwait (0.5) seconds\nshow\n\nset [exit v] to []\nrepeat (5)\n hide\n wait (.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <<touching (lava v)?> or <touching (spikes v)?>> then\n set [exit v] to [die]\n change [deaths per lv v] by (1)\n broadcast (die v)\nend\n\ndefine Game - Win\nset [deaths per lv v] to [0]\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)\npoint in direction (90)\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\nbroadcast (Tick v) and wait\n\nbroadcast (Tick v) and wait\n\nwhen flag clicked\nset [deaths per lv v] to [0]\npoint in direction (90)\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [Encanted-Places v] until done\nend\n\ngo to (random position v)\n\nhide\nwait until <[] = [1]>\nwait (0.1) seconds\nshow\n\nwait (1.5) seconds\n\nhide\nwait (0.5) seconds\nwait (0.2) seconds\nshow\n\ngo to (random position v)\n\nturn left (15) degrees\n\nwhen flag clicked\nforever\n if <key (v v) pressed?> then\n if <not <(LEVEL) = [7]>> then\n if <[5] < (deaths per lv)> then\n hide\n Game - Win\n wait (5) seconds\n else\n broadcast (not enough deaths v)\n end\n end\n end\nend\n\n\n\n@lava\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 Clone at x: [1800] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n Clone at x: [2000] y: [-100]\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 end\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: ((y) + (lava rise))\nif <<(x) = (x position)> and <((y) + (lava rise)) = (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 I start as a clone\nforever\n\nchange y by (-10)\n\nwait (0.1) seconds\n\nchange y by (10)\n\nset [scroll y v] to [10]\n\nwhen flag clicked\nset [lava rise v] to [5]\nforever\n repeat (5)\n change [lava rise v] by (2)\n end\n wait (0.1) seconds\n repeat (5)\n change [lava rise v] by (-2)\n end\n wait (0.1) seconds\nend\n\nwait (0.01) seconds\n\nwait (0.01) seconds\n\nClone at x: [2000] y: [-100]\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: [500] y: [0]\n Clone at x: [800] 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 (3 v)\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 v)\n Clone at x: [900] y: [0]\n Clone at x: [650] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 v)\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (level 6 acural 6 v)\n Clone at x: [600] y: [400]\n Clone at x: [600] y: [-400]\n Clone at x: [600] y: [0]\n else\n if <(LEVEL) = [7]> then\n switch costume to (level 7 acural 5 v)\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: [400] y: [0]\nClone at x: [400] y: [0]\nClone at x: [400] y: [0]\nClone at x: [400] y: [0]\n\nClone at x: [600] y: [400]\nClone at x: [600] y: [-400]\nClone at x: [600] y: [0]\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]\nset [portal open? v] to [1]\nif <(LEVEL) = [1]> then\n Clone at x: [1200] y: [50]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [1000] y: [50]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [1600] y: [0]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [2000] y: [100]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [2000] y: [50]\n else\n if <(LEVEL) = [6]> then\n Clone at x: [2300] y: [400]\n else\n if <(LEVEL) = [7]> then\n Clone at x: [2300] y: [400]\n else\n if <(LEVEL) = [8]> then\n Clone at x: [2300] y: [400]\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\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]\n\nhide\n\nswitch costume to (open v)\n\nwhen flag clicked\nforever\n next costume\nend\n\nif <(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]\nelse\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: [-190] y: [200]\n end\n end\n end\nend\n\nset [portal open? v] to [0]\nset [brightness v] effect to (-40)\nswitch costume to (closed v)\n\nif <(LEVEL) = [7]> then\n\nClone at x: [2000] y: [100]\n\n@spikes\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: [900] 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: [500] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [500] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6 v)\n Clone at x: [1000] y: [50]\n Clone at x: [1000] y: [50]\n else\n if <(LEVEL) = [7]> then\n switch costume to (7 v)\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\nwhen I start as a clone\nforever\n\nchange y by (10)\n\nchange y by (-10)\n\nwait (0.1) seconds\n\nset [scroll y v] to [10]\n\nwhen flag clicked\nset [lava rise v] to [5]\n\nrepeat (5)\n change [lava rise v] by (2)\nend\nwait (0.1) seconds\nrepeat (5)\n change [lava rise v] by (-2)\nend\nwait (0.1) seconds\n\nforever\n\nClone at x: [500] y: [0]\n\nClone at x: [500] y: [0]\nClone at x: [500] y: [0]\n\nClone at x: [50] y: [50]\n\nturn left (15) degrees\n\nif <(LEVEL) = [7]> then\n switch costume to (7 v)\nend\n\n@thumnail\n\nwhen flag clicked\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwait (0) seconds\n\n@intro\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nshow\nswitch costume to (gsssrfvjuzkvmxmemyjyj5 v)\nrepeat (36)\n next costume\n wait (0.1) seconds\nend\nhide\n\n@letters on intro\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@Sprite1\n\nwhen I receive [not enough deaths v]\nshow\nwait (3) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen I receive [die v]\nswitch costume to ([costume # v] of [player v])\nshow\npoint in direction (90)\ngo to (player v)\nrepeat (8)\n change y by (12)\n turn right (15) degrees\nend\nrepeat until <(y position) < [-179]>\n change y by (-12)\n turn right (15) degrees\nend\npoint in direction (90)\nhide\nset [respawn v] to [1]\nwait (0.01) seconds\nset [respawn v] to [0]\nif <(costume [number v]) = [1]> then\nelse\nend\n\nwhen flag clicked\nhide\nset [respawn v] to [0]\n\nwait (0.01) seconds\n\nrepeat (10)\n change y by (10)\n turn right (-15) degrees\nend\nrepeat until <(y position) < [-179]>\n change y by (-7)\n turn right (-15) degrees\nend\npoint in direction (90)\nhide\nset [respawn v] to [1]\nwait (0.01) seconds\nset [respawn v] to [0]\n\n | Our adventure is on a long journey,full of danger,will he make it?\nWASD,arrow keys,or mobile controls to move.\nAvoid spikes and lava. Get to the portal to win.\npress v to skip level.\nloved and faved by StratfordJames!\nOne easter egg on a level(labled easter egg)\nDon't forget to check out my other scrolling platformers!\nfollow @FreezeNova |
PLATFORMER Brawl Stars! v1.1.2 | @Stage\n\nwhen I receive [begin v]\nforever\n stop all sounds\n play sound [Brawl Stars OST Battle 7_\(tancpol v] until done\nend\n\nwhen I receive [ะบะพะฝะตั v]\nforever\n stop [other scripts in sprite v]\n stop all sounds\n play sound [Supercell ะะตะฝั\(3\) Brawl Stars \(ะบะปัะฑ GRA new\)_\(tancpol v] until done\nend\n\nwhen I receive [begin v]\nforever\n change [color v] effect by (1)\nend\n\n@Player\n\ndefine ะพะฑัะฐะฑะพัะบะฐ ะทะตะผะปะธ <ะฟะพะดััะผ>\nswitch costume to (hitbox v)\nrepeat until <not <<touching (land v)?> or <touching (mills v)?>>>\n if <ะฟะพะดััะผ> then\n change y by (-1)\n else\n change y by (1)\n set [ะฒ ะฒะพะทะดัั
ะต v] to [0]\n end\n set [y ัะบะพัะพััั v] to [0]\nend\nswitch costume to (ะบะพัััะผ)\n\ndefine ะฟัะพะณัะปะบะฐ (ัะฐะณะธ)\nswitch costume to (hitbox v)\nchange x by (ัะฐะณะธ)\nset [ัะบะปะพะฝ v] to [0]\nrepeat until <<not <<touching (land v)?> or <touching (mills v)?>>> or <(ัะบะปะพะฝ) = [8]>>\n change y by (1)\n change [ัะบะปะพะฝ v] by (1)\nend\nif <(ัะบะปะพะฝ) = [8]> then\n change x by ((-1) * (ัะฐะณะธ))\n change y by (-8)\nend\nswitch costume to (ะบะพัััะผ)\n\nwhen I receive [begin v]\nset [ะบะพัััะผ v] to (pick random (2) to (35))\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(ะฒ ะฒะพะทะดัั
ะต) < [8]>> then\n set [y ัะบะพัะพััั v] to [14]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<touching (_edge_ v)?> and <(x position) > [195]>> then\n broadcast (Next level v)\n go to x: (-205) y: (125)\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(y position) < [-170]> then\n set [y ัะบะพัะพััั v] to [0]\n go to x: (-201) y: (-125)\n end\nend\n\nwhen I receive [begin v]\nset size to (30) %\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n ะฟัะพะณัะปะบะฐ [-5]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n ะฟัะพะณัะปะบะฐ [5]\n end\n if <<not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\nend\n\nwhen I receive [begin v]\nset [y ัะบะพัะพััั v] to [0]\nset rotation style [left-right v]\nforever\n change [y ัะบะพัะพััั v] by (-2)\n change y by (Y ัะบะพัะพััั)\n change [ะฒ ะฒะพะทะดัั
ะต v] by (1)\n ะพะฑัะฐะฑะพัะบะฐ ะทะตะผะปะธ <(Y ัะบะพัะพััั) > [0]>\nend\n\nwhen I receive [begin v]\nforever\n if <touching (hedgehog v)?> then\n broadcast (ัะตะบะฟะพะธะฝั v) and wait\n end\nend\n\nwhen flag clicked\nforever\n set size to (30) %\nend\n\nwhen I receive [ัะตะบะฟะพะธะฝั v]\ngo to x: (-201) y: (-125)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n turn right (15) degrees\n switch costume to (star v)\n change [color v] effect by (10)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\n@Land\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin v]\ngo to x: (0) y: (-6)\npoint in direction (90)\nforever\n if <(costume [name v]) = [2]> then\n repeat (50)\n if <(costume [name v]) = [3]> then\n point in direction (90)\n stop [this script v]\n end\n turn right (0.1) degrees\n end\n if <(costume [name v]) = [3]> then\n point in direction (90)\n stop [this script v]\n end\n repeat (50)\n if <(costume [name v]) = [3]> then\n point in direction (90)\n stop [this script v]\n end\n turn right (-0.1) degrees\n end\n if <(costume [name v]) = [3]> then\n point in direction (90)\n stop [this script v]\n end\n else\n point in direction (90)\n end\nend\n\nwhen I receive [begin v]\npoint in direction (90)\nforever\n if <(costume [name v]) = [3]> then\n broadcast (ะบะพะฝะตั v)\n forever\n point in direction (90)\n broadcast (ะฝะตั v)\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (2d_12402-3 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [ะฝะธัะตะณะพ]> then\n broadcast (ะบะพะปะตัะพ v)\n stop [this script v]\n else\n broadcast (ะฝะตั v)\n end\nend\n\n@Mills\n\nwhen flag clicked\nhide\n\nwhen I receive [ะบะพะปะตัะพ v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [begin v]\nforever\n turn right (0.1) degrees\nend\n\n@Skins\n\nwhen this sprite clicked\nif <(ะฟะพะดัะบะฐะทะบะฐ) = [ะทะฐะบัััะฐ]> then\n set [ะฟะพะดัะบะฐะทะบะฐ v] to [ะพัะบัััะฐ]\n go to x: (-186) y: (119)\n switch costume to (ะบะพัััะผ 3 v)\n hide list [skins v]\n delete all of [skins v]\n add [Edgar] to [skins v]\n wait (0) seconds\n add [Tropic Spraut] to [skins v]\n wait (0) seconds\n add [Crow] to [skins v]\n wait (0) seconds\n add [White Crow] to [skins v]\n wait (0) seconds\n add [Old Crow] to [skins v]\n wait (0) seconds\n add [Old white Crow] to [skins v]\n wait (0) seconds\n add [Old fenix Crow] to [skins v]\n wait (0) seconds\n add [Old gold Crow] to [skins v]\n wait (0) seconds\n add [Old gold meha Crow] to [skins v]\n wait (0) seconds\n add [Old meha Crow] to [skins v]\n wait (0) seconds\n add [Old dark meha Crow] to [skins v]\n wait (0) seconds\n add [Sans Poco] to [skins v]\n wait (0) seconds\n add [El rudo primo] to [skins v]\n wait (0) seconds\n add [El rey primo] to [skins v]\n wait (0) seconds\n add [8-Bit Virus] to [skins v]\n wait (0) seconds\n add [El primo] to [skins v]\n wait (0) seconds\n add [ZomBibi] to [skins v]\n wait (0) seconds\n add [Bibi Hero] to [skins v]\n wait (0) seconds\n add [Bibi] to [skins v]\n wait (0) seconds\n add [8-Bit] to [skins v]\n wait (0) seconds\n add [Poco] to [skins v]\n wait (0) seconds\n add [Derril] to [skins v]\n wait (0) seconds\n add [Nani] to [skins v]\n wait (0) seconds\n add [Spraut] to [skins v]\n wait (0) seconds\n add [Jine] to [skins v]\n wait (0) seconds\n add [Spike] to [skins v]\n wait (0) seconds\n add [Frank] to [skins v]\n wait (0) seconds\n add [Tara] to [skins v]\n wait (0) seconds\n add [Tara indigo] to [skins v]\n wait (0) seconds\n add [Tara ninja] to [skins v]\n wait (0) seconds\n add [Leon] to [skins v]\n wait (0) seconds\n add [Penny] to [skins v]\n wait (0) seconds\n add [Old Pem] to [skins v]\n wait (0) seconds\n add [Pem] to [skins v]\n wait (0) seconds\n add [Beach Pem] to [skins v]\n ask [Enter skin name \( ะะฒะตะดะธัะต ะธะผั ัะบะธะฝะฐ\)] and wait\n if <(answer) = []> then\n switch costume to (ะบะพัััะผ 2 v)\n go to x: (-188) y: (-157)\n else\n set [ะบะพัััะผ v] to (answer)\n end\nelse\n set [ะฟะพะดัะบะฐะทะบะฐ v] to [ะทะฐะบัััะฐ]\n show list [skins v]\n switch costume to (ะบะพัััะผ 2 v)\n go to x: (-188) y: (-157)\nend\n\nwhen flag clicked\nhide\ngo to x: (-186) y: (-157)\nrepeat (10)\n go to [front v] layer\nend\nshow list [skins v]\nswitch costume to (ะบะพัััะผ 2 v)\nset [ะฟะพะดัะบะฐะทะบะฐ v] to [ะทะฐะบัััะฐ]\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [begin v]\nshow\n\n@Play\n\nwhen flag clicked\ngo to x: (-12) y: (-12)\nshow\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 this sprite clicked\nbroadcast (begin v)\nhide\n\n@ screen saver\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Skip\n\nwhen this sprite clicked\nhide\nreset timer\nbroadcast (Next level v)\n\nwhen I receive [begin v]\nforever\n if <(timer) > [10]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [next level v]\nreset timer\n\nwhen flag clicked\nhide\n\nwhen I receive [ะบะพะฝะตั v]\nstop [other scripts in sprite v]\nhide\n\n | ะฃะฟัะฐะฒะปะตะฝะธะต ัััะตะปะบะฐะผะธ ะธะปะธ W,A,D.\n |
Glitch-The platformer MOBILE! | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [next level v]\nnext backdrop\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\nwait (00000000000.1) seconds\nshow\nset size to (65) %\nset [yvel v] to [0]\nset [xvel v] to [0]\nswitch costume to (costume2 v)\ngo to x: (-214) y: (0)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1)\n switch costume to (costume1 v)\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 [xvel v] by (-1)\n switch costume to (costume2 v)\n repeat (pick random (1) to (3))\n next costume\n wait (pick random (0.03) to (0.05)) seconds\n switch costume to (pick random (2) to (6))\n if <(costume [number v]) = [6]> then\n switch costume to (costume2 v)\n end\n end\n switch costume to (costume2 v)\n end\n set [xvel v] to ((Xvel) * (.9))\n change x by (Xvel)\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 ((Xvel) * (-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 <(Xvel) > [0]> then\n set [xvel v] to [-5]\n else\n set [xvel v] to [5]\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 [yvel v] by (-1)\n change y by (Yvel)\n if <touching (level v)?> then\n change y by ((Yvel) * (-1))\n set [yvel 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 <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n change [yvel v] by (15)\n end\n end\n change y by (1)\n if <(x position) > [219]> then\n broadcast (Next level v)\n go to x: (-214) y: (0)\n end\n if <touching (ouchies v)?> then\n Reset\n end\nend\n\nwhen I start as a clone\n\nchange size by (-5)\n\ndelete this clone\n\ndefine Reset\ngo to x: (-214) y: (-69)\nstart sound [Alien Creak2 v]\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\ngo to x: (50) y: (30)\n\nwhen I receive [start game v]\nshow\n\n@OUCHIES\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\n@Thumb nail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\nbroadcast (Start screen v)\n\n@Start thingmibob\n\nwhen I receive [start screen v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\n@Start button\n\nwhen flag clicked\ngo to x: (-5) y: (-86)\nhide\n\nwhen I receive [start screen v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nforever\n next costume\n wait (pick random (0.03) to (0.06)) seconds\n switch costume to (pick random (1) to (5))\n wait (pick random (0.03) to (0.05)) seconds\n switch costume to ((costume [number v]) - (1))\n wait (pick random (0.03) to (0.04)) seconds\nend\n\nwhen this sprite clicked\nbroadcast (Start game v)\nhide\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to x: (-170) y: (-153)\nset size to (70) %\nforever\n go [forward v] (1) layers\n point in direction ((([cos v] of ((timer) * (100)) ) * (10)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (87) %\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (Next level v)\n end\n else\n set size to (80) %\n end\nend\n\n@Volume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [start screen v]\ngo to [front v] layer\ngo to x: (151) y: (-61)\nset size to (70) %\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen this sprite clicked\nnext costume\nbroadcast (STOP DAT MUSIC OR ELSE v)\nstop [this script v]\n\n@Background stuff\n\nwhen I start as a clone\nshow\ngo to [back v] layer\npoint in direction (pick random (-70) to (-100))\ngo to x: (300) y: (pick random (-180) to (180))\nset size to (pick random (20) to (50)) %\nset [ghost v] effect to (pick random (90) to (95))\ngo to [back v] layer\nrepeat until <(x position) < [-220]>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\n@DA SOUND\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n play sound [700211_ColBreakz---2011.mp3 v] until done\nend\n\nwhen I receive [stop dat music or else v]\nstop [other scripts in sprite v]\n\n | โโโโโโโโโโ-WARNING!โโโโโโโโโโ\nIn case of 0bjects 0r sprites n0t appearing, click dat green thang again \nโโโโโโโโโโCONTROLSโโโโโโโโโโ\nArr0w keys, WAD keys or m0bile. \nYes every level is p0ssible\nPls 0nly use skip if y0u have 2\nS0rry if story is cringey\n1st platformer\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nComment โnuggieโ if you read this :) |
Zoids Platformer Multiplayer (cloud)(unfinish) | @Stage\n\nwhen I receive [save game v]\ndelete (all) of [_savemydata v]\nbroadcast (save achievements v) and wait\nbroadcast (save my data now v) and wait\n\nwhen [l v] key pressed\n\n if <(Lag Prevention) = [off]> then\n set [lag prevention v] to [on]\n show variable [lag prevention v]\n else\n set [lag prevention v] to [off]\n wait (1) seconds\n hide variable [lag prevention v]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop v)\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [glitches v] to [0]\n show variable [glitches v]\nelse\n hide variable [glitches v]\nend\nhide variable [glitches v]\nset [lag prevention v] to [off]\nhide variable [lag prevention v]\nhide variable [power v]\nhide variable [coins v]\nhide variable [game mode v]\nshow list [high score table v]\n\n@Blank\n\n@The Player\n\ndefine Do Jump?\nif <key (up arrow v) pressed?> then\n if <(Can Jump?) > [0]> then\n if <(Size) < [1]> then\n set [is jumping? v] to [9]\n else\n set [is jumping? v] to [8]\n end\n set [can jump? v] to [0]\n if <(On Wall) = [0]> then\n add [1] to [new achievement v]\n else\n add [2] to [new achievement v]\n end\n end\n if <(Is Jumping?) > [0]> then\n if <(Is Jumping?) > [1]> then\n if <<(Player Mode) = [10]> or <(Player Mode) = [11]>> then\n set [speed y v] to [6]\n else\n if <(Player Mode) = [2]> then\n set [speed y v] to [11.5]\n else\n set [speed y v] to [9]\n end\n end\n end\n end\nelse\n set [is jumping? v] to [0]\n if <<(Player Mode) = [10]> or <(Player Mode) = [11]>> then\n set [can jump? v] to [2]\n end\nend\nif <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\nend\nif <(Is Jumping?) > [1]> then\n change [is jumping? v] by (-1)\nend\nif <(Player Mode) = [2]> then\n if <(Is Jumping?) > [0]> then\n set [speed x v] to ((Speed X) * (2))\n else\n set [speed x v] to ((Speed X) * (0.75))\n end\nend\nif <(In Water) > [0]> then\n if <key (down arrow v) pressed?> then\n change [speed y v] by (-0.13)\n end\nend\n\nwhen [n v] key pressed\nif <(Show Names) > [1]> then\n set [show names v] to [0]\nelse\n change [show names v] by (2)\nend\nbroadcast (toggle player names v)\n\ndefine Check Talk\nif <(Talk #) > [0]> then\n if <(timer) > (TalkTimeout)> then\n say []\n set [talk # v] to [0]\n end\nend\n\nwhen [r v] key pressed\nRe Spawn Player\nadd [25] to [new achievement v]\n\nwhen flag clicked\nwait (1) seconds\nset [number of players v] to [0]\nset [offset scroll v] to [0]\nset [lagwarn # v] to [0]\ndelete (all) of [_savemydata v]\nadd [2] to [_savemydata v]\nadd [9999] to [_savemydata v]\nbroadcast (@get my ranking v) and wait\nbroadcast (load my data v) and wait\nbroadcast (load achievements v) and wait\nbroadcast (@allocate gaming slot v) and wait\nif <(Level #) = [1]> then\n set [spawn x v] to [0]\n set [spawn y v] to [-43]\nelse\n set [spawn x v] to ((7) * (470))\n set [spawn y v] to [43]\nend\nset [whoisit # v] to [0]\nset [player mode v] to [0]\nset [show names v] to [2]\nset [talktimeout v] to [0]\nset [talk # v] to [0]\nset [idletime v] to (timer)\nRe Spawn Player\nPosition Player <>\nbroadcast (init level v) and wait\ngo [backward v] (1000) layers\nshow\nswitch costume to (hit mask2 v)\nset [ghost v] effect to (100)\nif <([me index v] of [save game v]) > [64]> then\n if <([myscore v] of [save game v]) > [0]> then\n broadcast (save game v) and wait\n end\nend\nGame Loop\n\ndefine Set Zoom (zoom) at (x) (y)\nset [wantsize v] to (zoom)\nchange [player y v] by ((11) - ((11) * (Size)))\nchange [player y v] by (((11) * (zoom)) - (11))\nset size to ((zoom) * (100)) %\nHit Check (Player X) (Player Y) (1) (zoom)\nif <(Hit) > [-99999]> then\n if <(x) > [10]> then\n set [player x v] to (x)\n set [player y v] to (y)\n set [size v] to (zoom)\n else\n set size to ((Size) * (100)) %\n change [player y v] by ((11) - ((11) * (zoom)))\n change [player y v] by (((11) * (Size)) - (11))\n end\nelse\n set [size v] to (zoom)\nend\n\ndefine Re Spawn Player\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 [next scr x v] to (Spawn X)\nset [next scr y v] to (Spawn Y)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [can jump? v] to [0]\nset [frame v] to [0]\nset [player mode v] to [0]\nset [player mode fuel v] to [0]\nset [on wall v] to [0]\nset [zoom v] to [1]\nset [size v] to [1]\nset [wantsize v] to [1]\nset [minscry v] to [0]\nhide variable [power v]\nset [invert v] to [0]\nset [senddelay v] to [0]\nset [game mode v] to [0]\nset [_airlevel v] to [26]\nset [wall jump timer v] to [0]\nset [ufo_pull v] to [0]\nset [fromwater v] to [0]\nswitch costume to (hit mask2 v)\nset size to (100) %\nbroadcast (game mode change v) and wait\n\ndefine Position Player <even?>\ngo to x: ((Player X) - (Next Scr X)) y: (round ((Player Y) - (Next Scr Y)))\n\ndefine Calculate Costume\nif <<(Player Mode) = [0]> or <(Player Mode) = [3]>> then\n set [nextcostume # v] to (([abs v] of ((([floor v] of (Frame) ) mod (4)) - (1)) ) + (1))\nelse\n if <(Player Mode) = [1]> then\n set [nextcostume # v] to ((5) + (Frame))\n else\n if <(Player Mode) = [5]> then\n set [nextcostume # v] to ((25) + (Frame))\n else\n if <(Player Mode) = [6]> then\n set [nextcostume # v] to ((27) + (Frame))\n else\n if <(Player Mode) = [7]> then\n set [nextcostume # v] to ((28) + (Frame))\n else\n if <(Player Mode) = [2]> then\n if <(Is Jumping?) = [0]> then\n set [nextcostume # v] to ((([floor v] of ((Frame) * (1)) ) mod (9)) + (7))\n else\n set [nextcostume # v] to [16]\n end\n else\n if <(Player Mode) = [8]> then\n set [nextcostume # v] to (([abs v] of ((([floor v] of ((Frame) * (0.3)) ) mod (4)) - (1)) ) + (30))\n else\n if <(Player Mode) = [9]> then\n set [nextcostume # v] to (([abs v] of ((([floor v] of ((Frame) * (0.6)) ) mod (4)) - (1)) ) + (33))\n else\n if <(Player Mode) = [10]> then\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (2)) + (36))\n else\n if <(Player Mode) = [11]> then\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (2)) + (38))\n else\n if <(Player Mode) = [12]> then\n if <(direction) > [0]> then\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (2)) + (40))\n else\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (2)) + (42))\n end\n else\n if <(Player Mode) = [13]> then\n set [nextcostume # v] to [44]\n else\n if <(Player Mode) = [14]> then\n if <<(Is Jumping?) > [0]> and <(Speed Y) > [-4]>> then\n if <(Speed Y) > [4]> then\n set [nextcostume # v] to [47]\n else\n set [nextcostume # v] to [45]\n end\n else\n set [nextcostume # v] to ((([floor v] of (((Frame) + (3)) * (0.3)) ) mod (2)) + (45))\n end\n else\n if <(Player Mode) = [15]> then\n if <<key (space v) pressed?> and <(Speed X) = [0]>> then\n set [nextcostume # v] to [52]\n else\n set [nextcostume # v] to ((([floor v] of ((Frame) * (0.5)) ) mod (4)) + (48))\n end\n else\n if <(Player Mode) = [16]> then\n if <(Can Jump?) > [0]> then\n set [nextcostume # v] to [53]\n else\n if <([abs v] of ([direction v] of [tool v]) ) > [33]> then\n set [nextcostume # v] to [54]\n else\n set [nextcostume # v] to [55]\n end\n end\n else\n if <(Player Mode) = [17]> then\n set [nextcostume # v] to [56]\n if <(Can Jump?) > [1]> then\n change [nextcostume # v] by ([ceiling v] of ((((Can Jump?) - (1)) / (14)) * (3)) )\n if <(action) > [0]> then\n change [nextcostume # v] by (3)\n end\n end\n if <(Speed X) < [0]> then\n change [nextcostume # v] by (7)\n end\n else\n if <(Player Mode) = [18]> then\n if <(Can Jump?) = [0]> then\n if <(Speed Y) < [0]> then\n set [nextcostume # v] to [78]\n else\n set [nextcostume # v] to [77]\n end\n else\n if <(Speed X) = [0]> then\n set [nextcostume # v] to (([abs v] of ((([floor v] of ((timer) * (5)) ) mod (4)) - (1)) ) + (70))\n else\n set [nextcostume # v] to (([abs v] of ((([floor v] of ((Frame) * (0.5)) ) mod (6)) - (2)) ) + (73))\n end\n end\n else\n if <(Player Mode) = [19]> then\n set [nextcostume # v] to [79]\n else\n if <(Is Jumping?) = [0]> then\n if <(Frame) = [0]> then\n set [nextcostume # v] to ((17) + (Invert))\n else\n set [nextcostume # v] to (((([floor v] of ((Frame) * (0.5)) ) mod (3)) + (18)) + (Invert))\n end\n else\n set [nextcostume # v] to ((18) + (Invert))\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\ndefine Do UFO or Fish <isufo>\nif <<isufo> or <(In Water) > [0]>> then\n set [gravity v] to [0]\n if <<key (up arrow v) pressed?> and <(Speed Y) < [6]>> then\n change [speed y v] by (0.2)\n else\n if <<key (down arrow v) pressed?> and <(Speed Y) > [-6]>> then\n change [speed y v] by (-0.2)\n else\n set [speed y v] to ((Speed Y) * (0.95))\n end\n end\n if <isufo> then\n if <(Player Mode) = [19]> then\n change [speed y v] by ((0.1) * ([sin v] of ((timer) * (180)) ))\n else\n set [frame v] to [0]\n if <<key (space v) pressed?> and <<(Size) = [1]> and <(Player Mode) = [7]>>> then\n set [frame v] to [1]\n end\n end\n else\n if <(pick random (1) to (30)) = [1]> then\n change [speed y v] by (pick random (-0.3) to (0.3))\n end\n end\nelse\n if <key (up arrow v) pressed?> then\n if <<(On Wall) = [0]> and <(Can Jump?) > [0]>> then\n if <(Player Mode) = [9]> then\n set [is jumping? v] to [1000]\n else\n set [is jumping? v] to [8]\n end\n set [can jump? v] to [0]\n add [40] to [new achievement v]\n end\n if <(Is Jumping?) > [1]> then\n set [speed y v] to [7]\n end\n else\n set [is jumping? v] to [0]\n end\n if <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n end\n if <(Is Jumping?) > [1]> then\n change [is jumping? v] by (-1)\n end\n if <(Is Jumping?) > [0]> then\n if <(Player Mode) = [9]> then\n set [speed x v] to ((Speed X) * (2))\n else\n set [speed x v] to ((Speed X) * (0.9))\n end\n else\n if <(Can Jump?) > [0]> then\n set [speed x v] to [0]\n end\n end\nend\n\nif <(_TalkMode) > [1000]> then\n set [talk # v] to ((_TalkMode) - (1000))\n set [_talkmode v] to [0]\n set [talktimeout v] to ((timer) + (4))\n set [senddelay v] to [0]\n say (item (Talk #) of [_safechat v])\n add [3] to [new achievement v]\n if <<(Player Mode) = [6]> and <(item (Talk #) of [_safechat v]) = [Nyan nyan nyan!!!]>> then\n add [16] to [new achievement v]\n end\nelse\n if <(Talk #) > [0]> then\n if <(timer) > (TalkTimeout)> then\n say []\n set [talk # v] to [0]\n end\n end\nend\n\nwhen I receive [log chat v]\nsay (Filtered Chat)\nadd [3] to [new achievement v]\nset [talk # v] to ((_TalkMode) - (1000))\nif <(Player Mode) = [6]> then\n if <(Talk #) = [35]> then\n add [16] to [new achievement v]\n end\nend\nset [talktimeout v] to ((timer) + (4))\nset [senddelay v] to [0]\nset [_talkmode v] to [0]\n\ndefine Game Loop\nset [time v] to ((timer) - (0.1))\nset [_tick v] to [1]\nset [frames v] to [0]\nrepeat until <((timer) - (IdleTime)) > [200]>\n set [calc_tick v] to (round (((timer) - (Time)) / (0.1)))\n change [time v] by ((calc_tick) * (0.034))\n if <(calc_tick) < [1]> then\n wait (0.015) seconds\n end\n if <(calc_tick) < [2]> then\n set [_tick v] to [1]\n if <(frames) > [0]> then\n change [frames v] by (-1)\n end\n else\n if <(Lag Prevention) = [off]> then\n change [frames v] by (6)\n set [_tick v] to [1]\n if <<(frames) > [400]> and <(lagWarn #) < [20]>> then\n add [lag] to [new achievement v]\n set [frames v] to [0]\n change [lagwarn # v] by (1)\n end\n else\n if <(calc_tick) > (_Tick)> then\n set [_tick v] to (calc_tick)\n wait (0.002) seconds\n end\n end\n broadcast (@update multiplayer v) and wait\n set [number of players v] to ([@player count v] of [multiplayer v])\n Do Player Tick\n Check Talk\n broadcast (tick v) and wait\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (timeout v)\ngo to [front v] layer\nstop [all v]\n\nwhen [x v] key pressed\nif <<(Game Mode) = [1]> and <(Player Mode) = [1]>> then\n stop [this script v]\nend\nif <(Player Mode) = [13]> then\n if <(Size) < [1]> then\n Collect Power Up (4) (120) (0.25) at (Player X) (Player Y)\n add [56] to [new achievement v]\n else\n Collect Power Up (4) (5) (0.5) at (Player X) (Player Y)\n end\nelse\n if <(Player Mode) > [0]> then\n hide variable [power v]\n set [player mode v] to [0]\n set [invert v] to [0]\n Set Zoom (1) at (1) (1)\n switch costume to (hit mask2 v)\n hide variable [fuel v]\n add [24] to [new achievement v]\n if <(Game Mode) > [0]> then\n set [game mode v] to [0]\n broadcast (game mode change v) and wait\n end\n end\nend\n\ndefine Collect Power Up (mode) (time) (zoom) at (x) (y)\nif <(mode) < [0]> then\n if <<(Player Mode) = [0]> or <<(Player Mode) = [10]> or <(Player Mode) = [11]>>> then\n set [player mode v] to ((0) - (mode))\n end\nelse\n set [player mode v] to (mode)\nend\nif <(mode) > [0]> then\n set [fromwater v] to [0]\nend\nif <(Player Mode) = [12]> then\n set [can jump? v] to [30]\nend\nset [player mode fuel v] to (time)\nset [power v] to (Player Mode Fuel)\nset [frame v] to [0]\nset [invert v] to [0]\nshow variable [power v]\nif <(direction) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <(Player Mode) = [14]> then\n switch costume to (hit mask3 v)\nelse\n if <(Player Mode) = [19]> then\n switch costume to (hit mask eyes v)\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to (hit mask2 v)\n end\n end\nend\nSet Zoom (zoom) at (x) (y)\nif <(Game Mode) > [2]> then\n broadcast (game mode change v)\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\nend\n\ndefine Do Player Tick\nif <not <(WantSize) = (Size)>> then\n Set Zoom (WantSize) at (1) (1)\nend\nrepeat (_Tick)\n if <(Game Mode) = [11]> then\n set size to (60) %\n if <touching (enemy v)?> then\n wait (0.5) seconds\n repeat until <not <key (any v) pressed?>>\n wait (0.1) seconds\n end\n set [player x v] to [3314]\n set [player y v] to [1398]\n set [scroll x v] to (Player X)\n set [scroll y v] to (Player Y)\n set [next scr x v] to (Player X)\n set [next scr y v] to (Player Y)\n set [speed y v] to [4]\n Collect Power Up (18) (120) (1) at (1) (1)\n set [game mode v] to [11]\n broadcast (game mode change v)\n end\n set size to (100) %\n end\n if <(Player Mode) = [17]> then\n set [gravity v] to [-1]\n Do Snail (prev Angle)\n else\n if <<(Player Mode) = [10]> or <(Player Mode) = [11]>> then\n set [gravity v] to [-0.3]\n else\n set [gravity v] to [-1]\n end\n if <(Wall Jump Timer) > [0]> then\n change [wall jump timer v] by (-1)\n else\n if <(Player Mode) = [16]> then\n Do Toad\n else\n if <key (left arrow v) pressed?> then\n if <(direction) > [0]> then\n point in direction (-90)\n set [senddelay v] to [0]\n end\n set [speed x v] to [-4]\n change [frame v] by (0.5)\n set [idletime v] to (timer)\n else\n if <key (right arrow v) pressed?> then\n if <(direction) < [0]> then\n point in direction (90)\n set [senddelay v] to [0]\n end\n set [speed x v] to [4]\n change [frame v] by (0.5)\n set [idletime v] to (timer)\n else\n if <<(Player Mode) = [10]> or <(Player Mode) = [11]>> then\n set [speed x v] to ((0.95) * (Speed X))\n change [frame v] by (0.25)\n else\n if <not <<(Player Mode) = [6]> or <(Player Mode) = [12]>>> then\n set [speed x v] to [0]\n set [frame v] to [0]\n end\n end\n end\n end\n end\n end\n if <(Player Mode) = [12]> then\n Do Flappy\n else\n if <(Player Mode) = [6]> then\n Do Nyan\n else\n if <<(Player Mode) = [8]> or <(Player Mode) = [9]>> then\n Do UFO or Fish \n else\n if <<<(Player Mode) = [7]> or <(Player Mode) = [13]>> or <(Player Mode) = [19]>> then\n Do UFO or Fish \n else\n if <<(Player Mode) = [1]> or <(Player Mode) = [5]>> then\n Do Jet Pack\n else\n if <(Player Mode) = [16]> then\n Do Toad\n else\n Do Jump?\n if <(Player Mode) = [4]> then\n set [speed x v] to ((Speed X) * (0.8))\n else\n if <(Player Mode) = [18]> then\n set [speed x v] to ((Speed X) * (1.6))\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <<(Suck X) = [0]> and <(Suck Y) = [0]>>> then\n set [speed x v] to (Suck X)\n set [speed y v] to (Suck Y)\n set [suck x v] to [0]\n set [suck y v] to [0]\n end\n if <<(In Water) > [0]> and <not <<(Player Mode) = [8]> or <(Player Mode) = [9]>>>> then\n set [gravity v] to [0.1]\n set [speed y v] to ((Speed Y) * (0.98))\n end\n if <(Player Mode) = [8]> then\n set [movemul v] to ((zoom) / (Size))\n else\n set [movemul v] to ((zoom) * (Size))\n end\n Move Player ((Speed X) * (moveMul)) (0) ((zoom) * (Size)) (moveMul)\n change [speed y v] by (gravity)\n if <(Speed Y) < [-14]> then\n set [speed y v] to [-14]\n end\n if <not <(Speed Y) = [0]>> then\n Move Player (0) ((Speed Y) * (moveMul)) ((zoom) * (Size)) (moveMul)\n end\n end\n if <<(Player Mode) > [1]> and <not <(Player Mode) = [5]>>> then\n change [player mode fuel v] by (-0.03333)\n set [power v] to (round (Player Mode Fuel))\n if <not <(Player Mode Fuel) > [0]>> then\n hide variable [power v]\n if <(Player Mode) = [12]> then\n add [52] to [new achievement v]\n set [player x v] to [-96]\n set [player y v] to [1296]\n set [next scr x v] to (Player X)\n set [next scr y v] to (Player Y)\n set [speed x v] to [0]\n set [speed y v] to [0]\n end\n set [player mode v] to [0]\n set [invert v] to [0]\n Set Zoom (1) at (1) (1)\n switch costume to (hit mask2 v)\n if <<(Game Mode) = [3]> or <<(Game Mode) = [5]> or <<(Game Mode) = [7]> or <<(Game Mode) = [9]> or <(Game Mode) = [11]>>>>> then\n broadcast (game mode change v)\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n end\n end\n end\n if <<(In Water) > [0]> and <not <<(Player Mode) = [8]> or <(Player Mode) = [9]>>>> then\n change [_airlevel v] by (-0.05)\n if <(_AirLevel) < [0]> then\n Re Spawn Player\n end\n else\n set [_airlevel v] to [26]\n end\n Check Touch Zones\n Calculate Costume\n if <(Player Y) < [-180]> then\n Re Spawn Player\n add [4] to [new achievement v]\n end\n if <(Player Y) > [1930]> then\n if <(Player Mode) = [9]> then\n add [44] to [new achievement v]\n end\n Re Spawn Player\n add [5] to [new achievement v]\n end\n Send Data\nend\nif <(Game Mode) = [2]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [32] to [new achievement v]\n broadcast (fish dash won v)\nend\nif <(Game Mode) = [4]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [47] to [new achievement v]\n broadcast (game mode change v)\n Collect Power Up (11) (150) (1.4) at (0) (0)\nend\nif <(Game Mode) = [6]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [49] to [new achievement v]\n set [player mode v] to [0]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\nend\nif <(Game Mode) = [8]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [59] to [new achievement v]\n set [power v] to [300]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\nend\nif <(Game Mode) = [10]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [64] to [new achievement v]\n set [player mode fuel v] to [300]\n set [power v] to [300]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\nend\nif <(Game Mode) = [12]> then\n set [game mode v] to [0]\n set [coins v] to [0]\n hide variable [coins v]\n add [67] to [new achievement v]\n set [player mode fuel v] to [999]\n set [power v] to [999]\n Set Zoom (1.01) at (1) (1)\n broadcast (game mode change v)\nend\nrepeat (_Tick)\n if <(Game Mode) = [1]> then\n set [next scr x v] to (round ((((Next Scr X) * (7)) + ((Player X) + (200))) / (8)))\n set [next scr y v] to (round ((((Next Scr Y) * (4)) + (0)) / (5)))\n else\n if <(Player Mode) = [16]> then\n set [next scr x v] to (round ((((Next Scr X) * (7)) + ((Player X) + ((120) * ([sin v] of ([direction v] of [tool v]) )))) / (8)))\n set [next scr y v] to (round ((((Next Scr Y) * (4)) + ((Player Y) + ((80) * ([cos v] of ([direction v] of [tool v]) )))) / (5)))\n else\n set [next scr x v] to (round ((((Next Scr X) * (7)) + ((Player X) + (Offset Scroll))) / (8)))\n set [next scr y v] to (round ((((Next Scr Y) * (4)) + (Player Y)) / (5)))\n end\n end\nend\nif <(Next Scr Y) < (minScrY)> then\n set [next scr y v] to (minScrY)\nend\nif <(Next Scr Y) > [1750]> then\n set [next scr y v] to [1750]\nend\nif <(Next Scr X) < [0]> then\n set [next scr x v] to [0]\nend\nPosition Player <>\n\ndefine Do Nyan\nset [frame v] to [0]\nset [gravity v] to [0]\nset [speed x v] to (round ((direction) / (10)))\nset [speed y v] to [0]\nif <key (up arrow v) pressed?> then\n change [speed y v] by (8)\nend\nif <key (down arrow v) pressed?> then\n change [speed y v] by (-8)\nend\n\ndefine Do Flappy\nset [senddelay v] to [0]\nif <(direction) > [0]> then\n set [speed x v] to [5]\nelse\n set [speed x v] to [-5]\nend\nif <<key (up arrow v) pressed?> and <(Can Jump?) > [-1]>> then\n set [speed y v] to [10]\nend\nif <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n set [speed y v] to [1]\n if <(direction) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <(Can Jump?) = [0]> then\n set [speed y v] to [11]\n end\nelse\n if <(direction) > [0]> then\n if <(Speed Y) > [-5]> then\n if <(direction) > [90]> then\n turn left (30) degrees\n else\n point in direction (60)\n end\n else\n if <(direction) < [170]> then\n turn right (7) degrees\n end\n end\n else\n if <(Speed Y) > [-5]> then\n if <(direction) < [-90]> then\n turn right (30) degrees\n else\n point in direction (-60)\n end\n else\n if <(direction) > [-170]> then\n turn left (7) degrees\n end\n end\n end\nend\n\ndefine Hit Check (x) (y) (my) (zoom)\nif <touching (level v)?> then\n set [hit v] to [1]\nelse\n set [hit v] to [-99999]\nend\n\ndefine Move Player (sx) (sy) (zoom) (movemul)\nif <(Invert) = [0]> then\n set [my v] to [1]\nelse\n set [my v] to [-1]\nend\nchange [player x v] by (sx)\nchange [player y v] by ((sy) * (my))\nPosition Player \nHit Check (Player X) (Player Y) (my) (zoom)\nif <(Hit) = [-99999]> then\n set [prevx v] to (Player X)\n set [prevy v] to (Player Y)\n stop [this script v]\nend\nif <(sx) = [0]> then\n set [speed y v] to [0]\nend\nif <(Hit) = [1]> then\n set [wall jump timer v] to [0]\n if <(sy) > [-6]> then\n set [tmp v] to [6]\n else\n set [tmp v] to ((6) - (sy))\n end\n repeat (tmp)\n change [player y v] by (my)\n Position Player \n Hit Check (Player X) (Player Y) (my) (zoom)\n if <(Hit) = [-99999]> then\n if <(sx) = [0]> then\n if <(Player Mode) = [12]> then\n set [can jump? v] to [-1]\n else\n set [can jump? v] to [5]\n set [on wall v] to [0]\n end\n end\n set [stuckcount v] to [0]\n set [player y v] to (round (Player Y))\n if <(Player Mode) = [12]> then\n set [player mode fuel v] to [0]\n end\n stop [this script v]\n end\n end\n change [player y v] by ((((-1) * (my)) * (tmp)) - ((sy) * (my)))\n if <<(sy) = [0]> and <(Player Mode) = [19]>> then\n repeat (4)\n change [player y v] by (-1)\n Position Player \n Hit Check (Player X) (Player Y) (my) (zoom)\n if <(Hit) = [-99999]> then\n set [stuckcount v] to [0]\n set [player y v] to (round (Player Y))\n stop [this script v]\n end\n end\n change [player y v] by (4)\n end\n change [player x v] by ((0) - (sx))\n Position Player \n Hit Check (Player X) (Player Y) (my) (zoom)\n if <(Hit) > [-99999]> then\n change [stuckcount v] by (1)\n if <(stuckCount) > [8]> then\n broadcast (trapped! v)\n set [stuckcount v] to [0]\n end\n else\n set [stuckcount v] to [0]\n end\nelse\n if <(((Hit) - (Player Y)) * (my)) < ((movemul) * (10))> then\n set [player y v] to (Hit)\n if <(sx) = [0]> then\n if <(Player Mode) = [12]> then\n set [player mode fuel v] to [0]\n set [can jump? v] to [-1]\n else\n set [can jump? v] to [5]\n set [on wall v] to [0]\n end\n end\n set [stuckcount v] to [0]\n stop [this script v]\n else\n change [player x v] by ((0) - (sx))\n change [player y v] by ((0) - ((sy) * (my)))\n Position Player \n Hit Check (Player X) (Player Y) (my) (zoom)\n if <(Hit) > [-99999]> then\n set [player x v] to (prevX)\n set [player y v] to (prevY)\n change [stuckcount v] by (1)\n if <(stuckCount) > [8]> then\n broadcast (trapped! v)\n set [stuckcount v] to [0]\n end\n else\n set [prevx v] to (Player X)\n set [prevy v] to (Player Y)\n set [stuckcount v] to [0]\n if <(Player Mode) = [12]> then\n set [player mode fuel v] to [0]\n end\n end\n end\nend\nif <(In Water) > [0]> then\n set [on wall v] to [0]\nend\nif <<<(sx) = [0]> and <(sy) < [0]>> or <<(Player Mode) = [2]> or <(Player Mode) = [12]>>> then\n set [on wall v] to [0]\nelse\n if <<(Player Mode) = [16]> or <<(Player Mode) = [15]> and <(Size) > [1]>>> then\n set [on wall v] to [0]\n else\n if <(sy) > [0]> then\n set [can jump? v] to [0]\n else\n if <(Speed Y) < [0]> then\n set [speed y v] to ((Speed Y) * (0.5))\n set [speed x v] to ((0) - (sx))\n end\n if <(sx) > [0]> then\n if <(On Wall) < [1]> then\n set [on wall v] to [8]\n set [can jump? v] to [6]\n end\n else\n if <(On Wall) > [-1]> then\n set [on wall v] to [-8]\n set [can jump? v] to [6]\n end\n end\n end\n end\nend\n\ndefine Achieve Giant Station\nadd [11] to [new achievement v]\nif <(Player Mode) = [1]> then\n add [33] to [new achievement v]\nelse\n if <(Player Mode) = [2]> then\n add [37] to [new achievement v]\n else\n if <(Player Mode) = [4]> then\n add [39] to [new achievement v]\n else\n if <(Player Mode) = [5]> then\n add [35] to [new achievement v]\n else\n if <(Player Mode) = [6]> then\n add [42] to [new achievement v]\n else\n if <(Player Mode) = [7]> then\n add [36] to [new achievement v]\n else\n if <(Player Mode) = [8]> then\n add [38] to [new achievement v]\n else\n if <(Player Mode) = [9]> then\n add [38] to [new achievement v]\n else\n if <(Player Mode) = [14]> then\n add [58] to [new achievement v]\n else\n if <(Player Mode) = [19]> then\n add [68] to [new achievement v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Do Jet Pack\nif <(Player Mode) = [5]> then\n set [speed x v] to ((Speed X) * (1.5))\nend\nset [gravity v] to [-0.5]\nset [frame v] to [0]\nif <(Game Mode) = [1]> then\n if <(Player X) < [9090]> then\n set [speed x v] to [5]\n if <key (up arrow v) pressed?> then\n if <(Speed Y) < [6]> then\n change [speed y v] by (1.5)\n end\n set [frame v] to [1]\n end\n else\n set [player x v] to [5310]\n set [player y v] to [160]\n set [scroll x v] to (Player X)\n set [scroll y v] to (Player Y)\n set [next scr x v] to (Player X)\n set [next scr y v] to (Player Y)\n set [speed y v] to [4]\n set [game mode v] to [0]\n add [17] to [new achievement v]\n if <(Coins) = [0]> then\n Collect Power Up (5) (400) (1) at (1) (1)\n add [18] to [new achievement v]\n end\n broadcast (game mode change v)\n end\nelse\n if <<(Player X) > [5960]> and <<(Player X) < [6060]> and <(Player Y) < [180]>>> then\n set [game mode v] to [1]\n broadcast (jet pack joyride v)\n end\n if <key (up arrow v) pressed?> then\n if <(Speed Y) < [4]> then\n change [speed y v] by (2)\n end\n change [player mode fuel v] by (-0.03333)\n set [power v] to (round (Player Mode Fuel))\n if <not <(Player Mode Fuel) > [0]>> then\n hide variable [power v]\n set [player mode v] to [0]\n Set Zoom (1) at (1) (1)\n broadcast (game mode change v)\n end\n set [frame v] to [1]\n end\nend\n\ndefine Achieve Mini Station\nadd [10] to [new achievement v]\nif <(Player Mode) = [1]> then\n add [7] to [new achievement v]\nelse\n if <(Player Mode) = [2]> then\n add [9] to [new achievement v]\n else\n if <(Player Mode) = [4]> then\n add [13] to [new achievement v]\n else\n if <(Player Mode) = [5]> then\n add [19] to [new achievement v]\n else\n if <(Player Mode) = [6]> then\n add [15] to [new achievement v]\n else\n if <(Player Mode) = [7]> then\n add [30] to [new achievement v]\n else\n if <(Player Mode) = [8]> then\n add [41] to [new achievement v]\n else\n if <(Player Mode) = [9]> then\n add [41] to [new achievement v]\n else\n if <(Player Mode) = [12]> then\n add [50] to [new achievement v]\n else\n if <(Player Mode) = [16]> then\n add [62] to [new achievement v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fish dash won v]\nCollect Power Up (9) (600) (1) at (1) (1)\n\nwhen [space v] key pressed\nif <(Player Mode) = [4]> then\n if <(Can Jump?) > [0]> then\n set [invert v] to ((4) - (Invert))\n set [can jump? v] to [0]\n add [22] to [new achievement v]\n end\nend\n\ndefine Send Data\nif <(UFO_Pull) = [0]> then\n add (round (Player X)) to [@broadcast v]\n add (round (Player Y)) to [@broadcast v]\nelse\n add [-999] to [@broadcast v]\n add (UFO_Pull) to [@broadcast v]\nend\nadd (round (nextCostume #)) to [@broadcast v]\nif <(SendDelay) < [1]> then\n add (round (direction)) to [@broadcast v]\n add ((Size) * (100)) to [@broadcast v]\n add (round (Talk #)) to [@broadcast v]\n if <(WhoIsIT #) = ([@player id v] of [multiplayer v])> then\n change [whoisittimer v] by (1)\n add (round (WhoIsItTimer)) to [@broadcast v]\n else\n add [0] to [@broadcast v]\n end\n add (([count v] of [announcer v]) + (1)) to [@broadcast v]\n set [senddelay v] to [7]\nelse\n change [senddelay v] by (-1)\nend\nif <([@player id v] of [multiplayer v]) > [0]> then\n set [tmp v] to (([@player id v] of [multiplayer v]) * (PMul))\n replace item ((tmp) + (0)) of [players v] with (username)\n replace item ((tmp) + (1)) of [players v] with (Player X)\n replace item ((tmp) + (2)) of [players v] with (Player Y)\nend\nadd [@TICK] to [@broadcast v]\n\nwhen I receive [hide all v]\nhide\n\ndefine Check Touch Zones\nif <not <(Player Mode) = [1]>> then\n if <<([abs v] of ((Player X) - (5310)) ) < [20]> and <([abs v] of ((Player Y) - (83)) ) < [20]>> then\n Collect Power Up (1) (20) (1) at (5310) (76)\n add [6] to [new achievement v]\n end\nend\nif <not <(Player Mode) = [2]>> then\n if <<([abs v] of ((Player X) - (2778)) ) < [20]> and <([abs v] of ((Player Y) - (462)) ) < [20]>> then\n Collect Power Up (2) (30) (1) at (2775) (456)\n add [8] to [new achievement v]\n end\nend\nif <not <(Size) > [1]>> then\n if <<([abs v] of ((Player X) - (5174)) ) < [40]> and <([abs v] of ((Player Y) - (1377)) ) < [70]>> then\n set [player y v] to [1395]\n if <(Player Mode) = [12]> then\n Collect Power Up (15) (100) (1.8) at (5172) (1395)\n add [60] to [new achievement v]\n else\n if <(Size) < [1]> then\n Collect Power Up (-3) (45) (1.8) at (5172) (1395)\n add [43] to [new achievement v]\n else\n Collect Power Up (-3) (45) (1.8) at (5172) (1395)\n end\n end\n Achieve Giant Station\n end\nend\nif <not <(Size) < [1]>> then\n if <<([abs v] of ((Player X) - (4362)) ) < [20]> and <([abs v] of ((Player Y) - (248)) ) < [20]>> then\n if <(Player Mode) = [10]> then\n Collect Power Up (14) (240) (1) at (1) (1)\n add [57] to [new achievement v]\n set [game mode v] to [7]\n broadcast (game mode change v)\n else\n if <not <(Player Mode) = [14]>> then\n if <(Player Mode) = [15]> then\n add [61] to [new achievement v]\n Achieve Mini Station\n Collect Power Up (-3) (45) (0.9) at (1) (1)\n else\n Achieve Mini Station\n Collect Power Up (-3) (60) (0.5) at (1) (1)\n end\n end\n end\n end\nend\nif <not <(Player Mode) = [4]>> then\n if <<([abs v] of ((Player X) - (2570)) ) < [20]> and <([abs v] of ((Player Y) - (834)) ) < [20]>> then\n Collect Power Up (4) (60) (1) at (2570) (828)\n add [12] to [new achievement v]\n end\nend\nif <not <<(Player Mode) = [6]> or <(Player Mode) = [18]>>> then\n if <<([abs v] of ((Player X) - (3312)) ) < [20]> and <([abs v] of ((Player Y) - (1329)) ) < [20]>> then\n if <(Player Mode) = [2]> then\n Collect Power Up (18) (120) (1) at (1) (1)\n add [66] to [new achievement v]\n set [game mode v] to [11]\n broadcast (game mode change v)\n else\n Collect Power Up (6) (45) (1) at (1) (1)\n add [14] to [new achievement v]\n end\n end\nend\nif <not <(Player Mode) = [7]>> then\n if <<([abs v] of ((Player X) - (1762)) ) < [20]> and <([abs v] of ((Player Y) - (335)) ) < [20]>> then\n if <not <(Player Mode) = [13]>> then\n if <(Player Mode) = [4]> then\n if <(Size) < [1]> then\n Collect Power Up (13) (120) (1) at (1764) (330)\n add [55] to [new achievement v]\n end\n else\n Collect Power Up (7) (90) (1) at (1764) (330)\n add [29] to [new achievement v]\n end\n end\n end\nend\nif <not <(Player Mode) = [8]>> then\n if <<([abs v] of ((Player X) - (1548)) ) < [28]> and <([abs v] of ((Player Y) - (230)) ) < [28]>> then\n Collect Power Up (8) (120) (1) at (1) (1)\n add [31] to [new achievement v]\n end\nend\nif <not <(Player Mode) = [10]>> then\n if <<([abs v] of ((Player X) - (3421)) ) < [28]> and <([abs v] of ((Player Y) - (1822)) ) < [28]>> then\n Collect Power Up (10) (130) (1) at (3421) (1822)\n add [46] to [new achievement v]\n broadcast (flower game v)\n end\nend\nif <not <(Player Mode) = [12]>> then\n if <<([abs v] of ((Player X) - (-24)) ) < [28]> and <([abs v] of ((Player Y) - (1332)) ) < [28]>> then\n Collect Power Up (12) (240) (1) at (-24) (1332)\n add [48] to [new achievement v]\n set [game mode v] to [5]\n broadcast (game mode change v)\n end\nend\nif <<([abs v] of ((Player X) - (5190)) ) < [20]> and <([abs v] of ((Player Y) - (90)) ) < [10]>> then\n replace item (1) of [trigger v] with ((timer) + (0.5))\n add [20] to [new achievement v]\nend\nif <<([abs v] of ((Player X) - (2157)) ) < [20]> and <([abs v] of ((Player Y) - (-87)) ) < [10]>> then\n replace item (2) of [trigger v] with ((timer) + (3))\n add [21] to [new achievement v]\nend\nif <<([abs v] of ((Player X) - (-150)) ) < [20]> and <([abs v] of ((Player Y) - (1269)) ) < [10]>> then\n replace item (3) of [trigger v] with ((timer) + (10))\n add [54] to [new achievement v]\n if <(fromWater) > [0]> then\n add [53] to [new achievement v]\n end\nend\nif <<([abs v] of ((Player X) - (2125)) ) < [35]> and <([abs v] of ((Player Y) - (337)) ) < [20]>> then\n add [23] to [new achievement v]\n if <(Player Mode) = [4]> then\n add [27] to [new achievement v]\n end\nend\nif <<([abs v] of ((Player X) - (5292)) ) < [50]> and <([abs v] of ((Player Y) - (-135)) ) < [30]>> then\n add [26] to [new achievement v]\n if <<not <(item (26) of [achieved v]) < [300]>> and <(((item (26) of [achieved v]) + (1)) mod (300)) < [5]>> then\n Collect Power Up (16) (240) (1) at (0) (0)\n end\nend\nif <<([abs v] of ((Player X) - (4368)) ) < [40]> and <([abs v] of ((Player Y) - (-74)) ) < [40]>> then\n add [28] to [new achievement v]\nend\nif <<([abs v] of ((Player X) - (4266)) ) < [20]> and <([abs v] of ((Player Y) - (-152)) ) < [10]>> then\n if <not <(Player Mode) = [17]>> then\n add [63] to [new achievement v]\n Collect Power Up (17) (150) (1) at (0) (0)\n set [game mode v] to [9]\n broadcast (game mode change v)\n end\nend\nif <(Player Mode) = [16]> then\n if <<([abs v] of ((Player X) - (848)) ) < [90]> and <([abs v] of ((Player Y) - (505)) ) < [40]>> then\n if <<(Size) = [1]> and <(Can Jump?) > [0]>> then\n add [65] to [new achievement v]\n Set Zoom (1.01) at (1) (1)\n set [player mode fuel v] to [300]\n end\n end\nend\nif <<<([abs v] of ((Player X) - (732)) ) < [942]> and <(Player Y) < [494]>> and <not <<(Player Mode) = [16]> or <(Player Mode) = [19]>>>> then\n if <(Player Mode) = [0]> then\n set [fromwater v] to [1]\n else\n set [fromwater v] to [0]\n end\n if <<(Player Mode) > [0]> and <not <<<(Player Mode) > [7]> and <(Player Mode) < [10]>> or <(Player Mode) = [17]>>>> then\n hide variable [power v]\n set [player mode v] to [0]\n set [invert v] to [0]\n Set Zoom (1) at (1) (1)\n switch costume to (hit mask2 v)\n hide variable [fuel v]\n if <(Game Mode) > [0]> then\n set [game mode v] to [0]\n broadcast (game mode change v)\n end\n end\n if <<(Player Mode) = [9]> and <<(In Water) = [0]> and <(Size) < [1]>>> then\n add [45] to [new achievement v]\n end\n set [in water v] to [1]\nelse\n if <<(Player Mode) = [8]> or <(Player Mode) = [9]>> then\n \n hide variable [power v]\n set [player mode v] to [0]\n set [invert v] to [0]\n Set Zoom (1) at (1) (1)\n hide variable [fuel v]\n broadcast (game mode change v)\n end\n end\n set [in water v] to [0]\nend\n\nset [spawn x v] to [-96]\nset [spawn y v] to [1260]\n\ndefine Do Toad\nset [ufo_pull v] to [0]\nif <([smoosh v] of [tool v]) > [0]> then\n set [tmp v] to (([sqrt v] of ([smoosh v] of [tool v]) ) * (30))\n set [speed x v] to (([sin v] of ([direction v] of [tool v]) ) * (tmp))\n set [speed y v] to (([cos v] of ([direction v] of [tool v]) ) * (tmp))\n set [is jumping? v] to [8]\n set [can jump? v] to [-1]\nelse\n if <(Can Jump?) > [0]> then\n set [speed x v] to [0]\n if <([direction v] of [tool v]) > [0]> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\nend\n\ndefine Do Snail (prev angle)\nset [senddelay v] to [0]\nset [ufo_pull v] to [0]\nset [head x v] to [0]\nset [head y v] to [0]\nswitch costume to (dot24 v)\nturn left (90) degrees\nset [prev angle v] to (direction)\nset [tmp v] to (direction)\ngo to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\nif <(Can Jump?) > [0]> then\n if <key (down arrow v) pressed?> then\n set [can jump? v] to [0]\n else\n move (-4) steps\n if <touching (level v)?> then\n move (4) steps\n if <key (up arrow v) pressed?> then\n set [action v] to [0]\n if <(Can Jump?) > [0.5]> then\n if <(Can Jump?) < [15]> then\n change [can jump? v] by (1)\n turn right (90) degrees\n move ((Speed X) * (16)) steps\n turn left (90) degrees\n move (8) steps\n if <touching (level v)?> then\n go to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\n set [can jump? v] to [0.5]\n else\n move ((Can Jump?) * (5)) steps\n set [head x v] to ((x position) + (Next Scr X))\n set [head y v] to ((y position) + (Next Scr Y))\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n move (-1) steps\n end\n turn right (180) degrees\n Settle Level (direction)\n turn left (90) degrees\n set [tmp v] to (direction)\n set [can jump? v] to [0.5]\n set [player x v] to ((x position) + (Next Scr X))\n set [player y v] to ((y position) + (Next Scr Y))\n set [speed x v] to ((0) - (Speed X))\n else\n go to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\n end\n end\n end\n end\n else\n if <key (space v) pressed?> then\n set [action v] to [1]\n if <(Can Jump?) > [0.5]> then\n if <(Can Jump?) < [15]> then\n change [can jump? v] by (1)\n turn right ((Speed X) * (85)) degrees\n move (((Can Jump?) * (5)) + (8)) steps\n set [head x v] to ((x position) + (Next Scr X))\n set [head y v] to ((y position) + (Next Scr Y))\n if <<(Can Jump?) = [15]> and <not <touching (level v)?>>> then\n move (((Can Jump?) * (-5)) + (-8)) steps\n turn right ((Speed X) * (10)) degrees\n move (((Can Jump?) * (5)) + (8)) steps\n turn right ((Speed X) * (85)) degrees\n end\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n move (-1) steps\n end\n Settle Level (direction)\n turn left (90) degrees\n set [tmp v] to (direction)\n set [can jump? v] to [0.5]\n set [player x v] to ((x position) + (Next Scr X))\n set [player y v] to ((y position) + (Next Scr Y))\n else\n go to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\n point in direction (tmp)\n end\n end\n end\n else\n set [can jump? v] to [1]\n set [action v] to [0]\n end\n end\n else\n set [can jump? v] to [0]\n move (4) steps\n end\n end\nend\nif <(Can Jump?) = [0]> then\n turn left ((direction) / (3)) degrees\n turn right (90) degrees\n change [speed y v] by (gravity)\n if <(Speed Y) < [-14]> then\n set [speed y v] to [-14]\n end\n change [player y v] by (Speed Y)\n go to x: ((Player X) - (Next Scr X)) y: ((Player Y) - (Next Scr Y))\n if <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change [player y v] by (1)\n change y by (1)\n set [speed y v] to [0]\n set [can jump? v] to [1]\n end\n Settle Level ((direction) - (90))\n end\n stop [this script v]\nend\nif <key (left arrow v) pressed?> then\n set [speed x v] to [-1]\n if <(Can Jump?) > [1]> then\n set [can jump? v] to [1]\n end\nelse\n if <key (right arrow v) pressed?> then\n set [speed x v] to [1]\n if <(Can Jump?) > [1]> then\n set [can jump? v] to [1]\n end\n else\n turn right (90) degrees\n stop [this script v]\n end\nend\nset [pci v] to ((Speed X) * (90))\nturn right (pci) degrees\nmove (4) steps\nrepeat (8)\n set [pci v] to ((pci) / (2))\n if <touching (level v)?> then\n move (-4) steps\n turn left (pci) degrees\n else\n move (-4) steps\n turn right (pci) degrees\n end\n move (4) steps\nend\nif <touching (level v)?> then\n move (-4) steps\n turn left (pci) degrees\n move (4) steps\nend\nturn right ((Speed X) * (-90)) degrees\nset [tmp v] to (((((tmp) - (direction)) + (180)) mod (360)) - (180))\nif <([abs v] of (tmp) ) < [25]> then\n turn right ((tmp) / (1.2)) degrees\nelse\n if <([abs v] of (tmp) ) < [90]> then\n turn right ((tmp) / (1.3)) degrees\n end\nend\nturn right (90) degrees\nset [player x v] to ((x position) + (Next Scr X))\nset [player y v] to ((y position) + (Next Scr Y))\n\ndefine Settle Level (dir)\npoint in direction (dir)\nmove (-4) steps\nif <(direction) < [0]> then\n set [pci v] to [-5]\nelse\n set [pci v] to [5]\nend\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n move (4) steps\n turn left (pci) degrees\n move (-4) steps\n end\n move (4) steps\n set [min v] to (direction)\n point in direction (dir)\n move (-4) steps\nelse\n repeat until <touching (level v)?>\n move (4) steps\n turn right (pci) degrees\n move (-4) steps\n end\n set [min v] to ((direction) - (pci))\nend\nrepeat until <not <touching (level v)?>>\n move (4) steps\n turn right (pci) degrees\n move (-4) steps\nend\nmove (4) steps\nset [max v] to (direction)\nif <<(min) > (max)> = <(pci) > [0]>> then\n if <(min) > (max)> then\n change [min v] by (-360)\n else\n change [min v] by (360)\n end\nend\npoint in direction (((min) + (max)) / (2))\nturn right (90) degrees\n\nwhen [any v] key pressed\nif <key (left arrow v) pressed?> then\n set [idletime v] to (timer)\nend\nif <key (right arrow v) pressed?> then\n set [idletime v] to (timer)\nend\nif <key (up arrow v) pressed?> then\n set [idletime v] to (timer)\nend\nif <key (down arrow v) pressed?> then\n set [idletime v] to (timer)\nend\n\nwhen I receive [eaten v]\nCollect Power Up (19) (40) (1) at (1) (1)\nset [speed y v] to [6]\n\n@Avatar\n\nwhen I receive [tick v]\ngo to x: ((Player X) - (Next Scr X)) y: (round ((Player Y) - (Next Scr Y)))\nset [nextcostume # v] to ([nextcostume # v] of [the player v])\nif <not <(nextCostume #) = (costume [number v])>> then\n if <(LR) = <<<(nextCostume #) > [39]> and <(nextCostume #) < [44]>> or <<(nextCostume #) > [55]> and <(nextCostume #) < [70]>>>> then\n if <(LR) = [true]> then\n set [lr v] to [false]\n set rotation style [all around v]\n else\n set [lr v] to [true]\n set rotation style [left-right v]\n end\n end\n switch costume to (nextCostume #)\nend\nif <not <(direction) = ([direction v] of [the player v])>> then\n point in direction ([direction v] of [the player v])\nend\nif <not <(size) = ([size v] of [the player v])>> then\n set size to ([size v] of [the player v]) %\n if <not <(size) = [101]>> then\n set [color v] effect to (0)\n end\nend\nif <(size) = [101]> then\n change [color v] effect by (5)\nend\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset rotation style [left-right v]\nset [lr v] to [true]\nswitch costume to (walk1 v)\n\nwhen I receive [init level v]\nwait (0) seconds\nwait (0) seconds\ngo to [front v] layer\n\n@Level\n\nwhen flag clicked\nset [zoom v] to [1]\nset [triggerid v] to [0]\nset [trapped v] to [0]\nif <(username) = [griffpatch]> then\n set [level # v] to [2]\nelse\n set [level # v] to [1]\nend\nset [level # v] to [2]\ngo to x: (0) y: (0)\nset [shown v] to [0]\nhide\ndelete (all) of [trigger v]\nadd [0] to [trigger v]\nadd [0] to [trigger v]\nadd [0] to [trigger v]\nDo Cloning\n\nset [max_lx v] to [20]\nset [max_ly v] to [7]\n\ndefine GetCostume (ox) (oy)\nset [tile id v] to ((ox) + (((oy) * (MAX_LX)) + (1)))\nset [costume name v] to [02]\nif <(ox) < [10]> then\n set [costume name v] to (join (Costume Name) (join [.0] (ox)))\nelse\n set [costume name v] to (join (Costume Name) (join [.] (ox)))\nend\nif <(oy) < [10]> then\n set [costume name v] to (join (Costume Name) (join [.0] (oy)))\nelse\n set [costume name v] to (join (Costume Name) (join [.] (oy)))\nend\nif <(Costume Name) = [02.11.00]> then\n set [triggerid v] to [1]\nelse\n if <(Costume Name) = [02.05.00]> then\n set [triggerid v] to [2]\n else\n if <(Costume Name) = [02.00.04]> then\n set [triggerid v] to [3]\n else\n set [triggerid v] to [0]\n end\n end\nend\nif <<(TriggerID) > [0]> and <(item (TriggerID) of [trigger v]) > (timer)>> then\n set [costume name v] to (join [@] (Costume Name))\nend\n\ndefine Do Cloning\nswitch costume to (dot v)\nset [tile id v] to [0]\nset [offset x v] to [0]\nset [offset y v] to [0]\ncreate clone of (_myself_ v)\nset [offset x v] to [470]\nset [offset y v] to [0]\ncreate clone of (_myself_ v)\nset [offset x v] to [0]\nset [offset y v] to [350]\ncreate clone of (_myself_ v)\nset [offset x v] to [470]\nset [offset y v] to [350]\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n if <(shown) = [0]> then\n set [shown v] to [1]\n show\n end\nelse\n if <(shown) = [1]> then\n set [shown v] to [0]\n hide\n end\nend\n\nwhen I receive [tick v]\ntick\n\ndefine tick\nset [scroll x v] to (Next Scr X)\nset [scroll y v] to (Next Scr Y)\nrepeat until <((Offset X) - (Scroll X)) > [-471]>\n change [offset x v] by (940)\n set [tile id v] to [0]\nend\nrepeat until <((Offset X) - (Scroll X)) < [471]>\n change [offset x v] by (-940)\n set [tile id v] to [0]\nend\nrepeat until <((Offset Y) - (Scroll Y)) > [-351]>\n change [offset y v] by (700)\n set [tile id v] to [0]\nend\nrepeat until <((Offset Y) - (Scroll Y)) < [351]>\n change [offset y v] by (-700)\n set [tile id v] to [0]\nend\nif <(TriggerID) > [0]> then\n if <(letter (1) of (Costume Name)) = [@]> then\n if <(item (TriggerID) of [trigger v]) < (timer)> then\n set [tile id v] to [0]\n end\n else\n if <(item (TriggerID) of [trigger v]) > (timer)> then\n set [tile id v] to [0]\n end\n end\nend\nif <(Tile ID) = [0]> then\n GetCostume ((Offset X) / (470)) ((Offset Y) / (350))\n switch costume to (dot v)\n switch costume to (Costume Name)\nend\nif <(Tile ID) > [0]> then\n Position and Show ([floor v] of ((Offset X) - (Scroll X)) ) ([floor v] of ((Offset Y) - (Scroll Y)) )\nend\n\nwhen I receive [trapped! v]\nif <(TriggerID) > [0]> then\n set [trapped v] to ((timer) + (3))\n if <(TriggerID) = [2]> then\n replace item (TriggerID) of [trigger v] with ((timer) + (3))\n else\n replace item (TriggerID) of [trigger v] with [0]\n end\nend\n\nwhen I receive [hide all v]\nhide\n\n@Background\n\nwhen flag clicked\nset [zoom v] to [1]\nset [level # v] to [2]\ngo to x: (0) y: (0)\nset [shown v] to [0]\nhide\nDo Cloning\n\nset [max_lx v] to [20]\nset [max_ly v] to [7]\n\ndefine None\nset [tile id v] to ((ox) + (((oy) * (MAX_LX)) + (1)))\nset [costume name v] to [02]\nif <(ox) < [10]> then\n set [costume name v] to (join (Costume Name) (join [.0] (ox)))\nelse\n set [costume name v] to (join (Costume Name) (join [.] (ox)))\nend\nif <(oy) < [10]> then\n set [costume name v] to (join (Costume Name) (join [.0] (oy)))\nelse\n set [costume name v] to (join (Costume Name) (join [.] (oy)))\nend\n\nwhen I receive [tick v]\ntick\n\nwhen I receive [hide all v]\nhide\n\ndefine None\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n if <(shown) = [0]> then\n set [shown v] to [1]\n show\n end\nelse\n if <(shown) = [1]> then\n set [shown v] to [0]\n hide\n end\nend\n\ngo [backward v] (1000) layers\n\ndefine Do Cloning\nswitch costume to (dot v)\nset [tile id v] to [0]\nset [offset x v] to [0]\nset [offset y v] to [0]\ncreate clone of (_myself_ v)\nset [offset x v] to [470]\nset [offset y v] to [0]\ncreate clone of (_myself_ v)\nset [offset x v] to [0]\nset [offset y v] to [350]\ncreate clone of (_myself_ v)\nset [offset x v] to [470]\nset [offset y v] to [350]\n\ndefine tick\nset [scroll x v] to (Next Scr X)\nset [scroll y v] to (Next Scr Y)\nrepeat until <((Offset X) - (Scroll X)) > [-471]>\n change [offset x v] by (940)\n set [tile id v] to [0]\nend\nrepeat until <((Offset X) - (Scroll X)) < [471]>\n change [offset x v] by (-940)\n set [tile id v] to [0]\nend\nrepeat until <((Offset Y) - (Scroll Y)) > [-351]>\n change [offset y v] by (700)\n set [tile id v] to [0]\nend\nrepeat until <((Offset Y) - (Scroll Y)) < [351]>\n change [offset y v] by (-700)\n set [tile id v] to [0]\nend\nif <(Tile ID) = [0]> then\n GetCostume ((Offset X) / (470)) ((Offset Y) / (350))\n switch costume to (dot v)\n switch costume to (Costume Name)\nend\nif <(Tile ID) > [0]> then\n Position and Show ([floor v] of ((Offset X) - (Scroll X)) ) ([floor v] of ((Offset Y) - (Scroll Y)) )\nend\n\n@Parallax\n\nwhen flag clicked\nset [sprwid v] to [470]\nset [hsw v] to (sprWid)\ngo to x: (0) y: (0)\ngo [backward v] (100) layers\nhide\nDo Cloning\n\nwhen I receive [tick v]\nset [looping x v] to (((((Offset X) - ((Next Scr X) / (2))) + (hsw)) mod ((sprWid) * (2))) - (hsw))\nPosition and Show ([floor v] of (Looping X) ) ([floor v] of ((Next Scr Y) / (-2)) )\n\ndefine Do Cloning\npoint in direction (90)\nswitch costume to (00.00.00 v)\nset [offset x v] to ((0) - (sprWid))\ncreate clone of (_myself_ v)\nswitch costume to (00.01.00 v)\nchange [offset x v] by (sprWid)\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [init level v]\ngo [backward v] (100) layers\nshow\n\n@Other Players\n\nwhen I receive [init level v]\nclone\n\nwhen I receive [hide all v]\nhide\n\ndefine Do Player Tick <silent?>\nset [offset v] to (item (Player ID) of [@playeroffset v])\nrepeat (_Tick)\n set [tmp v] to (item ((offset) + (0)) of [@playerdata v])\n if <(tmp) = [-1]> then\n replace item (PlayersOffset) of [players v] with []\n else\n if <(tmp) > [2]> then\n set [px v] to (item ((offset) + (1)) of [@playerdata v])\n set [py v] to (item ((offset) + (2)) of [@playerdata v])\n if <(PX) = [-999]> then\n set [px v] to ((PY) * (PMul))\n set [py v] to ((item ((PX) + (2)) of [players v]) - (80))\n set [px v] to (item ((PX) + (1)) of [players v])\n end\n set [cost v] to (item ((offset) + (3)) of [@playerdata v])\n if <(tmp) > [3]> then\n set [dir v] to (item ((offset) + (4)) of [@playerdata v])\n if <(tmp) > [4]> then\n set [myzoom v] to ((item ((offset) + (5)) of [@playerdata v]) / (100))\n if <(tmp) > [5]> then\n if <(item ((offset) + (6)) of [@playerdata v]) > [0]> then\n set [say v] to (item (item ((offset) + (6)) of [@playerdata v]) of [_safechat v])\n set Say (say)\n set [talktimeout v] to ((timer) + (2))\n end\n if <(tmp) > [6]> then\n if <(item ((offset) + (7)) of [@playerdata v]) > [0]> then\n if <<(item ((offset) + (7)) of [@playerdata v]) < (WhoIsItTimer)> or <(WhoIsIT #) = (Player ID)>> then\n set [whoisit # v] to (Player ID)\n set [whoisittimer v] to (item ((offset) + (7)) of [@playerdata v])\n end\n end\n if <(tmp) > [7]> then\n if <not <(item ((offset) + (8)) of [@playerdata v]) = (Rank)>> then\n set [rank v] to (item ((offset) + (8)) of [@playerdata v])\n set [username v] to []\n end\n end\n end\n end\n end\n end\n end\n end\n change [offset v] by ((tmp) + (1))\nend\n\n if <not <(say) = (item ((PlayersOffset) + (3)) of [players v])>> then\n set [say v] to (item ((PlayersOffset) + (3)) of [players v])\n set [talktimeout v] to ((timer) + (3.5))\n end\nend\nposition and hide (round ((PX) - (Next Scr X))) (round ((PY) - (Next Scr Y)))\nif <([abs v] of ((PX) - (5190)) ) < [20]> then\n if <([abs v] of ((PY) - (86)) ) < [20]> then\n if <(TRAPPED) < (timer)> then\n replace item (1) of [trigger v] with ((timer) + (0.5))\n end\n end\nend\nif <([abs v] of ((PX) - (2157)) ) < [20]> then\n if <([abs v] of ((PY) - (-87)) ) < [20]> then\n if <(TRAPPED) < (timer)> then\n replace item (2) of [trigger v] with ((timer) + (3))\n end\n end\nend\nif <([abs v] of ((PX) - (-150)) ) < [20]> then\n if <([abs v] of ((PY) - (1269)) ) < [15]> then\n if <(TRAPPED) < (timer)> then\n replace item (3) of [trigger v] with ((timer) + (10))\n end\n end\nend\nreplace item ((PlayersOffset) + (1)) of [players v] with (PX)\nreplace item ((PlayersOffset) + (2)) of [players v] with (PY)\nreplace item ((PlayersOffset) + (4)) of [players v] with (x position)\nreplace item ((PlayersOffset) + (5)) of [players v] with (y position)\nreplace item ((PlayersOffset) + (6)) of [players v] with ((myZoom) * (100))\nif <<(WhoIsIT #) = (Player ID)> and <(WhoIsItTimer) > [10]>> then\n if <([abs v] of ((PX) - (Player X)) ) < [40]> then\n if <([abs v] of ((PY) - (Player Y)) ) < [40]> then\n set [whoisit # v] to ([@player id v] of [multiplayer v])\n set [whoisittimer v] to [1]\n set [senddelay v] to [0]\n end\n end\nend\nif <<<(cost) = [29]> and <((timer) - ([idletime v] of [the player v])) > [0.4]>> and <not <(Player Mode) = [7]>>> then\n if <(UFO_Pull) = (Player ID)> then\n set [suck x v] to ((PX) - (Player X))\n set [suck y v] to (((PY) - (80)) - (Player Y))\n else\n if <(UFO_Pull) = [0]> then\n if <([abs v] of ((PX) - (Player X)) ) < [120]> then\n if <([abs v] of ((Player Y) - ((PY) - (80))) ) < [80]> then\n set [ufo_pull v] to (Player ID)\n end\n end\n end\n end\nelse\n if <(UFO_Pull) = (Player ID)> then\n set [ufo_pull v] to [0]\n end\nend\n\nwhen I receive [toggle player names v]\nset [username v] to []\nif <(TalkTimeout) < (timer)> then\n replace item ((PlayersOffset) + (3)) of [players v] with []\nend\n\ndefine Do Tick\nif <<(TalkTimeout) > [0]> and <(timer) > (TalkTimeout)>> then\n set [username v] to []\n set [talktimeout v] to [0]\n set Say []\nend\nif <(Player ID) = ([@player id v] of [multiplayer v])> then\n if <(shown) = [1]> then\n set Say []\n set [shown v] to [0]\n hide\n end\nelse\n if <not <(username) = (item (Player ID) of [@playernames v])>> then\n set [username v] to (item (Player ID) of [@playernames v])\n replace item (PlayersOffset) of [players v] with (username)\n if <([show names v] of [the player v]) = [1]> then\n set Say (username)\n else\n if <<([show names v] of [the player v]) = [2]> and <(Rank) > [0]>> then\n set Say (join (username) (join [ #] ((Rank) - (1))))\n end\n end\n end\n if <(username) = []> then\n replace item (PlayersOffset) of [players v] with []\n if <(shown) = [1]> then\n set Say []\n set [shown v] to [0]\n hide\n end\n else\n Do Player Tick <>\n end\nend\nif <<(shown) = [0]> and <(UFO_Pull) = (Player ID)>> then\n set [ufo_pull v] to [0]\nend\n\nif <(item ((offset) + (6)) of [@playerdata v]) > [0]> then\n set [say v] to (item (item ((offset) + (6)) of [@playerdata v]) of [_safechat v])\n set [talktimeout v] to ((timer) + (2))\nend\n\nwhen I receive [tick v]\nDo Tick\n\ndefine position and hide (x) (y)\nif <not <(size) = (round (((100) * (myZoom)) / (zoom)))>> then\n set size to (round (((100) * (myZoom)) / (zoom))) %\n if <not <(size) = [101]>> then\n set [color v] effect to (0)\n end\nend\nif <(size) = [101]> then\n change [color v] effect by (5)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <not <(cost) = []>> then\n if <(costume [number v]) = [52]> then\n if <not <<(Player Mode) = [15]> or <(Player Mode) = [19]>>> then\n if <<(cost) > [47]> and <(cost) < [52]>> then\n if <([abs v] of (((PX) + ((direction) * (0.5))) - (Player X)) ) < [30]> then\n if <([abs v] of (((PY) + (22)) - (Player Y)) ) < [35]> then\n add [51] to [new achievement v]\n broadcast (Eaten v)\n end\n end\n end\n end\n end\n switch costume to (cost)\n setLR\n end\n if <not <(dir) = (direction)>> then\n point in direction (dir)\n end\n if <(shown) = [0]> then\n set [shown v] to [1]\n show\n end\nelse\n if <not <(Arrow#) = (costume [number v])>> then\n switch costume to (arrow v)\n setLR\n end\n set [tmp v] to ((y) * ((220) / ([abs v] of (x) )))\n if <([abs v] of (tmp) ) < [166]> then\n if <(x) > [0]> then\n go to x: (220) y: (tmp)\n else\n go to x: (-220) y: (tmp)\n end\n else\n set [tmp v] to ((x) * ((165) / ([abs v] of (y) )))\n if <(y) > [0]> then\n go to x: (tmp) y: (165)\n else\n go to x: (tmp) y: (-165)\n end\n end\n point towards (the player v)\n if <(shown) = [0]> then\n set [shown v] to [1]\n show\n end\nend\n\ndefine setLR\nif <<(costume [number v]) = [4]> or <<<(cost) > [39]> and <(cost) < [44]>> or <<(cost) > [55]> and <(cost) < [70]>>>> then\n if <(LR) = [true]> then\n set [lr v] to [false]\n set rotation style [all around v]\n end\nelse\n if <(LR) = [false]> then\n set [lr v] to [true]\n set rotation style [left-right v]\n end\nend\n\ndefine clone\ngo to [front v] layer\nswitch costume to (arrow v)\nset [arrow# v] to (costume [number v])\nset rotation style [all around v]\nset [lr v] to [false]\nset [player id v] to [1]\nset [rank v] to [0]\nset [myzoom v] to [1]\nset [talktimeout v] to [0]\nset [say v] to []\nset [myzoom v] to [1]\nset [playersoffset v] to (PMul)\nset [shown v] to [0]\nrepeat (([@max players v] of [multiplayer v]) - (1))\n create clone of (_myself_ v)\n change [player id v] by (1)\n change [playersoffset v] by (PMul)\nend\n\ndefine set Say (say)\nreplace item ((PlayersOffset) + (3)) of [players v] with (say)\nset [say v] to (say)\n\ndefine Init Players\nset [pmul v] to [7]\ndelete (all) of [players v]\nrepeat ((PMul) - (1))\n add [0] to [players v]\nend\nrepeat ([@max players v] of [multiplayer v])\n add [] to [players v]\n add [0] to [players v]\n add [0] to [players v]\n add [] to [players v]\n add [] to [players v]\n add [] to [players v]\n add [] to [players v]\nend\n\nwhen flag clicked\nhide\nInit Players\n\n@Other Think\n\nwhen flag clicked\nclone\n\ndefine clone\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (hit mask2 v)\nset rotation style [don't rotate v]\nset [player id v] to [1]\nset [say v] to []\nrepeat (([@max players v] of [multiplayer v]) - (1))\n create clone of (_myself_ v)\n change [player id v] by (1)\nend\n\nchange [playersoffset v] by (PMul)\n\nwhen I receive [tick v]\nset [off v] to ((PMul) * (Player ID))\nif <(item ((off) + (3)) of [players v]) = (say)> then\nif <(say) = []> then\n\nwhen I receive [toggle player names v]\nset [username v] to []\nif <(TalkTimeout) < (timer)> then\n think []\nend\n\nset [off v] to ((PMul) * (Player ID))\nset [say v] to (item ((off) + (3)) of [players v])\n\n@Talk\n\nwhen flag clicked\nset [_talkmode v] to [0]\nHide All\nhide variable [achievements v]\n\nwhen [1 v] key pressed\nSelect Number (1)\n\nwhen [2 v] key pressed\nSelect Number (2)\n\nwhen [3 v] key pressed\nSelect Number (3)\n\nwhen [4 v] key pressed\nSelect Number (4)\n\ndefine Set Option (id) (txt)\nif <(id) = [1]> then\n if <(txt) = []> then\n hide variable [option1 v]\n else\n set [option1 v] to (txt)\n show variable [option1 v]\n end\nend\nif <(id) = [2]> then\n if <(txt) = []> then\n hide variable [option2 v]\n else\n set [option2 v] to (txt)\n show variable [option2 v]\n end\nend\nif <(id) = [3]> then\n if <(txt) = []> then\n hide variable [option3 v]\n else\n set [option3 v] to (txt)\n show variable [option3 v]\n end\nend\nif <(id) = [4]> then\n if <(txt) = []> then\n hide variable [option4 v]\n else\n set [option4 v] to (txt)\n show variable [option4 v]\n end\nend\nif <(id) = [5]> then\n if <(txt) = []> then\n hide variable [option5 v]\n else\n set [option5 v] to (txt)\n show variable [option5 v]\n end\nend\nif <(id) = [6]> then\n if <(txt) = []> then\n hide variable [option6 v]\n else\n set [option6 v] to (txt)\n show variable [option6 v]\n end\nend\nif <(id) = [7]> then\n if <(txt) = []> then\n hide variable [option7 v]\n else\n set [option7 v] to (txt)\n show variable [option7 v]\n end\nend\nif <(id) = [8]> then\n if <(txt) = []> then\n hide variable [option8 v]\n else\n set [option8 v] to (txt)\n show variable [option8 v]\n end\nend\nif <(id) = [9]> then\n if <(txt) = []> then\n hide variable [option9 v]\n else\n set [option9 v] to (txt)\n show variable [option9 v]\n end\nend\nif <(id) = [10]> then\n if <(txt) = []> then\n hide variable [option0 v]\n else\n set [option0 v] to (txt)\n show variable [option0 v]\n end\nend\nif <(id) = [11]> then\n if <(txt) = []> then\n hide variable [optiona v]\n else\n set [optiona v] to (txt)\n show variable [optiona v]\n end\nend\nif <(id) = [12]> then\n if <(txt) = []> then\n hide variable [optionb v]\n else\n set [optionb v] to (txt)\n show variable [optionb v]\n end\nend\nif <(id) = [13]> then\n if <(txt) = []> then\n hide variable [optionc v]\n else\n set [optionc v] to (txt)\n show variable [optionc v]\n end\nend\nif <(id) = [14]> then\n if <(txt) = []> then\n hide variable [optiond v]\n else\n set [optiond v] to (txt)\n show variable [optiond v]\n end\nend\nif <(id) = [15]> then\n if <(txt) = []> then\n hide variable [optione v]\n else\n set [optione v] to (txt)\n show variable [optione v]\n end\nend\n\ndefine Select Number (id)\nif <(_TalkMode) > [0]> then\n if <not <(id) > (length of [options v])>> then\n Hide All\n set [_talkmode v] to ((item (id) of [options v]) + (1000))\n set [filtered chat v] to (item (item (id) of [options v]) of [_safechat v])\n if <not <(Filtered Chat) = []>> then\n set [filtered chat v] to (join (username) (join [: ] (Filtered Chat)))\n broadcast (log chat v) and wait\n end\n set [chatting v] to [2]\n end\nend\nif <(_TalkMode) = [-1]> then\n if <not <(id) > (length of [options v])>> then\n set [_talkmode v] to (item (id) of [options v])\n Show Sub Options\n end\nend\nif <key (g v) pressed?> then\n if <<(_TalkMode) = [0]> and <(username) = [griffpatch]>> then\n if <(id) = [1]> then\n set [player mode v] to [5]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [3]> then\n set [player mode v] to [12]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [4]> then\n set [player mode v] to [7]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [5]> then\n set [player mode v] to [16]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [6]> then\n set [player mode v] to [17]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [7]> then\n set [player mode v] to [18]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [8]> then\n set [player mode v] to [18]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [10]> then\n set [whoisit # v] to ([@player id v] of [multiplayer v])\n set [whoisittimer v] to [1]\n end\n if <(id) = [2]> then\n replace item (2) of [trigger v] with ((timer) + (3))\n end\n end\n if <<(_TalkMode) = [0]> and <(username) = [griffingirl2]>> then\n if <(id) = [4]> then\n set [player mode v] to [7]\n set [player mode fuel v] to [1000]\n end\n if <(id) = [6]> then\n set [player mode v] to [17]\n set [player mode fuel v] to [1000]\n end\n end\nend\n\nwhen [6 v] key pressed\nSelect Number (6)\n\nwhen [7 v] key pressed\nSelect Number (7)\n\nwhen [8 v] key pressed\nSelect Number (8)\n\nwhen [9 v] key pressed\nSelect Number (9)\n\nwhen [0 v] key pressed\nSelect Number (10)\n\nwhen [5 v] key pressed\nSelect Number (5)\n\nwhen [a v] key pressed\nSelect Number (11)\n\nwhen [b v] key pressed\nSelect Number (12)\n\nwhen [c v] key pressed\nSelect Number (13)\n\nwhen [d v] key pressed\nSelect Number (14)\n\ndefine Show Sub Options\ndelete (all) of [options v]\nset [opt v] to [1]\nset [i v] to (_TalkMode)\nrepeat until <<(i) > (length of [_safechat v])> or <(item (i) of [_safechat v]) = []>>\n Set Option (opt) (join (item (opt) of [key v]) (join [ ... ] (item (i) of [_safechat v])))\n add (i) to [options v]\n change [opt v] by (1)\n change [i v] by (1)\nend\nrepeat until <(opt) > [14]>\n Set Option (opt) []\n change [opt v] by (1)\nend\n\ndefine Show Headings\nset [opt v] to [1]\nset [i v] to [1]\ndelete (all) of [options v]\nrepeat until <(i) > (length of [_safechat v])>\n Set Option (opt) (join (item (opt) of [key v]) (join [ ... ] (item (i) of [_safechat v])))\n add (i) to [options v]\n change [opt v] by (1)\n change [i v] by (1)\n repeat until <<(i) > (length of [_safechat v])> or <(item (i) of [_safechat v]) = []>>\n change [i v] by (1)\n end\n change [i v] by (1)\nend\nrepeat until <(opt) > [15]>\n Set Option (opt) []\n change [opt v] by (1)\nend\nset [offset scroll v] to [-40]\n\nwhen [t v] key pressed\nbroadcast (no v)\n\nif <(_TalkMode) = [0]> then\n set [_talkmode v] to [-1]\n hide variable [achievements v]\n Show Headings\nelse\n Hide All\n set [_talkmode v] to [0]\nend\n\ndefine Hide All\nset [i v] to [1]\nrepeat (15)\n Set Option (i) []\n change [i v] by (1)\nend\nset [offset scroll v] to [0]\nshow variable [achievements v]\n\nwhen I receive [chat sent v]\nset [_talkmode v] to [0]\nset [filtered chat v] to []\n\nwhen [e v] key pressed\nSelect Number (15)\n\n@Safe Chat\n\nwhen I receive [reset blocked v]\nset [chatting v] to [3]\nset [filtered chat v] to [\(You must wait 30 seconds between resets\)]\n\nwhen [t v] key pressed\n\nset [chatting v] to [1]\nset [canhelp v] to [1]\nask [Filtered Safe Chat:] and wait\nset [canhelp v] to [0]\nswitch costume to (blank v)\nhide\nif <(answer) = []> then\n set [chatting v] to [0]\nelse\n Filter (join (answer) [ ])\n if <not <(Filtered Chat) = []>> then\n set [filtered chat v] to (join (username) (join [: ] (Filtered Chat)))\n broadcast (Log Chat v) and wait\n end\n set [chatting v] to [2]\nend\n\ndefine None\nset [tile type v] to [0]\nset [i v] to [1]\nrepeat ([@max players v] of [multiplayer v])\n if <not <(i) = ([@player id v] of [multiplayer v])>> then\n set [tmp v] to (item ((i) + (50)) of [@playernames v])\n if <(tmp) > [0]> then\n if <([abs v] of (((idx) mod (MAP_WIDTH)) - ((tmp) mod (MAP_WIDTH))) ) < [10]> then\n if <([abs v] of (((idx) - (tmp)) / (MAP_WIDTH)) ) < [9]> then\n set [tile type v] to (i)\n end\n end\n end\n end\n change [i v] by (1)\nend\n\ndefine None\nset [i v] to [1]\nrepeat until <<(i) > (length of [_ldata v])> or <(item (i) of [_ldata v]) = (tile index)>>\n change [i v] by (item ((i) + (1)) of [_ldata v])\nend\n\ndefine Remove Bad Words\nrepeat (length of [bad v])\n Remove Word (item (last) of [bad v])\n delete (last) of [bad v]\nend\n\ndefine Remove Word []\nset [i v] to [0]\nrepeat (length of [dictionary v])\n if <(word) = (item (i) of [dictionary v])> then\n delete (i) of [dictionary v]\n else\n change [i v] by (1)\n end\nend\n\ndefine Add Word []\nif <not <[dictionary v] contains (word)?>> then\n add (word) to [dictionary v]\nend\n\nwhen I receive [chat sent v]\nset [chatting v] to [0]\nset [filtered chat v] to []\n\ndefine Filter []\nset [isfiltered v] to [0]\nset [filtered chat v] to []\nset [word v] to []\nset [i v] to [1]\nset [pre v] to []\nrepeat until <<(i) > (length of (text))> or <(i) > [50]>>\n set [c v] to (letter (i) of (text))\n if <(c) = [']> then\n set [pre v] to (word)\n end\n if <<[whitespace v] contains (c)?> or <<(c) = [-]> and <(length of (word)) = [0]>>> then\n if <(length of (word)) > [0]> then\n if <(Player Mode) = [6]> then\n set [filtered chat v] to (join (Filtered Chat) [NYAN])\n else\n if <<[dictionary v] contains (word)?> or <<[@playernames v] contains (word)?> or <(word) = (username)>>> then\n set [filtered chat v] to (join (Filtered Chat) (word))\n else\n if <not <(join (pre) ['s]) = (word)>> then\n set [pre v] to [@@@]\n end\n if <<[dictionary v] contains (pre)?> or <<[@playernames v] contains (pre)?> or <(pre) = (username)>>> then\n set [filtered chat v] to (join (Filtered Chat) (word))\n else\n if <((0) + (word)) = [0]> then\n if <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n add (word) to [dictionary v]\n set [filtered chat v] to (join (Filtered Chat) (join [*] (join (word) [*])))\n else\n repeat (length of (word))\n set [filtered chat v] to (join (Filtered Chat) [.])\n end\n change [isfiltered v] by (1)\n end\n else\n set [filtered chat v] to (join (Filtered Chat) (word))\n end\n end\n end\n end\n end\n if <(i) < (length of (text))> then\n set [filtered chat v] to (join (Filtered Chat) (c))\n end\n set [pre v] to []\n set [word v] to []\n else\n set [word v] to (join (word) (c))\n end\n change [i v] by (1)\nend\n\nwhen flag clicked\nset [canhelp v] to [0]\nswitch costume to (blank v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [clone sprites v]\nset [chatting v] to [0]\n\nRemove Word []\n\nRemove Bad Words\n\ndefine Add Words\nrepeat (length of [bad v])\n Add Word (item (last) of [bad v])\n delete (last) of [bad v]\nend\n\nAdd Word []\n\n@Save Game\n\ndefine Load My Data\ndelete (all) of [_savemydata v]\n\n Read In Data Lists\n if <(Me Index) > [0]> then\n Init Reader (item (Me Index) of [data list v])\n repeat until <(parseIdx) > (length of (parseStr))>\n Read Number\n add (?Val) to [_savemydata v]\n end\n end\nend\n\ndefine Save Full List - DANGER!\ndelete (all) of [who list v]\ndelete (all) of [data list v]\nset [i3 v] to [1]\nrepeat until <(i3) > (length of [_savemydata v])>\n add (item (i3) of [_savemydata v]) to [who list v]\n change [i3 v] by (1)\n Init Reader []\n repeat until <(item (i3) of [_savemydata v]) = [@]>\n Write Number (item (i3) of [_savemydata v])\n change [i3 v] by (1)\n end\n add (parseStr) to [data list v]\n change [i3 v] by (1)\nend\nWrite Out Data Lists\n\nwhen I receive [@save all game data - danger! v]\nSave Full List - DANGER!\n\ndefine Get Full List\ndelete (all) of [_savemydata v]\nRead In Data Lists\nrepeat until <(length of [data list v]) = [0]>\n add (item (1) of [who list v]) to [_savemydata v]\n Init Reader (item (1) of [data list v])\n repeat until <(parseIdx) > (length of (parseStr))>\n Read Number\n add (?Val) to [_savemydata v]\n end\n delete (1) of [data list v]\n delete (1) of [who list v]\n add [@] to [_savemydata v]\nend\n\ndefine Read Data Block\nRead Number\nset [parselen v] to (?Val)\nset [?val v] to []\nrepeat (parseLen)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\n change [parseidx v] by (1)\nend\n\ndefine Delete User []\nRead In Data Lists\nset [whoidx v] to [1]\nrepeat until <(whoIdx) > (length of [who list v])>\n if <(item (whoIdx) of [who list v]) = (username)> then\n delete (whoIdx) of [who list v]\n delete (whoIdx) of [data list v]\n else\n change [whoidx v] by (1)\n end\nend\nWrite Out Data Lists\n\ndefine Read In Data Lists\nset [copy v] to (โ SAVE_DATA2)\nSplit Data Lists\nif <((LastPlayerCount) - (length of [who list v])) > [10]> then\n set [copy v] to (LastGoodSave)\n Split Data Lists\nelse\n set [lastplayercount v] to (length of [who list v])\n set [lastgoodsave v] to (Copy)\nend\n\ndefine Split Data Lists\nset [me index v] to [0]\ndelete (all) of [who list v]\ndelete (all) of [data list v]\nif <(length of (Copy)) < [2]> then\n stop [this script v]\nend\nInit Reader (Copy)\nrepeat until <(parseIdx) > (length of (parseStr))>\n Read String\n if <<(length of (?Val)) > [3]> and <(length of (?Val)) < [25]>> then\n add (?Val) to [who list v]\n if <(username) = (?Val)> then\n set [me index v] to (length of [who list v])\n end\n Read Data Block\n add (?Val) to [data list v]\n else\n Read Data Block\n end\nend\n\nset [i3 v] to <(round (i3)) = (i3)>\n\nwhen flag clicked\nset [rememberscorerow v] to [1]\nshow list [who list v]\n\nwhen I receive [@get my ranking v]\nshow list [high score table v]\nif <(length of [_savemydata v]) > [0]> then\n set [rememberscorerow v] to (item (1) of [_savemydata v])\nend\nLoad High Score Table (RememberScoreRow) (99999) <not >\ndelete (all) of [_savemydata v]\n\ndefine None\nset [i1 v] to (length of [score list v])\nrepeat until <<(i1) < [1]> or <not <(score) > (item (i1) of [score list v])>>>\n change [i1 v] by (-1)\nend\nchange [i1 v] by (1)\ninsert (score) at (i1) of [score list v] \ninsert (username) at (i1) of [score name v] \nset [tmp v] to (score)\nrepeat ((12) - ((length of (score)) * (2.8)))\n set [tmp v] to (join (tmp) [ ])\nend\nset [tmp v] to (join (tmp) (join [ ] (username)))\ninsert (tmp) at (i1) of [high score table v] \n\nwhen I receive [hide high scores v]\nshow list [high score table v]\n\nwhen I receive [load high scores v]\nset [rememberscorerow v] to (item (1) of [_savemydata v])\nLoad High Score Table (RememberScoreRow) (item (2) of [_savemydata v]) <not >\nhide list [high score table v]\ndelete (all) of [_savemydata v]\nFlash My Score (item (My Ranking) of [high score table v]) (My Ranking)\n\nGet Full List\n\nwhen [b v] key pressed\nif <key (z v) pressed?> then\n if <<(username) = [griffpatch]> and <(_TalkMode) = [0]>> then\n ask [Back up Saved Games? \(Y/N\)] and wait\n if <(answer) = [y]> then\n set [backup v] to (โ SAVE_DATA2)\n end\n end\nend\n\ndefine Init Reader []\nset [parsestr v] to (text)\nset [parseidx v] to [1]\nif <(text) = []> then\n delete (all) of [var_hack v]\nend\n\ndelete (all) of [who list v]\ndelete (all) of [data list v]\nset [i3 v] to [1]\nrepeat until <(i3) > (length of [_savemydata v])>\n add (item (i3) of [_savemydata v]) to [who list v]\n change [i3 v] by (1)\n Init Reader []\n repeat until <(item (i3) of [_savemydata v]) = [@]>\n Write Number (item (i3) of [_savemydata v])\n change [i3 v] by (1)\n end\n add (parseStr) to [data list v]\n change [i3 v] by (1)\nend\nWrite Out Data Lists\n\nDelete User [griffpatch]\n\ndefine Fix Broken Data\nRead In Data Lists\nset [whoidx v] to [1]\nrepeat until <(whoIdx) > (length of [who list v])>\n Init Reader (item (whoIdx) of [data list v])\n Read Number\n if <<(?Val) = []> or <(item (whoIdx) of [who list v]) = []>> then\n delete (whoIdx) of [who list v]\n delete (whoIdx) of [data list v]\n else\n Read Number\n if <<(whoIdx) < ((length of [who list v]) - (100))> and <(?Val) < [6]>> then\n delete (whoIdx) of [who list v]\n delete (whoIdx) of [data list v]\n else\n change [whoidx v] by (1)\n end\n end\nend\n\nFix Broken Data\n\ndefine Skip Number\nif <(letter (parseIdx) of (parseStr)) = [0]> then\n change [parseidx v] by (1)\n Skip String\nelse\n change [parseidx v] by ((letter (parseIdx) of (parseStr)) + (1))\nend\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Save My Data\n\n stop [other scripts in sprite v]\n show\n go to [front v] layer\n Init Reader []\n set [myscore v] to (item (RememberScoreRow) of [_savemydata v])\n repeat until <(length of [_savemydata v]) = [0]>\n Write Number (item (1) of [_savemydata v])\n delete (1) of [_savemydata v]\n end\n set [mysentdata v] to (VAR_HACK)\n delete (all) of [var_hack v]\n broadcast (check saved game v)\nend\n\nset [backup v] to []\n\nwhen [r v] key pressed\nif <key (z v) pressed?> then\n if <<(username) = [griffpatch]> and <(_TalkMode) = [0]>> then\n ask [Restore Saved Games? \(Y/N\)] and wait\n if <(answer) = [y]> then\n set [โ save_data2 v] to (BACKUP)\n set [lastgoodsave v] to (BACKUP)\n set [lastplayercount v] to [-1]\n end\n end\nend\n\nset [backup v] to []\n\nwhen flag clicked\nset [lastgoodsave v] to []\nset [lastplayercount v] to [-1]\nhide\ngo to x: (218) y: (-156)\n\ndefine Read String\nRead Number\nset [parselen v] to (?Val)\nset [?val v] to []\nrepeat (parseLen)\n set [?val v] to (join (?Val) (item (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr))) of [ascii v]))\n change [parseidx v] by (2)\nend\n\nwhen flag clicked\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine None\nif <(val) = (round (val))> then\n if <(val) = [0]> then\n add [0] to [var_hack v]\n change [i1 v] by (1)\n else\n if <(val) < [0]> then\n set [?val v] to (round ((val) + (16777215)))\n else\n set [?val v] to (round (val))\n end\n add (letter (1) of (length of (?Val))) to [var_hack v]\n set [i1 v] to [1]\n repeat (length of (?Val))\n add (letter (i1) of (?Val)) to [var_hack v]\n change [i1 v] by (1)\n end\n end\nelse\n add [9] to [var_hack v]\n Write String (val)\nend\n\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Write String []\nWrite Number (length of (txt))\nset [i1 v] to [1]\nrepeat (length of (txt))\n set [char v] to ([\['letter:of:', \['readvariable', 'i1'\], \['getparam', 'txt', 'r'\]\] v] of [save game v])\n add (letter (1) of (char)) to [var_hack v]\n add (letter (2) of (char)) to [var_hack v]\n change [i1 v] by (1)\nend\n\nwhen I receive [@get all saved game data v]\nGet Full List\n\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Write Data Block []\nWrite Number (length of (data))\nset [i1 v] to [1]\nrepeat (length of (data))\n add (letter (i1) of (data)) to [var_hack v]\n change [i1 v] by (1)\nend\n\nwhen [d v] key pressed\nif <key (z v) pressed?> then\n if <(username) = [griffpatch]> then\n ask [Delete Which User] and wait\n if <(length of (answer)) > [0]> then\n Delete User (answer)\n end\n end\nend\n\nwhen I receive [load my data v]\nLoad My Data\n\ndefine None\ndelete (all) of [high score table v]\ndelete (all) of [score list v]\ndelete (all) of [score name v]\nRead In Data Lists\nset [whoidx v] to [1]\nrepeat until <(whoIdx) > (length of [who list v])>\n Init Reader (item (whoIdx) of [data list v])\n repeat ((score index) - (1))\n Skip Number\n end\n Read Number\n Add High Score (item (whoIdx) of [who list v]) (?Val)\n change [whoidx v] by (1)\nend\nrepeat until <not <(length of [high score table v]) > (top#)>>\n delete (last) of [high score table v]\nend\nset [my ranking v] to [1]\nset [i1 v] to [1]\nset [tmp v] to [1]\nrepeat until <(i1) > (length of [score name v])>\n if <not <(tmp) = (item (i1) of [score list v])>> then\n set [tmp v] to (item (i1) of [score list v])\n set [my ranking v] to (i1)\n end\n if <(username) = (item (i1) of [score name v])> then\n set [i1 v] to (length of [score name v])\n end\n change [i1 v] by (1)\nend\n\nRead In Data Lists\n\nWrite Out Data Lists\n\nOrder Scores (2)\n\nset [โ save_data2 v] to (โ SAVE_DATA)\n\nshow list [high score table v]\nrepeat (5)\n Load High Score Table (2) (99999) <not >\nend\nhide list [high score table v]\n\ndefine Write Out Data Lists\n\n set [whoidx v] to [1]\n Init Reader []\n repeat (length of [who list v])\n Write String (item (whoIdx) of [who list v])\n Write Data Block (item (whoIdx) of [data list v])\n change [whoidx v] by (1)\n end\n set [โ save_data2 v] to (VAR_HACK)\n delete (all) of [var_hack v]\nend\n\nwhen I receive [save my data now v]\nSave My Data\n\nLoad High Score Table (RememberScoreRow) (99999) \n\nRead In Data Lists\n\nwhen I receive [check saved game v]\nLoad High Score Table (RememberScoreRow) (99999) <not >\nif <<<(Me Index) > [0]> and <(Me Index) < [32]>> and <(join [@] (MySentData)) = (join [@] (item (Me Index) of [data list v]))>> then\n hide\nelse\n if <(Me Index) = [1]> then\n replace item (Me Index) of [data list v] with (MySentData)\n else\n if <(Me Index) > [0]> then\n delete (Me Index) of [who list v]\n delete (Me Index) of [data list v]\n end\n set [me index v] to [1]\n insert (username) at (Me Index) of [who list v] \n insert (MySentData) at (Me Index) of [data list v] \n repeat until <(length of [who list v]) < [501]>\n delete (last) of [who list v]\n delete (last) of [data list v]\n end\n end\n Write Out Data Lists\n wait (pick random (1.5) to (3.5)) seconds\n broadcast (check saved game v)\nend\n\ndefine Read Number\nset [?val v] to (letter (parseIdx) of (parseStr))\nif <(?Val) = [9]> then\n change [parseidx v] by (1)\n Read String\nelse\n if <(?Val) = [0]> then\n change [parseidx v] by (1)\n else\n set [?val v] to []\n repeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\n end\n if <(?Val) > [8388608]> then\n set [?val v] to ((?Val) - (16777215))\n end\n change [parseidx v] by (1)\n end\nend\n\nset [โ save_data2 v] to []\nset [lastplayercount v] to [0]\n\ndefine None\nset [tmp v] to (item ((index) - (6)) of [high score table v])\nreplace item ((index) - (6)) of [high score table v] with []\nwait (0.05) seconds\nreplace item ((index) - (6)) of [high score table v] with (tmp)\nrepeat (3)\n replace item (index) of [high score table v] with (text)\n wait (0.3) seconds\n replace item (index) of [high score table v] with (join (text) [ <----])\n wait (0.3) seconds\nend\n\nwhen I receive [cloud dump v]\nRead In Data Lists\nrepeat until <(length of [data list v]) = [0]>\n set [tmp v] to []\n Init Reader (item (last) of [data list v])\n Read Number\n set [tmp v] to (?Val)\n repeat until <(parseIdx) > (length of (parseStr))>\n Read Number\n set [tmp v] to (join (tmp) (join [, ] (?Val)))\n end\n repeat ((40) - ((length of (item (length of [data list v]) of [who list v])) * (2.8)))\n set [tmp v] to (join [ ] (tmp))\n end\n set [tmp v] to (join [, ] (tmp))\n set [tmp v] to (join (item (length of [data list v]) of [who list v]) (tmp))\n replace item (length of [data list v]) of [who list v] with (tmp)\n delete (last) of [data list v]\nend\nhide list [who list v]\n\ndelete (all) of [who list v]\ndelete (all) of [data list v]\ndelete (all) of [score list v]\ndelete (all) of [score name v]\ndelete (all) of [var_hack v]\ndelete (all) of [debug v]\n\ndelete (1) of [ascii v]\n\ninsert (item (whoIdx) of [who list v]) at (i1) of [who list v] \ninsert (item (whoIdx) of [data list v]) at (i1) of [data list v] \ndelete ((whoIdx) + (1)) of [who list v]\ndelete ((whoIdx) + (1)) of [data list v]\n\ndefine None\ndelete (all) of [high score table v]\ndelete (all) of [score list v]\ndelete (all) of [score name v]\nif <reload?> then\n Read In Data Lists\nend\nset [whoidx v] to [1]\nrepeat until <(whoIdx) > (length of [who list v])>\n Init Reader (item (whoIdx) of [data list v])\n repeat ((score index) - (1))\n Skip Number\n end\n Read Number\n Add High Score (item (whoIdx) of [who list v]) (?Val)\n change [whoidx v] by (1)\nend\nrepeat until <not <(length of [high score table v]) > (top#)>>\n delete (last) of [high score table v]\nend\nset [my ranking v] to ((length of [score name v]) + (1))\nset [i1 v] to [1]\nset [tmp v] to [1]\nrepeat until <(i1) > (length of [score name v])>\n if <not <(tmp) = (item (i1) of [score list v])>> then\n set [tmp v] to (item (i1) of [score list v])\n set [my ranking v] to (i1)\n end\n if <(username) = (item (i1) of [score name v])> then\n set [i1 v] to (length of [score name v])\n end\n change [i1 v] by (1)\nend\n\nDelete User [griffpatch]\n\n@collectables\n\ndefine Add Coins Line (x) (y) (count) (space) (sy)\nchange [position x v] by (x)\nset [position y v] to (y)\nset [clone type v] to [1]\nrepeat (count)\n create clone of (_myself_ v)\n change [position x v] by (space)\n change [position y v] by (sy)\n change [coins v] by (1)\nend\nshow variable [coins v]\n\ndefine Make Water Coin\nif <(Game Mode) = [5]> then\n if <(WaterCoinIdx) < (length of [flappy coins v])> then\n set [position x v] to (item (WaterCoinIdx) of [flappy coins v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [flappy coins v])\n change [watercoinidx v] by (1)\n set [clone type v] to [2]\n create clone of (_myself_ v)\n end\nelse\n if <(Game Mode) = [9]> then\n if <(WaterCoinIdx) < (length of [snail treats v])> then\n set [position x v] to (item (WaterCoinIdx) of [snail treats v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [snail treats v])\n change [watercoinidx v] by (1)\n set [clone type v] to [20]\n create clone of (_myself_ v)\n end\n else\n if <(Game Mode) = [11]> then\n if <(WaterCoinIdx) < (length of [pokeballs v])> then\n set [position x v] to (item (WaterCoinIdx) of [pokeballs v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [pokeballs v])\n change [watercoinidx v] by (1)\n set [clone type v] to [21]\n create clone of (_myself_ v)\n end\n else\n if <(WaterCoinIdx) < (length of [water coins v])> then\n set [position x v] to (item (WaterCoinIdx) of [water coins v])\n change [watercoinidx v] by (1)\n set [position y v] to (item (WaterCoinIdx) of [water coins v])\n change [watercoinidx v] by (1)\n set [clone type v] to [2]\n create clone of (_myself_ v)\n end\n end\n end\nend\n\nwhen I start as a clone\nset [type v] to (Clone Type)\nif <(Clone Type) = [3]> then\n switch costume to (flower v)\nelse\n if <(Clone Type) = [4]> then\n switch costume to (((WaterCoinIdx) / (2)) + (3.5))\n else\n if <(Clone Type) = [4.5]> then\n switch costume to (((length of [hungry coins v]) / (2)) + (4))\n else\n if <(Clone Type) = [20]> then\n switch costume to (snailtreat v)\n else\n if <(Clone Type) = [21]> then\n switch costume to (pokeball v)\n else\n switch costume to (coin v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [type v] to [0]\nhide\n\nwhen I receive [init level v]\nif <(Type) = [0]> then\n set [watercoinidx v] to [1]\n Make Water Coin\nend\n\nwhen I receive [tick v]\nif <(Type) > [0]> then\n if <(Type) = [999]> then\n suck ((Player X) - (Position X)) ((Player Y) - (Position Y))\n end\n Position and Show ([floor v] of (((Position X) - (Next Scr X)) / (zoom)) ) ([floor v] of (((Position Y) - (Next Scr Y)) / (zoom)) )\nend\n\nwhen [z v] key pressed\n\nif <(Type) = [0]> then\n if <(username) = [griffpatch]> then\n set [clone type v] to [21]\n set [position x v] to (round ((mouse x) + (Next Scr X)))\n set [position y v] to (round ((mouse y) + (Next Scr Y)))\n add (Position X) to [pokeballs v]\n add (Position Y) to [pokeballs v]\n set [coins v] to ((length of [pokeballs v]) / (2))\n show variable [coins v]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [jet pack joyride v]\nif <(Type) = [0]> then\n set [position x v] to (Player X)\n set [position y v] to [0]\n set [coins v] to [0]\n Add Coins Line (200) (0) (8) (40) (0)\n Add Coins Line (240) (100) (8) (40) (0)\n Add Coins Line (240) (-120) (8) (40) (0)\n Add Coins Line (240) (80) (8) (40) (-20)\n Add Coins Line (240) (-80) (8) (40) (20)\nend\n\ndefine Add Flower (x) (y)\nset [position x v] to (x)\nset [position y v] to ((y) + (3))\nset [clone type v] to [3]\nchange [coins v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [flower game v]\nif <(Type) = [0]> then\n set [coins v] to [0]\n Add Flower (3110) (-60)\n Add Flower (3464) (-60)\n Add Flower (4556) (-57)\n Add Flower (5294) (-137)\n Add Flower (5048) (1382)\n Add Flower (3710) (693)\n Add Flower (3200) (1226)\n Add Flower (2516) (-79)\n Add Flower (1988) (662)\n Add Flower (880) (504)\n Add Flower (176) (517)\n Add Flower (2516) (1685)\n Add Flower (4846) (480)\n Add Flower (4413) (239)\n Add Flower (3891) (326)\n show variable [coins v]\n set [game mode v] to [3]\nend\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <(Type) = [1]> then\n if <<([abs v] of ((Position X) - (Player X)) ) < [10]> and <([abs v] of ((Position Y) - (Player Y)) ) < [26]>> then\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n else\n if <<(Type) = [2]> or <<(Type) = [20]> or <(Type) = [21]>>> then\n if <<(Game Mode) = [5]> or <(Game Mode) = [11]>> then\n if <<([abs v] of ((Position X) - (Player X)) ) < [34]> and <([abs v] of ((Position Y) - (Player Y)) ) < [34]>> then\n if <not <(Player Mode) = [7]>> then\n change [coinadd v] by (1)\n broadcast (make a coin v)\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n end\n else\n if <<([abs v] of ((Position X) - (Player X)) ) < [26]> and <([abs v] of ((Position Y) - (Player Y)) ) < [26]>> then\n if <not <(Player Mode) = [7]>> then\n change [coinadd v] by (1)\n broadcast (make a coin v)\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n else\n if <<([abs v] of ((Position X) - (head x)) ) < [26]> and <([abs v] of ((Position Y) - (head y)) ) < [26]>> then\n change [coinadd v] by (1)\n broadcast (make a coin v)\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n end\n end\n else\n if <(Type) = [3]> then\n if <<([abs v] of ((Position X) - (Player X)) ) < [26]> and <([abs v] of (((Position Y) + (75)) - (Player Y)) ) < [26]>> then\n switch costume to (flowerfound v)\n change [coins v] by (-1)\n set [type v] to [0.5]\n if <(Coins) = [0]> then\n set [game mode v] to [4]\n end\n end\n else\n if <(Type) = [4]> then\n if <<([abs v] of ((Position X) - (Player X)) ) < [34]> and <([abs v] of ((Position Y) - (Player Y)) ) < [50]>> then\n set [clone type v] to [0.2]\n set [type v] to [999]\n end\n end\n end\n end\n end\nelse\n hide\nend\n\ndefine suck (dx) (dy)\nchange [position x v] by ((dx) * (Clone Type))\nchange [position y v] by ((dy) * (Clone Type))\nchange [clone type v] by (0.2)\nif <(Clone Type) > [0.8]> then\n change [coins v] by (-1)\n if <(Coins) = [0]> then\n if <(Game Mode) = [5]> then\n set [game mode v] to [6]\n else\n if <(Game Mode) = [7]> then\n set [game mode v] to [8]\n else\n if <(Game Mode) = [2.5]> then\n set [game mode v] to [2]\n else\n if <(Game Mode) = [9]> then\n set [game mode v] to [10]\n else\n if <(Game Mode) = [11]> then\n set [game mode v] to [12]\n end\n end\n end\n end\n end\n end\n delete this clone\nend\nif <(Game Mode) = [7]> then\n change size by (-10)\nend\n\ndefine spawnHungry\nset [coins v] to [0]\nset [watercoinidx v] to [1]\nrepeat ((length of [hungry coins v]) / (2))\n set [position x v] to (item (WaterCoinIdx) of [hungry coins v])\n change [watercoinidx v] by (1)\n set [position y v] to ((item (WaterCoinIdx) of [hungry coins v]) + (32))\n change [watercoinidx v] by (1)\n set [clone type v] to [4]\n change [coins v] by (1)\n create clone of (_myself_ v)\nend\nshow variable [coins v]\n\nwhen I receive [game mode change v]\nif <(Type) > [0]> then\n set [coinadd v] to [0]\n delete this clone\nelse\n if <(Game Mode) = [5]> then\n set [coins v] to ((length of [flappy coins v]) / (2))\n show variable [coins v]\n set [watercoinidx v] to [1]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n else\n if <(Game Mode) = [9]> then\n set [coins v] to ((length of [snail treats v]) / (2))\n set [watercoinidx v] to [1]\n Make Water Coin\n else\n if <(Game Mode) = [11]> then\n set [coins v] to ((length of [pokeballs v]) / (2))\n set [watercoinidx v] to [1]\n Make Water Coin\n else\n if <(Game Mode) = [7]> then\n spawnHungry\n else\n hide variable [coins v]\n set [watercoinidx v] to [1]\n set [coins v] to [0]\n Make Water Coin\n end\n end\n end\n end\nend\n\nwhen I receive [make a coin v]\nif <(Type) = [0]> then\n if <(Game Mode) = [5]> then\n Make Water Coin\n else\n if <(WaterCoinIdx) = [3]> then\n if <<(Game Mode) = [9]> or <(Game Mode) = [11]>> then\n if <(Game Mode) = [11]> then\n set [player mode fuel v] to [200]\n else\n set [player mode fuel v] to [300]\n end\n show variable [coins v]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n broadcast (begin collecting coins v)\n else\n set [coins v] to (((length of [water coins v]) / (2)) - (1))\n set [game mode v] to [2.5]\n show variable [coins v]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n end\n else\n if <(coinAdd) > [0]> then\n make coins (coinAdd)\n set [coinadd v] to [0]\n else\n Make Water Coin\n end\n end\n end\nend\n\ndelete all of [pokeballs v]\n\nif <(Type) = [0]> then\n if <(username) = [griffpatch]> then\n set [clone type v] to [21]\n set [position x v] to (round ((mouse x) + (Next Scr X)))\n set [position y v] to (round ((mouse y) + (Next Scr Y)))\n insert (Position Y) at ((WaterCoinIdx) - (8)) of [pokeballs v] \n insert (Position X) at ((WaterCoinIdx) - (8)) of [pokeballs v] \n change [watercoinidx v] by (2)\n set [coins v] to ((length of [pokeballs v]) / (2))\n show variable [coins v]\n create clone of (_myself_ v)\n end\nend\ndelete (last) of [pokeballs v]\ndelete (last) of [pokeballs v]\n\ndelete ((WaterCoinIdx) - (2)) of [pokeballs v]\ndelete ((WaterCoinIdx) - (2)) of [pokeballs v]\nchange [watercoinidx v] by (-2)\n\ndefine make coins (count)\nrepeat (count)\n Make Water Coin\nend\n\nchange [watercoinidx v] by (-48)\n\nMake Water Coin\n\n@Enemy\n\nwhen flag clicked\nset [type v] to [0]\nset [keydown v] to []\nset [seen v] to []\nswitch costume to (spikes2l v)\nhide\n\nwhen I start as a clone\nset [type v] to (Clone Type)\nswitch costume to (Clone Type)\n\nwhen I receive [tick v]\nif <(Type) > [0]> then\n tick\nelse\n if <(Type) < [0]> then\n Edit (round ((mouse x) + (Next Scr X))) (round ((mouse y) + (Next Scr Y)))\n end\nend\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n change [seen v] by (1)\nelse\n hide\n if <(seen) > [0]> then\n change [seen v] by (1)\n if <(seen) > [90]> then\n if <<(Type) = [1]> or <(Type) = [9]>> then\n if <([abs v] of ((item ((idx) + (2)) of [spawn v]) - (Next Scr X)) ) > [260]> then\n set [position x v] to (item ((idx) + (2)) of [spawn v])\n set [position y v] to (item ((idx) + (3)) of [spawn v])\n set [seen v] to []\n end\n end\n end\n end\nend\n\nwhen I receive [make a coin v]\nif <(Type) = [0]> then\n if <(Game Mode) = [5]> then\n Make Water Coin\n else\n if <(WaterCoinIdx) = [3]> then\n if <(Game Mode) = [9]> then\n show variable [coins v]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n else\n set [coins v] to (((length of [water coins v]) / (2)) - (1))\n set [game mode v] to [2.5]\n show variable [coins v]\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n Make Water Coin\n end\n else\n Make Water Coin\n end\n end\nend\n\ndefine Edit (x) (y)\nif <([abs v] of (mouse x) ) > [238]> then\n hide\n stop [this script v]\nend\nif <([abs v] of (mouse y) ) > [178]> then\n hide\n stop [this script v]\nend\ngo to (mouse-pointer v)\nidx = get near (x) (y)\nif <(idx) > []> then\n hide\nelse\n show\nend\nif <key (s v) pressed?> then\n if <(keyDown) = []> then\n Add (x) (y)\n set [keydown v] to [s]\n end\nelse\n if <key (d v) pressed?> then\n if <(keyDown) = []> then\n set [keydown v] to [d]\n if <(idx) > []> then\n repeat (4)\n delete (idx) of [spawn v]\n end\n broadcast (begin collecting coins v)\n end\n end\n else\n if <key (f v) pressed?> then\n if <(keyDown) = []> then\n set [keydown v] to [f]\n switch costume to ((costume [number v]) - (1))\n end\n else\n if <key (g v) pressed?> then\n if <(keyDown) = []> then\n set [keydown v] to [g]\n next costume\n end\n else\n set [keydown v] to []\n end\n end\n end\nend\n\ndefine idx = get near (x) (y)\nset [idx v] to []\nset [min v] to [30]\nset [i v] to [1]\nrepeat ((length of [spawn v]) / (4))\n if <(item (i) of [spawn v]) = (Game Mode)> then\n get distance ((x) - (item ((i) + (2)) of [spawn v])) ((y) - (item ((i) + (3)) of [spawn v]))\n if <(distance) < (min)> then\n set [idx v] to (i)\n set [min v] to (distance)\n end\n end\n change [i v] by (4)\nend\n\ndefine get distance (x) (y)\nset [distance v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n\ndefine Add (x) (y)\nadd ([abs v] of (Type) ) to [spawn v]\nadd (costume [number v]) to [spawn v]\nadd (x) to [spawn v]\nadd (y) to [spawn v]\nSpawn ((length of [spawn v]) - (3))\n\nwhen I receive [begin collecting coins v]\nif <(Type) > [0]> then\n delete this clone\nend\ninit\n\ndefine init\nset [i v] to [1]\nrepeat ((length of [spawn v]) / (4))\n if <(item (i) of [spawn v]) = (Game Mode)> then\n Spawn (i)\n end\n change [i v] by (4)\nend\n\n\n delete all of [spawn v]\nend\n\ndefine Spawn (idx)\nset [idx v] to (idx)\nset [clone type v] to (item ((idx) + (1)) of [spawn v])\nset [position x v] to (item ((idx) + (2)) of [spawn v])\nset [position y v] to (item ((idx) + (3)) of [spawn v])\ncreate clone of (_myself_ v)\n\nset [game mode v] to [11]\nshow variable [game mode v]\nset [type v] to ((0) - (Game Mode))\nbroadcast (game mode change v)\n\nwhen I receive [game mode change v]\nif <(Type) > [0]> then\n delete this clone\nend\n\ndefine tick\nif <(seen) > []> then\n if <(Type) = [1]> then\n change [position x v] by (4)\n end\n if <(Type) = [9]> then\n change [position x v] by (-4)\n end\nend\nPosition and Show ([floor v] of (((Position X) - (Next Scr X)) / (zoom)) ) ([floor v] of (((Position Y) - (Next Scr Y)) / (zoom)) )\n\nset [game mode v] to [11]\nset [type v] to ((0) - (Game Mode))\n\n@You Are IT\n\nwhen flag clicked\nhide\nswitch costume to (it v)\ngo to [front v] layer\n\nwhen I receive [tick v]\nif <<(WhoIsIT #) = [0]> or <<(WhoIsItTimer) < [10]> and <((WhoIsItTimer) mod (2)) = [0]>>> then\n hide\nelse\n set [offset v] to ((WhoIsIT #) * (PMul))\n if <(item (offset) of [players v]) = []> then\n hide\n else\n Position and Hide (round ((item ((offset) + (1)) of [players v]) - (Next Scr X))) (round (((item ((offset) + (2)) of [players v]) - (Next Scr Y)) + ((4) * ([sin v] of ((timer) * (360)) ))))\n end\nend\n\ndefine Position and Hide (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ngo [backward v] (1000) layers\n\n@Announcer\n\nwhen flag clicked\nhide variable [achievements v]\nset size to (200) %\ngo to x: (-209) y: (-158)\nhide\nInit\n\ndefine Init\nif <(username) = (lastUser)> then\n Display Achievement String\n stop [this script v]\nend\nset [lastuser v] to (username)\nset [flash v] to [0]\nset [count v] to [0]\nset [achievements v] to [0]\nset [achievement # v] to [0]\ndelete (all) of [new achievement v]\ndelete (all) of [achieved v]\ndelete (all) of [aoffset v]\ndelete (all) of [achievedlevels v]\nset [max v] to [0]\nset [i v] to [1]\nrepeat until <(i) > (length of [achievements v])>\n set [id v] to (item (i) of [achievements v])\n change [i v] by (1)\n if <(id) > [0]> then\n repeat until <not <(length of [achieved v]) < (id)>>\n add [0] to [aoffset v]\n add [0] to [achieved v]\n add [0] to [achievedlevels v]\n end\n replace item (id) of [aoffset v] with (i)\n end\n repeat until <<(i) > (length of [achievements v])> or <(item (i) of [achievements v]) = []>>\n if <(id) > [0]> then\n change [max v] by (1)\n end\n change [i v] by (2)\n end\n change [i v] by (1)\nend\nDisplay Achievement String\n\ndefine Transform\nset [idx v] to [1]\nrepeat until <(idx) > (length of [_savemydata v])>\n change [idx v] by (1)\n set [row v] to (idx)\n Init\n set [id v] to (item ((row) + (2)) of [_savemydata v])\n delete ((row) + (2)) of [_savemydata v]\n change [row v] by (2)\n set [achievement # v] to [1]\n set [encode v] to []\n repeat (id)\n set [i v] to (item (row) of [_savemydata v])\n delete (row) of [_savemydata v]\n replace item (Achievement #) of [achieved v] with (i)\n set [id v] to (item (Achievement #) of [aoffset v])\n repeat until <<(id) < [1]> or <(i) < (item (id) of [achievements v])>>\n change [id v] by (2)\n change [count v] by (1)\n if <(item (id) of [achievements v]) = []> then\n set [id v] to [0]\n end\n replace item (Achievement #) of [aoffset v] with (id)\n replace item (Achievement #) of [achievedlevels v] with ((1) + (item (Achievement #) of [achievedlevels v]))\n end\n set [encode v] to (join (encode) (item (Achievement #) of [achievedlevels v]))\n change [achievement # v] by (1)\n end\n insert (encode) at (row) of [_savemydata v] \n set [idx v] to ((row) + (2))\nend\n\nwhen I receive [tick v]\nif <(Flash) > [0]> then\n change [flash v] by (-1)\n if <((Flash) mod (15)) = [6]> then\n hide variable [achievements v]\n end\n if <((Flash) mod (15)) = [0]> then\n show variable [achievements v]\n end\nend\nif <<(length of [new achievement v]) > [0]> and <(Achievement #) = [0]>> then\n set [achievement # v] to (item (1) of [new achievement v])\n delete (1) of [new achievement v]\n if <(Achievement #) = [lag]> then\n go to [front v] layer\n switch costume to (face v)\n show\n say (translate [Your PC is running too slowly!!! :\(] to ((language::translate) v)::translate)\n broadcast (achievement_ok v)\n else\n missing\n set [i v] to ((item (Achievement #) of [achieved v]) + (1))\n replace item (Achievement #) of [achieved v] with (i)\n set [id v] to (item (Achievement #) of [aoffset v])\n if <(id) > [0]> then\n if <(i) < (item (id) of [achievements v])> then\n set [achievement # v] to [0]\n else\n change [count v] by (1)\n Display Achievement String\n switch costume to (face v)\n show\n change [id v] by (1)\n say (translate (join [You have earned the '] (join (item (id) of [achievements v]) [' achievement!])) to ((language::translate) v)::translate)\n change [id v] by (1)\n if <(item (id) of [achievements v]) = []> then\n replace item (Achievement #) of [aoffset v] with [0]\n else\n replace item (Achievement #) of [aoffset v] with (id)\n end\n broadcast (save game v) and wait\n broadcast (achievement_ok v)\n end\n else\n set [achievement # v] to [0]\n end\n end\nend\nif <not <([my ranking v] of [save game v]) = (Last Rank)>> then\n Display Achievement String\nend\n\ndefine Do Load\nInit\nif <(length of [_savemydata v]) > [0]> then\n set [i v] to (item (1) of [_savemydata v])\n delete (1) of [_savemydata v]\n delete (1) of [_savemydata v]\n repeat ((i) - (1))\n delete (1) of [_savemydata v]\n end\n set [id v] to (item (1) of [_savemydata v])\n delete (1) of [_savemydata v]\n set [achievement # v] to [1]\n repeat (id)\n set [i v] to (item (1) of [_savemydata v])\n replace item (Achievement #) of [achieved v] with (i)\n delete (1) of [_savemydata v]\n set [id v] to (item (Achievement #) of [aoffset v])\n repeat until <<(id) < [1]> or <(i) < (item (id) of [achievements v])>>\n change [id v] by (2)\n change [count v] by (1)\n if <(item (id) of [achievements v]) = []> then\n set [id v] to [0]\n end\n replace item (Achievement #) of [aoffset v] with (id)\n replace item (Achievement #) of [achievedlevels v] with ((1) + (item (Achievement #) of [achievedlevels v]))\n end\n change [achievement # v] by (1)\n end\nend\nset [achievement # v] to [0]\nDisplay Achievement String\n\nwhen I receive [load achievements v]\nDo Load\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [save achievements v]\nDo Save\n\ndefine Do Save\nadd [1] to [_savemydata v]\nadd (Count) to [_savemydata v]\nadd (length of [achieved v]) to [_savemydata v]\nset [i v] to [1]\nrepeat (length of [achieved v])\n add (item (i) of [achieved v]) to [_savemydata v]\n change [i v] by (1)\nend\n\ndefine Display Achievement String\nset [achievements v] to (join (join [Rank #] ([my ranking v] of [save game v])) (join [ Achv. ] (join (join (Count) [ / ]) (Max))))\nset [achievements v] to (join [Achievements ] (join (join (Count) [ / ]) (Max)))\n\nwhen [h v] key pressed\n\n delete (all) of [_savemydata v]\n add [2] to [_savemydata v]\n add [9999] to [_savemydata v]\n set [offset scroll v] to [120]\n broadcast (load high scores v) and wait\n wait (0.2) seconds\n wait until <key (h v) pressed?>\n wait until <not <key (h v) pressed?>>\n broadcast (hide high scores v) and wait\n set [offset scroll v] to [0]\nend\n\nwhen [a v] key pressed\nif <(_TalkMode) = [0]> then\n set [offset scroll v] to [120]\n Show Achievements\n wait (0.2) seconds\n wait until <key (a v) pressed?>\n wait until <not <key (a v) pressed?>>\n show list [high score table v]\n set [offset scroll v] to [0]\nend\n\ndefine Show Achievements\ndelete (all) of [high score table v]\nadd [*** Achievements to find ***] to [high score table v]\nset [i v] to [1]\nrepeat until <(i) > (length of [achievements v])>\n set [id v] to (item (i) of [achievements v])\n change [i v] by (1)\n repeat until <<(i) > (length of [achievements v])> or <(item (i) of [achievements v]) = []>>\n if <(item (i) of [achievements v]) > (item (id) of [achieved v])> then\n add (item ((i) + (1)) of [achievements v]) to [high score table v]\n end\n change [i v] by (2)\n end\n change [i v] by (1)\nend\nif <(length of [high score table v]) = [1]> then\n add [None... Awesome work!] to [high score table v]\nend\nadd [] to [high score table v]\nadd [*** Achieved ***] to [high score table v]\nset [i v] to [1]\nrepeat until <(i) > (length of [achievements v])>\n set [id v] to (item (i) of [achievements v])\n change [i v] by (1)\n repeat until <<(i) > (length of [achievements v])> or <(item (i) of [achievements v]) = []>>\n if <not <(item (i) of [achievements v]) > (item (id) of [achieved v])>> then\n add (item ((i) + (1)) of [achievements v]) to [high score table v]\n end\n change [i v] by (2)\n end\n change [i v] by (1)\nend\nhide list [high score table v]\n\nwhen I receive [achievement_ok v]\nwait (4) seconds\nsay []\nhide\nset [achievement # v] to [0]\n\nwhen I receive [init level v]\nshow variable [achievements v]\n\n\n if <([my ranking v] of [save game v]) = (Last Rank)> then\n show variable [achievements v]\n else\n set [last rank v] to ([my ranking v] of [save game v])\n set [flash v] to [45]\n end\nend\n\nset [lastuser v] to [0]\n\ndefine missing\nrepeat ((Achievement #) - (length of [achieved v]))\n add [0] to [achieved v]\nend\n\nwhen I receive [no v]\nshow\nswitch costume to (face v)\nsay [sorry! the chat haven't finish yet. \(press enter to close\)]\nwait until <key ((join [enter] []) v) pressed?>\nsay []\nhide\n\nsay [] for (2) seconds\n\ninsert [็ฅๆง้ฃ็ statino] at (45) of [achievements v] \n\n@Oxygen\n\nwhen flag clicked\ngo to x: (0) y: (140)\nset size to (200) %\nhide\nset [lastair v] to [-1]\n\ndefine None\nif <<(airval) < [1]> or <(airval) > [21]>> then\n hide\n set [lastair v] to [-1]\nelse\n if <not <(airval) = (lastAir)>> then\n switch costume to (airval)\n set [lastair v] to (airval)\n show\n go to [front v] layer\n end\nend\n\nwhen I receive [tick v]\nUpdate Air ([floor v] of (_AirLevel) )\n\n@Multiplayer\n\ndefine Assign Player (player id) (username) (is master)\nreplace item (player id) of [@playernames v] with (username)\nreplace item (((player id) * (PMUL)) + (4)) of [player data v] with [1]\nreplace item (((player id) * (PMUL)) + (5)) of [player data v] with []\nSend My Cloud Data (player id) (is master)\n\ndefine Send My Cloud Data (player id) (is master)\nchange [ticksend v] by (pick random (1) to (3))\nInit Reader []\nWrite Number ((tickSend) mod (10))\nWrite Number (is master)\nif <(player id) = (@Player ID)> then\n Write String (username)\nelse\n Write String (item (player id) of [@playernames v])\nend\nWrite Number ([floor v] of (timer) )\nif <(player id) = (@Player ID)> then\n Write Data Block (Broadcast_Stream)\n set [broadcast_stream v] to []\nelse\n Write Data Block []\nend\n\n if <(player id) = (@Player ID)> then\n Write String (Filtered Chat)\n set [filtered chat v] to []\n else\n Write String []\n end\nend\nif <(player id) < [5]> then\n if <(player id) < [3]> then\n if <(player id) < [2]> then\n set [โ player_1 v] to (parseStr)\n else\n set [โ player_2 v] to (parseStr)\n end\n else\n if <(player id) < [4]> then\n set [โ player_3 v] to (parseStr)\n else\n set [โ player_4 v] to (parseStr)\n end\n end\nelse\n if <(player id) < [7]> then\n if <(player id) < [6]> then\n set [โ player_5 v] to (parseStr)\n else\n set [โ player_6 v] to (parseStr)\n end\n else\n if <(player id) < [8]> then\n set [โ player_7 v] to (parseStr)\n else\n set [โ player_8 v] to (parseStr)\n end\n end\nend\nreplace item (((player id) * (PMUL)) + (3)) of [player data v] with (timer)\n\nwhen I receive [@update multiplayer v]\nFill Broadcast\nProcess Cloud Data <(timer) > (tickTock)>\nif <(timer) > (tickTock)> then\n if <(@Player ID) = [-1]> then\n set [@player id v] to [0]\n set [@master id v] to [0]\n wait (1) seconds\n Allocate Gaming Slot \n end\n if <(@Player ID) > [0]> then\n if <(@Master ID) = (@Player ID)> then\n Send My Cloud Data (@Player ID) (2)\n else\n Send My Cloud Data (@Player ID) (1)\n end\n end\n set [ticktock v] to ((timer) + ((BufferTime) + (pick random (0.0) to (0.1))))\n set [broadcast_stream v] to []\nend\nRead Player Data Tick\n\nwhen I receive [@fade message v]\nset [fadecostume v] to (costume [number v])\nset [ghost v] effect to (0)\nwait (1) seconds\nif <(FadeCostume) = (costume [number v])> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n if <(@Player Count) > [1]> then\n switch costume to (blank v)\n else\n switch costume to (empty game v)\n show\n go to [front v] layer\n end\nend\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Write Number (val)\nif <(val) < [0]> then\n set [?val v] to ([abs v] of (round (val)) )\n set [parsestr v] to (join (parseStr) (join [0] (join (length of (?Val)) (?Val))))\nelse\n set [?val v] to (round (val))\n set [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\nend\n\ndefine Read Number\nif <(letter (parseIdx) of (parseStr)) = [0]> then\n set [?val v] to [-]\n change [parseidx v] by (1)\nelse\n set [?val v] to []\nend\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nchange [parseidx v] by (1)\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\nwhen flag clicked\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz\[\\]^_`ABCDEFGHIJKLMNOPQRSTUVWXYZ{|}~]\n\ndefine Process Cloud Data <check self?>\nRead Cloud Data\nset [last count v] to (@Player Count)\nif <<not <check self?>> and <(@Player ID) = [1]>> then\n set [i1 v] to [2]\n set [@player count v] to [1]\nelse\n set [i1 v] to [1]\n set [@player count v] to [0]\nend\nrepeat until <(i1) > (@Max Players)>\n set [send ok v] to [0]\n set [changed? v] to (item (((i1) * (PMUL)) + (2)) of [player data v])\n if <(join [a] (item (i1) of [cloud data v])) = (join [a] (changed?))> then\n if <(item (i1) of [@playernames v]) > []> then\n if <(item (((i1) * (PMUL)) + (3)) of [player data v]) < ((timer) - (TIME_OUT))> then\n replace item (i1) of [@playernames v] with []\n if <(@Master ID) = (i1)> then\n set [@master id v] to (@Player ID)\n set [master time v] to ((timer) + (5))\n end\n set [debug v] to [Timeout!!!]\n else\n change [@player count v] by (1)\n end\n end\n else\n replace item (i1) of [_change v] with ((item (i1) of [_change v]) + (1))\n Init Reader (item (i1) of [cloud data v])\n Read Number\n Read Number\n if <(?Val) > [0]> then\n change [@player count v] by (1)\n if <(?Val) = [2]> then\n set [@master id v] to (i1)\n end\n Read String\n set [tmp v] to (?Val)\n Read Number\n if <(@Player ID) = (i1)> then\n if <not <(username) = (tmp)>> then\n if <<(timer) < ((?Val) + (1))> or <(pick random (1) to (500)) = [1]>> then\n set [@player id v] to [-1]\n end\n end\n else\n if <<(@Player ID) = [0]> and <(tmp) = (username)>> then\n set [@player id v] to (i1)\n end\n end\n replace item (i1) of [@playernames v] with (tmp)\n replace item (((i1) * (PMUL)) + (2)) of [player data v] with (parseStr)\n replace item (((i1) * (PMUL)) + (3)) of [player data v] with (timer)\n replace item (((i1) * (PMUL)) + (4)) of [player data v] with [1]\n Read Data Block\n replace item (((i1) * (PMUL)) + (5)) of [player data v] with (?Val)\n \n Read Number\n if <not <<(@Player ID) = (i1)> or <(?Val) = []>>> then\n replace item (((i1) * (PMul)) + (3)) of [players v] with (?Val)\n end\n end\n else\n Read String\n if <<(@Master ID) = (@Player ID)> and <(timer) > (Master Time)>> then\n if <<(item (i1) of [@playernames v]) = []> or <(item (i1) of [@playernames v]) = (?Val)>> then\n set [send ok v] to [1]\n set [debug v] to [Request Received...]\n replace item (i1) of [@playernames v] with (?Val)\n replace item (((i1) * (PMUL)) + (2)) of [player data v] with (parseStr)\n replace item (((i1) * (PMUL)) + (3)) of [player data v] with (timer)\n replace item (((i1) * (PMUL)) + (4)) of [player data v] with [1]\n replace item (((i1) * (PMUL)) + (5)) of [player data v] with []\n Send My Cloud Data (i1) (1)\n end\n end\n end\n end\n change [i1 v] by (1)\n if <<not <check self?>> and <(@Player ID) = (i1)>> then\n change [i1 v] by (1)\n change [@player count v] by (1)\n end\nend\nif <(costume [number v]) < [3]> then\n if <(@Player Count) < [2]> then\n set [tmp v] to [2]\n else\n set [tmp v] to [1]\n end\n if <not <(tmp) = (costume [number v])>> then\n if <(tmp) = [1]> then\n switch costume to (blank v)\n hide\n else\n switch costume to (empty game v)\n show\n go to [front v] layer\n end\n end\nend\n\ndefine Write Data Block (data)\nWrite Number (length of (data))\nset [?val v] to []\nset [i2 v] to [1]\nrepeat (length of (data))\n set [?val v] to (join (?Val) (letter (i2) of (data)))\n change [i2 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\nwhen I receive [hide all v]\nhide variable [@max players v]\nhide variable [@master id v]\nhide variable [@player id v]\nhide variable [@player count v]\nhide\n\ndefine Read Data Block\nRead Number\nif <((parseIdx) + (?Val)) > ((length of (parseStr)) + (1))> then\n set [i3 v] to (((length of (parseStr)) + (1)) - (parseIdx))\n change [glitches v] by (1)\nelse\n set [i3 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i3)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\n change [parseidx v] by (1)\nend\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 [chars 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 Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\n change [glitches v] by (1)\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 [chars v]))\n change [parseidx v] by (2)\nend\n\nwhen I receive [@multiplayer tick request v]\nRead Player Data Tick\n\ndefine Read Player Data Tick\ndelete (all) of [@playerdata v]\ndelete (all) of [@playeroffset v]\nset [i1 v] to [1]\nrepeat (@Max Players)\n add ((length of [@playerdata v]) + (1)) to [@playeroffset v]\n repeat (_Tick)\n if <<(i1) = (@Player ID)> or <(item (i1) of [@playernames v]) = []>> then\n add [0] to [@playerdata v]\n else\n Init Reader (item (((i1) * (PMUL)) + (5)) of [player data v])\n set [parseidx v] to (item (((i1) * (PMUL)) + (4)) of [player data v])\n if <(parseIdx) < (length of (parseStr))> then\n Read Number\n add (?Val) to [@playerdata v]\n repeat (?Val)\n Read Number\n add (?Val) to [@playerdata v]\n end\n replace item (((i1) * (PMUL)) + (4)) of [player data v] with (parseIdx)\n else\n add [0] to [@playerdata v]\n end\n end\n end\n change [i1 v] by (1)\nend\nadd ((length of [@playerdata v]) + (1)) to [@playeroffset v]\n\ndefine Fill Broadcast\nInit Reader []\nset [i1 v] to [0]\nrepeat until <(length of [@broadcast v]) = [0]>\n if <(item (1) of [@broadcast v]) = [@TICK]> then\n delete (1) of [@broadcast v]\n set [tmp v] to (parseStr)\n Init Reader []\n Write Number (i1)\n set [broadcast_stream v] to (join (Broadcast_Stream) (join (parseStr) (tmp)))\n Init Reader []\n set [i1 v] to [0]\n else\n change [i1 v] by (1)\n Write Number (item (1) of [@broadcast v])\n delete (1) of [@broadcast v]\n end\nend\nif <(i1) > [0]> then\n Write Number (i1)\n set [broadcast_stream v] to (join (Broadcast_Stream) (join (parseStr) (tmp)))\nend\n\nWrite String (item (1) of [@broadcast v])\n\nwhen I receive [game revision out of date v]\nif <(โ GameData) = [-1]> then\n switch costume to (planned down time v)\nelse\n switch costume to (out of date v)\nend\nshow\ngo to [front v] layer\nstop [all v]\n\ndefine Init Cloud Data\nset [@player id v] to [0]\nset [@master id v] to [0]\nRead Cloud Data\nset [i1 v] to [1]\ndelete (all) of [@playernames v]\ndelete (all) of [player data v]\ndelete (all) of [_change v]\nrepeat (PMUL)\n add [] to [player data v]\nend\nrepeat (@Max Players)\n add [] to [@playernames v]\n add [] to [player data v]\n add (item (i1) of [cloud data v]) to [player data v]\n add [-99] to [player data v]\n add [0] to [player data v]\n add [] to [player data v]\n add [0] to [_change v]\n change [i1 v] by (1)\nend\n\ndefine Read Cloud Data\ndelete (all) of [cloud data v]\nadd (โ Player_1) to [cloud data v]\nadd (โ Player_2) to [cloud data v]\nadd (โ Player_3) to [cloud data v]\nadd (โ Player_4) to [cloud data v]\nadd (โ Player_5) to [cloud data v]\nadd (โ Player_6) to [cloud data v]\nadd (โ Player_7) to [cloud data v]\nadd (โ Player_8) to [cloud data v]\nif <<not <(โ GameData) = (Game Revision)>> and <not <(username) = [griffpatch]>>> then\n broadcast (game revision out of date v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nclear graphic effects\nhide\nset [pmul v] to [5]\nset [time_out v] to [5]\nset [@player id v] to [0]\nset [@master id v] to [0]\nset [@player count v] to [0]\nset [@max players v] to [8]\nset [ticktock v] to [0]\nset [last count v] to [0]\nset [broadcast_stream v] to []\ndelete (all) of [_broadcast v]\ndelete (all) of [player data v]\ndelete (all) of [@playernames v]\nset [show debug v] to [0]\nset [master time v] to [0]\n\ndefine Allocate Gaming Slot <reconnect?>\nif <reconnect?> then\n switch costume to (re-connecting v)\nelse\n switch costume to (scanning v)\nend\nshow\ngo to [front v] layer\nset [debug v] to [Looking for Master...]\nset [count v] to [1]\nrepeat until <(count) > [8]>\n wait (1.8) seconds\n Process Cloud Data <>\n if <<(@Player Count) = [0]> and <(count) > [4]>> then\n set [count v] to [999]\n else\n if <(@Master ID) > [0]> then\n set [count v] to [999]\n else\n change [count v] by (1)\n end\n end\nend\nif <(@Master ID) = [0]> then\n set [debug v] to [No Master Found...]\n if <(@Player Count) = [0]> then\n set [@player id v] to [1]\n set [@master id v] to [1]\n set [master time v] to [0]\n Assign Player (@Player ID) (username) (2)\n end\nelse\n switch costume to (requesting v)\n go to [front v] layer\n set [debug v] to [Master Found]\n set [count v] to [1]\n repeat until <<(count) > [8]> or <(@Player ID) > [0]>>\n set [i1 v] to [1]\n repeat until <<(i1) > (@Max Players)> or <(@Player ID) > [0]>>\n set [tmp v] to (item (i1) of [@playernames v])\n if <<(tmp) = []> or <(tmp) = (username)>> then\n wait (0.8) seconds\n Assign Player (i1) (username) (0)\n wait (2) seconds\n Process Cloud Data <>\n set [i1 v] to [999]\n end\n change [i1 v] by (1)\n end\n change [count v] by (1)\n end\nend\nif <(@Player ID) > [0]> then\n if <(@Player ID) = (@Master ID)> then\n switch costume to (new game v)\n else\n switch costume to (allocated v)\n end\n broadcast (@fade message v) and wait\nelse\n if <(@Max Players) = (@Player Count)> then\n switch costume to (full v)\n broadcast (@fade message v) and wait\n else\n switch costume to (unable v)\n wait (5) seconds\n switch costume to (unable \(small\) v)\n end\nend\n\nwhen I receive [@allocate gaming slot v]\nset [buffertime v] to [0.1]\nset [game revision v] to [2]\nif <(username) = [griffpatch]> then\n set [โ gamedata v] to (Game Revision)\nelse\n if <(โ GameData) = [-1]> then\n broadcast (game revision out of date v)\n else\n if <(โ GameData) = [0]> then\n switch costume to (new scratcher v)\n show\n go to [front v] layer\n wait until <key (space v) pressed?>\n wait until <not <key (space v) pressed?>>\n set [โ gamedata v] to (Game Revision)\n end\n end\nend\nset [@player id v] to [0]\nInit Cloud Data\nAllocate Gaming Slot <>\n\ndelete all of [chars v]\nset [i v] to [1]\nrepeat (length of (_Chars))\n add (letter (i) of (_Chars)) to [chars v]\n change [i v] by (1)\nend\n\nset [โ player_1 v] to []\nwait (0.1) seconds\nset [โ player_2 v] to []\nwait (0.1) seconds\nset [โ player_3 v] to []\nwait (0.1) seconds\nset [โ player_4 v] to []\nwait (0.1) seconds\nset [โ player_5 v] to []\nwait (0.1) seconds\nset [โ player_6 v] to []\nwait (0.1) seconds\nset [โ player_7 v] to []\nwait (0.1) seconds\nset [โ player_8 v] to []\n\nset [@player id v] to [1]\nset [@master id v] to [1]\n\n@Splash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] to [0]\nrepeat (10)\n go to [front v] layer\n wait (0) seconds\nend\n\nwhen I receive [tick v]\nif <(ghost) < [21]> then\n change [ghost v] by (1)\n if <(ghost) = [21]> then\n hide\n end\n change [ghost v] effect by (5)\nend\n\n@tool\n\nwhen I receive [tick v]\nif <(Player Mode) = [16]> then\n if <([can jump? v] of [the player v]) > [0]> then\n if <<key (space v) pressed?> or <key (up arrow v) pressed?>> then\n change [held power v] by (1)\n else\n if <<(held power) > [0]> and <(held power) < ((12) * (8))>> then\n set [smoosh v] to ((held power) / ((12) * (5)))\n if <(smoosh) > [1]> then\n set [smoosh v] to [1]\n end\n set [held power v] to [0]\n else\n set [held power v] to [0]\n set [smoosh v] to [0]\n end\n end\n go to x: ((Player X) - (Next Scr X)) y: ((round ((Player Y) - (Next Scr Y))) + (4))\n if <key (left arrow v) pressed?> then\n if <(direction) > [-80]> then\n turn left (2.5) degrees\n end\n else\n if <key (right arrow v) pressed?> then\n if <(direction) < [80]> then\n turn right (2.5) degrees\n end\n end\n end\n if <(held power) < ((12) * (5))> then\n switch costume to ([floor v] of (((held power) + (5)) / (5)) )\n else\n if <(held power) > ((12) * (8))> then\n switch costume to (arrow v)\n else\n switch costume to (arrow13 v)\n end\n end\n show\n else\n set [held power v] to [0]\n set [smoosh v] to [0]\n hide\n end\nelse\n hide\nend\n\n@Parallax2\n\nwhen flag clicked\nset [sprwid v] to [470]\nset [hsw v] to (sprWid)\ngo to x: (0) y: (0)\ngo [backward v] (100) layers\nhide\nDo Cloning\n\nwhen I receive [tick v]\nset [looping x v] to (((((Offset X) - ((Next Scr X) / (2))) + (hsw)) mod ((sprWid) * (2))) - (hsw))\nPosition and Show ([floor v] of (Looping X) ) ([floor v] of ((Next Scr Y) / (-2)) )\n\ndefine Do Cloning\npoint in direction (90)\nswitch costume to (00.00.00 v)\n\nset [offset x v] to ((0) - (sprWid))\n\ncreate clone of (_myself_ v)\nswitch costume to (00.01.00 v)\nchange [offset x v] by (sprWid)\n\ndefine Position and Show (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [init level v]\ngo [backward v] (100) layers\nshow\n\n | [arrow key] - To Move and Jump\n[Space] - Use special ability (if you have one)\n[T] - Safe Chatโโโ[X] - Discard power up\n[R] - Respawnโโโ[A] - Achievement list\n[N] - Toggle Names |
Scratch || A Platformer (WIP) | @Stage\n\nwhen flag clicked\nswitch backdrop to (xy-grid-30px v)\nbroadcast (Start Menu v)\n\n@Empty\n\n@Main Menu\n\nwhen I receive [back v]\nshow\n\nwhen this sprite clicked\nbroadcast (Start Game v)\nstart sound [Meow v]\nhide\n\nwhen I receive [start menu v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n set [brightness v] effect to (20)\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [intructions v]\nhide\n\nwhen flag clicked\nif <not <(username) = [Thomas282]>> then\n set [โ who visited my project v] to [1]\nend\ngo to x: (0) y: (0)\n\nwhen I receive [play game v]\nhide\n\n@Ground\n\nwhen I receive [start menu v]\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level 1 1 v)\nhide\n\n@Scratch cat\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nGet Touching <not <up?>>\nif <<(speed y) = [0]> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\nelse\n if <(touch) = [0]> then\n set [in platforrm v] to [1]\n end\nend\nrepeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\n Get Touching <not <up?>>\nend\n\ndefine Get Touching <check platform?>\nif <<touching (ground v)?> or <touching (moving platform v)?>> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <<touching (ground v)?> or <touching (moving platform v)?>>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nGet Touching <>\nrepeat until <<(slope) = [8]> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <>\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [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 [frame2 v] by ((speed) / (-8))\nelse\n change [frame2 v] by ((speed) / (8))\nend\n\nwhen flag clicked\ngo to [front v] layer\n\ndefine Reset Level\nset rotation style [left-right v]\ngo to x: (-200) y: (71)\nreset timer\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame2 v] to [0]\nset [wall jump v] to [0]\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame2) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((frame2) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen I receive [start game v]\nshow\nset size to (25) %\nReset Level\nforever\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 change y by (speed y)\n switch costume to (hitbox v)\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 (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame2 v] to [0]\n end\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platforrm v] to [2]\n end\n if <(x position) > [235]> then\n broadcast (next lvl v)\n end\n if <(y position) < [-189]> then\n go to x: (-199) y: (71)\n end\n if <key (r v) pressed?> then\n go to x: (-199) y: (71)\n end\n if <touching (lava v)?> then\n go to x: (-199) y: (71)\n start sound [Meow2 v]\n end\n Set Costume\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next lvl v]\ngo to x: (-208) y: (71)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1-1 v)\ngo to x: (0) y: (0)\nhide\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (level 1 1 v)\nhide\nforever\n switch costume to ([costume # v] of [ground v])\nend\n\nwhen I receive [start game v]\nshow\nforever\n repeat (30)\n change y by (1)\n end\n wait (0.1) seconds\n repeat (30)\n change y by (-1)\n end\nend\n\nwhen I receive [start menu v]\nhide\n\n | READ HERE BEFORE PLAYING โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\nThis is a test project, so the levels repeat each other,I will add new levels when I draw new blocks\nโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n-------------------------------------\nControls:\nWAD and Arrows to move\nPress 'R' to restart level\n------------------------------------- |
Walldash - Scrolling platformer games | @Stage\n\nwhen I receive [green flag v]\nhide variable [mouse v]\n\nwhen I receive [green flag v]\nrepeat until <(WORLD) = [2]>\n play sound [World 1 v] until done\nend\nrepeat until <(WORLD) = [3]>\n play sound [World 2 v] until done\nend\n\n play sound [World 3 v] until done\nend\n\nforever\n play sound [World 3 v] until done\nend\n\nwhen I receive [next world v]\nstop all sounds\n\nwhen I receive [tick v]\nswitch backdrop to (WORLD)\n\n@Player\n\nwhen flag clicked\nset [frames v] to [0]\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [green flag v]\nset [fps shown? v] to [0]\nhide variable [fps v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nshow\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game On\nhide variable [energy time left v]\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [in air v] to [0]\nset [wallrun? v] to [0]\nset [exit v] to []\nset size to (100) %\nset rotation style [left-right v]\n\ndefine Tick\nswitch costume to (hitbox v)\nif <(wallrun?) = [0]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [sx v] by (-2)\n change [frame v] by (0.5)\n else\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [sx v] by (2)\n change [frame v] by (0.5)\n else\n set [frame v] to [0]\n end\n end\nelse\n if <(sx) > [0]> then\n set [sx v] to [10]\n else\n set [sx v] to [-10]\n end\n change [frame v] by (0.5)\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 (w v) pressed?> or <key (up arrow v) pressed?>> and <not <(wallrun?) = [1]>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(CLIMBING) = [1]> then\n set [sx v] to [0]\n set [sy v] to [0]\nend\nif <<touching (walls v)?> and <key (space v) pressed?>> then\n set [wallrun? v] to [1]\nelse\n set [wallrun? v] to [0]\nend\nif <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<(wallrun?) = [1]> and <(Has energy?) = [0]>>> then\n Change player y by [-5]\nend\nif <(wallrun?) = [0]> then\n change [sy v] by (-2)\nelse\n if <(Has energy?) = [0]> then\n set [sy v] to [-3]\n else\n set [sy v] to [5]\n end\nend\nChange player y by (sy)\nTest - Die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [-400]> then\n set [scroll x v] to [-400]\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\nSet costume\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound (pick random (3) to (5))\nshow\n\ndefine Test - Die\nif <<touching (danger v)?> or <touching (toxic stuff v)?>> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nshow\nclear graphic effects\n\nwhen I receive [green flag v]\nforever\n if <<<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>> and <(in air) = [0]>> then\n start sound [Foot step 2 v]\n wait (0.3) seconds\n end\nend\n\ndefine Set costume\nif <(wallrun?) = [0]> then\n if <(in air) = [0]> then\n if <(frame) = [0]> then\n switch costume to (idle v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (5))) )\n end\n else\n if <(sy) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\n end\nelse\n switch costume to ([floor v] of ((12) + ((frame) mod (4))) )\nend\n\nwhen [0 v] key pressed\nwait until <not <key (0 v) pressed?>>\nif <(LEVEL) = [4]> then\n set [world v] to [2]\n broadcast (Next world v)\nend\nif <(LEVEL) = [7]> then\n set [world v] to [3]\n broadcast (Next world v)\nend\nchange [level v] by (1)\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nbroadcast (Reset v) and wait\nbroadcast (Setup v) and wait\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen [m v] key pressed\n\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen I receive [tick v]\nchange [frames v] by (1)\n\nwhen I receive [green flag v]\nforever\n wait (1) seconds\n set [fps v] to (frames)\n set [frames v] to [0]\nend\n\nwhen I receive [green flag v]\nforever\n if <key (f v) pressed?> then\n if <(fps shown?) = [0]> then\n set [fps shown? v] to [1]\n show variable [fps v]\n else\n set [fps shown? v] to [0]\n hide variable [fps v]\n end\n wait until <not <key (f v) pressed?>>\n end\nend\n\nwhen I receive [green flag v]\nforever\n if <(Has energy?) = [1]> then\n show variable [energy time left v]\n set [energy time left v] to [3]\n repeat (3)\n wait (1) seconds\n change [energy time left v] by (-1)\n end\n hide variable [energy time left v]\n set [has energy? v] to [0]\n end\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nset [world v] to [1]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1-1-1 v)\n Clone at x [0] y [0]\n Clone at x [480] y [0]\n switch costume to (1-1-2 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (1-2-1 v)\n Clone at x [0] y [0]\n Clone at x [300] y [0]\n switch costume to (1-2-2 v)\n Clone at x [490] y [0]\n switch costume to (1-2-3 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (1-3-1 v)\n Clone at x [0] y [0]\n Clone at x [0] y [100]\n switch costume to (1-3-2 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (1-4-1 v)\n Clone at x [0] y [0]\n Clone at x [0] y [725]\n switch costume to (1-4-2 v)\n else\n if <(LEVEL) = [5]> then\n switch costume to (2-1-1 v)\n Clone at x [0] y [0]\n Clone at x [420] y [0]\n switch costume to (2-1-2 v)\n else\n if <(LEVEL) = [6]> then\n switch costume to (2-2-1 v)\n Clone at x [0] y [0]\n Clone at x [750] y [0]\n switch costume to (2-2-3 v)\n else\n if <(LEVEL) = [7]> then\n switch costume to (2-3-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (3-1-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [9]> then\n switch costume to (3-2-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [10]> then\n switch costume to (3-3-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [11]> then\n switch costume to (3-4-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [12]> then\n stop [all v]\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 position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <(LEVEL) = [10]> then\n turn right (1) degrees\n end\n if <(LEVEL) = [11]> then\n turn right (1) degrees\n end\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)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Sign\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 <(costume [number v]) = [1]> then\n switch costume to (sign2 v)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (sign4 v)\n end\n if <(costume [number v]) = [5]> then\n switch costume to (sign6 v)\n end\n if <(costume [number v]) = [7]> then\n switch costume to (sign8 v)\n end\n if <(costume [number v]) = [9]> then\n switch costume to (sign10 v)\n end\n if <(costume [number v]) = [11]> then\n switch costume to (sign12 v)\n end\n if <(costume [number v]) = [13]> then\n switch costume to (sign14 v)\n end\n if <(costume [number v]) = [15]> then\n switch costume to (sign16 v)\n end\n if <(costume [number v]) = [17]> then\n switch costume to (sign18 v)\n end\n if <(costume [number v]) = [19]> then\n switch costume to (sign20 v)\n end\n if <(costume [number v]) = [21]> then\n switch costume to (sign22 v)\n end\nelse\n if <(costume [number v]) = [2]> then\n switch costume to (sign1 v)\n end\n if <(costume [number v]) = [4]> then\n switch costume to (sign3 v)\n end\n if <(costume [number v]) = [6]> then\n switch costume to (sign5 v)\n end\n if <(costume [number v]) = [8]> then\n switch costume to (sign7 v)\n end\n if <(costume [number v]) = [10]> then\n switch costume to (sign9 v)\n end\n if <(costume [number v]) = [12]> then\n switch costume to (sign11 v)\n end\n if <(costume [number v]) = [14]> then\n switch costume to (sign13 v)\n end\n if <(costume [number v]) = [16]> then\n switch costume to (sign15 v)\n end\n if <(costume [number v]) = [18]> then\n switch costume to (sign17 v)\n end\n if <(costume [number v]) = [20]> then\n switch costume to (sign19 v)\n end\n if <(costume [number v]) = [22]> then\n switch costume to (sign21 v)\n end\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n set [x v] to [9999999999]\n switch costume to (sign1 v)\n Clone at x [-39] y [-10]\n switch costume to (sign3 v)\n Clone at x [545] y [-72]\n switch costume to (sign5 v)\n Clone at x [252] y [91]\n switch costume to (sign7 v)\n Clone at x [676] y [88]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [9999999999]\n switch costume to (sign9 v)\n Clone at x [-139] y [-5]\n else\n if <(LEVEL) = [3]> then\n set [x v] to [9999999999]\n switch costume to (sign11 v)\n Clone at x [-50] y [-61]\n else\n if <(LEVEL) = [4]> then\n set [x v] to [9999999999]\n switch costume to (sign13 v)\n Clone at x [-131] y [-111]\n else\n if <(LEVEL) = [5]> then\n set [x v] to [9999999999]\n switch costume to (sign15 v)\n Clone at x [-199] y [-26]\n switch costume to (sign17 v)\n Clone at x [167] y [89]\n else\n if <(LEVEL) = [6]> then\n set [x v] to [9999999999]\n switch costume to (sign19 v)\n Clone at x [153] y [150]\n else\n if <(LEVEL) = [7]> then\n set [x v] to [9999999999]\n switch costume to (sign21 v)\n Clone at x [65] y [-64]\n else\n set [x v] to [9999999999999]\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\npoint in direction (90)\nreset timer\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [win]\n if <(LEVEL) = [4]> then\n set [world v] to [2]\n broadcast (Next world v)\n end\n if <(LEVEL) = [7]> then\n set [world v] to [3]\n broadcast (Next world v)\n end\nend\n\nwhen I receive [setup v]\nswitch costume to (open v)\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x [765] y [127]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [1016] y [-126]\n else\n if <(LEVEL) = [3]> then\n Clone at x [-68] y [264]\n else\n if <(LEVEL) = [4]> then\n Clone at x [198] y [607]\n else\n if <(LEVEL) = [5]> then\n Clone at x [424] y [127]\n else\n if <(LEVEL) = [6]> then\n Clone at x [733] y [90]\n else\n if <(LEVEL) = [7]> then\n Clone at x [183] y [-17]\n else\n if <(LEVEL) = [8]> then\n switch costume to (opencorrupt v)\n Clone at x [206] y [259]\n else\n if <(LEVEL) = [9]> then\n switch costume to (opencorrupt v)\n Clone at x [480] y [443]\n else\n if <(LEVEL) = [10]> then\n switch costume to (opencorrupt v)\n Clone at x [-19] y [250]\n else\n if <(LEVEL) = [11]> then\n switch costume to (opencorrupt v)\n Clone at x [90] y [414]\n else\n set [x v] to [-99999]\n end\n end\n end\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [tick v]\npoint in direction ((([cos v] of ((timer) * (100)) ) * (20)) + (90))\n\n@Walls\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 (1-1-1 v)\n Clone at x [0] y [0]\n Clone at x [480] y [0]\n switch costume to (1-1-2 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (1-2-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (1-3-1 v)\n Clone at x [0] y [0]\n Clone at x [0] y [100]\n else\n if <(LEVEL) = [4]> then\n switch costume to (1-4-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (2-1-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (2-2-1 v)\n Clone at x [0] y [0]\n Clone at x [500] y [0]\n switch costume to (2-2-2 v)\n else\n if <(LEVEL) = [8]> then\n switch costume to (3-1-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [9]> then\n switch costume to (3-2-1 v)\n Clone at x [0] y [0]\n else\n set [x v] to [99999999]\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)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (Bounce))\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nclear graphic effects\nhide\nif <(LEVEL) = [1]> then\n set [x v] to [99999999999]\n Clone at x [432] y [16]\n Clone at x [342] y [16]\n Clone at x [517] y [16]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [99999999999]\n Clone at x [201] y [11]\n Clone at x [254] y [-49]\n Clone at x [250] y [140]\n Clone at x [303] y [85]\n else\n if <(LEVEL) = [4]> then\n set [x v] to [99999999999]\n Clone at x [-105] y [337]\n else\n if <(LEVEL) = [5]> then\n set [x v] to [99999999999]\n Clone at x [-177] y [133]\n Clone at x [46] y [154]\n Clone at x [234] y [47]\n Clone at x [310] y [47]\n else\n if <(LEVEL) = [6]> then\n set [x v] to [99999999999]\n Clone at x [221] y [48]\n Clone at x [510] y [-19]\n Clone at x [382] y [-88]\n Clone at x [333] y [40]\n else\n if <(LEVEL) = [8]> then\n switch costume to (2 v)\n set [x v] to [99999999999]\n Clone at x [-21] y [102]\n Clone at x [-231] y [250]\n Clone at x [-6] y [250]\n else\n if <(LEVEL) = [9]> then\n switch costume to (2 v)\n set [x v] to [99999999999]\n Clone at x [-159] y [138]\n else\n if <(LEVEL) = [10]> then\n switch costume to (2 v)\n set [x v] to [99999999999]\n Clone at x [-260] y [168]\n Clone at x [80] y [-30]\n Clone at x [22] y [64]\n Clone at x [123] y [175]\n else\n if <(LEVEL) = [11]> then\n switch costume to (2 v)\n set [x v] to [99999999999]\n Clone at x [-17] y [327]\n Clone at x [117] y [260]\n Clone at x [-3] y [196]\n Clone at x [-113] y [186]\n else\n set [x v] to [999999]\n end\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)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [green flag v]\nforever\n set [bounce v] to [0]\n wait (0.5) seconds\n set [bounce v] to [5]\n wait (0.5) seconds\nend\n\n@Energy coins\n\nwhen I receive [green flag v]\nset [has energy? v] to [0]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (Bounce))\nif <touching (player v)?> then\n set [has energy? v] to [1]\n start sound [Energy gain v]\n hide\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [3]> then\n set [x v] to [9999999999]\n switch costume to (energycoin v)\n Clone at x [-168] y [22]\n Clone at x [301] y [126]\n Clone at x [99999999999] y [-10]\nelse\n if <(LEVEL) = [4]> then\n set [x v] to [9999999999]\n switch costume to (energycoin v)\n Clone at x [133] y [-82]\n Clone at x [219] y [128]\n Clone at x [-168] y [326]\n Clone at x [99999999999] y [-10]\n else\n if <(LEVEL) = [5]> then\n set [x v] to [9999999999]\n switch costume to (energycoin v)\n Clone at x [-284] y [100]\n Clone at x [99999999999] y [-10]\n else\n if <(LEVEL) = [6]> then\n set [x v] to [9999999999]\n switch costume to (energycoin v)\n Clone at x [434] y [0]\n Clone at x [99999999999] y [-10]\n else\n if <(LEVEL) = [8]> then\n set [x v] to [9999999999]\n switch costume to (energycoincorrupt v)\n Clone at x [-288] y [200]\n Clone at x [99999999999] y [-10]\n else\n if <(LEVEL) = [9]> then\n set [x v] to [9999999999]\n switch costume to (energycoincorrupt v)\n Clone at x [-179] y [21]\n Clone at x [99999999999] y [-10]\n else\n set [x v] to [9999999999999]\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)>> and <(Has energy?) = [0]>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n | |
GeometryโปPlatformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (arriรจre plan1 v)\n\n@geometry-01\n\nwhen flag clicked\npoint in direction (90)\nset size to (50) %\nswitch costume to (geometry-01 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 if <key (1 v) pressed?> then\n switch costume to (geometry-01 v)\n end\n if <key (2 v) pressed?> then\n switch costume to (player v)\n end\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 (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> then\n change y by (1)\n end\n if <touching color (#ffffff)?> 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 (#ffffff)?> 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 (#ffffff)?>> then\n set [y v] to [12]\n turn right (90) degrees\n end\n change y by (1)\n if <<touching (sprite2 v)?> or <touching (sprite9 v)?>> then\n go to x: (-200) y: (-60)\n end\n if <touching (sprite3 v)?> then\n change [level v] by (1)\n go to x: (-177) y: (-60)\n end\n if <touching (sprite5 v)?> then\n go to (sprite6 v)\n end\n if <touching (sprite7 v)?> then\n set [y v] to [20]\n end\nend\n\nchange [y v] by (15)\n\nwhen I start as a clone\nswitch costume to (geometry-01 v)\nset size to (50) %\nset [ghost v] effect to (1)\nrepeat (10)\n switch costume to (geometry-2 v)\n change size by (-5)\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 I receive [message1 v]\ngo to x: (-177) y: (-30)\n\nwhen flag clicked\nforever\n play sound [level1 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nforever\n if <(level) = [1]> then\n switch costume to (level 1 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\n if <(level) = [12]> then\n switch costume to (level 12 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\npoint in direction (90)\nforever\n if <(level) = [1]> then\n switch costume to (level 1 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\n if <(level) = [12]> then\n switch costume to (level 12 v)\n end\nend\n\nbroadcast (a v)\n\n@Sprite7\n\nwhen flag clicked\nshow\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 hide\n end\n if <(level) = [5]> then\n show\n end\n if <(level) = [6]> then\n hide\n end\n if <(level) = [7]> then\n hide\n end\n if <(level) = [8]> then\n hide\n end\n if <(level) = [9]> then\n show\n end\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [9]> then\n switch costume to (1 v)\n else\n switch costume to (geometry-51 v)\n wait (0.04) seconds\n switch costume to (geometry-52 v)\n wait (0.04) seconds\n switch costume to (geometry-53 v)\n wait (0.04) seconds\n switch costume to (geometry-54 v)\n wait (0.04) seconds\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nforever\n next costume\n wait (0.04) seconds\nend\n\nwhen flag clicked\nshow\nforever\n if <(level) = [1]> then\n go to x: (152) y: (79)\n end\n if <(level) = [2]> then\n go to x: (224) y: (132)\n end\n if <(level) = [3]> then\n go to x: (200) y: (58)\n end\n if <(level) = [4]> then\n go to x: (-223) y: (138)\n end\n if <(level) = [5]> then\n go to x: (-223) y: (138)\n end\n if <(level) = [6]> then\n go to x: (164) y: (-90)\n end\n if <(level) = [7]> then\n go to x: (223) y: (160)\n end\n if <(level) = [8]> then\n go to x: (-222) y: (156)\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (200) y: (155)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [3]> then\n show\n else\n if <(level) = [5]> then\n show\n else\n if <(level) = [8]> then\n show\n else\n hide\n end\n end\n end\nend\n\n@back-fade\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@blue2\n\nchange [ghost v] effect by (25)\n\n@Sprite5\n\nwhen flag clicked\nhide\nswitch costume to (geometry-26 v)\nforever\n if <(level) = [3]> then\n go to x: (213) y: (-62)\n show\n else\n if <(level) = [5]> then\n show\n go to x: (38) y: (-69)\n else\n if <(level) = [8]> then\n show\n switch costume to (geometry-2 v)\n go to x: (-219) y: (-36)\n else\n hide\n end\n end\n end\nend\n\nhide\n\n@big floor\n\nwhen flag clicked\nset [ghost v] effect to (0)\nchange [ghost v] effect by (15)\nforever\n change [color v] effect by (1)\n wait (0.1) seconds\nend\n\n@Sprite4\n\nwhen flag clicked\ngo to [back v] layer\ngo [backward v] (1000000000) layers\nforever\n change [color v] effect by (1)\n wait (0.1) seconds\nend\n\n@Arrow1\n\nwhen this sprite clicked\nchange [level v] by (1)\nbroadcast (message1 v) and wait\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n change [color v] effect by (1)\nend\n\n@Sprite8\n\nwhen flag clicked\nwait (4) seconds\nshow\ngo to [front v] layer\nswitch costume to (splash v)\nrepeat (8)\n next costume\n wait (0.04) seconds\nend\nrepeat (50)\n change [pixelate v] effect by (4)\n change [brightness v] effect by (2)\nend\nhide\n\n@Sprite9\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n go to x: (68) y: (-92)\n forever\n show\n switch costume to (monster 1 v)\n wait (0.1) seconds\n switch costume to (monster 2 v)\n wait (0.1) seconds\n switch costume to (monster 3 v)\n wait (0.1) seconds\n switch costume to (monster 4 v)\n wait (0.1) seconds\n switch costume to (monster 5 v)\n wait (0.1) seconds\n switch costume to (monster 6 v)\n wait (0.1) seconds\n end\n end\n if <(level) = [11]> then\n hide\n end\n if <(level) = [1]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [10]> then\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-124) to (83)) y: (66)\nforever\n switch costume to (regularsawblade01 v)\n glide (2) secs to x: (-124) y: (66)\n glide (2) secs to x: (83) y: (66)\n go [backward v] (1) layers\n if <(level) = [11]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (83) y: (66)\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n hide\n end\n if <(level) = [12]> then\n hide\n end\nend\n\n@ej\n\nwhen flag clicked\ngo to [front v] layer\nshow\npoint in direction (90)\nset size to (0) %\nrepeat (45)\n change size by (3)\nend\nrepeat (48)\n turn right (15) degrees\n change [mosaic v] effect by (1)\nend\nforever\n turn right (15) degrees\n change [mosaic v] effect by (1)\n change [ghost v] effect by (2)\n change [pixelate v] effect by (2)\nend\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nwait (6) seconds\nstop [other scripts in sprite v]\nhide\n\nif <(x position) > [240]> then\n next backdrop\n go to x: (-230) y: (-142)\nend\nif <touching color (#00ffc0)?> then\n set [f v] to [1]\nend\n\nwhen flag clicked\nforever\n next costume\n wait (0.5) seconds\nend\n\n@Sprite10\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nwait (4) seconds\nhide\n\n | Utilise les flรจches pour bouger.\nLa flรจche du bas de lโรฉcran pour Skip\n\nArrow keys to move. \nThe bottom arrow of the screen for Skip\n\n |
Floating Islands (A mobile friendly scrolling platformer) #games | @Stage\n\nwhen I receive [tick v]\nswitch backdrop to (blue sky 2 v)\n\n@Blank\n\n@Player\n\ndefine Game - Die\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nset [exit v] to []\n\nwhen flag clicked\nbroadcast (Start Screen v)\n\nwhen I receive [green flag v]\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n 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 [100]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [jetpack2 v] to [0]\nshow variable [timer v]\npoint in direction (90)\nset size to (135) %\nshow\nset [ghost v] effect to (0)\nif <(Sad) = [1]> then\n switch costume to (center_sad v)\nelse\n switch costume to (center_happy v)\nend\n\ndefine Tick\ngo to x: (0) y: (0)\nset size to (135) %\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n set [left or right v] to [left]\n if <(Sad) = [1]> then\n if <(jetpack2) = [1]> then\n switch costume to (jetpack_left_sad v)\n Cange player x by [-12]\n else\n switch costume to (left2 v)\n change [sx v] by (join [-] (Hardness))\n end\n else\n if <(jetpack2) = [1]> then\n switch costume to (jetpack_left_happy v)\n Cange player x by [-12]\n else\n switch costume to (left v)\n change [sx v] by (join [-] (Hardness))\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n set [left or right v] to [right]\n if <(Sad) = [1]> then\n if <(jetpack2) = [1]> then\n switch costume to (jetpack_right_sad v)\n Cange player x by [12]\n else\n switch costume to (right2 v)\n change [sx v] by (Hardness)\n end\n else\n if <(jetpack2) = [1]> then\n switch costume to (jetpack_right_happy v)\n change [sx v] by (Hardness)\n else\n switch costume to (right v)\n change [sx v] by (Hardness)\n end\n end\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Cange player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(in air) < [4]> then\n set [sy v] to [18]\n end\nend\nif <(sy) > [-15]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nTest - Die\nif <(x) > [-125]> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\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\nFace look\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nif <not <<(letter (1) of (costume [name v])) = [J]> and <<(letter (2) of (costume [name v])) = [e]> and <(letter (3) of (costume [name v])) = [t]>>>> then\n change [in air v] by (1)\nend\nPosition\nrepeat until <not <<touching (platform v)?> or <touching (bridge 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 Cange player x by (sx)\nchange [x v] by (sx)\nPosition\nif <<touching (platform v)?> or <touching (bridge v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platform v)?> or <touching (bridge 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)> 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 broadcast (Walljump v)\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platform v)?> or <touching (bridge 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 (lava v)?> then\n broadcast (Die Animation v)\n if <(Sad) = [0]> then\n switch costume to (center_happy v)\n end\n if <(Sad) = [1]> then\n switch costume to (center_sad v)\n end\n set [exit v] to [die]\nend\n\ndefine Face look\nif <key (g v) pressed?> then\n set [sad v] to [1]\n switch costume to (center_sad v)\nend\nif <key (h v) pressed?> then\n set [sad v] to [0]\n switch costume to (center_happy v)\nend\nif <(jetpack2) = [1]> then\n if <(Sad) = [1]> then\n if <(Left or Right) = [left]> then\n switch costume to (jetpack_left_sad v)\n end\n if <(Left or Right) = [right]> then\n switch costume to (jetpack_right_sad v)\n end\n end\n if <(Sad) = [0]> then\n if <(Left or Right) = [left]> then\n switch costume to (jetpack_left_happy v)\n end\n if <(Left or Right) = [right]> then\n switch costume to (jetpack_right_happy v)\n end\n end\nend\n\ndefine Game - Win\nbroadcast (Next level v)\nbroadcast (Reset darkness v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nchange [level v] by (1)\nif <(Sad) = [1]> then\n switch costume to (center_sad v)\nelse\n switch costume to (center_happy v)\nend\nwait (1) seconds\n\nwhen I receive [tick v]\nset [player x v] to (x)\nset [player y v] to (y)\n\nwhen flag clicked\nforever\n if <<touching (bounce v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [sy v] to [33]\n else\n if <touching (bounce v)?> then\n set [sy v] to [32]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (bouncehigh v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [sy v] to [48]\n else\n if <touching (bouncehigh v)?> then\n set [sy v] to [47]\n end\n end\nend\n\nwhen I receive [tick v]\ncreate clone of (tail v)\n\nset [hardness v] to [1.9]\n\nwhen flag clicked\nset [timer2 v] to [0.1]\nforever\n set [timer2 v] to (timer)\nend\n\nwhen I receive [play game v]\nset [pitch v] effect to (0)\nrepeat until <(Level) = [3]>\n play sound [Emotional Piano v] until done\nend\n\nwhen flag clicked\nhide variable [timer v]\nforever\n if <(start timer) = [1]> then\n set [timer v] to [0]\n forever\n wait (0.1) seconds\n change [timer v] by (0.1)\n end\n end\nend\n\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform 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)> 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\nend\n\n@Platform\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset size to (100) %\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: [300] y: [100]\n Clone at x: [400] y: [0]\n Clone at x: [500] y: [200]\n Clone at x: [-100] y: [700]\n Clone at x: [500] y: [700]\n Clone at x: [-1100] y: [800]\n Clone at x: [-450] y: [1000]\n Portal clone at x: [424] y: [1540]\n go [forward v] (5) layers\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [400] y: [-100]\n Clone at x: [400] y: [100]\n Clone at x: [-300] y: [300]\n Clone at x: [400] y: [800]\n set size to (200) %\n Clone at x: [650] y: [510]\n set size to (100) %\n Clone at x: [600] y: [400]\n Clone at x: [360] y: [200]\n Portal clone at x: [2620] y: [275]\n else\n end\nend\n\nClone at x: [400] y: [100]\nset size to (100) %\n\ndefine position (x) (y)\nset size to (100) %\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)\nset [y v] to (y)\nnext costume\n\ndefine Portal clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nswitch costume to (portal clone v)\ngo to [back v] layer\nshow\nhide\nset [x v] to (x)\nset [y v] to (y)\n\nPortal clone at x: [150] y: [75]\n\n@Collectables\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [points v] by (1)\n broadcast (Show coin v)\n if <(POINTS) = (Collected Max)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [collected max v] to [0]\nswitch costume to (collectable v)\nset [points v] to [0]\nif <(Level) = [1]> then\n Clone at x: [180] y: [100]\n Clone at x: [380] y: [30]\n Clone at x: [660] y: [190]\n Clone at x: [1250] y: [275]\n Clone at x: [1729] y: [400]\n Clone at x: [1936] y: [826]\n Clone at x: [913] y: [838]\n Clone at x: [840] y: [1010]\nelse\n if <(Level) = [2]> then\n Clone at x: [290] y: [-5]\n Clone at x: [620] y: [160]\n Clone at x: [647] y: [275]\n Clone at x: [510] y: [410]\n Clone at x: [1285] y: [921]\n Clone at x: [1383] y: [765]\n Clone at x: [1480] y: [608]\n Clone at x: [1055] y: [915]\n Clone at x: [2083] y: [495]\n end\nend\nset [x v] to [-99999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [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\nwhen flag clicked\nforever\n broadcast (Flip v)\n wait (0.1) seconds\nend\n\nwhen I receive [flip v]\nnext costume\n\nClone at x: [715] y: [170]\n\n@Lava\n\nwhen I receive [start screen 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: [300] y: [100]\n Clone at x: [400] y: [0]\n Clone at x: [500] y: [200]\n Clone at x: [-100] y: [700]\n Clone at x: [500] y: [700]\n Clone at x: [-1100] y: [800]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [400] y: [-100]\n Clone at x: [400] y: [100]\n Clone at x: [-300] y: [300]\n Clone at x: [250] y: [790]\n Clone at x: [775] y: [590]\n Clone at x: [625] y: [400]\n else\n if <(Level) = [3]> then\n switch costume to (level 3 1 v)\n end\n end\nend\n\ndefine position (x) (y)\ngo to [back v] layer\ngo [forward v] (1) 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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nset [y v] to (y)\nnext costume\n\n@Portal\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (1) layers\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [portal x v] to (x)\nset [portal y v] to (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 (closed v)\n Clone at x: [424] y: [1540]\nelse\n if <(Level) = [2]> then\n switch costume to (closed v)\n Clone at x: [2620] y: [275]\n else\n if <(Level) = [3]> then\n switch costume to (closed v)\n Clone at x: [150] y: [75]\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\n\nwhen I receive [die animation v]\nforever\n go to [back v] layer\n go [forward v] (2) layers\nend\n\n@Portal2\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<not <(costume [name v]) = [open]>> and <touching (player v)?>> then\n broadcast (Portal Error v)\nend\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 (closed v)\n Clone at x: [424] y: [1540]\nelse\n if <(Level) = [2]> then\n switch costume to (closed v)\n Clone at x: [2620] y: [275]\n else\n if <(Level) = [3]> then\n switch costume to (closed v)\n Clone at x: [150] y: [75]\n end\n end\nend\n\ndefine position (x) (y)\ngo to [front v] layer\ngo [backward v] (4) 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 [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwait until <(in air for all sprites) = [0]>\nask [Pasword?] and wait\n\n@Portal3\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [open]> and <touching (player v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (closed v)\n Clone at x: [424] y: [1540]\nelse\n if <(Level) = [2]> then\n switch costume to (closed v)\n Clone at x: [2620] y: [275]\n else\n if <(Level) = [3]> then\n switch costume to (closed v)\n Clone at x: [150] y: [75]\n end\n end\nend\n\ndefine position (x) (y)\ngo to [back v] layer\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\n\n\nwait until <(in air for all sprites) = [0]>\nask [Pasword?] and wait\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\n\n\n@Things\n\nwhen I receive [start screen 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\nset size to (100) %\nset [ghost v] effect to (15)\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: [300] y: [150]\n Clone at x: [400] y: [150]\n Clone at x: [500] y: [200]\n Clone at x: [-100] y: [700]\n Clone at x: [500] y: [700]\n Clone at x: [-1100] y: [800]\n Clone at x: [-450] y: [1000]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [400] y: [-100]\n Clone at x: [400] y: [100]\n Clone at x: [400] y: [100]\n Clone at x: [100] y: [925]\n set size to (450) %\n Clone at x: [650] y: [510]\n set size to (100) %\n Clone at x: [-300] y: [500]\n else\n if <(Level) = [3]> then\n switch costume to (level 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 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)\nset [y v] to (y)\nnext costume\n\n@Backround\n\nwhen I receive [setup v]\nshow\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Falling down thing\n\nwhen I receive [die animation v]\ngo to x: (0) y: (400)\ngo to [front v] layer\nswitch costume to (costume2 v)\nshow\nrepeat until <(y position) < [10]>\n go to [front v] layer\n Animate\nend\ngo to x: (0) y: (0)\nwait (1) seconds\nhide\n\ndefine Animate\nchange y by (-10)\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [next level v]\nif <(Level) < [2]> then\n go to x: (0) y: (400)\n go to [front v] layer\n switch costume to (costume3 v)\n show\n repeat until <(y position) < [10]>\n go to [front v] layer\n Animate\n end\n go to x: (0) y: (0)\n wait (1) seconds\n hide\nelse\n if <(Level) > [1]> then\n go to x: (0) y: (400)\n go to [front v] layer\n switch costume to (costume4 v)\n show\n repeat until <(y position) < [10]>\n go to [front v] layer\n Animate\n end\n go to x: (0) y: (0)\n wait (1) seconds\n hide\n end\nend\n\n@Coins\n\nwhen I receive [setup v]\ngo to x: (155) y: (159)\nshow\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (4) layers\nset [collected v] to (join (POINTS) (join [/] (Collected Max)))\n\n@messages\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo to x: (0) y: (150)\n\nwhen I receive [portal error v]\nswitch costume to (portal error v)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [walljump v]\nif <not <(walljump) = [1]>> then\n switch costume to (walljump v)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n repeat (25)\n change [ghost v] effect by (4)\n end\n set [walljump v] to [1]\nend\n\nwhen I receive [start screen v]\nset [walljump v] to [0]\n\nwhen I receive [next level v]\nwait (1.5) seconds\nbroadcast (New level message v)\n\nwhen I receive [new level message v]\nif <(Level) = [2]> then\n switch costume to (new level message v)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait (1) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\nend\n\nwhen [timer v] > (Timer2)\nhide\nhide variable [timer v]\n\n@Bounce\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\ngo [backward v] (10) layers\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (normal v)\nif <(Level) = [1]> then\n Clone at x: [1080] y: [7]\n Clone at x: [770] y: [807]\nelse\n Clone at x: [480] y: [-90]\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)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n switch costume to (bounce v)\nelse\n switch costume to (normal v)\nend\n\n@BounceHigh\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (normal v)\nif <(Level) = [1]> then\n Clone at x: [1725] y: [217]\n Clone at x: [370] y: [1007]\nelse\n Clone at x: [425] y: [310]\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)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n switch costume to (bounce v)\nelse\n switch costume to (normal v)\nend\n\n@tail\n\nwhen I start as a clone\nset size to (30) %\nset [ghost v] effect to (20)\nshow\ngo to (player v)\nset [tail x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\ngo to [front v] layer\ngo [backward v] (9) layers\nrepeat (10)\n position ((tail x) - (SCROLL X)) ((y) - (SCROLL Y))\n change size by (-2)\n change [ghost v] effect by (7)\nend\nwait (0.0001) seconds\ndelete this clone\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [start screen v]\nhide\n\n@make bridge\n\nwhen I receive [start screen 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\ngo [forward v] (5) layers\nset [ghost v] effect to (0)\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: [300] y: [150]\n Clone at x: [400] y: [150]\n Clone at x: [500] y: [200]\n Clone at x: [-100] y: [700]\n Clone at x: [500] y: [700]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [240] y: [-250]\n Clone at x: [-200] y: [-900]\n Clone at x: [-200] y: [-305]\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)\nset [y v] to (y)\nnext costume\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n broadcast (Show bridge v) and wait\nend\n\n@bridge\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [show v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (10) layers\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [300] y: [100]\n Clone at x: [400] y: [0]\n Clone at x: [500] y: [200]\n Clone at x: [-100] y: [700]\n Clone at x: [500] y: [700]\n Portal clone at x: [1380] y: [100]\n go [forward v] (5) layers\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [240] y: [-250]\n Clone at x: [200] y: [-700]\n Clone at x: [-600] y: [-305]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(show) = [1]> then\n show\n else\n if <(show) = [0]> then\n hide\n end\n end\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)\nset [y v] to (y)\nnext costume\n\nwhen I receive [setup v]\n\ndefine Portal clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to [back v] layer\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [show bridge v]\nset [show v] to [1]\n\n@bridge2\n\nwhen I receive [start screen v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [show v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (10) layers\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [300] y: [100]\n Clone at x: [400] y: [0]\n Clone at x: [500] y: [200]\n Clone at x: [-100] y: [700]\n Clone at x: [500] y: [700]\n Portal clone at x: [1380] y: [100]\n go [forward v] (5) layers\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [240] y: [-250]\n Clone at x: [200] y: [-700]\n Clone at x: [-600] y: [-305]\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(show) = [1]> then\n show\n else\n if <(show) = [0]> then\n hide\n end\n end\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)\nset [y v] to (y)\nnext costume\n\ndefine Portal clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\ngo to [back v] layer\nset [x v] to (x)\nset [y v] to (y)\nnext costume\n\nwhen I receive [show bridge v]\nset [show v] to [1]\n\n@Color things\n\nwhen I receive [start screen 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\nset size to (100) %\nset [ghost v] effect to (0)\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: [300] y: [150]\n Clone at x: [400] y: [150]\n Clone at x: [500] y: [200]\n Clone at x: [-100] y: [700]\n Clone at x: [500] y: [700]\n Clone at x: [-1100] y: [800]\n Clone at x: [-450] y: [1000]\nelse\n if <(Level) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [400] y: [-100]\n Clone at x: [400] y: [100]\n Clone at x: [400] y: [100]\n Clone at x: [50] y: [925]\n set size to (450) %\n Clone at x: [650] y: [510]\n set size to (100) %\n Clone at x: [-300] y: [500]\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)\nset [y v] to (y)\nnext costume\n\n@Summary\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nif <(Level) > [2]> then\n broadcast (Win v)\n set [win v] to [1]\n set [start timer v] to [0]\n stop [all v]\nend\n\nwhen I receive [win v]\nset [your time v] to (Timer)\nhide variable [timer v]\nif <(Timer) < (โ High score)> then\n set [โ high score v] to (Timer)\n set [high score? v] to [1]\nend\nif <(High score?) = [1]> then\n show variable [your time v]\n switch costume to (costume2 v)\n go to [front v] layer\n go [backward v] (1) layers\n show\nelse\n if <(High score?) = [0]> then\n set [updated 3rd september 2021 v] to ((round ((โ High score) * (10))) / (10))\n show variable [your time v]\n show variable [updated 3rd september 2021 v]\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n end\nend\n\nwhen I receive [start screen v]\nhide\nset [win v] to [0]\nset [your time v] to [0]\nhide variable [your time v]\nhide variable [โ high score v]\nhide variable [updated 3rd september 2021 v]\n\nwhen flag clicked\nset [high score? v] to [0]\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen [timer v] > (Timer2)\nif <(win) = [0]> then\n show\n go to [front v] layer\nend\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [start screen v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\n\n@Button\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((125) - (size)) / (6))) %\n set [ghost v] effect to (3)\n else\n set size to ((size) + (((99) - (size)) / (3))) %\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to x: ((mouse x) / (50)) y: ((mouse y) / (50))\nend\n\nwhen I receive [start screen v]\nset [start timer v] to [0]\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [0]> then\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (space v) pressed?>> then\n set [start timer v] to [1]\n set [timer v] to [0]\n broadcast (Green Flag v)\n broadcast (Play Game v)\n hide\n go to x: (-1000000) y: (-1000000)\n end\n end\n end\nend\n\n@Instruction button\n\nwhen I receive [start screen v]\ngo to [front v] layer\nset size to (80) %\nshow\ngo to x: (0) y: (-100)\nforever\n if <(start timer) = [0]> then\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((105) - (size)) / (6))) %\n set [ghost v] effect to (3)\n else\n set size to ((size) + (((79) - (size)) / (3))) %\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [start screen v]\nforever\n if <(start timer) = [0]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (Instructions v)\n end\n end\nend\n\nwhen I receive [instructions v]\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [1]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(start timer) = [1]> then\n hide\n end\nend\n\n@Instructions\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [0]> then\n hide\n else\n go to [front v] layer\n go [backward v] (1) layers\n show\n end\n else\n hide\n end\nend\n\n@Close instructions\n\nwhen I receive [instructions v]\nset [show instructions v] to [1]\n\nwhen I receive [instructions v]\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [1]> then\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((145) - (size)) / (4))) %\n set [ghost v] effect to (3)\n else\n set size to ((size) + (((124) - (size)) / (3))) %\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nwhen I receive [instructions v]\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [show instructions v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen I receive [start screen v]\nset [show instructions v] to [0]\n\nwhen flag clicked\nhide\nforever\n if <(start timer) = [0]> then\n if <(show instructions) = [0]> then\n hide\n else\n go to [front v] layer\n show\n end\n else\n hide\n end\nend\n\n@collected\n\nwhen I receive [setup v]\ngo to x: (190) y: (159)\nshow\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(POINTS) > [10]> then\n switch costume to (((POINTS) mod (10)) + (1))\nelse\n switch costume to ((POINTS) + (1))\nend\n\nwhen I receive [start screen v]\ngo [backward v] (10) layers\n\n@Collected max\n\nwhen I receive [setup v]\ngo to x: (213) y: (159)\nshow\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (2) layers\nif <(Collected Max) > [10]> then\n switch costume to (((Collected Max) mod (10)) + (1))\nelse\n switch costume to ((Collected Max) + (1))\nend\n\nwhen I receive [start screen v]\ngo [backward v] (10) layers\n\n | Floating Islands (A mobile friendly scrolling platformer)\n\nPlease run in fullscreen for better quality and less lag!\n\nThe game has only 2 levels, but if many people like this, I will definitely make another longer scrolling platformer.\n\nHow to play:\nUse WASD or Arrows to move.\nYou win when you go through the last portal. To win, you need to collect all coins, otherwise the portal will not open. But be careful there is spikes and lava that you need to avoid.\nChallenge your friends with the timer and see who's the fastest! |
Platformer Assests | @Stage\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (hitbox v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume2 v)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\n\n | Use with credit!\nITS NOT A GAME!!! :|\nSo i made some platformer assets because apparently everyone is doing it now..\nLove and fave if you like it! |
Stranded - A Scrolling Adventure 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 (day v)\n\nwhen flag clicked\nswitch backdrop to (day v)\n\nforever\n set volume to (45) %\n play sound [Music \(taken from @griffpatch 's Not Quite Ball Physics\) v] until done\nend\n\nwhen I receive [green flag v]\nhide variable [collected v]\nswitch backdrop to (day v)\n\nhide variable [mouse 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@Player\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 [125]\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 if <touching (clouds platforms v)?> then\n switch costume to (hitbox v)\n set [in platform v] to [0]\n else\n if <<touching (drop through platforms v)?> or <touching (drop through platforms inside hut v)?>> then\n switch costume to (tiny hitbox v)\n else\n switch costume to (normal hitbox v)\n set [in platform v] to [0]\n end\n end\n set [sy of player v] to (sy)\n if <(action?) = [0]> then\n Tick\n end\n check touching\n broadcast (Tick v)\n broadcast (pre-tick v)\n walk animation\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\nif <(Lag?) = [1]> then\n wait (0) seconds\nend\n\nset [time v] to ((round ((timer) * (10))) / (10))\n\ndefine Game On\nset [y v] to [14]\nset [x v] to [125]\nset [sy v] to [0]\nset [speed-x v] to [0]\nset [in air v] to [5]\nset [exit v] to []\nset [frame v] to [1]\nset [in platform v] to [0]\nset size to (33) %\nset [ghost v] effect to (0)\nshow\n\ndefine Tick\nif <[-370] < (x)> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [frame v] by (.8)\n point in direction (-90)\n if <touching (water v)?> then\n change [speed-x v] by (-1)\n else\n change [speed-x v] by (-2)\n end\n end\nend\nif <(x) < [1883]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [frame v] by (.8)\n point in direction (90)\n if <touching (water v)?> then\n change [speed-x v] by (1)\n else\n change [speed-x v] by (2)\n end\n end\nend\nset [speed-x v] to ((speed-x) * (.75))\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 <<key (space v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n if <(last touched) = [3]> then\n set [sy v] to [14]\n else\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 [y v] by (-2)\n end\nend\nif <touching (water v)?> then\n change [sy v] by (-0.2)\n if <(sy) < [-3]> then\n set [sy v] to [-3]\n end\nelse\n if <touching (clouds platforms v)?> then\n change [sy v] by (-0.6)\n if <(sy) < [-6]> then\n set [sy v] to [-6]\n end\n else\n change [sy v] by (-2)\n end\nend\nChange Player y by (sy)\nTest-Die\nif <(entered house) = [0]> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\n if <(SCROLL X) < [-370]> then\n set [scroll x v] to [-370]\n end\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\nend\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [frame v] by (.8)\n point in direction (90)\n if <touching (water v)?> then\n change [speed-x v] by (1)\n else\n change [speed-x v] by (2)\n end\nend\n\nChange Player y by [-2]\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nif <<touching (platforms v)?> or <touching (house 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 inside hut v)?> or <touching (drop through platforms v)?>> then\n set [last touched v] to [2]\n else\n if <touching (clouds platforms v)?> then\n set [last touched v] to [3]\n end\n end\n end\nend\nif <<(last touched) = [2]> and <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n stop [this script v]\nelse\n repeat until <not <<<touching (platforms v)?> or <touching (house platforms v)?>> or <<touching (clouds platforms v)?> or <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>>>>>\n if <(in platform) = [1]> then\n stop [this script v]\n end\n if <(sy) > [0]> then\n if <touching (clouds platforms v)?> then\n stop [this script v]\n else\n if <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>> then\n set [in platform v] to [1]\n stop [this script v]\n else\n set [in platform v] to [0]\n change [y v] by (-1)\n end\n end\n else\n if <touching (clouds platforms v)?> then\n set [in air v] to [0]\n Position\n set [sy v] to [0]\n stop [this script v]\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n end\n Position\n set [sy v] to [0]\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nif <not <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>>> then\n change [x v] by (sx)\n Position\n if <not <<<touching (platforms v)?> or <touching (house platforms v)?>> or <<touching (drop through platforms inside hut v)?> or <touching (drop through platforms v)?>>>> then\n set [moving? v] to [1]\n end\n if <<<touching (platforms v)?> or <touching (house platforms v)?>> or <<touching (drop through platforms inside hut 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 (house platforms v)?>> or <<touching (drop through platforms inside hut 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 (house platforms v)?>> or <<touching (drop through platforms inside hut 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\nbroadcast (end animation v)\n\nset [speed-x v] to [0]\nset [omg you just won v] to [1]\nrepeat until <touching (_edge_ v)?>\n change [speed-x v] by (1)\n if <(speed-x) > [15]> then\n set [speed-x v] to [15]\n end\n change x by (speed-x)\nend\nhide\nwait (.5) seconds\nbroadcast (Close Portal v)\nbroadcast (Yay! v)\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 size to (33) %\n set [y of player v] to (y)\n set [x of player v] to (x)\n set [sy player v] to (speed-x)\n if <touching (trampoline hitbox v)?> then\n set [sy v] to ((size of mushroom to make jump as high :D) / (4))\n set [last touched v] to [1]\n broadcast (Bounce v)\n end\n if <(sy) < [-13]> then\n set [sy v] to [-13]\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 [green flag v]\nset [up v] to [0]\n\nwhen I receive [count down scroll v]\nset [exit v] to [1]\nwait (1) seconds\nset [exit v] to [0]\n\ndefine walk animation\nif <(sy) > [0]> then\n switch costume to (jump_1 v)\nelse\n if <[0] > (sy)> then\n switch costume to (fall_1 v)\n else\n if <<(speed-x) < [.8]> and <[-.8] < (speed-x)>> then\n switch costume to (stand_1 v)\n set [frame v] to [1]\n else\n check touching\n if <(touching?) = [0]> then\n switch costume to ([floor v] of ((4) + ((frame) mod (14))) )\n else\n switch costume to (stand_1 v)\n set [frame v] to [1]\n end\n end\n end\nend\n\nchange [frame v] by ((1) / (4))\n\nset [sx walk v] to ((sx walk) * (0.6))\n\ndefine check touching\nswitch costume to (stand_1 v)\nchange y by (5)\nif <<touching (platforms v)?> or <touching (house platforms v)?>> then\n set [touching? v] to [1]\nelse\n set [touching? v] to [0]\nend\nchange y by (-5)\nswitch costume to (hitbox v)\n\nchange [sy v] by (-2)\n\nset [in air v] to [0]\n\n\n\nif <touching (drop through platforms v)?> then\n repeat until <not <<<touching (platforms v)?> or <touching (clouds 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\nend\n\nwhen [r v] key pressed\nset [x v] to [100]\nset [y v] to [14]\nset [scroll x v] to (x)\nset [scroll y v] to (y)\n\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\n\nwhen [s v] key pressed\nif <(username) = [The-Green-Dragon]> then\n set [x v] to [-64]\n set [y v] to [180]\nend\n\nwhen [d v] key pressed\n\nset [x v] to [1011]\nset [y v] to [220]\n\nset [speed-x v] to ((speed-x) * (.75))\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 <<key (space v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n if <(last touched) = [3]> then\n set [sy v] to [14]\n else\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 [y v] by (-2)\n end\nend\nif <touching (water v)?> then\n change [sy v] by (-0.2)\n if <(sy) < [-3]> then\n set [sy v] to [-3]\n end\nelse\n if <touching (clouds platforms v)?> then\n change [sy v] by (-0.6)\n if <(sy) < [-6]> then\n set [sy v] to [-6]\n end\n else\n change [sy v] by (-2)\n end\nend\nChange Player y by (sy)\nTest-Die\nif <(entered house) = [0]> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\n if <(SCROLL X) < [-370]> then\n set [scroll x v] to [-370]\n end\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <(y) < [-180]> then\n set [exit v] to [die]\n end\nend\n\nwhen I receive [end animation v]\n\nhide\n\nwhen I receive [tick v]\nif <<(x) > [110]> and <<[330] > (x)> and <[30] > (y)>>> then\n set [wasd? v] to [1]\nelse\n set [wasd? v] to [0]\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\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 (real start v)\n Clone at x: [907] y: [135]\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\nend\n\nClone at x: [700] y: [-100]\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(entered house) = [0]> then\n show\n else\n hide\n end\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: [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]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nif <(entered house) = [0]> then\n show\nelse\n hide\nend\n\nwhen I receive [end animation v]\n\nhide\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 if <(entered house) = [0]> then\n if <<(///mushroom gown yet?) = [1]> or <(///mushroom gown yet?) = [2]>> then\n show\n else\n hide\n end\n else\n hide\n end\nelse\n hide\nend\n\nshow\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 [455]\n set [y v] to [-95]\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: [3920] y: [16]\nClone at x: [5620] y: [220]\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\nchange y by (1)\n\nset [y v] to [-88]\n\nchange [y v] by (.1)\n\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nif then\n if <(entered house) = [0]> then\n else\n hide\n end\nelse\n hide\nend\n\nshow\n\nshow\n\nwhen I receive [/ mushroom appear! v]\nset [///mushroom gown yet? v] to [1]\nset size to (40) %\n\nif <(///mushroom gown yet?) = [2]> then\n show\nelse\nend\n\nset size to (50) %\n\nwhen I receive [/ mushroom grow! v]\nset [y v] to [-95]\nset [///mushroom gown yet? v] to [2]\nset size to (40) %\nrepeat (100)\n change size by (1)\n wait (0) seconds\nend\n\nset size to (40) %\n\nif <not <(///mushroom gown yet?) = [2]>> then\nend\n\nshow\n\nbroadcast (/ mushroom grow! v)\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))\nset [size of mushroom to make jump as high :d v] to (size)\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 if <(entered house) = [0]> then\n if <<(///mushroom gown yet?) = [1]> or <(///mushroom gown yet?) = [2]>> then\n show\n else\n hide\n end\n else\n hide\n end\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 (costume1 v)\n set [x v] to [455]\n set [y v] to [-92]\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\nset [///mushroom gown yet? v] to [0]\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\nClone at x: [3919] y: [15]\nClone at x: [5620] y: [220]\n\nset size to (40) %\nrepeat (100)\n wait (0) seconds\n change size by (1)\nend\n\n\n\nset size to (40) %\n\nif <(///mushroom gown yet?) = [2]> then\n show\nend\n\nwhen I receive [/ mushroom appear! v]\nset size to (40) %\n\nwhen I receive [/ mushroom grow! v]\nset [y v] to [-92]\nset size to (40) %\nrepeat (100)\n change size by (1)\n wait (0) seconds\nend\n\nset [///mushroom gown yet? v] to [2]\n\nshow\n\nshow\ngo to [front v] layer\n\nchange [y v] by (.1)\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 hide\nelse\n hide\nend\n\nshow\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\nif <(entered house) = [0]> then\n show\nelse\n hide\nend\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\nswitch costume to (level 1 1 v)\nClone at x: [570] y: [10]\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: [380] y: [20]\nClone at x: [380] y: [20]\nClone at x: [360] y: [70]\nClone at x: [2010] y: [70]\nClone at x: [550] y: [120]\n\ndefine Position (x) (y)\nhide\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(entered house) = [0]> then\n show\n end\nelse\n hide\nend\n\nshow\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: [907] y: [225]\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 if <(entered house) = [0]> then\n show\n set [ghost v] effect to (100)\n else\n hide\n end\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: [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: [3413] y: [254]\n\n@Water\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)) + (-105))\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 [-560]\n set [y v] to [-305]\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 if <(entered house) = [0]> then\n show\n set [ghost v] effect to (10)\n else\n hide\n end\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@Sprite4\n\nwhen I receive [animate v]\nshow\ngo to [back v] layer\ngo to x: ([floor v] of ((((SCROLL X) * (-.5)) mod (478)) - (Sprite4: ox)) ) y: (((SCROLL Y) * (-.4)) - (30))\n\nwhen I receive [menu animate v]\nhide\n\ngo to x: ([floor v] of (((SCROLL_X) mod (478)) - (Sprite4: ox)) ) y: (-60)\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 (costume3 v)\n\ngo [forward v] (1000) layers\n\nif <(entered house) = [0]> then\n show\nelse\n hide\nend\n\n@Sprite3\n\n@Sprite2\n\nhide\n\n@Clouds 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 (costume6 v)\n switch costume to (pick random (1) to (2))\n set [x v] to [550]\n set [y v] to [517]\n Clone at x: [-230] y: [20]\n Clone at x: [-200] y: [-200]\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\nend\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(entered house) = [0]> then\n show\n else\n hide\n end\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)\nswitch costume to (pick random (1) to (2))\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\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]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\n@Platforms2\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 (costume4 v)\n Clone at x: [907] y: [135]\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\nend\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(entered house) = [0]> then\n show\n else\n hide\n end\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: [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]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [700] y: [-100]\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\nset [axe animation v] to [0]\nset [axe gone? v] to [0]\nset [do i have the axe? v] to [0]\nset [_ axe stop? v] to [0]\n\nwhen I receive [tick v]\nif <not <(axe animation) = [1]>> then\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setup v]\nhide\nset size to (100) %\npoint in direction (90)\nset [y v] to [100]\nset [x v] to [-140]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume4 v)\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\nend\n\nClone at x: [907] y: [135]\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(entered house) = [0]> and <(axe gone?) = [0]>> then\n show\n else\n hide\n end\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: [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]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [700] y: [-100]\n\nwhen I receive [tick v]\nswitch costume to (costume3 v)\nif <touching (player v)?> then\n set [touching chimney stack hay v] to [1]\nelse\n set [touching chimney stack hay v] to [0]\nend\n\nwhen I receive [tick v]\n\nif <<touching (player v)?> and <key (x v) pressed?>> then\n say [ยฟAlo?]\nelse\n think [\(queue the sad music\)]\nend\n\nwhen I receive [axe animation v]\nset [_ axe stop? v] to [1]\nwait (.2) seconds\nset [axe animation v] to [1]\nset size to (100) %\nrepeat (50)\n change size by (-2)\n point towards (player v)\n move ((distance to [player v]) / (6)) steps\nend\nset size to (0) %\nhide\nset [axe gone? v] to [1]\nset [do i have the axe? v] to [1]\nset [tree type v] to [1]\n\nwhen [c v] key pressed\nif <(username) = [The-green-dragon]> then\n set [axe animation v] to [0]\n set [axe gone? v] to [0]\n set [do i have the axe? v] to [0]\n set [_ axe stop? v] to [0]\n set size to (100) %\n point in direction (90)\nend\n\nset [_ axe stop? v] to [1]\n\n@Press X\n\nwhen I receive [green flag v]\nset [touching v] to [0]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<<<<(inside touching) = [1]> and <not <(#action door inside) = [1]>>> or <<<<(touching chimney stack hay) = [1]> and <not <(axe action!) = [1]>>> and <(_ axe stop?) = [0]>> or <<(tocuhing door #1) = [1]> and <not <(action door) = [1]>>>>> or <<(water edge touching) = [1]> and <(action! \(water\)) = [0]>>> or <<(touching the mushroom in the room/hut :D) = [1]> and <(let's get that mushroom action going!) = [0]>>> or <<<(lump for planting touching) = [1]> and <(// The actions that saved the life of a stickfigue by the lump) = [0]>> or <<<(/ / toucing chop tree?) = [1]> and <(/ / tree action) = [0]>> or <<(Reeds touching) = [1]> and <(__action for reeds) = [0]>>>>> then\n if <not <(EXIT) = [win]>> then\n go to x: ([x position v] of [player v]) y: (([y position v] of [player v]) + (([sin v] of ((timer) * (300)) ) * (2)))\n show\n else\n hide\n end\nelse\n hide\nend\n\nwait until <<key (x v) pressed?> or <(tocuhing door #1) = [0]>>\nset [action door v] to [0]\nwait until <<not <key (x v) pressed?>> or <(tocuhing door #1) = [0]>>\n\nwhen I receive [level chosen v]\n\n if <(tocuhing door #1) = [1]> then\n wait until <<key (x v) pressed?> or <(tocuhing door #1) = [0]>>\n if <(tocuhing door #1) = [0]> then\n set [action door v] to [0]\n else\n wait until <<not <key (x v) pressed?>> or <(tocuhing door #1) = [0]>>\n set [action door v] to [1]\n if <(tocuhing door #1) = [0]> then\n set [action door v] to [0]\n end\n end\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(inside touching) = [1]> then\n wait until <<key (x v) pressed?> or <(inside touching) = [0]>>\n if <(inside touching) = [0]> then\n set [#action door inside v] to [0]\n else\n wait until <<not <key (x v) pressed?>> or <(inside touching) = [0]>>\n set [#action door inside v] to [1]\n if <(inside touching) = [0]> then\n set [#action door inside v] to [0]\n end\n end\n end\nend\n\nwhen I receive [level chosen v]\nset [action! \(water\) v] to [0]\n\n if <(water edge touching) = [1]> then\n wait until <<key (x v) pressed?> or <(water edge touching) = [0]>>\n if <(water edge touching) = [0]> then\n set [action! \(water\) v] to [0]\n else\n wait until <<not <key (x v) pressed?>> or <(water edge touching) = [0]>>\n set [action! \(water\) v] to [1]\n if <(water edge touching) = [0]> then\n set [action! \(water\) v] to [0]\n else\n wait until <<key (x v) pressed?> or <(water edge touching) = [0]>>\n wait until <<not <key (x v) pressed?>> or <(water edge touching) = [0]>>\n wait until <<key (x v) pressed?> or <(water edge touching) = [0]>>\n wait until <<not <key (x v) pressed?>> or <(water edge touching) = [0]>>\n end\n end\n end\nend\n\nwait until <<key (x v) pressed?> or <(mushroom touching inside hut?) = [0]>>\nwait until <<not <key (x v) pressed?>> or <(mushroom touching inside hut?) = [0]>>\n\nif <(mushroom touching inside hut?) = [0]> then\n set [action \(mushroom?\) v] to [0]\nend\n\nset [action \(mushroom?\) v] to [1]\nif <(mushroom touching inside hut?) = [0]> then\n set [action \(mushroom?\) v] to [0]\nend\n\nwhen I receive [level chosen v]\nset [let's get that mushroom action going! v] to [0]\n\n wait until <(touching the mushroom in the room/hut :D) = [1]>\n wait until <<key (x v) pressed?> or <(touching the mushroom in the room/hut :D) = [0]>>\n if <(touching the mushroom in the room/hut :D) = [0]> then\n set [let's get that mushroom action going! v] to [0]\n else\n wait until <<not <key (x v) pressed?>> or <(touching the mushroom in the room/hut :D) = [0]>>\n set [let's get that mushroom action going! v] to [1]\n if <(touching the mushroom in the room/hut :D) = [0]> then\n set [let's get that mushroom action going! v] to [0]\n end\n end\nend\n\nwhen I receive [tick v]\nif <<(action door) = [1]> or <<(#action door inside) = [1]> or <<<(action! \(water\)) = [1]> or <(let's get that mushroom action going!) = [1]>> or <<(// The actions that saved the life of a stickfigue by the lump) = [1]> or <<<(axe action!) = [1]> and <(_ axe stop?) = [0]>> or <<(/ / tree action) = [1]> or <(__action for reeds) = [1]>>>>>>> then\n set [action? v] to [1]\nelse\n set [action? v] to [0]\nend\n\nwait until <<key (x v) pressed?> or <(touching the mushroom in the room/hut :D) = [0]>>\nif <(touching the mushroom in the room/hut :D) = [0]> then\n set [let's get that mushroom action going! v] to [0]\nelse\n wait until <<not <key (x v) pressed?>> or <(touching the mushroom in the room/hut :D) = [0]>>\n if <(touching the mushroom in the room/hut :D) = [0]> then\n set [let's get that mushroom action going! v] to [0]\n end\nend\n\nif <(touching the mushroom in the room/hut :D) = [0]> then\n set [let's get that mushroom action going! v] to [0]\nelse\n set [let's get that mushroom action going! v] to [1]\n if <(touching the mushroom in the room/hut :D) = [0]> then\n set [let's get that mushroom action going! v] to [0]\n end\nend\n\nwait until <<key (x v) pressed?> or <(touching the mushroom in the room/hut :D) = [0]>>\nif <(touching the mushroom in the room/hut :D) = [0]> then\n set [let's get that mushroom action going! v] to [0]\nelse\n wait until <<not <key (x v) pressed?>> or <(touching the mushroom in the room/hut :D) = [0]>>\n if <(touching the mushroom in the room/hut :D) = [0]> then\n set [let's get that mushroom action going! v] to [0]\n end\nend\n\nset [let's get that mushroom action going! v] to [0]\n\nset [let's get that mushroom action going! v] to [0]\n\nwhen I receive [level chosen v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\n if <(lump for planting touching) = [1]> then\n wait until <<key (x v) pressed?> or <(lump for planting touching) = [0]>>\n if <(lump for planting touching) = [0]> then\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n else\n wait until <<not <key (x v) pressed?>> or <(lump for planting touching) = [0]>>\n set [// the actions that saved the life of a stickfigue by the lump v] to [1]\n if <(lump for planting touching) = [0]> then\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n end\n end\n end\nend\n\nwhen I receive [level chosen v]\nset [axe action! v] to [0]\n\n if <(touching chimney stack hay) = [1]> then\n wait until <<key (x v) pressed?> or <(touching chimney stack hay) = [0]>>\n if <(touching chimney stack hay) = [0]> then\n set [axe action! v] to [0]\n else\n wait until <<not <key (x v) pressed?>> or <(touching chimney stack hay) = [0]>>\n set [axe action! v] to [1]\n if <(touching chimney stack hay) = [0]> then\n set [axe action! v] to [0]\n else\n wait until <<key (x v) pressed?> or <(touching chimney stack hay) = [0]>>\n wait until <<not <key (x v) pressed?>> or <(touching chimney stack hay) = [0]>>\n wait until <<key (x v) pressed?> or <(touching chimney stack hay) = [0]>>\n wait until <<not <key (x v) pressed?>> or <(touching chimney stack hay) = [0]>>\n end\n end\n end\nend\n\nwhen I receive [level chosen v]\nset [/ / tree action v] to [0]\n\n if <(/ / toucing chop tree?) = [1]> then\n wait until <<key (x v) pressed?> or <(/ / toucing chop tree?) = [0]>>\n if <(/ / toucing chop tree?) = [0]> then\n set [/ / tree action v] to [0]\n else\n wait until <<not <key (x v) pressed?>> or <(/ / toucing chop tree?) = [0]>>\n set [/ / tree action v] to [1]\n if <(/ / toucing chop tree?) = [0]> then\n set [/ / tree action v] to [0]\n end\n end\n end\nend\n\nwhen I receive [level chosen v]\nset [__action for reeds v] to [0]\n\n if <(Reeds touching) = [1]> then\n wait until <<key (x v) pressed?> or <(Reeds touching) = [0]>>\n if <(Reeds touching) = [0]> then\n set [__action for reeds v] to [0]\n else\n wait until <<not <key (x v) pressed?>> or <(Reeds touching) = [0]>>\n set [__action for reeds v] to [1]\n if <(Reeds touching) = [0]> then\n set [__action for reeds v] to [0]\n end\n end\n end\nend\n\ngo to [front v] layer\n\nwhen [q v] key pressed\nset [action door v] to [0]\nset [#action door inside v] to [0]\nset [action! \(water\) v] to [0]\nset [let's get that mushroom action going! v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [__action for reeds v] to [0]\nset [axe action! v] to [0]\n\n@Platforms4\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 (costume4 v)\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\nend\n\nClone at x: [907] y: [135]\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(entered house) = [0]> then\n show\n else\n hide\n end\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: [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]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [700] y: [-100]\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [tocuhing door #1 v] to [1]\nelse\n set [tocuhing door #1 v] to [0]\nend\n\ngo [forward v] (5) layers\n\nwhen I receive [open enter door v]\nswitch costume to (costume4 v)\nrepeat (4)\n next costume\n wait (.05) seconds\nend\nbroadcast (fade to black v) and wait\nswitch costume to (costume4 v)\n\n@Enter Hut\n\nwhen I receive [green flag v]\nset [touching v] to [0]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(action door) = [1]> and <<(#left) = [0]> and <<(#inspected) = [0]> and <(entered house) = [0]>>>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [#inspected v] to [0]\nset [#left v] to [0]\nset [entered house v] to [0]\nset [action door v] to [0]\n\n set [choosen? v] to [0]\n switch costume to (costume2 v)\n set [#inspected v] to [0]\n set [#left v] to [0]\n if <(action door) = [1]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action enter door:) = [enter]> then\n switch costume to (enter v)\n set [choosen? v] to [1]\n broadcast (open enter door v) and wait\n set [entered house v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [action door v] to [0]\n hide\n else\n if <(action enter door:) = [inspect]> then\n switch costume to (inspect v)\n set [choosen? v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [action door v] to [0]\n set [#inspected v] to [1]\n else\n if <(action enter door:) = [leave]> then\n switch costume to (leave v)\n set [choosen? v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#left v] to [1]\n set [action door v] to [0]\n end\n end\n end\n end\nend\n\nwhen [y v] key pressed\n\nset [entered house v] to [0]\n\nwhen I receive [tick v]\n\nif <<(action door) = [1]> or <<(#action door inside) = [1]> or <<(action! \(water\)) = [1]> or <(action \(mushroom?\)) = [1]>>>> then\n set [action? v] to [1]\nelse\n set [action? v] to [0]\nend\n\nwhen I receive [level chosen v]\n\n if <(action door) = [1]> then\n if <(choosen?) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(action door) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action enter door: v] to [enter]\n else\n if <(costume [number v]) = [2]> then\n set [action enter door: v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action enter door: v] to [leave]\n end\n end\n end\n end\nend\n\nwait until <not <key (x v) pressed?>>\nwait until <key (x v) pressed?>\n\nif <(action enter door:) = [leave]> then\n\n@House 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 [0] [0]\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 (real start v)\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\nend\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(entered house) = [0]> then\n hide\n else\n show\n end\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: [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]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [907] y: [135]\nClone at x: [700] y: [-100]\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\nswitch costume to (costume4 v)\n\nwhen I receive [tick v]\nPosition [0] [0]\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 (costume4 v)\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\nend\n\nClone at x: [907] y: [135]\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(entered house) = [0]> then\n hide\n else\n show\n end\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: [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]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [700] y: [-100]\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [inside touching v] to [1]\nelse\n set [inside touching v] to [0]\nend\n\nwhen I receive [level chosen v]\n\n\n if <(touching) = [1]> then\n wait until <<key (x v) pressed?> or <(touching) = [0]>>\n if <(touching) = [0]> then\n set [#action door inside v] to [0]\n else\n set [#action door inside v] to [1]\n wait until <<not <key (x v) pressed?>> or <(touching) = [0]>>\n if <(touching) = [0]> then\n set [#action door inside v] to [0]\n else\n wait until <<key (x v) pressed?> or <(touching) = [0]>>\n set [#action door inside v] to [0]\n wait until <<not <key (x v) pressed?>> or <(touching) = [0]>>\n end\n end\n end\nend\n\nwhen I receive [open inside door v]\nswitch costume to (costume4 v)\nrepeat (4)\n next costume\n wait (.05) seconds\nend\nbroadcast (fade to black v) and wait\nswitch costume to (costume4 v)\n\n@Exit Hut\n\nwhen I receive [green flag v]\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(#action door inside) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(#do action \(enter, kick, plant...\)) = [0]>>>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [#action door inside v] to [0]\nset [#do action \(enter, kick, plant...\) v] to [0]\n\n set [choosing.... v] to [0]\n switch costume to (costume2 v)\n set [#inspect door v] to [0]\n set [# leaving v] to [0]\n if <(#action door inside) = [1]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [exit]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n broadcast (open inside door v) and wait\n set [entered house v] to [0]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n hide\n set [#action door inside v] to [0]\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [#action door inside v] to [0]\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [#action door inside v] to [0]\n end\n end\n end\n end\nend\n\nwait until <not <key (x v) pressed?>>\n\nwhen I receive [level chosen v]\n\n if <(#action door inside) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(#action door inside) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [exit]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nwait until <not <key (x v) pressed?>>\nwait until <key (x v) pressed?>\n\nif <(action enter door:) = [leave]> then\n\nset [touching v] to [0]\nhide\n\ngo to [front v] layer\n\n@Platforms6\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]\nset [water edge touching v] to [0]\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 (costume4 v)\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 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 if <(entered house) = [1]> then\n hide\n else\n show\n end\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\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [water edge touching v] to [1]\nelse\n set [water edge touching v] to [0]\nend\n\n@Water Sign\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(action! \(water\)) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <<(water type for words?) = [0]> and <(raft ready?) = [0]>>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [water type for words? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [action! \(water\) v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n switch costume to (costume2 v)\n if <<(action! \(water\)) = [1]> and <<(water type for words?) = [0]> and <(raft ready?) = [0]>>> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [drink]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [action! \(water\) v] to [0]\n broadcast (_ rest v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [action! \(water\) v] to [0]\n broadcast (_ rest v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [action! \(water\) v] to [0]\n broadcast (_ rest v)\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(action! \(water\)) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(action! \(water\)) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [drink]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nwhen I receive [_ rest v]\nset [action! \(water\) v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nset [action! \(water\) v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nwait (0) seconds\n\nwhen [q v] key pressed\nhide\n\n@Sprite5\n\n@Drop through Platforms inside Hut\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 [0] [0]\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)\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 if <(entered house) = [1]> then\n show\n set [ghost v] effect to (100)\n else\n hide\n end\nelse\n hide\nend\n\ngo to [front v] layer\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: [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: [3413] y: [254]\n\nClone at x: [907] y: [225]\n\n@House Platforms2\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 [0] [0]\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 (real start v)\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\nend\n\nClone at x: [-820] y: [150]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(entered house) = [0]> then\n hide\n else\n show\n end\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: [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]\nClone at x: [850] y: [40]\nClone at x: [360] y: [-40]\nClone at x: [463] y: [-193]\nClone at x: [670] y: [20]\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nClone at x: [907] y: [135]\nClone at x: [700] y: [-100]\n\n@Sprite6\n\nwhen I receive [level chosen v]\ngo [forward v] (100000000000000) layers\nset [ghost v] effect to (100)\n\n show\nend\n\nwhen I receive [fade to black v]\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (0)\nbroadcast (continue fade v)\n\nwhen I receive [continue fade v]\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (100)\nshow\n\ngo to [front v] layer\n\nwhen I receive [_ fade black real animation v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (0)\nbroadcast (_ animation continue fade v)\n\nwhen I receive [_ animation continue fade v]\nset [ghost v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [ghost v] effect to (100)\n\n@Lump\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]\nset [water edge touching v] to [0]\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 [469]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 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 if <(entered house) = [1]> then\n hide\n else\n show\n end\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\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n set [lump for planting touching v] to [1]\nelse\n set [lump for planting touching v] to [0]\nend\n\n@Platforms8\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]\nset [mushroom animation? v] to [0]\nset [mushroom gone? v] to [0]\nset [touching the mushroom in the room/hut :d v] to [0]\nhide\n\nwhen I receive [tick v]\nif <(mushroom animation?) = [0]> then\n point in direction (90)\n set size to (50) %\n Position [-23] [103]\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 (costume2 v)\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 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 if <<(entered house) = [1]> and <(mushroom gone?) = [0]>> then\n show\n else\n hide\n end\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\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n if <(planted mushroom?) = [0]> then\n set [touching the mushroom in the room/hut :d v] to [1]\n else\n set [touching the mushroom in the room/hut :d v] to [0]\n end\nelse\n set [touching the mushroom in the room/hut :d v] to [0]\nend\n\nset size to (50) %\n\nwhen [b v] key pressed\nif <(username) = [The-green-dragon]> then\n set [mushroom animation? v] to [0]\n set [mushroom gone? v] to [0]\nend\n\nPosition [-25] [103]\n\nwhen I receive [mushroom animation v]\nset [planted mushroom? v] to [1]\nwait (.2) seconds\nset [mushroom animation? v] to [1]\nset size to (50) %\nrepeat (25)\n change size by (-2)\n point towards (player v)\n move ((distance to [player v]) / (4)) steps\nend\nset size to (0) %\nhide\nset [mushroom gone? v] to [1]\n\n@Mushroom Talk\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(let's get that mushroom action going!) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(planted mushroom?) = [0]>>>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [let's get that mushroom action going! v] to [0]\nset [do it \(actions\) v] to [0]\n\n switch costume to (costume5 v)\n if <<(let's get that mushroom action going!) = [1]> and <(planted mushroom?) = [0]>> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [pick]> then\n switch costume to (enter v)\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [do it \(actions\) v] to [1]\n set [let's get that mushroom action going! v] to [0]\n broadcast (/Mushroom reset!\ v)\n broadcast (mushroom animation v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [let's get that mushroom action going! v] to [0]\n broadcast (/Mushroom reset!\ v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [let's get that mushroom action going! v] to [0]\n broadcast (/Mushroom reset!\ v)\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\n\nhide\n\nwhen I receive [level chosen v]\n\n if <(let's get that mushroom action going!) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume5 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume7 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(let's get that mushroom action going!) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [pick]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwait (.1) seconds\n\nwhen I receive [/mushroom reset!\ v]\nset [let's get that mushroom action going! v] to [0]\nset [do it \(actions\) v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [choosing.... v] to [0]\nset [let's get that mushroom action going! v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [1]>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\n\n switch costume to (costume2 v)\n if <(planted mushroom?) = [1]> then\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [plant]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [do it \(actions\) v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n set [planted mushroom? v] to [2]\n set [water type for words? v] to [1]\n broadcast (/ mushroom appear! v)\n broadcast (reset stuff v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset stuff v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset stuff v)\n end\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [plant]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwhen I receive [reset stuff v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [0]>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n switch costume to (costume2 v)\n if <(planted mushroom?) = [0]> then\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [kick]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [do it \(actions\) v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset pile of dirt #1 v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset pile of dirt #1 v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset pile of dirt #1 v)\n end\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [kick]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwhen I receive [reset pile of dirt #1 v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [1]\n\nset [planted mushroom? v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [2]>> and <(do I have the water?) = [0]>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n switch costume to (costume2 v)\n if <<(planted mushroom?) = [2]> and <(do I have the water?) = [0]>> then\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [touch]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [do it \(actions\) v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset pile #3 v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset pile #3 v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset pile #3 v)\n end\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [touch]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwhen I receive [reset pile #3 v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [0]\n\nset [planted mushroom? v] to [1]\n\nwhen I receive [level chosen v]\nset [_. do i have them reeds? v] to [0]\nset [do i have the axe? v] to [0]\nset [do i have the water? v] to [0]\nset [do i have wood? v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Water Sign2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(action! \(water\)) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <<(water type for words?) = [1]> and <(raft ready?) = [0]>>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [action! \(water\) v] to [0]\nset [do it \(actions\) v] to [0]\n\n set [choosing.... v] to [0]\n switch costume to (costume2 v)\n set [#inspect door v] to [0]\n set [# leaving v] to [0]\n if <<<(water type for words?) = [1]> and <(raft ready?) = [0]>> and <(action! \(water\)) = [1]>> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [fill]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [action! \(water\) v] to [0]\n set [water type for words? v] to [0]\n set [action! \(water\) v] to [0]\n set [do i have the water? v] to [1]\n set [action! \(water\) v] to [0]\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [action! \(water\) v] to [0]\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [action! \(water\) v] to [0]\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(action! \(water\)) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(action! \(water\)) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [fill]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words4\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [2]>> and <(do I have the water?) = [1]>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n switch costume to (costume2 v)\n if <<(do I have the water?) = [1]> and <(planted mushroom?) = [2]>> then\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [water]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [do it \(actions\) v] to [1]\n set [planted mushroom? v] to [3]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n set [do i have the water? v] to [0]\n broadcast (/ mushroom grow! v)\n broadcast (reset mushroom dirt #4 v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset mushroom dirt #4 v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset mushroom dirt #4 v)\n end\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [water]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwhen I receive [reset mushroom dirt #4 v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [0]\n\nset [planted mushroom? v] to [3]\n\nbroadcast (reset mushroom dirt #4 v)\nwait until <key (x v) pressed?>\n\nset [planted mushroom? v] to [3]\n\nwhen [q v] key pressed\nhide\n\n@Lump of dirt words5\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<<(// The actions that saved the life of a stickfigue by the lump) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(planted mushroom?) = [3]>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [planted mushroom? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n switch costume to (costume2 v)\n if <(planted mushroom?) = [3]> then\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [touch]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [do it \(actions\) v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset rip my guy v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset rip my guy v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [// the actions that saved the life of a stickfigue by the lump v] to [0]\n broadcast (reset rip my guy v)\n end\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(// The actions that saved the life of a stickfigue by the lump) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [touch]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwhen I receive [reset rip my guy v]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\nset [choosing.... v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [do it \(actions\) v] to [0]\nset [// the actions that saved the life of a stickfigue by the lump v] to [0]\n\nset [planted mushroom? v] to [0]\n\nset [planted mushroom? v] to [3]\n\nbroadcast (reset mushroom dirt #4 v)\nwait until <key (x v) pressed?>\n\nset [planted mushroom? v] to [3]\nbroadcast (/ mushroom grow! v)\n\nwhen [q v] key pressed\nhide\n\n@Axe Words\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(axe action!) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <<(do it \(actions\)) = [0]> and <(_ axe stop?) = [0]>>>>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [axe action! v] to [0]\nset [do it \(actions\) v] to [0]\n\n set [choosing.... v] to [0]\n switch costume to (costume2 v)\n set [#inspect door v] to [0]\n set [# leaving v] to [0]\n if <(axe action!) = [1]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [pick]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [axe action! v] to [0]\n broadcast (axe animation v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [axe action! v] to [0]\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [axe action! v] to [0]\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(axe action!) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(axe action!) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [pick]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nset [water type for words? v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Platforms9\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 (tree 1 v)\n set [x v] to [1100]\n set [y v] to [345]\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 v)\n end\nend\n\nswitch costume to (costume 1 v)\nClone at x: [1100] y: [340]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <<(entered house) = [0]> and <(chopped tree down?) = [0]>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nnext costume\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 [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\nset [chopped tree down animation yet? v] to [0]\nset [chopped tree down? v] to [0]\nset [do i have wood? v] to [0]\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nset [chopped tree down? v] to [0]\n\nswitch costume to (costume 1 v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n if <(chopped tree down animation yet?) = [0]> then\n set [/ / toucing chop tree? v] to [1]\n else\n set [/ / toucing chop tree? v] to [0]\n end\nelse\n set [/ / toucing chop tree? v] to [0]\nend\n\ngo [backward v] (1) layers\n\nwhen I receive [bye bye tree! :d v]\nset [chopped tree down animation yet? v] to [1]\nswitch costume to (tree 1 v)\nwait (.1) seconds\nrepeat (6)\n next costume\n wait (0) seconds\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [chopped tree down? v] to [1]\nset [do i have wood? v] to [1]\n\n@Tree words\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(/ / tree action) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <<(do it \(actions\)) = [0]> and <(tree type) = [0]>>>>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [tree type v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [/ / tree action v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\n switch costume to (costume2 v)\n if <<(/ / tree action) = [1]> and <(tree type) = [0]>> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [touch]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [do it \(actions\) v] to [1]\n set [/ / tree action v] to [0]\n broadcast (rest assured tree! #1 v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [/ / tree action v] to [0]\n broadcast (rest assured tree! #1 v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [/ / tree action v] to [0]\n broadcast (rest assured tree! #1 v)\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(/ / tree action) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(/ / tree action) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [touch]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nset [water type for words? v] to [0]\n\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nwhen I receive [rest assured tree! #1 v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [/ / tree action v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\ngo to [front v] layer\n\nwhen [q v] key pressed\nhide\n\n@Tree words2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(/ / tree action) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <<(do it \(actions\)) = [0]> and <(tree type) = [1]>>>>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [tree type v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [/ / tree action v] to [0]\nset [do it \(actions\) v] to [0]\n\n switch costume to (costume2 v)\n if <<(/ / tree action) = [1]> and <(tree type) = [1]>> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [chop]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [do it \(actions\) v] to [1]\n set [/ / tree action v] to [0]\n broadcast (_rip! v)\n broadcast (bye bye tree! :D v)\n set [tree type v] to [0]\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [/ / tree action v] to [0]\n broadcast (_rip! v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [/ / tree action v] to [0]\n broadcast (_rip! v)\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(/ / tree action) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(/ / tree action) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [chop]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nset [water type for words? v] to [0]\n\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nwhen I receive [_rip! v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [/ / tree action v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\ngo to [front v] layer\n\nwhen [q v] key pressed\nhide\n\n@Reeds\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]\nset [_ reed gone? v] to [0]\nset [_______reed animation v] to [0]\nhide\n\nset [water edge touching v] to [0]\n\nwhen I receive [tick v]\nif <(_______reed animation) = [0]> then\n point in direction (90)\n set size to (80) %\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setup v]\nset size to (80) %\nhide\nset [y v] to [-83]\nset [x v] to [1920]\nset [p timer v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume2 v)\n point in direction (90)\n set size to (100) %\nelse\n if <(LEVEL) = [77]> then\n switch costume to (costume2 v)\n broadcast (Level 77 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 if <(entered house) = [1]> then\n hide\n else\n if <(_ reed gone?) = [0]> then\n show\n else\n hide\n end\n end\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\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen I receive [tick v]\nif <touching (player v)?> then\n if <(_______reed animation) = [0]> then\n set [reeds touching v] to [1]\n else\n set [reeds touching v] to [0]\n end\nelse\n set [reeds touching v] to [0]\nend\n\ngo [backward v] (100) layers\n\nwhen I receive [___bye bye reeds! v]\nwait (.2) seconds\nset [_______reed animation v] to [1]\nset size to (80) %\nrepeat (40)\n change size by (-2)\n point towards (player v)\n move ((distance to [player v]) / (6)) steps\nend\nset size to (0) %\nhide\nset [_ reed gone? v] to [1]\nset [_. do i have them reeds? v] to [1]\n\n@Platforms7\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 (stump v)\n set [x v] to [1100]\n set [y v] to [345]\nelse\n if <(LEVEL) = [77]> then\n switch costume to (level 77 1 v)\n broadcast (Level 77 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 if <(entered house) = [0]> then\n show\n else\n hide\n end\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nnext costume\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 [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nset [chopped tree down? v] to [0]\n\nswitch costume to (costume 1 v)\n\n@Water2\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)) + (-105))\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 [2100]\n set [y v] to [-106]\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 if <(entered house) = [0]> then\n show\n set [ghost v] effect to (10)\n else\n hide\n end\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@Reed words\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(__action for reeds) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [__action for reeds v] to [0]\nset [do it \(actions\) v] to [0]\n\n switch costume to (costume2 v)\n if <(__action for reeds) = [1]> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [pick]> then\n switch costume to (enter v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [do it \(actions\) v] to [1]\n set [__action for reeds v] to [0]\n broadcast (__reset__ v)\n broadcast (___bye bye reeds! v)\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [__action for reeds v] to [0]\n broadcast (__reset__ v)\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [__action for reeds v] to [0]\n broadcast (__reset__ v)\n end\n end\n end\n end\nend\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(__action for reeds) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(__action for reeds) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [pick]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\n\nwhen I receive [__reset__ v]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [__action for reeds v] to [0]\nset [do it \(actions\) v] to [0]\nset [choosing.... v] to [0]\n\ngo to [front v] layer\n\nset [tree type v] to [0]\n\nwhen [q v] key pressed\nhide\n\n@Water Sign3\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [game won v]\nhide\n\nwhen I receive [level beat v]\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<(_. Do I have them reeds?) = [1]> and <(do I have wood?) = [1]>> then\n set [raft ready? v] to [1]\nelse\n set [raft ready? v] to [0]\nend\nif <<<(action! \(water\)) = [1]> and <<(# leaving) = [0]> and <<(#inspect door) = [0]> and <(do it \(actions\)) = [0]>>>> and <(raft ready?) = [1]>> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\nelse\n hide\nend\n\nwhen I receive [level chosen v]\nset [water type for words? v] to [0]\nset [#inspect door v] to [0]\nset [# leaving v] to [0]\nset [action! \(water\) v] to [0]\nset [do it \(actions\) v] to [0]\n\n set [choosing.... v] to [0]\n switch costume to (costume2 v)\n set [#inspect door v] to [0]\n set [# leaving v] to [0]\n if <<(action! \(water\)) = [1]> and <(raft ready?) = [1]>> then\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n if <(action: \(what is it?\)) = [build]> then\n set [choosing.... v] to [1]\n set [action! \(water\) v] to [0]\n broadcast (_ end animation v)\n set [exit v] to [win]\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n else\n if <(action: \(what is it?\)) = [inspect]> then\n switch costume to (inspect v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [#inspect door v] to [1]\n set [action! \(water\) v] to [0]\n else\n if <(action: \(what is it?\)) = [leave]> then\n switch costume to (leave v)\n show\n set [choosing.... v] to [1]\n wait until <key (x v) pressed?>\n wait until <not <key (x v) pressed?>>\n set [# leaving v] to [1]\n set [action! \(water\) v] to [0]\n end\n end\n end\n end\nend\n\nswitch costume to (enter v)\nshow\n\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\n\nset [entered house v] to [0]\nhide\n\nwhen I receive [level chosen v]\n\n if <(action! \(water\)) = [1]> then\n if <(choosing....) = [0]> then\n if <key (down arrow v) pressed?> then\n wait until <not <key (down arrow v) pressed?>>\n if <(costume [number v]) = [3]> then\n switch costume to (costume2 v)\n else\n next costume\n end\n end\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n if <(costume [number v]) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nswitch costume to (costume2 v)\nwait until <<(action door) = [0]> or <key (z v) pressed?>>\nif <(action door) = [0]> then\n hide\nelse\n wait until <<(action door) = [0]> or <not <key (z v) pressed?>>>\n if <(action door) = [0]> then\n hide\n else\n set [entered house v] to [1]\n hide\n end\nend\n\nwhen I receive [level chosen v]\n\n if <(action! \(water\)) = [1]> then\n if <(costume [number v]) = [1]> then\n set [action: \(what is it?\) v] to [build]\n else\n if <(costume [number v]) = [2]> then\n set [action: \(what is it?\) v] to [inspect]\n else\n if <(costume [number v]) = [3]> then\n set [action: \(what is it?\) v] to [leave]\n end\n end\n end\n end\nend\n\nif <(action enter door:) = [leave]> then\n\nwait until <not <key (x v) pressed?>>\n\nset [touching v] to [0]\n\nwait until <key (x v) pressed?>\n\nset [water type for words? v] to [0]\n\nwhen I receive [tick v]\n\ngo to x: (0) y: (0)\nshow\n\nwhen [q v] key pressed\nhide\n\n@Sprite1\n\nwhen I receive [end animation v]\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level chosen v]\nhide\n\nwait (1.5) seconds\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\n\nwhen I receive [end animation v]\n\nhide\n\ngo to [front v] layer\nshow\nswitch costume to (costume3 v)\nwait (1.5) seconds\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\nrepeat (13)\n next costume\n wait (1.5) seconds\n broadcast (_ fade black real animation v)\n repeat (21)\n show\n end\nend\nnext costume\n\n@Sprite7\n\nwhen I receive [level chosen v]\nhide\nset [showing? v] to [0]\n\n set x to ([x position v] of [player v])\n if <<(wasd?) = [1]> and <not <(entered house) = [1]>>> then\n set x to ([x position v] of [player v])\n if <(showing?) = [0]> then\n set [ghost effect v] to [100]\n set [ghost v] effect to (100)\n show\n set [showing? v] to [1]\n set x to ([x position v] of [player v])\n animation\n else\n show\n set [showing? v] to [1]\n end\n set size to (70) %\n else\n if <(showing?) = [1]> then\n set [ghost effect v] to [0]\n set [ghost v] effect to (0)\n show\n set [showing? v] to [0]\n set x to ([x position v] of [player v])\n undeo animation\n else\n hide\n set [showing? v] to [0]\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset y to ((([sin v] of ((timer) * (500)) ) * (3)) + ([y position v] of [player v]))\n\ndefine animation\nset [ghost v] effect to (100)\nset [ghost effect v] to [100]\nrepeat (10)\n change [ghost v] effect by (-10)\n change [ghost effect v] by (-10)\n set x to ([x position v] of [player v])\nend\nset [ghost v] effect to (0)\nset [ghost effect v] to [0]\n\nset [ghost effect v] to [0]\n\nset x to ([x position v] of [player v])\n\ndefine undeo animation\nset [ghost v] effect to (0)\nset [ghost effect v] to [0]\nrepeat (10)\n change [ghost v] effect by (10)\n change [ghost effect v] by (10)\n set x to ([x position v] of [player v])\nend\nset [ghost v] effect to (100)\nset [ghost effect v] to [100]\n\n@Sprite8\n\nwhen I receive [end animation v]\nhide\nswitch costume to (costume16 v)\nbroadcast (_ fade black real animation v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (19)\n hide\nend\nshow\nswitch costume to (costume3 v)\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\nrepeat (4)\n next costume\n wait (1.5) seconds\n broadcast (_ fade black real animation v)\n repeat (21)\n show\n end\nend\nnext costume\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\nnext costume\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\nnext costume\nwait (1.5) seconds\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\nnext costume\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nrepeat (4)\n broadcast (_ fade black real animation v)\n repeat (21)\n show\n end\n next costume\n wait (1.5) seconds\nend\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\nnext costume\nwait until <key (x v) pressed?>\nwait until <not <key (x v) pressed?>>\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\nnext costume\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [level chosen v]\nhide\n\nwait (1.5) seconds\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\n\nwhen I receive [end animation v]\n\nhide\n\nwait (1.5) seconds\n\nnext costume\n\nrepeat (5)\n\nrepeat (4)\n\nwait (1.5) seconds\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\n\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\n\nbroadcast (_ fade black real animation v)\nrepeat (21)\n show\nend\n\nwait (1.5) seconds\n\nwhen [3 v] key pressed\nif <(username) = [The-green-dragon]> then\n set [_. do i have them reeds? v] to [1]\n set [do i have wood? v] to [1]\nend\n\nshow\n\nwhen I receive [end animation v]\nchange [โ how many people have beat this game? v] by (1)\n\nif <not < [apple] contains (username)?>> then\nend\n\nwhen I receive [_ end animation v]\n\nwhen flag clicked\nhide variable [โ how many people have beat this game? v]\nforever\n if <<key (n v) pressed?> and <key (p v) pressed?>> then\n wait until <<not <key (n v) pressed?>> and <not <key (p v) pressed?>>>\n show variable [โ how many people have beat this game? v]\n wait until <<key (n v) pressed?> and <key (p v) pressed?>>\n wait until <<not <key (n v) pressed?>> and <not <key (p v) pressed?>>>\n hide variable [โ how many people have beat this game? v]\n end\nend\n\nchange [โ how many people have beat this game? v] by (1)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Thumbnail2\n\nwhen I receive [green flag v]\nset [playing? v] to [0]\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\nbroadcast (wait v)\n\nwhen I receive [wait v]\nwait until <(playing?) = [1]>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\ngo [backward v] (30) layers\n\n@Thumbnail3\n\nwhen I receive [wait v]\nwait until <(playing?) = [1]>\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (120)\ngo to [front v] layer\nset [ghost v] effect to (0)\n\n point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\n if <(_ size change?) = [1]> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\n@Thumbnail4\n\nwhen I receive [wait v]\nwait until <(playing?) = [1]>\nrepeat (20)\n change [ghost v] effect by (0)\nend\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (120)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n point in direction ((([sin v] of ((timer) * (300)) ) * (3)) + (90))\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [_ size change? v] to [1]\n else\n set size to (100) %\n set [_ size change? v] to [0]\n end\nend\n\n@Mute\n\nwhen this sprite clicked\nnext costume\nwait (0.2) seconds\n\nwhen flag clicked\nswitch costume to (unmute v)\nshow\n\n if <(costume [number v]) = [2]> then\n set [mute button on off v] to [1]\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nshow\n\n if <(costume [number v]) = [1]> then\n set [mute button on off v] to [0]\n set volume to (45) %\n end\nend\n\nwhen flag clicked\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 flag clicked\nforever\n set volume to (45) %\n play sound [Music \(taken from @griffpatch 's Not Quite Ball Physics\) v] until done\nend\n\ngo [forward v] (50) layers\n\n@Shop\n\nwhen flag clicked\nhide\n\n@Coins\n\nwhen flag clicked\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\n | I placed first in @0014049 's contest! :D\n\nIf you get stuck press "R" to respawn.\n\nPlay here for less lag:\nhttps://forkphorus.github.io/#402504589\n\nNOTE: Please read all the instructions before playing because this platformer is different from normal platformers. In it, you will explore an island, in which you can interact with things by pressing "X." To win, you must figure out how to escape the island and get back home.\n\nPress "N" and "P" to show how many people have beat the game, and press "N" and "P" again to hide the variable.\n\nIf your player can't move even though you are not interacting with anything, press "Q" to be able to move again.\n\nWelcome to Stranded - A Scrolling Adventure Platformer. You will play as the stick figure as you go on an adventure exploring an island, trying to find a way to escape and find your way home.\n\nThis may take a while to load because it has over 6600 blocks of code and a lot of costumes, so please be patient - it is definitely worth the wait :P\n\nโโโโโโโโโโโโโโโโโโ Storyline โโโโโโโโโโโโโโโโโโโโ\nAfter your plane crashed, you find out that you are the only survivor and you must figure out how to get home by interacting with different objects on the island.\n\nโโโโโโโโโโโโโโโโโโ Instructions โโโโโโโโโโโโโโโโโโ \nโข Everything is 100% possible\nโข If you get stuck, press "R" to respawn\nโข Press "X" to continue\nโข If you're touching something that can be interacted with, press "X" to interact with it, and press "X" to select something. Use the up and down arrow keys to select the action you would like to perform when you are interacting with an object.\nโข Arrow keys or WASD to move\nโข Down arrow/ "s" key to drop through some platforms like ladders or tree branches\nโข Bounce on mushrooms to jump higher\nโขYou can jump on clouds, but you'll slowly sink into them\nโข To win, escape the island (you'll know it when you escape)\nโข Click on the mute button or press "M" to mute or unmute |
The Red Ninja 2 || A platformer | @Stage\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [huh v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Next level v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@่ง่ฒ1\n\n@Player\n\nwhen flag clicked\nswitch costume to (hitbox v)\nshow\nforever\n if <<(x position) > [240]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<<(y position) < [-170]> and <touching (_edge_ v)?>> or <touching color (#da6066)?>> then\n broadcast (Restart v)\n create clone of (_myself_ v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\nbroadcast (Setup Enemies v)\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (0.7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (a0 v)\n go to [front v] layer\n if <not <touching (water v)?>> then\n change [y v] by (-1)\n end\n if <<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 (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> 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 <<mouse down?> and <(mouse y) > (y position)>>> and <not <touching (water v)?>>> 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 (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 <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n switch costume to (join [A] (Weapon Number))\nend\n\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset [weapon number v] to [1]\nset [weapon max v] to [2]\nbroadcast (W1 v)\nbroadcast (W2 v)\nforever\n if <key (z v) pressed?> then\n if <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\n end\n end\n wait until <not <key (z v) pressed?>>\nend\n\nwhen I receive [switch costume v]\nswitch costume to (a0 v)\n\nwait until <not <key (space v) pressed?>>\n\n\n change [y v] by (-1.5)\nend\n\nwhen I receive [switch weapon v]\nif <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [9109kj821kaw.mp3 v] until done\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Restart v)\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (00)\n\n@Clouds\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (cloud hitbox v)\ngo to x: (240) y: (pick random (10) to (150))\nset [my costume v] to (pick random (1) to (2))\nswitch costume to (My costume)\nset [ghost v] effect to (pick random (50) to (70))\nrepeat (96)\n switch costume to (cloud hitbox v)\n change x by (-5)\n switch costume to (My costume)\nend\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to ([costume # v] of [level v])\nend\n\nbroadcast (Next level v)\n\n@Sprite1\n\ndefine Swing\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (150) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch costume v)\n end\nelse\n set size to (150) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\nend\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I receive [w1 v]\nforever\n if <<(Weapon Number) = [1]> and <key (space v) pressed?>> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\n@Enemies\n\nwhen I receive [setup enemies v]\nif then\n delete this clone\nend\nhide variable [lives v]\nif <([costume # v] of [level v]) = [2]> then\n Clone [1] [144] [-60]\nend\nif <([costume # v] of [level v]) = [3]> then\n Clone [3] [145] [-15]\n Clone [1] [0] [-15]\nend\nif <([costume # v] of [level v]) = [5]> then\n Clone [1] [187] [87]\n Clone [1] [160] [-60]\nend\nif <([costume # v] of [level v]) = [6]> then\n Clone [3] [164] [-61]\n Clone [1] [176] [87]\nend\nif <([costume # v] of [level v]) = [7]> then\n Clone [3] [-63] [110]\n Clone [5] [152] [37]\nend\nif <([costume # v] of [level v]) = [8]> then\n Clone [5] [-211] [137]\n Clone [1] [162] [-12]\nend\nif <([costume # v] of [level v]) = [9]> then\n Clone [5] [167] [38]\n Clone [1] [0] [0]\n Clone [3] [215] [-12]\nend\nif <([costume # v] of [level v]) = [10]> then\n Clone [3] [29] [36]\n Clone [5] [180] [-12]\n Clone [1] [0] [70]\nend\nif <([costume # v] of [level v]) = [11]> then\n Clone [3] [21] [-10]\n Clone [5] [219] [-8]\nend\nif <([costume # v] of [level v]) = [12]> then\n Clone [1] [-56] [-109]\n Clone [5] [50] [-109]\n Clone [3] [70] [50]\n Clone [1] [-199] [132]\nend\n\ndefine Clone (type) (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (type)\nset [clone# v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [blue guy switch v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <(distance to [player v]) < [115]> then\n if <(dead) = [0]> then\n switch costume to (weapon1 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n end\n end\n wait until <[115] < (distance to [player v])>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\nset [dead v] to [0]\ngo to [front v] layer\nif <(costume [number v]) < [7]> then\n forever\n switch costume to ((Clone#) + (1))\n if <<touching (sprite1 v)?> or <[-170] > (y position)>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change [enemyy v] by (-1)\n if <touching (water v)?> then\n change [enemyy v] by (2)\n end\n if <([x position v] of [player v]) < ((x position) - (50))> then\n change [enemyx v] by (-0.2)\n point in direction (-90)\n end\n if <((x position) - (-20)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.2)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 ((Enemyx) * (-1))\n if <((y position) - (-40)) < ([y position v] of [player v])> then\n set [enemyy v] to [15]\n if <([abs v] of (Enemyx) ) = (Enemyx)> then\n set [enemyx v] to [-3]\n else\n set [enemyx v] to [3]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (Clone#)\n if <<touching (sprite2 v)?> or <touching (sprite4 v)?>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nelse\n if <(costume [number v]) = [7]> then\n set rotation style [all around v]\n if <(Katana rotation) = [1]> then\n set size to (150) %\n point in direction (30)\n repeat (5)\n turn right (30) degrees\n switch costume to (weapon1 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n else\n set size to (150) %\n point in direction (150)\n repeat (5)\n turn right (-30) degrees\n switch costume to (weapon2 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [9]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (10) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [10]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (15) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <(dead) = [0]> then\n switch costume to (weapon3 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\n wait (1.5) seconds\n end\nend\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n if <(dead) = [0]> then\n switch costume to (costume7 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (yelo neja v)\n end\n wait (1) seconds\n end\nend\n\nbroadcast (Next level v)\n\n@Sprite4\n\nwhen I receive [w3 v]\nset [turn v] to [0]\nforever\n point in direction (Turn)\n if <(Weapon Number) = [3]> then\n show\n if <key (space v) pressed?> then\n repeat until <not <key (space v) pressed?>>\n change [turn v] by (10)\n point in direction (Turn)\n end\n point in direction (Turn)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\ngo to x: (-47) y: (20)\nwait until <([costume # v] of [level v]) = [1]>\nrepeat until <touching (player v)?>\n point in direction (90)\n switch costume to (thumbnail2 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-47) y: (20)\nend\npoint in direction (90)\nbroadcast (W3 v)\n\nwhen flag clicked\nwait until <([costume # v] of [level v]) = [1]>\nhide\nwait until <([costume # v] of [level v]) = [4]>\nshow\nwait until <touching (player v)?>\nset [weapon number v] to [3]\nset [weapon max v] to [3]\nbroadcast (W3 v)\nshow\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nforever\n if <([costume # v] of [level v]) = [4]> then\n show\n go to x: (-47) y: (20)\n stop [this script v]\n end\nend\n\ndefine Position\nif <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (28)) y: ([y position v] of [player v])\nelse\n go to x: (([x position v] of [player v]) + (-28)) y: ([y position v] of [player v])\nend\nswitch costume to (thumbnail4 v)\ngo to [front v] layer\nset size to (100) %\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nclear graphic effects\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n move (15) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [w3 v]\nforever\n Position\n switch costume to (thumbnail2 v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\nrepeat (10)\n show\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\n@Sprite3\n\ndefine Swing\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (150) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch costume v)\n end\nelse\n set size to (150) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\nend\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I receive [w1 v]\nforever\n if <<(Weapon Number) = [1]> and <key (space v) pressed?>> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\n@Sprite2\n\nwhen I receive [w2 v]\nforever\n if <<(Weapon Number) = [2]> and <key (space v) pressed?>> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n point in direction (90)\n switch costume to (costume1 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-120) y: (0)\nend\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (150) %\nclear graphic effects\nif <([direction v] of [player v]) = [90]> then\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (10)\n end\nelse\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (-10)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nshow\n\nwhen I receive [flash v]\nif <(Weapon Number) = [2]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\n@WATER\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (40)\n go to [back v] layer\n change y by (tide)\n switch costume to ([costume # v] of [level v])\nend\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (0.1)\n end\n repeat (20)\n change [tide v] by (-0.1)\n end\n repeat (10)\n change [tide v] by (0.1)\n end\nend\n\n@Button1\n\nwhen flag clicked\nswitch costume to (้ ๅ1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n set [show b1v v] to [1]\n else\n set size to (120) %\n set [show b1v v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show B1v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (205)\n else\n set x to (-205)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Switch weapon v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Button2\n\nwhen flag clicked\nswitch costume to (้ ๅ1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set [show b2v v] to [1]\n set size to (130) %\n if <(Weapon Number) = [3]> then\n if <mouse down?> then\n repeat until <not <mouse down?>>\n change [turn v] by (10)\n end\n create clone of (sprite4 v)\n end\n end\n else\n set size to (120) %\n set [show b2v v] to [0]\n end\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (155)\n else\n set x to (-155)\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show b2v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Flash v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Enemies2\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\nset [dead v] to [0]\ngo to [front v] layer\nif <(costume [number v]) < [5]> then\n forever\n switch costume to ((Clone#) + (1))\n if <<touching (sprite1 v)?> or <[-170] > (y position)>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change [enemyy v] by (-1)\n if <touching (water v)?> then\n change [enemyy v] by (1.2)\n end\n if <([x position v] of [player v]) < ((x position) - (50))> then\n change [enemyx v] by (-0.2)\n point in direction (-90)\n end\n if <((x position) - (-20)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.2)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 ((Enemyx) * (-1))\n if <((y position) - (-40)) < ([y position v] of [player v])> then\n set [enemyy v] to [15]\n if <([abs v] of (Enemyx) ) = (Enemyx)> then\n set [enemyx v] to [-3]\n else\n set [enemyx v] to [3]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (Clone#)\n if <touching (sprite2 v)?> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nelse\n if <(costume [number v]) = [5]> then\n set rotation style [all around v]\n if <(Katana rotation) = [1]> then\n set size to (150) %\n point in direction (30)\n repeat (5)\n turn right (30) degrees\n switch costume to (weapon1 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n else\n set size to (150) %\n point in direction (150)\n repeat (5)\n turn right (-30) degrees\n switch costume to (weapon2 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (10) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <(distance to [player v]) < [115]> then\n if <(dead) = [0]> then\n switch costume to (weapon1 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n end\n end\n wait until <[115] < (distance to [player v])>\n end\nend\n\nwhen I receive [blue guy switch v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <(dead) = [0]> then\n switch costume to (weapon3 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\n wait (1.5) seconds\n end\nend\n\nswitch costume to (weapon3 v)\ncreate clone of (_myself_ v)\n\n | =====Info=====\nIf you havenโt already, please play the first one: https://scratch.mit.edu/projects/401255085/\nHere is the third: https://scratch.mit.edu/projects/402980379/\nHereโs the fourth: https://scratch.mit.edu/projects/404940060/\nAnd the fifth: https://scratch.mit.edu/projects/406739724/\nEquipped with your weapons, the ninja is on for another adventure! Please love, fav, and follow for more! \nCan we keep the love-view ratio above 20?\n=====Disclaimer=====\nYou have to double click the flag, or the bow wonโt show.\n It might lag occasionally on slow devices because of too many clones, but still, enjoy! This is also mobile friendly.\n=====Controls=====\nMove and Swim || Arrow keys or mobile tap\nShoot || Space or โUse weaponโ button\nSwitch Weapon || Z or โSwitch weaponโ button\nAll levels are possible! |
wings of fire platformer | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 v)\n\n@litwick\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [blue sky 2 6 v]\nshow\n\nwhen backdrop switches to [blue sky 2 6 v]\nforever\n go to x: (13) y: (-140)\n set rotation style [left-right v]\nend\n\nwhen backdrop switches to [blue sky 2 7 v]\nhide\n\n@spiral\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [jungle v]\nshow\nsay [darling, your home what took you so long. oh and where's your brother??] for (8) seconds\n\n@unnamed (3)\n\nwhen this sprite clicked\nnext backdrop\n\nwhen flag clicked\ngo to [back v] layer\nshow\n\nwhen backdrop switches to [jungle v]\nforever\n hide\nend\n\n@Player2\n\nwhen flag clicked\nshow\nset size to (1000) %\ngo to [front v] layer\nwait (4) seconds\nhide\n\nforever\nend\n\n@Player\n\nwhen flag clicked\nhide variable [points v]\nset [points v] to [0]\nset [deaths v] to [0]\ngo to x: (-208) y: (-75)\nset size to (100) %\nset [y v] to [0]\nset [x v] to [0]\nforever\n switch costume to (gobo-a v)\n if <key (d v) pressed?> then\n change [x v] by (1)\n end\n if <key (a v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (w v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (w v) pressed?> then\n set [y v] to [14]\n end\n end\n change y by (1)\n if <(x position) > [230]> then\n go to x: (-208) y: (-75)\n broadcast (next level v)\n end\n if <touching color (#ff0000)?> then\n go to x: (-208) y: (-75)\n change [deaths v] by (1)\n end\n if <touching color (#7f00ff)?> then\n set [y v] to [20]\n end\n if <touching color (#00ffff)?> then\n set [y v] to [0]\n if <key (a v) pressed?> then\n change x by (1.5)\n end\n if <key (d v) pressed?> then\n change x by (-1.5)\n end\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 (-4)\n end\n end\nend\n\nwhen flag clicked\nset [player mode v] to [walk]\nhide variable [player mode v]\ngo to [front v] layer\npoint in direction (90)\nset size to (50) %\ngo to x: (99) y: (-101)\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\n\nwhen flag clicked\nif <touching (litwick v)?> then\n go to x: (-199) y: (-142)\nend\n\n | so this is my best platformer yet!! a wings of fire platformer!! the intro: you are a rainwing and you and your brother were picking fruit but you got lost and, you lost your brother now you need to get home! please note: its just a fun little platformer its not supposed to be canonly accurate\n\ninstructions\nโญw,a,s,d to move \nโญfire is bad\nโญblue is water\nโญall levels are possible\nโญwatch out for little cute candles\nโญthere is a skip button!!!\nโญthe sequel will be out soon! |
color(100%pen Scrolling Platformer) | @Stage\n\n@pen\n\ndefine ในใใผใธใ๏ฝ (๏ฝ) ๏ฝ (๏ฝ) ็ธฆใฎ้ทใ (็ธฆ้ทใ) ๆจช้ทใ (ๆจช้ทใ) ็จฎ้ก (็จฎ้ก)\nif <<(็ธฆ้ทใ) < [351]> and <(ๆจช้ทใ) < [471]>> then\n add (๏ฝ) to [ในใใผใธๆ
ๅ ฑ v]\n add (๏ฝ) to [ในใใผใธๆ
ๅ ฑ v]\n add (็ธฆ้ทใ) to [ในใใผใธๆ
ๅ ฑ v]\n add (ๆจช้ทใ) to [ในใใผใธๆ
ๅ ฑ v]\n add (็จฎ้ก) to [ในใใผใธๆ
ๅ ฑ v]\nend\n\ndefine ๆ็ป\nerase all\nset pen color to (#4bc0ff)\nset pen size to (50000)\npen down\npen up\nset pen (transparency v) to (0)\nset [i v] to [0]\nrepeat ((length of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (5))\n set pen size to (10)\n if <(item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) = [1]> then\n set pen color to (#8e0000)\n end\n if <(item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) = [2]> then\n set pen color to (#ff0000)\n end\n if <(item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) = [3]> then\n set pen color to (#ff00c3)\n end\n if <(item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) = [4]> then\n set pen color to (#1000ff)\n end\n if <(item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) = [5]> then\n set pen color to (#eeff00)\n end\n if <(item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) = [6]> then\n set pen color to (#00ff90)\n end\n if <(item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) = [7]> then\n set pen color to (#ff8800)\n end\n if <(item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) = [8]> then\n set pen color to (#7f00ff)\n end\n x ((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) ๏ฝ ((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2))))\n pen down\n x ((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) ๏ฝ ((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2))))\n x ((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) ๏ฝ ((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2))))\n x ((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) ๏ฝ ((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2))))\n x ((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) ๏ฝ ((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2))))\n pen up\n set [ๅกใใคใถใ v] to [10]\n set pen size to (20)\n pen up\n repeat (round ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (20)))\n x (((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (5)) ๏ฝ (((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) - (ๅกใใคใถใ))\n pen down\n x (((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-5)) ๏ฝ (((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) - (ๅกใใคใถใ))\n pen up\n change [ๅกใใคใถใ v] by (20)\n end\n change [i v] by (5)\nend\nset pen color to (#ffffff)\nset pen size to (5)\nset [i v] to [0]\nrepeat ((length of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (5))\n if <[3] < (item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v])> then\n x (item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) ๏ฝ (item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v])\n Cใๆธใ\n end\n change [i v] by (5)\nend\nset [i v] to [0]\nrepeat ((length of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (5))\n if <(item ((i) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) = [1]> then\n if <[่ๅฐๅฏ v] contains (((i) + (5)) / (5))?> then\n set pen size to (12)\n set pen color to (#0bff00)\n x (((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-1)) ๏ฝ (((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-1))\n pen down\n x (((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (1)) ๏ฝ (((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-1))\n pen up\n set pen size to (10)\n set pen color to (#0bc100)\n x (((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-2)) ๏ฝ (((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-7.5))\n pen down\n x (((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (2)) ๏ฝ (((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-7.5))\n pen up\n set pen size to (8)\n set pen color to (#108200)\n x (((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-3)) ๏ฝ (((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-12.5))\n pen down\n x (((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (3)) ๏ฝ (((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((i) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + (-12.5))\n pen up\n end\n end\n change [i v] by (5)\nend\nset pen color to (#ff3f3f)\nchange pen (color v) by (่ฒ)\nset pen size to (20)\ngo to x: ((่ชๆฉ๏ฝ) + (-8)) y: ((่ชๆฉ๏ฝ) + (8))\npen down\ngo to x: ((่ชๆฉ๏ฝ) + (8)) y: ((่ชๆฉ๏ฝ) + (8))\ngo to x: ((่ชๆฉ๏ฝ) + (8)) y: ((่ชๆฉ๏ฝ) + (-8))\ngo to x: ((่ชๆฉ๏ฝ) + (-8)) y: ((่ชๆฉ๏ฝ) + (-8))\ngo to x: ((่ชๆฉ๏ฝ) + (-8)) y: ((่ชๆฉ๏ฝ) + (8))\npen up\nset pen color to (#000000)\nset pen size to (5)\nif <(ๅใ) = [L]> then\n go to x: ((่ชๆฉ๏ฝ) + (-10)) y: ((่ชๆฉ๏ฝ) + (7))\n pen down\n go to x: ((่ชๆฉ๏ฝ) + (-10)) y: ((่ชๆฉ๏ฝ) + (-2))\n pen up\nelse\n go to x: ((่ชๆฉ๏ฝ) + (10)) y: ((่ชๆฉ๏ฝ) + (7))\n pen down\n go to x: ((่ชๆฉ๏ฝ) + (10)) y: ((่ชๆฉ๏ฝ) + (-2))\n pen up\nend\nif <(ๅใ) = [L]> then\n go to x: ((่ชๆฉ๏ฝ) + (-1)) y: ((่ชๆฉ๏ฝ) + (7))\n pen down\n go to x: ((่ชๆฉ๏ฝ) + (-1)) y: ((่ชๆฉ๏ฝ) + (-2))\n pen up\nelse\n go to x: ((่ชๆฉ๏ฝ) + (1)) y: ((่ชๆฉ๏ฝ) + (7))\n pen down\n go to x: ((่ชๆฉ๏ฝ) + (1)) y: ((่ชๆฉ๏ฝ) + (-2))\n pen up\nend\nset pen color to (#ffffff)\nif <(ๅใ) = [L]> then\n go to x: ((่ชๆฉ๏ฝ) + (-1)) y: ((่ชๆฉ๏ฝ) + (5))\n pen down\n pen up\n go to x: ((่ชๆฉ๏ฝ) + (-10)) y: ((่ชๆฉ๏ฝ) + (5))\n pen down\n pen up\nelse\n go to x: ((่ชๆฉ๏ฝ) + (1)) y: ((่ชๆฉ๏ฝ) + (5))\n pen down\n pen up\n go to x: ((่ชๆฉ๏ฝ) + (10)) y: ((่ชๆฉ๏ฝ) + (5))\n pen down\n pen up\nend\n\nwhen flag clicked\nset [่ชๆฉ๏ฝ v] to [0]\nset [่ชๆฉ๏ฝ v] to [-25]\nforever\n ๅใ\nend\n\ndefine ๆฅ่งฆ็ขบ่ช\ndelete all of [ๆฅ่งฆ v]\nset [i v] to [0]\nrepeat ((length of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (5))\n if <<<(((item ((I) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((I) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + ((-5) + ((-1) * (ในใใผใธ๏ฝ)))) < ((่ชๆฉ๏ฝ) + (18))> and <((่ชๆฉ๏ฝ) + (-18)) < (((item ((I) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((I) + (4)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + ((5) + ((-1) * (ในใใผใธ๏ฝ))))>> and <<(((item ((I) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((-1) * ((item ((I) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + ((-5) + ((-1) * (ในใใผใธ๏ฝ)))) < ((่ชๆฉ๏ฝ) + (18))> and <((่ชๆฉ๏ฝ) + (-18)) < (((item ((I) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((1) * ((item ((I) + (3)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (2)))) + ((5) + ((-1) * (ในใใผใธ๏ฝ))))>>> then\n if <not <[ๆฅ่งฆ v] contains (item ((I) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v])?>> then\n add (item ((I) + (5)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) to [ๆฅ่งฆ v]\n end\n end\n change [i v] by (5)\nend\n\nwhen flag clicked\nforever\n ๆ็ป\nend\n\nwhen flag clicked\nset [ในใใผใธ๏ฝ v] to [-80]\nset [ในใใผใธ๏ฝ v] to [-50]\nset [xv v] to [0]\nset [yv v] to [0]\nset [ๅใ v] to [R]\nset [่ฒ v] to [88]\nset [ใใงใใฏใใคใณใ๏ฝ v] to [-80]\nset [ใใงใใฏใใคใณใ๏ฝ v] to [-50]\n\ndefine ๅใ\nif <<<<(mouse x) < (x position)> and <mouse down?>> or <key (a v) pressed?>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n set [ๅใ v] to [L]\nend\nif <<<<(x position) < (mouse x)> and <mouse down?>> or <key (d v) pressed?>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n set [ๅใ v] to [R]\nend\nset [xv v] to ((Xv) * (0.88))\nif <[9760] < (ในใใผใธ๏ฝ)> then\n if <(่ชๆฉ๏ฝ) = [0]> then\n set [่ชๆฉ๏ฝ v] to [0.1]\n end\n if <[0] < (่ชๆฉ๏ฝ)> then\n change [่ชๆฉ๏ฝ v] by (Xv)\n else\n change [ในใใผใธ๏ฝ v] by (Xv)\n set [่ชๆฉ๏ฝ v] to [0]\n end\nelse\n change [ในใใผใธ๏ฝ v] by (Xv)\nend\nif <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by (1)\n ๆฅ่งฆ็ขบ่ช\n if <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by ((-1) * (Xv))\n change [ในใใผใธ๏ฝ v] by (-10)\n if <[0] < (Xv)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange [ในใใผใธ๏ฝ v] by (4)\nif <<<<[0] < (mouse y)> and <mouse down?>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <(jump) < [1]>> then\n set [yv v] to [15]\n change [jump v] by (1)\nend\nif <[ๆฅ่งฆ v] contains [3]?> then\n set [yv v] to [22]\nend\nchange [ในใใผใธ๏ฝ v] by (-5)\nif <<[ๆฅ่งฆ v] contains [2]?> or <(ในใใผใธ๏ฝ) < [-1000]>> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [ในใใผใธ๏ฝ v] to (ใใงใใฏใใคใณใ๏ฝ)\n set [ในใใผใธ๏ฝ v] to (ใใงใใฏใใคใณใ๏ฝ)\n set [่ชๆฉ๏ฝ v] to [0]\nend\nchange [ในใใผใธ๏ฝ v] by (Yv)\nchange [yv v] by (-1)\nๆฅ่งฆ็ขบ่ช\nif <[ๆฅ่งฆ v] contains [1]?> then\n change [ในใใผใธ๏ฝ v] by ((-1) * (Yv))\n set [yv v] to [0]\n set [jump v] to [0]\nelse\n set [jump v] to [1]\nend\nif <[230] < (่ชๆฉ๏ฝ)> then\n broadcast (ใดใผใซ v)\nend\n\ndelete all of [ในใใผใธๆ
ๅ ฑ v]\nในใใผใธใ๏ฝ [-120] ๏ฝ [-275] ็ธฆใฎ้ทใ [150] ๆจช้ทใ [400] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [230] ๏ฝ [-100] ็ธฆใฎ้ทใ [50] ๆจช้ทใ [100] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [420] ๏ฝ [0] ็ธฆใฎ้ทใ [50] ๆจช้ทใ [100] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [620] ๏ฝ [50] ็ธฆใฎ้ทใ [350] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [820] ๏ฝ [0] ็ธฆใฎ้ทใ [250] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [1020] ๏ฝ [-50] ็ธฆใฎ้ทใ [150] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [1305] ๏ฝ [-100] ็ธฆใฎ้ทใ [50] ๆจช้ทใ [200] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [1305] ๏ฝ [-20] ็ธฆใฎ้ทใ [100] ๆจช้ทใ [30] ็จฎ้ก [4]\nในใใผใธใ๏ฝ [1650] ๏ฝ [-20] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [300] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [1650] ๏ฝ [25] ็ธฆใฎ้ทใ [50] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [1900] ๏ฝ [0] ็ธฆใฎ้ทใ [300] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [2050] ๏ฝ [200] ็ธฆใฎ้ทใ [25] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [2200] ๏ฝ [250] ็ธฆใฎ้ทใ [25] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [2350] ๏ฝ [310] ็ธฆใฎ้ทใ [20] ๆจช้ทใ [30] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [2350] ๏ฝ [300] ็ธฆใฎ้ทใ [20] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [2200] ๏ฝ [500] ็ธฆใฎ้ทใ [25] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [2050] ๏ฝ [550] ็ธฆใฎ้ทใ [25] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [1900] ๏ฝ [600] ็ธฆใฎ้ทใ [25] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [1700] ๏ฝ [650] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [150] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [1700] ๏ฝ [720] ็ธฆใฎ้ทใ [100] ๆจช้ทใ [30] ็จฎ้ก [5]\nในใใผใธใ๏ฝ [1900] ๏ฝ [760] ็ธฆใฎ้ทใ [10] ๆจช้ทใ [30] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [1900] ๏ฝ [750] ็ธฆใฎ้ทใ [20] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [2000] ๏ฝ [840] ็ธฆใฎ้ทใ [200] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [2100] ๏ฝ [760] ็ธฆใฎ้ทใ [10] ๆจช้ทใ [30] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [2100] ๏ฝ [750] ็ธฆใฎ้ทใ [20] ๆจช้ทใ [30] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [2200] ๏ฝ [840] ็ธฆใฎ้ทใ [200] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [2350] ๏ฝ [800] ็ธฆใฎ้ทใ [80] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [2350] ๏ฝ [760] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [250] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [2750] ๏ฝ [800] ็ธฆใฎ้ทใ [80] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [2750] ๏ฝ [760] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [250] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [3150] ๏ฝ [800] ็ธฆใฎ้ทใ [80] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [3150] ๏ฝ [760] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [250] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [3550] ๏ฝ [760] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [250] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [3550] ๏ฝ [820] ็ธฆใฎ้ทใ [100] ๆจช้ทใ [30] ็จฎ้ก [6]\nในใใผใธใ๏ฝ [3850] ๏ฝ [700] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [40] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [4050] ๏ฝ [600] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [40] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [4200] ๏ฝ [500] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [40] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [4530] ๏ฝ [400] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [400] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [4460] ๏ฝ [450] ็ธฆใฎ้ทใ [50] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [4750] ๏ฝ [560] ็ธฆใฎ้ทใ [350] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [4875] ๏ฝ [710] ็ธฆใฎ้ทใ [50] ๆจช้ทใ [300] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [5200] ๏ฝ [600] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [5050] ๏ฝ [480] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [4900] ๏ฝ [360] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [120] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [4900] ๏ฝ [420] ็ธฆใฎ้ทใ [100] ๆจช้ทใ [30] ็จฎ้ก [7]\nในใใผใธใ๏ฝ [5050] ๏ฝ [260] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [5285] ๏ฝ [640] ็ธฆใฎ้ทใ [350] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [5285] ๏ฝ [950] ็ธฆใฎ้ทใ [350] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [5245] ๏ฝ [170] ็ธฆใฎ้ทใ [20] ๆจช้ทใ [30] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [5285] ๏ฝ [245] ็ธฆใฎ้ทใ [150] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [5285] ๏ฝ [150] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [200] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [5635] ๏ฝ [245] ็ธฆใฎ้ทใ [150] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [5595] ๏ฝ [170] ็ธฆใฎ้ทใ [20] ๆจช้ทใ [30] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [5635] ๏ฝ [150] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [200] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [5945] ๏ฝ [170] ็ธฆใฎ้ทใ [20] ๆจช้ทใ [30] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [5985] ๏ฝ [245] ็ธฆใฎ้ทใ [150] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [5985] ๏ฝ [150] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [200] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [6250] ๏ฝ [250] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [6500] ๏ฝ [300] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [6750] ๏ฝ [350] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [7000] ๏ฝ [400] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [7250] ๏ฝ [450] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [7585] ๏ฝ [500] ็ธฆใฎ้ทใ [50] ๆจช้ทใ [200] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [7585] ๏ฝ [580] ็ธฆใฎ้ทใ [100] ๆจช้ทใ [30] ็จฎ้ก [8]\nในใใผใธใ๏ฝ [7670] ๏ฝ [530] ็ธฆใฎ้ทใ [20] ๆจช้ทใ [30] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [7770] ๏ฝ [740] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [7770] ๏ฝ [730] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [7970] ๏ฝ [990] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [7970] ๏ฝ [980] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [8170] ๏ฝ [1230] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [3]\nในใใผใธใ๏ฝ [8170] ๏ฝ [1220] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [8350] ๏ฝ [1500] ็ธฆใฎ้ทใ [80] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [8350] ๏ฝ [1450] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [200] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [8650] ๏ฝ [1600] ็ธฆใฎ้ทใ [80] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [8650] ๏ฝ [1550] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [200] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [8950] ๏ฝ [1700] ็ธฆใฎ้ทใ [80] ๆจช้ทใ [30] ็จฎ้ก [2]\nในใใผใธใ๏ฝ [8950] ๏ฝ [1650] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [200] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [9100] ๏ฝ [1550] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [9250] ๏ฝ [1450] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [9400] ๏ฝ [1550] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [9550] ๏ฝ [1450] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [9550] ๏ฝ [1450] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [9700] ๏ฝ [1350] ็ธฆใฎ้ทใ [30] ๆจช้ทใ [50] ็จฎ้ก [1]\nในใใผใธใ๏ฝ [9850] ๏ฝ [1125] ็ธฆใฎ้ทใ [300] ๆจช้ทใ [300] ็จฎ้ก [1]\n\ndefine x (xๅบงๆจ) ๏ฝ (๏ฝๅบงๆจ)\ngo to x: ((xๅบงๆจ) + ((-1) * (ในใใผใธ๏ฝ))) y: ((๏ฝๅบงๆจ) + ((-1) * (ในใใผใธ๏ฝ)))\n\nwhen flag clicked\nforever\n ๆฅ่งฆ็ขบ่ช\nend\n\ndefine ๆ็ปๅฏ่ฝในใใผใธ\ndelete all of [ๆ็ปๅฏ่ฝในใใผใธ v]\ndelete all of [่ๅฐๅฏ v]\nset [ii v] to [0]\nrepeat ((length of [ในใใผใธๆ
ๅ ฑ v]) / (5))\n set [ๅฏ่ฝๆ็ป็ฎๆ v] to [0]\n if <<[-236] < (((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (1)) of [ในใใผใธๆ
ๅ ฑ v]) + ((-1) * ((item ((ii) + (4)) of [ในใใผใธๆ
ๅ ฑ v]) / (2)))))> and <(((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (1)) of [ในใใผใธๆ
ๅ ฑ v]) + ((-1) * ((item ((ii) + (4)) of [ในใใผใธๆ
ๅ ฑ v]) / (2))))) < [236]>> then\n if <<[-176] < (((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (2)) of [ในใใผใธๆ
ๅ ฑ v]) + ((1) * ((item ((ii) + (3)) of [ในใใผใธๆ
ๅ ฑ v]) / (2)))))> and <(((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (2)) of [ในใใผใธๆ
ๅ ฑ v]) + ((1) * ((item ((ii) + (3)) of [ในใใผใธๆ
ๅ ฑ v]) / (2))))) < [176]>> then\n change [ๅฏ่ฝๆ็ป็ฎๆ v] by (1000)\n end\n end\n if <<[-236] < (((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (1)) of [ในใใผใธๆ
ๅ ฑ v]) + ((1) * ((item ((ii) + (4)) of [ในใใผใธๆ
ๅ ฑ v]) / (2)))))> and <(((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (1)) of [ในใใผใธๆ
ๅ ฑ v]) + ((1) * ((item ((ii) + (4)) of [ในใใผใธๆ
ๅ ฑ v]) / (2))))) < [236]>> then\n if <<[-176] < (((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (2)) of [ในใใผใธๆ
ๅ ฑ v]) + ((1) * ((item ((ii) + (3)) of [ในใใผใธๆ
ๅ ฑ v]) / (2)))))> and <(((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (2)) of [ในใใผใธๆ
ๅ ฑ v]) + ((1) * ((item ((ii) + (3)) of [ในใใผใธๆ
ๅ ฑ v]) / (2))))) < [176]>> then\n change [ๅฏ่ฝๆ็ป็ฎๆ v] by (100)\n end\n end\n if <<[-236] < (((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (1)) of [ในใใผใธๆ
ๅ ฑ v]) + ((1) * ((item ((ii) + (4)) of [ในใใผใธๆ
ๅ ฑ v]) / (2)))))> and <(((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (1)) of [ในใใผใธๆ
ๅ ฑ v]) + ((1) * ((item ((ii) + (4)) of [ในใใผใธๆ
ๅ ฑ v]) / (2))))) < [236]>> then\n if <<[-176] < (((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (2)) of [ในใใผใธๆ
ๅ ฑ v]) + ((-1) * ((item ((ii) + (3)) of [ในใใผใธๆ
ๅ ฑ v]) / (2)))))> and <(((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (2)) of [ในใใผใธๆ
ๅ ฑ v]) + ((-1) * ((item ((ii) + (3)) of [ในใใผใธๆ
ๅ ฑ v]) / (2))))) < [176]>> then\n change [ๅฏ่ฝๆ็ป็ฎๆ v] by (10)\n end\n end\n if <<[-236] < (((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (1)) of [ในใใผใธๆ
ๅ ฑ v]) + ((-1) * ((item ((ii) + (4)) of [ในใใผใธๆ
ๅ ฑ v]) / (2)))))> and <(((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (1)) of [ในใใผใธๆ
ๅ ฑ v]) + ((-1) * ((item ((ii) + (4)) of [ในใใผใธๆ
ๅ ฑ v]) / (2))))) < [236]>> then\n if <<[-176] < (((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (2)) of [ในใใผใธๆ
ๅ ฑ v]) + ((-1) * ((item ((ii) + (3)) of [ในใใผใธๆ
ๅ ฑ v]) / (2)))))> and <(((-1) * (ในใใผใธ๏ฝ)) + ((item ((ii) + (2)) of [ในใใผใธๆ
ๅ ฑ v]) + ((-1) * ((item ((ii) + (3)) of [ในใใผใธๆ
ๅ ฑ v]) / (2))))) < [176]>> then\n change [ๅฏ่ฝๆ็ป็ฎๆ v] by (1)\n end\n end\n if <not <(ๅฏ่ฝๆ็ป็ฎๆ) = [0]>> then\n add (item ((ii) + (1)) of [ในใใผใธๆ
ๅ ฑ v]) to [ๆ็ปๅฏ่ฝในใใผใธ v]\n add (item ((ii) + (2)) of [ในใใผใธๆ
ๅ ฑ v]) to [ๆ็ปๅฏ่ฝในใใผใธ v]\n add (item ((ii) + (3)) of [ในใใผใธๆ
ๅ ฑ v]) to [ๆ็ปๅฏ่ฝในใใผใธ v]\n add (item ((ii) + (4)) of [ในใใผใธๆ
ๅ ฑ v]) to [ๆ็ปๅฏ่ฝในใใผใธ v]\n add (item ((ii) + (5)) of [ในใใผใธๆ
ๅ ฑ v]) to [ๆ็ปๅฏ่ฝในใใผใธ v]\n if <[99] < (ๅฏ่ฝๆ็ป็ฎๆ)> then\n add ((length of [ๆ็ปๅฏ่ฝในใใผใธ v]) / (5)) to [่ๅฐๅฏ v]\n end\n end\n change [ii v] by (5)\nend\n\nwhen flag clicked\nforever\n ๆ็ปๅฏ่ฝในใใผใธ\nend\n\ndefine ใใงใใฏใใคใณใ\nif <[ๆฅ่งฆ v] contains [4]?> then\n set [ใใงใใฏใใคใณใ๏ฝ v] to [1305]\n set [ใใงใใฏใใคใณใ๏ฝ v] to [70]\n set [่ฒ v] to [65]\nend\nif <[ๆฅ่งฆ v] contains [5]?> then\n set [ใใงใใฏใใคใณใ๏ฝ v] to [1700]\n set [ใใงใใฏใใคใณใ๏ฝ v] to [820]\n set [่ฒ v] to [17]\nend\nif <[ๆฅ่งฆ v] contains [6]?> then\n set [ใใงใใฏใใคใณใ๏ฝ v] to [3550]\n set [ใใงใใฏใใคใณใ๏ฝ v] to [900]\n set [่ฒ v] to [42]\nend\nif <[ๆฅ่งฆ v] contains [7]?> then\n set [ใใงใใฏใใคใณใ๏ฝ v] to [4900]\n set [ใใงใใฏใใคใณใ๏ฝ v] to [500]\n set [่ฒ v] to [7]\nend\nif <[ๆฅ่งฆ v] contains [8]?> then\n set [ใใงใใฏใใคใณใ๏ฝ v] to [7585]\n set [ใใงใใฏใใคใณใ๏ฝ v] to [680]\n set [่ฒ v] to [75]\nend\n\ndefine Cใๆธใ\nset [ฮธ v] to [45]\nrepeat (270)\n x ((item ((i) + (1)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((10) * ([cos v] of (ฮธ) ))) ๏ฝ ((20) + ((item ((i) + (2)) of [ๆ็ปๅฏ่ฝในใใผใธ v]) + ((10) * ([sin v] of (ฮธ) ))))\n pen down\n change [ฮธ v] by (1)\nend\npen up\n\nwhen flag clicked\nforever\n ใใงใใฏใใคใณใ\nend\n\nwhen I receive [ใดใผใซ v]\nstop [other scripts in sprite v]\nset pen size to (50000)\nset pen color to (#4bc0ff)\npen down\npen up\nYou won\n\ndefine You won\nset pen color to (#000000)\nset pen size to (10)\ngo to x: (-220) y: (30)\npen down\ngo to x: (-200) y: (0)\ngo to x: (-180) y: (30)\npen up\ngo to x: (-200) y: (0)\npen down\ngo to x: (-200) y: (-30)\npen up\nwait (0) seconds\nset [ฮธ v] to [0]\nrepeat (360)\n go to x: ((-130) + ((30) * ([cos v] of (ฮธ) ))) y: ((0) + ((30) * ([sin v] of (ฮธ) )))\n pen down\n change [ฮธ v] by (1)\nend\npen up\nwait (0) seconds\nset [ฮธ v] to [0]\nrepeat (180)\n go to x: ((-50) + ((30) * ([cos v] of (ฮธ) ))) y: ((0) + ((30) * ([sin v] of (ฮธ) )))\n pen down\n change [ฮธ v] by (-1)\nend\npen up\ngo to x: (-80) y: (0)\npen down\ngo to x: (-80) y: (30)\npen up\ngo to x: (-20) y: (0)\npen down\ngo to x: (-20) y: (30)\npen up\nwait (0) seconds\ngo to x: (10) y: (30)\npen down\ngo to x: (25) y: (-30)\ngo to x: (40) y: (30)\ngo to x: (55) y: (-30)\ngo to x: (70) y: (30)\npen up\nwait (0) seconds\nset [ฮธ v] to [0]\nrepeat (360)\n go to x: ((120) + ((30) * ([cos v] of (ฮธ) ))) y: ((0) + ((30) * ([sin v] of (ฮธ) )))\n pen down\n change [ฮธ v] by (1)\nend\npen up\nwait (0) seconds\ngo to x: (170) y: (-30)\npen down\ngo to x: (170) y: (30)\ngo to x: (210) y: (-30)\ngo to x: (210) y: (30)\npen up\n\nwhen flag clicked\nforever\n play sound [bgm_maoudamashii_cyber37 v] until done\nend\n\n@ใตใ ใใคใซ\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I start as a clone\nset size to (200) %\nswitch costume to (ใณในใใฅใผใ 2 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\ncreate clone of (_myself_ v)\n\n | WASDkey arrow key\n\nWASDใญใผใ็ขๅฐใญใผ\n\n100%pen\n\n\ncode by @yessusitarou |
Cave - a 3D Platformer | @Stage\n\n@Level1\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [1]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nnext costume\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nnext costume\n\nwhen I receive [n2 v]\nhide\nif <(level) = [1]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [1]> then\n set size to (100) %\n show\nend\n\n@Figur2\n\nwhen flag clicked\ngo to x: (0) y: (-140)\nset [level v] to [1]\nset [up2 v] to [0]\nforever\n erase all\n broadcast (test v)\n switch backdrop to (bรผhnenbild2 v)\n if <touching color (#009eff)?> then\n change y by (10)\n end\n if <touching color (#42ff00)?> then\n change [level v] by (1)\n set y to (-140)\n set x to (0)\n set [kostรผm v] to [27]\n if <(level) = [10]> then\n set [kostรผm v] to [38]\n end\n if <(level) = [12]> then\n set [kostรผm v] to [38]\n end\n broadcast (n2 v)\n repeat (8)\n change [color v] effect by (25)\n stamp\n end\n end\n if <<not <touching color (#000000)?>> or <[80] < (y position)>> then\n if <[1] > (up)> then\n change [up v] by (-1)\n change y by (up)\n end\n end\n if <<touching color (#000000)?> and <(y position) < [80]>> then\n if <[1] > (up)> then\n set [up2 v] to [0]\n change y by ((up) * (-1))\n if <(up) < [0]> then\n set [up v] to [0]\n end\n end\n end\n if <touching color (#ff0000)?> then\n set y to (-140)\n set x to (0)\n set [kostรผm v] to [27]\n if <(level) = [10]> then\n set [kostรผm v] to [38]\n end\n if <(level) = [12]> then\n set [kostรผm v] to [38]\n end\n broadcast (n2 v)\n repeat (8)\n change [color v] effect by (25)\n stamp\n end\n end\n if <key (left arrow v) pressed?> then\n change y by (10)\n change x by (-10)\n if <touching color (#000000)?> then\n change x by (10)\n end\n change y by (-10)\n end\n if <(x position) > [200]> then\n set x to (200)\n end\n if <[-200] > (x position)> then\n set x to (-200)\n end\n if <key (right arrow v) pressed?> then\n change y by (10)\n change x by (10)\n if <touching color (#000000)?> then\n change x by (-10)\n end\n change y by (-10)\n end\n if <key (space v) pressed?> then\n if <[1] > (up2)> then\n broadcast (up v)\n end\n end\n switch backdrop to (bรผhnenbild1 v)\n hide\n if <key (up arrow v) pressed?> then\n broadcast (Nachricht1 v)\n else\n broadcast (n2 v)\n end\nend\n\nwhen I receive [figur v]\nstamp\n\nwhen I receive [up v]\nset [up2 v] to [1]\nset [up v] to [20]\nrepeat (20)\n change y by (up)\n change [up v] by (-1)\nend\n\nif <(level) = [10]> then\n set [kostรผm v] to [0]\nend\n\n@Level2\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [2]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nnext costume\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nnext costume\n\nwhen I receive [n2 v]\nhide\nif <(level) = [2]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [2]> then\n set size to (100) %\n show\nend\n\n@Level3\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [3]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nnext costume\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nnext costume\n\nwhen I receive [n2 v]\nhide\nif <(level) = [3]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [3]> then\n set size to (100) %\n show\nend\n\n@Level4\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [4]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nnext costume\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nnext costume\n\nwhen I receive [n2 v]\nhide\nif <(level) = [4]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [4]> then\n set size to (100) %\n show\nend\n\n@Level5\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [5]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nnext costume\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nnext costume\n\nwhen I receive [n2 v]\nhide\nif <(level) = [5]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [5]> then\n set size to (100) %\n show\nend\n\n@Level6\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [6]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nnext costume\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nnext costume\n\nwhen I receive [n2 v]\nhide\nif <(level) = [6]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [6]> then\n set size to (100) %\n show\nend\n\n@Level7\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [7]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nnext costume\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nnext costume\n\nwhen I receive [n2 v]\ngo to x: (0) y: (0)\nhide\nif <(level) = [7]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [7]> then\n set size to (100) %\n show\nend\n\n@Level8\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [8]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nnext costume\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nnext costume\n\nwhen I receive [n2 v]\ngo to x: (0) y: (0)\nhide\nif <(level) = [8]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [8]> then\n set size to (100) %\n show\nend\n\n@Level9\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [9]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nnext costume\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nnext costume\n\nwhen I receive [n2 v]\ngo to x: (0) y: (0)\nhide\nif <(level) = [9]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [9]> then\n set size to (100) %\n show\nend\n\n@Level10\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [10]> then\n hide\n erase all\n change [kostรผm v] by (0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nswitch costume to ((costume [number v]) - (1))\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [n2 v]\ngo to x: (0) y: (0)\nhide\nif <(level) = [10]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [10]> then\n set size to (100) %\n show\nend\n\n@Level11\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [11]> then\n hide\n erase all\n change [kostรผm v] by (-0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nswitch costume to ((costume [number v]) - (-1))\nchange [brightness v] effect by (2)\n\ndefine make2\nchange size by (5)\nstamp\nswitch costume to ((costume [number v]) - (-1))\n\nwhen I receive [n2 v]\ngo to x: (0) y: (0)\nhide\nif <(level) = [11]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [11]> then\n set size to (100) %\n show\nend\n\n@Level12\n\nwhen flag clicked\nbroadcast (Nachricht1 v)\nhide\nerase all\nset [kostรผm v] to [27]\ngo to x: (0) y: (0)\n\nwhen I receive [nachricht1 v]\nhide\nif <(level) = [12]> then\n hide\n erase all\n change [kostรผm v] by (0.5)\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\ndefine make\nchange size by (2)\nstamp\nswitch costume to ((costume [number v]) - (1))\nchange [brightness v] effect by (2)\n\nwhen I receive [n2 v]\ngo to x: (0) y: (0)\nhide\nif <(level) = [12]> then\n hide\n erase all\n switch costume to ((Kostรผm) + (49))\n set size to (2) %\n set [brightness v] effect to (-98)\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n make\n broadcast (figur v) and wait\nend\n\nwhen I receive [test v]\nif <(level) = [12]> then\n set size to (100) %\n show\nend\n\n | Cave - a 3D Platformer\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nUse ^<> and space to jump! Don't touch red! Blue is water. Have Fun!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nBenutze ^<> und die Leertaste zu springen! Berรผhre kein rot. Blau ist Wasser. Hab spaร! |
@Sonic _ platformer | @Stage\n\n@ะะฐัะธะพ\n\ndefine ะัะฐะฒะธะปะฐ ะธะณัั\nif <<touching (_edge_ v)?> and <(x position) > [0]>> then\n next backdrop\n go to x: (-220) y: (-100)\nend\nif <touching color (#ff0000)?> then\n go to x: (-230) y: (-100)\nend\nif <touching color (#ff0000)?> then\n set [ัะบะพัะพััั ะฟะฐะดะตะฝะธั v] to [20]\nend\nif <touching color (#ff0000)?> then\n change y by (50)\n repeat (5)\n move (50) steps\n end\nend\n\nwhen flag clicked\nstart sound [sega - sonic the heghehog ะบะปะฐัะธะบะฐ_\(Inkompmusic v]\nswitch backdrop to (ัะพะฝ 1 v)\n\ndefine ะฃะะะะ ะญะขะะข ะะะะ\nif <<touching (_edge_ v)?> and <(x position) > [0]>> then\n change x by (-9)\nend\nif <<touching (_edge_ v)?> and <[0] > (x position)>> then\n change x by (9)\nend\n\ndefine ะัะฐะฒะธัะฐัะธั\nchange [ัะบะพัะพััั ะฟะฐะดะตะฝะธั v] by (-0.5)\nchange y by (ะกะบะพัะพััั ะฟะฐะดะตะฝะธั)\n\ndefine ะะฐัะฐะฝะธะต ะทะตะผะปะธ\nchange [ะฒััะพัะฐ v] by (1)\nrepeat until <not <touching color (#000000)?>>\n if <(ะกะบะพัะพััั ะฟะฐะดะตะฝะธั) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [ัะบะพัะพััั ะฟะฐะดะตะฝะธั v] to [0]\n end\n set [ะฒััะพัะฐ v] to [0]\nend\n\nwhen flag clicked\nset [ะฒััะพัะฐ v] to [0]\nset [ัะบะพัะพััั ะฟะฐะดะตะฝะธั v] to [0]\npoint in direction (90)\ngo to x: (-150) y: (100)\nset rotation style [left-right v]\nif on edge, bounce\nshow\nforever\n ะฃะะะะ ะญะขะะข ะะะะ\n ะัะฐะฒะธัะฐัะธั\n ะะฐัะฐะฝะธะต ะทะตะผะปะธ\n ะฃะฟัะฐะฒะปะตะฝะธะต\n ะัะฐะฒะธะปะฐ ะธะณัั\nend\n\ndefine ะฃะฟัะฐะฒะปะตะฝะธะต\nif <key (right arrow v) pressed?> then\n point in direction (90)\n move (9) steps\n if <touching color (#000000)?> then\n change x by (-9)\n end\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n move (9) steps\n if <touching color (#000000)?> then\n change x by (9)\n end\nend\nif <key (up arrow v) pressed?> then\n if <<(ะััะพัะฐ) < [3]> and <(ะะตัะฒัะน ะฟััะถะพะบ?) = [0]>> then\n set [ัะบะพัะพััั ะฟะฐะดะตะฝะธั v] to [10]\n set [ะฟะตัะฒัะน ะฟััะถะพะบ? v] to [1]\n end\nelse\n set [ะฟะตัะฒัะน ะฟััะถะพะบ? v] to [0]\nend\n\nswitch costume to (ั
ะธัะฑะพะบั v)\n\nwhen flag clicked\nif on edge, bounce\nset rotation style [left-right v]\nswitch costume to (ััะพะธั v)\nset size to (25) %\nforever\n repeat until <not <<key (down arrow v) pressed?> and <<(ะกะบะพัะพััั ะฟะฐะดะตะฝะธั) < [-0.5]> or <(ะกะบะพัะพััั ะฟะฐะดะตะฝะธั) > [0.5]>>>>\n set size to (50) %\n switch costume to (ะฟััะถะพะบ2 v)\n wait (0.05) seconds\n switch costume to (ะฟััะถะพะบ3 v)\n wait (0.05) seconds\n switch costume to (ะฟััะถะพะบ4 v)\n wait (0.05) seconds\n switch costume to (ะฟััะถะพะบ5 v)\n wait (0.05) seconds\n switch costume to (ะฟััะถะพะบ6 v)\n wait (0.05) seconds\n set size to (25) %\n end\n repeat until <not <<key (up arrow v) pressed?> and <<(ะกะบะพัะพััั ะฟะฐะดะตะฝะธั) < [-0.5]> or <(ะกะบะพัะพััั ะฟะฐะดะตะฝะธั) > [0.5]>>>>\n set size to (50) %\n switch costume to (ะฟััะถะพะบ2 v)\n wait (0.05) seconds\n switch costume to (ะฟััะถะพะบ3 v)\n wait (0.05) seconds\n switch costume to (ะฟััะถะพะบ4 v)\n wait (0.05) seconds\n switch costume to (ะฟััะถะพะบ5 v)\n wait (0.05) seconds\n switch costume to (ะฟััะถะพะบ6 v)\n wait (0.05) seconds\n set size to (25) %\n end\n repeat until <not <<key (right arrow v) pressed?> and <(ะกะบะพัะพััั ะฟะฐะดะตะฝะธั) = [0]>>>\n point in direction (90)\n switch costume to (ะฑะตะถะธั v)\n wait (0.05) seconds\n switch costume to (ะฑะตะถะธั2 v)\n wait (0.05) seconds\n switch costume to (ะฑะตะถะธั3 v)\n wait (0.05) seconds\n switch costume to (ะฑะตะถะธั4 v)\n wait (0.05) seconds\n end\n repeat until <not <<key (left arrow v) pressed?> and <(ะกะบะพัะพััั ะฟะฐะดะตะฝะธั) = [0]>>>\n point in direction (-90)\n switch costume to (ะฑะตะถะธั v)\n wait (0.05) seconds\n switch costume to (ะฑะตะถะธั2 v)\n wait (0.05) seconds\n switch costume to (ะฑะตะถะธั3 v)\n wait (0.05) seconds\n switch costume to (ะฑะตะถะธั4 v)\n wait (0.05) seconds\n end\n switch costume to (ััะพะธั v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-213) y: (-109)\n end\nend\n\nwhen flag clicked\nshow\n\n@ะกะฟัะฐะนั 1\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n | ะ ะฃะก:\nะกััะตะปะบะฐะผะธ. ะะพะฑะฐะฒะธะป ะฟะพะฑะพะปััะต ะธ ะฟะพัะปะพะถะฝะตะต ััะพะฒะฝะตะน, ััะพะฑั ะฑัะปะพ ะธะฝัะตัะตัะฝะตะต ะธะณัะฐัั. ะัะปะธ ะตััั ะฑะฐะณะธ, ะะะจะะขะ ะ ะะะะะะะขะะ ะะฏะฅ!!!\n-------------------------------------------------------------------------\nENG:\nShooters. Added more and more difficult levels to make it more interesting to play. If there are bugs, WRITE in the COMMENTS!!! |
[FIREBALL BUFF] Super Mario Bros. 3 - A Scrolling Platformer hacked | @Stage\n\nwhen I receive [menutick v]\nswitch backdrop to (mainemenu2 v)\n\nwhen I receive [maptick v]\nswitch backdrop to (1 v)\n\nwhen I receive [gametick v]\nif <<(Level) = [4]> or <(Level) = [11]>> then\n switch backdrop to (4 v)\nelse\n if <(Level) = [6]> then\n switch backdrop to (6 v)\n else\n if <(Level) = [9]> then\n switch backdrop to (9 v)\n else\n if <<(Level) = [10]> or <(Level) = [12]>> then\n switch backdrop to (10 v)\n else\n switch backdrop to (1 v)\n end\n end\n end\nend\n\nwhen I receive [flagclicked v]\nswitch backdrop to (mainmenu1 v)\nwait (2.6) seconds\nswitch backdrop to (mainemenu2 v)\nset [brightness v] effect to (25)\nrepeat (50)\n change [brightness v] effect by (-0.5)\nend\n\nwhen I receive [mapchange v]\nset volume to (75) %\nforever\n wait (0.5) seconds\n if <<(Dead) = [0]> and <<(PassedGoal) = [0]> and <(LoadingLevel) = [0]>>> then\n if <(Menu) = [Map]> then\n if <(World) = [1]> then\n wait until <(AllowMapChanges) = [1]>\n play sound [06 World 1 v] until done\n else\n wait until <(AllowMapChanges) = [1]>\n play sound [07 World 2 v] until done\n end\n else\n if <(Menu) = [Game]> then\n if <(Underground) = [1]> then\n if <<(Level) = [8]> or <<(Level) = [4]> or <<(Level) = [11]> or <(Level) = [14]>>>> then\n play sound [23 Boss Battle v] until done\n else\n if <<(Level) = [3]> or <(Level) = [10]>> then\n play sound [20 Water Level v] until done\n else\n play sound [19 Underground Level v] until done\n end\n end\n else\n if <(ClearedLag?) = [0]> then\n wait (3.6) seconds\n else\n wait (1.6) seconds\n end\n if <<(Level) = [1]> or <<(Level) = [3]> or <<(Level) = [7]> or <<(Level) = [10]> or <(Level) = [13]>>>>> then\n play sound [17 Normal Level 1 v] until done\n end\n if <<(Level) = [2]> or <<(Level) = [6]> or <<(Level) = [9]> or <(Level) = [12]>>>> then\n play sound [18 Normal Level 2 v] until done\n end\n if <(Level) = [5]> then\n play sound [55 Super Mario World Ghost House v] until done\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n play sound [22 Airship v] until done\n end\n if <<(Level) = [4]> or <(Level) = [11]>> then\n play sound [21 Fortress v] until done\n end\n end\n end\n end\n end\nend\n\n@Cheats\n\nwhen flag clicked\nset [h&fa? v] to (item # of (username) in [allowbulletcollision v])\nif <not <(H&FA?) > [0]>> then\n go to x: (-84) y: (55)\n wait until <<(distance to [mouse-pointer v]) > [265]> and <(distance to [mouse-pointer v]) < [280]>>\n repeat until <(H&F) = [1]>\n if <<(distance to [mouse-pointer v]) > [265]> and <(distance to [mouse-pointer v]) < [280]>> then\n repeat until <(answer) = [like]>\n if <<(distance to [mouse-pointer v]) > [265]> and <(distance to [mouse-pointer v]) < [280]>> then\n end\n if <key (space v) pressed?> then\n set [h&f v] to [1]\n add (username) to [h&f v]\n end\n else\n set [h&f v] to [-1]\n end\n end\nend\n\nset [powerupcollected v] to [Fire]\nbroadcast (Powerup v)\n\nforever\n\nhide variable [fps v]\n\nshow variable [fps v]\n\nwhen flag clicked\nforever\n if <key (t v) pressed?> then\n set [powerupcollected v] to [Tanooki]\n broadcast (Powerup v)\n end\n if <key (up arrow v) pressed?> then\n set [tanookiflying v] to [1]\n set [yvel v] to [20]\n set [allowtanookiflight v] to [1]\n end\n if <key (g v) pressed?> then\n set [powerupcollected v] to [Fire]\n broadcast (Powerup v)\n end\n if <key (f v) pressed?> then\n set [powerupcollected v] to [Frog]\n broadcast (Powerup v)\n end\nend\n\nwhen flag clicked\nshow variable [timer v]\nset [cheatplay? v] to [0]\nforever\n repeat until <(cheatplay?) = [1]>\n set [levelscompleted v] to [14]\n set [allowplayerdamage v] to [0]\n set [lives v] to [v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999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99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999v999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999]\nend\n\nwhen flag clicked\nset [h&f v] to [0]\nforever\n set [allowtanookiflightstart v] to [1]\n if <key (right arrow v) pressed?> then\n if <key (x v) pressed?> then\n set [xvel v] to [100]\n else\n set [xvel v] to [16]\n end\n end\n if <key (left arrow v) pressed?> then\n if <key (x v) pressed?> then\n set [xvel v] to [-100]\n else\n set [xvel v] to [-16]\n end\n end\nend\n\nforever\n\nset [dead v] to [1]\n\nwhen I receive [h%f v]\nset [h&f v] to [1]\n\nbroadcast (Death v)\n\nwhen I receive [bossdefeated v]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (Death v)\n end\nend\n\n@Menu\n\nwhen flag clicked\nset [level v] to [0]\nbroadcast (StartGame v)\nset [clearedlag? v] to [0]\nset [allowmapchanges v] to [0]\nhide\nbroadcast (HideGame v)\nbroadcast (HideMap v)\nwait (3) seconds\nbroadcast (FlagClicked v)\n\nwhen I receive [menutick v]\nshow\n\nwhen I receive [hidemenu v]\nhide\n\nwhen I receive [flagclicked v]\nset [coins v] to [0]\nset volume to (100) %\nset [brightness v] effect to (-100)\nstart sound [04 Super Mario Bros v]\nhide\nwait (1) seconds\nshow\ngo to x: (-29) y: (500)\nset size to (350) %\nrepeat (10)\n change [brightness v] effect by (10)\n set y to ((((y position) - (60)) / (1.1)) + (60))\nend\nrepeat (38)\n set y to ((((y position) - (60)) / (1.1)) + (60))\nend\nset [brightness v] effect to (0)\n\n@Player\n\nif <(AllowPlayerMovement) = [1]> then\n switch costume to (playercentre v)\n set [sliding v] to [0]\n set [slidingfunction v] to [0]\n set [crouching v] to [0]\n change [tanookicooldown v] by ((-1) / (30))\n change [statueswapcooldown v] by ((-1) / (10))\n if <touching (water v)?> then\n if <(Powerup) = [Frog]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (1.8)\n end\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yvel v] by (-1.8)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (1.5)\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1.5)\n point in direction (-90)\n end\n if <(YVel) > [0]> then\n switch costume to (frogswimmingtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [0]\n else\n FindFloor\n set [yvel v] to [0]\n end\n end\n switch costume to (frogswimmingsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <([abs v] of (XVel) ) > [4.499999]> then\n set [xvel v] to ((XVel) / (1.3))\n set [yvel v] to ((YVel) / (1.3))\n else\n set [xvel v] to ((XVel) / (1.5))\n set [yvel v] to ((YVel) / (1.5))\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <(YVel) > [-2.5]> then\n change [yvel v] by (-0.41)\n end\n if <(YVel) < [-2.5]> then\n set [yvel v] to [-2.5]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(Statue) = [0]> and <<(YVel) < [-1.3]> or <(YVel) = [-0.41]>>>> then\n if <not <(YVel) = [-1.41]>> then\n start sound [Swim v]\n end\n set [yvel v] to [6]\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [-1]\n else\n FindFloor\n if <<(Statue) = [0]> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [crouching v] to [1]\n end\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) < [2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (-1.9)\n else\n change [xvel v] by (-1.75)\n end\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n if <(XVel) > [0]> then\n set [xvel v] to [2]\n else\n set [xvel v] to [-2]\n end\n end\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [4.5]\n else\n set [xvel v] to [-4.5]\n end\n end\n end\n if <(XVel) > [-2]> then\n if <(YVel) = [0]> then\n change [xvel v] by (1.9)\n else\n change [xvel v] by (1.75)\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n if <<(Statue) = [0]> and <(SlidingFunction) = [0]>> then\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n set [xvel v] to ((XVel) / (1.05))\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n start sound [Fireball v]\n add ((((x position) + (((direction) / (90)) * (8))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n end\n end\n end\n switch costume to (playercentre v)\n if <not <touching (water v)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [12]\n if <([abs v] of (XVel) ) > [1.5]> then\n set [xvel v] to ((direction) / (60))\n end\n end\n end\n else\n if <(Powerup) = [Frog]> then\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n change [yvel v] by ((Gravity) / (3.2))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n switch costume to (allbottom v)\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n end\n FindFloor\n end\n if <(YVel) > [0]> then\n switch costume to (bigtop v)\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (1)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\n end\n switch costume to (bigsides v)\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.2))\n if <(([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (4)) ) + (1)) = [1]> then\n if <([abs v] of (XVel) ) > [1]> then\n if <(XVel) > [0]> then\n set [xvel v] to [1]\n else\n set [xvel v] to [-1]\n end\n end\n end\n else\n set [xvel v] to ((XVel) / (1.15))\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n else\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n if <<(TanookiFlying) = [1]> and <(Statue) = [0]>> then\n if <(YVel) > [0]> then\n change [yvel v] by ((Gravity) / (3.4))\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by ((Gravity) / (6))\n if <(YVel) < [-0.4]> then\n set [yvel v] to [-0.4]\n end\n else\n change [yvel v] by ((Gravity) / (3.4))\n end\n end\n else\n if <(Statue) = [1]> then\n change [yvel v] by ((Gravity) / (1))\n else\n change [yvel v] by ((Gravity) / (2.9))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n end\n end\n switch costume to (allbottom v)\n if <<<(AllowTanookiFlightStart) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <([abs v] of (XVel) ) > [2]>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [allowtanookiflightstart v] to [0]\n set [tanookiflying v] to [1]\n end\n end\n set [allowtanookiflightstart v] to [1]\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n set [tanookiusesleft v] to [10]\n if <(TanookiFlying) = [0]> then\n if <(Statue) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [crouching v] to [1]\n end\n end\n end\n end\n FindFloor\n end\n if <not <(Powerup) = [Tanooki]>> then\n set [tanookiflying v] to [0]\n end\n if <<<(TanookiFlying) = [1]> and <(YVel) < [-8]>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>>> then\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n end\n if <<(AllowTanookiFlight) = [0]> and <(TanookiFlying) = [1]>> then\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [allowtanookiflight v] to [1]\n set [tanookiflying v] to [1]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<(AllowTanookiFlight) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <<(TanookiUsesLeft) > [0]> and <(TanookiCooldown) < [0]>>>> then\n set [yvel v] to [11]\n set [allowtanookiflight v] to [0]\n set [tanookicooldown v] to [0.12]\n change [tanookiusesleft v] by (-1)\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(XVel) < [2]> then\n change [xvel v] by (-1.99)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(XVel) > [-2]> then\n change [xvel v] by (1.99)\n end\n end\n end\n if <(SlidingFunction) = [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <([abs v] of (XVel) ) < [3.99999999999]> then\n set [xvel v] to ((XVel) / (2))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.4))\n else\n set [xvel v] to ((XVel) / (1.3))\n end\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <<(Powerup) = [Fire]> and <(TanookiCooldown) < [0]>> then\n if <key (space v) pressed?> then\n add ((((x position) + (((direction) / (90)) * (12))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n set [tanookicooldown v] to [0.5]\n start sound [Fireball v]\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n if <<(Powerup) = [Frog]> and <touching (water v)?>> then\n switch costume to (frogswimmingsides v)\n else\n switch costume to (bigsides v)\n end\n end\nend\nif <(AllowPlayerMovement) = [1]> then\n if <<(y position) < [-172]> and <(Dead) = [0]>> then\n broadcast (Death v)\n end\nend\nif <<(Dead) = [1]> or <(PassedGoal) = [1]>> then\n set [spinning v] to [0]\n set [statue v] to [0]\nend\nif <(Dead) = [0]> then\n if <<(Level) = [8]> and <(Underground) = [0]>> then\n change [mapx v] by (-1)\n else\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (4)))\n change [mapy v] by ([floor v] of (((((PlayerY) + (-32)) * (-1)) - (MapY)) / (4)) )\n end\nend\nif <(MapX) > [600]> then\n set [mapx v] to [600]\nend\nif <(MapX) < [-5640]> then\n set [mapx v] to [-5640]\nend\nif <(Level) = [7]> then\n if <(MapX) < [-3848]> then\n set [mapx v] to [-3848]\n end\nend\nif <(Underground) = [1]> then\n if <<(Level) = [4]> or <(Level) = [8]>> then\n set [mapx v] to [-2254]\n end\n if <(Level) = [8]> then\n set [mapy v] to [400]\n end\n if <(MapY) < [222]> then\n set [mapy v] to [222]\n end\n if <(MapY) > [428]> then\n set [mapy v] to [428]\n end\nelse\n if <(MapY) > [-138]> then\n set [mapy v] to [-138]\n end\n if <(MapY) < [-450]> then\n set [mapy v] to [-450]\n end\n if <(Level) = [8]> then\n set [mapy v] to [-153]\n change [mapy v] by (([sin v] of ((GlobalCostumeNo.) * (24)) ) * (15))\n if <(MapX) < [-2280]> then\n set [mapx v] to [-2280]\n end\n if <(x position) > [0]> then\n change [mapx v] by ((x position) / (-24))\n end\n end\nend\nif <<(Powerup) = [Tanooki]> and <<(Dead) = [0]> and <(PassedGoal) = [0]>>> then\n if <<<<key (space v) pressed?> and <not <touching (water v)?>>> and <<(Spinning) = [0]> and <<(Statue) = [0]> and <(StatueSwapCooldown) < [-0.6]>>>> or <<(TanookiCooldown) < [-0.3]> and <(Spinning) = [1]>>> then\n set [statue v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Spinning) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n set [spinning v] to [0]\n else\n start sound [Spin v]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n set [spinning v] to [1]\n set [playercostumeno. v] to [0.5]\n end\n set [statueswapcooldown v] to [0]\n else\n if <<<<key (m v) pressed?> or <key (e v) pressed?>> and <(StatueSwapCooldown) < [0]>> or <<(Statue) = [1]> and <(TanookiCooldown) < [-5]>>> then\n set [spinning v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Statue) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n else\n set [statue v] to [1]\n set [yvel v] to [-5]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n end\n set [statueswapcooldown v] to [1]\n end\n end\nelse\n set [statue v] to [0]\n set [spinning v] to [0]\nend\nchange y by (-1)\nif <(Dead) = [0]> then\n broadcast (PlayerUpdated v)\nend\nbroadcast (CostumeEverything v)\n\nwhen I receive [updateplayer v]\nif <[1] = [1]> then\n delete this clone\nend\nshow\ngo to x: ((PlayerX) + (MapX)) y: ((PlayerY) + (MapY))\nif <(AllowPlayerMovement) = [1]> then\n switch costume to (playercentre v)\n set [sliding v] to [0]\n set [slidingfunction v] to [0]\n set [crouching v] to [0]\n change [tanookicooldown v] by ((-1) / (30))\n change [statueswapcooldown v] by ((-1) / (10))\n if <touching (water v)?> then\n if <(Powerup) = [Frog]> then\n FrogSwimming\n else\n if <(YVel) > [-2.5]> then\n change [yvel v] by (-0.41)\n end\n if <(YVel) < [-2.5]> then\n set [yvel v] to [-2.5]\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<(Statue) = [0]> and <<(YVel) < [-1.3]> or <(YVel) = [-0.41]>>>> then\n if <not <(YVel) = [-1.41]>> then\n start sound [Swim v]\n end\n set [yvel v] to [12]\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [-1]\n else\n FindFloor\n if <<(Statue) = [0]> and <<key (s v) pressed?> or <key (down arrow v) pressed?>>> then\n set [crouching v] to [1]\n end\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (8)\n point in direction (90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n if <(XVel) > [0]> then\n set [xvel v] to [99]\n else\n set [xvel v] to [-99]\n end\n end\n end\n if <(XVel) < [2]> then\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-8)\n point in direction (-90)\n if <(YVel) = [0]> then\n if <([abs v] of (XVel) ) > [2]> then\n else\n if <([abs v] of (XVel) ) > [4.5]> then\n end\n if <(XVel) > [-2]> then\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n if <<(Statue) = [0]> and <(SlidingFunction) = [0]>> then\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n set [xvel v] to ((XVel) / (1.05))\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <(Powerup) = [Fire]> then\n if <key (space v) pressed?> then\n start sound [Fireball v]\n add ((((x position) + (((direction) / (90)) * (8))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n end\n end\n end\n switch costume to (playercentre v)\n if <not <touching (water v)?>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [28]\n if <([abs v] of (XVel) ) > [1.5]> then\n set [xvel v] to ((direction) / (60))\n end\n end\n end\n else\n if <(Powerup) = [Frog]> then\n FrogMovement\n else\n if <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n if <<(TanookiFlying) = [1]> and <(Statue) = [0]>> then\n if <(YVel) > [0]> then\n change [yvel v] by ((Gravity) / (3.4))\n else\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by ((Gravity) / (6))\n if <(YVel) < [-0.4]> then\n set [yvel v] to [-0.4]\n end\n else\n change [yvel v] by ((Gravity) / (3.4))\n end\n end\n else\n if <(Statue) = [1]> then\n change [yvel v] by ((Gravity) / (1))\n else\n change [yvel v] by ((Gravity) / (2.9))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.3))\n end\n end\n end\n end\n switch costume to (allbottom v)\n if <<<(AllowTanookiFlightStart) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <([abs v] of (XVel) ) > [2]>> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yvel v] to [20]\n set [tanookiflying v] to [1]\n set [allowtanookiflightstart v] to [1]\n end\n end\n set [allowtanookiflightstart v] to [1]\n change y by (Gravity)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n end\n if <<(YVel) = [0]> or <(YVel) = ((Gravity) / (2.9))>> then\n if <(TanookiFlying) = [0]> then\n if <(Statue) = [0]> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n else\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [crouching v] to [1]\n end\n end\n end\n end\n if <(YVel) = [0]> then\n FindFloor\n end\n end\n if <not <(Powerup) = [Tanooki]>> then\n set [tanookiflying v] to [0]\n end\n if <<<(TanookiFlying) = [1]> and <(YVel) < [-8]>> and <not <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>>> then\n set [tanookiflying v] to [0]\n set [allowtanookiflightstart v] to [0]\n set [allowtanookiflight v] to [0]\n end\n if <<(AllowTanookiFlight) = [0]> and <(TanookiFlying) = [1]>> then\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [allowtanookiflight v] to [1]\n set [tanookiflying v] to [1]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<<(AllowTanookiFlight) = [1]> and <<(Powerup) = [Tanooki]> and <(Statue) = [0]>>> and <<(TanookiUsesLeft) > [0]> and <(TanookiCooldown) < [0]>>>> then\n set [yvel v] to [11]\n set [allowtanookiflight v] to [0]\n set [tanookicooldown v] to [0.12]\n change [tanookiusesleft v] by (-1)\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\n change y by (YVel)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\n end\n if <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (2)\n point in direction (90)\n if <(XVel) < [2]> then\n change [xvel v] by (-1.99)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-2)\n point in direction (-90)\n if <(XVel) > [-2]> then\n change [xvel v] by (1.99)\n end\n end\n end\n if <(SlidingFunction) = [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n switch costume to (bigsides v)\n end\n change x by (XVel)\n YSmoothing\n if <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\n end\n end\n if <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\n else\n if <([abs v] of (XVel) ) < [3.99999999999]> then\n set [xvel v] to ((XVel) / (2))\n else\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.4))\n else\n set [xvel v] to ((XVel) / (1.3))\n end\n end\n end\n if <<<([abs v] of (XVel) ) > [4]> and <(TanookiFlying) = [1]>> and <<(YVel) = [-0.4]> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n if <(XVel) > [0]> then\n set [xvel v] to [4]\n else\n set [xvel v] to [-4]\n end\n end\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n if <(Powerup) = [Fire]> then\n if <key (space v) pressed?> then\n add ((((x position) + (((direction) / (90)) * (12))) - (MapX)) / (28)) to [fireballx v]\n add (((y position) - (MapY)) / (28)) to [firebally v]\n add (direction) to [fireballdir v]\n add [1] to [fireballtype v]\n add [0] to [fireballbounces v]\n start sound [Fireball v]\n end\n end\n end\n end\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\n else\n if <<(Powerup) = [Frog]> and <touching (water v)?>> then\n switch costume to (frogswimmingsides v)\n else\n switch costume to (bigsides v)\n end\n end\nend\nif <(AllowPlayerMovement) = [1]> then\n if <<(y position) < [-172]> and <(Dead) = [0]>> then\n broadcast (Death v)\n end\nend\nif <<(Dead) = [1]> or <(PassedGoal) = [1]>> then\n set [spinning v] to [0]\n set [statue v] to [0]\nend\nif <(Dead) = [0]> then\n if <<<(Level) = [8]> or <(Level) = [14]>> and <(Underground) = [0]>> then\n change [mapx v] by (-1)\n else\n change [mapx v] by (round ((((PlayerX) * (-1)) - (MapX)) / (4)))\n change [mapy v] by ([floor v] of (((((PlayerY) + (-32)) * (-1)) - (MapY)) / (4)) )\n end\nend\nif <(MapX) > [600]> then\n set [mapx v] to [600]\nend\nif <(MapX) < [-5640]> then\n set [mapx v] to [-5640]\nend\nif <(Level) = [7]> then\n if <(MapX) < [-3848]> then\n set [mapx v] to [-3848]\n end\nend\nif <(Underground) = [1]> then\n if <<<(Level) = [4]> or <(Level) = [14]>> or <<(Level) = [8]> or <(Level) = [11]>>> then\n set [mapx v] to [-2254]\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n set [mapy v] to [400]\n end\n if <(MapY) < [222]> then\n set [mapy v] to [222]\n end\n if <(MapY) > [428]> then\n set [mapy v] to [428]\n end\n if <(Level) = [10]> then\n if <(MapY) > [222]> then\n set [mapy v] to [222]\n end\n end\nelse\n if <(MapY) > [-138]> then\n set [mapy v] to [-138]\n end\n if <(MapY) < [-450]> then\n set [mapy v] to [-450]\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n set [mapy v] to [-153]\n change [mapy v] by (([sin v] of ((GlobalCostumeNo.) * (24)) ) * (15))\n if <(MapX) < [-2280]> then\n set [mapx v] to [-2280]\n end\n if <(x position) > [0]> then\n change [mapx v] by ((x position) / (-24))\n end\n end\nend\nif <<(Powerup) = [Tanooki]> and <<(Dead) = [0]> and <(PassedGoal) = [0]>>> then\n if <<<<key (space v) pressed?> and <not <touching (water v)?>>> and <<(Spinning) = [0]> and <<(Statue) = [0]> and <(StatueSwapCooldown) < [-0.6]>>>> or <<(TanookiCooldown) < [-0.3]> and <(Spinning) = [1]>>> then\n set [statue v] to [0]\n set [tanookiflying v] to [0]\n set [tanookiusesleft v] to [0]\n if <(Spinning) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n set [spinning v] to [0]\n else\n start sound [Spin v]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n set [spinning v] to [1]\n set [playercostumeno. v] to [0.5]\n end\n set [statueswapcooldown v] to [0]\n else\n if <<key (m v) pressed?> or <key (e v) pressed?>> then\n if <(Statue) = [1]> then\n set [statue v] to [0]\n set [allowplayerdamage v] to [1]\n set [tanookicooldown v] to [0]\n else\n set [statue v] to [1]\n set [yvel v] to [-5]\n set [allowplayerdamage v] to [0]\n set [tanookicooldown v] to [0]\n switch costume to (statue1 v)\n end\n end\n end\nelse\n set [statue v] to [0]\n set [spinning v] to [0]\nend\nchange y by (-1)\nif <(Dead) = [0]> then\n broadcast (PlayerUpdated v)\nend\nbroadcast (CostumeEverything v)\n\ndefine FindCeiling\nrepeat until <not <touching (map v)?>>\n change y by (-1)\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <<touching (semisolids v)?> or <touching (platforms v)?>>>\n change y by (-0.5)\nend\nchange y by (0.5)\nif <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<(Statue) = [0]> and <not <(Powerup) = [Frog]>>>> then\n switch costume to (sliding v)\n set [playerx v] to ((x position) - (MapX))\n set [playery v] to ((y position) - (MapY))\n change x by (((direction) / (90)) * ((6) + (([abs v] of (XVel) ) / (3))))\n repeat until <<<touching (map v)?> or <<touching (semisolids v)?> and <not <(YVel) > [0]>>>> or <touching (_edge_ v)?>>\n change y by (-1)\n end\n change y by (1)\n set [sliding v] to [1]\n set [slidingfunction v] to [1]\n if <<not <((y position) - (MapY)) < ((PlayerY) - (1))>> or <not <((y position) - (MapY)) > ((PlayerY) - (27))>>> then\n go to x: ((PlayerX) + (MapX)) y: ((PlayerY) + (MapY))\n set [slidingfunction v] to [0]\n else\n go to x: (((x position) + ((PlayerX) + (MapX))) / (2)) y: (((y position) + ((PlayerY) + (MapY))) / (2))\n change [xvel v] by ((((direction) / (90)) * (((y position) - (MapY)) - (PlayerY))) / (-6))\n set [slidingtime v] to (([abs v] of (XVel) ) / (2))\n end\n if <(YVel) > [0]> then\n if <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonetop v)\n else\n switch costume to (bigtop v)\n end\n else\n switch costume to (allbottom v)\n end\nend\nchange [slidingtime v] by (-0.2)\nif <(SlidingTime) < [0]> then\n set [sliding v] to [0]\nend\n\ndefine YSmoothing\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n repeat (16)\n if <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by (1)\n end\n end\nend\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by (-16)\nend\n\nwhen I receive [costumeeverything v]\nif <touching (water v)?> then\n if <(Dead) = [1]> then\n switch costume to (dead1none v)\n else\n if <(PipeTravel) = [1]> then\n switch costume to (join [Pipe] (Powerup))\n else\n if <(Powerup) = [Frog]> then\n if <([abs v] of (YVel) ) > (([abs v] of (XVel) ) + (0.5))> then\n if <(YVel) > [0]> then\n switch costume to (join [Up] (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (3)) ) + (1)))\n else\n switch costume to (join [Down] (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (3)) ) + (1)))\n end\n else\n if <([abs v] of (XVel) ) > [0.4]> then\n switch costume to (join [Swim] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (5)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Swim] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (3)) ) + (3)) (Powerup)))\n end\n end\n else\n if <(Statue) = [1]> then\n switch costume to (statue1 v)\n else\n if <<(TanookiCooldown) > [0.3]> and <(Powerup) = [Fire]>> then\n if <(TanookiCooldown) > [0.4]> then\n if <not <(YVel) = [0]>> then\n switch costume to (throw5 v)\n else\n switch costume to (throw1 v)\n end\n else\n if <not <(YVel) = [0]>> then\n switch costume to (throw6 v)\n else\n switch costume to (throw2 v)\n end\n end\n else\n if <not <(YVel) = [0]>> then\n if <(Powerup) = [None]> then\n switch costume to (join [Swim] (join (([floor v] of (((PlayerCostumeNo.) * (1)) mod (4)) ) + (1)) (Powerup)))\n else\n switch costume to (join [Swim] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (5)) ) + (1)) (Powerup)))\n end\n else\n if <(Crouching) = [1]> then\n switch costume to (join [Crouch1] (Powerup))\n else\n if <<<<(XVel) < [0.99]> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<(XVel) > [-0.99]> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <<not <([abs v] of (XVel) ) < [0.001]>> and <(PassedGoal) = [0]>>> then\n if <(Powerup) = [None]> then\n switch costume to (walk3none v)\n else\n switch costume to (join [Walk5] (Powerup))\n end\n set [playercostumeno. v] to [0]\n else\n if <([abs v] of (XVel) ) > [0.2]> then\n if <(Powerup) = [None]> then\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (2)) ) + (1)) [None]))\n else\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (1.5)) mod (4)) ) + (1)) (Powerup)))\n end\n else\n switch costume to (join [Idle1] (Powerup))\n set [playercostumeno. v] to [8]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n if <(Dead) = [1]> then\n switch costume to (dead1none v)\n else\n if <(PipeTravel) = [1]> then\n switch costume to (join [Pipe] (Powerup))\n else\n if <(Statue) = [1]> then\n switch costume to (statue1 v)\n else\n if <(Spinning) = [1]> then\n switch costume to (join [Spin] (([floor v] of (((PlayerCostumeNo.) * (2.8)) mod (4)) ) + (1)))\n else\n if <(TanookiFlying) = [1]> then\n switch costume to (join [Fly] (([floor v] of (((PlayerCostumeNo.) * (6)) mod (5)) ) + (1)))\n else\n if <(Sliding) = [1]> then\n switch costume to (join [Slide1] (Powerup))\n else\n if <(Crouching) = [1]> then\n switch costume to (join [Crouch1] (Powerup))\n else\n if <<(TanookiCooldown) > [0.3]> and <(Powerup) = [Fire]>> then\n if <(TanookiCooldown) > [0.4]> then\n if <not <(YVel) = [0]>> then\n switch costume to (throw3 v)\n else\n switch costume to (throw1 v)\n end\n else\n if <not <(YVel) = [0]>> then\n switch costume to (throw4 v)\n else\n switch costume to (throw2 v)\n end\n end\n else\n if <not <<(YVel) = [0]> or <(YVel) = ((Gravity) / (2.9))>>> then\n if <<<([abs v] of (XVel) ) > [2]> or <(TanookiFlying) = [1]>> and <not <(Powerup) = [Frog]>>> then\n switch costume to (join [Glide1] (Powerup))\n else\n switch costume to (join [Jump1] (Powerup))\n end\n else\n if <<<<(XVel) < [0.99]> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<(XVel) > [-0.99]> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <<not <([abs v] of (XVel) ) < [0.001]>> and <<(PassedGoal) = [0]> and <not <(Powerup) = [Frog]>>>>> then\n if <(Powerup) = [None]> then\n switch costume to (walk3none v)\n else\n switch costume to (join [Walk5] (Powerup))\n end\n set [playercostumeno. v] to [0]\n else\n if <([abs v] of (XVel) ) > [0.2]> then\n if <<([abs v] of (XVel) ) > [2]> and <not <(Powerup) = [Frog]>>> then\n if <(Powerup) = [None]> then\n switch costume to (join [Run] (join (([floor v] of (((PlayerCostumeNo.) * (5)) mod (2)) ) + (1)) [None]))\n else\n switch costume to (join [Run] (join (([floor v] of (((PlayerCostumeNo.) * (5)) mod (4)) ) + (1)) (Powerup)))\n end\n else\n if <(Powerup) = [None]> then\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (2)) ) + (1)) [None]))\n else\n switch costume to (join [Walk] (join (([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (4)) ) + (1)) (Powerup)))\n end\n end\n else\n switch costume to (join [Idle1] (Powerup))\n set [playercostumeno. v] to [2.5]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <<<<<<<(XVel) < [1]> and <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<(XVel) > [-1]> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> and <(Crouching) = [0]>> and <(YVel) = [0]>> or <<(YVel) = [20]> or <(SlidingFunction) = [1]>>> and <not <(PipeTravel) = [1]>>> then\n if <<<(DeleteFireballNo.) = [0]> and <(DeleteBlockNo.) = [0]>> and <<<(Statue) = [0]> and <<(AllowPlayerMovement) = [1]> and <not <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <<key (a v) pressed?> or <key (left arrow v) pressed?>>>>>> and <<(PassedGoal) = [0]> and <<(Dead) = [0]> and <not <(XVel) = [0]>>>>>> then\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n end\nend\n\ndefine FindXPosition\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\nset [offset v] to [0]\nrepeat until <<not <touching (map v)?>> or <([abs v] of (Offset) ) > [28]>>\n set x to ((PlayerX) + (MapX))\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change x by (Offset)\nend\nif <([abs v] of (Offset) ) > [28]> then\n set x to ((PlayerX) + (MapX))\n set [offset v] to [0]\n repeat until <<not <touching (map v)?>> or <([abs v] of (Offset) ) > [28]>>\n set y to ((PlayerY) + (MapY))\n if <(Offset) > [0]> then\n change [offset v] by (0.5)\n else\n change [offset v] by (-0.5)\n end\n set [offset v] to ((Offset) * (-1))\n change y by (Offset)\n end\nend\nif <<([abs v] of (Offset) ) > [28]> and <(AllowPlayerMovement) = [1]>> then\n set x to ((PlayerX) + (MapX))\n set y to ((PlayerY) + (MapY))\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [playerhitboxswitch v]\nif <<(Powerup) = [None]> or <(Crouching) = [1]>> then\n switch costume to (nonesides v)\nelse\n switch costume to (bigsides v)\nend\nbroadcast (MoveMapParts v)\n\nwhen I receive [death v]\nif <[1] = [1]> then\n delete this clone\nend\nset [powerup v] to [None]\nset [powerupcollected v] to [None]\nset [previouspowerup v] to [None]\nchange [lives v] by (-1)\nstop all sounds\nstart sound [Death v]\nif <(y position) < [-172]> then\n set [ghost v] effect to (100)\nend\nset [allowplayerdamage v] to [0]\nset [allowplayermovement v] to [0]\nset [timesincedeath v] to [0]\nset [dead v] to [1]\nchange [playery v] by (1)\nwait (1) seconds\nrepeat (65)\n change [playery v] by ((12) - (TimeSinceDeath))\n change [timesincedeath v] by (0.8)\n if <(y position) < [-172]> then\n set [ghost v] effect to (100)\n end\nend\nif <(Lives) < [0.1]> then\n broadcast (GameOver v)\n wait (2) seconds\n clear graphic effects\n set [menu v] to [Map]\nelse\n broadcast (Transition6 v)\n wait (0.4) seconds\n clear graphic effects\n set [menu v] to [Map]\nend\nset [dead v] to [0]\n\nwhen I receive [startgame v]\nclear graphic effects\npoint in direction (90)\nset [playerx v] to [-720]\nset [playery v] to [90]\nif <<(Level) = [8]> or <(Level) = [14]>> then\n change [playery v] by (120)\nend\nset [gravity v] to [-3]\nset [mapx v] to [600]\nset [mapy v] to [-138]\nset [playercostumeno. v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [allowplayermovement v] to [1]\nset [passedgoal v] to [0]\nset [timesincedeath v] to [0]\nset [dead v] to [0]\nset [tanookiflying v] to [0]\nset [tanookicooldown v] to [0]\nset [statueswapcooldown v] to [0]\nset [pipetravel v] to [0]\nset [allowplayerdamage v] to [1]\nset [underground v] to [0]\nset [time v] to [500]\nset [score v] to [0]\nset [statue v] to [0]\n\nwhen I receive [powerup v]\nstart sound [Powerup v]\nset [allowplayerdamage v] to [0]\nif <<<(PowerupCollected) = [Big]> and <(Powerup) = [None]>> or <<not <(PowerupCollected) = [Big]>> and <not <(PowerupCollected) = (Powerup)>>>> then\n set [previousownedpowerup v] to (Powerup)\n set [powerup v] to (PowerupCollected)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PowerupCollected)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PowerupCollected)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PowerupCollected)\n wait (1) seconds\nelse\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\n set [ghost v] effect to (100)\n wait (0.1) seconds\n set [ghost v] effect to (0)\n wait (0.1) seconds\nend\nset [allowplayerdamage v] to [1]\n\nwhen I receive [won v]\nset [statue v] to [0]\nset [tanookiflying v] to [0]\nset [xvel v] to [0]\nwait until <(YVel) = [0]>\npoint in direction (90)\nset [tanookiflying v] to [0]\nset [crouching v] to [0]\nset [sliding v] to [0]\nset [allowplayermovement v] to [0]\nrepeat (120)\n set [xvel v] to [1]\n change [playerx v] by (3)\n if <(x position) > [238]> then\n set [ghost v] effect to (100)\n stop [this script v]\n end\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [powerdown v]\nstart sound [Pipe/Powerdown v]\nset [tanookiflying v] to [0]\nif <(Powerup) = [None]> then\n broadcast (Death v)\nelse\n if <(Powerup) = [Big]> then\n set [previouspowerup v] to [None]\n else\n set [previouspowerup v] to [Big]\n end\n set [allowplayerdamage v] to [0]\n set [previousownedpowerup v] to (Powerup)\n set [powerup v] to (PreviousPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousOwnedPowerup)\n wait (0.1) seconds\n set [powerup v] to (PreviousPowerup)\n wait (1) seconds\n set [allowplayerdamage v] to [1]\nend\n\nwhen I receive [pipetravel v]\nstart sound [Pipe/Powerdown v]\nset [crouching v] to [0]\nset [tanookiflying v] to [0]\nset [statue v] to [0]\nset [allowplayerdamage v] to [0]\nset [allowplayermovement v] to [0]\nset [pipetravel v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to [back v] layer\ngo [forward v] (8) layers\nrepeat (30)\n change [playery v] by (-1)\nend\nstop all sounds\nbroadcast (Transition5 v)\nif <(Underground) = [0]> then\n set [underground v] to [1]\n set [playery v] to [-122]\n if <<(Level) = [4]> or <(Level) = [11]>> then\n change [playery v] by (-56)\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n change [playery v] by (-168)\n set [playerx v] to [2172]\n end\n wait (0) seconds\n change [playery v] by (-1)\n repeat (2)\n change [playery v] by (-1)\n end\n repeat until <not <touching (map v)?>>\n change [playery v] by (-1)\n end\n if <not <<(Level) = [4]> or <(Level) = [11]>>> then\n repeat (4)\n change [playery v] by (-1)\n end\n end\nelse\n set [underground v] to [0]\n set [playery v] to [24]\n wait (0) seconds\n change [playery v] by (1)\n repeat (2)\n change [playery v] by (1)\n end\n repeat until <not <touching (map v)?>>\n change [playery v] by (1)\n end\nend\nset [allowplayermovement v] to [1]\nset [allowplayerdamage v] to [1]\nset [pipetravel v] to [0]\ngo to [front v] layer\ngo [backward v] (24) layers\n\nwhen I receive [bossdefeated v]\nset [tanookiflying v] to [0]\nset [xvel v] to [0]\nwait until <(YVel) = [0]>\nif <(x position) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nset [tanookiflying v] to [0]\nset [crouching v] to [0]\nset [sliding v] to [0]\nset [allowplayermovement v] to [0]\n\nwhen I receive [flagclicked v]\nset [lives v] to [5]\nhide\nswitch costume to (idle1none v)\nset size to (350) %\ngo to x: (0) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [powerup v] to [None]\nset [powerupcollected v] to [None]\nset [previouspowerup v] to [None]\nset [totalscore v] to [0]\nwait until <(Menu) = [Game]>\nbroadcast (StartGame2 v)\n\ndefine FindCeilingV2\nrepeat until <touching (map v)?>\n change y by (0.5)\nend\nchange y by (-0.5)\n\ndefine FrogSwimming\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change [yvel v] by (1)\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n change [yvel v] by (-1)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xvel v] by (1)\n point in direction (90)\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xvel v] by (-1)\n point in direction (-90)\nend\nif <(YVel) > [0]> then\n switch costume to (frogswimmingtop v)\nelse\n switch costume to (allbottom v)\nend\nchange y by (YVel)\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((YVel) * (-1))\n if <(YVel) > [0]> then\n FindCeilingV2\n set [yvel v] to [0]\n else\n FindFloor\n set [yvel v] to [0]\n end\nend\nswitch costume to (frogswimmingsides v)\nchange x by (XVel)\nYSmoothing\nif <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\nend\nif <([abs v] of (XVel) ) > [4.333]> then\n set [xvel v] to ((XVel) / (1.2))\nelse\n set [xvel v] to ((XVel) / (1.3))\nend\nif <([abs v] of (YVel) ) > [4.333]> then\n set [yvel v] to ((YVel) / (1.2))\nelse\n set [yvel v] to ((YVel) / (1.3))\nend\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\n\ndefine FrogMovement\nset [spinning v] to [0]\nset [statue v] to [0]\nset [tanookiflying v] to [0]\nif <<<(YVel) > [-12]> and <(Statue) = [0]>> or <<(YVel) > [-16]> and <(Statue) = [1]>>> then\n change [yvel v] by ((Gravity) / (3.3))\n if <<(YVel) > [0]> and <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>> then\n set [yvel v] to ((YVel) / (1.2))\n end\nend\nswitch costume to (allbottom v)\nchange y by (Gravity)\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n change y by ((Gravity) * (-1))\n set [yvel v] to [0]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n start sound [Jump v]\n if <([abs v] of (XVel) ) > [2]> then\n set [yvel v] to [20]\n else\n set [yvel v] to [18]\n end\n end\n FindFloor\nend\nif <(YVel) > [0]> then\n switch costume to (bigtop v)\nelse\n switch costume to (allbottom v)\nend\nchange y by (YVel)\nif <<touching (map v)?> or <<<touching (semisolids v)?> or <touching (platforms v)?>> and <not <(YVel) > [0]>>>> then\n if <(YVel) > [0]> then\n FindCeiling\n set [yvel v] to [3]\n else\n change y by ((YVel) * (-1))\n FindFloor\n set [yvel v] to [0]\n end\nend\nif <<(Statue) = [0]> and <<(SlidingFunction) = [0]> and <(Crouching) = [0]>>> then\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [xvel v] by (1)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [xvel v] by (-1)\n point in direction (-90)\n end\nend\nswitch costume to (bigsides v)\nchange x by (XVel)\nYSmoothing\nif <touching (map v)?> then\n set [playerx v] to ((x position) - (MapX))\n FindXPosition\n set [xvel v] to [0]\nend\nif <<(Crouching) = [1]> or <(Sliding) = [1]>> then\n set [xvel v] to ((XVel) / (1.1))\nelse\n if <(YVel) = [0]> then\n set [xvel v] to ((XVel) / (1.2))\n if <(([floor v] of (((PlayerCostumeNo.) * (2.5)) mod (4)) ) + (1)) = [1]> then\n if <([abs v] of (XVel) ) > [1]> then\n if <(XVel) > [0]> then\n set [xvel v] to [1]\n else\n set [xvel v] to [-1]\n end\n end\n end\n else\n set [xvel v] to ((XVel) / (1.15))\n end\nend\nset [playerx v] to ((x position) - (MapX))\nset [playery v] to ((y position) - (MapY))\n\nwhen flag clicked\nforever\n set [allowplayerdamage v] to [0]\nend\n\nwhen flag clicked\nforever\n \nend\n\n@Map\n\nwhen I receive [gametick v]\nif <(CloneNo.) = [0]> then\n change [playercostumeno. v] by (0.1)\nend\nswitch costume to (sizebypass v)\nset size to (350) %\nswitch costume to (join (Level) (join [-] (CloneNo.)))\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (1680))) ) > [1078]> then\n hide\nelse\n show\nend\nif <(CloneNo.) = [0]> then\n if <<(Dead) = [0]> and <(PassedGoal) = [0]>> then\n broadcast (PlayerHitboxSwitch v)\n else\n broadcast (UpdateAllPositions v)\n broadcast (UpdatePlayer v)\n end\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [updateallpositions v]\nswitch costume to (sizebypass v)\nset size to (350) %\nswitch costume to (join (Level) (join [-] (CloneNo.)))\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [allowmapchanges v] to [0]\nset [levelscompleted v] to [14]\nset [menu v] to [Main]\nbroadcast (HideGame v)\nbroadcast (HideMap v)\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\nwait (2.6) seconds\nbroadcast (StartGame v)\nif <[1] = [1]> then\n delete this clone\nend\nforever\n change [globalcostumeno. v] by (0.1)\n if <(Menu) = [Main]> then\n broadcast (MenuTick v)\n broadcast (HideGame v)\n broadcast (HideMap v)\n else\n if <(Menu) = [Map]> then\n broadcast (MapTick v)\n broadcast (HideMenu v)\n broadcast (HideGame v)\n else\n broadcast (GameTick v)\n broadcast (HideMenu v)\n broadcast (HideMap v)\n end\n end\n set [fps v] to ((1) / (timer))\n reset timer\nend\n\n@Text\n\ndefine ShowText\nset [letter v] to [1]\nrepeat (length of (TextToShow))\n switch costume to (letter (Letter) of (TextToShow))\n create clone of (_myself_ v)\n change x by (((size) / (200)) * (16))\n change [letter v] by (1)\nend\n\nwhen I receive [gametick v]\nif <[1] = [1]> then\n delete this clone\nend\nif <<(Dead) = [0]> and <<(PassedGoal) = [0]> and <(AllowPlayerMovement) = [1]>>> then\n change [time v] by ((-1) / (30))\n if <(Time) < [0.1]> then\n set [dead v] to [1]\n broadcast (Death v)\n end\nend\nif <(FPS) > [5]> then\n GameTick\nend\nstop [this script v]\n\nwhen I receive [menutick v]\nif <not <(updating) = [1]>> then\n if <[1] = [1]> then\n delete this clone\n end\n set [brightness v] effect to (0)\n if <([floor v] of (((mouse y) + (0)) / (35)) ) = [-3]> then\n set [brightness v] effect to (25)\n if <mouse down?> then\n broadcast (Transition4 v)\n set [menu v] to [Map]\n stop all sounds\n end\n end\n go to x: (0) y: (-90)\n set size to (200) %\n set [texttoshow v] to [play]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\n\nwhen I receive [maptick v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (-165) y: (-170)\nset [texttoshow v] to (join [' *] ([floor v] of (Lives) ))\nchange x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-16)))\nShowText\nstop [this script v]\n\nwhen I receive [won v]\nWinning\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [ghost v] effect to (100)\nset size to (200) %\nwait (2.6) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nstop [this script v]\n\nwhen I start as a clone\nshow\nstop [this script v]\n\ndefine GameTick\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (225) y: (172)\nset [texttoshow v] to (round (TotalScore))\nchange x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-16)))\nShowText\ngo to x: (0) y: (172)\nset [texttoshow v] to (join [+] ([floor v] of (Time) ))\nchange x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\nShowText\ngo to x: (64) y: (172)\nif <([floor v] of (Coins) ) > [99]> then\n set [coins v] to [0]\n change [lives v] by (1)\n start sound [1Up v]\nend\nset [texttoshow v] to (join [.] ([floor v] of (Coins) ))\nShowText\ngo to x: (-64) y: (172)\nset [texttoshow v] to (join [' *] ([floor v] of (Lives) ))\nchange x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-16)))\nShowText\n\nwhen I receive [startgame v]\nclear graphic effects\nif <[1] = [1]> then\n delete this clone\nend\nset size to (200) %\nhide\n\ndefine Winning\nif <[1] = [1]> then\n delete this clone\nend\nset [score v] to (([floor v] of (Time) ) * (100))\nrepeat (30)\n go to x: (0) y: (60)\n set [texttoshow v] to [level cleared]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\nrepeat (60)\n go to x: (0) y: (60)\n set [texttoshow v] to [level cleared]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\n go to x: (0) y: (20)\n set [texttoshow v] to (join (join ([floor v] of (Time) ) [ * 100 = ]) (Score))\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\nset [scoreend v] to ((Score) / (60))\nrepeat (60)\n start sound [Score v]\n change [totalscore v] by (ScoreEnd)\n change [score v] by ((ScoreEnd) / (-1))\n go to x: (0) y: (60)\n set [texttoshow v] to [level cleared]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\n go to x: (0) y: (20)\n set [texttoshow v] to (join (join ([floor v] of (Time) ) [ * 100 = ]) ([floor v] of (Score) ))\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\nset [score v] to [0]\nstart sound [Score2 v]\nrepeat (60)\n go to x: (0) y: (60)\n set [texttoshow v] to [level cleared]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\n go to x: (0) y: (20)\n set [texttoshow v] to (join (join ([floor v] of (Time) ) [ * 100 = ]) (Score))\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\nstop [this script v]\n\nwhen I receive [bossdefeated v]\nWinning\n\nbroadcast (StartGame v)\n\nwhen flag clicked\nset [bosses beaten v] to [0]\nset [cheatplay? v] to [1]\nset [timetrialsallow? v] to [0]\nshow variable [to do time trials press v]\nset [to do time trials press v] to [h]\nforever\n if <key (h v) pressed?> then\n set [timetrialsallow? v] to [1]\n hide variable [to do time trials press v]\n repeat until <(bosses beaten) = [4]>\n change [timer v] by (1)\n wait (1) seconds\n end\n end\nend\n\nwhen this sprite clicked\nhide variable [to do time trials press v]\nif <not <(TimeTrialsAllow?) = [1]>> then\n hide variable [timer v]\n set [disabletimetrials? v] to [1]\n broadcast (TimerPlay? v)\nend\n\nwhen flag clicked\nset [disabletimetrials? v] to [0]\nset [timer v] to [0]\n\nwhen I receive [timerplay? v]\nforever\n hide variable [to do time trials press v]\n if <key (h v) pressed?> then\n forever\n show variable [โ wr v]\n set [timer v] to [0]\n hide variable [to do time trials press v]\n hide variable [timer v]\n end\n end\nend\n\nset [โ wr v] to [999999999]\n\nchange [bosses beaten v] by (1)\n\nwhen flag clicked\nshow variable [โ wr v]\n\nset [โ wr v] to [80]\n\nwhen I receive [updating v]\nset [updating v] to [1]\nforever\n go to x: (0) y: (0)\n set size to (200) %\n set [texttoshow v] to [updating]\n change x by (((length of (TextToShow)) - (1)) * (((size) / (200)) * (-8)))\n ShowText\nend\n\nwhen flag clicked\nset [updating v] to [0]\n\n@WorldPlayer\n\nwhen I receive [maptick v]\nswitch costume to (3 v)\nbroadcast (WorldPlayerUpdate v)\n\nwhen I receive [worldmapupdated v]\nif <(Repeating) > [0]> then\n move (7.2) steps\n change [repeating v] by (-1)\n if <(Repeating) < [0]> then\n set [repeating v] to [0]\n end\n if <(Repeating) = [0]> then\n if <<touching color (#fffbff)?> or <touching color (#ffc36b)?>> then\n set [mapmoving v] to [0]\n if <(LevelHovering) > [0]> then\n start sound [Move v]\n end\n else\n set [repeating v] to [5]\n end\n end\nend\nswitch costume to (join (([floor v] of ((GlobalCostumeNo.) mod (2)) ) + (1)) (Powerup))\n\nwhen I receive [flagclicked v]\nset [world v] to [1]\nif <[1] = [1]> then\n delete this clone\nend\nbroadcast (MapChange v)\n\nwhen I receive [gameover v]\nset [powerup v] to [None]\nset [powerupcollected v] to [None]\nset [previouspowerup v] to [None]\nset [lives v] to [5]\nset [coins v] to [0]\nset [totalscore v] to [0]\nset [levelscompleted v] to [0]\nset [repeating v] to [0]\nset [loadinglevel v] to [0]\nset rotation style [don't rotate v]\nhide\nset size to (225) %\ngo to x: (-186) y: (72)\nwait until <(Menu) = [Map]>\nset [repeating v] to [0]\nset [loadinglevel v] to [0]\n\nwhen I receive [mapchange v]\nset [level v] to [0]\nset [repeating v] to [0]\nset [loadinglevel v] to [0]\nset rotation style [don't rotate v]\nhide\nset size to (225) %\ngo to x: (-186) y: (72)\nstop all sounds\nrepeat (10)\n set [repeating v] to [0]\n set [loadinglevel v] to [0]\n set rotation style [don't rotate v]\n hide\n set size to (225) %\n go to x: (-186) y: (72)\nend\nwait until <(Menu) = [Map]>\nset [repeating v] to [0]\nset [loadinglevel v] to [0]\nforever\n hide\n wait until <(Menu) = [Map]>\n show\n if <<(LoadingLevel) = [0]> and <(AllowMapChanges) = [1]>> then\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <<not <<(LevelHovering) = [7]> and <(LevelsCompleted) < [7]>>> and <<not <<(LevelHovering) = [14]> and <(LevelsCompleted) < [14]>>> and <<not <(LevelHovering) = [8]>> and <not <(LevelHovering) = [14]>>>>>> then\n point in direction (0)\n move (36) steps\n switch costume to (3 v)\n if <touching (worldmap v)?> then\n move (-36) steps\n set [mapmoving v] to [1]\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n repeat until <(MapMoving) = [0]>\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n end\n else\n move (-36) steps\n end\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <<<not <<(LevelHovering) = [3]> and <(LevelsCompleted) < [3]>>> and <not <<(LevelHovering) = [5]> and <(LevelsCompleted) < [5]>>>> and <<not <<(LevelHovering) = [6]> and <(LevelsCompleted) < [6]>>> and <not <<(LevelHovering) = [10]> and <(LevelsCompleted) < [10]>>>>>> then\n point in direction (180)\n move (36) steps\n switch costume to (3 v)\n if <touching (worldmap v)?> then\n move (-36) steps\n set [mapmoving v] to [1]\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n repeat until <(MapMoving) = [0]>\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n end\n else\n move (-36) steps\n end\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <<<not <<(LevelHovering) = [1]> and <(LevelsCompleted) < [1]>>> and <not <<(LevelHovering) = [11]> and <(LevelsCompleted) < [11]>>>> and <<not <<(LevelHovering) = [2]> and <(LevelsCompleted) < [2]>>> and <not <<(LevelHovering) = [12]> and <(LevelsCompleted) < [12]>>>>>> then\n point in direction (90)\n move (36) steps\n switch costume to (3 v)\n if <touching (worldmap v)?> then\n move (-36) steps\n set [mapmoving v] to [1]\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n repeat until <(MapMoving) = [0]>\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n end\n else\n move (-36) steps\n end\n end\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <not <(x position) < [-180]>>> and <<not <<(LevelHovering) = [4]> and <(LevelsCompleted) < [4]>>> and <<not <<(LevelHovering) = [9]> and <(LevelsCompleted) < [9]>>> and <not <<(LevelHovering) = [13]> and <(LevelsCompleted) < [13]>>>>>> then\n point in direction (-90)\n move (36) steps\n switch costume to (3 v)\n if <touching (worldmap v)?> then\n move (-36) steps\n set [mapmoving v] to [1]\n set [repeating v] to [5]\n wait until <(Repeating) = [0]>\n repeat until <(MapMoving) = [0]>\n wait until <(Repeating) = [0]>\n end\n else\n move (-36) steps\n end\n end\n end\n if <<<(MapMoving) = [0]> and <(LevelHovering) > [0]>> and <(AllowMapChanges) = [1]>> then\n if <<key (space v) pressed?> and <(LoadingLevel) = [0]>> then\n set [allowplayermovement v] to [0]\n set [loadinglevel v] to (LevelHovering)\n broadcast (Transition1 v)\n wait (2) seconds\n stop all sounds\n set [level v] to (LoadingLevel)\n set [menu v] to [Game]\n hide\n broadcast (StartGame v)\n set [loadinglevel v] to [0]\n if <<(ClearedLag?) = [0]> or <(FPS) < [15]>> then\n broadcast (Delay v)\n repeat (120)\n set [allowplayermovement v] to [0]\n end\n broadcast (StartGame v)\n set [clearedlag? v] to [1]\n end\n end\n end\nend\n\n@SemiSolids\n\nwhen I receive [movemapparts v]\nswitch costume to (sizebypass v)\nset size to (350) %\nswitch costume to (join (Level) (join [-] (CloneNo.)))\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (1680))) ) > [1078]> then\n hide\nelse\n show\nend\nif <(CloneNo.) = [0]> then\n broadcast (UpdateEverything v)\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\nset [ghost v] effect to (100)\nhide\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\nwhen I receive [updateallpositions v]\nswitch costume to (sizebypass v)\nset size to (350) %\nswitch costume to (join (Level) (join [-] (CloneNo.)))\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (1680))) ) > [1078]> then\n hide\nelse\n show\nend\n\n@WorldMap\n\nwhen I receive [worldplayerupdate v]\ngo to [back v] layer\ngo [forward v] (5) layers\ngo to x: (48) y: (72)\nset size to (450) %\nshow\nif <[1] = [1]> then\n delete this clone\nend\nset [levelhovering v] to [0]\nif <(World) = [1]> then\n switch costume to (1 v)\n create clone of (_myself_ v)\n switch costume to (2 v)\n create clone of (_myself_ v)\n switch costume to (3 v)\n create clone of (_myself_ v)\n switch costume to (4 v)\n create clone of (_myself_ v)\n switch costume to (5 v)\n create clone of (_myself_ v)\n switch costume to (6 v)\n create clone of (_myself_ v)\n switch costume to (7 v)\n create clone of (_myself_ v)\n switch costume to (8 v)\n create clone of (_myself_ v)\nend\nif <(World) = [2]> then\n switch costume to (9 v)\n create clone of (_myself_ v)\n switch costume to (10 v)\n create clone of (_myself_ v)\n switch costume to (11 v)\n create clone of (_myself_ v)\n switch costume to (12 v)\n create clone of (_myself_ v)\n switch costume to (13 v)\n create clone of (_myself_ v)\n switch costume to (14 v)\n create clone of (_myself_ v)\n switch costume to (14 v)\n create clone of (_myself_ v)\nend\nswitch costume to (join [Map] (World))\nbroadcast (WorldMapUpdated v)\n\nwhen I receive [hidemap v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I start as a clone\ngo [forward v] (9) layers\nif <touching (worldplayer v)?> then\n set [levelhovering v] to (costume [name v])\n set [brightness v] effect to (25)\nend\nwait (0) seconds\ndelete this clone\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\ngo to x: (48) y: (72)\nset size to (450) %\n\n@WorldMapBackground\n\nwhen I receive [hidemap v]\nhide\n\nwhen I receive [maptick v]\nhide\ngo to x: (48) y: (72)\nset size to (450) %\nswitch costume to (([floor v] of ((GlobalCostumeNo.) mod (4)) ) + ((((World) - (1)) * (4)) + (1)))\nshow\n\nwhen I receive [flagclicked v]\ngo to [back v] layer\nhide\ngo to x: (48) y: (72)\nset size to (450) %\n\n@Background\n\nwhen I receive [updateeverything v]\ngo to [back v] layer\ngo [forward v] (4) layers\nswitch costume to (sizebypass v)\nset size to (350) %\nif <<<(Level) = [4]> or <(Level) = [11]>> and <(CloneNo.) = [0]>> then\n switch costume to (join [Lava] (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (1)))\nelse\n switch costume to (join (Level) (join [-] (CloneNo.)))\nend\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\nif <([abs v] of ((MapX) + ((CloneNo.) * (1680))) ) > [1078]> then\n hide\nelse\n show\nend\nif <(CloneNo.) = [0]> then\n broadcast (UpdatePlayer v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateallpositions v]\nswitch costume to (sizebypass v)\nset size to (350) %\nif <<<(Level) = [4]> or <(Level) = [11]>> and <(CloneNo.) = [0]>> then\n switch costume to (join [Lava] (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (1)))\nelse\n switch costume to (join (Level) (join [-] (CloneNo.)))\nend\ngo to x: ((MapX) + ((CloneNo.) * (1680))) y: (MapY)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [2]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [3]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\n@? Blocks\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (5 v)\nif <(DeleteBlockNo.) > [0]> then\n delete (DeleteBlockNo.) of [blockx v]\n delete (DeleteBlockNo.) of [blocky v]\n delete (DeleteBlockNo.) of [blockcontents v]\n set [deleteblockno. v] to [0]\nend\nFormBlocks\n\ndefine FormBlocks\nshow\nset [blockno. v] to [0]\nrepeat (length of [blockx v])\n change [blockno. v] by (1)\n go to x: ((((item (BlockNo.) of [blockx v]) + (0.5)) * (28)) + (MapX)) y: (((item (BlockNo.) of [blocky v]) * (28)) + (MapY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-166]>>> then\n create clone of (_myself_ v)\n end\nend\nset [blockno. v] to [0]\nhide\n\ndefine AddBlock (x) (y) (contents)\nadd (x) to [blockx v]\nadd (y) to [blocky v]\nadd (contents) to [blockcontents v]\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\nset [deleteblockno. v] to [0]\ndelete all of [blockx v]\ndelete all of [blocky v]\ndelete all of [blockcontents v]\nif <(Level) = [1]> then\n AddBlock [-14] [6] [C]\n AddBlock [-4] [6] [M]\n AddBlock [6] [14] [C]\n AddBlock [14] [8] [T]\n AddBlock [37] [7] [1]\n AddBlock [59] [7] [C]\n AddBlock [76] [5] [M]\n AddBlock [97] [8] [T]\n AddBlock [124] [7] [C]\n AddBlock [156] [10] [C]\n AddBlock [172] [7] [C]\n AddBlock [177] [13] [C]\nend\nif <(Level) = [2]> then\n AddBlock [-17] [6] [C]\n AddBlock [-8] [10] [T]\n AddBlock [48] [8] [M]\n AddBlock [73] [8] [M]\n AddBlock [110] [15] [1]\n AddBlock [125] [10] [M]\nend\nif <(Level) = [3]> then\n AddBlock [-23] [6] [F]\n AddBlock [-4] [-10] [F]\n AddBlock [127] [-13] [F]\n AddBlock [114] [7] [C]\nend\nif <(Level) = [4]> then\n AddBlock [-20] [6] [M]\n AddBlock [2] [4] [F]\n AddBlock [71] [6] [M]\nend\nif <(Level) = [5]> then\n AddBlock [20] [-11] [M]\nend\nif <(Level) = [7]> then\n AddBlock [-19] [4] [C]\n AddBlock [-18] [4] [C]\n AddBlock [-16] [7] [C]\n AddBlock [-15] [7] [M]\n AddBlock [-4] [6] [C]\n AddBlock [14] [4] [T]\n AddBlock [60] [18] [1]\nend\nif <(Level) = [8]> then\n AddBlock [-20] [10] [F]\nend\nif <(Level) = [9]> then\n AddBlock [-18] [7] [M]\n AddBlock [7] [21] [1]\n AddBlock [-1] [5] [C]\n AddBlock [47] [9] [F]\n AddBlock [64] [9] [C]\n AddBlock [68] [2] [1]\n AddBlock [96] [6] [F]\n AddBlock [116] [9] [1]\n AddBlock [130] [6] [C]\nend\nif <(Level) = [10]> then\n AddBlock [-24] [7] [S]\n AddBlock [16] [-10] [S]\n AddBlock [122] [-9] [S]\n AddBlock [121] [7] [C]\n AddBlock [123] [7] [C]\n AddBlock [122] [12] [1]\nend\nif <(Level) = [11]> then\n AddBlock [-22] [8] [S]\n AddBlock [19] [21] [1]\n AddBlock [26] [10] [M]\n AddBlock [60] [6] [M]\n AddBlock [71] [9] [1]\nend\nif <(Level) = [12]> then\n AddBlock [94] [5] [C]\n AddBlock [96] [5] [C]\n AddBlock [95] [9] [F]\n AddBlock [119] [9] [1]\nend\nif <(Level) = [13]> then\n AddBlock [-4] [10] [S]\nend\nif <(Level) = [14]> then\n AddBlock [-19] [10] [S]\n AddBlock [-16] [6] [1]\n AddBlock [12] [3] [S]\n AddBlock [47] [7] [M]\nend\n\nwhen I receive [playerupdated v]\nif <(DeleteBlockNo.) = [0]> then\n if <touching (player v)?> then\n set [brightness v] effect to (25)\n change y by (1)\n set [spawnx v] to ((item (BlockNo.) of [blockx v]) + (0.5))\n set [spawny v] to (item (BlockNo.) of [blocky v])\n if <(item (BlockNo.) of [blockcontents v]) = [C]> then\n create clone of (coinanimation v)\n start sound [Coin v]\n else\n start sound [Appear v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [M]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [Big] to [itemtype v]\n add ([direction v] of [player v]) to [itemdir v]\n add [0] to [itemyvelocity v]\n add [0] to [itemstate v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [T]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [Tanooki] to [itemtype v]\n add [90] to [itemdir v]\n add [0] to [itemyvelocity v]\n add [1] to [itemstate v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [F]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [Fire] to [itemtype v]\n add [90] to [itemdir v]\n add [0] to [itemyvelocity v]\n add [1] to [itemstate v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [S]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [Frog] to [itemtype v]\n add [90] to [itemdir v]\n add [0] to [itemyvelocity v]\n add [1] to [itemstate v]\n end\n if <(item (BlockNo.) of [blockcontents v]) = [1]> then\n add (SpawnX) to [itemx v]\n add (SpawnY) to [itemy v]\n add [1Up] to [itemtype v]\n add ([direction v] of [player v]) to [itemdir v]\n add [0] to [itemyvelocity v]\n add [1] to [itemstate v]\n end\n set [deleteblockno. v] to (BlockNo.)\n end\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateallpositions v]\ngo to x: ((((item (BlockNo.) of [blockx v]) + (0.5)) * (28)) + (MapX)) y: (((item (BlockNo.) of [blocky v]) * (28)) + (MapY))\n\nwhen I receive [costumeeverything v]\nswitch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (4)) ) + (1))\n\nwhen I receive [flagclicked v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nif <[1] = [1]> then\n delete this clone\nend\n\n@CoinAnimation\n\nwhen I start as a clone\nchange [coins v] by (1)\nswitch costume to (1 v)\nset [myx v] to (SpawnX)\nset [myy v] to ((SpawnY) + (1))\nset [timesincespawn v] to [0]\nwait (0.68) seconds\nrepeat (4)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I receive [gametick v]\nif <(costume [number v]) > [1]> then\n show\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (4)) ) + (2))\n go to x: (((MyX) * (28)) + (MapX)) y: (((MyY) * (28)) + (MapY))\n change [timesincespawn v] by (1)\n change [myy v] by (((12) - (TimeSinceSpawn)) / (28))\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nclear graphic effects\nset size to (350) %\nswitch costume to (notaclone v)\nhide\n\n@Setting\n\nwhen I receive [updateeverything v]\nswitch costume to (sizebypass v)\nset size to (240) %\nif <(Underground) = [1]> then\n if <<(Level) = [3]> or <(Level) = [10]>> then\n switch costume to (3u v)\n end\n if <<(Level) = [4]> or <(Level) = [11]>> then\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n switch costume to (5 v)\n end\nelse\n if <<(Level) = [1]> or <(Level) = [3]>> then\n switch costume to (1 v)\n end\n if <(Level) = [2]> then\n switch costume to (2 v)\n end\n if <<(Level) = [4]> or <(Level) = [11]>> then\n switch costume to (4 v)\n end\n if <(Level) = [5]> then\n switch costume to (5 v)\n end\n if <(Level) = [6]> then\n switch costume to (6 v)\n end\n if <(Level) = [7]> then\n switch costume to (1 v)\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n if <([sin v] of ((GlobalCostumeNo.) * (20)) ) > [0.988]> then\n if <([sin v] of ((GlobalCostumeNo.) * (20)) ) > [0.995]> then\n switch costume to (8b v)\n if <<(CloneNo.) = [0]> and <([sin v] of ((GlobalCostumeNo.) * (20)) ) > [0.999]>> then\n start sound [Thunder v]\n end\n else\n switch costume to (8a v)\n end\n else\n switch costume to (8 v)\n end\n end\n if <<(Level) = [9]> or <(Level) = [13]>> then\n switch costume to (9 v)\n end\n if <<(Level) = [10]> or <(Level) = [12]>> then\n switch costume to (10 v)\n end\nend\nif <<<(Level) = [8]> or <(Level) = [14]>> and <(Underground) = [1]>> then\n switch costume to (sizebypass v)\n set size to (110) %\n switch costume to (8c v)\n go to [back v] layer\n go to x: (14) y: (0)\n show\n if <not <([abs v] of (x position) ) = [801]>> then\n go [forward v] (1) layers\n end\nelse\n go to [back v] layer\n go to x: ((((MapX) * (0.8)) mod (1152)) + ((CloneNo.) * (-1152))) y: (((MapY) + (((138) * <(Underground) = [0]>) + ((-138) * <(Underground) = [1]>))) / (4))\n show\n if <not <([abs v] of (x position) ) = [801]>> then\n go [forward v] (1) layers\n end\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [bossdefeated v]\nset [color v] effect to (0)\nset [brightness v] effect to (10)\nrepeat (50)\n change [color v] effect by (40)\n set [brightness v] effect to ((((GlobalCostumeNo.) * (25)) mod (25)) + (10))\nend\nset [brightness v] effect to (10)\nrepeat (10)\n change [color v] effect by (40)\n change [brightness v] effect by (-1)\nend\nset [color v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\nset [cloneno. v] to [1]\ncreate clone of (_myself_ v)\nset [cloneno. v] to [0]\n\n@Items\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nset [x v] to ([floor v] of (((mouse x) - (MapX)) / (28)) )\nset [y v] to ([floor v] of ((((mouse y) + (14)) - (MapY)) / (28)) )\nswitch costume to (hitbox v)\nif <(DeleteItemNo.) > [0]> then\n delete (DeleteItemNo.) of [itemx v]\n delete (DeleteItemNo.) of [itemy v]\n delete (DeleteItemNo.) of [itemtype v]\n delete (DeleteItemNo.) of [itemdir v]\n delete (DeleteItemNo.) of [itemyvelocity v]\n delete (DeleteItemNo.) of [itemstate v]\n set [deleteitemno. v] to [0]\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\nif <(length of [itemx v]) > [0]> then\n FormItems\nend\n\ndefine FormItems\nshow\nset [itemno. v] to [0]\nrepeat (length of [itemx v])\n change [itemno. v] by (1)\n go to x: (((item (ItemNo.) of [itemx v]) * (28)) + (MapX)) y: (((item (ItemNo.) of [itemy v]) * (28)) + (MapY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<<(y position) < [180]> and <(Underground) = [1]>> or <<(y position) > [-180]> and <(Underground) = [0]>>>> then\n point in direction (item (ItemNo.) of [itemdir v])\n create clone of (_myself_ v)\n end\nend\nset [itemno. v] to [0]\nhide\n\nwhen I start as a clone\nif <<(item (ItemNo.) of [itemtype v]) = [Big]> or <(item (ItemNo.) of [itemtype v]) = [1Up]>> then\n change y by ((Gravity) * (2.5))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2.5))\n FindFloor\n end\n move (2) steps\n YSmoothing\n if <touching (map v)?> then\n turn right (180) degrees\n move (4) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (2) steps\n end\n replace item (ItemNo.) of [itemdir v] with (direction)\n end\nend\nif <(item (ItemNo.) of [itemtype v]) = [Raccoon]> then\n turn right (4) degrees\n if <<(direction) > [-180]> and <(direction) < [0]>> then\n change y by (([cos v] of (direction) ) * (1))\n else\n change y by (([cos v] of (direction) ) * (-1))\n end\n change x by (([sin v] of (direction) ) * (3))\n change y by (-0.6)\n replace item (ItemNo.) of [itemdir v] with (direction)\n if <(y position) < [-170]> then\n set [deleteitemno. v] to (ItemNo.)\n end\nend\nif <(item (ItemNo.) of [itemtype v]) = [Tanooki]> then\n change y by ((Gravity) * (1))\n if <<touching (map v)?> or <<touching (semisolids v)?> and <(item (ItemNo.) of [itemyvelocity v]) < [0]>>> then\n change y by ((Gravity) * (-1))\n replace item (ItemNo.) of [itemyvelocity v] with [13.7]\n FindFloor\n end\n change y by (item (ItemNo.) of [itemyvelocity v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <(item (ItemNo.) of [itemyvelocity v]) < [0]>>> then\n change y by ((item (ItemNo.) of [itemyvelocity v]) * (-1))\n if <(item (ItemNo.) of [itemyvelocity v]) > [0]> then\n replace item (ItemNo.) of [itemyvelocity v] with [0]\n else\n replace item (ItemNo.) of [itemyvelocity v] with [13.7]\n FindFloor\n end\n end\n move (1.5) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (3) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (1.5) steps\n end\n replace item (ItemNo.) of [itemdir v] with (direction)\n end\n replace item (ItemNo.) of [itemyvelocity v] with ((item (ItemNo.) of [itemyvelocity v]) - (0.7))\nend\nif <(item (ItemNo.) of [itemtype v]) = [Fire]> then\n change y by ((Gravity) * (2.5))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2.5))\n FindFloor\n end\nend\nif <(item (ItemNo.) of [itemtype v]) = [Frog]> then\n change y by ((Gravity) * (0.8))\n if <<touching (map v)?> or <<touching (semisolids v)?> and <(item (ItemNo.) of [itemyvelocity v]) < [0]>>> then\n change y by ((Gravity) * (-0.8))\n replace item (ItemNo.) of [itemyvelocity v] with [10]\n FindFloor\n end\n change y by (item (ItemNo.) of [itemyvelocity v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <(item (ItemNo.) of [itemyvelocity v]) < [0]>>> then\n change y by ((item (ItemNo.) of [itemyvelocity v]) * (-1))\n if <(item (ItemNo.) of [itemyvelocity v]) > [0]> then\n replace item (ItemNo.) of [itemyvelocity v] with [0]\n else\n replace item (ItemNo.) of [itemyvelocity v] with [10]\n FindFloor\n end\n end\n move (2) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (4) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (2) steps\n end\n replace item (ItemNo.) of [itemdir v] with (direction)\n end\n replace item (ItemNo.) of [itemyvelocity v] with ((item (ItemNo.) of [itemyvelocity v]) - (0.7))\nend\nreplace item (ItemNo.) of [itemx v] with (((x position) - (MapX)) / (28))\nreplace item (ItemNo.) of [itemy v] with (((y position) - (MapY)) / (28))\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemtype v]\ndelete all of [itemdir v]\ndelete all of [itemyvelocity v]\ndelete all of [itemstate v]\nset [deleteitemno. v] to [0]\nset rotation style [left-right v]\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (6)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-6)\n end\nend\n\nwhen I receive [costumeeverything v]\nswitch costume to (item (ItemNo.) of [itemtype v])\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <touching (player v)?> then\n if <(item (ItemNo.) of [itemtype v]) = [1Up]> then\n change [lives v] by (1)\n start sound [1Up v]\n else\n set [powerupcollected v] to (item (ItemNo.) of [itemtype v])\n broadcast (Powerup v)\n end\n set [deleteitemno. v] to (ItemNo.)\nend\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (ItemNo.) of [itemx v]) * (28)) + (MapX)) y: (((item (ItemNo.) of [itemy v]) * (28)) + (MapY))\n\nset [powerupcollected v] to [Tanooki]\nbroadcast (Powerup v)\nset [deleteitemno. v] to (ItemNo.)\n\nset [powerupcollected v] to [Fire]\nbroadcast (Powerup v)\nset [deleteitemno. v] to (ItemNo.)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [itemx v]\ndelete all of [itemy v]\ndelete all of [itemtype v]\ndelete all of [itemdir v]\ndelete all of [itemyvelocity v]\ndelete all of [itemstate v]\nset [deleteitemno. v] to [0]\nset rotation style [left-right v]\n\nwhen I receive [startgame2 v]\nwait (1) seconds\nbroadcast (StartGame v)\n\nset [powerupcollected v] to [Frog]\nbroadcast (Powerup v)\nset [deleteitemno. v] to (ItemNo.)\n\n@Panel\n\nwhen I receive [gametick v]\nif <(costume [number v]) < [4]> then\n if <<<(x position) < [247]> and <(x position) > [-247]>> and <<(y position) < [187]> and <(y position) > [-187]>>> then\n show\n else\n hide\n end\n go to x: ((5640) + (MapX)) y: ((160) + (MapY))\n if <(Level) = [7]> then\n go to x: ((3848) + (MapX)) y: ((132) + (MapY))\n end\n if <(PassedGoal) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (3)) ) + (1))\n if <touching (player v)?> then\n if <(LevelsCompleted) < (Level)> then\n set [levelscompleted v] to (Level)\n end\n broadcast (Won v)\n set [passedgoal v] to [1]\n set [cloneno. v] to [0]\n create clone of (_myself_ v)\n set [cloneno. v] to [1]\n create clone of (_myself_ v)\n set [cloneno. v] to [2]\n create clone of (_myself_ v)\n set [cloneno. v] to [3]\n end\n end\nend\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\nset size to (350) %\nclear graphic effects\nswitch costume to (m v)\n\nwhen I receive [won v]\nif <(costume [number v]) < [4]> then\n set [passedgoal v] to [1]\n stop all sounds\n start sound [SMA4-Goal v]\n start sound [30 Course Clear v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (6.5) seconds\n broadcast (Transition3 v)\n clear graphic effects\n set [menu v] to [Map]\n set [passedgoal v] to [0]\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I start as a clone\ngo [forward v] (24) layers\nclear graphic effects\nshow\ngo to x: ((164) + ((CloneNo.) * (28))) y: (-165)\nif <(CloneNo.) = [0]> then\n switch costume to (Box1)\nend\nif <(CloneNo.) = [1]> then\n switch costume to (Box2)\nend\nif <(CloneNo.) = [2]> then\n switch costume to (Box3)\nend\nrepeat (240)\n if <(CloneNo.) = [0]> then\n switch costume to (Box1)\n end\n if <(CloneNo.) = [1]> then\n switch costume to (Box2)\n end\n if <(CloneNo.) = [2]> then\n switch costume to (Box3)\n end\nend\ndelete this clone\n\nwhen I receive [won v]\nif <(costume [number v]) < [4]> then\n if <(Box1) = []> then\n set [box1 v] to (join [Box] (costume [name v]))\n wait (1) seconds\n repeat (7)\n set [box1 v] to (join [Box] (costume [name v]))\n wait (0.2) seconds\n set [box1 v] to []\n wait (0.2) seconds\n end\n set [box1 v] to (join [Box] (costume [name v]))\n else\n if <(Box2) = []> then\n set [box2 v] to (join [Box] (costume [name v]))\n wait (1) seconds\n repeat (7)\n set [box2 v] to (join [Box] (costume [name v]))\n wait (0.2) seconds\n set [box2 v] to []\n wait (0.2) seconds\n end\n set [box2 v] to (join [Box] (costume [name v]))\n else\n if <(Box3) = []> then\n set [box3 v] to (join [Box] (costume [name v]))\n wait (1) seconds\n repeat (7)\n set [box3 v] to (join [Box] (costume [name v]))\n wait (0.2) seconds\n set [box3 v] to []\n wait (0.2) seconds\n end\n set [box3 v] to (join [Box] (costume [name v]))\n end\n end\n end\n if <<not <(Box1) = []>> and <<not <(Box2) = []>> and <not <(Box3) = []>>>> then\n if <<(Box1) = [BoxM]> and <<(Box2) = [BoxM]> and <(Box3) = [BoxM]>>> then\n set [box1 v] to (join [Box] [2])\n change [lives v] by (2)\n else\n if <<(Box1) = [BoxF]> and <<(Box2) = [BoxF]> and <(Box3) = [BoxF]>>> then\n set [box1 v] to (join [Box] [3])\n change [lives v] by (3)\n else\n if <<(Box1) = [BoxS]> and <<(Box2) = [BoxS]> and <(Box3) = [BoxS]>>> then\n set [box1 v] to (join [Box] [5])\n change [lives v] by (5)\n else\n set [box1 v] to (join [Box] [1])\n change [lives v] by (1)\n end\n end\n end\n set [box2 v] to (join [Box] [U])\n set [box3 v] to (join [Box] [P])\n broadcast (RisePanels v)\n wait (4) seconds\n set [box1 v] to []\n set [box2 v] to []\n set [box3 v] to []\n end\nend\n\nwhen I receive [risepanels v]\nif <(costume [number v]) > [3]> then\n repeat (60)\n change y by (((-124) - (y position)) / (12))\n end\nend\n\nwhen I receive [bossdefeated v]\nif <(costume [number v]) < [4]> then\n if <(LevelsCompleted) < (Level)> then\n set [levelscompleted v] to (Level)\n end\n set [passedgoal v] to [1]\n stop all sounds\n start sound [SMA4-Goal v]\n start sound [34 Fortress Clear v]\n wait (6.5) seconds\n broadcast (Transition3 v)\n clear graphic effects\n set [menu v] to [Map]\n set [passedgoal v] to [0]\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (m v)\nset [box1 v] to []\nset [box2 v] to []\nset [box3 v] to []\nhide\n\n@Fireballs\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [fireballx v]\ndelete all of [firebally v]\ndelete all of [fireballtype v]\ndelete all of [fireballdir v]\ndelete all of [fireballbounces v]\nset rotation style [all around v]\nset [deletefireballno. v] to [0]\nif <(Level) = [3]> then\n AddFireBar [-9.5] [-5]\n AddFireBar [-0.5] [-16]\n AddFireBar [40.5] [-7]\n AddFireBar [40.5] [-13]\n AddFireBar [49.5] [-7]\n AddFireBar [49.5] [-13]\n AddFireBar [58.5] [-7]\n AddFireBar [58.5] [-13]\n AddFireBar [102.5] [-10]\n AddFireBar [108.5] [-10]\n AddFireBar [119.5] [-7]\n AddFireBar [165.5] [0]\nend\nif <(Level) = [4]> then\n AddFireBar [-1.5] [5]\n AddFireBar [6.5] [5]\n AddFireBar [38.5] [6]\n AddFireBar [44.5] [9]\nend\nif <(Level) = [11]> then\n AddFireBar [15.5] [6]\n AddFireBar [21.5] [6]\n AddFireBar [15.5] [10]\n AddFireBar [21.5] [10]\nend\nif <(Level) = [14]> then\n AddFireBar [-11.5] [6]\n AddFireBar [-6.5] [6]\nend\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [fireballx v]\ndelete all of [firebally v]\ndelete all of [fireballtype v]\ndelete all of [fireballdir v]\ndelete all of [fireballbounces v]\nset [deletefireballno. v] to [0]\n\nwhen I receive [gametick v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteFireballNo.) > [0]> then\n delete (DeleteFireballNo.) of [fireballx v]\n delete (DeleteFireballNo.) of [firebally v]\n delete (DeleteFireballNo.) of [fireballdir v]\n delete (DeleteFireballNo.) of [fireballtype v]\n delete (DeleteFireballNo.) of [fireballbounces v]\n set [deletefireballno. v] to [0]\nend\nif <(length of [fireballx v]) > [0]> then\n switch costume to (hitbox1 v)\n FormFireballs\nend\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (FireballNo.) of [fireballx v]) * (28)) + (MapX)) y: (((item (FireballNo.) of [firebally v]) * (28)) + (MapY))\nchange y by (-1)\n\ndefine FormFireballs\nshow\nset [fireballno. v] to [0]\nrepeat (length of [fireballx v])\n change [fireballno. v] by (1)\n go to x: (((item (FireballNo.) of [fireballx v]) * (28)) + (MapX)) y: (((item (FireballNo.) of [firebally v]) * (28)) + (MapY))\n if <<<(((item (FireballNo.) of [fireballx v]) * (28)) + (MapX)) < [240]> and <(((item (FireballNo.) of [fireballx v]) * (28)) + (MapX)) > [-240]>> and <<(((item (FireballNo.) of [firebally v]) * (28)) + (MapY)) < [180]> and <(((item (FireballNo.) of [firebally v]) * (28)) + (MapY)) > [-180]>>> then\n point in direction (item (FireballNo.) of [fireballdir v])\n if <(item (FireballNo.) of [fireballtype v]) = [0]> then\n switch costume to (hitbox2 v)\n set rotation style [all around v]\n else\n switch costume to (hitbox1 v)\n set rotation style [left-right v]\n end\n create clone of (_myself_ v)\n end\nend\nset [fireballno. v] to [0]\nhide\n\nwhen I start as a clone\nif <(item (FireballNo.) of [fireballtype v]) = [2]> then\n go [backward v] (12) layers\n move (3) steps\n replace item (FireballNo.) of [fireballx v] with (((x position) - (MapX)) / (28))\n replace item (FireballNo.) of [firebally v] with (((y position) - (MapY)) / (28))\n if <<touching (map v)?> or <not <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>>>> then\n set [deletefireballno. v] to (FireballNo.)\n end\n change y by (-1)\nelse\n if <(item (FireballNo.) of [fireballtype v]) = [3]> then\n move (6) steps\n if <(item (FireballNo.) of [fireballdir v]) > [0]> then\n turn right (6) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n turn left (6) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\n end\n if <not <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>>> then\n set [deletefireballno. v] to (FireballNo.)\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n replace item (FireballNo.) of [fireballbounces v] with ((item (FireballNo.) of [fireballbounces v]) + (1))\n if <(item (FireballNo.) of [fireballbounces v]) > [6]> then\n set [deletefireballno. v] to (FireballNo.)\n end\n move (-4) steps\n if <([abs v] of (direction) ) > [90]> then\n point in direction ((180) - (direction))\n else\n point in direction ((direction) * (-1))\n end\n move (4) steps\n end\n replace item (FireballNo.) of [fireballx v] with (((x position) - (MapX)) / (28))\n replace item (FireballNo.) of [firebally v] with (((y position) - (MapY)) / (28))\n replace item (FireballNo.) of [fireballdir v] with (direction)\n else\n if <(item (FireballNo.) of [fireballtype v]) = [0]> then\n turn right (2.5) degrees\n else\n if <<(item (FireballNo.) of [fireballbounces v]) = [0]> and <touching (map v)?>> then\n set [deletefireballno. v] to (FireballNo.)\n end\n switch costume to (hitbox3 v)\n if <<<<touching (goombas v)?> or <touching (larry v)?>> or <<<touching (piranhaplants v)?> or <touching (bullets v)?>> or <touching (hammerbros v)?>>> or <<touching (koopas v)?> or <<touching (cheepcheep v)?> or <touching (boomboom v)?>>>> then\n broadcast (FireballHit v)\n set [deletefireballno. v] to (FireballNo.)\n end\n switch costume to (hitbox1 v)\n move (6) steps\n if <(item (FireballNo.) of [fireballdir v]) > [0]> then\n turn right (6) degrees\n if <(direction) > [135]> then\n point in direction (135)\n end\n else\n turn left (6) degrees\n if <(direction) < [-135]> then\n point in direction (-135)\n end\n end\n if <not <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>>> then\n set [deletefireballno. v] to (FireballNo.)\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n replace item (FireballNo.) of [fireballbounces v] with ((item (FireballNo.) of [fireballbounces v]) + (1))\n if <(item (FireballNo.) of [fireballbounces v]) > [6]> then\n set [deletefireballno. v] to (FireballNo.)\n end\n move (-4) steps\n if <([abs v] of (direction) ) > [90]> then\n point in direction ((180) - (direction))\n else\n point in direction ((direction) * (-1))\n end\n move (4) steps\n end\n replace item (FireballNo.) of [fireballx v] with (((x position) - (MapX)) / (28))\n replace item (FireballNo.) of [firebally v] with (((y position) - (MapY)) / (28))\n end\n replace item (FireballNo.) of [fireballdir v] with (direction)\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(item (FireballNo.) of [fireballtype v]) = [0]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (6))\nelse\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (4)) ) + (1))\n if <<(DeleteFireballNo.) = (FireballNo.)> and <(FireballNo.) > [0]>> then\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n end\nend\n\ndefine AddFireBar (x) (y)\nadd (x) to [fireballx v]\nadd (y) to [firebally v]\nadd [0] to [fireballtype v]\nadd [90] to [fireballdir v]\nadd [0] to [fireballbounces v]\n\nwhen I receive [playerupdated v]\nif <(item (FireballNo.) of [fireballtype v]) = [0]> then\n switch costume to (hitbox2 v)\nelse\n switch costume to (hitbox3 v)\nend\nif <(item (FireballNo.) of [fireballtype v]) = [1]> then\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\n@BoomBoom\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\nif <<(Level) = [4]> or <(Level) = [11]>> then\n set [boomboomx v] to [84]\n set [boomboomy v] to [-18]\n set [boomboomstate v] to [0]\n set [boomboomhealth v] to [3]\n set [boomboomyvelocity v] to [0]\n broadcast (BossStateChange v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateeverything v]\nif <<(Level) = [4]> or <(Level) = [11]>> then\n switch costume to (hitbox v)\n go to x: (((BoomBoomX) * (28)) + (MapX)) y: (((BoomBoomY) * (28)) + (MapY))\n if <<<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>> and <(BoomBoomState) < [5]>> then\n show\n if <<(BoomBoomState) = [0]> or <(BoomBoomState) = [1]>> then\n change [boomboomyvelocity v] by ((Gravity) / (4.05))\n change y by ((Gravity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-1))\n FindFloor\n end\n change y by ((BoomBoomYVelocity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((BoomBoomYVelocity) * (-1))\n if <(BoomBoomYVelocity) > [0]> then\n set [boomboomyvelocity v] to [-1]\n else\n FindFloor\n set [boomboomyvelocity v] to [0]\n end\n end\n if <<not <(BoomBoomYVelocity) = [0]>> or <(BoomBoomState) = [1]>> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [5]> then\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <(BoomBoomState) = [0]> then\n move (2) steps\n if <touching (map v)?> then\n move (-2) steps\n end\n else\n move (3) steps\n if <touching (map v)?> then\n move (-4) steps\n end\n end\n end\n end\n set [boomboomx v] to (((x position) - (MapX)) / (28))\n set [boomboomy v] to (((y position) - (MapY)) / (28))\n end\n if <(BoomBoomState) = [4]> then\n change y by (1)\n set [boomboomy v] to (((y position) - (MapY)) / (28))\n end\n else\n hide\n end\nend\n\nwhen I receive [bossstatechange v]\nif <<(Level) = [4]> or <(Level) = [11]>> then\n wait until <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>>\n if <(BoomBoomState) = [0]> then\n wait until <(BoomBoomYVelocity) = [0]>\n wait (1) seconds\n if <(BoomBoomYVelocity) = [0]> then\n set [boomboomyvelocity v] to [15]\n if <<<(BoomBoomHealth) < [3]> and <(Level) = [11]>> and <(pick random (1) to (3)) = [1]>> then\n set [boomboomyvelocity v] to [20]\n end\n wait (1) seconds\n end\n wait until <(BoomBoomYVelocity) = [0]>\n if <(BoomBoomState) = [0]> then\n if <(pick random (1) to (3)) = [1]> then\n set [boomboomstate v] to [1]\n end\n broadcast (BossStateChange v)\n end\n end\n if <(BoomBoomState) = [1]> then\n set [boomboomyvelocity v] to [-1]\n wait (2) seconds\n if <(BoomBoomState) = [1]> then\n set [boomboomstate v] to [0]\n broadcast (BossStateChange v)\n end\n end\n if <(BoomBoomState) = [2]> then\n set [boomboomyvelocity v] to [-1]\n repeat (10)\n wait (0.05) seconds\n set [boomboomstate v] to [3]\n wait (0.05) seconds\n set [boomboomstate v] to [2]\n end\n if <(BoomBoomHealth) < [0.1]> then\n broadcast (BossDefeated v)\n set [boomboomstate v] to [5]\n else\n set [boomboomstate v] to [0]\n broadcast (BossStateChange v)\n end\n end\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\nwhen I receive [costumeeverything v]\nif <(BoomBoomState) = [0]> then\n if <(BoomBoomYVelocity) = [0]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\nelse\n if <(BoomBoomState) = [1]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (4)) mod (7)) ) + (4))\n else\n if <(BoomBoomState) = [2]> then\n switch costume to (11 v)\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (4)) ) + (13))\n end\n end\nend\n\nwhen I receive [playerupdated v]\nif <<(BoomBoomState) = [0]> or <(BoomBoomState) = [1]>> then\n switch costume to (hitbox v)\n if <touching (player v)?> then\n if <<not <(BoomBoomYVelocity) = [0]>> or <(BoomBoomState) = [1]>> then\n if <([y position v] of [player v]) > (y position)> then\n set [boomboomstate v] to [2]\n set [boomboomyvelocity v] to [-1]\n change [boomboomhealth v] by (-1)\n set [yvel v] to [18]\n broadcast (BossStateChange v)\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\nend\n\nwhen I receive [fireballhit v]\nswitch costume to (hitbox v)\nif <<<not <(BoomBoomYVelocity) = [0]>> and <(BoomBoomState) = [0]>> or <(BoomBoomState) = [1]>> then\n if <touching (fireballs v)?> then\n set [boomboomstate v] to [2]\n set [boomboomyvelocity v] to [-1]\n change [boomboomhealth v] by (-0.6)\n broadcast (BossStateChange v)\n end\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen flag clicked\nforever\n if <touching (fireballs v)?> then\n broadcast (BossDefeated v)\n end\nend\n\nwhen I receive [bossdefeated v]\nhide\n\n@Larry\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\nif <(Level) = [8]> then\n set [larryx v] to [84]\n set [larryy v] to [-16]\n set [larrystate v] to [0]\n set [larryhealth v] to [3]\n set [larryyvelocity v] to [0]\n broadcast (BossStateChange v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateeverything v]\nif <(Level) = [8]> then\n if <(LarryState) > [-0.1]> then\n switch costume to (hitbox v)\n go to x: (((LarryX) * (28)) + (MapX)) y: (((LarryY) * (28)) + (MapY))\n if <<<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>> and <(LarryState) < [5]>> then\n show\n if <<(LarryState) < [4]> and <not <(LarryState) = [2]>>> then\n change [larryyvelocity v] by ((Gravity) / (4.05))\n change y by ((Gravity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-1))\n FindFloor\n if <not <<(LarryState) = [1.5]> or <(LarryState) = [1]>>> then\n if <(pick random (1) to (15)) = [1]> then\n set [larryyvelocity v] to [14]\n end\n end\n end\n change y by ((LarryYVelocity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((LarryYVelocity) * (-1))\n if <(LarryYVelocity) > [0]> then\n set [larryyvelocity v] to [-1]\n else\n FindFloor\n set [larryyvelocity v] to [0]\n end\n end\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <not <<(LarryState) = [1.5]> or <(LarryState) = [1]>>> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [5]> then\n if <(LarryState) = [0]> then\n move (2) steps\n if <touching (map v)?> then\n move (-2) steps\n end\n else\n move (3) steps\n if <touching (map v)?> then\n move (-3) steps\n end\n end\n end\n end\n set [larryx v] to (((x position) - (MapX)) / (28))\n set [larryy v] to (((y position) - (MapY)) / (28))\n end\n if <(LarryState) = [4]> then\n change y by (0.5)\n if <([abs v] of (x position) ) < [3]> then\n change y by (4)\n else\n if <(x position) > [0]> then\n change x by (-2)\n else\n change x by (2)\n end\n end\n set [larryx v] to (((x position) - (MapX)) / (28))\n set [larryy v] to (((y position) - (MapY)) / (28))\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [bossstatechange v]\nif <(Level) = [8]> then\n if <(LarryState) > [-0.1]> then\n wait until <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>>\n forever\n if <(LarryState) = [0]> then\n wait (1) seconds\n if <(pick random (1) to (2)) = [1]> then\n set [larrystate v] to [1]\n end\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [1]> then\n repeat (3)\n set [larrystate v] to [1.5]\n wait (0.5) seconds\n create clone of (_myself_ v)\n set [larrystate v] to [1]\n wait (0.25) seconds\n end\n set [larrystate v] to [0]\n wait (2) seconds\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [1.5]> then\n set [larrystate v] to (pick random (0) to (1))\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [2]> then\n wait (1) seconds\n if <(LarryHealth) < [0.1]> then\n set [larrystate v] to [4]\n wait (3) seconds\n broadcast (BossDefeated v)\n broadcast (WandAnimation v)\n wait (2) seconds\n hide\n set [larrystate v] to [5]\n else\n set [larrystate v] to [3]\n wait (2) seconds\n set [larrystate v] to [0.5]\n wait (1) seconds\n set [larrystate v] to (pick random (0) to (1))\n broadcast (BossStateChange v)\n end\n end\n end\n end\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\nwhen I receive [costumeeverything v]\nif <(LarryState) > [-0.1]> then\n if <<(LarryState) = [0]> or <(LarryState) = [0.5]>> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (2)) ) + (1))\n else\n if <(LarryState) = [1]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (2)) ) + (1))\n else\n if <(LarryState) = [1.5]> then\n switch costume to (3 v)\n else\n if <(LarryState) = [2]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (5)) ) + (12))\n else\n if <(LarryState) = [4]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (7)) ) + (4))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (5)) ) + (12))\n end\n end\n end\n end\n end\nend\n\nwhen I receive [playerupdated v]\nif <(LarryState) > [-0.1]> then\n if <(LarryState) = [3]> then\n switch costume to (hitbox2 v)\n else\n switch costume to (hitbox v)\n end\n if <touching (player v)?> then\n if <(LarryState) < [2]> then\n if <([y position v] of [player v]) > ((y position) + (3))> then\n set [larrystate v] to [2]\n set [larryyvelocity v] to [-1]\n change [larryhealth v] by (-1)\n set [yvel v] to [18]\n broadcast (BossStateChange v)\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n else\n if <(LarryState) = [3]> then\n if <([y position v] of [player v]) > ((y position) + (1))> then\n set [yvel v] to [14]\n set [xvel v] to (((direction) / (90)) * (3))\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\nelse\n change size by (-50)\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n change size by (50)\nend\n\nwhen I receive [fireballhit v]\nif <<(LarryState) > [-0.1]> and <(LarryState) < [2]>> then\n switch costume to (hitbox v)\n if <touching (fireballs v)?> then\n set [larrystate v] to [2]\n set [larryyvelocity v] to [-1]\n change [larryhealth v] by (-0.25)\n broadcast (BossStateChange v)\n end\n switch costume to (1 v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I start as a clone\npoint towards (player v)\npoint in direction ((round ((direction) / (45))) * (45))\nswitch costume to (18 v)\nset [larrystate v] to [-1]\nrepeat (15)\n move (3) steps\n switch costume to (18 v)\nend\nrepeat (15)\n move (3) steps\n switch costume to (19 v)\nend\nrepeat until <not <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>>>\n move (3) steps\n switch costume to (20 v)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (fireballs v)?> then\n broadcast (BossDefeated v)\n end\nend\n\nwhen I receive [bossdefeated v]\nhide\n\n@Morton\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\nif <(Level) = [14]> then\n set [larryx v] to [84]\n set [larryy v] to [-16]\n set [larrystate v] to [0]\n set [larryhealth v] to [3]\n set [larryyvelocity v] to [0]\n broadcast (BossStateChange v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateeverything v]\nif <(Level) = [14]> then\n if <(LarryState) > [-0.1]> then\n switch costume to (hitbox v)\n go to x: (((LarryX) * (28)) + (MapX)) y: (((LarryY) * (28)) + (MapY))\n if <<<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>> and <(LarryState) < [5]>> then\n show\n if <<(LarryState) < [4]> and <not <(LarryState) = [2]>>> then\n change [larryyvelocity v] by ((Gravity) / (4.05))\n change y by ((Gravity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-1))\n FindFloor\n if <not <<(LarryState) = [1.5]> or <(LarryState) = [1]>>> then\n if <(pick random (1) to (20)) = [1]> then\n set [larryyvelocity v] to [14]\n end\n end\n end\n change y by ((LarryYVelocity) * (1))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((LarryYVelocity) * (-1))\n if <(LarryYVelocity) > [0]> then\n set [larryyvelocity v] to [-1]\n else\n FindFloor\n set [larryyvelocity v] to [0]\n end\n end\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n if <not <<(LarryState) = [1.5]> or <(LarryState) = [1]>>> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) > [5]> then\n if <(LarryState) = [0]> then\n move (2) steps\n if <touching (map v)?> then\n move (-2) steps\n end\n else\n move (3) steps\n if <touching (map v)?> then\n move (-3) steps\n end\n end\n end\n end\n set [larryx v] to (((x position) - (MapX)) / (28))\n set [larryy v] to (((y position) - (MapY)) / (28))\n end\n if <(LarryState) = [4]> then\n change y by (0.5)\n if <([abs v] of (x position) ) < [3]> then\n change y by (4)\n else\n if <(x position) > [0]> then\n change x by (-2)\n else\n change x by (2)\n end\n end\n set [larryx v] to (((x position) - (MapX)) / (28))\n set [larryy v] to (((y position) - (MapY)) / (28))\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [bossstatechange v]\nif <(Level) = [14]> then\n if <(LarryState) > [-0.1]> then\n wait until <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>>\n forever\n if <(LarryState) = [0]> then\n wait (0.5) seconds\n if <(pick random (1) to (3)) = [1]> then\n set [larrystate v] to [0]\n else\n set [larrystate v] to [1]\n end\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [1]> then\n set [larrystate v] to [1.5]\n wait (0.5) seconds\n repeat (3)\n set [larrystate v] to [1]\n wait (0.35) seconds\n change y by (10)\n change x by ((direction) / (9))\n create clone of (_myself_ v)\n change y by (-10)\n change x by ((direction) / (-9))\n end\n set [larrystate v] to [0]\n wait (1) seconds\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [1.5]> then\n set [larrystate v] to (pick random (0) to (1))\n broadcast (BossStateChange v)\n end\n if <(LarryState) = [2]> then\n wait (1) seconds\n if <(LarryHealth) < [0.1]> then\n set [larrystate v] to [4]\n wait (3) seconds\n broadcast (BossDefeated v)\n broadcast (WandAnimation v)\n wait (2) seconds\n hide\n set [larrystate v] to [5]\n else\n set [larrystate v] to [3]\n wait (2) seconds\n set [larrystate v] to [0.5]\n wait (1) seconds\n set [larrystate v] to (pick random (0) to (1))\n broadcast (BossStateChange v)\n end\n end\n end\n end\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\nwhen I receive [costumeeverything v]\nif <(LarryState) > [-0.1]> then\n if <<(LarryState) = [0]> or <(LarryState) = [0.5]>> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (2)) ) + (1))\n else\n if <(LarryState) = [1]> then\n switch costume to (21 v)\n else\n if <(LarryState) = [1.5]> then\n switch costume to (3 v)\n else\n if <(LarryState) = [2]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (5)) ) + (12))\n else\n if <(LarryState) = [4]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (7)) ) + (4))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (5)) ) + (12))\n end\n end\n end\n end\n end\nend\n\nwhen I receive [playerupdated v]\nif <(LarryState) > [-0.1]> then\n if <(LarryState) = [3]> then\n switch costume to (hitbox2 v)\n else\n switch costume to (hitbox v)\n end\n if <touching (player v)?> then\n if <(LarryState) < [2]> then\n if <([y position v] of [player v]) > ((y position) + (3))> then\n set [larrystate v] to [2]\n set [larryyvelocity v] to [-1]\n change [larryhealth v] by (-1)\n set [yvel v] to [18]\n broadcast (BossStateChange v)\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n else\n if <(LarryState) = [3]> then\n if <([y position v] of [player v]) > ((y position) + (1))> then\n set [yvel v] to [14]\n set [xvel v] to (((direction) / (90)) * (3))\n start sound [Stompv2 v]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\nelse\n change size by (-50)\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n change size by (50)\nend\n\nwhen I receive [fireballhit v]\nif <<(LarryState) > [-0.1]> and <(LarryState) < [2]>> then\n switch costume to (hitbox v)\n if <touching (fireballs v)?> then\n set [larrystate v] to [2]\n set [larryyvelocity v] to [-1]\n change [larryhealth v] by (-0.25)\n broadcast (BossStateChange v)\n end\n switch costume to (1 v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I start as a clone\npoint towards (player v)\npoint in direction ((round ((direction) / (45))) * (45))\nswitch costume to (18 v)\nset [larrystate v] to [-1]\nrepeat (10)\n move (3.5) steps\n switch costume to (18 v)\nend\nrepeat (10)\n move (3.5) steps\n switch costume to (19 v)\nend\nrepeat until <not <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>>>\n move (3.5) steps\n switch costume to (20 v)\nend\ndelete this clone\n\nwhen I receive [bossdefeated v]\nchange [bosses beaten v] by (1)\n\nwhen flag clicked\nforever\n if <touching (fireballs v)?> then\n broadcast (BossDefeated v)\n end\nend\n\nwhen I receive [bossdefeated v]\nhide\n\n@WandAnim\n\nwhen I receive [wandanimation v]\nif <(Level) = [4]> then\n go to (boomboom v)\nend\nif <(Level) = [8]> then\n go to (larry v)\nend\nif <(Level) = [14]> then\n go to (morton v)\nend\nif <<<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [179]> and <(y position) > [-189]>>> and <(LarryState) < [5]>> then\n show\nelse\n hide\nend\nswitch costume to (1 v)\nwait (1) seconds\nshow\nset [wandyvel v] to [16]\nrepeat (170)\n if <not <<(y position) < [-30]> and <(WandYVel) < [0]>>> then\n change y by ((WandYVel) * (1))\n change [wandyvel v] by ((Gravity) / (3.1))\n end\n set x to ((x position) / (1.1))\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (8)) ) + (1))\nend\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nset rotation style [left-right v]\n\n@Bullets\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteBulletNo.) > [0]> then\n delete (DeleteBulletNo.) of [bulletdir v]\n delete (DeleteBulletNo.) of [bullettype v]\n delete (DeleteBulletNo.) of [bulletx v]\n delete (DeleteBulletNo.) of [bullety v]\n delete (DeleteBulletNo.) of [allowbulletcollision v]\n set [deletebulletno. v] to [0]\nend\nif <(length of [spawnbulletx v]) > [0]> then\n switch costume to (hitbox v)\n CheckSpawns\nend\nif <(length of [bulletx v]) > [0]> then\n switch costume to (hitbox v)\n FormBullets\nend\n\ndefine CheckSpawns\nshow\nset [bulletno. v] to [0]\nrepeat (length of [spawnbulletx v])\n change [bulletno. v] by (1)\n go to x: (((item (BulletNo.) of [spawnbulletx v]) * (28)) + (MapX)) y: (((item (BulletNo.) of [spawnbullety v]) * (28)) + (MapY))\n if <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>> then\n replace item (BulletNo.) of [spawnbulletcooldown v] with ((item (BulletNo.) of [spawnbulletcooldown v]) - (0.1))\n if <(item (BulletNo.) of [spawnbulletcooldown v]) < [0.01]> then\n start sound [Shot v]\n replace item (BulletNo.) of [spawnbulletcooldown v] with [9]\n add ((item (BulletNo.) of [spawnbulletx v]) + (0.5)) to [bulletx v]\n add (item (BulletNo.) of [spawnbullety v]) to [bullety v]\n add (item (BulletNo.) of [spawnbullettype v]) to [bullettype v]\n add [0] to [allowbulletcollision v]\n if <(item (BulletNo.) of [spawnbullettype v]) = [1]> then\n add (item (BulletNo.) of [spawnbulletdir v]) to [bulletdir v]\n else\n if <([x position v] of [player v]) > (x position)> then\n add [90] to [bulletdir v]\n else\n add [-90] to [bulletdir v]\n end\n end\n end\n end\nend\nset [bulletno. v] to [0]\nhide\n\nwhen I start as a clone\nmove (3) steps\nif <(item (BulletNo.) of [allowbulletcollision v]) = [0]> then\n if <not <touching (map v)?>> then\n replace item (BulletNo.) of [allowbulletcollision v] with [1]\n end\nelse\n if <touching (map v)?> then\n set [deletebulletno. v] to (BulletNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n end\nend\nif <not <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>>> then\n set [deletebulletno. v] to (BulletNo.)\nend\nreplace item (BulletNo.) of [bulletx v] with (((x position) - (MapX)) / (28))\nreplace item (BulletNo.) of [bullety v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [bulletdir v]\ndelete all of [bullettype v]\ndelete all of [bulletx v]\ndelete all of [bullety v]\ndelete all of [spawnbulletdir v]\ndelete all of [spawnbullettype v]\ndelete all of [spawnbulletx v]\ndelete all of [spawnbullety v]\ndelete all of [spawnbulletcooldown v]\ndelete all of [allowbulletcollision v]\nset rotation style [left-right v]\nset [deletebulletno. v] to [0]\nif <(Level) = [8]> then\n AddSpawnPoint [-16] [3] [45] [1]\n AddSpawnPoint [-9] [3] [-45] [1]\n AddSpawnPoint [4] [7] [-135] [1]\n AddSpawnPoint [9] [1] [45] [1]\n AddSpawnPoint [14] [1] [-45] [1]\n AddSpawnPoint [19] [5] [0] [2]\n AddSpawnPoint [37] [6] [0] [2]\n AddSpawnPoint [46] [2] [45] [1]\n AddSpawnPoint [50] [2] [-45] [1]\n AddSpawnPoint [53] [2] [45] [1]\n AddSpawnPoint [57] [2] [-45] [1]\n AddSpawnPoint [60] [5] [0] [2]\n AddSpawnPoint [71] [4] [45] [1]\nend\nif <(Level) = [14]> then\n AddSpawnPoint [-11] [3] [45] [1]\n AddSpawnPoint [0] [9] [-135] [1]\n AddSpawnPoint [0] [6] [0] [2]\n AddSpawnPoint [1] [5] [0] [2]\n AddSpawnPoint [2] [4] [0] [2]\n AddSpawnPoint [14] [9] [-135] [1]\n AddSpawnPoint [17] [6] [-135] [1]\n AddSpawnPoint [22] [2] [0] [2]\n AddSpawnPoint [33] [5] [0] [2]\n AddSpawnPoint [35] [6] [0] [2]\n AddSpawnPoint [37] [7] [0] [2]\n AddSpawnPoint [39] [6] [0] [2]\n AddSpawnPoint [41] [5] [0] [2]\n AddSpawnPoint [50] [5] [0] [2]\n AddSpawnPoint [52] [6] [0] [2]\n AddSpawnPoint [54] [7] [0] [2]\n AddSpawnPoint [56] [6] [0] [2]\n AddSpawnPoint [58] [5] [0] [2]\n AddSpawnPoint [63] [4] [45] [1]\n AddSpawnPoint [66] [5] [45] [1]\n AddSpawnPoint [69] [6] [45] [1]\nend\n\nwhen I receive [costumeeverything v]\nswitch costume to (item (BulletNo.) of [bullettype v])\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(BulletNo.) > [0]> then\n switch costume to (4 v)\n if <<<(Spinning) = [1]> and <<(distance to [player v]) < [42]> and <(distance to [player v]) > [8]>>> and <not <((y position) - (4)) > ([y position v] of [player v])>>> then\n start sound [Stomp v]\n set [deletebulletno. v] to (BulletNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n start sound [Stomp v]\n set [deletebulletno. v] to (BulletNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <([y position v] of [player v]) > ((y position) + (1))> then\n start sound [Stomp v]\n set [deletebulletno. v] to (BulletNo.)\n set [yvel v] to [18]\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine AddSpawnPoint (x) (y) (dir) (type)\nadd (type) to [spawnbullettype v]\nadd (dir) to [spawnbulletdir v]\nadd (x) to [spawnbulletx v]\nadd (y) to [spawnbullety v]\nadd [1] to [spawnbulletcooldown v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [bulletdir v]\ndelete all of [bullettype v]\ndelete all of [bulletx v]\ndelete all of [bullety v]\ndelete all of [spawnbulletdir v]\ndelete all of [spawnbullettype v]\ndelete all of [spawnbulletx v]\ndelete all of [spawnbullety v]\ndelete all of [spawnbulletcooldown v]\ndelete all of [allowbulletcollision v]\nset rotation style [left-right v]\nset [deletebulletno. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (BulletNo.) of [bulletx v]) * (28)) + (MapX)) y: (((item (BulletNo.) of [bullety v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nswitch costume to (4 v)\nif <touching (fireballs v)?> then\n set [deletebulletno. v] to (BulletNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [bulletdir v]\ndelete all of [bullettype v]\ndelete all of [bulletx v]\ndelete all of [bullety v]\ndelete all of [spawnbulletdir v]\ndelete all of [spawnbullettype v]\ndelete all of [spawnbulletx v]\ndelete all of [spawnbullety v]\ndelete all of [spawnbulletcooldown v]\ndelete all of [allowbulletcollision v]\nset rotation style [left-right v]\nset [deletebulletno. v] to [0]\n\ndefine FormBullets\nshow\nset [bulletno. v] to [0]\nrepeat (length of [bulletx v])\n change [bulletno. v] by (1)\n go to x: (((item (BulletNo.) of [bulletx v]) * (28)) + (MapX)) y: (((item (BulletNo.) of [bullety v]) * (28)) + (MapY))\n if <<<(x position) < [235]> and <(x position) > [-235]>> and <<(y position) < [175]> and <(y position) > [-175]>>> then\n point in direction (item (BulletNo.) of [bulletdir v])\n create clone of (_myself_ v)\n end\nend\nset [bulletno. v] to [0]\nhide\n\n@Platforms\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [platformx v]) > [0]> then\n switch costume to (platformhitbox v)\n FormPlatforms\nend\n\nwhen I receive [updateallpositions v]\ngo to x: ((((item (PlatformNo.) of [platformx v]) + (0.5)) * (28)) + (MapX)) y: (((item (PlatformNo.) of [platformy v]) * (28)) + (MapY))\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\ndefine FormPlatforms\nshow\nset [platformno. v] to [0]\nrepeat (length of [platformx v])\n change [platformno. v] by (1)\n go to x: (((item (PlatformNo.) of [platformx v]) * (28)) + (MapX)) y: (((item (PlatformNo.) of [platformy v]) * (28)) + (MapY))\n if <<<(x position) < [268]> and <(x position) > [-268]>> and <<(y position) < [168]> and <(y position) > [-168]>>> then\n show\n else\n hide\n end\n point in direction (item (PlatformNo.) of [platformdir v])\n create clone of (_myself_ v)\nend\nset [platformno. v] to [0]\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ndelete all of [platformx v]\ndelete all of [platformy v]\ndelete all of [platformdir v]\ndelete all of [platformtype v]\ndelete all of [platformspeed v]\ndelete all of [platformrotspeed v]\ndelete all of [platformstatus v]\nif <(Level) = [2]> then\n AddPlatform [92] [6] [90] [S] [1.5] [2] [1]\n AddPlatform [103.5] [6] [-90] [S] [1.5] [2] [1]\n AddPlatform [151.5] [3] [0] [L] [0.35] [2] [0]\nend\nif <(Level) = [3]> then\n AddPlatform [132] [3] [0] [L] [0.29] [2] [0]\nend\nif <(Level) = [5]> then\n AddPlatform [91.5] [7] [0] [L] [0.305] [2] [0]\nend\nif <(Level) = [6]> then\n AddPlatform [100] [7] [90] [C] [2] [2] [1]\n AddPlatform [108] [6] [-90] [S] [3] [2] [1]\n AddPlatform [112] [6] [-90] [S] [3] [2] [1]\n AddPlatform [129.5] [8] [90] [S] [2.25] [2] [1]\nend\nif <(Level) = [12]> then\n AddPlatform [132.5] [7] [0] [C] [1] [2] [0]\n AddPlatform [143.5] [5] [0] [C] [2] [2] [0]\nend\n\ndefine AddPlatform (x) (y) (dir) (type) (rotation) (speed) (status)\nadd (x) to [platformx v]\nadd (y) to [platformy v]\nadd (dir) to [platformdir v]\nadd (type) to [platformtype v]\nadd (rotation) to [platformrotspeed v]\nadd (speed) to [platformspeed v]\nadd (status) to [platformstatus v]\n\nwhen I receive [costumeeverything v]\nswitch costume to (platform v)\n\nwhen I start as a clone\nif <(item (PlatformNo.) of [platformstatus v]) = [1]> then\n if <(item (PlatformNo.) of [platformtype v]) = [S]> then\n turn right (item (PlatformNo.) of [platformrotspeed v]) degrees\n change x by (([sin v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (([cos v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (3)\n if <touching (player v)?> then\n change [playerx v] by (([sin v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change [playery v] by (([cos v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n end\n change y by (-3)\n replace item (PlatformNo.) of [platformx v] with ((item (PlatformNo.) of [platformx v]) + ((([sin v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n replace item (PlatformNo.) of [platformy v] with ((item (PlatformNo.) of [platformy v]) + ((([cos v] of (([floor v] of ((direction) / (90)) ) * (90)) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n else\n if <(item (PlatformNo.) of [platformtype v]) = [L]> then\n turn right (item (PlatformNo.) of [platformrotspeed v]) degrees\n change x by (([sin v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (([cos v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (3)\n if <touching (player v)?> then\n change [playerx v] by (([sin v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n change [playery v] by (([cos v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v]))\n end\n change y by (-3)\n replace item (PlatformNo.) of [platformx v] with ((item (PlatformNo.) of [platformx v]) + ((([sin v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n replace item (PlatformNo.) of [platformy v] with ((item (PlatformNo.) of [platformy v]) + ((([cos v] of ((([floor v] of ((direction) / (180)) ) * (180)) + (90)) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n else\n turn right (item (PlatformNo.) of [platformrotspeed v]) degrees\n change x by (([sin v] of (direction) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (([cos v] of (direction) ) * (item (PlatformNo.) of [platformspeed v]))\n change y by (3)\n if <touching (player v)?> then\n change [playerx v] by (([sin v] of (direction) ) * (item (PlatformNo.) of [platformspeed v]))\n change [playery v] by (([cos v] of (direction) ) * (item (PlatformNo.) of [platformspeed v]))\n end\n change y by (-3)\n replace item (PlatformNo.) of [platformx v] with ((item (PlatformNo.) of [platformx v]) + ((([sin v] of (direction) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n replace item (PlatformNo.) of [platformy v] with ((item (PlatformNo.) of [platformy v]) + ((([cos v] of (direction) ) * (item (PlatformNo.) of [platformspeed v])) / (28)))\n end\n end\n replace item (PlatformNo.) of [platformdir v] with (direction)\nelse\n change y by (3)\n if <touching (player v)?> then\n replace item (PlatformNo.) of [platformstatus v] with [1]\n end\n change y by (-3)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nset rotation style [don't rotate v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\n\n@Worlds\n\nwhen I receive [maptick v]\ngo to x: (-181) y: (163)\nshow\nswitch costume to (World)\nnext costume\nif <(((80) - (distance to [worldplayer v])) * (2)) > [0]> then\n change x by (((80) - (distance to [worldplayer v])) * (-2))\nend\nchange size by ((((350) + (<touching (mouse-pointer v)?> * (25))) - (size)) / (2))\n\nwhen I receive [hidemap v]\nhide\n\nwhen this sprite clicked\nif <(AllowMapChanges) = [1]> then\n set [brightness v] effect to (25)\n stop all sounds\n broadcast (Transition7 v)\n wait (0.1) seconds\n clear graphic effects\n wait (2) seconds\n set [world v] to (costume [number v])\n broadcast (MapChange v)\n stop all sounds\nend\nclear graphic effects\n\nchange [levelscompleted v] by (5)\n\nwhen flag clicked\nset rotation style [don't rotate v]\n\nwhen I receive [mapchange v]\nset size to (350) %\n\n@HammerBros\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteHammerNo.) > [0]> then\n delete (DeleteHammerNo.) of [hammerx v]\n delete (DeleteHammerNo.) of [hammery v]\n delete (DeleteHammerNo.) of [hammerdir v]\n delete (DeleteHammerNo.) of [hammercooldown v]\n delete (DeleteHammerNo.) of [hammertype v]\n set [deletehammerno. v] to [0]\nend\nif <(length of [hammerx v]) > [0]> then\n switch costume to (hitbox v)\n FormHammers\nend\n\ndefine FormHammers\nshow\nset [hammerno. v] to [0]\nrepeat (length of [hammerx v])\n change [hammerno. v] by (1)\n go to x: (((item (HammerNo.) of [hammerx v]) * (28)) + (MapX)) y: (((item (HammerNo.) of [hammery v]) * (28)) + (MapY))\n set rotation style [left-right v]\n if <<(item (HammerNo.) of [hammertype v]) = [1]> or <(item (HammerNo.) of [hammertype v]) = [3]>> then\n switch costume to (hitbox v)\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [182]> and <(y position) > [-172]>>> then\n create clone of (_myself_ v)\n end\n else\n switch costume to (hitbox2 v)\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<<(y position) < [180]> and <(Underground) = [1]>> or <<(y position) > [-180]> and <(Underground) = [0]>>>> then\n point in direction (item (HammerNo.) of [hammerdir v])\n create clone of (_myself_ v)\n end\n end\nend\nset [hammerno. v] to [0]\nhide\n\nwhen I start as a clone\nif <(item (HammerNo.) of [hammertype v]) = [1]> then\n replace item (HammerNo.) of [hammerdir v] with ((item (HammerNo.) of [hammerdir v]) + ((Gravity) / (3.1)))\n replace item (HammerNo.) of [hammercooldown v] with ((item (HammerNo.) of [hammercooldown v]) - (0.1))\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n change y by ((Gravity) * (2))\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((Gravity) * (-2))\n FindFloor\n replace item (HammerNo.) of [hammerdir v] with [0]\n if <<(pick random (1) to (40)) = [1]> and <<(item (HammerNo.) of [hammercooldown v]) < [2.19]> and <(item (HammerNo.) of [hammercooldown v]) > [0.5]>>> then\n replace item (HammerNo.) of [hammerdir v] with [18]\n end\n end\n change y by (item (HammerNo.) of [hammerdir v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((item (HammerNo.) of [hammerdir v]) * (-1))\n if <(item (HammerNo.) of [hammerdir v]) > [0]> then\n replace item (HammerNo.) of [hammerdir v] with [0]\n end\n if <((GlobalCostumeNo.) mod (12)) < [6]> then\n move (1) steps\n YSmoothing\n if <(item (HammerNo.) of [hammerdir v]) = [0]> then\n switch costume to (hitbox3 v)\n if <not <touching (map v)?>> then\n move (-1) steps\n end\n switch costume to (hitbox v)\n end\n if <touching (map v)?> then\n move (-1) steps\n end\n else\n move (-1) steps\n YSmoothing\n if <(item (HammerNo.) of [hammerdir v]) = [0]> then\n switch costume to (hitbox4 v)\n if <not <touching (map v)?>> then\n move (1) steps\n end\n switch costume to (hitbox v)\n end\n if <touching (map v)?> then\n move (1) steps\n end\n end\n if <(item (HammerNo.) of [hammercooldown v]) < [0]> then\n replace item (HammerNo.) of [hammercooldown v] with [4.5]\n add ((((x position) - (MapX)) / (28)) + ((direction) / (-360))) to [hammerx v]\n add ((((y position) - (MapY)) / (28)) + (0.6)) to [hammery v]\n add [2] to [hammertype v]\n add [0] to [hammercooldown v]\n if <(direction) = [90]> then\n add [15] to [hammerdir v]\n else\n add [-15] to [hammerdir v]\n end\n end\nelse\n if <(item (HammerNo.) of [hammertype v]) = [3]> then\n replace item (HammerNo.) of [hammerdir v] with ((item (HammerNo.) of [hammerdir v]) + ((Gravity) / (3.1)))\n replace item (HammerNo.) of [hammercooldown v] with ((item (HammerNo.) of [hammercooldown v]) - (0.1))\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n change y by ((Gravity) * (2))\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((Gravity) * (-2))\n FindFloor\n replace item (HammerNo.) of [hammerdir v] with [0]\n if <<(pick random (1) to (40)) = [1]> and <<(item (HammerNo.) of [hammercooldown v]) < [2.19]> and <(item (HammerNo.) of [hammercooldown v]) > [0.5]>>> then\n replace item (HammerNo.) of [hammerdir v] with [18]\n end\n end\n change y by (item (HammerNo.) of [hammerdir v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((item (HammerNo.) of [hammerdir v]) * (-1))\n if <(item (HammerNo.) of [hammerdir v]) > [0]> then\n replace item (HammerNo.) of [hammerdir v] with [0]\n end\n if <((GlobalCostumeNo.) mod (16)) < [8]> then\n move (1) steps\n YSmoothing\n if <(item (HammerNo.) of [hammerdir v]) = [0]> then\n switch costume to (hitbox3 v)\n if <not <touching (map v)?>> then\n move (-1) steps\n end\n switch costume to (hitbox v)\n end\n if <touching (map v)?> then\n move (-1) steps\n end\n else\n move (-1) steps\n YSmoothing\n if <(item (HammerNo.) of [hammerdir v]) = [0]> then\n switch costume to (hitbox3 v)\n if <not <touching (map v)?>> then\n move (1) steps\n end\n switch costume to (hitbox v)\n end\n if <touching (map v)?> then\n move (1) steps\n end\n end\n if <(item (HammerNo.) of [hammercooldown v]) < [0]> then\n replace item (HammerNo.) of [hammercooldown v] with [4.5]\n add ((((x position) + ((direction) / (18))) - (MapX)) / (28)) to [fireballx v]\n add ((((y position) + (2)) - (MapY)) / (28)) to [firebally v]\n add [3] to [fireballtype v]\n add (direction) to [fireballdir v]\n add [0] to [fireballbounces v]\n end\n else\n if <(item (HammerNo.) of [hammertype v]) = [5]> then\n replace item (HammerNo.) of [hammercooldown v] with ((item (HammerNo.) of [hammercooldown v]) - (0.1))\n replace item (HammerNo.) of [hammerdir v] with ((item (HammerNo.) of [hammerdir v]) + ((Gravity) / (4.1)))\n change y by ((Gravity) * (2))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2))\n FindFloor\n replace item (HammerNo.) of [hammerdir v] with [0]\n end\n if <<(item (HammerNo.) of [hammerdir v]) = [0]> and <<(pick random (1) to (40)) = [1]> and <(item (HammerNo.) of [hammercooldown v]) < [3]>>> then\n replace item (HammerNo.) of [hammerdir v] with [16]\n end\n change y by (item (HammerNo.) of [hammerdir v])\n if <<touching (map v)?> or <<touching (semisolids v)?> and <not <(item (HammerNo.) of [hammerdir v]) > [0]>>>> then\n change y by ((item (HammerNo.) of [hammerdir v]) * (-1))\n if <(item (HammerNo.) of [hammerdir v]) > [0]> then\n replace item (HammerNo.) of [hammerdir v] with [0]\n end\n if <(x position) > ([x position v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n move (1) steps\n YSmoothing\n switch costume to (hitbox3 v)\n if <<not <touching (map v)?>> and <(item (HammerNo.) of [hammerdir v]) = [0]>> then\n move (-1) steps\n else\n switch costume to (hitbox2 v)\n if <touching (map v)?> then\n move (-1) steps\n end\n end\n switch costume to (hitbox2 v)\n if <(item (HammerNo.) of [hammercooldown v]) < [0]> then\n replace item (HammerNo.) of [hammercooldown v] with [10]\n add (((x position) - (MapX)) / (28)) to [hammerx v]\n add ((((y position) - (MapY)) / (28)) + (1)) to [hammery v]\n add [4] to [hammertype v]\n add (direction) to [hammerdir v]\n add [0] to [hammercooldown v]\n end\n else\n if <(item (HammerNo.) of [hammertype v]) = [4]> then\n move (4) steps\n if <not <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> or <(y position) > [-180]>>>> then\n set [deletehammerno. v] to (HammerNo.)\n end\n else\n go [forward v] (1) layers\n if <(direction) > [0]> then\n turn right (6) degrees\n if <(direction) > [150]> then\n point in direction (150)\n end\n else\n turn left (6) degrees\n if <(direction) < [-150]> then\n point in direction (-150)\n end\n end\n change y by (([cos v] of (direction) ) * (6))\n move (5) steps\n replace item (HammerNo.) of [hammerdir v] with (direction)\n if <not <<<(x position) < [240]> and <(x position) > [-240]>> and <<<(y position) < [180]> and <(Underground) = [1]>> or <(y position) > [-180]>>>> then\n set [deletehammerno. v] to (HammerNo.)\n end\n end\n end\n end\nend\nreplace item (HammerNo.) of [hammerx v] with (((x position) - (MapX)) / (28))\nreplace item (HammerNo.) of [hammery v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\nwhen I receive [startgame v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [hammerx v]\ndelete all of [hammery v]\ndelete all of [hammerdir v]\ndelete all of [hammertype v]\ndelete all of [hammercooldown v]\nset rotation style [left-right v]\nset [deletehammerno. v] to [0]\nif <[1] = [1]> then\n delete this clone\nend\nif <(Level) = [2]> then\n AddHammer [125] [6] [1]\nend\nif <(Level) = [6]> then\n AddHammer [86] [3] [1]\nend\nif <(Level) = [9]> then\n AddHammer [27] [5] [3]\n AddHammer [57] [3] [1]\n AddHammer [87] [4] [3]\n AddHammer [108] [4] [1]\n AddHammer [153] [5] [3]\n AddHammer [7] [3] [3]\nend\nif <(Level) = [12]> then\n AddHammer [46] [8] [5]\n AddHammer [38] [5] [5]\n AddHammer [-4] [7] [5]\n AddHammer [73.5] [6] [5]\n AddHammer [66.5] [10] [5]\n AddHammer [178] [5] [5]\n AddHammer [188] [3] [5]\n AddHammer [159] [5] [3]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(item (HammerNo.) of [hammertype v]) = [1]> then\n if <<(item (HammerNo.) of [hammercooldown v]) < [2]> or <(item (HammerNo.) of [hammercooldown v]) = [4.5]>> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (3))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (1))\n end\nelse\n if <(item (HammerNo.) of [hammertype v]) = [3]> then\n if <<(item (HammerNo.) of [hammercooldown v]) < [3]> or <(item (HammerNo.) of [hammercooldown v]) = [4.5]>> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (8))\n else\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (6))\n end\n else\n if <(item (HammerNo.) of [hammertype v]) = [5]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (10))\n if <(item (HammerNo.) of [hammercooldown v]) < [3]> then\n switch costume to (12 v)\n end\n if <(item (HammerNo.) of [hammercooldown v]) < [2]> then\n switch costume to (13 v)\n end\n if <<(item (HammerNo.) of [hammercooldown v]) < [1]> or <(item (HammerNo.) of [hammercooldown v]) = [8]>> then\n switch costume to (14 v)\n end\n else\n if <(item (HammerNo.) of [hammertype v]) = [4]> then\n switch costume to (15 v)\n else\n point in direction (([floor v] of (((GlobalCostumeNo.) * (2.5)) mod (4)) ) * (90))\n switch costume to (5 v)\n set rotation style [all around v]\n end\n end\n end\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(HammerNo.) > [0]> then\n if <<(item (HammerNo.) of [hammertype v]) = [1]> or <<(item (HammerNo.) of [hammertype v]) = [3]> or <(item (HammerNo.) of [hammertype v]) = [5]>>> then\n switch costume to (hitbox v)\n if <<(item (HammerNo.) of [hammertype v]) = [5]> and <not <(item (HammerNo.) of [hammercooldown v]) < [1]>>> then\n switch costume to (hitbox2 v)\n end\n if <<<(Spinning) = [1]> and <<(distance to [player v]) < [42]> and <(distance to [player v]) > [8]>>> and <not <((y position) - (4)) > ([y position v] of [player v])>>> then\n start sound [Stomp v]\n set [deletehammerno. v] to (HammerNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n start sound [Stomp v]\n set [deletehammerno. v] to (HammerNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <<([y position v] of [player v]) > ((y position) + ((1) + (<(item (HammerNo.) of [hammertype v]) = [5]> * (2))))> and <not <<(item (HammerNo.) of [hammertype v]) = [5]> and <(item (HammerNo.) of [hammercooldown v]) < [1]>>>> then\n start sound [Stomp v]\n set [deletehammerno. v] to (HammerNo.)\n set [yvel v] to [18]\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\n end\n else\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\nend\n\ndefine AddHammer (x) (y) (type)\nadd (x) to [hammerx v]\nadd (y) to [hammery v]\nadd (type) to [hammertype v]\nadd [0] to [hammerdir v]\nadd [1] to [hammercooldown v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [hammerx v]\ndelete all of [hammery v]\ndelete all of [hammerdir v]\ndelete all of [hammertype v]\ndelete all of [hammercooldown v]\nset rotation style [left-right v]\nset [deletehammerno. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (HammerNo.) of [hammerx v]) * (28)) + (MapX)) y: (((item (HammerNo.) of [hammery v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nif <<(item (HammerNo.) of [hammertype v]) = [1]> or <(item (HammerNo.) of [hammertype v]) = [3]>> then\n switch costume to (hitbox v)\nelse\n switch costume to (hitbox2 v)\nend\nif <touching (fireballs v)?> then\n set [deletehammerno. v] to (HammerNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\n\ngo to x: (500) y: (-500)\n\n@Goombas\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteGoombaNo.) > [0]> then\n start sound [Stomp v]\n delete (DeleteGoombaNo.) of [goombax v]\n delete (DeleteGoombaNo.) of [goombay v]\n delete (DeleteGoombaNo.) of [goombadir v]\n set [deletegoombano. v] to [0]\nend\nif <(length of [goombax v]) > [0]> then\n switch costume to (5 v)\n FormGoombas\nend\n\ndefine FormGoombas\nshow\nset [goombano. v] to [0]\nrepeat (length of [goombax v])\n change [goombano. v] by (1)\n go to x: (((item (GoombaNo.) of [goombax v]) * (28)) + (MapX)) y: (((item (GoombaNo.) of [goombay v]) * (28)) + (MapY))\n if <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>> then\n point in direction (item (GoombaNo.) of [goombadir v])\n create clone of (_myself_ v)\n end\nend\nset [goombano. v] to [0]\nhide\n\nwhen I start as a clone\nchange y by ((Gravity) * (2))\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2))\n FindFloor\nend\nmove (1) steps\nYSmoothing\nif <touching (map v)?> then\n turn right (180) degrees\n move (2) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (1) steps\n end\n replace item (GoombaNo.) of [goombadir v] with (direction)\nend\nreplace item (GoombaNo.) of [goombax v] with (((x position) - (MapX)) / (28))\nreplace item (GoombaNo.) of [goombay v] with (((y position) - (MapY)) / (28))\nchange y by (-1)\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [goombax v]\ndelete all of [goombay v]\ndelete all of [goombadir v]\nset rotation style [left-right v]\nset [deletegoombano. v] to [0]\nif <(Level) = [1]> then\n AddGoomba [-14] [2] [-90]\n AddGoomba [6] [10] [90]\n AddGoomba [60] [8] [-90]\n AddGoomba [50] [9] [90]\n AddGoomba [108] [11] [-90]\n AddGoomba [146] [6] [-90]\n AddGoomba [181] [2] [90]\nend\nif <(Level) = [4]> then\n AddGoomba [28] [2] [-90]\n AddGoomba [26] [2] [-90]\n AddGoomba [24] [2] [-90]\nend\nif <(Level) = [5]> then\n AddGoomba [15] [-13] [-90]\n AddGoomba [17] [-13] [-90]\n AddGoomba [19] [-13] [-90]\nend\nif <(Level) = [6]> then\n AddGoomba [14] [9] [-90]\n AddGoomba [125] [9] [-90]\n AddGoomba [165] [13] [-90]\nend\nif <(Level) = [7]> then\n AddGoomba [-14] [1] [-90]\n AddGoomba [3] [1] [-90]\n AddGoomba [19] [2] [-90]\n AddGoomba [24] [2] [-90]\n AddGoomba [29] [2] [-90]\n AddGoomba [31] [2] [-90]\nend\nif <(Level) = [9]> then\n AddGoomba [180] [4] [-90]\n AddGoomba [178] [4] [-90]\n AddGoomba [176] [4] [-90]\nend\nif <(Level) = [12]> then\n AddGoomba [18] [3] [-90]\n AddGoomba [21] [3] [-90]\n AddGoomba [24] [3] [-90]\nend\nif <(Level) = [13]> then\n AddGoomba [134] [0] [-90]\n AddGoomba [130] [0] [-90]\n AddGoomba [126] [0] [-90]\n AddGoomba [122] [0] [-90]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nswitch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (1))\nif <(GoombaNo.) = (DeleteGoombaNo.)> then\n switch costume to (3 v)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(GoombaNo.) > [0]> then\n switch costume to (4 v)\n if <<<(Spinning) = [1]> and <<(distance to [player v]) < [42]> and <(distance to [player v]) > [8]>>> and <not <((y position) - (4)) > ([y position v] of [player v])>>> then\n set [deletegoombano. v] to (GoombaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n set [deletegoombano. v] to (GoombaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <([y position v] of [player v]) > ((y position) + (1))> then\n set [deletegoombano. v] to (GoombaNo.)\n set [yvel v] to [18]\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine AddGoomba (x) (y) (dir)\nadd (dir) to [goombadir v]\nadd (x) to [goombax v]\nadd (y) to [goombay v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [goombax v]\ndelete all of [goombay v]\ndelete all of [goombadir v]\nset rotation style [left-right v]\nset [deletegoombano. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (GoombaNo.) of [goombax v]) * (28)) + (MapX)) y: (((item (GoombaNo.) of [goombay v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nswitch costume to (4 v)\nif <touching (fireballs v)?> then\n set [deletegoombano. v] to (GoombaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [goombax v]\ndelete all of [goombay v]\ndelete all of [goombadir v]\nset rotation style [left-right v]\nset [deletegoombano. v] to [0]\n\n@Boos\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [boox v]) > [0]> then\n switch costume to (3 v)\n FormBoos\nend\n\ndefine FormBoos\nshow\nset [boono. v] to [0]\nrepeat (length of [boox v])\n change [boono. v] by (1)\n go to x: (((item (BooNo.) of [boox v]) * (28)) + (MapX)) y: (((item (BooNo.) of [booy v]) * (28)) + (MapY))\n if <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>> then\n create clone of (_myself_ v)\n end\nend\nset [boono. v] to [0]\nhide\n\nwhen I start as a clone\npoint towards (player v)\nif <(x position) > ([x position v] of [player v])> then\n if <not <([direction v] of [player v]) = [90]>> then\n move (1) steps\n replace item (BooNo.) of [boox v] with (((x position) - (MapX)) / (28))\n replace item (BooNo.) of [booy v] with (((y position) - (MapY)) / (28))\n if <(pick random (1) to (120)) = [1]> then\n start sound [Boo v]\n end\n end\nelse\n if <([direction v] of [player v]) = [90]> then\n move (1) steps\n replace item (BooNo.) of [boox v] with (((x position) - (MapX)) / (28))\n replace item (BooNo.) of [booy v] with (((y position) - (MapY)) / (28))\n if <(pick random (1) to (120)) = [1]> then\n start sound [Boo v]\n end\n end\nend\nchange y by (([sin v] of ((GlobalCostumeNo.) * (56)) ) * (4))\nchange y by (-1)\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [boox v]\ndelete all of [booy v]\nset rotation style [left-right v]\nif <(Level) = [5]> then\n AddBoo [-16] [7]\n AddBoo [-17] [8]\n AddBoo [5] [7]\n AddBoo [4] [8]\n AddBoo [27] [4]\n AddBoo [28] [5]\n AddBoo [27] [6]\n AddBoo [29] [-11]\n AddBoo [33] [-10]\n AddBoo [11.5] [-3]\n AddBoo [12] [-4]\n AddBoo [22] [-13]\n AddBoo [0] [-13]\n AddBoo [0] [-15]\n AddBoo [141] [7]\n AddBoo [142] [6]\n AddBoo [157] [15]\n AddBoo [158] [14]\n AddBoo [180] [2]\n AddBoo [190] [12]\n AddBoo [122] [12]\n AddBoo [127] [12]\n AddBoo [132] [12]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(x position) > ([x position v] of [player v])> then\n if <([direction v] of [player v]) = [90]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\nelse\n if <([direction v] of [player v]) = [90]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(BooNo.) > [0]> then\n if <touching (player v)?> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\nend\n\ndefine AddBoo (x) (y)\nadd (x) to [boox v]\nadd (y) to [booy v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [boox v]\ndelete all of [booy v]\nset rotation style [left-right v]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (BooNo.) of [boox v]) * (28)) + (MapX)) y: (((item (BooNo.) of [booy v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\n@PiranhaPlants\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [planty v]\ndelete all of [plantx v]\ndelete all of [plantdir v]\ndelete all of [plantstate v]\nset rotation style [left-right v]\nset [deleteplantno. v] to [0]\nif <(Level) = [2]> then\n AddPlant [80] [3.85] [-90] [150]\nend\nif <(Level) = [3]> then\n AddPlant [-7] [-20.15] [-90] [-150]\n AddPlant [14] [-13.15] [-90] [-150]\n AddPlant [10] [-4.85] [90] [-150]\n AddPlant [18] [-4.85] [90] [-150]\n AddPlant [99] [-17.15] [-90] [-150]\n AddPlant [112] [-17.15] [-90] [-150]\n AddPlant [139] [-1.15] [-90] [-150]\n AddPlant [149] [-1.15] [-90] [-150]\n AddPlant [159] [-1.15] [-90] [-150]\n AddPlant [172] [-1.15] [-90] [-150]\nend\nif <(Level) = [4]> then\n AddPlant [53] [13.15] [90] [-150]\n AddPlant [55] [11.15] [90] [-150]\n AddPlant [57] [9.15] [90] [-150]\n AddPlant [59] [7.15] [90] [-150]\nend\nif <(Level) = [7]> then\n AddPlant [-7] [1.85] [-90] [-150]\n AddPlant [83] [0.85] [-90] [150]\n AddPlant [87] [1.85] [-90] [-150]\n AddPlant [112] [17.85] [-90] [-150]\n AddPlant [116] [0.85] [-90] [150]\nend\nif <(Level) = [10]> then\n AddPlant [160] [4.85] [-90] [150]\n AddPlant [168] [4.85] [-90] [-150]\n AddPlant [176] [2.85] [-90] [150]\n AddPlant [186] [1.85] [-90] [150]\nend\nif <(Level) = [11]> then\n AddPlant [34] [3.85] [-90] [150]\n AddPlant [40] [3.85] [-90] [150]\n AddPlant [46] [4.85] [-90] [150]\n AddPlant [46] [12.15] [90] [150]\n AddPlant [53] [3.85] [-90] [150]\n AddPlant [53] [12.15] [90] [150]\n AddPlant [59] [4.85] [-90] [-150]\n AddPlant [59] [13.15] [90] [-150]\nend\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [planty v]\ndelete all of [plantx v]\ndelete all of [plantdir v]\ndelete all of [plantstate v]\nset rotation style [left-right v]\nset [deleteplantno. v] to [0]\n\ndefine AddPlant (x) (y) (dir) (state)\nadd (dir) to [plantdir v]\nadd (x) to [plantx v]\nadd (y) to [planty v]\nadd (state) to [plantstate v]\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeletePlantNo.) > [0]> then\n start sound [Stomp v]\n delete (DeletePlantNo.) of [plantx v]\n delete (DeletePlantNo.) of [planty v]\n delete (DeletePlantNo.) of [plantdir v]\n delete (DeletePlantNo.) of [plantstate v]\n set [deleteplantno. v] to [0]\nend\nif <(length of [plantx v]) > [0]> then\n FormPlants\nend\n\nwhen I receive [playerupdated v]\nif <(item (PlantNo.) of [plantdir v]) = [90]> then\n switch costume to (hitbox2 v)\nelse\n switch costume to (hitbox v)\nend\nif <touching (player v)?> then\n if <<(Statue) = [1]> and <not <(YVel) = [0]>>> then\n set [deleteplantno. v] to (PlantNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\nend\n\nwhen I receive [updateallpositions v]\nif <(item (PlantNo.) of [plantdir v]) = [90]> then\n switch costume to (hitbox2 v)\nelse\n switch costume to (hitbox v)\nend\ngo to x: (((item (PlantNo.) of [plantx v]) * (28)) + (MapX)) y: (((item (PlantNo.) of [planty v]) * (28)) + (MapY))\npoint in direction (item (PlantNo.) of [plantdir v])\nif <(item (PlantNo.) of [plantstate v]) < [0]> then\n if <(item (PlantNo.) of [plantstate v]) > [-30]> then\n turn right (90) degrees\n move (([abs v] of (item (PlantNo.) of [plantstate v]) ) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-60]> then\n turn right (90) degrees\n move (60) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-90]> then\n turn right (90) degrees\n move (60) steps\n move (((item (PlantNo.) of [plantstate v]) + (60)) * (2)) steps\n turn left (90) degrees\n end\n end\n end\n point towards (player v)\n point in direction (([floor v] of ((direction) / (90)) ) * (90))\n turn right (45) degrees\nelse\n if <(item (PlantNo.) of [plantstate v]) < [30]> then\n turn right (90) degrees\n move (([abs v] of (item (PlantNo.) of [plantstate v]) ) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [60]> then\n turn right (90) degrees\n move (60) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [90]> then\n turn right (90) degrees\n move (60) steps\n move (((item (PlantNo.) of [plantstate v]) - (60)) * (-2)) steps\n turn left (90) degrees\n end\n end\n end\nend\nchange y by (-1)\n\ndefine FormPlants\nshow\nset [plantno. v] to [0]\nrepeat (length of [plantx v])\n change [plantno. v] by (1)\n if <(item (PlantNo.) of [plantdir v]) = [90]> then\n switch costume to (hitbox2 v)\n else\n switch costume to (hitbox v)\n end\n go to x: (((item (PlantNo.) of [plantx v]) * (28)) + (MapX)) y: (((item (PlantNo.) of [planty v]) * (28)) + (MapY))\n if <(item (PlantNo.) of [plantdir v]) = [90]> then\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [208]> and <(y position) > [-182]>>> then\n point in direction (item (PlantNo.) of [plantdir v])\n create clone of (_myself_ v)\n end\n else\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [182]> and <(y position) > [-208]>>> then\n point in direction (item (PlantNo.) of [plantdir v])\n create clone of (_myself_ v)\n end\n end\nend\nset [plantno. v] to [0]\nhide\n\nwhen I start as a clone\nif <(item (PlantNo.) of [plantstate v]) < [0]> then\n replace item (PlantNo.) of [plantstate v] with ((item (PlantNo.) of [plantstate v]) - (1))\n if <(item (PlantNo.) of [plantstate v]) > [-30]> then\n turn right (90) degrees\n move (([abs v] of (item (PlantNo.) of [plantstate v]) ) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-60]> then\n turn right (90) degrees\n move (60) steps\n if <(item (PlantNo.) of [plantstate v]) = [-45]> then\n point towards (player v)\n point in direction (([floor v] of ((direction) / (90)) ) * (90))\n turn right (45) degrees\n add ((((x position) + (([sin v] of ((item (PlantNo.) of [plantdir v]) + (90)) ) * (28))) - (MapX)) / (28)) to [fireballx v]\n add ((((y position) + (([cos v] of ((item (PlantNo.) of [plantdir v]) + (90)) ) * (28))) - (MapY)) / (28)) to [firebally v]\n add [2] to [fireballtype v]\n add (direction) to [fireballdir v]\n add [0] to [fireballbounces v]\n go to x: (((item (PlantNo.) of [plantx v]) * (28)) + (MapX)) y: (((item (PlantNo.) of [planty v]) * (28)) + (MapY))\n point in direction (item (PlantNo.) of [plantdir v])\n turn right (90) degrees\n move (60) steps\n end\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-90]> then\n turn right (90) degrees\n move (60) steps\n move (((item (PlantNo.) of [plantstate v]) + (60)) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) > [-150]> then\n end\n end\n end\n point towards (player v)\n point in direction (([floor v] of ((direction) / (90)) ) * (90))\n turn right (45) degrees\nelse\n replace item (PlantNo.) of [plantstate v] with ((item (PlantNo.) of [plantstate v]) + (1))\n if <(item (PlantNo.) of [plantstate v]) < [30]> then\n turn right (90) degrees\n move (([abs v] of (item (PlantNo.) of [plantstate v]) ) * (2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [60]> then\n turn right (90) degrees\n move (60) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [90]> then\n turn right (90) degrees\n move (60) steps\n move (((item (PlantNo.) of [plantstate v]) - (60)) * (-2)) steps\n turn left (90) degrees\n else\n if <(item (PlantNo.) of [plantstate v]) < [150]> then\n end\n end\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(item (PlantNo.) of [plantstate v]) < [0]> then\n if <(item (PlantNo.) of [plantdir v]) = [90]> then\n if <([abs v] of (direction) ) < [90]> then\n switch costume to (6 v)\n if <<(item (PlantNo.) of [plantstate v]) > [-55]> and <not <(item (PlantNo.) of [plantstate v]) > [-35]>>> then\n switch costume to (5 v)\n end\n else\n switch costume to (8 v)\n if <<(item (PlantNo.) of [plantstate v]) > [-60]> and <not <(item (PlantNo.) of [plantstate v]) > [-30]>>> then\n switch costume to (7 v)\n end\n end\n else\n if <([abs v] of (direction) ) < [90]> then\n switch costume to (4 v)\n if <<(item (PlantNo.) of [plantstate v]) > [-60]> and <not <(item (PlantNo.) of [plantstate v]) > [-30]>>> then\n switch costume to (3 v)\n end\n else\n switch costume to (2 v)\n if <<(item (PlantNo.) of [plantstate v]) > [-55]> and <not <(item (PlantNo.) of [plantstate v]) > [-35]>>> then\n switch costume to (1 v)\n end\n end\n end\nelse\n set rotation style [all around v]\n turn right (180) degrees\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (3)) mod (2)) ) + (9))\nend\n\nreplace item (PlantNo.) of [koopax v] with (((x position) - (MapX)) / (28))\nreplace item (PlantNo.) of [koopay v] with (((y position) - (MapY)) / (28))\n\nwhen I receive [fireballhit v]\nif <(PlantNo.) > [0]> then\n if <(item (PlantNo.) of [plantdir v]) = [90]> then\n switch costume to (hitbox2 v)\n else\n switch costume to (hitbox v)\n end\n if <<touching (fireballs v)?> and <not <<(item (PlantNo.) of [plantstate v]) > [-47]> and <not <(item (PlantNo.) of [plantstate v]) > [-45]>>>>> then\n set [deleteplantno. v] to (PlantNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n end\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [planty v]\ndelete all of [plantx v]\ndelete all of [plantdir v]\ndelete all of [plantstate v]\nset rotation style [all around v]\nset [deletegoombano. v] to [0]\n\n@Koopas\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteKoopaNo.) > [0]> then\n start sound [Stomp v]\n delete (DeleteKoopaNo.) of [koopax v]\n delete (DeleteKoopaNo.) of [koopay v]\n delete (DeleteKoopaNo.) of [koopadir v]\n delete (DeleteKoopaNo.) of [koopastate v]\n delete (DeleteKoopaNo.) of [koopatype v]\n delete (DeleteKoopaNo.) of [koopayvelocity v]\n set [deletekoopano. v] to [0]\nend\nif <(length of [koopax v]) > [0]> then\n switch costume to (hitbox v)\n FormKoopas\nend\n\ndefine FormKoopas\nshow\nset [koopano. v] to [0]\nrepeat (length of [koopax v])\n change [koopano. v] by (1)\n go to x: (((item (KoopaNo.) of [koopax v]) * (28)) + (MapX)) y: (((item (KoopaNo.) of [koopay v]) * (28)) + (MapY))\n if <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>> then\n point in direction (item (KoopaNo.) of [koopadir v])\n if <(item (KoopaNo.) of [koopastate v]) > [1]> then\n switch costume to (shellmove v)\n else\n switch costume to (fullmove v)\n end\n create clone of (_myself_ v)\n end\nend\nset [koopano. v] to [0]\nhide\n\nwhen I start as a clone\nif <<(item (KoopaNo.) of [koopastate v]) = [0]> and <(item (KoopaNo.) of [koopatype v]) = [R]>> then\n change y by (([sin v] of ((GlobalCostumeNo.) * (20)) ) * (48))\nend\nif <<(item (KoopaNo.) of [koopastate v]) > [0]> or <<(item (KoopaNo.) of [koopastate v]) = [0]> and <(item (KoopaNo.) of [koopatype v]) = [G]>>> then\n change y by ((Gravity) * (2))\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((Gravity) * (-2))\n FindFloor\n if <(item (KoopaNo.) of [koopayvelocity v]) < [-20]> then\n replace item (KoopaNo.) of [koopayvelocity v] with [16]\n end\n if <<(item (KoopaNo.) of [koopastate v]) = [1]> and <(item (KoopaNo.) of [koopatype v]) = [R]>> then\n switch costume to (rscan v)\n if <not <<touching (map v)?> or <touching (semisolids v)?>>> then\n turn right (180) degrees\n replace item (KoopaNo.) of [koopadir v] with (direction)\n end\n if <(item (KoopaNo.) of [koopastate v]) > [1]> then\n switch costume to (shellmove v)\n else\n switch costume to (fullmove v)\n end\n end\n end\n if <<(item (KoopaNo.) of [koopastate v]) = [0]> and <(item (KoopaNo.) of [koopatype v]) = [G]>> then\n replace item (KoopaNo.) of [koopayvelocity v] with ((item (KoopaNo.) of [koopayvelocity v]) - (0.5))\n change y by (item (KoopaNo.) of [koopayvelocity v])\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by ((item (KoopaNo.) of [koopayvelocity v]) * (-1))\n if <(item (KoopaNo.) of [koopayvelocity v]) > [0]> then\n FindCeiling\n else\n FindFloor\n end\n end\n end\n if <<<(item (KoopaNo.) of [koopastate v]) = [1]> or <(item (KoopaNo.) of [koopastate v]) = [3]>> or <<(item (KoopaNo.) of [koopastate v]) = [0]> and <(item (KoopaNo.) of [koopatype v]) = [G]>>> then\n move ((1) + (<(item (KoopaNo.) of [koopastate v]) = [3]> * (4))) steps\n YSmoothing\n if <touching (map v)?> then\n turn right (180) degrees\n move ((2) + (<(item (KoopaNo.) of [koopastate v]) = [3]> * (8))) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move ((1) + (<(item (KoopaNo.) of [koopastate v]) = [3]> * (4))) steps\n end\n replace item (KoopaNo.) of [koopadir v] with (direction)\n end\n end\n replace item (KoopaNo.) of [koopax v] with (((x position) - (MapX)) / (28))\n replace item (KoopaNo.) of [koopay v] with (((y position) - (MapY)) / (28))\nend\nchange y by (-1)\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [koopax v]\ndelete all of [koopay v]\ndelete all of [koopadir v]\ndelete all of [koopastate v]\ndelete all of [koopatype v]\ndelete all of [koopayvelocity v]\nset rotation style [left-right v]\nset [deletekoopano. v] to [0]\nif <(Level) = [1]> then\n AddKoopa [-11] [5] [90] [1] [G]\n AddKoopa [9] [7] [90] [1] [R]\n AddKoopa [70] [5] [-90] [1] [R]\n AddKoopa [131] [6] [-90] [1] [R]\n AddKoopa [162] [8] [-90] [1] [R]\nend\nif <(Level) = [2]> then\n AddKoopa [9] [2] [-90] [0] [G]\n AddKoopa [36] [3] [-90] [1] [R]\n AddKoopa [59] [4] [-90] [0] [G]\n AddKoopa [61] [4] [-90] [0] [G]\n AddKoopa [160] [4] [-90] [0] [R]\n AddKoopa [164] [4] [-90] [0] [R]\n AddKoopa [180] [4] [-90] [0] [R]\n AddKoopa [184] [4] [-90] [0] [R]\nend\nif <(Level) = [3]> then\n AddKoopa [154] [2] [-90] [0] [R]\n AddKoopa [116] [3] [90] [0] [G]\n AddKoopa [118] [3] [90] [0] [G]\nend\nif <(Level) = [6]> then\n AddKoopa [0] [12] [-90] [0] [G]\n AddKoopa [34] [5] [-90] [0] [R]\n AddKoopa [65] [9] [-90] [0] [G]\n AddKoopa [78] [12] [-90] [1] [G]\nend\nif <(Level) = [7]> then\n AddKoopa [5] [3] [90] [1] [R]\n AddKoopa [53.5] [7] [-90] [0] [G]\n AddKoopa [56.5] [7] [-90] [0] [G]\n AddKoopa [59.5] [7] [-90] [0] [G]\n AddKoopa [62.5] [1] [-90] [1] [G]\n AddKoopa [101] [3] [-90] [1] [R]\nend\nif <(Level) = [11]> then\n AddKoopa [25] [11] [90] [1] [R]\nend\nif <(Level) = [13]> then\n AddKoopa [169] [5] [-90] [1] [R]\n AddKoopa [173] [5] [-90] [1] [R]\n AddKoopa [177] [5] [-90] [1] [R]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nif <(item (KoopaNo.) of [koopastate v]) = [0]> then\n switch costume to (join (([floor v] of (((GlobalCostumeNo.) * (3)) mod (4)) ) + (11)) (item (KoopaNo.) of [koopatype v]))\nend\nif <(item (KoopaNo.) of [koopastate v]) = [1]> then\n switch costume to (join (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (1)) (item (KoopaNo.) of [koopatype v]))\nend\nif <(item (KoopaNo.) of [koopastate v]) = [2]> then\n switch costume to (join [3] (item (KoopaNo.) of [koopatype v]))\nend\nif <(item (KoopaNo.) of [koopastate v]) = [3]> then\n switch costume to (join (([floor v] of (((GlobalCostumeNo.) * (3)) mod (7)) ) + (3)) (item (KoopaNo.) of [koopatype v]))\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(item (KoopaNo.) of [koopastate v]) > [1]> then\n switch costume to (shell v)\nelse\n switch costume to (full v)\nend\nif <<<(Spinning) = [1]> and <<(distance to [player v]) < [42]> and <(distance to [player v]) > [8]>>> and <not <((y position) - (4)) > ([y position v] of [player v])>>> then\n set [deletekoopano. v] to (KoopaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nelse\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n set [deletekoopano. v] to (KoopaNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <(item (KoopaNo.) of [koopastate v]) = [2]> then\n replace item (KoopaNo.) of [koopastate v] with [3]\n point in direction ([direction v] of [player v])\n replace item (KoopaNo.) of [koopadir v] with (direction)\n move (2) steps\n replace item (KoopaNo.) of [koopax v] with (((x position) - (MapX)) / (28))\n replace item (KoopaNo.) of [koopay v] with (((y position) - (MapY)) / (28))\n set [yvel v] to [18]\n start sound [Kick v]\n else\n if <([y position v] of [player v]) > ((y position) + (1))> then\n if <(item (KoopaNo.) of [koopastate v]) = [1]> then\n replace item (KoopaNo.) of [koopastate v] with [2]\n start sound [Stomp v]\n end\n if <(item (KoopaNo.) of [koopastate v]) = [3]> then\n replace item (KoopaNo.) of [koopastate v] with [2]\n start sound [Stomp v]\n end\n if <(item (KoopaNo.) of [koopastate v]) = [0]> then\n if <<(item (KoopaNo.) of [koopayvelocity v]) > [-1]> and <(item (KoopaNo.) of [koopatype v]) = [G]>> then\n replace item (KoopaNo.) of [koopay v] with ((((y position) - (12)) - (MapY)) / (28))\n else\n replace item (KoopaNo.) of [koopay v] with (((y position) - (MapY)) / (28))\n end\n replace item (KoopaNo.) of [koopastate v] with [1]\n start sound [Stomp v]\n end\n set [yvel v] to [18]\n else\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\n end\n end\nend\n\ndefine AddKoopa (x) (y) (dir) (state) (colour)\nadd (state) to [koopastate v]\nadd (dir) to [koopadir v]\nadd (x) to [koopax v]\nadd (y) to [koopay v]\nadd (colour) to [koopatype v]\nadd [0] to [koopayvelocity v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [koopax v]\ndelete all of [koopay v]\ndelete all of [koopadir v]\ndelete all of [koopastate v]\ndelete all of [koopatype v]\ndelete all of [koopayvelocity v]\nset rotation style [left-right v]\nset [deletekoopano. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (KoopaNo.) of [koopax v]) * (28)) + (MapX)) y: (((item (KoopaNo.) of [koopay v]) * (28)) + (MapY))\nchange y by (-1)\n\ndefine FindCeiling\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nif <(KoopaNo.) > [0]> then\n if <(item (KoopaNo.) of [koopastate v]) > [1]> then\n switch costume to (shell v)\n else\n switch costume to (full2 v)\n end\n if <touching (fireballs v)?> then\n set [deletekoopano. v] to (KoopaNo.)\n end\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [koopax v]\ndelete all of [koopay v]\ndelete all of [koopadir v]\ndelete all of [koopastate v]\ndelete all of [koopatype v]\ndelete all of [koopayvelocity v]\nset rotation style [left-right v]\nset [deletekoopano. v] to [0]\n\n@CheepCheep\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(DeleteCheepNo.) > [0]> then\n start sound [Stomp v]\n delete (DeleteCheepNo.) of [cheepx v]\n delete (DeleteCheepNo.) of [cheepy v]\n delete (DeleteCheepNo.) of [cheepdir v]\n delete (DeleteCheepNo.) of [cheeptype v]\n delete (DeleteCheepNo.) of [cheepvelocity v]\n set [deletecheepno. v] to [0]\nend\nif <(length of [cheepx v]) > [0]> then\n switch costume to (movementhitbox v)\n FormCheeps\nend\n\ndefine FormCheeps\nshow\nset [cheepno. v] to [0]\nrepeat (length of [cheepx v])\n change [cheepno. v] by (1)\n go to x: (((item (CheepNo.) of [cheepx v]) * (28)) + (MapX)) y: (((item (CheepNo.) of [cheepy v]) * (28)) + (MapY))\n if <<<(x position) < [230]> and <(x position) > [-230]>> and <<(y position) < [175]> and <(y position) > [-172]>>> then\n point in direction (item (CheepNo.) of [cheepdir v])\n create clone of (_myself_ v)\n end\nend\nset [cheepno. v] to [0]\nhide\n\nwhen I start as a clone\nif <(item (CheepNo.) of [cheeptype v]) = [C]> then\n move (1) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (2) steps\n if <touching (map v)?> then\n turn right (180) degrees\n move (1) steps\n end\n replace item (CheepNo.) of [cheepdir v] with (direction)\n end\n replace item (CheepNo.) of [cheepx v] with (((x position) - (MapX)) / (28))\n replace item (CheepNo.) of [cheepy v] with (((y position) - (MapY)) / (28))\n change y by (-1)\n change y by (([sin v] of ((GlobalCostumeNo.) * (56)) ) * (4))\nelse\n if <(item (CheepNo.) of [cheepvelocity v]) < [0]> then\n if <([y position v] of [player v]) > (y position)> then\n replace item (CheepNo.) of [cheepvelocity v] with ((item (CheepNo.) of [cheepvelocity v]) - (0.2))\n end\n else\n replace item (CheepNo.) of [cheepvelocity v] with ((item (CheepNo.) of [cheepvelocity v]) - (0.2))\n end\n if <(item (CheepNo.) of [cheepvelocity v]) < [0]> then\n change y by (-1)\n end\n if <<(item (CheepNo.) of [cheepvelocity v]) < [-5]> and <([y position v] of [player v]) > (y position)>> then\n point towards (player v)\n point in direction (([floor v] of ((direction) / (90)) ) * (90))\n turn right (45) degrees\n replace item (CheepNo.) of [cheepdir v] with (direction)\n replace item (CheepNo.) of [cheepvelocity v] with [6]\n end\n if <(item (CheepNo.) of [cheepvelocity v]) > [0]> then\n move (item (CheepNo.) of [cheepvelocity v]) steps\n end\n replace item (CheepNo.) of [cheepx v] with (((x position) - (MapX)) / (28))\n replace item (CheepNo.) of [cheepy v] with (((y position) - (MapY)) / (28))\n change y by (-1)\nend\n\nwhen I receive [startgame v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [cheepx v]\ndelete all of [cheepy v]\ndelete all of [cheepdir v]\ndelete all of [cheeptype v]\ndelete all of [cheepvelocity v]\nset rotation style [left-right v]\nset [deletecheepno. v] to [0]\nif <(Level) = [3]> then\n AddCheep [-21] [-12] [90] [C]\n AddCheep [-19] [-12] [90] [C]\n AddCheep [-17] [-12] [90] [C]\n AddCheep [-21] [-10.5] [90] [C]\n AddCheep [-19] [-10.5] [90] [C]\n AddCheep [-17] [-10.5] [90] [C]\n AddCheep [19] [-9.5] [90] [C]\n AddCheep [19] [-11] [90] [C]\n AddCheep [19] [-12.5] [90] [C]\n AddCheep [21] [-10] [90] [C]\n AddCheep [21] [-11.5] [90] [C]\n AddCheep [21] [-13] [90] [C]\n AddCheep [17] [-10] [90] [C]\n AddCheep [17] [-11.5] [90] [C]\n AddCheep [17] [-13] [90] [C]\n AddCheep [64] [-7] [90] [C]\n AddCheep [62] [-7] [90] [C]\n AddCheep [80] [-14] [-90] [C]\n AddCheep [78] [-14] [-90] [C]\n AddCheep [90] [-11.5] [90] [C]\n AddCheep [90] [-13] [90] [C]\n AddCheep [93] [-12] [90] [C]\n AddCheep [93] [-13.5] [90] [C]\n AddCheep [96] [-11.5] [90] [C]\n AddCheep [96] [-13] [90] [C]\nend\nif <(Level) = [9]> then\n AddCheep [75] [2] [-90] [C]\n AddCheep [72] [2] [-90] [C]\nend\nif <(Level) = [10]> then\n AddCheep [-6.5] [-5] [-90] [B]\n AddCheep [-6.5] [-12] [-90] [B]\n AddCheep [5.5] [-5] [-90] [B]\n AddCheep [5.5] [-12] [-90] [B]\n AddCheep [50] [-8] [-90] [C]\n AddCheep [45] [-6] [-90] [C]\n AddCheep [45] [-10] [-90] [C]\n AddCheep [66] [-8] [-90] [C]\n AddCheep [76] [-6] [-90] [B]\n AddCheep [88.5] [-8.5] [-90] [B]\n AddCheep [28] [-4] [-90] [B]\n AddCheep [28] [-12] [-90] [B]\n AddCheep [17] [-4] [-90] [B]\n AddCheep [17] [-12] [-90] [B]\nend\nif <(Level) = [13]> then\n AddCheep [48] [0] [-90] [C]\n AddCheep [42] [0] [-90] [C]\n AddCheep [108] [1] [-90] [C]\n AddCheep [104] [1] [-90] [C]\nend\n\nwhen I receive [costumeeverything v]\nif <(item (CheepNo.) of [cheeptype v]) = [C]> then\n switch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (2)) ) + (1))\nelse\n if <(item (CheepNo.) of [cheepvelocity v]) > [-1]> then\n switch costume to (3 v)\n else\n switch costume to (4 v)\n end\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(CheepNo.) > [0]> then\n switch costume to (hitbox v)\n if <touching (player v)?> then\n if <<(Sliding) = [1]> or <<(Statue) = [1]> and <not <(YVel) = [0]>>>> then\n set [deletecheepno. v] to (CheepNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\n else\n if <(Statue) = [0]> then\n if <(AllowPlayerDamage) = [1]> then\n broadcast (Powerdown v)\n end\n end\n end\n end\nend\n\ndefine AddCheep (x) (y) (dir) (type)\nadd (dir) to [cheepdir v]\nadd (x) to [cheepx v]\nadd (y) to [cheepy v]\nadd (type) to [cheeptype v]\nadd [0] to [cheepvelocity v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [cheepx v]\ndelete all of [cheepy v]\ndelete all of [cheepdir v]\ndelete all of [cheeptype v]\ndelete all of [cheepvelocity v]\nset rotation style [left-right v]\nset [deletecheepno. v] to [0]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (CheepNo.) of [cheepx v]) * (28)) + (MapX)) y: (((item (CheepNo.) of [cheepy v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [fireballhit v]\nswitch costume to (hitbox v)\nif <touching (fireballs v)?> then\n set [deletecheepno. v] to (CheepNo.)\n set [spawnx v] to (x position)\n set [spawny v] to (y position)\n create clone of (fx v)\nend\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [cheepx v]\ndelete all of [cheepy v]\ndelete all of [cheepdir v]\ndelete all of [cheeptype v]\ndelete all of [cheepvelocity v]\nset rotation style [left-right v]\nset [deletecheepno. v] to [0]\n\n@Transition\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\ngo to x: (2.25) y: (0)\nswitch costume to (sizebypass v)\nset size to (300) %\nswitch costume to (costume1 v)\nshow\nrepeat (15)\n show\nend\nstart sound [Start v]\nwait (3) seconds\nrepeat (4)\n change [ghost v] effect by (22)\n switch costume to (sizebypass v)\n change size by (5)\n switch costume to (costume1 v)\nend\nhide\nclear graphic effects\n\nwhen I receive [transition1 v]\nset [allowmapchanges v] to [0]\ngo to [front v] layer\nshow\nswitch costume to (sizebypass v)\nset size to (8000) %\nswitch costume to (hole v)\ngo to (worldplayer v)\nrepeat (55)\n switch costume to (sizebypass v)\n change size by (((size) / (50)) * (-1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (-70)\n switch costume to (hole v)\nend\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (allblack v)\nwait (1) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition2 v]\nset [allowmapchanges v] to [0]\ngo to [front v] layer\nshow\nswitch costume to (sizebypass v)\nset size to (8000) %\nswitch costume to (hole v)\ngo to x: (0) y: (0)\nrepeat (55)\n switch costume to (sizebypass v)\n change size by (((size) / (50)) * (-1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (-70)\n switch costume to (hole v)\nend\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nwait (1) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition3 v]\nset [allowmapchanges v] to [0]\nshow\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nwait (1) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition4 v]\ngo to x: (0) y: (0)\nset [allowmapchanges v] to [0]\nshow\nswitch costume to (sizebypass v)\nset size to (375) %\nswitch costume to (instructions v)\nset [brightness v] effect to (-100)\nwait (0.5) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (3) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\nset [brightness v] effect to (0)\ngo to (worldplayer v)\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition5 v]\nshow\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to x: (0) y: (0)\nwait (0.5) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\n\nwhen I receive [transition6 v]\nset [allowmapchanges v] to [0]\nshow\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nwait (0.5) seconds\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [gameover v]\nset [allowmapchanges v] to [0]\nswitch costume to (gameover v)\nshow\nset [brightness v] effect to (-100)\ngo to x: (0) y: (0)\nset size to (450) %\nwait (1) seconds\nstart sound [You Lose, Loser. v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (4) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nclear graphic effects\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nwait (1) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [delay v]\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (allblack v)\nwait (3.9) seconds\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nwhen I receive [transition7 v]\nset [allowmapchanges v] to [0]\ngo to [front v] layer\nshow\nswitch costume to (sizebypass v)\nset size to (8000) %\nswitch costume to (hole v)\ngo to (worldplayer v)\nrepeat (55)\n switch costume to (sizebypass v)\n change size by (((size) / (50)) * (-1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (-70)\n switch costume to (hole v)\nend\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\nwait (1) seconds\nswitch costume to (sizebypass v)\nset size to (286) %\nswitch costume to (allblack v)\ngo to (worldplayer v)\nrepeat (37)\n switch costume to (sizebypass v)\n change size by (((size) / (20)) * (1))\n switch costume to (hole v)\n switch costume to (sizebypass v)\n change size by (70)\n switch costume to (hole v)\nend\nhide\nset [allowmapchanges v] to [1]\n\nset [bosses beaten v] to [0]\n\n@Sprite1\n\ndefine Detect (costume) At x: (x) y: (y) ID: (id)\nset size to (27000) %\ngo to x: (x) y: (y)\nswitch costume to (nothing v)\nset size to (100) %\nswitch costume to (costume)\nif <touching (mouse-pointer v)?> then\n replace item (id) of [timers v] with ((item (id) of [timers v]) + (1))\nelse\n replace item (id) of [timers v] with [0]\nend\nif <(item (id) of [timers v]) > [5]> then\n replace item (id) of [detect v] with [1]\n broadcast (H%F v)\nend\n\nwhen flag clicked\ndelete all of [detect v]\ndelete all of [timers v]\nrepeat (2)\n add [0] to [detect v]\n add [0] to [timers v]\nend\nforever\n wait (0.01) seconds\n Detect [Love] At x: [-196] y: [-210] ID: [1]\n Detect [Fav] At x: [-125] y: [-210] ID: [2]\nend\n\n@LavaBubbles\n\nwhen I receive [gametick v]\nif <[1] = [1]> then\n delete this clone\nend\nif <(length of [firex v]) > [0]> then\n switch costume to (hitbox v)\n FormBubbles\nend\n\ndefine FormBubbles\nshow\nset [bubbleno. v] to [0]\nrepeat (length of [firex v])\n change [bubbleno. v] by (1)\n go to x: (((item (BubbleNo.) of [firex v]) * (28)) + (MapX)) y: (((item (BubbleNo.) of [firey v]) * (28)) + (MapY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>> then\n create clone of (_myself_ v)\n end\nend\nset [bubbleno. v] to [0]\nhide\n\nwhen I start as a clone\ngo [backward v] (5) layers\nreplace item (BubbleNo.) of [fireyvel v] with ((item (BubbleNo.) of [fireyvel v]) - (0.9))\nif <(item (BubbleNo.) of [fireyvel v]) < [-48]> then\n replace item (BubbleNo.) of [fireyvel v] with [17]\n start sound [Bubble v]\nend\nchange y by (item (BubbleNo.) of [fireyvel v])\nreplace item (BubbleNo.) of [firey v] with (((y position) - (MapY)) / (28))\nif <(((y position) - (MapY)) / (28)) < (item (BubbleNo.) of [ogfirey v])> then\n set y to (((item (BubbleNo.) of [ogfirey v]) * (28)) + (MapY))\n replace item (BubbleNo.) of [firey v] with (item (BubbleNo.) of [ogfirey v])\n hide\nend\nchange y by (-1)\n\nwhen I receive [startgame v]\ndelete all of [firex v]\ndelete all of [firey v]\ndelete all of [fireyvel v]\ndelete all of [ogfirey v]\nset rotation style [all around v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\nif <(Level) = [4]> then\n AddBubble [-12] [-1]\n AddBubble [9] [-1]\n AddBubble [17] [-1]\nend\nif <(Level) = [11]> then\n AddBubble [-12.5] [-1]\n AddBubble [-6.5] [-1]\n AddBubble [-0.5] [-1]\n AddBubble [5.5] [-1]\nend\n\ndefine FindFloor\nrepeat until <<touching (map v)?> or <touching (semisolids v)?>>\n change y by (-1)\nend\nchange y by (1)\n\ndefine YSmoothing\nif <<touching (map v)?> or <touching (semisolids v)?>> then\n repeat (8)\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (1)\n end\n end\n if <<touching (map v)?> or <touching (semisolids v)?>> then\n change y by (-8)\n end\nend\n\nwhen I receive [costumeeverything v]\nswitch costume to (([floor v] of (((GlobalCostumeNo.) * (1.5)) mod (3)) ) + (1))\nif <(item (BubbleNo.) of [fireyvel v]) < [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [playerupdated v]\nif <(BubbleNo.) > [0]> then\n if <<touching (player v)?> and <(AllowPlayerDamage) = [1]>> then\n broadcast (Powerdown v)\n end\nend\n\ndefine AddBubble (x) (y)\nadd (x) to [firex v]\nadd (y) to [firey v]\nadd (y) to [ogfirey v]\nadd [-12] to [fireyvel v]\n\nwhen I receive [won v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [firex v]\ndelete all of [firey v]\ndelete all of [fireyvel v]\ndelete all of [ogfirey v]\nset rotation style [all around v]\n\nwhen I receive [updateallpositions v]\ngo to x: (((item (BubbleNo.) of [firex v]) * (28)) + (MapX)) y: (((item (BubbleNo.) of [firey v]) * (28)) + (MapY))\nchange y by (-1)\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\ngo to x: (0) y: (0)\nset size to (350) %\nhide\ndelete all of [firex v]\ndelete all of [firey v]\ndelete all of [fireyvel v]\ndelete all of [ogfirey v]\nset rotation style [all around v]\n\n@Pipes\n\nwhen I receive [updateeverything v]\nif <(PipeTravel) = [0]> then\n if <(Level) = [3]> then\n show\n CheckPipes\n hide\n end\n if <(Level) = [4]> then\n show\n CheckPipes\n hide\n end\n if <(Level) = [5]> then\n show\n CheckPipes\n hide\n end\n if <<(Level) = [8]> or <(Level) = [14]>> then\n show\n CheckPipes\n hide\n end\n if <(Level) = [10]> then\n show\n CheckPipes\n hide\n end\n if <(Level) = [11]> then\n show\n CheckPipes\n hide\n end\nend\n\ndefine CheckPipes\nif <(Level) = [3]> then\n go to x: ((-505) + (MapX)) y: ((114) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [-505]\n end\n end\n end\n go to x: ((3472) + (MapX)) y: ((-444) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [3472]\n end\n end\n end\nend\nif <(Level) = [4]> then\n go to x: ((2128) + (MapX)) y: ((84) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [2128]\n end\n end\n end\nend\nif <(Level) = [5]> then\n go to x: ((560) + (MapX)) y: ((84) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [560]\n end\n end\n end\n go to x: ((1372) + (MapX)) y: ((-364) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [1372]\n end\n end\n end\nend\nif <<(Level) = [8]> or <(Level) = [14]>> then\n go to x: ((2352) + (MapX)) y: ((252) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [2352]\n end\n end\n end\nend\nif <(Level) = [10]> then\n go to x: ((-308) + (MapX)) y: ((168) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to [-308]\n end\n end\n end\n go to x: (((110) * (28)) + (MapX)) y: (((-8) * (28)) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to ((110) * (28))\n end\n end\n end\nend\nif <(Level) = [11]> then\n go to x: (((76) * (28)) + (MapX)) y: (((4) * (28)) + (MapY))\n if <(distance to [player v]) < [84]> then\n if <touching (player v)?> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n broadcast (PipeTravel v)\n set [playerx v] to ((76) * (28))\n end\n end\n end\nend\n\nwhen I receive [flagclicked v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\n\n@FX\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (20) layers\nshow\ngo to x: (SpawnX) y: (SpawnY)\nif <(distance to [player v]) < [1]> then\n change y by (-12)\n point in direction ([direction v] of [player v])\n move (-4) steps\n if <<(YVel) = [0]> and <(SlidingFunction) = [0]>> then\n change x by ((XVel) * (8))\n end\n if <(SlidingFunction) = [1]> then\n if <(direction) > [0]> then\n turn right (25) degrees\n else\n turn left (25) degrees\n end\n move (-12) steps\n change x by (pick random (-5) to (0))\n change y by (-4)\n end\nend\nswitch costume to (1 v)\nwait (0) seconds\nmove (-2) steps\nswitch costume to (2 v)\nwait (0) seconds\nmove (-2) steps\nswitch costume to (3 v)\nwait (0) seconds\nmove (-1) steps\nswitch costume to (4 v)\nwait (0) seconds\nmove (-1) steps\nswitch costume to (5 v)\nwait (0) seconds\ndelete this clone\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nset rotation style [left-right v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\n\n@Coins\n\nwhen I receive [updateeverything v]\nif <[1] = [1]> then\n delete this clone\nend\nswitch costume to (hitbox v)\nif <(DeleteCoinNo.) > [0]> then\n change [coins v] by (1)\n delete (DeleteCoinNo.) of [coinx v]\n delete (DeleteCoinNo.) of [coiny v]\n set [deletecoinno. v] to [0]\nend\nFormCoins\n\ndefine FormCoins\nshow\nset [coinno. v] to [0]\nrepeat (length of [coinx v])\n change [coinno. v] by (1)\n go to x: ((((item (CoinNo.) of [coinx v]) + (0.5)) * (28)) + (MapX)) y: (((item (CoinNo.) of [coiny v]) * (28)) + (MapY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-166]>>> then\n create clone of (_myself_ v)\n end\nend\nset [coinno. v] to [0]\nhide\n\ndefine AddCoin (x) (y)\nadd (x) to [coinx v]\nadd (y) to [coiny v]\n\nwhen I receive [startgame v]\nset [deletecoinno. v] to [0]\ndelete all of [coinx v]\ndelete all of [coiny v]\nif <(Level) = [1]> then\n AddCoin [-9] [7]\n AddCoin [-9] [8]\n AddCoin [-8] [7]\n AddCoin [-8] [8]\n AddCoin [-7] [7]\n AddCoin [-7] [8]\n AddCoin [-6] [7]\n AddCoin [-6] [8]\n AddCoin [64] [7]\n AddCoin [64] [8]\n AddCoin [65] [7]\n AddCoin [65] [8]\n AddCoin [66] [7]\n AddCoin [66] [8]\n AddCoin [67] [7]\n AddCoin [67] [8]\n AddCoin [101] [7]\n AddCoin [101] [8]\n AddCoin [103] [7]\n AddCoin [103] [8]\n AddCoin [105] [7]\n AddCoin [105] [8]\n AddCoin [156] [6]\n AddCoin [156] [7]\n AddCoin [157] [6]\n AddCoin [157] [7]\n AddCoin [158] [6]\n AddCoin [158] [7]\n AddCoin [159] [6]\n AddCoin [159] [7]\nend\nif <(Level) = [2]> then\n AddCoin [161] [8]\n AddCoin [162] [8]\n AddCoin [161] [9]\n AddCoin [162] [9]\n AddCoin [161] [10]\n AddCoin [162] [10]\nend\nif <(Level) = [3]> then\n AddCoin [40] [-18]\n AddCoin [40] [-20]\n AddCoin [42] [-18]\n AddCoin [42] [-20]\n AddCoin [44] [-18]\n AddCoin [44] [-20]\n AddCoin [46] [-18]\n AddCoin [46] [-20]\n AddCoin [48] [-18]\n AddCoin [48] [-20]\n AddCoin [50] [-18]\n AddCoin [50] [-20]\n AddCoin [52] [-18]\n AddCoin [52] [-20]\n AddCoin [54] [-18]\n AddCoin [54] [-20]\n AddCoin [56] [-18]\n AddCoin [56] [-20]\n AddCoin [58] [-18]\n AddCoin [58] [-20]\n AddCoin [127] [-4]\n AddCoin [127] [-6]\n AddCoin [126] [-5]\n AddCoin [125] [-4]\n AddCoin [125] [-6]\n AddCoin [124] [-5]\n AddCoin [123] [-4]\n AddCoin [123] [-6]\n AddCoin [122] [-5]\n AddCoin [121] [-4]\n AddCoin [121] [-6]\n AddCoin [120] [-5]\n AddCoin [119] [-6]\n AddCoin [119] [-4]\nend\nif <(Level) = [5]> then\n AddCoin [46] [-8]\n AddCoin [47] [-8]\n AddCoin [48] [-8]\n AddCoin [49] [-8]\n AddCoin [50] [-8]\n AddCoin [51] [-8]\n AddCoin [46] [-9]\n AddCoin [47] [-9]\n AddCoin [48] [-9]\n AddCoin [49] [-9]\n AddCoin [50] [-9]\n AddCoin [51] [-9]\n AddCoin [46] [-10]\n AddCoin [47] [-10]\n AddCoin [48] [-10]\n AddCoin [49] [-10]\n AddCoin [50] [-10]\n AddCoin [51] [-10]\n AddCoin [108] [11]\n AddCoin [108] [10]\n AddCoin [108] [9]\n AddCoin [108] [8]\n AddCoin [109] [11]\n AddCoin [109] [10]\n AddCoin [109] [9]\n AddCoin [109] [8]\n AddCoin [110] [11]\n AddCoin [110] [10]\n AddCoin [110] [9]\n AddCoin [110] [8]\n AddCoin [111] [11]\n AddCoin [111] [10]\n AddCoin [111] [9]\n AddCoin [111] [8]\nend\nif <(Level) = [6]> then\n AddCoin [71] [7]\n AddCoin [72] [7]\n AddCoin [73] [7]\n AddCoin [71] [8]\n AddCoin [72] [8]\n AddCoin [73] [8]\n AddCoin [173] [9]\n AddCoin [174] [9]\n AddCoin [175] [9]\n AddCoin [176] [9]\n AddCoin [173] [10]\n AddCoin [174] [10]\n AddCoin [175] [10]\n AddCoin [176] [10]\n AddCoin [174] [11]\n AddCoin [175] [11]\n AddCoin [176] [11]\n AddCoin [174] [12]\n AddCoin [175] [12]\nend\nif <(Level) = [7]> then\n AddCoin [37] [6]\n AddCoin [39] [8]\n AddCoin [41] [10]\n AddCoin [43] [12]\n AddCoin [45] [14]\n AddCoin [62] [19]\n AddCoin [63] [19]\n AddCoin [66] [18]\n AddCoin [67] [18]\n AddCoin [68] [18]\n AddCoin [69] [18]\n AddCoin [71] [19]\n AddCoin [72] [19]\n AddCoin [73] [19]\n AddCoin [74] [19]\nend\nif <(Level) = [10]> then\n AddCoin [97] [5]\n AddCoin [98] [5]\n AddCoin [99] [5]\n AddCoin [97] [6]\n AddCoin [98] [6]\n AddCoin [99] [6]\n AddCoin [97] [7]\n AddCoin [98] [7]\n AddCoin [99] [7]\n AddCoin [97] [8]\n AddCoin [98] [8]\n AddCoin [99] [8]\n AddCoin [97] [9]\n AddCoin [98] [9]\n AddCoin [99] [9]\n AddCoin [97] [10]\n AddCoin [98] [10]\n AddCoin [99] [10]\nend\n\nwhen I receive [playerupdated v]\nif <touching (player v)?> then\n set [deletecoinno. v] to (CoinNo.)\n set [brightness v] effect to (25)\n set [ghost v] effect to (50)\n start sound [Coin v]\nend\n\nwhen I receive [hidegame v]\nif <[1] = [1]> then\n delete this clone\nend\nhide\n\nwhen I receive [updateallpositions v]\ngo to x: ((((item (CoinNo.) of [coinx v]) + (0.5)) * (28)) + (MapX)) y: (((item (CoinNo.) of [coiny v]) * (28)) + (MapY))\n\nwhen I receive [costumeeverything v]\nswitch costume to (([floor v] of (((GlobalCostumeNo.) * (2)) mod (4)) ) + (1))\n\nwhen I receive [flagclicked v]\nif <[1] = [1]> then\n delete this clone\nend\nset [coins v] to [0]\nset [deletecoinno. v] to [0]\ndelete all of [coinx v]\ndelete all of [coiny v]\ngo to x: (0) y: (0)\nset size to (350) %\nhide\n\n@Water\n\nwhen I receive [updateeverything v]\nif <<(Level) = [3]> or <(Level) = [10]>> then\n show\n switch costume to (sizebypass v)\n set size to (350) %\n switch costume to (3 v)\n go to x: (0) y: (MapY)\nelse\n if <(Level) = [13]> then\n show\n switch costume to (sizebypass v)\n set size to (350) %\n switch costume to (join [Water] ([floor v] of ((((GlobalCostumeNo.) * (2)) mod (4)) + (1)) ))\n go to x: ((MapX) mod (28)) y: (((MapY) - (2)) + (([sin v] of ((GlobalCostumeNo.) * (12)) ) * (28)))\n else\n if <(Level) = [9]> then\n switch costume to (sizebypass v)\n set size to (350) %\n switch costume to (join [9-] ([floor v] of ((((GlobalCostumeNo.) * (2)) mod (4)) + (1)) ))\n go to x: ((MapX) + (1680)) y: (MapY)\n if <([abs v] of ((MapX) + (1680)) ) > [1078]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\nend\n\nwhen I receive [hidegame v]\nhide\n\nwhen I receive [startgame v]\nhide\nif <<(Level) = [9]> or <(Level) = [13]>> then\n set [ghost v] effect to (20)\nelse\n set [ghost v] effect to (50)\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnailupdate v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nset [ghost v] effect to (100)\n\n@blank\n\nwhen flag clicked\nforever\n if <not <(username) = [Dabman20k]>> then\n if <(bosses beaten) = [4]> then\n if <(DisableTimeTrials?) = [0]> then\n if <(timer) < (โ WR)> then\n set [โ wr v] to (timer)\n end\n end\n end\n end\nend\n\nset [โ wr v] to [9999999]\n\n@updating\n\nwhen flag clicked\nhide\n\nwhen I receive [updating v]\nshow\nhide variable [โ wr v]\nhide variable [to do time trials press v]\nhide variable [timer v]\n\nbroadcast (updating v)\n\n@Sprite2\n\n | pres r to reset\nbeat 4 bosses in time trials to try get wr!\nfireball instakills bosses\n#71 on trending! page 5!\nNew timer and wr! the code isnt brilliant but it works the only thing is that you could beat the first boss 4 times.\nClick the flag a few times or there will be major LAG.\nWhile you wait for it to load, please read the instructions.\npress t for tanooki (pretty useless as all can fly now only good for killing enemies which you don't have to do) , f for frog , g for fire and x for ultra speed but dont use it too often as it might break the game!\nMovement: WASD / Arrows\n(Fire) Throw Fireball / (Tanooki) Spin Tail / Start Level: Space\nUse Pipe: S / Down Arrow\n(Tanooki) Transform into a Statue: E / M \n(Tanooki - While Running) Fly: W / Up Arrow\n\nIf the game is still loading, it's because the game is 28.1mb big. Just give it a few more seconds, read the Notes while you wait. Don't comment complaints because at this point, it's your internet that's slow |
Cyber City || A Platformer | @Stage\n\n@player\n\ndefine run engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x v] by (-0.9)\nend\nif <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<<touching color (#a7a7a7)?> or <touching color (#d1d1d1)?>> or <touching color (#00fcff)?>> then\n change y by (1)\n if <<<touching color (#a7a7a7)?> or <touching color (#d1d1d1)?>> or <touching color (#00fcff)?>> then\n change y by (1)\n if <<<touching color (#a7a7a7)?> or <touching color (#d1d1d1)?>> or <touching color (#00fcff)?>> then\n change y by (1)\n if <<<touching color (#a7a7a7)?> or <touching color (#d1d1d1)?>> or <touching color (#00fcff)?>> then\n change y by (1)\n if <<<touching color (#a7a7a7)?> or <touching color (#d1d1d1)?>> or <touching color (#00fcff)?>> then\n change y by (1)\n if <<<touching color (#a7a7a7)?> or <touching color (#d1d1d1)?>> or <touching color (#00fcff)?>> then\n change y by (1)\n if <<<touching color (#a7a7a7)?> or <touching color (#d1d1d1)?>> or <touching color (#00fcff)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<<touching color (#a7a7a7)?> or <touching color (#d1d1d1)?>> or <touching color (#00fcff)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<<<touching color (#a7a7a7)?> or <touching color (#d1d1d1)?>> or <touching color (#00fcff)?>> and <key (up arrow v) pressed?>> or <<touching color (#a7a7a7)?> and <<touching color (#d1d1d1)?> and <touching color (#00fcff)?>>>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <<touching color (#00e9ff)?> or <touching color (#00d4ff)?>> then\n set volume to (300) %\n start sound [Crunch v]\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\nwhen flag clicked\nset [y spawn v] to [-90]\nset [x spawn v] to [-190]\ngo to x: (x spawn) y: (y spawn)\nswitch costume to (right v)\nswitch backdrop to (backdrop1 v)\nshow\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n run engine\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Xenogenesis v] until done\nend\n\n@stuff\n\nwhen flag clicked\nhide\n\n@saw\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-6) y: (-136)\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-6) y: (-136)\nshow\nforever\n turn right (6) degrees\nend\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-132) y: (80)\nshow\ngo to [front v] layer\nforever\n turn right (6) degrees\nend\n\nwhen backdrop switches to [backdrop11 v]\nshow\nset size to (50) %\ngo to x: (-162) y: (23)\nforever\n turn right (6) degrees\nend\n\nwhen backdrop switches to [backdrop11 v]\nwait (1) seconds\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@moving spikes\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\nset size to (100) %\nforever\n glide (2) secs to x: (36) y: (84)\n glide (1) secs to x: (36) y: (-59)\nend\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@spaceship\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (36) y: (28)\nforever\n glide (1) secs to x: (43) y: (24)\n glide (1) secs to x: (43) y: (-16)\nend\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (19) y: (-3)\nhide\n\nwhen backdrop switches to [backdrop15 v]\ngo to x: (19) y: (-3)\nshow\n\n@cover\n\nwhen flag clicked\nhide\n\nshow\n\n | SEQUEL OUT HERES THE LINK: \nhttps://scratch.mit.edu/projects/403492609\nCHECK OUT MY NEW INTERVIEW:\nhttps://scratch.mit.edu/projects/434632613\n----------------------------------------------------\n@smiley_giggle - This is my entry for the platformer\ncontest!! :D\n------------------------------------------------------\nINSTRUCTIONS-\n-arrow keys to move \n-avoid spikes, lava, etc\nStory: You built a time machine and now you are in the\nyear 3030 in Cyber City. A part of the time machine is missing so you are on a mission to find it and fix the \ntime machine so you can go back home.\n------------------------------------------------------\nI'm sorry for any lag :/ try spamming the green flag \n------------------------------------------------------\nSequel coming soon :) |
A Minecraft Adventure \PLATFORMER/ 1.16! | @Stage\n\nwhen flag clicked\nforever\n play sound [1 v] until done\n play sound [2 v] until done\nend\n\nwhen I receive [game tick v]\nset volume to (MUSIC) %\n\n@player\n\nwhen flag clicked\nset [player state v] to []\nset [level v] to [0]\nreset variables\nbroadcast (clone things v) and wait\nbroadcast (reset collectibles v) and wait\nintro\nforever\n show\n repeat until <(PLAYER STATE) > []>\n Move Player\n broadcast (GAME TICK v) and wait\n end\n if <(PLAYER STATE) = [d]> then\n switch costume to (death v)\n start sound [Crunch v]\n repeat (3)\n show\n wait (.2) seconds\n hide\n wait (.2) seconds\n end\n wait (.5) seconds\n else\n start sound [Win v]\n repeat (25)\n point towards (flag v)\n move ((distance to [flag v]) / (3)) steps\n change [ghost v] effect by (4)\n end\n broadcast (trans v) and wait\n end\n reset variables\nend\n\ndefine Move Player\ndeath check\nswitch costume to (hitbox v)\ngo to [front v] layer\nif <not <(impulse x) = []>> then\n change player x by (impulse x) slope steepness: [6]\n set [impulse x v] to []\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change player x by [4] slope steepness: [6]\nend\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change player x by [-4] slope steepness: [6]\nend\nif <<<key (up arrow v) pressed?> and <(airtime) < [4]>> and <(JumpKeyPressed) < [4]>> then\n set [sy v] to [9]\n set [jumpkeypressed v] to [0]\nend\nif <<<key (up arrow v) pressed?> and <(airtime) = [0]>> and <(JumpKeyPressed) < [4]>> then\n start sound [Jump v]\nend\nchange [sy v] by (-1)\nif <(sy) < [-12]> then\n set [sy v] to [-12]\nend\nchange y by (sy)\nif <not <key (up arrow v) pressed?>> then\n set [jumpkeypressed v] to [0]\nend\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (7)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (7)))\nif <(SCROLL Y) < [-150]> then\n set [scroll y v] to [-150]\nend\nposition\nchange [frames v] by (1)\nrender costumes\n\ndefine change player x by (sx) slope steepness: (steep)\nchange [x v] by (sx)\nposition\nif <touching (level v)?> then\n repeat (steep)\n change [y v] by (1)\n position\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change [y v] by ((0) - (steep))\n repeat until <not <touching (level v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n position\n end\nend\n\ndefine reset variables\nswitch costume to (idle v)\nclear graphic effects\nset [x v] to [0]\nset [y v] to [56]\nset [sx v] to [0]\nset [sy v] to [0]\nset [airtime v] to [0]\nset [frames v] to [0]\nset [jumpkeypressed v] to [0]\nset [impulse x v] to []\nset [bounce on enemy? v] to []\nif <(PLAYER STATE) = [d]> then\n repeat until <<(round (SCROLL X)) = [0]> and <(round (SCROLL Y)) = [50]>>\n change [scroll x v] by (((0) - (SCROLL X)) / (5))\n change [scroll y v] by (((50) - (SCROLL Y)) / (5))\n broadcast (GAME TICK v) and wait\n end\nelse\n set [scroll x v] to [0]\n if <not <(LEVEL) = [0]>> then\n set [scroll y v] to [0]\n else\n set [scroll y v] to [1200]\n end\n change [level v] by (1)\n broadcast (reset v) and wait\n broadcast (clone things v) and wait\nend\nbroadcast (reset collectibles v) and wait\nset [player state v] to []\nposition\n\ndefine change y by (sy)\nchange [y v] by (sy)\nchange [airtime v] by (1)\nchange [jumpkeypressed v] by (1)\nposition\nrepeat until <not <<touching (level v)?> or <touching (moving plats v)?>>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [airtime v] to [0]\n end\n position\n set [sy v] to [0]\nend\nif <touching (bounce v)?> then\n set [sy v] to [15]\n broadcast (bounce v)\nend\nif <(bounce on enemy?) > []> then\n set [sy v] to [10]\n set [bounce on enemy? v] to []\nend\n\ndefine position\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine render costumes\nswitch costume to (idle v)\nif <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to ((((frames) / (4)) mod (3)) + (2))\nend\nif <(airtime) > [4]> then\n switch costume to (in air v)\nend\n\ndefine death check\nif <(y) < [-300]> then\n set [player state v] to [d]\n set [y v] to [-300]\nend\nif <<touching (spikes v)?> or <touching (enemies v)?>> then\n set [player state v] to [d]\nend\nif <touching (flag v)?> then\n set [player state v] to [ y]\nend\n\nwhen I receive [game tick v]\nset [positon v] to (join (round ((mouse x) + (SCROLL X))) (join [,] (round ((mouse y) + (SCROLL Y)))))\nset volume to (SFX) %\n\ndefine update 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 intro\npoint in direction (90)\nhide\nif <(LEVEL) = [1]> then\n repeat until <(round (SCROLL Y)) = [56]>\n change [scroll y v] by (((56) - (SCROLL Y)) / (12))\n position\n hide\n broadcast (GAME TICK v) and wait\n end\n set [y v] to [55]\n position\n show\n switch costume to (spawn 12 v)\n repeat (11)\n next costume\n wait (0.05) seconds\n end\nelse\n set [scroll y v] to [56]\nend\n\n@level\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update 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 [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (LEVEL)\nclone at x: [0] y: [0]\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@spikes\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update 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 [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (LEVEL)\ngo to [front v] layer\nif <(LEVEL) > [2]> then\n clone at x: [0] y: [0]\nend\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\n@coins\n\ndefine clone at x: (x) y: (y) asset: (asset)\nset [x v] to (x)\nset [y v] to (y)\nchange [i v] by (1)\nswitch costume to (asset)\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) (((y) + (round ([sin v] of (((timer) + (i)) * (300)) ))) - (SCROLL Y))\nif <touching (player v)?> then\n start sound (costume [number v])\n delete this clone\nend\nset volume to (SFX) %\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [reset collectibles v]\nif then\n delete this clone\nend\nset [x v] to [0]\nset [y v] to [0]\nset [i v] to [0]\nif <(LEVEL) = [1]> then\n clone at x: [175] y: [57] asset: [coin]\n clone at x: [200] y: [57] asset: [coin]\n clone at x: [225] y: [57] asset: [coin]\nelse\n if <(LEVEL) = [2]> then\n clone at x: [140] y: [135] asset: [coin]\n clone at x: [165] y: [135] asset: [coin]\n clone at x: [190] y: [135] asset: [coin]\n clone at x: [380] y: [98] asset: [gem]\n else\n if <(LEVEL) = [3]> then\n clone at x: [60] y: [32] asset: [coin]\n clone at x: [300] y: [32] asset: [coin]\n clone at x: [420] y: [32] asset: [gem]\n else\n if <(LEVEL) = [4]> then\n clone at x: [188] y: [15] asset: [coin]\n clone at x: [210] y: [15] asset: [coin]\n clone at x: [516] y: [-48] asset: [coin]\n clone at x: [540] y: [-48] asset: [coin]\n clone at x: [516] y: [-72] asset: [coin]\n clone at x: [540] y: [-72] asset: [coin]\n clone at x: [660] y: [-164] asset: [gem]\n else\n if <(LEVEL) = [5]> then\n clone at x: [255] y: [53] asset: [coin]\n clone at x: [280] y: [53] asset: [coin]\n clone at x: [305] y: [53] asset: [coin]\n clone at x: [440] y: [-70] asset: [coin]\n clone at x: [440] y: [-40] asset: [coin]\n clone at x: [440] y: [-10] asset: [coin]\n clone at x: [600] y: [-50] asset: [coin]\n clone at x: [775] y: [-50] asset: [coin]\n clone at x: [260] y: [-140] asset: [gem]\n clone at x: [235] y: [-140] asset: [gem]\n else\n if <(LEVEL) = [6]> then\n clone at x: [-120] y: [-58] asset: [gem]\n clone at x: [-160] y: [-95] asset: [gem]\n clone at x: [392] y: [133] asset: [coin]\n clone at x: [392] y: [108] asset: [coin]\n clone at x: [525] y: [-24] asset: [coin]\n clone at x: [550] y: [-24] asset: [coin]\n clone at x: [575] y: [-24] asset: [coin]\n else\n if <(LEVEL) = [7]> then\n clone at x: [300] y: [50] asset: [coin]\n clone at x: [478] y: [50] asset: [coin]\n clone at x: [780] y: [20] asset: [gem]\n clone at x: [819] y: [60] asset: [gem]\n clone at x: [864] y: [-140] asset: [coin]\n clone at x: [864] y: [-100] asset: [coin]\n clone at x: [864] y: [-60] asset: [coin]\n clone at x: [864] y: [-20] asset: [coin]\n clone at x: [864] y: [20] asset: [coin]\n clone at x: [1028] y: [150] asset: [gem]\n else\n if <(LEVEL) = [8]> then\n clone at x: [-295] y: [25] asset: [gem]\n clone at x: [-295] y: [50] asset: [gem]\n clone at x: [300] y: [240] asset: [coin]\n clone at x: [458] y: [300] asset: [coin]\n clone at x: [768] y: [42] asset: [coin]\n clone at x: [870] y: [42] asset: [coin]\n clone at x: [70] y: [140] asset: [coin]\n clone at x: [45] y: [140] asset: [coin]\n else\n if <(LEVEL) = [9]> then\n clone at x: [490] y: [40] asset: [coin]\n clone at x: [490] y: [65] asset: [coin]\n clone at x: [490] y: [90] asset: [coin]\n clone at x: [-60] y: [50] asset: [coin]\n clone at x: [-110] y: [50] asset: [coin]\n clone at x: [-160] y: [50] asset: [coin]\n clone at x: [-242] y: [145] asset: [gem]\n clone at x: [300] y: [242] asset: [gem]\n else\n if <(LEVEL) = [10]> then\n clone at x: [-40] y: [-43] asset: [coin]\n clone at x: [-40] y: [-68] asset: [coin]\n clone at x: [-80] y: [-178] asset: [coin]\n clone at x: [-380] y: [-178] asset: [coin]\n clone at x: [-480] y: [155] asset: [gem]\n clone at x: [-480] y: [180] asset: [gem]\n clone at x: [200] y: [40] asset: [gem]\n clone at x: [-622] y: [-100] asset: [gem]\n else\n if <(LEVEL) = [11]> then\n clone at x: [-265] y: [40] asset: [coin]\n clone at x: [-240] y: [40] asset: [coin]\n clone at x: [-215] y: [40] asset: [coin]\n clone at x: [-265] y: [65] asset: [coin]\n clone at x: [-240] y: [65] asset: [coin]\n clone at x: [-215] y: [65] asset: [coin]\n clone at x: [265] y: [40] asset: [gem]\n clone at x: [240] y: [40] asset: [gem]\n clone at x: [215] y: [40] asset: [gem]\n clone at x: [265] y: [65] asset: [gem]\n clone at x: [240] y: [65] asset: [gem]\n clone at x: [215] y: [65] asset: [gem]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nset [x v] to [99999]\n\nclone at x: [\(your x value here\)] y: [\(your y value here\)] asset: [\(either "coin" or "gem"\)]\n\n@enemies\n\ndefine clone at x: (x) y: (y) range: (range)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nset [max dis v] to (range)\nset [dir v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nchange [x v] by (dir)\npoint in direction ((dir) * (90))\nif <<([abs v] of ((ox) - (x)) ) = (max dis)> or <(x) = (ox)>> then\n set [dir v] to ((0) - (dir))\nend\nswitch costume to (((timer) * (4.5)) mod (3))\nif <<(([y v] of [player v]) + (-10)) > (y)> and <touching (player v)?>> then\n start sound [Pop v]\n set [bounce on enemy? v] to [1]\n wait (1) seconds\n delete this clone\nend\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [reset collectibles v]\nif then\n delete this clone\nend\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [9]> then\n clone at x: [190] y: [40] range: [250]\n clone at x: [-130] y: [198] range: [285]\nelse\n if <(LEVEL) = [10]> then\n clone at x: [-40] y: [-141] range: [122]\n clone at x: [-543] y: [-141] range: [122]\n end\nend\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nclone at x: [\(x value\)] y: [\(y value\)] range: [\(the range the enemy AI can reach to\)]\n\nwhen flag clicked\nif <touching (player v)?> then\n switch costume to (died v)\n wait (0.7) seconds\n delete this clone\nend\n\nwait (0.001) seconds\n\n@bounce\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 I receive [game tick v]\nupdate position ((x) - (SCROLL X)) (((y) + (15)) - (SCROLL Y))\nset [touch v] to <touching (player v)?>\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [1]> then\nset [x v] to [99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [bounce v]\nif <(touch) = [true]> then\n switch costume to (2 v)\n wait (0.5) seconds\n switch costume to (1 v)\nend\n\n@moving plats\n\ndefine clone at x: (x) y: (y) max distance: (max) inital dir: (dir)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nset [direction v] to (dir)\nset [max distance v] to (max)\nchange [i v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game tick v]\ncheck impulse\nif <<([abs v] of ((ox) - (x)) ) = (max distance)> or <(x) = (ox)>> then\n set [direction v] to ((0) - (direction))\nend\nchange [x v] by (direction)\nswitch costume to (((timer) * (4)) mod (2))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nset [i v] to [0]\nswitch costume to (1 v)\nif <(LEVEL) = [6]> then\n clone at x: [106] y: [-58] max distance: [110] inital dir: [-1]\n clone at x: [410] y: [-237] max distance: [58] inital dir: [-1]\nelse\n if <(LEVEL) = [7]> then\n clone at x: [180] y: [-57] max distance: [210] inital dir: [-1]\n clone at x: [390] y: [-57] max distance: [210] inital dir: [-1]\n else\n if <(LEVEL) = [9]> then\n clone at x: [-56] y: [-36] max distance: [215] inital dir: [1]\n else\n if <(LEVEL) = [10]> then\n clone at x: [-138] y: [-215] max distance: [182] inital dir: [1]\n end\n end\n end\nend\nset [x v] to [90000]\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine check impulse\nupdate position ((x) - (SCROLL X)) (((y) + (5)) - (SCROLL Y))\nif <touching (player v)?> then\n set [impulse x v] to (direction)\nend\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\n@Instruction Manual\n\nwhen I receive [instructions v]\nclear graphic effects\nshow\nif <(costume [number v]) = [1]> then\n set [ghost v] effect to (50)\nend\nif <(costume [number v]) = [2]> then\n wait (0) seconds\nend\ngo to [front v] layer\nwait until <key (space v) pressed?>\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nhide\n\nwhen I start as a clone\nhide\n\n@flag\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [game tick v]\nupdate position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine update position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nswitch costume to (((timer) * (2)) mod (2))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [clone things v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (flag v)\nif <(LEVEL) = [1]> then\n clone at x: [385] y: [60]\nelse\n if <(LEVEL) = [2]> then\n clone at x: [655] y: [60]\n else\n if <(LEVEL) = [3]> then\n clone at x: [405] y: [120]\n else\n if <(LEVEL) = [4]> then\n clone at x: [643] y: [17]\n else\n if <(LEVEL) = [5]> then\n clone at x: [940] y: [-100]\n else\n if <(LEVEL) = [6]> then\n clone at x: [335] y: [-200]\n else\n if <(LEVEL) = [7]> then\n clone at x: [780] y: [-262]\n else\n if <(LEVEL) = [8]> then\n clone at x: [965] y: [0]\n else\n if <(LEVEL) = [9]> then\n clone at x: [450] y: [280]\n else\n if <(LEVEL) = [10]> then\n clone at x: [-698] y: [-63]\n else\n if <(LEVEL) = [11]> then\n clone at x: [-698] y: [10000]\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 [reset v]\ndelete this clone\n\n@buttons\n\nwhen flag clicked\nset [music v] to [100]\nset [sfx v] to [100]\nclone buttons\n\ndefine clone buttons\nset [id v] to [1]\nswitch costume to (sfx on v)\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\n next costume\nend\n\nwhen I receive [game tick v]\nif <(ID) < [4]> then\n show\n set y to ((160) + ([sin v] of (((timer) + (ID)) * (300)) ))\n if <(ID) = [1]> then\n set x to (220)\n else\n if <(ID) = [2]> then\n set x to (192)\n else\n if <(ID) = [3]> then\n set x to (-220)\n end\n end\n end\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (10))\nelse\n hide\nend\n\nwhen I receive [game tick v]\nif <not <mouse down?>> then\n set [touching? v] to [n]\nend\nif <<<mouse down?> and <touching (mouse-pointer v)?>> and <(Touching?) = [n]>> then\n set [touching? v] to [y]\n start sound [Hi Na Tabla v]\n if <(ID) = [1]> then\n if <(costume [number v]) = [1]> then\n switch costume to (sfx off v)\n set [sfx v] to [0]\n else\n switch costume to (sfx on v)\n set [sfx v] to [100]\n end\n else\n if <(ID) = [2]> then\n if <(costume [number v]) = [2]> then\n switch costume to (music off v)\n set [music v] to [0]\n else\n switch costume to (music on v)\n set [music v] to [100]\n end\n else\n if <(ID) = [3]> then\n broadcast (Instructions v) and wait\n end\n end\n end\nend\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [trans v]\ntransist\nbroadcast (hide v)\n\ndefine transist\nclear graphic effects\nshow\ngo to [front v] layer\ngo to x: (0) y: (500)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (3))\n go to [front v] layer\nend\n\nwhen I receive [hide v]\nrepeat (100)\n go to [front v] layer\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@TB\n\nwhen I receive [game tick v]\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@Ending\n\nwhen I receive [game tick v]\ngo to x: (0) y: (0)\nif <(LEVEL) = [11]> then\n show\nelse\n hide\nend\n\n | =========================================\nINSTRUCTIONS:\n-------------------------------------------------------------------------\n- Arrow keys to move\n-------------------------------------------------------------------------\n- Get to the red banner\n-------------------------------------------------------------------------\n- Avoid anything that looks nasty\n-------------------------------------------------------------------------\n- Jump on zombies to kill them (though it dos'nt make any sense!). they are immune to sunlight!!\n-------------------------------------------------------------------------\n- Collect diamonds and netherite for absolutely no reason!\n-------------------------------------------------------------------------\n-Find a creeper face in the game.Its an easter egg!\n======================================== |
jelly platformer | @Stage\n\n@p1\n\nwhen flag clicked\nhide\ndelete all of [x v]\ndelete all of [y v]\nrepeat (4)\n add [0] to [x v]\n add [0] to [y v]\nend\nset [ids v] to [1]\npoint in direction (90)\nset [xf v] to [-16]\nset [yf v] to [16]\ncreate clone of (_myself_ v)\nchange [ids v] by (1)\nset [xf v] to [16]\nset [yf v] to [16]\nturn right (90) degrees\ncreate clone of (_myself_ v)\nchange [ids v] by (1)\nset [xf v] to [16]\nset [yf v] to [-16]\nturn right (90) degrees\ncreate clone of (_myself_ v)\nchange [ids v] by (1)\nset [xf v] to [-16]\nset [yf v] to [-16]\nturn right (90) degrees\ncreate clone of (_myself_ v)\n\ndefine physics\nif <key (space v) pressed?> then\n set [j v] to [1.5]\nelse\n set [j v] to [1]\nend\nif <(on) = [1]> then\n set [sx v] to (((((([x position v] of [player v]) + (((xf) * (2)) + (((xf) * (j)) * (-1)))) - (x position)) * (.4)) + (sx)) * (.7))\n set [sy v] to (((((([y position v] of [player v]) + ((yf) * (j))) - (y position)) * (.4)) + (sy)) * (.7))\nelse\n set [sx v] to (((((pick random (-240) to (240)) - (x position)) * (.4)) + (sx)) * (.7))\n set [sy v] to (((((pick random (180) to (-180)) - (y position)) * (.4)) + (sy)) * (.7))\nend\nchange x by (sx)\nif <touching (solid v)?> then\n repeat until <not <touching (solid v)?>>\n change x by (((sx) / ([abs v] of (sx) )) * (-1))\n end\n set [sx v] to [0]\n set [sy v] to ((sy) * (.5))\nend\nchange y by (sy)\nif <touching (solid v)?> then\n repeat until <not <touching (solid v)?>>\n change y by (((sy) / ([abs v] of (sy) )) * (-1))\n end\n set [sy v] to [0]\n set [sx v] to ((sx) * (.5))\nend\nreplace item (IDs) of [x v] with (round (x position))\nreplace item (IDs) of [y v] with (round (y position))\n\nwhen I start as a clone\nshow\nset [sx v] to [0]\nset [sy v] to [0]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n physics\nend\n\nwhen flag clicked\nforever\n set [c v] to (pick random (1) to (4))\n if <[100] < ((([abs v] of ((item (((c) mod (4)) + (1)) of [x v]) - (item ((((c) - (1)) mod (4)) + (1)) of [x v])) ) * (1)) + (([abs v] of ((item ((((c) - (1)) mod (4)) + (1)) of [y v]) - (item (((c) mod (4)) + (1)) of [y v])) ) * (1)))> then\n set [on v] to [0]\n start sound [Rip v]\n wait (.1) seconds\n broadcast (reset v)\n set [on v] to [1]\n end\nend\n\nwhen I receive [reset v]\nset [sx v] to [0]\nset [sy v] to [0]\nreplace item (1) of [x v] with [0]\nreplace item (1) of [x v] with [0]\nreplace item (2) of [x v] with [0]\nreplace item (2) of [x v] with [0]\nreplace item (3) of [x v] with [0]\nreplace item (3) of [x v] with [0]\nreplace item (4) of [x v] with [0]\nreplace item (4) of [x v] with [0]\ngo to x: (-200) y: (0)\n\n@solid\n\nwhen flag clicked\nset [lvl v] to [1]\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nswitch costume to (LvL)\n\n@player\n\nwhen flag clicked\nbroadcast (reset v)\nforever\n show\n p6\n hide\nend\n\ndefine p6\nchange y by (Yv)\nset [xv v] to ((Xv) * (.8))\nif <touching (solid v)?> then\n repeat until <not <touching (solid v)?>>\n change y by (((Yv) / ([abs v] of (Yv) )) * (-1))\n end\n set [yv v] to [0]\n if <<(mouse y) > ((My) + (20))> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> then\n set [yv v] to [10]\n end\nelse\n change [yv v] by (-1)\nend\nchange x by (Xv)\nif <touching (solid v)?> then\n repeat until <not <touching (solid v)?>>\n change x by (((Xv) / ([abs v] of (Xv) )) * (-1))\n end\n set [xv v] to [0]\nend\nif <<(mouse x) < ((Mx) + (-20))> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [xv v] by (-2)\nend\nif <<((Mx) + (20)) < (mouse x)> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n change [xv v] by (2)\nend\nif <touching (win v)?> then\n change [lvl v] by (1)\n broadcast (reset v)\nend\nif <(y position) = [-180]> then\n broadcast (reset v)\nend\n\nwhen I receive [reset v]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-200) y: (0)\nstart sound [pop v]\n\n@pen\n\nwhen flag clicked\nset pen color to (#ffffff)\nforever\n broadcast (message1 v)\nend\n\ndefine shape\nset pen size to (2)\nerase all\ngo to x: (item (4) of [x v]) y: (item (4) of [y v])\npen down\nset [c v] to [1]\nrepeat (4)\n go to x: (item (c) of [x v]) y: (item (c) of [y v])\n change [c v] by (1)\nend\npen up\n\nwhen I receive [message1 v]\nshape\n\n@win\n\nwhen I receive [reset v]\ngo to x: (200) y: (-100)\nforever\n turn right (15) degrees\nend\n\n@title\n\nwhen flag clicked\nhide\n\n@joystick\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [mx v] to (mouse x)\n set [my v] to (mouse y)\n repeat until <not <mouse down?>>\n end\n else\n set [mx v] to (mouse x)\n set [my v] to (mouse y)\n end\nend\n\n | Controls PC\nWSAD and arrow keys\nspace: jump\nControls: touch screen\ndrag left: Left\ndrag right: right\ndrag up: jump |
Pizza Platformer Dash | @Stage\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\n@Bank\n\n@Pizza\n\nwhen flag clicked\n\ndefine Controls - Jump, Crouch\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(falling) < [4]> then\n set [sy v] to [12]\n end\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [in platform v] to [2]\nend\n\ndefine Reset Level\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [1010]\nset [y v] to [0]\nset [frame v] to [0]\nset [direction v] to [90]\nset [player die v] to [0]\nset [player win v] to [0]\nset [scroll x v] to (x)\nset [scroll y v] to [0]\nshow\n\ndefine Gravity\nif <touching color (#006bff)?> then\n set [sy v] to ((sy) * (0.6))\n set [sx v] to ((sx) * (0.6))\nend\nchange [sy v] by (-1)\nchange [y v] by (sy)\nchange [falling v] by (1)\nGet Touching \n\ndefine Collision Floor Ceiling <up?>\nif <(touch) = [0]> then\n set [in platform v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platform v] to [2]\n end\nend\nrepeat until <(touch) < (in platform)>\n if <up?> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [falling v] to [0]\n end\n set [sy v] to [0]\n Get Touching <not <up?>>\nend\n\ndefine Get Touching <check platform>\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <touching (ground v)?> then\n set [touch v] to [9]\nelse\n if <touching (moving platforms v)?> then\n set [touch v] to [5]\n else\n if <<check platform> and <touching (platforms v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\n end\nend\n\ndefine Keys - Left Right\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [pushed sx v] to [-1]\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [pushed sx v] to [1]\n else\n set [pushed sx v] to [0]\n end\nend\n\ndefine Walk Dir Left Right (speed) (slope)\nchange [x v] by (speed)\nset [slope v] to [1]\nGet Touching <(in platform) = [1]>\nrepeat until <<(slope) > (slope)> or <(touch) = [0]>>\n change [y v] by (1)\n change [slope v] by (1)\n Get Touching <(in platform) = [1]>\nend\nif <(slope) > (slope)> then\n change [x v] by ((0) - (speed))\n change [y v] by ((0) - (slope))\n if <<(touch) = [1]> and <(in platform) = [1]>> then\n set [in platform v] to [2]\n Walk Dir Left Right (speed) (slope)\n if <(sx) = [0]> then\n set [in platform v] to [1]\n end\n else\n set [sx v] to [0]\n end\nend\n\ndefine Set Player Costume\nif <(frame) = [0]> then\n switch costume to (stand pizza1 v)\nelse\n switch costume to ([floor v] of ((4) + ((frame) mod (16))) )\nend\nswitch costume to (pizza v)\n\ndefine Get scroll (string)\nif <(y) < [-180]> then\n stop all sounds\n broadcast (Die v)\n hide\n wait (2) seconds\n broadcast (Play Music v)\n broadcast (Reset v) and wait\n broadcast (Clone Level v) and wait\n Reset Level\nend\nif <(PLAYER DIE) = [1]> then\n stop all sounds\n broadcast (Die v)\n hide\n wait (0) seconds\n broadcast (Play Music v)\n broadcast (Reset v) and wait\n broadcast (Clone Level v) and wait\n Reset Level\nend\nif <(PLAYER WIN) = [1]> then\n change [level v] by (1)\n stop all sounds\n broadcast (Die v)\n hide\n wait (0) seconds\n broadcast (Play Music v)\n broadcast (Reset v) and wait\n broadcast (Clone Level v) and wait\n Reset Level\nend\nchange [scroll x v] by (round (((x) - (string)) * (0.5)))\nGet Touching \n\nbroadcast (Reset v) and wait\nbroadcast (Clone Level v) and wait\nReset Level\n\nbroadcast (Reset v) and wait\nbroadcast (Clone Level v) and wait\nReset Level\n\nwhen I receive [bounce v]\nset [sy v] to [10]\nset [falling v] to [0]\n\nwhen I receive [play game v]\nset [level v] to [1]\nbroadcast (Reset v) and wait\nbroadcast (Clone Level v) and wait\ngo to [front v] layer\nshow\nReset Level\nbroadcast (Play Music v)\nforever\n point in direction (90)\n switch costume to (hitbox2 v)\n Controls - Jump, Crouch\n Gravity\n Collision Floor Ceiling <(sy) > [0]>\n Keys - Left Right\n if <(pushed sx) > [0]> then\n change [sx v] by (1.5)\n change [frame v] by (0.6)\n set [direction v] to [90]\n else\n if <(pushed sx) < [0]> then\n change [sx v] by (-1.5)\n change [frame v] by (0.6)\n set [direction v] to [-90]\n else\n set [frame v] to [0]\n end\n end\n set [sx v] to ((sx) * (0.8))\n Walk Dir Left Right ((sx) + (PLATFORM SX)) [12]\n set rotation style [left-right v]\n point in direction (direction)\n Get scroll (SCROLL X)\n Set Player Costume\n broadcast (Tick v) and wait\nend\n\nbroadcast (Play Game v) and wait\n\n@Ground\n\nwhen I receive [clone level v]\nSetup\n\nwhen I receive [reset v]\nchange [clone limit v] by (-1)\ndelete this clone\n\ndefine Setup\nhide\ngo to x: (0) y: (0)\nset [level x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (ground4 v)\n set [costume v] to [1]\nelse\n switch costume to (1ground1 v)\n set [costume v] to [10]\nend\nchange [clone limit v] by (1)\ncreate clone of (_myself_ v)\nchange [level x v] by (460)\nchange [costume v] by (1)\nnext costume\n\nwhen I receive [tick v]\nPosition (round ((level x) - (SCROLL X))) [0]\n\ndefine Position (x) (y)\nif <(x) < [-460]> then\n hide\n repeat until <not <(round ((level x) - (SCROLL X))) < [-460]>>\n change [level x v] by (920)\n change [costume v] by (2)\n end\n switch costume to (costume)\n Position (round ((level x) - (SCROLL X))) [1]\nelse\n if <(x) > [460]> then\n hide\n repeat until <not <(round ((level x) - (SCROLL X))) > [460]>>\n change [level x v] by (-920)\n change [costume v] by (-2)\n end\n switch costume to (costume)\n Position (round ((level x) - (SCROLL X))) [1]\n else\n go to x: (x) y: (y)\n if <(x) = (x position)> then\n show\n else\n hide\n end\n end\nend\n\n@Platforms\n\nwhen I receive [clone level v]\nSetup\n\nwhen I receive [reset v]\nchange [clone limit v] by (-1)\ndelete this clone\n\nwhen I receive [tick v]\nPosition (round ((level x) - (SCROLL X))) [0]\n\ndefine Position (x) (y)\nif <(x) < [-460]> then\n hide\n repeat until <not <(round ((level x) - (SCROLL X))) < [-460]>>\n change [level x v] by (920)\n change [costume v] by (2)\n end\n switch costume to (costume)\n Position (round ((level x) - (SCROLL X))) [1]\nelse\n if <(x) > [460]> then\n hide\n repeat until <not <(round ((level x) - (SCROLL X))) > [460]>>\n change [level x v] by (-920)\n change [costume v] by (-2)\n end\n switch costume to (costume)\n Position (round ((level x) - (SCROLL X))) [1]\n else\n go to x: (x) y: (y)\n if <(x) = (x position)> then\n show\n else\n hide\n end\n end\nend\n\ndefine Setup\nhide\ngo to x: (0) y: (0)\nset [level x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (ground4 v)\n set [costume v] to [1]\nelse\n switch costume to (1ground1 v)\n set [costume v] to [10]\nend\nchange [clone limit v] by (1)\ncreate clone of (_myself_ v)\nchange [level x v] by (460)\nchange [costume v] by (1)\nnext costume\n\n@Visual\n\nwhen I receive [clone level v]\nSetup\n\nwhen I receive [reset v]\nchange [clone limit v] by (-1)\ndelete this clone\n\nwhen I receive [tick v]\nPosition (round ((level x) - (SCROLL X))) [0]\n\ndefine Position (x) (y)\nif <(x) < [-460]> then\n hide\n repeat until <not <(round ((level x) - (SCROLL X))) < [-460]>>\n change [level x v] by (920)\n change [costume v] by (2)\n end\n switch costume to (costume)\n Position (round ((level x) - (SCROLL X))) [1]\nelse\n if <(x) > [460]> then\n hide\n repeat until <not <(round ((level x) - (SCROLL X))) > [460]>>\n change [level x v] by (-920)\n change [costume v] by (-2)\n end\n switch costume to (costume)\n Position (round ((level x) - (SCROLL X))) [1]\n else\n go to x: (x) y: (y)\n if <(x) = (x position)> then\n show\n else\n hide\n end\n end\nend\n\ndefine Setup\nhide\ngo to x: (0) y: (0)\nset [level x v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (ground4 v)\n set [costume v] to [1]\nelse\n switch costume to (1ground1 v)\n set [costume v] to [10]\nend\nchange [clone limit v] by (1)\ncreate clone of (_myself_ v)\nchange [level x v] by (460)\nchange [costume v] by (1)\nnext costume\n\n@Moving Platforms\n\nwhen I receive [clone level v]\nif <(LEVEL) = [1]> then\n switch costume to (platform 1 v)\n set [x v] to [3446]\n set [y v] to [-106]\n set [min x v] to [3446]\n set [max x v] to [3836]\n set [lift speed x v] to [2]\n create clone of (_myself_ v)\nelse\n switch costume to (platform 1 v)\n set [x v] to [2104]\n set [y v] to [-33]\n set [min x v] to [2073]\n set [max x v] to ((2104) + (400))\n set [lift speed x v] to [2]\n create clone of (_myself_ v)\nend\nset [x v] to [-999999]\n\nwhen I receive [tick v]\nchange [x v] by (lift speed x)\nif <(x) > (max x)> then\n set [lift speed x v] to ((0) - (lift speed x))\nelse\n if <(x) < (min x)> then\n set [lift speed x v] to ((0) - (lift speed x))\n end\nend\ngo to x: ((x) - (SCROLL X)) y: (((y) + (10)) - (SCROLL Y))\nif <touching (pizza v)?> then\n set [platform sx v] to (lift speed x)\nelse\n set [platform sx v] to [0]\nend\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <((x) - (SCROLL X)) = (x position)> then\n show\nelse\n hide\nend\n\nset [lift speed x v] to ((0) - (lift speed x))\n\nwhen I receive [reset v]\nchange [clone limit v] by (-1)\ndelete this clone\n\n@Music\n\nwhen I receive [play music v]\nforever\n if <(LEVEL) = [1]> then\n play sound [GameMusicPackLevel3 v] until done\n else\n play sound [Juhani Junkala \[Retro Game Music Pack\] Level 1 v] until done\n end\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\n\nwhen I receive [music tick v]\n\nplay sound [GameMusicPackLevel3 v] until done\nplay sound [Juhani Junkala \[Retro Game Music Pack\] Ending v] until done\n\nstop [other scripts in sprite v]\nplay sound [Juhani Junkala \[Retro Game Music Pack\] Level 1 v] until done\n\nforever\nend\n\n@Enemy\n\nwhen I receive [clone level v]\nif <(LEVEL) = [1]> then\n Create an enemy [1625] [2065] [1861] [20] [-2]\n Create an enemy [1625] [2065] [1625] [20] [2]\n Create an enemy [2587] [3044] [3044] [144] [2]\nelse\n if <(LEVEL) = [2]> then\n Create an enemy [1179] [1477] [1179] [37] [-2]\n Create an enemy [1179] [1477] [1477] [37] [-2]\n Create an enemy [1675] [1971] [1971] [30] [-2]\n Create an enemy [1675] [1971] [1675] [30] [2]\n end\nend\nset [x v] to [-999999]\n\nwhen I receive [tick v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset rotation style [left-right v]\npoint in direction (((lift speed x) / (2)) * (90))\nif <((x) - (SCROLL X)) = (x position)> then\n if <(- die) = [0]> then\n Move up (lift speed x)\n if <(x) > (max x)> then\n set [lift speed x v] to ((0) - (lift speed x))\n else\n if <(x) < (min x)> then\n set [lift speed x v] to ((0) - (lift speed x))\n end\n end\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n change [sy v] by (-1)\n change [y v] by (sy)\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n Acreen refresh\n end\n show\n set [no viz v] to [0]\nelse\n if <(- die) = [1]> then\n set [- die v] to [0]\n change [y v] by (20)\n clear graphic effects\n end\n hide\n set [no viz v] to [1]\n set [- die v] to [0]\n switch costume to (enemy v)\nend\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <touching (pizza v)?> then\n if <([falling v] of [pizza v]) > [3]> then\n if <(- die) = [0]> then\n broadcast (Bounce v)\n end\n set [- die v] to [1]\n switch costume to (enemy2 v)\n set [tick v] to [100]\n else\n if <(- die) = [0]> then\n set [player die v] to [1]\n end\n end\nend\nif <<(- die) = [1]> and <(tick) > [1]>> then\n change [ghost v] effect by (10)\n change [tick v] by (-1)\nend\n\nstart sound [pop v]\n\n\n set [y v] to [20]\nend\n\ndefine Move up (sx)\nchange [x v] by (sx)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <touching (ground v)?> then\n repeat (10)\n change [y v] by (1)\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\nend\n\ndefine Create an enemy (min) (max) (x) (y) (speed)\nswitch costume to (enemy v)\nset [x v] to (x)\nset [y v] to (y)\nset [min x v] to (min)\nset [max x v] to (max)\nset [lift speed x v] to (speed)\nset [sy v] to [0]\nset [- die v] to [0]\nclear graphic effects\ncreate clone of (_myself_ v)\n\ndefine Acreen refresh\nrepeat until <not <touching (ground v)?>>\n change [y v] by (1)\n set [sy v] to [0]\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nend\n\nset [sty v] to [0]\n\nwhen I receive [reset v]\ndelete this clone\n\n@Coins\n\nwhen I receive [tick v]\nswitch costume to ((costume [number v]) + (1))\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (pizza v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n set [player win v] to [1]\n end\n delete this clone\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <(x) = (x position)> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [clone level v]\nset [collected v] to [0]\nset [collected max v] to [0]\nif <(LEVEL) = [1]> then\n Create coin [910] [133]\n Create coin [1220] [-18]\n Create coin [1429] [57]\n Create coin [1596] [148]\n Create coin [1846] [115]\n Create coin [2571] [25]\n Create coin [2800] [98]\n Create coin [3105] [20]\n Create coin [3348] [-8]\n Create coin [3624] [39]\n Create coin [4082] [36]\nelse\n Create coin [678] [57]\n Create coin [1228] [93]\n Create coin [1390] [81]\n Create coin [1574] [155]\n Create coin [1571] [-136]\n Create coin [2341] [61]\n Create coin [2753] [142]\n Create coin [3097] [29]\n Create coin [3394] [37]\nend\nset [x v] to [-99999]\n\ndefine Create coin (x) (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [collected max v] by (1)\n\n@up\n\nwhen I receive [clone level v]\nhide\nswitch costume to (costume1 v)\nif <(LEVEL) = [3]> then\n stop all sounds\n go to [front v] layer\n show\n go to x: (0) y: (0)\n set size to (0) %\n repeat (10)\n change size by (10)\n end\n forever\nend\n\nbroadcast (Music tick v) and wait\n\nplay sound [Juhani Junkala \[Retro Game Music Pack\] Level 1 v] until done\nplay sound [GameMusicPackLevel3 v] until done\n\nplay sound [Juhani Junkala \[Retro Game Music Pack\] Ending v] until done\n\n@Play Game\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n broadcast (Play Game v) and wait\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [play game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n play sound [Juhani Junkala \[Retro Game Music Pack\] Title Screen v] until done\nend\n\nstop all sounds\n\nset [ghost v] effect to (0)\n\n@Hey\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n | Arrow keys to move.\nGet pizza safely across the levels!\nDon't run into blob monsters.\nJump on there heads to squash them!\nCollect all the coins to go to the next level.\nYou may have to wait a bit for moving platforms.\n\nInspired by @griffpatch's Coin Dash.\nCreated by @skidsteerloader\nFeel free to take code or sprites but please give credit!\nMusic by OpenGameArt.org\n \nScratch On\n -skidsteerloader |
light platformer | @Stage\n\n@ลWIATลO\n\nwhen flag clicked\nset [color v] effect to (4)\nforever\n set [ghost v] effect to (0)\n repeat (5)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\n end\n repeat (5)\n change [ghost v] effect by (10)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n\nplay sound [Medieval1 v] until done\n\n@ZIEMIA\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nswitch costume to (lvl1 v)\nshow\n\nwhen I receive [nastฤpny lvl v]\nnext costume\n\n@GRACZ\n\nwhen I receive [play v]\ngo to x: (-173) y: (-111)\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <(x position) > [300]> then\n broadcast (level up v)\n change [l evel v] by (1)\n stop [this script v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (0.8)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-0.8)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#fdff95)?> then\n change y by (1)\n if <touching color (#fdff95)?> then\n change y by (1)\n if <touching color (#fdff95)?> then\n change y by (1)\n if <touching color (#fdff95)?> then\n change y by (1)\n if <touching color (#fdff95)?> then\n change y by (1)\n if <touching color (#fdff95)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-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 (-2)\n if <touching color (#000000)?> then\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [yv v] to [9]\n end\n end\n change y by (2)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (yv)\n if <touching color (#fdff95)?> then\n change y by (-2)\n if <touching color (#fdff95)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to x: (-160) y: (0)\nshow\n\nwhen I receive [play v]\nforever\n if <touching (nxt lvl v)?> then\n broadcast (NASTฤPNY LVL v)\n go to x: (-160) y: (-35)\n show\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (nxt lvl v)?> then\n broadcast (NASTฤPNY LVL v)\n go to x: (-160) y: (-35)\n show\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (ziemia v)?> then\n if <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [yv v] by (15)\n wait (1.5) seconds\n end\n end\nend\n\nwhen I receive [nastฤpny lvl v]\ngo to x: (-173) y: (-111)\n\nwhen I receive [play v]\nforever\n if <touching color (#000000)?> then\n go to x: (-173) y: (-111)\n end\nend\n\n@light platformer\n\nwhen flag clicked\nshow\npoint in direction (75)\nforever\n repeat (15)\n turn right (2) degrees\n end\n repeat (15)\n turn left (2) degrees\n end\nend\n\nwhen flag clicked\nset size to (75) %\nforever\n repeat (15)\n change size by (2)\n end\n wait (0.2) seconds\n repeat (15)\n change size by (-2)\n end\n wait (0.2) seconds\nend\n\nwhen I receive [play v]\nhide\n\n@GRAJ\n\nwhen flag clicked\nshow\nset size to (75) %\nforever\n repeat (15)\n change size by (2)\n end\n repeat (15)\n change size by (-2)\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen this sprite clicked\nbroadcast (PLAY v)\n\n@NXT LVL\n\n | WELCOME TO LIGHT PLATFORMER!\n-WASD OR ARROWS TO MOVE\n-BLACK KILL\n-10 LEVELS\nHAVE FUN!!!!!!!!!!!!!!!!\nPLEASE CHECK OUT THIS VERSION: https://scratch.mit.edu/projects/403415915/ |
Cube Adventure || Scrolling Platformer | @Stage\n\nwhen I receive [level v]\nstop all sounds\nforever\n if <(Page) = [2]> then\n play sound [Piano v] until done\n end\nend\n\nwhen I receive [level 2 v]\nstop all sounds\nforever\n if <(Page) = [3]> then\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\n end\nend\n\nwhen I receive [level 3 v]\nstop all sounds\nforever\n if <(Page) = [4]> then\n play sound [Vexento - Pixel Party v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n stop all sounds\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nbroadcast (GO v)\n\n@Player\n\nwhen I receive [platformer v]\nif <(cl) = [0]> then\n Platformer\n create clone of (_myself_ v)\n broadcast (Lvl v)\nend\n\ndefine Platformer\nchange x by (Xspeed)\nif <touching color (#4ec254)?> then\n repeat (8)\n if <touching color (#4ec254)?> then\n change y by (1)\n end\n end\n if <touching color (#4ec254)?> then\n change y by (-8)\n repeat until <not <touching color (#4ec254)?>>\n change x by ((0) - ((Xspeed) / ([abs v] of (Xspeed) )))\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [xspeed v] to ((15) * ((0) - ((Xspeed) / ([abs v] of (Xspeed) ))))\n set [yspeed v] to [12]\n else\n set [xspeed v] to [0]\n end\n end\nend\nchange [xspeed v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>))\nchange [xspeed v] by (<(Xspeed) < [0]> - <(Xspeed) > [0]>)\nchange [xspeed v] by (<(Xspeed) < [-10]> - <(Xspeed) > [10]>)\nchange y by (Yspeed)\nif <touching color (#4ec254)?> then\n repeat until <not <touching color (#4ec254)?>>\n change y by ((0) - ((Yspeed) / ([abs v] of (Yspeed) )))\n end\n if <<(Yspeed) < [0]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n set [yspeed v] to [14]\n else\n set [yspeed v] to [0]\n end\nend\nif <touching color (#9e4ec2)?> then\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n broadcast (Next Level v)\nend\nif <<<<touching color (#ff5300)?> or <touching color (#525252)?>> or <touching color (#838383)?>> or <touching color (#0e0e0e)?>> then\n set [xspeed v] to [0]\n set [yspeed v] to [0]\n set [scrollx v] to [-600]\n set y to (0)\nend\nchange [yspeed v] by (-1)\nset x to (0)\n\nwhen I start as a clone\nset [cl v] to [1]\nset [trail v] to (ScrollX)\nswitch costume to (join [costume] (Player))\nset [ghost v] effect to (30)\nrepeat (10)\n change [ghost v] effect by (7)\n change size by (-5)\n set x to ((ScrollX) - (Trail))\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n hide\n end\nend\n\nwhen I receive [play v]\nset rotation style [don't rotate v]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<<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 end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>> then\n point in direction (0)\n end\nend\n\nwhen I receive [play v]\nforever\n change [scrollx v] by ((Xspeed) - ((Xspeed) * (2)))\nend\n\nwhen I receive [play v]\nset [cl v] to [0]\nset [scrollx v] to [-600]\nset [xspeed v] to [0]\nset [yspeed v] to [0]\ngo to x: (0) y: (0)\nshow\nforever\n broadcast (Platformer v)\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (join [destra] (Player))\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (join [sinistra] (Player))\n else\n switch costume to (join [] (Player))\n end\n end\nend\n\nwhen flag clicked\nset [scrollx v] to [-600]\n\nwhen flag clicked\nforever\n set x to (0)\nend\n\n@Level\n\ndefine Crea il percorso (pezzo di percorso)\nset [clone v] to ((pezzo di percorso) + (1))\nswitch costume to (pezzo di percorso)\ngo to [back v] layer\nforever\n if <not <[-3557] > (ScrollX)>> then\n forever\n if <(Page) = [2]> then\n set x to ((ScrollX) + ((480) * (pezzo di percorso)))\n if <<(ScrollX) > (join [-] ((480) * ((pezzo di percorso) + (1))))> and <(ScrollX) < (join [-] ((480) * (1)))>> then\n show\n else\n hide\n end\n else\n delete this clone\n end\n end\n else\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n Crea il percorso [1]\nelse\n if <(Clone) = [2]> then\n Crea il percorso [2]\n else\n if <(Clone) = [3]> then\n Crea il percorso [3]\n else\n if <(Clone) = [4]> then\n Crea il percorso [4]\n else\n if <(Clone) = [5]> then\n Crea il percorso [5]\n else\n if <(Clone) = [6]> then\n Crea il percorso [6]\n else\n if <(Clone) = [7]> then\n Crea il percorso [7]\n else\n if <(Clone) = [8]> then\n set [clone v] to ((9) + (1))\n switch costume to (8 v)\n go to [back v] layer\n forever\n if <not <[-3559] > (ScrollX)>> then\n set x to ((ScrollX) + ((480) * (8)))\n if <<(Page) = [2]> and <<(ScrollX) > [-4320]> and <(ScrollX) < [-3360]>>> then\n show\n else\n hide\n end\n else\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [level v]\nwait until <[-3557] > (ScrollX)>\nbroadcast (Fine livello v)\n\nwhen I receive [level v]\nset [clone v] to [1]\nrepeat (8)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\n@Level2\n\ndefine Crea il percorso (pezzo di percorso)\nset [clone v] to ((pezzo di percorso) + (1))\nswitch costume to (pezzo di percorso)\ngo to [back v] layer\nforever\n if <not <[-4039] > (ScrollX)>> then\n forever\n if <(Page) = [3]> then\n set x to ((ScrollX) + ((480) * (pezzo di percorso)))\n if <<(ScrollX) > (join [-] ((480) * ((pezzo di percorso) + (1))))> and <(ScrollX) < (join [-] ((480) * ((pezzo di percorso) - (1))))>> then\n show\n else\n hide\n end\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n Crea il percorso [1]\nelse\n if <(Clone) = [2]> then\n Crea il percorso [2]\n else\n if <(Clone) = [3]> then\n Crea il percorso [3]\n else\n if <(Clone) = [4]> then\n Crea il percorso [4]\n else\n if <(Clone) = [5]> then\n Crea il percorso [5]\n else\n if <(Clone) = [6]> then\n Crea il percorso [6]\n else\n if <(Clone) = [7]> then\n Crea il percorso [7]\n else\n if <(Clone) = [8]> then\n Crea il percorso [8]\n else\n if <(Clone) = [9]> then\n Crea il percorso [9]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [level 2 v]\nwait until <[-4039] > (ScrollX)>\nbroadcast (Fine livello 2 v)\n\nwhen I receive [level 2 v]\nset [clone v] to [1]\nrepeat (9)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\n@Level3\n\ndefine Crea il percorso (pezzo di percorso)\nset [clone v] to ((pezzo di percorso) + (1))\nswitch costume to (pezzo di percorso)\ngo to [back v] layer\nforever\n if <not <[-4517] > (ScrollX)>> then\n forever\n if <(Page) = [4]> then\n set x to ((ScrollX) + ((480) * (pezzo di percorso)))\n if <<(ScrollX) > (join [-] ((480) * ((pezzo di percorso) + (1))))> and <(ScrollX) < (join [-] ((480) * ((pezzo di percorso) - (1))))>> then\n show\n else\n hide\n end\n else\n delete this clone\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone) = [1]> then\n Crea il percorso [1]\nelse\n if <(Clone) = [2]> then\n Crea il percorso [2]\n else\n if <(Clone) = [3]> then\n Crea il percorso [3]\n else\n if <(Clone) = [4]> then\n Crea il percorso [4]\n else\n if <(Clone) = [5]> then\n Crea il percorso [5]\n else\n if <(Clone) = [6]> then\n Crea il percorso [6]\n else\n if <(Clone) = [7]> then\n Crea il percorso [7]\n else\n if <(Clone) = [8]> then\n Crea il percorso [8]\n else\n if <(Clone) = [9]> then\n Crea il percorso [9]\n else\n if <(Clone) = [10]> then\n Crea il percorso [10]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [level 3 v]\nwait until <[-4517] > (ScrollX)>\nbroadcast (Fine livello 3 v)\n\nwhen I receive [level 3 v]\nset [clone v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\n@Sprite1\n\nwhen flag clicked\nset [page v] to [1]\n\nwhen flag clicked\ngo to x: (0) y: (-50)\n\nwhen this sprite clicked\nbroadcast (Play v)\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <(Level) = [1]> then\n broadcast (Level v)\n set [page v] to [2]\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen this sprite clicked\nif <(Level) = [2]> then\n broadcast (Level 2 v)\n set [page v] to [3]\nend\n\nwhen this sprite clicked\nif <(Level) = [3]> then\n broadcast (Level 3 v)\n set [page v] to [4]\nend\n\n@Player HOME\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (6 v)\ngo to x: (-140) y: (85)\n\nwhen flag clicked\nforever\n if <(Player) = [1]> then\n switch costume to (6 v)\n else\n switch costume to (2 v)\n if <(Player) = [2]> then\n set [color v] effect to (0)\n else\n if <(Player) = [3]> then\n set [color v] effect to (12)\n else\n if <(Player) = [4]> then\n set [color v] effect to (28)\n else\n if <(Player) = [5]> then\n set [color v] effect to (65)\n else\n if <(Player) = [6]> then\n set [color v] effect to (80)\n else\n if <(Player) = [7]> then\n set [color v] effect to (135)\n else\n if <(Player) = [8]> then\n set [color v] effect to (150)\n else\n if <(Player) = [9]> then\n set [color v] effect to (170)\n else\n if <(Player) = [10]> then\n set [color v] effect to (180)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n show\n else\n hide\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-100) y: (85)\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [player v] to [1]\n\nwhen this sprite clicked\nif <(Player) < [10]> then\n change [player v] by (1)\nelse\n set [player v] to [1]\nend\n\n@Sprite7\n\nwhen flag clicked\ngo to x: (220) y: (85)\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Level) < [3]> then\n change [level v] by (1)\nelse\n set [level v] to [1]\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-180) y: (85)\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Player) > [1]> then\n change [player v] by (-1)\nelse\n set [player v] to [10]\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (60) y: (85)\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(Page) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(Level) > [1]> then\n change [level v] by (-1)\nelse\n set [level v] to [3]\nend\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (trampolino basso v)\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n set [yspeed v] to (Potenza trampolino)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nset y to (-60)\nforever\n set x to ((ScrollX) + ((480) * (4.4)))\n if <<(Page) = [2]> and <<(ScrollX) < [-1840]> and <(ScrollX) > [-2350]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino alto v)\n wait (0.08) seconds\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino basso v)\n wait (0.4) seconds\n end\nend\n\n@Sprite10\n\nwhen I receive [fine livello v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait until <not <(Page) = [2]>>\nhide\n\nwhen flag clicked\nhide\n\n@Sprite11\n\nwhen flag clicked\nforever\n if <<(Page) = [2]> and <<(ScrollX) < [-1592]> and <(ScrollX) > [-2155]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set x to ((ScrollX) + ((480) * (3.9)))\nend\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (trampolino basso v)\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n set [yspeed v] to (Potenza trampolino)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nset y to (-60)\nforever\n set x to ((ScrollX) + ((480) * (1.7)))\n if <<(Page) = [3]> and <(ScrollX) > [-1100]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino alto v)\n wait (0.08) seconds\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino basso v)\n wait (0.4) seconds\n end\nend\n\n@Sprite13\n\nwhen I receive [fine livello 2 v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait until <not <(Page) = [3]>>\nhide\n\nwhen flag clicked\nhide\n\n@Sprite15\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n set [yspeed v] to (Potenza trampolino)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nset y to (-60)\nforever\n set x to ((ScrollX) + ((480) * (4.55)))\n if <<(Page) = [3]> and <<(ScrollX) < [-1935]> and <(ScrollX) > [-2500]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (trampolino basso v)\nforever\n if <touching (player v)?> then\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino alto v)\n wait (0.08) seconds\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino basso v)\n wait (0.4) seconds\n end\nend\n\n@Sprite16\n\nwhen flag clicked\nforever\n if <<(Page) = [3]> and <<(ScrollX) < [-1400]> and <(ScrollX) > [-1980]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set x to ((ScrollX) + ((480) * (3.55)))\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n if <<(Page) = [3]> and <<(ScrollX) < [-2648]> and <(ScrollX) > [-3210]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set x to ((ScrollX) + ((480) * (6.1)))\nend\n\n@Sprite18\n\nwhen flag clicked\nforever\n if <<(Page) = [3]> and <<(ScrollX) < [-3350]> and <(ScrollX) > [-3940]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set x to ((ScrollX) + ((480) * (7.5)))\nend\n\n@Sprite14\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <<<(Page) = [1]> or <(Page) = [4]>> or <(Page) = [0]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (170) y: (-135)\n\nwhen this sprite clicked\nif <(Level) = [1]> then\n set [level v] to [2]\n change [page v] by (1)\n broadcast (Level 2 v)\n broadcast (Play v)\nelse\n if <(Level) = [2]> then\n set [level v] to [3]\n change [page v] by (1)\n broadcast (Level 3 v)\n broadcast (Play v)\n end\nend\n\nwhen I receive [fine livello v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [fine livello 2 v]\nwait (0.1) seconds\ngo to [front v] layer\n\n@Sprite19\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <<(Page) = [1]> or <(Page) = [0]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-170) y: (-135)\n\nwhen this sprite clicked\nset [page v] to [1]\n\nwhen I receive [fine livello v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [fine livello 2 v]\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [fine livello 3 v]\nwait (0.1) seconds\ngo to [front v] layer\n\n@Sprite21\n\nwhen I receive [fine livello 3 v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait until <not <(Page) = [4]>>\nhide\n\nwhen flag clicked\nhide\n\n@Sprite20\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n set [yspeed v] to (Potenza trampolino)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nset y to (-58)\nforever\n set x to ((ScrollX) + ((480) * (2.4)))\n if <<(Page) = [4]> and <<(ScrollX) < [-900]> and <(ScrollX) > [-1400]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (trampolino basso v)\nforever\n if <touching (player v)?> then\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino alto v)\n wait (0.08) seconds\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino basso v)\n wait (0.4) seconds\n end\nend\n\n@Sprite22\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n set [yspeed v] to (Potenza trampolino)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nset y to (-60)\nforever\n set x to ((ScrollX) + ((480) * (3.85)))\n if <<(Page) = [4]> and <<(ScrollX) < [-1600]> and <(ScrollX) > [-2100]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (trampolino basso v)\nforever\n if <touching (player v)?> then\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino alto v)\n wait (0.08) seconds\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino basso v)\n wait (0.4) seconds\n end\nend\n\n@Sprite23\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n set [yspeed v] to (Potenza trampolino)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nset y to (-58)\nforever\n set x to ((ScrollX) + ((480) * (4.92)))\n if <<(Page) = [4]> and <<(ScrollX) < [-2100]> and <(ScrollX) > [-2600]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (trampolino basso v)\nforever\n if <touching (player v)?> then\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino alto v)\n wait (0.08) seconds\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino basso v)\n wait (0.4) seconds\n end\nend\n\n@Sprite24\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n set [yspeed v] to (Potenza trampolino)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nset y to (-58)\nforever\n set x to ((ScrollX) + ((480) * (5.2)))\n if <<(Page) = [4]> and <<(ScrollX) < [-2270]> and <(ScrollX) > [-2770]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (trampolino basso v)\nforever\n if <touching (player v)?> then\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino alto v)\n wait (0.08) seconds\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino basso v)\n wait (0.4) seconds\n end\nend\n\n@Sprite25\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n wait until <touching (player v)?>\n set [yspeed v] to (Potenza trampolino)\n wait (0.3) seconds\nend\n\nwhen flag clicked\nset y to (-58)\nforever\n set x to ((ScrollX) + ((480) * (5.5)))\n if <<(Page) = [4]> and <<(ScrollX) < [-2350]> and <(ScrollX) > [-2850]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (trampolino basso v)\nforever\n if <touching (player v)?> then\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino alto v)\n wait (0.08) seconds\n switch costume to (trampolino medio v)\n wait (0.08) seconds\n switch costume to (trampolino basso v)\n wait (0.4) seconds\n end\nend\n\n@Sprite26\n\nwhen flag clicked\nforever\n if <<(Page) = [4]> and <<(ScrollX) < [-1450]> and <(ScrollX) > [-2000]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set x to ((ScrollX) + ((480) * (3.65)))\nend\n\n@Sprite27\n\nwhen flag clicked\nforever\n if <<(Page) = [4]> and <<(ScrollX) < [-3657]> and <(ScrollX) > [-4200]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (10) degrees\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n set x to ((ScrollX) + ((480) * (8.25)))\nend\n\n@Player2\n\nwhen flag clicked\nforever\n set y to ([y position v] of [player v])\n set [ghost v] effect to (100)\nend\n\nwhen I receive [play v]\nforever\n if <touching color (#4ec254)?> then\n change [scrollx v] by (3)\n end\nend\n\n@Player3\n\nwhen flag clicked\nforever\n set y to ([y position v] of [player v])\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n if <touching color (#4ec254)?> then\n change [scrollx v] by (-3)\n end\nend\n\n@Sprite28\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n switch costume to (costume1 v)\nend\n\nwhen [timer v] > (0)\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nwait (3) seconds\nswitch costume to (costume12 v)\nwait (2) seconds\nswitch costume to (copertina v)\nstop [all v]\n\n@Sprite29\n\nwhen I receive [inizio v]\nhide\n\nwhen I receive [go v]\nset rotation style [all around v]\npoint in direction (90)\nset [page v] to [0]\nswitch costume to (senza titolo v)\nset size to (0) %\nshow\ngo to [front v] layer\nstart sound [A v]\nrepeat (10)\n turn right (36) degrees\n change size by (10)\n wait (0.1) seconds\nend\nwait (0.5) seconds\nswitch costume to (senza titolo2 v)\nwait (5) seconds\nbroadcast (INIZIO v)\nset [page v] to [1]\n\n@Sprite30\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [inizio v]\nhide\n\n | COMPUTER:\nArrows or WASD to move\n\nMOBILE:\nTap/hold to move towards your finger |
Night - A Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [the piano moosic v] until done\nend\n\nwhen flag clicked\nforever\n wait (0.8) seconds\n next backdrop\nend\n\n@Ground\n\nwhen [s v] key pressed\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (01 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [end v]\nhide\n\n@Player\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [play v]\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n switch costume to (costume1 v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume2 v)\n change [x v] by (0.8)\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?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\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?>> 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)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (spikes v)?>> then\n go to x: (-180) y: (-50)\n broadcast (dead v)\n end\n if <(x position) > [223]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\n if <(Level) = [15]> then\n broadcast (end v)\n stop [other scripts in sprite v]\n end\nend\n\nwhen [left arrow v] key pressed\nswitch costume to (costume1 v)\n\nwhen [right arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen [d v] key pressed\nswitch costume to (costume4 v)\n\nwhen [a v] key pressed\nswitch costume to (costume2 v)\n\nwhen flag clicked\nif <touching (_edge_ v)?> then\n next backdrop\nend\n\nwhen I receive [levelup v]\nif <key (right arrow v) pressed?> then\n next backdrop\nend\n\nwhen flag clicked\nbroadcast (levelup v)\nif <touching (_edge_ v)?> then\n next backdrop\nend\n\nwhen I receive [levelup v]\nswitch backdrop to (next backdrop v)\n\nbroadcast (levelup v)\n\n@Thumbnail\n\nwhen flag clicked\nset size to (100) %\nshow\nwait (1.5) seconds\nbroadcast (play v)\nrepeat (10)\n change [ghost v] effect by (12)\nend\nhide\n\nwhen flag clicked\nif <touching (_edge_ v)?> then\n next costume\nend\n\n@Spikes\n\nwhen [s v] key pressed\nnext costume\n\nwhen flag clicked\nif <touching (_edge_ v)?> then\n next costume\nend\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\n | Instructions:\nโPress the green flag\nโPress S to skip\n\nโญโ โโโโ โโโฆโโ โโโโ โโญ\n\nโHere is another platformer: \nhttps://scratch.mit.edu/projects/404022417/\n\nโญโ โโโโ โโโฆโโ โโโโ โโญ\n\nโPlease Credit me For the art and \n @RobloxCount999_tutor for the Music and Coding if \n Remixed :D\n\nโDedicated to: @Mikki_Chikki (she loves blueberries) \n :D :D :D ^^ <3\n |
Basketball ~ Platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Drake - Toosie Slide \(INSTRUMENTAL\) v] until done\nend\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@Player\n\ndefine Position: (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\nPosition: [-173] [-113] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Game-Play\nend\n\ndefine Game-Play\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 turn left (4) degrees\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 turn right (4) degrees\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 Position: [-173] [-113] Set Size To: [40]\n end\n if <touching (hoop v)?> then\n change [level v] by (1)\n Position: [-173] [-113] Set Size To: [40]\n broadcast (Spray-Paint Next Level v)\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Obstacles\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Hoop\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nshow\n\n@Sprite1\n\ndefine Vibrate, x: (xpos) y: (ypos)\nshow\nrepeat (20)\n go to x: (xpos) y: (ypos)\n go to x: ((xpos) + (pick random (-5) to (5))) y: ((ypos) + (pick random (-7) to (7)))\nend\nhide\n\nwhen I receive [spray-paint next level v]\nVibrate, x: (1) y: (1)\n\n@detector\n\nwhen flag clicked\nforever\n hide\n set [clone id v] to [0]\n create clone of (_myself_ v)\n wait (0.2) seconds\n set [clone id v] to [1]\n create clone of (_myself_ v)\n wait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\n wait (0.5) seconds\n show\n go to x: (0) y: (-100)\n reset timer\n switch costume to (pick random (1) to (4))\n set [ghost v] effect to (100)\n repeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n reset timer\n repeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nforever\n if <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\n end\n if <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\n end\nend\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (99999999999999999999999)\n\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\nset [ghost v] effect to (0)\n\n | |
Platformer Quest 2 (Demo) | @Stage\n\n@Music\n\nwhen flag clicked\nset [volume v] to [50]\nwait (3) seconds\nrepeat (pick random (0) to (1))\n play sound [Vexento - Pixel Party v] until done\n wait (5) seconds\nend\nforever\n play sound [Vexento - Masked Heroes v] until done\n wait (5) seconds\n play sound [Vexento - Pixel Party v] until done\n wait (5) seconds\nend\n\nwhen flag clicked\nset volume to (0) %\nwait (3) seconds\nrepeat (100)\n change volume by ((Volume) / (100))\n wait () seconds\n wait () seconds\nend\nshow variable [volume v]\nforever\n set volume to (Volume) %\nend\n\n@Player\n\nwhen flag clicked\nset [*in_game v] to [1]\nSetup Player\nwait (3) seconds\nshow\nEffect Player\ngo to x: (0) y: (-50)\nrepeat until <(Loading...) = [0]>\n Normal [Game]\nend\nset [*in_game v] to [0]\n\ndefine Change xv (xv) (clone?)\nif <(clone?) = []> then\n change [xv v] by (xv)\nend\n\ndefine Change yv (yv) (clone?)\nif <(clone?) = []> then\n change [yv v] by (yv)\nend\n\ndefine Change y (y) (i_clone?)\n\ndefine Change x (x) (i_clone?)\n\nwhen flag clicked\nforever\n if <key (p v) pressed?> then\n next costume\n wait until <not <key (p v) pressed?>>\n end\nend\n\nwhen I receive [back - home v]\nCheck Player Power! [1]\nCheck Player Power! [2]\nCheck Player Power! [3]\nwait (0.1) seconds\nwait until <(Loading...) = [0]>\nNormal [Menu]\nrepeat until <(Loading...) = [1]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n point in direction (90)\n repeat until <<(x position) > [-75]> or <(x position) = [-75]>>\n change x by ([abs v] of (((x position) - (-74)) * (0.125)) )\n end\n point in direction (-90)\n repeat until <<(x position) < [-230]> or <(x position) = [-230]>>\n change x by (() - ([abs v] of (((x position) - (-231)) * (0.125)) ))\n end\n point in direction (90)\n repeat until <<(x position) > [-150]> or <(x position) = [-150]>>\n change x by ([abs v] of (((x position) - (-149)) * (0.125)) )\n end\n end\nend\n\ndefine Normal (warp)\nif <(warp) = [Menu]> then\n show\n point in direction (90)\n set size to (300) %\n go to x: (-150) y: (-100)\nend\nif <(warp) = [Game]> then\n clear graphic effects\n change x by (() - (x Changer))\n change y by (() - (y Changer))\n Button <<key (up arrow v) pressed?> or <key (space v) pressed?>> [1]\n Button <key (down arrow v) pressed?> [2]\n Button <key (right arrow v) pressed?> [3]\n Button <key (left arrow v) pressed?> [4]\n Button <<key (z v) pressed?> and <key (right arrow v) pressed?>> [5]\n Button <<key (z v) pressed?> and <key (left arrow v) pressed?>> [6]\n if <touching color (#ca00ff)?> then\n set [mode v] to [jump]\n set [yv v] to ((item (1) of [upgrades - player v]) * ((12) / (7)))\n end\n if <touching color (#00b0ff)?> then\n set [ghost v] effect to (25)\n if <(item (2) of [movement - player v]) = [1]> then\n Change yv [-0.2] []\n else\n Change yv [0.6] []\n end\n end\n if <([abs v] of (xv) ) < [3]> then\n if <<(item (5) of [movement - player v]) = [1]> and <(yv) = [-3]>> then\n point in direction (90)\n set [yv v] to [7]\n Change xv ((item (2) of [upgrades - player v]) * (12)) []\n end\n if <<(item (6) of [movement - player v]) = [1]> and <(yv) = [-3]>> then\n point in direction (-90)\n set [yv v] to [7]\n Change xv (() - ((item (2) of [upgrades - player v]) * (12))) []\n end\n end\n if <(item (4) of [movement - player v]) = [1]> then\n point in direction (-90)\n Change xv (() - (item (2) of [upgrades - player v])) []\n end\n if <(item (3) of [movement - player v]) = [1]> then\n point in direction (90)\n Change xv (item (2) of [upgrades - player v]) []\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<(item (1) of [movement - player v]) = [1]> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [5]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-5))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<(item (3) of [movement - player v]) = [1]> or <(item (4) of [movement - player v]) = [1]>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <(item (1) of [movement - player v]) = [1]> then\n set [mode v] to [jump]\n set [yv v] to (item (1) of [upgrades - player v])\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n Change yv [-0.55] []\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [play v]\nset [*in_game v] to [1]\nSetup Player\nwait (4) seconds\nwait until <(Loading...) = [0]>\nwait (3) seconds\nshow\nEffect Player\ngo to x: (0) y: (-50)\nrepeat until <(Loading...) = [1]>\n Normal [Game]\nend\nset [*in_game v] to [0]\n\ndefine Setup Player\nhide\ndelete all of [movement - player v]\ndelete all of [upgrades - player v]\nrepeat (6)\n add [0] to [movement - player v]\nend\npoint in direction (90)\nadd [7] to [upgrades - player v]\nadd [0.4] to [upgrades - player v]\nadd [1] to [upgrades - player v]\nadd [7] to [upgrades - player v]\nadd [0.4] to [upgrades - player v]\nadd [1] to [upgrades - player v]\nclear graphic effects\ngo to [front v] layer\nswitch costume to (player - normal v)\nset size to (70) %\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\n\nwhen I start as a clone\nif <(costume [name v]) = [Effect]> then\n Effect Change (pick random (-1.35) to (1.35)) (pick random (-1.35) to (1.35))\nend\nrepeat (20)\n change y by (1)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\ndefine Effect Change (e_n) (e_n2)\nrepeat (pick random (25) to (50))\n change y by ((e_n) * (0.8))\n change x by (e_n2)\nend\n\ndefine Effect Player\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\n switch costume to (effect v)\n create clone of (_myself_ v)\n switch costume to (player - normal v)\nend\nrepeat (20)\n change [brightness v] effect by (-2)\n switch costume to (effect v)\n create clone of (_myself_ v)\n switch costume to (player - normal v)\nend\nrepeat (30)\n change [brightness v] effect by (-2)\nend\n\ndefine Clear Button\ndelete all of [movement - player v]\nrepeat (6)\n add [0] to [movement - player v]\nend\n\ndefine Button <arrow> (change)\nif <arrow> then\n replace item (change) of [movement - player v] with [1]\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n Clear Button\n wait () seconds\nend\n\ndefine Check Player Power! (c_p)\nreplace item (c_p) of [upgrades - player v] with (item ((c_p) + (3)) of [upgrades - player v])\n\n@Logo\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.5)\nhide variable [volume v]\ngo to x: () y: ()\nswitch costume to (thumbnail v)\nshow\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [back - home v]\nchange [coins v] by (Points)\ngo to x: () y: ()\nshow\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait until <(Loading...) = [0]>\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [play v]\ngo to x: () y: ()\nshow\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [brightness v] effect to (-100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait until <(Loading...) = [0]>\nwait (0.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (join [Map - ] (Choose Map))\n\n@Map\n\nwhen flag clicked\nswitch costume to (map - 1 - wood house v)\nSetup Map\nwait (0.1) seconds\nshow\nrepeat until <(Loading...) = [0]>\n Move to Player\nend\n\nwhen I receive [back - home v]\nwait (4) seconds\nhide\n\nwhen I receive [play v]\nSetup Map\nwait (4.2) seconds\nshow\nforever\n Move to Player\nend\n\ndefine Setup Map\nset size to (123) %\nset [x v] to [0]\nset [y v] to [-100]\nset [x changer v] to [0]\nset [y changer v] to [0]\n\ndefine Move to Player\ngo to x: (() - (x)) y: ((() - (y)) + (-100))\nchange [x v] by (round ((0.1) * ([x position v] of [player v])))\nchange [y v] by (round ((0.05) * ([y position v] of [player v])))\nset [x changer v] to (round ((0.1) * ([x position v] of [player v])))\nset [y changer v] to (round ((0.05) * ([y position v] of [player v])))\n\nwhen I receive [map - 1 v]\nswitch costume to (map - 1 - wood house v)\n\nwhen I receive [map - 2 v]\nswitch costume to (map - 2 - castle v)\nset [x v] to [-200]\nset [y v] to [-195]\n\n@แปtem\n\nwhen flag clicked\nSet in Warp [Wood House] [1] Points [6]\n\ndefine Points (x) (y) (+) (show?) (stt)\nif <((show?) + (1)) > (stt)> then\n go to x: ((x) - (x)) y: ((y) - (y))\n repeat until <<touching (player v)?> and <(distance to [player v]) < [20]>>\n go to x: ((x) - (x)) y: ((y) - (y))\n if <(costume [number v]) < [3]> then\n if <<<[-260] < (x position)> and <(x position) < [260]>> and <<[-200] < (y position)> and <(y position) < [200]>>> then\n show\n else\n hide\n end\n else\n if <<<[-250] < (x position)> and <(x position) < [250]>> and <<[-190] < (y position)> and <(y position) < [190]>>> then\n show\n else\n hide\n end\n end\n end\n start sound [Coin v]\n if < (costume [name v]) contains [Point]?> then\n change [points v] by ((+) * (item (3) of [upgrades - player v]))\n end\n if < (costume [name v]) contains [Jump]?> then\n if < (costume [name v]) contains [Lv1]?> then\n replace item (1) of [upgrades - player v] with [9]\n end\n if < (costume [name v]) contains [Lv2]?> then\n replace item (1) of [upgrades - player v] with [11]\n end\n if < (costume [name v]) contains [Lv3]?> then\n replace item (1) of [upgrades - player v] with [13]\n end\n end\n if < (costume [name v]) contains [Points]?> then\n if < (costume [name v]) contains [x2]?> then\n replace item (3) of [upgrades - player v] with [2]\n end\n if < (costume [name v]) contains [x4]?> then\n replace item (3) of [upgrades - player v] with [4]\n end\n end\n if < (costume [name v]) contains [PowerUp]?> then\n if < (costume [name v]) contains [Speed]?> then\n if < (costume [name v]) contains [Lv1]?> then\n replace item (2) of [upgrades - player v] with [0.8]\n end\n if < (costume [name v]) contains [Lv2]?> then\n replace item (2) of [upgrades - player v] with [1.2]\n end\n if < (costume [name v]) contains [Lv3]?> then\n replace item (2) of [upgrades - player v] with [1.5]\n end\n end\n end\nend\n\ndefine Set in Warp (map) (type) Points (num)\nbroadcast (Numberic - Points v)\nset size to (100) %\nswitch costume to (point - help v)\nset [points v] to [0]\ngo to [back v] layer\nif <(map) = [Wood House]> then\n if <(type) = [1]> then\n Points [150] [-160] [1] (num) [1]\n switch costume to (points v)\n Points [0] [-50] [1] (num) [2]\n Points [-225] [-265] [1] (num) [3]\n Points [200] [-100] [1] (num) [4]\n Points [-105] [50] [1] (num) [5]\n Points [0] [-335] [1] (num) [6]\n end\n if <(type) = [2]> then\n Points [-225] [-265] [1] (num) [1]\n switch costume to (points v)\n Points [-105] [50] [1] (num) [2]\n Points [200] [-100] [1] (num) [3]\n set size to (50) %\n switch costume to (powerup - speed - lv1 v)\n Points [-230] [120] [1] (num) [3]\n switch costume to (points v)\n set size to (100) %\n Points [0] [-335] [1] (num) [4]\n Points [0] [-50] [1] (num) [5]\n Points [150] [-160] [1] (num) [6]\n end\nend\nif <(map) = [Castle]> then\n if <(type) = [1]> then\n Points [-25] [-320] [1] (num) [1]\n switch costume to (points v)\n Points [175] [-150] [1] (num) [2]\n Points [400] [-320] [1] (num) [3]\n Points [0] [-70] [1] (num) [4]\n Points [460] [-5] [1] (num) [5]\n set size to (50) %\n switch costume to (powerup - x2points v)\n Points [-70] [70] [1] (num) [5]\n switch costume to (points v)\n set size to (100) %\n Points [-125] [-50] [1] (num) [6]\n Points [375] [-250] [1] (num) [7]\n end\n if <(type) = [2]> then\nend\nhide\nwait (4) seconds\nbroadcast (Back - Home v)\n\nwhen I receive [map - 1 v]\nSet in Warp [Wood House] [2] Points [6]\n\nwhen I receive [map - 2 v]\nSet in Warp [Castle] [1] Points [8]\n\n@Text\n\nwhen flag clicked\nSetup Quest\npoint in direction (90)\nset [loading... v] to [2]\nhide\ngo to x: (0) y: (0)\nwait (1) seconds\nShow Costume [1]\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (0)\nif < (costume [name v]) contains [Rq]?> then\n if < (costume [name v]) contains [1]?> then\n set [brightness v] effect to (100)\n if <(Choose Map) = [1]> then\n wait until <<(Points) > [6]> or <(Points) = [6]>>\n end\n if <(Choose Map) = [2]> then\n wait until <<(Points) > [8]> or <(Points) = [8]>>\n end\n change [finish_quest v] by (1)\n clear graphic effects\n wait (2) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n hide\n end\nend\nif < (costume [name v]) contains [Loading]?> then\n if < (costume [name v]) contains [Circle]?> then\n show\n set [ghost v] effect to (100)\n hide variable [volume v]\n set [loading... v] to [1]\n go to x: (210) y: (-160)\n repeat (50)\n go to [front v] layer\n change [ghost v] effect by (-2)\n turn right (12) degrees\n end\n repeat (pick random (100) to (200))\n turn right (12) degrees\n end\n set [loading... v] to [0]\n show variable [volume v]\n hide\n if <(*In_game) = [1]> then\n broadcast (Numeric - Coins v)\n end\n else\n show\n set [ghost v] effect to (100)\n repeat (50)\n go to [front v] layer\n change [ghost v] effect by (-2)\n end\n wait until <(Loading...) = [0]>\n hide\n end\nend\ndelete this clone\n\nwhen I receive [back - home v]\nclear graphic effects\nswitch costume to (loading v)\ncreate clone of (_myself_ v)\nswitch costume to (loading - circle v)\ncreate clone of (_myself_ v)\n\nwhen I receive [play v]\nwait (0.1) seconds\nif <(Loading...) = [0]> then\n clear graphic effects\n switch costume to (loading v)\n create clone of (_myself_ v)\n switch costume to (loading - circle v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nif < (costume [name v]) contains [Loading]?> then\n wait until <(Loading...) = [0]>\nend\nif < (costume [name v]) contains [Rq]?> then\n wait until <(Loading...) = [1]>\nend\ndelete this clone\n\ndefine Setup Quest\ndelete all of [quest v]\nadd [1 - Find + Get 6 Points] to [quest v]\nadd [2 - Find + Get 8 Points] to [quest v]\nadd [3 - Find + Get 10 Points] to [quest v]\n\nwhen I receive [map - 1 v]\nShow Costume [1]\n\nwhen I receive [map - 2 v]\nShow Costume [2]\n\ndefine Show Costume (n)\nclear graphic effects\nset [brightness v] effect to (100)\nswitch costume to ((letter (1) of (item (n) of [quest v])) + (2))\ncreate clone of (_myself_ v)\n\n@Title\n\nwhen I receive [back - home v]\ngo to x: (-360) y: (0)\nwait (0.1) seconds\nwait until <(Loading...) = [0]>\nwait (1) seconds\nshow\ngo to [front v] layer\nrepeat until <<(x position) > [0]> or <(x position) = [0]>>\n change x by ([abs v] of (((x position) - (1)) * (0.125)) )\nend\nrepeat until <(Loading...) = [1]>\n repeat (pick random (2) to (4))\n set [pixelate v] effect to (100)\n wait (0.01) seconds\n clear graphic effects\n wait (pick random (0.2) to (0.5)) seconds\n end\n wait (pick random (1) to (3)) seconds\nend\nhide\n\nwhen flag clicked\nhide\nclear graphic effects\n\n@Button\n\nwhen flag clicked\nset [finish_quest v] to [0]\nhide\nclear graphic effects\n\nwhen I receive [back - home v]\ngo to x: (300) y: (-100)\nwait (0.1) seconds\nwait until <(Loading...) = [0]>\nwait (1.5) seconds\nswitch costume to (play v)\nset size to (150) %\nshow\ngo to [front v] layer\nrepeat until <<(x position) < [100]> or <(x position) = [100]>>\n change x by (() - ([abs v] of (((x position) - (99)) * (0.125)) ))\nend\n\nwhen I receive [back - home v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <<<(size) > [175]> or <(size) = [175]>> or <not <touching (mouse-pointer v)?>>>\n change size by ([abs v] of (((size) - (174)) * (0.125)) )\n if <<mouse down?> and <(_OpenShop) = [0]>> then\n wait until <not <mouse down?>>\n hide\n go to x: (300) y: (-25)\n switch costume to (map - wood house v)\n create clone of (_myself_ v)\n wait (0.3) seconds\n go to x: (300) y: (-100)\n switch costume to (map - castle v)\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n else\n repeat until <<<(size) < [150]> or <(size) = [150]>> or <touching (mouse-pointer v)?>>\n change size by (() - ([abs v] of (((size) - (149)) * (0.25)) ))\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif < (costume [name v]) contains [Map -]?> then\n if <(Finish_Quest) < [2]> then\n if < (costume [name v]) contains [Castle]?> then\n set [brightness v] effect to (-50)\n end\n end\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n Check Touch\n end\n Check Touch\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [Map -]?> then\n repeat until <<(x position) < [100]> or <(x position) = [100]>>\n change x by (() - ([abs v] of (((x position) - (99)) * (0.125)) ))\n end\nend\n\nwhen I start as a clone\nwait until <(Loading...) = [1]>\ndelete this clone\n\ndefine Check Touch\nif <touching (mouse-pointer v)?> then\n repeat until <<<(size) > [175]> or <(size) = [175]>> or <not <touching (mouse-pointer v)?>>>\n change size by ([abs v] of (((size) - (174)) * (0.125)) )\n if <<mouse down?> and <(_OpenShop) = [0]>> then\n if < (costume [name v]) contains [Wood House]?> then\n broadcast (Play v)\n set [choose map v] to [1]\n end\n if < (costume [name v]) contains [Castle]?> then\n if <(Finish_Quest) < [2]> then\n say [Must Finish Map "Wood House"] for (2) seconds\n else\n broadcast (Play v)\n set [choose map v] to [2]\n end\n end\n end\n end\nelse\n repeat until <<<(size) < [150]> or <(size) = [150]>> or <touching (mouse-pointer v)?>>\n change size by (() - ([abs v] of (((size) - (149)) * (0.25)) ))\n end\nend\n\n@Teleport Door\n\nwhen flag clicked\ngo to x: ((0) - (x)) y: ((-80) - (y))\nSetup - Door\nRun Show - Door [0] [-80]\n\nwhen I receive [map - 1 v]\ngo to x: ((0) - (x)) y: ((-80) - (y))\nSetup - Door\nRun Show - Door [0] [-80]\n\ndefine Setup - Door\nclear graphic effects\nhide\nwait (1) seconds\ngo to [back v] layer\nshow\nswitch costume to (teleport - jg - 1 v)\nwait (0.3) seconds\nrepeat (9)\n next costume\n wait (0.03) seconds\nend\n\ndefine Run Show - Door (x) (y)\nrepeat (250)\n go to x: ((x) - (x)) y: ((y) - (y))\nend\nrepeat (pick random (4) to (6))\n set [pixelate v] effect to (100)\n set [color v] effect to (115)\n set [ghost v] effect to (30)\n wait (0.02) seconds\n clear graphic effects\n repeat (pick random (25) to (100))\n go to x: ((x) - (x)) y: ((y) - (y))\n end\nend\nrepeat (9)\n go to x: ((x) - (x)) y: ((y) - (y))\n Before Costume\n wait (0.03) seconds\nend\nhide\n\ndefine Before Costume\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [map - 2 v]\ngo to x: ((-150) - (x)) y: ((-180) - (y))\nSetup - Door\nRun Show - Door [-150] [-180]\n\n@Mobile Button\n\nwhen flag clicked\nset [mobile? v] to [0]\nset [_speedup? v] to [0]\nhide\nset size to (100) %\nclear graphic effects\nswitch costume to (settings button v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [front v] layer\nif < (costume [name v]) contains [Settings]?> then\n set size to (85) %\n go to x: (205) y: (150)\n forever\n if <touching (mouse-pointer v)?> then\n repeat until <<<(size) > [105]> or <(size) = [105]>> or <not <touching (mouse-pointer v)?>>>\n change size by ([abs v] of (((size) - (104)) * (0.125)) )\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(Mobile?) = [0]> then\n set [mobile? v] to [1]\n switch costume to (movement - button v)\n create clone of (_myself_ v)\n switch costume to (movement - speed v)\n create clone of (_myself_ v)\n switch costume to (settings button v)\n else\n set [mobile? v] to [0]\n end\n end\n end\n else\n repeat until <<<(size) < [85]> or <(size) = [85]>> or <touching (mouse-pointer v)?>>\n change size by (() - ([abs v] of (((size) - (84)) * (0.25)) ))\n end\n end\n end\nend\n\nwhen I start as a clone\nif < (costume [name v]) contains [Movement]?> then\n set size to (100) %\n if < (costume [name v]) contains [Speed]?> then\n go to x: (170) y: (-120)\n forever\n if <(_SpeedUp?) = [1]> then\n set [brightness v] effect to (30)\n else\n clear graphic effects\n end\n if <(Loading...) = [1]> then\n set [mobile? v] to [0]\n end\n if <(Mobile?) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n if <(_SpeedUp?) = [0]> then\n set [_speedup? v] to [1]\n else\n set [_speedup? v] to [0]\n end\n end\n end\n else\n delete this clone\n end\n end\n else\n go to x: (-170) y: (-110)\n forever\n if <(Loading...) = [1]> then\n set [mobile? v] to [0]\n end\n if <(Mobile?) = [1]> then\n if <<(distance to [mouse-pointer v]) > [20]> and <(distance to [mouse-pointer v]) < [70]>> then\n if <mouse down?> then\n if <(mouse y) > ((y position) + (25))> then\n replace item (1) of [movement - player v] with [1]\n end\n if <(mouse y) < ((y position) - (25))> then\n replace item (2) of [movement - player v] with [1]\n end\n if <(mouse x) > ((x position) + (20))> then\n if <(_SpeedUp?) = [1]> then\n replace item (5) of [movement - player v] with [1]\n end\n replace item (3) of [movement - player v] with [1]\n end\n if <(mouse x) < ((x position) - (20))> then\n if <(_SpeedUp?) = [1]> then\n replace item (6) of [movement - player v] with [1]\n end\n replace item (4) of [movement - player v] with [1]\n end\n end\n end\n else\n delete this clone\n end\n end\n end\nend\n\n@Shop - Trade\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nif < (costume [name v]) contains [Player]?> then\n show\n forever\n clear graphic effects\n if < (costume [name v]) contains [Speed]?> then\n Shaded [240] y [285] Touching? [2] [0.5] [10] Costume Contain [Lv1]\n Shaded [230] y [225] Touching? [2] [0.67] [22] Costume Contain [Lv2]\n Shaded [160] y [165] Touching? [2] [0.75] [35] Costume Contain [Lv3]\n Shaded [110] y [105] Touching? [2] [0.92] [50] Costume Contain [Lv4]\n Shaded [40] y [45] Touching? [2] [1.1] [100] Costume Contain [Lv5]\n end\n if < (costume [name v]) contains [Jump]?> then\n Shaded [-30] y [-15] Touching? [1] [7.7] [10] Costume Contain [Lv1]\n Shaded [-80] y [-75] Touching? [1] [9.8] [15] Costume Contain [Lv2]\n Shaded [-110] y [-135] Touching? [1] [12.25] [25] Costume Contain [Lv3]\n Shaded [-180] y [-195] Touching? [1] [14.7] [33] Costume Contain [Lv4]\n Shaded [-225] y [-255] Touching? [1] [17.5] [75] Costume Contain [Lv5]\n end\n end\nend\nif < (costume [name v]) contains [Menu Shop]?> then\n show\n go to x: (145) y: (0)\n set size to (100) %\nend\nif < (costume [name v]) contains [Button]?> then\n go to x: (-190) y: (-150)\n set size to (80) %\n wait (1) seconds\n wait until <(Loading...) = [0]>\n show\n forever\n if <(Loading...) = [0]> then\n if <touching (mouse-pointer v)?> then\n repeat until <<<(size) > [95]> or <(size) = [95]>> or <not <touching (mouse-pointer v)?>>>\n change size by ([abs v] of (((size) - (94)) * (0.125)) )\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(_OpenShop) = [0]> then\n set [_openshop v] to [1]\n Create Clone of Shop\n switch costume to (shop button v)\n else\n set [_openshop v] to [0]\n end\n end\n end\n else\n repeat until <<<(size) < [80]> or <(size) = [80]>> or <touching (mouse-pointer v)?>>\n change size by (() - ([abs v] of (((size) - (79)) * (0.25)) ))\n end\n end\n else\n delete this clone\n end\n end\nend\n\nwhen I receive [back - home v]\nswitch costume to (shop button v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [coins v] to [0]\nhide variable [coins v]\nSetup - Purchase Data\nset [_y_mouseshop v] to [225]\nset [_openshop v] to [0]\ngo to x: (220) y: (75)\nset size to (100) %\nforever\n switch costume to (menu click v)\n go to [front v] layer\n if <(_OpenShop) = [1]> then\n show\n else\n hide\n end\n if <(distance to [mouse-pointer v]) < [20]> then\n set [brightness v] effect to (20)\n repeat until <not <mouse down?>>\n set y to (mouse y)\n Radius On Shop!\n end\n else\n clear graphic effects\n end\nend\n\nwhen I start as a clone\nif << (costume [name v]) contains [Menu]?> or < (costume [name v]) contains [Player]?>> then\n wait until <(_OpenShop) = [0]>\n delete this clone\nend\n\ndefine Create Clone of Shop\nswitch costume to (menu shop v)\ncreate clone of (_myself_ v)\nrepeat (11)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen [up arrow v] key pressed\nif <(costume [name v]) = [Menu Click]> then\n change y by (5)\n Radius On Shop!\nend\n\nwhen [down arrow v] key pressed\nif <(costume [name v]) = [Menu Click]> then\n change y by (-5)\n Radius On Shop!\nend\n\ndefine Radius On Shop!\nif <(y position) > [75]> then\n set y to (75)\nend\nif <(y position) < [-95]> then\n set y to (-95)\nend\nset [_y_mouseshop v] to ((y position) * (3))\n\ndefine Touch Mouse? (c_p_change) (power??) (cost)\nif <<touching (mouse-pointer v)?> and <(distance to [mouse-pointer v]) < [30]>> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(item ((costume [number v]) - (3)) of [purchase - shop v]) = [0]> then\n if <<(item ((costume [number v]) - (4)) of [purchase - shop v]) = [1]> or <((costume [number v]) - (3)) = [1]>> then\n if <((Coins) + (1)) > (cost)> then\n replace item ((c_p_change) + (3)) of [upgrades - player v] with (power??)\n replace item ((costume [number v]) - (3)) of [purchase - shop v] with [1]\n change [coins v] by (() - (cost))\n say [Purchased!] for (1) seconds\n else\n say [Not Enough Coins!] for (1) seconds\n end\n else\n say (join [Must Buy Lv ] ((costume [number v]) - (4))) for (1) seconds\n end\n else\n say [Owned!] for (1) seconds\n end\n end\nelse\n set [brightness v] effect to (0)\nend\n\ndefine Setup - Purchase Data\ndelete all of [purchase - shop v]\nrepeat (10)\n add [0] to [purchase - shop v]\nend\n\ndefine Shaded (ghost) y (y) Touching? (type) (power) (price) Costume Contain (contain?)\nif < (costume [name v]) contains (contain?)?> then\n set [ghost v] effect to ([abs v] of (((_y_MouseShop) - (ghost)) * (0.8)) )\n go to x: (90) y: ((y) - (_y_MouseShop))\n Touch Mouse? (type) (power) (price)\nend\n\n@Number\n\nwhen flag clicked\nhide\nclear graphic effects\nset size to (100) %\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\nwait () seconds\ndelete this clone\n\ndefine Create Clone of (things)\nset [_letter_numberic v] to [0]\nif <(things) = [Points]> then\n repeat (length of (Points))\n change [_letter_numberic v] by (1)\n switch costume to (letter (_Letter_Numberic) of (Points))\n create clone of (_myself_ v)\n if <(costume [name v]) = [1]> then\n change x by (8)\n else\n change x by (15)\n end\n end\nend\nif <(things) = [Coins]> then\n repeat (length of (Coins))\n change [_letter_numberic v] by (1)\n switch costume to (letter (_Letter_Numberic) of (Coins))\n create clone of (_myself_ v)\n if <(costume [name v]) = [1]> then\n change x by (8)\n else\n change x by (15)\n end\n end\nend\n\nwhen I receive [numeric - coins v]\nwait until <not <(Loading...) = [1]>>\nrepeat until <(Loading...) = [1]>\n go to x: (-215) y: (150)\n Create Clone of [Coins]\n change x by (-5)\n switch costume to (coins v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [numberic - points v]\nwait until <not <(Loading...) = [1]>>\nrepeat until <(Loading...) = [1]>\n go to x: (-215) y: (150)\n Create Clone of [Points]\n change x by (10)\n change y by (3)\n switch costume to (point v)\n create clone of (_myself_ v)\nend\n\n | |
The Red Plumber || A Platformer WORLD 1 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nwait until <([costume # v] of [level v]) = [12]>\nset [brightness v] effect to (10)\nwait until <([costume # v] of [level v]) = [13]>\nclear graphic effects\nswitch backdrop to (costume1 v)\n\nwhen I receive [huh v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Next level v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nswitch costume to (hitbox v)\nshow\nforever\n if <<(x position) > [240]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<<(y position) < [-170]> and <touching (_edge_ v)?>> or <touching (lava v)?>> then\n broadcast (Restart v)\n create clone of (_myself_ v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\nbroadcast (Setup Enemies v)\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (0.7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (a0 v)\n go to [front v] layer\n if <not <touching (water v)?>> then\n change [y v] by (-1)\n end\n if <<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 (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> 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 <<mouse down?> and <(mouse y) > (y position)>>> and <not <touching (water v)?>>> 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 (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 <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n switch costume to (join [A] (Weapon Number))\nend\n\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset [weapon number v] to [1]\nset [weapon max v] to [3]\nbroadcast (W1 v)\nbroadcast (W2 v)\nbroadcast (W3 v)\nforever\n if <key (z v) pressed?> then\n if <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\n end\n end\n wait until <not <key (z v) pressed?>>\nend\n\nwhen I receive [switch costume v]\nswitch costume to (a0 v)\n\nwait until <not <key (space v) pressed?>>\n\n\n change [y v] by (-1.5)\nend\n\nwhen I receive [switch weapon v]\nif <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Overworld Theme - New Super Mario Bros..mp2 v] until done\nend\n\nwhen I receive [switch to normal v]\nswitch costume to (a0 v)\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Restart v)\nif <(costume [number v]) = [13]> then\n clear graphic effects\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (00)\n\nwhen [6 v] key pressed\nbroadcast (Next level v)\n\n@Clouds\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (cloud hitbox v)\ngo to x: (240) y: (pick random (10) to (150))\nset [my costume v] to (pick random (1) to (2))\nswitch costume to (My costume)\nset [ghost v] effect to (pick random (50) to (70))\nrepeat (96)\n switch costume to (cloud hitbox v)\n change x by (-5)\n switch costume to (My costume)\nend\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to ([costume # v] of [level v])\nend\n\nbroadcast (Next level v)\n\n@Sprite1\n\ndefine Swing\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (150) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch costume v)\n end\nelse\n set size to (150) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\nend\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I receive [w1 v]\nforever\n if <<(Weapon Number) = [1]> and <key (space v) pressed?>> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\n@Enemies\n\nwhen I receive [setup enemies v]\nif then\n delete this clone\nend\nhide variable [lives v]\nif <([costume # v] of [level v]) = [2]> then\n Clone [3] [144] [-60]\n Clone [1] [123] [87]\nend\nif <([costume # v] of [level v]) = [3]> then\n Clone [5] [145] [-15]\nend\nif <([costume # v] of [level v]) = [4]> then\n Clone [3] [187] [87]\n Clone [5] [160] [-60]\n Clone [1] [-39] [0]\nend\nif <([costume # v] of [level v]) = [5]> then\n Clone [3] [-25] [-60]\n Clone [1] [-63] [132]\n Clone [5] [240] [86]\nend\nif <([costume # v] of [level v]) = [6]> then\n Clone [5] [240] [86]\n Clone [7] [116] [-60]\nend\nif <([costume # v] of [level v]) = [7]> then\n Clone [1] [-45] [37]\n Clone [7] [145] [-110]\n Clone [5] [240] [83]\nend\nif <([costume # v] of [level v]) = [8]> then\n Clone [7] [194] [-63]\n Clone [1] [0] [-63]\n Clone [3] [201] [99]\nend\nif <([costume # v] of [level v]) = [9]> then\n Clone [5] [175] [-10]\n Clone [3] [155] [-103]\n Clone [1] [-128] [37]\nend\nif <([costume # v] of [level v]) = [10]> then\n Clone [1] [-25] [36]\n Clone [7] [164] [36]\nend\nif <([costume # v] of [level v]) = [12]> then\n Clone [5] [-123] [-109]\n Clone [7] [110] [-9]\n Clone [1] [29] [135]\nend\nif <([costume # v] of [level v]) = [14]> then\n Clone [7] [110] [-9]\n Clone [6] [29] [135]\nend\n\ndefine Clone (type) (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (type)\nset [clone# v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [blue guy switch v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <(distance to [player v]) < [115]> then\n if <(dead) = [0]> then\n switch costume to (weapon1 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n end\n end\n wait until <[115] < (distance to [player v])>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\nset [dead v] to [0]\ngo to [front v] layer\nif <(costume [number v]) < [9]> then\n forever\n switch costume to ((Clone#) + (1))\n if <<touching (sprite1 v)?> or <[-170] > (y position)>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change [enemyy v] by (-1)\n if <<touching (water v)?> or <touching (lava v)?>> then\n change [enemyy v] by (2)\n end\n if <([x position v] of [player v]) < ((x position) - (50))> then\n change [enemyx v] by (-0.2)\n point in direction (-90)\n end\n if <((x position) - (-20)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.2)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 ((Enemyx) * (-1))\n if <((y position) - (-40)) < ([y position v] of [player v])> then\n set [enemyy v] to [15]\n if <([abs v] of (Enemyx) ) = (Enemyx)> then\n set [enemyx v] to [-3]\n else\n set [enemyx v] to [3]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (Clone#)\n if <<touching (sprite2 v)?> or <<touching (sprite6 v)?> or <touching (sprite4 v)?>>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nelse\n if <(costume [number v]) = [9]> then\n set rotation style [all around v]\n if <(Katana rotation) = [1]> then\n set size to (150) %\n point in direction (30)\n repeat (5)\n turn right (30) degrees\n switch costume to (weapon1 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n else\n set size to (150) %\n point in direction (150)\n repeat (5)\n turn right (-30) degrees\n switch costume to (weapon2 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [11]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (10) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [12]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (15) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [13]> then\n set [oo v] to ((x position) - ([x position v] of [player v]))\n clear graphic effects\n set rotation style [all around v]\n set size to (60) %\n point in direction (0)\n if <(((x position) - ([x position v] of [player v])) * (-1)) < [1]> then\n switch costume to (costume8 v)\n repeat (30)\n move (12) steps\n turn right (-6) degrees\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n repeat until <touching (level v)?>\n change y by (-5)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n switch costume to (costume5 v)\n repeat (30)\n move (12) steps\n turn right (6) degrees\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n repeat until <touching (level v)?>\n change y by (-5)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <(dead) = [0]> then\n switch costume to (weapon3 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\n wait (1.5) seconds\n end\nend\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n if <(dead) = [0]> then\n switch costume to (costume7 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (yelo neja v)\n end\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [7]> then\n if <(dead) = [0]> then\n switch costume to (costume8 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (grey v)\n end\n wait (2) seconds\n end\nend\n\nif <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\nend\nif <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\nend\n\n@Sprite4\n\nwhen I receive [w3 v]\nset [turn v] to [0]\nforever\n point in direction (Turn)\n if <(Weapon Number) = [3]> then\n show\n if <key (space v) pressed?> then\n repeat until <not <key (space v) pressed?>>\n change [turn v] by (10)\n point in direction (Turn)\n end\n point in direction (Turn)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nforever\n if <([costume # v] of [level v]) = [4]> then\n show\n go to x: (-47) y: (20)\n stop [this script v]\n end\nend\n\ndefine Position\nif <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (28)) y: ([y position v] of [player v])\nelse\n go to x: (([x position v] of [player v]) + (-28)) y: ([y position v] of [player v])\nend\nswitch costume to (thumbnail4 v)\ngo to [front v] layer\nset size to (100) %\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nclear graphic effects\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n move (15) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [w3 v]\nforever\n Position\n switch costume to (thumbnail2 v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\nrepeat (10)\n show\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\n@Sprite3\n\ndefine Swing\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (150) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch costume v)\n end\nelse\n set size to (150) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\nend\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I receive [w1 v]\nforever\n if <<(Weapon Number) = [1]> and <key (space v) pressed?>> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\n@Sprite2\n\nwhen I receive [w2 v]\nforever\n if <<(Weapon Number) = [2]> and <key (space v) pressed?>> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n point in direction (90)\n switch costume to (costume1 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-120) y: (0)\nend\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (150) %\nclear graphic effects\nif <([direction v] of [player v]) = [90]> then\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (10)\n end\nelse\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (-10)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nshow\n\nwhen I receive [flash v]\nif <(Weapon Number) = [2]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\n@Button1\n\nwhen flag clicked\nswitch costume to (้ ๅ1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n set [show b1v v] to [1]\n else\n set size to (120) %\n set [show b1v v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show B1v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (205)\n else\n set x to (-205)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Switch weapon v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Button2\n\nwhen flag clicked\nswitch costume to (้ ๅ1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set [show b2v v] to [1]\n set size to (130) %\n if <(Weapon Number) = [3]> then\n if <mouse down?> then\n repeat until <not <mouse down?>>\n change [turn v] by (10)\n end\n create clone of (sprite4 v)\n end\n end\n if <(Weapon Number) = [4]> then\n if <mouse down?> then\n create clone of (sprite6 v)\n wait until <not <mouse down?>>\n end\n end\n else\n set size to (120) %\n set [show b2v v] to [0]\n end\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (155)\n else\n set x to (-155)\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show b2v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Flash v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Sprite5\n\n@Sprite6\n\nwhen I receive [w4 v]\nset [turn v] to [0]\nforever\n point in direction (Turn)\n if <(Weapon Number) = [4]> then\n show\n if <key (space v) pressed?> then\n broadcast (switch costume v)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nrepeat until <touching (player v)?>\n go to x: (-130) y: (20)\n point in direction (90)\n switch costume to (thumbnail2 v)\n set size to (80) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nwait until <([costume # v] of [level v]) = [3]>\nshow\ngo to x: (-130) y: (20)\nwait until <touching (player v)?>\nset [weapon number v] to [4]\nset [weapon max v] to [4]\nbroadcast (W4 v)\nshow\n\ndefine Position\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nif <([direction v] of [player v]) = [90]> then\n point in direction (90)\n go to x: (([x position v] of [player v]) + (28)) y: ([y position v] of [player v])\nelse\n go to x: (([x position v] of [player v]) + (-28)) y: ([y position v] of [player v])\n point in direction (-90)\nend\ngo to [front v] layer\nset size to (60) %\n\nwhen I start as a clone\nshow\nset [me? v] to (([direction v] of [player v]) / (90))\nbroadcast (switch costume v)\nset rotation style [all around v]\nif <(me?) = [1]> then\n switch costume to (thumbnail2 v)\nelse\n switch costume to (costume1 v)\nend\nclear graphic effects\npoint in direction (0)\nrepeat (30)\n move (11) steps\n turn right ((me?) * (6)) degrees\n broadcast (switch costume v)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\nrepeat until <touching (level v)?>\n move (10) steps\n turn right ((me?) * (6)) degrees\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <(direction) < [170]> then\n repeat until <touching (level v)?>\n move (10) steps\n turn right ((me?) * (1)) degrees\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [w4 v]\nforever\n Position\nend\n\nshow\n\n@WATER\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (40)\n go to [back v] layer\n change y by (tide)\n switch costume to ([costume # v] of [level v])\nend\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (0.1)\n end\n repeat (20)\n change [tide v] by (-0.1)\n end\n repeat (10)\n change [tide v] by (0.1)\n end\nend\n\n@LAVA\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (40)\n go to [back v] layer\n change y by (tide)\n switch costume to ([costume # v] of [level v])\nend\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (0.1)\n end\n repeat (20)\n change [tide v] by (-0.1)\n end\n repeat (10)\n change [tide v] by (0.1)\n end\nend\n\n | Loved by @0014049! Thank you!\nWORLD 2:\nhttps://scratch.mit.edu/projects/403470019/\nWORLD 3:\nhttps://scratch.mit.edu/projects/403890228/\nWORLD 4:\nhttps://scratch.mit.edu/projects/408087656/\nWORLD 5:\nhttps://scratch.mit.edu/projects/412302168/\nWORLD 6:\nhttps://scratch.mit.edu/projects/435867365/\n\nPrincess Peach has been kidnapped by Bowser again! It's up to you, Mario, with the help of Toad to get her back!\n=====Info=====\nTHIS PROJECT IS INSPIRED BYAND A MINOR RESKIN OF THE RED NINJA. IT'S LIKE A "DLC" IF YOU WILL.\nThe Red Ninja: https://scratch.mit.edu/projects/401255085/\nThe Red Ninja 2: https://scratch.mit.edu/projects/402521703/\nThe Red Ninja 3:\nhttps://scratch.mit.edu/projects/402980379\n=====Controls=====\nMove and Swim || Arrow keys or mobile tap\nShoot || Space or โUse weaponโ button\nSwitch Weapon || Z or โSwitch weaponโ button\nAll levels are possible! |
-Sugar- The Scrolling Platformer | @Stage\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 (backdrop1 v)\n repeat (10)\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 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: [1663] y: [557]\n\nClone at x: [0] y: [360]\nClone at x: [480] y: [0]\nClone at x: [0] y: [-360]\nClone at x: [480] y: [0]\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 [2233]\n set [y v] to [144]\n switch backdrop to (backdrop2 v)\n else\n set [x v] to [4307]\n set [y v] to [-80]\n if <(SCROLL X) > [5761]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop3 v)\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) > [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 (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [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\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: [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\n | arrow keys to move\ndon't fall through cracks!\ndon't touch anything that would look dangerous (fire)\nplz love and fave\n\nit's pretty hard to die unless you are trying to (except for the candle) : ) |
Squares and Circles - A Non Generic Platformer - v1.3 | @Stage\n\ndefine Intro\nset volume to (100) %\nstart sound [Alan Walker - Faded v]\nbroadcast (Story v)\nswitch backdrop to (background2 v)\nwait (3) seconds\nrepeat (9)\n Next\nend\nset [brightness v] effect to (-100)\nset [ghost v] effect to (0)\nrepeat (10)\n change volume by (-10)\nend\nswitch backdrop to (background v)\nrepeat (25)\n change [ghost v] effect by (-4)\n change [brightness v] effect by (-4)\nend\nwait (1) seconds\nstop all sounds\nset [color v] effect to (0)\nclear graphic effects\nbroadcast (Beg Menu v)\nclear graphic effects\nclear graphic effects\n\nswitch backdrop to (thumbnail v)\n\nwhen I receive [intro out v]\nswitch backdrop to (background2 v)\nset [music? v] to [1]\nIntro\n\ndefine Next\nrepeat (25)\n change [brightness v] effect by (-4)\nend\nnext backdrop\nrepeat (25)\n change [brightness v] effect by (4)\nend\nwait (3) seconds\n\nwait (1.5) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [start v]\nforever\n if <(LEVEL type) = [2]> then\n switch backdrop to (background cave v)\n else\n switch backdrop to (background v)\n end\nend\n\nwhen I receive [skip story v]\nstop [other scripts in sprite v]\nswitch backdrop to (background v)\nclear graphic effects\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\n change [brightness v] effect by (-4)\nend\nwait (1) seconds\nstop all sounds\nset [color v] effect to (0)\nbroadcast (Beg Menu v)\nstop [this script v]\n\n@Blank\n\n@Player\n\nwhen I receive [question v]\nset [answer v] to []\nset [answerlenght v] to ((length of (answer)) - (1))\nrepeat until <(AnswerLenght) = [-1]>\n set [answer v] to (join (Answer) (letter ((length of (answer)) - (AnswerLenght)) of (answer)))\n change [answerlenght v] by (-1)\n say (Answer)\n start sound [text v]\n set volume to (100) %\n if <not <(letter ((length of (answer)) - (AnswerLenght)) of (answer)) = [ ]>> then\n wait (0.03) seconds\n end\nend\nwait (2) seconds\nsay []\nset [who's talking? v] to [1]\n\ndefine Say (text) wait (delay) seconds\nset [text v] to []\nset [textlenght v] to ((length of (text)) - (1))\nrepeat until <(textlenght) = [-1]>\n if <(Menu?) = [0]> then\n set [text v] to (join (Text) (letter ((length of (text)) - (textlenght)) of (text)))\n change [textlenght v] by (-1)\n say (Text)\n start sound [text v]\n if <not <(letter ((length of (text)) - (textlenght)) of (text)) = [ ]>> then\n wait (delay) seconds\n end\n else\n say []\n end\nend\nwait (1) seconds\nsay []\n\ndefine Gravity\nforever\n if <(Respawning?) = [0]> then\n if <(Stop?) = [0]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <(Tapping Right) = [1]>> then\n change [xs v] by (0.8)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <(Tapping Left) = [1]>> then\n change [xs v] by (-0.8)\n point in direction (-90)\n end\n set [xs v] to ((Xs) * (0.9))\n change x by (Xs)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change y by (1)\n if <touching (level hitbox v)?> then\n change x by ((Xs) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Tapping Up) = [1]>> then\n if <(Xs) < [0]> then\n set [xs v] to [5]\n else\n set [xs v] to [-5]\n end\n set [ys v] to [10]\n else\n set [ys v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [ys v] by (-1)\n change y by (Ys)\n if <touching (level hitbox v)?> then\n change y by ((Ys) * (-1))\n set [ys v] to [0]\n end\n change y by (-1)\n if <touching (level hitbox v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(Tapping Up) = [1]>> then\n set [ys v] to [13]\n end\n end\n change y by (1)\n if <touching (bouncepad v)?> then\n set [ys v] to [20]\n start sound [Boop Bing Bop v]\n end\n if <touching (anti-bouncepads v)?> then\n set [ys v] to [-20]\n start sound [Boop Bing Bop v]\n end\n end\n end\nend\n\nwhen I receive [start v]\nGravity\n\nwhen I receive [next level v]\nset [changing level? v] to [1]\nset [respawning? v] to [1]\nset [xs v] to [0]\nset [ys v] to [0]\nset [pl b/s? v] to [1]\nset [ghost v] effect to (100)\nrepeat (10)\n go to x: (-220) y: (-90)\n change [ghost v] effect by (-10)\n wait (0.01) seconds\nend\n\nwhen I receive [start v]\nforever\n if <<<touching (level death hitbox v)?> or <touching (level death hitbox2 v)?>> or <touching (down death v)?>> then\n set [pl b/s? v] to [1]\n set [dying? v] to [1]\n set [stop? v] to [1]\n broadcast (Ketchup v)\n wait (1) seconds\n Death Animation\n broadcast (Die v)\n set [dying? v] to [0]\n change [times died v] by (1)\n end\nend\n\nwhen I receive [die v]\nif <(_LEVEL) = [20]> then\n Smooth Respawn at [-200] [139]\nelse\n if <(_LEVEL) = [12]> then\n Smooth Respawn at [-220] [-50]\n else\n Smooth Respawn at [-220] [-70]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reject v]\nif <<(direction) > [0]> and <(direction) < [180]>> then\n set [xs v] to [-25]\nelse\n set [xs v] to [25]\nend\n\nwhen I receive [next level v]\nset [xs v] to [0]\nset [ys v] to [0]\n\nwhen I receive [set x, y pl v]\n\nset [stop? v] to [1]\nwait (0.5) seconds\nset [stop? v] to [0]\nset [pl set x v] to (x position)\nset [pl set y v] to (y position)\n\ndefine Setup\nswitch costume to (player normal v)\nhide variable [โ highscore v]\nhide variable [actual timer v]\nset [skin shop? v] to [0]\nset [times arrows shot v] to [0]\nset [menu? v] to [0]\nset [times sword swang v] to [0]\nset [total circles defeated v] to [0]\nset [stop? v] to [0]\nset [respawning? v] to [1]\nset [_level v] to [0]\nset [changing costumes s? v] to [0]\nset [changing level? v] to [0]\nset [collected? v] to [0]\nset rotation style [left-right v]\ngo to x: (-220) y: (-60)\ngo to [back v] layer\nset size to (110) %\nclear graphic effects\nshow\nset [ghost v] effect to (100)\ngo [backward v] (2) layers\nrepeat (25)\n change [ghost v] effect by (-4)\n wait (0.01) seconds\nend\nset [respawning? v] to [0]\nreset timer\nbroadcast (Instructions v)\n\nwhen I receive [start v]\nSetup\n\nwhen I receive [end v]\nset [actual timer v] to (timer)\nif <(Actual timer) < (โ Highscore)> then\n set [โ highscore v] to (Actual timer)\n broadcast (New Best v)\nend\n\nwhen I receive [stop v]\nset [stop? v] to [1]\nset [menu? v] to [1]\nwait until <<(Skin shop?) = [0]> and <(Menu?) = [0]>>\nset [stop? v] to [0]\n\nwhen I receive [stop v]\ngo [backward v] (1) layers\nshow variable [โ highscore v]\nset [timer stop v] to (Actual timer)\nshow variable [actual timer v]\nwait until <<(Menu?) = [0]> or <(Skin shop?) = [1]>>\nhide variable [โ highscore v]\nhide variable [actual timer v]\n\nwhen flag clicked\nhide variable [volume v]\nhide variable [โ highscore v]\nhide variable [actual timer v]\nforever\n set [actual timer v] to (timer)\nend\n\nwhen I receive [start v]\nset size to (130) %\ngo to [back v] layer\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n set volume to (Volume) %\nend\n\nforever\n wait (5) seconds\n next costume\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nclear graphic effects\n\nwhen I receive [start v]\nforever\n switch costume to (join [Player ] (Actual Skin))\nend\n\nwhen I receive [next level v]\nwait (1.5) seconds\nif <(_LEVEL) = [1]> then\n\ndefine Smooth Respawn at (x) (y)\nset [pl b/s? v] to [1]\nset [stop? v] to [1]\nset [respawning? v] to [1]\nwait (0.1) seconds\nshow\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nif <touching (level hitbox v)?> then\n repeat until <not <touching (level hitbox v)?>>\n change y by (1)\n end\nelse\n repeat until <touching (level hitbox v)?>\n change y by (-1)\n end\n change y by (1)\nend\nshow\nset [whirl v] effect to (50)\nset size to (170) %\nrepeat (20)\n point in direction (90)\n change size by (-2)\n change [ghost v] effect by (-5)\n change [whirl v] effect by (-2)\nend\nset [stop? v] to [0]\nset [respawning? v] to [0]\nset [xs v] to [0]\nset [ys v] to [0]\nset [respawning? v] to [0]\nclear graphic effects\n\nwhen I receive [next level v]\nchange [_level v] by (1)\ngo to x: (-220) y: (-70)\nwait (0.5) seconds\nif <(_LEVEL) = [20]> then\n Smooth Respawn at [-200] [139]\nelse\n if <(_LEVEL) = [12]> then\n Smooth Respawn at [-220] [-50]\n else\n Smooth Respawn at [-220] [-70]\n end\nend\n\ndefine Death Animation\nset size to (130) %\nset [ghost v] effect to (0)\nset rotation style [all around v]\nrepeat (18)\n turn left (6) degrees\n change y by (5)\n change size by (3)\n change [ghost v] effect by (8)\nend\nhide\nclear graphic effects\nset rotation style [left-right v]\n\nwhen I receive [start v]\nforever\n if <<<(Pl B/s?) = [2]> and <(Respawning?) = [0]>> and <(Dying?) = [0]>> then\n set size to (90) %\n else\n if <<(Respawning?) = [0]> and <(Dying?) = [0]>> then\n set size to (130) %\n end\n end\nend\n\nwhen I receive [pay attention to the npc v]\nset [stop? v] to [1]\nset [npc t? v] to [1]\nwait until <(NPC T?) = [0]>\nset [stop? v] to [0]\n\nset [menu? v] to [1]\n\nwhen flag clicked\n\nwhen flag clicked\npoint in direction (90)\nset [_level v] to [0]\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I receive [start v]\nforever\n if <(_LEVEL) = [8]> then\n if <(NPC T?) = [1]> then\n point towards (npc v)\n Smooth Glide To X: (-45) Y: (-85) at Speed: (10)\n end\n end\nend\n\nwhen I receive [hey, whre do you go? v]\nset [stop? v] to [1]\n\nGravity\n\nwhen I receive [start v]\nset [^talkingnpc? v] to [0]\nforever\n if <(^TalkingNPC?) = [1]> then\n set [stop? v] to [1]\n end\nend\n\nwhen I receive [next level v]\nwait (1) seconds\nset [dying? v] to [0]\n\ngo to x: (-220) y: (152)\n\nwhen flag clicked\nset [โ who viewed it v] to (pick random (1) to (10))\n\nwhen I receive [end v]\nset [โ who have beaten it v] to (pick random (1) to (10))\n\n@Player Effects\n\nwhen I start as a clone\ngo to (player v)\nset size to ([size v] of [player v]) %\ngo to [back v] layer\nshow\nswitch costume to (clone v)\nrepeat (100)\n change size by (-6)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (0)\nset size to (120) %\n\nwhen I receive [start v]\nforever\n if <<(Changing Level?) = [0]> and <(Respawning?) = [0]>> then\n create clone of (_myself_ v)\n wait (0) seconds\n end\nend\n\nwhen I start as a clone\nif <(Changing Level?) = [1]> then\n hide\nend\n\nwhen I start as a clone\nif <(Respawning?) = [1]> then\n hide\nend\n\nwhen I start as a clone\nif <(Stop?) = [1]> then\n hide\nend\n\n@Circles\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n\nwhen I start as a clone\n\nwhen I start as a clone\n\nwhen I start as a clone\n\ndefine Just forget me... (-_-)\n\nwhen I start as a clone\n\nwait (1) seconds\n\nset [respawning? v] to [0]\n\nwhen I receive [next level v]\nwait (1) seconds\nset [defeated? v] to [0]\nif <[levels with enemies v] contains (_LEVEL)?> then\n show\nelse\n hide\nend\nswitch costume to (circle v)\nwait until <(Changing Level?) = [0]>\nswitch costume to (circle v)\nif <(_LEVEL) = [7]> then\n show\n go to x: (100) y: (-114)\nelse\n if <(_LEVEL) = [4]> then\n show\n go to x: (100) y: (-75)\n else\n if <(_LEVEL) = [5]> then\n show\n go to x: (125) y: (-114)\n else\n if <(_LEVEL) = [11]> then\n show\n go to x: (-48) y: (40)\n else\n if <(_LEVEL) = [16]> then\n show\n go to x: (177) y: (-76)\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nswitch costume to (circle v)\nforever\n if then\n broadcast (Set x, y Pl v)\n start sound [Crunch v]\n switch costume to (circle defeated v)\n set [defeated? v] to [1]\n wait (1) seconds\n Smooth Glide To X: (x position) Y: ((y position) + (50)) at Speed: (2)\n go to [back v] layer\n Smooth Glide To X: (x position) Y: (-180) at Speed: (2)\n hide\n change [total circles defeated v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(costume [number v]) = [1]> and <touching (player v)?>> then\n broadcast (Die v)\n end\nend\n\nwhen I receive [start v]\ndelete all of [levels with enemies v]\nadd [4] to [levels with enemies v]\nadd [5] to [levels with enemies v]\nadd [11] to [levels with enemies v]\nadd [16] to [levels with enemies v]\nwait (1) seconds\nset [enemy speed v] to [4]\nset [enemy x v] to [0]\nset [enemy y v] to [0]\nswitch costume to (circle v)\nset size to (100) %\nforever\n if <[levels with enemies v] contains (_LEVEL)?> then\n if <(Changing Level?) = [0]> then\n if <(Respawning?) = [0]> then\n if <(Defeated?) = [0]> then\n if <(Stop?) = [0]> then\n set rotation style [left-right v]\n change [enemy y v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemy x v] by ((0) - ((Enemy Speed) / (10)))\n point in direction (-90)\n end\n if <((x position) - (10)) < ([x position v] of [player v])> then\n change [enemy x v] by ((Enemy Speed) / (10))\n point in direction (90)\n end\n set [enemy x v] to ((Enemy X) * (0.9))\n change x by (Enemy X)\n if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n change y by (1)\n end\n if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n change y by (1)\n end\n if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n change y by (1)\n end\n if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n change y by (-4)\n change x by ((Enemy X) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemy y v] to [15]\n if <([abs v] of ([xs v] of [player v]) ) = ([xs v] of [player v])> then\n set [enemy y v] to [15]\n else\n set [enemy y v] to [-10]\n end\n else\n set [enemy y v] to [0]\n end\n end\n change y by (Enemy Y)\n if <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>> then\n change y by ((Enemy Y) - ((Enemy Y) * (2)))\n set [enemy y v] to [0]\n end\n change y by (-1)\n if <<(y position) < ([y position v] of [player v])> and <<touching (level hitbox v)?> or <<touching (_edge_ v)?> or <touching color (#64ffff)?>>>> then\n set [enemy y v] to [15]\n end\n change y by (1)\n if <touching (bouncepad v)?> then\n set [enemy y v] to [20]\n broadcast (Bounce v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if on edge, bounce\nend\n\nwhen I receive [start v]\nset [defeated? v] to [0]\nswitch costume to (circle v)\nforever\n if then\n broadcast (Arrow stop v)\n start sound [Crunch v]\n switch costume to (circle defeated v)\n set [defeated? v] to [1]\n wait (1) seconds\n Smooth Glide To X: (x position) Y: ((y position) + (50)) at Speed: (5)\n go to [back v] layer\n Smooth Glide To X: (x position) Y: (-180) at Speed: (5)\n hide\n change [total circles defeated v] by (1)\n delete this clone\n end\nend\n\nwhen I receive [die v]\nif <(Defeated?) = [0]> then\n switch costume to (circle v)\n if <(_LEVEL) = [7]> then\n show\n Smooth Glide To X: (100) Y: (-114) at Speed: (10)\n else\n if <(_LEVEL) = [4]> then\n show\n Smooth Glide To X: (100) Y: (-75) at Speed: (10)\n else\n if <(_LEVEL) = [5]> then\n show\n Smooth Glide To X: (125) Y: (-115) at Speed: (10)\n else\n if <(_LEVEL) = [11]> then\n show\n Smooth Glide To X: (-48) Y: (40) at Speed: (10)\n else\n if <(_LEVEL) = [16]> then\n show\n Smooth Glide To X: (177) Y: (-76) at Speed: (10)\n end\n end\n end\n end\n end\nend\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\n@Levels\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [npc t? v] to [0]\nshow\ngo to [front v] layer\nswitch costume to (level0 v)\nforever\n if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n go to [front v] layer\n go [backward v] (40) layers\n else\n go to [back v] layer\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (join [Level] (_LEVEL))\nend\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen I receive [start v]\nforever\n show\n go to x: (0) y: (0)\nend\n\nwhen I receive [loved v]\n\nrepeat (150)\n go to [back v] layer\n go [forward v] (1) layers\nend\ngo to [front v] layer\n\nwhen I receive [faved v]\n\nrepeat (150)\n go to [back v] layer\n go [forward v] (1) layers\nend\ngo to [front v] layer\n\nwhen I receive [start v]\nforever\n if <<(_LEVEL) > [-1]> and <(_LEVEL) < [10]>> then\n set [level type v] to [1]\n else\n if <<(_LEVEL) > [9]> and <(_LEVEL) < [14]>> then\n set [level type v] to [2]\n else\n if <<(_LEVEL) > [14]> and <(_LEVEL) < [20]>> then\n set [level type v] to [3]\n else\n if <<(_LEVEL) > [21]> and <(_LEVEL) < [25]>> then\n set [level type v] to [Relax]\n broadcast (Relax v)\n broadcast (End v)\n stop [this script v]\n end\n end\n end\n end\nend\n\n@Level hitbox\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\nend\n\nwhen I receive [start v]\nforever\n show\n switch costume to (join [Level] (_LEVEL))\nend\n\n@Level Death hitbox\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nwhen I receive [start v]\nforever\n show\n switch costume to (join [Level] (_LEVEL))\nend\n\n@Level Death hitbox2\n\nwhen flag clicked\nhide\nset [l13 v] to [5]\ndelete all of [levels with saws v]\ndelete all of [l13 s id v]\nadd [2] to [levels with saws v]\nadd [3] to [levels with saws v]\nadd [14] to [levels with saws v]\nadd [4] to [levels with saws v]\nadd [8] to [levels with saws v]\nadd [10] to [levels with saws v]\nrepeat (10)\n add (L13) to [l13 s id v]\n change [l13 v] by (1)\nend\nforever\n go to [back v] layer\n go [forward v] (20) layers\nend\n\ndefine Go to x (x) y (y) size (size)\nshow\ngo to x: (x) y: (y)\nswitch costume to (size)\nwait until <(Changing Level?) = [0]>\nwait until <(Changing Level?) = [1]>\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n forever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (100)))\n end\nelse\n forever\n point in direction ((-90) + (([cos v] of (((timer) - (2)) * (150)) ) * (100)))\n end\nend\n\nturn right (12) degrees\n\nwait (0) seconds\n\nturn left (12) degrees\nwait (0) seconds\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(_LEVEL) = [2]> then\n Create [1] saws\nelse\n if <(_LEVEL) = [3]> then\n Create [6] saws\n else\n if <(_LEVEL) = [14]> then\n Create [20] saws\n else\n if <(_LEVEL) = [4]> then\n Create [1] saws\n else\n if <(_LEVEL) = [10]> then\n Create [1] saws\n else\n if <(_LEVEL) = [18]> then\n Create [10] saws\n else\n if <(_LEVEL) = [20]> then\n Create [20] saws\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(_LEVEL) = [3]> then\n if <(ID) = [1]> then\n Go to x [-101] y [88] size [Small]\n else\n if <(ID) = [2]> then\n Go to x [127] y [-86] size [Big]\n else\n if <(ID) = [3]> then\n Go to x [230] y [162] size [Small]\n else\n if <(ID) = [4]> then\n Go to x [230] y [114] size [Small]\n else\n if <(ID) = [5]> then\n Go to x [230] y [67] size [Small]\n else\n if <(ID) = [6]> then\n Go to x [230] y [14] size [Small]\n else\n hide\n end\n end\n hide\n hide\n end\n end\n hide\n end\n end\nelse\n if <(_LEVEL) = [2]> then\n if <(ID) = [1]> then\n Go to x [170] y [-50] size [Giant]\n else\n hide\n end\n else\n if <(_LEVEL) = [14]> then\n if <(ID) = [1]> then\n Go to x [-227] y [-25] size [Small]\n else\n if <(ID) = [2]> then\n Go to x [-227] y [25] size [Small]\n else\n if <(ID) = [3]> then\n Go to x [-227] y [75] size [Small]\n else\n if <(ID) = [4]> then\n Go to x [-227] y [175] size [Giant]\n else\n if <[l13 s id v] contains (ID)?> then\n Go to x ((-350) + ((50) * (ID))) y [180] size [Small]\n else\n if <(ID) = [15]> then\n Go to x [-42] y [-84] size [Medium]\n else\n if <(ID) = [16]> then\n Go to x [-42] y [-15] size [Medium]\n else\n if <(ID) = [17]> then\n Go to x [-42] y [60] size [Small]\n else\n if <(ID) = [18]> then\n Go to x [150] y [-84] size [Medium]\n else\n if <(ID) = [19]> then\n Go to x [150] y [-15] size [Medium]\n else\n if <(ID) = [20]> then\n Go to x [150] y [60] size [Small]\n end\n end\n end\n end\n end\n end\n hide\n end\n end\n end\n end\n end\n else\n if <(_LEVEL) = [4]> then\n if <(ID) = [1]> then\n Go to x [19] y [-84] size [Medium]\n else\n hide\n end\n else\n if <(_LEVEL) = [8]> then\n if <(ID) = [1]> then\n Go to x [19] y [-84] size [Medium]\n else\n hide\n end\n else\n if <(_LEVEL) = [10]> then\n if <(ID) = [1]> then\n Go to x [0] y [-84] size [Medium]\n else\n hide\n end\n else\n if <(_LEVEL) = [18]> then\n if <(ID) = [1]> then\n Go to x [-149] y [94] size [Small]\n else\n if <(ID) = [2]> then\n Go to x [-5] y [115] size [Medium]\n else\n if <(ID) = [3]> then\n Go to x [-40] y [-131] size [Giant]\n else\n if <(ID) = [4]> then\n Go to x [150] y [131] size [Small]\n else\n if <<<(ID) = [5]> or <<(ID) = [6]> or <(ID) = [7]>>> or <<(ID) = [8]> or <(ID) = [9]>>> then\n Go to x [247] y ((152) - (((ID) - (5)) * (60))) size [Small]\n else\n if <(ID) = [10]> then\n Go to x [-40] y [11] size [Big]\n end\n end\n end\n end\n end\n end\n else\n if <<<(ID) = [1]> or <(ID) = [2]>> or <<(ID) = [3]> or <<(ID) = [5]> or <(ID) = [4]>>>> then\n Go to x ((-100) + ((70) * (ID))) y [171] size [Medium]\n else\n if <(ID) = [6]> then\n Go to x [-50] y [98] size [Small]\n else\n if <(ID) = [7]> then\n Go to x [-50] y [48] size [Small]\n else\n if <(ID) = [8]> then\n Go to x [-50] y [-12] size [Big]\n else\n if <(ID) = [9]> then\n Go to x [-163] y [-12] size [Small]\n else\n if <(ID) = [10]> then\n hide\n else\n if <(ID) = [11]> then\n Go to x [90] y [-171] size [Big]\n else\n if <(ID) = [12]> then\n Go to x [90] y [-70] size [Medium]\n else\n if <(ID) = [13]> then\n Go to x [90] y [0] size [Small]\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\nhide\n\ndefine Create (number) saws\nset [id v] to [0]\nrepeat (number)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nset [_level v] to [13]\n\nif <[levels with saws v] contains (_LEVEL)?> then\n\nnext costume\n\nif <[l13 s id v] contains (ID)?> then\n Go to x ((-350) + ((50) * (ID))) y [180] size [Small]\nend\n\n@Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n go to [back v] layer\n go [forward v] (16) layers\n else\n go to [back v] layer\n end\nend\n\ngo [forward v] () layers\n\nwhen I receive [start v]\nforever\n switch costume to (join [Level] (_LEVEL))\nend\n\nwhen I receive [start v]\nset [ghost v] effect to (20)\nforever\n show\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n if <(_LEVEL) = [8]> then\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (20)\n end\nend\n\nset [ghost v] effect to (10)\n\n@Size changers\n\nwhen flag clicked\nset size to (40) %\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [pl b/s? v] to [1]\nforever\n\nhide\n\ndefine Go to x (x) y (y)\nshow\ngo to x: (x) y: (y)\nwait until <(Changing Level?) = [0]>\nwait until <(Changing Level?) = [1]>\nhide\ndelete this clone\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(_LEVEL) = [5]> then\n Create [1] sizers\nelse\n if <(_LEVEL) = [7]> then\n Create [8] sizers\n else\n if <(_LEVEL) = [11]> then\n Create [1] sizers\n else\n if <(_LEVEL) = [16]> then\n Create [1] sizers\n else\n if <(_LEVEL) = [18]> then\n Create [1] sizers\n else\n if <(_LEVEL) = [20]> then\n Create [1] sizers\n end\n end\n end\n end\n end\nend\n\ndefine Create (number) sizers\nset [id v] to [0]\nrepeat ((number) * (2))\n create clone of (_myself_ v)\n change [id v] by (1)\nend\nwait (1) seconds\n\nwhen I start as a clone\nif <(_LEVEL) = [5]> then\n if <(ID) = [0]> then\n Go to x [82] y [35]\n else\n if <(ID) = [1]> then\n Go to x [-121] y [143]\n else\n hide\n end\n end\nelse\n if <(_LEVEL) = [7]> then\n if <[pairs v] contains (ID)?> then\n Go to x ((-100) + ((ID) * (25))) y [-40]\n else\n Go to x ((-100) + ((ID) * (25))) y [35]\n end\n else\n if <(_LEVEL) = [11]> then\n if <[pairs v] contains (ID)?> then\n Go to x [-175] y [143]\n else\n Go to x [204] y [87]\n end\n else\n if <(_LEVEL) = [16]> then\n if <[pairs v] contains (ID)?> then\n Go to x [75] y [56]\n else\n Go to x [55] y [103]\n end\n else\n if <(_LEVEL) = [18]> then\n if <[pairs v] contains (ID)?> then\n Go to x [-91] y [150]\n else\n Go to x [161] y [4]\n end\n else\n if <(_LEVEL) = [20]> then\n if <[pairs v] contains (ID)?> then\n Go to x [-121] y [70]\n else\n Go to x [-121] y [-90]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <not <[pairs v] contains (ID)?>> then\n forever\n repeat until <touching (player v)?>\n switch costume to (purple v)\n PUM size by (pick random (10) to (15))\n end\n if <(Pl B/s?) = [2]> then\n set [puming? v] to [1]\n set [pl b/s? v] to [1]\n start sound [Teleport2 v]\n switch costume to (purple v)\n 2PUM size by [60]\n set [puming? v] to [0]\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nPPUM size by [30]\n\nwhen I start as a clone\nforever\n\n\n\nwait until <not <touching (player v)?>>\n\ndefine PPUM size by (psize)\nset [ss v] to (psize)\nset [ss set v] to (psize)\nrepeat until <<(Ss) = (((Ss SET) - (Ss SET)) - (Ss SET))> or <<(Pl B/s?) = [1]> and <touching (player v)?>>>\n change size by ((Ss) * (2))\n change [ss v] by (((psize) - (psize)) - ((psize) / (4)))\nend\nset size to (40) %\n\nshow\nset size to (40) %\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nPPUM size by [40]\n\ndefine 2PUM size by (size2)\nif <<(Respawning?) = [0]> and <(Dying?) = [0]>> then\n set [ss v] to (size2)\n set [ss set v] to (size2)\n repeat until <(Ss) = (((Ss SET) - (Ss SET)) - (Ss SET))>\n change size by ((Ss) * (2))\n change [ss v] by (((size2) - (size2)) - ((size2) / (4)))\n end\n set size to (40) %\nend\n\nwhen flag clicked\nset [:p v] to [0]\ndelete all of [pairs v]\nrepeat (30)\n add (:P) to [pairs v]\n change [:p v] by (2)\nend\n\nwhen I start as a clone\nif <[pairs v] contains (ID)?> then\n forever\n repeat until <touching (player v)?>\n switch costume to (yellow v)\n PPUM size by (pick random (15) to (10))\n end\n if <(Pl B/s?) = [1]> then\n set [puming? v] to [1]\n set [pl b/s? v] to [2]\n switch costume to (yellow v)\n start sound [Teleport2 v]\n 2PUM size by [60]\n set [puming? v] to [0]\n wait until <not <touching (player v)?>>\n end\n end\nend\n\nif <not > then\nelse\nend\n\ndefine PUM size by (size)\nset [ss v] to (size)\nset [ss set v] to (size)\nrepeat until <<(Ss) = (((Ss SET) - (Ss SET)) - (Ss SET))> or <<(Pl B/s?) = [2]> and <touching (player v)?>>>\n change size by ((Ss) * (2))\n change [ss v] by (((size) - (size)) - ((size) / (4)))\nend\nset size to (40) %\n\n@Filter\n\nwhen I receive [stop v]\nswitch costume to (black v)\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-4)\nend\nwait until <<(Menu?) = [0]> and <(Skin shop?) = [0]>>\nrepeat (10)\n change [ghost v] effect by (4)\nend\nwait until <<(Menu?) = [0]> and <(Skin shop?) = [0]>>\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\nend\n\nwhen I receive [start v]\nforever\nend\n\nif <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (70)\n go [backward v] (10) layers\nelse\n if <(LEVEL type) = [2]> then\n show\n go to [front v] layer\n set [ghost v] effect to (70)\n go [backward v] (10) layers\n else\n hide\n end\nend\n\n@Portal\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n if <(Changing Level?) = [0]> then\n if <touching (player v)?> then\n broadcast (Next level v)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n broadcast (Next level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\nshow\nwait (1.5) seconds\nforever\n if <(_LEVEL) = [8]> then\n wait until <(distance to [player v]) < [10]>\n broadcast (Hey, whre do you go? v)\n stop [this script v]\n end\nend\n\nset [changing level? v] to [1]\nwait (2) seconds\nset [changing level? v] to [0]\n\n@Down death\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (-14)\nshow\nset [ghost v] effect to (100)\nforever\n if <(_LEVEL) = [13]> then\n hide\n else\n show\n end\nend\n\n@Costumes\n\n@Items\n\nwhen flag clicked\nforever\n repeat (3)\n change y by (1)\n change size by (1)\n wait (0.2) seconds\n end\n repeat (3)\n change y by (-1)\n change size by (-1)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [start v]\nset [sword v] to [0]\nset [bow v] to [0]\nset size to (80) %\nhide\nforever\n set volume to (Volume) %\nend\n\ndefine Taken\nset rotation style [all around v]\ngo to x: (-112) y: (-40)\nshow\nset size to (80) %\nglide (0) secs to (player v)\nrepeat (50)\n glide (0) secs to (player v)\n turn right (15) degrees\n show\n change size by (-5)\n change [ghost v] effect by (5)\nend\n\nwhen I receive [next level v]\nIf level = [4] go to x [-112] y [-40] switch costume to [Sword]\n\nwhen I receive [next level v]\n\nwhen flag clicked\nhide\n\ndefine If level = (level) go to x (x) y (y) switch costume to (costume)\nset rotation style [don't rotate v]\nhide\nwait (2) seconds\nif <(_LEVEL) = (level)> then\n switch costume to (sword v)\n show\n go to x: (x) y: (y)\n wait until <touching (player v)?>\n set [sword v] to [1]\n broadcast (costume)\n Taken\n hide\n stop [this script v]\nend\n\nIf level = [7] go to x [-112] y [-40] switch costume to [Bow]\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I receive [bow v]\nset [bow v] to [1]\nshow\nswitch costume to (bow v)\ngo to (npc v)\nchange y by (20)\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (10)\n turn left (50) degrees\n change size by (10)\n change [ghost v] effect by (-10)\nend\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (10)\nwait (0.5) seconds\nrepeat (10)\n turn left (50) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\n\n@Sword hitbox\n\nwhen flag clicked\nhide\nset [set sw costume v] to [12]\nset [changing costumes s? v] to [0]\nPlace sword\nset rotation style [left-right v]\nswitch costume to (12 v)\nhide\n\nwhen I receive [sword v]\nforever\n if <not <(_LEVEL) = [7]>> then\n if <key (space v) pressed?> then\n change [times sword swang v] by (1)\n start sound [swipe v]\n if <(Changing costumes S?) = [0]> then\n show\n if <(Changing costumes S?) = [0]> then\n repeat (12)\n if <(Changing costumes S?) = [0]> then\n next costume\n end\n end\n end\n if <(Changing costumes S?) = [0]> then\n switch costume to (12 v)\n wait (0.3) seconds\n end\n end\n end\n end\nend\n\ndefine Place sword\nforever\n go to (player v)\n point in direction ([direction v] of [player v])\nend\n\nwhen I receive [set x, y pl v]\nset [changing costumes s? v] to [1]\nset [set sw costume v] to (Sword costume)\nswitch costume to (Set Sw costume)\nwait (0.5) seconds\nrepeat ((12) - (Sword costume))\n next costume\nend\nset [changing costumes s? v] to [0]\n\nwhen flag clicked\nforever\n set [sword costume v] to (costume [number v])\nend\n\nwhen I receive [start v]\nhide\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [s attack v]\nif <not <(_LEVEL) = [7]>> then\n change [times sword swang v] by (1)\n start sound [swipe v]\n if <(Changing costumes S?) = [0]> then\n show\n if <(Changing costumes S?) = [0]> then\n repeat (12)\n if <(Changing costumes S?) = [0]> then\n next costume\n end\n end\n end\n if <(Changing costumes S?) = [0]> then\n switch costume to (12 v)\n wait (0.3) seconds\n end\n end\nend\n\n@Arrows\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (arrow v)\nhide\n\nwhen I receive [bow v]\nforever\n if <key (z v) pressed?> then\n broadcast (Arrow v)\n wait (0.8) seconds\n end\nend\n\nwhen I receive [arrow v]\nstart sound [Shoot v]\nset [arrow flying? v] to [1]\nset [arrow is stopping? v] to [0]\nchange [times arrows shot v] by (1)\nswitch costume to (arrow v)\nshow\ngo to (player v)\nchange y by (2)\nif <([direction v] of [player v]) = [90]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nrepeat until <<touching (level hitbox v)?> or <<touching (portal v)?> or <<touching (collectables v)?> or <<(Arrow is stopping?) = [1]> or <touching (level death hitbox v)?>>>>>\n move (22) steps\nend\nwait (0.65) seconds\nhide\ngo to (player v)\nset [arrow flying? v] to [0]\n\nwhen I receive [arrow stop v]\nset [arrow is stopping? v] to [1]\nstart sound [Hit v]\n\nwhen I receive [start v]\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [b attack v]\nbroadcast (Arrow v)\nwait (0.8) seconds\n\n@Collectables\n\nwhen flag clicked\ndelete all of [levels with stars v]\nadd [5] to [levels with stars v]\nadd [6] to [levels with stars v]\nadd [13] to [levels with stars v]\nadd [16] to [levels with stars v]\nadd [20] to [levels with stars v]\n\nwhen I receive [next level v]\nset [collected? v] to [0]\nwait until <(Changing Level?) = [0]>\nif <[levels with stars v] contains (_LEVEL)?> then\n repeat until <<(Collected?) = [1]> or <(Changing Level?) = [1]>>\n if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n show\n go to [front v] layer\n end\n end\nend\n\ndefine Reject\nswitch costume to (1 v)\nrepeat (2)\n wait until <touching (sword hitbox v)?>\n broadcast (Reject v)\n start sound [Crunch v]\n next costume\n wait (1) seconds\nend\nwait until <touching (sword hitbox v)?>\nbroadcast (Reject v)\nstart sound [Crunch v]\nnext costume\nchange [money v] by (20)\nset [collected? v] to [1]\nchange [stars v] by (1)\npoint in direction (90)\nwait (1) seconds\nset [stop? v] to [1]\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (10)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nset [stop? v] to [0]\nbroadcast (Collected star v)\nhide\n\nwhen I receive [next level v]\nwait (1) seconds\nset [collected? v] to [0]\n\nwhen flag clicked\nset [stars v] to [0]\nhide\nforever\n if <(Collected?) = [0]> then\n if <(NPC T?) = [0]> then\n turn right (7) degrees\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(_LEVEL) = [5]> then\n wait (1) seconds\n go to x: (-204) y: (113)\nelse\n if <(_LEVEL) = [6]> then\n wait (1) seconds\n go to x: (0) y: (152)\n else\n if <(_LEVEL) = [13]> then\n wait (1) seconds\n go to x: (103) y: (124)\n else\n if <(_LEVEL) = [16]> then\n wait (1) seconds\n go to x: (182) y: (138)\n else\n if <(_LEVEL) = [20]> then\n wait (1) seconds\n go to x: (-162) y: (-79)\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <[levels with stars v] contains (_LEVEL)?> then\n Reject\nelse\n hide\nend\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n set volume to (Volume) %\n set size to (100) %\nend\n\nwhen I receive [10+ v]\nshow\nswitch costume to (5 v)\ngo to (npc v)\nchange y by (20)\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (10)\n turn left (50) degrees\n change size by (10)\n change [ghost v] effect by (-10)\nend\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (10)\nwait (0.5) seconds\nrepeat (10)\n turn left (50) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\n\nturn right (15) degrees\n\nset [color v] effect to (0)\n\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nglide (1) secs to (player v)\n\nglide (1) secs to (player v)\nrepeat (10)\n turn left (50) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I receive [-10 v]\nshow\nswitch costume to (6 v)\ngo to (player v)\nchange y by (20)\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (10)\n turn left (50) degrees\n change size by (10)\n change [ghost v] effect by (-10)\nend\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nSmooth Glide To X: ([x position v] of [npc v]) Y: ([y position v] of [npc v]) at Speed: (10)\nwait (0.5) seconds\nrepeat (10)\n turn left (50) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start v]\nforever\n if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n go to [back v] layer\n end\nend\n\nwhen I receive [restart v]\nset [collected? v] to [0]\nwait until <(Changing Level?) = [0]>\nif <[levels with stars v] contains (_LEVEL)?> then\n repeat until <<(Collected?) = [1]> or <(Changing Level?) = [1]>>\n if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n show\n go to [front v] layer\n end\n end\nend\n\nwhen I receive [restart v]\nwait (0.1) seconds\nif <[levels with stars v] contains (_LEVEL)?> then\n Reject\nelse\n hide\nend\n\nwhen I receive [die v]\nset [collected? v] to [0]\n\nwhen I receive [restart v]\nif <(_LEVEL) = [5]> then\n wait (1) seconds\n go to x: (-204) y: (113)\nelse\n if <(_LEVEL) = [6]> then\n wait (1) seconds\n go to x: (0) y: (152)\n else\n if <(_LEVEL) = [13]> then\n wait (1) seconds\n go to x: (103) y: (124)\n else\n if <(_LEVEL) = [16]> then\n wait (1) seconds\n go to x: (182) y: (138)\n else\n if <(_LEVEL) = [20]> then\n wait (1) seconds\n go to x: (-162) y: (-79)\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nhide\nset [collected? v] to [0]\nwait (1) seconds\nwait until <(Changing Level?) = [0]>\nif <not <[levels with stars v] contains (_LEVEL)?>> then\n repeat until <(Changing Level?) = [1]>\n hide\n end\nend\n\n@Music\n\nwhen I receive [start v]\nforever\n if <(Menu?) = [1]> then\n show variable [volume v]\n else\n hide variable [volume v]\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [start v]\nset size to (120) %\ngo to [front v] layer\nshow\ngo to x: (217) y: (158)\n\nwhen I receive [start v]\nwait (1) seconds\nset [music? v] to [3]\nset volume to (100) %\nswitch costume to (3 v)\nset [music? v] to [3]\nset [volume v] to [100]\nforever\n if <(Menu?) = [1]> then\n if <(Music?) = [2]> then\n switch costume to (2 v)\n play sound [Alan Walker & Alex Skrindo - Sky v] until done\n else\n if <(Music?) = [3]> then\n switch costume to (3 v)\n play sound [Alan Walker - Faded v] until done\n else\n if <(Music?) = [4]> then\n switch costume to (\ v)\n play sound [... v] until done\n else\n if <(Music?) = [5]> then\n switch costume to (5 v)\n play sound [deadman ๆญปไบบ - Omae Wa Mou v] until done\n end\n end\n end\n end\n else\n if <(Music?) = [2]> then\n switch costume to (- v)\n play sound [Alan Walker & Alex Skrindo - Sky v] until done\n else\n if <(Music?) = [3]> then\n switch costume to (- v)\n play sound [Alan Walker - Faded v] until done\n else\n if <(Music?) = [4]> then\n switch costume to (\ v)\n play sound [... v] until done\n else\n if <(Music?) = [5]> then\n switch costume to (- v)\n play sound [deadman ๆญปไบบ - Omae Wa Mou v] until done\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Menu?) = [1]> then\n show\n go to [front v] layer\n go to x: (-60) y: (55)\n else\n if <(Skin shop?) = [1]> then\n hide\n else\n show\n go to x: (217) y: (158)\n go to [front v] layer\n go [backward v] (20) layers\n end\n end\nend\n\nwhen I receive [start v]\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [start v]\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [start v]\nforever\n if <(NPC T?) = [1]> then\n set [volume v] to [0]\n end\nend\n\nif <(Volume) > [30]> then\n\nwhen I receive [start v]\nforever\n if <(Menu?) = [1]> then\n set size to (140) %\n else\n set size to (100) %\n end\nend\n\nif <touching (mouse-pointer v)?> then\n repeat until <(size) = [160]>\n go to [front v] layer\n change size by (2)\n end\nelse\n repeat until <(size) = [140]>\n go to [front v] layer\n change size by (-2)\n end\nend\n\nif <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n go to [front v] layer\n change size by (2)\n end\nelse\n repeat until <(size) = [100]>\n go to [front v] layer\n change size by (-2)\n end\nend\n\nwhen I receive [stop v]\nset size to (140) %\n\nwhen I receive [start v]\nforever\n if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n if <(So near OPT) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Rotating?) = [0]> then\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset [music? v] to [3]\nset volume to (100) %\nswitch costume to (3 v)\nset [music? v] to [3]\nset [volume v] to [100]\nforever\n if <(Menu?) = [1]> then\n if <(Music?) = [2]> then\n switch costume to (2 v)\n else\n if <(Music?) = [3]> then\n switch costume to (3 v)\n else\n if <(Music?) = [4]> then\n switch costume to (\ v)\n else\n if <(Music?) = [5]> then\n switch costume to (5 v)\n end\n end\n end\n end\n else\n if <(Music?) = [2]> then\n switch costume to (- v)\n else\n if <(Music?) = [3]> then\n switch costume to (- v)\n else\n if <(Music?) = [4]> then\n switch costume to (\ v)\n else\n if <(Music?) = [5]> then\n switch costume to (- v)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [rotating? v] to [1]\n point in direction (90)\n stop all sounds\n start sound [Choose v]\n change [music? v] by (1)\n if <(Music?) > [5]> then\n set [music? v] to [2]\n end\n repeat (5)\n change size by (2)\n turn right (36) degrees\n end\n repeat (5)\n change size by (-2)\n turn right (36) degrees\n end\n point in direction (90)\n set [rotating? v] to [0]\nend\n\n@Options \n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [stop v]\nshow\ngo to x: (0) y: (0)\n\nwhen this sprite clicked\n\nwhen I receive [stop v]\nset [menu? v] to [1]\nshow\nswitch costume to (list v)\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\n\nwhen I receive [start v]\nshow\nswitch costume to (options v)\nset size to (30) %\ngo to x: (185) y: (158)\nforever\n if <(Menu?) = [1]> then\n show\n switch costume to (list v)\n set size to (100) %\n else\n if <(Skin shop?) = [1]> then\n show\n set size to (100) %\n switch costume to (skins v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (17) layers\n else\n set size to (30) %\n switch costume to (options v)\n go to [front v] layer\n go [backward v] (10) layers\n show\n go to x: (185) y: (158)\n end\n end\nend\n\nif <[50] > (size)> then\n\nwait (1) seconds\n\nhide\n\nwhen I receive [start v]\nforever\n if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n if <(distance to [mouse-pointer v]) < [100]> then\n set [so near opt v] to [1]\n start sound [Connect v]\n wait until <[100] < (distance to [mouse-pointer v])>\n else\n set [so near opt v] to [0]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n if <(So near OPT) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Menu?) = [0]> and <(Skin shop?) = [0]>> then\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n else\n point in direction (90)\n end\nend\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <(NPC T?) = [0]> then\n if <(costume [name v]) = [Options]> then\n start sound [Choose v]\n broadcast (STOP v)\n end\n end\nend\n\n@Back\n\nwhen flag clicked\nhide\ngo to x: (66) y: (-63)\nset size to (80) %\n\nwhen I receive [start v]\nhide variable [score v]\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [start v]\nswitch costume to (back v)\nforever\n if <(Menu?) = [1]> then\n show variable [โ highscore v]\n show variable [actual timer v]\n go to [front v] layer\n show\n go to x: (198) y: (-141)\n else\n if <(Skin shop?) = [1]> then\n go to [front v] layer\n show\n go to x: (198) y: (127)\n else\n hide\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Skin shop?) = [1]> then\n hide variable [โ highscore v]\n hide variable [score v]\n end\nend\n\nwhen flag clicked\nhide variable [score v]\n\nwhen I receive [start v]\nforever\n if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n hide variable [โ highscore v]\n hide variable [score v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [100]>\n go to [front v] layer\n change size by (2)\n end\n else\n repeat until <(size) = [80]>\n go to [front v] layer\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\nwhen I receive [start v]\nset [ketchup? v] to [0]\nset [mouse? v] to [0]\nset [particles? v] to [0]\nset [sfx v] to [1]\nset [mobile? v] to [0]\nset [_id v] to [0]\nrepeat (5)\n create clone of (_myself_ v)\n change [_id v] by (1)\nend\n\nwhen I start as a clone\nif <(_ID) = [0]> then\n forever\n if <(Menu?) = [1]> then\n go to [front v] layer\n show\n set size to (45) %\n go to x: (216) y: (159)\n else\n hide\n end\n end\nelse\n if <(_ID) = [1]> then\n forever\n if <(Menu?) = [1]> then\n go to [front v] layer\n show\n set size to (45) %\n go to x: (218) y: (118)\n else\n hide\n end\n end\n else\n if <(_ID) = [2]> then\n forever\n if <(Menu?) = [1]> then\n go to [front v] layer\n show\n set size to (45) %\n go to x: (219) y: (75)\n else\n hide\n end\n end\n else\n if <(_ID) = [3]> then\n forever\n if <(Menu?) = [1]> then\n go to [front v] layer\n show\n set size to (45) %\n go to x: (219) y: (32)\n else\n hide\n end\n end\n else\n if <(_ID) = [4]> then\n forever\n if <(Menu?) = [1]> then\n go to [front v] layer\n show\n set size to (45) %\n go to x: (219) y: (-9)\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nforever\n\nhide\n\nwhen I start as a clone\nif <(_ID) = [0]> then\n switch costume to (noo v)\n forever\n if <(Menu?) = [1]> then\n set [particles? v] to [0]\n start sound [Choose v]\n switch costume to (noo v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [Choose v]\n set [particles? v] to [1]\n switch costume to (yess v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n end\n end\nelse\n if <(_ID) = [1]> then\n switch costume to (yess v)\n forever\n if <(Menu?) = [1]> then\n set [sfx v] to [1]\n switch costume to (yess v)\n start sound [Choose v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [sfx v] to [0]\n switch costume to (noo v)\n start sound [Choose v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n end\n end\n else\n if <(_ID) = [2]> then\n switch costume to (noo v)\n forever\n if <(Menu?) = [1]> then\n set [mouse? v] to [0]\n switch costume to (noo v)\n start sound [Choose v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [mouse? v] to [1]\n switch costume to (yess v)\n start sound [Choose v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n end\n end\n else\n if <(_ID) = [3]> then\n switch costume to (yess v)\n forever\n if <(Menu?) = [1]> then\n set [ketchup? v] to [1]\n switch costume to (yess v)\n start sound [Choose v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [ketchup? v] to [0]\n switch costume to (noo v)\n start sound [Choose v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n end\n end\n else\n if <(_ID) = [4]> then\n switch costume to (noo v)\n forever\n if <(Menu?) = [1]> then\n set [mobile? v] to [0]\n switch costume to (noo v)\n start sound [Choose v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [mobile? v] to [1]\n switch costume to (yess v)\n start sound [Choose v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\nif <(Menu?) = [1]> then\n go to [front v] layer\n show\n set size to (45) %\n go to x: (216) y: (118)\nend\n\n\n\nforever\n\nwhen I receive [start v]\nforever\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n start sound [Disconnect v]\n if <(Menu?) = [1]> then\n hide variable [actual timer v]\n hide variable [โ highscore v]\n set [menu? v] to [0]\n else\n if <(Skin shop?) = [1]> then\n show variable [actual timer v]\n set [menu? v] to [1]\n set [skin shop? v] to [0]\n end\n end\nend\n\n@Transition\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [front v] layer\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [next level v]\nclear graphic effects\nset x to (-300)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next level v]\nPick random\nset [changing level? v] to [1]\nclear graphic effects\nset x to (-300)\nSmooth Glide To X: (0) Y: (0) at Speed: (6)\nwait (0.5) seconds\nset [changing level? v] to [0]\nSmooth Glide To X: (400) Y: (0) at Speed: (4)\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\ndefine Pick random\nswitch costume to (item (pick random (1) to (6)) of [:p v])\n\nwhen flag clicked\ndelete all of [:p v]\nadd [1] to [:p v]\nadd [2] to [:p v]\nadd [3] to [:p v]\nadd [4] to [:p v]\nadd [5] to [:p v]\nadd [6] to [:p v]\n\n@Shopping trolley\n\nwhen flag clicked\nhide\ngo to x: (66) y: (-63)\nset size to (100) %\n\nwhen I receive [start v]\nforever\n if <(Menu?) = [1]> then\n go to [front v] layer\n show\n go to x: (64) y: (50)\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n set volume to (Volume) %\nend\n\nwhen this sprite clicked\nstart sound [Choose v]\nhide variable [actual timer v]\nset [skin shop? v] to [1]\nset [menu? v] to [0]\n\nwhen I receive [start v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n go to [front v] layer\n change size by (2)\n end\n else\n if <(size) < [122]> then\n repeat until <(size) = [100]>\n go to [front v] layer\n change size by (-2)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\n@Actual skin\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [actual skin v] to [Normal]\nswitch costume to (player normal v)\nforever\n if <(Skin shop?) = [1]> then\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n go to [front v] layer\n show\n go to x: (0) y: (85)\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n switch costume to (join [Player ] (Actual Skin))\nend\n\n@Purchasable skins\n\nwhen flag clicked\nhide\ndelete all of [skin names v]\ndelete all of [skins non-purchased v]\ndelete all of [skins purchased v]\nadd [Normal] to [skin names v]\nadd [Big Eye] to [skin names v]\nadd [:/] to [skin names v]\nadd [:V] to [skin names v]\nadd [iSquare 12] to [skin names v]\nadd [Fire] to [skin names v]\nadd [Ninja] to [skin names v]\nadd [3D] to [skin names v]\nadd [Hydeon] to [skin names v]\nadd [Normal] to [skins purchased v]\nadd [Big Eye] to [skins non-purchased v]\nadd [:/] to [skins non-purchased v]\nadd [:V] to [skins non-purchased v]\nadd [iSquare 12] to [skins non-purchased v]\nadd [Fire] to [skins non-purchased v]\nadd [Ninja] to [skins non-purchased v]\nadd [3D] to [skins non-purchased v]\nadd [Hydeon] to [skins purchased v]\n\nwhen I receive [start v]\nset [shop clone id v] to [0]\nrepeat (9)\n create clone of (_myself_ v)\n change [shop clone id v] by (1)\nend\n\nwhen I start as a clone\nhide\nclear graphic effects\nset size to (120) %\nif <(Shop Clone iD) = [1]> then\n switch costume to (player normal v)\n forever\n go to x: (-158) y: (-5)\n if <(Skin shop?) = [1]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (2)\n end\n else\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n go [backward v] (2) layers\n change size by (-2)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n start sound [Choose v]\n Set x,y\n set [actual skin v] to [Normal]\n end\n else\n hide\n end\n end\nelse\n if <(Shop Clone iD) = [2]> then\n switch costume to (player eye2 v)\n forever\n go to x: (-57) y: (-5)\n if <(Skin shop?) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set [skin value v] to [30]\n repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n change size by (2)\n end\n else\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n change size by (-2)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [Big Eye]?>> then\n set [money v] to ((Money) - (Skin value))\n start sound [Cash Sound v]\n add [Big Eye] to [skins purchased v]\n switch costume to (player eye v)\n delete (item # of [Big Eye] in [skins non-purchased v]) of [skins non-purchased v]\n else\n if <[skins non-purchased v] contains [Big Eye]?> then\n start sound [Not Enough Money v]\n else\n set [actual skin v] to [Eye]\n Set x,y\n start sound [Choose v]\n end\n end\n end\n else\n hide\n end\n end\n else\n if <(Shop Clone iD) = [8]> then\n switch costume to (player hydeon v)\n forever\n go to x: (191) y: (-107)\n if <(Skin shop?) = [1]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (2)\n end\n else\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (-2)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n start sound [Choose v]\n set [actual skin v] to [Hydeon]\n Set x,y\n end\n else\n hide\n end\n end\n else\n if <(Shop Clone iD) = [3]> then\n switch costume to (player fire2 v)\n set size to (100) %\n forever\n go to x: (-90) y: (-107)\n if <(Skin shop?) = [1]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [skin value v] to [80]\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (2)\n end\n else\n repeat until <<(size) = [100]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (-2)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [Fire]?>> then\n set [money v] to ((Money) - (Skin value))\n start sound [Cash Sound v]\n add [Fire] to [skins purchased v]\n switch costume to (player fire v)\n delete (item # of [Fire] in [skins non-purchased v]) of [skins non-purchased v]\n else\n if <[skins non-purchased v] contains [Fire]?> then\n start sound [Not Enough Money v]\n else\n set [actual skin v] to [Fire]\n Set x,y\n start sound [Choose v]\n end\n end\n end\n else\n hide\n end\n end\n else\n if <(Shop Clone iD) = [4]> then\n switch costume to (player :/2 v)\n set size to (120) %\n forever\n go to x: (58) y: (-5)\n if <(Skin shop?) = [1]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [skin value v] to [30]\n repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (2)\n end\n else\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (-2)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [:/]?>> then\n set [money v] to ((Money) - (Skin value))\n start sound [Cash Sound v]\n add [:/] to [skins purchased v]\n switch costume to (player :/ v)\n delete (item # of [:/] in [skins non-purchased v]) of [skins non-purchased v]\n else\n if <[skins non-purchased v] contains [:/]?> then\n start sound [Not Enough Money v]\n else\n set [actual skin v] to [:/]\n Set x,y\n start sound [Choose v]\n end\n end\n end\n else\n hide\n end\n end\n else\n if <(Shop Clone iD) = [5]> then\n switch costume to (player :v2 v)\n set size to (120) %\n forever\n go to x: (166) y: (-6)\n if <(Skin shop?) = [1]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [skin value v] to [40]\n repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (2)\n end\n else\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (-2)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [:V]?>> then\n set [money v] to ((Money) - (Skin value))\n start sound [Cash Sound v]\n add [:V] to [skins purchased v]\n switch costume to (player :v v)\n delete (item # of [:V] in [skins non-purchased v]) of [skins non-purchased v]\n else\n if <[skins non-purchased v] contains [:V]?> then\n start sound [Not Enough Money v]\n else\n set [actual skin v] to [:V]\n Set x,y\n start sound [Choose v]\n end\n end\n end\n else\n hide\n end\n end\n else\n if <(Shop Clone iD) = [6]> then\n switch costume to (isquare 12 pro2 v)\n set size to (120) %\n forever\n go to x: (-187) y: (-107)\n if <(Skin shop?) = [1]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [skin value v] to [60]\n repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (2)\n end\n else\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (-2)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [iSquare 12]?>> then\n set [money v] to ((Money) - (Skin value))\n start sound [Cash Sound v]\n add [iSquare 12] to [skins purchased v]\n switch costume to (isquare 12 pro v)\n delete (item # of [iSquare 12] in [skins non-purchased v]) of [skins non-purchased v]\n else\n if <[skins non-purchased v] contains [iSquare 12]?> then\n start sound [Not Enough Money v]\n else\n Set x,y\n set [actual skin v] to [iSquare 12]\n start sound [Choose v]\n end\n end\n end\n else\n hide\n end\n end\n else\n if <(Shop Clone iD) = [7]> then\n switch costume to (player ninja2 v)\n set size to (120) %\n forever\n go to x: (2) y: (-107)\n if <(Skin shop?) = [1]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [skin value v] to [100]\n repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (2)\n end\n else\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (-2)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [Ninja]?>> then\n set [money v] to ((Money) - (Skin value))\n start sound [Cash Sound v]\n add [Ninja] to [skins purchased v]\n switch costume to (player ninja v)\n delete (item # of [Ninja] in [skins non-purchased v]) of [skins non-purchased v]\n else\n if <[skins non-purchased v] contains [Ninja]?> then\n start sound [Not Enough Money v]\n else\n set [actual skin v] to [Ninja]\n Set x,y\n start sound [Choose v]\n end\n end\n end\n else\n hide\n end\n end\n else\n if <(Shop Clone iD) = [9]> then\n switch costume to (player 3d2 v)\n set size to (120) %\n forever\n go to x: (95) y: (-107)\n if <(Skin shop?) = [1]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set [skin value v] to [120]\n repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (2)\n end\n else\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (-2)\n end\n end\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <<(Money) > ((Skin value) - (1))> and <[skins non-purchased v] contains [3D]?>> then\n set [money v] to ((Money) - (Skin value))\n start sound [Cash Sound v]\n add [3D] to [skins purchased v]\n switch costume to (player 3d v)\n delete (item # of [3D] in [skins non-purchased v]) of [skins non-purchased v]\n else\n if <[skins non-purchased v] contains [3D]?> then\n start sound [Not Enough Money v]\n else\n set [actual skin v] to [3D]\n Set x,y\n start sound [Choose v]\n end\n end\n end\n else\n hide\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 [start v]\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait until <not <mouse down?>>\n if <[skins purchased v] contains [Big Eye]?> then\n set [actual skin v] to [Eye]\n start sound [Choose v]\n end\n end\nend\n\nset [money v] to [1000]\n\nif <touching (mouse-pointer v)?> then\n repeat until <<(size) = [140]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (2)\n end\nelse\n repeat until <<(size) = [120]> or <<mouse down?> and <touching (mouse-pointer v)?>>>\n go to [front v] layer\n change size by (-2)\n end\nend\n\nwhen I start as a clone\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n go to [front v] layer\nend\n\nwhen I receive [start v]\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ndefine Set x,y\n\nshow list [levels with enemies v]\nhide list [levels with enemies v]\n\nwhen flag clicked\n\nwhen flag clicked\nset [skin shop? v] to [0]\nset [menu? v] to [0]\nforever\n if <(Actual Skin) = [Normal]> then\n Smooth Glide To X: (-159) Y: (-8) at Speed: (5)\n wait until <not <(Actual Skin) = [Normal]>>\n else\n if <(Actual Skin) = [Eye]> then\n Smooth Glide To X: (-56) Y: (-8) at Speed: (5)\n wait until <not <(Actual Skin) = [Eye]>>\n else\n if <(Actual Skin) = [:/]> then\n Smooth Glide To X: (58) Y: (-9) at Speed: (5)\n wait until <not <(Actual Skin) = [:/]>>\n else\n if <(Actual Skin) = [:V]> then\n Smooth Glide To X: (164) Y: (-10) at Speed: (5)\n wait until <not <(Actual Skin) = [:V]>>\n else\n if <(Actual Skin) = [iSquare 12]> then\n Smooth Glide To X: (-187) Y: (-107) at Speed: (5)\n wait until <not <(Actual Skin) = [iSquare 12]>>\n else\n if <(Actual Skin) = [Fire]> then\n Smooth Glide To X: (-90) Y: (-107) at Speed: (5)\n wait until <not <(Actual Skin) = [Fire]>>\n else\n if <(Actual Skin) = [Ninja]> then\n Smooth Glide To X: (2) Y: (-107) at Speed: (5)\n wait until <not <(Actual Skin) = [Ninja]>>\n else\n if <(Actual Skin) = [3D]> then\n Smooth Glide To X: (95) Y: (-107) at Speed: (5)\n wait until <not <(Actual Skin) = [3D]>>\n else\n if <(Actual Skin) = [Hydeon]> then\n Smooth Glide To X: (191) Y: (-107) at Speed: (5)\n wait until <not <(Actual Skin) = [Hydeon]>>\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo [backward v] (2) layers\n\nSmooth Glide To X: (1) Y: (1) at Speed: (10)\n\nif <not <(Shop Clone iD) = [10]>> then\n\nif <(Shop Clone iD) = [10]> then\n\nwhen flag clicked\nforever\n if <(Skin shop?) = [1]> then\n set size to ((105) + (([cos v] of (((timer) - (1)) * (200)) ) * (7))) %\n switch costume to (g v)\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwait until <not <(Actual Skin) = []>>\n\n@Money\n\nwhen I receive [start v]\nhide\nset [money id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [money id v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(Money ID) = [1]> then\n forever\n if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n show\n go to x: (-166) y: (146)\n go to [front v] layer\n switch costume to ((letter ((length of (Money)) - (2)) of (Money)) + (1))\n else\n hide\n end\n end\nend\n\nerase all\n\nwhen I start as a clone\nif <(Money ID) = [2]> then\n forever\n if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n show\n go to [front v] layer\n go to x: (-156) y: (146)\n switch costume to ((letter ((length of (Money)) - (1)) of (Money)) + (1))\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(Money ID) = [3]> then\n forever\n if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n show\n go to x: (-146) y: (146)\n go to [front v] layer\n switch costume to ((letter (length of (Money)) of (Money)) + (1))\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Money) > [999]> then\n set [money v] to [999]\n end\nend\n\nwhen I start as a clone\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\nend\n\nset size to ((100) + (([cos v] of (((timer) - (3)) * (150)) ) * (6))) %\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (50)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (20) to (180))\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat (50)\n change x by (-1)\n change [ghost v] effect by (-1)\n show\nend\nrepeat until <(x position) < [-200]>\n change x by (-1)\n if <([costume # v] of [levels v]) > [8]> then\n hide\n delete this clone\n end\nend\nrepeat (50)\n change x by (-1)\n change [ghost v] effect by (1)\n show\nend\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen I receive [start v]\nrepeat (2)\n create clone of (_myself_ v)\n wait (9) seconds\nend\n\n\n\ndelete this clone\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\n@Parallax\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [mb id v] to [0]\nrepeat (3)\n change [mb id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(MB iD) = [1]> then\n switch costume to (g2 v)\n set [ghost v] effect to (40)\n show\n forever\n if <<(LEVEL type) = [1]> or <(LEVEL type) = [3]>> then\n switch costume to (g2 v)\n set [ghost v] effect to (50)\n show\n go to x: (([x position v] of [player v]) * (-0.1)) y: (([y position v] of [player v]) * (-0.1))\n go to [back v] layer\n else\n hide\n end\n end\nelse\n if <(MB iD) = [2]> then\n switch costume to (g1 v)\n show\n forever\n if <<(LEVEL type) = [1]> or <(LEVEL type) = [3]>> then\n show\n set [ghost v] effect to (50)\n switch costume to (g1 v)\n go to x: (([x position v] of [player v]) * (-0.3)) y: ((([y position v] of [player v]) * (-0.3)) - (30))\n go to [back v] layer\n go [forward v] (2) layers\n else\n hide\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n go to [back v] layer\n end\nend\n\n@Hydeon Intro\n\nwhen flag clicked\nset pen color to (#ff66f4)\nset pen size to (10000000)\npen down\npen up\nset pen size to (8)\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (60) %\nset [sx v] to [0]\nset [sy v] to [0]\ngo to x: (0) y: (-300)\nforever\n repeat until <(Sx) = [0]>\n change x by (Sx)\n if <<(Sx) > [0]> and <(Sx) < [180]>> then\n change [sx v] by (-1)\n else\n change [sx v] by (1)\n end\n end\nend\n\nwhen flag clicked\nerase all\npen up\nswitch costume to (h v)\nstart sound [Press Start v]\nwait (0.5) seconds\nset [sy v] to [22]\nset [int id v] to [1]\nwait (1.7) seconds\nrepeat (8)\n create clone of (_myself_ v)\n change [int id v] by (1)\nend\npoint in direction (90)\nset size to (70) %\nset [sยบ v] to [10]\nrepeat (5)\n change size by (6)\nend\nwait until <(Sยบ) = [0]>\nset [sยบ v] to [-10]\nrepeat (5)\n change size by (-6)\nend\nwait until <(Sยบ) = [0]>\nset [sยบ v] to [-10]\nrepeat (5)\n change size by (6)\nend\nwait until <(Sยบ) = [0]>\nset [sยบ v] to [10]\nrepeat (5)\n change size by (-6)\nend\nwait until <(Sยบ) = [0]>\nset [sx v] to [20]\nwait until <(Sx) = [0]>\nset [sx v] to [-20]\nwait until <(Sx) = [0]>\nset [sx v] to [-20]\nwait until <(Sx) = [0]>\nset [sx v] to [20]\nwait until <(Sx) = [0]>\n\nwhen I start as a clone\nhide\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset pen color to (#bf0df1)\npen down\nset pen size to (17)\nif <(Int ID) = [1]> then\n glide (0.1) secs to x: (0) y: (200)\n wait (1) seconds\n set pen color to (#f20ec8)\n glide (0.1) secs to x: (300) y: (200)\nelse\n if <(Int ID) = [2]> then\n glide (0.1) secs to x: (250) y: (180)\n wait (1) seconds\n set pen color to (#f20ec8)\n glide (0.1) secs to x: (300) y: (-200)\n else\n if <(Int ID) = [3]> then\n glide (0.1) secs to x: (300) y: (0)\n wait (1) seconds\n set pen color to (#f20ec8)\n glide (0.1) secs to x: (300) y: (-200)\n else\n if <(Int ID) = [4]> then\n glide (0.1) secs to x: (250) y: (-180)\n wait (1) seconds\n set pen color to (#f20ec8)\n glide (0.1) secs to x: (-300) y: (-200)\n else\n if <(Int ID) = [5]> then\n glide (0.1) secs to x: (0) y: (-200)\n wait (1) seconds\n set pen color to (#f20ec8)\n glide (0.1) secs to x: (-300) y: (-200)\n else\n if <(Int ID) = [6]> then\n glide (0.1) secs to x: (-250) y: (-180)\n wait (1) seconds\n set pen color to (#f20ec8)\n glide (0.1) secs to x: (-300) y: (200)\n else\n if <(Int ID) = [7]> then\n glide (0.1) secs to x: (-300) y: (0)\n wait (1) seconds\n set pen color to (#f20ec8)\n glide (0.1) secs to x: (-300) y: (200)\n else\n if <(Int ID) = [8]> then\n glide (0.1) secs to x: (-250) y: (180)\n wait (1) seconds\n set pen color to (#f20ec8)\n glide (0.1) secs to x: (300) y: (200)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset pen color to (#ff66f4)\nset pen size to (10000)\npen down\nset pen size to (8)\npen up\nset [sยบ v] to [0]\nforever\n repeat until <(Sยบ) = [0]>\n turn right (Sยบ) degrees\n if <<(Sยบ) > [0]> and <(Sยบ) < [180]>> then\n change [sยบ v] by (-1)\n else\n change [sยบ v] by (1)\n end\n end\n set [sยบ v] to [0]\nend\n\nwhen flag clicked\nforever\n repeat until <(Sy) = [0]>\n change y by (Sy)\n if <<(Sy) > [0]> and <(Sy) < [180]>> then\n change [sy v] by (-1)\n else\n change [sy v] by (1)\n end\n end\nend\n\nwait (1) seconds\nglide (0.1) secs to x: (-300) y: (200)\n\nwhen I start as a clone\nwait (3) seconds\nset pen color to (#f24878)\nif <(pick random (1) to (4)) = [1]> then\n go to x: (-120) y: (90)\nelse\n if <(pick random (2) to (4)) = [2]> then\n go to x: (-120) y: (-90)\n else\n if <(pick random (3) to (4)) = [3]> then\n go to x: (120) y: (-90)\n else\n if <(pick random (4) to (4)) = [4]> then\n go to x: (120) y: (90)\n end\n end\n end\nend\n\nwhen I start as a clone\nwait (4) seconds\nif <(pick random (1) to (2)) = [1]> then\n point in direction (90)\nelse\n point in direction (90)\nend\nset pen color to (#f20e70)\nrepeat (10)\n move (7) steps\nend\nCpl\nset pen color to (#c00ef2)\nrepeat (10)\n move (7) steps\nend\nCpl\nset pen color to (#f25f97)\nrepeat (10)\n move (7) steps\nend\nCpl\nset pen color to (#bf48f2)\nrepeat (10)\n move (7) steps\nend\n\nwhen I start as a clone\nwait (4) seconds\nrepeat (10)\n turn right (13) degrees\nend\nrepeat (10)\n turn right (13) degrees\nend\nrepeat (10)\n turn right (13) degrees\nend\nrepeat (10)\n turn right (13) degrees\nend\n\ndefine Cpl\nif <(pick random (1) to (4)) = [1]> then\n pen up\n go to x: (-120) y: (90)\n pen down\nelse\n if <(pick random (2) to (4)) = [2]> then\n pen up\n go to x: (-120) y: (-90)\n pen down\n else\n if <(pick random (3) to (4)) = [3]> then\n pen up\n go to x: (120) y: (-90)\n pen down\n else\n if <(pick random (4) to (4)) = [4]> then\n pen up\n go to x: (120) y: (90)\n pen down\n end\n end\n end\nend\n\nwhen I start as a clone\nif <<(Int ID) > [0]> and <(Int ID) < [5]>> then\n wait (6) seconds\n set pen color to (#c2227d)\n change pen size by (10)\n pen up\n go to x: (-240) y: (180)\n pen down\n repeat (30)\n repeat (1)\n change x by (240)\n end\n change y by (-10)\n repeat (1)\n change x by (-240)\n end\n change y by (-10)\n end\n set pen color to (#000000)\n change pen size by (10)\n pen up\n go to x: (-240) y: (180)\n pen down\n repeat (30)\n repeat (1)\n change x by (240)\n end\n change y by (-10)\n repeat (1)\n change x by (-240)\n end\n change y by (-10)\n end\nelse\n wait (6) seconds\n set pen color to (#c32280)\n change pen size by (10)\n pen up\n go to x: (240) y: (-180)\n pen down\n repeat (30)\n repeat (1)\n change x by (-240)\n end\n change y by (10)\n repeat (1)\n change x by (240)\n end\n change y by (10)\n end\n set pen color to (#000000)\n change pen size by (10)\n pen up\n go to x: (240) y: (-180)\n pen down\n repeat (30)\n repeat (1)\n change x by (-240)\n end\n change y by (10)\n repeat (1)\n change x by (240)\n end\n change y by (10)\n end\nend\nshow\nswitch costume to (costume2 v)\nset [ghost v] effect to (0)\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nerase all\nwait (0.2) seconds\nbroadcast (Intro out v)\ndelete this clone\n\nwhen flag clicked\nwait (8.5) seconds\nset [ghost v] effect to (0)\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen flag clicked\nwait (6.5) seconds\npoint in direction (90)\nset size to (70) %\nset [sยบ v] to [10]\nrepeat (5)\n change size by (6)\nend\nwait until <(Sยบ) = [0]>\nset [sยบ v] to [-10]\nrepeat (5)\n change size by (-6)\nend\nwait until <(Sยบ) = [0]>\nset [sยบ v] to [-10]\nrepeat (5)\n change size by (6)\nend\nwait until <(Sยบ) = [0]>\nset [sยบ v] to [10]\nrepeat (5)\n change size by (-6)\nend\n\nforever\n repeat (10)\n change size by (10)\n end\n repeat (5)\n change size by (5)\n end\n repeat (10)\n change size by (-10)\n end\n repeat (5)\n change size by (-5)\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Restart\n\nwhen I receive [start v]\npoint in direction (90)\nset size to (100) %\nforever\n if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n hide\n go to x: (149) y: (158)\n else\n show\n go to x: (149) y: (158)\n go to [front v] layer\n go [backward v] (20) layers\n end\nend\n\nwhen I receive [start v]\nforever\n\nif <touching (mouse-pointer v)?> then\n repeat until <(size) = [120]>\n change size by (2)\n end\nelse\n repeat until <(size) = [100]>\n change size by (-2)\n end\nend\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\nset [rotating? v] to [0]\nhide\n\nwhen this sprite clicked\n\nwhen this sprite clicked\n\nwhen I receive [start v]\nforever\n if <(So near OPT) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n if <(Menu?) = [0]> then\n if <(Rotating?) = [0]> then\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [Choose v]\n if <(NPC T?) = [0]> then\n broadcast (Die v)\n broadcast (Restart v)\n set [rotating? v] to [1]\n repeat until <(Respawning?) = [0]>\n repeat (5)\n turn left (36) degrees\n change size by (3)\n end\n repeat (5)\n turn left (36) degrees\n change size by (-3)\n end\n end\n set size to (100) %\n point in direction (90)\n set [rotating? v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [Choose v]\n if <(NPC T?) = [0]> then\n set [rotating? v] to [1]\n set [npc t? v] to [0]\n wait (0.1) seconds\n repeat until <(Respawning?) = [0]>\n repeat (5)\n turn left (36) degrees\n change size by (3)\n end\n repeat (5)\n turn left (36) degrees\n change size by (-3)\n end\n end\n set size to (100) %\n set [rotating? v] to [0]\n point in direction (90)\n end\nend\n\n@fave\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Faved v)\n end\nend\n\n@love\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Loved v)\n end\nend\n\n@L/F\n\nwhen flag clicked\nset [laf? v] to [0]\nhide\n\nwhen I receive [loved v]\nrepeat (20)\n switch costume to (l v)\n create clone of (_myself_ v)\nend\nchange [laf? v] by (1)\n\nwhen I start as a clone\npoint in direction (pick random (0) to (180))\nshow\nset [y v] to [0]\nset size to (50) %\ngo to x: (pick random (-200) to (200)) y: (-160)\nset [y v] to (pick random (10) to (25))\nrepeat until <touching (_edge_ v)?>\n go to [front v] layer\n change [y v] by (-1)\n change y by (Y)\n wait (0) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n turn right (10) degrees\n wait (0) seconds\nend\n\nwhen I start as a clone\n\nwhen flag clicked\nwait until <(LaF?) = [2]>\nforever\n if <(LaF?) = [2]> then\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (cheat v)\n show\n set size to (100) %\n else\n hide\n end\nend\n\nwhen I receive [faved v]\nrepeat (20)\n switch costume to (f v)\n create clone of (_myself_ v)\nend\nchange [laf? v] by (1)\n\nwait (0) seconds\n\nhide\n\nshow\n\nwait (0) seconds\n\nwhen flag clicked\nwait until <key (c v) pressed?>\nwait until <key (h v) pressed?>\nwait until <key (e v) pressed?>\nwait until <key (a v) pressed?>\nwait until <key (t v) pressed?>\nchange [laf? v] by (3)\nhide\n\n@Bouncepad\n\nwhen flag clicked\nset size to (40) %\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n\nhide\n\nrepeat (4)\n next costume\nend\n\nwait (0.2) seconds\n\ndefine Go to x (x) y (y)\nshow\ngo to x: (x) y: (y)\nwait until <(Changing Level?) = [0]>\nwait until <(Changing Level?) = [1]>\nhide\ndelete this clone\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(_LEVEL) = [3]> then\n Create [1] bouncepad\nelse\n if <(_LEVEL) = [7]> then\n Create [6] bouncepad\n else\n if <(_LEVEL) = [13]> then\n Create [1] bouncepad\n else\n if <(_LEVEL) = [14]> then\n Create [2] bouncepad\n else\n if <(_LEVEL) = [16]> then\n Create [1] bouncepad\n else\n if <(_LEVEL) = [18]> then\n Create [3] bouncepad\n else\n if <(_LEVEL) = [20]> then\n Create [2] bouncepad\n else\n if <(_LEVEL) = [11]> then\n Create [1] bouncepad\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Create (number) bouncepad\nset [id v] to [0]\nrepeat (number)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(_LEVEL) = [3]> then\n if <(ID) = [1]> then\n Go to x [25] y [-84]\n else\n hide\n end\nelse\n if <(_LEVEL) = [7]> then\n Go to x ((-150) + ((60) * (ID))) y [-82]\n else\n if <(_LEVEL) = [13]> then\n Go to x [-50] y [-179]\n go to [back v] layer\n else\n if <(_LEVEL) = [14]> then\n go to [back v] layer\n if <(ID) = [1]> then\n Go to x [-138] y [-85]\n else\n if <(ID) = [2]> then\n Go to x [80] y [-85]\n end\n end\n else\n if <(_LEVEL) = [16]> then\n go to [back v] layer\n if <(ID) = [1]> then\n Go to x [32] y [-90]\n end\n else\n if <(_LEVEL) = [18]> then\n go to [back v] layer\n if <(ID) = [1]> then\n Go to x [-91] y [102]\n else\n if <(ID) = [2]> then\n Go to x [82] y [102]\n else\n if <(ID) = [3]> then\n Go to x [159] y [-45]\n else\n hide\n end\n end\n end\n else\n if <(_LEVEL) = [20]> then\n go to [back v] layer\n if <(ID) = [1]> then\n Go to x [-49] y [-149]\n else\n Go to x [90] y [20]\n end\n else\n if <(_LEVEL) = [11]> then\n go to [back v] layer\n if <(ID) = [1]> then\n Go to x [81] y [-79]\n else\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nhide\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n end\nend\n\ndelete this clone\n\nwhen I receive [bounce v]\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n end\nend\n\n@Anti-Bouncepads\n\nwhen flag clicked\npoint in direction (-90)\nset size to (40) %\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n hide\nend\n\nrepeat (4)\n next costume\nend\n\nwait (0.2) seconds\n\ndefine Go to x (x) y (y) and other things\nshow\ngo to x: (x) y: (y)\nwait until <(Changing Level?) = [0]>\nwait until <(Changing Level?) = [1]>\nhide\ndelete this clone\n\nwhen I receive [next level v]\nwait (1) seconds\nif <(_LEVEL) = [3]> then\n Create [1] anti-bouncepad\nelse\n if <(_LEVEL) = [7]> then\n Create [6] anti-bouncepad\n else\n hide\n end\nend\n\ndefine Create (number) anti-bouncepad\nset [id v] to [0]\nrepeat (number)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(_LEVEL) = [5]> then\n if <(ID) = [1]> then\n Go to x [51] y [101] and other things\n else\n hide\n end\nelse\n if <(_LEVEL) = [7]> then\n Go to x ((-150) + ((ID) * (60))) y [76] and other things\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n wait (0.01) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume3 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.01) seconds\n switch costume to (costume1 v)\n wait (0.01) seconds\n end\nend\n\nif <(ID) = [1]> then\n\nGo to x [-115] y [76] and other things\n\n@Money Up\n\nwhen flag clicked\nset [money v] to [0]\nset size to (100) %\nhide\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (6)))\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nchange [money v] by (10)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset size to (100) %\nwait (0) seconds\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat (15)\n go to [front v] layer\n change size by (7)\n change [ghost v] effect by (7)\nend\nhide\n\n@Suggestion\n\nwhen I receive [start v]\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to x: (0) y: (-22)\n\nwhen I receive [story v]\nwait (4) seconds\nswitch costume to (skip v)\nset [ghost v] effect to (44)\nrepeat (22)\n show\n change y by (1)\n go to [front v] layer\n change [ghost v] effect by (-2)\nend\nwait (5) seconds\nrepeat (22)\n show\n change y by (-1)\n go to [front v] layer\n change [ghost v] effect by (2)\nend\nhide\n\nforever\n switch costume to (??? v)\n wait (pick random (20) to (35)) seconds\n set [ghost v] effect to (44)\n repeat (22)\n show\n change y by (1)\n go to [front v] layer\n change [ghost v] effect by (-2)\n end\n wait (3) seconds\n repeat (22)\n show\n change y by (-1)\n go to [front v] layer\n change [ghost v] effect by (2)\n end\n hide\nend\n\nwhen I receive [story v]\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nbroadcast (Skip story v)\nstop [other scripts in sprite v]\nhide\n\n@NPC\n\ndefine Say (text) delay (seconds) for (time) (between s) (between s)\nset [talking? v] to [1]\nset [text v] to []\nset [textlenght v] to ((length of (text)) - (1))\nrepeat until <<(TextLenght) = [-1]> or <key (a v) pressed?>>\n set [text v] to (join (Text) (letter ((length of (text)) - (TextLenght)) of (text)))\n change [textlenght v] by (-1)\n set [talking? v] to [1]\n say (Text)\n start sound [text v]\n if <not <(letter ((length of (text)) - (TextLenght)) of (text)) = [ ]>> then\n wait (seconds) seconds\n end\nend\nif <key (a v) pressed?> then\n set [talking? v] to [0]\n wait until <not <key (a v) pressed?>>\nelse\n set [talking? v] to [0]\n wait (time) seconds\n say [] for (0) seconds\n wait (between s) seconds\nend\n\ndefine Ask (question) delay (\(q\) seconds)\nset [question v] to []\nset [questionlenght v] to ((length of (question)) - (1))\nrepeat until <(QuestionLenght) = [-1]>\n set [question v] to (join (Question) (letter ((length of (question)) - (QuestionLenght)) of (question)))\n change [questionlenght v] by (-1)\n set [talking? v] to [1]\n say (Question)\n start sound [text v]\n if <not <(letter ((length of (question)) - (QuestionLenght)) of (question)) = [ ]>> then\n wait (\(q\) seconds) seconds\n end\nend\nset [talking? v] to [0]\nask (Question) and wait\nbroadcast (Question v)\nset [who's talking? v] to [2]\nwait until <(Who's Talking?) = [1]>\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (2) seconds\nif <(_LEVEL) = [8]> then\n set rotation style [left-right v]\n set size to (120) %\n go to x: (71) y: (-60)\n show\n forever\n point towards (player v)\n end\nend\n\nwhen I receive [next level v]\nwait (2) seconds\nif <(_LEVEL) = [8]> then\n if <(NPC Helps?) = [0]> then\n wait until <(distance to [player v]) < [100]>\n set [stop? v] to [1]\n Say [Hey there!] delay [0.01] for [0.5] (between s) [1]\n broadcast (PAY ATTENTION TO THE NPC v)\n Say [Yes you!] delay [0.01] for [2] (between s) [2]\n Say [I haven't seen anyone in so long...] delay [0.03] for [1] (between s) [1]\n broadcast (A1 v)\n Ask [Well... what's your \(user\)name?] delay [0.03]\n if <(answer) = (username)> then\n Say (join [So ] (join (answer) [, no?])) delay [0.03] for [2] (between s) [1]\n Say [Yes, you're honest...] delay [0.01] for [1] (between s) [2]\n Say [Let me give you 10 coins!] delay [0.01] for [1] (between s) [1]\n broadcast (10+ v)\n wait (2) seconds\n else\n if <(answer) = [Why do you ask it?]> then\n Say [I'm programmed to do it] delay [0.03] for [1] (between s) [1]\n else\n if <(answer) = [...]> then\n Say [Oh, you are shy, no?] delay [0.03] for [1] (between s) [1]\n else\n Say (join [So] (join (answer) [, no?])) delay [0.03] for [2] (between s) [1]\n Say [USERNAME BLOCK] delay [0.2] for [1] (between s) [1]\n Say [Huh, liar, I'll substract 10 coins] delay [0.1] for [1] (between s) [1]\n broadcast (-10 v)\n Say [>:\(] delay [0.3] for [1] (between s) [1]\n wait (2) seconds\n end\n end\n end\n Say [Well, I have a name...] delay [0.03] for [1] (between s) [1]\n Say [I'm Just An Old Square] delay [0.03] for [1] (between s) [1]\n Say [...] delay [0.3] for [1] (between s) [1]\n Say [Yes, it's my name!!!] delay [0.03] for [1] (between s) [1]\n Say [I've never been young...] delay [0.03] for [1] (between s) [1]\n broadcast (A2 v)\n Ask [Well, what are you doing in this dangerous lands?] delay [0.03]\n if <(answer) = [...]> then\n Say [Too much introvert...] delay [0.03] for [1] (between s) [1]\n else\n if <(answer) = [Nothing]> then\n Ask [Don't try to fool me! You're here for some reason!] delay [0.03]\n else\n if <(answer) = [Looking for old friends]> then\n Say [Ohh...] delay [0.03] for [1] (between s) [1]\n Say [...] delay [0.3] for [1] (between s) [1]\n Say [That's strange...] delay [0.03] for [1] (between s) [1]\n else\n if <(answer) = [Well, I have a mission...]> then\n Say [Oh that's a good reason for travel!] delay [0.03] for [1] (between s) [1]\n Say [Let me give you 10 coins] delay [0.03] for [1] (between s) [1]\n broadcast (10+ v)\n wait (2) seconds\n else\n Say [That wasn't in the box above...] delay [0.03] for [1] (between s) [1]\n end\n end\n end\n end\n Say [Anyway, I am too old for this long travels...] delay [0.03] for [1] (between s) [1]\n Say [I was full of energy, time and weapons...] delay [0.03] for [1] (between s) [1]\n broadcast (A3 v)\n Ask [Do you want one weapon? ] delay [0.03]\n if <(answer) = [YES]> then\n Say [Well, then I'll give you one...] delay [0.03] for [1] (between s) [1]\n Say [It's a bow] delay [0.03] for [1] (between s) [1]\n Say [...] delay [0.3] for [1] (between s) [1]\n Say [Did you expect a ultra-legendary epic weapon?] delay [0.03] for [1] (between s) [1]\n Say [That's for the next game of an old friend...] delay [0.03] for [1] (between s) [1]\n Say [Hydeon] delay [0.03] for [1] (between s) [1]\n Say [He/She is gonna make an rpg...] delay [0.03] for [1] (between s) [1]\n Say [Take my bow] delay [0.03] for [1] (between s) [1]\n broadcast (Bow v)\n wait (2) seconds\n else\n if <(answer) = [No...]> then\n Say [Who would say that???] delay [0.03] for [1] (between s) [1]\n Say [Take my bow!] delay [0.03] for [1] (between s) [1]\n broadcast (Bow v)\n wait (2) seconds\n else\n if <(answer) = [GIMME UR WEAPONS!!!]> then\n Say [Huh, do you know you're stuck?] delay [0.03] for [1] (between s) [1]\n Say [Try to move] delay [0.03] for [1] (between s) [1]\n Say [Also, your sword hitbox doesn't touch me...] delay [0.03] for [1] (between s) [1]\n Say [So, why did you said that?] delay [0.03] for [1] (between s) [1]\n Say [I'll steal you ten coins...] delay [0.03] for [1] (between s) [1]\n broadcast (-10 v)\n wait (2) seconds\n Say [And I won't give you my bow] delay [0.03] for [1] (between s) [1]\n Say [>:\)] delay [0.03] for [1] (between s) [1]\n Say [Bye!] delay [0.03] for [1] (between s) [1]\n set [npc t? v] to [0]\n set [volume v] to [100]\n set [stop? v] to [0]\n stop [this script v]\n else\n if <(answer) = [What kind of weapon?]> then\n Say [A bow] delay [0.03] for [1] (between s) [1]\n Say [Take it] delay [0.03] for [1] (between s) [1]\n broadcast (Bow v)\n wait (2) seconds\n else\n Say [Please answer things in the box above!] delay [0.03] for [1] (between s) [1]\n Say [LATE] delay [0.03] for [1] (between s) [1]\n Say [I'll steal you ten coins...] delay [0.03] for [1] (between s) [1]\n broadcast (-10 v)\n wait (2) seconds\n Say [And I won't give you my bow] delay [0.03] for [1] (between s) [1]\n Say [>:\)] delay [0.03] for [1] (between s) [1]\n Say [Bye!] delay [0.03] for [1] (between s) [1]\n set [volume v] to [100]\n set [npc t? v] to [0]\n set [stop? v] to [0]\n stop [this script v]\n end\n end\n end\n end\n Say [And, just one thing...] delay [0.03] for [1] (between s) [1]\n Say [I want to be your squire and accompany you on your adventure] delay [0.03] for [1] (between s) [1]\n broadcast (A4 v)\n Ask [Can I?] delay [0.03]\n if <(answer) = [Yes]> then\n Say [Yes, thank you!] delay [0.03] for [1] (between s) [1]\n Say [I'll help you a lot] delay [0.03] for [1] (between s) [1]\n Take that\n broadcast (NPC Helps! v)\n set [npc t? v] to [0]\n stop [this script v]\n else\n if <(answer) = [No]> then\n Say [-_-] delay [0.03] for [1] (between s) [1]\n Say [You won a prize!] delay [0.03] for [1] (between s) [1]\n Say [-10 coins!] delay [0.03] for [1] (between s) [1]\n broadcast (-10 v)\n wait (2) seconds\n set [volume v] to [100]\n set [npc t? v] to [0]\n set [stop? v] to [0]\n stop [this script v]\n else\n if <(answer) = [...]> then\n Say [...] delay [0.03] for [1] (between s) [1]\n Say [Come on!] delay [0.03] for [1] (between s) [1]\n Say [I'll do it although you don't want it] delay [0.03] for [1] (between s) [1]\n Take that\n broadcast (NPC Helps! v)\n set [npc t? v] to [0]\n stop [this script v]\n else\n Say [...] delay [0.03] for [1] (between s) [1]\n Say [That's a no...] delay [0.03] for [1] (between s) [1]\n Say [-10 coins] delay [0.03] for [1] (between s) [1]\n broadcast (-10 v)\n wait (2) seconds\n set [volume v] to [100]\n set [npc t? v] to [0]\n set [stop? v] to [0]\n stop [this script v]\n end\n end\n end\n end\nend\n\nstop [this script v]\n\ndelete this clone\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I receive [die v]\nwait (2) seconds\nif <(_LEVEL) = [8]> then\n if <(NPC Helps?) = [0]> then\n wait until <(distance to [player v]) < [100]>\n set [stop? v] to [1]\n Say [Hey there!] delay [0.01] for [0.5] (between s) [1]\n broadcast (PAY ATTENTION TO THE NPC v)\n Say [Yes you!] delay [0.01] for [2] (between s) [2]\n Say [I haven't seen anyone in so long...] delay [0.03] for [1] (between s) [1]\n broadcast (A1 v)\n Ask [Well... what's your \(user\)name?] delay [0.03]\n if <(answer) = (username)> then\n Say (join [So ] (join (answer) [, no?])) delay [0.03] for [2] (between s) [1]\n Say [Yes, you're honest...] delay [0.01] for [1] (between s) [2]\n Say [Let me give you 10 coins!] delay [0.01] for [1] (between s) [1]\n broadcast (10+ v)\n wait (2) seconds\n else\n if <(answer) = [Why do you ask it?]> then\n Say [I'm programmed to do it] delay [0.03] for [1] (between s) [1]\n else\n if <(answer) = [...]> then\n Say [Oh, you are shy, no?] delay [0.03] for [1] (between s) [1]\n else\n Say (join [So] (join (answer) [, no?])) delay [0.03] for [2] (between s) [1]\n Say [USERNAME BLOCK] delay [0.2] for [1] (between s) [1]\n Say [Huh, liar, I'll substract 10 coins] delay [0.1] for [1] (between s) [1]\n broadcast (-10 v)\n wait (2) seconds\n Say [>:\(] delay [0.3] for [1] (between s) [1]\n end\n end\n end\n Say [Well, I have a name...] delay [0.03] for [1] (between s) [1]\n Say [I'm Just An Old Square] delay [0.03] for [1] (between s) [1]\n Say [...] delay [0.3] for [1] (between s) [1]\n Say [Yes, it's my name!!!] delay [0.03] for [1] (between s) [1]\n Say [I've never been young...] delay [0.03] for [1] (between s) [1]\n broadcast (A2 v)\n Ask [Well, what are you doing in this dangerous lands?] delay [0.03]\n if <(answer) = [...]> then\n Say [Too much introvert...] delay [0.03] for [1] (between s) [1]\n else\n if <(answer) = [Nothing]> then\n Ask [Don't try to fool me! You're here for some reason!] delay [0.03]\n else\n if <(answer) = [Looking for old friends]> then\n Say [Ohh...] delay [0.03] for [1] (between s) [1]\n Say [...] delay [0.3] for [1] (between s) [1]\n Say [That's strange...] delay [0.03] for [1] (between s) [1]\n else\n if <(answer) = [Well, I have a mission...]> then\n Say [Oh that's a good reason for travel!] delay [0.03] for [1] (between s) [1]\n Say [Let me give you 10 coins] delay [0.03] for [1] (between s) [1]\n broadcast (10+ v)\n wait (2) seconds\n else\n Say [That wasn't in the box above...] delay [0.03] for [1] (between s) [1]\n end\n end\n end\n end\n Say [Anyway, I am too old for long travels...] delay [0.03] for [1] (between s) [1]\n Say [I was full of energy, time and weapons...] delay [0.03] for [2] (between s) [1]\n broadcast (A3 v)\n Ask [Do you want one weapon? ] delay [0.03]\n if <(answer) = [YES]> then\n Say [Well, then I'll give you one...] delay [0.03] for [1] (between s) [1]\n Say [It's a bow] delay [0.03] for [1] (between s) [1]\n Say [...] delay [0.3] for [1] (between s) [1]\n Say [Did you expect a ultra-legendary epic weapon?] delay [0.03] for [1] (between s) [1]\n Say [That's for the next game of an old friend...] delay [0.03] for [1] (between s) [1]\n Say [Hydeon] delay [0.03] for [1] (between s) [1]\n Say [He/She is gonna make an rpg...] delay [0.03] for [1] (between s) [1]\n Say [Take my bow] delay [0.03] for [1] (between s) [1]\n broadcast (Bow v)\n wait (2) seconds\n else\n if <(answer) = [No...]> then\n Say [Who would say that???] delay [0.03] for [1] (between s) [1]\n Say [Take my bow!] delay [0.03] for [1] (between s) [1]\n broadcast (Bow v)\n wait (2) seconds\n else\n if <(answer) = [GIMME UR WEAPONS!!!]> then\n Say [Huh, do you know you're stuck?] delay [0.03] for [1] (between s) [1]\n Say [Try to move] delay [0.03] for [1] (between s) [1]\n Say [Also, your sword hitbox doesn't touch me...] delay [0.03] for [1] (between s) [1]\n Say [So, why did you said that?] delay [0.03] for [1] (between s) [1]\n Say [I'll steal you ten coins...] delay [0.03] for [1] (between s) [1]\n broadcast (-10 v)\n wait (2) seconds\n Say [And I won't give you my bow] delay [0.03] for [1] (between s) [1]\n Say [>:\)] delay [0.03] for [1] (between s) [1]\n Say [Bye!] delay [0.03] for [1] (between s) [1]\n set [npc t? v] to [0]\n set [volume v] to [100]\n set [stop? v] to [0]\n stop [this script v]\n else\n if <(answer) = [What kind of weapon?]> then\n Say [A bow] delay [0.03] for [1] (between s) [1]\n Say [Take it] delay [0.03] for [1] (between s) [1]\n broadcast (Bow v)\n wait (2) seconds\n else\n Say [Please answer things in the box above!] delay [0.03] for [1] (between s) [1]\n Say [LATE] delay [0.03] for [1] (between s) [1]\n Say [I'll steal you ten coins...] delay [0.03] for [1] (between s) [1]\n broadcast (-10 v)\n wait (2) seconds\n Say [And I won't give you my bow] delay [0.03] for [1] (between s) [1]\n Say [>:\)] delay [0.03] for [1] (between s) [1]\n Say [Bye!] delay [0.03] for [1] (between s) [1]\n set [volume v] to [100]\n set [npc t? v] to [0]\n set [stop? v] to [0]\n stop [this script v]\n end\n end\n end\n end\n Say [And, just one thing...] delay [0.03] for [1] (between s) [1]\n Say [I want to be your squire and accompany you on your adventure] delay [0.03] for [1] (between s) [1]\n broadcast (A4 v)\n Ask [Can I?] delay [0.03]\n if <(answer) = [Yes]> then\n Say [Yes, thank you!] delay [0.03] for [1] (between s) [1]\n Say [I'll help you a lot] delay [0.03] for [1] (between s) [1]\n Take that\n broadcast (NPC Helps! v)\n set [npc t? v] to [0]\n stop [this script v]\n else\n if <(answer) = [NOOO]> then\n Say [-_-] delay [0.03] for [1] (between s) [1]\n Say [You won a prize!] delay [0.03] for [1] (between s) [1]\n Say [-10 coins!] delay [0.03] for [1] (between s) [1]\n broadcast (-10 v)\n wait (2) seconds\n set [volume v] to [100]\n set [npc t? v] to [0]\n set [stop? v] to [0]\n stop [this script v]\n else\n if <(answer) = [...]> then\n Say [...] delay [0.03] for [1] (between s) [1]\n Say [Come on!] delay [0.03] for [1] (between s) [1]\n Say [I'll do it although you don't want it] delay [0.03] for [1] (between s) [1]\n Take that\n broadcast (NPC Helps! v)\n set [npc t? v] to [0]\n stop [this script v]\n else\n Say [...] delay [0.03] for [1] (between s) [1]\n Say [That's a no...] delay [0.03] for [1] (between s) [1]\n Say [-10 coins] delay [0.03] for [1] (between s) [1]\n broadcast (-10 v)\n wait (2) seconds\n set [volume v] to [100]\n set [npc t? v] to [0]\n set [stop? v] to [0]\n stop [this script v]\n end\n end\n end\n end\nend\n\nstop [this script v]\n\ndefine Take that\nset size to (120) %\npoint in direction (90)\nclear graphic effects\nwait (1) seconds\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (10)\nwait (0.5) seconds\nrepeat (10)\n turn left (50) degrees\n change size by (-10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [next level v]\nwait (1) seconds\nif <not <<(_LEVEL) = [8]> or <(_LEVEL) = [21]>>> then\n hide\nend\n\nset [volume v] to [100]\n\nwhen I receive [circle appears v]\nset [stop? v] to [1]\nwait (2) seconds\nset [ghost v] effect to (0)\ngo to (player v)\ngo to [front v] layer\nset size to (130) %\nshow\nchange x by (40)\nset [circle conv.? v] to [1]\nshow\nSay [Come on!] delay [0.03] for [1] (between s) [1]\nSay [Kill it!] delay [0.03] for [1] (between s) [1]\nshow\nset [circle conv.? v] to [2]\nwait until <(Circle conv.?) = [1]>\nSay [Is that a trick?] delay [0.03] for [1] (between s) [1]\nSay [Who are you?] delay [0.03] for [1] (between s) [1]\nshow\nset [circle conv.? v] to [2]\nwait until <(Circle conv.?) = [1]>\nSay [Well, maybe we can cooperate...] delay [0.03] for [1] (between s) [1]\nSay [Our interests are the same...] delay [0.03] for [1] (between s) [1]\nshow\nSay [Then, you can help us] delay [0.03] for [1] (between s) [1]\nset [circle conv.? v] to [2]\nwait until <(Circle conv.?) = [1]>\nSay [Yes, that's a good idea...] delay [0.03] for [1] (between s) [1]\nhide\n\n@Circle\n\nwhen flag clicked\nhide\n\nwhen I receive [circle appears v]\nset [npc t? v] to [1]\nshow\ngo to [back v] layer\ngo [forward v] (10) layers\ngo to x: (300) y: (-94)\nSmooth Glide To X: (0) Y: (-94) at Speed: (8)\nset [circle conv.? v] to [1]\nwait until <(Circle conv.?) = [2]>\nSay [Noo!] delay [0.03] for [1] (between s) [1]\nSay [I don't want to fight!] delay [0.03] for [1] (between s) [1]\nset [circle conv.? v] to [1]\nwait until <(Circle conv.?) = [2]>\nSay [I'm just a circle that want to stop the war!] delay [0.03] for [1] (between s) [1]\nset [circle conv.? v] to [1]\nwait until <(Circle conv.?) = [2]>\nSay [Ok, thanks] delay [0.03] for [1] (between s) [1]\nSay [Then let's go first to circle city] delay [0.03] for [1] (between s) [1]\nSay [It's nearer] delay [0.03] for [1] (between s) [1]\nSay [But first, let's rest] delay [0.03] for [1] (between s) [1]\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (8)\nset [npc t? v] to [0]\nhide\nbroadcast (Circle talks v)\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\ndefine Say (text) delay (seconds) for (time) (between s) (between s)\nset [text v] to []\nset [textlenght v] to ((length of (text)) - (1))\nrepeat until <<(TextLenght) = [-1]> or <key (a v) pressed?>>\n set [text v] to (join (Text) (letter ((length of (text)) - (TextLenght)) of (text)))\n change [textlenght v] by (-1)\n say (Text)\n start sound [text v]\n if <not <(letter ((length of (text)) - (TextLenght)) of (text)) = [ ]>> then\n wait (seconds) seconds\n end\nend\nif <key (a v) pressed?> then\n wait until <not <key (a v) pressed?>>\nelse\n wait (time) seconds\n say [] for (0) seconds\n wait (between s) seconds\nend\n\n@Up messages\n\nwhen flag clicked\nset [npc helps? v] to [0]\nhide\ngo to x: (0) y: (40)\n\nwhen I receive [a1 v]\nwait (1) seconds\nswitch costume to (a1 v)\nDown T\n\nwhen I receive [a2 v]\nwait (1) seconds\nswitch costume to (a2 v)\nDown T\n\ndefine Down\nstart sound [Low Whoosh v]\ngo to x: (0) y: (40)\nset [ghost v] effect to (100)\nrepeat (45)\n show\n change y by (-1)\n go to [front v] layer\n go [backward v] (4) layers\n change [ghost v] effect by (-2)\nend\nwait (3) seconds\nrepeat (45)\n show\n change y by (1)\n go to [front v] layer\n go [backward v] (4) layers\n change [ghost v] effect by (2)\nend\nhide\ngo to x: (0) y: (40)\n\nwhen I receive [a3 v]\nwait (1) seconds\nswitch costume to (a3 v)\nDown T\n\nwhen I receive [bow v]\nswitch costume to (text bow v)\nDown\n\nwhen I receive [sword v]\nswitch costume to (text sword v)\nDown\n\nwhen flag clicked\nhide\n\nwhen I receive [collected star v]\nswitch costume to (text star v)\nDown\n\nwhen I receive [begin talk npc v]\nSay phrase [1]\nSay phrase [2]\nSay phrase [3]\nEnd talking\nset [volume v] to [100]\n\ndefine Say phrase (phrase)\nif <(NPC Helps?) = [1]> then\n if <(^TalkingNPC?) = [0]> then\n set [^talkingnpc? v] to [1]\n switch costume to (intro npc-2 v)\n go to x: (-92) y: (0)\n set [ghost v] effect to (100)\n repeat (50)\n show\n go to [front v] layer\n change [ghost v] effect by (-1.8)\n end\n repeat until <(costume [name v]) = [Intro NPC6]>\n wait (0) seconds\n next costume\n end\n start sound [High Whoosh v]\n switch costume to (join [NPC] (phrase))\n wait until <key (a v) pressed?>\n else\n switch costume to (new phrase1 v)\n go to x: (-92) y: (0)\n set [ghost v] effect to (6)\n repeat until <(costume [name v]) = [New phrase9]>\n next costume\n end\n start sound [High Whoosh v]\n switch costume to (join [NPC] (phrase))\n wait until <key (a v) pressed?>\n end\nend\n\nwhen I receive [npc helps! v]\nset [npc helps? v] to [1]\nwait (1) seconds\nbroadcast (Begin talk NPC v)\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [a4 v]\nwait (1) seconds\nswitch costume to (a4 v)\nDown T\n\nwhen I receive [next level v]\nwait (3) seconds\nif <(_LEVEL) = [9]> then\n Say phrase [4]\n End talking\nelse\n if <(_LEVEL) = [10]> then\n Say phrase [5]\n End talking\n else\n if <(_LEVEL) = [14]> then\n Say phrase [8]\n Say phrase [7]\n End talking\n else\n if <(_LEVEL) = [15]> then\n Say phrase [6]\n End talking\n else\n if <(_LEVEL) = [21]> then\n Say phrase [9]\n Say phrase [10]\n broadcast (Circle appears v)\n End talking\n set [stop? v] to [1]\n end\n end\n end\n end\nend\n\ndefine End talking\nif <(NPC Helps?) = [1]> then\n set [^talkingnpc? v] to [0]\n switch costume to (intro npc6 v)\n wait (0) seconds\n switch costume to (intro npc6 v)\n wait (0) seconds\n switch costume to (intro npc5 v)\n wait (0) seconds\n start sound [Low Whoosh v]\n switch costume to (intro npc4 v)\n wait (0) seconds\n switch costume to (intro npc3 v)\n wait (0) seconds\n switch costume to (intro npc2 v)\n wait (0) seconds\n switch costume to (intro npc1 v)\n wait (0) seconds\n switch costume to (intro npc0 v)\n wait (0) seconds\n switch costume to (intro npc-1 v)\n wait (0) seconds\n switch costume to (intro npc-2 v)\n wait (0) seconds\n hide\nend\nset [stop? v] to [0]\n\ndefine Down T\ngo to x: (0) y: (40)\nset [ghost v] effect to (100)\nrepeat (45)\n show\n change y by (-1)\n go to [front v] layer\n change [ghost v] effect by (-2)\nend\nwait until <(Who's Talking?) = [2]>\nrepeat (45)\n show\n change y by (1)\n go to [front v] layer\n change [ghost v] effect by (2)\nend\nhide\ngo to x: (0) y: (40)\n\nwhen I receive [circle talks v]\nshow\nswitch costume to (circle1 v)\ngo to x: (-92) y: (0)\nset [ghost v] effect to (100)\nrepeat (50)\n show\n go to [front v] layer\n change [ghost v] effect by (-1.8)\nend\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nswitch costume to (npc11 v)\nwait until <not <key (a v) pressed?>>\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nswitch costume to (circle2 v)\nwait until <not <key (a v) pressed?>>\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nswitch costume to (npc12 v)\nwait until <not <key (a v) pressed?>>\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nswitch costume to (circle3 v)\nwait until <not <key (a v) pressed?>>\nwait until <key (a v) pressed?>\nstart sound [High Whoosh v]\nhide\nset [stop? v] to [0]\nbroadcast (End v)\n\nstart sound [High Whoosh v]\n\n@Parallax2\n\nwhen flag clicked\nhide\n\nwhen I receive [relax v]\nset [mb id v] to [0]\nrepeat (3)\n change [mb id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(MB iD) = [1]> then\n switch costume to (.. v)\n set [ghost v] effect to (20)\n show\n forever\n show\n go to x: (([x position v] of [player v]) * (-0.1)) y: (([y position v] of [player v]) * (-0.1))\n go to [back v] layer\n end\nelse\n if <(MB iD) = [2]> then\n switch costume to (. v)\n show\n forever\n show\n set [ghost v] effect to (30)\n go to x: (([x position v] of [player v]) * (-0.3)) y: ((([y position v] of [player v]) * (-0.3)) - (30))\n go to [back v] layer\n go [forward v] (2) layers\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n go to [back v] layer\n end\nend\n\n@Falling leaves\n\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (11) layers\nshow\nset [lspeedx v] to [-1]\nset [lspeedy v] to [-0.7]\nset [ghost v] effect to (100)\nif <(pick random (1) to (2)) = [2]> then\n go to x: (200) y: (pick random (-120) to (200))\nelse\n go to x: (pick random (-200) to (200)) y: (200)\nend\nif <<touching (_edge_ v)?> or <touching (level hitbox v)?>> then\n repeat until <not <<touching (_edge_ v)?> or <touching (level hitbox v)?>>>\n change x by (LspeedX)\n change y by (LspeedY)\n end\nend\nrepeat (10)\n change x by (LspeedX)\n change y by (LspeedY)\n change [ghost v] effect by (-8)\nend\nrepeat until <<touching (_edge_ v)?> or <touching (level hitbox v)?>>\n change x by (LspeedX)\n change y by (LspeedY)\nend\nif <touching (_edge_ v)?> then\n repeat (10)\n change x by (LspeedX)\n change y by (LspeedY)\n change [ghost v] effect by (8)\n end\nelse\n change y by (-3)\n wait (5) seconds\n repeat (10)\n change [ghost v] effect by (8)\n end\nend\ndelete this clone\n\ngo to (random position v)\n\nturn right (2) degrees\n\nturn right (2) degrees\n\nturn right (2) degrees\n\nwhen I receive [relax v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nset [_level v] to [Relax]\nbroadcast (Relax v)\nset [level type v] to [Relax]\n\nrepeat until <(direction) = [90]>\n turn right (2) degrees\nend\n\ngo to x: (pick random (-200) to (200)) y: (pick random (-120) to (200))\n\nwhen I start as a clone\nset [ยบ v] to (pick random (60) to (120))\nforever\n if <not <touching (level hitbox v)?>> then\n point in direction ((ยบ) + (([cos v] of (((timer) - (3)) * (150)) ) * (30)))\n end\nend\n\n@Unnecesary sprite :P\n\nwhen I receive [start v]\nforever\n go to (options v)\nend\n\nwhen flag clicked\nhide\n\n\n\nwhen I receive [start v]\nforever\n if <(So near OPT) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n go to [front v] layer\n go [backward v] (29) layers\n show\n switch costume to (costume1 v)\n set size to (30) %\n else\n hide\n end\nend\n\n@Mouse\n\nwhen I receive [start v]\nforever\n set [ughhh v] to (distance to [mouse-pointer v])\n wait (0) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <not <(Ughhh) = (distance to [mouse-pointer v])>> then\nend\n\nwhen I receive [start v]\nforever\n if <(Mouse?) = [1]> then\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\ngo to (mouse-pointer v)\npoint towards (mouse-pointer v)\n\nforever\n\nwhen I start as a clone\ngo to (mouse-pointer v)\nshow\nif <(pick random (1) to (2)) = [1]> then\n point in direction (pick random (0) to (180))\nelse\n point in direction (pick random (0) to (-180))\nend\nset size to (50) %\nset [ghost v] effect to (pick random (20) to (40))\nif <<(Menu?) = [1]> or <(Skin shop?) = [1]>> then\n go to [front v] layer\n go [backward v] (20) layers\nelse\n go to [front v] layer\nend\nset [brightness v] effect to (pick random (10) to (30))\nrepeat (10)\n change [ghost v] effect by (3)\n move (2) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\n move (1) steps\nend\ndelete this clone\n\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\npoint in direction ((direction) - ())\n\n@Particles\n\nwhen I receive [start v]\nforever\n if <(Particles?) = [1]> then\n if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nswitch costume to (LEVEL type)\nif <(pick random (1) to (2)) = [1]> then\n point in direction (pick random (0) to (180))\nelse\n point in direction (pick random (0) to (-180))\nend\nset size to (20) %\nset [ghost v] effect to (pick random (20) to (40))\ngo to [front v] layer\nset [brightness v] effect to (pick random (10) to (30))\nrepeat (100)\n change [ghost v] effect by (1)\n move (1) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\n move (1) steps\nend\ndelete this clone\n\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\n\n\n@Assets\n\nwhen flag clicked\nhide\n\nwhen I receive [beg menu v]\nset [id v] to [0]\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [0]> then\n forever\n show\n switch costume to (back v)\n go to x: (0) y: (0)\n go to [front v] layer\n set size to (100) %\n go [backward v] (2) layers\n end\nelse\n if <(ID) = [1]> then\n forever\n show\n go to x: (0) y: (74)\n go to [front v] layer\n switch costume to (title v)\n go [backward v] (1) layers\n end\n else\n if <(ID) = [2]> then\n forever\n show\n go to x: (0) y: (-100)\n go to [front v] layer\n switch costume to (play v)\n set size to (70) %\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n forever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (10)))\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (4))\n else\n change size by (((90) - (size)) / (4))\n end\n end\nelse\n if <(ID) = [2]> then\n forever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * <not <mouse down?>>))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n set [tplay? v] to [1]\n else\n if <not <touching (mouse-pointer v)?>> then\n change size by (((90) - (size)) / (4))\n set [tplay? v] to [0]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(ID) = [2]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Start v)\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <not <(ID) = [2]>> then\n wait until <<mouse down?> and <(Tplay?) = [1]>>\n wait (1) seconds\n hide\n delete this clone\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [2]> then\n wait until <<mouse down?> and <(Tplay?) = [1]>>\n wait (1) seconds\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (costume1 v)\nend\n\ndelete this clone\n\nswitch costume to (thumbnail v)\nshow\ngo to [front v] layer\n\n@Ketchup\n\nwhen I receive [ketchup v]\nif <(Ketchup?) = [1]> then\n repeat (15)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to (player v)\nset rotation style [don't rotate v]\npoint in direction (pick random (-179) to (179))\nset [ghost v] effect to (30)\nset size to (pick random (80) to (110)) %\nrepeat (20)\n move (12) steps\n change [ghost v] effect by (5)\nend\nhide\ndelete this clone\n\n@Loading\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nwait (0.1) seconds\nrepeat (3)\n wait (0.1) seconds\n next costume\nend\nhide\n\nwhen flag clicked\nhide\n\nset [_level v] to [8]\n\nset [_level v] to [10]\n\n@TE\n\nwhen flag clicked\nforever\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (10)))\n set size to ((100) + (([cos v] of (((timer) - (1)) * (150)) ) * (10))) %\nend\n\nwhen flag clicked\nforever\n if <(_LEVEL) = [24]> then\n show\n else\n hide\n end\nend\n\n@S tree\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(_LEVEL) = [17]> then\n show\n go to [back v] layer\n wait until <touching (sword hitbox v)?>\n next costume\n wait until <(Changing Level?) = [1]>\n hide\n stop [this script v]\n else\n hide\n end\nend\n\n@Mobile\n\nwhen flag clicked\nhide\nset [id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n forever\n switch costume to (right v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [tapping right v] to [1]\n else\n set [tapping right v] to [0]\n end\n end\nelse\n if <(ID) = [2]> then\n forever\n switch costume to (left v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [tapping left v] to [1]\n else\n set [tapping left v] to [0]\n end\n end\n else\n if <(ID) = [3]> then\n forever\n switch costume to (up v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [tapping up v] to [1]\n else\n set [tapping up v] to [0]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\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@Sword\n\nwhen flag clicked\nhide\ngo to x: (148) y: (-140)\n\nwhen I receive [start v]\nforever\n if <<<(Menu?) = [0]> and <(Skin shop?) = [0]>> and <(Mobile?) = [1]>> then\n show\n if <(Near s/b?) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Sword) = [1]> then\n switch costume to (unlocked v)\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (S Attack v)\n wait until <(Changing costumes S?) = [0]>\n else\n switch costume to (locked v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(Skin shop?) = [0]> and <(Menu?) = [0]>> then\n if <(distance to [mouse-pointer v]) < [100]> then\n set [near s/b? v] to [1]\n start sound [Connect v]\n wait until <[100] < (distance to [mouse-pointer v])>\n else\n set [near s/b? v] to [0]\n end\n end\nend\n\n@Sword2\n\nwhen flag clicked\nhide\ngo to x: (209) y: (-140)\n\nwhen I receive [start v]\nset [mobile? v] to [0]\nforever\n if <<<(Menu?) = [0]> and <(Skin shop?) = [0]>> and <(Mobile?) = [1]>> then\n show\n if <(Near s/b?) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (50)\n end\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Bow) = [1]> then\n switch costume to (unlocked v)\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (B Attack v)\n wait until <(Arrow flying?) = [0]>\n else\n switch costume to (locked v)\n end\nend\n\n@FIX\n\ngo to [front v] layer\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen I receive [instructions v]\nshow\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nset [stop? v] to [1]\nwait until <mouse down?>\nnext costume\nwait until <not <mouse down?>>\nwait until <(Menu?) = [1]>\nnext costume\nwait until <(Menu?) = [0]>\nwait until <not <mouse down?>>\nnext costume\nwait until <mouse down?>\nhide\nset [stop? v] to [0]\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset [postx v] to (x)\nset [posty v] to (y)\npoint in direction (90)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nSmooth Glide To X: ([x position v] of [player v]) Y: ([y position v] of [player v]) at Speed: (5)\nswitch costume to (costume3 v)\nwait until <mouse down?>\nSmooth Glide To X: ([x position v] of [options v]) Y: ([x position v] of [options v]) at Speed: (5)\nwait until <(Menu?) = [1]>\nSmooth Glide To X: (187) Y: (160) at Speed: (5)\nSmooth Glide To X: (187) Y: (-12) at Speed: (5)\nSmooth Glide To X: (62) Y: (62) at Speed: (5)\nSmooth Glide To X: (196) Y: (-125) at Speed: (5)\nwait until <(Menu?) = [0]>\nSmooth Glide To X: (0) Y: (-200) at Speed: (5)\nwait until <mouse down?>\nhide\ndelete this clone\n\ngo to [front v] layer\n\n | \n โใ๏ปฟ๏ผณ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ
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๏ฝใโ\n\n ๏ผณ๏ฝ๏ฝ๏ฝ๏ฝ๏ผ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ผ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ \n ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ๏ฝ
๏ฝ\n=========================================\n- โNotesโ\nOMG! This got fourth in KIKOKO'S contest\nHi everyone! I'm @Hydeon and this game is Squares and Circles, it's my SECOND PLATFORMER so please, maybe it's bad but don't hate me. Anyway, I am very proud of it.\n\nThis game took me ONE MONTH AND A HALF (aprox. 100 HOURS of work) and many problems, (THAT'S INSANE) (maybe I am slow) so if you liked it, please give a โค๏ธ and a โญ๏ธ, maybe a follow :) I appreciate it soooo much! but I love even more nice comments\n\nType NEXT for skip level\n\n6433 BLOCKS, 24 unique levels, 9 skins, 2 items, 3 level types, and a lot of details and special things\n\nNO advertise\n\nSome nice comments will get a shoutout in the section below\n\nI'm thinking about to make a part 2, so if this game gets over 0 loves and faves (I know it's super-hard), I'll make a part 2, so go and smash that heart โค๏ธ!!!\nNote : I'll do it although it doesn't get 1 love buuuuut i'll do first an rpg/ FE\n\nAsk in the comments for cheat codes\n\nOmae Wa Mou is the best song for this\n\n-v.1.2- Added Who viewed it cloud variable, speed-up the next level transition,redisigned next level transition, added wasd keys\n-v.1.3- Mobile friendly\n\n[OPEN] - Music suggestions -\nYou can suggest me music to put in-game \nMax. 10 songs\n\nAnd please, if you find any bugs or glitches or you have some feedback, tell it to me in the comments below. \n\nAlso PLEASE give some feedback of the conversation, art, physics, details, anything, If you want, remix it, delete all and add only the things you've made\n\nI know I am not popular and this project won't reach many people... but enjoy it !!!\nI worked REALLY hard on it.\n=========================================\n- โ Nice comments shoutoutโ\n\nOMG THIS IS SO COOL U SHOULD HAVE 1K FOLLOWERSSS - @MeWillFoloU\n\nWOW THIS IS THE BEST PLATFORMER I"VE EVER PLAYED BEFORE!!! you should be rlly proud!!! - @rasgola27\n\namazing - @-MasterJ-\n\nthis is AMAZING!!!!!!!!!!! - @SBKYBBMB\n\nThis is soooooooooo GOOD!!! I really like it!! -\n @Giga_Galaxy\n=========================================\n- โ Instructionsโ\nโ Arrow keys to move and jump\nโ Don't touch things \nโ Press Space to use your sword (If you have one)\nโ Press Z to shoot an arrow (If you have a bow)\nโ Press the music icon to set the music volume to 0 \n or change the song\nโ Hover near the options to show them\nโ In the options menu you can go to the skin shop, \n set the volume, see the lowest time (Speedrun) and \n your actual time.\nโIn the shop, click one skin to unlock it (If you have \n enough money)\nโPress the restart button if you get stuck or... just if \n you want\n=========================================\n- โCreditsโ\n\nโ Some sounds are from some websites that I don't remember their names, so credit to everyone XD\n\nโ Enemy AI basics by @0014049 very very modified by me\n\nโ I took some inspiration from Hollow Knight for the sword.\n\nโ Some glides to @EdenGaming\n\nโ Music: Alan Walker and Alex Skrindo - Sky\n Alan Walker- Faded\n Deadman ๆญปไบบ - Omae Wa Mou \n\nโ @TimMcCool for button detector\n\nโ The rest is allllll by me\n=========================================\n- โWhy this isn't a generic platformerโ\n\nโSkin Shop\nโStory before game\nโStoryline (That's why I maybe make part 2)\nโItems\nโEnemy AI\nโSpeedrun \nโSaws\nโParallaxes\nโHard-design\nโMenu\nโSize-changers\nโMoney\nโNPC\nโConversations\nโDifferent enviroments\nโMobile friendly\nโSmall tiny details that are so hard to make that make \n the project look really better\nโSome more???\n=========================================\n- โ To reduce lag โ\n โKill circles\n โDon't spam the buttons\n โClose other windows\n โLove and fave\n โSpam the flag\n โGive feedback\n=========================================\n- โSpeedrunโ\n 346.274 by Hydeon\n=========================================\n - โTagsโ\n#squares #and #circles #a #platformer #square #circle #skin #skins #shop #money #Hydeon #good #game #games #scratch #sword #arrows #arrow #bow #HK #options #music #gravity #code #alan #walker #sky #faded #speedrun #highscore #griffpatch #score #variables #walljump #final #boss #sequel #non #popular #nice #Hideon #Hide_on #hydeon #hyden #STGP #tree #grass #cave #stars #talking #talk #text #hack #block #scratch #NPC #enemy #AI #rpg #move #tag #are #story #intro #war #square #circle #art #drawing #assets #free #follow #follows #love #fave #remix #view #pen #cloud #variables #makey #share #unshare #not #just #a #platformer #feedback #music #NO #3d #Yes #2d #underrated #project #scratcher #XD #map #paint #green #flag #blm #stop #hitbox #saw #saws #bouncepad #no #scroll #engine #but #good #sky #meme #profile #NO #advertise #advertisement #no #more #tags? |
Mega Man - Trial of Torch Man /// Scrolling Platformer #games | @Stage\n\nwhen flag clicked\nset [heard torchman speech v] to [0]\nset [dash enabled? v] to [1]\nset [double jump enabled? v] to [1]\nset volume to (100) %\nset [music v] to [1]\nforever\n play sound (Music) until done\nend\n\nwhen I receive [stage fade v]\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I receive [setup v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset [music v] to [5]\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [die v]\nwait (1) seconds\nbroadcast (Transition Effect v)\nwait (.5) seconds\nbroadcast (Teleportin v)\n\nwhen flag clicked\nset [special weapon cooldown v] to [0]\nforever\n if <(Special Weapon Cooldown) = [1]> then\n wait (2) seconds\n set [special weapon cooldown v] to [0]\n end\nend\n\nwhen flag clicked\nset [megaman costume v] to [1]\nset [unlocked tundra storm? v] to [0]\nforever\n if <(Unlocked Tundra Storm?) = [1]> then\n if <<key (z v) pressed?> or <key (x v) pressed?>> then\n if <(Megaman Costume) = [1]> then\n set [megaman costume v] to [2]\n else\n set [megaman costume v] to [1]\n end\n wait until <<not <key (x v) pressed?>> and <not <key (z v) pressed?>>>\n end\n end\nend\n\nwhen I receive [transition down v]\nrepeat (20)\n change [scroll y min v] by (-20)\n change [scroll y max v] by (-20)\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <<(Scroll X) > [6500]> and <(Checkpoint #) = [2]>>\nset [scroll x min v] to [6585]\nbroadcast (Disable Movement v)\nbroadcast (TundraManCutscene v)\n\nwhen I receive [tundramancutscene v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset [music v] to [4]\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [battle begin v]\nrepeat (10)\n change volume by (-10)\nend\nif <(Scroll X) > [14000]> then\n set [music v] to [7]\nelse\n set [music v] to [3]\nend\nstop all sounds\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [play torch man theme v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset [music v] to [2]\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [transition up v]\nrepeat (20)\n change [scroll y min v] by (20)\n change [scroll y max v] by (20)\nend\n\nwhen I receive [teleportin v]\nwait (2) seconds\nwait until <<(Scroll X) > [14100]> and <<(Scroll Y) < [-799]> and <(Checkpoint #) = [5]>>>\nwait (1) seconds\nbroadcast (Torchman Entrance v)\nbroadcast (Disable Movement v)\n\nwhen I receive [torchman entrance v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset [music v] to [6]\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [teleportin v]\nif <(heard torchman speech) = [1]> then\n repeat (10)\n change volume by (-10)\n end\n stop all sounds\n set [music v] to [2]\n repeat (10)\n change volume by (10)\n end\n set volume to (100) %\nend\n\nwhen I receive [megaman dash to left v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nset [music v] to [6]\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen I receive [teleportin v]\nwait (2) seconds\nwait until <<(Scroll X) > [13685]> and <(Checkpoint #) = [4]>>\nset [scroll x min v] to [13690]\nbroadcast (Miniboss time v)\n\nwhen I receive [tundra man victory speech v]\nrepeat (20)\n broadcast (Disable Movement v)\nend\n\n@Menu\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n repeat (6)\n change y by (-10)\n end\n repeat (3)\n change y by (-3)\n end\nend\nif <(costume [number v]) = [2]> then\n repeat (12)\n change y by (-10)\n end\n repeat (7)\n change y by (-3)\n end\nend\nif <(costume [number v]) = [4]> 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)) + (70))\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]) = [3]> 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)) + (90))\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]) = [16]> then\n hide\n wait (.2) seconds\n set size to (80) %\n go to x: (-170) y: (250)\n show\n glide (.3) secs to x: (-170) y: (-149)\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]) = [5]> then\n set size to (4000) %\n go to x: (142) y: (-50)\n go [backward v] (15) layers\n show\nend\nif <(costume [number v]) = [14]> then\n set size to (4000) %\n go to x: (142) y: (-50)\n set [brightness v] effect to (100)\n go [backward v] (30) layers\n show\nend\nif <(costume [number v]) = [6]> then\n set size to (300) %\n go to x: (0) y: (0)\n go [backward v] (5000) layers\n show\n forever\n set [brightness v] effect to (25)\n switch costume to (torch_22 v)\n repeat (7)\n next costume\n end\n end\nend\nif <(costume [number v]) = [15]> then\n set size to (100) %\n go to x: (0) y: (0)\n go [backward v] (5) layers\n show\nend\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 (1.5) 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 flag clicked\nset [game mode v] to [1]\nset [able to select? v] to [1]\nset [area at v] to [hub]\nswitch costume to (trial-of v)\nset size to (100) %\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nswitch costume to (torch-man v)\nset size to (100) %\ngo to x: (0) y: (300)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nset size to (400) %\nswitch costume to (torch_man v)\ncreate clone of (_myself_ v)\nset size to (400) %\nswitch costume to (torch_man2 v)\ncreate clone of (_myself_ v)\nset size to (400) %\nswitch costume to (torch_22 v)\ncreate clone of (_myself_ v)\nset size to (400) %\nswitch costume to (border v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [stage fade v]\nwait (1.5) seconds\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\nset [dr. light monologue? v] to [1]\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(Able to Select?) = [1]> then\n if <(how to play screen) = [0]> then\n if <(costume [number v]) = [3]> then\n start sound [ching v]\n set [able to select? v] to [0]\n broadcast (Stage Fade v)\n end\n if <(costume [number v]) = [4]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n broadcast (how to play v)\n end\n if <(costume [number v]) = [16]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n switch costume to (costume4 v)\n set [game mode v] to [2]\n wait until <not <mouse down?>>\n else\n if <(costume [number v]) = [17]> then\n start sound [Mouse Click - Sound Effect \(HD\)2 v]\n switch costume to (costume1 v)\n set [game mode v] to [1]\n wait until <not <mouse down?>>\n end\n end\n end\n end\n end\nend\n\n@border\n\nwhen I receive [setup v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@Transition effect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (.05) seconds\nswitch costume to (costume1 v)\nclear graphic effects\nset [brightness v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (1)\n set [ghost v] effect to (50)\n wait (.1) seconds\n set [ghost v] effect to (0)\n wait (.1) seconds\nend\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]\nwait (2.5) seconds\nstart sound [Stage Start v]\nhide\ncreate clone of (_myself_ v)\nwait (3) seconds\nswitch costume to (costume4 v)\ngo to x: (-4) y: (-999)\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (5)\n change y by (15)\nend\nrepeat (4)\n change y by (8)\nend\nrepeat (4)\n change y by (5)\nend\nwait (4) seconds\nbroadcast (Transition Effect v)\nwait (.45) seconds\nbroadcast (SetUp v)\nwait (.4) seconds\nbroadcast (Teleportin v)\nwait (1) seconds\nif <(Dr. Light monologue?) = [1]> then\n broadcast (dr light tedious talk time v)\n set [dr. light monologue? v] to [0]\nend\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 [play ending v]\nhide\ndelete this clone\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\nset [dr. light monologue? v] to [1]\n\n@menu thingy\n\nwhen flag clicked\nhide\nforever\n if <(AREA AT) = [hub]> then\n wait (.2) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(AREA AT) = [hub]> then\n if <([volume v] of [_stage_ v]) = [0]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n go to x: (300) y: (pick random (-200) to (200))\n set size to (pick random (100) to (150)) %\n set [ghost v] effect to (75)\n show\n repeat (20)\n change x by (-25)\n end\n delete this clone\nend\n\nwhen I receive [get ready v]\ndelete this clone\n\nwhen I receive [setup v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Torch Man/Tundra Man\n\nwhen flag clicked\nset [heard torchman speech v] to [1]\nclear graphic effects\nset rotation style [left-right v]\nhide\n\nwhen I receive [stage fade v]\nwait (3) seconds\npoint in direction (90)\ngo to [front v] layer\ngo to x: (7) y: (235)\nshow\nswitch costume to (torchblast3 v)\nglide (.2) secs to x: (7) y: (6)\ngo to x: (7) y: (25)\nswitch costume to (torchblast3 v)\nstart sound [SE \[78\] v]\nstart sound [SE \[92\] v]\nrepeat (6)\n wait (.05) seconds\n next costume\nend\nrepeat (3)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\nend\nswitch costume to (torchstand1 v)\nrepeat (2)\n wait (.05) seconds\n next costume\nend\nswitch costume to (torch1 v)\nrepeat (11)\n wait (.05) seconds\n next costume\nend\nrepeat (11)\n switch costume to (torch10 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\nend\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n if <<touching (mega man v)?> and <touching color (#fae0c1)?>> then\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\nend\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n wait (1) seconds\n end\nend\n\nwhen I receive [battle begin v]\nif <(Checkpoint #) = [2]> then\n switch costume to (tundrataunt1 v)\n wait (.5) seconds\n next costume\n wait (.5) seconds\n repeat until <<(Boss_Weak) = [1]> or <(HEALTH) > [13]>>\n broadcast (tundra man taunt v)\n repeat (2)\n point towards (hitbox v)\n turn right (180) degrees\n set [y v] to [20]\n repeat (5)\n move (-5) steps\n change y by (y)\n change [y v] by (-2)\n end\n repeat until <(y position) < [-85]>\n move (-5) steps\n change y by (y)\n change [y v] by (-2)\n end\n start sound [SE \[78\] v]\n set y to (-94)\n end\n wait (.2) seconds\n switch costume to (tundrataunt1 v)\n point towards (hitbox v)\n turn right (180) degrees\n wait (.5) seconds\n next costume\n wait (.5) seconds\n end\n broadcast (Disable Movement v)\n broadcast (Play Torch man theme v)\n if <(Boss_Weak) = [1]> then\n broadcast (Tundra man defeat speech v)\n else\n broadcast (Tundra Man victory speech v)\n end\n switch costume to (tundrataunt1 v)\n point towards (hitbox v)\n turn right (180) degrees\n wait (.5) seconds\n next costume\n wait (.5) seconds\nelse\n switch costume to (torch1 v)\n repeat (4)\n wait (.05) seconds\n next costume\n next costume\n end\n switch costume to (torchkick1 v)\n repeat (13)\n wait (.05) seconds\n next costume\n end\n forever\n if <(pick random (1) to (2)) = [1]> then\n repeat (pick random (1) to (3))\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 switch costume to (torchfist1 v)\n set [proj x v] to (((x position) + (14125)) + (([sin v] of (direction) ) * (50)))\n set [proj y v] to ((y position) + (-800))\n if <(direction) = [90]> then\n set [proj direction v] to [-90]\n else\n set [proj direction v] to [90]\n end\n set [projectile name v] to [torchpunch]\n broadcast (CREATE PROJECTILE v)\n start sound [SE \[92\] v]\n repeat (10)\n wait (.05) seconds\n next costume\n end\n end\n else\n point towards (hitbox v)\n switch costume to (torchdive1 v)\n turn right (180) degrees\n set [y v] to [20]\n repeat (6)\n next costume\n repeat (2)\n move (-5) steps\n change y by (y)\n change [y v] by (-2)\n end\n end\n point towards (hitbox v)\n turn right (180) degrees\n repeat until <(y position) < [-30]>\n move (-20) steps\n change y by (y)\n change [y v] by (-1)\n end\n start sound [SE \[78\] v]\n set y to (-41)\n switch costume to (torch1 v)\n repeat (5)\n wait (.05) seconds\n next costume\n end\n if <(distance to [hitbox v]) < [120]> then\n switch costume to (torchkick1 v)\n start sound [SE \[47\] v]\n repeat (13)\n wait (.02) seconds\n next costume\n end\n wait (.2) seconds\n switch costume to (torchdive1 v)\n set [y v] to [20]\n point towards (hitbox v)\n turn right (180) degrees\n repeat (10)\n move (10) steps\n change y by (y)\n change [y v] by (-2)\n end\n repeat until <(y position) < [-30]>\n move (10) steps\n change y by (y)\n change [y v] by (-2)\n end\n set y to (-41)\n switch costume to (torch1 v)\n start sound [SE \[78\] v]\n repeat (5)\n wait (.05) seconds\n next costume\n end\n end\n end\n end\nend\n\nwhen I receive [tundra man taunt v]\nswitch costume to (tundra1 v)\nrepeat (10)\n wait (.05) seconds\n next costume\nend\nwait (.5) seconds\nswitch costume to (tundra1 v)\n\nwhen I receive [tundramancutscene v]\nswitch costume to (tundra11 v)\ngo to x: (139) y: (350)\nclear graphic effects\npoint in direction (90)\ngo to [front v] layer\nshow\nglide (.5) secs to x: (139) y: (-94)\nswitch costume to (tundrataunt1 v)\nwait (.5) seconds\nnext costume\nwait (1) seconds\nswitch costume to (tundra1 v)\n\nwhen I receive [tundra man point v]\nswitch costume to (tundrataunt1 v)\nwait (.3) seconds\nnext costume\nwait (1) seconds\nswitch costume to (tundra1 v)\n\nwhen I receive [tundra man: aight imma head out v]\nstop [other scripts in sprite v]\npoint in direction (90)\nstart sound [SE \[19\] v]\nswitch costume to (tundraskate v)\nglide (.5) secs to x: (216) y: (y position)\nhide\nset [megaman_unable to die v] to [0]\nset [checkpoint # v] to [3]\nset [scroll x max v] to [11600]\nbroadcast (Enable Movement v)\n\nwhen I receive [miniboss time v]\nset [brightness v] effect to (-100)\nswitch costume to (drago1 v)\ngo to x: (200) y: (60)\npoint in direction (-90)\nshow\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (11)\nend\nforever\n set [y v] to [0]\n repeat (2)\n repeat (2)\n repeat (5)\n switch costume to (drago1 v)\n move (5) steps\n set y to ((([sin v] of (y) ) * (40)) + (25))\n change [y v] by (5)\n end\n repeat (5)\n switch costume to (drago2 v)\n move (5) steps\n change [y v] by (5)\n set y to ((([sin v] of (y) ) * (40)) + (25))\n end\n end\n repeat (1)\n start sound [SE \[59\] v]\n set [proj x v] to (((x position) + (13690)) + (([sin v] of (direction) ) * (150)))\n set [proj y v] to ((y position) + (400))\n if <(direction) = [90]> then\n set [proj direction v] to [150]\n else\n set [proj direction v] to [-150]\n end\n set [projectile name v] to [dragonflame]\n broadcast (CREATE PROJECTILE v)\n repeat (5)\n switch costume to (drago3 v)\n move (5) steps\n set y to ((([sin v] of (y) ) * (40)) + (25))\n change [y v] by (5)\n end\n repeat (5)\n switch costume to (drago2 v)\n move (5) steps\n change [y v] by (5)\n set y to ((([sin v] of (y) ) * (40)) + (25))\n end\n end\n end\n repeat (8)\n repeat (5)\n switch costume to (drago1 v)\n move (5) steps\n set y to ((([sin v] of (y) ) * (40)) + (25))\n change [y v] by (5)\n end\n repeat (5)\n switch costume to (drago2 v)\n move (5) steps\n change [y v] by (5)\n set y to ((([sin v] of (y) ) * (40)) + (25))\n end\n end\n turn right (180) degrees\nend\n\nwhen I receive [miniboss time v]\nset [miniboss hp v] to [10]\nwait (1) seconds\nforever\n if <<touching (mega man v)?> and <touching color (#fae0c1)?>> then\n if <(Universal Hold) > [28]> then\n change [miniboss hp v] by (-3)\n else\n change [miniboss hp v] by (-1)\n end\n start sound [SE \[11\] v]\n set [brightness v] effect to (90)\n wait (.05) seconds\n set [brightness v] effect to (0)\n wait (.05) seconds\n end\n if <touching (tundra storm v)?> then\n change [miniboss hp v] by (-15)\n start sound [SE \[11\] v]\n set [brightness v] effect to (90)\n wait (.05) seconds\n set [brightness v] effect to (0)\n wait (.05) seconds\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 [miniboss time v]\nwait (1) seconds\nwait until <(Miniboss HP) < [1]>\nrepeat (5)\n change [brightness v] effect by (-20)\n stop [other scripts in sprite v]\n set [proj x v] to (((x position) + (13690)) + (pick random (-150) to (150)))\n set [proj y v] to (((y position) + (400)) + (pick random (-25) to (25)))\n set [proj direction v] to [90]\n set [projectile name v] to [explo]\n broadcast (CREATE PROJECTILE v)\n wait (.2) seconds\nend\nhide\nwait (.5) seconds\nset [checkpoint # v] to [5]\nset [scroll x max v] to [14125]\n\nwhen I receive [torchman entrance v]\npoint in direction (90)\ngo to [front v] layer\ngo to x: (153) y: (235)\nshow\nswitch costume to (torchblast3 v)\nglide (.2) secs to x: (153) y: (-41)\nswitch costume to (torchblast3 v)\nstart sound [SE \[78\] v]\nstart sound [SE \[92\] v]\nrepeat (6)\n wait (.05) seconds\n next costume\nend\nrepeat (3)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\nend\nswitch costume to (torchstand1 v)\nrepeat (2)\n wait (.05) seconds\n next costume\nend\nswitch costume to (torch1 v)\nrepeat (4)\n wait (.05) seconds\n next costume\n next costume\nend\nwait (.5) seconds\nif <(heard torchman speech) = [0]> then\n set [heard torchman speech v] to [1]\n set [torch_idle_animation v] to [1]\n broadcast (torchman speech v)\n repeat until <(torch_idle_animation) = [0]>\n repeat (3)\n switch costume to (torch1 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\n end\nelse\n broadcast (bATTLE begin v)\nend\n\nwhen I receive [battle begin v]\nwait (1) seconds\nclear graphic effects\nforever\n if <touching (tundra storm v)?> then\n broadcast (bossweakness DMG v)\n create clone of (boss hp v)\n repeat (5)\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\nwhen I receive [battle begin v]\nif <(Checkpoint #) = [5]> then\n wait (2) seconds\n wait until <([costume # v] of [boss hp v]) > [20]>\n stop [other scripts in sprite v]\n broadcast (Boss_regen-health v)\n broadcast (Torchman phase 2 v)\nend\n\nwhen I receive [torchman phase 2 v]\nwait (3) seconds\nclear graphic effects\nforever\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n wait (1) seconds\n end\nend\n\nwhen I receive [torchman phase 2 v]\nwait (3) seconds\nclear graphic effects\nforever\n if <<touching (mega man v)?> and <touching color (#fae0c1)?>> then\n broadcast (BossDMG v)\n create clone of (boss hp v)\n repeat (3)\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\nwhen I receive [torchman phase 2 v]\nforever\n repeat until <(Boss_Weak) = [1]>\n clear graphic effects\n set y to (-41)\n switch costume to (torchflame12 v)\n repeat (8)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n clear graphic effects\n end\n start sound [SE \[92\] v]\n repeat (3)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n repeat (3)\n switch costume to (torchflame1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n repeat (3)\n switch costume to (torchflamejump v)\n set [y v] to [20]\n point towards (hitbox v)\n turn right (180) degrees\n repeat (10)\n move (-5) steps\n change y by (y)\n change [y v] by (-3)\n end\n repeat until <(y position) < [-30]>\n move (-5) steps\n change y by (y)\n change [y v] by (-3)\n end\n set y to (-41)\n start sound [SE \[78\] v]\n repeat (3)\n switch costume to (torchflame1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n end\n repeat (3)\n point towards (hitbox v)\n turn right (180) degrees\n switch costume to (torcharm1 v)\n start sound [SE \[59\] v]\n repeat (6)\n wait (.05) seconds\n next costume\n end\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 [proj x v] to (((x position) + (14125)) + (([sin v] of (direction) ) * (50)))\n set [proj y v] to ((y position) + (-800))\n if <(direction) = [90]> then\n set [proj direction v] to [-90]\n else\n set [proj direction v] to [90]\n end\n set [projectile name v] to [megapunch]\n broadcast (CREATE PROJECTILE v)\n start sound [SE \[92\] v]\n repeat (3)\n switch costume to (torchflame1 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n end\n switch costume to (torchflamejump v)\n glide (.5) secs to x: (x position) y: (350)\n hide\n wait (.8) seconds\n if <(Boss_Weak) = [0]> then\n go to x: ([x position v] of [hitbox v]) y: (350)\n switch costume to (torchblast3 v)\n show\n if <(GAME MODE) = [2]> then\n glide (.15) secs to x: (x position) y: (-41)\n else\n glide (.5) secs to x: (x position) y: (-41)\n end\n start sound [SE \[78\] v]\n start sound [SE \[92\] v]\n repeat (6)\n wait (.05) seconds\n next costume\n end\n repeat (3)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n switch costume to (torchstand1 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n switch costume to (torch1 v)\n repeat (8)\n wait (.05) seconds\n next costume\n end\n repeat (2)\n switch costume to (torch7 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n end\n end\n end\n stop [other scripts in sprite v]\n broadcast (Disable Movement v)\n broadcast (megaman dash to left v)\n point in direction (90)\n go to x: (150) y: (-41)\n switch costume to (torchblast3 v)\n show\n glide (.2) secs to x: (150) y: (-41)\n start sound [SE \[78\] v]\n start sound [SE \[92\] v]\n repeat (6)\n wait (.05) seconds\n next costume\n end\n repeat (3)\n wait (.05) seconds\n switch costume to ((costume [number v]) + (-1))\n end\n switch costume to (torchstand1 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n switch costume to (torch1 v)\n repeat (8)\n wait (.05) seconds\n next costume\n end\n repeat (2)\n switch costume to (torch7 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n end\n set [torch_idle_animation v] to [1]\n broadcast (torchman lose speech v)\n repeat until <(torch_idle_animation) = [0]>\n repeat (3)\n switch costume to (torch1 v)\n repeat (2)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\n end\nend\n\nwhen I receive [torchman phase 2 v]\nwait (2) seconds\nclear graphic effects\nforever\n if <touching (tundra storm v)?> then\n broadcast (bossweakness DMG v)\n create clone of (boss hp v)\n repeat (5)\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\nwhen I receive [miniboss time v]\nwait (2) seconds\nclear graphic effects\nforever\n if <touching (hitbox v)?> then\n change [health v] by (2)\n broadcast (KNOCKBACK v)\n broadcast (TAKE DMG v)\n wait (1) seconds\n end\nend\n\nwhen I receive [teleportin v]\nstop [other scripts in sprite v]\nhide\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 (15)\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 [teleportin v]\nset size to (200) %\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 if <(Special Weapon Cooldown) = [0]> then\n set [special weapon cooldown v] to [1]\n broadcast (Fire Special Weapon v)\n end\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 <(Collide with ladder) = [1]> then\n if <(Megaman Costume) = [1]> then\n if <key (space v) pressed?> then\n switch costume to (ladderfire v)\n else\n switch costume to (join [climb] (Ladder Climb Alternate))\n end\n else\n switch costume to (join [climb] ((Ladder Climb Alternate) + (2)))\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\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 flag clicked\ngo to [front v] layer\n\nwhen I receive [tundramancutscene v]\nrepeat (10)\n set [canmove? v] to [-1]\nend\npoint in direction (-90)\nswitch costume to (megamandash1 v)\nglide (.5) secs to x: (-150) y: (-107)\npoint in direction (90)\nswitch costume to (idle v)\nbroadcast (hitboxsnap v)\n\nwhen I receive [megaman get tundra storm v]\nrepeat (5)\n start sound [Mega Man 5 SFX \(21\)2 v]\n set [brightness v] effect to (100)\n if <(y position) < [-100]> then\n switch costume to (idle2 v)\n else\n switch costume to (jumpgun2 v)\n end\n wait (.05) seconds\n clear graphic effects\n wait (.05) seconds\nend\n\nwhen I receive [teleportin v]\nforever\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)>>>> or <<<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 <(Ladder Climb Alternate) = [2]> then\n set [ladder climb alternate v] to [1]\n else\n set [ladder climb alternate v] to [2]\n end\n wait (.1) seconds\n end\nend\n\nwhen I receive [transition up v]\nset [canmove? v] to [0]\nrepeat (40)\n change y by (-20)\nend\nset [canmove? v] to [1]\n\nwhen I start as a clone\nwait until <<touching (enemies v)?> or <touching (torch man/tundra man v)?>>\nif <(HEALTH) < [15]> then\n wait (.03) seconds\n delete this clone\nend\n\nwhen I receive [torchman entrance v]\nrepeat (10)\n set [canmove? v] to [-1]\nend\npoint in direction (-90)\nswitch costume to (megamandash1 v)\nglide (.5) secs to x: (-180) y: (-79)\npoint in direction (90)\nswitch costume to (idle v)\nbroadcast (hitboxsnap v)\n\nwhen I receive [megaman dash to left v]\nrepeat (10)\n set [canmove? v] to [-1]\nend\npoint in direction (-90)\nswitch costume to (megamandash1 v)\nglide (.5) secs to x: (-180) y: (-79)\npoint in direction (90)\nswitch costume to (idle v)\nbroadcast (hitboxsnap v)\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 set [particle_to_create v] to [dash]\n set [particle_x v] to ((x position) + (Scroll X))\n set [particle_y v] to ((y position) + (Scroll Y))\n create clone of (particles v)\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 if <(Collide with ladder) = [0]> then\n change [speed y v] by (-.5)\n if <(Collide with ladder) = [0]> then\n change y by (speed y)\n end\n end\n else\n if <(Collide with ladder) = [0]> then\n change [speed y v] by (-.5)\n if <(Collide with ladder) = [0]> then\n change y by (speed y)\n end\n end\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 if <(Collide with ladder) = [1]> then\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 if <(Collide with ladder) = [1]> then\n if <mouse down?> then\n change y by (2)\n else\n if <not <key (space v) pressed?>> then\n change y by (-5)\n end\n end\n else\n change [speed y v] by (-1)\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <<(distance to [mouse-pointer v]) > [20]> and <(mouse y) > (y position)>>>> then\n if <(Collide with ladder) = [1]> then\n if <not <key (space v) pressed?>> then\n change y by (5)\n end\n else\n if <(falling?) < [3]> then\n set [speed y v] to [7]\n end\n end\n else\n if <(Collide with ladder) = [1]> then\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)?> and <(Collide with ladder) = [0]>>>>>\n change [slope v] by (1)\n change y by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\nwhen flag clicked\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)?> and <(Collide with ladder) = [0]>>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen I receive [die v]\nset [canmove? v] to [0]\n\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) = ((LevelLength) + (-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 <<(Scroll Y) < [-790]> and <(falling?) < [3]>> then\n if <(Scroll X) < [6800]> then\n if <(CanMove?) = [1]> then\n if <(direction) = [90]> then\n Walk (direction) [3]\n else\n Walk (direction) [-3]\n end\n end\n end\n end\nend\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 set [particle_to_create v] to [jump]\n set [particle_x v] to ((Scroll X) + (x position))\n set [particle_y v] to ((Scroll Y) + (y position))\n create clone of (particles v)\n wait (.02) seconds\n set [particle_to_create v] to [jump2]\n set [particle_x v] to ((Scroll X) + (x position))\n set [particle_y v] to ((Scroll Y) + (y position))\n create clone of (particles 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) > [14000]> then\n broadcast (Transition Down v)\n set [scroll x min v] to [14125]\n set [scroll x max v] to [14125]\n wait (.7) seconds\n else\n if <<<(Scroll X) > [11590]> and <(Scroll X) < [11650]>> and <not <(Scroll Y) < [-799]>>> then\n if <(Collide with ladder) = [0]> then\n broadcast (Transition Down v)\n set [scroll x max v] to [11600]\n wait (.7) seconds\n end\n else\n if <<(Scroll X) > [4300]> and <(Scroll X) < [4520]>> then\n broadcast (Transition Down v)\n set [scroll x min v] to [4500]\n set [checkpoint # v] to [2]\n wait (1) seconds\n if <(Scroll Y) < [-620]> then\n set [scroll x max v] to [6585]\n end\n else\n set [health v] to [15]\n set [sliding?2 v] to [0]\n end\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 [fire special weapon v]\nset [speed y v] to [10]\n\nwhen I receive [transition down v]\nset [canmove? v] to [0]\nrepeat (40)\n change y by (20)\nend\nset [canmove? v] to [1]\n\nwhen I receive [transition up v]\nset [canmove? v] to [0]\nrepeat (40)\n change y by (-20)\nend\nset [canmove? v] to [1]\n\nwhen I receive [teleportin v]\nforever\n wait (1) seconds\n wait until <(y position) > [190]>\n if <<<(Scroll X) > [11590]> and <(Scroll X) < [11650]>> and <(Scroll Y) < [-799]>> then\n if <(Collide with ladder) = [1]> then\n broadcast (Transition Up v)\n set [scroll x min v] to (Scroll X Max)\n wait (.7) seconds\n end\n else\n if <<<(Scroll X) > [11590]> and <(Scroll X) < [11650]>> and <(Scroll Y) < [-399]>> then\n if <(Collide with ladder) = [1]> then\n broadcast (Transition Up v)\n set [scroll x min v] to (Scroll X Max)\n wait (.7) seconds\n end\n else\n if <<<(Scroll X) > [11590]> and <(Scroll X) < [11650]>> and <(Scroll Y) < [1]>> then\n if <(Collide with ladder) = [1]> then\n broadcast (Transition Up v)\n set [scroll x min v] to (Scroll X Max)\n wait (.7) seconds\n set [scroll x max v] to [13690]\n set [checkpoint # v] to [4]\n end\n else\n end\n end\n end\nend\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 change [scr_y v] by (-17)\n if <(Megaman Costume) = [1]> then\n switch costume to (dash v)\n else\n if <(Megaman Costume) = [2]> then\n switch costume to (megamandash3 v)\n end\n end\n set rotation style [left-right v]\n point in direction ([direction v] of [mega man v])\n go [backward v] (100) layers\n set size to (140) %\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\n@ground\n\nwhen I receive [setup v]\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\nset [scroll x v] to [0]\nset [level_y v] to [0]\nset [level_x v] to [0]\nswitch costume to (costume1 v)\nset size to (200) %\nrepeat (10)\n create clone of (_myself_ v)\n next costume\n change [level_x v] by (510)\nend\nwait (.02) seconds\nchange [level_x v] by (-500)\nrepeat (2)\n change [level_y v] by (-400)\n create clone of (_myself_ v)\n next costume\nend\nset size to (200) %\nrepeat (14)\n change [level_x v] by (500)\n create clone of (_myself_ v)\n next costume\nend\nrepeat (3)\n change [level_y v] by (400)\n create clone of (_myself_ v)\n next costume\nend\nrepeat (5)\n change [level_x v] by (500)\n create clone of (_myself_ v)\n next costume\nend\nrepeat (1)\n change [level_y v] by (-400)\n create clone of (_myself_ v)\nend\nrepeat (1)\n change [level_y v] by (-400)\n next costume\nend\nrepeat (1)\n change [level_y v] by (-400)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [scroll x min v] to [0]\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)) ) > [550]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [399]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nset [scroll x v] to (Scroll X Max)\n\nset [scroll x v] to [4000]\n\n@Level_Art\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (str1 v)\nCreate\n\ndefine Create\nswitch costume to (torch_22 v)\nset size to (200) %\nset [level_y v] to [0]\nset [level_x v] to [0]\nrepeat (10)\n create clone of (_myself_ v)\n switch costume to (torch_22 v)\n change [level_x v] by (510)\nend\nwait (.02) seconds\nswitch costume to (sprbgmm6wily2_0 v)\nchange [level_x v] by (-500)\nrepeat (2)\n change [level_y v] by (-400)\n create clone of (_myself_ v)\nend\nset size to (200) %\nrepeat (4)\n change [level_x v] by (500)\n create clone of (_myself_ v)\nend\nswitch costume to (torch_2_alt2 v)\nrepeat (10)\n change [level_x v] by (500)\n create clone of (_myself_ v)\nend\nswitch costume to (flash in da dark v)\nchange [level_y v] by (400)\ncreate clone of (_myself_ v)\nrepeat (1)\n switch costume to (bgmm9wily1_42 v)\n change [level_y v] by (400)\n create clone of (_myself_ v)\nend\nchange [level_y v] by (400)\nrepeat (6)\n switch costume to (flash in da dark v)\n create clone of (_myself_ v)\n change [level_x v] by (500)\nend\nchange [level_x v] by (-500)\nrepeat (2)\n change [level_y v] by (-400)\n switch costume to (flash in da dark v)\n create clone of (_myself_ v)\nend\nchange [level_y v] by (-400)\nswitch costume to (torch_2_alt2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [brightness v] effect to (10)\nif <(costume [number v]) = [2]> then\n forever\n switch costume to (torch_22 v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [7]> then\n forever\n switch costume to (torch_2_alt2 v)\n repeat (7)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n end\nend\nif <(costume [number v]) = [15]> then\n forever\n switch costume to (flash in da dark v)\n set [brightness v] effect to (10)\n wait (3) seconds\n if <not <<([abs v] of ((Level_X) - (Scroll X)) ) > [490]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [300]>>> then\n switch costume to (bgmm9wily1_42 v)\n start sound [SE \[54\] v]\n wait (1) seconds\n switch costume to (flash in da dark v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to [back v] layer\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)) ) > [400]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [teleportin v]\nrepeat (3)\n if <(Checkpoint #) = [1]> then\n set [scroll y min v] to [0]\n set [scroll y max v] to [0]\n set [scroll x max v] to [4500]\n set [scroll x min v] to [0]\n end\n if <(Checkpoint #) = [2]> then\n set [scroll y min v] to [-800]\n set [scroll y max v] to [-800]\n set [scroll x max v] to [6585]\n set [scroll x min v] to [4500]\n end\n if <(Checkpoint #) = [3]> then\n set [scroll y min v] to [-800]\n set [scroll y max v] to [-800]\n set [scroll x min v] to [7100]\n set [scroll x max v] to [11600]\n end\n if <(Checkpoint #) = [4]> then\n set [scroll y min v] to [400]\n set [scroll y max v] to [400]\n set [scroll x min v] to [11600]\n set [scroll x max v] to [13690]\n end\n if <(Checkpoint #) = [5]> then\n set [scroll y min v] to [400]\n set [scroll y max v] to [400]\n set [scroll x min v] to [13690]\n set [scroll x max v] to [14125]\n end\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen flag clicked\nset [checkpoint # v] to [1]\n\nset [checkpoint # v] to [5]\nbroadcast (SetUp v)\nbroadcast (Teleportin v)\nbroadcast (Play Torch man theme v)\nrepeat (10)\n set [unlocked tundra storm? v] to [1]\nend\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]> or <(MegaMan_unable to die) = [1]>> then\n set [health v] to [14]\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\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [get rid of textbox v]\nshow\n\nwhen I receive [textbox show v]\nhide\n\n@toenail\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset [brightness v] effect to (5)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [fade into ending v]\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nforever\n go to [front v] layer\nend\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 (25)\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@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\nset [megaman_unable to die v] to [0]\nerase all\nhide\n\ndefine clear\nbroadcast (text_foreground_clear v)\n\ndefine pressspace\nset size to (150) %\ngo to x: (90) 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 [tundramancutscene v]\nwait (3) seconds\nset [speaker v] to [tundra]\nbroadcast (textbox show v)\nwait (.6) seconds\nset [megaman_unable to die v] to [1]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [HELLO THERE!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [TUNDRA MAN?]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WHAT ARE YOU DOING]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [HERE?]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [tundra]\nbroadcast (tundra man taunt v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I WAS ON MY]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WAY TO TORCH MAN'S]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [COMPETITION. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [BUT SINCE YOUR]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [HERE NOW. . .]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [I SUPPOSE MAYBE WE]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [COULD HAVE A DUEL!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IF YOU BEAT ME. . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I MIGHT JUST GIVE]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [YOU A PRIZE!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nbroadcast (tundra man taunt v)\nwait (1.5) seconds\nbroadcast (bATTLE begin v)\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\nwhen I receive [tundra man defeat speech v]\nwait (2) seconds\nset [speaker v] to [tundra]\nbroadcast (textbox show v)\nwait (.6) seconds\nset [megaman_unable to die v] to [1]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I'M IMPRESSED, MEGA]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [MAN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I TOLD YOU THAT]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I WOULD GIVE YOU]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [A PRIZE IF YOU]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [BEAT ME. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (tundra man taunt v)\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SO, FOR YOUR PRIZE.]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I'LL LET YOU HAVE]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [MY SIGNATURE WEAPON...]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [TUNDRA STORM!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (Tundra Man Point v)\nwait (.3) seconds\nset [unlocked tundra storm? v] to [1]\nbroadcast (Megaman get tundra storm v)\nwait (1) seconds\nbroadcast (textbox show v)\nwait (.6) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [NOW YOU CAN]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [USE THE Z AND X]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [KEYS TO SWITCH]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [BETWEEN WEAPONS!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I BETTER GET]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [GOING NOW! I WISH]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [YOU THE BEST OF LUCK]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [AT THE COMPETITION]\nType X: (-100) Y: (70) Button: (1) Delay: (1) Message [MEGAMAN!]\npressspace\nset [megaman costume v] to [2]\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (tundra man: aight imma head out v)\n\nwhen I receive [tundra man victory speech v]\nwait (2) seconds\nbroadcast (Disable Movement v)\nset [speaker v] to [tundra]\nbroadcast (textbox show v)\nwait (.6) seconds\nbroadcast (Disable Movement v)\nset [megaman_unable to die v] to [1]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [UH OH!]\nbroadcast (Disable Movement v)\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOUR WEAK MEGAMAN!]\nbroadcast (Disable Movement v)\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [SADLY YOU DIDN'T]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [WIN SO I CAN'T]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [GIVE YOU A]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [PRIZE. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELP, I BETTER GO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [NOW. . . I WISH YOU]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [LUCK AT THE]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [COMPETITION, MEGAMAN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (tundra man: aight imma head out v)\n\nwhen I receive [torchman speech v]\nset [speaker v] to [torch]\nbroadcast (textbox show v)\nwait (.6) seconds\nset [speaker v] to [torch]\nset [megaman_unable to die v] to [0]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL WELL WELL. . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [IF IT ISN'T MEGAN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IT'S PRONOUNCED]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [MEGA MAN. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [AND I'M HERE FOR THE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [COMPETITION I SIGNED]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [UP FOR!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [torch]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WELL LUCKY FOR YOU...]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOUR OUR 68TH]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [CONTESTANT . . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [. . . THAT'S ALSO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [GONNA LOSE TODAY!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [DON'T GET TOO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [CONFIDENT TORCHMAN!]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [I THINK I MIGHT WIN!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [torch]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [ALRIGHT THEN. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [torch]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [IF YOU WANT TO]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [HAVE YOUR]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [100,000 DOLLAR]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [PRIZE . . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [speaker v] to [torch]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [THEN YOU BETTER]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [PROVE STRONGER]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [THAN ME!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nset [torch_idle_animation v] to [0]\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (bATTLE begin v)\n\nwhen I receive [torchman lose speech v]\nset [speaker v] to [torch]\nbroadcast (textbox show v)\nwait (.6) seconds\nset [speaker v] to [torch]\nset [megaman_unable to die v] to [0]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [WHAT?! . . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [HOW ?! . . .]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [I DON'T BELIEVE IT!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [I TRULY AM SPEECHLESS,]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [MEGA MAN. . .]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [GREAT JOB. . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [YOU PROVED YOURSELF]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [STRONGER THAN ME.]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [FAREWELL MEGAMAN. . .]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I HOPE YOU HAVE A]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [GREAT REST OF YOUR DAY]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [AND BE LOOKING FORWARD]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [TO A POSTCARD]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [CONTAINING 100,000]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [DOLLARS I'LL BE]\nType X: (-100) Y: (70) Button: (1) Delay: (1) Message [SENDING YOU IN THE MAIL ]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [YOU SURE EARNED IT!]\npressspace\nwait until <<key (space v) pressed?> or <mouse down?>>\nclear\nbroadcast (get rid of textbox v)\nwait (1) seconds\nbroadcast (Fade into ending v)\n\nwhen I receive [dr light tedious talk time v]\nset [speaker v] to [light]\nbroadcast (textbox show v)\nwait (.6) seconds\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [MEGA MAN! THIS IS]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [A TRANSMISSION FROM]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [DR. LIGHT!]\nwait (2) seconds\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [ONE OF MY ROBOTS]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [I BUILT, TORCH MAN, IS]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [HOSTING A FIGHTING]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [COMPETITION!]\nwait (3) seconds\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [HE SAYS THE PRIZE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [FOR WINNING IS]\nType X: (-100) Y: (110) Button: (1) Delay: (1) Message [100,000 DOLLARS!]\nwait (3) seconds\nclear\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [DO YOU THINK YOU'RE]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [UP FOR THE TASK?]\nwait (2) seconds\nclear\nset [speaker v] to [mega]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [YES SIR DR. LIGHT, I]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [DO.]\nType X: (-100) Y: (90) Button: (1) Delay: (1) Message [I'M ON MY WAY]\nType X: (-100) Y: (70) Button: (1) Delay: (1) Message [THERE!]\nwait (2) seconds\nclear\nset [speaker v] to [light]\nType X: (-100) Y: (150) Button: (1) Delay: (1) Message [THANK YOU MEGA MAN!]\nType X: (-100) Y: (130) Button: (1) Delay: (1) Message [AND GOOD LUCK!]\nwait (2) seconds\nclear\nbroadcast (get rid of textbox v)\n\nwhen flag clicked\nset [megaman_unable to die v] to [0]\n\n@Tundra Storm\n\nwhen flag clicked\nhide\n\nwhen I receive [fire special weapon v]\ngo to (hitbox v)\nset rotation style [left-right v]\nstart sound [SE \[48\] v]\nif <(clone) = [0]> then\n repeat (8)\n point in direction (0)\n create clone of (_myself_ v)\n point in direction (180)\n create clone of (_myself_ v)\n end\nend\nshow\nset [ghost v] effect to (25)\ngo to [front v] layer\nset size to (100) %\npoint in direction (90)\ngo to x: (-150) y: (150)\nswitch costume to (costume1 v)\nrepeat (7)\n wait (.2) seconds\n next costume\nend\nhide\n\nwhen I start as a clone\nset [clone v] to [0]\nswitch costume to (tstorm1 v)\nclear graphic effects\ngo to [front v] layer\nset size to (200) %\nshow\nrepeat (2)\n repeat (5)\n move (15) steps\n end\n next costume\nend\nrepeat (5)\n move (15) steps\nend\ndelete this clone\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 [boss_weak v] to [0]\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 go to [front v] layer\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 end\n if <(costume [number v]) > [27]> then\n set [boss_weak v] to [1]\n switch costume to (hpbar28 v)\n end\n end\nend\n\nwhen I receive [bossdie v]\nhide\nswitch costume to (hpbar v)\n\nwhen I receive [play torch man theme 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 (torch man/tundra man 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\nset [boss_weak v] to [0]\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]) > [27]> then\n set [boss_weak v] to [1]\n switch costume to (hpbar28 v)\n end\n end\nend\n\nwhen I receive [boss_regen-health v]\nrepeat until <(costume [number v]) < [2]>\n start sound [Mega Man 5 SFX \(16\) v]\n switch costume to ((costume [number v]) + (-1))\n go to [front v] layer\n wait (0) seconds\nend\nswitch costume to (hpbar v)\n\nwhen I receive [die v]\nhide\n\nwhen I receive [torchman lose speech v]\nhide\n\nwhen I receive [torchman lose speech v]\nhide\n\n@misc objects\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I start as a clone\ngo to [front v] layer\ngo to [front v] layer\nforever\n go [backward v] (5) layers\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)) ) > [550]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [380]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [setup v]\nhide\nclear graphic effects\ngo to x: (0) y: (0)\nset [level_x v] to [0]\nswitch costume to (ladder v)\nCreate\n\ndefine Create\nset size to (250) %\nset [level_y v] to [-800]\nset [level_x v] to [11700]\nswitch costume to (ladder v)\ncreate clone of (_myself_ v)\nrepeat (3)\n next costume\n change [level_y v] by (400)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nset [collide with ladder v] to [1]\n\n@ladder collision checker\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nforever\n if <touching (misc objects v)?> then\n set [collide with ladder v] to [1]\n else\n set [collide with ladder v] to [0]\n end\nend\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]) = [42]> then\n switch costume to (explo v)\n start sound [SE \[83\] v]\n repeat (4)\n wait (.02) seconds\n next costume\n end\n wait (.02) seconds\n delete this clone\nend\nif <(costume [number v]) = [55]> then\n set rotation style [left-right v]\n set [y v] to [15]\n repeat (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([sin v] of ([y position v] of [hitbox v]) ) * (8)))\n end\n repeat until <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 delete this clone\nend\nif <(costume [number v]) = [57]> then\n set rotation style [left-right v]\n set [y v] to [20]\n repeat (5)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (y)))\n set [level_y v] to ((Level_Y) + (([sin v] of ([y position v] of [hitbox v]) ) * (8)))\n end\n repeat until <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 delete this clone\nend\nif <(costume [number v]) = [53]> then\n set rotation style [left-right v]\n set [y v] to [10]\n repeat until <(y position) < [-107]>\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 set [level_y v] to [290]\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 [proj direction v] to (direction)\n switch costume to (dragonflame1 v)\n create clone of (_myself_ v)\n wait (1) seconds\n delete this clone\nend\nif <(costume [number v]) = [51]> then\n change [level_y v] by (-10)\n set rotation style [left-right v]\n set [y v] to [10]\n repeat until <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 delete this clone\nend\nif <(costume [number v]) = [59]> then\n set rotation style [left-right v]\n set [y v] to [15]\n repeat until <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 delete this clone\nend\nif <(costume [number v]) = [61]> then\n set rotation style [left-right v]\n set [y v] to [10]\n set [x v] to [15]\n repeat (15)\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))) + (x))\n change [x v] by (-3)\n end\n repeat until <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))) + (x))\n change [x v] by (-3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [350]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n hide\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]) = [53]> then\n forever\n switch costume to (dragonflame v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [51]> then\n forever\n switch costume to (dragonflame1 v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [55]> then\n forever\n switch costume to (torchpunch v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [57]> then\n forever\n switch costume to (megapunch v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n end\nend\nif <(costume [number v]) = [59]> then\n forever\n switch costume to (twirl 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\nwhen I start as a clone\nforever\n if <not <(costume [number v]) = [42]>> then\n if <touching (hitbox v)?> then\n if <(INVINCIBILITY) = [0]> then\n change [health v] by (GAME MODE)\n broadcast (TAKE DMG v)\n end\n end\n end\nend\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]) = [9]> then\n forever\n wait (.1) seconds\n switch costume to (beetle v)\n wait (.1) seconds\n next costume\n end\nelse\n if <(costume [number v]) = [40]> then\n forever\n wait (.05) seconds\n switch costume to (spinny v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n switch costume to (spinny6 v)\n wait (.05) seconds\n next costume\n end\n end\nend\n\nwhen I receive [die v]\nwait (1) seconds\ndelete this clone\n\nwhen I start as a clone\nif <(costume [number v]) = [26]> then\n set [hp v] to ((GAME MODE) * (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]) = [9]> then\n set [hp v] to ((GAME MODE) * (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]) = [32]> then\n set [hp v] to (((GAME MODE) * (2)) + (2))\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 (dude v)\n repeat (3)\n wait (.05) seconds\n next costume\n end\n wait (.05) seconds\n repeat (5)\n switch costume to (dude5 v)\n wait (.05) seconds\n next costume\n wait (.05) seconds\n end\n set [projectile name v] to [twirl]\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 switch costume to (dude7 v)\n wait (.05) seconds\n next costume\n wait (.5) seconds\n end\n end\nend\nif <(costume [number v]) = [40]> then\n set [hp v] to ((GAME MODE) * (2))\n forever\n point in direction (90)\n repeat (25)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (5)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (5)))\n end\n point in direction (-90)\n repeat (25)\n set [level_x v] to ((Level_X) + (([sin v] of (direction) ) * (5)))\n set [level_y v] to ((Level_Y) + (([cos v] of (direction) ) * (5)))\n end\n end\nend\nif <(costume [number v]) = [44]> then\n set [hp v] to ((GAME MODE) * (3))\n switch costume to (tree v)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n repeat until <(distance to [hitbox v]) < [150]>\n point towards (hitbox v)\n end\n switch costume to (tree v)\n wait (.1) seconds\n next costume\n wait (.1) seconds\n start sound [SE \[77\] v]\n set [projectile name v] to [treeshot]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to [-30]\n broadcast (CREATE PROJECTILE v)\n wait (.02) seconds\n set [projectile name v] to [treeshot]\n set [proj x v] to (Level_X)\n set [proj y v] to (Level_Y)\n set [proj direction v] to [30]\n broadcast (CREATE PROJECTILE v)\n set [y v] to [15]\n repeat (1)\n repeat (5)\n set [level_y v] to ((Level_Y) + (y))\n change [y v] by (-2)\n end\n next costume\n end\n repeat until <touching (ground v)?>\n set [level_y v] to ((Level_Y) + (y))\n change [y v] by (-2)\n end\n change [level_y v] by (-5)\n switch costume to (tree v)\n repeat until <not <touching (ground v)?>>\n change [level_y v] by (5)\n end\n wait (1) seconds\n end\n end\nend\nif <(costume [number v]) = [53]> then\n set [hp v] to ((GAME MODE) * (2))\n switch costume to (jumper v)\n forever\n if <(ENEMY ONSCREEN?) = [1]> then\n wait (1) seconds\n next costume\n wait (.05) seconds\n point towards (hitbox v)\n set [y v] to [15]\n next costume\n repeat (5)\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))) + (y))\n change [y v] by (-2)\n end\n next costume\n repeat until <touching (ground 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))) + (y))\n change [y v] by (-2)\n end\n change [level_y v] by (-15)\n switch costume to (jumper v)\n repeat until <not <touching (ground v)?>>\n change [level_y v] by (5)\n end\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 ((GAME MODE) * (2))\n broadcast (TAKE DMG v)\n wait (1) seconds\nend\n\nwhen I receive [load enemies v]\nCreate Enemy [jumper] [1000] [-110]\nwait (.05) seconds\nCreate Enemy [beetle] [1500] [100]\nwait (.05) seconds\nCreate Enemy [jumper] [2000] [-110]\nwait (.05) seconds\nCreate Enemy [jumper] [2500] [-40]\nwait (.05) seconds\nCreate Enemy [beetle] [4500] [100]\nwait (.05) seconds\nCreate Enemy [spinny] [4950] [-815]\nwait (.05) seconds\nCreate Enemy [spinny] [5200] [-910]\nwait (.05) seconds\nCreate Enemy [dude] [7600] [-705]\nwait (.05) seconds\nCreate Enemy [tree] [8200] [-812]\nwait (.05) seconds\nCreate Enemy [tree] [9050] [-678]\nwait (.05) seconds\nCreate Enemy [tree] [9935] [-726]\nwait (.05) seconds\nCreate Enemy [beetle] [10800] [-700]\nwait (.05) seconds\nCreate Enemy [jumper] [11600] [-910]\nwait (.05) seconds\nCreate Enemy [spinny] [11390] [-380]\nwait (.05) seconds\nCreate Enemy [dude] [11430] [25]\nwait (.05) seconds\nCreate Enemy [tree] [11700] [-295]\nwait (.05) seconds\nCreate Enemy [spinny] [11885] [294]\nwait (.05) seconds\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n set x to ((Level_X) - (Scroll X))\n set y to ((Level_Y) - (Scroll Y))\n if <<([abs v] of ((Level_X) - (Scroll X)) ) > [260]> or <([abs v] of ((Level_Y) - (Scroll Y)) ) > [200]>> then\n set [enemy onscreen? v] to [0]\n hide\n else\n set [enemy onscreen? v] to [1]\n show\n end\nend\n\nwhen I 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 (tundra storm v)?>>\n if <touching (tundra storm 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 6 SRX \(19\) v]\n switch costume to (edeath1 v)\n repeat (3)\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 [Mega Man 6 SRX \(19\) v]\n set [brightness v] effect to (100)\n wait (.1) seconds\n clear graphic effects\n wait (.05) seconds\n end\nend\n\nwhen I receive [teleportin v]\nwait (.03) seconds\nbroadcast (load enemies v)\n\nif <((Level_X) - (Scroll X)) < [-500]> then\n delete this clone\nend\n\n@how to play\n\nwhen flag clicked\nset [how to play screen v] to [0]\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\nset [how to play screen v] to [1]\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\nset [how to play screen v] to [0]\nhide\n\n | โ
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INSTRUCTIONSโ
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\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- Hold Up or W on ladders to climb them\n\n- Mobile supported as well\n\nโ
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\n\nTorch Man, a robot made by the scientist, Dr. Light, is hosting a competition with a $100,000 prize to find out who can beat him in a fight. Dr. Light sends Mega Man, his best creation, to the competition, to fight and prove himself stronger than the powerful Torch Man. Will he succeed?\n\n\n\nโ
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CREDITSโ
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\n\n-All sprites and all sound effects belong to Capcom, the original creator of Mega Man. \n\n- Credit to Spriters Resource and Sprites Inc for additional sprites\n\n- Menu theme is Get the Punk Out MMX2 remix, stage music is Bounce Man theme SNES remix, Tundra Man theme SNES remix, Torch Man theme SNES remix and Gear Fortress theme SNES remix. Tundra Man boss theme is from Mega Man Maker, Torch Man boss theme is MMZ4 Falling Down.\n\n- Credit to Mega Man Maker for the backgrounds and tilesets\n\n- Huge credit to BowchersPrincipal for the Torch Man sprites\n\n- Credit to Peggdraws for the robot master icons\n\n- Dashing sprite is from Rockman CX |
Grass - Platformer | @Stage\n\n@LevelHIT\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (100) %\nforever\n play sound [Minecraft-Story-Mode-OST-No-More-Creepers-by-Telltale-Games-ytmp3.com.mp3 v] until done\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen flag clicked\nshow\n\n@Player\n\nwhen flag clicked\nforever\n set [ply v] to (y position)\n set [plx v] to (x position)\nend\n\nwait (0.05) seconds\nnext costume\n\nwhen [space v] key pressed\n\nhide\n\nwhen flag clicked\ngo to x: (-175) y: (0)\nset size to (20) %\nshow\nset [brightness v] effect to (-5)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset rotation style [all around v]\nforever\n if <touching (water v)?> then\n if <not <key (down arrow v) pressed?>> then\n change [playery v] by (0.2)\n else\n change [playery v] by (-0.15)\n end\n else\n change [playery v] by (-0.5)\n end\n turn right ((PlayerX) * (2)) degrees\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [playerx v] by (0.7)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [playerx v] by (-0.7)\n end\n end\n set [playerx v] to ((PlayerX) * (0.9))\n change x by (PlayerX)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change x by ((PlayerX) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(PlayerX) > [0]> then\n set [playerx v] to [-8]\n else\n set [playerx v] to [8]\n end\n if <touching (water v)?> then\n change [playery v] by (2)\n else\n set [playery v] to [8]\n end\n else\n set [playerx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (PlayerY)\n if <touching (levelhit v)?> then\n change y by ((PlayerY) * (-1))\n set [playery v] to [0]\n end\n change y by (-1)\n if <<touching (levelhit v)?> or <touching (boss v)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [playery v] to [10]\n end\n end\n if <<(PlayerX) > [2]> or <(PlayerX) < [-2]>> then\n if <not <<(PlayerY) > [0.7]> or <(PlayerY) < [-0.7]>>> then\n switch costume to ((Costume) + (3))\n if <not <(Costume) > [7]>> then\n change [costume v] by (1)\n else\n set [costume v] to [0]\n end\n else\n if <(PlayerY) > [0.5]> then\n switch costume to (jump v)\n else\n if <(PlayerY) < [-0.5]> then\n switch costume to (fall v)\n end\n end\n end\n else\n switch costume to (stand v)\n end\n if <<<<touching (other obstacles v)?> or <touching (lava v)?>> or <<touching (slow mobs v)?> or <key (r v) pressed?>>> or <touching (quick mobs v)?>> then\n broadcast (pl has died lol v)\n wait (0.01) seconds\n start sound [SYS-PO-FALL v]\n go to x: (-188) y: (-146)\n go to x: (-175) y: (0)\n set [playerx v] to [0]\n set [playery v] to [0]\n point in direction (90)\n end\n if <<touching (bouncies v)?> or <<touching (trampolines2 v)?> or <touching (trampolines3 v)?>>> then\n set [playery v] to [15]\n end\n if <touching (boss v)?> then\n set [playery v] to [7]\n end\n if <touching (portal v)?> then\n go to x: (-188) y: (-146)\n go to x: (-232) y: (-37)\n set [playerx v] to [0]\n set [playery v] to [0]\n point in direction (90)\n broadcast (Transition v) and wait\n change [level v] by (1)\n end\n change y by (1)\nend\n\npoint in direction (-90)\n\npoint in direction (90)\n\nbroadcast (Transition v)\n\nif <touching color (#00cc44)?> then\n change y by (100)\nend\n\nswitch costume to (hitbox v)\n\nset [playery v] to [8]\n\n\n\n\nnext costume\n\n switch costume to ((Costume) - (1))\nend\n\n\n\nchange [playery v] by (0.7)\n\nnext costume\n\n\n\nwhen I start as a clone\n\nwhen flag clicked\n\nplay sound [oooooff! v] until done\n\nset size to (20) %\nset [ghost v] effect to (0)\nrepeat (15)\n turn right (3) degrees\n change [ghost v] effect by ((100) / (15))\n change size by (((20) / (15)) * (-1))\nend\ndelete this clone\n\nwhen I receive [pl has died lol v]\nDeath\n\ndefine Death\ncreate clone of (_myself_ v)\n\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nrepeat (20)\n change y by (10)\n set rotation style [all around v]\n change [ghost v] effect by (5)\n turn right (15) degrees\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [go! v]\n\nwhen flag clicked\nhide\n\nwhen I receive [message3 v]\nshow\n\nwhen I receive [skip v]\ngo to x: (-188) y: (-146)\ngo to x: (-232) y: (-37)\nset [playerx v] to [0]\nset [playery v] to [0]\npoint in direction (90)\nbroadcast (Transition v) and wait\nchange [level v] by (1)\n\nwhen flag clicked\nwait (0.1) seconds\nshow\n\nturn right (-10) degrees\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen I receive [it go downnn!!!!! v]\n\nwhen flag clicked\nshow\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (100) %\npoint in direction (90)\nforever\n go to x: (0) y: (0)\n repeat (25)\n change x by (-2)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nshow\n\n@Portal\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo to [front v] layer\nset size to (100) %\npoint in direction (90)\nforever\n turn right (0) degrees\n set y to (([sin v] of ((timer) * (200)) ) * (6))\n set x to (([cos v] of ((timer) * (50)) ) * (6))\nend\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n play sound [Win v] until done\n stop [this script v]\n end\nend\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen flag clicked\nshow\n\n@Transition\n\ndefine Transition\nstart sound [Magic Spell2 v]\nshow\ngo to x: (600) y: (0)\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change x by (((0) - (x position)) / (3))\n point in direction (((x position) / (6.5)) + (90))\n change [ghost v] effect by (-7)\nend\nbroadcast (next level v)\nrepeat (20)\n go to [front v] layer\n change x by (((-600) - (x position)) / (3))\n point in direction (((x position) / (6.5)) + (90))\n change [ghost v] effect by (7)\nend\nhide\n\nset x to (36)\n\nwhen [space v] key pressed\n\nwhen I receive [transition v]\nTransition\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nstop all sounds\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nshow\n\n@Other Obstacles\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nset size to (100) %\npoint in direction (90)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen flag clicked\nshow\n\n@FrontART\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo [forward v] (1) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen flag clicked\nshow\n\n@BackART\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\ngo [backward v] (1) layers\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen flag clicked\nshow\n\n@Bouncies\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) < [6]> then\n hide\n else\n if <(level) = [6]> then\n show\n go to x: (-200) y: (-110)\n else\n if <(level) = [7]> then\n show\n go to x: (0) y: (-110)\n else\n if <(level) = [8]> then\n show\n go to x: (-210) y: (-60)\n else\n if <(level) = [9]> then\n show\n hide\n go to x: (-210) y: (-60)\n end\n end\n end\n end\n end\nend\n\nnext costume\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n start sound [Low Boing v]\n repeat (4)\n next costume\n end\n switch costume to (costume4 v)\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n if <touching (slow mobs v)?> then\n switch costume to (costume1 v)\n start sound [Low Boing v]\n repeat (4)\n next costume\n end\n switch costume to (costume4 v)\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nhide\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen flag clicked\nshow\n\n@Slow Mobs\n\nwhen flag clicked\nforever\n set [ply v] to (y position)\n set [plx v] to (x position)\nend\n\nwhen [space v] key pressed\n\nwhen flag clicked\nhide\n\nbroadcast (Transition v)\n\nif <touching color (#00cc44)?> then\n change y by (100)\nend\n\nswitch costume to (hitbox v)\n\nset [playery v] to [8]\n\n\n\n\nnext costume\n\n switch costume to ((Costume) - (1))\nend\n\n\n\nchange [playery v] by (0.7)\n\nnext costume\n\n\n\nwhen I start as a clone\n\nwhen flag clicked\n\nplay sound [oooooff! v] until done\n\nset size to (20) %\nset [ghost v] effect to (0)\nrepeat (15)\n turn right (3) degrees\n change [ghost v] effect by ((100) / (15))\n change size by (((20) / (15)) * (-1))\nend\ndelete this clone\n\nwhen I receive [pl has died lol v]\n\nDeath\n\ndefine Death\ncreate clone of (_myself_ v)\n\ndelete this clone\n\nwhen I start as a clone\n\nclear graphic effects\nrepeat (20)\n change y by (10)\n set rotation style [all around v]\n change [ghost v] effect by (5)\n turn right (15) degrees\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [go! v]\nhide\nshow\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [message3 v]\nshow\n\nwhen I receive [transition v]\ndelete this clone\n\ndefine Placement\nRanPos\nrepeat until <not <touching (levelhit v)?>>\n RanPos\nend\n\ndefine RanPos\ngo to (random position v)\n\nwhen I start as a clone\ngo to x: (-175) y: (0)\nset size to (20) %\nshow\nset [brightness v] effect to (-5)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset rotation style [left-right v]\nPlacement\nforever\n if <touching (water v)?> then\n if <not <key (down arrow v) pressed?>> then\n change [yv v] by (0.2)\n else\n change [yv v] by (-0.15)\n end\n else\n change [yv v] by (-0.5)\n end\n if <(right.) = [1]> then\n change [xv v] by (0.15)\n point in direction (-90)\n else\n if <(left) = [1]> then\n change [xv v] by (-0.15)\n point in direction (90)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit 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 <(up) = [1]> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n if <touching (water v)?> then\n change [yv v] by (2)\n else\n set [yv v] to [8]\n end\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 (levelhit v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (levelhit v)?> or <touching (boss v)?>> then\n if <(up) = [1]> then\n set [yv v] to [10]\n end\n end\n if <<(PlayerX) > [2]> or <(PlayerX) < [-2]>> then\n if <not <<(PlayerY) > [0.7]> or <(PlayerY) < [-0.7]>>> then\n switch costume to ((Costume) + (3))\n if <not <(Costume) > [7]>> then\n change [costume v] by (1)\n else\n set [costume v] to [0]\n end\n else\n if <(PlayerY) > [0.5]> then\n switch costume to (jump v)\n else\n if <(PlayerY) < [-0.5]> then\n switch costume to (fall v)\n end\n end\n end\n else\n switch costume to (stand v)\n end\n if <[me] = [clever]> then\n broadcast (pl has died lol v)\n wait (0.01) seconds\n start sound [oooooff! v]\n go to x: (-188) y: (-146)\n go to x: (-175) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <<touching (bouncies v)?> or <<touching (lava v)?> or <touching (other obstacles v)?>>> then\n set [yv v] to [15]\n end\n if <touching (boss v)?> then\n set [yv v] to [7]\n end\n if <[me] = [alive]> then\n go to x: (-188) y: (-146)\n go to x: (-232) y: (-37)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n broadcast (Transition v) and wait\n change [level v] by (1)\n end\n change y by (1)\nend\n\nhide\n\nwhen I receive [next level v]\nif <not <(item (level) of [enemylevels v]) = [0]>> then\n repeat (item (level) of [enemylevels v])\n create clone of (_myself_ v)\n end\nend\n\nrepeat (10)\n\nrepeat (10)\n\nwhen flag clicked\ndelete all of [lavalevels v]\ndelete all of [enemylevels v]\nadd [10] to [lavalevels v]\nadd [11] to [lavalevels v]\nadd [14] to [lavalevels v]\nrepeat (5)\n add [0] to [enemylevels v]\nend\nadd [1] to [enemylevels v]\nadd [1] to [enemylevels v]\nadd [1] to [enemylevels v]\nadd [1] to [enemylevels v]\nadd [0] to [enemylevels v]\nadd [0] to [enemylevels v]\nadd [1] to [enemylevels v]\nadd [1] to [enemylevels v]\nadd [2] to [enemylevels v]\n\nforever\n if <(level) > [14]> then\n broadcast (Outro v)\n stop [this script v]\n end\nend\n\nrepeat (30)\n set [right. v] to [0]\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [player v]) > (x position)> then\n repeat (pick random (15) to (100))\n set [right. v] to [1]\n set [left v] to [0]\n end\n end\n if <(x position) > ([x position v] of [player v])> then\n repeat (pick random (15) to (100))\n set [right. v] to [0]\n set [left v] to [1]\n end\n end\n if <([y position v] of [player v]) > (y position)> then\n if <not <(pick random (1) to (4)) = [1]>> then\n set [up v] to [1]\n end\n else\n if <not <(pick random (1) to (3)) = [1]>> then\n set [up v] to [0]\n else\n set [up v] to [1]\n end\n end\nend\n\nwhen I receive [pl has died lol v]\nPlacement\n\nwhen I receive [message4 v]\n\nwhen I receive [outro v]\nstop all sounds\nstop [other scripts in sprite v]\nstop [this script v]\n\nreplace item (9) of [enemylevels v] with [0]\n\nreplace item (9) of [enemylevels v] with [0]\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\nwhen flag clicked\n\nshow\nshow\n\n@QUICK Mobs\n\nwhen flag clicked\nforever\n set [ply v] to (y position)\n set [plx v] to (x position)\nend\n\nwhen [space v] key pressed\n\nwhen flag clicked\nhide\n\nbroadcast (Transition v)\n\nif <touching color (#00cc44)?> then\n change y by (100)\nend\n\nswitch costume to (hitbox v)\n\nset [playery v] to [8]\n\n\n\n\nnext costume\n\n switch costume to ((Costume) - (1))\nend\n\n\n\nchange [playery v] by (0.7)\n\nnext costume\n\n\n\nwhen I start as a clone\n\nwhen flag clicked\n\nplay sound [oooooff! v] until done\n\nset size to (20) %\nset [ghost v] effect to (0)\nrepeat (15)\n turn right (3) degrees\n change [ghost v] effect by ((100) / (15))\n change size by (((20) / (15)) * (-1))\nend\ndelete this clone\n\nwhen I receive [pl has died lol v]\n\nDeath\n\ndefine Death\ncreate clone of (_myself_ v)\n\ndelete this clone\n\nwhen I start as a clone\n\nclear graphic effects\nrepeat (20)\n change y by (10)\n set rotation style [all around v]\n change [ghost v] effect by (5)\n turn right (15) degrees\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [go! v]\nhide\nshow\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [message3 v]\nshow\n\nwhen I receive [transition v]\ndelete this clone\n\ndefine Placement\nRanPos\nrepeat until <not <touching (levelhit v)?>>\n RanPos\nend\n\ndefine RanPos\ngo to (random position v)\n\nwhen I start as a clone\ngo to x: (-175) y: (0)\nswitch costume to (costume10 v)\nset size to (20) %\ngo to [front v] layer\nshow\nset [brightness v] effect to (-5)\nset [level v] to [1]\nset [yv v] to [0]\nset [xv v] to [0]\nset rotation style [left-right v]\nPlacement\nforever\n if <touching (water v)?> then\n if <not <key (down arrow v) pressed?>> then\n change [yv v] by (0.2)\n else\n change [yv v] by (-0.15)\n end\n else\n change [yv v] by (-0.5)\n end\n if <(right.) = [1]> then\n change [xv v] by (.5)\n point in direction (-90)\n else\n if <(left) = [1]> then\n change [xv v] by (-.5)\n point in direction (90)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit v)?> then\n change y by (1)\n if <touching (levelhit 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 <(up) = [1]> then\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n if <touching (water v)?> then\n change [yv v] by (2)\n else\n set [yv v] to [8]\n end\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 (levelhit v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <<touching (levelhit v)?> or <touching (boss v)?>> then\n if <(up) = [1]> then\n set [yv v] to [10]\n end\n end\n if <<(PlayerX) > [2]> or <(PlayerX) < [-2]>> then\n if <not <<(PlayerY) > [0.7]> or <(PlayerY) < [-0.7]>>> then\n switch costume to ((Costume) + (3))\n if <not <(Costume) > [7]>> then\n change [costume v] by (1)\n else\n set [costume v] to [0]\n end\n else\n if <(PlayerY) > [0.5]> then\n switch costume to (jump v)\n else\n if <(PlayerY) < [-0.5]> then\n switch costume to (fall v)\n end\n end\n end\n else\n switch costume to (stand v)\n end\n if <[me] = [clever]> then\n broadcast (pl has died lol v)\n wait (0.01) seconds\n start sound [oooooff! v]\n go to x: (-188) y: (-146)\n go to x: (-175) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n end\n if <<touching (bouncies v)?> or <<touching (lava v)?> or <touching (other obstacles v)?>>> then\n set [yv v] to [15]\n end\n if <touching (boss v)?> then\n set [yv v] to [7]\n end\n if <[me] = [alive]> then\n go to x: (-188) y: (-146)\n go to x: (-232) y: (-37)\n set [xv v] to [0]\n set [yv v] to [0]\n point in direction (90)\n broadcast (Transition v) and wait\n change [level v] by (1)\n end\n change y by (1)\nend\n\nhide\n\nwhen I receive [transition v]\nwait (.1) seconds\nrepeat (1)\n if <(level) = [8]> then\n repeat (1)\n create clone of (_myself_ v)\n end\n else\n if <(level) = [11]> then\n repeat (1)\n create clone of (_myself_ v)\n end\n else\n if <(level) = [14]> then\n repeat (1)\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\nrepeat (10)\n\nrepeat (10)\n\nwhen flag clicked\ndelete all of [enemylevels2 v]\nadd [1] to [enemylevels2 v]\nrepeat (7)\n add [0] to [enemylevels2 v]\nend\n\nforever\n if <(level) > [14]> then\n broadcast (Outro v)\n stop [this script v]\n end\nend\n\nrepeat (30)\n set [right. v] to [0]\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [player v]) > (x position)> then\n repeat (pick random (3) to (20))\n set [right. v] to [1]\n set [left v] to [0]\n end\n end\n if <(x position) > ([x position v] of [player v])> then\n repeat (pick random (3) to (20))\n set [right. v] to [0]\n set [left v] to [1]\n end\n end\n if <([y position v] of [player v]) > (y position)> then\n if <not <(pick random (1) to (2)) = [1]>> then\n set [up v] to [1]\n end\n else\n if <not <(pick random (1) to (1)) = [1]>> then\n set [up v] to [0]\n else\n set [up v] to [1]\n end\n end\nend\n\nwhen I receive [pl has died lol v]\nPlacement\n\nwhen I receive [message4 v]\nshow\n\nwhen I receive [outro v]\nstop all sounds\nstop [other scripts in sprite v]\nstop [this script v]\n\nadd [10] to [lavalevels v]\nadd [11] to [lavalevels v]\nadd [14] to [lavalevels v]\n\nadd [1] to [enemylevels v]\nadd [1] to [enemylevels v]\nadd [1] to [enemylevels v]\n\ndelete all of [lavalevels v]\n\n\n\nwhen I start as a clone\nPlacement\n\nwhen I receive [it go downnn!!!!! v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\n\nshow\n\n@Assets (Music Included)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\n\nwhen I start as a clone\nif <(clone id) = [m2]> then\n point in direction (90)\n go to x: (233) y: (-256)\n show\n switch costume to (blank v)\n set size to (200) %\n go to [back v] layer\n switch costume to (mountain2 v)\n glide (0.2) secs to x: (3000) y: (-100)\n go to [front v] layer\n glide (5) secs to x: (-600) y: (-100)\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [m1]> then\n go to x: (233) y: (-256)\n point in direction (90)\n show\n switch costume to (blank v)\n set size to (200) %\n go to [back v] layer\n switch costume to (mountain1 v)\n glide (0.2) secs to x: (3000) y: (-100)\n go to [front v] layer\n glide (5) secs to x: (-600) y: (-100)\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone id) = [sun]> then\n go to [back v] layer\n point in direction (90)\n show\n switch costume to (blank v)\n switch costume to (octa1 v)\n go to x: (-235) y: (175)\n set size to (75) %\n forever\n turn left (5) degrees\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [sun2]> then\n point in direction (90)\n show\n switch costume to (blank v)\n switch costume to (octa2 v)\n go to x: (-235) y: (175)\n set size to (75) %\n forever\n turn right (5) degrees\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [logo]> then\n show\n set size to (60) %\n switch costume to (logo v)\n go to [front v] layer\n set [ok v] to [0]\n point in direction (90)\n set [my variable v] to [0]\n go to x: (0) y: (0)\n forever\n go to [front v] layer\n go to x: (([tan v] of ((my variable) / (1)) ) * (-30)) y: (0)\n change [my variable v] by (4)\n turn right ([cos v] of (Ok) ) degrees\n set [broad v] to (([abs v] of (x position) ) / (30))\n change [ok v] by (3)\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [wind]> then\n wait (pick random (0) to (1)) seconds\n point in direction (90)\n set size to (100) %\n switch costume to (costume1 v)\n show\n set [ghost v] effect to (0)\n go to [back v] layer\n go to (random position v)\n set x to (430)\n go to x: (430) y: (pick random (150) to (-160))\n set [x v] to (y position)\n set [move v] to (pick random (4) to (15))\n repeat until <<[-230] > (x position)> and <touching (_edge_ v)?>>\n set size to ((move) * (10)) %\n change x by (((move) * (-1)) - (Broad))\n set y to ((([sin v] of ((my variable) / (1)) ) * (50)) + (X))\n point in direction ((([cos v] of ((my variable) / (1)) ) * (10)) + (90))\n end\n delete this clone\nend\n\nwhen I receive [outro v]\nset [clone id v] to [bg]\ncreate clone of (_myself_ v)\nwait (0.0) seconds\nset size to (100) %\nhide\nset [clone id v] to [logo]\ncreate clone of (_myself_ v)\nwait (0.0) seconds\nset [clone id v] to [sun]\ncreate clone of (_myself_ v)\nwait (0.0) seconds\nset [clone id v] to [sun2]\ncreate clone of (_myself_ v)\nforever\n wait (0.0) seconds\n set [clone id v] to [m1]\n create clone of (_myself_ v)\n wait (0.0) seconds\n set [clone id v] to [wind]\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (1) seconds\n set [clone id v] to [m2]\n create clone of (_myself_ v)\n wait (0.0) seconds\n set [clone id v] to [wind]\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (1) seconds\n set [clone id v] to [wind]\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (0.0) seconds\n set [clone id v] to [wind]\n repeat (5)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [outro v]\nforever\n play sound [Hinkik - Time Leaper v] until done\nend\n\nwhen I start as a clone\nif <(clone id) = [bg]> then\n point in direction (90)\n switch costume to (costume2 v)\n show\n forever\n switch costume to (mountain1 v)\n set size to ((([sin v] of ((my variable) / (2)) ) * (20)) + (100)) %\n switch costume to (costume2 v)\n go to [back v] layer\n end\nend\n\nrepeat (50)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nwait until <(level) > [15]>\nbroadcast (IT GO DOWNNN!!!!! v)\nbroadcast (outro v)\n\n@Bail\n\nwhen flag clicked\nhide\n\n | Navigate Mr.Smile through a grassland full of dangers such as enemies, lava and spikes\nCharacter\n-Arrows\nEnemies follow your position and can bounce on obstacles, wall jump and bounce on trampolines\nThere are 15 levels\nPlease enjoy\nOutro by FX2COOL, modified slightly by me\n(Hinkik - Time Leaper)\nGame music is from Minecraft\napprox 10 hours\nProblem \n- :) |
Mystic Valley || multiplayer platformerโโโโ#games #art | @Stage\n\nwhen I receive [start! v]\nforever\n broadcast (Tick v)\nend\n\nwhen I receive [start! v]\nforever\n broadcast (Tick_Water v)\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nif <(username) = [stratfordjames]> then\n show variable [fps v]\nelse\n hide variable [fps v]\nend\nhide variable [@player v]\nhide variable [โ cloud4 v]\nhide variable [โ cloud5 v]\nhide variable [โ cloud6 v]\nhide variable [โ cloud7 v]\nhide variable [โ cloud8 v]\nhide variable [โ cloud9 v]\nhide variable [โ cloud10 v]\nhide variable [โ cloud1 v]\nhide variable [โ cloud2 v]\nshow list [cloud list v]\nhide variable [โ cloud3 v]\nshow list [active check v]\nforever\n if <<(username) = [stratfordjames]> or <<(username) = [stratfordjames_test]> or <(username) = [icedsnow]>>> then\n wait until <key (v v) pressed?>\n show variable [โ cloud1 v]\n show variable [โ cloud2 v]\n show variable [โ cloud3 v]\n show variable [@player v]\n show variable [โ cloud4 v]\n show variable [โ cloud5 v]\n show variable [โ cloud6 v]\n show variable [โ cloud7 v]\n show variable [โ cloud8 v]\n show variable [โ cloud9 v]\n show variable [โ cloud10 v]\n hide list [cloud list v]\n hide list [active check v]\n wait until <not <key (v v) pressed?>>\n wait until <key (v v) pressed?>\n hide variable [โ cloud1 v]\n hide variable [โ cloud2 v]\n show list [cloud list v]\n hide variable [@player v]\n hide variable [โ cloud3 v]\n show list [active check v]\n hide variable [โ cloud5 v]\n hide variable [โ cloud6 v]\n hide variable [โ cloud7 v]\n hide variable [โ cloud4 v]\n hide variable [โ cloud8 v]\n hide variable [โ cloud9 v]\n hide variable [โ cloud10 v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((join (letter (10) of (days since 2000)) (letter (11) of (days since 2000))) mod (50))\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\nwhen I receive [online start v]\nforever\n broadcast (online_tick v)\nend\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen [timer v] > (1.2)\nif <(exit) = [reg]> then\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Game_Level_Art\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [0]\nset [@offset_y v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [280]\n switch costume to (1l v)\n Clone [-660] [100]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1s v)\n Clone [0] [360]\n switch costume to (1t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Game_Level_Hitbox\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offsetx v] to [0]\nset [@offsety v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n set [@offsetx v] to [1950]\n set [@offsety v] to [145]\n switch costume to (1m v)\n Clone [20] [240]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1t v)\n Clone [400] [360]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (99)\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\nset [ghost v] effect to (100)\n\n@Game_Level_JUMPTHROUGH\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [3630]\nset [@offset_y v] to [205]\nhide\nrepeat (1)\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [240]\n switch costume to (1l v)\n Clone [-660] [140]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n set [@offset_x v] to [530]\n set [@offset_y v] to [945]\n switch costume to (1s v)\n Clone [0] [0]\n switch costume to (t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + ())\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\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\nset [ghost v] effect to (100)\n\n@Game_player\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\nset [time v] to [0]\nbroadcast (green flag v)\nbroadcast (Setup v)\nbroadcast (restart v)\nwait (0.01) seconds\nbroadcast (start! v)\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-174]\nset [scroll y v] to [-80]\nset [offset x v] to [-180]\nset [offset y v] to [-80]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nchange player x by (round ((XV) / (1.8)))\nif <<<(click2) = [false]> and <<(mouse x) > ((x position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [8]> then\n change [xv v] by (2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-10))> and <<mouse down?> and <<(click2) = [false]> and <[0] = (clickShop)>>>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [8]> then\n change [xv v] by (-2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\nend\nif <<<<(mouse y) > ((y position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>> and <(click2) = [false]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n if <(water) > [5]> then\n set [yv v] to [10]\n end\n else\n if <(in air) < [4]> then\n if <(jumpBOOST?) = [1]> then\n set [yv v] to [14.5]\n else\n set [yv v] to [12.4]\n end\n end\n end\nend\nswitch costume to (water v)\nif <touching (game_level_liquid v)?> then\n change [yv v] by (2)\nend\nswitch costume to (hitbox v)\nif <touching (game_level_liquid v)?> then\nSlope\nchange player y by (YV)\nPosition\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (5)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\nposition\nset [xv v] to ((XV) * (0.7))\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (game_level_hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (game_level_hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (game_level_hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\nwhen I receive [tick v]\nif <(pause) = [0]> then\n Tick\nend\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by ((sy) * (1))\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (game_level_hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <<not <touching (game_level_jumpthrough v)?>> and <not <touching (game_level_movingplatform_graphics v)?>>>\n switch costume to (hitboxjumpth v)\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <touching (game_level_liquid v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\nelse\n set [water v] to [0]\nend\nif <(Offset X) < [-223]> then\n set [offset x v] to [-223]\nend\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\nif <(YV) < [-9]> then\n set [yv v] to [-9]\nend\n\nwhen I receive [start! v]\nrepeat (3)\n reset\nend\n\nwhen I receive [reset v]\nrepeat (3)\n reset\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (left v)\nif <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [8]\nelse\n switch costume to (right v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [8]\n else\n switch costume to (left2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n end\nend\nSet Costume\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nset [localcostume v] to (letter (1) of (costume [name v]))\n\nwhen [o v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [3430]\n set [scroll y v] to [0]\n set [offset x v] to [3430]\n set [offset y v] to [0]\nend\n\nwhen [p v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [1481]\n set [scroll y v] to [540]\n set [offset x v] to [1481]\n set [offset y v] to [530]\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (game_level_danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\n@Game_Level_DANGER\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [1490]\nset [@offset_y v] to [585]\nhide\nrepeat (1)\n switch costume to (1p v)\n Clone [0] [0]\n set [@offset_x v] to [2619]\n set [@offset_y v] to [-310]\n switch costume to (1e v)\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [x_offset\(mp\) v] to [0]\n\n@Game_Collectable\n\nwhen I receive [restart v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [0]\nset [offsety v] to [0]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n set [@layer v] to [back]\n switch costume to (heart v)\n set [offsetx v] to [1653]\n set [offsety v] to [798]\n Clone [0] [60]\n set [@layer v] to [front]\n switch costume to (coin v)\n set [offsetx v] to [0]\n set [offsety v] to [0]\n Clone [35] [-142]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [239]\n set [offsety v] to [-88]\n Clone [0] [0]\n Clone [0] [35]\n set [offsetx v] to [311]\n set [offsety v] to [-449]\n Clone [0] [35]\n Clone [0] [35]\n Clone [0] [35]\n Clone [35] [-70]\n Clone [0] [35]\n Clone [0] [35]\n set [offsetx v] to [1070]\n set [offsety v] to [-218]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [73] [45]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [1490]\n set [offsety v] to [-317]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1665]\n set [offsety v] to [-284]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1875]\n set [offsety v] to [-313]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2062]\n set [offsety v] to [-249]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2580]\n set [offsety v] to [-215]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [back]\n set [offsetx v] to [3191]\n set [offsety v] to [314]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [2913]\n set [offsety v] to [414]\n Clone [0] [-30]\n Clone [35] [0]\n set [offsetx v] to [2225]\n set [offsety v] to [405]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [front]\n set [offsetx v] to [1779]\n set [offsety v] to [610]\n Clone [0] [-28]\n Clone [-30] [-17]\n Clone [-30] [-17]\n Clone [-30] [-17]\n set [@layer v] to [back]\n set [offsetx v] to [1639]\n set [offsety v] to [810]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [1539]\n set [offsety v] to [777]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [593]\n set [offsety v] to [-160]\n Clone [0] [0]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [3114]\n set [offsety v] to [-120]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [70] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [890]\n set [offsety v] to [674]\n Clone [0] [-22]\n Clone [-35] [0]\n Clone [-35] [0]\n Clone [-35] [0]\n set [offsetx v] to [230]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [195]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n switch costume to (star v)\n set [@layer v] to [back]\n set [offsetx v] to [905]\n set [offsety v] to [1130]\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nif <(@layer) = [front]> then\n go to [front v] layer\n go [backward v] (120) layers\nelse\n go to [back v] layer\nend\nforever\n if <touching (game_player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n repeat until <(size) > [250]>\n change size by (((251) - (size)) / (6))\n change [ghost v] effect by (5)\n end\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\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\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen flag clicked\nset [lootxy v] to [none]\nforever\n if <not <(LOOTXY) = [none]>> then\n set [@layer v] to [front]\n set [offsetx v] to ((join (join (letter (1) of (LOOTXY)) (letter (2) of (LOOTXY))) (join (letter (3) of (LOOTXY)) (letter (4) of (LOOTXY)))) - (5000))\n set [offsety v] to ((join (join (letter (5) of (LOOTXY)) (letter (6) of (LOOTXY))) (join (letter (7) of (LOOTXY)) (letter (8) of (LOOTXY)))) - (5000))\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [35]\n Clone [0] [35]\n switch costume to (blank v)\n wait (0.1) seconds\n set [lootxy v] to [none]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Game_Level_liquid\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [setup v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [1480]\nset [offsety v] to [-350]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n switch costume to (1a v)\n Clone [165] [0]\n switch costume to (1b v)\n Clone [620] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (20) layers\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\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\n\n@Game_Level_Parralax\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [level-hitbox: x v] to (pick random (-3000) to (-5000))\nset [level-hitbox: y v] to [0]\nhide\nrepeat (10)\n switch costume to (join [Hills] (pick random (2) to (1)))\n Clone ((pick random (550) to (650)) / (0.2)) [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to ((round ((Level-Hitbox: x) + ((0) - (SCROLL X)))) * (0.2)) (Y_SHAKE)\n\ndefine Clone (x) (y)\nchange [level-hitbox: x v] by (x)\nchange [level-hitbox: y v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\n@USER_INTERFACE\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nswitch costume to (button v)\nset size to (100) %\nshow\nset [ypos_menu v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(openmenu?) = [0]> then\n show\n switch costume to (button v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-35]>\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n hide\n set [move_layering v] to [1]\n switch costume to (s000 v)\n set [ypos_menu v] to [-225]\n show\n repeat until <(ypos_menu) > [-1]>\n if <(ypos_menu) > [-60]> then\n change [ypos_menu v] by (((3) - (ypos_menu)) / (6))\n else\n change [ypos_menu v] by (13)\n end\n end\n set [openmenu? v] to [1]\n wait until <not <mouse down?>>\n end\n end\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n if <(openmenu?) = [1]> then\n switch costume to (s000 v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-225]>\n if <(y position) < [-50]> then\n change [ypos_menu v] by (-14)\n else\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n end\n hide\n set [move_layering v] to [0]\n switch costume to (button v)\n set [ypos_menu v] to [-36]\n show\n repeat until <(ypos_menu) > [-0.2]>\n change [ypos_menu v] by (((1) - (ypos_menu)) / (6))\n end\n set [openmenu? v] to [0]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n if <(letter (4) of (@clone)) = [1]> then\n forever\n switch costume to (join (letter (1) of (coins)) [a])\n change [ghost v] effect by (-10)\n end\n else\n if <(letter (4) of (@clone)) = [2]> then\n forever\n switch costume to (join (letter (2) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n forever\n switch costume to (join (letter (3) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(costume [name v]) = [heart]> then\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I receive [tick v]\nif <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n go to [front v] layer\n go [backward v] (15) layers\nelse\n if <<<<not <(costume [name v]) = [button]>> and <not <(letter (1) of (costume [name v])) = [S]>>> and <not <(costume [name v]) = [Zcheck]>>> and <not <(letter (1) of (costume [name v])) = [f]>>> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (costume [name v])) = [S]> then\n go to [front v] layer\n go [backward v] (9) layers\n else\n if <(letter (1) of (costume [name v])) = [f]> then\n go to [front v] layer\n go [backward v] (4) layers\n else\n go to [front v] layer\n end\n end\n end\nend\n\nwhen [e v] key pressed\nif <(username) = [stratfordjames]> then\n change [coins v] by (10)\nend\n\nwhen flag clicked\nset [bought v] to [000]\n\nwhen flag clicked\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>>> then\n if <(coins) > [39]> then\n set [bought v] to (join (letter (1) of (bought)) (join (letter (2) of (bought)) [1]))\n change [coins v] by (-40)\n set [emojichat? v] to [1]\n check\n set [@clone v] to [f3]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> and <mouse down?>> then\n if <(coins) > [19]> then\n set [bought v] to (join [1] (join (letter (2) of (bought)) (letter (3) of (bought))))\n change [coins v] by (-20)\n change [lives v] by (1)\n check\n wait until <not <mouse down?>>\n end\n end\n end\n if <(openmenu?) = [1]> then\n set [clickshop v] to [1]\n else\n if <touching (mouse-pointer v)?> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>>> then\n if <(coins) > [29]> then\n set [bought v] to (join (letter (1) of (bought)) (join [1] (letter (3) of (bought))))\n change [coins v] by (-30)\n set [jumpboost? v] to [1]\n check\n set [@clone v] to [f2]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(letter (1) of (costume [name v])) = [S]> then\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> then\n switch costume to (s100 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>> then\n switch costume to (s010 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>> then\n switch costume to (s001 v)\n else\n switch costume to (s000 v)\n end\n end\n end\nend\n\ndefine check\nset [@clone v] to [check]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(@clone) = [check]> then\n switch costume to (zcheck v)\n go to (mouse-pointer v)\n set [ghost v] effect to (100)\n show\n set size to (10) %\n repeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\n end\n repeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\n end\n repeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [f]> then\n switch costume to (join [front] (letter (2) of (@clone)))\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nset [ypos_menu v] to [0]\n\ndefine goto\nset y to (ypos_menu)\n\nwhen I receive [tick v]\nif <<<(letter (1) of (costume [name v])) = [S]> or <(letter (1) of (@clone)) = [f]>> and <(move_Layering) = [1]>> then\n goto\nend\nif <(costume [name v]) = [button]> then\n goto\nend\n\nwhen flag clicked\nset [move_layering v] to [0]\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nrepeat (30)\n change [ghost v] effect by (-10)\nend\n\n@Multiplayer v1.2\n\nreplace item (1) of [cloud list v] with (item (1) of [pulse v])\n\nwhen flag clicked\nSETUP\nEncode (username) [20]\nset [username_encoded v] to (output)\nbroadcast (initialise cloud v)\nwait until <not <(item (10) of [active check v]) = [null]>>\nwait (1) seconds\nAssign Slot\nbroadcast (online start v)\n\ndefine Assign Slot\nset [c_4 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_4) of [active check v]) = [0]> then\n set [@player v] to (c_4)\n replace item ((@Player) * (6)) of [cloud list v] with (username_encoded)\n stop [this script v]\n else\n change [c_4 v] by (1)\n end\nend\nset [@player v] to [full]\nstop [this script v]\n\nwhen [space v] key pressed\nif <(username) = [stratfordjames]> then\n set [save v] to [0000000011036565656565656565656565656565656565656565]\n set [โ cloud1 v] to (Save)\n wait (0.1) seconds\n set [โ cloud2 v] to (Save)\n wait (0.1) seconds\n set [โ cloud3 v] to (Save)\n wait (0.1) seconds\n set [โ cloud4 v] to (Save)\n wait (0.1) seconds\n set [โ cloud5 v] to (Save)\n wait (0.1) seconds\n set [โ cloud6 v] to (Save)\n wait (0.1) seconds\n set [โ cloud7 v] to (Save)\n wait (0.1) seconds\n set [โ cloud8 v] to (Save)\n wait (0.1) seconds\n set [โ cloud9 v] to (Save)\n wait (0.1) seconds\n set [โ cloud10 v] to (Save)\nend\n\ndefine Encode (input) (length)\nset [c_1 v] to [1]\nset [output v] to []\nrepeat (length)\n if <(letter (c_1) of (input)) = []> then\n switch costume to ( v)\n else\n if < [1234567890] contains (letter (c_1) of (input))?> then\n switch costume to (join (letter (c_1) of (input)) [s])\n else\n switch costume to (letter (c_1) of (input))\n end\n end\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c_1 v] by (1)\nend\n\ndefine Decode (input)\nset [c_2 v] to [1]\nset [output v] to []\nrepeat ((length of (input)) / (2))\n switch costume to ((join (letter (c_2) of (input)) (letter ((c_2) + (1)) of (input))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c_2 v] by (2)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n set [pulse v] to [1]\n forever\n if <(pulse) = [9]> then\n set [pulse v] to [0]\n else\n change [pulse v] by (1)\n end\n wait (0.15) seconds\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Pulse\n wait (1.6) seconds\n Kick AFK\n determine players\n end\nend\n\ndefine Postition @Player (@player) set to (value)\nif <(@player) = [1]> then\n set [โ cloud1 v] to (value)\nelse\n if <(@player) = [2]> then\n set [โ cloud2 v] to (value)\n else\n if <(@player) = [3]> then\n set [โ cloud3 v] to (value)\n else\n if <(@player) = [4]> then\n set [โ cloud4 v] to (value)\n else\n if <(@player) = [5]> then\n set [โ cloud5 v] to (value)\n else\n if <(@player) = [6]> then\n set [โ cloud6 v] to (value)\n else\n if <(@player) = [7]> then\n set [โ cloud7 v] to (value)\n else\n if <(@player) = [8]> then\n set [โ cloud8 v] to (value)\n else\n if <(@player) = [9]> then\n set [โ cloud9 v] to (value)\n else\n if <(@player) = [10]> then\n set [โ cloud10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Import Cloud_Data (input)\nset [cloudstring v] to []\nset [c_5 v] to [1]\nset [c_6 v] to [1]\nset [c_7 v] to [1]\nrepeat ((length of (input)) / (52))\n repeat (2)\n Import string to letter [4] of input from (input)\n end\n Import string to letter [1] of input from (input)\n Import string to letter [2] of input from (input)\n Import string to letter [1] of input from (input)\n Import string to letter [40] of input from (input)\n change [c_7 v] by (1)\nend\nreplace item (((@Player) * (6)) - (5)) of [cloud list v] with ((round ((SCROLL X) + ([x position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (4)) of [cloud list v] with ((round ((SCROLL Y) + ([y position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (3)) of [cloud list v] with (pulse)\nreplace item (((@Player) * (6)) - (2)) of [cloud list v] with ((chat item) + (10))\nreplace item (((@Player) * (6)) - (1)) of [cloud list v] with (localcostume)\nset [c_8 v] to (((@Player) * (6)) - (5))\nrepeat (5)\n set [cloudstring v] to (join (CloudString) (item (c_8) of [cloud list v]))\n change [c_8 v] by (1)\nend\nDecode\n\ndefine Import string to letter (val) of input from (cloud)\nreplace item (c_5) of [cloud list v] with []\nrepeat (val)\n replace item (c_5) of [cloud list v] with (join (item (c_5) of [cloud list v]) (letter (c_6) of (cloud)))\n change [c_6 v] by (1)\nend\nchange [c_5 v] by (1)\n\nwhen flag clicked\nreset timer\nset [tick v] to [0]\nforever\n change [tick v] by (1)\n if <(timer) > [1]> then\n set [fps v] to ((tick) / (timer))\n reset timer\n set [tick v] to [0]\n end\nend\n\nwhen I receive [online start v]\nif <<(IsAClone?) = [0]> and <not <(username) = [stratfordjames]>>> then\n if <(@Player) = [full]> then\nend\n\nwhen I start as a clone\nset [isaclone? v] to [1]\nswitch costume to (connecting v)\ngo to x: (0) y: (80)\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [1]> then\n wait until <not <(@Player) = [null]>>\n wait (1.5) seconds\n if <not <(@Player) = [error]>> then\n if <(@Player) = [full]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Cloud_Data (join (join (join (join (join (join (join (join (join (โ Cloud1) (โ Cloud2)) (โ Cloud3)) (โ Cloud4)) (โ Cloud5)) (โ Cloud6)) (โ Cloud7)) (โ Cloud8)) (โ Cloud9)) (โ Cloud10))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n Postition @Player (@Player) set to (join (CloudString) (username_encoded))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n if <(@Player) = [full]> then\nend\n\nwhen I receive [error v]\nif <(IsAClone?) = [1]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (try again v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2.5) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n stop [all v]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\ndefine SETUP\nset [@player v] to [null]\nset [isaclone? v] to [0]\nhide\ncreate clone of (_myself_ v)\ndelete all of [pulse v]\ndelete all of [cloud list v]\ndelete all of [usernames v]\ndelete all of [active check v]\nrepeat (10)\n add [] to [usernames v]\n add [null] to [active check v]\n add [1] to [pulse v]\n repeat (6)\n add [] to [cloud list v]\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\nset [@player v] to [null]\n\ndefine Decode\nset [c_9 v] to [1]\nrepeat (length of [active check v])\n Decode (item ((c_9) * (6)) of [cloud list v])\n replace item (c_9) of [usernames v] with (output)\n change [c_9 v] by (1)\nend\n\ndefine determine players\nset [active check v] to [0]\nset [c_c v] to [1]\nrepeat (length of [active check v])\n if <(item (c_c) of [active check v]) = [1]> then\n change [active check v] by (1)\n end\n change [c_c v] by (1)\nend\n\ndefine Import Pulse\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n replace item (c_3) of [pulse v] with (letter (((c_3) * (52)) - (43)) of (join (join (join (join (join (join (join (join (join (โ Cloud1) (โ Cloud2)) (โ Cloud3)) (โ Cloud4)) (โ Cloud5)) (โ Cloud6)) (โ Cloud7)) (โ Cloud8)) (โ Cloud9)) (โ Cloud10)))\n change [c_3 v] by (1)\nend\n\ndefine Kick AFK\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_3) of [pulse v]) = (letter (((c_3) * (52)) - (43)) of (join (join (join (join (join (join (join (join (join (โ Cloud1) (โ Cloud2)) (โ Cloud3)) (โ Cloud4)) (โ Cloud5)) (โ Cloud6)) (โ Cloud7)) (โ Cloud8)) (โ Cloud9)) (โ Cloud10)))> then\n replace item (c_3) of [active check v] with [0]\n else\n replace item (c_3) of [active check v] with [1]\n end\n change [c_3 v] by (1)\nend\n\n@@Cloud_Players\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (50) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nset size to (84) %\nsay []\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nset [names v] to [1]\ngo to [front v] layer\n\ndefine @Position XY (@player)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556))\nswitch costume to (join (item (((@player) * (6)) - (1)) of [cloud list v]) [a])\nif <(item (@player) of [active check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]> or <(item (((@player) * (6)) - (2)) of [cloud list v]) = [10]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (@player) of [usernames v])\n else\n say []\n end\n else\n say (item ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)) of [chat list v])\n end\nelse\n change [ghost v] effect by (20)\n say []\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\nwhen I start as a clone\nset rotation style [don't rotate v]\n\n@@Cloud_EMOJI\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat ((length of [active check v]) + (1))\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nsay []\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\nset [names v] to [1]\ngo to [front v] layer\n\ndefine @Position XY (@player)\nif <(@ID) = [11]> then\n go to (game_player v)\n change y by (35)\n switch costume to (join [emoji] ((item (((@Player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <<(item (((@Player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@Player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\nelse\n change x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556)))\n switch costume to (join [emoji] ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <(item (@player) of [active check v]) = [1]> then\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n else\n change [ghost v] effect by (20)\n end\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\nwhen I start as a clone\nset rotation style [don't rotate v]\n\n@@Cloud_Arrow\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (20) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nswitch costume to (arrow v)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (4))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (4))\nif <(names) = [1]> then\n change [ghost v] effect by (20)\nelse\n if <(item (@player) of [active check v]) = [1]> then\n if <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (20)\n end\n else\n change [ghost v] effect by (20)\n end\nend\npoint towards (blank v)\nturn right (180) degrees\nswitch costume to (arrow2 v)\nmove (-20) steps\nrepeat until <touching (_edge_ v)?>\n move (1) steps\nend\nmove (-10) steps\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\nwhen I start as a clone\nset size to (93) %\nset rotation style [all around v]\nshow\nset [ghost v] effect to (100)\n\n@Game_Level_MovingPlatform_GRAPHICS\n\ndefine Clone @ (x) (y) (x change) (y change) (type)\nswitch costume to (join [Type] (type))\nset [@offsetx\(local\) v] to (x)\nset [@offsety\(local\) v] to (y)\nset [x change \(l\) v] to (x change)\nset [y change \(l\) v] to (y change)\nset [movex v] to [0]\nset [movey v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\ngoto (((moveX) + (@offsetx\(local\))) - (SCROLL X)) ((((moveY) + (@offsety\(local\))) - (SCROLL Y)) + (Y_SHAKE))\n\ndefine goto (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nrepeat until <(moveX) > ((x change \(l\)) - (2))>\n set [movex v] to ((2) + (moveX))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n end\nend\nrepeat until <(moveX) < [1]>\n set [movex v] to ((-2) + (moveX))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n end\nend\n\nwhen I receive [tick_water v]\nif <(timer) > [25]> then\n set [movex v] to ((((((100) - ((timer) * (2))) * ((x change \(l\)) / (50))) - (moveX)) / (5)) + (moveX))\n set [movey v] to ((((((100) - ((timer) * (2))) * ((y change \(l\)) / (50))) - (moveY)) / (5)) + (moveY))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (-1.35)\n end\n end\nend\nif <(timer) < [26]> then\n set [movex v] to ((moveX) + (((((timer) * (2)) * ((x change \(l\)) / (50))) - (moveX)) / (5)))\n set [movey v] to ((moveY) + (((((timer) * (2)) * ((y change \(l\)) / (50))) - (moveY)) / (5)))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (1.35)\n end\n end\nend\n\nwhen flag clicked\nhide\nClone @ [1245] [490] [162] [0] [A]\nswitch costume to (blank v)\n\n@Game_Moving\n\nwhen flag clicked\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (6)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [lootxy v] to (join (round (((@offsetx) + (@Change_OFFSET)) + (5000))) (round ((@offsety) + (5000))))\n delete this clone\n else\n broadcast (die v)\n end\n wait (4) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nset [bounce???? v] to [0]\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (120) layers\nif <(costume [name v]) = [red1]> then\n forever\n if <<([abs v] of ((y position) - ([y position v] of [game_player v])) ) < [200]> and <<(([x position v] of [game_player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [game_player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [tick_water v]\nif <(timer) > [25]> then\n set [@change_offset v] to ((((((100) - ((timer) * (2))) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)) + (@Change_OFFSET))\n point in direction (-90)\nend\nif <(timer) < [26]> then\n set [@change_offset v] to ((@Change_OFFSET) + (((((timer) * (2)) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)))\n point in direction (90)\nend\n\nwhen I receive [restart v]\nrepeat (1)\n delete this clone\nend\nCLONE @ [351] [6] [red1] [140]\nCLONE @ [260] [-474] [red1] [90]\nCLONE @ [935] [-437] [bot1] [70]\nCLONE @ [3435] [-220] [bot1] [100]\nCLONE @ [3306] [37] [bot1] [100]\nCLONE @ [2583] [409] [red1] [100]\nCLONE @ [3155] [-219] [red1] [150]\nswitch costume to (blank v)\n\n@AlertsUI\n\nwhen I receive [afk v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [turbo v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (turbo v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round ((TIME) - (2)))\ngo to x: (0) y: (0)\nwait (1) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine draw (time)\nclear graphic effects\ngo to x: ((0) - (((length of (time)) + (5)) * (5.5))) y: (-60)\nset size to (80) %\nset [@id v] to [null]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (50)\nchange y by (3)\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (time))\n switch costume to (join (letter (c_!) of (time)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <(costume [name v]) = [1a]> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n forever\n run\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n wait (2) seconds\n repeat until <(size) > [150]>\n change [ghost v] effect by (10)\n change size by (((size) - (90)) / (5))\n go to [front v] layer\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine run\nif <<mouse down?> and <<(mouse x) > [-46]> and <<(mouse y) > [-139]> and <<(mouse x) < [-2]> and <(mouse y) < [-112]>>>>> then\n broadcast (hide v)\nelse\n if <<mouse down?> and <<(mouse x) > [6]> and <<(mouse y) > [-139]> and <<(mouse x) < [44]> and <(mouse y) < [-112]>>>>> then\n switch costume to (continue01 v)\n broadcast (localfade v)\n stop [this script v]\n end\nend\ngo to [front v] layer\nif <<(mouse x) > [-46]> and <<(mouse y) > [-139]> and <<(mouse x) < [-2]> and <(mouse y) < [-112]>>>> then\n switch costume to (continue10 v)\nelse\n if <<(mouse x) > [6]> and <<(mouse y) > [-139]> and <<(mouse x) < [44]> and <(mouse y) < [-112]>>>> then\n switch costume to (continue01 v)\n else\n switch costume to (continue00 v)\n end\nend\ngo to [front v] layer\n\nwhen I receive [localfade v]\nif <(join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) = [co]> then\n repeat (10)\n change [ghost v] effect by (10)\n reset timer\n end\n forever\n reset timer\n end\nend\n\nwhen flag clicked\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (150) %\n set [pause v] to [1]\n repeat until <(size) < [101]>\n go to [front v] layer\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) > [150]>\n go to [front v] layer\n change size by (((size) - (90)) / (7))\n change [ghost v] effect by (8)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (restart v)\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [open caht v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open caht v] to [0]\nforever\n set [ghost v] effect to (ghost)\n if <(open caht) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n go to x: (-150) y: (0)\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (15) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open caht) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open caht v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open caht v] to ((1) - (open caht))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [tick v]\nset [click2 v] to <<mouse down?> and <<(ghost) < [30]> and <touching (mouse-pointer v)?>>>\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (10)\n broadcast (alert v)\n stop [this script v]\n else\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n@Player\n\ndefine Reset\npoint in direction (90)\nset size to (20) %\nset rotation style [left-right v]\nif <(Level) = [9]> then\n go to x: (-200) y: (-100)\nelse\n go to x: (-200) y: (0)\nend\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [green flag clicked v]\nstop [other scripts in sprite v]\nReset\nset [level v] to [1]\nforever\n Platforming Engine\n if <<touching (moving spikes up/down v)?> or <<touching (spikes v)?> or <touching (right/left v)?>>> then\n switch costume to (die v)\n start sound [whoop v]\n broadcast (Die v)\n Go down\n repeat (11)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Retry v)\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\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 (moving platforms v)?> or <touching (ground v)?>>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <([abs v] of (speed) ) > [3]>> then\n start sound [Jump v]\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [max bounce v] to [11]\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 [retry v]\nReset\n\nwhen I receive [next level v]\nReset\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to ([floor v] of ((13) + ((Idle Frame) mod (15))) )\n change [idle frame v] by (0.5)\n else\n switch costume to ([floor v] of ((29) + ((frame) mod (15))) )\n end\nelse\n if <touching (ladder v)?> then\n switch costume to ([floor v] of ((61) + (((timer) * (10)) mod (3))) )\n else\n switch costume to ([floor v] of ((((15) / ((Max Bounce) * (2))) * ((speed y) + (Max Bounce))) + (45)) )\n end\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (ground v)?> or <touching (moving platforms v)?>>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nhide\n\ndefine Go down\nrepeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change y by (-2)\nend\n\nwhen flag clicked\npoint in direction (90)\nshow\nset size to (50) %\nset [level v] to [1]\ngo to x: (-200) y: (-20)\nswitch costume to (idle v)\nforever\n switch costume to (idle v)\n repeat (15)\n next costume\n wait (0) seconds\n end\nend\n\ndefine Platforming Engine\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [speed x v] by (1.5)\n end\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [Jump v]\n set [max bounce v] to [14]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\nelse\n set [jump key v] to [0]\nend\nif <(y position) < [-180]> then\n go to x: (-200) y: (0)\n broadcast (Retry v)\n set [speed y v] to [0]\nend\nif <touching (portal v)?> then\n start sound [Connect v]\n go to x: (-200) y: (0)\n change [level v] by (1)\n broadcast (Retry v)\n Reset\nend\nif <touching (bounce v)?> then\n start sound [Jump v]\n set [max bounce v] to [25]\n set [speed y v] to [25]\nend\nif <(x position) < [-190]> then\n set x to (-190)\nend\nif <<<key (w v) pressed?> or <<key (space v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> and <touching (ladder v)?>> then\n set [speed y v] to [5]\nend\nSet Costume\n\nif <not <(Level) = [9]>> then\n\ndefine Layer\ngo to [front v] layer\ngo [backward v] ((item # of [Player] in [layers v]) - (1)) layers\nMoving platforms check\n\nwhen I receive [layer v]\nLayer\n\ndefine Moving platforms check\nchange y by (-3)\nif <touching (moving platforms v)?> then\n change x by ((([x position v] of [moving platforms v]) - (x position)) / (2))\nend\nchange y by (3)\n\nbroadcast (Retry v)\n\nwhen flag clicked\nhide\n\nwhen [down arrow v] key pressed\nshow\n\n | โโโโโโโโโโฟ Mสsแดษชแด Vแดสสแดส โฟ\nโโ โโโโฟ Multiplayer Scrolling Platformer โฟ\n\nPlease help me get this top-loved! This is my biggest, most complex project! (over 3400 blocks!)\n\nIf there is LAG, click the "n" key to reduce some. It really helps a lot.\n\nWelcome to the Mสsแดษชแด Vแดสสแดส! Collect coins to buy items and powerups from the shop. Make sure to watch out for dangerous critters! Reach safe ground to complete your journey.\n\nA sequel will come out soon! Make sure to follow to get notified ใ\nโโโโโโโ โฆโฆโฆHow to playโฆโฆโฆ\nโ Defeat critters by jumping on them\nโ Collect coins. Use them to buy stuff in the shop\nโ [T] to chat, [#] or [letter] to choose phrase\nโ [N] to toggle names\nโ Comment your time!\nโโโโโโโโโโฆโฆโฆNewsโฆโฆโฆ\n(6/8/20) Project shared!\nโโโโโโโ โฆโฆโฆLoves/favesโฆโฆโฆ\n@-SapphireDemon- โค๏ธโญ\n@QuaXX โค๏ธโญ\n@Lazy_Otter2_0 โค๏ธโญ\n@KrishTheKing123 โค๏ธโญ\n@0014049 โค๏ธโญ\nโโโโโโโโ โฆโฆโฆCreditsโฆโฆโฆ\nโ Big thanks to @ivanbb3 for testing!\nโ Multiplayer engine by @StratfordJames\nโ Art drawn by @StratfordJames\nโ Art inspired by Veewo\nโ Openmoji.org for emojis\nโ textfx.co for cool text\nโโโโโโโโโ โฆโฆโฆTagsโฆโฆโฆ\n#games #multiplayer #map #quality #scrolling #platformer #cloud #platformers #player #Griffpatch #stories #animations #valley #mystic #nature #stgp #stratfordjames #art #cats #videogames #tutorials #music #trending\n\nsymbols I used: โค๏ธโญโจโโโฆโฟโโ๏ธโ ๏ธโ
\n\nWant to advertise? Go here:\nhttps://scratch.mit.edu/studios/26606276/ |
Geometry World || A Scrolling Platformer || #Games #art | @Stage\n\nwhen flag clicked\n\nwhen I receive [play game v]\nforever\n play sound [Catchy music v] until done\nend\n\nwhen I receive [outro v]\nstop all sounds\nstop [other scripts in sprite v]\nstop [this script 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 (you v)?>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [2050] y: [50]\nelse\n if <(LEVEL) = [2]> then\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [2150] y: [-30]\n else\n if <(LEVEL) = [3]> then\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [2130] y: [-30]\n else\n if <(LEVEL) = [4]> then\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [2272] y: [-5]\n else\n set [x v] to [-999999999]\n end\n end\n end\nend\n\nif <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [30] y: [393]\nend\n\nClone at x: [240] y: [16]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nClone at x: [1317] y: [16]\nClone at x: [240] y: [16]\n\nset [y v] to (y)\n\nset [exit v] to [win]\n\nswitch costume to (closed v)\n\nset [x v] to [-999999999]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (you v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nswitch costume to (coin v)\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 Clone at x: [500] y: [80]\n Clone at x: [1075] y: [140]\n Clone at x: [1450] y: [190]\n Clone at x: [1651] y: [113]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [273] y: [150]\n Clone at x: [918] y: [255]\n Clone at x: [1300] y: [170]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [340] y: [0]\n Clone at x: [806] y: [213]\n Clone at x: [1370] y: [115]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [800] y: [-90]\n Clone at x: [1495] y: [28]\n Clone at x: [1927] y: [6]\n end\n end\n end\nend\nset [x v] to [-999999999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [collected max v] by (1)\n\nwhen I receive [tick v]\nif <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (open portal v)\nend\n\nwhen I start as a clone\nif <touching (you v)?> then\n change [collected v] by (1)\n delete this clone\nend\n\nClone at x: [715] y: [40]\nClone at x: [1100] y: [110]\n\nswitch costume to (coin v)\n\nswitch costume to (coin v)\n\ndelete this clone\n\nwhen I receive [elsa v]\nstop [other scripts in sprite v]\n\nwhen I receive [elsa v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [elsa v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\nClone at x: [795] y: [55]\nClone at x: [1634] y: [-70]\n\nClone at x: [806] y: [213]\nClone at x: [1370] y: [115]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\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]\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 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 else\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\n end\n end\nend\n\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\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nset [level v] to [3]\n\nwhen I receive [start menu v]\nhide\n\nshow\n\nhide\n\nwhen flag clicked\nhide\n\nif <key (space v) pressed?> then\n show\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [play game v]\nforever\n if <(LEVEL) = [3]> then\n broadcast (Outro v)\n end\nend\n\n@you\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nset size to (80) %\npoint in direction (90)\n\ncreate clone of (_myself_ v)\n\nwhen I receive [play game v]\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\ndefine Game On\nset size to (60) %\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 [-7]\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 [7]\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)) / (15)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (20)))\nif <(SCROLL Y) < [5]> 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)?>>\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)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (levels v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (levels 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 []\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\nchange [ghost v] effect by (10)\nset [scroll y v] to [0]\n\ndefine Game - Win\nhide\nchange [level v] by (1)\n\nwait (0.009) seconds\nshow\n\nwhen I receive [start game v]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to ([costume # v] of [costume selection v])\n\nswitch costume to (costume2 v)\n\nswitch costume to (([costume # v] of [costume selection v]) - (1))\n\nswitch costume to ([costume # v] of [costume selection v])\n\nwhen I receive [die v]\ngo to x: (0) y: (-62)\n\nwhen flag clicked\n\nbroadcast (Play Game v)\n\nhide\n\nshow\n\nrepeat (2)\n change size by (-25)\nend\nwait (0.1) seconds\nrepeat (2)\n change size by (25)\nend\nwait (0.1) seconds\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@levels2\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]\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 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 else\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\n end\n end\nend\n\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\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\n\nset [level v] to [3]\n\nwhen I receive [start menu v]\nhide\n\nshow\n\nhide\n\nshow\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\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]\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 else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [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\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\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Start Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [message4 v]\nshow\nswitch costume to (costume1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nhide\nswitch costume to (costume3 v)\nset volume to (100) %\nforever\n play sound [POL-bright-future-short v] until done\nend\n\nwhen I start as a clone\nshow\nset volume to (100) %\nif <(costume [number v]) = [2]> then\n forever\n set size to ((([cos v] of ((timer) * (400)) ) * (6)) + (s)) %\n set y to (([sin v] of ((timer) * (100)) ) * (3))\n if <touching (mouse-pointer v)?> then\n set [s v] to [120]\n if <mouse down?> then\n broadcast (Transit v)\n end\n else\n set [s v] to [100]\n end\n end\nend\n\nwhen I receive [play game v]\nset volume to (0) %\ndelete this clone\n\nwhen I receive [transit v]\n\nwhen I receive [transit v]\nif <(costume [number v]) = [3]> then\n set [ghost v] effect to (100)\n switch costume to (costume3 v)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (ZEENDOFSTART v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\ndelete this clone\n\ndelete this clone\n\nbroadcast (Play Game v)\n\nwhen I receive [zeendofstart v]\nbroadcast (Play Game v)\n\nwait (0.1) seconds\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n set y to (([sin v] of ((timer) * (150)) ) * (7))\n end\nend\n\n@intro\n\nwhen flag clicked\nThings [3] [90]\n\ndefine Things (velocity) (dest)\n\nrepeat (10)\n\nset size to (100) %\n\nturn right (15) degrees\n\nset y to (0)\nchange x by (10)\n\nforever\n\n\n\nwhen flag clicked\nstart sound [Pirate Lagoon - Diddy Kong Racing v]\nshow\ngo to x: (0) y: (0)\npoint in direction (90)\nset [timer v] to [0]\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\nswitch costume to (blanc v)\nswitch costume to (blanc v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\nset [brakes v] to [200]\nbroadcast (message2 v)\nrepeat (40)\n change [timer v] by (40)\n change [brakes v] by (-5)\n set size to (((((([sin v] of (timer) ) * (brakes)) / (timer)) * (100)) * (-1)) + (90)) %\nend\nrepeat (20)\n change x by (((100) - (x position)) / (4))\n point in direction (((x position) / (7)) + (90))\nend\nrepeat (20)\n change x by (((-100) - (x position)) / (4))\n point in direction (((x position) / (7)) + (90))\nend\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\nrepeat until <touching (_edge_ v)?>\n change x by (((600) - (x position)) / (4))\n point in direction (((x position) / (2)) + (90))\n set [x2 v] to (x position)\nend\nrepeat (3)\n change x by (((600) - (x position)) / (4))\n point in direction (((x position) / (2)) + (90))\nend\nhide\nwait (1) seconds\nbroadcast (message1 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n clear graphic effects\n point in direction (90)\n hide\n go to x: (0) y: (0)\n wait (0.1) seconds\n show\n wait (0.7) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [message1 v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset volume to (100) %\nbroadcast (message4 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n clear graphic effects\n point in direction (90)\n hide\n go to [back v] layer\n go [forward v] (1) layers\n go to x: (0) y: (0)\n wait (0.1) seconds\n broadcast (message3 v)\n set size to (0) %\n show\n repeat (20)\n change size by (((100) - (size)) / (4))\n end\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nset size to (0) %\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n clear graphic effects\n point in direction (90)\n hide\n go to [back v] layer\n go to x: (0) y: (0)\n show\nend\n\nrepeat (20)\n change size by (((100) - (size)) / (4))\nend\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset size to (100) %\n\nwait (0.1) seconds\n\nwhen I receive [message2 v]\nif <(costume [number v]) = [6]> then\n switch costume to (costume5 v)\n hide\n repeat (3)\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n switch costume to (costume3 v)\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n show\n clear graphic effects\n set size to (0) %\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n repeat until <touching (_edge_ v)?>\n change [color v] effect by (1)\n change size by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nrepeat (10)\n\nwait (1) seconds\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n repeat until <touching (_edge_ v)?>\n go to x: (x2) y: (0)\n turn right (2) degrees\n go to [back v] layer\n go [forward v] (1) layers\n end\n delete this clone\nend\n\nclear graphic effects\npoint in direction (90)\nhide\n\nrepeat (10)\n go to x: (0) y: (0)\n show\nend\n\nbroadcast (message1 v)\nswitch costume to (costume5 v)\nhide\nrepeat (3)\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\nswitch costume to (costume3 v)\n\nwhen I receive [message3 v]\nif <(costume [number v]) = [6]> then\n switch costume to (costume5 v)\n hide\n repeat (3)\n wait (0.1) seconds\n create clone of (_myself_ v)\n end\n switch costume to (costume3 v)\nend\n\nwhen I receive [message4 v]\ndelete this clone\n\nwhen I receive [outro v]\nstop all sounds\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nforever\nend\n\n@Outro\n\nwhen flag clicked\n\nbroadcast (Outro v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (costume [number v]) layers\npoint in direction (90)\nforever\n if <(costume [number v]) = [1]> then\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n else\n if <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [10]> or <(costume [number v]) = [9]>>>> then\n go to x: (((mouse x) / ((costume [number v]) - (3))) * (-1)) y: (((mouse y) / ((costume [number v]) - (3))) * ([sin v] of ((timer) * (100)) ))\n end\n end\n if <not <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [10]> or <(costume [number v]) = [9]>>>>> then\n if <(costume [number v]) = [1]> then\n set y to (([sin v] of ((timer) * (100)) ) * ((20) - ((costume [number v]) * (3))))\n end\n if <not <<(costume [number v]) = [1]> or <(costume [number v]) = [1]>>> then\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (costume [number v])))\n set y to (([sin v] of ((timer) * (165)) ) * (((costume [number v]) / (2)) * (10)))\n end\n end\nend\n\nforever\n\ngo to x: (((mouse x) / ((costume [number v]) - (3))) * ([sin v] of ((timer) * (100)) )) y: (((mouse y) / ((costume [number v]) - (3))) * ([sin v] of ((timer) * (100)) ))\n\npoint in direction (90)\n\nwhen I receive [mooxic v]\nplay sound [Hup! v] until done\nforever\n play sound [Tobu - Infectious \(Original Mix\).mp3 v] until done\nend\n\nwhen I receive [outro v]\nswitch costume to (costume1 v)\nbroadcast (Mooxic v)\nrepeat (9)\n create clone of (_myself_ v)\n next costume\n reset timer\nend\ncreate clone of (_myself_ v)\nhide\n\n | โ
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Geometry World || A Scrolling Platformer ||โ
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\n\nStory:\nYou're a square, stuck in someone's maths book, looks like they've been doing Geometry lately, complete all the levels to get out.\n\nArrows (duh)\nBeware the pointy isosceles triangles! |
Emojure Platformer(Mobile Friendly) | @Stage\n\nwhen flag clicked\nforever\n play sound [Kevin Macleod - Electrodoodle v] until done\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n play sound [Intro Sound v] until done\nend\n\n@Avatar\n\nwhen I receive [start v]\nset size to (45) %\nshow\n\nwhen I receive [start v]\nset [skips v] to [0]\nhide variable [show level v]\nforever\n if <key (x v) pressed?> then\n broadcast (Transition v)\n Game On\n wait (0.05) seconds\n change [level v] by (1)\n change [skips v] by (1)\n wait until <not <key (x v) pressed?>>\n end\nend\n\ndefine Game On\nset [sx v] to [0]\nset [x v] to [-222]\nset [y v] to [-125]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nshow\n\ndefine Movement\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> 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 (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nDie\nPosition\nif <(y) < [-180]> then\n set [finish v] to [No]\nend\nif <<(x position) > [240]> and <not <(Level) = [26]>>> then\n broadcast (Show v)\n set [finish v] to [Yes]\nend\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nset [level v] to [1]\nforever\n Game On\n repeat until <(Finish) > []>\n Movement\n end\n if <(Finish) = [Yes]> then\n Game Con\n else\n Game End\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 (platform 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) y: (y)\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platform v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platform v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-15]\n else\n set [sx v] to [15]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platform 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 End\nset [finish v] to []\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\nbroadcast (Transition v)\nwait (0.5) seconds\n\ndefine Die\nif <<touching (danger v)?> or <<touching (enemy v)?> or <touching (laser v)?>>> then\n set [finish v] to [No]\nend\n\ndefine Game Con\nhide\nbroadcast (Transition v)\nchange [level v] by (1)\nwait (0.2) seconds\n\nwhen I receive [start v]\nforever\n switch costume to (Avatar)\nend\n\nwhen flag clicked\nhide\n\n@Enemy\n\ndefine clone at x: (x) y: (y) speed: (speed) size: (size) costume: (costume)\nset size to (size) %\nswitch costume to (costume)\ngo to x: (x) y: (y)\nset [x v] to (speed)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n Physics\nend\n\ndefine Physics\nchange x by (x)\nchange [y v] by (-1)\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (1)\nend\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n change y by (-6)\n repeat until <not <<touching (platform v)?> or <touching (_edge_ v)?>>>\n change x by ((([abs v] of (x) ) / (x)) * (-1))\n end\n set [x v] to ((0) - (x))\nend\nchange y by (y)\nif <<touching (platform v)?> or <touching (_edge_ v)?>> then\n repeat until <not <<touching (platform v)?> or <touching (_edge_ v)?>>>\n change y by ((([abs v] of (y) ) / (y)) * (-1))\n end\n set [y v] to [0]\nend\n\nwhen I receive [create clone v]\nif <(Level) = [16]> then\n clone at x: [8] y: [-126] speed: [2] size: [45] costume: [1]\nend\nif <(Level) = [17]> then\n clone at x: [39] y: [-125] speed: [2] size: [45] costume: [1]\n clone at x: [228] y: [-125] speed: [2] size: [45] costume: [1]\nend\nif <(Level) = [18]> then\n clone at x: [44] y: [-35] speed: [2] size: [45] costume: [1]\n clone at x: [5] y: [-9] speed: [2] size: [45] costume: [1]\nend\nif <(Level) = [19]> then\n clone at x: [197] y: [-125] speed: [3] size: [45] costume: [2]\n clone at x: [-7] y: [106] speed: [3] size: [45] costume: [2]\n clone at x: [-227] y: [-15] speed: [3] size: [45] costume: [2]\nend\nif <(Level) = [20]> then\n clone at x: [-15] y: [-127] speed: [2] size: [45] costume: [1]\n clone at x: [102] y: [-127] speed: [3] size: [45] costume: [2]\n clone at x: [-75] y: [-122] speed: [2] size: [45] costume: [1]\nend\nif <(Level) = [21]> then\n clone at x: [-89] y: [-127] speed: [3] size: [45] costume: [2]\n clone at x: [56] y: [-127] speed: [3] size: [45] costume: [2]\nend\nif <(Level) = [22]> then\n clone at x: [-88] y: [-127] speed: [2] size: [45] costume: [1]\n clone at x: [-76] y: [7] speed: [3] size: [45] costume: [2]\n clone at x: [162] y: [-120] speed: [2] size: [45] costume: [1]\nend\nif <(Level) = [25]> then\n clone at x: [167] y: [-115] speed: [2.5] size: [110] costume: [1]\n clone at x: [30] y: [60] speed: [2] size: [45] costume: [1]\n clone at x: [203] y: [65] speed: [3] size: [45] costume: [2]\n clone at x: [17] y: [-22] speed: [3] size: [45] costume: [2]\n clone at x: [-228] y: [140] speed: [2] size: [45] costume: [1]\n clone at x: [140] y: [140] speed: [3] size: [45] costume: [2]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\ndelete this clone\n\nwhen I receive [transition v]\nwait (0.2) seconds\nbroadcast (Create Clone v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [26]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\n@Danger\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [26]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Platform\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\n@Transition\n\nwhen I receive [transition v]\ngo to [front v] layer\nswitch costume to (transition v)\ngo to x: (0) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nglide (1) secs to x: (490) y: (0)\nhide\n\nwhen I receive [transition v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\n@Costume\n\nwhen I receive [menu v]\nshow\nforever\n switch costume to (Avatar)\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [instruction v]\nhide\n\nwhen flag clicked\nset [avatar v] to [1]\nhide\n\n@Laser\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [start v]\nforever\n go to [back v] layer\n show\n wait (pick random (1) to (2)) seconds\n hide\n wait (pick random (1) to (2)) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [26]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Splash\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nswitch costume to (splash v)\ngo to [back v] layer\nshow\nforever\n go to x: (0) y: (0)\n if <mouse down?> then\n broadcast (Menu v)\n wait until <not <mouse down?>>\n stop [this script v]\n end\nend\n\nwhen I receive [instruction v]\nswitch costume to (instuction v)\nshow\n\nwhen I receive [menu v]\nswitch costume to (menu v)\nshow\n\n@Arrows\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\ncreate clone of (_myself_ v)\nswitch costume to (right v)\nshow\nforever\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n start sound [Finger Snap v]\n change [avatar v] by (1)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (left v)\nforever\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n start sound [Finger Snap v]\n change [avatar v] by (-1)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nhide\ndelete this clone\n\nwhen I receive [instruction v]\ndelete this clone\n\nwhen I receive [instruction v]\nstop [other scripts in sprite v]\nshow\nswitch costume to (close button v)\nforever\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n start sound [Finger Snap v]\n broadcast (Menu v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n go to x: (0) y: (0)\n switch costume to (notice v)\n if <(Level) = [26]> then\n show\n else\n hide\n end\nend\n\n@Buttons\n\nwhen I receive [menu v]\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nshow\nforever\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n start sound [Finger Snap v]\n wait (0.1) seconds\n broadcast (Start v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nforever\n go to x: (0) y: (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n start sound [Finger Snap v]\n broadcast (Instruction v)\n wait until <not <mouse down?>>\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [instruction v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n | Click The Green Flag and Then Tap To Play.\nUse The Arrow Keys Or WASD Keys To Move The Player.\nDon't Touch any Thing That Looks Nasty. |
APPLE PLATFORMER | @Stage\n\nwhen flag clicked\nset [color v] effect to (0)\n\n@Player\n\nwhen flag clicked\nset [poziom v] to [1]\nhide\nforever\n if <<(y position) = [-187]> or <<touching (spadajฤ
ce noลผe v)?> or <<touching (ลmiertelny guzik v)?> or <<touching (duszek4 v)?> or <touching (przeszkody v)?>>>>> then\n start sound [ups v]\n repeat (20)\n set [pozycja x v] to [0]\n set [pozycja y v] to [0]\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-166) y: (20)\n broadcast (dead v)\n end\n if <(x position) > [244]> then\n go to x: (-166) y: (20)\n broadcast (nastฤpny poziom v)\n change [poziom v] by (1)\n end\n if <(Poziom) = [30]> then\n broadcast (end v)\n end\nend\n\nwhen I receive [play v]\ngo to [front v] layer\nshow\nswitch costume to (apple v)\nset size to (70) %\ngo to x: (-166) y: (20)\nset [poziom v] to [1]\nset [pozycja x v] to [0]\nset [pozycja y v] to [0]\npoint in direction (90)\nforever\n change [pozycja y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [pozycja x v] by (-0.8)\n switch costume to (apple2 v)\n end\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 (apple v)\n change [pozycja x v] by (0.8)\n end\n set [pozycja x v] to ((POZYCJA X) * (0.9))\n change x by (POZYCJA X)\n if <touching (stolik v)?> then\n change y by (1)\n end\n if <touching (stolik v)?> then\n change y by (1)\n end\n if <touching (stolik v)?> then\n change y by (1)\n end\n if <touching (stolik v)?> then\n change y by (1)\n end\n if <touching (jabลuszka v)?> then\n change y by (1)\n end\n if <touching (jabลuszka v)?> then\n change y by (1)\n end\n if <touching (jabลuszka v)?> then\n change y by (1)\n end\n if <touching (jabลuszka v)?> then\n change y by (1)\n end\n if <<touching (jabลuszka v)?> or <touching (stolik v)?>> then\n change y by (-4)\n change x by ((POZYCJA X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Jump v]\n set [pozycja y v] to [10]\n if <([abs v] of (POZYCJA X) ) = (POZYCJA X)> then\n set [pozycja x v] to [-5]\n else\n set [pozycja x v] to [5]\n end\n else\n set [pozycja x v] to [0]\n end\n end\n change y by (POZYCJA Y)\n if <<touching (stolik v)?> or <touching (jabลuszka v)?>> then\n change y by ((0) - (POZYCJA Y))\n set [pozycja y v] to [1]\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)>>> and <<touching (stolik v)?> or <touching (jabลuszka v)?>>> then\n start sound [Jump v]\n set [pozycja y v] to [15]\n end\n if <(y position) > [180]> then\n set [pozycja y v] to [0]\n end\n change y by (1)\nend\n\n@stolik\n\nwhen flag clicked\nset [poziom v] to [1]\nhide\nforever\n switch costume to (Poziom)\nend\n\nwhen I receive [play v]\nshow\n\nwhen flag clicked\nforever\n if <<(Poziom) = [9]> or <<(Poziom) = [19]> or <<(Poziom) = [4]> or <(Poziom) = [17]>>>> then\n repeat (2)\n create clone of (spadajฤ
ce noลผe v)\n wait (0.40) seconds\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Poziom) = [12]> then\n create clone of (ลmiertelny guzik v)\n wait (3) seconds\n end\n if <(Poziom) = [15]> then\n create clone of (ลmiertelny guzik v)\n wait (3) seconds\n end\n if <(Poziom) = [20]> then\n create clone of (ลmiertelny guzik v)\n wait (1) seconds\n end\n if <(Poziom) = [21]> then\n create clone of (ลmiertelny guzik v)\n wait (1) seconds\n end\n if <(Poziom) = [23]> then\n create clone of (ลmiertelny guzik v)\n wait (1.10) seconds\n end\n if <(Poziom) = [27]> then\n create clone of (duszek4 v)\n wait (1.3) seconds\n end\n if <(Poziom) = [28]> then\n create clone of (duszek4 v)\n wait (1.2) seconds\n end\n if <(Poziom) = [29]> then\n create clone of (duszek4 v)\n wait (1) seconds\n end\nend\n\n@Duszek1\n\nwhen flag clicked\nhide\n\n@Graj\n\ndefine Start\npoint in direction (([cos v] of ((timer) * (-1200)) ) + (90))\nset y to (([cos v] of ((timer) * (-200)) ) * (24))\nset x to (([cos v] of ((timer) * (-200)) ) * (40))\nif <touching (mouse-pointer v)?> then\n change size by (((140) - (size)) / (3))\nelse\n change size by (((110) - (size)) / (3))\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n Start\nend\n\nwhen this sprite clicked\nhide\nbroadcast (play v)\nswitch backdrop to (tลo1 v)\n\nwhen I receive [button v]\nshow\n\nwhen I receive [play v]\nset size to (140) %\nswitch backdrop to (start v)\nhide\nforever\n play sound [Rokita - Bija Mnie Niemcy \[Lufthansa remix\] v] until done\nend\n\n@Przeszkody\n\nwhen flag clicked\ngo [backward v] (4) layers\nset [poziom v] to [1]\nhide\nforever\n switch costume to (Poziom)\nend\n\nwhen I receive [play v]\nshow\n\n@Jabลuszka\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\n\n@spadajฤ
ce noลผe\n\nwhen I receive [play v]\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (2))\ngo to x: (pick random (76) to (160)) y: (184)\nrepeat (70)\n change y by (-8)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Duszek2\n\nwhen I receive [end v]\nshow\ngo to x: (47) y: (17)\n\nwhen flag clicked\nhide\n\n@Intro\n\nwhen flag clicked\nbroadcast (Button v)\n\n@ลmiertelny guzik\n\nwhen I start as a clone\nforever\n if <(Poziom) = [12]> then\n show\n go to x: (pick random (36) to (200)) y: (29)\n wait (3) seconds\n delete this clone\n end\n if <(Poziom) = [15]> then\n show\n go to x: (pick random (36) to (100)) y: (29)\n wait (3) seconds\n delete this clone\n end\n if <(Poziom) = [20]> then\n show\n go to x: (pick random (36) to (120)) y: (29)\n wait (2) seconds\n delete this clone\n end\n if <(Poziom) = [20]> then\n show\n go to x: (pick random (36) to (120)) y: (29)\n wait (2) seconds\n delete this clone\n end\n if <(Poziom) = [21]> then\n show\n go to x: (pick random (36) to (144)) y: (29)\n wait (2) seconds\n delete this clone\n end\n if <(Poziom) = [23]> then\n show\n go to x: (pick random (36) to (144)) y: (29)\n wait (3) seconds\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\n@Poz\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nset size to (60) %\ngo to x: (-187) y: (147)\nforever\n switch costume to (Poziom)\nend\n\n@Duszek3\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (-180) to (180)) y: (180)\nset [ghost v] effect to (40)\nrepeat (200)\n change y by (-2)\n turn right (0.1) degrees\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n wait (0.60) seconds\n create clone of (_myself_ v)\nend\n\n@Duszek4\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nif <(Poziom) = [27]> then\n go to x: (pick random (-2) to (75)) y: (0)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Poziom) = [28]> then\n go to x: (pick random (-30) to (75)) y: (0)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(Poziom) = [29]> then\n go to x: (pick random (-80) to (75)) y: (0)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\n | \nWITAJ W GRZE APPLE PLATFORMER!\nKLIKNIJ ZIELONฤ FLAGฤ,A POTEM ,,GRAJ".\nJABลKIEM STERUJE SIฤ LITERAMI:\nW,A,D I STRZAลKAMI:GรRA PRAWO,LEWO.\nPOZIOMรW JEST 30\nPRZESKAKUJ OSTRE NOลปE I OGIEล!UWAลปAJ TEลป NA NIEWIDOCZNY NA STOLE GUZIK!\nDO ZOBACZENIA! \nWELCOME TO THE APPLE PLATFORMER GAME!\nCLICK THE GREEN FLAG AND THEN "PLAY".\nAPPLE USED BY THE LETTERS:\nW, A, D AND ARROWS: UP RIGHT, LEFT.\nLEVELS 30\nSKIP SHARP KNIVES!\nSEE YOU SOON!\n\n\n\n |
Super MarioFormer 2 - a platformer #games | @Stage\n\nwhen I receive [update level v]\nswitch backdrop to (level)\n\n@player\n\ndefine platformer engine | player speed: (player speed) player friction: (player friction) | jump hight: (jump hight) gravity: (gravity) | wall jumping?: (wall jumping?) wall jumping x speed: (wall jumping x speed) wall jumping y speed: (wall jumping y speed)\nset rotation style [don't rotate v]\nswitch costume to (hitbox \(don't change\) v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (player speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by ((player speed) * (-1))\n point in direction (-90)\nend\nset [xvel v] to ((xvel) * (player friction))\nchange x by (xvel)\nif <touching (level \(add platforms here\) v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [4]> or <not <touching (level \(add platforms here\) v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <touching (level \(add platforms here\) v)?> then\n change y by (-4)\n repeat until <not <touching (level \(add platforms here\) v)?>>\n if <(xvel) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(wall jumping?) = [1]>> then\n if <(xvel) > [0]> then\n set [xvel v] to ((wall jumping x speed) * (-1))\n set [yvel v] to (wall jumping y speed)\n else\n set [xvel v] to (wall jumping x speed)\n set [yvel v] to (wall jumping y speed)\n end\n else\n set [xvel v] to [0]\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(on ground?) = [1]>> then\n set [yvel v] to (jump hight)\nend\nchange [yvel v] by (gravity)\nset [on ground? v] to [0]\nchange y by (yvel)\nif <touching (level \(add platforms here\) v)?> then\n repeat until <not <touching (level \(add platforms here\) v)?>>\n if <(yvel) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [on ground? v] to [1]\n end\n end\n set [yvel v] to [0]\nend\nif <(x position) > [235]> then\n change [level v] by (1)\n broadcast (update level v)\nend\nif <touching (danger \(add danger here\) v)?> then\n broadcast (update level v)\nend\nif <[-179] > (y position)> then\n broadcast (update level v)\nend\nif <touching (jump pads \(add jump pads here\) v)?> then\n set [yvel v] to ((jump hight) * (1.7))\nend\nif <(level) = [12]> then\n switch costume to (imagenes-png-2 v)\nelse\n switch costume to (hitbox \(don't change\)2 v)\nend\nset rotation style [left-right v]\n\nwhen I receive [update level v]\ngo to x: (-180) y: (-100)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [on ground? v] to [0]\n\nplatformer engine | player speed: [20] player friction: [0.5] | jump hight: [14] gravity: [-1] | wall jumping?: [0] wall jumping x speed: [0] wall jumping y speed: [0]\n\nplatformer engine | player speed: [3] player friction: [0.7] | jump hight: [20] gravity: [-1] | wall jumping?: [1] wall jumping x speed: [20] wall jumping y speed: [15]\n\nplatformer engine | player speed: [3] player friction: [0.7] | jump hight: [14] gravity: [-0.5] | wall jumping?: [1] wall jumping x speed: [20] wall jumping y speed: [10]\n\nwhen I receive [start v]\npoint in direction (90)\nset [level v] to [1]\nbroadcast (update level v) and wait\nforever\n platformer engine | player speed: [4] player friction: [0.65] | jump hight: [15] gravity: [-1.5] | wall jumping?: [1] wall jumping x speed: [20] wall jumping y speed: [13]\nend\n\n@level (add platforms here)\n\nwhen I receive [update level v]\nswitch costume to (level)\n\n@danger (add danger here)\n\nwhen I receive [update level v]\ngo to [back v] layer\nswitch costume to (level)\n\n@jump pads (add jump pads here)\n\nwhen I receive [update level v]\ngo to [back v] layer\nswitch costume to (level)\n\n@thumbnail (delete)\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\ngo to [front v] layer\n\n@intro\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat (3)\n wait (4) seconds\n next costume\nend\nwait (4) seconds\nbroadcast (start v)\nhide\n\n | **NOT GENERIC**\nWelcome to Super MarioFormer 2! You need to go on an adventure and get peach back!\n\nControls: \nArrow keys or WASD to move. |
A Journey Home || A Mobile Friendly Platformer #games #Platformer | @Stage\n\n@Sprite3\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset rotation style [left-right v]\nshow\nset volume to (100) %\nswitch costume to (costume1 v)\ngo to x: (-196) y: (-81)\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 down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\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 point in direction (90)\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 (#3dbc00)?> then\n change y by (1)\n end\n if <touching color (#3dbc00)?> then\n change y by (1)\n end\n if <touching color (#3dbc00)?> then\n change y by (1)\n end\n if <touching color (#3dbc00)?> then\n change y by (1)\n end\n if <touching color (#3dbc00)?> 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 [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#3dbc00)?> 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 color (#3dbc00)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n go to x: (-196) y: (-81)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-196) y: (-81)\n end\n if <(y position) < [-180]> then\n go to x: (-196) y: (-81)\n end\nend\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [Alan Walker - Nebula \(New Song 2019\) v] until done\nend\n\nwhen I receive [hjkuygbnmhgb ddd v]\ngo to x: (-196) y: (-81)\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\ngo to x: (-185) y: (-73)\n\nwhen I receive [hellp v]\ngo to x: (-196) y: (-81)\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (hjkuygbnmhgb ddd v)\n\nwhen backdrop switches to [castle 2 v]\nhide\n\nwhen flag clicked\nwait (5.5) seconds\nplay sound [Alan Walker - Nebula \(New Song 2019\) v] until done\n\n@skip\n\nwhen this sprite clicked\nswitch backdrop to (next backdrop v)\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen backdrop switches to [castle 2 v]\nhide\n\nwhen this sprite clicked\nbroadcast (hellp v)\n\n@Sprite2\n\nwhen flag clicked\nhide\nset volume to (100) %\nstart sound [FLIGHT v]\nset [clones v] to [0]\nreset timer\nrepeat (8)\n change [clones v] by (1)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nwait until <(timer) > [3]>\nrepeat (20)\n change volume by (-7)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nif <<(Clones) > [0]> and <(Clones) < [9]>> then\n show\n go to x: (0) y: (0)\n switch costume to (Clones)\n set [ghost v] effect to (100)\n point in direction (0)\n set size to (99999999) %\n repeat (50)\n change size by (((125) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n change [ghost v] effect by (-4)\n end\nend\n\nwhen I start as a clone\nwait until <(timer) > [4]>\nrepeat (50)\n change size by (((175) - (size)) / (8))\n change [ghost v] effect by (4)\nend\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@hf\n\nwhen flag clicked\nshow\nwait (5) seconds\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (11) y: (-28)\n\nwhen flag clicked\nwait (5) seconds\nbroadcast (hello v)\n\n@Sun\n\nwhen flag clicked\ngo to [back v] layer\nclear graphic effects\nswitch costume to (rays v)\ngo to x: (210) y: (170)\ncreate clone of (_myself_ v)\nforever\n turn right (1) degrees\nend\n\nwhen I start as a clone\nswitch costume to (sun v)\n\nwhen I receive [dead v]\nset [brightness v] effect to (-100)\nrepeat (50)\n change [brightness v] effect by (2)\nend\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [castle 2 v]\nhide\n\n@Bat\n\nshow\ngo to [front v] layer\ngo to x: (11) y: (-28)\n\nwhen flag clicked\nhide\n\nchange size by (10)\n\n | Top Remixed!!! 6-25-20\n\nPlay Fire And Ice: A Platformer https://scratch.mit.edu/projects/407954102/\n\nPlz Don't Advertise, All Advertising Will Be Reported!!!\n\nI spent over a week one this so please leave a heart.\n\nYou are lost and you must find your way home!\nYou must pass all 10 levels to get home!\n\nComputer- arrow keys\nMobile- Tap\nHit the skip button- skip\nHit the reset button- reset \nSpikes- death \nLava- death\n\nAll levels are possible \nRemix all you want \n\nMusic Alan Walker - Nebula\nThanks to @PleaseDontKikMe for the sun sprite \nThanks to @NeelDaPeel For the dash on the thumbnail\nThanks to @Plant2 for the skip and reset button sprites \nThanks for all the coding and everything else @bookdog17\n\n#games #platformer #lost #home |
The Red Plumber || A platformer WORLD 2 | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nwait until <([costume # v] of [level v]) = [12]>\nset [brightness v] effect to (10)\nwait until <([costume # v] of [level v]) = [13]>\nclear graphic effects\nswitch backdrop to (costume1 v)\n\nwhen I receive [huh v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Next level v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Blank\n\n@Player\n\nwhen flag clicked\nswitch costume to (hitbox v)\nshow\nforever\n if <<(x position) > [240]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<<(y position) < [-170]> and <touching (_edge_ v)?>> or <touching (lava v)?>> then\n broadcast (Restart v)\n create clone of (_myself_ v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [restart v]\ngo to x: (-220) y: (-30)\npoint in direction (90)\nset [y v] to [0]\nset [x v] to [0]\nbroadcast (Setup Enemies v)\n\nwhen I start as a clone\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [y v] by (0.7)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (1)\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [y v] by (-1)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (a0 v)\n go to [front v] layer\n if <not <touching (water v)?>> then\n change [y v] by (-1)\n end\n if <<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 (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> 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 <<mouse down?> and <(mouse y) > (y position)>>> and <not <touching (water v)?>>> 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 (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 <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n switch costume to (join [A] (Weapon Number))\nend\n\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset [weapon number v] to [1]\nset [weapon max v] to [3]\nbroadcast (W1 v)\nbroadcast (W2 v)\nbroadcast (W3 v)\nforever\n if <key (z v) pressed?> then\n if <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\n end\n end\n wait until <not <key (z v) pressed?>>\nend\n\nwhen I receive [switch costume v]\nswitch costume to (a0 v)\n\nwait until <not <key (space v) pressed?>>\n\n\n change [y v] by (-1.5)\nend\n\nwhen I receive [switch weapon v]\nif <not <(Weapon MAX) = [0]>> then\n if <(Weapon Number) = (Weapon MAX)> then\n set [weapon number v] to [1]\n else\n change [weapon number v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n play sound [NSMB Desert v] until done\nend\n\nwhen I receive [switch to normal v]\nswitch costume to (a0 v)\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nbroadcast (Restart v)\nif <(costume [number v]) = [13]> then\n clear graphic effects\nend\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (00)\n\nwhen [6 v] key pressed\nbroadcast (Next level v)\n\n@Clouds\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (pick random (2) to (4)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (cloud hitbox v)\ngo to x: (240) y: (pick random (10) to (150))\nset [my costume v] to (pick random (1) to (2))\nswitch costume to (My costume)\nset [ghost v] effect to (pick random (50) to (70))\nrepeat (96)\n switch costume to (cloud hitbox v)\n change x by (-5)\n switch costume to (My costume)\nend\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nswitch costume to (level 1 v)\nforever\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to ([costume # v] of [level v])\nend\n\nbroadcast (Next level v)\n\n@Sprite1\n\ndefine Swing\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (150) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch costume v)\n end\nelse\n set size to (150) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\nend\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I receive [w1 v]\nforever\n if <<(Weapon Number) = [1]> and <key (space v) pressed?>> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\n@Enemies\n\nwhen I receive [setup enemies v]\nif then\n delete this clone\nend\nhide variable [lives v]\nif <([costume # v] of [level v]) = [2]> then\n Clone [1] [209] [-9]\nend\nif <([costume # v] of [level v]) = [3]> then\n Clone [5] [215] [49]\nend\nif <([costume # v] of [level v]) = [4]> then\n Clone [3] [123] [153]\n Clone [5] [53] [137]\nend\nif <([costume # v] of [level v]) = [5]> then\n Clone [1] [-189] [152]\n Clone [5] [240] [86]\nend\nif <([costume # v] of [level v]) = [6]> then\n Clone [3] [-189] [152]\n Clone [5] [189] [152]\nend\nif <([costume # v] of [level v]) = [7]> then\n Clone [7] [18] [-6]\nend\nif <([costume # v] of [level v]) = [8]> then\n Clone [7] [194] [-63]\n Clone [1] [0] [-63]\n Clone [3] [201] [99]\nend\nif <([costume # v] of [level v]) = [9]> then\n Clone [5] [175] [-10]\nend\nif <([costume # v] of [level v]) = [10]> then\n Clone [1] [-25] [36]\nend\nif <([costume # v] of [level v]) = [12]> then\n Clone [7] [110] [-9]\nend\nif <([costume # v] of [level v]) = [14]> then\n Clone [7] [110] [-9]\n Clone [6] [29] [135]\nend\n\ndefine Clone (type) (x) (y)\ngo to x: (x) y: (y)\nswitch costume to (type)\nset [clone# v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I receive [blue guy switch v]\nif <(costume [number v]) = [1]> then\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [1]> then\n if <(distance to [player v]) < [115]> then\n if <(dead) = [0]> then\n switch costume to (weapon1 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume1 v)\n end\n end\n wait until <[115] < (distance to [player v])>\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\nset [dead v] to [0]\ngo to [front v] layer\nif <(costume [number v]) < [9]> then\n forever\n switch costume to ((Clone#) + (1))\n if <<touching (sprite1 v)?> or <[-170] > (y position)>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change [enemyy v] by (-1)\n if <<touching (water v)?> or <touching (lava v)?>> then\n change [enemyy v] by (2)\n end\n if <([x position v] of [player v]) < ((x position) - (50))> then\n change [enemyx v] by (-0.2)\n point in direction (-90)\n end\n if <((x position) - (-20)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.2)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 ((Enemyx) * (-1))\n if <((y position) - (-40)) < ([y position v] of [player v])> then\n set [enemyy v] to [15]\n if <([abs v] of (Enemyx) ) = (Enemyx)> then\n set [enemyx v] to [-3]\n else\n set [enemyx v] to [3]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (level v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([y position v] of [player v])> and <touching (level v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (Clone#)\n if <<touching (sprite2 v)?> or <<touching (sprite6 v)?> or <touching (sprite4 v)?>>> then\n point in direction (90)\n clear graphic effects\n set rotation style [all around v]\n set [dead v] to [1]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nelse\n if <(costume [number v]) = [9]> then\n set rotation style [all around v]\n if <(Katana rotation) = [1]> then\n set size to (150) %\n point in direction (30)\n repeat (5)\n turn right (30) degrees\n switch costume to (weapon1 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n else\n set size to (150) %\n point in direction (150)\n repeat (5)\n turn right (-30) degrees\n switch costume to (weapon2 v)\n broadcast (Blue guy switch v)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [11]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (10) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [12]> then\n clear graphic effects\n set rotation style [all around v]\n point towards (player v)\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n move (15) steps\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [13]> then\n set [oo v] to ((x position) - ([x position v] of [player v]))\n clear graphic effects\n set rotation style [all around v]\n set size to (60) %\n point in direction (0)\n if <(((x position) - ([x position v] of [player v])) * (-1)) < [1]> then\n switch costume to (costume8 v)\n repeat (30)\n move (12) steps\n turn right (-6) degrees\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n repeat until <touching (level v)?>\n change y by (-5)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n switch costume to (costume5 v)\n repeat (30)\n move (12) steps\n turn right (6) degrees\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n repeat until <touching (level v)?>\n change y by (-5)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [3]> then\n if <(dead) = [0]> then\n switch costume to (weapon3 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\n wait (1.5) seconds\n end\nend\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [5]> then\n if <(dead) = [0]> then\n switch costume to (costume7 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (yelo neja v)\n end\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [7]> then\n if <(dead) = [0]> then\n switch costume to (costume8 v)\n set [katana rotation v] to ((direction) / (90))\n create clone of (_myself_ v)\n switch costume to (grey v)\n end\n wait (2) seconds\n end\nend\n\nif <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n if <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\n end\n end\n delete this clone\nend\nif <touching (player v)?> then\n create clone of (player v)\n broadcast (Restart v)\nend\n\n@Sprite4\n\nwhen I receive [w3 v]\nset [turn v] to [0]\nforever\n point in direction (Turn)\n if <(Weapon Number) = [3]> then\n show\n if <key (space v) pressed?> then\n repeat until <not <key (space v) pressed?>>\n change [turn v] by (10)\n point in direction (Turn)\n end\n point in direction (Turn)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nforever\n if <([costume # v] of [level v]) = [4]> then\n show\n go to x: (-47) y: (20)\n stop [this script v]\n end\nend\n\ndefine Position\nif <([direction v] of [player v]) = [90]> then\n go to x: (([x position v] of [player v]) + (28)) y: ([y position v] of [player v])\nelse\n go to x: (([x position v] of [player v]) + (-28)) y: ([y position v] of [player v])\nend\nswitch costume to (thumbnail4 v)\ngo to [front v] layer\nset size to (100) %\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nclear graphic effects\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n move (15) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [w3 v]\nforever\n Position\n switch costume to (thumbnail2 v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen [timer v] > (0.01)\nset [ghost v] effect to (100)\nrepeat (10)\n show\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\n\n@Sprite3\n\ndefine Swing\nshow\nif <([direction v] of [player v]) = [90]> then\n set size to (150) %\n point in direction (30)\n repeat (7)\n turn right (20) degrees\n switch costume to (swing v)\n go to (player v)\n broadcast (switch costume v)\n end\nelse\n set size to (150) %\n point in direction (150)\n repeat (7)\n turn right (-20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\nend\nhide\n\nwhen I start as a clone\nforever\n show\n point in direction (90)\n switch costume to (swing3 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-45) y: (19)\nend\n\nwhen I receive [w1 v]\nforever\n if <<(Weapon Number) = [1]> and <key (space v) pressed?>> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\n@Sprite2\n\nwhen I receive [w2 v]\nforever\n if <<(Weapon Number) = [2]> and <key (space v) pressed?>> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nforever\n point in direction (90)\n switch costume to (costume1 v)\n set size to (200) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\n go to x: (-120) y: (0)\nend\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (150) %\nclear graphic effects\nif <([direction v] of [player v]) = [90]> then\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (10)\n end\nelse\n repeat until <<touching (_edge_ v)?> or <touching (level v)?>>\n change x by (-10)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nshow\n\nwhen I receive [flash v]\nif <(Weapon Number) = [2]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\n@Button1\n\nwhen flag clicked\nswitch costume to (้ ๅ1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n set [show b1v v] to [1]\n else\n set size to (120) %\n set [show b1v v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show B1v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (205)\n else\n set x to (-205)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Switch weapon v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Button2\n\nwhen flag clicked\nswitch costume to (้ ๅ1 v)\ncreate clone of (_myself_ v)\nswitch costume to (change v)\nforever\n go to [front v] layer\n set [ghost v] effect to (20)\n if <touching (mouse-pointer v)?> then\n set [show b2v v] to [1]\n set size to (130) %\n if <(Weapon Number) = [3]> then\n if <mouse down?> then\n repeat until <not <mouse down?>>\n change [turn v] by (10)\n end\n create clone of (sprite4 v)\n end\n end\n if <(Weapon Number) = [4]> then\n if <mouse down?> then\n create clone of (sprite6 v)\n wait until <not <mouse down?>>\n end\n end\n else\n set size to (120) %\n set [show b2v v] to [0]\n end\n set y to (-150)\n if <([direction v] of [player v]) = [90]> then\n set x to (155)\n else\n set x to (-155)\n end\nend\n\nwhen flag clicked\nforever\n point in direction (90)\n repeat (10)\n turn left (1) degrees\n end\n repeat (20)\n turn left (-1) degrees\n end\n repeat (10)\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\nforever\n go to (mouse-pointer v)\n go to [front v] layer\n if <(Show b2v) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (Flash v)\nwait until <not <touching (mouse-pointer v)?>>\n\n@Sprite5\n\n@Sprite6\n\nwhen I receive [w4 v]\nset [turn v] to [0]\nforever\n point in direction (Turn)\n if <(Weapon Number) = [4]> then\n show\n if <key (space v) pressed?> then\n broadcast (switch costume v)\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen flag clicked\nrepeat until <touching (player v)?>\n go to x: (-130) y: (20)\n point in direction (90)\n switch costume to (thumbnail2 v)\n set size to (80) %\n repeat (10)\n change y by (1)\n end\n repeat (20)\n change y by (-1)\n end\n repeat (10)\n change y by (1)\n end\nend\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nwait until <([costume # v] of [level v]) = [3]>\nshow\ngo to x: (-130) y: (20)\nwait until <touching (player v)?>\nset [weapon number v] to [4]\nset [weapon max v] to [4]\nbroadcast (W4 v)\nshow\n\ndefine Position\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nif <([direction v] of [player v]) = [90]> then\n point in direction (90)\n go to x: (([x position v] of [player v]) + (28)) y: ([y position v] of [player v])\nelse\n go to x: (([x position v] of [player v]) + (-28)) y: ([y position v] of [player v])\n point in direction (-90)\nend\ngo to [front v] layer\nset size to (60) %\n\nwhen I start as a clone\nshow\nset [me? v] to (([direction v] of [player v]) / (90))\nbroadcast (switch costume v)\nset rotation style [all around v]\nif <(me?) = [1]> then\n switch costume to (thumbnail2 v)\nelse\n switch costume to (costume1 v)\nend\nclear graphic effects\npoint in direction (0)\nrepeat (30)\n move (11) steps\n turn right ((me?) * (6)) degrees\n broadcast (switch costume v)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\nrepeat until <touching (level v)?>\n move (10) steps\n turn right ((me?) * (6)) degrees\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <(direction) < [170]> then\n repeat until <touching (level v)?>\n move (10) steps\n turn right ((me?) * (1)) degrees\n if <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [w4 v]\nforever\n Position\nend\n\nshow\n\n@WATER\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (40)\n go to [back v] layer\n change y by (tide)\n switch costume to ([costume # v] of [level v])\nend\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (0.1)\n end\n repeat (20)\n change [tide v] by (-0.1)\n end\n repeat (10)\n change [tide v] by (0.1)\n end\nend\n\n@LAVA\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (40)\n go to [back v] layer\n change y by (tide)\n switch costume to ([costume # v] of [level v])\nend\n\nwhen flag clicked\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (0.1)\n end\n repeat (20)\n change [tide v] by (-0.1)\n end\n repeat (10)\n change [tide v] by (0.1)\n end\nend\n\n@Design Sprite\n\nwhen flag clicked\nhide\n\n@Placeholder For Enemies\n\nwhen flag clicked\nhide\n\n | WORLD 1:\nhttps://scratch.mit.edu/projects/403120685\nWORLD 3:\nhttps://scratch.mit.edu/projects/403890228/\nWORLD 4:\nhttps://scratch.mit.edu/projects/408087656/\nWORLD 5:\nhttps://scratch.mit.edu/projects/412302168/\nWORLD 6:\nhttps://scratch.mit.edu/projects/435867365/\n\nPrincess Peach has been kidnapped by Bowser again! It's up to you, Mario, with the help of Yellow Toad to get her back! Now that you've gotten past the grasslands, it's time to conquer the hot sands of the desert!\n=====Info=====\nTHIS PROJECT IS INSPIRED BY THE RED NINJA. IT'S LIKE A "DLC" IF YOU WILL.\nThe Red Ninja: https://scratch.mit.edu/projects/401255085/\nThe Red Ninja 2: https://scratch.mit.edu/projects/402521703/\nThe Red Ninja 3:\nhttps://scratch.mit.edu/projects/402980379\n=====Controls=====\nMove and Swim || Arrow keys or mobile tap\nShoot || Space or โUse weaponโ button\nSwitch Weapon || Z or โSwitch weaponโ button\nAll levels are possible! |
Food Platformer! V 3.0!!!! | @Stage\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\nwhen I receive [backstory v]\nshow\nif <(Colour Chosen) = [1]> then\n switch costume to (1 v)\nelse\n if <(Colour Chosen) = [2]> then\n switch costume to (2 v)\n else\n if <(Colour Chosen) = [3]> then\n switch costume to (3 v)\n else\n if <(Colour Chosen) = [4]> then\n switch costume to (4 v)\n else\n if <(Colour Chosen) = [5]> then\n switch costume to (5 v)\n else\n if <(Colour Chosen) = [6]> then\n switch costume to (6 v)\n else\n if <(Colour Chosen) = [7]> then\n switch costume to (7 v)\n else\n if <(Colour Chosen) = [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 Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<touching (obstacles v)?> or <(y position) < [-175]>> or <key (r v) pressed?>> then\n Place Player: [-173] [-100] Set Size To: [40]\n start sound [Michael Jackson Ow v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n Place Player: [-173] [-100] Set Size To: [40]\n end\n if <touching color (#fff27b)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nstop [other scripts in sprite v]\n\nwhen I receive [backstory v]\nset [level v] to [1]\nshow\nPlace Player: [-173] [-100] Set Size To: [40]\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n Gravity, Platform Detection, Physics....\nend\n\nwhen flag clicked\nif <(Level) = [13]> then\n broadcast (Ending v)\n stop [other scripts in sprite v]\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [backstory v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n broadcast (Ending v)\n stop [other scripts in sprite v]\n end\nend\n\nchange [level v] by (1)\n\n@Obstacles\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [backstory v]\nshow\n\nwhen flag clicked\nif <(Level) = [16]> then\n broadcast (Ending v)\n stop [other scripts in sprite v]\nend\n\n@Left Button\n\nwhen I receive [backstory v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\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 flag clicked\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\nset [colour chosen v] to (costume [number v])\n\n@Right Button\n\nwhen I receive [backstory v]\nhide\n\nwhen flag clicked\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 flag clicked\nshow\ngo to [front v] layer\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 [green flag v]\nhide\n\n@Player Options\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (1 v)\nset [colour chosen v] to [1]\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 [backstory v]\nhide\n\n@Play Button\n\nwhen I receive [backstory v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [front v] layer\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\nwhen flag clicked\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\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\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo [backward v] (4) layers\nforever\n play sound [JONAS BROTHERS - EVERY SINGLE TIME \(KARAOKE INSTRUMENTAL LYRICS\) v] until done\nend\n\nwhen I receive [backstory v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [8]> then\n show\n else\n hide\n end\nend\n\nif then\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [15]> then\n show\n switch costume to (costume2 v)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [15]> then\n show\n switch costume to (costume2 v)\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [ending v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [12]> then\n show\n switch costume to (costume1 v)\n else\n hide\n end\nend\n\n | July 13th 2022\nATTENTION!!!!\nIt turns out, V 3.0 of Food Platformer was finished quicker than I expected! V 3.0 is out right now and it is even more amazing than V 2.0! I will notify you all that commented on this project so you guys won't miss the update (I will include the new characters and levels in the instructions)!\nI hope you all enjoy the new version! Feel free to leave a comment, love, star, and follow! I hope you all have a great rest of your day!\n- LilChknPrm\n\nJuly 13th, 2022\nATTENTION!!!!\nAfter 1 year of posting v 2.0 of food platformer, v 3.0 will be coming out sometime this week along with new characters such as, tofu and avocado, and 2 more new challenging levels (I hope all of you vegans in the comments will enjoy these new characters)!\nGame difficulties or glitches may occur during the working of v 3.0, so I would not recommend playing lol. \nEnjoy this week everybody!\n- LilChknPrm\n\n\nApril 29th, 2021\nATTENTION!!!\nI am working on v 2.0 and so if the game is weird or not working then it is because I am working on the game.\nThank you for noticing - LilChknPrm\nP.S. \nThere will be more characters to choose from and maybe more levels.\n\nWelcome to Food Platformer! Pick between 8 foods:\n-Pepperoni pizza\n-Smiley Fry\n-Chocolate Chip Cookie\n-Donut\n-Fried Egg\n-Burger\n-Tofu Cube\n-Avocado\n\n\n\nInstructions:\nArrow keys to move\nUp arrow to jump\nThere are 15 levels to complete! |
Darkness|| A Platformer | @Stage\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop1 v)\n if <(level #) = [16]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level #)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n set [level # v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level # v] by (1)\n\n@player\n\nwhen flag clicked\nforever\n play sound [Vicetone_-_United_We_Dance v] until done\nend\n\nwhen I start as a clone\nset [ghost v] effect to (35)\nset size to (100) %\nswitch costume to (costume3 v)\nrepeat (15)\n change size by (-6)\n change [ghost v] effect by (3)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(playerx) < (mouse x)>>>> then\n change [xvelocity v] by ((running speed) * (1))\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(playerx) > (mouse x)>>>> then\n change [xvelocity v] by ((running speed) * (-1))\n switch costume to (costume2 v)\nend\nset [xvelocity v] to ((xvelocity) * (friction))\nchange x by (xvelocity)\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 (xvelocity) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (xvelocity) ) / (xvelocity)) * (-1))\n end\n end\n set [xvelocity v] to [0]\n end\nend\nchange y by (yvelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (yvelocity) ) / (yvelocity)) * (-1))\n end\n end\n if <<(([abs v] of (yvelocity) ) / (yvelocity)) = [-1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or >>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (-1)\nend\n\nwhen flag clicked\ngo to x: <[] > [50]> y: (-40)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n if <touching (jump pad v)?> then\n platform [20] [-1] [0.7] [2.3]\n else\n platform [12] [-1] [0.7] [2.3]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (evil stuff v)?> then\n broadcast (respawn muahaha v)\n end\nend\n\nwhen I receive [respawn muahaha v]\ngo to x: (-202) y: (-60)\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n broadcast (respawn muahaha v)\n broadcast (next level v)\n end\nend\n\ndefine out\n\nwhen flag clicked\nforever\n if <(xvelocity) > [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (-1)\n end\n else\n if <(xvelocity) < [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (1)\n end\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\n set [playery v] to (y position)\nend\n\nwhen flag clicked\ngo to x: (-202) y: (-60)\n\nwhen flag clicked\n\nforever\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad v)?> then\n change y by (1)\n if <touching (jump pad 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\n@sign\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo [backward v] (2) layers\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> or <touching (player v)?>> then\n if <(level #) = [1]> then\n say [welcome to darkness: a platformer] for (2.5) seconds\n end\n if <(level #) = [3]> then\n say [use the jump pad for big jumps.] for (2.5) seconds\n end\n if <(level #) = [8]> then\n say [careful!] for (1.5) seconds\n end\n if <(level #) = [11]> then\n say [h e h e] for (1.5) seconds\n end\n if <(level #) = [13]> then\n say [aim is important here...] for (2) seconds\n end\n if <(level #) = [16]> then\n say [congrats! you have found light :-\)] for (2) seconds\n end\n end\nend\n\n@cooltext-357179999502882\n\nwhen this sprite clicked\nbroadcast (respawn muahaha v)\n\nwhen flag clicked\ngo [forward v] (11) layers\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nforever\n repeat (10)\n change size by (0.5)\n end\n repeat (10)\n change size by (-0.5)\n end\nend\n\n@evil stuff\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\n@jump pad\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-255) y: (125)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (0.07) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (-260) y: (pick random (-150) to (180))\nset [ghost v] effect to (pick random (50) to (95))\nset size to (pick random (50) to (150)) %\nrepeat (100)\n change x by (5)\nend\n\nwhen I start as a clone\nif <(size) > [100]> then\n wait (1) seconds\nelse\n wait (1.5) seconds\nend\nrepeat (500)\n change [ghost v] effect by (0.5)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\n@goal\n\nwhen flag clicked\nshow\nset size to (100) %\nset size to (75) %\nset [ghost v] effect to (25)\npoint in direction (75)\nforever\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\npoint in direction (90)\nset [ghost v] effect to (0)\nforever\n if <(level #) = [1]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [5]> then\n go to x: (212) y: (153)\n end\n if <(level #) = [6]> then\n go to x: (220) y: (110)\n end\n if <(level #) = [7]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [9]> then\n go to x: (220) y: (38)\n end\n if <(level #) = [10]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [12]> then\n go to x: (221) y: (49)\n end\n if <(level #) = [13]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [14]> then\n go to x: (222) y: (-61)\n end\n if <(level #) = [15]> then\n go to x: (225) y: (97)\n end\n if <(level #) = [16]> then\n hide\n go to x: (225) y: (180)\n end\nend\n\nwhen flag clicked\ngo to x: (212) y: (-57)\nforever\n if <(level #) = [1]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [5]> then\n go to x: (212) y: (153)\n end\n if <(level #) = [6]> then\n go to x: (220) y: (110)\n end\n if <(level #) = [7]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [9]> then\n go to x: (220) y: (38)\n end\n if <(level #) = [10]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [12]> then\n go to x: (221) y: (49)\n end\n if <(level #) = [13]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [14]> then\n go to x: (222) y: (-61)\n end\n if <(level #) = [15]> then\n go to x: (225) y: (97)\n end\n if <(level #) = [16]> then\n hide\n go to x: (225) y: (180)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-255) y: (125)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (0.07) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (-260) y: (pick random (-150) to (180))\nset [ghost v] effect to (pick random (50) to (95))\nset size to (pick random (50) to (150)) %\nrepeat (50)\n change x by (10)\nend\n\nwhen I start as a clone\nif <(size) > [100]> then\n wait (0.5) seconds\nelse\n wait (0.75) seconds\nend\nrepeat (250)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\n@cooltext-357180023871607\n\nwhen flag clicked\nshow\ngo to x: (-124) y: (-155)\npoint in direction (90)\nset size to (100) %\nforever\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 flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\nbroadcast (respawn muahaha v)\n\nwhen flag clicked\nshow\nforever\n if <(level #) = [16]> then\n hide\n end\nend\n\n@cooltext-357190316590915\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n hide\n if <(level #) = [16]> then\n show\n end\nend\n\nwhen flag clicked\ngo [backward v] (1) layers\n\n@cooltext-357189699794051\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n go [backward v] (12) layers\n go to (player v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (0)\nset size to (90) %\nforever\n repeat (40)\n change size by (0.5)\n end\n repeat (40)\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (105) %\nswitch costume to (costume2 v)\nforever\n repeat (40)\n change size by (-0.5)\n end\n repeat (40)\n change size by (0.5)\n end\nend\n\nwhen I start as a clone\nforever\n go to (player v)\nend\n\n | getting curated by @SCRATCH---PIXEL on 7/8! tysm!!!\nI also sorta made a sequel: https://scratch.mit.edu/projects/404517275/\n:00000 22222 (2/27/21)\nIT WAS 2/22/2022 YESTERDAY (2/23/22)\nSO MANY 2s\n\nlol this was curated a year ago (7/8/21)\n\n:0 ty @thegoose2468 for proposing this!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nhewo\n |
Mystic Valley [server 2] || multiplayer platformer #games | @Stage\n\nwhen I receive [start! v]\nforever\n Broadcast\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nif <(username) = [stratfordjames]> then\n show variable [fps v]\nelse\n hide variable [fps v]\nend\nhide variable [@player v]\nhide variable [โ cloud4 v]\nhide variable [โ cloud5 v]\nhide variable [โ cloud6 v]\nhide variable [โ cloud7 v]\nhide variable [โ cloud8 v]\nhide variable [โ cloud9 v]\nhide variable [โ cloud10 v]\nshow list [usernames v]\nhide variable [โ cloud1 v]\nhide variable [โ cloud2 v]\nshow list [cloud list v]\nhide variable [โ cloud3 v]\nshow list [active check v]\nforever\n if <<(username) = [stratfordjames]> or <<(username) = [stratfordjames_test]> or <(username) = [icedsnow]>>> then\n wait until <key (v v) pressed?>\n hide list [usernames v]\n show variable [โ cloud1 v]\n show variable [โ cloud2 v]\n show variable [โ cloud3 v]\n show variable [@player v]\n show variable [โ cloud4 v]\n show variable [โ cloud5 v]\n show variable [โ cloud6 v]\n show variable [โ cloud7 v]\n show variable [โ cloud8 v]\n show variable [โ cloud9 v]\n show variable [โ cloud10 v]\n hide list [cloud list v]\n hide list [active check v]\n wait until <not <key (v v) pressed?>>\n wait until <key (v v) pressed?>\n hide variable [โ cloud1 v]\n hide variable [โ cloud2 v]\n show list [usernames v]\n show list [cloud list v]\n hide variable [@player v]\n hide variable [โ cloud3 v]\n show list [active check v]\n hide variable [โ cloud5 v]\n hide variable [โ cloud6 v]\n hide variable [โ cloud7 v]\n hide variable [โ cloud4 v]\n hide variable [โ cloud8 v]\n hide variable [โ cloud9 v]\n hide variable [โ cloud10 v]\n wait until <not <key (v v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((join (letter (10) of (days since 2000)) (letter (11) of (days since 2000))) mod (50))\nend\n\nwhen [n v] key pressed\nset [names v] to ((1) - (names))\n\nwhen I receive [online start v]\nforever\n broadcast (online_tick v)\nend\n\ndefine Broadcast\nbroadcast (Tick v)\nbroadcast (Tick_Water v)\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (00) y: (0)\ngo to [front v] layer\nhide\n\nwhen [timer v] > (1.2)\nif <(exit) = [reg]> then\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\nend\n\n@Game_Level_Art\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [0]\nset [@offset_y v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [280]\n switch costume to (1l v)\n Clone [-660] [100]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1s v)\n Clone [0] [360]\n switch costume to (1t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@Game_Level_Hitbox\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offsetx v] to [0]\nset [@offsety v] to [-200]\nhide\nrepeat (1)\n switch costume to (1a v)\n Clone [0] [0]\n switch costume to (1b v)\n Clone [470] [0]\n switch costume to (1b2 v)\n Clone [0] [-150]\n switch costume to (1b3 v)\n Clone [480] [0]\n switch costume to (1e v)\n Clone [600] [75]\n switch costume to (1f v)\n Clone [480] [0]\n switch costume to (1g v)\n Clone [480] [0]\n switch costume to (1h v)\n Clone [640] [0]\n switch costume to (1j v)\n Clone [480] [0]\n switch costume to (1j2 v)\n Clone [0] [480]\n set [@offsetx v] to [1950]\n set [@offsety v] to [145]\n switch costume to (1m v)\n Clone [20] [240]\n switch costume to (1p v)\n Clone [-480] [200]\n switch costume to (1q v)\n Clone [-560] [0]\n switch costume to (1r v)\n Clone [-400] [0]\n switch costume to (1t v)\n Clone [400] [360]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offsetx) + ((0) - (SCROLL X)))) (round ((@offsety) + ((0) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [@offsetx v] by (x)\nchange [@offsety v] by (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (99)\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\nset [ghost v] effect to (100)\n\n@Game_Level_JUMPTHROUGH\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [3630]\nset [@offset_y v] to [205]\nhide\nrepeat (1)\n switch costume to (1j3 v)\n Clone [-300] [-200]\n switch costume to (1k v)\n Clone [-160] [240]\n switch costume to (1l v)\n Clone [-660] [140]\n switch costume to (1m v)\n Clone [-540] [0]\n switch costume to (1p v)\n Clone [-480] [200]\n set [@offset_x v] to [530]\n set [@offset_y v] to [945]\n switch costume to (1s v)\n Clone [0] [0]\n switch costume to (t v)\n Clone [400] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + ())\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\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\nset [ghost v] effect to (100)\n\n@Game_player\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (15) layers\nshow\nset [time v] to [0]\nbroadcast (green flag v)\nbroadcast (Setup v)\nbroadcast (restart v)\nwait (0.01) seconds\nbroadcast (start! v)\n\ndefine reset\nswitch costume to (3a v)\nclear graphic effects\nset [scroll x v] to [-174]\nset [scroll y v] to [-80]\nset [offset x v] to [-180]\nset [offset y v] to [-80]\nset [xv v] to [0]\nset [yv v] to [0]\nset [in air v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nchange player x by (round ((XV) / (1.8)))\nif <<<(click2) = [false]> and <<(mouse x) > ((x position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (2)\n else\n if <(slope) = [8]> then\n change [xv v] by (2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (4)\n else\n change [xv v] by (3.6)\n end\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < ((x position) + (-10))> and <<mouse down?> and <<(click2) = [false]> and <[0] = (clickShop)>>>>> then\n if <touching (game_level_liquid v)?> then\n change [xv v] by (-2)\n else\n if <(slope) = [8]> then\n change [xv v] by (-2.3)\n else\n if <(slope) = [4]> then\n change player y by [-3]\n change [xv v] by (-4)\n else\n change [xv v] by (-3.6)\n end\n end\n end\n end\nend\nif <<<<(mouse y) > ((y position) + (10))> and <<mouse down?> and <[0] = (clickShop)>>> and <(click2) = [false]>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <touching (game_level_liquid v)?> then\n if <(water) > [5]> then\n set [yv v] to [10]\n end\n else\n if <(in air) < [4]> then\n if <(jumpBOOST?) = [1]> then\n set [yv v] to [14.5]\n else\n set [yv v] to [12.4]\n end\n end\n end\nend\nswitch costume to (water v)\nif <touching (game_level_liquid v)?> then\n change [yv v] by (2)\nend\nswitch costume to (hitbox v)\nif <touching (game_level_liquid v)?> then\nSlope\nchange player y by (YV)\nPosition\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (5)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (13))) + (2))\nposition\nset [xv v] to ((XV) * (0.7))\n\ndefine change player x by (sx)\nswitch costume to (hitbox v)\nchange [offset x v] by ((sx) * (1.1))\nposition\nif <touching (game_level_hitbox v)?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <touching (game_level_hitbox v)?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <touching (game_level_hitbox v)?>>\n if <(sx) > [0]> then\n change [offset x v] by (-1)\n else\n change [offset x v] by (1)\n end\n position\n end\nend\nSet Costume\n\nwhen I receive [tick v]\nif <(pause) = [0]> then\n Tick\nend\n\ndefine position\ngo to x: (round ((Offset X) - (SCROLL X))) y: ((Offset Y) - (SCROLL Y))\n\ndefine change player y by (sy)\nswitch costume to (hitbox v)\nchange [offset y v] by ((sy) * (1))\nchange [in air v] by (1)\nposition\nrepeat until <not <touching (game_level_hitbox v)?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nswitch costume to (hitboxjumpth v)\nrepeat until <<not <touching (game_level_jumpthrough v)?>> and <not <touching (game_level_movingplatform_graphics v)?>>>\n switch costume to (hitboxjumpth v)\n if <(YV) > [0]> then\n Set Costume\n stop [this script v]\n end\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n if <<<not <<(mouse y) > ((y position) + (10))> and <mouse down?>>> and <not <key (w v) pressed?>>> and <not <key (up arrow v) pressed?>>> then\n set [in air v] to [0]\n end\n end\n position\n set [yv v] to [0]\nend\nSet Costume\n\nwhen I receive [tick v]\nif <touching (game_level_liquid v)?> then\n set [yv v] to ((YV) * (0.5))\n change [water v] by (1)\nelse\n set [water v] to [0]\nend\nif <(Offset X) < [-223]> then\n set [offset x v] to [-223]\nend\nif <not <(chat item) = [0]>> then\n say (item (chat item) of [chat list v])\nelse\n say []\nend\nif <(YV) < [-9]> then\n set [yv v] to [-9]\nend\n\nwhen I receive [start! v]\nrepeat (3)\n reset\nend\n\nwhen I receive [reset v]\nrepeat (3)\n reset\nend\n\nwhen [c v] key pressed\nif <(username) = [stratfordjames]> then\n set [yv v] to [10]\nend\n\nwhen I receive [small_bounce v]\nchange [offset y v] by (12)\nset [yv v] to [14]\n\nwhen I receive [die v]\nchange [lives v] by (-1)\nrepeat (5)\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (50)\n end\n wait (0.2) seconds\n repeat (2)\n change [ghost v] effect by (-50)\n end\nend\n\ndefine Slope\nswitch costume to (left v)\nif <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n set [slope v] to [8]\nelse\n switch costume to (right v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n set [slope v] to [8]\n else\n switch costume to (left2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) > [0.01]>> then\n switch costume to (right3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n switch costume to (right2 v)\n if <<touching (game_level_hitbox v)?> and <(XV) < [-0.01]>> then\n switch costume to (left3 v)\n if <not <touching (game_level_hitbox v)?>> then\n set [slope v] to [4]\n else\n set [slope v] to [0]\n end\n else\n set [slope v] to [0]\n end\n end\n end\nend\nSet Costume\n\ndefine Set Costume\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>>> then\n switch costume to (2a v)\n if <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (4a v)\n end\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>>> then\n switch costume to (1a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (5a v)\n end\n else\n switch costume to (3a v)\n if <<<(mouse y) > ((y position) + (10))> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (6a v)\n end\n end\nend\nset [localcostume v] to (letter (1) of (costume [name v]))\n\nwhen [o v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [3430]\n set [scroll y v] to [0]\n set [offset x v] to [3430]\n set [offset y v] to [0]\nend\n\nwhen [p v] key pressed\nif <(username) = [stratfordjames]> then\n set [scroll x v] to [1481]\n set [scroll y v] to [540]\n set [offset x v] to [1481]\n set [offset y v] to [530]\nend\n\nwhen flag clicked\nset [y_shake v] to [0]\nwait (2) seconds\nforever\n if <touching (game_level_danger v)?> then\n broadcast (die v)\n wait (5) seconds\n end\nend\n\nwhen I receive [die v]\nset [y_shake v] to [12]\nwait (0.06) seconds\nset [y_shake v] to [-12]\nwait (0.06) seconds\nset [y_shake v] to [6]\nwait (0.06) seconds\nset [y_shake v] to [-4]\nwait (0.06) seconds\nset [y_shake v] to [2]\nwait (0.06) seconds\nset [y_shake v] to [-1]\nwait (0.06) seconds\nset [y_shake v] to [0]\n\nwhen I receive [boucne v]\nchange [offset y v] by (18)\nset [yv v] to [21]\n\n@Game_Level_DANGER\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [@offset_x v] to [1490]\nset [@offset_y v] to [585]\nhide\nrepeat (1)\n switch costume to (1p v)\n Clone [0] [0]\n set [@offset_x v] to [2619]\n set [@offset_y v] to [-310]\n switch costume to (1e v)\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to (round ((@offset_x) - (SCROLL X))) ((round ((@offset_y) - (SCROLL Y))) + (Y_SHAKE))\n\ndefine Clone (x) (y)\nchange [@offset_x v] by (x)\nchange [@offset_y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to [back v] layer\n\ndefine Go to (x) (y)\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [x_offset\(mp\) v] to [0]\n\n@Game_Collectable\n\nwhen I receive [restart v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nclone\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + ((round ((offsety) - (SCROLL Y))) + (y_chagne \(local\))))\n\ndefine Clone (x) (y)\ngo to x: (999999) y: (999999)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [y_chagne \(local\) v] to [0]\npoint in direction (90)\nshow\nwait (0.1) seconds\nif <(@layer) = [front]> then\n go to [front v] layer\n go [backward v] (115) layers\nelse\n go to [back v] layer\nend\nforever\n if <touching (game_player v)?> then\n if <(costume [name v]) = [star]> then\n clear graphic effects\n set size to (100) %\n repeat until <(size) > [250]>\n change size by (((251) - (size)) / (6))\n change [ghost v] effect by (5)\n end\n broadcast (WIN!! v)\n delete this clone\n else\n repeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\n end\n if <(costume [name v]) = [coin]> then\n change [coins v] by (1)\n else\n if <(costume [name v]) = [heart]> then\n change [lives v] by (1)\n end\n end\n set size to (110) %\n switch costume to (+1 v)\n repeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((25.5) - (y_chagne \(local\))) / (6))\n else\n change [y_chagne \(local\) v] by (2)\n end\n end\n repeat until <(y_chagne \(local\)) > [28]>\n if <(y_chagne \(local\)) > [15]> then\n change [y_chagne \(local\) v] by (((28.5) - (y_chagne \(local\))) / (6))\n change [ghost v] effect by (4)\n else\n change [y_chagne \(local\) v] by (2)\n change [ghost v] effect by (6)\n end\n change size by (((90) - (size)) / (5))\n end\n delete this clone\n end\n end\nend\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\n\nwhen flag clicked\nset [coins v] to [0]\n\nwhen flag clicked\nwait (2) seconds\nset [lootxy v] to [none]\nforever\n if <not <(LOOTXY) = [none]>> then\n set [@layer v] to [front]\n set [offsetx v] to ((join (join (letter (1) of (LOOTXY)) (letter (2) of (LOOTXY))) (join (letter (3) of (LOOTXY)) (letter (4) of (LOOTXY)))) - (5000))\n set [offsety v] to ((join (join (letter (5) of (LOOTXY)) (letter (6) of (LOOTXY))) (join (letter (7) of (LOOTXY)) (letter (8) of (LOOTXY)))) - (5000))\n wait (0.4) seconds\n switch costume to (coin v)\n Clone [0] [15]\n Clone [0] [35]\n Clone [0] [35]\n switch costume to (blank v)\n wait (0.1) seconds\n set [lootxy v] to [none]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\ndefine clone\nset [offsetx v] to [0]\nset [offsety v] to [0]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n set [@layer v] to [back]\n switch costume to (heart v)\n set [offsetx v] to [1653]\n set [offsety v] to [798]\n Clone [0] [60]\n set [@layer v] to [front]\n switch costume to (coin v)\n set [offsetx v] to [0]\n set [offsety v] to [0]\n Clone [35] [-142]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [239]\n set [offsety v] to [-88]\n Clone [0] [0]\n Clone [0] [35]\n set [offsetx v] to [311]\n set [offsety v] to [-449]\n Clone [0] [35]\n Clone [0] [35]\n Clone [0] [35]\n Clone [35] [-70]\n Clone [0] [35]\n Clone [0] [35]\n set [offsetx v] to [1070]\n set [offsety v] to [-218]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [73] [45]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [1490]\n set [offsety v] to [-317]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1665]\n set [offsety v] to [-284]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [1875]\n set [offsety v] to [-313]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2062]\n set [offsety v] to [-249]\n Clone [0] [-22]\n Clone [35] [0]\n set [offsetx v] to [2580]\n set [offsety v] to [-215]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [back]\n set [offsetx v] to [3191]\n set [offsety v] to [314]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [2913]\n set [offsety v] to [414]\n Clone [0] [-30]\n Clone [35] [0]\n set [offsetx v] to [2225]\n set [offsety v] to [405]\n Clone [0] [-30]\n Clone [35] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [@layer v] to [front]\n set [offsetx v] to [1779]\n set [offsety v] to [610]\n Clone [0] [-28]\n Clone [-30] [-17]\n Clone [-30] [-17]\n Clone [-30] [-17]\n set [@layer v] to [back]\n set [offsetx v] to [1639]\n set [offsety v] to [810]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [1539]\n set [offsety v] to [777]\n Clone [0] [-40]\n Clone [35] [0]\n set [offsetx v] to [593]\n set [offsety v] to [-160]\n Clone [0] [0]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [3114]\n set [offsety v] to [-120]\n Clone [0] [0]\n Clone [35] [0]\n Clone [35] [0]\n Clone [70] [0]\n Clone [35] [0]\n Clone [35] [0]\n set [offsetx v] to [890]\n set [offsety v] to [674]\n Clone [0] [-22]\n Clone [-35] [0]\n Clone [-35] [0]\n Clone [-35] [0]\n set [offsetx v] to [230]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n set [offsetx v] to [195]\n set [offsety v] to [635]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-35]\n Clone [0] [-60]\n Clone [0] [-35]\n Clone [0] [-35]\n switch costume to (star v)\n set [@layer v] to [back]\n set [offsetx v] to [905]\n set [offsety v] to [1130]\n Clone [0] [0]\nend\nswitch costume to (blank v)\n\n@Game_Level_liquid\n\nwhen I receive [setup v]\nset size to (100) %\nrepeat (1)\n delete this clone\nend\nset [offsetx v] to [1480]\nset [offsety v] to [-350]\nhide\nswitch costume to (blank v)\nset size to (100) %\nrepeat (1)\n switch costume to (1a v)\n Clone [165] [0]\n switch costume to (1b v)\n Clone [620] [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick_water v]\nGo to (round ((offsetx) - (SCROLL X))) ((Y_SHAKE) + (round ((offsety) - (SCROLL Y))))\n\ndefine Clone (x) (y)\nchange [offsetx v] by (x)\nchange [offsety v] by (y)\ngo to [front v] layer\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (20) layers\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\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\n\n@Game_Level_Parralax\n\nwhen I receive [setup v]\nrepeat (1)\n delete this clone\nend\nset [level-hitbox: x v] to (pick random (-3000) to (-5000))\nset [level-hitbox: y v] to [0]\nhide\nrepeat (10)\n switch costume to (join [Hills] (pick random (2) to (1)))\n Clone ((pick random (550) to (650)) / (0.2)) [0]\nend\nswitch costume to (blank v)\n\nwhen I receive [tick v]\nGo to ((round ((Level-Hitbox: x) + ((0) - (SCROLL X)))) * (0.2)) (Y_SHAKE)\n\ndefine Clone (x) (y)\nchange [level-hitbox: x v] by (x)\nchange [level-hitbox: y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\n\ndefine Go to (x) (y)\nclear graphic effects\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\ngo to [back v] layer\n\n@USER_INTERFACE\n\nwhen flag clicked\nSETUP\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(openmenu?) = [0]> then\n show\n switch costume to (button v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-35]>\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n hide\n set [move_layering v] to [1]\n switch costume to (s000 v)\n set [ypos_menu v] to [-225]\n show\n repeat until <(ypos_menu) > [-1]>\n if <(ypos_menu) > [-60]> then\n change [ypos_menu v] by (((3) - (ypos_menu)) / (6))\n else\n change [ypos_menu v] by (13)\n end\n end\n set [openmenu? v] to [1]\n wait until <not <mouse down?>>\n end\n end\n if <<not <touching (mouse-pointer v)?>> and <mouse down?>> then\n if <(openmenu?) = [1]> then\n switch costume to (s000 v)\n set [ypos_menu v] to [0]\n repeat until <(ypos_menu) < [-225]>\n if <(y position) < [-50]> then\n change [ypos_menu v] by (-14)\n else\n change [ypos_menu v] by (((ypos_menu) - (2)) / (4))\n end\n end\n hide\n set [move_layering v] to [0]\n switch costume to (button v)\n set [ypos_menu v] to [-36]\n show\n repeat until <(ypos_menu) > [-0.2]>\n change [ypos_menu v] by (((1) - (ypos_menu)) / (6))\n end\n set [openmenu? v] to [0]\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nif <(costume [name v]) = [coins]> then\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(letter (1) of (@clone)) = [v]> then\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n forever\n RenderCoin_Value\n end\n end\nend\n\nwhen I receive [tick v]\nlayering/movement\n\nwhen [e v] key pressed\nif <(username) = [stratfordjames]> then\n change [coins v] by (10)\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>>> then\n if <(coins) > [39]> then\n set [bought v] to (join (letter (1) of (bought)) (join (letter (2) of (bought)) [1]))\n change [coins v] by (-40)\n set [emojichat? v] to [1]\n check\n set [@clone v] to [f3]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(openmenu?) = [1]> then\n if <<<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> and <mouse down?>> then\n if <(coins) > [19]> then\n set [bought v] to (join [1] (join (letter (2) of (bought)) (letter (3) of (bought))))\n change [coins v] by (-20)\n change [lives v] by (1)\n check\n wait until <not <mouse down?>>\n end\n end\n end\n if <(openmenu?) = [1]> then\n set [clickshop v] to [1]\n else\n if <touching (mouse-pointer v)?> then\n set [clickshop v] to [1]\n else\n set [clickshop v] to [0]\n end\n end\nend\n\nwhen flag clicked\nset [bought v] to [000]\nset [emojichat? v] to [0]\nset [jumpboost? v] to [0]\nset [move_layering v] to [0]\nforever\n if <(openmenu?) = [1]> then\n if <<mouse down?> and <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>>> then\n if <(coins) > [29]> then\n set [bought v] to (join (letter (1) of (bought)) (join [1] (letter (3) of (bought))))\n change [coins v] by (-30)\n set [jumpboost? v] to [1]\n check\n set [@clone v] to [f2]\n create clone of (_myself_ v)\n stop [this script v]\n end\n end\n end\nend\n\ndefine check\nset [@clone v] to [check]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(@clone) = [check]> then\n switch costume to (zcheck v)\n go to (mouse-pointer v)\n set [ghost v] effect to (100)\n show\n set size to (10) %\n repeat until <(size) > [90]>\n change [ghost v] effect by (-15)\n change size by (((size) - (5)) / (3))\n end\n repeat until <(size) > [135]>\n change size by (((137) - (size)) / (2))\n end\n repeat until <(size) < [90]>\n change size by (((size) - (89)) / (-3))\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(letter (1) of (@clone)) = [f]> then\n switch costume to (join [front] (letter (2) of (@clone)))\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine goto\nset y to (ypos_menu)\n\nwhen I receive [win!! v]\nrepeat (30)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hide v]\nshow\nrepeat (30)\n change [ghost v] effect by (-10)\nend\n\ndefine SETUP\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nset [lives v] to [2]\nset [@clone v] to [1]\nrepeat (5)\n switch costume to (heart v)\n create clone of (_myself_ v)\n change [@clone v] by (1)\n change x by (35)\nend\nswitch costume to (coins v)\nset [@clone v] to [coins]\ncreate clone of (_myself_ v)\nset [openmenu? v] to [0]\nset size to (35) %\nswitch costume to (3a v)\ngo to x: (190) y: (147)\nset [@clone v] to [val1]\nrepeat (3)\n create clone of (_myself_ v)\n set [@clone v] to (join [val] ((letter (4) of (@clone)) + (1)))\n change x by (15)\nend\nswitch costume to (button v)\nset size to (100) %\nshow\nset [ypos_menu v] to [0]\ngo to x: (0) y: (0)\nclear graphic effects\n\ndefine RenderCoin_Value\nif <(letter (4) of (@clone)) = [1]> then\n switch costume to (join (letter (1) of (coins)) [a])\n change [ghost v] effect by (-10)\nelse\n if <(letter (4) of (@clone)) = [2]> then\n switch costume to (join (letter (2) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <(letter (1) of (coins)) = [1]> then\n set x to (202)\n else\n set x to (205)\n end\n else\n if <(letter (4) of (@clone)) = [3]> then\n switch costume to (join (letter (3) of (coins)) [a])\n change [ghost v] effect by (-10)\n if <<(letter (2) of (coins)) = [1]> or <(letter (1) of (coins)) = [1]>> then\n if <<(letter (1) of (coins)) = [1]> and <(letter (2) of (coins)) = [1]>> then\n set x to (214)\n else\n set x to (217)\n end\n else\n set x to (220)\n end\n end\n end\nend\n\ndefine layering/movement\nif <(costume [name v]) = [heart]> then\n if <(@clone) > (lives)> then\n change [ghost v] effect by (25)\n else\n change [ghost v] effect by (-25)\n end\nend\nif <<(costume [name v]) = [coins]> or <(costume [name v]) = [heart]>> then\n set y to (Y_SHAKE)\n go to [front v] layer\n go [backward v] (15) layers\nelse\n if <<<<not <(costume [name v]) = [button]>> and <not <(letter (1) of (costume [name v])) = [S]>>> and <not <(costume [name v]) = [Zcheck]>>> and <not <(letter (1) of (costume [name v])) = [f]>>> then\n set y to ((Y_SHAKE) + (147))\n else\n if <(letter (1) of (costume [name v])) = [S]> then\n go to [front v] layer\n go [backward v] (9) layers\n else\n if <(letter (1) of (costume [name v])) = [f]> then\n go to [front v] layer\n go [backward v] (4) layers\n else\n go to [front v] layer\n end\n end\n end\nend\nif <(letter (1) of (costume [name v])) = [S]> then\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-56]> and <(mouse y) < [-10]>>> then\n switch costume to (s100 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-107]> and <(mouse y) < [-61]>>> then\n switch costume to (s010 v)\n else\n if <<<(mouse x) > [72]> and <(mouse x) < [154]>> and <<(mouse y) > [-158]> and <(mouse y) < [-112]>>> then\n switch costume to (s001 v)\n else\n switch costume to (s000 v)\n end\n end\n end\nend\nif <<<(letter (1) of (costume [name v])) = [S]> or <(letter (1) of (@clone)) = [f]>> and <(move_Layering) = [1]>> then\n goto\nend\nif <(costume [name v]) = [button]> then\n goto\nend\n\n@Multiplayer v1.2\n\nreplace item (1) of [cloud list v] with (item (1) of [pulse v])\n\nwhen flag clicked\nSETUP\nEncode (username) [20]\nset [username_encoded v] to (output)\nbroadcast (initialise cloud v)\nwait until <not <(item (10) of [active check v]) = [null]>>\nwait (1) seconds\nAssign Slot\nbroadcast (online start v)\n\ndefine Assign Slot\nset [c_4 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_4) of [active check v]) = [0]> then\n set [@player v] to (c_4)\n replace item ((@Player) * (6)) of [cloud list v] with (username_encoded)\n stop [this script v]\n else\n change [c_4 v] by (1)\n end\nend\nset [@player v] to [full]\nstop [this script v]\n\nwhen [space v] key pressed\nif <(username) = [stratfordjames]> then\n set [save v] to [0000000011036565656565656565656565656565656565656565]\n set [โ cloud1 v] to (Save)\n wait (0.1) seconds\n set [โ cloud2 v] to (Save)\n wait (0.1) seconds\n set [โ cloud3 v] to (Save)\n wait (0.1) seconds\n set [โ cloud4 v] to (Save)\n wait (0.1) seconds\n set [โ cloud5 v] to (Save)\n wait (0.1) seconds\n set [โ cloud6 v] to (Save)\n wait (0.1) seconds\n set [โ cloud7 v] to (Save)\n wait (0.1) seconds\n set [โ cloud8 v] to (Save)\n wait (0.1) seconds\n set [โ cloud9 v] to (Save)\n wait (0.1) seconds\n set [โ cloud10 v] to (Save)\nend\n\ndefine Encode (input) (length)\nset [c_1 v] to [1]\nset [output v] to []\nrepeat (length)\n if <(letter (c_1) of (input)) = []> then\n switch costume to ( v)\n else\n if < [1234567890] contains (letter (c_1) of (input))?> then\n switch costume to (join (letter (c_1) of (input)) [s])\n else\n switch costume to (letter (c_1) of (input))\n end\n end\n set [output v] to (join (output) ((costume [number v]) + (9)))\n change [c_1 v] by (1)\nend\n\ndefine Decode (input)\nset [c_2 v] to [1]\nset [output v] to []\nrepeat ((length of (input)) / (2))\n switch costume to ((join (letter (c_2) of (input)) (letter ((c_2) + (1)) of (input))) - (9))\n set [output v] to (join (output) (letter (1) of (costume [name v])))\n change [c_2 v] by (2)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n set [pulse v] to [1]\n forever\n if <(pulse) = [9]> then\n set [pulse v] to [0]\n else\n change [pulse v] by (1)\n end\n wait (0.15) seconds\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Pulse\n wait (1.6) seconds\n Kick AFK\n determine players\n end\nend\n\ndefine Postition @Player (@player) set to (value)\nif <(@player) = [1]> then\n set [โ cloud1 v] to (value)\nelse\n if <(@player) = [2]> then\n set [โ cloud2 v] to (value)\n else\n if <(@player) = [3]> then\n set [โ cloud3 v] to (value)\n else\n if <(@player) = [4]> then\n set [โ cloud4 v] to (value)\n else\n if <(@player) = [5]> then\n set [โ cloud5 v] to (value)\n else\n if <(@player) = [6]> then\n set [โ cloud6 v] to (value)\n else\n if <(@player) = [7]> then\n set [โ cloud7 v] to (value)\n else\n if <(@player) = [8]> then\n set [โ cloud8 v] to (value)\n else\n if <(@player) = [9]> then\n set [โ cloud9 v] to (value)\n else\n if <(@player) = [10]> then\n set [โ cloud10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Import Cloud_Data (input)\nset [cloudstring v] to []\nset [c_5 v] to [1]\nset [c_6 v] to [1]\nset [c_7 v] to [1]\nrepeat ((length of (input)) / (52))\n repeat (2)\n Import string to letter [4] of input from (input)\n end\n Import string to letter [1] of input from (input)\n Import string to letter [2] of input from (input)\n Import string to letter [1] of input from (input)\n Import string to letter [40] of input from (input)\n change [c_7 v] by (1)\nend\nreplace item (((@Player) * (6)) - (5)) of [cloud list v] with ((round ((SCROLL X) + ([x position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (4)) of [cloud list v] with ((round ((SCROLL Y) + ([y position v] of [game_player v]))) + (5000))\nreplace item (((@Player) * (6)) - (3)) of [cloud list v] with (pulse)\nreplace item (((@Player) * (6)) - (2)) of [cloud list v] with ((chat item) + (10))\nreplace item (((@Player) * (6)) - (1)) of [cloud list v] with (localcostume)\nset [c_8 v] to (((@Player) * (6)) - (5))\nrepeat (5)\n set [cloudstring v] to (join (CloudString) (item (c_8) of [cloud list v]))\n change [c_8 v] by (1)\nend\nDecode\n\ndefine Import string to letter (val) of input from (cloud)\nreplace item (c_5) of [cloud list v] with []\nrepeat (val)\n replace item (c_5) of [cloud list v] with (join (item (c_5) of [cloud list v]) (letter (c_6) of (cloud)))\n change [c_6 v] by (1)\nend\nchange [c_5 v] by (1)\n\nwhen flag clicked\nreset timer\nset [tick v] to [0]\nforever\n change [tick v] by (1)\n if <(timer) > [1]> then\n set [fps v] to ((tick) / (timer))\n reset timer\n set [tick v] to [0]\n end\nend\n\nwhen I receive [online start v]\nif <<(IsAClone?) = [0]> and <not <(username) = [stratfordjames]>>> then\n if <(@Player) = [full]> then\nend\n\nwhen I start as a clone\nset [isaclone? v] to [1]\nswitch costume to (connecting v)\ngo to x: (0) y: (80)\nshow\nset [ghost v] effect to (100)\nwait (1) seconds\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [1]> then\n wait until <not <(@Player) = [null]>>\n wait (1.5) seconds\n if <not <(@Player) = [error]>> then\n if <(@Player) = [full]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (full v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n else\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (connected v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.3) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n end\n end\nend\n\nwhen I receive [initialise cloud v]\nif <(IsAClone?) = [0]> then\n forever\n Import Cloud_Data (join (join (join (join (join (join (join (join (join (โ Cloud1) (โ Cloud2)) (โ Cloud3)) (โ Cloud4)) (โ Cloud5)) (โ Cloud6)) (โ Cloud7)) (โ Cloud8)) (โ Cloud9)) (โ Cloud10))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n forever\n Postition @Player (@Player) set to (join (CloudString) (username_encoded))\n end\nend\n\nwhen I receive [online start v]\nif <(IsAClone?) = [0]> then\n if <(@Player) = [full]> then\nend\n\nwhen I receive [error v]\nif <(IsAClone?) = [1]> then\n go to x: (0) y: (0)\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (error v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (try again v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2.5) seconds\n repeat until <(y position) > [80]>\n change y by (((y position) + (3)) / (5))\n change [ghost v] effect by (10)\n end\n stop [all v]\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\n\ndefine SETUP\nset [@player v] to [null]\nset [isaclone? v] to [0]\nhide\ncreate clone of (_myself_ v)\ndelete all of [pulse v]\ndelete all of [cloud list v]\ndelete all of [usernames v]\ndelete all of [active check v]\nrepeat (10)\n add [] to [usernames v]\n add [null] to [active check v]\n add [1] to [pulse v]\n repeat (6)\n add [] to [cloud list v]\n end\nend\n\nwhen I receive [localfade v]\nstop [other scripts in sprite v]\nset [@player v] to [null]\n\ndefine Decode\nset [c_9 v] to [1]\nrepeat (length of [active check v])\n Decode (item ((c_9) * (6)) of [cloud list v])\n replace item (c_9) of [usernames v] with (output)\n change [c_9 v] by (1)\nend\n\ndefine determine players\nset [active check v] to [0]\nset [c_c v] to [1]\nrepeat (length of [active check v])\n if <(item (c_c) of [active check v]) = [1]> then\n change [active check v] by (1)\n end\n change [c_c v] by (1)\nend\n\ndefine Import Pulse\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n replace item (c_3) of [pulse v] with (letter (((c_3) * (52)) - (43)) of (join (join (join (join (join (join (join (join (join (โ Cloud1) (โ Cloud2)) (โ Cloud3)) (โ Cloud4)) (โ Cloud5)) (โ Cloud6)) (โ Cloud7)) (โ Cloud8)) (โ Cloud9)) (โ Cloud10)))\n change [c_3 v] by (1)\nend\n\ndefine Kick AFK\nset [c_3 v] to [1]\nrepeat (length of [active check v])\n if <(item (c_3) of [pulse v]) = (letter (((c_3) * (52)) - (43)) of (join (join (join (join (join (join (join (join (join (โ Cloud1) (โ Cloud2)) (โ Cloud3)) (โ Cloud4)) (โ Cloud5)) (โ Cloud6)) (โ Cloud7)) (โ Cloud8)) (โ Cloud9)) (โ Cloud10)))> then\n replace item (c_3) of [active check v] with [0]\n else\n replace item (c_3) of [active check v] with [1]\n end\n change [c_3 v] by (1)\nend\n\n@@Cloud_Players\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nset size to (84) %\nsay []\nshow\nset [ghost v] effect to (100)\nset rotation style [don't rotate v]\n\nwhen flag clicked\nhide\nset [names v] to [0]\ngo to [front v] layer\n\ndefine @Position XY (@player)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556))\nswitch costume to (join (item (((@player) * (6)) - (1)) of [cloud list v]) [a])\nif <(item (@player) of [active check v]) = [1]> then\n change [ghost v] effect by (-20)\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]> or <(item (((@player) * (6)) - (2)) of [cloud list v]) = [10]>> then\n if <<(names) = [1]> or <touching (mouse-pointer v)?>> then\n say (item (@player) of [usernames v])\n else\n if <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n say (item (@player) of [usernames v])\n else\n say []\n end\n end\n else\n say (item ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)) of [chat list v])\n end\nelse\n change [ghost v] effect by (20)\n say []\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_EMOJI\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat ((length of [active check v]) + (1))\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (40) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nsay []\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nif <(@ID) = [11]> then\n go to (game_player v)\n change y by (35)\n switch costume to (join [emoji] ((item (((@Player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <<(item (((@Player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@Player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\nelse\n change x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (2.5555555555555556))\n change y by ((15) + ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (2.55555555555555555555556)))\n switch costume to (join [emoji] ((item (((@player) * (6)) - (2)) of [cloud list v]) - (10)))\n if <(item (@player) of [active check v]) = [1]> then\n if <<(item (((@player) * (6)) - (2)) of [cloud list v]) < [26]> and <(item (((@player) * (6)) - (2)) of [cloud list v]) > [19]>> then\n change [ghost v] effect by (-20)\n change size by (((100) - (size)) / (5))\n else\n change [ghost v] effect by (20)\n change size by (((20) - (size)) / (5))\n end\n else\n change [ghost v] effect by (20)\n end\nend\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@@Cloud_Arrow\n\nwhen I receive [online start v]\nset [@id v] to [1]\nrepeat (length of [active check v])\n if <not <(@ID) = (@Player)>> then\n go to [front v] layer\n go [backward v] (15) layers\n create clone of (_myself_ v)\n end\n change [@id v] by (1)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (93) %\nset rotation style [all around v]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\ndefine @Position XY (@player)\nswitch costume to (arrow v)\nchange x by ((((((item (((@player) * (6)) - (5)) of [cloud list v]) - (5000)) + (([x position v] of [game_player v]) * (-0.3))) - (SCROLL X)) - (x position)) / (4))\nchange y by ((((((item (((@player) * (6)) - (4)) of [cloud list v]) - (5000)) + (((-31) - ([y position v] of [game_player v])) * (0.13))) - (SCROLL Y)) - (y position)) / (4))\nif <(names) = [1]> then\n change [ghost v] effect by (20)\nelse\n if <(item (@player) of [active check v]) = [1]> then\n if <<([abs v] of (x position) ) > [240]> or <([abs v] of (y position) ) > [180]>> then\n change [ghost v] effect by (-20)\n else\n change [ghost v] effect by (20)\n end\n else\n change [ghost v] effect by (20)\n end\nend\npoint towards (blank v)\nturn right (180) degrees\nswitch costume to (arrow2 v)\nmove (-20) steps\nrepeat until <touching (_edge_ v)?>\n move (2) steps\nend\nmove (-10) steps\n\nwhen I receive [online_tick v]\n@Position XY (@ID)\n\n@Game_Level_MovingPlatform_GRAPHICS\n\ndefine Clone @ (x) (y) (x change) (y change) (type)\nswitch costume to (join [Type] (type))\nset [@offsetx\(local\) v] to (x)\nset [@offsety\(local\) v] to (y)\nset [x change \(l\) v] to (x change)\nset [y change \(l\) v] to (y change)\nset [movex v] to [0]\nset [movey v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\ngoto (((moveX) + (@offsetx\(local\))) - (SCROLL X)) ((((moveY) + (@offsety\(local\))) - (SCROLL Y)) + (Y_SHAKE))\n\ndefine goto (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick_water v]\nif <(timer) > [25]> then\n set [movex v] to ((((((100) - ((timer) * (2))) * ((x change \(l\)) / (50))) - (moveX)) / (5)) + (moveX))\n set [movey v] to ((((((100) - ((timer) * (2))) * ((y change \(l\)) / (50))) - (moveY)) / (5)) + (moveY))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (-1.35)\n end\n end\nelse\n if <(timer) < [26]> then\n set [movex v] to ((moveX) + (((((timer) * (2)) * ((x change \(l\)) / (50))) - (moveX)) / (5)))\n set [movey v] to ((moveY) + (((((timer) * (2)) * ((y change \(l\)) / (50))) - (moveY)) / (5)))\n if <touching (game_player v)?> then\n if <<([yv v] of [game_player v]) = [0]> and <<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <<(mouse y) > (([y position v] of [game_player v]) + (10))> and <mouse down?>>>>>> then\n change [xv v] by (1.35)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nClone @ [1245] [490] [162] [0] [A]\nswitch costume to (blank v)\n\n@Game_Moving\n\nwhen flag clicked\nset [bounce???? v] to [0]\nhide\n\ndefine CLONE @ (x) (y) (type) (change)\nswitch costume to (type)\nset [@change v] to (change)\nset [@offsetx v] to (x)\nset [@offsety v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_water v]\nGO_TO (((@offsetx) - (SCROLL X)) + (@Change_OFFSET)) ((Y_SHAKE) + ((@offsety) - (SCROLL Y)))\n\ndefine GO_TO (x) (y)\ngo to x: (x) y: (y)\nif <<([abs v] of (x position) ) < [240]> and <([abs v] of (y position) ) < [180]>> then\n show\nelse\n hide\nend\nif <(timer) > [25]> then\n set [@change_offset v] to ((((((100) - ((timer) * (2))) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)) + (@Change_OFFSET))\n point in direction (-90)\nend\nif <(timer) < [26]> then\n set [@change_offset v] to ((@Change_OFFSET) + (((((timer) * (2)) * ((@Change) / (50))) - (@Change_OFFSET)) / (5)))\n point in direction (90)\nend\n\nwhen I start as a clone\nset size to (30) %\nset rotation style [left-right v]\nif <(costume [name v]) = [red1]> then\n wait (1) seconds\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n stop [other scripts in sprite v]\n broadcast (small_bounce v)\n switch costume to (costume1 v)\n repeat (6)\n next costume\n change [ghost v] effect by (0)\n end\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [lootxy v] to (join (round (((@offsetx) + (@Change_OFFSET)) + (5000))) (round ((@offsety) + (5000))))\n delete this clone\n else\n broadcast (die v)\n end\n wait (4) seconds\n end\n end\nelse\n if <(costume [name v]) = [bot1]> then\n forever\n if <touching (game_player v)?> then\n if <<([y position v] of [game_player v]) > (y position)> and <([yv v] of [game_player v]) < [-1]>> then\n broadcast (boucne v)\n switch costume to (bot1 v)\n repeat (4)\n next costume\n end\n wait (0.02) seconds\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n wait (0.1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (125) layers\nif <(costume [name v]) = [red1]> then\n forever\n if <<([abs v] of ((y position) - ([y position v] of [game_player v])) ) < [200]> and <<(([x position v] of [game_player v]) + (80)) > ((x position) - (@Change_OFFSET))> and <(([x position v] of [game_player v]) - (80)) < (((x position) - (@Change_OFFSET)) + (@Change))>>> then\n switch costume to (red1 v)\n repeat (6)\n next costume\n end\n wait (0.01) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n wait (0.01) seconds\n end\n end\n end\nend\n\nwhen I receive [restart v]\nrepeat (1)\n delete this clone\nend\nCLONE @ [351] [6] [red1] [140]\nCLONE @ [260] [-474] [red1] [90]\nCLONE @ [935] [-437] [bot1] [70]\nCLONE @ [3435] [-220] [bot1] [100]\nCLONE @ [3306] [37] [bot1] [100]\nCLONE @ [2583] [409] [red1] [100]\nCLONE @ [3155] [-219] [red1] [150]\nswitch costume to (blank v)\n\n@AlertsUI\n\nwhen I receive [afk v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [turbo v]\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (turbo v)\nshow\ngo to [front v] layer\nset [exit v] to [null]\nstop [all v]\n\nwhen I receive [win!! v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nshow\nswitch costume to (blank v)\nset size to (150) %\nswitch costume to (win screen v)\nrepeat until <(size) < [101]>\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (7))\n switch costume to (win screen v)\n change [ghost v] effect by (-5)\n set x to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\n set y to (((((pick random (0) to (1)) * (2)) - (1)) * ((size) - (100))) * (0.75))\nend\ngo to x: (0) y: (0)\ndraw (round ((TIME) - (2)))\ngo to x: (0) y: (0)\nwait (1) seconds\nset [@id v] to [button]\ncreate clone of (_myself_ v)\n\nwhen I receive [start! v]\nwait until <<mouse down?> or <key (any v) pressed?>>\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine draw (time)\nclear graphic effects\ngo to x: ((0) - (((length of (time)) + (5)) * (5.5))) y: (-60)\nset size to (80) %\nset [@id v] to [null]\nswitch costume to (time v)\ncreate clone of (_myself_ v)\nchange x by (50)\nchange y by (3)\nset size to (27) %\nset [brightness v] effect to (20)\nset [c_! v] to [1]\nrepeat (length of (time))\n switch costume to (join (letter (c_!) of (time)) [a])\n set [@id v] to [null]\n create clone of (_myself_ v)\n change [c_! v] by (1)\n if <(costume [name v]) = [1a]> then\n change x by (9)\n else\n change x by (12)\n end\nend\nset size to (100) %\nswitch costume to (win screen v)\ngo to x: (0) y: (0)\nclear graphic effects\n\nwhen I start as a clone\nif <(@id) = [null]> then\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n end\nelse\n if <(@id) = [button]> then\n go to x: (0) y: (0)\n switch costume to (continue00 v)\n show\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n forever\n run\n end\n else\n if <(@id) = [lovefav]> then\n go to x: (0) y: (0)\n show\n switch costume to (lovefav v)\n set size to (150) %\n set [ghost v] effect to (100)\n repeat until <(size) < [101]>\n change [ghost v] effect by (-8)\n change size by (((100) - (size)) / (5))\n go to [front v] layer\n end\n wait (2) seconds\n repeat until <(size) > [150]>\n change [ghost v] effect by (10)\n change size by (((size) - (90)) / (5))\n go to [front v] layer\n end\n end\n end\nend\n\nwhen I receive [hide v]\ngo to x: (1) y: (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndefine run\nif <<mouse down?> and <<(mouse x) > [-46]> and <<(mouse y) > [-139]> and <<(mouse x) < [-2]> and <(mouse y) < [-112]>>>>> then\n broadcast (hide v)\nelse\n if <<mouse down?> and <<(mouse x) > [6]> and <<(mouse y) > [-139]> and <<(mouse x) < [44]> and <(mouse y) < [-112]>>>>> then\n switch costume to (continue01 v)\n broadcast (localfade v)\n stop [this script v]\n end\nend\ngo to [front v] layer\nif <<(mouse x) > [-46]> and <<(mouse y) > [-139]> and <<(mouse x) < [-2]> and <(mouse y) < [-112]>>>> then\n switch costume to (continue10 v)\nelse\n if <<(mouse x) > [6]> and <<(mouse y) > [-139]> and <<(mouse x) < [44]> and <(mouse y) < [-112]>>>> then\n switch costume to (continue01 v)\n else\n switch costume to (continue00 v)\n end\nend\ngo to [front v] layer\n\nwhen I receive [localfade v]\nif <(join (letter (1) of (costume [name v])) (letter (2) of (costume [name v]))) = [co]> then\n repeat (10)\n change [ghost v] effect by (10)\n reset timer\n end\n forever\n reset timer\n end\nend\n\nwhen flag clicked\nset [exit v] to [reg]\nhide\nset [pause v] to [0]\nwait (1) seconds\nforever\n if <(lives) < [1]> then\n wait (0.3) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n switch costume to (over v)\n show\n go to [front v] layer\n set size to (150) %\n set [pause v] to [1]\n repeat until <(size) < [101]>\n go to [front v] layer\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-8)\n end\n wait (1) seconds\n repeat until <(size) > [150]>\n go to [front v] layer\n change size by (((size) - (90)) / (7))\n change [ghost v] effect by (8)\n end\n set [lives v] to [2]\n set [coins v] to [0]\n set [pause v] to [0]\n broadcast (restart v)\n broadcast (reset v)\n end\nend\n\nwhen I receive [alert v]\nset [@id v] to [lovefav]\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [open caht v] to [0]\ndelete all of [chat list v]\nadd [Hello!] to [chat list v]\nadd [This way!] to [chat list v]\nadd [Bye!] to [chat list v]\nadd [Watch out!] to [chat list v]\nadd [Lol] to [chat list v]\nadd [It's lagging :\(] to [chat list v]\nadd [Which way?] to [chat list v]\nadd [Okay!] to [chat list v]\nadd [Got to go :\)] to [chat list v]\nhide\nset [ghost v] to [100]\nset [open caht v] to [0]\nforever\n set [ghost v] effect to (ghost)\n if <(open caht) = [1]> then\n if <not <(ghost) = [0]>> then\n change [ghost v] by (-20)\n end\n else\n if <not <(ghost) = [100]>> then\n change [ghost v] by (20)\n end\n end\n go to x: (-150) y: (0)\n if <(EmojiCHAT?) = [1]> then\n switch costume to (main2 v)\n else\n switch costume to (main v)\n end\n go to [front v] layer\n go [backward v] (15) layers\nend\n\nwhen flag clicked\nset [chat item v] to [0]\nforever\n if <(open caht) = [1]> then\n if <(EmojiCHAT?) = [1]> then\n if <key (g v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [10]\n wait until <not <key (g v) pressed?>>\n end\n if <key (h v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [11]\n wait until <not <key (h v) pressed?>>\n end\n if <key (j v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [12]\n wait until <not <key (j v) pressed?>>\n end\n if <key (v v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [13]\n wait until <not <key (v v) pressed?>>\n end\n if <key (b v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [14]\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [15]\n wait until <not <key (n v) pressed?>>\n end\n end\n if <key (1 v) pressed?> then\n reset\n set [chat reset v] to [0]\n set [chat item v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n reset\n set [chat item v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n reset\n set [chat item v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n reset\n set [chat item v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n reset\n set [chat item v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n reset\n set [chat item v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n reset\n set [chat item v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n reset\n set [chat item v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n reset\n set [chat item v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nset [chat reset v] to [6]\nforever\n wait (1) seconds\n change [chat reset v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(chat item) > [9]> then\n if <(chat reset) > [3]> then\n set [chat item v] to [0]\n end\n else\n if <(chat reset) > [5]> then\n set [chat item v] to [0]\n end\n end\nend\n\ndefine reset\nset [open caht v] to [0]\nset [chat reset v] to [0]\n\nwhen flag clicked\nswitch costume to (main v)\nshow\nwait (0.1) seconds\nforever\n if <key (t v) pressed?> then\n set [open caht v] to ((1) - (open caht))\n wait until <not <key (t v) pressed?>>\n end\nend\n\nwhen I receive [tick v]\nset [click2 v] to <<mouse down?> and <<(ghost) < [30]> and <touching (mouse-pointer v)?>>>\n\n@Detector\n\nwhen flag clicked\nset [both??? v] to [0]\nset [star v] to [false]\nset [heart v] to [false]\nshow\nset [stared? v] to [0]\nset [loved? v] to [0]\n\nwhen flag clicked\nset [both??? v] to [0]\nset [stared? v] to [0]\nset [loved? v] to [0]\nforever\n wait until <<(Stared?) = [1]> and <(Loved?) = [1]>>\n wait (0.1) seconds\n set [loved? v] to [0]\n set [stared? v] to [0]\n set [both??? v] to ((1) - (both???))\n if <(both???) = [1]> then\n change [coins v] by (10)\n broadcast (alert v)\n stop [this script v]\n else\n end\n wait until <<(heart) = [false]> and <(star) = [false]>>\n set [stared? v] to [0]\n set [loved? v] to [0]\nend\n\nwhen flag clicked\nset [detector di v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(detector DI) = [1]> then\n switch costume to (fave v)\n set [detector di v] to [2]\n create clone of (_myself_ v)\n go to x: (-15) y: (0)\n forever\n set [star v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [stared? v] to [1]\n end\n end\nelse\n switch costume to (love v)\n go to x: (-15) y: (0)\n show\n forever\n set [heart v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n end\n end\nend\n\n | โโโโโโโโโฟ Mสsแดษชแด Vแดสสแดส [server 2] โฟ\nโโ โโโโฟ Multiplayer Scrolling Platformer โฟ\n\nIF THIS IS EMPTY, GO https://scratch.mit.edu/projects/395514671/\n\nThis is server 2.\n\n^^This is getting more popular than I thought XD\n\nInfo:\nWelcome to the Mสsแดษชแด Vแดสสแดส! Collect coins to buy items and powerups from the shop. Make sure to watch out for dangerous critters! Reach safe ground to complete your journey.\n\nA sequel will come out soon! Make sure to follow to get notified ใ\nโโโโโโโ โฆโฆโฆHow to playโฆโฆโฆ\nโ Defeat critters by jumping on them\nโ Collect coins. Use them to buy stuff in the shop\nโ [T] to chat, [#] or [letter] to choose phrase\nโ [N] to toggle names\nโ Comment your time!\nโโโโโโโโโโฆโฆโฆNewsโฆโฆโฆ\n(6/14/20) TOP LOVED XD\n(6/11/20) [SERVER 2] #22 ON TRENDING XD!\n(6/9/20) Project shared as an EXTRA server\nโโโโโโโ โฆโฆโฆLoves/favesโฆโฆโฆ\n@TimMcCool โค๏ธโญ\n@-SapphireDemon- โค๏ธโญ\n@QuaXX โค๏ธโญ\n@Lazy_Otter2_0 โค๏ธโญ\n@KrishTheKing123 โค๏ธโญ\n@0014049 โค๏ธโญ\nโโโโโโโโ โฆโฆโฆCreditsโฆโฆโฆ\nโ Big thanks to @ivanbb3 for testing!\nโ Multiplayer engine by @StratfordJames\nโ Art drawn by @StratfordJames\nโ Art inspired by Veewo (super phantom cat 2)\nโ Openmoji.org for emojis\nโ textfx.co for cool text\nโโโโโโโโโ โฆโฆโฆTagsโฆโฆโฆ\n#games #multiplayer #map #quality #scrolling #platformer #cloud #platformers #player #Griffpatch #stories #animations #valley #mystic #nature #stgp #stratfordjames #art #cats #videogames #tutorials #music #trending\n\nsymbols I used: โค๏ธโญโจโโโฆโฟโโ๏ธโ ๏ธโ
\n\nWant to advertise? Go here:\nhttps://scratch.mit.edu/studios/26606276/ |
my platformer! 3D Action! | @Stage\n\nwhen flag clicked\n\nwhen I receive [ใฏใใพ v]\nforever\n play sound [TheFatRat - Unity vs Megalovania \(by LiterallyNoOne\) v] until done\nend\n\n@ในใใฉใคใ1\n\ndefine ใฉใใชใซ้ใไธใใใใใจใชใผใใชๅทจๅคงใใใใงใๆญฆๅจใๅฒใใฐใใ ใจใใฃใโๅผฑใใใซ่ฆใใใby susira-menn\nclear graphic effects\nnext costume\nerase all\nset size to (40) %\nchange [brightness v] effect by (-20)\nset [brightness v] effect to (-80)\nrepeat until <(size) = [100]>\n stamp\n change size by (1)\n change [brightness v] effect by (1)\nend\nclear graphic effects\nbroadcast (owatta v)\n\nerase all\nerase all\nset size to (40) %\nchange [brightness v] effect by (-80)\nrepeat until <(size) = [100]>\n stamp\n change size by (1)\n change [brightness v] effect by (1)\nend\nclear graphic effects\nbroadcast (owatta v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [ๆฌกใฎ่ๆฏใซใใใใช๏ผ v]\nใฉใใชใซ้ใไธใใใใใจใชใผใใชๅทจๅคงใใใใงใๆญฆๅจใๅฒใใฐใใ ใจใใฃใโๅผฑใใใซ่ฆใใใby susira-menn\n\nwhen I receive [ใฏใใพ v]\nswitch costume to (ใณในใใฅใผใ 10 v)\nใฉใใชใซ้ใไธใใใใใจใชใผใใชๅทจๅคงใใใใงใๆญฆๅจใๅฒใใฐใใ ใจใใฃใโๅผฑใใใซ่ฆใใใby susira-menn\n\n@ในใใฉใคใ3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n if <touching (ในใใฉใคใ2 v)?> then\n broadcast (ๆฌกใฎ่ๆฏใซใใใใช๏ผ v)\n end\nend\n\n@ในใใฉใคใ2\n\nwhen I receive [weda v]\ngo to x: (-180) y: (-144)\n\nif <(backdrop [number v]) = [16]> then\n hide\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n start sound [ใใคใใฎ้ณ v]\n go to x: (-215) y: (-80)\n end\nend\n\nwhen flag clicked\nrepeat (60)\n go to x: (-210) y: (-84)\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (ใณในใใฅใผใ 2 v)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (ใณในใใฅใผใ 2 v)\n else\n switch costume to (ใณในใใฅใผใ 1 v)\n end\nend\n\nwhen I receive [owatta v]\ngo to x: (-210) y: (-84)\n\nwhen flag clicked\nswitch backdrop to (่ๆฏ1 v)\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [2]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [3]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [4]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [5]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [6]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [7]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [8]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [9]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [10]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [11]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [12]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\n if <<(backdrop [number v]) = [13]> and <key (space v) pressed?>> then\n go to x: (-210) y: (-84)\n end\nend\n\nwhen I receive [weda v]\nforever\n if <touching (hata v)?> then\n if <(backdrop [number v]) = [14]> then\n broadcast (ใใไธๅ้ในใใใณ๏ผ v)\n end\n go to x: (-209) y: (-138)\n next backdrop\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ในใใฉใคใ4 v)?> then\n go to (hata v)\n end\nend\n\nwhen I receive [ใฏใใพ v]\ngo to x: (-201) y: (-84)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\nforever\n if <<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 switch costume to (ใณในใใฅใผใ 1 v)\n end\n if <<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 switch costume to (ใณในใใฅใผใ 1 v)\n end\n change y by (-1)\n if <touching color (#1dff00)?> then\n set [x v] to ((x) * (0.93))\n else\n set [x v] to ((x) * (0.9))\n end\n change y by (1)\n change x by (x)\n if <touching color (#1dff00)?> then\n change y by (1)\n if <touching color (#1dff00)?> then\n change y by (1)\n if <touching color (#1dff00)?> then\n change y by (1)\n if <touching color (#1dff00)?> then\n change y by (1)\n if <touching color (#1dff00)?> then\n change y by (1)\n if <touching color (#1dff00)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <touching color (#1dff00)?> then\n set [y v] to [15]\n broadcast (ใธใฃใณใ v)\n end\n end\n change y by (Y)\n change [y v] by (-1)\n if <<touching color (#1dff00)?> or <touching color (#00ff3b)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\nrepeat (50)\n go to [back v] layer\n change size by (-2)\n change [ghost v] effect by (2)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\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 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\nwhen flag clicked\nwait until <[10] < (timer)>\nbroadcast (weda v)\n\nwhen flag clicked\nwait until <(timer) > [10]>\nbroadcast (ใฏใใพ v)\n\n | 3Dไฝๅๆฅใพใใใ๏ผ\n็ขๅฐใญใผใงๆไฝใ\n |
Blob Platformer 2 | @Stage\n\nwhen flag clicked\nswitch backdrop to (begginia guys v)\n\nwhen I receive [play v]\nswitch backdrop to (castle v)\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\ndefine Move Up\nchange y by (1)\nrepeat until <not <touching (platform v)?>>\n change y by (1)\nend\nchange y by (-1)\n\nwhen I receive [play v]\nswitch costume to (blob1 v)\ngo to x: (-212) y: (-74)\nset [xv v] to [0]\nset [yv v] to [0]\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (.8)\n switch costume to (blob1 v)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-.8)\n switch costume to (blob2 v)\n end\n set [xv v] to ((xv) * (.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 y by (-5)\n change x by ((xv) * (-2))\n if <key (up arrow v) pressed?> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\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?> then\n set [yv v] to [12]\n end\n end\n if <<touching (monsters v)?> or <(y position) < [-180]>> then\n glide (1) secs to x: (-212) y: (-74)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <(x position) > [241]> then\n go to x: (-241) y: (-74)\n broadcast (Next Costume v)\n change [level v] by (1)\n end\nend\n\nMove Up\nset [vertical speed v] to [0]\nif <key (up arrow v) pressed?> then\n start sound [Jump v]\n set [vertical speed v] to [10]\nend\n\nwhen I receive [play v]\nforever\n if <(Level) = [15]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\nchange y by (Vertical Speed)\n\n@Platform\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nswitch costume to (ground1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n if <(Level) = [15]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Monsters\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [play v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (monster1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nforever\n if <(Level) = [15]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [next costume v]\nnext costume\n\nwhen flag clicked\n\nwhen I receive [play v]\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nswitch costume to (text1 v)\nshow\n\nwhen I receive [play v]\nforever\n if <(Level) = [15]> then\n stop [other scripts in sprite v]\n hide\n end\nend\n\n@Title\n\nwhen flag clicked\ngo to x: (0) y: (110)\nshow\n\nwhen I receive [play v]\nhide\n\n@Pic\n\nwhen flag clicked\ngo to x: (0) y: (10)\nshow\n\nwhen I receive [play v]\nhide\n\n@Start Button\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n if <mouse down?> then\n broadcast (Play v)\n hide\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Lava Killer\n\nwhen I receive [play v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (lava killer v)\nshow\nforever\n if <(Level) = [14]> then\n if <touching (player v)?> then\n hide\n end\n end\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen flag clicked\nhide\n\n@End Screen\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [15]> then\n show\n end\nend\n\n | Controls:\nLeft arrow/Right arrow - Left/Right\nUp arrow - Jump\n\n |
MHA Platformer | @Stage\n\n@characters\n\nwhen I receive [next costume v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (deku v)\ngo to x: (-215) y: (-65)\nswitch backdrop to (gamma gym v)\nset [deaths: v] to [0]\nforever\n change [y v] by (-0.5)\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by (0.75)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> and <(costume [name v]) = [iida]>> then\n change [x v] by (3)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by (-0.75)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> and <(costume [name v]) = [iida]>> then\n change [x v] by (-3)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#33332e)?> then\n change y by (1)\n if <touching color (#33332e)?> then\n change y by (1)\n if <touching color (#33332e)?> then\n change y by (1)\n if <touching color (#33332e)?> then\n change y by (1)\n if <touching color (#33332e)?> then\n change y by (1)\n if <touching color (#33332e)?> then\n change y by (1)\n if <touching color (#33332e)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#33332e)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#33332e)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [8]\n end\n if <<touching color (#33332e)?> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(costume [name v]) = [tsuyu]>>> then\n set [y v] to [15]\n end\n if <<<touching color (#33332e)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> and <(costume [name v]) = [ochaco]>> then\n set [y v] to [20]\n wait (2) seconds\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n go to x: (-214) y: (-50)\n change [deaths: v] by (1)\n delete this clone\n end\n if <touching color (#5d0087)?> then\n broadcast (next stage v)\n go to x: (-214) y: (-50)\n delete this clone\n end\nend\n\nwhen I receive [next costume v]\nif <(costume [number v]) = [9]> then\n switch costume to (tsuyu v)\nend\n\nwhen I receive [defeat enemy v]\nswitch costume to (deku v)\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> and <touching color (#2ca1ff)?>> then\n go to x: (x position) y: (y position)\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (water v)?> or <touching (water2 v)?>> and <not <(costume [number v]) = [1]>>> then\n glide (0.02) secs to x: (110) y: (-166)\n repeat (10)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n go to x: (-215) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#2ca1ff)?> and <(costume [number v]) = [1]>> then\n repeat until <not <touching color (#2ca1ff)?>>\n change x by (10)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <key (i v) pressed?>> then\n if <(costume [number v]) = [8]> then\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n switch costume to (todoroki 2 v)\n broadcast (defeat enemy3 v)\n switch costume to (todoroki v)\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 if <<key (space v) pressed?> and <key (f v) pressed?>> then\n if <(costume [number v]) = [8]> then\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n switch costume to (todoroki 3 v)\n wait (0.07) seconds\n broadcast (defeat enemy4 v)\n switch costume to (todoroki v)\n go to x: (x position) y: (y position)\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 if <<key (space v) pressed?> and <<key (i v) pressed?> and <key (down arrow v) pressed?>>> then\n if <(costume [number v]) = [8]> then\n switch costume to (todoroki 2 v)\n broadcast (slide v)\n switch costume to (todoroki v)\n end\n end\nend\n\nwhen flag clicked\nforever\n repeat until <not <touching (ice floor v)?>>\n change x by (10)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = [5]> then\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n switch costume to (deku 2 v)\n repeat (2)\n wait (0.05) seconds\n switch costume to (deku 3 v)\n wait (0.05) seconds\n next costume\n broadcast (defeat enemy v)\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 if <key (space v) pressed?> then\n if <(costume [number v]) = [6]> then\n broadcast (sound boom v)\n end\n end\nend\n\nwhen I receive [sound boom v]\nswitch costume to (jiro 2 v)\nrepeat (2)\n wait (0.05) seconds\n next costume\nend\nswitch costume to (jiro v)\n\nwhen flag clicked\nforever\n if <color (#f7f8f9) is touching (#794705)?> then\n broadcast (sound boom defeat v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n if <(costume [number v]) = [7]> then\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n if <touching color (#794705)?> then\n change x by (-3)\n broadcast (sound boom defeat v)\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 if <touching (rift v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n show\n go to x: (-215) y: (-65)\n end\nend\n\nwhen I receive [next stage v]\ngo to x: (-215) y: (-65)\n\nwhen [space v] key pressed\nif <touching (wall v)?> then\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [7]>> then\n broadcast (wall break v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (rift 3 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n show\n go to x: (-215) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (rift 2 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n show\n go to x: (-215) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#aeaeae)?> then\n change x by (-1)\n if <touching color (#aeaeae)?> then\n change x by (-1)\n if <touching color (#aeaeae)?> then\n change x by (-1)\n if <touching color (#aeaeae)?> then\n change x by (-1)\n if <touching color (#aeaeae)?> then\n change x by (-1)\n if <touching color (#aeaeae)?> then\n change x by (-1)\n if <touching color (#aeaeae)?> then\n change x by (-1)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (dabi fire v)?> then\n go to x: (-215) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#6b1212)?> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n set [ghost v] effect to (0)\n go to x: (-215) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (rift4 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [ghost v] effect to (0)\n show\n go to x: (-215) y: (-65)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [denki]> then\n if <key (space v) pressed?> then\n switch costume to (denki 2 v)\n repeat (2)\n wait (0.05) seconds\n switch costume to (denki 3 v)\n wait (0.05) seconds\n next costume\n broadcast (defeat enemy2 v)\n switch costume to (denki v)\n end\n end\n end\nend\n\n@level\n\nwhen flag clicked\nshow\nswitch costume to (level1 v)\n\nwhen I receive [next stage v]\nnext costume\n\nwhen I receive [next stage v]\nif <(costume [name v]) = [level2]> then\n broadcast (show enemy v)\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [2]>> then\n broadcast (hide enemy v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (wall break 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [6]>> then\n broadcast (wall disappear v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (rift2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (rift appear v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [5]>> then\n broadcast (rift disappear v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [7]>> then\n broadcast (hide rift v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [8]>> then\n broadcast (hide rift 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (hide next stage button v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [3]>> then\n broadcast (hide water1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [6]>> then\n broadcast (hide water2 v)\n end\nend\n\nwhen I receive [next stage v]\nif <(costume [number v]) = [8]> then\n broadcast (rift3 v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (spiky1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [9]>> then\n broadcast (no more spiky v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (no fire v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n wait (3) seconds\n next costume\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (hide text v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (bye bye v)\n end\nend\n\n@Sprite1\n\nwhen this sprite clicked\nbroadcast (next costume v)\n\nwhen flag clicked\nshow\ngo to x: (-211) y: (143)\n\n@enemy\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [defeat enemy v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [defeat2 v]\nif <not <touching (characters v)?>> then\n hide\n wait (1) seconds\n show\nend\n\nwhen I receive [show enemy v]\nshow\n\nwhen I receive [defeat enemy2 v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [defeat enemy3 v]\nswitch costume to (costume3 v)\nwait (1) seconds\nhide\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [defeat enemy4 v]\nswitch costume to (costume2 v)\nwait (0.5) seconds\nswitch costume to (costume5 v)\nwait (1) seconds\nhide\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [hide enemy v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [sound boom defeat v]\nswitch costume to (costume4 v)\nwait (1) seconds\nhide\nwait (1) seconds\nswitch costume to (costume1 v)\nshow\n\nhide\n\n@wall\n\nwhen I receive [wall break v]\nnext costume\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\npoint in direction (90)\n\nwhen I receive [wall break 2 v]\nshow\n\nwhen I receive [wall disappear v]\nhide\n\nwhen I receive [rift3 v]\nswitch costume to (costume1 v)\ngo to x: (-88) y: (44)\nshow\n\n@ice floor\n\nwhen flag clicked\nhide\n\nwhen I receive [slide v]\nshow\ngo to (characters v)\n\nwhen flag clicked\nforever\n if <not <touching (characters v)?>> then\n hide\n end\nend\n\n@rift \n\nwhen flag clicked\nhide\n\nwhen I receive [rift appear v]\ngo to x: (-70) y: (-147)\nshow\n\nwhen I receive [rift disappear v]\nhide\n\n@rift 2\n\nwhen I receive [hide rift v]\nhide\n\nwhen I receive [rift2 v]\nswitch costume to (costume2 v)\ngo to x: (-34) y: (-47)\nshow\n\nwhen flag clicked\nhide\n\n@rift 3\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [hide rift 2 v]\nhide\n\nwhen I receive [rift3 v]\ngo to x: (-225) y: (-48)\nswitch costume to (costume3 v)\nshow\n\n@rift4\n\nwhen flag clicked\nhide\ngo to x: (184) y: (96)\n\nwhen I receive [spiky1 v]\nshow\n\nwhen I receive [no more spiky v]\nhide\n\n@water\n\nwhen flag clicked\nhide\n\nwhen I receive [hide next stage button v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [hide water1 v]\nhide\n\n@water2\n\nwhen flag clicked\nhide\n\nwhen I receive [wall break 2 v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [hide water2 v]\nhide\n\n@dabi fire\n\nwhen I receive [rift3 v]\nswitch costume to (costume1 v)\ngo to x: (-98) y: (-32)\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [spiky1 v]\ngo to x: (46) y: (-32)\nswitch costume to (costume2 v)\n\nwhen I receive [no fire v]\nhide\n\n@spiky wheel thingy\n\nwhen flag clicked\nhide\nforever\n turn left (5) degrees\nend\n\nwhen I receive [spiky1 v]\nshow\n\nwhen I receive [no more spiky v]\nhide\n\n@text\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nrepeat (2)\n wait (10) seconds\n next costume\nend\nwait (10) seconds\nhide\n\nwhen I receive [hide text v]\nhide\n\nwhen I receive [hide next stage button v]\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [bye bye v]\nswitch costume to (costume5 v)\nshow\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set size to (100) %\n set [ghost v] effect to (100)\n show\nend\n\n | ~ w, a, d or <, >, ^ \n~ space to attack, use your quirk and such \n~ Avoid the Warp Gates!\n~ Avoid Dabi's blue flames \n~ Avoid spikes and spiky wheels \n~ Touch the purple on the edge of the screen to get to the next level [Look closely, because sometimes the purple isn't always on the right side] \n~ When walls appear, you can break them by changing your costume to Deku or Kirishima, touching the wall and press space \n\nDeku: \n~ When touching an enemy, press space and, as Deku, you will attack it \n~ When touching a wall, to break it, press space until it breaks \n\nJiro: \n~ To attack, press space and, as Jiro, you will send a sound boom \n\nKirishima: \n~ When you touch an enemy and you want to attack it, you just press space and the enemy will break and disappear \n\nTodoroki: \n~ Press space and i keys to attack an enemy when touching it \n~ Press space and f keys to attack an enemy when touching it \n~ Press space, i and down keys to freeze the ground and slide on it \n\nTsuyu: \n~ When ^/up key pressed she will jump higher than others, like a frog\n ~ When she touches water she will immediately swim across it, unlike other characters who would drown \n\nUraraka: \n~ When ^/up key pressed she will pause then float up for a while \n\nIida: ~ When >/right or </left keys are pressed he will run significantly faster than the others \n\nDenki: \n~ When touching an enemy, press space and, as Denki, you will attack it\n\n P.S. Have fun!!! |
Snowstorm || A Platformer #games | @Stage\n\nwhen flag clicked\nforever\n play sound [Calamity Mod Extra Music - Cold Front - Theme of the Blizzard v] until done\n wait (1) seconds\n play sound [Uplifting and Inspiring Background Music For Videos & Presentations v] until done\nend\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [end]> then\n broadcast (estop v)\n end\nend\n\nwhen flag clicked\nshow\n\nhide\nwait (1) seconds\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume1]> then\n broadcast (sandier v)\n else\n broadcast (Bluer v)\n end\nend\n\n\n\n@Words!\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Danger2\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Danger3\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Danger4\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n turn right (5) degrees\nend\n\n@Cool stuff\n\nwhen flag clicked\nhide\n\nwhen I receive [red v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Backdrop\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [player v]) * (-0.5))\n set x to (([x position v] of [player v]) * (-0.07))\nend\n\n@Effects\n\nwhen flag clicked\ngo [backward v] (1) layers\nshow\nforever\n set [ghost v] effect to (60)\n go to x: (30) y: (0)\n glide (7) secs to x: (-500) y: (0)\nend\n\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [now v]\n\n@ur mom\n\nwhen flag clicked\nshow\nclear graphic effects\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-6)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [bluer v]\nswitch costume to (costume2 v)\n\nwhen I receive [sandier v]\nswitch costume to (costume1 v)\n\n@Player\n\nwhen I receive [estop v]\nhide\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [next level v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n change [xv v] by (1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels 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 (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\n quicksand\n Saws\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (0)\n\ndefine if touching\nif <touching (danger v)?> then\n broadcast (Red v)\n repeat (10)\n turn right (5) degrees\n change [size v] by (-10)\n set size to (size) %\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (bounce v)?> then\n set [yv v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nturn right (5) degrees\n\ndefine quicksand\nif <touching (danger2 v)?> then\n broadcast (Red v)\n repeat (10)\n change y by (-1)\n change [size v] by (-10)\n set size to (size) %\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (bounce v)?> then\n set [yv v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen I receive [sandier v]\nswitch costume to (costume1 v)\n\ndefine Saws\nif <<touching (danger3 v)?> or <touching (danger4 v)?>> then\n broadcast (Red v)\n repeat (10)\n change y by (-0.5)\n change [size v] by (-10)\n set size to (size) %\n end\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (bounce v)?> then\n set [yv v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-6)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen I receive [bluer v]\nswitch costume to (costume2 v)\n\nwhen I receive [sandier v]\nswitch costume to (costume1 v)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Snowball\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset size to (pick random (40) to (60)) %\nset [ghost v] effect to (-2)\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat (60)\n change y by (-5)\n change x by (pick random (-1) to (1))\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n create clone of (_myself_ v)\nend\n\n@Skip\n\nwhen I receive [estop v]\nhide\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n | It's Finally here Everyone! -Hope you Enjoy :D\nStory - Our little cube has to face natural disasters to reach its home/shelter. \n-------------------------------------------------------------------------\nControls: Arrow Keys,Tap and drag\n-------------------------------------------------------------------------\nPart 1: https://scratch.mit.edu/projects/402946189/\nPart 3: https://scratch.mit.edu/projects/404700147\nPart 4: https://scratch.mit.edu/projects/413196751/\nShare this to ever one you know! - Thanks :D |
Ruins of the lost - a parallax platformer #Games | @Stage\n\n@level\n\nwhen I receive [music v]\nset volume to (100) %\nforever\n play sound [\[No Copyright Music\] Traveler - \(Royalty Free Celtic Music\) v] until done\nend\n\nwhen I receive [nextlevel v]\nwait (1) seconds\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (([x position v] of [player v]) / (-10)) y: (([y position v] of [player v]) / (10))\nend\n\nwhen I receive [green flag v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (magic cube v)\n stop [this script v]\n end\nend\n\n@back\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n go to x: (([x position v] of [player v]) / (-10)) y: (([y position v] of [player v]) / (10))\nend\n\nwhen I receive [nextlevel v]\nwait (1) seconds\nswitch costume to (pick random (1) to (3))\n\n@player\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\nwait (1.5) seconds\nglide (0.5) secs to x: (-210) y: (-58)\nwait (0.3) seconds\nset [speedx v] to [0]\nset [speedy v] to [0]\nshow\nbroadcast (green flag v)\nset [death v] to [0]\n\nwhen I receive [green flag v]\nset [death v] to [0]\ngo to x: (-210) y: (-58)\nshow\nclear graphic effects\nset volume to (100) %\npoint in direction (90)\nset size to (90) %\nforever\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 (back 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 <<[240] < (x position)> and <(death) = [0]>> then\n broadcast (nextlevel v)\n wait (1) seconds\n go to x: (-210) y: (-58)\n set [speedx v] to [0]\n set [speedy v] to [0]\n end\n if <touching (bad v)?> then\n set [death v] to [1]\n hide\n broadcast (die v)\n broadcast (wasted v)\n end\nend\n\nwhen I receive [green flag v]\nforever\n switch costume to (costume1 v)\n wait (pick random (1.5) to (2)) seconds\n repeat (6)\n next costume\n end\n wait (0.2) seconds\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [r v]\nhide\nglide (0.3) secs to x: (-210) y: (-58)\nbroadcast (green flag v)\nset [speedx v] to [0]\nset [speedy v] to [0]\nshow\nset [death v] to [0]\n\nwhen I receive [nextlevel v]\nwait (1) seconds\ngo to x: (-210) y: (-58)\nset [speedx v] to [0]\nset [speedy v] to [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [magic cube v]\nsay [The Magic cube!] for (2) seconds\nsay [Let's go collect it!] for (2) seconds\n\nwhen I receive [special v]\nset [speedy v] to [0]\nchange [speedy v] by (10)\nrepeat until <(SpeedY) < [0]>\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (-4)\nend\ndelete this clone\n\n@light\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\ngo to x: (0) y: (0)\nforever\n go to x: (([x position v] of [player v]) / (-10)) y: (([y position v] of [player v]) / (10))\nend\n\nwhen I receive [nextlevel v]\nwait (1.05) seconds\nlight\n\ndefine light\nif <([costume name v] of [back v]) = [costume1]> then\n switch costume to (costume1 v)\nelse\n if <([costume name v] of [back v]) = [costume2]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [green flag v]\nshow\n\n@vines\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\npoint in direction (90)\ngo [forward v] (999) layers\ngo to x: (0) y: (0)\nforever\n go to x: (([x position v] of [player v]) / (-3)) y: (([y position v] of [player v]) / (3))\nend\n\nwhen I receive [nextlevel v]\nwait (1) seconds\nswitch costume to (pick random (1) to (3))\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [game finished v]\nhide\n\nwhen I receive [world saved v]\nhide\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@Effect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [green flag v]\nshow\n\n@explosion\n\nwhen I receive [die v]\nshow\nswitch costume to (poof-0 v)\ngo to (player v)\nrepeat (12)\n next costume\nend\nhide\n\nwhen flag clicked\nset size to (20) %\nhide\n\n@YOu died\n\nwhen I receive [die v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nwait (0.4) seconds\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [restart v]\nhide\n\n@retry\n\nwhen flag clicked\nset [is death happened v] to [1]\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo to x: (0) y: (-80)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n set [brightness v] effect to (20)\n if <<mouse down?> and <(is death happened) = [0]>> then\n repeat (10)\n turn right (36) degrees\n change size by (-10)\n end\n set [ghost v] effect to (100)\n hide\n set [is death happened v] to [1]\n broadcast (restart v)\n end\n else\n change size by (((100) - (size)) / (2))\n set [brightness v] effect to (-10)\n end\nend\n\nwhen I receive [wasted v]\nset [is death happened v] to [0]\ngo to [front v] layer\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@revive\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [restart v]\nshow\ngo to [front v] layer\ngo [forward v] (99999999999) layers\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@bad\n\nwhen flag clicked\nset [brightness v] effect to (0)\nset [level v] to [1]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (([x position v] of [player v]) / (-10)) y: (([y position v] of [player v]) / (10))\nend\n\nwhen I receive [nextlevel v]\nwait (1) seconds\nset [brightness v] effect to (0)\nnext costume\nchange [level v] by (1)\n\nwhen [b v] key pressed\nchange [brightness v] effect by (20)\n\n@nextlevel\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nset [brightness v] effect to (0)\nbroadcast (nextlevel v)\n\nwhen I receive [green flag v]\ngo to [front v] layer\ngo to x: (-191) y: (146)\nset [ghost v] effect to (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n set [brightness v] effect to (20)\n else\n change size by (((100) - (size)) / (2))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [green flag 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\nwhen I receive [die v]\nhide\n\nwhen I receive [restart v]\nshow\n\nwhen I receive [magic cube v]\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [11]> then\n hide\n end\nend\n\n@restart\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nset [brightness v] effect to (0)\nbroadcast (r v)\n\nwhen I receive [green flag v]\ngo to x: (-191) y: (100)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n set [brightness v] effect to (20)\n else\n change size by (((100) - (size)) / (2))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [green flag 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\nwhen I receive [die v]\nhide\n\nwhen I receive [restart v]\nshow\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [11]> then\n hide\n end\nend\n\n@vineropes\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (([x position v] of [player v]) / (-10)) y: (([y position v] of [player v]) / (10))\nend\n\nwhen I receive [nextlevel v]\nwait (1) seconds\nnext costume\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 front v)\nif <touching (_edge_ v)?> then\n set [y v] to [20]\nelse\n set [y v] to [5]\nend\ngo to (intro front v)\nchange y by (-60)\nrepeat (18)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset size to (80) %\n\nwhen I start as a clone\nshow\nstuff (pick random (-20) to (20))\n\nwhen I receive [die v]\n\n@storyline\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-7) y: (5)\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\nswitch costume to (costume7 v)\nhide\n\nwhen I receive [storyline v]\ngo to x: (-7) y: (5)\nset [pixelate v] effect to (0)\nswitch costume to (costume7 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (6)\n set [pixelate v] effect to (0)\n repeat (15)\n change [pixelate v] effect by (5)\n end\n wait (0.1) seconds\n next costume\n repeat (15)\n change [pixelate v] effect by (-5)\n end\n set [pixelate v] effect to (0)\n wait (2) seconds\nend\nbroadcast (start v)\nhide\n\nwhen I receive [skip v]\nbroadcast (start v)\nhide\n\n@game transition\n\nwhen flag clicked\nset [bright transition. this is a little confusing so i'm just going to put a bunch of random words. ready? blabalblablalblalblalblalbalblablablaablablalalalalalblaalba v] to [0]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [start v]\nif <(bright transition. This is a little confusing so I'm just going to put a bunch of random words. Ready? blabalblablalblalblalblalbalblablablaablablalalalalalblaalba) = [0]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n broadcast (green flag v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [bright transition. this is a little confusing so i'm just going to put a bunch of random words. ready? blabalblablalblalblalblalbalblablablaablablalalalalalblaalba v] to [1]\n hide\nend\n\n@THE MAGIC CUBE\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n turn right (15) degrees\n next costume\n wait (0.005) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [magic cube v]\nshow\nforever\n if <touching (player v)?> then\n hide\n broadcast (world saved v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (([x position v] of [player v]) / (-10)) y: (([y position v] of [player v]) / (10))\nend\n\n@THE MAGIC CUBE2\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (47) y: (-60)\nforever\n turn right (15) degrees\n next costume\n wait (0.005) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [world saved v]\nhide\n\nwhen flag clicked\nforever\n repeat (10)\n change size by (6)\n end\n repeat (10)\n change size by (6)\n end\n repeat (20)\n change size by (-6)\n end\nend\n\nwhen flag clicked\nforever\n go to (the magic cube v)\nend\n\nwhen I receive [magic cube v]\nshow\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset size to (140) %\ngo to x: (0) y: (0)\nhide\n\n@final\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [world saved v]\nwait (0.5) seconds\nset size to (300) %\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change size by (-4.5)\nend\nwait (4) seconds\nbroadcast (game finished v)\n\n@game ended\n\nwhen flag clicked\nhide\ngo to x: (0) y: (316)\n\nwhen I receive [game finished v]\ngo to x: (-4) y: (316)\nshow\nrepeat (100)\n change y by (-3.1)\nend\n\n@special\n\nwhen flag clicked\nswitch costume to (costume11 v)\nhide\n\nwhen I receive [green flag v]\nbroadcast (special start v)\nset [set ready special v] to [0]\ngo to x: (-188) y: (0)\nshow\nset size to (80) %\ngo to [front v] layer\ngo [forward v] (9999999) layers\n\nwhen I receive [special start v]\nset [set ready special v] to [0]\nswitch costume to (costume11 v)\nrepeat until <(costume [number v]) = [1]>\n wait (0.5) seconds\n switch costume to ((costume [number v]) - (1))\nend\nset [set ready special v] to [1]\nwait until <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\nif <<<key (space v) pressed?> and <(set ready special) = [1]>> or <<<touching (mouse-pointer v)?> and <mouse down?>> and <(set ready special) = [1]>>> then\n broadcast (special v)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\nend\nswitch costume to (costume11 v)\nset [set ready special v] to [0]\nbroadcast (special start v)\n\nwhen I receive [nextlevel v]\nwait (1) seconds\nbroadcast (special start v)\n\nwhen I receive [world saved v]\nset [set ready special v] to [0]\nhide\n\nwhen I receive [die v]\nhide\n\nwhen I receive [restart v]\nshow\n\n@special effect\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\ngo to x: (47) y: (-60)\nforever\n turn right (15) degrees\n next costume\n wait (0.005) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [saved v] to [0]\nforever\n repeat (10)\n change size by (6)\n end\n repeat (10)\n change size by (6)\n end\n repeat (20)\n change size by (-6)\n end\nend\n\nwhen flag clicked\nforever\n go to (special v)\nend\n\nwhen flag clicked\nforever\n if <<([costume # v] of [special v]) = [1]> and <(saved) = [0]>> then\n wait (0.5) seconds\n show\n else\n hide\n end\nend\n\nwhen I receive [world saved v]\nset [saved v] to [1]\n\n@skip storyline\n\nwhen I receive [green flag v]\nset [skip storyline = v] to [1]\nhide\n\nwhen I receive [start v]\nset [skip storyline = v] to [1]\nhide\n\nwhen I receive [storyline v]\nset [skip storyline = v] to [0]\nset [ghost v] effect to (100)\ngo to [front v] layer\nwait (0.5) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (2))\n set [brightness v] effect to (20)\n if <<mouse down?> and <(skip storyline =) = [0]>> then\n repeat (10)\n turn right (36) degrees\n change size by (-10)\n end\n set [ghost v] effect to (100)\n hide\n set [skip storyline = v] to [1]\n broadcast (skip v)\n end\n else\n change size by (((100) - (size)) / (2))\n set [brightness v] effect to (-10)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\n@intro front\n\ndefine size: (size) Speed: (speed)\nset [bouncy v] to ((((size) - (size)) * (speed)) + ((bouncy) * (0.7)))\nchange size by (bouncy)\n\nwhen flag clicked\ngo to [front v] layer\nshow\npoint in direction (90)\nclear sound effects\nset volume to (100) %\nclear graphic effects\nstart sound [intro music v]\nset size to (0) %\nwait (0.1) seconds\nrepeat (25)\n size: [100] Speed: ((1) / (4))\nend\nrepeat (10)\n turn right (36) degrees\n change size by (-15)\nend\nrepeat (25)\n size: [100] Speed: ((1) / (4))\nend\nrepeat (10)\n turn right (36) degrees\n change size by (-15)\nend\nrepeat (25)\n size: [100] Speed: ((1) / (4))\nend\nrepeat (10)\n turn right (36) degrees\n change size by (-15)\nend\nrepeat (25)\n size: [100] Speed: ((1) / (4))\nend\nwait (0.5) seconds\nrepeat (25)\n size: [150] Speed: ((5) / (10))\nend\nrepeat (10)\n change size by (-5)\nend\nrepeat (25)\n size: [150] Speed: ((5) / (10))\nend\nrepeat (10)\n change size by (-5)\nend\nrepeat (25)\n size: [150] Speed: ((5) / (10))\nend\nrepeat (10)\n change [mosaic v] effect by (10)\nend\nrepeat (10)\n change [mosaic v] effect by (-10)\nend\nwait (1) seconds\nbroadcast (sound v)\nrepeat (10)\n turn right (36) degrees\n change size by (-15)\nend\nhide\nstop all sounds\nbroadcast (storyline v)\nbroadcast (music v)\n\nwhen I receive [sound v]\nrepeat (10)\n change volume by (-10)\nend\n\n@intro back\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [sound v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n | https://scratch.mit.edu/projects/647059828/\n@--Ako-- is my 100th follower!!\n\nMobile Mode is a little wonky.\n\nPlease don't advertise!\n\n@StratfordJames loved and faved\n@FreezeNova loved and faved\n@sceptile100 faved\n@Capt_Boanerges loved!\n\nI made the respawn and the intro quicker. \nI also added a special move. It is the thing on the left side. If you press space, or in a mobile case, you click on it. it gives you an extra jump. \nI added a little helper that you can only use on a computer or something with a keyboard. Press b to change the brightness of the spikes.\n\nGoal: \nGet 1000 views/done\n\nGet featured\n#8 in trending!!\n\ncreator's note:\nJust FYI, the background might be a little blurry due to the fact that your computer might not be able to handle some of the graphics.\nSorry for the inconvenience - -CodingIt-\n\nInstructions:\nArrow keys\nWASD\nFinger\nStoryline:\nYour world is crumbling. Finding something called the Magic cube might be the only thing powerful enough to stop the world from crumbling. Explore the ruins of the lost, and find the Magic cube before it's too late!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIf someone decides to steal this project, this is proof that I made this project: \n@-CodingIt-\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n |
Powers -A Platformer- | @Stage\n\nwhen I receive [start the game v]\nforever\n play sound [Sunlight v] until done\nend\n\n@Sprite\n\nwhen flag clicked\nforever\n if <(x position) > [220]> then\n broadcast (NEXT LEVEL v)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-193) y: (-60)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lvl start v]\ngo to x: (-193) y: (-60)\n\nwhen I receive [next level v]\ngo to x: (-193) y: (-60)\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 I receive [start v]\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nset [change? v] to [0]\nshow\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-193) y: (-60)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [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 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 (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 (sprite9 v)?> then\n set [yv v] to [20]\n end\n if <<touching (sprite10 v)?> or <touching (enemies v)?>> then\n start sound [Crunch v]\n Die\n go to x: (-193) y: (-60)\n set [ghost v] effect to (0)\n show\n set size to (100) %\n end\n if <(direction) = [90]> then\n broadcast (90 v)\n end\n if <(direction) = [-90]> then\n broadcast (-90 v)\n end\nend\n\nwhen I receive [fire v]\nswitch costume to (fire v)\n\nwhen I receive [plant baby v]\nswitch costume to (grass v)\n\nwhen I receive [thunder boiz v]\nswitch costume to (thunder v)\n\nwhen I receive [water v]\nswitch costume to (water v)\n\nswitch costume to (fire v)\n\ndefine Die\nclear graphic effects\nset rotation style [all around v]\nrepeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\nend\nbroadcast (lvl start v)\nset rotation style [left-right v]\npoint in direction (90)\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (NEXT LEVEL v)\nbroadcast (lvl start v)\nwait (.2) seconds\n\nwhen I receive [start v]\ngo to x: (-183) y: (159)\nshow\npoint in direction (90)\ngo to [front v] layer\nforever\n set size to (100) %\n point in direction (90)\n if <(Level) = [15]> then\n hide\n end\n if <not <(Level) = [15]>> then\n show\n end\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n point in direction (75)\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nset x to (-200)\nset size to (pick random (50) to (100)) %\nshow\nset [ghost v] effect to (pick random (10) to (70))\nset y to (pick random (60) to (120))\nrepeat until <(x position) > [220]>\n change x by (1.5)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n wait (pick random (1.5) to (5)) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start the game v]\nshow\n\nwhen I receive [hide v]\nhide\n\n@Sprite3\n\nwhen I receive [start the game v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (fire v)\n broadcast (hide v)\n broadcast (start v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite4\n\nwhen I receive [start the game v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (water v)\n broadcast (hide v)\n broadcast (start v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite5\n\nwhen I receive [start the game v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (plant baby v)\n broadcast (hide v)\n broadcast (start v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite6\n\nwhen I receive [start the game v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (thunder boiz v)\n broadcast (hide v)\n broadcast (start v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Sprite9\n\nwhen flag clicked\nset [level v] to [1]\nhide\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 show\n go to x: (-80) y: (-35)\n end\n if <(Level) = [4]> then\n hide\n end\n if <(Level) = [5]> then\n hide\n end\n if <(Level) = [6]> then\n show\n go to x: (55) y: (-35)\n end\n if <(Level) = [7]> then\n show\n go to x: (30) y: (-35)\n end\n if <(Level) = [8]> then\n show\n go to x: (0) y: (-35)\n end\n if <(Level) = [9]> then\n show\n go to x: (200) y: (-35)\n end\n if <(Level) = [10]> then\n show\n go to x: (-120) y: (-35)\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [12]> then\n hide\n end\n if <(Level) = [13]> then\n show\n go to x: (75) y: (-35)\n end\n if <(Level) = [14]> then\n hide\n end\n if <(Level) = [15]> then\n hide\n end\n if <(Level) = [16]> then\n hide\n set [level v] to [1]\n end\nend\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\nforever\n if <<touching (sprite v)?> or <touching (enemies v)?>> then\n start sound [Big Boing v]\n repeat (6)\n next costume\n wait (.05) seconds\n end\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\n@Sprite11\n\nwhen flag clicked\ngo to [front v] layer\nset rotation style [left-right v]\npoint in direction (90)\nset [attack v] to [0]\nhide\nforever\n if <(attack) = [0]> then\n go to (sprite v)\n if <(direction) = [90]> then\n change x by (25)\n end\n if <(direction) = [-90]> then\n change x by (-25)\n end\n if <key (space v) pressed?> then\n broadcast (attack v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n end\n if <not <key (space v) pressed?>> then\n hide\n end\n end\nend\n\nwhen I receive [fire v]\nswitch costume to (costume1 v)\ngo to (sprite v)\n\nwhen I receive [attack v]\nset [attack v] to [1]\nshow\nstart sound [Low Whoosh v]\nif <(direction) = [90]> then\n if <(costume [number v]) = [1]> then\n repeat (10)\n change x by (15)\n end\n end\n if <(costume [number v]) = [2]> then\n repeat (25)\n change x by (10)\n end\n end\n if <(costume [number v]) = [3]> then\n set rotation style [all around v]\n repeat (10)\n change x by (8)\n turn right (36) degrees\n change y by (5)\n end\n repeat (10)\n change x by (8)\n turn right (36) degrees\n change y by (-5)\n end\n repeat (10)\n change x by (-8)\n turn right (36) degrees\n change y by (5)\n end\n repeat (10)\n change x by (-8)\n turn right (36) degrees\n change y by (-5)\n end\n set rotation style [left-right v]\n end\n if <(costume [number v]) = [4]> then\n repeat (2)\n change x by (40)\n end\n wait (.2) seconds\n end\nend\nif <(direction) = [-90]> then\n if <(costume [number v]) = [1]> then\n repeat (10)\n change x by (-15)\n end\n end\n if <(costume [number v]) = [2]> then\n repeat (20)\n change x by (-10)\n end\n end\n if <(costume [number v]) = [3]> then\n set rotation style [all around v]\n repeat (10)\n change x by (-8)\n turn right (36) degrees\n change y by (5)\n end\n repeat (10)\n change x by (-8)\n turn right (36) degrees\n change y by (-5)\n end\n repeat (10)\n change x by (8)\n turn right (36) degrees\n change y by (5)\n end\n repeat (10)\n change x by (8)\n turn right (36) degrees\n change y by (-5)\n end\n set rotation style [left-right v]\n end\n if <(costume [number v]) = [4]> then\n repeat (2)\n change x by (-40)\n end\n wait (.2) seconds\n end\nend\nhide\nset [attack v] to [0]\n\nwhen I receive [water v]\nswitch costume to (costume2 v)\ngo to (sprite v)\n\nwhen I receive [plant baby v]\nswitch costume to (costume3 v)\ngo to (sprite v)\n\nwhen I receive [thunder boiz v]\nswitch costume to (costume4 v)\ngo to (sprite v)\n\n@Sprite12\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(attack) = [0]> then\n broadcast (attack v)\n end\n end\n end\nend\n\nwhen I receive [-90 v]\nswitch costume to (costume1 v)\n\nwhen I receive [90 v]\nswitch costume to (costume2 v)\n\n@Enemies\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nshow\nset [enemyx v] to [0]\nset [enemyy v] to [0]\ngo to [front v] layer\nforever\n if <touching (sprite11 v)?> then\n start sound [Crunch v]\n clear graphic effects\n set rotation style [all around v]\n repeat (20)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n change [enemyy v] by (-1)\n if <([x position v] of [sprite v]) < ((x position) - (10))> then\n change [enemyx v] by (-.5)\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [sprite v])> then\n change [enemyx v] by (.5)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 (-4)\n change x by ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [sprite v])> then\n if <(Enemyx) > [0]> then\n set [enemyx v] to [-8]\n else\n set [enemyx v] to [8]\n end\n set [enemyy v] to [15]\n else\n set [enemyx v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Enemyy)\n if <touching (sprite1 v)?> then\n change y by ((Enemyy) - ((Enemyy) * (2)))\n set [enemyy v] to [0]\n end\n change y by (-1)\n if <<((y position) - (-50)) < ([x position v] of [sprite v])> and <touching (level v)?>> then\n set [enemyy v] to [15]\n end\n if <<key (space v) pressed?> and <touching (sprite1 v)?>> then\n set [enemyy v] to [15]\n end\n change y by (1)\n if <touching (sprite9 v)?> then\n set [enemyy v] to [20]\n end\nend\n\nwhen flag clicked\nhide\nset [speed2 v] to [3]\n\ndefine insert clone at x: (x) y: (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\nbroadcast (start2 v)\n\nwhen I receive [lvl start v]\nbroadcast (start2 v)\ndelete this clone\n\nwhen I receive [start2 v]\nforever\n if <(Level) = [1]> then\n delete this clone\n end\n if <(Level) = [2]> then\n delete this clone\n end\n if <(Level) = [3]> then\n delete this clone\n end\n if <(Level) = [4]> then\n insert clone at x: [194] y: [-60]\n wait until <(Level) = [5]>\n end\n if <(Level) = [5]> then\n delete this clone\n end\n if <(Level) = [6]> then\n insert clone at x: [194] y: [-60]\n insert clone at x: [114] y: [124]\n insert clone at x: [53] y: [0]\n wait until <(Level) = [7]>\n end\n if <(Level) = [7]> then\n insert clone at x: [194] y: [-60]\n insert clone at x: [30] y: [148]\n insert clone at x: [145] y: [117]\n wait until <(Level) = [8]>\n end\n if <(Level) = [8]> then\n insert clone at x: [194] y: [-60]\n insert clone at x: [170] y: [-60]\n wait until <(Level) = [9]>\n end\n if <(Level) = [9]> then\n insert clone at x: [194] y: [-60]\n insert clone at x: [133] y: [151]\n wait until <(Level) = [10]>\n end\n if <(Level) = [10]> then\n insert clone at x: [194] y: [-60]\n wait until <(Level) = [11]>\n end\n if <(Level) = [11]> then\n insert clone at x: [26] y: [157]\n wait until <(Level) = [12]>\n end\n if <(Level) = [12]> then\n insert clone at x: [204] y: [128]\n insert clone at x: [156] y: [-24]\n insert clone at x: [-2] y: [-54]\n wait until <(Level) = [13]>\n end\n if <(Level) = [13]> then\n insert clone at x: [-2] y: [-54]\n insert clone at x: [158] y: [-52]\n wait until <(Level) = [14]>\n end\n if <(Level) = [14]> then\n insert clone at x: [-2] y: [-54]\n insert clone at x: [158] y: [-52]\n insert clone at x: [52] y: [132]\n insert clone at x: [-186] y: [121]\n insert clone at x: [0] y: [0]\n wait until <(Level) = [13]>\n end\n if <(Level) = [15]> then\n delete this clone\n end\nend\n\n@Sprite13\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\nwhen I receive [start the game v]\nrepeat (10)\n erase all\nend\n\n@intro\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Super intro v]\nswitch costume to (screen shot 2020-06-03 at 11 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 the game 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 | #24 on trending\nArrow keys/wad/mobile to move\nAvoid spikes, lava, and enemies.\nSpace/Attack button to attack.\n-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-\nPOWER STATS:\nFIRE:\nType: Shoots a fireball that moves in a straight line\nSpeed: Fast\nRange: Short\nWATER:\nType: Uses a big wave that moves in a straight line\nSpeed: Medium\nRange: Far\nPLANT:\nType: Throws a plant-themed boomerang thingy that moves in a zigzag\nSpeed: Medium\nRange: short\nTHUNDER:\nType: Shoots a lightning bolt that moves in a straight line\nSpeed: Really fast\nRange: Very short |
Griffpatch platformer | @Stage\n\nwhen I receive [minecraft v]\nswitch backdrop to (backdrop8 v)\n\nwhen I receive [next level v]\nnext backdrop\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <key (x v) pressed?> then\n set volume to (0) %\n end\n if <key (s v) pressed?> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [ILLUMINATI SONG - IMPOSSIBLE MLG REMIX v] until done\nend\n\n@@griffpatch\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> then\n start sound [water drop v]\n wait until <not <touching color (#00cccc)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spinner v)?> then\n repeat (10)\n change x by (-5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[244] < (x position)> then\n broadcast (next level v)\n set x to (-261)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#cc0000)?> then\n start sound [recording1 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (you died! v)\n hide\n go to x: (-40) y: (-50)\n wait (1) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#db1e04)?> then\n start sound [explosion v]\n glide (0.5) secs to x: (14) y: (136)\n glide (0.5) secs to x: (107) y: (132)\n end\nend\n\nwhen flag clicked\nforever\n if <<<(backdrop [name v]) = [Glasses]> or <(backdrop [name v]) = [Glasses2]>> and <<(y position) > [172]> and <[-130] > (x position)>>> then\n set y to (-20)\n broadcast (next level v)\n end\nend\n\nwhen backdrop switches to [finished v]\ngo to x: (-233) y: (-123)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (g.p v)\npoint in direction (90)\nswitch backdrop to (backdrop1 v)\ngo to x: (-40) y: (-50)\nshow\ngo to [front v] layer\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 (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000008)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (space v) pressed?>> and <touching color (#000008)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#f123ff)?> then\n broadcast (minecraft v)\n go to x: (-212) y: (-40)\n end\nend\n\nif <(Timer) < (โ World Record)> then\n wait (1) seconds\n set [โ world record v] to (Timer)\nend\n\nwhen backdrop switches to [finished v]\nif <(Timer) < (โ World Record)> then\n say (join [You beat the record time ] (join (โ World Record) (join [ With ] (Timer)))) for (5) seconds\nelse\n say (join (join [You got ] (Timer)) (join [ The record time is ] (โ World Record))) for (4) seconds\nend\n\nwhen flag clicked\nforever\n if <touching color (#00cccc)?> then\n repeat until <not <touching color (#00cccc)?>>\n point in direction (0)\n move (10) steps\n point in direction (90)\n end\n end\nend\n\nwhen backdrop switches to [glasses v]\ngo to x: (-238) y: (-50)\n\n@Taco\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [name v]) = [Taco]> then\n show\n else\n hide\n end\nend\n\n@Spinner\n\nwhen flag clicked\nhide\n\nset size to (100) %\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Spinners]> then\n go to x: (214) y: (-59)\n start sound [Swoosh v]\n glide (1) secs to x: (-207) y: (-106)\n wait (1) seconds\n create clone of (_myself_ v)\n hide\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [Spinners]> then\n set size to (100) %\n show\n go to [front v] layer\n switch costume to (costume1 v)\n repeat (150)\n switch costume to (pick random (2) to (7))\n wait (0.05) seconds\n switch costume to (pick random (8) to (12))\n wait (0.05) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (214) y: (-59)\nstart sound [Swoosh v]\nglide (1) secs to x: (-207) y: (-106)\ndelete this clone\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@You Died!\n\nwhen I receive [you died! v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\n@Timer\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen I receive [you died! v]\nset [timer v] to [9000000000000000000000000000000000]\n\nwhen backdrop switches to [finished v]\nstop [other scripts in sprite v]\n\n@bug\n\nwhen flag clicked\ngo to x: (201) y: (-28)\nforever\n set [ghost v] effect to (25)\n next costume\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n show\n else\n hide\n end\nend\n\n | Save Griffpatch -Platformer! \n=========================================\n(Instructions in game) [x to mute music] [s to play music] \n=========================================\nThis is the game you've all been waiting for...\nHope you enjoy! I know it's easy\n=========================================\nMake sure to wait till he stops speaking at the end to save score\n-------------------------------------------------------------------------\n444 views- 20 Aug 2017_16:24\n100 comments- 20 Aug 2017_19:38\n150 loves- 21 Aug 2017_14:16\n3131 views- 23 Aug 2017_10:30\n20,000 views :O |
Paper Mario: The Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [start!! v]\nswitch backdrop to (1 v)\n\nwhen I receive [new level v]\nnext backdrop\n\nwhen I receive [world2 starts!! v]\nswitch backdrop to (12 v)\n\nwhen I receive [final castle!!! v]\nswitch backdrop to (20 v)\n\n@Mario\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <<touching (platforms v)?> or <touching (platforms2 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 (platforms v)?> or <touching (platforms2 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 (z v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [11]\n set [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) / (9))\nend\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(Frame) = [0]> then\n switch costume to (stand_1 v)\n else\n switch costume to ([floor v] of ((4) + ((Frame) mod (2))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n go to x: (-205) y: (-89)\n change [level v] by (1)\n broadcast (New Level v)\n end\nend\n\nwhen flag clicked\nforever\n change [frame v] by ((1) / (Change costume every))\nend\n\nset [change costume every v] to [1]\n\nwhen [z v] key pressed\n\nif <<touching (platforms v)?> or <(slope) = [8]>> then\n start sound [Salto v]\nend\n\nwhen flag clicked\nforever\n if <touching (goomba v)?> then\n if <(y position) > (Y Goomba)> then\n broadcast (Goomba Stomp v)\n else\n go to x: (-205) y: (-89)\n broadcast (Restart v)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (stand_1 v)\nset [gameplay v] to [No]\nset [level v] to [1]\nhide\n\nwhen I receive [start!! v]\nset [level v] to [1]\nset rotation style [left-right v]\ngo to x: (-205) y: (-89)\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n if <(Gameplay) = [Yes]> then\n switch costume to (hitbox v)\n if <<(speed y) < [4]> or <key (z v) pressed?>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n set [speed x v] to ((speed x) * (0.7))\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (1.5)\n end\n end\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n if <key (z v) pressed?> then\n if <<(Tecla de Salto) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [tecla de salto v] to [1]\n end\n else\n set [tecla de salto v] to [0]\n end\n if <<(y position) < [-180]> or <<<touching (damage v)?> or <touching (fuzzy v)?>> or <<touching (lava bubble v)?> or <touching (pokey v)?>>>> then\n go to x: (-230) y: (-89)\n set [speed y v] to [0]\n change [muertes v] by (1)\n broadcast (Restart v)\n end\n Set Costume\n end\nend\n\nwhen flag clicked\nforever\n set [x mario v] to (x position)\n set [y mario v] to (y position)\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (new world v)?> then\n if <(Level) = [11]> then\n hide\n set [gameplay v] to [No]\n go to x: (-205) y: (-89)\n broadcast (World2 v)\n end\n if <(Level) = [19]> then\n hide\n set [gameplay v] to [No]\n go to x: (-205) y: (-89)\n broadcast (Final World v)\n end\n if <(Level) = [24]> then\n set [gameplay v] to [No]\n broadcast (Ending v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [world2 starts!! v]\nswitch costume to (stand_1 v)\nshow\n\n\n\nwhen I receive [final castle!!! v]\nswitch costume to (stand_1 v)\nshow\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start!! v]\nshow\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [world2 starts!! v]\nswitch costume to (12 v)\n\nwhen I receive [final castle!!! v]\nswitch costume to (20 v)\n\n@End\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (disfraz1 v)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <<(Level) = [11]> or <<(Level) = [19]> or <(Level) = [24]>>> then\n hide\n else\n show\n end\nend\n\n@Damage\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Goomba\n\ngo to x: (40) y: (-89)\n\nwhen flag clicked\ngo to [front v] layer\nhide\nswitch costume to (goomba1 v)\nforever\n set [y goomba v] to ((y position) + (20))\nend\n\nwhen I receive [goomba stomp v]\nstart sound [Super Mario Bros Goomba Stomp Sound v]\nhide\n\nwhen I receive [start!! v]\nset [goomba animation v] to [True]\n\nwhen I receive [start!! v]\nshow\n\nwhen I receive [start!! v]\nforever\n if <(Goomba Animation) = [True]> then\n wait (0.3) seconds\n next costume\n else\n switch costume to (goomba1 v)\n end\nend\n\nwhen I receive [new level v]\nif <(Level) = [3]> then\n go to x: (0) y: (-104)\n set [goomba animation v] to [False]\n point in direction (90)\n show\nelse\n stop [this script v]\nend\n\nwhen I receive [new level v]\nif <<<(Level) = [2]> or <(Level) = [8]>> or <<(Level) = [11]> or <<(Level) = [18]> or <(Level) = [22]>>>> then\n set [goomba animation v] to [False]\n hide\nelse\n stop [this script v]\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(Level) = [1]> then\n point in direction (90)\n glide (0.5) secs to x: (0) y: (-104)\n point in direction (-90)\n glide (0.5) secs to x: (40) y: (-104)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [new level v]\nif <(Level) = [7]> then\n go to x: (-8) y: (57)\n set [goomba animation v] to [True]\n point in direction (90)\n show\nelse\n stop [this script v]\nend\n\nwhen I receive [new level v]\nforever\n if <(Level) = [7]> then\n point in direction (-90)\n glide (0.5) secs to x: (-8) y: (57)\n point in direction (90)\n glide (0.5) secs to x: (-51) y: (56)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [new level v]\nif <(Level) = [10]> then\n go to x: (202) y: (-28)\n set [goomba animation v] to [False]\n point in direction (90)\n show\nelse\n stop [this script v]\nend\n\nwhen I receive [restart v]\nif <(Level) = [3]> then\n go to x: (0) y: (-104)\n set [goomba animation v] to [False]\n point in direction (90)\n show\nelse\n stop [this script v]\nend\n\nwhen I receive [restart v]\nif <(Level) = [21]> then\n go to x: (23) y: (-101)\n set [goomba animation v] to [False]\n point in direction (90)\n show\nelse\n stop [this script v]\nend\n\nwhen I receive [restart v]\nif <(Level) = [17]> then\n show\nelse\n stop [this script v]\nend\n\nwhen I receive [new level v]\nif <(Level) = [17]> then\n go to x: (103) y: (16)\n set [goomba animation v] to [False]\n point in direction (90)\n show\nelse\n stop [this script v]\nend\n\nwhen I receive [new level v]\nif <(Level) = [21]> then\n go to x: (23) y: (-101)\n set [goomba animation v] to [False]\n point in direction (90)\n show\nelse\n stop [this script v]\nend\n\nwhen I receive [new level v]\nif <(Level) = [24]> then\n show\n go to x: (-196) y: (17)\n set [goomba animation v] to [False]\n point in direction (-90)\nelse\n stop [this script v]\nend\n\nwhen I receive [restart v]\nif <(Level) = [24]> then\n show\n go to x: (-196) y: (17)\n set [goomba animation v] to [False]\n point in direction (-90)\nelse\n stop [this script v]\nend\n\n@Logo\n\nwhen flag clicked\nset volume to (100) %\nset [ghost v] effect to (0)\nhide\nwait (3) seconds\ngo to x: (0) y: (219)\nshow\nglide (1) secs to x: (0) y: (115)\nbroadcast (Language v)\n\ngo to x: (0) y: (115)\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n play sound [Main Theme \(Title Screen\) Paper Mario Color Splash OST v] until done\nend\n\nwhen I receive [menu v]\nwait (1) seconds\nglide (1) secs to x: (0) y: (225)\nhide\nwait (1) seconds\nbroadcast (World1 v)\nstop [other scripts in sprite v]\n\nwhen I receive [menu v]\nrepeat (50)\n change volume by (-2)\nend\n\n@English\n\nwhen I receive [language v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (Language2 v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (-125) y: (-50)\nshow\n\nwhen I receive [menu v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\nwhen this sprite clicked\nset [language v] to [English]\nbroadcast (Menu v)\n\nwhen I receive [language2 v]\nforever\n if <(Language) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (english2 v)\n else\n switch costume to (english v)\n end\n else\n switch costume to (english v)\n stop [this script v]\n end\nend\n\n@Espaรฑol\n\nwhen I receive [language v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\n\nwhen flag clicked\nset [language v] to [0]\nset [ghost v] effect to (100)\ngo to x: (125) y: (-50)\nshow\n\nwhen I receive [language2 v]\nforever\n if <(Language) = [0]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (espaรฑol2 v)\n else\n switch costume to (espaรฑol v)\n end\n else\n switch costume to (espaรฑol v)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nset [language v] to [Espaรฑol]\nbroadcast (Menu v)\n\nwhen I receive [menu v]\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@World\n\nwhen flag clicked\ngo to x: (0) y: (336)\nhide\n\nwhen I receive [world1 v]\nshow\nglide (0.6) secs to x: (0) y: (0)\nbroadcast (Start!! v)\nplay sound [New World v] until done\nwait (2) seconds\nglide (0.6) secs to x: (0) y: (336)\nhide\nset [gameplay v] to [Yes]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [world1 v]\nif <(Language) = [English]> then\n switch costume to (world1 v)\nelse\n switch costume to (mundo1 v)\nend\n\nwhen I receive [world2 v]\nif <(Language) = [English]> then\n switch costume to (world2 v)\nelse\n switch costume to (mundo2 v)\nend\n\nwhen I receive [world2 v]\nshow\nstart sound [New World v]\nglide (0.6) secs to x: (0) y: (0)\nchange [level v] by (1)\nbroadcast (World2 Starts!! v)\nwait (2) seconds\nglide (0.6) secs to x: (0) y: (336)\nhide\nset [gameplay v] to [Yes]\n\nwhen I receive [final world v]\nshow\nstart sound [New World v]\nglide (0.6) secs to x: (0) y: (0)\nchange [level v] by (1)\nbroadcast (Final Castle!!! v)\nwait (2) seconds\nglide (0.6) secs to x: (0) y: (336)\nhide\nset [gameplay v] to [Yes]\n\nwhen I receive [world2 v]\nif <(Language) = [English]> then\n switch costume to (world2 v)\nelse\n switch costume to (mundo2 v)\nend\n\nwhen I receive [final world v]\nif <(Language) = [English]> then\n switch costume to (world3 v)\nelse\n switch costume to (mundo3 v)\nend\n\n@Z\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start!! v]\nshow\nforever\n go to x: (x Mario) y: ((y Mario) + (65))\nend\n\ngo [forward v] (1) layers\n\nwhen I receive [start!! v]\nforever\n if <<(Level) = [1]> or <(Level) = [4]>> then\n show\n else\n hide\n end\nend\n\n@Music1\n\nwhen I receive [start!! v]\nwait (1) seconds\nrepeat (25)\n change volume by (4)\nend\n\nwhen flag clicked\nhide\nset volume to (0) %\n\nwhen I receive [start!! v]\nwait (2) seconds\nforever\n play sound [Paper Mario Soundtrack March Ahead \(1080p\) v] until done\nend\n\nwhen I receive [world2 v]\nrepeat (50)\n change volume by (-2)\nend\n\n@Music2\n\nwhen I receive [world2 v]\nwait (1.5) seconds\nrepeat (25)\n change volume by (4)\nend\n\nwhen flag clicked\nhide\nset volume to (0) %\n\nwhen I receive [world2 v]\nwait (2) seconds\nforever\n play sound [Desert Overworld New Super Mario Bros v] until done\nend\n\nwhen I receive [final world v]\nrepeat (50)\n change volume by (-2)\nend\n\n@Music3\n\nwhen I receive [final world v]\nwait (1.5) seconds\nrepeat (25)\n change volume by (4)\nend\n\nwhen flag clicked\nhide\nset volume to (0) %\n\nwhen I receive [final world v]\nwait (2) seconds\nforever\n play sound [Super Mario 3D Land Music AttackFinal Castle theme\[1\] v] until done\nend\n\nrepeat (50)\n change volume by (-2)\nend\n\nwhen I receive [ending v]\nrepeat (25)\n change volume by (-4)\nend\n\n@Tutorial\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Language) = [English]> then\n switch costume to (walljump v)\n else\n switch costume to (saltopared v)\n end\nend\n\n@Lava Bubble\n\nwhen flag clicked\ngo to x: (-158) y: (-148)\nswitch costume to (lava bubble v)\ngo to [back v] layer\nhide\n\nwhen I receive [new level v]\nforever\n if <(Level) = [6]> then\n go to x: (104) y: (63)\n glide (1.4) secs to x: (-158) y: (-148)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [new level v]\nwait (0.5) seconds\nforever\n if <(Level) = [9]> then\n go to x: (-133) y: (132)\n glide (0.8) secs to x: (-133) y: (-185)\n go to x: (0) y: (132)\n glide (0.8) secs to x: (0) y: (-185)\n go to x: (136) y: (132)\n glide (0.8) secs to x: (136) y: (-185)\n else\n stop [this script v]\n end\nend\n\ngo to x: (104) y: (63)\n\nwhen I receive [new level v]\nif <(Level) = [9]> then\n switch costume to (lava bubble2 v)\n go to x: (-133) y: (132)\nend\n\nwhen I receive [final castle!!! v]\nforever\n if <(Level) = [20]> then\n show\n go to x: (-3) y: (-200)\n switch costume to (lava bubble3 v)\n glide (0.5) secs to x: (-3) y: (-30)\n switch costume to (lava bubble2 v)\n glide (0.5) secs to x: (-3) y: (-200)\n hide\n wait (0.1) seconds\n else\n stop [this script v]\n end\nend\n\nwhen I receive [new level v]\nif <<(Level) = [6]> or <<(Level) = [9]> or <<(Level) = [20]> or <(Level) = [24]>>>> then\n show\nelse\n hide\nend\n\nwhen I receive [new level v]\nwait (0.5) seconds\nforever\n if <(Level) = [24]> then\n go to x: (-133) y: (132)\n glide (0.8) secs to x: (-133) y: (-185)\n go to x: (0) y: (132)\n glide (0.8) secs to x: (0) y: (-185)\n go to x: (136) y: (132)\n glide (0.8) secs to x: (136) y: (-185)\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [new level v]\nforever\n if <(Level) = [24]> then\n switch costume to (lava bubble v)\n go to x: (181) y: (128)\n glide (1.4) secs to x: (-158) y: (-148)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@New World\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [11]> or <<(Level) = [19]> or <(Level) = [24]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [24]> then\n go to x: (204) y: (-24)\n set size to (40) %\n set [ghost v] effect to (0)\n switch costume to (axe v)\n else\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n switch costume to (disfraz1 v)\n set size to (100) %\n end\nend\n\n@Pokey\n\nwhen flag clicked\ngo to x: (78) y: (-58)\n\nwhen flag clicked\nforever\n if <<(Level) = [12]> or <<(Level) = [15]> or <<(Level) = [16]> or <(Level) = [23]>>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [world2 starts!! v]\nforever\n if <(Level) = [12]> then\n glide (1) secs to x: (130) y: (-58)\n glide (1) secs to x: (27) y: (-59)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [new level v]\nif <(Level) = [15]> then\n go to x: (0) y: (-58)\nend\n\nwhen I receive [new level v]\nforever\n if <(Level) = [16]> then\n go to x: (57) y: (-115)\n glide (1) secs to x: (-50) y: (-115)\n glide (1) secs to x: (57) y: (-115)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [new level v]\nif <(Level) = [16]> then\n go to [back v] layer\nelse\n go to [front v] layer\n stop [this script v]\nend\n\nwhen I receive [new level v]\nif <(Level) = [16]> then\n\nwhen I receive [new level v]\nforever\n if <(Level) = [23]> then\n go to x: (26) y: (-108)\n glide (1) secs to x: (-35) y: (-108)\n glide (1) secs to x: (26) y: (-108)\n else\n stop [this script v]\n end\nend\n\n@hitbox\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to (mario v)\nend\n\nwhen [z v] key pressed\nif <(Gameplay) = [Yes]> then\n if <touching (platforms v)?> then\n start sound [Salto v]\n stop [this script v]\n end\nend\n\n@Platforms2\n\nwhen flag clicked\nforever\n if <<(Level) = [13]> or <(Level) = [24]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n switch costume to (extra1 v)\n go to x: (0) y: (185)\n glide (3) secs to x: (0) y: (-197)\n end\n if <(Level) = [24]> then\n switch costume to (extra2 v)\n go to x: (55) y: (185)\n glide (2) secs to x: (55) y: (-197)\n end\nend\n\nglide (1) secs to x: (0) y: (-197)\n\nhide\nwait (0.2) seconds\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\n@Fuzzy\n\nwhen flag clicked\nforever\n if <<(Level) = [14]> or <(Level) = [22]>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n go to x: (46) y: (10)\n glide (0.5) secs to x: (46) y: (-76)\n glide (0.5) secs to x: (-40) y: (-76)\n glide (0.5) secs to x: (-40) y: (10)\n glide (0.5) secs to x: (46) y: (10)\n end\n if <(Level) = [22]> then\n go to x: (-100) y: (-167)\n glide (0.5) secs to x: (-100) y: (-90)\n glide (1) secs to x: (100) y: (-90)\n glide (0.5) secs to x: (100) y: (-167)\n glide (0.5) secs to x: (100) y: (-90)\n glide (1) secs to x: (-100) y: (-90)\n glide (0.5) secs to x: (-100) y: (-167)\n end\nend\n\n@Ending\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [ending v]\ngo to [front v] layer\nwait (1.5) seconds\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\nwhen flag clicked\nforever\n if <(Language) = [English]> then\n switch costume to (ending v)\n else\n switch costume to (final v)\n end\nend\n\nwhen I receive [ending v]\nwait (1.5) seconds\nforever\n play sound [Staff Roll Mario Luigi Bowser's Inside Story v] until done\n wait (214) seconds\nend\n\nhide\n\n | Paper Mario: The Platformer is a game with 20+ levels, great level design and many surprises!\n\nUse arrow keys or WASD to move.\n\nIf you liked it, please love and fav. |
PLATFORMER Minecraft | @Stage\n\nwhen I receive [begin v]\nforever\n play sound [Volume Alpha - 01 - Key v] until done\n stop all sounds\nend\n\nwhen I receive [ะบะพะฝะตั v]\nforever\n play sound [Volume Alpha - 01 - Key v] until done\n stop [other scripts in sprite v]\n stop all sounds\nend\n\n@Player\n\ndefine ะพะฑัะฐะฑะพัะบะฐ ะทะตะผะปะธ <ะฟะพะดััะผ>\nswitch costume to (hitbox v)\nrepeat until <not <<touching (land v)?> or <touching (mills v)?>>>\n if <ะฟะพะดััะผ> then\n change y by (-1)\n else\n change y by (1)\n set [ะฒ ะฒะพะทะดัั
ะต v] to [0]\n end\n set [y ัะบะพัะพััั v] to [0]\nend\nswitch costume to (ะบะพัััะผ)\n\ndefine ะฟัะพะณัะปะบะฐ (ัะฐะณะธ)\nswitch costume to (hitbox v)\nchange x by (ัะฐะณะธ)\nset [ัะบะปะพะฝ v] to [0]\nrepeat until <<not <<touching (land v)?> or <touching (mills v)?>>> or <(ัะบะปะพะฝ) = [8]>>\n change y by (1)\n change [ัะบะปะพะฝ v] by (1)\nend\nif <(ัะบะปะพะฝ) = [8]> then\n change x by ((-1) * (ัะฐะณะธ))\n change y by (-8)\nend\nswitch costume to (ะบะพัััะผ)\n\nwhen I receive [begin v]\nset [ะบะพัััะผ v] to [Nani]\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(ะฒ ะฒะพะทะดัั
ะต) < [8]>> then\n set [y ัะบะพัะพััั v] to [14]\n end\nend\n\nwhen I receive [begin v]\nforever\n if <<touching (_edge_ v)?> and <(x position) > [195]>> then\n broadcast (Next level v)\n go to x: (-205) y: (125)\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(y position) < [-170]> then\n set [y ัะบะพัะพััั v] to [0]\n go to x: (-201) y: (-125)\n end\nend\n\nwhen I receive [begin v]\nset size to (30) %\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n ะฟัะพะณัะปะบะฐ [-5]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n ะฟัะพะณัะปะบะฐ [5]\n end\n if <<not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> and <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\nend\n\nwhen I receive [begin v]\nset [y ัะบะพัะพััั v] to [0]\nset rotation style [left-right v]\nforever\n change [y ัะบะพัะพััั v] by (-2)\n change y by (Y ัะบะพัะพััั)\n change [ะฒ ะฒะพะทะดัั
ะต v] by (1)\n ะพะฑัะฐะฑะพัะบะฐ ะทะตะผะปะธ <(Y ัะบะพัะพััั) > [0]>\nend\n\nwhen I receive [begin v]\nforever\n if <touching (hedgehog v)?> then\n go to x: (-201) y: (-125)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ัะฟัะฐะนั 3 v)?> then\n pen up\n set pen color to (#b83838)\n set pen (saturation v) to (100)\n broadcast (ะฒัะฒ v)\n start sound [minecraft-death-sound v]\n wait (1) seconds\n erase all\n end\nend\n\n@Land\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [begin v]\ngo to x: (0) y: (-6)\npoint in direction (90)\nforever\n if <(costume [name v]) = [2]> then\n repeat (50)\n turn right (0.1) degrees\n end\n repeat (50)\n turn right (-0.1) degrees\n end\n else\n point in direction (90)\n end\nend\n\nwhen I receive [begin v]\npoint in direction (90)\nforever\n if <(costume [name v]) = [3]> then\n broadcast (ะบะพะฝะตั v)\n forever\n point in direction (90)\n broadcast (ะฝะตั v)\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (2d_12402-3 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [ะฝะธัะตะณะพ]> then\n broadcast (ะบะพะปะตัะพ v)\n stop [this script v]\n else\n broadcast (ะฝะตั v)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (all v)\n end\nend\n\n@Mills\n\nwhen flag clicked\nhide\n\nwhen I receive [ะบะพะปะตัะพ v]\nshow\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [begin v]\nforever\n turn right (0.1) degrees\nend\n\n@Skins\n\nwhen this sprite clicked\nif <(ะฟะพะดัะบะฐะทะบะฐ) = [ะทะฐะบัััะฐ]> then\n set [ะฟะพะดัะบะฐะทะบะฐ v] to [ะพัะบัััะฐ]\n go to x: (-186) y: (119)\n switch costume to (ะบะพัััะผ 3 v)\n hide list [skins v]\n delete all of [skins v]\n wait (0.1) seconds\n add [ััะฐะฒะฐ] to [skins v]\n wait (0) seconds\n add [ะบะฐะผะตะฝั ] to [skins v]\n wait (0) seconds\n add [ะขะ ะะะ] to [skins v]\n wait (0) seconds\n add [ะจะตัััั] to [skins v]\n wait (0) seconds\n add [ะะพะปะพัะพ] to [skins v]\n wait (0) seconds\n add [ััะตะบะปะพ] to [skins v]\n wait (0) seconds\n add [ะัะตะฒะฝะพ] to [skins v]\n ask [Enter skin name \( ะะฒะตะดะธัะต ะธะผั ัะบะธะฝะฐ\)] and wait\n set [ะบะพัััะผ v] to (answer)\nelse\n switch costume to (ะบะพัััะผ 2 v)\n go to x: (-188) y: (-157)\n set [ะฟะพะดัะบะฐะทะบะฐ v] to [ะทะฐะบัััะฐ]\n show list [skins v]\nend\n\nwhen flag clicked\nhide\ngo to x: (-186) y: (-157)\nrepeat (10)\n go to [front v] layer\nend\nshow list [skins v]\nswitch costume to (ะบะพัััะผ 2 v)\nset [ะฟะพะดัะบะฐะทะบะฐ v] to [ะทะฐะบัััะฐ]\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [begin v]\nshow\n\n@Play\n\nwhen flag clicked\ngo to x: (-12) y: (-12)\nshow\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 this sprite clicked\nbroadcast (begin v)\nhide\n\n@ screen saver\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@ะกะฟัะฐะนั 1\n\nwhen flag clicked\nhide\n\nwhen I receive [all v]\npoint in direction (90)\ngo to x: (-45) y: (57)\nshow\nforever\n repeat (1)\n turn right (15) degrees\n end\n wait (1) seconds\n repeat (1)\n turn right (-15) degrees\n end\nend\n\n@ะกะฟัะฐะนั 2\n\nwhen flag clicked\nhide\n\nwhen I receive [ะฒัะฒ v]\nglide (0) secs to (player v)\nrepeat (pick random (1) to (4))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange x by (pick random (-2) to (2))\nshow\nswitch costume to (pick random (1) to (4))\nrepeat (10)\n change y by (pick random (1) to (10))\nend\ndelete this clone\n\nchange x by (10)\n\n@ะกะฟัะฐะนั 3\n\n | ะฃะฟัะฐะฒะปะตะฝะธะต ัััะตะปะบะฐะผะธ ะธะปะธ W,A,D.\n |
Collaboration Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (่ๆฏ3 v)\n\nwhen I receive [ใกใใปใผใธ1 v]\nforever\n play sound [1 v] until done\nend\n\n@ๅคๅฝๅใไธปไบบๅ
ฌ\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 [ใกใใปใผใธ1 v]\nset size to (100) %\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 (ๆฆใใฎในใใผใธ v)?> then\n change y by (1)\n if <touching (ๆฆใใฎในใใผใธ v)?> then\n change y by (1)\n if <touching (ๆฆใใฎในใใผใธ v)?> then\n change y by (1)\n if <touching (ๆฆใใฎในใใผใธ v)?> then\n change y by (1)\n if <touching (ๆฆใใฎในใใผใธ v)?> then\n change y by (1)\n if <touching (ๆฆใใฎในใใผใธ 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 (ๆฆใใฎในใใผใธ v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n start sound [Jump3 v]\n switch costume to (ใณในใใฅใผใ 2 v)\n set [yv v] to [15]\n else\n switch costume to (ใณในใใฅใผใ 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 (ๆฆใใฎในใใผใธ 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 (ๅฎถใฟใผ๏ผ v)\n change [่ๆฏ v] by (1)\n go to x: (-216) y: (-59)\n end\nend\n\nwhen I receive [ใกใใปใผใธ1 v]\nshow\nforever\n wait (0.025) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [ใกใใปใผใธ1 v]\nswitch backdrop to (่ๆฏ1 v)\ngo to x: (-201) y: (-50)\n\nwhen I receive [ใกใใปใผใธ1 v]\nforever\n if <key (space v) pressed?> then\n go to x: (-216) y: (-59)\n end\nend\n\nwhen I receive [ใกใใปใผใธ1 v]\nforever\n if <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [ใณในใใฅใผใ 12]> then\n broadcast (thanks v)\n end\nend\n\nwhen I receive [ใกใใปใผใธ1 v]\nforever\n if <<touching color (#ff0000)?> or <(y position) < [-170]>> then\n start sound [power9 v]\n set [yv v] to [3]\n repeat (10)\n set [xv v] to [0]\n set [yv v] to [0]\n set rotation style [all around v]\n change size by (10)\n turn left (50) degrees\n end\n set size to (100) %\n go to x: (-230) y: (-60)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (ๅคงใธใฃใณใ v)?> then\n broadcast (123 v)\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nhide variable [โ ๆ้ซ่จ้ฒ v]\nhide variable [ๆ้ v]\nset [ๆ้ v] to [0]\n\nwhen I receive [ใกใใปใผใธ1 v]\nforever\n if <(backdrop [number v]) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (ๅคงใธใฃใณใ v)?> or <touching (ๅคงใธใฃใณใใฎๆไบบ v)?>> then\n broadcast (123 v)\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ในใใฉใคใ7 v)?> then\n go to x: (143) y: (-84)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ในใใฉใคใ8 v)?> then\n go to x: (100) y: (150)\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\nbroadcast (ใกใใปใผใธ1 v)\n\nwhen I receive [ใกใใปใผใธ1 v]\nshow variable [โ ๆ้ซ่จ้ฒ v]\nshow variable [ๆ้ v]\nrepeat until <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [2]>\n change [ๆ้ v] by (1)\n wait (1) seconds\nend\nif <(โ ๆ้ซ่จ้ฒ) > (ๆ้)> then\n set [โ ๆ้ซ่จ้ฒ v] to (ๆ้)\nend\n\n@ๅใๆฟใ\n\nwhen flag clicked\nhide\n\nwhen I receive [ๅฎถใฟใผ๏ผ v]\nset [color v] effect to (0)\ngo to [front v] layer\nset [ๅใๆฟใx v] to [-120]\nset [ๅใใใผ v] to [0]\ngo to x: (460) y: (0)\nshow\nrepeat until <(x position) < [-460]>\n change [color v] effect by (5)\n set [ๅใๆฟใx v] to ((ๅใๆฟใx) * (0.9))\n change x by (ๅใๆฟใx)\nend\nhide\nset [ๅใใใผ v] to [1]\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\nwhen flag clicked\nwait (10) seconds\nbroadcast (ใกใใปใผใธ1 v)\n\n@ในใใฉใคใ1\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ใกใใปใผใธ1 v]\nshow\n\n@ๆฆใใฎในใใผใธ\n\nwhen I receive [ๅฎถใฟใผ๏ผ v]\nnext costume\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nswitch costume to (ใณในใใฅใผใ 3 v)\n\nwhen I receive [ใกใใปใผใธ1 v]\nswitch costume to (ใณในใใฅใผใ 1 v)\n\n@ในใใฉใคใ2\n\n@ในใใฉใคใ6\n\nwhen flag clicked\nforever\n if <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [3]> then\n show\n end\n if <not <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [3]>> then\n hide\n end\nend\n\n@ในใใฉใคใ3\n\nwhen flag clicked\nforever\n if <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [4]> then\n show\n end\n if <not <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [4]>> then\n hide\n end\nend\n\n@ในใใฉใคใ4\n\nwhen flag clicked\nforever\n if <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [5]> then\n show\n end\n if <not <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [5]>> then\n hide\n end\nend\n\n@ในใใฉใคใ5\n\nwhen flag clicked\nforever\n if <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [6]> then\n show\n end\n if <not <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [6]>> then\n hide\n end\nend\n\n@ในใใฉใคใ7\n\nwhen flag clicked\nforever\n if <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [7]> then\n show\n set [ghost v] effect to (100)\n end\n if <not <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [7]>> then\n hide\n end\nend\n\n@ในใใฉใคใ8\n\nwhen flag clicked\nforever\n if <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [8]> then\n show\n set [ghost v] effect to (100)\n end\n if <not <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [8]>> then\n hide\n end\nend\n\n@ในใใฉใคใ9\n\nwhen flag clicked\nforever\n if <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [10]> then\n show\n end\n if <not <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [10]>> then\n hide\n end\nend\n\n@Saw\n\nwhen flag clicked\nhide\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <([costume name v] of [ๆฆใใฎในใใผใธ v]) = [11]> then\n go to x: (-11) y: (-146)\n set size to (70) %\n show\n turn right (15) degrees\n else\n hide\n end\nend\n\ngo [forward v] (1) layers\n\n@ในใใฉใคใ10\n\nwhen flag clicked\nset [ใฟใผใๅฏพ็ญใฝใใ v] to [0]\nwait (1) seconds\n\nwhen flag clicked\nforever\n set [ใฟใผใๅฏพ็ญใฝใใ v] to [0]\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <[39] < (ใฟใผใๅฏพ็ญใฝใใ)> then\n set [ใฟใผใๅฏพ็ญใฝใใ v] to [0]\n broadcast (ๆๅพ v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [ใฟใผใๅฏพ็ญใฝใใ v] to [0]\nforever\n repeat (50)\n change [ใฟใผใๅฏพ็ญใฝใใ v] by (1)\n wait (0) seconds\n end\nend\n\n | ๆต่กใฎ1ใใผใธ็ฎใซ่ผใใพใใ!\nๆฅๆฌ่ชใฏไธใซใใใใโ\nโชEnglishโซ\nl'lใmove it with arrow key.\nl'๏ฝใgoing 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\nthere's a little trick\nAndใalso ,please follow me.โ\nhttps://scratch.mit.edu/users/karikunn/\nthis is the studio with my work.โ\nhttps://scratch.mit.edu/studios/26650448/\nAndใlook at the other pieces.\nlfใyou have a bug, you can tell me in the comments section\n\n็ขๅฐใญใผใงๅใใใพใ๏ผ\nในใใผในใญใผใงในใใผใธใฎๆๅใซๆปใใพใใ\nใใฐใใใฃใใ่จใฃใฆใใ ใใใ\nใปใใฎไฝๅใ่ฆใฆใญ\nๆต่กๅ
ฅใใใใใฎใงโคโ
ใใผใฏใใ้กใใใพใ\nไธๅฟซใชใณใกใณใใฏๅ้คใใใฆใใใ ใใพใ\nๅฐใใ ใไปๆใใใใใพใ๏ผ |
-Easy- Platformer Mobile friendly! | @Stage\n\nwhen flag clicked\n\nwhen I receive [start v]\nforever\n play sound (pick random (1) to (2)) until done\nend\n\n@Player\n\nnext backdrop\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nchange y by ((0) - (y))\nset [y v] to [0]\n\nwhen I receive [start v]\nhide variable [โ world record v]\nhide variable [โ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n change y by (1)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\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 set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y v] to [15]\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 [y 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 [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (ground v)?>> or <<mouse down?> and <<touching (ground v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching (saws v)?> then\n set [x v] to [0]\n set [y v] to [0]\n start sound [crashed oof v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n go to x: (-199) y: (-60)\n end\n if <touching (don't touch v)?> then\n set [x v] to [0]\n start sound [crashed oof v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n go to x: (-199) y: (-60)\n end\n if <touching color (#ffff00)?> then\n start sound [smw_spring_jump @ToadfanSchool v]\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (ใขใใกใผใทใงใณ v)\n end\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n switch costume to (4 v)\n if <[-166] > (y position)> then\n go to x: (-199) y: (-60)\n end\n else\n switch costume to (3 v)\n if <[-166] > (y position)> then\n start sound [crashed oof v]\n go to x: (-199) y: (-60)\n end\n end\n if <(Stage) = [10]> then\n else\n if <(x position) > [215]> then\n broadcast (Goal v)\n go to x: (-199) y: (-60)\n wait (1.2) seconds\n end\n end\nend\n\nwhen flag clicked\nhide variable [โ world record v]\nhide variable [โ your time v]\nhide\n\nwhen I receive [start v]\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\n@Ground\n\nwhen flag clicked\nset [stage v] to [1]\nswitch costume to (ใณในใใฅใผใ 1 v)\nhide\n\nwhen I receive [goal v]\nnext costume\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (ใณในใใฅใผใ 1 v)\nset [stage v] to [0]\nforever\n set [stage v] to (costume [number v])\nend\n\n@Don't touch\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (ใณในใใฅใผใ 1 v)\n\nwhen I receive [goal v]\nnext costume\n\n@ในใใฉใคใ1\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [6]> then\n wait (1.1) seconds\n go to [front v] layer\n show\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@tran\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nswitch costume to (costume 2 v)\ngo to [front v] layer\nshow\nstart sound [sceneswitch1 v]\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nwait (0.5) seconds\nstart sound [Low Whoosh v]\nrepeat (20)\n change y by (((345) - (y position)) / (4))\nend\nhide\n\n@Sprite3\n\nwhen I receive [fade v]\ndelete this clone\n\nwhen I start as a clone\nif <(id) = [0]> then\n go to x: (0) y: (0)\n point in direction (90)\n show\n switch costume to (background v)\n go to [back v] layer\n forever\n if <(uservanish) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (background v)\n go to [back v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n wait (0.4) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nend\nif <(id) = [1]> then\n go to x: (700) y: (0)\n show\n point in direction (90)\n go to [front v] layer\n Smooth Glide to x [0] y [0] Speed [4]\n hide\n delete this clone\nend\nif <(id) = [2]> then\n set size to (0) %\n show\n switch costume to (my icon v)\n go to [front v] layer\n go to x: (0) y: (35)\n repeat (16)\n turn right (22.5) degrees\n change size by (6.25)\n end\n point in direction (90)\n set size to (100) %\n forever\n if <(end?) = [0]> then\n point in direction ((([cos v] of ((sine) * (18)) ) * (10)) + (90))\n change [sine v] by (1)\n else\n repeat (24)\n turn right (-16.875) degrees\n change size by (-4.6875)\n end\n broadcast (fade v)\n delete this clone\n end\n end\nend\nif <(id) = [3]> then\n point in direction (90)\n wait (0.5) seconds\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (700) y: (0)\n Smooth Glide to x [0] y [0] Speed [4]\n forever\n if <(uservanish) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (username v)\n go to [front v] layer\n go [backward v] (1) layers\n show\n go to x: (0) y: (0)\n else\n Smooth Glide to x [0] y [25] Speed [3]\n Smooth Glide to x [0] y [-99] Speed [3]\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [end? v] to [0]\nstart sound (pick random (1) to (3))\nhide\nset [uservanish v] to [0]\nset [sine v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\nrepeat (3)\n switch costume to (slide v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (slide2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nwait (0.8) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nchange [id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset volume to (100) %\nwait (7) seconds\nset [end? v] to [1]\nset [uservanish v] to [1]\nbroadcast (Start v)\n\nwhen I receive [fade v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nbroadcast (end intro v)\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\ngo to [front v] layer\n\n@Bounce\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [7]> then\n wait (1) seconds\n show\n go to x: (-59) y: (-92)\n else\n hide\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen I receive [ใขใใกใผใทใงใณ v]\nswitch costume to (costume5 v)\nwait (0.05) seconds\nswitch costume to (costume4 v)\nwait (0.05) seconds\nswitch costume to (costume3 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume1 v)\nwait (0.05) seconds\nswitch costume to (costume2 v)\nwait (0.05) seconds\nswitch costume to (costume3 v)\nwait (0.05) seconds\nswitch costume to (costume4 v)\nwait (0.05) seconds\nswitch costume to (costume5 v)\n\ngo [forward v] (1) layers\n\n@Saws\n\nwhen flag clicked\nhide\nforever\n if <(Stage) = [8]> then\n wait (1) seconds\n show\n go to x: (5) y: (-113)\n else\n hide\n end\nend\n\nwhen I receive [goal v]\nhide\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\n@ในใใฉใคใ2\n\nwhen flag clicked\nswitch costume to (samune v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\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 (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 (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\n@ๆๅญ\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(Stage) = [1]> then\n switch costume to (1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n set y to (((([sin v] of ((timer) * (250)) ) + (18)) * (1.5)) * (5))\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [2]> then\n switch costume to (2 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [3]> then\n switch costume to (3 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [4]> then\n switch costume to (4 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [5]> then\n switch costume to (5 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [6]> then\n switch costume to (6 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [7]> then\n switch costume to (7 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [8]> then\n switch costume to (8 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [10]> then\n switch costume to (10 v)\n start sound [people-performance-cheer1 v]\n stop [this script v]\n end\nend\n\n | Left / right key movement\nUp key jump\nDown key Crouch\n\nๅทฆๅณใญใผ็งปๅ\nไธใญใผใธใฃใณใ\nไธใญใผใใใใ\n็พๅจ1ไฝ |
Super Mario- A PLATFORMER | @Stage\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-228) y: (-20)\nforever\n platform physics (10) (-1) (0.7) (2)\n if <<touching (spikes v)?> or > then\n if <(Level) = [10]> then\n start sound [mario death sound2 v]\n go to x: (-228) y: (-148)\n set [x vel v] to [0]\n point in direction (90)\n set [y vel v] to [-5]\n switch costume to (idle v)\n broadcast (boss v)\n wait (6) seconds\n else\n start sound [mario death sound2 v]\n go to x: (-228) y: (-138)\n set [x vel v] to [0]\n set [y vel v] to [0]\n end\n end\n if <touching (finish v)?> then\n start sound [Checkpoint Sound Effect v]\n if <(Level) = [9]> then\n broadcast (boss v)\n end\n change [level v] by (1)\n if <(Level) = [10]> then\n go to x: (-4) y: (-153)\n set [x vel v] to [0]\n point in direction (90)\n set [y vel v] to [-5]\n switch costume to (idle v)\n wait (6) seconds\n else\n go to x: (-228) y: (-138)\n set [x vel v] to [0]\n point in direction (90)\n set [y vel v] to [-5]\n switch costume to (idle v)\n broadcast (finish v)\n end\n end\n if <touching (trampolines v)?> then\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n set [y vel v] to [17]\n end\n if <touching (boss 1 v)?> then\n hide\n start sound [Bone Breaking Sound EffectNon Copyrighted Sound Effects.mp3 v]\n broadcast (boss v)\n go to x: (-228) y: (-148)\n switch costume to (idle v)\n point in direction (90)\n show\n set [x vel v] to [0]\n set [y vel v] to [-5]\n wait (6) seconds\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-228) y: (-138)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen flag clicked\nshow\n\nforever\n if <(Screen) = [Gameplay]> then\n if <not <(Screen) = [10]>> then\n else\n hide\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(Walk) > [8]> then\n set [walk v] to [5]\n end\n wait (0.05) seconds\nend\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed)\nswitch costume to (hitbox v)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(y vel) > [0]>>> then\n start sound [Mario Jump - Gaming Sound Effect \(HD\)2 v]\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel 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 vel v] by ((-1) * (movement speed))\n point in direction (-90)\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n set [old y v] to (y position)\n repeat ([abs v] of (x vel) )\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n set [x vel v] to [0]\n end\nend\nset [x vel v] to ((x vel) * (friction))\nswitch costume to (idle v)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (Walk)\nend\nif <(y vel) > [1]> then\n switch costume to (jump v)\nend\nif <(y vel) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nplay sound [SUPER MARIO RUN \(Trap Remix\) v] until done\nplay sound [SUPER MARIO RUN \(Trap Remix\) v] until done\nplay sound [SUPER MARIO RUN \(Trap Remix\) v] until done\nplay sound [SUPER MARIO RUN \(Trap Remix\) v] until done\nplay sound [SUPER MARIO RUN \(Trap Remix\) v] until done\nplay sound [SUPER MARIO RUN \(Trap Remix\) v] until done\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n wait until <not <touching (sprite3 v)?>>\n change [level v] by (1)\n end\nend\n\nset [level v] to [17]\n\nif <(Level) = [10]> then\n start sound [mario death sound2 v]\n go to x: (-228) y: (-148)\n set [x vel v] to [0]\n point in direction (90)\n set [y vel v] to [-5]\n switch costume to (idle v)\n broadcast (boss v)\n wait (6) seconds\nelse\n start sound [mario death sound2 v]\n go to x: (-228) y: (-138)\n set [x vel v] to [0]\n set [y vel v] to [0]\nend\nif <touching (finish v)?> then\n start sound [Checkpoint Sound Effect v]\n if <(Level) = [9]> then\n broadcast (boss v)\n end\n change [level v] by (1)\n if <(Level) = [10]> then\n go to x: (-4) y: (-153)\n set [x vel v] to [0]\n point in direction (90)\n set [y vel v] to [-5]\n switch costume to (idle v)\n wait (6) seconds\n else\n go to x: (-228) y: (-138)\n set [x vel v] to [0]\n point in direction (90)\n set [y vel v] to [-5]\n switch costume to (idle v)\n broadcast (finish v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite9 v)?> then\n go to x: (92) y: (-148)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n wait until <not <touching (sprite3 v)?>>\n change [level v] by (1)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\nforever\n if <(Screen) = [Gameplay]> then\nend\n\n@Finish\n\nwhen flag clicked\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nset size to (125) %\nforever\n point in direction (90)\n clear graphic effects\n if <(Level) = [1]> then\n go to x: (195) y: (-174)\n show\n end\n if <(Level) = [2]> then\n go to x: (-225) y: (-53)\n show\n end\n if <(Level) = [3]> then\n go to x: (97) y: (16)\n show\n end\n if <(Level) = [4]> then\n go to x: (136) y: (43)\n show\n end\n if <(Level) = [5]> then\n go to x: (120) y: (-40)\n show\n end\n if <(Level) = [5]> then\n go to x: (180) y: (-146)\n show\n end\n if <(Level) = [6]> then\n go to x: (180) y: (-170)\n show\n end\n if <(Level) = [7]> then\n go to x: (-184) y: (16)\n show\n end\n if <(Level) = [8]> then\n go to x: (35) y: (-47)\n show\n end\n if <(Level) = [9]> then\n go to x: (195) y: (-174)\n show\n end\n if <(Level) = [9]> then\n go to x: (64) y: (-76)\n show\n end\n if <(Level) = [10]> then\n go to x: (206) y: (66)\n hide\n end\n if <(Level) = [11]> then\n go to x: (-143) y: (-22)\n show\n end\n if <(Level) = [12]> then\n go to x: (46) y: (93)\n point in direction (90)\n show\n end\n if <(Level) = [13]> then\n go to x: (-195) y: (73)\n show\n end\n if <(Level) = [14]> then\n show\n go to x: (125) y: (84)\n end\n if <(Level) = [15]> then\n show\n go to x: (200) y: (-171)\n end\n if <(Level) = [16]> then\n show\n go to x: (207) y: (-174)\n end\n if <(Level) = [17]> then\n hide\n end\n if <(Level) = [18]> then\n go to x: (-235) y: (-175)\n show\n end\n if <(Level) = [19]> then\n hide\n end\nend\n\ngo to x: (147) y: (-174)\nshow\n\nshow\n\nwhen I receive [falg v]\ngo to x: (-10) y: (-58)\nshow\nset size to (50) %\nstop all sounds\nstart sound [pop v]\nrepeat (2)\n change size by (25)\nend\n\nwhen I receive [boss v]\nhide\n\nif <(Screen) = [Gameplay]> then\n\nset [level v] to [17]\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [level v] to [1]\nshow\n\nforever\n if <(Screen) = [Gameplay]> then\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Level) = [10]> then\n show\n wait (6) seconds\n forever\n hide\n end\n end\nend\n\nset [level v] to [9]\n\nwhen flag clicked\n\nnext costume\nwait (6) seconds\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n play sound [Mario Warp Pipe Sound Effect2 v] until done\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@206-2063012_mario-blocks-hd-png-download\n\nwhen flag clicked\nhide\n\n@BowserFlame\n\nwhen flag clicked\nswitch costume to (bowser_ v)\nset rotation style [left-right v]\nforever\n point towards (player v)\n if <(Level) = [18]> then\n show\n wait (0.5) seconds\n switch costume to (bowsersp2 v)\n create clone of (sprite9 v)\n wait (1) seconds\n switch costume to (bowser_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-220) y: (-69)\nhide\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <(Level) = [19]> then\n hide\n end\nend\n\nset [level v] to [17]\n\n@Sprite9\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\nwhen flag clicked\ngo to (bowserflame v)\n\nwhen I start as a clone\nstart sound [\[Super Mario Bros\] Bowser Fire Sound Effect \[Free Ringtone Download\] v]\nmove (5) steps\nshow\ngo to (bowserflame v)\npoint in direction ([direction v] of [bowserflame v])\nrepeat until <<<touching (_edge_ v)?> or <touching (player v)?>> or <touching (ground v)?>>\n move (5) steps\nend\ndelete this clone\n\nset [level v] to [19]\n\nwhen flag clicked\n\nwhen I start as a clone\n\nforever\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [18]> then\n hide\n end\nend\n\nset [level v] to [18]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n end\nend\n\nset [level v] to [17]\n\nchange [level v] by (1)\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\n | โค๏ธ AND โญ FOR SOME MAGIC\n \n1000 views already?\n\npress the green flag twice\nI will add more soon\n\nTO MOVE:\nA,D or LEFT AND RIGHT ARROWS\n\nTO JUMP:\nW or UP ARROW\n\nTHIS TOOK 1 WEEK TO MAKE HOPE YOU LIKE IT :) |
Carot3 || A Mobile Friendly Platformer | @Stage\n\nwhen flag clicked\nhide variable [โ deaths v]\nhide variable [your deaths v]\n\nwhen I receive [game v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Saving Nature v] until done\nend\n\n@Blank\n\n@Carrot3\n\nwhen I start as a clone\nClones\n\nwhen I receive [game v]\nswitch backdrop to (backdrop1 v)\ngo to x: (-200) y: (120)\nset [y v] to [0]\nset [x v] to [0]\nshow\nforever\n Move\n Gravity\n Extras\nend\n\ndefine Move\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\n\ndefine Gravity\nPlats\nif <not <(y) > [30]>> then\n change [y v] by (-1)\nelse\n set [y v] to [30]\nend\nchange y by (y)\nif <touching (platforms v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nJump\nchange y by (1)\n\ndefine Colision\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\nelse\n set [y v] to [0]\nend\n\ndefine Jump\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> and <touching (platforms v)?>> then\n set [y v] to [17]\nend\nTrampolines\n\ndefine Plats\nif <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((x) * (-1))\n change y by (-4)\n Colision\n end\n end\n end\n end\nend\n\ndefine Trampolines\nif <touching (trampoline v)?> then\n set [y v] to [20]\nend\n\ndefine Clones\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\ndefine Extras\nif <(x position) > [240]> then\n broadcast (Change Level v)\n go to x: (-200) y: (57)\n change [level v] by (1)\nend\nif <touching (killer v)?> then\n go to x: (-200) y: (57)\n set [x v] to [0]\n if <(Die?) = [0]> then\n if <not <(Level) = [11]>> then\n change [your deaths v] by (1)\n change [โ deaths v] by (1)\n end\n end\nend\nif <<key (s v) pressed?> and <not <(Level) = [11]>>> then\n change [level v] by (1)\n set [x v] to [0]\n wait (1) seconds\nend\nswitch costume to (carrot3 v)\n\ndefine Setup Clones\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n Setup Clones\nend\n\nwhen flag clicked\nswitch costume to (carrot3 v)\nhide\nset [your deaths v] to [0]\ngo to x: (-200) y: (120)\ngo to [back v] layer\n\n@Killer\n\nwhen flag clicked\nset [level v] to [1]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [game v]\nshow\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nforever\n switch costume to (Level)\n if <(Level) = [11]> then\n show variable [โ deaths v]\n show variable [your deaths v]\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nshow\ngo to x: (62) y: (-79)\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [outro v]\nhide\n\nwhen I receive [game v]\nshow\n\n@Text\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [game v]\nshow\n\nwhen I receive [outro v]\nhide\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (-350) y: (pick random (160) to (60))\nswitch costume to (pick random (1) to (4))\nshow\nrepeat until <(x position) > [200]>\n move (pick random (2) to (7)) steps\nend\ndelete this clone\n\nwhen I receive [game v]\nforever\n wait (pick random (0.7) to (1.4)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [outro v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [die? v] to [0]\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [game v]\n\nwhen I receive [change level v]\nset [die? v] to [1]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [die? v] to [0]\n\n@Intro\n\ndefine Smooth Glide To X: (x) Y: (y) at Speed: (speed)\nset size to (100) %\nset [prex v] to (x position)\nset [prey v] to (y position)\nset [postx v] to (x)\nset [posty v] to (y)\nrepeat ((speed) * ((speed) / ((speed) / (5))))\n change x by (((x) / (speed)) - ((x position) / (speed)))\n change y by (((y) / (speed)) - ((y position) / (speed)))\nend\nset x to (PostX)\nset y to (PostY)\n\ndefine Create Clone to (costume)\nset size to (100) %\ncreate clone of (_myself_ v)\nswitch costume to (costume)\n\nwhen flag clicked\nbroadcast (Outro v)\nrepeat (10)\n set size to (100) %\nend\n\nwhen I receive [lingt v]\nCreate Clone to [poof-0]\nrepeat (13)\n next costume\nend\nset [ghost v] effect to (100)\n\nwhen I receive [boom v]\nset size to (100) %\nrepeat (150)\n point in direction ((([sin v] of ((bounce) + (-50)) ) * (5)) + (90))\n set size to ((([sin v] of (bounce) ) * (-5)) + (100)) %\n change [bounce v] by (2)\nend\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Game v)\nset [ghost v] effect to (100)\n\nwhen I receive [outro v]\nshow\nstart sound [Amadeus - Euphoria v]\nset [brightness v] effect to (0)\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (back2 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nCreate Clone to [Logo]\n\nwhen I receive [outro v]\nforever\n if <(costume [number v]) = [17]> then\n set size to (100) %\n go to x: (400) y: (400)\n Smooth Glide To X: (0) Y: (0) at Speed: (6)\n wait (0.3) seconds\n repeat until <(round (direction)) = [0]>\n turn right (([sin v] of ((0) - (direction)) ) * (13)) degrees\n end\n repeat until <(round (direction)) = [180]>\n turn right (([sin v] of ((180) - (direction)) ) * (20)) degrees\n end\n repeat until <(round (direction)) = [90]>\n turn right (([sin v] of ((90) - (direction)) ) * (13)) degrees\n end\n Create Clone to [Icons]\n broadcast (Lingt v)\n stop [this script v]\n end\nend\n\nwhen I receive [lingt v]\nbroadcast (Boom v)\n\n | Loved By @carot3!\n@0014049 loved and stared\n@bookdog17 loved and stared!\n@stlcards422 loved and stared!\nComment 'Carot3!'\nArrow keys to move.\ns to skip\nThis is a platformer about @Carot3.\nThe followers stat was written at 8:38pm\n25 loves! Yay\n50 loves!!! :O\n75 loves!!! :)\n100 loves!! OMG\nLet's get this to 125 loves and 100 stars!!!\nI have this platforming code in my test account that you are free to remix!\nhttps://scratch.mit.edu/projects/405708259/ |
Lava Flood | A Platformer [2k Special] #Games | @Stage\n\n@Player\n\ndefine reset\nclear graphic effects\ngo to x: (-200) y: (-70)\npoint in direction (90)\nset [dead? v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\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]\nset [level v] to [1]\nset [dead? v] to [0]\nset size to (100) %\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 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 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 (killer wheel v)?> or <touching (lava v)?>> or <touching (moving killer wheels v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n broadcast (Death/Reset v)\n Spin off screen\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]\nset [change? v] to [0]\nforever\n if <<(y position) = [180]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\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 (center2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (alright bros let's go v)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Lava\n\nwhen I receive [next level v]\nset y to (-8)\nwait (2) seconds\n\nwhen flag clicked\nset y to (-8)\n\nwhen flag clicked\nwait (2) seconds\nforever\n change y by (0.3)\nend\n\nwhen I receive [death/reset v]\nset y to (-8)\nwait (4) seconds\n\n@Thumbnail\n\nwhen flag clicked\nshow\nbroadcast (alright bros let's go v)\nhide\n\n | bruh this got taken down. \n@Adzyia\n\nWelcome to Lava Flood!\n(This is for 2000 followers, thank you guys so much! I can't thank you enough :P)\nALL LEVELS ARE POSSIBLE\nUse WASD, Arrows, or Mobile to move, don't touch the lava. The lava is rising and you must get to the top without dying, get to the last level in this vertical style platformer. If this grows enough, I will make a sequel with more traps!\nAlso, sub to my youtube at CakePlaysMinecraft :D\n |
Green Pea Apocalypse a platformer V1.8 (out of the jungle) | @Stage\n\nwhen I receive [next v]\nchange [map number v] by (1)\n\nwhen flag clicked\nset [map number v] to [1]\n\nwhen I receive [splim v]\nforever\n play sound [Music-Jungle v] until done\nend\n\n@player\n\nwhen flag clicked\nset size to (120) %\ngo to x: (-170) y: (-28)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-178]> then\n set [y v] to [0]\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume3 v)\n change [x v] by (-1)\n end\n if <<key (right 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 if <touching (ground v)?> then\n set [x v] to ((x) * (0.95))\n else\n set [x v] to ((x) * (0.9))\n end\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 y) > [0]> and <mouse down?>>> then\n set [y v] to [10]\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 y) > [0]> and <mouse down?>>> and <touching (ground v)?>> then\n set [y v] to [11]\n end\n if <<<(mouse y) > [0]> and <mouse down?>> and <touching (ground v)?>> then\n set [y v] to [14]\n end\n change y by (1)\n if <(x position) > [230]> then\n broadcast (next v)\n go to x: (-170) y: (-28)\n end\n if <<touching (traps v)?> or <<(y position) < [-170]> or <<touching (spin traps v)?> or <<touching (spin traps2 v)?> or <<touching (dart v)?> or <touching (dart2 v)?>>>>>> then\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (1-)\n change y by (-2)\n end\n set size to (120) %\n clear graphic effects\n go to x: (-170) y: (-28)\n end\n if <touching (water v)?> then\n change [y v] by (1.08)\n end\n if <not <touching (ground v)?>> then\n change [y v] by (-1)\n end\n if <<key (right arrow v) pressed?> and <touching (water v)?>> then\n change [x v] by (-0.8)\n if <<<key (left arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> and <touching (water v)?>> then\n change [x v] by (0.8)\n end\n end\n if <touching (water v)?> then\n change [y v] by (0.1)\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n change [y v] by (0.1)\n end\n if <<key (down arrow v) pressed?> or <<[0] > (mouse y)> and <mouse down?>>> then\n change [y v] by (-0.12)\n end\n end\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [water funktion v]\nforever\n if <touching (water v)?> then\n set [y v] to [-5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (water v)?>> then\n broadcast (water funktion v)\n wait (1) seconds\n end\nend\n\nwhen I receive [player die v]\nrepeat (4)\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [x v] by (1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume2 v)\n change [x v] by (-1)\n end\n change size by (-10)\n change [ghost v] effect by (-1)\n change y by (-2)\nend\nset size to (120) %\nclear graphic effects\ngo to x: (-170) y: (-28)\n\nwhen I receive [player jump v]\nchange [y v] by (15)\n\nwhen I receive [skip v]\ngo to x: (-170) y: (-28)\n\nwhen [space v] key pressed\ngo to (mouse-pointer v)\n\n@ground\n\nforever\n go to x: (([x position v] of [player v]) / (-10)) y: (([y position v] of [player v]) / (10))\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(costume [number v]) = [5]> then\n set [water fall v] to [true]\n end\n if <not <(costume [number v]) = [5]>> then\n set [water fall v] to [false]\n end\n if <(costume [number v]) = [8]> then\n broadcast (dart v)\n stop [this script v]\n end\nend\n\nwhen I receive [dart v]\nforever\n if <not <(map number) = [8]>> then\n stop [other scripts in sprite v]\n broadcast (ground fucn v)\n stop [this script v]\n end\nend\n\nwhen I receive [dart v]\nforever\n repeat (pick random (3) to (5))\n create clone of (dart v)\n wait (0.1) seconds\n end\n wait (1) seconds\nend\n\nwhen I receive [ground fucn v]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (dart2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [dart2 v]\nforever\n repeat (pick random (3) to (5))\n create clone of (dart2 v)\n wait (0.1) seconds\n if <(costume [number v]) = [10]> then\n broadcast (wait for lv 11 v)\n stop [this script v]\n end\n end\n if <<(costume [number v]) = [10]> or <(costume [number v]) > [10]>> then\n stop [this script v]\n end\n wait (1.5) seconds\nend\n\nwhen I receive [skip v]\nnext costume\nchange [map number v] by (1)\n\nwhen I receive [wait for lv 11 v]\nforever\n if <(costume [number v]) = [11]> then\n broadcast (gp spawn 1 v)\n stop [this script v]\n end\nend\n\nwhen I receive [gp spawn 1 v]\nforever\n if <(costume [number v]) = [13]> then\n broadcast (darker v)\n stop [this script v]\n end\nend\n\nwhen I receive [darker v]\nforever\n if <(costume [number v]) = [14]> then\n broadcast (gp spawn 2 v)\n stop [this script v]\n end\nend\n\n@front layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@traps\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\ngo to [back v] layer\n\nwhen I receive [skip v]\nnext costume\n\n@for copy paste\n\n@back layer\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@water\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [ghost v] effect to (30)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@water fall\n\nwhen I start as a clone\nset [ghost v] effect to (0)\ngo to [back v] layer\nif <(CloneID) = [1]> then\n hide\n set [color v] effect to (10)\n set [coloreffec v] to (pick random (2) to (3))\n go to x: (pick random (100) to (100)) y: (-185)\n set [effec: y v] to (pick random (-80) to (-80))\n fly\nelse\n change [color v] effect by (pick random (10) to (25))\n set [xv v] to (pick random (4) to (-10))\n set [yv v] to (pick random (0) to (0))\n if <(water fall) = [true]> then\n show\n else\n hide\n delete this clone\n end\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 (3)\n create clone of (_myself_ v)\nend\n\ndefine Physics\nset size to ((pick random (90) to (170)) + ((Yv) * (2))) %\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 [effec: y v] by (10)\n set y to (Effec: Y)\n if <(y position) > [-175]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n boom\nend\n\n@spin traps\n\nwhen flag clicked\nforever\n turn right (pick random (5) to (10)) degrees\nend\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-20) y: (-144)\nforever\n if <(map number) = [6]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [map number v] to [0]\nforever\n if <(map number) = [7]> then\n set size to (50) %\n go to x: (16) y: (-76)\n turn right (pick random (5) to (10)) degrees\n show\n stop [other scripts in sprite v]\n else\n if <(map number) = [8]> then\n hide\n end\n end\nend\n\nwhen I receive [next v]\nhide\n\n@heart and star\n\nwhen I start as a clone\nset [yvelocity v] to [0]\nif <(yvelocity) = [0]> then\n set [yvelocity v] to [25]\nend\nrepeat (50)\n change y by (yvelocity)\n change [yvelocity v] by (-1)\n turn right (turn) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [turn v] to (pick random (3) to (15))\ngo to x: (pick random (-235) to (235)) y: (-195)\nset size to (pick random (75) to (115)) %\nswitch costume to (pick random (1) to (8))\ngo [forward v] (50) layers\nshow\n\nwhen I receive [hideeeee v]\nhide\ngo to x: (0) y: (-195)\nrepeat (25)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@ghost square\n\nwhen flag clicked\nhide\ngo to x: (10) y: (0)\nwait (2.9) seconds\nrepeat (8)\n go to [front v] layer\n create clone of (_myself_ v)\n wait (0.45) seconds\nend\n\nwhen I start as a clone\ngo to x: (10) y: (0)\nshow\nclear graphic effects\nreset timer\nrepeat (10)\n change [ghost v] effect by (10)\n change size by ((([cos v] of ((sine) * (1)) ) * (1)) + (1))\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\nend\n\n@starting ani character\n\nwhen flag clicked\ngo to [front v] layer\nset [intro size v] to [90]\nhide\nwait (2) seconds\nset [sine v] to [0]\nforever\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (10)) + (intro size)) %\nend\n\nforever\n\nwhen flag clicked\n\nwhen I receive [ani3 v]\ngo to [front v] layer\nset size to (100) %\nswitch costume to (costume1 v)\nshow\nrepeat (9)\n next costume\n change [intro size v] by (-1)\nend\nrepeat (9)\n next costume\n wait (0.01) seconds\n change [intro size v] by (-1.5)\nend\nrepeat (9)\n next costume\n change [intro size v] by (-2)\n wait (0.05) seconds\nend\nrepeat (9)\n change [intro size v] by (-3)\n next costume\n wait (0.07) seconds\nend\nrepeat (6)\n change [intro size v] by (-4)\nend\nhide\nbroadcast (splim v)\n\nbroadcast (start2 v)\nbroadcast (start v)\nbroadcast (start4 v)\n\nwhen I receive [fombell v]\nwait (0.01) seconds\ngo to [front v] layer\nshow\nset size to (1) %\nswitch costume to (costume1 v)\nrepeat (10)\n change size by (10)\nend\nwait (1) seconds\nbroadcast (ani2 v)\nhide\n\n@starting ani character2\n\nwhen flag clicked\ngo to [front v] layer\nhide\nwait (2) seconds\nbroadcast (ani2 v)\nshow\nset [sine v] to [0]\nforever\n change [sine v] by (10)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (10)) + (100)) %\nend\n\nwhen I receive [ani2 v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nrepeat (16)\n next costume\n wait (0.01) seconds\nend\nwait (0.4) seconds\nhide\nbroadcast (ani3 v)\n\nwhen I receive [start2 v]\nhide\n\n@starting ani backround\n\nwhen I receive [stop music v]\nset volume to (0) %\n\nwhen I receive [start music v]\nset volume to (100) %\n\nbroadcast (start2 v)\nbroadcast (start v)\nbroadcast (start4 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\nclear graphic effects\nshow\nwait (1.3) seconds\nstart sound [Unison-Aperture-NCS-Release v]\nbroadcast (HIDEEEEE v)\n\nwhen I receive [start2 v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen I receive [splim v]\nswitch costume to (costume2 \(7\) v)\n\nwhen I receive [splim v]\nforever\n play sound [Music-Title_Screen v] until done\nend\n\nwhen I receive [splim v]\nforever\n play sound [earcing v] until done\n wait (pick random (3) to (10)) seconds\nend\n\nwhen I receive [//lightout v]\nset volume to (0) %\nstop [other scripts in sprite v]\n\nwhen I receive [hideeeee v]\nset volume to (100) %\nwait (3) seconds\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [splim v]\nhide\n\n@spin traps2\n\nwhen flag clicked\nforever\n turn right (pick random (5) to (10)) degrees\nend\n\nwhen flag clicked\nset size to (50) %\nset [map number v] to [7]\nforever\n if <(map number) = [7]> then\n go to x: (16) y: (-29)\n turn right (pick random (5) to (10)) degrees\n show\n stop [other scripts in sprite v]\n else\n hide\n end\nend\n\nwhen I receive [next v]\nhide\n\n@green pea\n\nwhen flag clicked\nhide\ngo to x: (41) y: (-99)\nwait (1) seconds\nforever\n if <(map number) = [3]> then\n show\n if <<(y) < [-4]> and <touching (player v)?>> then\n stop [other scripts in sprite v]\n switch costume to (costume1 v)\n broadcast (player jump v)\n repeat (5)\n next costume\n end\n hide\n stop [this script v]\n else\n if <<(y) > [-4]> and <touching (player v)?>> then\n broadcast (player die v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n\nwhen [space v] key pressed\ngo to (mouse-pointer v)\n\nwhen I receive [water funktion v]\nforever\n if <touching (water v)?> then\n set [y v] to [-5]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (water v)?>> then\n broadcast (water funktion v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (costume3 v)\n glide (1.5) secs to x: (41) y: (-99)\n switch costume to (costume2 v)\n glide (1.5) secs to x: (140) y: (-99)\nend\n\nwhen I receive [next v]\nhide\n\nwhen I receive [skip v]\nhide\n\nwhen I receive [gp spawn 1 v]\nforever\n switch costume to (costume3 v)\n glide (1.5) secs to x: (0) y: (-101)\n switch costume to (costume2 v)\n glide (1.5) secs to x: (80) y: (-101)\nend\n\nwhen I receive [gp spawn 1 v]\ngo to [front v] layer\nhide\ngo to x: (80) y: (-101)\nforever\n if <(map number) = [11]> then\n show\n if <<(y) < [-4]> and <touching (player v)?>> then\n stop [other scripts in sprite v]\n switch costume to (costume1 v)\n broadcast (player jump v)\n repeat (5)\n next costume\n end\n hide\n stop [this script v]\n else\n if <<(y) > [-4]> and <touching (player v)?>> then\n broadcast (player die v)\n end\n end\n end\nend\n\nwhen I receive [gp spawn 2 v]\nforever\n switch costume to (costume2 v)\n glide (1.5) secs to x: (230) y: (-101)\n switch costume to (costume3 v)\n glide (1.5) secs to x: (130) y: (-101)\nend\n\nwhen I receive [gp spawn 2 v]\ngo to [front v] layer\nhide\ngo to x: (230) y: (-101)\nforever\n if <(map number) = [14]> then\n show\n if <<(y) < [-4]> and <touching (player v)?>> then\n stop [other scripts in sprite v]\n switch costume to (costume1 v)\n broadcast (player jump v)\n repeat (5)\n next costume\n end\n hide\n stop [this script v]\n else\n if <<(y) > [-4]> and <touching (player v)?>> then\n broadcast (player die v)\n end\n end\n end\nend\n\n@dart\n\nwhen I start as a clone\nset size to (30) %\nshow\ngo to x: (pick random (-60) to (-10)) y: (-107)\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@dart2\n\nwhen I start as a clone\nset size to (30) %\nshow\ngo to x: (-22) y: (pick random (-81) to (-116))\nrepeat until <touching (_edge_ v)?>\n change x by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@hint arrow\n\n@skip\n\nforever\n set [heath v] to [1000]\nend\n\nwhen flag clicked\nwait (7) seconds\nshow\nswitch costume to (costume2 v)\nset size to (25) %\nshow\nforever\n go to [front v] layer\n go [forward v] (1) layers\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n set size to ((size) + (((30) - (size)) / (2))) %\n broadcast (skip v)\n wait (0.1) seconds\n end\n set size to ((size) + (((60) - (size)) / (2))) %\n else\n go to [front v] layer\n point in direction (90)\n set size to ((size) + (((50) - (size)) / (2))) %\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n if <(map number) = [20]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nclear graphic effects\nrepeat (50)\n go to [front v] layer\n change [ghost v] effect by (2)\nend\n\n@text\n\nwhen I receive [splim v]\nshow\nswitch costume to (costume v)\nchange [brightness v] effect by (-40)\nforever\n go to [front v] layer\n if <(map number) = [20]> then\n hide\n end\n if <(map number) = [11]> then\n set [brightness v] effect to (40)\n end\n if <(map number) = [16]> then\n set [brightness v] effect to (-40)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\n\n@wind particle\n\nwhen I receive [gp spawn 1 v]\nforever\n change [x v] by (wind x)\n change [wind x v] by (-0.01)\n if <(wind x) > [-0.2]> then\n set [wind x v] to [-0.2]\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n set [wind x v] to [-0.1]\n end\n if <touching (water v)?> then\n set [wind x v] to [0]\n end\n if <(map number) = [16]> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (-10) to (10)) layers\nset y to (pick random (-170) to (170))\nset size to (100) %\nswitch costume to (pick random (1) to (2))\nrepeat until <touching (_edge_ v)?>\n turn right (15) degrees\n change x by (-5)\n change [ghost v] effect by (1)\n change size by (-1)\nend\ndelete this clone\n\nwhen I receive [gp spawn 1 v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0) seconds\n if <(map number) = [16]> then\n stop [this script v]\n end\nend\n\n@dark\n\nwhen I receive [gp spawn 1 v]\nshow\nset [ghost v] effect to (100)\nrepeat (80)\n change [ghost v] effect by (-0.5)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(map number) = [16]> then\n repeat (140)\n change [ghost v] effect by (0.5)\n end\n hide\n end\nend\n\nwhen I receive [darker v]\nrepeat (60)\n change [ghost v] effect by (-0.5)\nend\n\n@moving vines\n\nwhen flag clicked\nhide\nforever\n if <not <touching (player v)?>> then\n if <(direction) > [91]> then\n reset timer\n repeat until <(direction) < [80]>\n turn left ((timer) * (3)) degrees\n end\n repeat until <(direction) > (pick random (85) to (85))>\n turn right ((timer) * (3)) degrees\n end\n repeat until <(direction) < [91]>\n turn left ((timer) * (3)) degrees\n end\n point in direction (90)\n end\n if <(direction) < [89]> then\n reset timer\n repeat until <(direction) > [100]>\n turn right ((timer) * (3)) degrees\n end\n repeat until <(direction) < (pick random (85) to (85))>\n turn left ((timer) * (3)) degrees\n end\n repeat until <(direction) > [89]>\n turn right ((timer) * (3)) degrees\n end\n point in direction (90)\n end\n end\nend\n\nwhen flag clicked\nset [d vel v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <not <touching (player v)?>> then\n change [d vel v] by (3)\n end\n if <not <touching (player v)?>> then\n change [d vel v] by (-3)\n end\n set [d vel v] to ((D vel) * (0.75))\n turn right (2) degrees\n if <not <touching (player v)?>> then\n change [d vel v] by (1)\n end\n turn left (4) degrees\n if <not <touching (player v)?>> then\n change [d vel v] by (-1)\n end\n turn right (2) degrees\n turn right (10) degrees\n if <not <touching (player v)?>> then\n change [d vel v] by (2)\n end\n turn left (20) degrees\n if <not <touching (player v)?>> then\n change [d vel v] by (-2)\n end\n turn right (10) degrees\n turn right (D vel) degrees\n if <(direction) > [110]> then\n point in direction (110)\n end\n if <(direction) < [70]> then\n point in direction (70)\n end\nend\n\nif <touching color (#000008)?> then\n change y by (1)\nend\nif <touching color (#000008)?> then\n change y by (1)\nend\nif <touching color (#000008)?> then\n change y by (1)\nend\nif <touching color (#000008)?> then\n change y by (1)\nend\nif <touching color (#000008)?> then\n change y by (1)\nend\nif <touching color (#000008)?> then\n change y by (1)\nend\nif <touching color (#000008)?> then\n change y by (1)\nend\nif <touching color (#000008)?> then\n change y by (1)\nend\nif <touching color (#000008)?> then\n change y by (1)\nend\nif <touching color (#000008)?> then\n change y by (1)\nend\nchange y by (-5)\n\nwhen flag clicked\nforever\n if <(map number) = [1]> then\n show\n go to x: (-81) y: (88)\n end\n if <(map number) = [2]> then\n go to x: (147) y: (18)\n end\n if <(map number) = [3]> then\n go to x: (-126) y: (40)\n end\n if <(map number) = [4]> then\n go to x: (56) y: (133)\n end\n if <(map number) = [5]> then\n go to x: (8) y: (10)\n end\n if <(map number) = [6]> then\n go to x: (75) y: (-6)\n end\n if <(map number) = [7]> then\n go to x: (71) y: (125)\n end\n if <(map number) = [8]> then\n go to x: (-108) y: (102)\n end\n if <(map number) = [9]> then\n go to x: (-61) y: (45)\n end\n if <(map number) = [10]> then\n go to x: (-132) y: (35)\n end\n if <(map number) = [11]> then\n go to x: (-132) y: (35)\n end\n if <(map number) = [12]> then\n go to x: (25) y: (-10)\n end\n if <(map number) = [13]> then\n go to x: (-23) y: (38)\n end\n if <(map number) = [14]> then\n go to x: (0) y: (-11)\n end\n if <(map number) = [15]> then\n go to x: (-184) y: (41)\n end\n if <(map number) = [16]> then\n hide\n end\nend\n\nforever\n go to [front v] layer\nend\n\n@fog\n\nwhen flag clicked\nhide\n\nwhen I receive [splim v]\nshow\nforever\n set [ghost v] effect to (70)\n go [forward v] (999) layers\n forever\n go to x: (([x position v] of [player v]) / (-3)) y: (([y position v] of [player v]) / (3))\n end\nend\n\n@rain\n\nwhen flag clicked\nforever\n if <<(map number) = [5]> or <<(map number) = [6]> or <<(map number) = [7]> or <(map number) = [8]>>>> then\n create clone of (_myself_ v)\n else\n if <(map number) = [9]> then\n create clone of (_myself_ v)\n wait (0.02) seconds\n end\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset [global dir v] to [-10]\nforever\n set [strength v] to (pick random (-5) to (10))\n repeat (100)\n change [global dir v] by ((strength) / (100))\n end\n repeat (100)\n change [global dir v] by (((strength) / (100)) * (-1))\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nset size to (100) %\nset [ghost v] effect to (30)\ngo to x: (pick random (-240) to (230)) y: (175)\nset [dir v] to (pick random (-2) to (2))\nset [speed v] to (pick random (20) to (25))\nshow\nset pen color to (#62acd5)\npen down\nset pen size to (3)\nrepeat until <<(y position) < [-170]> or <<touching (player v)?> or < or <touching (ground v)?>>>>\n point in direction (((180) + (dir)) + (global dir))\n move (((1) * (((Falling Speed) + (1)) / (30))) * (Speed)) steps\nend\nmove (((1) * (((Falling Speed) + (1)) / (30))) * (Speed)) steps\nturn left (pick random (-60) to (110)) degrees\nswitch costume to (pick random (2) to (7))\nset size to (0) %\nset [i v] to [25]\nrepeat (10)\n change size by (i)\n change [ghost v] effect by ((i) / (2))\n change [i v] by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<(map number) = [5]> or <<(map number) = [6]> or <<(map number) = [7]> or <(map number) = [8]>>>> then\n play sound [rain-07.mp2 v] until done\n else\n if <(map number) = [9]> then\n play sound [rain-07.mp4 v] until done\n end\n end\nend\n\n@rain1\n\nwhen flag clicked\nhide variable [trail v]\nset [vis? v] to [0]\nset [falling speed v] to [20]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [trail v] to [65]\nforever\n set [ghost v] effect to (Trail)\n stamp\nend\n\nwhen flag clicked\nforever\n hide\n wait (pick random (5) to (10)) seconds\n switch costume to (costume2 v)\n repeat (3)\n set [ghost v] effect to (0)\n stamp\n end\n switch costume to (costume1 v)\n play sound (pick random (1) to (2)) until done\nend\n\nswitch costume to (rain v)\n\n | GPA stand for Green Pea Apocalypse use arrow key to move also it is same with water don't touch spikes spinning spike wheels or don't touch the bottom of the water and shooting darts, aim to get to the other side jump on the enemy to destroy them. Every level is 100% tested by me (they are easy but harder ones coming soon) (don't put remix of my game into any studios)\n\nhey scratchers my new platformer is released here it is my new platformer called bunker mayhem. https://scratch.mit.edu/projects/406597946\n\nV1.0 : released\n\nV1.1 : add music\n\nV1.2 : add text\n\nV1.3 : add 5 more levels\n\nV1.4 : added moving vines\n\nV1.5 : added fog\n\nV1.6 : A storm is on its way added rain\n\nV1.7 now there are 19 levels, 20 will be a cut screen\n\nV1.8 : mobile Friendly !! |
Adventure! A Platformer #games | @Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Character 1\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nset size to (50) %\ngo to x: (-217) y: (-16)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n switch costume to (costume2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n switch costume to (costume1 v)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching (ground v)?> then\n if <(yv) = [-3]> then\n if <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (-1)\n if <not <touching (ground v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching (ground v)?> then\n change y by (-2)\n if <touching (ground v)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n go to x: (-217) y: (-16)\n switch backdrop to (next backdrop v)\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (portal v)?> then\n play sound [Collect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water level 2 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water level 2 v)?> then\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 1 v)?> then\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 1 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 v)?> then\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 1 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water level 4 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 2 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spiky ball 1 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 3 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water level 5 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (teleporter 1 v)?> then\n go to x: (183) y: (-53)\n play sound [Connect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 2 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n change [yv v] by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water level 6 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 3 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 4 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water level 7 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 5 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 6 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 7 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 8 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 9 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 10 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 11 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 12 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 13 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 14 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 15 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spiky ball 2 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad 2 v)?> then\n change [yv v] by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 3 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 4 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line of spikes v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad 3 v)?> then\n change [yv v] by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad 4 v)?> then\n change [yv v] by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad 5 v)?> then\n change [yv v] by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad 6 v)?> then\n change [yv v] by (25)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy 5 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 16 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 17 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 18 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 18 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 16 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 19 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 20 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike 21 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water level 10 v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water level 10 yeet v)?> then\n go to x: (-217) y: (-16)\n play sound [Crunch v] until done\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [1]> then\n switch costume to (costume1 v)\n end\n if <(backdrop [number v]) = [2]> then\n switch costume to (costume2 v)\n end\n if <(backdrop [number v]) = [3]> then\n switch costume to (costume3 v)\n end\n if <(backdrop [number v]) = [4]> then\n switch costume to (costume4 v)\n end\n if <(backdrop [number v]) = [5]> then\n switch costume to (costume5 v)\n end\n if <(backdrop [number v]) = [6]> then\n switch costume to (costume6 v)\n end\n if <(backdrop [number v]) = [7]> then\n switch costume to (costume7 v)\n end\n if <(backdrop [number v]) = [8]> then\n switch costume to (costume8 v)\n end\n if <(backdrop [number v]) = [9]> then\n switch costume to (costume9 v)\n end\n if <(backdrop [number v]) = [10]> then\n switch costume to (costume10 v)\n end\n if <(backdrop [number v]) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@Portal\n\nwhen flag clicked\ngo to x: (237) y: (-40)\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) = [2]>> then\n go to x: (237) y: (-40)\n end\n if <<(backdrop [number v]) = [3]> or <(backdrop [number v]) = [4]>> then\n go to x: (237) y: (128)\n end\n if <(backdrop [number v]) = [5]> then\n go to x: (247) y: (215)\n end\n if <(backdrop [number v]) = [6]> then\n go to x: (250) y: (142)\n end\n if <(backdrop [number v]) = [7]> then\n go to x: (249) y: (84)\n end\n if <(backdrop [number v]) = [8]> then\n go to x: (-207) y: (125)\n end\n if <(backdrop [number v]) = [9]> then\n go to x: (238) y: (230)\n end\n if <(backdrop [number v]) = [11]> then\n hide\n end\nend\n\n@Music\n\nwhen flag clicked\nforever\n start sound [Waterflame - Jumper.mp3 v]\n wait (98) seconds\n start sound [Waterflame - Jumper.mp3 v]\nend\n\nwhen flag clicked\nforever\n if <key (o v) pressed?> then\n stop all sounds\n end\nend\n\n@cloud 1\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to x: (9) y: (54)\nforever\n glide (1) secs to x: (80) y: (54)\n glide (1) secs to x: (9) y: (54)\nend\n\n@cloud 2\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to x: (156) y: (-6)\nwait (0.5) seconds\nforever\n glide (1) secs to x: (77) y: (-6)\n glide (1) secs to x: (156) y: (-6)\nend\n\n@water level 2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [2]> then\n show\n end\n if <not <(backdrop [number v]) = [2]>> then\n hide\n end\nend\n\n@Enemy 1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (135) y: (-125)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n show\n end\n if <not <(backdrop [number v]) = [3]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n switch costume to (costume1 v)\n glide (1) secs to x: (-54) y: (-125)\n switch costume to (costume2 v)\n glide (1) secs to x: (135) y: (-125)\n end\nend\n\n@Spike 1\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [3]> then\n show\n end\n if <not <(backdrop [number v]) = [3]>> then\n hide\n end\nend\n\n@water level 4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [4]> then\n show\n end\n if <not <(backdrop [number v]) = [4]>> then\n hide\n end\nend\n\n@Spike 2\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [4]> then\n show\n end\n if <not <(backdrop [number v]) = [4]>> then\n hide\n end\nend\n\n@Spiky Ball 1\n\nwhen flag clicked\ngo to x: (115) y: (32)\nhide\nforever\n if <(backdrop [number v]) = [4]> then\n show\n end\n if <not <(backdrop [number v]) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (32) y: (-56)\n glide (1) secs to x: (115) y: (32)\nend\n\nwhen flag clicked\nforever\n turn right (3) degrees\nend\n\n@Teleporter 1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n show\n end\n if <not <(backdrop [number v]) = [5]>> then\n hide\n end\nend\n\n@water level 5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n show\n end\n if <not <(backdrop [number v]) = [5]>> then\n hide\n end\nend\n\n@Spike 3\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [5]> then\n show\n end\n if <not <(backdrop [number v]) = [5]>> then\n hide\n end\nend\n\n@Enemy 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (208) y: (23)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n show\n end\n if <not <(backdrop [number v]) = [5]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [5]> then\n switch costume to (costume1 v)\n glide (1) secs to x: (208) y: (-77)\n switch costume to (costume2 v)\n glide (1) secs to x: (208) y: (23)\n end\nend\n\n@Bounce Pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <not <(backdrop [number v]) = [6]>> then\n hide\n end\n if <(backdrop [number v]) = [6]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character 1 v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (character 1 v)?>> then\n switch costume to (costume1 v)\n wait (0.7) seconds\n end\nend\n\n@water level 6\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n show\n end\n if <not <(backdrop [number v]) = [6]>> then\n hide\n end\nend\n\n@Enemy 3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (160) y: (56)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n show\n end\n if <not <(backdrop [number v]) = [6]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n switch costume to (costume1 v)\n glide (1) secs to x: (-37) y: (56)\n switch costume to (costume2 v)\n glide (1) secs to x: (160) y: (56)\n end\nend\n\n@Spike 4\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [6]> then\n show\n end\n if <not <(backdrop [number v]) = [6]>> then\n hide\n end\nend\n\n@Spike 5\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 6\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 7\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 8\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 9\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 10\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 11\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 12\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 13\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 14\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Spike 15\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\n@Enemy 4\n\nwhen flag clicked\ngo to x: (214) y: (-1)\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n show\n end\n if <not <(backdrop [number v]) = [7]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n switch costume to (costume1 v)\n glide (0.5) secs to x: (117) y: (-1)\n switch costume to (costume2 v)\n glide (0.5) secs to x: (214) y: (-1)\n end\nend\n\n@Bounce Pad 2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character 1 v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (character 1 v)?>> then\n switch costume to (costume1 v)\n wait (0.7) seconds\n end\nend\n\n@Line of spikes\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [8]> then\n show\n end\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\nend\n\n@Bounce Pad 3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character 1 v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (character 1 v)?>> then\n switch costume to (costume1 v)\n wait (0.7) seconds\n end\nend\n\n@Bounce Pad 4\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character 1 v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (character 1 v)?>> then\n switch costume to (costume1 v)\n wait (0.7) seconds\n end\nend\n\n@Bounce Pad 5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character 1 v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (character 1 v)?>> then\n switch costume to (costume1 v)\n wait (0.7) seconds\n end\nend\n\n@Bounce Pad 6\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\n if <(backdrop [number v]) = [8]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (character 1 v)?> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (character 1 v)?>> then\n switch costume to (costume1 v)\n wait (0.7) seconds\n end\nend\n\n@Enemy 5\n\nwhen flag clicked\ngo to x: (120) y: (39)\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n show\n end\n if <not <(backdrop [number v]) = [8]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n switch costume to (costume1 v)\n glide (1.3) secs to x: (-154) y: (39)\n switch costume to (costume2 v)\n glide (1.3) secs to x: (120) y: (39)\n end\nend\n\n@water level 10\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@Spike 16\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@Spike 18\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@Spike 17\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@Spike 19\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@Spike 20\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@Spike 21\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [9]> then\n show\n end\n if <not <(backdrop [number v]) = [9]>> then\n hide\n end\nend\n\n@water level 10 yeet\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [10]> then\n show\n end\n if <not <(backdrop [number v]) = [10]>> then\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nwait (1) seconds\nhide\n\n | Hey everyone! Welcome to this "very generic" platformer. You seem to like my games, so I will keep making them :p \n\n-Movement: WASD, and or arrow keys \n-Don't touch water, spikes, or enemies (duh)\n\nComment your favorite food :p\n\nI worked pretty hard on this, so a love and or a follow would be greatly appreciated!\nLol I don't know what happened to my game-making skills, but within a week I feel as though they progressed massively \n |
[WIP] Deep Freeze || A Platformer | @Stage\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Shiverburn Galaxy - Super Mario Galaxy 2 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\n@Intro\n\nwhen flag clicked\nclear graphic effects\npoint in direction (90)\nhide\nswitch costume to (jetpack guy v)\ncreate clone of (_myself_ v)\nswitch costume to (square root v)\ncreate clone of (_myself_ v)\nswitch costume to (username v)\ncreate clone of (_myself_ v)\nswitch costume to (bg v)\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [introjetpackguyglide v] to [0]\n show\n go to x: (-150) y: (-250)\n repeat (36)\n change [introjetpackguyglide v] by (5)\n change y by ((10) * ([sin v] of (IntroJetpackGuyGlide) ))\n end\n set [introjetpackguyglide v] to [0]\n wait (0.5) seconds\n repeat (216)\n change [introjetpackguyglide v] by (5)\n change y by ([sin v] of (IntroJetpackGuyGlide) )\n end\n set [introjetpackguyglide v] to [180]\n repeat (36)\n change [introjetpackguyglide v] by (-5)\n change y by ((12) * ([sin v] of (IntroJetpackGuyGlide) ))\n change [ghost v] effect by (3)\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n go to x: (256) y: (0)\n wait (1.5) seconds\n set [introsquarerootglide v] to [0]\n show\n repeat (36)\n change [introsquarerootglide v] by (5)\n change x by ((-10) * ([sin v] of (IntroSquareRootGlide) ))\n end\n set [introsquarerootrotation v] to [0]\n repeat (216)\n change [introsquarerootrotation v] by (10)\n turn right ([cos v] of (IntroSquareRootRotation) ) degrees\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (-182)\n wait (5) seconds\n set [introusernameglide v] to [0]\n show\n repeat (36)\n change [introusernameglide v] by (5)\n change y by ((2.5) * ([sin v] of (IntroUsernameGlide) ))\n end\n set [introusernamerotation v] to [0]\n repeat (108)\n change [introusernamerotation v] by (10)\n turn right ((0.7) * ([cos v] of (IntroUsernameRotation) )) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nplay sound [Starship Mario, Launch! - Super Mario Galaxy 2 v] until done\nbroadcast (Start v)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\n\n@player\n\nwhen I receive [start v]\nset [can do stuff? v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [surface last touched v] to []\npoint in direction (90)\ngo to x: (-200) y: (-50)\nset [level v] to [1]\nset rotation style [left-right v]\nshow\nforever\n if <(Can do stuff?) = [1]> then\n if <touching (water v)?> then\n Water Stuff\n else\n Non-Water Stuff\n end\n if <(x position) > [235]> then\n broadcast (Reset v)\n change [level v] by (1)\n end\n if <<touching (dangerous stuff v)?> or <(y position) < [-180]>> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine Non-Water Stuff\nchange [yv v] by (-1)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (2)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-2)\n point in direction (-90)\nend\nif <(Surface last touched) = [ice]> then\n set [xv v] to ((Xv) * (0.92))\nelse\n set [xv v] to ((Xv) * (0.8))\nend\nchange x by (Xv)\nif <<touching (ground v)?> or <touching (ice v)?>> then\n Slope Detect\n if <<touching (ground v)?> or <touching (ice v)?>> then\n change y by (-6)\n X Collision\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yv v] to [12]\n if <(Xv) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n set [xv v] to [0]\n end\n end\nend\nchange y by (Yv)\nif <<touching (ground v)?> or <touching (ice v)?>> then\n Y Collision\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <(Yv) < [0]>> then\n set [yv v] to [15]\n else\n set [yv v] to [0]\n end\nend\n\ndefine Slope Detect\nrepeat (6)\n if <<touching (ground v)?> or <touching (ice v)?>> then\n change y by (1)\n end\nend\n\ndefine Y Collision\nrepeat until <not <<touching (ground v)?> or <touching (ice v)?>>>\n if <(Yv) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine X Collision\nrepeat until <not <<touching (ground v)?> or <touching (ice v)?>>>\n if <(Xv) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I receive [start v]\nforever\n change y by (-1)\n if <touching (ground v)?> then\n set [surface last touched v] to [ground]\n end\n if <touching (ice v)?> then\n set [surface last touched v] to [ice]\n end\n change y by (1)\nend\n\nwhen I receive [reset v]\nset [can do stuff? v] to [0]\nwait (0.1) seconds\nset [can do stuff? v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nset [surface last touched v] to []\npoint in direction (90)\ngo to x: (-200) y: (-50)\n\ndefine Water Stuff\nif <(Yv) > [-2.5]> then\n change [yv v] by (-0.5)\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Yv) < [3.5]> then\n change [yv v] by (1)\n else\n change [yv v] by (0.7)\n end\nend\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <(Yv) > [-4]> then\n change [yv v] by (-1.2)\n else\n change [yv v] by (-0.8)\n end\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (2)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-2)\n point in direction (-90)\nend\nset [xv v] to ((Xv) * (0.8))\nchange x by (Xv)\nif <<touching (ground v)?> or <touching (ice v)?>> then\n Slope Detect\n if <<touching (ground v)?> or <touching (ice v)?>> then\n change y by (-6)\n X Collision\n set [xv v] to [0]\n end\nend\nchange y by (Yv)\nif <<touching (ground v)?> or <touching (ice v)?>> then\n Y Collision\n set [yv v] to [0]\nend\n\n@Ground\n\nwhen flag clicked\nhide\ndelete all of [levels with ground v]\nadd [1] to [levels with ground v]\nadd [2] to [levels with ground v]\nadd [3] to [levels with ground v]\nadd [4] to [levels with ground v]\nadd [6] to [levels with ground v]\nadd [7] to [levels with ground v]\nadd [8] to [levels with ground v]\nadd [9] to [levels with ground v]\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (0)\n hide\n if <[levels with ground v] contains (Level)?> then\n show\n switch costume to (join [Lvl] (Level))\n end\nend\n\n@Ice\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (0)\n hide\n if <<<[levels that start with ice v] contains (Level)?> or <[levels with switches v] contains (Level)?>> and <(frozen?) = [1]>> then\n show\n switch costume to (join [Lvl] (Level))\n end\nend\n\nwhen flag clicked\nhide\ndelete all of [levels that start with ice v]\nadd [1] to [levels that start with ice v]\nadd [4] to [levels that start with ice v]\nadd [8] to [levels that start with ice v]\nadd [9] to [levels that start with ice v]\n\n@Water\n\nwhen I receive [start v]\nforever\n go to x: (0) y: (0)\n hide\n if <<<[levels that start with water v] contains (Level)?> or <[levels with switches v] contains (Level)?>> and <(frozen?) = [0]>> then\n show\n switch costume to (join [Lvl] (Level))\n end\nend\n\nwhen flag clicked\nhide\ndelete all of [levels that start with water v]\nadd [2] to [levels that start with water v]\nadd [3] to [levels that start with water v]\nadd [5] to [levels that start with water v]\nadd [6] to [levels that start with water v]\nadd [7] to [levels that start with water v]\n\ngo to [back v] layer\n\n@Switch\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n hide\n if <[levels with switches v] contains (Level)?> then\n show\n if <(Level) = [1]> then\n go to x: (58) y: (-43)\n end\n if <(Level) = [2]> then\n go to x: (-195) y: (135)\n end\n if <(Level) = [3]> then\n go to x: (-82) y: (90)\n end\n if <(Level) = [4]> then\n go to x: (-20) y: (170)\n end\n if <(Level) = [6]> then\n go to x: (-20) y: (-20)\n end\n if <(Level) = [7]> then\n go to x: (-210) y: (150)\n end\n if <(Level) = [8]> then\n go to x: (-100) y: (170)\n end\n if <(Level) = [9]> then\n go to x: (0) y: (-60)\n end\n end\n if <<touching (player v)?> and <<key (space v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>> then\n next costume\n if <(frozen?) = [1]> then\n set [frozen? v] to [0]\n else\n set [frozen? v] to [1]\n end\n end\n wait until <not <<key (space v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>>>\nend\n\nwhen flag clicked\ndelete all of [levels with switches v]\nadd [1] to [levels with switches v]\nadd [2] to [levels with switches v]\nadd [3] to [levels with switches v]\nadd [4] to [levels with switches v]\nadd [6] to [levels with switches v]\nadd [7] to [levels with switches v]\nadd [8] to [levels with switches v]\nadd [9] to [levels with switches v]\n\nwhen I receive [reset v]\nif <[levels that start with ice v] contains (Level)?> then\n switch costume to (frozen v)\n set [frozen? v] to [1]\nelse\n switch costume to (unfrozen v)\n set [frozen? v] to [0]\nend\n\nwhen I receive [start v]\nswitch costume to (frozen v)\nset [frozen? v] to [1]\n\n@Dangerous Stuff\n\nwhen I receive [start v]\nforever\n hide\n if <[levels with hazards v] contains (Level)?> then\n show\n switch costume to (join [Lvl] (Level))\n end\nend\n\nwhen flag clicked\nhide\ndelete all of [levels with hazards v]\nadd [2] to [levels with hazards v]\nadd [5] to [levels with hazards v]\nadd [6] to [levels with hazards v]\nadd [7] to [levels with hazards v]\nadd [8] to [levels with hazards v]\n\n@Adaptive Text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <(frozen?) = [1]> then\n switch costume to (join [Lvl] (join (Level) [ice]))\n else\n switch costume to (join [Lvl] (join (Level) [water]))\n end\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (184) y: (-147)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nif <(Level) < [9]> then\n broadcast (Reset v)\n change [level v] by (1)\nend\n\n@Boss\n\n@Boss Button\n\n@Projectiles\n\n | PLEASE READ EVERYTHING BELOW!!!!!!!!!!!!!!!!!!!!!!!!\nThis is a WIP. That's why there are only 8 levels. Finished version will have 20 levels and 2 bosses.\n\nNote: I probably won't be working on this much if at all, especially with school starting.\n\nAll levels 100% possible on PC, all except 5 on mobile. (i beat every level except 5 ON A PC but by DRAGGING THE MOUSE) Skip button to skip, if it's too hard.\n\n~~PC Controls~~\nBasic Movement: Left and right arrow keys to move left and right, up arrow to jump.\nSwimming: Left and right arrows to move left and right, up and down to go, well, up and down.\nSwitches: Press space when touching a switch to flip it and turn water into ice or vice versa.\n\n~~Mobile Controls~~\nTap above/below/to the side of the player to go in that direction. Tap switches when touching them to flip them.\n\n~~Other Notes~~\n-Avoid spikes\n-Don't fall into the void\n-Sometimes, when swimming, you can't fall into the void because of the "ocean floor"\n-Ice is slippery\n-Sometimes you have a choice of whether to flip the switch or not\n-Sometimes there are extra challenges! Can you beat them? ;)\n\nI worked really hard on this, so make sure to leave a heart or star! |
Scratch adventure || A collaborative platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (arriรจre plan1 v)\n\nwhen I receive [introdedรฉbutdejeu v]\nclear graphic effects\nswitch backdrop to (7c68a6b3-8555-448f-9cd2-b6fd2155b7f8 v)\n\nwhen I receive [introdenampinanathali v]\nswitch backdrop to (1 v)\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [skip intro v]\nwait (1) seconds\nrepeat (50)\n change [brightness v] effect by (2)\nend\nswitch backdrop to (2 v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch backdrop to (backdrop1 v)\nbroadcast (DรฉbutDuJeu v)\n\nwhen I receive [introdenampinanathali v]\nset [brightness v] effect to (-2)\nswitch backdrop to (1 v)\nrepeat (10)\n change [color v] effect by (0.1)\nend\nwait (0.9) seconds\nrepeat (10)\n change [brightness v] effect by (0.25)\nend\n\nwhen I receive [gy v]\nwait (0.5) seconds\nbroadcast (introDeNampinanathali v)\n\nwhen I receive [dรฉbutdujeu v]\nclear graphic effects\n\nwhen I receive [comencementdujeu v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [comencementdujeu v]\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\n\nwhen I receive [vignette v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [outro v]\nswitch backdrop to (arriรจre plan3 v)\n\n@introDuDรฉbut\n\nwhen flag clicked\nset [cloneid v] to [0]\nhide variable [cloneid v]\nhide\nset size to (100) %\nchange size by (-50)\n\nwhen I receive [introdedรฉbutdejeu v]\nswitch costume to (cat-a v)\ngo to x: (143) y: (9)\nshow\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [1]> then\n go to x: (65) y: (-131)\n set size to (100) %\n show\n change size by (-70)\n switch costume to (54e72d16-ac09-42b1-8390-4d901af9c499 v)\n wait (3) seconds\n delete this clone\nelse\n set size to (100) %\n change size by (-80)\n go to x: (-10) y: (-38)\n switch costume to (98c01e31-3cb7-433d-9cab-5e403876199e v)\n show\n wait (2) seconds\n glide (1) secs to x: (71) y: (-120)\n set [pan left/right v] effect to (100)\n play sound [Pop v] until done\n change [pitch v] effect by (30)\n broadcast (ComencementDuJeu v)\n delete this clone\nend\n\nwhen I receive [introdedรฉbutdejeu v]\nwait (3) seconds\nhide\n\nwhen I receive [vignette v]\nhide\n\n@13intro2\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\nbroadcast (GY v)\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 [vignette v]\nhide\n\nwhen I receive [dรฉbutdujeu 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\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 [i v]\nswitch costume to (costume2 v)\n\nwhen I receive [vignette v]\nhide\n\nwhen I receive [dรฉbutdujeu v]\nhide\n\n@12intro\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 (I 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 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 flag clicked\nforever\n next costume\nend\n\nwhen I receive [vignette v]\nhide\n\nwhen I receive [dรฉbutdujeu 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 (12intro v)\npoint in direction (90)\ngo to (12intro 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 [vignette v]\nhide\n\nwhen I receive [dรฉbutdujeu 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 (13intro2 v)\npoint in direction (90)\ngo to (13intro2 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 [vignette v]\nhide\n\nwhen I receive [dรฉbutdujeu v]\nhide\n\n@Intro2\n\nwhen I receive [dots v]\nif <(size) < [21]> then\n set [intro2: momentum v] to (pick random (10) to (15))\n set [intro2: 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 (Intro2: Momentum) steps\n change y by (Intro2: Intro #2: Yv)\n change [intro2: intro #2: yv v] by (-0.4)\n set [intro2: momentum v] to ((Intro2: Momentum) * (0.95))\n end\n hide\n delete this clone\nelse\n repeat (2)\n Spread\n wait (0.2) seconds\n end\nend\n\nwhen I receive [skip intro v]\nhide\nstop [other scripts in sprite v]\n\ndefine Spread\nshow\ngo to [back v] layer\nset [ghost v] effect to (45)\nchange [dot count v] by (10)\ngo to (intro1 v)\npoint in direction (90)\ngo to (intro1 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 [introdenampinanathali v]\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\nwhen I receive [vignette v]\nhide\n\nwhen I receive [dรฉbutdujeu v]\nhide\n\n@Intro1\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo]> then\n repeat (10)\n change [ghost v] effect by (-10)\n turn left (6) degrees\n end\n wait (0.9) seconds\n repeat (90)\n set size to ((([sin v] of ((sine) * (0.75)) ) * (12)) + (150)) %\n change [sine v] by (30)\n end\n Smooth Glide to x [0] y [60] Speed [6]\n repeat (10)\n change size by (-0.5)\n end\n wait (1.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo]> then\n point in direction (145)\n set size to (110) %\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (300)\n show\n Smooth Glide to x [0] y [0] Speed [6]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Logo]> then\n wait (1.15) seconds\n broadcast (Dots v)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [name]> then\n set [ghost v] effect to (20)\n go to x: (0) y: (-300)\n wait (4.75) seconds\n show\n Smooth Glide to x [0] y [-50] Speed [5]\n wait (1) seconds\n broadcast (Skip Intro v)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [skip intro v]\nwait (2.5) seconds\n\nwhen I receive [introdenampinanathali v]\nhide\nset size to (100) %\nclear graphic effects\npoint in direction (90)\nset volume to (100) %\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\n\nwhen I receive [introdenampinanathali v]\nwait (0.1) seconds\nstart sound [Intro v]\n\nwhen flag clicked\nhide\n\nwhen I receive [vignette v]\nhide\n\nwhen I receive [dรฉbutdujeu v]\nhide\n\n@Menu\n\nwhen flag clicked\nset [verification v] to [0]\nset size to (100) %\nchange size by (-10)\nswitch costume to (1954f701-b34f-4759-9028-8fdb296a66f0 v)\nhide\n\nwhen I receive [dรฉbutdujeu v]\npoint in direction (90)\nswitch costume to (1954f701-b34f-4759-9028-8fdb296a66f0 v)\ngo to x: (-344) y: (54)\ngo to [front v] layer\nshow\ncreate clone of (_myself_ v)\nSmooth Glide to x [18] y [98] Speed [6]\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (button3-b v)\nshow\npoint in direction (90)\ngo to x: (-258) y: (-65)\nSmooth Glide to x [-29] y [-73] Speed [6]\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n point in direction (((9) * ([cos v] of ((timer) * (150)) )) + (90))\nend\nwait (0.5) seconds\nset [verification v] to [1]\nbroadcast (IntroDeDรฉbutDeJeu v)\ndelete this clone\n\nwhen I receive [introdedรฉbutdejeu v]\nhide\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [vignette v]\nhide\n\n@Musique\n\nwhen I receive [vignette v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [dรฉbutdujeu v]\nswitch backdrop to (backdrop1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [introdedรฉbutdejeu v]\nhide\n\nwhen I receive [vignette v]\nhide\n\n@terrain \n\nwhen flag clicked\nswitch costume to (terrain 1 v)\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [comencementdujeu v]\ngo to [front v] layer\nshow\ngo to x: (-0) y: (-0)\n\nwhen I receive [vignette v]\nhide\n\nwhen I receive [end v]\nhide\n\n@texte\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [comencementdujeu v]\ngo to [back v] layer\nset size to (100) %\ngo to x: (0) y: (28)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [vignette v]\nhide\n\nwhen I receive [comencementdujeu v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [end v]\nhide\n\n@Cat\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide variable [couleurs v]\n\nwhen I receive [comencementdujeu v]\nset size to (80) %\nset [ghost v] effect to (0)\nset [color v] effect to (Couleurs)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\npoint in direction (90)\ngo to x: (-197) y: (-3)\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 (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n change y by (1)\n if <touching (terrain v)?> then\n if <touching (terrain v)?> 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 (terrain v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (terrain v)?> 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: (-197) y: (-3)\n broadcast (next v)\n end\n if <touching (piques v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n switch costume to (cat-a v)\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n start sound [Meow v]\n go to x: (-197) y: (-3)\n end\n if <(y position) < [-170]> 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 start sound [Meow v]\n go to x: (-197) y: (-3)\n end\nend\n\nwhen I receive [comencementdujeu v]\nswitch costume to (cat-a v)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (cat-a v)\n wait (0.2) seconds\n switch costume to (cat-b v)\n if <not <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (cat-a v)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (cat-a2 v)\n wait (0.2) seconds\n switch costume to (cat-b2 v)\n if <not <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (cat-a2 v)\n end\n end\nend\n\nwhen I receive [vignette v]\nhide\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\nwhen I receive [dรฉbutdujeu v]\nshow\nswitch costume to (cat-a v)\ngo to x: (-243) y: (-13)\nSmooth Glide to x [-15] y [-11] Speed [6]\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [dรฉbutdujeu v]\nforever\n set [color v] effect to (Couleurs)\nend\n\nwhen I receive [introdedรฉbutdejeu v]\nhide\n\nwhen I receive [dรฉbutdujeu v]\nrepeat until <(Verification) = [1]>\n point in direction (((25) * ([cos v] of ((timer) * (150)) )) + (90))\nend\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [comencementdujeu v]\nforever\n play sound [kasbo-horizon v] until done\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\npoint in direction (90)\ngo to x: (1) y: (14)\ngo to [front v] layer\nset size to (400) %\nshow\nrepeat (60)\n turn right (12) degrees\n change size by (-10)\nend\nhide\nbroadcast (outro v)\n\nwhen flag clicked\nset size to (100) %\n\n@Vignette\n\nbroadcast (Vignette v)\nstop [all v]\n\nwhen I receive [vignette v]\nshow\nclear graphic effects\ngo to [front v] layer\ngo to x: (8) y: (20)\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\ngo to x: (8) y: (20)\nset size to (100) %\nchange size by (10)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@choixDesCouleurs\n\nwhen flag clicked\nhide\n\nwhen I receive [dรฉbutdujeu v]\nset [verification v] to [0]\nset [couleurs v] to [0]\nset [cloneid v] to [0]\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\nchange [cloneid v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(cloneID) = [1]> then\n go to [front v] layer\n show\n switch costume to (costume1 v)\n go to x: (229) y: (-5)\n Smooth Glide to x [93] y [-16] Speed [3]\n forever\n go to [front v] layer\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Verification) = [1]>>> then\n wait (0.1) seconds\n change [couleurs v] by (25)\n else\n if <(Verification) = [1]> then\n delete this clone\n end\n end\n end\nelse\n go to [front v] layer\n show\n switch costume to (costume2 v)\n go to x: (-260) y: (-27)\n Smooth Glide to x [-121] y [-13] Speed [3]\n forever\n go to [front v] layer\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Verification) = [1]>>> then\n wait (0.1) seconds\n change [couleurs v] by (-25)\n else\n if <(Verification) = [1]> then\n delete this clone\n end\n end\n end\nend\n\ndefine Smooth Glide to x (x) y (y) Speed (s)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (s))\n change y by (((y) - (y position)) / (s))\nend\ngo to x: (x) y: (y)\n\n@Piques\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [comencementdujeu v]\nswitch costume to (costume1 v)\nshow\ngo to x: (-0) y: (-0)\n\nwhen I receive [vignette v]\nhide\n\n@Aide\n\nwhen flag clicked\ngo to x: (21) y: (27)\nhide\n\nwhen I receive [vignette v]\nhide\n\nwhen I receive [end v]\nclear graphic effects\ngo to [front v] layer\n\nwhen I receive [outro v]\nrepeat (10)\n change [brightness v] effect by (25)\n wait (0.2) seconds\nend\n\n@Bouton stop\n\nwhen flag clicked\nhide\nset size to (100) %\nchange size by (1100)\ngo to [front v] layer\n\nwhen I receive [next v]\ngo to x: (133) y: (-79)\nif <([costume # v] of [terrain v]) = [13]> then\n go to [front v] layer\n repeat until <touching (cat v)?>\n show\n end\n hide\n broadcast (End v)\n stop [this script v]\nend\n\n@outrouDeFin\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (pick random (2) to (4))\ngo to (random position v)\nset y to (250)\nrepeat until <(y position) < [-125]>\n change y by (-10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (-10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n turn right (10) degrees\nend\n\nwhen I receive [outro v]\nforever\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [outro v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nforever\n set size to ((85) + (([sin v] of (((timer) - (3)) * (350)) ) * (10))) %\n point in direction ((77) + (([tan v] of (((timer) - (333)) * (55)) ) * (33)))\nend\n\nwhen I receive [outro v]\nforever\n play sound [Disfigure v] until done\nend\n\nwhen I receive [outro v]\nwait (5) seconds\nshow\n\n | ------------------by @nampinanathali and @matji----------\nwelcome to scratch adventure!\nyou are the cat scratch\nyou have been deleted from the editor\nit's up to you to come back!\n\n----------------------good luck!---------------------- |
Flash - A Mobile Platformer 2020 | @Stage\n\nwhen flag clicked\nswitch backdrop to (intro backdrop v)\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\n\n@player\n\nwhen flag clicked\nhide\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 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 (2)\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 (-2)\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\n@Platform\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\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@Bounce Pad\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [9]> then\n go to x: (-147) y: (-142)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [16]> then\n go to x: (-128) y: (-134)\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nhide\nforever\n if <(level) = [5]> then\n go to x: (-126) y: (-106)\n show\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nforever\n play sound [My chemical romance - Sing \[pleer v] until done\nend\n\n@intro(1)\n\nwhen flag clicked\nhide\nwait (0.3) seconds\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nwait (.5) seconds\ngo to x: (-6) y: (39)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [jiggle v] to [0]\nwait (1) seconds\nrepeat (125)\n set y to ((([cos v] of ((Effect) * (2)) ) * (10)) + (25))\n point in direction ((90) + (([cos v] of (Effect) ) * (3)))\n change [effect v] by (11)\nend\npoint in direction (90)\nbroadcast (swoosh v)\nhide\n\nwhen flag clicked\nstart sound [My chemical romance - Sing \[pleer v]\n\n@Intro(2)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume17 v)\nclear graphic effects\nhide\n\nwhen I receive [swoosh v]\nshow\nstart sound [Whoosh sound effect v]\nrepeat until <(costume [number v]) = [17]>\n next costume\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start v)\n\n@Sprite11\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset size to (pick random (60) to (0)) %\nset [ghost v] effect to (pick random (65) to (112))\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 I receive [start v]\ngo to [back v] layer\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n | My Newest Game: https://scratch.mit.edu/projects/410310464/\n\nWelcome to Flash a mobile Platformer Here you have very fast speed which makes the game a bit easier if you do enjoy please be sure to Like favorite or if you Want to follow me I Am Switching accounts to @H-awk\n\nTags:\n#Mobile #Platformer #Flash #Easy |
Easy-Going: A Mobile Friendly Pen Platformer #games#all | @Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Time Lapse v] until done\nend\n\n@blank\n\n@Pen\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [-220]\nset [y v] to [-160]\nerase all\nforever\n erase all\n DrawLevels\nend\n\ndefine Draw Line (x) (y) to (x2) (y2) (ground?) (red?) (bouncy?) (through block?)\nset pen size to (15)\npen up\nif <(ground?) = [1]> then\n set pen color to (#3de836)\nend\nif <(red?) = [1]> then\n set pen color to (#ff0000)\nend\nif <(bouncy?) = [1]> then\n set pen color to (#3300ff)\nend\nif <(through block?) = [1]> then\n set pen color to (#d27f00)\nend\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Draw Portal (x) (y)\nset pen size to (35)\npen up\nset [target x v] to (x)\nset [target y v] to (((6) * ([sin v] of ((timer) * (50)) )) + (y))\nset pen color to (#ffe52c)\ngo to x: (Target X) y: (Target Y)\npen down\n\ndefine DrawLevels\nif <(Level) = [1]> then\n Lvl 1\nelse\n if <(Level) = [2]> then\n Lvl 2\n else\n if <(Level) = [3]> then\n Lvl 3\n else\n if <(Level) = [4]> then\n Lvl 4\n else\n if <(Level) = [5]> then\n Lvl 5\n else\n if <(Level) = [6]> then\n Lvl 6\n else\n if <(Level) = [7]> then\n Lvl 7\n else\n broadcast (end v)\n end\n end\n end\n end\n end\n end\nend\nset [x v] to [-220]\nset [y v] to [-160]\nset pen size to (56)\nset pen color to (#61320f)\npen up\ngo to x: (-240) y: (-152)\npen down\ngo to x: (240) y: (-152)\npen up\nset pen size to (25)\nDraw Dot [-220] [-150] [30]\nDraw Dot [-170] [-170] [20]\nDraw Dot [-120] [-140] [25]\nDraw Dot [-60] [-160] [15]\nDraw Dot [-10] [-155] [35]\nDraw Dot [40] [-148] [27]\nDraw Dot [100] [-161] [30]\nDraw Dot [170] [-150] [20]\nDraw Dot [215] [-165] [35]\nset pen color to (#77b300)\nset pen size to (15)\ngo to x: (-240) y: (-135)\npen down\ngo to x: (240) y: (-135)\npen up\npen up\nset pen size to (15)\nset pen color to (#3de836)\ngo to x: (-240) y: (-125)\npen down\ngo to x: (240) y: (-125)\npen up\nbroadcast (player draw v)\n\ndefine Lvl 1\nDraw Line [30] [125] to [2] [125] [] [1] [] []\nDraw Line [-90] [-117] to [160] [-117] [] [1] [] []\nDraw Line [-100] [-60] to [-80] [-60] [1] [] [] []\nDraw Line [40] [-20] to [60] [-20] [1] [] [] []\nDraw Line [140] [70] to [140] [-50] [1] [] [] []\nDraw Line [60] [120] to [0] [120] [1] [] [] []\nDraw Line [-140] [100] to [-160] [100] [1] [] [] []\nDraw Portal [-215] [150]\n\ndefine Lvl 2\nDraw Line [82] [5] to [110] [5] [] [1] [] []\nDraw Line [-210] [-13] to [40] [-13] [] [1] [] []\nDraw Line [-200] [-120] to [-160] [-120] [] [] [1] []\nDraw Line [-110] [-120] to [-70] [-120] [] [] [1] []\nDraw Line [-20] [-120] to [30] [-120] [] [] [1] []\nDraw Line [-210] [0] to [40] [0] [1] [] [] []\nDraw Line [80] [-40] to [130] [-40] [] [] [] [1]\nDraw Line [80] [0] to [130] [0] [] [] [] [1]\nDraw Line [-60] [70] to [-60] [70] [1] [] [] []\nDraw Line [-150] [130] to [-150] [130] [1] [] [] []\nDraw Portal [-200] [155]\n\ndefine Draw Dot (x) (y) (size)\npen up\nset pen color to (#a75307)\nset pen size to (size)\ngo to x: (x) y: (y)\npen down\npen up\n\ndefine Lvl 3\nDraw Line [-190] [125] to [-190] [125] [] [1] [] []\nDraw Line [83] [155] to [99] [155] [] [1] [] []\nDraw Line [131] [-5] to [150] [-5] [] [1] [] []\nDraw Line [-165] [-117] to [-15] [-117] [] [1] [] []\nDraw Line [-210] [-117] to [-170] [-117] [] [] [1] []\nDraw Line [160] [-60] to [200] [-60] [] [] [] [1]\nDraw Line [130] [-10] to [170] [-10] [1] [] [] []\nDraw Line [60] [50] to [100] [50] [] [] [1] []\nDraw Line [60] [150] to [100] [150] [] [] [] [1]\nDraw Line [-50] [110] to [-20] [110] [1] [] [] []\nDraw Line [-220] [120] to [-160] [120] [1] [] [] []\nDraw Portal [-220] [160]\n\ndefine Lvl 4\nDraw Line [15] [52] to [15] [110] [] [1] [] []\nDraw Line [120] [10] to [130] [10] [] [] [1] []\nDraw Line [160] [10] to [180] [10] [] [] [1] []\nDraw Line [-230] [0] to [10] [0] [] [1] [] []\nDraw Line [100] [0] to [230] [0] [] [] [] []\nDraw Line [-230] [150] to [-100] [150] [1] [] [] []\nDraw Line [-20] [100] to [-10] [100] [] [] [1] []\nDraw Line [160] [50] to [10] [50] [1] [] [] []\nDraw Line [220] [130] to [160] [130] [1] [] [] []\nDraw Line [10] [0] to [10] [-120] [1] [] [] []\nDraw Line [100] [0] to [100] [-70] [1] [] [] []\nDraw Line [100] [-70] to [210] [-70] [1] [] [] []\nDraw Line [125] [-120] to [140] [-120] [] [1] [] []\nDraw Line [190] [-120] to [205] [-120] [] [] [] []\nDraw Portal [200] [-38]\n\ndefine Draw Teleport Portals (x) (y) and (x2) (y2)\nset pen size to (35)\npen up\nset pen color to (#c900f2)\nset [portalx1 v] to (x)\nset [portaly1 v] to (y)\ngo to x: (PortalX1) y: (PortalY1)\npen down\npen up\nset pen color to (#f200c5)\nset [portalx2 v] to (x2)\nset [portaly2 v] to (y2)\ngo to x: (PortalX2) y: (PortalY2)\npen down\npen up\n\ndefine Lvl 5\nDraw Line [-140] [95] to [-100] [95] [] [1] [] []\nDraw Line [5] [10] to [5] [95] [] [1] [] []\nDraw Line [65] [180] to [65] [85] [] [1] [] []\nDraw Line [135] [5] to [135] [100] [] [1] [] []\nDraw Line [205] [180] to [205] [85] [] [1] [] []\nDraw Line [-220] [25] to [-165] [25] [] [1] [] []\nDraw Line [-165] [25] to [-100] [25] [] [] [1] []\nDraw Line [-160] [-45] to [-100] [-45] [] [1] [] []\nDraw Line [-30] [-113] to [80] [-113] [] [1] [] []\nDraw Line [-220] [160] to [-220] [-100] [] [1] [] []\nDraw Line [-100] [-50] to [-100] [130] [] [1] [] []\nDraw Line [80] [-120] to [80] [-70] [1] [] [] []\nDraw Line [80] [-70] to [230] [-70] [1] [] [] []\nDraw Line [-50] [0] to [230] [0] [1] [] [] []\nDraw Line [-100] [-50] to [-220] [-50] [] [] [] [1]\nDraw Line [-100] [20] to [-220] [20] [] [] [] [1]\nDraw Line [-100] [90] to [-220] [90] [] [] [] [1]\nDraw Line [0] [0] to [0] [100] [1] [] [] []\nDraw Line [70] [180] to [70] [80] [1] [] [] []\nDraw Line [140] [0] to [140] [100] [1] [] [] []\nDraw Line [210] [180] to [210] [80] [1] [] [] []\nDraw Teleport Portals [200] [-100] and [200] [-30]\nDraw Portal [190] [35]\n\ndefine Lvl 6\nDraw Line [10] [-120] to [230] [-120] [] [1] [] []\nDraw Line [-160] [115] to [-120] [115] [] [1] [] []\nDraw Line [-130] [5] to [-70] [5] [] [1] [] []\nDraw Line [-135] [77] to [-135] [33] [] [1] [] []\nDraw Line [-228] [27] to [-228] [-50] [] [1] [] []\nDraw Line [-228] [125] to [-228] [145] [] [1] [] []\nDraw Line [240] [180] to [240] [-30] [] [1] [] []\nDraw Line [220] [75] to [240] [75] [] [1] [] []\nDraw Line [-50] [145] to [-50] [-60] [] [1] [] []\nDraw Line [-165] [-120] to [-140] [-120] [] [1] [] []\nDraw Line [120] [-30] to [140] [-30] [1] [] [] []\nDraw Line [-85] [-120] to [-60] [-120] [] [1] [] []\nDraw Line [60] [130] to [90] [130] [] [] [1] []\nDraw Line [185] [-70] to [210] [-70] [] [] [1] []\nDraw Line [-230] [-65] to [10] [-65] [1] [] [] []\nDraw Line [10] [-65] to [10] [-120] [1] [] [] []\nDraw Line [120] [-30] to [120] [-30] [] [1] [] []\nDraw Line [-235] [180] to [-235] [-60] [1] [] [] []\nDraw Line [160] [180] to [160] [30] [1] [] [] []\nDraw Line [-210] [0] to [-70] [0] [] [] [] [1]\nDraw Line [-130] [80] to [-130] [30] [1] [] [] []\nDraw Line [-130] [80] to [-110] [80] [1] [] [] []\nDraw Line [-210] [110] to [-70] [110] [] [] [] [1]\nDraw Teleport Portals [-13] [-97] and [-195] [-35]\nDraw Portal [200] [150]\n\ndefine Lvl 7\nDraw Line [-130] [-120] to [-110] [-120] [] [1] [] []\nDraw Line [130] [-120] to [110] [-120] [] [1] [] []\nDraw Line [0] [-120] to [20] [-120] [] [1] [] []\nDraw Line [140] [125] to [165] [125] [] [1] [] []\nDraw Line [-75] [125] to [-75] [100] [] [1] [] []\nDraw Line [-5] [70] to [-5] [63] [] [1] [] []\nDraw Line [-75] [-60] to [-75] [10] [] [1] [] []\nDraw Line [-85] [125] to [-85] [-60] [] [1] [] []\nDraw Line [30] [-60] to [80] [-60] [] [] [1] []\nDraw Line [0] [-60] to [30] [-60] [] [1] [] []\nDraw Line [5] [105] to [5] [-60] [] [1] [] []\nDraw Line [85] [-60] to [85] [105] [] [1] [] []\nDraw Line [-220] [5] to [-155] [5] [] [1] [] []\nDraw Line [-160] [-60] to [-80] [-60] [] [] [1] []\nDraw Line [-230] [-65] to [230] [-65] [1] [] [] []\nDraw Line [-80] [-60] to [-80] [130] [1] [] [] []\nDraw Line [80] [-60] to [80] [110] [1] [] [] []\nDraw Line [-170] [90] to [-130] [90] [1] [] [] []\nDraw Line [-170] [90] to [-170] [90] [] [1] [] []\nDraw Line [-130] [90] to [-130] [90] [] [1] [] []\nDraw Line [-230] [0] to [-90] [0] [] [] [] [1]\nDraw Line [-200] [50] to [-200] [50] [1] [] [] []\nDraw Line [0] [-65] to [0] [110] [1] [] [] []\nDraw Line [200] [120] to [110] [120] [1] [] [] []\nDraw Teleport Portals [-80] [160] and [-40] [-50]\nDraw New Portals [220] [-20] and [220] [-100]\nDraw Portal [-200] [-95]\n\ndefine Draw New Portals (x1) (y1) and (x2) (y2)\nset pen size to (35)\npen up\nset pen color to (#d200ff)\nset [portalx3 v] to (x1)\nset [portaly3 v] to (y1)\ngo to x: (PortalX3) y: (PortalY3)\npen down\npen up\nset pen color to (#ff00ce)\nset [portalx4 v] to (x2)\nset [portaly4 v] to (y2)\ngo to x: (PortalX4) y: (PortalY4)\npen down\npen up\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@Player\n\nwhen flag clicked\nset [timer v] to [0]\nset [level v] to [1]\nReset\nforever\n set [ghost v] effect to (100)\n if <(physics?) = [0]> then\n Physics\n end\n if <not <<key (v v) pressed?> and <(v presses) < [2]>>> then\n create clone of (_myself_ v)\n end\nend\n\ndefine Physics\nif <<<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)\nend\nif <<<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)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching color (#3ce836)?> or <touching color (#d27f00)?>> then\n change y by (1)\n if <<touching color (#3ce836)?> or <touching color (#d27f00)?>> then\n change y by (1)\n if <<touching color (#3ce836)?> or <touching color (#d27f00)?>> then\n change y by (1)\n if <<touching color (#3ce836)?> or <touching color (#d27f00)?>> then\n change y by (1)\n if <<touching color (#3ce836)?> or <touching color (#d27f00)?>> then\n change y by (1)\n if <<touching color (#3ce836)?> or <touching color (#d27f00)?>> then\n change y by (1)\n if <touching color (#3ce836)?> then\n change x by ((x) * (-1))\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) + (30))>>>> then\n if <(x) > [0]> then\n change [x v] by (-10)\n else\n change [x v] by (10)\n end\n set [y v] to [11]\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 v] by (-1)\nchange y by (y)\nif <<touching color (#3ce836)?> or <touching color (#d27f00)?>> then\n if <(y) > [0]> then\n if <touching color (#3ce836)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n else\n set [y v] to [0]\n end\n else\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\nchange y by (-1)\nif <<<touching color (#3ce836)?> or <touching color (#d27f00)?>> and <not <touching color (#ff0000)?>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (30))>>>> then\n set [y v] to [13]\n end\nend\nchange y by (1)\nTest collide\n\ndefine Reset\nshow\nset size to (200) %\ngo to x: (item (Level) of [spawn-x v]) y: (item (Level) of [spawn-y v])\nset rotation style [left-right v]\nset pen color to (#000000)\nset pen size to (13)\nset pen (transparency v) to (0)\nset [x v] to [0]\nset [y v] to [0]\nset [physics? v] to [0]\ngo to [front v] layer\n\nwhen I receive [die v]\nstart sound [Bite v]\nset [physics? v] to [1]\nrepeat (10)\n change pen (transparency v) by (10)\nend\nReset\n\nwhen I receive [win v]\nset [physics? v] to [1]\nglide (0.3) secs to x: (Target X) y: (Target Y)\nstart sound [Collect v]\nrepeat (10)\n change pen (transparency v) by (10)\n go to x: (Target X) y: (Target Y)\nend\nchange [level v] by (1)\nwait (0.1) seconds\nReset\n\nwhen I receive [player draw v]\nif <not <<key (v v) pressed?> and <(v presses) < [2]>>> then\n pen down\nend\n\nwhen I receive [portal v]\nset [physics? v] to [1]\nglide (0.3) secs to x: (PortalX1) y: (PortalY1)\nstart sound [Teleport2 v]\nrepeat (10)\n change pen (transparency v) by (10)\nend\nwait (0.3) seconds\ngo to x: (PortalX2) y: (PortalY2)\nrepeat (10)\n change pen (transparency v) by (-10)\nend\nset [x v] to [0]\nset [y v] to [0]\nset [physics? v] to [0]\n\nwhen I receive [portal2 v]\nset [physics? v] to [1]\nglide (0.3) secs to x: (PortalX3) y: (PortalY3)\nstart sound [Teleport2 v]\nrepeat (10)\n change pen (transparency v) by (10)\nend\nwait (0.3) seconds\ngo to x: (PortalX4) y: (PortalY4)\nrepeat (10)\n change pen (transparency v) by (-10)\nend\nset [x v] to [0]\nset [y v] to [0]\nset [physics? v] to [0]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nplay sound [Win v] until done\n\nwhen flag clicked\nset volume to (120) %\nset [v presses v] to [0]\nforever\n set [framet v] to (timer)\n change [timer v] by (timer)\n reset timer\n set [fps v] to ((1) / (framet))\nend\n\nwhen I start as a clone\nrepeat (5)\n change pen size by (-1)\n change pen (transparency v) by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (v v) pressed?> then\n change [v presses v] by (1)\n if <(v presses) < [2]> then\n Reset\n change [level v] by (1)\n pen up\n set pen (transparency v) to (100)\n Reset\n end\n end\nend\n\ndefine Test collide\nif <touching color (#ff0000)?> then\n set [physics? v] to [1]\n broadcast (die v)\nend\nif <touching color (#ffe42c)?> then\n broadcast (win v)\n stop [this script v]\nend\nif <touching color (#3300ff)?> then\n start sound [Drum Boing v]\n set [y v] to [20]\nend\nif <touching color (#c800f1)?> then\n broadcast (portal v)\n stop [this script v]\nend\nif <touching color (#d100ff)?> then\n broadcast (portal2 v)\n stop [this script v]\nend\nif <touching color (#ff0000)?> then\n set [physics? v] to [1]\n broadcast (die v)\nend\nif <touching color (#ffe42c)?> then\n broadcast (win v)\n stop [this script v]\nend\nif <touching color (#3300ff)?> then\n start sound [Drum Boing v]\n set [y v] to [20]\nend\nif <touching color (#c800f1)?> then\n broadcast (portal v)\n stop [this script v]\nend\nif <touching color (#d100ff)?> then\n broadcast (portal2 v)\n stop [this script v]\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to x: (36) y: (28)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Text\n\ndefine write (txt) at (x) (y) RGB (r) (g) (b)\nset pen color to ((((round (r)) * (65536)) + ((round (g)) * (256))) + (round (b)))\nset pen size to (2)\nset [super lite: ax v] to ([floor v] of ((x) - ((12) / (2))) )\nset [super lite: ci v] to [1]\nrepeat (length of (txt))\n if <not <(letter (super lite: ci) of (txt)) = (letter ((super lite: ci) - (1)) of (txt))>> then\n get char (letter (super lite: ci) of (txt))\n end\n if <(super lite: c) > [-1]> then\n set [super lite: vx v] to ((super lite: ax) + (((super lite: ci) - (1)) * (12)))\n set [super lite: vy v] to ((y) + ((12) / (2)))\n set [super lite: i v] to [1]\n repeat (7)\n repeat (5)\n if <<([abs v] of (super lite: vx) ) < [240]> and <([abs v] of (super lite: vy) ) < [180]>> then\n if <(letter (super lite: i) of (item ((super lite: c) + (1)) of [super lite: data v])) = [1]> then\n go to x: (super lite: vx) y: (super lite: vy)\n pen down\n pen up\n end\n end\n change [super lite: i v] by (1)\n change [super lite: vx v] by (2)\n end\n set [super lite: vx v] to ((super lite: ax) + (((super lite: ci) - (1)) * (12)))\n set [super lite: vy v] to ((super lite: vy) - (2))\n end\n end\n change [super lite: ci v] by (1)\nend\n\ndefine get char (c)\nif <(c) = [ ]> then\n set [super lite: c v] to [-1]\nelse\n if <[super lite: data v] contains (c)?> then\n set [super lite: c v] to [1]\n repeat until <<(item (super lite: c) of [super lite: data v]) = (c)> or <(super lite: c) > ((length of [super lite: data v]) - (1))>>\n change [super lite: c v] by (1)\n end\n if <(super lite: c) > ((length of [super lite: data v]) - (1))> then\n set [super lite: c v] to [1]\n end\n else\n set [super lite: c v] to [1]\n end\nend\n\nwhen I receive [end v]\nwrite [congratulations!] at (-75) (150) RGB (0) (255) (0)\nwrite [remember to] at (-35) (120) RGB (0) (255) (0)\nwrite [love] at (-100) (90) RGB (255) (0) (0)\nwrite [fave] at (0) (90) RGB (255) (255) (0)\nwrite [follow] at (100) (90) RGB (25) (198) (255)\n\n | If you want to comment something nice go to my profile\nDONT COMMENT HARD OR ANYTHING ABOUT THE NAME PLZ\nArrow Keys, WAD, or mouse to move.\nPress v to skip, you can skip 1 level\nGreen is ground, red is bad, blue is bouncy, orange is a through platform (jump under it to get to its top), purple portals teleports you to the pink portal, yellow is the exit portal.\n |
~*Disney*~ A Platformer | @Stage\n\nwhen flag clicked\nswitch backdrop to (thumbnail v)\nwait (0.5) seconds\nswitch backdrop to (levels v)\n\nwhen flag clicked\nforever\n play sound [Dance Energetic v] until done\nend\n\n@Mickey Mouse\n\nwhen flag clicked\nswitch costume to (m i c k e y- right v)\ngo to [front v] layer\nhide\nwait (0.5) seconds\ngo to x: (-108) y: (-98)\nshow\n\nwhen [space v] key pressed\nset [jump velocity v] to [15]\nif <touching (ground v)?> then\n change y by (Jump Velocity)\n repeat until <touching (ground v)?>\n change y by (Jump Velocity)\n change [jump velocity v] by (-1)\n end\n if <touching (level 1-5 obstacles v)?> then\n go to x: (-108) y: (-98)\n end\n if <touching (practice obtsacle v)?> then\n go to x: (-108) y: (-98)\n end\n set [jump velocity v] to (() * (-1))\n change y by (Jump Velocity)\nend\n\nwhen [left arrow v] key pressed\nswitch costume to (m i c k e y- left v)\nif <touching (practice 1 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Practice 2 v)\nend\nif <touching (practice obtsacle v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (practice 2 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level One v)\nend\nif <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level one end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Two v)\nend\nif <touching (level two end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Three v)\nend\nif <touching (level three end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Four v)\nend\nif <touching (level four end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Five v)\nend\nif <touching (level five end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Six v)\nend\nif <touching (level 6-10 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level six end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Seven v)\nend\nif <touching (level seven end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Eight v)\nend\nif <touching (level eight end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Nine v)\nend\nif <touching (level 9&10 villains v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level nine end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Ten v)\nend\nif <touching (level ten end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Complete! v)\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (m i c k e y- right v)\nif <touching (practice 1 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Practice 2 v)\nend\nif <touching (practice obtsacle v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (practice 2 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level One v)\nend\nif <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level one end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Two v)\nend\nif <touching (level two end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Three v)\nend\nif <touching (level three end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Four v)\nend\nif <touching (level four end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Five v)\nend\nif <touching (level five end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Six v)\nend\nif <touching (level 6-10 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level six end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Seven v)\nend\nif <touching (level seven end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Eight v)\nend\nif <touching (level eight end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Nine v)\nend\nif <touching (level 9&10 villains v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level nine end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Ten v)\nend\nif <touching (level ten end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Complete! v)\nend\n\nwhen [a v] key pressed\nmove (-20) steps\nswitch costume to (m i c k e y- left v)\nif <touching (practice 1 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Practice 2 v)\nend\nif <touching (practice obtsacle v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (practice 2 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level One v)\nend\nif <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level one end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Two v)\nend\nif <touching (level two end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Three v)\nend\nif <touching (level three end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Four v)\nend\nif <touching (level four end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Five v)\nend\nif <touching (level five end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Six v)\nend\nif <touching (level 6-10 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level six end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Seven v)\nend\nif <touching (level seven end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Eight v)\nend\nif <touching (level eight end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Nine v)\nend\nif <touching (level 9&10 villains v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level nine end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Ten v)\nend\nif <touching (level ten end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Complete! v)\nend\n\nwhen [d v] key pressed\nmove (20) steps\nswitch costume to (m i c k e y- right v)\nif <touching (practice 1 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Practice 2 v)\nend\nif <touching (practice obtsacle v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (practice 2 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level One v)\nend\nif <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level one end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Two v)\nend\nif <touching (level two end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Three v)\nend\nif <touching (level three end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Four v)\nend\nif <touching (level four end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Five v)\nend\nif <touching (level five end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Six v)\nend\nif <touching (level 6-10 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\nend\nif <touching (level six end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Seven v)\nend\nif <touching (level seven end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Eight v)\n if <touching (level eight end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Nine v)\n end\n if <touching (level 9&10 villains v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level nine end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Ten v)\n end\n if <touching (level ten end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Complete! v)\n end\nend\n\nwhen I receive [practice 2 v]\ngo to x: (-108) y: (-98)\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (10)\n end\n if <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n if <touching (practice 1 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Practice 2 v)\n end\n if <touching (practice obtsacle v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (practice 2 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level One v)\n end\n if <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level one end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Two v)\n end\n if <touching (level two end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Three v)\n end\n if <touching (level three end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Four v)\n end\n if <touching (level four end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Five v)\n end\n if <touching (level five end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Six v)\n end\n end\n if <touching (level 6-10 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level six end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Seven v)\n end\n if <touching (level seven end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Eight v)\n end\n if <touching (level eight end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Nine v)\n end\n if <touching (level 9&10 villains v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level nine end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Ten v)\n end\n if <touching (level ten end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Complete! v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change x by (-10)\n end\n if <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (practice 1 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Practice 2 v)\n end\n if <touching (practice obtsacle v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (practice 2 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level One v)\n end\n if <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level one end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Two v)\n end\n if <touching (level two end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Three v)\n end\n if <touching (level three end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Four v)\n end\n if <touching (level four end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Five v)\n end\n if <touching (level five end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Six v)\n end\n if <touching (level 6-10 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level six end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Seven v)\n end\n if <touching (level seven end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Eight v)\n end\n if <touching (level eight end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Nine v)\n end\n if <touching (level 9&10 villains v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level nine end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Ten v)\n end\n if <touching (level ten end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Complete! v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n change x by (-10)\n end\n if <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (practice 1 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Practice 2 v)\n end\n if <touching (practice obtsacle v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (practice 2 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level One v)\n end\n if <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level one end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Two v)\n end\n if <touching (level two end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Three v)\n end\n if <touching (level three end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Four v)\n end\n if <touching (level four end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Five v)\n end\n if <touching (level five end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Six v)\n end\n if <touching (level 6-10 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level six end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Seven v)\n end\n if <touching (level seven end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Eight v)\n end\n if <touching (level eight end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Nine v)\n end\n if <touching (level 9&10 villains v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level nine end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Ten v)\n end\n if <touching (level ten end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Complete! v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n change x by (10)\n end\n if <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n if <touching (practice 1 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Practice 2 v)\n end\n if <touching (practice obtsacle v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (practice 2 end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level One v)\n end\n if <touching (level 1-5 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level one end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Two v)\n end\n if <touching (level two end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Three v)\n end\n if <touching (level three end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Four v)\n end\n if <touching (level four end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Five v)\n end\n if <touching (level five end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Six v)\n end\n if <touching (level 6-10 obstacles v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level six end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Seven v)\n end\n if <touching (level seven end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Eight v)\n end\n if <touching (level eight end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Nine v)\n end\n if <touching (level 9&10 villains v)?> then\n play sound [Disconnect v] until done\n go to x: (-108) y: (-98)\n end\n if <touching (level nine end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Level Ten v)\n end\n if <touching (level ten end v)?> then\n go to x: (-108) y: (-98)\n broadcast (Complete! v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (trampoline v)?> then\n set [jump velocity v] to [20.5]\n if <touching (ground v)?> then\n change y by (Jump Velocity)\n repeat until <touching (ground v)?>\n change y by (Jump Velocity)\n change [jump velocity v] by (-1)\n end\n if <touching (level 1-5 obstacles v)?> then\n go to x: (-108) y: (-98)\n end\n if <touching (practice obtsacle v)?> then\n go to x: (-108) y: (-98)\n end\n set [jump velocity v] to (() * (-1))\n change y by (Jump Velocity)\n end\n end\nend\n\nwhen [w v] key pressed\nset [jump velocity v] to [15]\nif <touching (ground v)?> then\n change y by (Jump Velocity)\n repeat until <touching (ground v)?>\n change y by (Jump Velocity)\n change [jump velocity v] by (-1)\n end\n if <touching (level 1-5 obstacles v)?> then\n go to x: (-108) y: (-98)\n end\n if <touching (practice obtsacle v)?> then\n go to x: (-108) y: (-98)\n end\n set [jump velocity v] to (() * (-1))\n change y by (Jump Velocity)\nend\n\nwhen [up arrow v] key pressed\nset [jump velocity v] to [15]\nif <touching (ground v)?> then\n change y by (Jump Velocity)\n repeat until <touching (ground v)?>\n change y by (Jump Velocity)\n change [jump velocity v] by (-1)\n end\n if <touching (level 1-5 obstacles v)?> then\n go to x: (-108) y: (-98)\n end\n if <touching (practice obtsacle v)?> then\n go to x: (-108) y: (-98)\n end\n set [jump velocity v] to (() * (-1))\n change y by (Jump Velocity)\nend\n\n@Ground\n\nwhen flag clicked\nhide\nwait (0.5) seconds\nshow\n\n@Instructions\n\nwhen flag clicked\nswitch costume to (how to move v)\nhide\nwait (0.5) seconds\nshow\n\nwhen I receive [practice 2 v]\nswitch costume to (how to jump over obstacles v)\n\nwhen I receive [level one v]\nswitch costume to (good luck v)\n\nwhen I receive [level two v]\nswitch costume to (jump! v)\n\nwhen I receive [level three v]\nhide\n\nwhen I receive [level six v]\nshow\nswitch costume to (trampoline v)\n\nwhen I receive [level seven v]\nswitch costume to (bounce! v)\n\nwhen I receive [level eight v]\nswitch costume to (be careful! v)\n\nwhen I receive [level nine v]\nswitch costume to (avoid- scar v)\n\nwhen I receive [level ten v]\nswitch costume to (avoid maleficent v)\n\nwhen I receive [complete! v]\nhide\n\nwhen I receive [level eleven v]\nswitch costume to (break v)\n\nwhen I receive [level twelve v]\nswitch costume to (wall-jump v)\n\n@Practice 1 End\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (182) y: (-44)\nhide\nwait (0.5) seconds\nshow\n\nwhen I receive [practice 2 v]\nhide\n\n@Practice 2 End\n\nwhen flag clicked\nhide\n\nwhen I receive [practice 2 v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level one v]\nhide\n\n@Level One End\n\nwhen flag clicked\nhide\n\nwhen I receive [level one v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level two v]\nhide\n\n@Level Two End\n\nwhen flag clicked\nhide\n\nwhen I receive [level two v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level three v]\nhide\n\n@Level Three End\n\nwhen flag clicked\nhide\n\nwhen I receive [level three v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level four v]\nhide\n\n@Level Four End\n\nwhen flag clicked\nhide\n\nwhen I receive [level four v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level five v]\nhide\n\n@Level Five End\n\nwhen flag clicked\nhide\n\nwhen I receive [level five v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level six v]\nhide\n\n@Level Six End\n\nwhen flag clicked\nhide\n\nwhen I receive [level six v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level seven v]\nhide\n\n@Level Seven End\n\nwhen flag clicked\nhide\n\nwhen I receive [level seven v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level eight v]\nhide\n\n@Level Eight End\n\nwhen flag clicked\nhide\n\nwhen I receive [level eight v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level nine v]\nhide\n\n@Level Nine End\n\nwhen flag clicked\nhide\n\nwhen I receive [level nine v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [level ten v]\nhide\n\n@Level Ten End\n\nwhen flag clicked\nhide\n\nwhen I receive [level ten v]\ngo to [back v] layer\ngo to x: (182) y: (-44)\nshow\n\nwhen I receive [complete! v]\nhide\n\n@Practice Obtsacle\n\nwhen flag clicked\nhide\n\nwhen I receive [practice 2 v]\nshow\n\nwhen I receive [level one v]\nhide\n\n@Level 1-5 Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [level one v]\ngo to x: (-42) y: (-53)\nswitch costume to (level one v)\nshow\n\nwhen I receive [level two v]\nswitch costume to (level two v)\nrepeat until <touching (level two end v)?>\n go to x: (-76) y: (-51)\n glide (1.5) secs to x: (-101) y: (-87)\nend\n\nwhen I receive [level three v]\nswitch costume to (level three v)\n\nwhen I receive [level four v]\nswitch costume to (level four v)\n\nwhen I receive [level five v]\nswitch costume to (level five v)\n\nwhen I receive [level six v]\nhide\n\n@Level 6-10 Obstacles\n\nwhen flag clicked\nhide\n\nwhen I receive [level six v]\ngo to x: (20) y: (-52)\nswitch costume to (level six v)\nshow\n\nwhen I receive [level seven v]\nswitch costume to (level seven v)\n\nwhen I receive [level eight v]\nswitch costume to (level eight v)\n\nwhen I receive [level nine v]\nswitch costume to (level nine v)\n\nwhen I receive [level ten v]\nswitch costume to (level ten v)\n\nwhen I receive [complete! v]\nhide\n\nwhen I receive [level nine v]\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [level six v]\ngo to [front v] layer\ngo to x: (22) y: (-104)\nshow\n\nwhen I receive [level seven v]\ngo to [front v] layer\ngo to x: (-26) y: (-105)\n\nwhen I receive [level eight v]\ngo to [front v] layer\ngo to x: (39) y: (-105)\n\nwhen I receive [complete! v]\nhide\n\n@END\n\nwhen flag clicked\nhide\n\nwhen I receive [complete! v]\nswitch costume to (heart purple v)\nshow\n\n@Favorite (Castle)\n\nwhen flag clicked\nhide\n\nwhen I receive [complete! v]\nshow\n\n@SYRS\n\nwhen flag clicked\nhide\n\nwhen I receive [complete! v]\nshow\n\n@Level 9&10 Villains\n\nwhen flag clicked\nhide\n\nwhen I receive [level nine v]\nswitch costume to (level nine- scar v)\ngo to x: (13) y: (-88)\nshow\n\nwhen I receive [level ten v]\nswitch costume to (level ten-maleficent v)\nforever\n go to x: (180) y: (70)\n glide (1) secs to x: (13) y: (-88)\nend\n\nwhen I receive [complete! v]\nhide\n\n | PIXAR JUMP OUT NOW!!! PLEASE GO LOVE AND FAVE IT!!! https://scratch.mit.edu/projects/409153423/\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nHey everyone!! Welcome to ~*Disney*~ A Platformer!! Help Mickey Mouse get through all of the obstacles!!!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nNOTE: ALL LEVELS ARE POSSIBLE AND TESTED BY ME :) It's easier to jump over the obstacles when you hold space/ W key/ up arrow and then hold the right arrow/ D key as you jump.\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nYou can use A, D, right arrow, or the left arrow to move. Press space, W, or the up arrow to jump!\nSorry, this isn't mobile-friendly. If this reaches 200 likes/favorites, I'll convert it to a mobile-friendly platform!\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\nThank you so much for playing!!!!\nSee you real soon!\nLove,\nTropicalCoder13\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n#Disney #Platformer #MickeyMouse #blue #pink #purple #Games #DisneyPlatformer #TropicalCoder13 #likeandfavorite\n~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n \n ~~~~~~~~~~~~~~~TIMELINE~~~~~~~~~~~~~~~\n\nJune 11th, 2020 morning- project started\n\nJune 11th, 2020 night time- project completed and posted with 5 levels and obstacles only\n\nJune 12th, 2020 morning- reached 10 loves/favorites\n\nJune 12th, 2020 afternoon- 1 remix\n\nJune 13th, 2020 morning- reached 15 loves/favorites\n\nJune 13th, 2020 afternoon- begun first update\n\nJune 13th, 2020 late afternoon- first update completed, added 5 new levels (with the special features of a trampoline and villains)\n\nJune 13th, 2020 night time- reached 20 loves\n\nJune 14th, 2020 morning- Got added to the Propose Projects to be Featured studio!!!!!!!!!!!\n\nJune 14th, 2020 afternoon- reached 50 views\n\nJune 15th, 2020 late afternoon- made Maleficent harder (still possible though!)\n\nJune 15th, 2020 night time- Added the W key and up arrow to the code for jump. Thanks to @flamemoney12 for the suggestion! \n\nJune 15th, 2020 late night time- Reached 20 favorites!\n\nJune 16th, 2020 morning- Reached 25 loves\n\nJune 16th, 2020 afternoon- added sound effects when you hit the obstacles\n\nJune 16th, 2020 late afternoon- reached 30 loves, 25 favorites\n\nJune 17th, 2020 morning- reached 35 loves, 30 favorites! REACHED 100 VIEWS! Also took away sound affects since it was causing glitches.\n\nJune 18th, 2020 afternoon- reached 40 loves! Also made the heart purple (not much of a change, but still one I felt like I needed to do!)\n\nJune 19th, 2020 late afternoon- reached 45 loves and 35 favorites! \n\nJune 19th, 2020 night time- REACHED 50 LOVES WHAT THE HECK THANKS!!!!\n\nJune 19th, 2020 late night time- reached 50 loves, 40 favorites!\n\nJune 19th, 2020 morning- reached 55 loves!\n\nJune 20th, 2020 morning- reached 45 favorites!\n\nJune 21st, 2020 morning- Reached 60 loves!!!!\n\n |
space a platformer (Mobile Friendly) | @Stage\n\n@platformer\n\nwhen I receive [blue v]\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n if <(volume) = [0]> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (platformer v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nforever\n play sound [vexento-masked-heroes-1-AHM56EBq6 \(1\) v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\n\n@TN3\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@wall\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n wait (0.01) seconds\n change [level v] by (1)\n broadcast (Next v)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\n\n@Player2\n\nwhen flag clicked\nforever\n \n \n set [mode v] to [jump]\n set [yv v] to [9]\n wait (1.7) seconds\n end\n end\nend\n\nwhen I receive [start v]\ngo to x: (-189) y: (-111)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nforever\n switch costume to (PlayerSkin?)\nend\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen this sprite clicked\nswitch costume to (costume2 v)\n\nwhen I receive [normal v]\nswitch costume to (normal v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen I receive [orange v]\nswitch costume to (orange v)\n\nwhen I receive [yellow v]\nswitch costume to (yellow v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [lightblue v]\nswitch costume to (lightblue v)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [purple v]\nswitch costume to (purple v)\n\nwhen I receive [pink v]\nswitch costume to (pink v)\n\nwhen flag clicked\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nforever\n if <touching (play v)?> then\n wait (0.00001) seconds\n go to x: (-181) y: (-109)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) > [-10]> then\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (wall v)?> then\n wait (0.00000001) seconds\n go to x: (-209) y: (-96)\n end\nend\n\nwhen I receive [start v]\nforever\n if <mouse down?> then\n if <(mouse x) < (x position)> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <mouse down?> then\n if <(mouse x) > (x position)> then\n point in direction (-90)\n change [xv v] by (1)\n end\n end\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-222) y: (-96)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching color (#b200ff)?> then\n set [mode v] to [jump]\n set [yv v] to [17]\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n go to x: (-209) y: (-96)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Restart v)\n end\n if <key (r v) pressed?> then\n if <not <key (g v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n go to x: (-209) y: (-96)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n broadcast (Next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-209) y: (-96)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\n@Introoooo\n\nwhen I start as a clone\nif <<(costume [number v]) = [2]> and <(x position) > [0]>> then\n set size to (250) %\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (42)\n change [ghost v] effect by (-0.5)\n turn left (0.9) degrees\n end\n set [indiv. turn v v] to [0]\n forever\n point in direction (((150) - ((42) * (0.9))) - (([sin v] of ((Indiv. Turn V) * (100)) ) * (15)))\n go to [front v] layer\n change [indiv. turn v v] by (0.03)\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [2]> and <(x position) < [0]>> then\n set size to (250) %\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (42)\n change [ghost v] effect by (-0.5)\n turn left (-0.9) degrees\n end\n set [indiv. turn v v] to [0]\n forever\n point in direction (((30) + ((42) * (0.9))) + (([sin v] of ((Indiv. Turn V) * (100)) ) * (15)))\n go to [front v] layer\n change [indiv. turn v v] by (0.03)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n wait (1.4) seconds\n repeat (6)\n change [ghost v] effect by (-10)\n end\n repeat (100)\n change [ghost v] effect by (0.6)\n end\nend\n\nwait (0) seconds\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set [indiv. yv v] to [-5]\n hide\n wait (1) seconds\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (300)\n show\n go to [front v] layer\n clear graphic effects\n set [brightness v] effect to (-100)\n repeat (10)\n change [brightness v] effect by (8)\n change [indiv. yv v] by (-3)\n change y by (Indiv. Yv)\n end\n wait until <(timer) > [1.4]>\n set [indiv. yv v] to [20]\n repeat (4)\n switch costume to (dust v)\n go to x: (-50) y: (-40)\n create clone of (_myself_ v)\n go to x: (50) y: (-40)\n create clone of (_myself_ v)\n switch costume to (will logo glow under v)\n Make lots o particles\n end\n repeat (4)\n repeat (9)\n Make lots o particles\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (background darkness v)\ngo to [front v] layer\nif <(Intro Already Been Played) = [0]> then\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n wait until <(timer) > [2.7]>\n point in direction (90)\n switch costume to (logo glow. loglow v)\n create clone of (_myself_ v)\n switch costume to (will glow v)\n create clone of (_myself_ v)\n switch costume to (will logo glow under v)\n repeat (12)\n change [brightness v] effect by (2)\n end\n repeat (3)\n change [brightness v] effect by (2)\n switch costume to (particle v)\n create clone of (_myself_ v)\n switch costume to (will logo glow under v)\n end\n wait (0.25) seconds\n repeat (25)\n change [brightness v] effect by (-1)\n end\nend\n\ndelete this clone\n\nwhen I start as a clone\nif <<(costume [number v]) = [6]> or <(costume [number v]) > [12]>> then\n set rotation style [don't rotate v]\n go to x: (pick random (-240) to (240)) y: (-170)\n set [ghost v] effect to (0)\n set [indiv. xv v] to (pick random (-5) to (5))\n set [indiv. yv v] to (pick random (5) to (14))\n repeat (100)\n change [ghost v] effect by (1)\n set [brightness v] effect to ((100) - ((distance to [introoooo v]) * (0.75)))\n change y by (Indiv. Yv)\n change x by (Indiv. Xv)\n change [indiv. xv v] by (pick random (-1) to (1))\n change [indiv. yv v] by (pick random (-1) to (0.8))\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <<(timer) > [2.9]> and <(timer) < [3.9]>> then\n point towards (introoooo v)\n change [indiv. xv v] by (([sin v] of (direction) ) * (-3))\n change [indiv. yv v] by (([cos v] of (direction) ) * (-3))\n set [indiv. xv v] to ((Indiv. Xv) * (0.9))\n set [indiv. yv v] to ((Indiv. Yv) * (0.8))\n end\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [7]> or <(costume [number v]) = [12]>> then\n if <(costume [number v]) = [12]> then\n set size to (100) %\n go to x: (0) y: (80)\n end\n show\n clear graphic effects\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (15)\n change [ghost v] effect by (-7)\n change [brightness v] effect by (5)\n end\n wait (0.25) seconds\n repeat (25)\n change [ghost v] effect by (4)\n change [brightness v] effect by (-2)\n end\nend\n\nwhen I receive [intro disappear v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [11]>> then\n switch costume to (background darkness v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (right after intro v)\nelse\n stop [other scripts in sprite v]\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n set size to (pick random (50) to (100)) %\n set [indiv. turn v v] to (pick random (-10) to (10))\n if <(x position) > [2]> then\n set [indiv. yv v] to (pick random (4) to (15))\n set [indiv. xv v] to (pick random (55) to (35))\n else\n set [indiv. yv v] to (pick random (4) to (15))\n set [indiv. xv v] to (pick random (-55) to (-35))\n end\n show\n set [ghost v] effect to (90)\n repeat (60)\n set [indiv. yv v] to ((Indiv. Yv) * (0.95))\n set [indiv. xv v] to ((Indiv. Xv) * (0.75))\n change x by (Indiv. Xv)\n change y by (Indiv. Yv)\n turn right (Indiv. Turn V) degrees\n change [ghost v] effect by (0.35)\n change size by (6)\n end\n delete this clone\nend\n\ndefine Make lots o particles\npoint in direction (90)\ngo to x: (pick random (Indiv. Yv) to ((Indiv. Yv) * (-1))) y: ((-8) + (pick random (Indiv. Yv) to ((Indiv. Yv) * (-1))))\nset [indiv. yv v] to ((Indiv. Yv) * (0.8))\nswitch costume to (Indiv. Turn V)\ncreate clone of (_myself_ v)\nswitch costume to (will logo glow under v)\n\nwhen flag clicked\nset [indiv. turn v v] to [Particle]\n\nwhen I receive [start v]\nset [intro already been played v] to [1]\n\nswitch costume to (goodbye, thanks! :d v)\nshow\nclear graphic effects\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nswitch costume to (resizer v)\nset size to (100) %\nshow\nclear graphic effects\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\nset [intro already been played v] to [0]\n\n@Skins\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (-119)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <mouse down?>>\n end\n set [playerskin? v] to (costume [number v])\nend\n\nwhen I receive [start v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@play\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n change [color v] effect by (2)\nend\n\n@ุงููุงุฆู 3\n\nwhen flag clicked\nswitch costume to (screenshot_2020-06-27 scratch - imagine, program, share v)\n\nwhen this sprite clicked\nnext costume\nbroadcast (blue v)\n\n | follow @anassssss\nSubscribe to my channel: https://www.youtube.com/channel/UCLAU8k-ZLk9-owj4KYaPjvQ\n///////////////////////////////////////////////////\nnew update (mobile friendly)\nnew update skins |
Blocks! Random (Platformer) | @Stage\n\nwhen flag clicked\nforever\n play sound [Wii Shop Channel v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [0]\nset [level v] to [0]\nhide\ngenerrate\n\nset [level type v] to (pick random (1) to (2))\nif <(Level type) = [1]> then\nend\n\nset [y v] to [0]\n\ndefine generrate\nhide\nset [color v] effect to (0)\nerase all\ngo to x: (-210) y: (-150)\nstamp\nset [y v] to [0]\nset [number v] to (pick random (1) to (2))\nif <(number) = [1]> then\n repeat (8)\n change x by (64)\n if <(pick random (1) to (2)) = [1]> then\n if <(y position) < [130]> then\n if <(x position) < [240]> then\n if <(pick random (1) to (15)) = [1]> then\n set [color v] effect to (155)\n else\n set [color v] effect to (0)\n end\n stamp\n end\n end\n end\n end\nelse\n if <(number) = [2]> then\n repeat (7)\n set [old y v] to (y)\n change x by (64)\n if <(pick random (1) to (3)) = [1]> then\n change y by (64)\n change [y v] by (1)\n end\n set [color v] effect to (0)\n repeat (y)\n change y by (-64)\n if <(y position) < [130]> then\n if <(x position) < [240]> then\n stamp\n end\n end\n end\n repeat (y)\n change y by (64)\n end\n if <(pick random (1) to (2)) = [1]> then\n if <(y position) < [130]> then\n if <(x position) < [240]> then\n if <(pick random (1) to (3)) = [1]> then\n if <<(old y) = (y)> or <(y) < ((old y) - (1))>> then\n set [color v] effect to (155)\n end\n else\n set [color v] effect to (0)\n end\n stamp\n end\n end\n end\n end\n end\nend\n\nwhen I receive [level up! v]\ngenerrate\n\nwhen [space v] key pressed\nbroadcast (New Level v)\n\nset [y v] to [0]\n\nwhen I receive [new level v]\ngenerrate\n\nwhen [p v] key pressed\nbroadcast (Place Block v)\n\nwhen I receive [place block v]\nset [color v] effect to (0)\nshow\nrepeat until <mouse down?>\n go to (mouse-pointer v)\nend\n\nwait (2) seconds\n\nif <(y position) < [130]> then\nend\n\nif <(x position) < [240]> then\n stamp\nend\n\n@Made by Benelem12\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)\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)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <<<touching color (#7fff54)?> or <touching color (#71d948)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<touching color (#7fff54)?> or <touching color (#71d948)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<touching color (#7fff54)?> or <touching color (#71d948)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<touching color (#7fff54)?> or <touching color (#71d948)?>> or <touching (moving platforms v)?>> then\n change y by (1)\nend\nif <<<touching color (#7fff54)?> or <touching color (#71d948)?>> 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 color (#7fff54)?> or <touching color (#71d948)?>> 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 color (#7fff54)?> or <touching color (#71d948)?>> or <touching (moving platforms v)?>>> then\n set [yv v] to [15]\n broadcast (enemy_killed v)\nend\nchange y by (1)\nif <<touching (spikes v)?> or <touching (another_danger v)?>> then\n if <not <(LEVEL) = [10]>> then\n broadcast (oof v)\n go to x: (-180) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <[-3] > (Yv)> then\n broadcast (enemy_killed v)\n wait (0.2) seconds\n else\n broadcast (oof v)\n go to x: (-180) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\nend\nif <(y position) < [-180]> then\n go to x: (-180) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <(x position) > [220]> then\n broadcast (LEVEL UP! v)\n change [level v] by (1)\n change [level v] by (1)\n hide\n go to x: (-180) y: (0)\n show\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\nif <<touching color (#ff9854)?> or <touching color (#d97d48)?>> then\n go to x: (-180) y: (0)\nend\nif <touching (boss v)?> then\n go to x: (-180) y: (-50)\nend\n\nwait (0.25) seconds\n\nwhen flag clicked\nset [level v] to [4]\ngo to x: (107) y: (-83)\nswitch costume to (costume1 v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n end\n if <<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 end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n Platformer physics\nend\n\nwhen flag clicked\nforever\n set rotation style [left-right v]\n switch costume to (yellow v)\nend\n\npoint towards (mouse-pointer v)\n\npoint in direction (90)\n\nwhen flag clicked\nset size to (75) %\n\nwhen I receive [enemy_killed v]\n\nif <(s) = [0]> then\n play sound [yahoo v] until done\nend\n\nwhen flag clicked\nbroadcast (start v)\nsay (join (join [Hi ] (username)) [! All Levels are random. You can go to the end of the Level or Press Space to generate a new Level! You can Press "P" to place a Block! ]) for (10) seconds\n\nwhen I receive [new level v]\ngo to x: (-180) y: (0)\n\nwhen flag clicked\nshow variable [level v]\nshow variable [โ worldbest v]\nforever\n if <<(Level) > (โ WorldBest)> and <not <<(username) = [Benni2007]> or <(username) = [Benni2007_test]>>>> then\n set [โ worldbest v] to (Level)\n end\nend\n\nwhen [c v] key pressed\nhide variable [level v]\nhide variable [โ worldbest v]\n\n@Cloud\n\nwhen flag clicked\nforever\n set [ghost v] effect to (25)\n go to x: (240) y: (130)\n show\n glide (5) secs to x: (-240) y: (130)\n hide\n wait (pick random (5) to (15)) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen [9 v] key pressed\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n | arrow keys or WASD\nAll Levels are random.\nSpace to generate a new Level.\nP to place a Block.\nC to hide "Level" and "WorldBest"\nDon't press 9! I'm sorry if you did but I told you.\nDon't touch the lava!\n\nThis Platformer never ends!\n\n--Credits--\nThe Platformer-Player-Engine is made by @Benelem12\nThe Music was made by Nintendo.\nEverything else was made by @Benni2007\n\nPlay Blocks! (a Platformer)\nhttps://scratch.mit.edu/projects/401760494/\nand Blocks! 2 (a Platformer)\nhttps://scratch.mit.edu/projects/402626274 |
Candyland Platformer | @Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [Cute Video Game Loop Music \(Royalty Free\) v] until done\nend\n\n@Ball\n\nwhen [r v] key pressed\ngo to x: (-204) y: (-130)\n\nwhen flag clicked\nset [deaths v] to [0]\nset [level v] to [0]\nshow\nswitch backdrop to (1 v)\ngo to x: (-204) y: (-130)\nswitch costume to (ball-c v)\nset size to (100) %\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nforever\n change [yv v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n set [xv v] to ((XV) * (0.9))\n change x by (XV)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [yv v] to [10]\n if <(XV) > [0]> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n else\n change x by ((XV) * (-1))\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (YV)\n if <touching color (#000000)?> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [yv v] to [8]\n end\n if <[235] < (x position)> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-204) y: (-130)\n if <(Level) = [6]> then\n go to x: (-191) y: (-76)\n end\n end\n if <touching color (#ff0000)?> then\n repeat (10)\n change [color v] effect by (25)\n end\n go to x: (-204) y: (-130)\n change [deaths v] by (1)\n end\n if <touching color (#fff600)?> then\n set [yv v] to [11]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nset [time v] to [0]\n\n@Arrow1\n\nwhen this sprite clicked\nswitch costume to (arrow1-a2 v)\nchange [level v] by (1)\nnext backdrop\nwait (0.5) seconds\nswitch costume to (arrow1-a v)\n\n | โLEADERBOARDโ\n1) @greeny7\n2) @PaiMaelrmalindos\n3) @-White_Ghost-\n----------------------------e-n-j-o-y----------------------------------------\n\n STORY:\nA young gumball loved adventure and whenever she had a chance to explore she would to it but one day she went over the cone mountains and past the cotton candy clouds then she got lost she was so focused that she easily got past the holes and liquorice but she cant get the same amount of focus as she had before can you get her back to her home where she belongs? \n \n \n This platformer was very hard to make, original and every level is possible\nNOT mobile friendly\n------------------------------------------------------------------------- |
SPIKED-a platformer | @Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Masked Heroes.mp3 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Spike1\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (spike v)\nclear graphic effects\npoint in direction (90)\ngo to x: (36) y: (28)\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (36) y: (28)\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-86) y: (9)\npoint in direction (0)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (112) y: (38)\npoint in direction (90)\nshow\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (spike2 v)\ngo to x: (112) y: (38)\npoint in direction (90)\nshow\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (spike v)\ngo to x: (-162) y: (-9)\npoint in direction (0)\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (spike v)\ngo to x: (-59) y: (34)\npoint in direction (90)\nshow\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (36) y: (28)\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (86) y: (27)\nshow\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (spike2 v)\nforever\n change [color v] effect by (5)\n change size by (5)\n change size by (-5)\nend\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@Next level\n\nwhen flag clicked\nshow\nswitch backdrop to (backdrop1 v)\ngo to x: (36) y: (28)\n\n@Level\n\nwhen flag clicked\nshow\ngo [forward v] (1) layers\nswitch costume to (costume1 v)\ngo to x: (22) y: (-260)\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [backdrop10 v]\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [backdrop7 v]\nswitch costume to (costume8 v)\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume9 v)\n\nwhen backdrop switches to [backdrop11 v]\nswitch costume to (costume10 v)\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (costume11 v)\n\nwhen backdrop switches to [backdrop13 v]\nswitch costume to (costume12 v)\n\nwhen backdrop switches to [backdrop14 v]\nswitch costume to (costume13 v)\n\nwhen backdrop switches to [backdrop15 v]\nbroadcast (outro v)\n\n@Sprite2\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)\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\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to [10]\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-15]\n else\n set [x velocity v] to [15]\n end\n else\n set [x velocity v] to [0]\n end\nend\nif <touching (next level v)?> then\n next backdrop\n go to x: (-196) y: (110)\nend\nif <<touching (nope v)?> or <<touching (chomper1.0 v)?> or <<<<<touching (spike1 v)?> or <touching (spike2 v)?>> or <touching (spike3 v)?>> or <touching (mega spike v)?>> or <<touching (lava v)?> or <touching (mega spike2 v)?>>>>> then\n go to x: (-196) y: (110)\nend\n\nwhen flag clicked\nshow\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\nwhen [right arrow v] key pressed\nswitch costume to (costume1 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [lol v]\ngo to x: (-196) y: (110)\n\nwhen [a v] key pressed\nswitch costume to (costume2 v)\n\nwhen [d v] key pressed\nswitch costume to (costume1 v)\n\n@Spike2\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (spike v)\ngo to x: (81) y: (32)\nhide\n\nwhen backdrop switches to [backdrop2 v]\npoint in direction (90)\ngo to x: (81) y: (32)\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nswitch costume to (spike2 v)\ngo to x: (-6) y: (-84)\nshow\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (spike v)\npoint in direction (0)\ngo to x: (-11) y: (8)\nshow\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\npoint in direction (180)\ngo to x: (207) y: (-29)\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\npoint in direction (90)\ngo to x: (97) y: (32)\nshow\n\nwhen backdrop switches to [backdrop12 v]\npoint in direction (-90)\ngo to x: (-114) y: (32)\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Spike3\n\nwhen flag clicked\nswitch costume to (spike v)\npoint in direction (90)\ngo to x: (126) y: (30)\nhide\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (126) y: (30)\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (189) y: (226)\nshow\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (156) y: (229)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (115) y: (105)\nswitch costume to (spike2 v)\nshow\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (spike v)\npoint in direction (180)\ngo to x: (210) y: (-90)\nshow\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (209) y: (-100)\npoint in direction (180)\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (249) y: (31)\npoint in direction (90)\nshow\n\nwhen backdrop switches to [backdrop12 v]\nswitch costume to (spike v)\npoint in direction (180)\ngo to x: (209) y: (-117)\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Lava\n\nwhen flag clicked\ngo to x: (3) y: (-140)\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (191) y: (-142)\nshow\n\n@MEGA SPIKE\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (126) y: (30)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\ngo to x: (119) y: (28)\nshow\nforever\n glide (1) secs to x: (119) y: (-45)\n glide (1) secs to x: (119) y: (38)\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@MEGA SPIKE2\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (74) y: (38)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\nforever\n glide (1) secs to x: (74) y: (-45)\n glide (1) secs to x: (74) y: (38)\nend\n\[email protected]\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n set size to (150) %\n go to x: (0) y: (-123)\n end\nend\n\nwhen flag clicked\nforever\n if <<<<<(LEVEL) = [8]> or <(LEVEL) = [10]>> or <(LEVEL) = [7]>> or <(LEVEL) = [11]>> or <(LEVEL) = [12]>> then\n show\n else\n wait () seconds\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [7]> then\n set size to (150) %\n go to x: (-100) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [11]> then\n set size to (100) %\n go to x: (-80) y: (30)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [12]> then\n set size to (120) %\n go to x: (10) y: (-30)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (22) y: (-108)\nforever\n turn left (6) degrees\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [10]> then\n set size to (150) %\n go to x: (-50) y: (-110)\n end\nend\n\nwhen backdrop switches to [backdrop6 v]\nforever\n show\nend\n\nwhen backdrop switches to [backdrop11 v]\nforever\n hide\nend\n\nwhen backdrop switches to [backdrop12 v]\ngo to x: (94) y: (65)\nforever\n show\nend\n\nwhen backdrop switches to [backdrop13 v]\ngo to x: (-54) y: (-111)\nforever\n show\nend\n\nwhen backdrop switches to [backdrop14 v]\nforever\n hide\nend\n\n@outro\n\nwhen flag clicked\nset size to (260) %\nhide\n\nwhen I receive [outro v]\nshow\nforever\n repeat (3)\n change size by (10)\n end\n repeat (3)\n change size by (-10)\n end\nend\n\n@nope\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\ngo to x: (265) y: (23)\nshow\n\n@Sprite1\n\nwhen flag clicked\nclear graphic effects\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nnext backdrop\nbroadcast (lol v)\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (50)\n end\nend\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set [ghost v] effect to (0)\n end\nend\n\n@thumbnailSprite3\n\nwhen flag clicked\nhide\n\nshow\n\n@spiked\n\nwhen flag clicked\nhide\n\n | UPDATE 29/06/20 New thumbnail+WASD added!\nHello and welcome to SPIKED!\nArrow keys or WASD to move\nAvoid lava, chomper and spikes!\nLevel too hard? Press the skip button in the bottom left corner!\nRemember to like and favourite if you enjoy!\nTurn up your volume too!\nBye! |
Desert || A platformer (mobile friendly) (games) | @Stage\n\n@Platform\n\nwhen flag clicked\nforever\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@Figur1\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Figur2\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n play sound [Imagine Dragons - Believer \(Audio\).mp3 v] until done\nend\n\n@Sprite2\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)\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)\nend\nset [xv v] to ((Xv) * (0.9))\nchange x by (Xv)\nif <touching (platform v)?> then\n change y by (1)\nend\nif <touching (platform v)?> then\n change y by (1)\nend\nif <touching (platform v)?> then\n change y by (1)\nend\nif <touching (platform v)?> then\n change y by (1)\nend\nif <touching (platform 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 (platform 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 (platform v)?>> then\n set [yv v] to [15]\nend\nchange y by (1)\nif <touching (figur1 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)\nend\nif <touching (trampolins v)?> then\n set [yv v] to [25]\nend\n\nwhen flag clicked\ngo to x: (107) y: (-83)\nset [level v] to [3]\nswitch costume to (costume1 v)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (-180) y: (0)\nforever\n Platformer physics\nend\n\nwhen I receive [start v]\n\n@Sprite1\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n | Hi and welcome to my newest project. This is definitly my best project so can this maybe get 300 Likes? This would be super cool ;D \nAlmost all is made by my Brother (@Benelem12) \nBut I also made some little things ;D \n\n The Music is by imagine dragons\n--..--..--..--..--..--..--..--..--..--..--..--..--..--..--..--..--..--..--.-\nINSTRUCTIONS: \n- Move with WASD, arrows or mobile controls.\n- Avoid Spikes \n-Have Fun =Dc |
Bounce Luigi! - A Platformer โโโโโโโโโโโโโโโโโโโโโโ#games | @Stage\n\nwhen flag clicked\nforever\n play sound [Crystal Caves Fast \(YI_ Crystal Caves\) v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (256px-nsmb-stalagmitebgbothfixed v)\nset [brightness v] effect to (-10)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [10]> then\n switch backdrop to (mario-bros-wallpaper-8 v)\n stop [other scripts in sprite v]\n play sound [Super Mario \(Trap Remix\) v] until done\n end\nend\n\n@Player\n\nwhen flag clicked\nset size to (150) %\ngo to [front v] layer\nRespawn [-210] [0]\nset [paused v] to [0]\nset [level v] to [1]\nset [frame counter v] to [0]\nset [deaths on hard level v] to [0]\nset [dir v] to [90]\nforever\n if <(paused) = [0]> then\n point in direction (90)\n switch costume to (cube3 v)\n change [y speed v] by (-1)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [17]\n start sound [WU_SE_PLY_JUMP_HIGH_ v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-2)\n end\n if <(x speed) > [9]> then\n set [x speed v] to [9]\n else\n if <(x speed) < [-9]> then\n set [x speed v] to [-9]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n change [dir v] by (x speed)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n change [dir v] by (x speed)\n end\n end\n switch costume to (cube3 v)\n point in direction (dir)\n change [frame counter v] by (1)\n if <(frame counter) = [99]> then\n set [frame counter v] to [0]\n end\n if <((frame counter) mod (3)) = [0]> then\n switch costume to (cube4 v)\n create clone of (_myself_ v)\n switch costume to (cube3 v)\n end\n if <<(x position) > [239]> and <not <(level) = [10]>>> then\n Respawn [-210] [0]\n start sound (pick random (9) to (11))\n change [level v] by (1)\n set [deaths on hard level v] to [0]\n end\n if <<touching (rising lava v)?> or <touching (spikes v)?>> then\n change [deaths on hard level v] by (1)\n set [death sound v] to [1]\n set [ghost v] effect to (50)\n glide (.5) secs to x: (-210) y: (0)\n set [ghost v] effect to (0)\n Respawn [-210] [0]\n set [y speed v] to [0]\n end\n end\nend\n\ndefine Respawn (x) (y)\nset x to (x)\nset y to (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y speed v] to [15]\n set [x speed v] to [-10]\n start sound [Finger Snap v]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y speed v] to [15]\n set [x speed v] to [10]\n start sound [Finger Snap v]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n set [y speed v] to [13]\n start sound [Basketball Bounce v]\n end\nend\n\nwhen I start as a clone\nset size to (150) %\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nset [deaths on hard level v] to [0]\ndelete this clone\n\nwhen I receive [skip level v]\nRespawn [-210] [0]\nbroadcast (Next Level v) and wait\n\nwhen flag clicked\nforever\n if <(death sound) = [1]> then\n play sound [Luigi14 v] until done\n set [death sound v] to [0]\n end\nend\n\nglide (.5) secs to x: (-210) y: (0)\n\n@Platforms\n\nwhen flag clicked\nset [brightness v] effect to (5)\nswitch costume to ([sin v] of (90) )\nforever\n switch costume to (level)\nend\n\nset [level v] to [9]\n\n@Spikes\n\nwhen flag clicked\nset [brightness v] effect to (-5)\nswitch costume to ([sin v] of (90) )\nforever\n switch costume to (level)\nend\n\n@Rising Lava\n\nwhen flag clicked\nswitch costume to (lava v)\n\nwhen flag clicked\ngo to x: (0) y: (-15)\nforever\n set y to ((-15) + ((12) * ([sin v] of ((300) * (timer)) )))\nend\n\n@Clouds\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to ([sin v] of (90) )\nforever\n switch costume to (level)\nend\n\n@Platform Designer\n\n@End\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume7 v)\ngo to [front v] layer\nset [level v] to [1]\nforever\n if <(level) = [10]> then\n start sound [Goal Cheer v]\n wait (6) seconds\n broadcast (wedfdg v)\n go to x: (0) y: (628)\n show\n glide (3) secs to x: (0) y: (0)\n set [paused v] to [1]\n forever\n set y to ((10) * ([cos v] of ((timer) * (150)) ))\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Le7els\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\npoint in direction (90)\nshow\nset [brightness v] effect to (5)\nswitch costume to ([sin v] of (90) )\nforever\n go to [front v] layer\n switch costume to (level)\nend\n\nwhen I receive [wedfdg v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(deaths on hard level) > [2]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <([x position v] of [player v]) < [210]> then\n set [deaths on hard level v] to [0]\n hide\n change [level v] by (1)\nend\n\n@download\n\n | Oh no! Luigi was mining diamonds in the cave when he was turned into a basketball! Can YOU escape the cave as basketball Luigi?!\n\n< < < How to Play > > >\n<> WASD or Arrow Keys to move and jump!\n<> Luigi always bounces! Press the jump button to bounce HIGHER!!!\n<> Press jump when touching a wall to walljump!\n |
Light|| A Platformer | @Stage\n\n@player\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\n set [playery v] to (y position)\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat - Prelude \(Jackpot EP Track 3\) v] until done\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (65)\nset size to (100) %\nset [brightness v] effect to (30)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (2.5)\nend\ndelete this clone\n\nchange [color v] effect by (-20)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\ndefine platform (jump height) (gravity) (friction) (running speed)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (playerx)>>>> then\n change [xvelocity v] by ((running speed) * (1))\n switch costume to (costume1 v)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (playerx)>>>> then\n change [xvelocity v] by ((running speed) * (-1))\n switch costume to (costume2 v)\nend\nset [xvelocity v] to ((xvelocity) * (friction))\nchange x by (xvelocity)\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 (xvelocity) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (xvelocity) ) / (xvelocity)) * (-1))\n end\n end\n set [xvelocity v] to [0]\n end\nend\nchange y by (yvelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yvelocity) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (yvelocity) ) / (yvelocity)) * (-1))\n end\n end\n if <<(([abs v] of (yvelocity) ) / (yvelocity)) = [-1]> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<touching (jump pad v)?> or <<mouse down?> and <(mouse y) > (playery)>>>>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (-1)\nend\n\nwhen flag clicked\ngo to x: (-202) y: (-40)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n if <touching (jump pad v)?> then\n platform [20] [-1] [0.7] [2.3]\n else\n platform [12] [-1] [0.7] [2.3]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching (evil stuff v)?> then\n broadcast (respawn muahaha v)\n end\nend\n\nwhen I receive [respawn muahaha v]\ngo to x: (-202) y: (-60)\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n broadcast (respawn muahaha v)\n broadcast (next level v)\n end\nend\n\ndefine out\n\nwhen flag clicked\nforever\n if <(xvelocity) > [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (-1)\n end\n else\n if <(xvelocity) < [0]> then\n repeat until <not <touching color (#3bb700)?>>\n change x by (1)\n end\n end\n end\nend\n\nwhen flag clicked\nset [brightness v] effect to (30)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@evil stuff\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (level #)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo [forward v] (8) layers\n\nwhen flag clicked\nforever\n set [level # v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nchange [level # v] by (1)\n\n@goal\n\nwhen flag clicked\nshow\nset size to (100) %\nset size to (75) %\nset [ghost v] effect to (25)\npoint in direction (75)\nforever\n repeat (30)\n turn right (1) degrees\n end\n repeat (30)\n turn left (1) degrees\n end\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\npoint in direction (90)\nset [ghost v] effect to (0)\nforever\n if <(level #) = [1]> then\n go to x: (218) y: (-57)\n end\n if <(level #) = [11]> then\n go to x: (218) y: (110)\n end\n if <(level #) = [13]> then\n go to x: (218) y: (-57)\n end\n if <(level #) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (212) y: (-57)\nforever\n if <(level #) = [1]> then\n go to x: (218) y: (-57)\n end\n if <(level #) = [11]> then\n go to x: (218) y: (110)\n end\n if <(level #) = [13]> then\n go to x: (218) y: (-57)\n end\n if <(level #) = [15]> then\n hide\n end\nend\n\n@sign\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen this sprite clicked\nif <(level #) = [1]> then\n say [welcome to Light: A Platformer!] for (2) seconds\nend\nif <(level #) = [2]> then\n say [watch out for lava] for (1.5) seconds\nend\nif <(level #) = [3]> then\n say [use jump pads for higher jumps] for (4) seconds\nend\nif <(level #) = [9]> then\n say [heh] for (1.5) seconds\nend\n\n@cooltext-357179999502882\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nforever\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 flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (respawn muahaha v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@jump pad\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo [forward v] (3) layers\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-255) y: (125)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (0.07) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (pick random (50) to (140))\ngo to x: (-260) y: (pick random (-150) to (180))\nset [ghost v] effect to (pick random (50) to (95))\nset size to (pick random (50) to (150)) %\nrepeat (100)\n change x by (5)\nend\n\nwhen I start as a clone\nif <(size) > [100]> then\n wait (1) seconds\nelse\n wait (1.5) seconds\nend\nrepeat (500)\n change [ghost v] effect by (0.5)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-255) y: (125)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (0.07) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (-260) y: (pick random (-150) to (180))\nset [ghost v] effect to (pick random (50) to (95))\nset size to (pick random (50) to (150)) %\nrepeat (50)\n change x by (10)\nend\n\nwhen I start as a clone\nif <(size) > [100]> then\n wait (0.5) seconds\nelse\n wait (0.75) seconds\nend\nrepeat (250)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (238) y: (174)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\nend\n\nwait (0.1) seconds\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (20) to (90))\nset size to (pick random (100) to (150)) %\ngo to x: (238) y: (174)\npoint in direction (pick random (190) to (260))\nrepeat (50)\n move (3) steps\nend\n\nwhen I start as a clone\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (238) y: (174)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo [backward v] (10) layers\nset [ghost v] effect to (pick random (5) to (50))\nset size to (pick random (10) to (90)) %\nset [color v] effect to (pick random (-100) to (100))\nset [brightness v] effect to (0)\ngo to (player v)\npoint in direction (pick random (0) to (360))\nrepeat (60)\n move (1) steps\nend\npoint towards (player v)\nrepeat (60)\n move (1) steps\nend\n\nwhen I start as a clone\nwait (1.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwait (0.1) seconds\n\nwhen flag clicked\ngo [backward v] (5) layers\n\n@cooltext-357192327498122\n\nwhen flag clicked\nhide\nforever\n if <(level #) = [15]> then\n show\n end\nend\n\n@cooltext-357192156879951\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n@cooltext-357180023871607\n\nwhen flag clicked\nshow\ngo to x: (-124) y: (-155)\npoint in direction (90)\nset size to (100) %\nforever\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 flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\nbroadcast (respawn muahaha v)\nhide\n\nwhen flag clicked\nshow\nforever\n if <(level #) = [15]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n | |
Scratchy - The Platformer Cat | @Stage\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Start level v)\n\nwhen I receive [start level v]\nset [jumping v] to [false]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n if <key (left arrow v) pressed?> then\n if <(X Velocity) > [-5]> then\n change [x velocity v] by (-2)\n end\n if <(costume [number v]) = [1]> then\n switch costume to (2 v)\n else\n switch costume to (1 v)\n end\n end\n if <key (right arrow v) pressed?> then\n if <(X Velocity) < [5]> then\n change [x velocity v] by (2)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (4 v)\n else\n switch costume to (3 v)\n end\n end\n change x by (X Velocity)\n if <(X Velocity) > [0]> then\n change [x velocity v] by (-1)\n end\n if <(X Velocity) < [0]> then\n change [x velocity v] by (1)\n end\n change x by (X Velocity)\n Move Vertical\n Move Horizontal\n if <touching color (#e3bc72)?> then\n broadcast (Next Level v)\n end\n if <<(y position) < [-179]> or <touching color (#ff0000)?>> then\n broadcast (Start level v)\n end\nend\n\ndefine Move Vertical\nchange y by (Y Velocity)\nif <touching color (#00ff7e)?> then\n if <(Y Velocity) > [0]> then\n repeat until <not <touching color (#00ff7e)?>>\n change y by (-1)\n end\n else\n repeat until <not <touching color (#00ff7e)?>>\n change y by (1)\n end\n set [jumping v] to [false]\n end\n set [y velocity v] to [0]\nend\n\nwhen [up arrow v] key pressed\nif <(Jumping) = [false]> then\n set [y velocity v] to [15]\n set [jumping v] to [true]\nend\n\ndefine Move Horizontal\nif <touching color (#00ff7e)?> then\n if <(X Velocity) > [0]> then\n repeat until <not <touching color (#00ff7e)?>>\n change x by (-2)\n end\n else\n repeat until <not <touching color (#00ff7e)?>>\n change x by (2)\n end\n end\n set [x velocity v] to [0]\nend\n\nwhen I receive [start level v]\nif <(Level) = [1]> then\n go to x: (-168) y: (-141)\n switch backdrop to (backdrop1 v)\nend\nif <(Level) = [2]> then\n go to x: (-125) y: (-125)\n switch backdrop to (backdrop2 v)\nend\nif <(Level) = [3]> then\n go to x: (-200) y: (156)\n switch backdrop to (backdrop3 v)\nend\nif <(Level) = [4]> then\n go to x: (-187) y: (-123)\n switch backdrop to (backdrop4 v)\nend\nif <(Level) = [5]> then\n go to x: (-187) y: (-133)\n switch backdrop to (backdrop5 v)\nend\nif <(Level) = [6]> then\n go to x: (-215) y: (-140)\n switch backdrop to (backdrop6 v)\nend\nif <(Level) = [7]> then\n go to x: (-213) y: (-110)\n switch backdrop to (backdrop7 v)\nend\nif <(Level) = [8]> then\n switch backdrop to (backdrop8 v)\n hide\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nstop [other scripts in sprite v]\nbroadcast (Start level v)\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nchange [โ views v] by (1)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nif <<(Level) = [3]> or <(Level) = [6]>> then\n show\nelse\n hide\nend\nMove platform\n\ndefine Move platform\nforever\n glide (1) secs to x: (56) y: (133)\n glide (1) secs to x: (42) y: (-104)\nend\n\n | Arrow Keys to move and avoid the lava Moving platformers are very helpful and press spacebar for some music. If i get 50 likes part two will come Please like because this took me 5 hours to make |
infinite pen platformer | @Stage\n\n@game\n\nwhen flag clicked\nset [level v] to [1]\nset [zoom v] to ([atan v] of (0.02) )\nreset\nmake level\nforever\n set [pen size v] to ((10) / (Zoom))\n set pen size to (pen size)\n erase all\n grid\n render map\n set pen size to (pen size)\n render player at (((x) - (cam x)) / (Zoom)) (((y) - (cam y)) / (Zoom)) ((20) / (Zoom))\n broadcast (physics v)\n broadcast (text v)\nend\n\ndefine make level\nset [i v] to [0]\ndelete all of [points v]\nadd square at [-50] [-100] [20] [120] [1]\nset [length of level v] to (pick random (20) to (50))\nset [start plat x v] to [-50]\nrepeat (length of level)\n set [type v] to (pick random (pick random (1) to (pick random (2) to (3))) to (2))\n add (((item ((i) + (1)) of [points v]) + (item ((i) + (3)) of [points v])) + (pen size)) to [points v]\n if <(item ((i) + (5)) of [points v]) = [2]> then\n add ((item ((i) + (2)) of [points v]) - (item ((i) + (4)) of [points v])) to [points v]\n else\n add ((item ((i) + (2)) of [points v]) + (item ((i) + (4)) of [points v])) to [points v]\n end\n if <(item ((i) + (5)) of [points v]) = [2]> then\n add (pick random (75) to (100)) to [points v]\n else\n if <(type) = [2]> then\n add (pick random (20) to (75)) to [points v]\n else\n add (pick random (20) to (100)) to [points v]\n end\n end\n if <(type) = [2]> then\n add (pick random (20) to (75)) to [points v]\n else\n if <(item ((i) + (5)) of [points v]) = [3]> then\n add (pick random (200) to (300)) to [points v]\n set [type v] to (pick random (1) to (2))\n else\n add (pick random (20) to (100)) to [points v]\n end\n end\n if <(item ((i) + (5)) of [points v]) = [2]> then\n add [1] to [points v]\n else\n add (type) to [points v]\n end\n change [i v] by (5)\nend\nadd square at ((item ((i) + (1)) of [points v]) + (item ((i) + (3)) of [points v])) ((item ((i) + (2)) of [points v]) + (item ((i) + (4)) of [points v])) [20] [20] [4]\nset [length of plat x v] to (((item ((i) + (1)) of [points v]) + (20)) - (start plat x))\n\ndefine add square at (x) (y) (height) (length) (type)\nadd (x) to [points v]\nadd (y) to [points v]\nadd (length) to [points v]\nadd (height) to [points v]\nadd (type) to [points v]\n\ndefine render player at (x) (y) (size)\nset pen color to (#00ffe5)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: ((x) + (size)) y: (y)\ngo to x: ((x) + (size)) y: ((y) + (size))\ngo to x: (x) y: ((y) + (size))\ngo to x: (x) y: (y)\npen up\n\ndefine reset\nset [y v] to [0]\nset [x v] to [0]\nset [cam x v] to (x)\nset [cam y v] to (y)\nset [sy v] to [0]\nset [sx v] to [0]\nparticles (x) (y) [10] [10] [10] no [30]\n\ndefine render map\nset [i v] to ((length of [particles v]) - (6))\nrepeat ((length of [particles v]) / (6))\n pen up\n set pen color to (#ff0000)\n set pen size to ((item ((i) + (5)) of [particles v]) / ((10) / (pen size)))\n set pen (color v) to (item ((i) + (6)) of [particles v])\n go to x: (((item ((i) + (1)) of [particles v]) - (cam x)) / (Zoom)) y: (((item ((i) + (2)) of [particles v]) - (cam y)) / (Zoom))\n pen down\n pen up\n replace item ((i) + (1)) of [particles v] with ((item ((i) + (1)) of [particles v]) + (item ((i) + (3)) of [particles v]))\n replace item ((i) + (2)) of [particles v] with ((item ((i) + (2)) of [particles v]) + (item ((i) + (4)) of [particles v]))\n replace item ((i) + (3)) of [particles v] with ((item ((i) + (3)) of [particles v]) * (0.99))\n replace item ((i) + (4)) of [particles v] with ((item ((i) + (4)) of [particles v]) - (1))\n if <(item ((i) + (2)) of [particles v]) < ((-700) * (Zoom))> then\n repeat (6)\n delete ((i) + (1)) of [particles v]\n end\n end\n change [i v] by (-6)\nend\nset [i v] to [0]\nrepeat ((length of [points v]) / (5))\n set pen size to (pen size)\n set [type v] to (item ((i) + (5)) of [points v])\n if <(type) = [1]> then\n set pen color to (#8bc414)\n else\n if <(type) = [2]> then\n set pen color to (#ff0000)\n else\n if <(type) = [3]> then\n set pen color to (#eeff00)\n else\n if <(type) = [4]> then\n set pen color to (#000000)\n end\n end\n end\n end\n set [plat height v] to (item ((i) + (4)) of [points v])\n set [plat length v] to (item ((i) + (3)) of [points v])\n set [plat x v] to (item ((i) + (1)) of [points v])\n set [plat y v] to (item ((i) + (2)) of [points v])\n pen up\n add line (plat x) (plat y)\n pen down\n add line ((plat x) + (plat length)) (plat y)\n add line ((plat x) + (plat length)) ((plat y) + (plat height))\n add line (plat x) ((plat y) + (plat height))\n add line (plat x) (plat y)\n set pen size to (pen size)\n change [i v] by (5)\nend\n\nwhen I receive [next level v]\nchange [โ levels done v] by (1)\nchange [level v] by (1)\nmake level\nreset\n\ndefine add line (x) (y)\ngo to x: (((x) - (cam x)) / (Zoom)) y: (((y) - (cam y)) / (Zoom))\n\ndefine grid\nset [i v] to [-2000]\nset pen color to (#f9f9f9)\nrepeat ((Zoom) * (60))\n pen up\n go to x: (-240) y: (() - ((i) + ((cam y) / ((Zoom) * (2)))))\n pen down\n go to x: (240) y: (() - ((i) + ((cam y) / ((Zoom) * (2)))))\n change [i v] by ((60) / (Zoom))\nend\nset [i v] to [-3000]\nset pen color to (#f9f9f9)\nrepeat ((Zoom) * (60))\n pen up\n go to x: (() - ((i) + ((cam x) / ((Zoom) * (2))))) y: (180)\n pen down\n go to x: (() - ((i) + ((cam x) / ((Zoom) * (2))))) y: (-180)\n change [i v] by ((60) / (Zoom))\nend\n\ndefine particles (x) (y) (sx) (sy) (s) no (no)\nrepeat (pick random (no) to ((no) + (10)))\n add (x) to [particles v]\n add (y) to [particles v]\n add (pick random (sx) to (() - (sx))) to [particles v]\n add (pick random ((sy) + (5)) to ((sy) - (10))) to [particles v]\n add (pick random (s) to ((s) + (10))) to [particles v]\n add (pick random (0) to (100)) to [particles v]\nend\n\nwhen I receive [reset v]\nreset\n\n@physics\n\nwhen I receive [physics v]\nphysics <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (((x) - (cam x)) - (50))>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (((x) - (cam x)) + (50))>>>> <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (((y) - (cam y)) + (50))>>>>\n\ndefine update\nset [i v] to [0]\ndelete all of [collisions v]\nrepeat ((length of [points v]) / (5))\n if <<(((x) + (20)) + ((pen size) * (Zoom))) > (item ((i) + (1)) of [points v])> and <((x) - ((pen size) * (Zoom))) < ((item ((i) + (1)) of [points v]) + (item ((i) + (3)) of [points v]))>> then\n if <<(((y) + (20)) + ((pen size) * (Zoom))) > (item ((i) + (2)) of [points v])> and <((y) - ((pen size) * (Zoom))) < ((item ((i) + (2)) of [points v]) + (item ((i) + (4)) of [points v]))>> then\n add (item ((i) + (5)) of [points v]) to [collisions v]\n if <[collisions v] contains [3]?> then\n set [sy v] to ((25) + (<key (up arrow v) pressed?> * (5)))\n end\n if <[collisions v] contains [4]?> then\n broadcast (next level v)\n end\n end\n end\n change [i v] by (5)\nend\nif <<(y) < ((-700) * (Zoom))> or <[collisions v] contains [2]?>> then\n broadcast (reset v)\nend\n\ndefine physics <<> <>> <^>\nchange [cam x v] by (round (((x) - (cam x)) / (20)))\nchange [cam y v] by (round (((y) - (cam y)) / (20)))\nif <<> then\n change [sx v] by (-1)\nend\nif <>> then\n change [sx v] by (1)\nend\nset [sx v] to ((sx) * (0.9))\nchange [x v] by (sx)\nupdate\nif <[collisions v] contains [1]?> then\n change [x v] by ((sx) * (-1))\n set [sx v] to [0]\nend\nchange [sy v] by (-1)\nchange [y v] by (sy)\nupdate\nif <[collisions v] contains [1]?> then\n change [y v] by ((sy) * (-1))\n set [sy v] to (<^> * (15))\nend\nif <<(mouse x) < [-100]> and <(mouse y) < [-140]>> then\n show variable [zoom v]\nelse\n hide variable [zoom v]\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite1\n\nwhen I receive [physics v]\nposition (((0) - (cam x)) / (Zoom)) (((100) - (cam y)) / (Zoom))\n\ndefine position (x) (y)\nset size to ((120) / (Zoom)) %\ngo to x: (x) y: (y)\nif <<(Level) = [1]> and <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>> then\n show\n stamp\n hide\nend\n\n@text\n\nwhen flag clicked\ndelete all of [letter data v]\nadd [0024244000121232] to [letter data v]\nadd [a] to [letter data v]\nadd [0004042424333322223131202000] to [letter data v]\nadd [b] to [letter data v]\nadd [00202031000404242433] to [letter data v]\nadd [c] to [letter data v]\nadd [000404242433333131202000] to [letter data v]\nadd [d] to [letter data v]\nadd [000404242433333232020030] to [letter data v]\nadd [e] to [letter data v]\nadd [000404340222] to [letter data v]\nadd [f] to [letter data v]\nadd [0003031414242433002020323212] to [letter data v]\nadd [g] to [letter data v]\nadd [000402323034] to [letter data v]\nadd [h] to [letter data v]\nadd [003010140434] to [letter data v]\nadd [i] to [letter data v]\nadd [01101020203131340434] to [letter data v]\nadd [j] to [letter data v]\nadd [040003301234] to [letter data v]\nadd [k] to [letter data v]\nadd [00040030] to [letter data v]\nadd [l] to [letter data v]\nadd [0004042020444440] to [letter data v]\nadd [m] to [letter data v]\nadd [000404303034] to [letter data v]\nadd [n] to [letter data v]\nadd [01101020203131333324241414030301] to [letter data v]\nadd [o] to [letter data v]\nadd [04000424243333222202] to [letter data v]\nadd [p] to [letter data v]\nadd [34303414140303121232] to [letter data v]\nadd [q] to [letter data v]\nadd [040004242433320202303332] to [letter data v]\nadd [r] to [letter data v]\nadd [00303032320202040434] to [letter data v]\nadd [s] to [letter data v]\nadd [10140434] to [letter data v]\nadd [t] to [letter data v]\nadd [01101020203130340104] to [letter data v]\nadd [u] to [letter data v]\nadd [04202034] to [letter data v]\nadd [v] to [letter data v]\nadd [0410102424303044] to [letter data v]\nadd [w] to [letter data v]\nadd [04300034] to [letter data v]\nadd [x] to [letter data v]\nadd [202222342204] to [letter data v]\nadd [y] to [letter data v]\nadd [043434000030] to [letter data v]\nadd [z] to [letter data v]\nadd [003020242403] to [letter data v]\nadd [1] to [letter data v]\nadd [0314142424333332321111000030] to [letter data v]\nadd [2] to [letter data v]\nadd [03141424243333222231312020101001] to [letter data v]\nadd [3] to [letter data v]\nadd [20222202022424222232] to [letter data v]\nadd [4] to [letter data v]\nadd [340404020222223131303000] to [letter data v]\nadd [5] to [letter data v]\nadd [34242402020101101020203131222212] to [letter data v]\nadd [6] to [letter data v]\nadd [04343400] to [letter data v]\nadd [7] to [letter data v]\nadd [03141424243333323202020310010112102020313122] to [letter data v]\nadd [8] to [letter data v]\nadd [031414242433332212221203333232212110] to [letter data v]\nadd [9] to [letter data v]\nadd [01101020203131333324241414030301] to [letter data v]\nadd [0] to [letter data v]\n\ndefine write string (string) colours (o) (r) (b) (g) at (x) (y) w/ size (s) fancy? (f)\ndelete all of [letters decoded v]\nset pen color to (((((((o) * (256)) + (r)) * (256)) + (g)) * (256)) + (b))\nset pen size to (s)\nset [i v] to [0]\nrepeat (length of (string))\n change [i v] by (1)\n add (item ((item # of (letter (i) of (string)) in [letter data v]) - (1)) of [letter data v]) to [letters decoded v]\nend\nset [txtno v] to [1]\nset [keel v] to ((x) - ((length of (string)) * ((s) * (2.5))))\nrepeat (length of (string))\n set [i v] to [0]\n repeat ((length of (item (txtno) of [letters decoded v])) / (4))\n if <(f) = [1]> then\n set [fancy text v] to [0.5]\n set pen color to (#000000)\n repeat (2)\n draw line (((keel) + ((letter ((i) + (1)) of (item (txtno) of [letters decoded v])) * (s))) - (fancy text)) (((y) + ((letter ((i) + (2)) of (item (txtno) of [letters decoded v])) * (s))) - (fancy text)) to (((keel) + ((letter ((i) + (3)) of (item (txtno) of [letters decoded v])) * (s))) - (fancy text)) (((y) + ((letter ((i) + (4)) of (item (txtno) of [letters decoded v])) * (s))) - (fancy text)) [1.2]\n set pen color to (((((((o) * (256)) + (r)) * (256)) + (g)) * (256)) + (b))\n set [fancy text v] to [0]\n end\n else\n draw line ((keel) + ((letter ((i) + (1)) of (item (txtno) of [letters decoded v])) * (s))) ((y) + ((letter ((i) + (2)) of (item (txtno) of [letters decoded v])) * (s))) to ((keel) + ((letter ((i) + (3)) of (item (txtno) of [letters decoded v])) * (s))) ((y) + ((letter ((i) + (4)) of (item (txtno) of [letters decoded v])) * (s))) [1.4]\n end\n change [i v] by (4)\n end\n change [keel v] by ((s) * (5))\n change [txtno v] by (1)\nend\n\nwhen I receive [text v]\nwrite string (join [cloud levels passed ] (โ Levels Done)) colours [] [] [] [] at [-60] [-150] w/ size [1.8] fancy? []\nwrite string (join [level ] (Level)) colours [] [] [] [] at [100] [-150] w/ size [2] fancy? []\n\ndefine draw line (x) (y) to (x2) (y2) (s)\ngo to x: ((((x) * (s)) - (cam x)) / (Zoom)) y: ((((y) * (s)) - (cam y)) / (Zoom))\npen down\ngo to x: ((((x2) * (s)) - (cam x)) / (Zoom)) y: ((((y2) * (s)) - (cam y)) / (Zoom))\npen up\n\n@music\n\nwhen flag clicked\nforever\n play sound [Qa v] until done\nend\n\n | |
Minecraft - A Platformer 2-playerโโโโโโโโโโโโโโโโโโโโโโโโ #games remix | @Stage\n\nwhen flag clicked\nbroadcast (Start v)\nswitch backdrop to (img_2 v)\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [start v]\nswitch backdrop to (img_2 v)\n\n@Minecraft Main Character\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\n@Platforms\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (blockgrass v)\n\n@Music becuz I love making useless sprites\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nstop all sounds\nforever\n play sound [C418 - Moog City v] until done\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif <([costume # v] of [platforms v]) = [15]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Goal Cheer v]\n forever\n play sound [Revenge - A Minecraft Parody of Usher's DJ Got Us Fallin' In Love \(Music Video\) v] until done\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to x: (0) y: (-9)\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (25)\nset [level v] to [1]\nhide\nwait until <(level) = [10]>\nwait (5) seconds\nif <(level) = [10]> then\n show\n repeat until <not <(level) = [10]>>\n repeat (20)\n change x by (-.5)\n end\n repeat (20)\n change x by (.5)\n end\n end\n hide\nelse\n stop [this script v]\nend\n\nwhen I receive [next level v]\nif <(level) = [11]> then\n hide\nend\n\n@Skip\n\nwhen flag clicked\nforever\n if <(deaths) > [4]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nset [deaths v] to [0]\nbroadcast (Skip v)\n\nwhen flag clicked\ngo to x: (350) y: (0)\nforever\n repeat (20)\n change y by (.5)\n end\n repeat (20)\n change y by (-.5)\n end\nend\n\n@Minecraft Main Character2\n\ndefine Respawn (x) (y)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to x: (x) y: (y)\n\ndefine Change X (x speed)\nset [slope v] to [0]\nif <(touching ground) = [1]> then\n set [max slope v] to [15]\nelse\n set [max slope v] to [1]\nend\nchange x by (x speed)\nif <touching (platforms v)?> then\n repeat until <<not <touching (platforms v)?>> or <(slope) = (max slope)>>\n change y by (1)\n change [slope v] by (1)\n end\nend\nif <(slope) = (max slope)> then\n change y by (() - (slope))\n set [x speed v] to [0]\n if <(x speed) > [0]> then\n repeat until <not <touching (platforms v)?>>\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [-10]\n end\n else\n repeat until <not <touching (platforms v)?>>\n change x by (1)\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [drum v]\n set [y speed v] to [15]\n set [x speed v] to [10]\n end\n end\nend\nif <(touching ground) = [1]> then\n change y by (-15)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n else\n change y by (15)\n end\nend\n\ndefine Change Y (y speed)\nchange y by (y speed)\nset [touching ground v] to [0]\nif <touching (platforms v)?> then\n set [y speed v] to [0]\n if <<(y speed) > [0]> or <(y speed) = [0]>> then\n repeat until <not <touching (platforms v)?>>\n change y by (-1)\n end\n else\n set [touching ground v] to [1]\n repeat until <not <touching (platforms v)?>>\n change y by (1)\n end\n end\nend\n\nwhen I receive [start v]\nset rotation style [left-right v]\nset size to (200) %\npoint in direction (90)\nset [switch costume to v] to [2]\nset [animator v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nRespawn [-200] [-130]\nstart sound [Minecraft-travel v]\nshow\nforever\n switch costume to (hitbox v)\n if <touching (sprite1 v)?> then\n change [deaths v] by (1)\n create clone of (_myself_ v)\n Respawn [-200] [-130]\n start sound [Hurt v]\n end\n if <(x position) > [230]> then\n change [level v] by (1)\n set [deaths v] to [0]\n broadcast (Next Level v)\n Respawn [-200] [-130]\n end\n change [y speed v] by (-2)\n Change Y (y speed)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(touching ground) = [1]>> then\n set [y speed v] to [21]\n start sound [Jump v]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x speed v] by (2)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x speed v] by (-2)\n end\n if <(x speed) > [8]> then\n set [x speed v] to [8]\n else\n if <(x speed) < [-8]> then\n set [x speed v] to [-8]\n end\n end\n Change X (x speed)\n if <(x speed) > [0]> then\n change [x speed v] by (-1)\n else\n if <(x speed) < [0]> then\n change [x speed v] by (1)\n end\n end\n Animate <<key (left arrow v) pressed?> or <key (a v) pressed?>> <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nend\n\nwhen flag clicked\nhide\n\ndefine Animate <left arrow> <right arrow>\nchange [animator v] by (1)\nif <(animator) = [3]> then\n set [animator v] to [0]\n if <(switch costume to) = [6]> then\n set [switch costume to v] to [2]\n else\n change [switch costume to v] by (1)\n end\nend\nif <(touching ground) = [1]> then\n if <<left arrow> or <right arrow>> then\n start sound (pick random (4) to (9))\n switch costume to (switch costume to)\n else\n switch costume to (steve1 v)\n end\nelse\n switch costume to (steve6 v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (steve6 v)\nset rotation style [all around v]\nshow\nset [yv v] to [7]\nrepeat until <(y position) < [-180]>\n change [ghost v] effect by (5)\n change x by (-2)\n go to [front v] layer\n turn left (2) degrees\n change y by (YV)\n change [yv v] by (-1)\nend\ndelete this clone\n\nwhen I receive [skip v]\nchange [level v] by (1)\nset [deaths v] to [0]\nbroadcast (Next Level v)\nRespawn [-200] [-130]\n\n | Help Steve find his way through the unknown lands! \nok this projetc is absolutly broken\nThis game may be completly broken but this is just a test anyway\n< < < How to Play > > >\n<> WASD or Arrow Keys to move!\n<> Run against a wall and hold jump to wall jump! |
cat jumper platformer | @Stage\n\nwhen flag clicked\nforever\n if <(voice) = [1]> then\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <(voice) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nwait (1.5) seconds\nforever\n play sound [Fork Lifter - Rhythm Heaven Fever v] until done\nend\n\n@profil\n\nwhen flag clicked\nhide\n\ngo to x: (31) y: (26)\nshow\ngo to [front v] layer\n\n@levls\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n switch costume to (ุงูู
ุธูุฑ 1 v)\n else\n if <(level) = [1]> then\n switch costume to (ุงูู
ุธูุฑ 2 v)\n else\n if <(level) = [2]> then\n switch costume to (ุงูู
ุธูุฑ 3 v)\n else\n if <(level) = [3]> then\n switch costume to (ุงูู
ุธูุฑ 4 v)\n else\n if <(level) = [4]> then\n switch costume to (ุงูู
ุธูุฑ 6 v)\n else\n if <(level) = [5]> then\n switch costume to (ุงูู
ุธูุฑ 7 v)\n else\n if <(level) = [6]> then\n switch costume to (ุงูู
ุธูุฑ 8 v)\n else\n if <(level) = [7]> then\n switch costume to (ุงูู
ุธูุฑ 9 v)\n else\n if <(level) = [8]> then\n switch costume to (ุงูู
ุธูุฑ 10 v)\n else\n if <(level) = [9]> then\n switch costume to (ุงูู
ุธูุฑ 11 v)\n else\n if <(level) = [10]> then\n switch costume to (ุงูู
ุธูุฑ 12 v)\n else\n if <(level) = [11]> then\n switch costume to (ุงูู
ุธูุฑ 13 v)\n else\n if <(level) = [12]> then\n switch costume to (ุงูู
ุธูุฑ 14 v)\n else\n if <(level) = [13]> then\n switch costume to (ุงูู
ุธูุฑ 5 v)\n else\n if <(level) = [14]> then\n switch costume to (ุงูู
ุธูุฑ 15 v)\n else\n if <(level) = [15]> then\n switch costume to (ุงูู
ุธูุฑ 16 v)\n else\n if <(level) = [16]> then\n switch costume to (ุงูู
ุธูุฑ 17 v)\n else\n if <(level) = [17]> then\n switch costume to (ุงูู
ุธูุฑ 18 v)\n else\n if <(level) = [18]> then\n switch costume to (the end v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (18) y: (-7)\n\ndefine test\nchange y by (-10)\nchange x by (10)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nstamp\nchange x by (-10)\nchange y by (10)\n\nwhen flag clicked\nforever\n erase all\n test\n clear graphic effects\n wait (0.01) seconds\nend\n\n@end\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n wait (2) seconds\n end\nend\n\n@cat cat cat cat\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nrepeat (16)\n next costume\n start sound [Pop2 v]\n wait (0.05) seconds\nend\nhide\n\n@like\n\nwhen flag clicked\nforever\n if <(level) = [0]> then\n go to x: (15) y: (155)\n switch costume to (star v)\n show\n if <(y position) = [-180]> then\n go to (random position v)\n switch costume to (easter egg v)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <(level) = [18]> then\n glide (1) secs to (random position v)\n glide (1) secs to x: (-32) y: (48)\n next costume\n end\nend\n\nwhen flag clicked\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <(level) = [18]> then\n glide (1) secs to (random position v)\n glide (1) secs to x: (-32) y: (48)\n next costume\n end\nend\n\n@player\n\nwhen flag clicked\nforever\n if <(level) = [1]> then\n broadcast (yo v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n end\nend\n\nchange [xv v] by (-1)\n\nwhen flag clicked\nhide\ngo to x: (-12) y: (-999)\n\nwhen flag clicked\nswitch costume to (normal v)\nset [back v] to [0]\n\nwhen flag clicked\ngo to x: (-222) y: (-40)\npoint in direction (-90)\nshow\n\nwhen flag clicked\nhide\nwait (2.5) seconds\nshow\ngo to x: (-222) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <touching color (#ff0000)?> then\n set [mode v] to [jump]\n set [yv v] to [13]\n end\n if <touching color (#5cff00)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [yv v] by (-1)\n else\n change [yv v] by (15)\n end\n end\n if <<key (r v) pressed?> and <key (g v) pressed?>> then\n wait until <not <<key (g v) pressed?> and <key (r v) pressed?>>>\n go to x: (-189) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n broadcast (Restart v)\n end\n if <key (r v) pressed?> then\n if <not <key (g v) pressed?>> then\n wait until <not <key (r v) pressed?>>\n go to x: (-189) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n end\n go to [front v] layer\n if <(back) = [1]> then\n hide\n stop [this script v]\n end\n if <(x position) > [235]> then\n broadcast (Next v)\n set x to (-222)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-222) y: (-40)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (90)\n change [xv v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (-90)\n change [xv v] by (1)\n end\n set [xv v] to ((xv) * (0.85))\n change x by (xv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (-5)\n change x by ((-1) * (xv))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <not <(xv) = [0]>>> then\n set [mode v] to [walljump]\n set [yv v] to [8]\n set [xv v] to (((xv) / ([abs v] of (xv) )) * (-10))\n else\n set [mode v] to [wallslide]\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\n change y by (-3)\n if <touching color (#000008)?> then\n if <(yv) = [-3]> then\n if <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> then\n set [mode v] to [run]\n else\n if <([abs v] of (xv) ) > [.1]> then\n set [mode v] to [skid]\n else\n set [mode v] to [stand]\n end\n end\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [1]>>>> then\n set [mode v] to [jump]\n set [yv v] to [9]\n end\n end\n if <<<<(mode) = [jump]> or <(mode) = [walljump]>> and <(yv) < [0]>> or <<<(mode) = [run]> or <(mode) = [skid]>> and <(yv) < [-3]>>> then\n set [mode v] to [fall]\n end\n change y by (3)\n if <(yv) > [-15]> then\n change [yv v] by (-0.5)\n end\n change y by (-2)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (-1)\n if <not <touching color (#000008)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (yv)\n if <touching color (#000008)?> then\n change y by (-2)\n if <touching color (#000008)?> then\n change y by ((-1) * (yv))\n set [yv v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n wait (0.00001) seconds\n go to x: (-222) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [--10]> then\n go to x: (-222) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n wait (0.00000001) seconds\n go to x: (-222) y: (-40)\n end\nend\n\nwhen flag clicked\nforever\n if then\n stop all sounds\n end\nend\n\n@sound\n\nwhen flag clicked\nswitch costume to (screenshot_2020-06-27 scratch - imagine, program, share v)\nset [voice v] to [1]\n\nwhen this sprite clicked\nnext costume\nif <(voice) = [1]> then\n set [voice v] to [2]\nelse\n if <(voice) = [2]> then\n set [voice v] to [1]\n end\nend\n\n@skip\n\nwhen flag clicked\nhide\nforever\n if <(level) = [1]> then\n wait (20) seconds\n show\n else\n if <(level) = [2]> then\n wait (20) seconds\n show\n else\n if <(level) = [3]> then\n wait (20) seconds\n show\n else\n if <(level) = [4]> then\n wait (20) seconds\n show\n else\n if <(level) = [5]> then\n wait (20) seconds\n show\n else\n if <(level) = [6]> then\n wait (20) seconds\n show\n else\n if <(level) = [7]> then\n wait (20) seconds\n show\n else\n if <(level) = [8]> then\n wait (20) seconds\n show\n else\n if <(level) = [9]> then\n wait (20) seconds\n show\n else\n if <(level) = [10]> then\n wait (20) seconds\n show\n else\n if <(level) = [11]> then\n wait (20) seconds\n show\n else\n if <(level) = [12]> then\n hide\n wait (20) seconds\n show\n else\n if <(level) = [13]> then\n wait (20) seconds\n show\n else\n if <(level) = [14]> then\n wait (20) seconds\n show\n else\n if <(level) = [15]> then\n wait (20) seconds\n show\n else\n if <(level) = [16]> then\n wait (20) seconds\n show\n else\n if <(level) = [17]> then\n wait (20) seconds\n show\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 this sprite clicked\nhide\nchange [level v] by (1)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(level) = [18]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\npoint in direction (30)\nforever\n hide\n set y to (269)\n wait (20) seconds\n show\n repeat (9)\n change y by (-10)\n end\n start sound [Low Whoosh v]\n wait (5) seconds\n start sound [Low Whoosh2 v]\n repeat (9)\n change y by (10)\n end\nend\n\nwhen flag clicked\nforever\n repeat (8)\n turn right (2) degrees\n end\n repeat (8)\n turn left (2) degrees\n end\nend\n\n | go to the ather side\nASWD or arrows to move\nR to restart the level if you glicthed\nall the levels are possible\nyou can wall climb\ndon't touch red\ngreen make you jump high\nmobile friendly\n------------------------------\nnew update : new levels\nnew update : fixed textures\nnew update : shadow added\n |
The Winter-Platformer (Engine) | @Stage\n\n@Sprite1\n\nwhen I receive [dead v]\ngo to x: (-193) y: (-92)\n\nwhen flag clicked\nforever\n repeat until <(backdrop [name v]) = [50]>\n if <touching color (#ff0000)?> then\n broadcast (next level v)\n go to x: (-193) y: (-84)\n end\n end\nend\n\nwhen [up arrow v] key pressed\nswitch costume to (costume4 v)\n\nwhen flag clicked\nforever\n repeat until <(backdrop [name v]) = [50]>\n if <touching color (#007cff)?> then\n broadcast (next level v)\n go to x: (-193) y: (-86)\n end\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen [right arrow v] key pressed\nswitch costume to (costume2 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (costume3 v)\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nforever\n if <touching (sprite4 v)?> then\n set [yv v] to [25]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<not <key (up arrow v) pressed?>> and <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-193) y: (-84)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n end\n set [xv v] to ((xv) * (0.9))\n change x by (xv)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change y by (1)\n if <touching (sprite2 v)?> then\n change x by ((xv) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (yv)\n if <touching (sprite2 v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (sprite2 v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nshow\nwait (2) seconds\nbroadcast (START v)\nhide\n\n@Sprite5\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n broadcast (dead v)\n end\nend\n\n@Sprite8\n\n | Hello welcome to my Platformer\nUse arrow or AWAD keys to move.\nThere are only 5 levels because it is test platformer.\nMore levels will coming soon.\nHope you enjoy |
Platformer Starter | @Stage\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n Reset\n repeat until <(EXIT) > []>\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [die]> then\nend\n\nwhen I receive [tick v]\nTick\n\ndefine Tick\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(in air) < [4]>> then\n set [yv v] to [12]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [xv v] by (-2)\n point in direction (-90)\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [xv v] by (2)\n point in direction (90)\n end\nend\nif <(yv) > [-12]> then\n change [yv v] by (-1)\nend\nMove Y (yv)\nMove X (xv)\nset [xv v] to ((xv) * (.8))\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <(x position) > [230]> then\n set [exit v] to [win]\nend\n\ndefine Reset\ngo to x: (-200) y: (-75)\npoint in direction (90)\nset [exit v] to []\n\ndefine Move Y (y)\nchange [in air v] by (1)\nchange y by (y)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n if <(yv) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n set [yv v] to [0]\n change y by (-5)\n if <touching (level v)?> then\n set [in air v] to [0]\n end\n change y by (5)\nend\n\ndefine Move X (x)\nchange x by (x)\nif <touching (level v)?> then\n repeat (10)\n change y by (1)\n if <not <touching (level v)?>> then\n stop [this script v]\n end\n end\n change y by (-10)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [xv v] to [-16]\n else\n set [xv v] to [16]\n end\n set [in air v] to [0]\n else\n set [xv v] to [0]\n end\n set [n v] to [0]\n repeat until <<not <touching (level v)?>> or <(n) = [50]>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n change [n v] by (1)\n end\nend\n\n@Level\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nswitch costume to (LEVEL)\n\n@Danger\n\nwhen I receive [tick v]\ngo to x: (0) y: (0)\nswitch costume to (LEVEL)\n\n |
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