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Adventure - A Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (home screen v)\n\nwhen I receive [play v]\nswitch backdrop to (adventure time v)\nforever\n if <(Level) = [13]> then\n switch backdrop to (adventurane river v)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\ndefine Reset Level\nswitch costume to (player1 v)\nclear graphic effects\ngo to x: (-200) y: (30)\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\ndefine Die\nrepeat (20)\n change [ghost v] effect by (5)\nend\nReset Level\n\nwhen [r v] key pressed\nReset Level\n\nwhen I receive [play v]\nswitch costume to (player1 v)\nset [level v] to [1]\nset size to (100) %\nReset Level\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (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 (spikes v)?> or <touching (death wheel v)?>> then\n Die\n end\nend\n\nwhen I receive [play v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nforever\n if <(x position) > [239]> then\n broadcast (Next costume v)\n change [level v] by (1)\n Reset Level\n end\nend\n\n@Ground\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (ground1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (spike1 v)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [play v]\nshow\nswitch costume to (text1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Death Wheel\n\nwhen I receive [play v]\nforever\n go to [back v] layer\n turn left (5) degrees\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [11]> then\n go to x: (160) y: (35)\n show\n end\n if <(Level) = [12]> then\n go to x: (106) y: (74)\n end\n if <(Level) = [13]> then\n hide\n end\n if <(Level) = [16]> then\n go to x: (-133) y: (-23)\n set size to (78) %\n show\n end\n if <(Level) = [17]> then\n set size to (100) %\n go to x: (188) y: (72)\n end\n if <(Level) = [18]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Pearl of light\n\nwhen flag clicked\nswitch costume to (pearl of light v)\ngo to x: (-8) y: (129)\npoint in direction (90)\nshow\nforever\n repeat (10)\n change y by (1)\n end\n repeat (10)\n change y by (-1)\n end\n if <(Level) = [20]> then\n if <touching (player v)?> then\n repeat (20)\n turn right (15) degrees\n change [ghost v] effect by (5)\n end\n end\n end\nend\n\nwhen I receive [next costume v]\nnext costume\n\n@Title\n\nwhen flag clicked\nshow\ngo to x: (0) y: (100)\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\n@Play Button\n\nwhen flag clicked\ngo to x: (0) y: (-70)\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 stop [this script v]\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\n@TN\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
PC:\nWASD or Arrow keys to move\n\nMobile:\nPress the screen
Unique ( A Platformer) Mobile Friendly
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop2 v)\nforever\n play sound [551527_BOT-LAB v] until done\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\n\n@Blank\n\n@Player\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\n\nwhen I receive [start v]\nbroadcast (Transition 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 Game On\nset [sx v] to [0]\nset [x v] to [-214]\nset [y v] to [-110]\nset [sy v] to [0]\nset [in air v] to [0]\nset [finish v] to []\npoint in direction (90)\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 point in direction (-90)\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 point in direction (90)\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 <(y position) < (mouse y)>>> 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\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?>> or <<mouse down?> and <(y position) < (mouse y)>>> 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 (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\nwhen I receive [start v]\nset size to (90) %\nshow\n\ndefine Game End\nbroadcast (Transition v)\nset [finish v] to []\nrepeat (2)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Die\nif <<touching (danger v)?> or <touching (enemy v)?>> then\n set [finish v] to [No]\nend\n\ndefine Game Con\nhide\nbroadcast (Transition v)\nchange [level v] by (1)\nwait (0.5) seconds\n\nwhen I receive [start v]\nforever\n if <touching (exit v)?> then\n set [finish v] to [Yes]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [16]> then\n hide\n stop [other scripts in sprite v]\n broadcast (End v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\nbroadcast (outro v)\n\n@Platform\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [16]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Danger\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [16]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Enemy\n\ndefine clone at x: (x) y: (y) speed: (speed) size: (size)\nset size to (size) %\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) = [3]> then\n clone at x: [73] y: [-139] speed: [2] size: [90]\nend\nif <(Level) = [7]> then\n clone at x: [45] y: [-139] speed: [2] size: [90]\n clone at x: [195] y: [-139] speed: [2] size: [90]\nend\nif <(Level) = [9]> then\n clone at x: [195] y: [-139] speed: [3] size: [90]\n clone at x: [76] y: [-139] speed: [3] size: [90]\n clone at x: [-132] y: [-139] speed: [3] size: [90]\nend\nif <(Level) = [15]> then\n clone at x: [195] y: [-139] speed: [3] size: [90]\n clone at x: [76] y: [-139] speed: [3] size: [90]\n clone at x: [-132] y: [-139] speed: [3] size: [90]\n clone at x: [-15] y: [-139] speed: [3] size: [90]\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) = [16]> then\n hide\n stop [other scripts in sprite v]\n delete this clone\n end\nend\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\nwhen I receive [start v]\nforever\n if <(Level) = [16]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Exit\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(Level) = [16]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\n@Intro\n\nwhen flag clicked\nstart sound [Zaza - Be Together v]\ngo to x: (0) y: (0)\nswitch costume to (logo v)\npoint in direction (-70)\nset [ghost v] effect to (100)\nset size to (20) %\nshow\nrepeat (17)\n turn left (10) degrees\n change [ghost v] effect by (-5)\n change size by (4)\nend\nrepeat (3)\n turn left (7.5) degrees\n change [ghost v] effect by (-3.75)\n change size by (3)\nend\nrepeat (1)\n turn left (5) degrees\n change [ghost v] effect by (-2.5)\n change size by (2)\nend\nrepeat (1)\n turn left (3) degrees\n set size to (100) %\n clear graphic effects\nend\nwait (0.5) seconds\nwait (5.5) seconds\nstart sound [car passing v]\ncreate clone of (_myself_ v)\nswitch costume to (glide v)\ngo to x: (-800) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nbroadcast (del v)\nglide (0.2) secs to x: (800) y: (0)\nhide\nbroadcast (Start v)\n\nwhen flag clicked\nwait (1.7) seconds\nset [x v] to [2]\nrepeat (8)\n wait (0.4) seconds\n create clone of (_myself_ v)\n change [x v] by (1)\nend\nset [x v] to [999]\n\nwhen I receive [del v]\ndelete this clone\n\nwhen I start as a clone\nif <(x) = [999]> then\n\n@Outro\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\nset size to (110) %\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\npoint in direction (90)\n\nwhen I receive [outro v]\ngo to x: (0) y: (-25)\nshow\nset [sine v] to [0]\nswitch costume to (logo v)\nset [intro v] to [No]\ncreate clone of (_myself_ v)\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (25)) + (150)) %\nend\n\nwhen I receive [outro v]\nforever\n play sound [Outro Music v] until done\nend\n\nwhen flag clicked\nhide\n\n@Assistant\n\nwhen I receive [start v]\nforever\n if <(Level) = [16]> then\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [start v]\nshow\nforever\n switch costume to (Level)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\n
*Click The Green Flag To Start.\n*Instructions Are In The Game.\n
Aesthetic platformer!
@Stage\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Spikes\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\nwhen flag clicked\nif <touching (player v)?> then\n change [level v] by (0)\nend\n\nchange [level v] by (1)\n\n@Player\n\nwhen [s v] key pressed\nbroadcast (levelup v)\ngo to x: (-233) y: (-110)\n\nwhen flag clicked\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 (-0.6)\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 (0.6)\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\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) > [244]> then\n go to x: (-180) y: (-50)\n broadcast (levelup v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.05) seconds\n next costume\nend\n\n@Ground\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (01 v)\n\n@Narration\n\nwhen I receive [levelup v]\nnext costume\n\n
Heyo guys! I decided I should make a platformer, so here it is! Arrow keys to move, s to skip, and heart and star for a part 2!\nIf this gets 100 loves and 50 favs, I'll make part 2!\n Sometimes laggy, if so be nice, it's my 1st platformer.
Gravity Switch - Scrolling platformer games
@Stage\n\nwhen I receive [green flag v]\nhide variable [mouse v]\n\nwhen I receive [green flag v]\nrepeat until <(LEVEL) = [6]>\n play sound [Pushing onwards v] until done\nend\nrepeat until <(LEVEL) = [7]>\n play sound [positive force v] until done\nend\nrepeat until \n play sound [Potential For Anything v] until done\nend\n\nwhen I receive [dadawfefs v]\nstop all sounds\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\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\nset [sx v] to [0]\nset [sy v] to [0]\nif <not <(LEVEL) = [6]>> then\n set [x v] to [0]\n set [y v] to [0]\n set [scroll y v] to [0]\nelse\n set [x v] to (checkpoint x)\n set [y v] to (checkpoint y)\n set [scroll y v] to (checkpoint scroll y)\nend\nset [scroll x v] to [0]\nset [in air 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 <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [idle? v] to [0]\n point in direction (-90)\n change [sx v] by (-2)\n if <(CLIMBING) = [0]> then\n change [frame v] by (0.5)\n end\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [idle? v] to [0]\n point in direction (90)\n change [sx v] by (2)\n if <(CLIMBING) = [0]> then\n change [frame v] by (0.5)\n end\n else\n set [idle? v] to [1]\n change [frame v] by (0.5)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(gravity) = [1]> then\n change [sy v] by (-2)\nelse\n if <(gravity) = [2]> then\n change [sy v] by (2)\n end\nend\nChange player y by (sy)\nTest - Die\nif <not <(LEVEL) = [6]>> then\n change [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\n if <(SCROLL X) < [-400]> then\n set [scroll x v] to [-400]\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\nelse\n set [scroll x v] to [0]\n change [scroll y v] by (1)\nend\nPosition\nif <not <(LEVEL) = [6]>> then\n if <<(y) < [-180]> or <(y position) > [180]>> then\n set [exit v] to [die]\n end\nelse\n if <<(y position) < [-170]> or <(y position) > [180]>> then\n set [exit v] to [die]\n end\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 [hurt v]\nrepeat (2)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\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\nhide\nwait (2) seconds\nchange [level v] by (1)\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]> or <(sy) = [0]>>> then\n start sound [Foot step 2 v]\n wait (0.3) seconds\n end\nend\n\ndefine Set costume\nif <(gravity) = [1]> then\n if <(idle?) = [1]> then\n switch costume to ([floor v] of ((2) + ((frame) mod (5))) )\n else\n switch costume to ([floor v] of ((7) + ((frame) mod (5))) )\n end\nelse\n if <(idle?) = [1]> then\n switch costume to ([floor v] of ((13) + ((frame) mod (5))) )\n else\n switch costume to ([floor v] of ((18) + ((frame) mod (5))) )\n end\nend\n\nwhen [0 v] key pressed\nif <not <(LEVEL) = [11]>> then\n wait until <not <key (0 v) pressed?>>\n change [level v] by (1)\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]\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\nend\n\nwhen flag clicked\nset [checkpoint scroll y v] to [0]\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nset [level v] to [1]\nwait until <(LEVEL) = [6]>\nbroadcast (dadawfefs v)\nwait until <(LEVEL) = [7]>\nbroadcast (dadawfefs v)\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 [setup v]\nset [gravity v] to [1]\n\nwhen [space v] key pressed\nwait until <not <key (space v) pressed?>>\nif <<(in air) = [0]> or <(sy) = [0]>> then\n if <(gravity) = [1]> then\n start sound [jump v]\n set [gravity v] to [2]\n stop [this script v]\n end\n if <(gravity) = [2]> then\n start sound [jump2 v]\n set [gravity v] to [1]\n stop [this script v]\n end\nend\n\nwhen I receive [switch v]\nset [sy v] to [0]\nif <(gravity) = [1]> then\n set [gravity v] to [2]\n stop [this script v]\nend\nif <(gravity) = [2]> then\n set [gravity v] to [1]\n stop [this script v]\nend\n\nwhen I receive [checkpoint! v]\nset [checkpoint x v] to (x)\nset [checkpoint y v] to (y)\nset [checkpoint scroll y v] to (SCROLL Y)\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 (1-1 v)\n Clone at x [0] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (6-1 v)\n Clone at x [0] y [0]\n Clone at x [0] y [360]\n switch costume to (6-2 v)\n Clone at x [0] y [360]\n switch costume to (6-3 v)\n Clone at x [0] y [400]\n switch costume to (6-4 v)\n else\n if <(LEVEL) = [7]> then\n switch costume to (7-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [8]> then\n switch costume to (8-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [9]> then\n switch costume to (9-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [10]> then\n switch costume to (10-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [11]> then\n switch costume to (11-1 v)\n Clone at x [0] y [0]\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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\n@Switchers\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [save v]\n broadcast (Switch v)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [3]> then\n Clone at x [129] y [-66]\n set [x v] to [9999999999]\nelse\n if <(LEVEL) = [4]> then\n Clone at x [134] y [-120]\n Clone at x [274] y [101]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [6]> then\n Clone at x [45] y [532]\n Clone at x [-16] y [796]\n Clone at x [-220] y [1043]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [7]> then\n Clone at x [-219] y [-99]\n Clone at x [218] y [91]\n Clone at x [129] y [124]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [8]> then\n Clone at x [62] y [83]\n Clone at x [209] y [83]\n Clone at x [209] y [-173]\n Clone at x [62] y [-173]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [10]> then\n Clone at x [-134] y [-142]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [11]> then\n Clone at x [-178] y [-29]\n Clone at x [170] y [-29]\n set [x v] to [9999999999]\n else\n set [x v] to [9999999999]\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 change [frame v] by (0.5)\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]\nswitch costume to (round (frame))\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 <touching (player v)?> then\n set [exit v] to [win]\n broadcast (win v)\nend\n\nwhen I receive [setup v]\nset size to (100) %\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 [-83] y [248]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [14] y [240]\n else\n if <(LEVEL) = [3]> then\n Clone at x [227] y [73]\n else\n if <(LEVEL) = [4]> then\n Clone at x [427] y [21]\n else\n if <(LEVEL) = [5]> then\n Clone at x [358] y [-18]\n else\n if <(LEVEL) = [6]> then\n Clone at x [-134] y [1154]\n else\n if <(LEVEL) = [7]> then\n Clone at x [84] y [86]\n else\n if <(LEVEL) = [8]> then\n Clone at x [-37] y [-144]\n else\n if <(LEVEL) = [9]> then\n Clone at x [187] y [207]\n else\n if <(LEVEL) = [10]> then\n Clone at x [234] y [71]\n else\n set [x v] to [9999999]\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 [win v]\nstart sound [blip2 v]\nrepeat (10)\n change size by (2)\nend\nrepeat (15)\n change size by (-8)\nend\nhide\n\n@Overlay\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 (1-1 v)\n Clone at x [0] y [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (5-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [11]> then\n switch costume to (11-1 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\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\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]\nclear graphic effects\ngo to [back v] layer\nhide\nif <(LEVEL) = [2]> then\n switch costume to (1 v)\n Clone at x [-166] y [135]\n Clone at x [-166] y [51]\nelse\n if <(LEVEL) = [5]> then\n switch costume to (1 v)\n Clone at x [181] y [110]\n Clone at x [224] y [164]\n Clone at x [85] y [199]\n else\n if <(LEVEL) = [6]> then\n switch costume to (1 v)\n Clone at x [-176] y [86]\n Clone at x [178] y [96]\n switch costume to (2 v)\n Clone at x [-145] y [373]\n Clone at x [-236] y [473]\n switch costume to (1 v)\n Clone at x [-26] y [400]\n Clone at x [56] y [473]\n Clone at x [164] y [400]\n switch costume to (2 v)\n Clone at x [38] y [626]\n switch costume to (1 v)\n Clone at x [-52] y [916]\n switch costume to (2 v)\n Clone at x [-183] y [958]\n Clone at x [-54] y [958]\n Clone at x [-125] y [1080]\n else\n if <(LEVEL) = [7]> then\n switch costume to (1 v)\n Clone at x [-96] y [24]\n Clone at x [91] y [-19]\n Clone at x [131] y [24]\n else\n if <(LEVEL) = [8]> then\n switch costume to (2 v)\n Clone at x [68] y [-6]\n Clone at x [208] y [-6]\n Clone at x [208] y [-100]\n Clone at x [68] y [-100]\n else\n if <(LEVEL) = [9]> then\n switch costume to (2 v)\n Clone at x [-9] y [-180]\n else\n if <(LEVEL) = [10]> then\n switch costume to (2 v)\n Clone at x [0] y [-154]\n else\n set [x v] to [99999999999]\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\nif <<<(x) = (x position)> and <(y) = (y position)>> and <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\n turn right (10) degrees\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 start as a clone\nforever\n if <<<(x) = (x position)> and <(y) = (y position)>> and <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>>> then\n clear graphic effects\n turn right (10) degrees\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Tower Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [save v]\n broadcast (Checkpoint! v)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [6]> then\n Clone at x [-77] y [399]\n Clone at x [-124] y [771]\n set [x v] to [9999999999]\nelse\n set [x v] to [9999999999]\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@Name\n\nwhen I receive [tick v]\nswitch costume to (LEVEL)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
-Adventure- Platformer
@Stage\n\nwhen I receive [start v]\nwait (0.2) seconds\nforever\n play sound [Ampyx - Rise.mp3 v] until done\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@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nset size to (80) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-8)\nend\ndelete this clone\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 (80) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I receive [start v]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (正面 v)\nswitch backdrop to (背景1 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 (0.7)\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 (-0.7)\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 start sound [jump-anime1 v]\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 (enemies v)?> then\n set [x v] to [0]\n set [y v] to [0]\n start sound [tin1 v]\n repeat (20)\n change [pixelate v] effect by (5)\n end\n set [pixelate v] effect to (0)\n go to x: (-188) y: (-75)\n end\n if <touching (do not touch v)?> then\n set [x v] to [0]\n set [y v] to [0]\n start sound [tin1 v]\n repeat until <touching (_edge_ v)?>\n change y by (8)\n change [ghost v] effect by (5)\n end\n set rotation style [left-right v]\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-188) y: (-75)\n end\n change y by (-1)\n if <(Stage) = [10]> then\n else\n if <(x position) > [215]> then\n broadcast (Goal v)\n hide\n start sound [shakin1 v]\n wait (1) seconds\n show\n go to x: (-188) y: (-75)\n end\n end\n if <(Stage) = [19]> then\n set [☁ your time v] to (timer)\n broadcast (記録表示 v)\n show variable [☁ world record v]\n show variable [☁ your time v]\n if <(☁ World Record) > [50]> then\n set [☁ world record v] to (☁ Your Time)\n end\n stop [this script v]\n end\n if <(y position) < [-127]> then\n start sound [tin1 v]\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 (warp v)?> then\n start sound [magic-worp1 v]\n glide (1.5) secs to (warp1 v)\n end\n if <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n else\n if <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n Sound\n end\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(x position) > [215]> then\n broadcast (Goal v)\n go to x: (-188) y: (-75)\n end\n if <(Stage) = [19]> then\n set [☁ your time v] to (timer)\n broadcast (記録表示 v)\n show variable [☁ world record v]\n show variable [☁ your time v]\n if <(☁ World Record) > [50]> then\n set [☁ world record v] to (☁ Your Time)\n end\n stop [this script v]\n end\n if <touching (coin v)?> then\n if <touching (spike v)?> then\n set [x v] to [0]\n set [y v] to [0]\n start sound [tin1 v]\n repeat until <touching (_edge_ v)?>\n change y by (8)\n change [ghost v] effect by (5)\n end\n set rotation style [left-right v]\n point in direction (90)\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 start sound [jump-anime1 v]\n set [y v] to [15]\n create clone of (_myself_ v)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\nend\n\ndefine Move\nif <(costume [number v]) = [1]> then\n switch costume to (前1 v)\n wait (0.1) seconds\n switch costume to (前2 v)\n wait (0.1) seconds\n switch costume to (正面 v)\nelse\n switch costume to (正面 v)\nend\n\nwhen flag clicked\nhide\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n Move\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n Move\n end\nend\n\nif <<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\nelse\n switch costume to (1 v)\n if <[-166] > (y position)> then\n go to x: (-188) y: (-75)\n end\nend\n\ndefine Sound\nif <(pick random (1) to (3)) = [1]> then\n play sound [_game_swordman-greeting1 v] until done\nend\nif <(pick random (1) to (3)) = [2]> then\n play sound [_game_swordman-start1 v] until done\nend\nif <(pick random (1) to (3)) = [3]> then\n play sound [_game_swordman-guard2 v] until done\nend\n\n@warp\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Stage) = [7]> then\n wait (1) seconds\n go to x: (-136) y: (-116)\n show\n else\n if <(Stage) = [9]> then\n wait (1) seconds\n go to x: (191) y: (-116)\n show\n else\n hide\n end\n end\nend\n\nwhen I receive [goal v]\nhide\n\n@tran\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nswitch costume to (costume 2 v)\ngo [forward v] (5) layers\nshow\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nwait (0.2) seconds\nstart sound [Low Whoosh v]\nrepeat (20)\n change y by (((345) - (y position)) / (4))\nend\nhide\n\n@warp1\n\nwhen flag clicked\nforever\n if <(Stage) = [7]> then\n wait (1) seconds\n go to x: (136) y: (-116)\n show\n else\n if <(Stage) = [9]> then\n wait (1) seconds\n go to x: (-200) y: (91)\n show\n else\n hide\n end\n end\nend\n\n@clouds\n\nwhen flag clicked\nrepeat (3)\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@Ground\n\nwhen flag clicked\nset [stage v] to [1]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen flag clicked\nforever\n set [stage v] to (costume [number v])\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [goal v]\nnext costume\n\n@Do not touch\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [goal v]\nnext costume\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [goal v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@Enemies\n\nwhen flag clicked\nforever\n if <(Stage) = [8]> then\n wait (1) seconds\n go to x: (10) y: (-132)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn left (5) degrees\nend\n\n@文字\n\nwhen flag clicked\ngo [forward v] (1) layers\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@Samune\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (191) y: (138)\nhide\nset size to (50) %\nchange size by ((size) * (0.9))\nforever\n repeat (10)\n change size by (5)\n end\n repeat (10)\n change size by (-5)\n end\nend\n\nwhen I receive [start v]\nshow\n\nwhen this sprite clicked\nbroadcast (Goal v)\n\n
Arrow keys, or mobile controls to move.\nGet to the end to win!!!\nIf you press down key or mobile controls main character will talk.\nEnjoy!\n\n矢印キー、またはスクリーンをタッチ!\n最後まで頑張って!!\n下キーまたはスクリーン下を押すと、メインキャラクターが話します。\n楽しんで!
Volcano -A Scrolling Platformer-
@Stage\n\nwhen I receive [start v]\nforever\n play sound [Inferno v] until done\nend\n\n@Player\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest dying\nBouce?\nrepeat until <not <<touching (platforms v)?> or <touching (platforms2 v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nBouce?\nPosition\nTest dying\nif <<touching (platforms v)?> or <touching (platforms2 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (platforms2 v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (platforms2 v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <[4] > (in air)> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\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 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\nset [check v] to [0]\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [playgame v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v) and wait\n end\n if <(EXIT) = [win]> then\n win\n else\n die\n end\nend\n\ndefine Game on\nif <(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 [2200]\n set [y v] to [100]\nend\nif <(Check) = [2]> then\n set [x v] to [4400]\n set [y v] to [0]\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 (danger2 v)?> or <touching (danger v)?>> or <touching (platforms4 v)?>> then\n start sound [Crunch v]\n set [exit v] to [die]\nend\n\ndefine Bouce?\n\nwhen I receive [start v]\nbroadcast (playgame v) and wait\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] 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\nClone at x: [-360] y: [360]\nClone at x: [360] y: [200]\nClone at x: [360] y: [0]\n\n@danger\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [y v] to (([sin v] of ((timer) * (100)) ) * (10))\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\nset [ghost v] effect to (30)\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: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\nend\n\nClone at x: [-360] y: [360]\nClone at x: [360] y: [200]\nClone at x: [360] y: [0]\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\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: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\nend\n\nClone at x: [-360] y: [360]\nClone at x: [360] y: [200]\nClone at x: [360] y: [0]\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 repeat (100)\n change [x v] by (1)\n end\n repeat (100)\n change [x v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n repeat (100)\n change [x v] by (1)\n end\n repeat (100)\n change [x v] by (-1)\n end\nend\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]\nhide\ngo to [front v] layer\nset [ghost v] effect to (0)\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: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\nend\n\nClone at x: [-360] y: [360]\nClone at x: [360] y: [200]\nClone at x: [360] y: [0]\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@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 (30)\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\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: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] 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\nClone at x: [-360] y: [360]\nClone at x: [360] y: [200]\nClone at x: [360] y: [0]\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\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: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] 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\nClone at x: [-360] y: [360]\nClone at x: [360] y: [200]\nClone at x: [360] y: [0]\n\n@Platforms4\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\nend\n\nClone at x: [-360] y: [360]\nClone at x: [360] y: [200]\nClone at x: [360] y: [0]\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 repeat (200)\n change [x v] by (1)\n end\n repeat (200)\n change [x v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n repeat (100)\n change [x v] by (1)\n end\n repeat (100)\n change [x v] by (-1)\n end\nend\n\n@Platforms5\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [2]\nend\nif <(Check) = [2]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (30)\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\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: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] y: [0]\n Clone at x: [482] 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\nClone at x: [-360] y: [360]\nClone at x: [360] y: [200]\nClone at x: [360] y: [0]\n\n@Sprite1\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 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 2020-07-06 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
#53 on trending\nArrow keys/wad/mobile to move\nAvoid lava, spikes and enemies\nBounce on bouncies\nThe flags are checkpoints\nHave fun!
The Final Storm || A Platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Wanderlust A Travel Music Album by gunnarolla v] until done\n wait (1) seconds\n play sound [The Misty Mountains Cold - The Hobbit 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\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume10]> then\n broadcast (master v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume18]> then\n broadcast (no rain v)\n end\nend\n\n@Words!\n\nwhen I receive [next level v]\ngo to [front v] layer\nnext costume\n\nwhen flag clicked\ngo to x: (-10) y: (-50)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nshow\n\n@Nature\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\n\nwhen flag clicked\nwait (1) seconds\nshow\n\nhide\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 go to x: (2) y: (-58)\n glide (0.3) secs to x: (2) y: (-100)\n wait (0.8) seconds\n glide (0.6) secs to x: (2) y: (-58)\nend\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@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)?> or <touching (danger4 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@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@Rain\n\nwhen flag clicked\nshow\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: (-110)\ndelete this clone\n\nwhen I receive [no rain v]\nhide\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (2.5) to (3.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (1) layers\nset size to (pick random (50) to (70)) %\nswitch costume to (pick random (1) to (3))\nset [ghost v] effect to (pick random (30) to (45))\nset [cloud side v] to (pick random (1) to (2))\nif <(Cloud side) = [1]> then\n go to x: (246) y: (pick random (140) to (80))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (140) to (80))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\nwhen I receive [no rain v]\nhide\n\n@Matser\n\nwhen I start as a clone\nrepeat (400)\n change size by (-6)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [master v]\nshow\nset [ghost v] effect to (10)\nforever\n go to (player v)\n wait (0.3) seconds\nend\n\nwhen I receive [no rain v]\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n
Our third part in the series is finally here Everyone! -Hope you Enjoy :D\nStory - Our little cube has to face natural disasters to reach its home/shelter. \n200 Follower Contest! - https://scratch.mit.edu/projects/403530602/\n-------------------------------------------------------------------------\nControls:Arrow Keys,Tap and drag
SCRIBBLE || A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [starting screen v]\nswitch backdrop to (paper v)\n\nwhen I receive [play platformer v]\nswitch backdrop to (paper v)\n\n@Player\n\nwhen I start as a clone\nshow\nrepeat (15)\n change size by (-3)\n change [ghost v] effect by (7)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Movement Speed: (side movement) Friction: (friction) Slope: (slope)\nswitch costume to (hitbox v)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <<<touching (level v)?> or <touching (crate v)?>> or <touching (moving platform v)?>> then\n repeat until <not <<<touching (level v)?> or <touching (crate v)?>> or <touching (moving platform 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?> or >> and <(([abs v] of (Y Velocity) ) / (Y Velocity)) = [-1]>> * (jump height))\nend\nset [x velocity v] to ((friction) * ((X Velocity) + ((<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or > * ((side movement) * (-1))) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or > * (side movement)))))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <<<touching (level v)?> or <touching (crate v)?>> or <touching (moving platform v)?>>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <<touching (level v)?> or <touching (crate v)?>> then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <touching (crate v)?>> or <touching (moving platform 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 if <(X Velocity) > [0]> then\n set [x velocity v] to [-20]\n else\n set [x velocity v] to [20]\n end\n set [y velocity v] to [10]\n else\n set [y velocity v] to [0]\n end\nend\npoint in direction ((([abs v] of (X Velocity) ) / (X Velocity)) * (-1))\nswitch costume to (CharacterChosen)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or > then\n switch costume to (CharacterChosen)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or > then\n switch costume to (join (CharacterChosen) [2])\nend\n\nwhen I receive [play platformer v]\nswitch backdrop to (starting screen v)\nset rotation style [don't rotate v]\ngo to x: (-215) y: (-55)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nset [level v] to [1]\ngo to [front v] layer\nshow\nforever\n Platform Gravity: [-1] Jump Height: [12.35] Side Movement Speed: [3] Friction: [.7] Slope: [8]\n if <touching (spike v)?> then\n broadcast (OOF v)\n hide\n go to x: (-215) y: (-55)\n show\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <touching (water v)?> then\n broadcast (OOF2 v)\n hide\n go to x: (-215) y: (-55)\n show\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <touching (spinny v)?> then\n broadcast (OOF3 v)\n hide\n go to x: (-215) y: (-55)\n show\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <touching (crushy v)?> then\n broadcast (OOF4 v)\n hide\n go to x: (-215) y: (-55)\n show\n set [y velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <(x position) > [238]> then\n hide\n go to x: (-215) y: (-55)\n broadcast (Next Level v)\n wait (0.8) seconds\n show\n end\n if <touching (trampoline v)?> then\n start sound [Cartoon Sound Effect - Bounce.mp3 v]\n set [y velocity v] to [16.5]\n end\n if <touching (speed boost v)?> then\n start sound [Zoop v]\n set [x velocity v] to [20]\n end\nend\n\nif <(Y Velocity) > [2]> then\n switch costume to (jump v)\nend\nif <(Y Velocity) < [-3]> then\n switch costume to (fall v)\nend\n\nwhen I receive [play platformer v]\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\n@Introduction\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nswitch costume to (giphy v)\nwait (0.1) seconds\nswitch costume to (giphy2 v)\nwait (0.1) seconds\nswitch costume to (giphy3 v)\nwait (0.1) seconds\nswitch costume to (giphy4 v)\nwait (0.1) seconds\nswitch costume to (giphy5 v)\nwait (0.1) seconds\nswitch costume to (giphy6 v)\nwait (0.1) seconds\nswitch costume to (giphy7 v)\nwait (0.1) seconds\nswitch costume to (giphy8 v)\nwait (0.01) seconds\nswitch costume to (giphy9 v)\nwait (0.01) seconds\nswitch costume to (giphy10 v)\nwait (0.01) seconds\nswitch costume to (giphy11 v)\nwait (0.01) seconds\nswitch costume to (giphy12 v)\nwait (0.01) seconds\nswitch costume to (giphy13 v)\nwait (0.01) seconds\nswitch costume to (giphy14 v)\nwait (0.01) seconds\nswitch costume to (giphy15 v)\nwait (0.01) seconds\nswitch costume to (giphy16 v)\nwait (0.01) seconds\nswitch costume to (giphy17 v)\nwait (0.01) seconds\nswitch costume to (giphy18 v)\nwait (0.01) seconds\nswitch costume to (giphy19 v)\nwait (0.01) seconds\nswitch costume to (giphy20 v)\nwait (0.01) seconds\nif <(costume [number v]) = [20]> then\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (Starting Screen v)\n set [ghost v] effect to (100)\n hide\nend\n\nwhen flag clicked\nwait (0.2) seconds\nplay sound [Teleport3 v] until done\nset [pitch v] effect to (100)\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\nwhen I receive [next level v]\nwait (0.6) seconds\nchange [level v] by (1)\n\nwait (3) seconds\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\nwait (3) seconds\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I receive [starting screen v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (-125)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (10)\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\n if <mouse down?> then\n broadcast (Play Platformer v)\n repeat (2)\n change [ghost v] effect by (5)\n end\n hide\n wait until <not <mouse down?>>\n end\n else\n point in direction (90)\n change size by (((100) - (size)) / (3))\n set [ghost v] effect to (-10)\n end\nend\n\nwhen I receive [play platformer v]\nhide\nstop [other scripts in sprite v]\n\n@Player Selections\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [left v]\nswitch costume to ((costume [number v]) - (1))\nforever\n set [characterchosen v] to (costume [name v])\n switch costume to (CharacterChosen)\nend\n\nwhen I receive [right v]\nnext costume\nforever\n set [characterchosen v] to (costume [name v])\n switch costume to (CharacterChosen)\nend\n\nwhen I receive [starting screen v]\ngo to x: (0) y: (-37)\nshow\nswitch costume to (character_squareyellow v)\nset [characterchosen v] to [character_squareYellow]\n\nwhen I receive [play platformer v]\nhide\n\n@Right Arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag 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 (notselected v)\n end\nend\n\nwhen I receive [starting screen v]\nshow\ngo to x: (54) y: (-37)\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 [play platformer v]\nhide\nstop [other scripts in sprite v]\n\n@Left Arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag 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 (notselected v)\n end\nend\n\nwhen I receive [starting screen v]\nshow\ngo to x: (-54) y: (-37)\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\nwhen I receive [play platformer v]\nhide\nstop [other scripts in sprite v]\n\n@Instructions2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [instructions v]\nshow\nwait (2) seconds\nforever\n if <key (space v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [instructions v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [play platformer v]\nhide\n\n@info2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [help v]\nshow\nwait (2) seconds\nforever\n if <key (space v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [help v]\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [play platformer v]\nhide\n\n@Instructions\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Instructions v)\n play sound [Collect v] until done\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nforever\n set y to ((([sin v] of ((timer) * (200)) ) * (5)) + (-126))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\nend\n\nwhen I receive [starting screen v]\nshow\ngo to x: (181) y: (-126)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [play platformer v]\nhide\n\nwhen I receive [play platformer v]\nhide\n\n@info\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Help v)\n play sound [Collect v] until done\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nforever\n set y to ((([sin v] of ((timer) * (200)) ) * (5)) + (-126))\n point in direction (([sin v] of ((timer) * (1000)) ) + (90))\nend\n\nwhen I receive [starting screen v]\nshow\ngo to x: (-181) y: (-126)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [play platformer v]\nhide\n\nwhen I receive [play platformer v]\nhide\n\n@Wordy\n\nwhen flag clicked\nforever\n set y to ((([sin v] of ((timer) * (500)) ) * (5)) + (100))\n point in direction (([sin v] of ((timer) * (150)) ) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\nhide\n\nwhen I receive [starting screen v]\nshow\ngo to x: (0) y: (100)\n\n@Thumb\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nset [level v] to [4]\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nforever\n next costume\n wait (0.1) seconds\n set [ghost v] effect to (10)\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\n@Level Assets\n\nwhen flag clicked\nforever\n hide\nend\n\n@Death Messages\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [oof v]\nshow\nswitch costume to (pick random (1) to (2))\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (24)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [oof2 v]\nshow\nswitch costume to (pick random (3) to (4))\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (24)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [oof3 v]\nshow\nswitch costume to (pick random (5) to (6))\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (24)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [oof4 v]\nshow\nswitch costume to (pick random (7) to (8))\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (24)\nend\nset [ghost v] effect to (100)\nhide\n\n@Volume\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\ngo to [front v] layer\ngo to x: (215) y: (157)\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n if <(costume [number v]) = [2]> then\n set volume to (40) %\n else\n if <(costume [number v]) = [3]> then\n set volume to (0) %\n end\n end\n end\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n else\n set size to (100) %\n end\nend\n\nwhen I receive [starting screen v]\nshow\ngo to x: (215) y: (157)\nforever\n play sound [Unlimited v] until done\nend\n\nwhen I receive [starting screen v]\nforever\n point in direction ((([sin v] of ((timer) * (1000)) ) * (4)) + (90))\nend\n\nwhen this sprite clicked\nnext costume\n\n@Next Level\n\nwhen flag clicked\nhide\nswitch costume to (transition v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next level v]\nshow\ngo to x: (-480) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nwait (0.5) seconds\nglide (0.2) secs to x: (480) y: (0)\nhide\ngo to x: (-480) y: (0)\n\n@Clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (30)\ngo to x: (400) y: (pick random (130) to (150))\nswitch costume to (pick random (1) to (2))\nset size to (105) %\nrepeat until <(x position) < [-200]>\n change x by (pick random (-1) to (-4))\nend\ndelete this clone\n\nwhen I receive [play platformer v]\ngo to [back v] layer\ngo [forward v] (1) layers\nwait (0.01) seconds\nforever\n wait (4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\nforever\n if <<(Level) = [7]> or <<(Level) = [9]> or <(Level) = [11]>>> then\n hide\n else\n show\n end\nend\n\nwait (3) seconds\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [front v] layer\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\nwait (3) seconds\n\n@Crate\n\nwhen I receive [play platformer v]\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\nwhen flag clicked\nhide\n\nset [level v] to [18]\n\n@Spinny\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\nwhen I receive [play platformer v]\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [2]> then\n show\n go to x: (60) y: (-115)\n else\n if <(Level) = [3]> then\n show\n go to x: (-115) y: (-115)\n else\n if <(Level) = [4]> then\n hide\n else\n if <(Level) = [5]> then\n show\n go to x: (-90) y: (-115)\n else\n if <(Level) = [6]> then\n show\n go to x: (70) y: (-115)\n else\n if <(Level) = [7]> then\n show\n go to x: (-20) y: (-115)\n glide (1.5) secs to x: (200) y: (-115)\n glide (1.5) secs to x: (-20) y: (-115)\n else\n if <(Level) = [8]> then\n show\n go to x: (-20) y: (-115)\n glide (0.5) secs to x: (50) y: (-115)\n glide (0.5) secs to x: (-20) y: (-115)\n else\n if <(Level) = [9]> then\n hide\n else\n if <(Level) = [10]> then\n show\n go to x: (40) y: (-115)\n else\n if <(Level) = [11]> then\n show\n go to x: (-100) y: (-115)\n else\n if <(Level) = [12]> then\n show\n go to x: (-100) y: (-115)\n else\n if <(Level) = [13]> then\n show\n go to x: (-100) y: (-115)\n else\n if <(Level) = [14]> then\n show\n go to x: (-100) y: (-115)\n else\n if <(Level) = [15]> then\n hide\n else\n if <(Level) = [16]> then\n show\n go to x: (-100) y: (-115)\n glide (0.8) secs to x: (100) y: (-115)\n glide (0.8) secs to x: (-100) y: (-115)\n else\n if <(Level) = [17]> then\n hide\n else\n if <(Level) = [18]> then\n hide\n else\n if <(Level) = [19]> then\n hide\n else\n if <(Level) = [20]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [play platformer v]\ncreate clone of (_myself_ v)\nforever\n turn right (5) degrees\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [5]> then\n show\n turn right (5) degrees\n go to x: (210) y: (-115)\n else\n if <(Level) = [6]> then\n show\n turn right (5) degrees\n go to x: (170) y: (-115)\n else\n if <(Level) = [11]> then\n show\n turn right (5) degrees\n go to x: (80) y: (-115)\n else\n if <(Level) = [14]> then\n show\n turn right (5) degrees\n go to x: (100) y: (-115)\n else\n hide\n end\n end\n end\n end\nend\n\nhide\n\nset [level v] to [15]\n\ngo [backward v] (1) layers\n\nwhen I receive [next level v]\nhide\nwait (0.6) seconds\nshow\n\n@Moving Platform\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\ngo to [back v] layer\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\nwhen I receive [play platformer v]\nhide\ngo to x: (-100) y: (-125)\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (2) secs to x: (100) y: (-125)\n glide (2) secs to x: (-100) y: (-125)\nend\n\nwhen I receive [next level v]\ngo to x: (-100) y: (-125)\n\n@Crushy\n\nwhen flag clicked\nhide\ngo to x: (100) y: (80)\nforever\n glide (1) secs to x: (60) y: (-26)\n wait (0.5) seconds\n glide (1) secs to x: (60) y: (80)\nend\n\nwhen I receive [play platformer v]\nforever\n if <(Level) = [12]> then\n show\n else\n hide\n end\nend\n\n@Love, Fav, Follow\n\nwhen flag clicked\nhide\n\nwhen I receive [play platformer v]\nforever\n if <(Level) = [20]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play platformer v]\nforever\n set y to ((([sin v] of ((timer) * (500)) ) * (5)) + (90))\n point in direction (([sin v] of ((timer) * (150)) ) + (90))\nend\n\n@Decor\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [play platformer v]\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\n@Texty\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [play platformer v]\nshow\nforever\n switch costume to (join [Level ] (Level))\nend\n\n
~~~~~~~~~~~SCRIBBLE || A Platformer~~~~~~~~~~~~\n\nI came First in @carot3 's contest!\n\nWAD or Arrow keys to move (no mobile).\n\nGet to the end!\n\nLove and Fav for part 2!\n\nFor @carot3 's contest\n\nThanks for playing!
2 Player Platformer Fun!!
@Stage\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-40)\n broadcast (next level v)\n set [x2 v] to [0]\n set [y2 v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n clear graphic effects\n change y by (-3)\n if <touching (real platformer v)?> then\n if <key (up arrow v) pressed?> then\n set [y move v] to [9]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\n wait (.025) seconds\nend\n\nwhen I receive [go v]\nset size to (150) %\nswitch costume to (normal v)\nshow\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n go to [front v] layer\n if <<(y position) < [-175]> or <<touching color (#ff2323)?> or <<touching color (#d10000)?> or <touching color (#ff0000)?>>>> then\n go to x: (-225) y: (-40)\n start sound (pick random (1) to (3))\n set [x move v] to [0]\n set [y move v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [x move v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x move v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\n\n@player2\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-40)\n broadcast (next level v)\n set [x2 v] to [0]\n set [y2 v] to [0]\n end\nend\n\nwhen I receive [go v]\nforever\n set [x2 v] to ((x2) * (0.85))\n change x by (x2)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (-5)\n change x by ((-1) * (x2))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y2 v] to [8]\n set [x2 v] to (((x2) / ([abs v] of (x2) )) * (-10))\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n clear graphic effects\n change y by (-3)\n if <touching (real platformer v)?> then\n if <key (w v) pressed?> then\n set [y2 v] to [9]\n end\n end\n change y by (3)\n if <(y2) > [-15]> then\n change [y2 v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (<<mouse down?> and <(mouse x) < (x position)>> v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y2)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by ((-1) * (y2))\n set [y2 v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [go v]\nforever\n create clone of (_myself_ v)\n wait (.025) seconds\nend\n\nwhen I receive [go v]\nset size to (150) %\nswitch costume to (normal v)\nshow\ngo to x: (-225) y: (-40)\nset [x2 v] to [0]\nset [y2 v] to [0]\nforever\n go to [front v] layer\n if <<(y position) < [-175]> or <<touching color (#ff2323)?> or <<touching color (#d10000)?> or <touching color (#ff0000)?>>>> then\n go to x: (-225) y: (-40)\n start sound (pick random (1) to (3))\n set [x2 v] to [0]\n set [x2 v] to [0]\n end\n if <key (a v) pressed?> then\n change [x2 v] by (-1)\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n change [x2 v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-225) y: (-40)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\n@real platformer \n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [next level v]\nif <(costume [number v]) < [9]> then\n next costume\n play sound [Collect v] until done\n stop [this script v]\nend\n\nwhen I receive [go v]\nshow\n\n@Platformer deco\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [go v]\nshow\nforever\n play sound [capitol v] until done\nend\n\nwhen I receive [next level v]\nif <(costume [number v]) < [9]> then\n next costume\n stop [this script v]\nend\n\n@intro\n\nwhen I receive [intro v]\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (180)\n set [intro: y v] to [-1]\n repeat (14)\n change y by (intro: y)\n set [intro: y v] to ((intro: y) * (1.29))\n end\nelse\n go to x: (0) y: (-180)\n set [intro: y v] to [1]\n repeat (14)\n change y by (intro: y)\n set [intro: y v] to ((intro: y) * (1.29))\n end\nend\n\nwhen I receive [intro v]\nset size to (10) %\nrepeat (14)\n change size by (5)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [48]> then\n else\n if <(costume [number v]) = [24]> then\n set size to (100) %\n repeat (11)\n go to [front v] layer\n next costume\n end\n broadcast (del v)\n wait (.1) seconds\n repeat (11)\n go to [front v] layer\n next costume\n end\n delete this clone\n else\n repeat until <(transition) = [1]>\n go to [front v] layer\n end\n end\n end\nend\n\nwhen flag clicked\nset [transition v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (back v)\ncreate clone of (_myself_ v)\nhide\ngo to x: (0) y: (180)\nswitch costume to (pug v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-180)\nswitch costume to (thepugmen v)\ncreate clone of (_myself_ v)\nbroadcast (Intro v)\nwait (1) seconds\ngo to x: (44) y: (0)\nset size to (120) %\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\nrepeat (20)\n next costume\nend\nbroadcast (bright v)\nwait (1.7) seconds\nbroadcast (expand v)\nwait (1) seconds\ngo to x: (0) y: (0)\nswitch costume to (costume22 v)\ncreate clone of (_myself_ v)\ngo to x: (44) y: (0)\nswitch costume to (costume21 v)\n\nwhen I receive [del v]\nif <(costume [number v]) = [35]> then\n\nwhen I receive [bright v]\nset [brightness v] effect to (100)\nwait (.5) seconds\nrepeat (50)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [expand v]\nchange size by (100)\n\nwhen flag clicked\nplay sound [Intro v] until done\nplay sound [Fade v] until done\nbroadcast (go v)\n\n@thumbnail\n\nwhen flag clicked\nset size to (90) %\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (.01)\ngo to [front v] layer\nshow\n\n
▬▬▬▬▬▬▬▬▬ Grassy Fun ▬▬▬▬▬▬▬▬▬\nGuess what?! I'm back from my break, I took a while but it felt great. I wrote A LOT and other than that, I really did nothing. Welp, I have nothing else to say soya.\n\nHow to play: use WASD or arrow keys to move (if you are in the mobile press the screen and drag to move) Parkour your way to end orb with lets you win the level. Don't touch the spikes because why would you? Love, favorite, and follow.\n\n▬▬▬▬▬▬▬▬ Credit of coolness ▬▬▬▬▬▬▬▬\n@Thepugmen: all art/design, levels, and code\n\n
Rising Seas - An Up-Down Platformer (Mobile!) #games #art
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [begin game v]\nswitch backdrop to (backdrop3 v)\n\nwhen flag clicked\nforever\n\n\n play sound [TheFatRat - Time Lapse v] until done\n set volume to (100) %\nend\n\nwhen flag clicked\nforever\n if <(Music on?) = [no]> then\n stop all sounds\n end\n if <(Music on?) = [yes]> then\n else\n stop all sounds\n end\nend\n\nplay sound [TheFatRat - Time Lapse v] until done\n\nset volume to (0) %\n\nwait (185.09) seconds\n\nwait (185.09) seconds\n\nplay sound [pop v] until done\n\nif <(Music on?) = [no]> then\n stop all sounds\nend\n\nstart sound [TheFatRat - Time Lapse v]\nwait (185.09) seconds\nset volume to (100) %\n\nwhen flag clicked\nforever\n if <([costume name v] of [mute/unmute button v]) = [Mute]> then\n stop all sounds\n end\n if <([costume name v] of [mute/unmute button v]) = [Unmute]> then\n play sound [TheFatRat - Time Lapse v] until done\n end\nend\n\nbroadcast (Music v)\n\nwhen I receive [music v]\n\n@Blank\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\nwhen I receive [begin game v]\ngo to [front v] layer\ngo [backward v] (6) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\nwhen I receive [begin game v]\ngo to [front v] layer\ngo [backward v] (6) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@-ball-(er)\n\nwhen flag clicked\nhide\n\ndefine omega\nif <not <<touching (sprite1 v)?> or <touching (moving platform v)?>>> then\n switch costume to (join [ball] (<key (right arrow v) pressed?> + (<key (left arrow v) pressed?> * (-1))))\n change [xv v] by ((<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> * (-2)) + (<<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> * (2)))\nend\nset [xv v] to ((Xv) * (0.7))\nchange x by (Xv)\ndetect slope: (8) (15) (13)\nchange [yv v] by (-1)\nchange y by (Yv)\nif <<touching (sprite1 v)?> or <touching (moving platform v)?>> then\n out2 <(Yv) > [0]>\nend\nchange y by (-1)\nif <<<touching (sprite1 v)?> or <touching (moving platform v)?>> and <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n if <(Player's SFX) = [on]> then\n start sound [Jump v]\n else\n stop all sounds\n end\n set [yv v] to [10]\nend\nif <touching (trampoline v)?> then\n set [yv v] to [18]\nend\nif <touching (speed v)?> then\n set [xv v] to [45]\nend\nchange y by (1)\nif <<<touching (rising sea v)?> or <(y position) < [-178]>> or <<<touching (danger v)?> or <<touching (spinning danger! v)?> or <touching (spinning danger! lvl 7 v)?>>> or <key (r v) pressed?>>> then\n go to x: (-200) y: (-125)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (Death/Reset v)\nend\nif <<(y position) > [165]> or <key (s v) pressed?>> then\n if <key (s v) pressed?> then\n change [level v] by (1)\n hide\n go to x: (-200) y: (-125)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (message1 v)\n show\n wait until <not <key (s v) pressed?>>\n else\n if <(y position) > [165]> then\n change [level v] by (1)\n hide\n go to x: (-200) y: (-125)\n point in direction (90)\n set [yv v] to [0]\n set [xv v] to [0]\n broadcast (message1 v)\n show\n end\n end\nend\n\nDeath Animation\n\nwhen I receive [del v]\ndelete this clone\n\ndefine out <boolean1>\nset [i v] to [0]\nif <boolean1> then\n repeat until <<not <<touching (sprite1 v)?> or <touching (moving platform v)?>>> or <(i) > [8]>>\n change [i v] by (1)\n change x by (-1)\n end\nelse\n if <[0] > (Xv)> then\n repeat until <<not <<touching (sprite1 v)?> or <touching (moving platform v)?>>> or <(i) > [8]>>\n change [i v] by (1)\n change x by (1)\n end\n end\nend\n\ndefine out2 <boolean1>\nset [i v] to [0]\nif <boolean1> then\n repeat until <<not <<touching (sprite1 v)?> or <touching (moving platform v)?>>> or <(i) > [24]>>\n change [i v] by (1)\n change y by (-1)\n end\n set [yv v] to [-1]\nelse\n repeat until <<not <<touching (sprite1 v)?> or <touching (moving platform v)?>>> or <(i) > [24]>>\n change [i v] by (1)\n change y by (1)\n end\n set [yv v] to [0]\nend\n\ndefine detect slope: (maxslope) (walljump) (jumpheight)\nset [i v] to [0]\nrepeat until <<(i) > (maxslope)> or <not <<touching (sprite1 v)?> or <touching (moving platform v)?>>>>\n change [i v] by (1)\n change y by (1)\nend\nset [i2 v] to (i)\nif <touching (sprite1 v)?> then\n out <(Xv) > [0]>\n change y by ((0) - (i2))\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [Jump v]\n if <(Xv) > [0]> then\n set [xv v] to ((0) - (walljump))\n else\n set [xv v] to (walljump)\n end\n set [yv v] to (jumpheight)\n else\n set [xv v] to [0]\n end\nend\n\nwhen I receive [begin game v]\nbroadcast (del v)\nset [yv v] to [0]\nset [xv v] to [0]\nset [level v] to [1]\nswitch costume to (ball v)\nset size to (50) %\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-125)\nforever\n omega\nend\n\nwhen flag clicked\nset [jump v] to [0]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Death Animation\nset [y v v] to [10]\nrepeat until <(y position) < [-150]>\n switch costume to (ball0 v)\n turn right (10) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nhide\ngo to x: (-200) y: (-125)\nswitch costume to (ball0 v)\nclear graphic effects\nset [x v v] to [0]\nset [y v v] to [0]\ngo to x: (-200) y: (-125)\npoint in direction (90)\nset size to (50) %\nshow\n\ngo to [front v] layer\n\nset [dead? v] to [0]\n\nwhen I receive [reset v]\ngo to x: (-200) y: (-125)\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\nbroadcast (Death/Reset v)\n\nwhen I receive [skip v]\ngo to x: (-200) y: (-125)\npoint in direction (90)\nset [yv v] to [0]\nset [xv v] to [0]\n\nchange [level v] by (1)\nbroadcast (message1 v)\n\nhide\n\nshow\nwait until <not <mouse down?>>\n\n@Rising Sea\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (5) layers\nhide\nset y to (-8)\n\nwhen I receive [death/reset v]\nset y to (-8)\nwait (4) seconds\n\nwhen I receive [begin game v]\nshow\nwait (2) seconds\nforever\n if <not <(level) = [8]>> then\n change y by (((level) / (10)) + ((round ([cos v] of (timer) )) / (12)))\n go to [front v] layer\n go [backward v] (1) layers\n else\n hide\n end\nend\n\nwhen I receive [message1 v]\nset y to (-8)\n\nhide\nset y to (-8)\n\n@Moving Platform\n\nwhen flag clicked\nset [level v] to [1]\ngo to [back v] layer\ngo to x: (-25) y: (-21)\nhide\nforever\n if <(level) = [1]> then\n set x to (-240)\n hide\n else\n if <(level) = [2]> then\n switch costume to (costume1 v)\n show\n go to x: (-25) y: (0)\n set x to (-200)\n glide (2) secs to x: (200) y: (0)\n set x to (200)\n glide (2) secs to x: (-200) y: (0)\n set x to (-200)\n else\n if <(level) = [7]> then\n switch costume to (costume1 v)\n show\n go to x: (-25) y: (80)\n set x to (-200)\n glide (3) secs to x: (200) y: (80)\n set x to (200)\n glide (3) secs to x: (-200) y: (80)\n set x to (-200)\n else\n hide\n set x to (-240)\n end\n end\n end\nend\n\ngo to [back v] layer\n\n@Title Screen Rising Sea\n\nwhen I receive [hello v]\nset y to (-8)\nwait (2) seconds\n\nwhen flag clicked\nshow\nset [ghost v] effect to (35)\nwait (2) seconds\nforever\n glide (3) secs to x: (64) y: (200)\n wait (0.5) seconds\n glide (3) secs to x: (64) y: (-8)\nend\n\nwhen flag clicked\n\nwhen I receive [death/reset v]\nset y to (-8)\nwait (4) seconds\n\nwhen I receive [begin game v]\nhide\nset y to (-8)\nstop [other scripts in sprite v]\nstop [this script v]\n\nchange y by (0.3)\n\n@Title\n\nwhen I start as a clone\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (75)\n change size by (-6)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\n set x to (0)\nend\n\nwhen I receive [begin game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Play Button\n\nwhen flag clicked\nshow\nset size to (0) %\nset [bounce? v] to [0]\nforever\n go to x: (0) y: ((0) - (y change title))\n if <touching (mouse-pointer v)?> then\n set [bounce? v] to (((bounce?) * (0.75)) + (((150) - (size)) * (0.2)))\n change size by (bounce?)\n if <mouse down?> then\n start sound [Connect v]\n broadcast (Begin Game v)\n wait until <not <mouse down?>>\n end\n else\n set [bounce? v] to (((bounce?) * (0.8)) + (((125) - (size)) * (0.2)))\n change size by (bounce?)\n end\nend\n\nwhen I receive [begin game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Shadow\n\nwhen flag clicked\nclear graphic effects\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [begin game v]\nforever\n go to [back v] layer\n go [forward v] (6) layers\n set [ghost v] effect to (60)\n go to (-ball-\(er\) v)\n change x by (92.5)\n change y by (-200)\nend\n\n@Text, Art etc.\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\nwhen I receive [begin game v]\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Purpose\n\nwhen flag clicked\nswitch costume to (unselected v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n if <mouse down?> then\n broadcast (Purpose of the game v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (unselected v)\n end\nend\n\nwhen I receive [begin game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@#StGP\n\nwhen flag clicked\nswitch costume to (unselected v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n if <mouse down?> then\n broadcast (#StGP v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (unselected v)\n end\nend\n\nwhen I receive [begin game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Controls\n\nwhen flag clicked\nswitch costume to (unselected v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n if <mouse down?> then\n broadcast (Instructions v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (unselected v)\n end\nend\n\nwhen I receive [begin game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Get Help Window\n\nwhen I receive [get help v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n set size to (20) %\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [get help v]\ngo to [front v] layer\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\nforever\n if <[100] < (size)> then\n set size to (100) %\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (20) %\n\nwait until <not <mouse down?>>\n\nwhen I receive [begin game v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nhide\n\n@Instructions Window\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (20) %\n\nwhen I receive [instructions v]\ngo to [front v] layer\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\n\nset [ghost v] effect to (100)\nset size to (20) %\n\nwhen I receive [instructions v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [instructions v]\nforever\n if <[100] < (size)> then\n set size to (100) %\n end\nend\n\nforever\n\nwhen I receive [begin game v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nhide\n\n@#StGP window\n\nwhen I receive [#stgp v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n set size to (20) %\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [#stgp v]\ngo to [front v] layer\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\nforever\n if <[100] < (size)> then\n set size to (100) %\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset size to (20) %\n\nwait until <not <mouse down?>>\n\nwhen I receive [begin game v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nhide\n\n@How to play\n\nwhen flag clicked\nswitch costume to (unselected v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (selected v)\n if <mouse down?> then\n broadcast (Get Help v)\n wait until <not <mouse down?>>\n end\n else\n switch costume to (unselected v)\n end\nend\n\nwhen I receive [begin game v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Parallax - Background\n\nwhen flag clicked\nhide\n\nwhen I receive [begin game v]\nshow\nset size to (200) %\ngo to [back v] layer\nforever\n set y to (([y position v] of [-ball-\(er\) v]) * (0.3))\n set x to (([x position v] of [-ball-\(er\) v]) * (-0.3))\nend\n\n@Purpose Window\n\nwhen I receive [purpose of the game v]\nwait (2) seconds\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n set size to (20) %\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [purpose of the game v]\ngo to [front v] layer\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\nforever\n if <[100] < (size)> then\n set size to (100) %\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset size to (20) %\n\nwait until <not <mouse down?>>\n\nwhen I receive [begin game v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\nwhen I receive [begin game v]\ngo to [back v] layer\ngo [forward v] (3) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Thumb\n\nwhen [timer v] > (0.01)\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\n\nwhen flag clicked\nforever\n hide\n set [ghost v] effect to (100)\n reset timer\n switch costume to (costume1 v)\n set size to (120) %\n switch costume to (dot3 v)\nend\n\n@Moving Platform's Shadow\n\nwhen flag clicked\nclear graphic effects\ngo to [back v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [begin game v]\nforever\n if <(level) = [1]> then\n go to [back v] layer\n go [forward v] (1) layers\n set [ghost v] effect to (100)\n else\n if <(level) = [2]> then\n switch costume to (costume1 v)\n go to [back v] layer\n go [forward v] (6) layers\n set [ghost v] effect to (80)\n go to (moving platform v)\n change x by (45)\n change y by (-200)\n else\n if <(level) = [7]> then\n switch costume to (costume1 v)\n go to [back v] layer\n go [forward v] (6) layers\n set [ghost v] effect to (80)\n go to (moving platform v)\n change x by (45)\n change y by (-200)\n else\n go to [back v] layer\n set [ghost v] effect to (100)\n end\n end\n end\nend\n\ngo to [back v] layer\nset [ghost v] effect to (100)\n\n@Transition\n\nwhen I receive [message1 v]\nshow\ngo to [front v] layer\nset size to (200) %\nset [ghost v] effect to (0)\ngo to x: (-550) y: (0)\nrepeat (40)\n change x by (((0) - (x position)) / (10))\nend\nwait (1.5) seconds\nrepeat (40)\n change x by ((((200) - (x position)) / (10)) * (-1))\n change [ghost v] effect by (2.5)\nend\nhide\nnext costume\n\nchange y by (10)\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [begin game v]\nwait (0) seconds\nshow\ngo to [front v] layer\nset size to (200) %\nset [ghost v] effect to (0)\ngo to x: (-550) y: (0)\nrepeat (40)\n change x by (((0) - (x position)) / (10))\nend\nwait (1.5) seconds\nrepeat (40)\n change x by ((((200) - (x position)) / (10)) * (-1))\n change [ghost v] effect by (2.5)\nend\nhide\nnext costume\n\n@Speed\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\nwhen I receive [begin game v]\ngo to [back v] layer\ngo [forward v] (3) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\n@Hidden Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\n\nwhen I receive [begin game v]\ngo to [back v] layer\ngo [forward v] (6) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [begin game v]\nforever\n if <(level) = [5]> then\n if <touching (-ball-\(er\) v)?> then\n repeat (2)\n change [color v] effect by (25)\n end\n repeat (2)\n change [color v] effect by (25)\n end\n wait (1) seconds\n clear graphic effects\n else\n clear graphic effects\n end\n else\n if <(level) = [7]> then\n if <touching (-ball-\(er\) v)?> then\n repeat (2)\n change [color v] effect by (25)\n end\n repeat (2)\n change [color v] effect by (25)\n end\n wait (1) seconds\n clear graphic effects\n else\n clear graphic effects\n end\n else\n clear graphic effects\n end\n end\nend\n\nclear graphic effects\n\n@Spinning Danger!\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\nforever\n if <(level) = [6]> then\n show\n go to x: (-54) y: (-64)\n glide (1) secs to x: (190) y: (-64)\n glide (1) secs to x: (-54) y: (-64)\n else\n hide\n end\nend\n\nwhen I receive [begin game v]\ngo to [front v] layer\ngo [backward v] (6) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(level) = [6]> then\n turn right (7.5) degrees\n else\n point in direction (90)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n turn right (7.5) degrees\nend\n\npoint in direction (90)\n\nglide (1) secs to x: (70) y: (-67)\n\nwhen I receive [begin game v]\nwait until <(level) = [6]>\ncreate clone of (_myself_ v)\nstop [this script v]\n\nwhen I start as a clone\nrepeat until <not <(level) = [6]>>\n go to x: (90) y: (40)\n glide (1) secs to x: (-180) y: (40)\n glide (1) secs to x: (90) y: (40)\nend\ndelete this clone\n\nglide (1) secs to x: (80) y: (40)\n\n@Spinning Danger! Lvl 7\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nswitch costume to (join [costume] (level))\nforever\n if <(level) = [7]> then\n show\n go to x: (-67) y: (-80)\n glide (1) secs to x: (-67) y: (-80)\n glide (1) secs to x: (-67) y: (0)\n glide (1) secs to x: (-67) y: (-80)\n else\n hide\n point in direction (90)\n end\nend\n\nwhen I receive [begin game v]\ngo to [front v] layer\ngo [backward v] (6) layers\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n turn right (7.5) degrees\n else\n point in direction (90)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n turn right (7.5) degrees\nend\n\nwhen I receive [begin game v]\nwait until <(level) = [7]>\ncreate clone of (_myself_ v)\nstop [this script v]\n\nwhen I start as a clone\nrepeat until <not <(level) = [7]>>\n go to x: (80) y: (0)\n glide (1) secs to x: (80) y: (0)\n glide (1) secs to x: (80) y: (-80)\n glide (1) secs to x: (80) y: (0)\nend\ndelete this clone\n\npoint in direction (90)\n\nglide (1) secs to x: (70) y: (-67)\n\n@Options Panel\n\nwhen flag clicked\ngo to [front v] layer\nset [options panel open or close? v] to [close]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [begin game v]\ngo to x: (0) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Options Panel v)\n clear graphic effects\n glide (0.5) secs to x: (0) y: (-50)\n set [options panel open or close? v] to [open]\n wait until <not <touching (mouse-pointer v)?>>\n set [options panel open or close? v] to [close]\n broadcast (Options Panel Closed v)\n glide (0.5) secs to x: (0) y: (0)\n else\n set [options panel open or close? v] to [close]\n broadcast (Options Panel Closed v)\n set [ghost v] effect to (10)\n glide (0.5) secs to x: (0) y: (0)\n end\nend\n\ngo to [front v] layer\ngo [backward v] (3) layers\n\n@Mute/Unmute Button\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nset [music on? v] to [yes]\nhide\nset size to (80) %\ngo to x: (-210) y: (155)\nswitch costume to (unmute v)\n\nwhen I receive [options panel v]\nwait (0.4) seconds\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n end\nend\n\nwhen I receive [options panel closed v]\ngo to [back v] layer\nhide\n\nwhen I receive [options panel v]\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [touching mute/unmute v] to [yes]\n broadcast (Music Button touched? v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [touching mute/unmute v] to [no]\n broadcast (Music Button not touched v)\n end\nend\n\nswitch costume to (mute v)\nwait until <not <mouse down?>>\n\nswitch costume to (unmute v)\nwait until <not <mouse down?>>\n\nwhen this sprite clicked\nif <(Options Panel Open or Close?) = [open]> then\n next costume\nend\nforever\n if <(costume [name v]) = [Unmute]> then\n set [music on? v] to [yes]\n else\n set [music on? v] to [no]\n end\nend\n\nset volume to (100) %\n\nset volume to (0) %\n\n@Mouse Pointer Alerts\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to (mouse-pointer v)\n change y by (-30)\nend\n\nwhen I receive [music button touched? v]\nswitch costume to (music v)\nif <(Options Panel Open or Close?) = [open]> then\n show\nelse\n hide\nend\n\nwhen I receive [music button not touched v]\nif <<(touching sfx) = [no]> and <(Options Panel Open or Close?) = [open]>> then\n show\nelse\n hide\nend\n\nwhen I receive [sfx button not touched v]\nif <<(touching mute/unmute) = [no]> and <(Options Panel Open or Close?) = [open]>> then\n show\nelse\n hide\nend\n\nwhen I receive [sfx button touched v]\nswitch costume to (sfx v)\nif <(Options Panel Open or Close?) = [open]> then\n show\nelse\n hide\nend\n\nswitch costume to (blank v)\n\nwhen I receive [reset button not touched v]\nif <<(touching reset) = [no]> and <(Options Panel Open or Close?) = [open]>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset button touched v]\nswitch costume to (reset v)\nif <(Options Panel Open or Close?) = [open]> then\n show\nelse\n hide\nend\n\nwhen I receive [skip button not touched v]\nif <<(touching skip) = [no]> and <(Options Panel Open or Close?) = [open]>> then\n show\nelse\n hide\nend\n\nwhen I receive [skip button touched v]\nswitch costume to (skip v)\nif <(Options Panel Open or Close?) = [open]> then\n show\nelse\n hide\nend\n\n@SFX On/Off Button\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nset [player's sfx v] to [on]\nhide\nset size to (80) %\ngo to x: (-150) y: (155)\nswitch costume to (unmute v)\n\nwhen I receive [options panel v]\nwait (0.4) seconds\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\nend\n\nwhen I receive [options panel closed v]\ngo to [back v] layer\nhide\n\nwhen I receive [options panel v]\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [touching sfx v] to [yes]\n broadcast (SFX Button touched v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [touching sfx v] to [no]\n broadcast (SFX button not touched v)\n end\nend\n\nwhen this sprite clicked\nif <(Options Panel Open or Close?) = [open]> then\n next costume\nend\nif <(costume [name v]) = [Unmute]> then\n set [player's sfx v] to [on]\nelse\n set [player's sfx v] to [off]\nend\n\n\n switch costume to (mute v)\n wait until <not <mouse down?>>\nelse\n switch costume to (unmute v)\n wait until <not <mouse down?>>\nend\n\n@Reset Button\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\nset size to (80) %\ngo to x: (150) y: (155)\nswitch costume to (reset v)\n\nwhen I receive [options panel v]\nwait (0.4) seconds\nshow\nforever\n if then\nend\n\nif <(costume [name v]) = [Unmute]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen I receive [options panel closed v]\ngo to [back v] layer\nhide\n\nwhen I receive [options panel v]\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [touching reset v] to [yes]\n broadcast (reset button touched v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [touching reset v] to [no]\n broadcast (reset button not touched v)\n end\nend\n\nwhen this sprite clicked\nif <(Options Panel Open or Close?) = [open]> then\n broadcast (Reset v)\nend\n\nnext costume\n\n@Skip Button\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nhide\nset size to (80) %\ngo to x: (210) y: (155)\nswitch costume to (skip v)\n\nwhen I receive [options panel v]\nwait (0.4) seconds\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\nend\n\nif <(costume [name v]) = [Unmute]> then\n switch costume to (mute v)\n wait until <not <mouse down?>>\nelse\n switch costume to (skip v)\n wait until <not <mouse down?>>\nend\n\nwhen I receive [options panel closed v]\ngo to [back v] layer\nhide\n\nwhen I receive [options panel v]\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [touching skip v] to [yes]\n broadcast (skip button touched v)\n end\n if <not <touching (mouse-pointer v)?>> then\n set [touching skip v] to [no]\n broadcast (skip button not touched v)\n end\nend\n\nwhen this sprite clicked\nif <(Options Panel Open or Close?) = [open]> then\n broadcast (Skip v)\n change [level v] by (1)\n broadcast (message1 v)\nend\n\nnext costume\n\n
\n\n500 follower PFP contest: https://scratch.mit.edu/projects/408821704\n\n⚠️⚠️⚠️⚠️ ALL ADS WILL BE REPORTED! ⚠️⚠️⚠️⚠️\n\nWHAT? It's #2 on trending!!!\n\nGuys, please stop remixing and not changing anything :(\n\nHere's my entry for @carot3's competition. Hope I win :D\n\nWHAT!!? @0014049 and @TimMcCool ❤ and ⭐ ed?!\n\nThis is ʀɪsɪɴɢ sᴇᴀs - ᴀɴ ᴜᴘ-ᴅᴏᴡɴ ᴘʟᴀᴛғᴏʀᴍᴇʀ\n\nDid you really like this project? If so, post it in the comments of this studio: https://scratch.mit.edu/studios/4228481/comments/\n\nThe message of this game: \nThis game addresses the rising sea levels that we notice today and you may have heard of. The rising sea levels must be taken seriously, and both you and I can help bring it to people's views. Just inform everyone you know about the rising sea levels and we can spread the word about the rising sea levels. Thank you and enjoy!\n\nThis took over 20 hours to make, so maybe leave a love and fave? \n\nMAKE SURE YOU WATCH OUT FOR THE RISING SEA, IT WILL KILL YOU!!!!\n\nLag? Play it here: https://forkphorus.github.io/#404718287\n\nCONTROLS:\n- Arrow keys (computer/PC) or click in the direction you want to go (mobile)\n- "S" key to skip a level\n"R" to reset a level\n- You can toggle some of the controls using the drop-down menu at the top of the screen that says "Options"\n- Fun Fact: The love and fave buttons turn red and yellow when you click them. Try it, it actually works!\n\nWHY THIS IS NOT GENERIC:\n✔️ Over 800 code blocks\n✔️ 20+ hours of hard work\n✔️ Unique gameplay\n✔️ Storyline\n✔️ A take-away message\n✔️ Moving Platforms\n✔️ #StGP\n\nPURPOSE OF THIS GAME:\nSo, what made me do it? I didn't spend over 20 hours on this game for no reason.\n \nWell, I made this game because we have to raise our voices about our attitude towards the environment.\n \nEvery day, our sea levels are rising and we are the cause of it. Our pollution causes icebergs and other ice structures to melt, which causes sea levels to rise.\n \nThat's why we need to spread the message. Let everyone you know about the rising sea levels, and together, we can make a difference!\n\nCREDITS:\n- @-SapphireDemon- for inspiration (but I had begun making this game before he shared Lava Flood) and some code\n- @TimMcCool for the play button bounce code\n- @Squadd_Legend for some inspiration\n- @ElectricGalaxy for some parallax code (He has left Scratch)\n- @0014049 for the thumbnail script\n- @jromagnoli for the platforming script and engine\n- TheFatRat for the music (Timelapse)\n- Me (@NeelDaPeel) for everything else (art, coding, parallaxes)\n\nTAGS:\n#Rising #Seas #StGP #NeelDaPeel #games #games #games #games #games #games #Games #Games #Games #Games #art #art #art #art #art #art #globalwarming #propose #projects #to #be #featured\n#griffpatch #0014049 #jromangoli #TimMcCool #-SapphireDemon- #Squadd_Legend #platformer #nongeneric #NeelDaPeel\n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games#games #games #games #games #games #games #games #games \n#art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art\n\nOk, that's enough tags now :)
Bit Rush | A Platformer #games
@Stage\n\n@Level\n\nwhen flag clicked\nforever\n play sound [Second Sun - Love Simulator \(Slipstream Rework\) \[FREE DOWNLOAD\] \(1\) v] until done\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Player\n\nwhen flag clicked\nset [y spawn v] to [-146]\nset [x spawn v] to [-212]\ngo to x: (X Spawn) y: (Y Spawn)\nshow\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run Engine\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.35)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.35)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y v] to [5.5]\n if <(x) > [0]> then\n set [x v] to [-3]\n else\n set [x v] to [3]\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 (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> and <key (up arrow v) pressed?>> or <<touching (level v)?> and <<(mouse y) > (y position)> and <mouse down?>>>> then\n set [y v] to [5]\nend\nchange y by (0.5)\nif <touching (danger v)?> then\n go to x: (X Spawn) y: (Y Spawn)\nend\nif <touching (goal v)?> then\n broadcast (Win! v)\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-3)\nend\ndelete this clone\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@Goal\n\n@Win\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [win! v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
Bit Rush | A Platformer\n----------------------------------------------------------------------\n\nYes yes... back with another (generic sort of) platformer. This is ONE level. But it's very hard. I can't even say it's 100% possible. \n\nControls:\n- Arrow keys.\n- Don't die by spikes or lava.\n\nCredits:\n- DJ Slipstream for the track, Second Sun.\n- @dn_scrtch for spike inspiration.\n- YOU for viewing!\n\n[ Don't spam that this is generic. I spent 6+ hours on this. ]\n\nLove, favourite and follow @Squadd_Legend! Bye!\n\n#bit #rush #new #spike #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\n\n
Argonith Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (menu v)\nforever\n play sound [Peekaboo_main v] until done\nend\n\nwhen I receive [game v]\nswitch backdrop to (game v)\n\n@Player - Menu\n\nwhen flag clicked\ngo to x: (0) y: (-100)\nshow\nset [skin tone v] to [1]\nforever\n if <(Skin tone) = [1]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (skin tone 1 - hover v)\n else\n switch costume to (skin tone 1 v)\n end\n end\n if <(Skin tone) = [2]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (skin tone 2 - hover v)\n else\n switch costume to (skin tone 2 v)\n end\n end\n if <(Skin tone) = [3]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (skin tone 3 - hover v)\n else\n switch costume to (skin tone 3 v)\n end\n end\n if <(Skin tone) = [4]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (skin tone 4 - hover v)\n else\n switch costume to (skin tone 4 v)\n end\n end\n if <(Skin tone) = [5]> then\n if <touching (mouse-pointer v)?> then\n switch costume to (skin tone 5 - hover v)\n else\n switch costume to (skin tone 5 v)\n end\n end\n if <(Skin tone) = [6]> then\n set [skin tone v] to [1]\n end\n if <(Skin tone) = [0]> then\n set [skin tone v] to [5]\n end\nend\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (Game v)\nset [level v] to [1]\nhide\n\n@Player - Game\n\nwhen flag clicked\ngo to x: (-65) y: (-130)\nset [in game? v] to [No]\nhide\n\nwhen I receive [game v]\nset [in game? v] to [Yes]\ngo to x: (-65) y: (-130)\nshow\nforever\n if <(Skin tone) = [1]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (1 - right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (1 - left v)\n end\n if <not <<<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 (1 - front v)\n end\n end\n if <(Skin tone) = [2]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (2 - right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (2 - left v)\n end\n if <not <<<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 (2 - front v)\n end\n end\n if <(Skin tone) = [3]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (3 - right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (3 - left v)\n end\n if <not <<<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 (3 - front v)\n end\n end\n if <(Skin tone) = [4]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (4 - right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (4 - left v)\n end\n if <not <<<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 (4 - front v)\n end\n end\n if <(Skin tone) = [5]> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (5 - right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (5 - left v)\n end\n if <not <<<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 (5 - front v)\n end\n end\nend\n\ndefine Walking (direction) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(Slope) = [8]> or <not <touching (level hitbox v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(Slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (Slope))\nend\n\ndefine Touching Ground <up>\nchange [falling v] by (1)\nrepeat until <not <<touching (level hitbox v)?> or <<touching (enemy sensor v)?> or <<touching (enemy sensor 2 v)?> or >>>>\n if <up> then\n change y by (-1)\n set [jumping? v] to [No]\n else\n change y by (1)\n set [falling v] to [0]\n set [jumping? v] to [Yes]\n end\n set [y speed v] to [0]\nend\n\nwhen I receive [game v]\npoint in direction (90)\nshow\nforever\n if <(In Game?) = [Yes]> then\n go to x: (-65) y: (-127)\n set [y speed v] to [0]\n set rotation style [left-right v]\n set [y speed v] to [0]\n set [falling v] to [10]\n forever\n change [y speed v] by (-1)\n change y by (Y Speed)\n Touching Ground <(Y Speed) > [0]>\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(Falling) < [3]>> then\n set [y speed v] to [12]\n end\n set [x speed v] to ((X Speed) * (0.7))\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x speed v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x speed v] by (-1.5)\n end\n if <(X Speed) > [0.5]> then\n Walking (90) (X Speed)\n end\n if <(X Speed) < [-0.5]> then\n Walking (-90) (X Speed)\n end\n end\n end\nend\n\nwhen I receive [player death v]\nset [ghost v] effect to (100)\ngo to x: (-175) y: (-80)\nstart sound [Cymbal Crash v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [next level v]\nset [killable? v] to [Yes]\nif <<<(Level) = [3]> or <(Level) = [6]>> or <(Level) = [9]>> then\n forever\n wait until <touching (tractor beam centre v)?>\n set [y speed v] to [5]\n set [jumping? v] to [No]\n end\nend\n\nwhen I receive [next level v]\nif <<(Level) = [3]> or <<(Level) = [6]> or <(Level) = [9]>>> then\n forever\n if <touching (tractor beam centre v)?> then\n set rotation style [all around v]\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (15)))\n set [title size change vel v] to ((((title size change vel) * (3)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n change size by (title size change vel)\n set size to (100) %\n else\n point in direction (90)\n end\n end\nend\n\nwhen I receive [next level v]\npoint in direction (90)\n\nwhen I receive [next level v]\ngo to x: (-175) y: (-130)\nif <<(Level) = [14]> or <(Level) = [15]>> then\n forever\n if <<touching (sheep v)?> or <touching (sheep 2 v)?>> then\n set [y speed v] to [21]\n end\n end\nend\n\n@Player Sensor\n\nwhen flag clicked\nset [killable? v] to [Yes]\nforever\n go to (player - game v)\nend\n\nwhen I receive [next level v]\nset [killable? v] to [Yes]\nset [ghost v] effect to (100)\nshow\nforever\n wait until <<touching (enemy sensor v)?> or <touching (enemy sensor 2 v)?>>\n set [killable? v] to [No]\n broadcast (Death v)\n broadcast (Death 2 v)\nend\n\nwhen flag clicked\nhide\n\n@Shadow\n\nwhen flag clicked\nset [in game? v] to [No]\nhide\nforever\n go to (player - game v)\nend\n\nwhen I receive [game v]\nshow\nset size to (100) %\nforever\n if <(Jumping?) = [Yes]> then\n show\n repeat (2)\n change [ghost v] effect by (-50)\n end\n end\n if <(Jumping?) = [No]> then\n repeat (2)\n change [ghost v] effect by (50)\n end\n hide\n end\nend\n\nwhen [up arrow v] key pressed\nif <<(Jumping?) = [Yes]> and <(In Game?) = [Yes]>> then\n set volume to (50) %\n set [jumping? v] to [No]\n start sound [Platform Jump 03 v]\nend\n\nwhen [w v] key pressed\nif <<(Jumping?) = [Yes]> and <(In Game?) = [Yes]>> then\n set volume to (50) %\n set [jumping? v] to [No]\n start sound [Platform Jump 03 v]\nend\n\n@Back Arrow\n\nwhen this sprite clicked\nchange [skin tone v] by (-1)\nplay sound [Low Boing v] until done\n\nwhen flag clicked\ngo to x: (-150) y: (-100)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlight v)\n else\n switch costume to (lowlight v)\n end\nend\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\n@Forward Arrow\n\nwhen this sprite clicked\nchange [skin tone v] by (1)\nplay sound [Low Boing v] until done\n\nwhen flag clicked\ngo to x: (150) y: (-100)\nset size to (100) %\nshow\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlight v)\n else\n switch costume to (lowlight v)\n end\nend\n\n@Title\n\nwhen flag clicked\nset size to (50) %\ngo to x: (0) y: (80)\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (2)))\n set [title size change vel v] to ((((title size change vel) * (1.6)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n change size by (title size change vel)\n set size to (110) %\nend\n\nwhen I receive [game v]\nhide\n\n@Speech Bubble\n\nwhen flag clicked\nset size to (50) %\nswitch costume to (click to start v)\ngo to x: (-41) y: (-64)\nhide\nwait (0.5) seconds\nshow\nset size to (0) %\nset [ghost v] effect to (100)\nrepeat (10)\n change size by (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nforever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (10)))\n set [title size change vel v] to ((((title size change vel) * (1.6)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (200)) ))) / (2))\nend\n\nwhen this sprite clicked\nswitch costume to (not me v)\nwait (2.5) seconds\nswitch costume to (click to start v)\n\n@Level Hitbox\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\nwhen I receive [game v]\nset [ghost v] effect to (100)\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Level Visuals\n\nwhen flag clicked\nset [level v] to [1]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game v]\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Foreground\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive [game v]\nswitch costume to (level 1 v)\ngo to [front v] layer\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Obstacles\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nif <(Level) = [11]> then\n switch costume to (level 11 v)\n show\n forever\n if <touching (player - game v)?> then\n broadcast (Player Death v)\n end\n end\nend\nif <(Level) = [12]> then\n switch costume to (level 12 v)\n show\n forever\n if <touching (player - game v)?> then\n broadcast (Player Death v)\n end\n end\nend\nif <(Level) = [13]> then\n switch costume to (level 13 v)\n show\n forever\n if <touching (player - game v)?> then\n broadcast (Player Death v)\n end\n end\nend\nif <(Level) = [14]> then\n hide\nend\nif <(Level) = [15]> then\n switch costume to (level 15 v)\n show\n forever\n if <touching (player - game v)?> then\n broadcast (Player Death v)\n end\n end\nend\nif <(Level) = [16]> then\n hide\nend\n\n@Clouds\n\nwhen flag clicked\ngo to x: (680) y: (25)\nhide\n\nwhen I receive [game v]\nshow\ngo to x: (258) y: (25)\nglide (80) secs to x: (-679) y: (25)\nhide\nforever\n show\n go to x: (680) y: (25)\n glide (120) secs to x: (-679) y: (25)\n hide\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to [back v] layer\n go to [back v] layer\nend\n\n@Gem\n\nwhen I receive [game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (15)))\n set [title size change vel v] to ((((title size change vel) * (3)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n change size by (title size change vel)\n set size to (100) %\nend\n\nwhen flag clicked\ngo to x: (144) y: (21)\nhide\n\nwhen I receive [game v]\nforever\n wait until <touching (player - game v)?>\n if <(Level) = [15]> then\n broadcast (Finish v)\n play sound [Collect v] until done\n wait (1) seconds\n hide\n else\n broadcast (Transition v)\n play sound [Collect v] until done\n wait (1) seconds\n end\nend\n\nwhen I receive [next level v]\ngo to x: (180) y: (-145)\nif <(Level) = [3]> then\n go to x: (134) y: (45)\nend\nif <(Level) = [8]> then\n go to x: (180) y: (85)\nend\nif <(Level) = [9]> then\n go to x: (180) y: (85)\nend\nif <(Level) = [10]> then\n go to x: (180) y: (85)\nend\nif <(Level) = [10]> then\n go to x: (141) y: (90)\nend\nif <(Level) = [14]> then\n go to x: (180) y: (85)\nend\n\n@Gem Sparkles\n\nwhen flag clicked\ngo to x: (143) y: (60)\nhide\n\nwhen I receive [game v]\nshow\nforever\n repeat (10)\n change [ghost v] effect by (10)\n end\n change size by (-5)\n wait (0.001) seconds\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (5)\n wait (0.001) seconds\n end\n wait (2) seconds\nend\n\nwhen I receive [game v]\nshow\nforever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (15)))\n set [title size change vel v] to ((((title size change vel) * (3)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n change size by (title size change vel)\n set size to (100) %\nend\n\nwhen I receive [game v]\nforever\n go to (gem v)\n if <(Level) = [16]> then\n hide\n end\nend\n\n@Gem Shadow\n\nwhen flag clicked\nhide\nforever\n go to (gem v)\nend\n\nwhen I receive [game v]\nset size to (100) %\nshow\n\nwhen I receive [next level v]\nset size to (100) %\nshow\nif <(Level) = [3]> then\n hide\nend\nif <(Level) = [10]> then\n hide\nend\nif <(Level) = [16]> then\n hide\nend\n\n@Coin\n\nwhen I receive [next level v]\nshow\nif <(Level) = [2]> then\n go to x: (-217) y: (-56)\nend\nif <(Level) = [3]> then\n go to x: (214) y: (-132)\nend\nif <(Level) = [4]> then\n go to x: (-9) y: (-180)\nend\nif <(Level) = [5]> then\n go to x: (-217) y: (-56)\nend\nif <(Level) = [6]> then\n go to x: (-44) y: (52)\nend\nif <(Level) = [7]> then\n go to x: (-167) y: (24)\nend\nif <(Level) = [8]> then\n go to x: (-173) y: (104)\nend\nif <(Level) = [9]> then\n go to x: (-175) y: (104)\nend\nif <(Level) = [10]> then\n go to x: (141) y: (-118)\nend\nif <(Level) = [11]> then\n go to x: (-217) y: (-56)\nend\nif <(Level) = [12]> then\n go to x: (-217) y: (-50)\nend\nif <(Level) = [13]> then\n go to x: (103) y: (-132)\nend\nif <(Level) = [14]> then\n go to x: (-180) y: (85)\nend\nif <(Level) = [16]> then\n hide\nend\n\nwhen flag clicked\ngo to x: (-60) y: (25)\nset [coins v] to [0]\ngo [backward v] (1) layers\nhide\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [game v]\ngo [forward v] (1) layers\nshow\nforever\n wait until <touching (player - game v)?>\n hide\n change [coins v] by (1)\n broadcast (Coin Collected v)\n play sound [Coin v] until done\nend\n\n@Coin Shadow\n\nwhen flag clicked\nhide\nforever\n go to (coin v)\nend\n\nwhen I receive [next level v]\nset size to (100) %\nshow\nif <(Level) = [2]> then\n hide\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [5]> then\n hide\nend\nif <(Level) = [6]> then\n hide\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [8]> then\n hide\nend\nif <(Level) = [9]> then\n hide\nend\nif <(Level) = [10]> then\n hide\nend\nif <(Level) = [11]> then\n hide\nend\nif <(Level) = [12]> then\n hide\nend\nif <(Level) = [14]> then\n hide\nend\nif <(Level) = [16]> then\n hide\nend\n\nwhen I receive [game v]\nset size to (100) %\nshow\n\nwhen I receive [coin collected v]\nhide\n\n@Enemy\n\nwhen I receive [next level v]\nset [enemy dead v] to [No]\nif <<<<<(Level) = [2]> or <(Level) = [5]>> or <(Level) = [7]>> or <(Level) = [8]>> or <(Level) = [13]>> then\n show\nelse\n hide\nend\n\nwhen I receive [death v]\nset [enemy dead v] to [Yes]\nstart sound [Scream2 v]\nnext costume\nwait (0.2) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\nset [enemy dead v] to [No]\nset size to (100) %\nhide\n\nwhen I receive [game v]\nforever\n if <(Level) = [2]> then\n if <(Enemy Dead) = [No]> then\n switch costume to (left v)\n broadcast (Left v)\n go to x: (100) y: (-126)\n end\n repeat until <<(x position) = [-50]> or <(Enemy Dead) = [Yes]>>\n change x by (-1)\n end\n wait (pick random (0.2) to (1.5)) seconds\n if <(Enemy Dead) = [No]> then\n switch costume to (right v)\n broadcast (Right v)\n end\n repeat until <<(x position) = [100]> or <(Enemy Dead) = [Yes]>>\n change x by (1)\n end\n wait (pick random (0.2) to (1.5)) seconds\n end\n if <(Level) = [5]> then\n if <(Enemy Dead) = [No]> then\n switch costume to (left v)\n broadcast (Left v)\n go to x: (100) y: (-126)\n end\n repeat until <<<(x position) = [-50]> or <(Enemy Dead) = [Yes]>> or <(Level) = [6]>>\n change x by (-1)\n end\n wait (pick random (0.2) to (1.5)) seconds\n if <(Enemy Dead) = [No]> then\n switch costume to (right v)\n broadcast (Right v)\n end\n repeat until <<<(x position) = [100]> or <(Enemy Dead) = [Yes]>> or <(Level) = [6]>>\n change x by (1)\n end\n wait (pick random (0.2) to (1.5)) seconds\n end\n if <(Level) = [7]> then\n if <(Enemy Dead) = [No]> then\n switch costume to (left v)\n broadcast (Left v)\n go to x: (-13) y: (-76)\n end\n end\n if <(Level) = [8]> then\n if <(Enemy Dead) = [No]> then\n switch costume to (left v)\n broadcast (Left v)\n go to x: (200) y: (-29)\n end\n repeat until <<<(x position) = [110]> or <(Enemy Dead) = [Yes]>> or <(Level) = [6]>>\n change x by (-1)\n end\n wait (pick random (0.2) to (1.5)) seconds\n if <(Enemy Dead) = [No]> then\n switch costume to (right v)\n broadcast (Right v)\n end\n repeat until <<<(x position) = [200]> or <(Enemy Dead) = [Yes]>> or <(Level) = [6]>>\n change x by (1)\n end\n wait (pick random (0.2) to (1.5)) seconds\n end\n if <(Level) = [13]> then\n if <(Enemy Dead) = [No]> then\n switch costume to (left v)\n broadcast (Left v)\n go to x: (-13) y: (-76)\n end\n end\nend\n\n@Enemy Sensor\n\nwhen flag clicked\nforever\n go to (enemy v)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [left v]\nswitch costume to (left v)\n\nwhen I receive [right v]\nswitch costume to (right v)\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <<<<<(Level) = [2]> or <(Level) = [5]>> or <(Level) = [8]>> or <(Level) = [7]>> or <(Level) = [13]>> then\n show\nelse\n hide\nend\n\nwhen I receive [death v]\nhide\n\n@Enemy Death Box\n\nwhen I receive [next level v]\nif <<<<<(Level) = [2]> or <(Level) = [5]>> or <(Level) = [7]>> or <(Level) = [8]>> or <(Level) = [13]>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\nforever\n go to (enemy v)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [left v]\nswitch costume to (left v)\n\nwhen I receive [right v]\nswitch costume to (right v)\n\nwhen I receive [game v]\nforever\n if <<touching (player - game v)?> and <(Killable?) = [Yes]>> then\n broadcast (Player Death v)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [death v]\nhide\n\n@UFO\n\nwhen I receive [game v]\nforever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (3)))\n set [title size change vel v] to ((((title size change vel) * (10)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n change size by (title size change vel)\n set size to (100) %\nend\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n go to x: (134) y: (120)\n go to [front v] layer\n show\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [6]> then\n go to x: (-45) y: (120)\n show\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [10]> then\n go [backward v] (50) layers\n go to x: (-40) y: (-74)\n show\nend\nif <(Level) = [11]> then\n hide\nend\n\nwhen flag clicked\nswitch costume to (ufo v)\nhide\n\n@UFO 2\n\nwhen I receive [game v]\nforever\n point in direction ((90) + (([sin v] of ((timer) * (100)) ) * (3)))\n set [title size change vel v] to ((((title size change vel) * (10)) + ((((500) + ((100) * <touching (mouse-pointer v)?>)) - (size)) + ([cos v] of ((timer) * (100)) ))) / (2))\n change size by (title size change vel)\n set size to (100) %\nend\n\nwhen I receive [next level v]\nhide\nif <(Level) = [10]> then\n go [backward v] (15) layers\n go to x: (141) y: (-4)\n show\nend\n\nwhen flag clicked\nswitch costume to (ufo v)\nhide\n\n@Tractor Beam\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n go [forward v] (1) layers\n switch costume to (1 v)\n go to x: (134) y: (-25)\n show\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [6]> then\n go [backward v] (5) layers\n switch costume to (2 v)\n go to x: (-45) y: (-45)\n show\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [9]> then\n go [backward v] (5) layers\n switch costume to (3 v)\n go to x: (-38) y: (-13)\n show\nend\nif <(Level) = [10]> then\n hide\nend\n\nwhen flag clicked\nhide\n\n@Tractor Beam Centre\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n go to x: (134) y: (-25)\n set [ghost v] effect to (100)\n switch costume to (tractor beam v)\n show\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [3]> then\n go to x: (134) y: (-25)\n set [ghost v] effect to (100)\n show\nend\nif <(Level) = [6]> then\n switch costume to (tractor beam2 v)\n go to x: (-43) y: (-67)\n show\nend\nif <(Level) = [7]> then\n hide\nend\nif <(Level) = [9]> then\n switch costume to (tractor beam3 v)\n go to x: (-43) y: (0)\n show\nend\nif <(Level) = [10]> then\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nforever\n wait until <touching (player - game v)?>\n start sound [UFo Passing Stinger 2 v]\nend\n\n@Sheep\n\nwhen flag clicked\ngo to x: (177) y: (-135)\nhide\nforever\n repeat until <(Sheep Animation) = [No]>\n next costume\n wait (0.01) seconds\n end\nend\n\nwhen I receive [next level v]\nset rotation style [left-right v]\nif <(Level) = [14]> then\n forever\n set [sheep animation v] to [Yes]\n set [sheep direction v] to [90]\n point in direction (90)\n show\n go to x: (177) y: (-135)\n glide (15) secs to x: (-177) y: (-135)\n set [sheep animation v] to [No]\n switch costume to (still v)\n wait (pick random (1) to (3)) seconds\n set [sheep direction v] to [-90]\n point in direction (-90)\n set [sheep animation v] to [Yes]\n glide (15) secs to x: (177) y: (-135)\n set [sheep animation v] to [No]\n switch costume to (still v)\n wait (pick random (1) to (3)) seconds\n end\nend\nif <(Level) = [15]> then\n forever\n set [sheep animation v] to [Yes]\n point in direction (90)\n show\n go to x: (177) y: (-135)\n glide (7) secs to x: (0) y: (-135)\n set [sheep animation v] to [No]\n switch costume to (still v)\n wait (1) seconds\n point in direction (-90)\n set [sheep animation v] to [Yes]\n glide (7) secs to x: (177) y: (-135)\n set [sheep animation v] to [No]\n switch costume to (still v)\n wait (1) seconds\n end\nend\nif <(Level) = [16]> then\n hide\nend\n\nwhen I receive [next level v]\nif <(Level) = [14]> then\n forever\n if <touching (player - game v)?> then\n play sound [Boing v] until done\n end\n end\nend\n\n@Sheep 2\n\nwhen flag clicked\ngo to x: (0) y: (-135)\nhide\nforever\n repeat until <(Sheep Animation) = [No]>\n next costume\n wait (0.01) seconds\n end\nend\n\nwhen I receive [next level v]\nset rotation style [left-right v]\nif <(Level) = [15]> then\n forever\n set [sheep animation v] to [Yes]\n point in direction (90)\n show\n go to x: (0) y: (-135)\n glide (7) secs to x: (-177) y: (-135)\n set [sheep animation v] to [No]\n switch costume to (still v)\n wait (1) seconds\n point in direction (-90)\n set [sheep animation v] to [Yes]\n glide (7) secs to x: (0) y: (-135)\n set [sheep animation v] to [No]\n switch costume to (still v)\n wait (1) seconds\n end\nend\nif <(Level) = [16]> then\n hide\nend\n\nwhen I receive [next level v]\nif <(Level) = [14]> then\n forever\n if <touching (player - game v)?> then\n play sound [Boing v] until done\n end\n end\nend\n\n@Fall Death\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nshow\nforever\n if <touching (player - game v)?> then\n broadcast (Player Death v)\n wait (0.1) seconds\n end\nend\n\n@Costume Shop\n\nwhen flag clicked\ngo to x: (-215) y: (-160)\nhide\n\nwhen this sprite clicked\nset [in game? v] to [No]\nbroadcast (Costume Shop v)\n\nwhen I receive [game v]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <(In Game?) = [Yes]>> then\n set [ghost v] effect to (25)\n switch costume to (highlight v)\n set [highlight v] to [Shop]\n else\n set [ghost v] effect to (70)\n switch costume to (costume shop v)\n set [highlight v] to [None]\n end\nend\n\n@Shop Background\n\nwhen I receive [costume shop v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n go to [front v] layer\n change x by (-80)\nend\nchange x by (-20)\ngo to [front v] layer\nset [in game? v] to [No]\nbroadcast (Open Shop v)\n\nwhen flag clicked\nhide\nforever\n if <(Coins) = [0]> then\n switch costume to (0 coins v)\n end\n if <(Coins) = [1]> then\n switch costume to (1 coin v)\n end\n if <(Coins) = [2]> then\n switch costume to (2 coins v)\n end\n if <(Coins) = [3]> then\n switch costume to (3 coins v)\n end\n if <(Coins) = [4]> then\n switch costume to (4 coins v)\n end\n if <(Coins) = [5]> then\n switch costume to (5 coins v)\n end\n if <(Coins) = [6]> then\n switch costume to (6 coins v)\n end\n if <(Coins) = [7]> then\n switch costume to (7 coins v)\n end\n if <(Coins) = [8]> then\n switch costume to (8 coins v)\n end\n if <(Coins) = [9]> then\n switch costume to (9 coins v)\n end\n if <(Coins) = [10]> then\n switch costume to (10 coins v)\n end\n if <(Coins) = [11]> then\n switch costume to (11 coins v)\n end\n if <(Coins) = [12]> then\n switch costume to (12 coins v)\n end\n if <(Coins) = [13]> then\n switch costume to (13 coins v)\n end\n if <(Coins) = [14]> then\n switch costume to (14 coins v)\n end\n if <(Coins) = [15]> then\n switch costume to (15 coins v)\n end\nend\n\nwhen this sprite clicked\ngo to [front v] layer\nbroadcast (Close Shop v)\nrepeat (5)\n go to [front v] layer\n change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\n@Shop – Balloon\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlight v)\n else\n switch costume to (balloon v)\n end\nend\n\nwhen flag clicked\nset [costume v] to [None]\nhide\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n go to [front v] layer\n change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen this sprite clicked\nif <(Coins) > [0]> then\n set [costume v] to [Balloon]\n broadcast (Costume Change v)\n start sound [Low Boing v]\nend\n\n@Shop – Top Hat\n\nwhen flag clicked\nhide\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n go to [front v] layer\n change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlight v)\n else\n switch costume to (top hat v)\n end\nend\n\nwhen this sprite clicked\nif <(Coins) > [2]> then\n set [costume v] to [Top Hat]\n broadcast (Costume Change v)\n start sound [Low Boing v]\nend\n\n@Shop – Pipe\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlight v)\n else\n switch costume to (pipe v)\n end\nend\n\nwhen this sprite clicked\nif <(Coins) > [4]> then\n set [costume v] to [Pipe]\n broadcast (Costume Change v)\n start sound [Low Boing v]\nend\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n go to [front v] layer\n change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\n@Shop – Dog Filter\n\nwhen flag clicked\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlight v)\n else\n switch costume to (dog filter v)\n end\nend\n\nwhen this sprite clicked\nif <(Coins) > [7]> then\n set [costume v] to [Dog Filter]\n broadcast (Costume Change v)\n start sound [Low Boing v]\nend\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n go to [front v] layer\n change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\n@Shop – Pirate Beard\n\nwhen flag clicked\nhide\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n go to [front v] layer\n change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlight v)\n else\n switch costume to (pirate beard v)\n end\nend\n\nwhen this sprite clicked\nif <(Coins) > [10]> then\n set [costume v] to [Pirate Beard]\n broadcast (Costume Change v)\n start sound [Low Boing v]\nend\n\n@Costume\n\nwhen flag clicked\nset [costume v] to [None]\nhide\nforever\n go to (player - game v)\nend\n\nwhen I receive [costume change v]\nshow\nforever\n if <(Costume) = [Balloon]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (balloon – left v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (balloon – right v)\n end\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (balloon – front v)\n end\n end\n if <(Costume) = [Top Hat]> then\n switch costume to (top hat v)\n end\n if <(Costume) = [Pipe]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (pipe - left v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (pipe - right v)\n end\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (pipe - front v)\n end\n end\n if <(Costume) = [Dog Filter]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (dog filter - left v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (dog filter - right v)\n end\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (dog filter - front v)\n end\n end\n if <(Costume) = [Pirate Beard]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (pirate beard – left v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (pirate beard – right v)\n end\n if <not <<key (left arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (a v) pressed?> or <key (d v) pressed?>>>>> then\n switch costume to (pirate beard – front v)\n end\n end\n if <(Costume) = [Crown]> then\n switch costume to (crown v)\n end\n if <(Costume) = [None]> then\n switch costume to (none v)\n end\nend\n\n@Shop – Crown\n\nwhen flag clicked\nhide\n\nwhen I receive [close shop v]\ngo to [front v] layer\nrepeat (5)\n go to [front v] layer\n change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen I receive [open shop v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (highlight v)\n else\n switch costume to (crown v)\n end\nend\n\nwhen this sprite clicked\nif <(Coins) > [14]> then\n set [costume v] to [Crown]\n broadcast (Costume Change v)\n start sound [Low Boing v]\nend\n\n@Cursor\n\nwhen flag clicked\nhide\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n if <<(Highlight) = [Shop]> and <(In Game?) = [Yes]>> then\n switch costume to (costume shop v)\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n@Transition\n\nwhen I receive [transition v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n go to [front v] layer\n change x by (-80)\nend\nchange x by (-15)\ngo to [front v] layer\nwait (0.6) seconds\nset [in game? v] to [No]\nbroadcast (Next Level v)\nchange [level v] by (1)\ngo to [front v] layer\nrepeat (5)\n go to [front v] layer\n change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [finish v]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n go to [front v] layer\n change x by (-80)\nend\nchange x by (-15)\ngo to [front v] layer\nwait (0.6) seconds\nset [in game? v] to [No]\nbroadcast (Next Level v)\nchange [level v] by (1)\ngo to [front v] layer\nrepeat (5)\n go to [front v] layer\n change x by (-80)\nend\nset [in game? v] to [Yes]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
Arrows/WASD to move\nCollect coins to unlock costumes\nReach gems to finish levels\n\nPlease love, favourite and follow if you enjoyed this game!
Good vs Evil 2 - The Battle | A Platformer (Mobile Friendly)
@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (intro v)\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n switch backdrop to (lava background v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch backdrop to (sky background4 v)\n end\nend\n\nwhen I receive [start home screen v]\nswitch backdrop to (home screen v)\n\nwhen I receive [choose your side v]\nswitch backdrop to (choose your side v)\n\nwhen I receive [mobile or pc? v]\nswitch backdrop to (mobile or pc? v)\n\nwhen I receive [start the platformer v]\nstop all sounds\nif <(Evil/Good?) = [Good]> then\n repeat until <(Level of game :P) = [Boss]>\n play sound [Vexento - Happy Robot v] until done\n end\n stop all sounds\nelse\n repeat until <(Level of game :P) = [Boss]>\n play sound [C21_FX_-_Ancient_Evil_\(Epic_Intense_Choir_Drama\).mp3 v] until done\n end\n stop all sounds\nend\n\nforever\n\nforever\n play sound [best dramatic music ever!! v] until done\nend\n\nwhen I receive [choose your shop side v]\nswitch backdrop to (choose your side v)\n\nwhen I receive [show the blooming text again v]\nswitch backdrop to (home screen v)\n\nwhen I receive [turn music off v]\nrepeat (10)\n change volume by (-10)\nend\nset volume to (0) %\n\nwhen I receive [turn music on v]\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\n\nwhen flag clicked\nwait (1) seconds\nset [evil/good? v] to []\n\nset [evil/good? v] to []\n\nwhen flag clicked\nset [# of skins owned v] to [1]\n\nwhen I receive [start the platformer v]\nforever\n if <(Level of game :P) = [Boss]> then\n if <(Evil/Good?) = [Evil]> then\n switch backdrop to (duel boss background \(1\) v)\n else\n if <(Evil/Good?) = [Good]> then\n switch backdrop to (duel boss background \(2\) v)\n end\n end\n else\n if <(Home Screen?) = [Yes]> then\n switch backdrop to (home screen v)\n else\n if <(Evil/Good?) = [Evil]> then\n switch backdrop to (lava background v)\n else\n if <(Evil/Good?) = [Good]> then\n switch backdrop to (sky background4 v)\n end\n end\n end\n end\nend\n\nwhen I receive [the evil boss is dead! v]\nstop [other scripts in sprite v]\n\nwhen I receive [the good boss is dead! v]\nstop [other scripts in sprite v]\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (240)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\nset [evil/good? v] to []\nhide variable [show cash for the blooming shop! v]\ngo to [front v] layer\nstop all sounds\nshow\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (25)\nglide (0.2) secs to x: (0) y: (0)\n\nwhen I receive [just start v]\ngo to x: (0) y: (0)\nshow\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nbroadcast (Start home screen v)\n\n@Intro 1\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nforever\n create clone of (_myself_ v)\n wait (.3) seconds\nend\n\nwhen I start as a clone\nswitch costume to (blank v)\nset [speed3 v] to [10]\nset [ghost v] effect to (15)\nset size to (100) %\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change size by (Speed3)\n change [speed3 v] by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nset rotation style [all around v]\nforever\n turn right (15) degrees\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <(end intro?) = [1]> then\n forever\n stop [other scripts in sprite v]\n end\n end\nend\n\n@Intro 2\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nrepeat until <(end intro?) = [1]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(pick random (1) to (3)) = [1]> then\n switch costume to (red v)\nelse\n if <(pick random (1) to (3)) = [2]> then\n switch costume to (yellow v)\n else\n if <(pick random (1) to (3)) = [3]> then\n switch costume to (blue v)\n end\n end\nend\nset [ghost v] effect to (30)\ngo to x: (0) y: (0)\nset rotation style [all around v]\nshow\npoint in direction (pick random (0) to (360))\nrepeat (16)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nset [end intro? v] to [0]\nwait (7.5) seconds\nset [end intro? v] to [1]\nstop all sounds\nwait (1) seconds\nbroadcast (Start home screen v)\n\nwhen [timer v] > (0.4)\nhide\n\n@Intro 3\n\nwhen flag clicked\nhide\nwait (2.3) seconds\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (untitled drawing \(28\) v)\nset size to (100) %\nrepeat until <(end intro?) = [1]>\n set [speed v] to [-10]\n repeat (20)\n change size by (Speed)\n change [speed v] by (1)\n end\n set size to (100) %\nend\nhide\n\nwhen flag clicked\nstart sound [TheFatRat - Infinite Power!2 v]\n\nwhen [timer v] > (0.4)\nhide\n\n@Player?\n\nset rotation style [all around v]\nrepeat (40)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (2.5)\nend\nset [ghost v] effect to (0)\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(On/Off 3) = [1]> then\n delete this clone\nelse\n show\n set rotation style [left-right v]\n Cloning Choose Skin\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [next skin v]\nnext costume\nif <(costume [number v]) = [1]> then\n next costume\nend\nset [skin v] to (costume [number v])\n\nwhen I receive [previous skin v]\nswitch costume to ((costume [number v]) - (1))\nif <(costume [number v]) = [1]> then\n switch costume to ((costume [number v]) - (1))\nend\nset [skin v] to (costume [number v])\n\nwhen flag clicked\nset [left/right? v] to [90]\nforever\n if <(direction) = [-90]> then\n set [left/right? v] to [-90]\n broadcast (left v)\n else\n set [left/right? v] to [90]\n broadcast (right v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <<touching (le bouncy v)?> or <touching (le bouncy2 v)?>> then\n set [player?: yv v] to [20]\n end\nend\n\nwhen flag clicked\nset [success!? v] to [0]\nrepeat until <(Success!?) = [1]>\n \n broadcast (Success!!! v)\n set [success!? v] to [1]\n end\nend\nchange [☁ koalas saved v] by (1)\nforever\n hide\nend\n\nwhen I receive [success!!! v]\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n change [cash v] by (25)\n wait (0.01) seconds\n broadcast (Transition v)\n go to x: (-200) y: (-33)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time taken v]\n\nwhen I receive [start the platformer v]\nshow\ngo to x: (-200) y: (-33)\nset [player?: xv v] to [0]\nset [player?: yv v] to [0]\n\nwhen flag clicked\nhide\nforever\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nforever\n if <touching (speeeeeeeed!!!!!!!!! v)?> then\n change x by (30)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-33)\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil default v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch costume to (good default v)\n end\nend\nif <(PC or Mobile?) = [PC]> then\n show\n set rotation style [left-right v]\n set size to (15) %\n set [player?: xv v] to [0]\n set [player?: yv v] to [0]\n forever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player?: xv v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [player?: xv v] by (-1)\n point in direction (-90)\n end\n if <<(Evil/Good?) = [Good]> and <touching (ground v)?>> then\n set [player?: xv v] to ((Player?: Xv) * (0.95))\n else\n set [player?: xv v] to ((Player?: Xv) * (0.825))\n end\n change x by (Player?: 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 ((Player?: Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Player?: Xv) > [0]> then\n set [player?: xv v] to [-5]\n else\n set [player?: xv v] to [5]\n end\n set [player?: yv v] to [10]\n else\n set [player?: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player?: yv v] by (-1)\n change y by (Player?: Yv)\n if <touching (ground v)?> then\n change y by ((Player?: Yv) * (-1))\n set [player?: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [player?: yv v] to [13]\n end\n end\n if then\n if <(Evil/Good?) = [Evil]> then\n start sound [fatality v]\n else\n if <(Evil/Good?) = [Good]> then\n start sound [damaged v]\n end\n end\n set [ghost v] effect to (0)\n set [did you just die? v] to [Yes]\n create clone of (_myself_ v)\n set [did you just die? v] to [No]\n wait (0.01) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n set [player?: xv v] to [0]\n end\n change y by (1)\n end\nelse\n if <(Evil/Good?) = [Evil]> then\n switch costume to (evil default v)\n else\n if <(Evil/Good?) = [Good]> then\n switch costume to (good default v)\n end\n end\n if <(PC or Mobile?) = [Mobile]> then\n show\n set rotation style [left-right v]\n set size to (15) %\n set [player?: xv v] to [0]\n set [player?: yv v] to [0]\n forever\n if <<mouse down?> and <(mouse x) > (x position)>> then\n change [player?: xv v] by (1)\n point in direction (90)\n end\n if <<mouse down?> and <(mouse x) < (x position)>> then\n change [player?: xv v] by (-1)\n point in direction (-90)\n end\n set [player?: xv v] to ((Player?: Xv) * (0.825))\n change x by (Player?: 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 ((Player?: Xv) * (-2))\n change y by (-5)\n if <<mouse down?> and <(mouse y) > (y position)>> then\n if <(Player?: Xv) > [0]> then\n set [player?: xv v] to [-5]\n else\n set [player?: xv v] to [5]\n end\n set [player?: yv v] to [10]\n else\n set [player?: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player?: yv v] by (-1)\n change y by (Player?: Yv)\n if <touching (ground v)?> then\n change y by ((Player?: Yv) * (-1))\n set [player?: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<mouse down?> and <((mouse y) - (y position)) > [50]>> then\n set [player?: yv v] to [13]\n end\n end\n if <<<<<touching (death v)?> or <touching (spike v)?>> or <touching (water v)?>> or <touching (lava v)?>> or <touching (acid rain residue4 v)?>> then\n if <(Evil/Good?) = [Evil]> then\n start sound [fatality v]\n else\n if <(Evil/Good?) = [Good]> then\n start sound [damaged v]\n end\n end\n set [ghost v] effect to (0)\n set [did you just die? v] to [Yes]\n create clone of (_myself_ v)\n set [did you just die? v] to [No]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-200) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n set [player?: xv v] to [0]\n end\n change y by (1)\n end\n end\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen I receive [previous coustume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nbroadcast (blinkblinkblinkblink v)\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen I receive [back from menu v]\nshow\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen I receive [back from menu v]\nset [ghost v] effect to (100)\nrepeat (10)\n set y to (-120)\nend\nset [ghost v] effect to (0)\nset y to (-84)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n change [player?: yv v] by (2)\n end\nend\n\ndefine Dead/Restart\nset [ghost v] effect to (0)\ncreate clone of (_myself_ v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ngo to x: (-200) y: (-33)\nset [player?: xv v] to [0]\n\nwhen I receive [restart v]\nDead/Restart\n\nwhen I receive [settings v]\nif <(Is Settings Open?) = [No]> then\n set [ghost v] effect to (100)\nend\n\nwhen I receive [back from da settings v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<(Home Screen?) = [No]> and <<not <(Evil/Good?) = []>> and <not <(PC or Mobile?) = []>>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n Choose Skin\nend\n\nwhen flag clicked\nforever\n set [x 4 snow v] to (x position)\nend\n\nwhen flag clicked\nforever\n if <<<<touching (epic text for da story >:d v)?> or <<touching (tasks background v)?> or <touching (settingsmenu v)?>>> or <touching (tasks background v)?>> or <<touching (shop background v)?> or <(Home Screen?) = [Yes]>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Choose Skin\nif <(Skin Bought/Chosen) = [Blue]> then\n switch costume to (blue skin v)\nelse\n if <(Skin Bought/Chosen) = [Green]> then\n switch costume to (green skin v)\n else\n if <(Skin Bought/Chosen) = [Red]> then\n switch costume to (red skin v)\n else\n if <(Skin Bought/Chosen) = [Gold]> then\n switch costume to (gold skin v)\n else\n if <(Skin Bought/Chosen) = [Pink]> then\n switch costume to (pink skin v)\n else\n if <(Skin Bought/Chosen) = [cheekyscuola]> then\n switch costume to (cheekyscuola skin v)\n else\n if <(Skin Bought/Chosen) = [levi_minecraft]> then\n switch costume to (levi_minecraft skin v)\n else\n if <(Skin Bought/Chosen) = [duoof]> then\n switch costume to (duoof skin v)\n else\n if <(Skin Bought/Chosen) = [Sunny Day]> then\n switch costume to (sunny day skin v)\n else\n if <(Skin Bought/Chosen) = [Starry Night]> then\n switch costume to (starry night skin v)\n else\n if <(Skin Bought/Chosen) = [krishtheking123]> then\n switch costume to (krishtheking123 skin v)\n else\n if <(Skin Bought/Chosen) = [XXLordIceXX]> then\n switch costume to (xxlordicexx skin v)\n else\n if <(Skin Bought/Chosen) = [Cyclops]> then\n switch costume to (cyclops skin v)\n else\n if <(Skin Bought/Chosen) = [Monster]> then\n switch costume to (monster skin v)\n else\n if <(Skin Bought/Chosen) = [Pig]> then\n switch costume to (pig skin v)\n else\n if <(Skin Bought/Chosen) = [Cow]> then\n switch costume to (cow skin v)\n else\n if <(Skin Bought/Chosen) = [Panda]> then\n switch costume to (panda skin v)\n else\n if <(Skin Bought/Chosen) = [Ninja]> then\n switch costume to (ninja skin v)\n else\n if <(Skin Bought/Chosen) = [Glits]> then\n switch costume to (-glittersquad- skin v)\n else\n if <(Skin Bought/Chosen) = [Cute Robot]> then\n switch costume to (cute robot skin v)\n else\n if <(Skin Bought/Chosen) = [Good Default]> then\n switch costume to (good default v)\n else\n if <(Skin Bought/Chosen) = [Evil Default]> then\n switch costume to (evil default v)\n else\n if <(Skin Bought/Chosen) = [xenovex]> then\n switch costume to (xenovex skin v)\n else\n if <(Skin Bought/Chosen) = [Creeper]> then\n switch costume to (creeper skin 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\n end\n end\n end\n end\nend\n\ndefine Cloning Choose Skin\nif <(Skin Bought/Chosen) = []> then\n if <(Evil/Good?) = [Evil]> then\n switch costume to (evil red v)\n else\n if <(Evil/Good?) = [Good]> then\n switch costume to (white v)\n end\n end\nelse\n if <(Skin Bought/Chosen) = [Blue]> then\n switch costume to (blue v)\n else\n if <(Skin Bought/Chosen) = [Green]> then\n switch costume to (green v)\n else\n if <(Skin Bought/Chosen) = [Red]> then\n switch costume to (red v)\n else\n if <(Skin Bought/Chosen) = [Gold]> then\n switch costume to (gold v)\n else\n if <(Skin Bought/Chosen) = [Pink]> then\n switch costume to (pink v)\n else\n if <(Skin Bought/Chosen) = [cheekyscuola]> then\n switch costume to (cheekyscuola v)\n else\n if <(Skin Bought/Chosen) = [levi_minecraft]> then\n switch costume to (levi_minecraft v)\n else\n if <(Skin Bought/Chosen) = [duoof]> then\n switch costume to (duoof v)\n else\n if <(Skin Bought/Chosen) = [Sunny Day]> then\n switch costume to (sunny day v)\n else\n if <(Skin Bought/Chosen) = [Starry Night]> then\n switch costume to (starry night v)\n else\n if <(Skin Bought/Chosen) = [krishtheking123]> then\n switch costume to (krishtheking123 v)\n else\n if <(Skin Bought/Chosen) = [XXLordIceXX]> then\n switch costume to (xxlordicexx v)\n else\n if <(Skin Bought/Chosen) = [Cyclops]> then\n switch costume to (cyclops v)\n else\n if <(Skin Bought/Chosen) = [Monster]> then\n switch costume to (monster v)\n else\n if <(Skin Bought/Chosen) = [Pig]> then\n switch costume to (pig v)\n else\n if <(Skin Bought/Chosen) = [Cow]> then\n switch costume to (white v)\n else\n if <(Skin Bought/Chosen) = [Panda]> then\n switch costume to (white v)\n else\n if <(Skin Bought/Chosen) = [Ninja]> then\n switch costume to (ninja/black v)\n else\n if <(Skin Bought/Chosen) = [Glits]> then\n switch costume to (-glittersquad- v)\n else\n if <(Skin Bought/Chosen) = [Cute Robot]> then\n switch costume to (cute robot/grey v)\n else\n if <(Skin Bought/Chosen) = [Good Default]> then\n switch costume to (white v)\n else\n if <(Skin Bought/Chosen) = [Evil Default]> then\n switch costume to (evil red v)\n else\n if <(Skin Bought/Chosen) = [xenovex]> then\n switch costume to (xenovex v)\n else\n if <(Skin Bought/Chosen) = [Creeper]> then\n switch costume to (creeper 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\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [did you just die? v] to [No]\n\nif <(did you just die?) = [Yes]> then\n Choose Skin\n set rotation style [all around v]\n repeat (40)\n turn right (15) degrees\n change y by (10)\n change [ghost v] effect by (2.5)\n end\n set [ghost v] effect to (0)\n hide\n delete this clone\nelse\n set rotation style [left-right v]\n Cloning Choose Skin\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <<<touching (the boss v)?> or <touching (flying daggers \(boss battle\) v)?>> and <not <(is boss time done? =\() = [Yes]>>> then\n set [did you just die? v] to [Yes]\n create clone of (_myself_ v)\n set [did you just die? v] to [No]\n go to x: (-200) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n set [player?: xv v] to [0]\n broadcast (Boss Time >:D v)\n end\nend\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n\n\nif <(Level of game :P) = [Boss]> then\n if <(Time 4 player to move against boss?) = [No]> then\n go to x: (-200) y: (-33)\n else\n if <(Time 4 player to move against boss?) = [Yes]> then\n go to x: (-200) y: (-33)\n end\n end\nend\n\nwhen I receive [time 4 boss text v]\nrepeat until <(Time 4 player to move against boss?) = [Yes]>\n go to x: (-200) y: (-95)\nend\ngo to x: (-200) y: (-33)\n\nwhen flag clicked\nforever\n if <<<touching (the boss v)?> or <touching (flying daggers \(boss battle\) v)?>> and <not <(is boss time done? =\() = [Yes]>>> then\n if <(Evil/Good?) = [Evil]> then\n start sound [fatality v]\n else\n if <(Evil/Good?) = [Good]> then\n start sound [damaged v]\n end\n end\n end\nend\n\nif <(Skin Bought/Chosen) = [Evil Default]> then\n switch costume to (xenovex v)\nend\n\n@Ground\n\nwhen flag clicked\nset [drawing level finished? v] to [1]\nhide\nswitch costume to (random land v)\ngo to x: (-2) y: (5)\ngo to [front v] layer\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [falling v] to [0]\n set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nset [time taken v] to [0]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (Hide Next Level v)\n end\nend\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide variable [deaths v]\nhide variable [time taken v]\nhide\n\nwhen flag clicked\nforever\n if <not <(costume [number v]) = [8]>> then\n broadcast (Hide Fake Lava v)\n else\n broadcast (Show Fake Lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (Hide Infected Water v)\n end\nend\n\nwhen flag clicked\nset [stop effects v] to [0]\nforever\n if <(costume [number v]) = [14]> then\n broadcast (Escape!! v)\n set [stop effects v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (Acid Rain Residue coordinates Lv3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (Acid Rain Residue Lv2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (Acid Rain Residue Lv5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (Acid Rain Residue Lv4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Acid Rain Residue Lv6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (Show Speeeeeeeed!!!!! v)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <(costume [number v]) = [5]> then\n broadcast (guard v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <(costume [number v]) = [10]> then\n broadcast (Show move platform v)\n end\nend\n\nwhen flag clicked\nset volume to (90) %\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil lvl 1 v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch costume to (good lvl 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(costume [number v]) = [14]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>> or <(costume [number v]) = [1]>>> then\n broadcast (Fire!!!!!! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [16]> then\n broadcast (water v)\n end\nend\n\nwhen I receive [start music again v]\nset volume to (100) %\n\nwhen I receive [stop music temporairily v]\nset volume to (0) %\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [good skin shop v]\nset [ghost v] effect to (100)\n\nwhen I receive [evil skin shop v]\nset [ghost v] effect to (100)\n\nwhen I receive [hide shop v]\nset [ghost v] effect to (0)\n\nwhen I receive [show tasks v]\nset [ghost v] effect to (100)\n\nwhen I receive [hide tasks v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (random land v)\nset [level of game :p v] to [0]\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [17]>> then\n set [level of game :p v] to [1]\n else\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [18]>> then\n set [level of game :p v] to [2]\n else\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [19]>> then\n set [level of game :p v] to [3]\n else\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [20]>> then\n set [level of game :p v] to [4]\n else\n if <<(costume [number v]) = [5]> or <(costume [number v]) = [21]>> then\n set [level of game :p v] to [5]\n else\n if <<(costume [number v]) = [6]> or <(costume [number v]) = [22]>> then\n set [level of game :p v] to [6]\n else\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [23]>> then\n set [level of game :p v] to [7]\n else\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [24]>> then\n set [level of game :p v] to [8]\n else\n if <<(costume [number v]) = [9]> or <(costume [number v]) = [25]>> then\n set [level of game :p v] to [9]\n else\n if <<(costume [number v]) = [10]> or <(costume [number v]) = [26]>> then\n set [level of game :p v] to [10]\n else\n if <<(costume [number v]) = [11]> or <(costume [number v]) = [27]>> then\n set [level of game :p v] to [11]\n else\n if <<(costume [number v]) = [12]> or <(costume [number v]) = [28]>> then\n set [level of game :p v] to [12]\n else\n if <<(costume [number v]) = [13]> or <(costume [number v]) = [29]>> then\n set [level of game :p v] to [13]\n else\n if <<(costume [number v]) = [14]> or <(costume [number v]) = [30]>> then\n set [level of game :p v] to [14]\n else\n if <<(costume [number v]) = [15]> or <(costume [number v]) = [31]>> then\n set [level of game :p v] to [15]\n else\n if <<(costume [number v]) = [16]> or <(costume [number v]) = [32]>> then\n set [level of game :p v] to [Boss]\n else\n set [level of game :p v] to []\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level of game :P) = [5]> or <(Level of game :P) = [25]>> then\n broadcast (level 5 passed v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level of game :P) = [10]> or <(Level of game :P) = [30]>> then\n broadcast (level 10 passed v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level of game :P) = [15]> or <(Level of game :P) = [35]>> then\n broadcast (level 15 passed v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level of game :P) = [Yes]> then\n broadcast (complete the platformer v)\n forever\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Evil/Good?) = [Good]> then\n broadcast (da good side has been chosen v)\n forever\n stop [this script v]\n end\n else\n if <(Evil/Good?) = [Evil]> then\n broadcast (da evil side has been chosen v)\n forever\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [start home screen v]\nswitch costume to (random land v)\n\nwhen flag clicked\nforever\n if <(Level of game :P) = [Boss]> then\n broadcast (Start da Boss v)\n forever\n stop [this script v]\n end\n end\nend\n\n@Death\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [success!!! v]\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [text v]\nhide\n\n@Branding\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [mobile? v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <(On/Off 3) = [1]> then\n point in direction (90)\n else\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (400)) ) * (10)))\n end\nend\n\nshow\n\nforever\nend\n\nwhen I receive [start home screen v]\nstart sound [Fortnite - Original Main Menu Music \[Theme OST VGM Soundtrack\].mp3 v]\ngo to x: (11) y: (-50)\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start home screen v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [show the blooming text again v]\nshow\n\nwhen I receive [choose your shop side v]\nhide\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nshow\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen I receive [start home screen v]\nforever\n if <touching (??? slide v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Play\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nplay sound [hoverSFX v] until done\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start home screen v]\nshow\n\nwhen I receive [start the platformer v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (-40)\nhide\n\nwhen I receive [start home screen v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [100]>\n change size by (2)\n end\n else\n repeat until <(size) = [90]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Good/Evil Side Chosen?) = [1]> then\n hide\n broadcast (mobile or pc? v)\nelse\n hide\n broadcast (choose your side v)\nend\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [choose your shop side v]\nhide\n\nwhen I receive [show the blooming text again v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nif <(menu back/forward) = [Back]> then\n hide\nelse\n show\nend\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [Yes]> then\n hide\nelse\n show\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (??? slide v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Shop\n\nwhen flag clicked\ngo to x: (100) y: (-80)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start home screen v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [back from menu v]\nhide\n\nwhen this sprite clicked\nset [shop? v] to [Show]\nbroadcast (Good Skin Shop v)\n\nif <(Evil/Good?) = [Evil]> then\n broadcast (Evil Skin Shop v)\nelse\n if <(Evil/Good?) = [Good]> then\n broadcast (Good Skin Shop v)\n else\n set [good/evil side chosen? v] to [1]\n broadcast (choose your shop side v)\n end\nend\n\nwhen I receive [choose your shop side v]\nhide\n\nwhen I receive [show the blooming text again v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nshow\n\nwhen flag clicked\nset [good/evil side chosen? v] to []\n\nwhen I receive [mobile or pc? v]\nhide\n\nset [good/evil side chosen? v] to []\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nplay sound [hoverSFX v] until done\n\nwhen I receive [start home screen v]\nforever\n if <touching (??? slide v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Tasks\n\nwhen flag clicked\nset [tasks? v] to []\ngo to x: (-100) y: (-80)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [start home screen v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start home screen v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [choose your shop side v]\nhide\n\nwhen I receive [show the blooming text again v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nshow\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen this sprite clicked\nset [tasks? v] to [Show]\nbroadcast (Show Tasks v)\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nplay sound [hoverSFX v] until done\n\nwhen I receive [start home screen v]\nforever\n if <touching (??? slide v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Mobile?\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nset [pc or mobile? v] to []\nset [evil/good? v] to []\nhide\ngo to x: (-97) y: (-20)\n\nwhen I receive [mobile or pc? v]\nshow\n\nwhen I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [pc or mobile? v] to [Mobile]\nbroadcast (Start the Platformer v)\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Evil/Good?) = [Evil]> then\n switch costume to (evil mobile v)\n else\n if <(Evil/Good?) = [Good]> then\n switch costume to (good mobile v)\n end\n end\nend\n\n@PC?\n\nwhen flag clicked\nhide\ngo to x: (97) y: (-20)\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [mobile or pc? v]\nshow\n\nwhen I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [pc or mobile? v] to [PC]\nhide\nbroadcast (Start the Platformer v)\ncreate clone of (sun v)\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Evil/Good?) = [Evil]> then\n switch costume to (evil pc v)\n else\n if <(Evil/Good?) = [Good]> then\n switch costume to (good pc v)\n end\n end\nend\n\n@Good Side\n\nwhen I receive [choose your side v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (-97) y: (-20)\n\nwhen this sprite clicked\nhide\nbroadcast (mobile or pc? v)\nset [evil/good? v] to [Good]\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Evil Side\n\nwhen I receive [choose your side v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (97) y: (-20)\n\nwhen this sprite clicked\nhide\nbroadcast (mobile or pc? v)\nbroadcast (I suppose that u chose the evil side v)\nset [evil/good? v] to [Evil]\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Menu\n\nwhen flag clicked\nset [is game menu is? v] to []\ngo to x: (-210) y: (150)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [is game menu is? v] to [Yes]\nif <(menu back/forward) = [forward]> then\n broadcast (menu v)\n set [menu back/forward v] to [back]\n set [is game menu is? v] to [Yes]\nelse\n broadcast (back from menu v)\n set [menu back/forward v] to [forward]\n set [is game menu is? v] to [No]\nend\n\nwhen flag clicked\nset [menu back/forward v] to []\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nbroadcast (menu v)\nset [menu back/forward v] to [back]\n\nbroadcast (back from menu v)\nset [menu back/forward v] to [forward]\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nset [cash v] to [500]\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if then\n show\n else\n hide\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <<(On/Off 1) = [1]> and <<<(Is Settings Open?) = [Yes]> and <not <(Tasks?) = [Show]>>> and <<not <(Home Screen?) = [Yes]>> and <<not <(Level of game :P) = [Boss]>> and <not <(Shop?) = [Show]>>>>>> then\n show\n else\n if <<(On/Off 1) = [0]> or <<(Shop?) = [Show]> or <<(Tasks?) = [Show]> or <<(Home Screen?) = [Yes]> or <<(Level of game :P) = [Boss]> or <(Is Settings Open?) = [Yes]>>>>>> then\n hide\n end\n end\nend\n\nset [cash v] to [100]\n\nwhen I receive [start home screen v]\nforever\n if <touching (??? slide v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Skip\n\nwhen flag clicked\nset [is game menu is? v] to []\ngo to x: (-138) y: (150)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(username) = [cheekyscuola]> then\n broadcast (Next Level v)\n wait (0.01) seconds\nelse\n broadcast (Permission to Skip? v) and wait\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nhide\n\nbroadcast (menu v)\nset [menu back/forward v] to [back]\n\nbroadcast (back from menu v)\nset [menu back/forward v] to [forward]\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [back from menu v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nbroadcast (Button Sound Effect duh v)\n\nhide\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start the platformer v]\nforever\n if <<<(On/Off 1) = [1]> and <(Is Settings Open?) = [Yes]>> and <<not <(Home Screen?) = [Yes]>> and <<not <(Level of game :P) = [Boss]>> and <not <(is game menu is?) = [Yes]>>>>> then\n show\n else\n if <<(On/Off 1) = [0]> or <<(Is Settings Open?) = [No]> or <<(Home Screen?) = [Yes]> or <<(Level of game :P) = [Boss]> or <(is game menu is?) = [Yes]>>>>> then\n hide\n end\n end\nend\n\nask [Skiping a level will cost you £30. Are you sure that you want to skip this level? \(Type YES or NO\)] and wait\n\nwhen I receive [start home screen v]\nforever\n if <touching (??? slide v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Restart\n\nwhen flag clicked\nset [is game menu is? v] to []\ngo to x: (-66) y: (150)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Restart v)\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nhide\n\nif <(is game menu is?) = [Yes]> then\n show\nelse\nend\n\nbroadcast (menu v)\nset [menu back/forward v] to [back]\n\nbroadcast (back from menu v)\nset [menu back/forward v] to [forward]\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [back from menu v]\nshow\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start the platformer v]\nforever\n if <<<(On/Off 1) = [1]> and <(Is Settings Open?) = [Yes]>> and <<not <(Home Screen?) = [Yes]>> and <<not <(Level of game :P) = [Boss]>> and <not <(is game menu is?) = [Yes]>>>>> then\n show\n else\n if <<(On/Off 1) = [0]> or <<(Is Settings Open?) = [No]> or <<(Home Screen?) = [Yes]> or <<(Level of game :P) = [Boss]> or <(is game menu is?) = [Yes]>>>>> then\n hide\n end\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (??? slide v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Gui\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\n Sense\nend\n\ndefine Sense\nswitch costume to (sense v)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nif <touching (play v)?> then\n switch costume to (play v)\nelse\n if <touching (tasks v)?> then\n switch costume to (tasks v)\n else\n if <touching (shop v)?> then\n switch costume to (shop v)\n else\n if <touching (menu v)?> then\n switch costume to (menu v)\n else\n if <touching (vexento - empty v)?> then\n switch costume to (vexento - empty v)\n else\n if <touching (lights \[dream trance\] v)?> then\n switch costume to (lights \[dream trance\] v)\n else\n if <touching (random v)?> then\n switch costume to (random v)\n else\n if <touching (back button v)?> then\n switch costume to (back v)\n else\n if <touching (marshmello - alone v)?> then\n switch costume to (marshmello - alone v)\n else\n if <touching (thefatrat - windfall v)?> then\n switch costume to (thefatrat - windfall v)\n else\n if <<touching (?? v)?> or <touching (??? button v)?>> then\n switch costume to (??? v)\n else\n if <touching (disfigure - blank v)?> then\n switch costume to (disfigure - blank v)\n else\n if <touching (thefatrat - time lapse v)?> then\n switch costume to (thefatrat - time lapse v)\n else\n if <touching (vexento - we are one v)?> then\n switch costume to (vexento - we are one v)\n else\n if <touching (revenge v)?> then\n switch costume to (revenge v)\n else\n if <touching (vexento - pegasus v)?> then\n switch costume to (vexento - pegasus v)\n else\n if <touching (never gonna give you up v)?> then\n switch costume to (never gonna give you up v)\n else\n if <touching (avicii - levels v)?> then\n switch costume to (avicii - levels v)\n else\n if <<touching (cloud v)?> and <(Random variable1) = [0]>> then\n switch costume to (highscore v)\n else\n if <<touching (instructions v)?> and <(Random variable2) = [0]>> then\n switch costume to (instructions v)\n else\n if <touching (costume selection v)?> then\n switch costume to (costume selection v)\n else\n if <(LOL variable) = [1]> then\n go to [front v] layer\n switch costume to (resume v)\n else\n if <<touching (pause/play button v)?> and <([costume # v] of [pause/play button v]) = [1]>> then\n switch costume to (pause v)\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\nwhen I receive [menu v]\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\nwhen I receive [start home screen v]\nforever\n go to [front v] layer\n go [forward v] (99) layers\nend\n\n@Clouds\n\nwhen I start as a clone\nif <<(On/Off 3) = [1]> or <(Level of game :P) = [Boss]>> then\n delete this clone\nelse\n if <not <(Home Screen?) = [Yes]>> then\n go [backward v] (pick random (10) to (20)) layers\n go to x: (190) y: (pick random (-90) to (190))\n set [ghost v] effect to (pick random (50) to (90))\n set size to (pick random (100) to (300)) %\n show\n set [cloud speed v] to ((size) / (120))\n repeat until <[-240] > (x position)>\n change x by ((Cloud Speed) / (-1))\n end\n delete this clone\n else\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n forever\n wait (4.2) seconds\n create clone of (_myself_ v)\n end\nelse\n hide\nend\n\n@Awesome Particles\n\nwhen I start as a clone\nif <<(On/Off 3) = [1]> or <(Level of game :P) = [Boss]>> then\n delete this clone\nelse\n if <not <(Home Screen?) = [Yes]>> then\n set [ghost v] effect to (65)\n go to [back v] layer\n show\n if <(size) > [99]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\n end\n if <(size) > [80]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\n end\n if <(size) > [65]> then\n glide (2) secs to x: (x position) y: (200)\n delete this clone\n end\n if <(size) > [50]> then\n glide (1.5) secs to x: (x position) y: (200)\n delete this clone\n end\n if <(size) > [40]> then\n glide (1) secs to x: (x position) y: (200)\n delete this clone\n end\n else\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Good]> then\n forever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nelse\n hide\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nif <(On/Off 3) = [1]> then\n delete this clone\nelse\nend\n\n@Cash\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n set size to (125) %\n go to x: (((Coindigits) * (20)) - (-160)) y: (160)\n if <<(length of (cashdisplay)) < (Coindigits)> or <<(Tasks?) = [Show]> or <<(Shop?) = [Show]> or <(Home Screen?) = [Yes]>>>> then\n hide\n else\n show\n go to [front v] layer\n switch costume to (letter (Coindigits) of (cashdisplay))\n end\nend\n\nwhen flag clicked\nset [shop? v] to [0]\nforever\n if <(Cash) < [1000]> then\n set [cashdisplay v] to (round (Cash))\n end\n if <<(Cash) > ((1000) - (1))> and <(Cash) < [1000000]>> then\n set [cashdisplay v] to (join ((round (((Cash) / (1000)) * (100))) / (100)) [K])\n end\nend\n\nwhen I receive [start the platformer v]\nwait (1) seconds\nset [coindigits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [coindigits v] by (1)\nend\nhide\n\nwhen flag clicked\nforever\n set [show cash for the blooming shop! v] to (join [£] (Cash))\nend\n\nwhen flag clicked\nhide variable [show cash for the blooming shop! v]\n\nwhen I receive [good skin shop v]\nshow variable [show cash for the blooming shop! v]\n\nwhen I receive [evil skin shop v]\nshow variable [show cash for the blooming shop! v]\n\nwhen I receive [hide shop v]\nhide variable [show cash for the blooming shop! v]\n\nwhen flag clicked\nset [playing? v] to []\nforever\n if <<(is game menu is?) = [Yes]> or <<(Shop?) = [Show]> or <<(Home Screen?) = [Yes]> or <(Tasks?) = [Show]>>>> then\n set [playing? v] to [No]\n else\n set [playing? v] to [Yes]\n end\nend\n\nwhen I receive [start the platformer v]\nset [playing? v] to [Yes]\n\nwhen flag clicked\nset [playing? v] to []\n\nwhen I receive [start home screen v]\nset [home screen? v] to [Yes]\nforever\n if <<(PC or Mobile?) = [PC]> or <(PC or Mobile?) = [Mobile]>> then\n set [home screen? v] to [No]\n else\n set [home screen? v] to [Yes]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\n@Money Box! xD\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [hide shop v]\nif <(is game menu is?) = [No]> then\n hide\nelse\n show\nend\n\nwhen I receive [back from menu v]\nshow\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen I receive [hide tasks v]\nif <(is game menu is?) = [No]> then\n hide\nelse\n show\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I receive [settings v]\n\nhide\n\nwhen I receive [start home screen v]\nhide\n\n@Shop Background\n\nif <(Evil/Good?) = [Evil]> then\n broadcast (Evil Skin Shop v)\nelse\n if <(Evil/Good?) = [Good]> then\n broadcast (Good Skin Shop v)\n end\nend\n\nwhen I receive [evil skin shop v]\nshow\nswitch costume to (default2 v)\n\nwhen I receive [good skin shop v]\nshow\nswitch costume to (default2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [start home screen v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n\ngo to [front v] layer\n\nwhen I receive [hide shop v]\nhide\n\n@Tasks Background\n\nif <(Evil/Good?) = [Evil]> then\n broadcast (Evil Skin Shop v)\nelse\n if <(Evil/Good?) = [Good]> then\n broadcast (Good Skin Shop v)\n end\nend\n\nwhen I receive [show tasks v]\nshow\nswitch costume to (default v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [back from menu v]\nhide\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [start home screen v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [hide tasks v]\nhide\nswitch costume to (default v)\n\n@Good Shop Side Thing\n\nwhen I receive [choose your shop side v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (-97) y: (-20)\n\nwhen this sprite clicked\nhide\nset [evil/good? v] to [Good]\nbroadcast (show the blooming text again v)\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen I receive [show the blooming text again v]\nhide\n\n@Evil Shop Side Thing\n\nwhen I receive [choose your shop side v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nhide\ngo to x: (97) y: (-20)\n\nwhen this sprite clicked\nhide\nset [evil/good? v] to [Evil]\nbroadcast (show the blooming text again v)\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [mobile or pc? v]\nhide\n\nwhen I receive [show the blooming text again v]\nhide\n\n@Back Button (Tasks)\n\nwhen flag clicked\ngo to x: (-199) y: (144)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nset [tasks? v] to [Hide]\nbroadcast (Hide Tasks v)\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (50) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [60]>\n change size by (2)\n end\n else\n repeat until <(size) = [50]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Back Button (Shop)\n\nwhen flag clicked\ngo to x: (-199) y: (144)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen I receive [good skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nset [shop? v] to [Hide]\nbroadcast (Hide Shop v)\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (50) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [60]>\n change size by (2)\n end\n else\n repeat until <(size) = [50]>\n change size by (-2)\n end\n end\nend\n\nset [menu back/forward v] to [forward]\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Blue Skin\n\nwhen flag clicked\ngo to x: (-150) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Blue Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Blue]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [5]> or <(Cash) = [5]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [5]> or <(Cash) = [5]>> then\n change [cash v] by (-5)\n wait (0.01) seconds\n broadcast (Blue Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Blue]\n end\n else\n switch costume to (blue skin v)\n end\nend\n\nwhen flag clicked\nswitch costume to (blue skin v)\nset [skin bought/chosen v] to []\nset [bought? v] to []\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bought?) = [Yes]> then\n switch costume to (bought v)\n else\n switch costume to (blue skin v)\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nset [ghost v] effect to (0)\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Green Skin\n\nwhen flag clicked\nswitch costume to (green skin v)\ngo to x: (-150) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Green]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Green Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Green]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [15]> or <(Cash) = [15]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [15]> or <(Cash) = [15]>> then\n change [cash v] by (-15)\n wait (0.01) seconds\n broadcast (Green Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Green]\n end\n else\n switch costume to (green skin v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\nforever\n if <(Bought?) = [Yes]> then\n switch costume to (bought v)\n else\n switch costume to (blue skin v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Red Skin\n\nwhen flag clicked\nswitch costume to (red skin v)\ngo to x: (-150) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Red Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Red]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [30]> or <(Cash) = [30]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [30]> or <(Cash) = [30]>> then\n change [cash v] by (-30)\n wait (0.01) seconds\n broadcast (Red Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Red]\n end\n else\n switch costume to (red skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n set [boughtred v] to [Yes]\n if <<(Cash) > [30]> or <(Cash) = [30]>> then\n change [cash v] by (-30)\n wait (0.01) seconds\n broadcast (Red Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Red]\n end\nelse\n broadcast (Red Skin v)\n set [skin bought/chosen v] to [Red]\nend\n\nwhen flag clicked\nset [bought? v] to []\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bought?) = [Yes]> then\n forever\n switch costume to (bought v)\n end\n else\n switch costume to (blue skin v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Gold Skin\n\nwhen flag clicked\nset [bought? v] to []\nswitch costume to (gold skin v)\ngo to x: (-150) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Blue]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Gold Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Gold]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [50]> or <(Cash) = [50]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Gold Skin v)\n change [# of skins owned v] by (1)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Gold]\n end\n else\n switch costume to (gold skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Gold Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Gold]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Pink Skin\n\nwhen flag clicked\nswitch costume to (pink skin v)\ngo to x: (-45) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Blue]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Pink Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Pink]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [50]> or <(Cash) = [50]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Pink]\n end\n else\n switch costume to (pink skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n else\n end\nend\n\nif then\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nshow\n\nif then\nend\n\nhide\n\nwhen I receive [page 2 of skins v]\nhide\n\n@cheekyscuola Skin\n\nwhen flag clicked\nswitch costume to (cheekyscuola skin v)\ngo to x: (-45) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Blue]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (cheekyscuola Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [cheekyscuola]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [50]> or <(Cash) = [50]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (cheekyscuola Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [cheekyscuola]\n end\n else\n switch costume to (cheekyscuola skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n\n\nwhen flag clicked\nset [bought? v] to []\n\nshow\n\n\n\nhide\n\nwhen I receive [page 2 of skins v]\nhide\n\n@levi_minecraft Skin\n\nwhen flag clicked\nswitch costume to (levi_minecraft skin v)\ngo to x: (-45) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Blue]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Levi_minecraft Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [levi_minecraft]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (Levi_minecraft Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [levi_minecraft]\n end\n else\n switch costume to (levi_minecraft skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n\n\nwhen flag clicked\nset [bought? v] to []\n\nshow\n\n\n\nhide\n\nwhen I receive [page 2 of skins v]\nhide\n\n@duoof Skin\n\nwhen flag clicked\nswitch costume to (duoof skin v)\ngo to x: (-45) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nset [skin bought/chosen v] to [Blue]\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (duoof Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [duoof]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (duoof Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [duoof]\n end\n else\n switch costume to (duoof skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n\n\nwhen flag clicked\nset [bought? v] to []\n\nshow\n\n\n\nhide\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Sunny Day Skin\n\nwhen flag clicked\nswitch costume to (sunny day skin v)\ngo to x: (60) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Sunny Day Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Sunny Day]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [125]> or <(Cash) = [125]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [125]> or <(Cash) = [125]>> then\n change [cash v] by (-125)\n wait (0.01) seconds\n broadcast (Sunny Day Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Sunny Day]\n end\n else\n switch costume to (sunny day skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Starry Night Skin\n\nwhen flag clicked\nswitch costume to (starry night skin v)\ngo to x: (60) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Starry Night Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Starry Night]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [125]> or <(Cash) = [125]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [125]> or <(Cash) = [125]>> then\n change [cash v] by (-125)\n wait (0.01) seconds\n broadcast (Starry Night Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Starry Night]\n end\n else\n switch costume to (starry night skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [page 2 of skins v]\nhide\n\n@krishtheking123 Skin\n\nwhen flag clicked\nswitch costume to (krishtheking123 skin v)\ngo to x: (60) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (krishtheking123 Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [krishtheking123]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [150]> or <(Cash) = [150]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [150]> or <(Cash) = [150]>> then\n change [cash v] by (-150)\n wait (0.01) seconds\n broadcast (krishtheking123 Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [krishtheking123]\n end\n else\n switch costume to (krishtheking123 skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [page 2 of skins v]\nhide\n\n@XXLordIceXX Skin\n\nwhen flag clicked\nswitch costume to (xxlordicexx skin v)\ngo to x: (60) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (XXLordIceXX Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [XXLordIceXX]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (XXLordIceXX Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [XXLordIceXX]\n end\n else\n switch costume to (xxlordicexx skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\ngo to x: (60) y: (-100)\nhide\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Cyclops Skin\n\nwhen flag clicked\nswitch costume to (cyclops skin v)\ngo to x: (162) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Cyclops Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Cyclops]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [125]> or <(Cash) = [125]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [125]> or <(Cash) = [125]>> then\n change [cash v] by (-125)\n wait (0.01) seconds\n broadcast (Cyclops Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Cyclops]\n end\n else\n switch costume to (cyclops skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Monster Skin\n\nwhen flag clicked\nswitch costume to (monster skin v)\ngo to x: (162) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Monster Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Monster]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [125]> or <(Cash) = [125]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [125]> or <(Cash) = [125]>> then\n change [cash v] by (-125)\n wait (0.01) seconds\n broadcast (Monster Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Monster]\n end\n else\n switch costume to (monster skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [page 2 of skins v]\nhide\n\n@No Adds lol xD\n\nwhen flag clicked\nswitch costume to (cyclops skin v)\ngo to x: (162) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (No ads now v)\n switch costume to (bought v)\n set [ads? v] to [No]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [20]> or <(Cash) = [20]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [20]> or <(Cash) = [20]>> then\n change [cash v] by (-20)\n wait (0.01) seconds\n broadcast (No ads now v)\n switch costume to (bought v)\n set [ads? v] to [No]\n end\n else\n switch costume to (cyclops skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\nset [ads? v] to [Yes]\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Next Skin Page\n\nwhen flag clicked\nswitch costume to (more skins v)\ngo to x: (162) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nshow\n\nwhen I receive [evil skin shop v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (Page 2 of Skins v)\nhide\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nif <(Bought?) = [Yes]> then\n broadcast (Sunny Day Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Sunny Day]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [125]> or <(Cash) = [125]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [125]> or <(Cash) = [125]>> then\n change [cash v] by (-125)\n wait (0.01) seconds\n broadcast (Sunny Day Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Sunny Day Skin]\n end\n else\n switch costume to (more skins v)\n end\nend\n\nwhen I receive [page 2 of skins v]\nhide\n\n@Pig Skin\n\nwhen flag clicked\nswitch costume to (pig skin v)\ngo to x: (-150) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Pig Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Pig]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (Pig Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Pig]\n end\n else\n switch costume to (pig skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\n@Cow Skin\n\nwhen flag clicked\nswitch costume to (cow skin v)\ngo to x: (-150) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Cow Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Cow]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (Cow Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Cow]\n end\n else\n switch costume to (cow skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\n@Panda Skin\n\nwhen flag clicked\nswitch costume to (panda skin v)\ngo to x: (-150) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Panda Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Panda]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (Panda Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Panda]\n end\n else\n switch costume to (panda skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\n@Ninja Skin\n\nwhen flag clicked\nswitch costume to (ninja skin v)\ngo to x: (-150) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Ninja Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Ninja]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (Ninja Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Ninja]\n end\n else\n switch costume to (ninja skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [evil skin shop v]\nhide\n\n@Glits Skin\n\nwhen flag clicked\nswitch costume to (-glittersquad- skin v)\ngo to x: (-45) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (-GlitterSquad- Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Glits]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (-GlitterSquad- Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Glits]\n end\n else\n switch costume to (-glittersquad- skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [good skin shop v]\nhide\n\n@Cute Robot Skin\n\nwhen flag clicked\nswitch costume to (cute robot skin v)\ngo to x: (-45) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen I receive [page 2 of skins v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Cute Robot Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Cute Robot]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [125]> or <(Cash) = [125]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [125]> or <(Cash) = [125]>> then\n change [cash v] by (-125)\n wait (0.01) seconds\n broadcast (Cute Robot Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Cute Robot]\n end\n else\n switch costume to (cute robot skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\n@Good Default Skin (Free)\n\nwhen flag clicked\ngo to x: (-45) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Good Default Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Blue]\nelse\n if <not <(costume [number v]) = [2]>> then\n set [bought? v] to [Yes]\n broadcast (Good Default Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Good Default]\n else\n switch costume to (good default skin v)\n end\nend\n\nchange [# of skins owned v] by (1)\n\nwhen flag clicked\nswitch costume to (good default skin v)\nset [skin bought/chosen v] to []\nset [bought? v] to []\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bought?) = [Yes]> then\n switch costume to (bought v)\n else\n switch costume to (good default skin v)\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [page 2 of skins v]\nshow\n\nchange [cash v] by (-5)\nwait (0.01) seconds\n\nif <<(Cash) > [5]> or <(Cash) = [5]>> then\n\n@Evil Default Skin (Free)2\n\nwhen flag clicked\ngo to x: (-45) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Evil Default Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Evil Default]\nelse\n if <not <(costume [number v]) = [2]>> then\n set [bought? v] to [Yes]\n broadcast (Evil Default Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Evil Default]\n else\n switch costume to (evil default skin v)\n end\nend\n\nchange [# of skins owned v] by (1)\n\nwhen flag clicked\nswitch costume to (evil default skin v)\nset [skin bought/chosen v] to []\nset [bought? v] to []\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Bought?) = [Yes]> then\n switch costume to (bought v)\n else\n switch costume to (evil default skin v)\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [page 2 of skins v]\nshow\n\nchange [cash v] by (-5)\nwait (0.01) seconds\n\nif <<(Cash) > [5]> or <(Cash) = [5]>> then\n\n@xenovex Skin\n\nwhen flag clicked\nswitch costume to (xenovex skin v)\ngo to x: (60) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (xenovex Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [xenovex]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (xenovex Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [xenovex]\n end\n else\n switch costume to (xenovex skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [page 2 of skins v]\nshow\n\n@Creeper Skin\n\nwhen flag clicked\nswitch costume to (creeper skin v)\ngo to x: (60) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen this sprite clicked\nif <(Bought?) = [Yes]> then\n broadcast (Creeper Skin v)\n switch costume to (bought v)\n set [skin bought/chosen v] to [Creeper]\nelse\n if <<not <(costume [number v]) = [2]>> and <<(Cash) > [100]> or <(Cash) = [100]>>> then\n set [bought? v] to [Yes]\n if <<(Cash) > [100]> or <(Cash) = [100]>> then\n change [cash v] by (-100)\n wait (0.01) seconds\n broadcast (Creeper Skin v)\n switch costume to (bought v)\n change [# of skins owned v] by (1)\n set [skin bought/chosen v] to [Creeper]\n end\n else\n switch costume to (creeper skin v)\n end\nend\n\nif <not <(costume [number v]) = [2]>> then\n if <<(Cash) > [50]> or <(Cash) = [50]>> then\n change [cash v] by (-50)\n wait (0.01) seconds\n broadcast (Pink Skin v)\n switch costume to (sold v)\n set [skin bought/chosen v] to [Pink]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (bought v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Shop?) = [Show]> and <touching (mouse-pointer v)?>> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nset [bought? v] to []\n\nwhen I receive [page 2 of skins v]\nshow\n\n@Task 1\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-150) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start the platformer v]\nswitch costume to (completed v)\nchange [cash v] by (10)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 2\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-150) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level 5 passed v]\nswitch costume to (completed v)\nchange [cash v] by (5)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 3\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-150) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level 10 passed v]\nswitch costume to (completed v)\nchange [cash v] by (10)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 4\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-150) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level 15 passed v]\nswitch costume to (completed v)\nchange [cash v] by (15)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 5\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-45) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [complete the platformer v]\nswitch costume to (completed v)\nchange [cash v] by (20)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [the evil boss is dead! v]\nbroadcast (complete the platformer v)\n\nwhen I receive [the good boss is dead! v]\nbroadcast (complete the platformer v)\n\n@Task 6\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-45) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [da good side has been chosen v]\nswitch costume to (completed v)\nchange [cash v] by (5)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 7\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-45) y: (-50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [i suppose that u chose the evil side v]\nswitch costume to (completed v)\nchange [cash v] by (5)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\n@Task 8\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (-45) y: (-100)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [da evil side has been chosen v]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(# of Skins Owned) = [2]> then\n switch costume to (completed v)\n change [cash v] by (5)\n broadcast (you bought a skin! :D v)\n forever\n stop [this script v]\n end\n end\nend\n\nchange [cash v] by (500)\n\n@Task 9\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (60) y: (50)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [da evil side has been chosen v]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(# of Skins Owned) = [4]> then\n switch costume to (completed v)\n change [cash v] by (10)\n broadcast (you bought 3 skins! :D v)\n forever\n stop [this script v]\n end\n end\nend\n\nchange [cash v] by (500)\n\n@Task 10\n\nwhen flag clicked\nset [cash v] to [0]\nswitch costume to (task 1 v)\ngo to x: (60) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n forever\n switch costume to (completed v)\n end\n end\nend\n\nwhen I receive [show tasks v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [da evil side has been chosen v]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen flag clicked\nforever\n if <(# of Skins Owned) = [6]> then\n switch costume to (completed v)\n change [cash v] by (15)\n broadcast (You bought 5 skins! :D v)\n forever\n stop [this script v]\n end\n end\nend\n\nchange [cash v] by (500)\n\n@Snow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<(On/Off 3) = [1]> or <(Level of game :P) = [Boss]>> then\n delete this clone\nelse\n go to x: (pick random (215) to (-215)) y: (155)\n set size to (pick random (40) to (60)) %\n switch costume to (costume1 v)\n show\n repeat until <<touching (_edge_ v)?> or <touching (ground v)?>>\n change y by (-4)\n change x by ((x 4 snow) / (50))\n point towards (player? v)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n else\n wait (1) seconds\n repeat (20)\n change y by (-0.5)\n end\n delete this clone\n end\nend\n\nforever\n set [h v] to (mouse x)\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Good]> then\n forever\n wait (0.08) seconds\n create clone of (_myself_ v)\n end\nelse\n hide\nend\n\nwhen I receive [the evil boss is dead! v]\nstop [other scripts in sprite v]\n\nwhen I receive [the good boss is dead! v]\nstop [other scripts in sprite v]\n\n@LightningScratch\n\n@Awesome Particles (Evil)\n\nwhen I start as a clone\nif <<(On/Off 3) = [1]> or <(Level of game :P) = [Boss]>> then\n delete this clone\nelse\n if <not <(Home Screen?) = [Yes]>> then\n set [ghost v] effect to (65)\n go to [back v] layer\n show\n if <(size) > [99]> then\n glide (4) secs to x: (x position) y: (-50)\n delete this clone\n end\n if <(size) > [80]> then\n glide (3) secs to x: (x position) y: (-50)\n delete this clone\n end\n if <(size) > [65]> then\n glide (2) secs to x: (x position) y: (-50)\n delete this clone\n end\n if <(size) > [50]> then\n glide (1.5) secs to x: (x position) y: (-50)\n delete this clone\n end\n if <(size) > [40]> then\n glide (1) secs to x: (x position) y: (-50)\n delete this clone\n end\n else\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n forever\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nelse\n hide\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Epic text for da story >:D\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\ngo to x: (0) y: (-187)\nforever\n go to [front v] layer\nend\n\nwhen I receive [start the platformer v]\nshow\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil text 1 v)\nelse\n switch costume to (good text 1 v)\nend\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen I receive [start home screen v]\nswitch costume to (blank v)\n\nwhen I receive [settings v]\nset [ghost v] effect to (100)\n\nwhen I receive [menu v]\nset [ghost v] effect to (100)\n\nwhen I receive [back from menu v]\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<touching (settingsmenu v)?> or <touching (achievement earned v)?>> or <<touching (shop background v)?> or <<touching (advertisments v)?> or <touching (tasks background v)?>>>> or <<(is game menu is?) = [Yes]> or <(On/Off 4) = [1]>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n repeat until <touching (mouse-pointer v)?>\n glide (1) secs to x: (0) y: (-187)\n end\n glide (1) secs to x: (0) y: (-120)\nend\n\nwhen flag clicked\nswitch costume to (evil text 1 v)\n\nwhen I receive [start the platformer v]\n\nforever\n repeat until <touching (mouse-pointer v)?>\n glide (1) secs to x: (0) y: (-187)\n end\n glide (1) secs to x: (0) y: (0)\nend\n\n@Shadows\n\nwhen flag clicked\nforever\n set [ghost v] effect to (75)\nend\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nshow\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil lvl 1 shadow v)\nelse\n switch costume to (good lvl 1 shadows v)\nend\n\nwhen I receive [start home screen v]\nswitch costume to (hide v)\n\n@Spike\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [back v] layer\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\ngo to x: (0) y: (0)\nshow\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil spike lvl 1 v)\nelse\n switch costume to (good spike lvl 1 v)\nend\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\n@le bouncy\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nshow\nif <(Evil/Good?) = [Evil]> then\n show\n switch costume to (evil text 1 v)\nelse\n if <(Evil/Good?) = [Good]> then\n show\n switch costume to (good text 1 v)\n end\nend\n\nwhen flag clicked\nforever\n hide\n reset timer\n set [brightness v] effect to (-8)\n set [color v] effect to (185)\nend\n\nwhen I start as a clone\nswitch costume to (test v)\nforever\n if <touching (player? v)?> then\n if <(Evil/Good?) = [Evil]> then\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n else\n if <(Evil/Good?) = [Good]> then\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\n if <(Evil/Good?) = [Evil]> then\n clear graphic effects\n set [brightness v] effect to (-8)\n set [color v] effect to (185)\n else\n if <(Evil/Good?) = [Good]> then\n clear graphic effects\n end\n end\n if <(Level of game :P) = [1]> then\n delete this clone\n else\n if <(Level of game :P) = [2]> then\n delete this clone\n else\n if <(Level of game :P) = [3]> then\n delete this clone\n else\n if <(Level of game :P) = [4]> then\n show\n go to x: (65) y: (-96)\n else\n if <(Level of game :P) = [5]> then\n delete this clone\n else\n if <(Level of game :P) = [6]> then\n delete this clone\n else\n if <(Level of game :P) = [7]> then\n delete this clone\n else\n if <(Level of game :P) = [8]> then\n delete this clone\n else\n if <(Level of game :P) = [9]> then\n delete this clone\n else\n if <(Level of game :P) = [10]> then\n delete this clone\n else\n if <(Level of game :P) = [11]> then\n delete this clone\n else\n if <(Level of game :P) = [12]> then\n delete this clone\n else\n if <(Level of game :P) = [13]> then\n delete this clone\n else\n if <(Level of game :P) = [14]> then\n delete this clone\n else\n if <(Level of game :P) = [15]> then\n show\n go to x: (-47) y: (-84)\n else\n if <(Level of game :P) = [16]> then\n show\n go to x: (-145) y: (-92)\n else\n if <(Level of game :P) = [Boss]> then\n delete this clone\n else\n if <(Level of game :P) = [17]> then\n delete this clone\n else\n if <(Level of game :P) = [18]> then\n delete this clone\n else\n if <(Level of game :P) = [19]> then\n delete this clone\n else\n if <(Level of game :P) = [20]> then\n delete this clone\n else\n if <(Level of game :P) = [21]> then\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nhide\n\ndelete this clone\n\nshow\ngo to x: (-150) y: (-92)\n\ndelete this clone\n\nwhen flag clicked\nswitch costume to (test v)\n\nswitch costume to (test v)\n\nif <(Level of game :P) = [18]> then\n show\n go to x: (-48) y: (-90)\nend\n\nif <(Level of game :P) = [17]> then\n hide\n delete this clone\nend\n\nwhen I receive [next level v]\nrepeat (2)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\n@le bouncy2\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n show\n switch costume to (evil text 1 v)\nelse\n if <(Evil/Good?) = [Good]> then\n show\n switch costume to (good text 1 v)\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n hide\n reset timer\n set [brightness v] effect to (-8)\n set [color v] effect to (185)\nend\n\nwhen I start as a clone\nswitch costume to (test v)\nforever\n if <touching (player? v)?> then\n if <(Evil/Good?) = [Evil]> then\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n else\n if <(Evil/Good?) = [Good]> then\n repeat (8)\n next costume\n end\n repeat (8)\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\n if <(Evil/Good?) = [Evil]> then\n clear graphic effects\n set [brightness v] effect to (-8)\n set [color v] effect to (185)\n else\n if <(Evil/Good?) = [Good]> then\n clear graphic effects\n end\n end\n if <<(Level of game :P) = [1]> or <(Level of game :P) = [23]>> then\n delete this clone\n else\n if <<(Level of game :P) = [2]> or <(Level of game :P) = [24]>> then\n delete this clone\n else\n if <<(Level of game :P) = [3]> or <(Level of game :P) = [25]>> then\n delete this clone\n else\n if <<(Level of game :P) = [4]> or <(Level of game :P) = [26]>> then\n show\n go to x: (155) y: (-96)\n else\n if <<(Level of game :P) = [5]> or <(Level of game :P) = [27]>> then\n delete this clone\n else\n if <<(Level of game :P) = [6]> or <(Level of game :P) = [28]>> then\n delete this clone\n else\n if <<(Level of game :P) = [7]> or <(Level of game :P) = [29]>> then\n delete this clone\n else\n if <<(Level of game :P) = [8]> or <(Level of game :P) = [30]>> then\n delete this clone\n else\n if <<(Level of game :P) = [9]> or <(Level of game :P) = [31]>> then\n delete this clone\n else\n if <<(Level of game :P) = [10]> or <(Level of game :P) = [32]>> then\n delete this clone\n else\n if <<(Level of game :P) = [11]> or <(Level of game :P) = [33]>> then\n delete this clone\n else\n if <<(Level of game :P) = [12]> or <(Level of game :P) = [34]>> then\n delete this clone\n else\n if <(Level of game :P) = [13]> then\n delete this clone\n else\n if <(Level of game :P) = [13]> then\n delete this clone\n else\n if <(Level of game :P) = [14]> then\n delete this clone\n else\n if <(Level of game :P) = [14]> then\n delete this clone\n else\n if <(Level of game :P) = [15]> then\n delete this clone\n else\n if <(Level of game :P) = [16]> then\n delete this clone\n else\n if <(Level of game :P) = [Boss]> then\n delete this clone\n else\n if <(Level of game :P) = [17]> then\n delete this clone\n else\n if <(Level of game :P) = [18]> then\n delete this clone\n else\n if <(Level of game :P) = [19]> then\n delete this clone\n else\n if <(Level of game :P) = [20]> then\n delete this clone\n else\n if <(Level of game :P) = [21]> then\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nshow\ngo to x: (0) y: (26)\n\nwhen flag clicked\nswitch costume to (test v)\n\nhide\n\nwhen I receive [next level v]\nrepeat (2)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\n@Water\n\nwhen I start as a clone\nforever\n if <(Evil/Good?) = [Good]> then\n show\n set [ghost v] effect to (60)\n go to [back v] layer\n switch costume to (Level of game :P)\n set y to ((([sin v] of (((timer) + (me)) * (300)) ) * (8)) - ((me) * (10)))\n end\nend\n\nwhen I receive [start the platformer v]\nclear graphic effects\nhide\ngo to x: (0) y: (0)\nset [me v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me v] by (1)\nend\n\n@Lava\n\nwhen I start as a clone\nforever\n if <(Evil/Good?) = [Evil]> then\n show\n set [ghost v] effect to (60)\n go to [back v] layer\n switch costume to (Level of game :P)\n set y to ((([sin v] of (((timer) + (me*)) * (300)) ) * (8)) - ((me*) * (10)))\n else\n delete this clone\n end\nend\n\nwhen I receive [start the platformer v]\nclear graphic effects\nhide\ngo to x: (0) y: (0)\nset [me* v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change y by (-5)\n change [brightness v] effect by (-10)\n change [me* v] by (1)\nend\n\nwhen I start as a clone\nif <(Level of game :P) = []> then\n delete this clone\nend\n\nif then\n show\n set [ghost v] effect to (60)\n go to [back v] layer\n switch costume to (Level of game :P)\n set y to ((([sin v] of (((timer) + (me*)) * (300)) ) * (8)) - ((me*) * (10)))\nelse\nend\n\n@Background Art\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nif <(Evil/Good?) = [Evil]> then\n switch costume to (evil level 1 v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch costume to (level 1 v)\n end\nend\nforever\n show\n go to [back v] layer\nend\n\n@Settings\n\nwhen flag clicked\nset [is game menu is? v] to []\ngo to x: (205) y: (121)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nif <(Is Settings Open?) = [Yes]> then\n broadcast (Settings v)\n wait (0.01) seconds\n set [is settings open? v] to [No]\nelse\n if <(Is Settings Open?) = [No]> then\n broadcast (Back From da Settings v)\n wait (0.01) seconds\n broadcast (Settings v)\n wait (0.01) seconds\n set [is settings open? v] to [Yes]\n end\nend\n\nwhen flag clicked\nset [menu back/forward v] to []\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nhide\n\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nbroadcast (menu v)\nset [menu back/forward v] to [back]\n\nbroadcast (back from menu v)\nset [menu back/forward v] to [forward]\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nhide\n\nif <(is game menu is?) = [Yes]> then\n show\nelse\n hide\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [back from menu v]\nshow\n\nforever\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (player? v)?> then\n set [ghost v] effect to (75)\n else\n if <not <touching (player? v)?>> then\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [settings v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(Level of game :P) = [Boss]> then\n hide\n stop [this script v]\n end\nend\n\nif then\nend\n\nwhen I receive [time 4 boss text v]\nhide\n\n@SettingsMenu\n\nwhen I receive [settings v]\nif <(Is Settings Open?) = [Yes]> then\n show\nelse\n if <(Is Settings Open?) = [No]> then\n hide\n end\nend\n\nwhen flag clicked\nset [is settings open? v] to [No]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start the platformer v]\nset [is settings open? v] to [Yes]\n\n@On/Off (Button Show?)\n\nwhen flag clicked\nhide\nset [on/off 1 v] to [1]\nswitch costume to (costume2 v)\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nif <(On/Off 1) = [1]> then\n switch costume to (costume3 v)\n set [on/off 1 v] to [0]\nelse\n switch costume to (costume2 v)\n set [on/off 1 v] to [1]\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [back from settings v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen flag clicked\nset [is settings open? v] to [Yes]\nforever\n if <(Is Settings Open?) = [No]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(Is Settings Open?) = [Yes]>\n hide\nend\n\nwhen I receive [settings v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (10)\n hide\n wait (0.1) seconds\nend\n\n@On/Off (Music)\n\nwhen flag clicked\nset [on/off 2 v] to [1]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nif <(On/Off 2) = [1]> then\n broadcast (Turn Music Off v)\n switch costume to (costume3 v)\n set [on/off 2 v] to [0]\nelse\n broadcast (Turn Music On v)\n switch costume to (costume2 v)\n set [on/off 2 v] to [1]\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [back from settings v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen flag clicked\nset [is settings open? v] to [Yes]\nforever\n if <(Is Settings Open?) = [No]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(Is Settings Open?) = [Yes]>\n hide\nend\n\nwhen I receive [settings v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (10)\n hide\n wait (0.1) seconds\nend\n\n@On/Off (No lag/particles off)\n\nwhen flag clicked\nset [on/off 3 v] to [0]\nswitch costume to (costume3 v)\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nif <(On/Off 3) = [1]> then\n broadcast (no lag v)\n switch costume to (costume3 v)\n set [on/off 3 v] to [0]\nelse\n broadcast (lag v)\n switch costume to (costume2 v)\n set [on/off 3 v] to [1]\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [back from settings v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen flag clicked\nset [is settings open? v] to [Yes]\nforever\n if <(Is Settings Open?) = [No]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(Is Settings Open?) = [Yes]>\n hide\nend\n\nforever\n \n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [settings v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (10)\n hide\n wait (0.1) seconds\nend\n\n@Achievement Earned\n\nwhen flag clicked\nhide\ngo to x: (300) y: (-157)\n\nwhen [timer v] > (0.4)\nhide\ngo to x: (300) y: (-157)\n\nwhen I receive [level 5 passed v]\nAchievement Earned\n\nwhen I receive [level 10 passed v]\nAchievement Earned\n\nwhen I receive [level 15 passed v]\nAchievement Earned\n\nwhen I receive [complete the platformer v]\nAchievement Earned\n\nwhen I receive [da evil side has been chosen v]\nAchievement Earned\n\nwhen I receive [da good side has been chosen v]\nAchievement Earned\n\nwhen I receive [start the platformer v]\nAchievement Earned\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [you bought a skin! :d v]\nAchievement Earned\n\ndefine Achievement Earned\nshow\nglide (0.8) secs to x: (189) y: (-157)\nwait (1) seconds\nglide (0.8) secs to x: (300) y: (-157)\nhide\n\nwhen I receive [you bought 3 skins! :d v]\nAchievement Earned\n\n@Love+Fav Detector for MONEY!!!\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\nchange [cash v] by (25)\nshow\ngo to x: (0) y: (50)\nset [timer thing v] to [0]\nswitch costume to (4 v)\nset [ghost v] effect to (100)\nrepeat until <(timer thing) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nset [timer thing v] to [0]\nrepeat until <(timer thing) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [timer thing v] to [0]\nforever\n change [timer thing v] by (0.033)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Home\n\nwhen flag clicked\nset [has the game been played once? v] to []\nset [is game menu is? v] to []\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start home screen v]\nset [is game menu is? v] to [No]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start the platformer v]\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [110]>\n change size by (2)\n end\n else\n repeat until <(size) = [100]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nset [has the game been played once? v] to [Yes]\nset [pc or mobile? v] to []\nset [is boss time done? =\( v] to []\nhide\nset [home screen? v] to [Yes]\nbroadcast (Start home screen v)\nwait (0.01) seconds\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nhide\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Button Sound Effect duh v)\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nwhen I receive [hide tasks v]\nhide\n\nwhen flag clicked\nforever\n if <(is boss time done? =\() = [Yes]> then\n show\n else\n hide\n end\nend\n\nset [is boss time done? =\( v] to [Yes]\n\nset [has the game been played once? v] to []\n\nif <touching (player? v)?> then\n set [ghost v] effect to (75)\nelse\n if <not <touching (player? v)?>> then\nend\n\nset [ghost v] effect to (0)\n\n@Advertisments\n\nwhen I receive [start the platformer v]\nforever\n if <(Level of game :P) = [Boss]> then\n repeat until <not <(Level of game :P) = [Boss]>>\n hide\n end\n else\n if <(Ads?) = [Yes]> then\n go to [front v] layer\n wait (pick random (60) to (180)) seconds\n show\n switch costume to (pick random (1) to (6))\n repeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n hide\n wait until <not <mouse down?>>\n show\n end\n else\n if <(Ads?) = [No]> then\n forever\n hide\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen this sprite clicked\nhide\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <<<<(is game menu is?) = [Yes]> or <<touching (tasks background v)?> or <touching (settingsmenu v)?>>> or <touching (tasks background v)?>> or <<touching (shop background v)?> or <<(Level of game :P) = [Boss]> and <(Home Screen?) = [Yes]>>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Permission to Skip?\n\nwhen flag clicked\nforever\n go to x: (0) y: (-100)\n show\nend\n\nwhen I receive [permission to skip? v]\nask [Skiping a level will cost you £30. Are you sure that you want to skip this level? \(Type YES or NO\)] and wait\nif <<(answer) = [YES]> and <<(Cash) > [30]> or <(Cash) = [30]>>> then\n change [cash v] by (-30)\n wait (0.01) seconds\n broadcast (Next Level v)\n wait (0.01) seconds\nelse\n if <<(answer) = [No]> or <(answer) = []>> then\nend\n\n@On/Off (text one)\n\nwhen flag clicked\nset [on/off 4 v] to [0]\nswitch costume to (on v)\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen this sprite clicked\nif <(On/Off 4) = [1]> then\n switch costume to (on v)\n set [on/off 4 v] to [0]\nelse\n switch costume to (off v)\n set [on/off 4 v] to [1]\nend\n\nbroadcast (no lag v)\n\nbroadcast (lag v)\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [back from settings v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [settings v]\nshow\n\nwhen flag clicked\nset [is settings open? v] to [Yes]\nforever\n if <(Is Settings Open?) = [No]> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nrepeat until <(Is Settings Open?) = [Yes]>\n hide\nend\n\nforever\n \n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [settings v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nrepeat (10)\n hide\n wait (0.1) seconds\nend\n\n@The Boss\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(Level of game :P) = [Boss]> then\n if <(Evil/Good?) = [Evil]> then\n show\n go to [front v] layer\n else\n if <(Evil/Good?) = [Good]> then\n show\n go to [front v] layer\n end\n end\n else\n hide\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [next level v]\nwait (0.2) seconds\nif <(Level of game :P) = [Boss]> then\n broadcast (Time 4 Boss Text v)\nend\n\nwhen I receive [boss time >:d v]\nset [ghost v] effect to (0)\nbroadcast (le say fight!!! v)\npoint in direction (-90)\ngo to x: (180) y: (-80)\nwait (1) seconds\nrepeat (3)\n point in direction (-90)\n glide (0.5) secs to x: (-180) y: (-80)\n wait (0.5) seconds\n point in direction (90)\n glide (0.5) secs to x: (180) y: (-80)\n wait (0.5) seconds\nend\npoint in direction (-90)\nglide (0.5) secs to x: (0) y: (75)\nrepeat (5)\n wait (0.5) seconds\n set [stomp x? v] to (x 4 snow)\n glide (0.5) secs to x: (stomp x?) y: (75)\n glide (0.3) secs to x: (stomp x?) y: (-80)\n glide (0.5) secs to x: (stomp x?) y: (75)\nend\nglide (0.5) secs to x: (0) y: (75)\nbroadcast (Dagger 1 v) and wait\nbroadcast (Dagger 1 v) and wait\nbroadcast (Dagger 1 v) and wait\nbroadcast (Dagger 1 v) and wait\nbroadcast (Dagger 1 v) and wait\nwait (0.5) seconds\nif <(Evil/Good?) = [Evil]> then\n switch costume to (dead good boss v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch costume to (dead evil boss v)\n end\nend\nset [is boss time done? =\( v] to [Yes]\nglide (0.5) secs to x: (180) y: (-80)\nif <(Evil/Good?) = [Evil]> then\n switch costume to (dead good boss 2 v)\nelse\n if <(Evil/Good?) = [Good]> then\n switch costume to (dead evil boss2 v)\n end\nend\nif <(Evil/Good?) = [Evil]> then\n broadcast (The good boss is dead! v)\nelse\n if <(Evil/Good?) = [Good]> then\n broadcast (the evil boss is dead! v)\n end\nend\nwait (2.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nswitch costume to (dead evil boss v)\n\nswitch costume to (dead evil boss2 v)\n\nwhen flag clicked\nset [time 4 player to move against boss? v] to [No]\n\nwhen I receive [boss time >:d v]\nset [is boss time done? =\( v] to [No]\nset [time 4 player to move against boss? v] to [Yes]\n\nwhen I receive [time 4 boss text v]\nset volume to (100) %\ngo to x: (180) y: (-80)\nstop all sounds\nwait (0.1) seconds\nrepeat until <(is boss time done? =\() = [Yes]>\n play sound [Deadlocked v] until done\nend\nstop all sounds\n\nwhen flag clicked\ngo to x: (180) y: (-80)\nset [is boss time done? =\( v] to []\n\nwhen I receive [-glittersquad- skin v]\n\nwhen flag clicked\nforever\n if <(x 4 snow) < (x position)> then\n point in direction (-90)\n else\n if <(x 4 snow) > (x position)> then\n point in direction (90)\n end\n end\nend\n\nwhen flag clicked\nset [stomp x? v] to []\n\nwhen I receive [time 4 boss text v]\nset [ghost v] effect to (0)\nif <(Evil/Good?) = [Evil]> then\n show\n go to [front v] layer\n switch costume to (good boss v)\nelse\n if <(Evil/Good?) = [Good]> then\n show\n go to [front v] layer\n switch costume to (evil boss v)\n end\nend\n\nset [is boss time done? =\( v] to []\n\nwhen I receive [the evil boss is dead! v]\nset volume to (0) %\n\nwhen I receive [the good boss is dead! v]\nset volume to (0) %\n\n@Boss Typing Engine\n\nwhen I start as a clone\nshow\nif <(Effect) = [yes]> then\n set size to (10) %\n repeat until <(size) > (Size)>\n change size by (10)\n end\n set size to (Size) %\nend\n\nwhen I receive [clear v]\ndelete this clone\n\ndefine Type (string1) X: (x) Y: (y) With size: (size) Times new row: (row) Effect? (yes/no) [Clear]\nbroadcast (Clear v)\ngo to x: (x) y: (y)\nhide\nif <<(yes/no) = [yes]> or <(yes/no) = [no]>> then\n set [effect v] to (yes/no)\nelse\n set [effect v] to [yes]\nend\nif <(letter (length of (size)) of (size)) = [0]> then\n set [size v] to (size)\nelse\n set [size v] to ((size) + ((10) - (letter (length of (size)) of (size))))\nend\nset size to (Size) %\nset [i v] to [1]\nrepeat (row)\n set x to (x)\n change y by ((-55) * ((Size) / (100)))\nend\nrepeat (length of (string1))\n switch costume to (choose v)\n switch costume to (letter (i) of (string1))\n if <([costume name v] of (join [Typing] [Engine])) = [Choose]> then\n switch costume to (join (letter (i) of (string1)) [_])\n end\n if <(x position) > [200]> then\n set x to (x)\n change y by ((-55) * ((Size) / (100)))\n end\n if <not <<<<<<(letter (i) of (string1)) = [']> or <(letter (i) of (string1)) = ["]>> or <<(letter (i) of (string1)) = [.]> or <(letter (i) of (string1)) = [!]>>> or <(letter (i) of (string1)) = [,]>> or <<<(letter (i) of (string1)) = [\(]> or <(letter (i) of (string1)) = [\)]>> or <<(letter (i) of (string1)) = [:]> or <(letter (i) of (string1)) = [;]>>>> or <(letter (i) of (string1)) = [*]>>> then\n change x by ((16) * ((Size) / (100)))\n else\n change x by ((10) * ((Size) / (100)))\n end\n create clone of (_myself_ v)\n if <not <<<<<<(letter (i) of (string1)) = [']> or <(letter (i) of (string1)) = ["]>> or <<(letter (i) of (string1)) = [.]> or <(letter (i) of (string1)) = [!]>>> or <(letter (i) of (string1)) = [,]>> or <<<(letter (i) of (string1)) = [\(]> or <(letter (i) of (string1)) = [\)]>> or <<(letter (i) of (string1)) = [:]> or <(letter (i) of (string1)) = [;]>>>> or <(letter (i) of (string1)) = [*]>>> then\n change x by ((16) * ((Size) / (100)))\n else\n change x by ((10) * ((Size) / (100)))\n end\n change [i v] by (1)\nend\n\ndefine Type (Instantly) (string1) X: (x) Y: (y) With size: (size) Times new row: (row) Effect? (yes/no)\ngo to x: (x) y: (y)\nhide\nif <<(yes/no) = [yes]> or <(yes/no) = [no]>> then\n set [effect v] to (yes/no)\nelse\n set [effect v] to [yes]\nend\nif <(letter (length of (size)) of (size)) = [0]> then\n set [size v] to (size)\nelse\n set [size v] to ((size) + ((10) - (letter (length of (size)) of (size))))\nend\nset size to (Size) %\nset [i v] to [1]\nrepeat (row)\n set x to (x)\n change y by ((-55) * ((Size) / (100)))\nend\nrepeat (length of (string1))\n switch costume to (choose v)\n switch costume to (letter (i) of (string1))\n if <([costume name v] of (join [Typing] [Engine])) = [Choose]> then\n switch costume to (join (letter (i) of (string1)) [_])\n end\n if <(x position) > [200]> then\n set x to (x)\n change y by ((-55) * ((Size) / (100)))\n end\n if <not <<<<<<(letter (i) of (string1)) = [']> or <(letter (i) of (string1)) = ["]>> or <<(letter (i) of (string1)) = [.]> or <(letter (i) of (string1)) = [!]>>> or <(letter (i) of (string1)) = [,]>> or <<<(letter (i) of (string1)) = [\(]> or <(letter (i) of (string1)) = [\)]>> or <<(letter (i) of (string1)) = [:]> or <(letter (i) of (string1)) = [;]>>>> or <(letter (i) of (string1)) = [*]>>> then\n change x by ((16) * ((Size) / (100)))\n else\n change x by ((10) * ((Size) / (100)))\n end\n create clone of (_myself_ v)\n if <not <<<<<(letter (i) of (string1)) = [']> or <(letter (i) of (string1)) = ["]>> or <(letter (i) of (string1)) = [,]>> or <<<(letter (i) of (string1)) = [\(]> or <(letter (i) of (string1)) = [\)]>> or <<(letter (i) of (string1)) = [:]> or <(letter (i) of (string1)) = [;]>>>> or <(letter (i) of (string1)) = [*]>>> then\n change x by ((16) * ((Size) / (100)))\n else\n change x by ((10) * ((Size) / (100)))\n end\n change [i v] by (1)\nend\n\ndefine Type (Instantly) (string1) X: (x) Y: (y) With size: (size) Times new row: (row) Effect? (yes/no) [Clear]\nbroadcast (Clear v)\ngo to x: (x) y: (y)\nhide\nif <<(yes/no) = [yes]> or <(yes/no) = [no]>> then\n set [effect v] to (yes/no)\nelse\n set [effect v] to [yes]\nend\nif <(letter (length of (size)) of (size)) = [0]> then\n set [size v] to (size)\nelse\n set [size v] to ((size) + ((10) - (letter (length of (size)) of (size))))\nend\nset size to (Size) %\nset [i v] to [1]\nrepeat (row)\n set x to (x)\n change y by ((-55) * ((Size) / (100)))\nend\nrepeat (length of (string1))\n switch costume to (choose v)\n switch costume to (letter (i) of (string1))\n if <([costume name v] of (join [Typing] [Engine])) = [Choose]> then\n switch costume to (join (letter (i) of (string1)) [_])\n end\n if <(x position) > [200]> then\n set x to (x)\n change y by ((-55) * ((Size) / (100)))\n end\n if <not <<<<<<(letter (i) of (string1)) = [']> or <(letter (i) of (string1)) = ["]>> or <<(letter (i) of (string1)) = [.]> or <(letter (i) of (string1)) = [!]>>> or <(letter (i) of (string1)) = [,]>> or <<<(letter (i) of (string1)) = [\(]> or <(letter (i) of (string1)) = [\)]>> or <<(letter (i) of (string1)) = [:]> or <(letter (i) of (string1)) = [;]>>>> or <(letter (i) of (string1)) = [*]>>> then\n change x by ((16) * ((Size) / (100)))\n else\n change x by ((10) * ((Size) / (100)))\n end\n create clone of (_myself_ v)\n if <not <<<<<<(letter (i) of (string1)) = [']> or <(letter (i) of (string1)) = ["]>> or <<(letter (i) of (string1)) = [.]> or <(letter (i) of (string1)) = [!]>>> or <(letter (i) of (string1)) = [,]>> or <<<(letter (i) of (string1)) = [\(]> or <(letter (i) of (string1)) = [\)]>> or <<(letter (i) of (string1)) = [:]> or <(letter (i) of (string1)) = [;]>>>> or <(letter (i) of (string1)) = [*]>>> then\n change x by ((16) * ((Size) / (100)))\n else\n change x by ((10) * ((Size) / (100)))\n end\n change [i v] by (1)\nend\n\ndefine Type (string1) X: (x) Y: (y) With size: (size) Times new row (row) Effect? (yes/no)\ngo to x: (x) y: (y)\nhide\nif <<(yes/no) = [yes]> or <(yes/no) = [no]>> then\n set [effect v] to (yes/no)\nelse\n set [effect v] to [yes]\nend\nif <(letter (length of (size)) of (size)) = [0]> then\n set [size v] to (size)\nelse\n set [size v] to ((size) + ((10) - (letter (length of (size)) of (size))))\nend\nset size to (Size) %\nset [i v] to [1]\nrepeat (row)\n set x to (x)\n change y by ((-55) * ((Size) / (100)))\nend\nrepeat (length of (string1))\n switch costume to (choose v)\n switch costume to (letter (i) of (string1))\n if <([costume name v] of (join [Typing] [Engine])) = [Choose]> then\n switch costume to (join (letter (i) of (string1)) [_])\n end\n if <(x position) > [200]> then\n set x to (x)\n change y by ((-55) * ((Size) / (100)))\n end\n if <not <<<<<<(letter (i) of (string1)) = [']> or <(letter (i) of (string1)) = ["]>> or <<(letter (i) of (string1)) = [.]> or <(letter (i) of (string1)) = [!]>>> or <(letter (i) of (string1)) = [,]>> or <<<(letter (i) of (string1)) = [\(]> or <(letter (i) of (string1)) = [\)]>> or <<(letter (i) of (string1)) = [:]> or <(letter (i) of (string1)) = [;]>>>> or <(letter (i) of (string1)) = [*]>>> then\n change x by ((16) * ((Size) / (100)))\n else\n change x by ((10) * ((Size) / (100)))\n end\n create clone of (_myself_ v)\n if <not <<<<<<(letter (i) of (string1)) = [']> or <(letter (i) of (string1)) = ["]>> or <<(letter (i) of (string1)) = [.]> or <(letter (i) of (string1)) = [!]>>> or <(letter (i) of (string1)) = [,]>> or <<<(letter (i) of (string1)) = [\(]> or <(letter (i) of (string1)) = [\)]>> or <<(letter (i) of (string1)) = [:]> or <(letter (i) of (string1)) = [;]>>>> or <(letter (i) of (string1)) = [*]>>> then\n change x by ((16) * ((Size) / (100)))\n else\n change x by ((10) * ((Size) / (100)))\n end\n change [i v] by (1)\nend\n\nwhen I receive [time 4 boss text v]\nwait (1) seconds\nif <(has the game been played once?) = [Yes]> then\n Type [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\n broadcast (show good, boring, boss text v)\nelse\n if <(Evil/Good?) = [Good]> then\n Type [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\n Type [hello puny warrior.] X: (-220) Y: (140) With size: (48) Times new row (0) Effect? [no]\n Type [you will die today, alone] X: (-220) Y: (140) With size: (48) Times new row (1) Effect? [no]\n Type [and afraid.] X: (-220) Y: (140) With size: (48) Times new row (2) Effect? [no]\n wait (1) seconds\n broadcast (Boss Time >:D v)\n end\nend\n\nset [is boss time done? =\( v] to []\n\nwhen I receive [le say fight!!! v]\nType [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\nType [fight!!] X: (-220) Y: (140) With size: (55) Times new row (0) Effect? [no]\nwait (1) seconds\nType [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\n\nwait (1) seconds\nbroadcast (Boss Time >:D v)\n\nwhen I receive [the evil boss is dead! v]\nif <(has the game been played once?) = [Yes]> then\n Type [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\n broadcast (evil dead boss v)\nelse\n if <(Evil/Good?) = [Good]> then\n Type [you have defeated me] X: (-220) Y: (140) With size: (48) Times new row (0) Effect? [no]\n Type [warrior, i underestimated] X: (-220) Y: (140) With size: (48) Times new row (1) Effect? [no]\n Type [you. congratulations...] X: (-220) Y: (140) With size: (48) Times new row (2) Effect? [no]\n wait (2.5) seconds\n Type [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\n end\nend\n\nwhen I receive [the good boss is dead! v]\nif <(has the game been played once?) = [Yes]> then\n Type [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\n broadcast (good dead boss v)\nelse\n if <(Evil/Good?) = [Evil]> then\n Type [yes, we have easily defeated] X: (-220) Y: (140) With size: (48) Times new row (0) Effect? [no]\n Type [the rebels. they have] X: (-220) Y: (140) With size: (48) Times new row (1) Effect? [no]\n Type [learned their lesson now!] X: (-220) Y: (140) With size: (48) Times new row (2) Effect? [no]\n wait (2.5) seconds\n Type [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\n end\nend\n\nwhen I receive [time 4 boss text v]\nwait (1) seconds\nif <(has the game been played once?) = [Yes]> then\n Type [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\n broadcast (show evil, boring, boss text v)\nelse\n if <(Evil/Good?) = [Evil]> then\n Type [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\n Type [i am the bravest warrior] X: (-220) Y: (140) With size: (48) Times new row (0) Effect? [no]\n Type [of the rebels.] X: (-220) Y: (140) With size: (48) Times new row (1) Effect? [no]\n Type [i may not look like much,] X: (-220) Y: (140) With size: (48) Times new row (2) Effect? [no]\n Type [but i will crush you.] X: (-220) Y: (140) With size: (48) Times new row (3) Effect? [no]\n Type [say goodbye, lord warming.] X: (-220) Y: (140) With size: (48) Times new row (4) Effect? [no]\n wait (1) seconds\n broadcast (Boss Time >:D v)\n end\nend\n\nwhen I receive [good experiment v]\n\nwhen I receive [evil experiment v]\n\nType [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\nType [hello puny warrior.] X: (-220) Y: (140) With size: (48) Times new row (0) Effect? [no]\nType [you will die today, alone] X: (-220) Y: (140) With size: (48) Times new row (1) Effect? [no]\nType [and afraid.] X: (-220) Y: (140) With size: (48) Times new row (2) Effect? [no]\nwait (1) seconds\nbroadcast (Boss Time >:D v)\n\nType [] X: () Y: () With size: () Times new row: (0) Effect? [no] [Clear]\nType [i am the bravest warrior] X: (-220) Y: (140) With size: (48) Times new row (0) Effect? [no]\nType [of the rebels.] X: (-220) Y: (140) With size: (48) Times new row (1) Effect? [no]\nType [i may not look like much,] X: (-220) Y: (140) With size: (48) Times new row (2) Effect? [no]\nType [but i will crush you.] X: (-220) Y: (140) With size: (48) Times new row (3) Effect? [no]\nType [say goodbye, lord warming.] X: (-220) Y: (140) With size: (48) Times new row (4) Effect? [no]\nwait (1) seconds\nbroadcast (Boss Time >:D v)\n\n@Flying Daggers (Boss Battle)\n\nwhen flag clicked\nset rotation style [all around v]\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [dagger 1 v]\ngo to x: (0) y: (75)\npoint towards (player? v)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <<touching (_edge_ v)?> or <touching (player? v)?>>\n move (18) steps\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Boring Backup Text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [show evil, boring, boss text v]\nswitch costume to (good side text v)\nshow\nwait (2.5) seconds\nbroadcast (Boss Time >:D v)\nhide\n\nwhen I receive [show good, boring, boss text v]\nswitch costume to (evil side text v)\nshow\nwait (2.5) seconds\nbroadcast (Boss Time >:D v)\nhide\n\nwhen I receive [start home screen v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nbroadcast (good experiment v)\n\nbroadcast (evil experiment v)\n\nwhen I receive [good dead boss v]\nswitch costume to (evil side text2 v)\nshow\nwait (2.5) seconds\nhide\n\nwhen I receive [evil dead boss v]\nswitch costume to (good side text2 v)\nshow\nwait (2.5) seconds\nhide\n\n@??? Button\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start home screen v]\nshow\n\nwhen [timer v] > (0.4)\nhide\n\nwhen I receive [start home screen v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [start home screen v]\nset size to (100) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [100]>\n change size by (2)\n end\n else\n repeat until <(size) = [90]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [choose your side v]\nhide\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [menu v]\nshow\n\nwhen I receive [back from menu v]\nhide\n\nwhen this sprite clicked\nbroadcast (??? v)\n\nif <(Evil/Good?) = [Evil]> then\n broadcast (Evil Skin Shop v)\nelse\n if <(Evil/Good?) = [Good]> then\n broadcast (Good Skin Shop v)\n else\n set [good/evil side chosen? v] to [1]\n broadcast (choose your shop side v)\n end\nend\n\nwhen I receive [choose your shop side v]\nhide\n\nwhen I receive [show the blooming text again v]\nshow\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [evil skin shop v]\nhide\n\nwhen I receive [good skin shop v]\nhide\n\nwhen I receive [hide shop v]\nshow\n\nwhen flag clicked\nset [good/evil side chosen? v] to []\n\nwhen I receive [mobile or pc? v]\nhide\n\nset [good/evil side chosen? v] to []\n\nwhen I receive [show tasks v]\nhide\n\nwhen I receive [hide tasks v]\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n end\nend\n\nplay sound [hoverSFX v] until done\n\nset [shop? v] to [Show]\n\nwhen I receive [start home screen v]\nforever\n if <touching (??? slide v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@??? Slide\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (295)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [??? v]\nshow\nglide (1) secs to x: (0) y: (0)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n show\nend\nwait until <not <mouse down?>>\nglide (1) secs to x: (0) y: (-295)\nhide\n\nforever\n\nhide\n\nbroadcast (Shoe home screen stuff again v)\n\n
Welcome to the sequel of my best platformer ever!! xDD\n----------------------------------------------------------------\nYou can in this game:\n• Choose two different paths and styles of game! :D\n• Buy skins from a shop! :D (There are 3 times more skins than the first game!)\n• Earn Achievements and in-game money! :DD\n• Try and beat a boss! :D\n• Turn buttons and music on/off\n• Love and fav this project! lol xD (This will give you money) (No joke!)\n• Read an epic storyline!\n\n----------------------------Controls---------------------------\n\n• Arrow keys or WASD to move.\n• At the beginning press the play button and choose you path and mobile or pc controls.\n• Press the Arrow Button to skip a level. (You will have to pay money)\n• Press the Restart Button to restart the level if it glitches. (Which it shouldn't)\n• Yellow pads are bouncy.\n• Press the button at the end of the platformer to go to the home screen and play it again from the other side's point of view. (You will keep your in-game money)\n• Click the green flag again if buttons show or the achievement thing pulls up. :P\n• Hover your mouse above the little flap to pull up the storyline/text for that level.\n• You beat the boss by avoiding all of his attacks! :)
Realistic Platformer Script
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\n\ndefine engine\nchange y by (yspeed)\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n if <(yspeed) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\n end\n set [yspeed v] to [0]\nend\nchange [yspeed v] by (() - (gravity))\nif <(gravity) > [0]> then\n change y by (-1)\nelse\n change y by (1)\nend\nif <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n change [yspeed v] by (y speed)\n end\n if <key (right arrow v) pressed?> then\n change [xspeed v] by (x speed)\n end\n if <key (left arrow v) pressed?> then\n change [xspeed v] by (() - (x speed))\n end\n set [xspeed v] to ((0.7) * (xspeed))\nend\nif <(gravity) > [0]> then\n change y by (1)\nelse\n change y by (-1)\nend\nset [xspeed v] to ((0.99) * (xspeed))\nchange x by (xspeed)\nif <(gravity) > [0]> then\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 repeat until <not <touching color (#000000)?>>\n if <(xspeed) > [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?> then\n if <(xspeed) > [0]> then\n set [xspeed v] to (() - (x speed))\n else\n set [xspeed v] to (x speed)\n end\n set [yspeed v] to (y speed)\n else\n set [xspeed v] to [0]\n end\n end\n end\n end\n end\n end\n end\nelse\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 repeat until <not <touching color (#000000)?>>\n if <(xspeed) > [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?> then\n if <(xspeed) > [0]> then\n set [xspeed v] to (() - (x speed))\n else\n set [xspeed v] to (x speed)\n end\n set [yspeed v] to (y speed)\n else\n set [xspeed v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (r v) pressed?> then\n reset level\nend\nif <<mouse down?> and <(mouse y) > [-50]>> then\n set [initx v] to (x position)\n set x to (mouse x)\n if <touching color (#000000)?> then\n set x to (initx)\n end\n set [inity v] to (y position)\n set y to (mouse y)\n if <touching color (#000000)?> then\n set y to (inity)\n end\n set [initx v] to (x position)\n set x to (mouse x)\n if <touching color (#000000)?> then\n set x to (initx)\n end\n set [inity v] to (y position)\n set y to (mouse y)\n if <touching color (#000000)?> then\n set y to (inity)\n end\nend\n\ndefine reset level\ngo to x: (0) y: (50)\nset [xspeed v] to [0]\nset [yspeed v] to [0]\nset [gravity v] to [0.8]\nset [x speed v] to [2]\nset [y speed v] to [6]\n\nwhen I receive [introdone v]\nshow\nreset level\nwait (1) seconds\nset rotation style [left-right v]\nforever\n engine\nend\n\n@levels\n\n@x speed\n\nwhen this sprite clicked\nask (join (join [What level would you like to set the horizontal movement to? The current level is ] (x speed)) [.]) and wait\nset [x speed v] to (answer)\n\n@y speed\n\nwhen this sprite clicked\nask (join (join [What level would you like to set the vertical movement to? The current level is ] (y speed)) [.]) and wait\nset [y speed v] to (answer)\n\n@gravity\n\nwhen this sprite clicked\nask (join (join [What level would you like to set the gravity to? The current level is ] (gravity)) [.]) and wait\nset [gravity v] to (answer)\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@blackbackground\n\nwhen flag clicked\nshow\nclear graphic effects\nwait (0.1) seconds\nwait until <(skip) = [1]>\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\nclear graphic effects\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\n@logo\n\nwhen flag clicked\nset [skip v] to [0]\nstart sound [A Elec Bass v]\npoint in direction (90)\nclear graphic effects\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (1 v)\nset size to (200) %\nrepeat (20)\n if <mouse down?> then\n set [skip v] to [1]\n broadcast (introdone v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n clear graphic effects\n hide\n stop [this script v]\n end\n wait (0.05) seconds\nend\nrepeat (19)\n if <mouse down?> then\n broadcast (introdone v)\n set [skip v] to [1]\n hide\n clear graphic effects\n stop [this script v]\n end\n change [ghost v] effect by (5)\nend\nset size to (100) %\nswitch costume to (2 v)\nrepeat (5)\n change [ghost v] effect by (-20)\n if <mouse down?> then\n broadcast (introdone v)\n set [skip v] to [1]\n hide\n clear graphic effects\n stop [this script v]\n end\nend\nrepeat (20)\n if <mouse down?> then\n set [skip v] to [1]\n broadcast (introdone v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n clear graphic effects\n hide\n stop [this script v]\n end\n wait (0.05) seconds\nend\nrepeat (19)\n change [ghost v] effect by (20)\n if <mouse down?> then\n broadcast (introdone v)\n set [skip v] to [1]\n hide\n clear graphic effects\n stop [this script v]\n end\nend\nhide\nset [skip v] to [1]\nclear graphic effects\nbroadcast (introdone v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [stop all v]\nstop [other scripts in sprite v]\n\n
The Lost Light (scrolling platformer) [outdated beta]
@Stage\n\nwhen flag clicked\nforever\n set [fps v] to (round ((1) / ((timer) - (prevtime))))\n set [prevtime v] to (timer)\n clear graphic effects\nend\n\nwait (0) seconds\n\n@Sprite8\n\nwhen flag clicked\nhide\n\n@ground\n\nwhen I receive [update v]\ngo to [front v] layer\ngo [backward v] (40) layers\nif <(Level) = [4]> then\n position (((x) + (400)) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n position (((((x) + (x+)) + (([sin v] of ((timer) * (x\[\])) ) * (x \(\)))) + (0)) - (SCROLL X)) (((y) + (([sin v] of ((timer) * (y \[\])) ) * (y \(\)))) - (SCROLL Y))\n if <touching (box v)?> then\n if <(Level) = [8]> then\n if <(id) = [10]> then\n set [impulsex v] to ((([sin v] of (((timer) + ((1) / (fps))) * (x\[\])) ) * (x \(\))) - (([sin v] of ((timer) * (x\[\])) ) * (x \(\))))\n end\n if <(id) = [11]> then\n set [impulsex v] to ((([sin v] of (((timer) + ((1) / (fps))) * (x\[\])) ) * (x \(\))) - (([sin v] of ((timer) * (x\[\])) ) * (x \(\))))\n end\n end\n end\nend\n\nwhen I receive [setup v]\nwait (0.1) seconds\nclear graphic effects\nhide\nset [x\[\] v] to []\nset [x \(\) v] to [0]\nset [y \[\] v] to []\nset [y \(\) v] to [0]\nif <(Level) = [1]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n set [x v] to [-900]\n set [y v] to [-360]\n repeat (3)\n clone\n end\nend\nif <(Level) = [2]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\nif <(Level) = [3]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\nif <(Level) = [4]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\nif <(Level) = [5]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\nif <(Level) = [8]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n set [x \(\) v] to [150]\n set [x\[\] v] to [80]\n set [x v] to [150]\n set [y v] to [-160]\n set [id v] to [10]\n create clone of (_myself_ v)\n set [x \(\) v] to [120]\n set [x\[\] v] to [80]\n set [x v] to [900]\n set [y v] to [-70]\n set [id v] to [11]\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (4)\n clone\n end\nend\nif <(Level) = [9]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\nend\n\ndefine position (x) (y)\nswitch costume to (join (join (Level) [_]) (id))\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\ndefine clone\nchange [id v] by (1)\nchange [x v] by (450)\nset [x+ v] to [0]\ncreate clone of (_myself_ v)\n\nchange [level v] by (-1)\n\nwhen I receive [ded v]\nset [x+ v] to [0]\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@box\n\ndefine Physics\nset size to (60) %\ngo to [front v] layer\ngo [backward v] (20) layers\nif <(timer) > [1]> then\n if <([abs v] of (sx) ) < [17]> then\n if <<key (right arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (90)) ) < [67]>>> then\n change [sx v] by (4)\n else\n if <<key (left arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (-90)) ) < [67]>>> then\n change [sx v] by (-4)\n end\n end\n end\n if <<key (up arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of (joystick.impulse.direction) ) < [67]>>> then\n if <(air) < [1]> then\n set [sy v] to [17]\n change [stats:jumps v] by (1)\n end\n end\n if <(b) = [1]> then\n broadcast (boing v)\n set [sy v] to [25]\n set [sj v] to [-70]\n end\n change [sy v] by (-1.3)\n set [sx v] to ((sx) * (0.6))\n if <(sy) < [-10]> then\n set [sy v] to [-10]\n end\n change [x v] by (impulsex)\n change [y v] by (impulsey)\n set [impulsex v] to [0]\n set [impulsey v] to [0]\n x (sx)\n y (sy)\nend\nset [y v] to (round (y))\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (4)))\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nset [scroll x v] to (round (SCROLL X))\nset [scroll y v] to (round (SCROLL Y))\nScrollYMin\ngoto\nif <touching (ground3 v)?> then\n set [win? v] to [1]\nend\nset size to (70) %\ngoto\n\nset [x v] to (round (x))\nset [y v] to (round (y))\n\ndefine y (sy)\nchange [y v] by (sy)\nchange [air v] by (1)\ngoto\nrepeat until <not <touching (ground v)?>>\n if <([abs v] of (sy) ) = (sy)> then\n set [sy v] to [0]\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [air v] to [0]\n set [air v] to [0]\n set [sy v] to [0]\n if <[-7] > (sy)> then\n start sound [Landing v]\n end\n end\n goto\nend\n\ndefine x (sx)\nchange [x v] by (sx)\ngoto\nif <touching (ground v)?> then\n change [air v] by (1)\n repeat (10)\n change [y v] by (1)\n goto\n if <not <touching (ground v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-10)\n change [x v] by ((0) - (sx))\n goto\n set [sx v] to [0]\n if <<key (up arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of (joystick.impulse.direction) ) < [67]>>> then\n if <(sx) > [0]> then\n set [sx v] to [-35]\n else\n set [sx v] to [35]\n end\n set [sy v] to [10]\n change [stats:walljumps v] by (1)\n start sound [Jump v]\n end\nend\n\ndefine goto\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nwait (1) seconds\nset [level v] to [0]\nbroadcast (intro v) and wait\nbroadcast (start background fog v)\nset [level v] to [1]\nIntialize\nforever\n if <(win?) = [0]> then\n if <(die) = [0]> then\n broadcast (update v)\n broadcast (after-update v)\n else\n change [stats:deaths+restart v] by (1)\n start sound [Crunch v]\n set [sx v] to [-2]\n set [sy v] to [12]\n set [d.br v] to [120]\n repeat (30)\n change [d.br v] by ((d.br) / (-12))\n set size to (60) %\n set [brightness v] effect to (d.br)\n change x by (sx)\n change y by (sy)\n change [sy v] by (-1.2)\n end\n clear graphic effects\n broadcast (ded v)\n set [sy v] to [0]\n set [sx v] to [0]\n set [air v] to [0]\n set [scroll y v] to [-158]\n ScrollYMin\n set [scroll x v] to [-162]\n set [x v] to [-162]\n set [y v] to [-158]\n set [die v] to [0]\n set [win? v] to [0]\n set [die v] to [0]\n repeat (2)\n broadcast (update v)\n goto\n end\n end\n else\n broadcast (me.win v)\n broadcast (win v) and wait\n end\nend\n\nwhen I receive [after-update v]\nPhysics\n\ndefine Intialize\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nshow\nset [scroll y v] to [0]\nset [scroll x v] to [0]\nbroadcast (setup v) and wait\nbroadcast (update v) and wait\nbroadcast (render grass v) and wait\nset [scroll x v] to [-162]\nset [scroll y v] to [-170]\nScrollYMin\nset [x v] to [-162]\nset [y v] to [-170]\nbroadcast (update v)\nset [air v] to [10]\nset [die v] to [0]\nset [win? v] to [0]\nset volume to (100) %\nreset timer\n\nwhen I receive [next v]\nIntialize\n\nwhen flag clicked\nset volume to (0) %\nwait (2) seconds\nset volume to (100) %\nstart sound [High Hat v]\nwait (1) seconds\nset volume to (0) %\nwait (3) seconds\nforever\n if <(die) = [0]> then\n if <<key (right arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (90)) ) < [67]>>> then\n switch costume to (r v)\n else\n if <<key (left arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (-90)) ) < [67]>>> then\n switch costume to (l v)\n else\n if <<key (up arrow v) pressed?> or <<(joystick.on) = [1]> and <([abs v] of ((joystick.impulse.direction) - (0)) ) < [67]>>> then\n switch costume to (u v)\n else\n if <<(pick random (1) to (30)) = [1]> and <(timer) > [3]>> then\n repeat (1)\n switch costume to (1 v)\n end\n repeat (1)\n switch costume to (2 v)\n end\n start sound [High Hat v]\n repeat (1)\n switch costume to (3 v)\n end\n repeat (1)\n switch costume to (4 v)\n end\n repeat (7)\n switch costume to (5 v)\n end\n repeat (1)\n switch costume to (4 v)\n end\n repeat (1)\n switch costume to (3 v)\n end\n repeat (1)\n switch costume to (2 v)\n end\n repeat (1)\n switch costume to (1 v)\n end\n else\n switch costume to (n v)\n end\n end\n end\n end\n else\n switch costume to (7 v)\n end\nend\n\ndefine ScrollYMin\nif <(Level) = [1]> then\n if <(SCROLL Y) < [-70]> then\n set [scroll y v] to [-70]\n end\nend\nif <(Level) = [2]> then\n if <(SCROLL Y) < [-120]> then\n set [scroll y v] to [-120]\n end\nend\nif <(Level) = [3]> then\n if <(SCROLL Y) < [-170]> then\n set [scroll y v] to [-170]\n end\nend\nif <(Level) = [4]> then\n if <(SCROLL Y) < [-170]> then\n set [scroll y v] to [-170]\n end\nend\nif <(Level) = [8]> then\n if <(SCROLL Y) < [-210]> then\n set [scroll y v] to [-210]\n end\nend\nif <(Level) = [5]> then\n if <(SCROLL Y) < [-145]> then\n set [scroll y v] to [-145]\n end\nend\nif <(Level) = [9]> then\n set [scroll x v] to [-162]\nend\n\nwhen flag clicked\nset [b v] to [0]\n\nwhen I receive [boing v]\nset [b v] to [0]\nwait (0.1) seconds\nstart sound [smw_spring_jump v]\n\nwhen I receive [show bar v]\nforever\n set volume to (([abs v] of ((mute.sound) - (1)) ) * (100)) %\nend\n\nwhen I receive [me.win v]\nif <(skipped) = [0]> then\n start sound [Collect v]\n repeat (10)\n change x by (((x position) - ([x position v] of [ground3 v])) / (-6))\n change y by (((y position) - ([y position v] of [ground3 v])) / (-6))\n broadcast (update v)\n end\nelse\n set [skipped v] to [0]\nend\nset volume to (0) %\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [stoap v]\nstop [other scripts in sprite v]\n\n@pen\n\ndefine xb\nset [velocity.1 v] to ((sj) * (-0.2))\nchange [sj v] by (velocity.1)\n\ndefine Draw art\nset [u v] to [0]\nrepeat (length of [particlex v])\n change [u v] by (1)\n set pen color to (#ababab)\n set pen (transparency v) to (86)\n go to x: ((item (u) of [particlex v]) + (([sin v] of (((timer) + (item (u) of [particlesize v])) * (100)) ) * (40))) y: (item (u) of [particley v])\n set pen size to (item (u) of [particlesize v])\n pen down\n set pen (transparency v) to (100)\n pen up\n replace item (u) of [particley v] with ((item (u) of [particley v]) + (2))\n if <[435] < (item (u) of [particley v])> then\n delete (u) of [particlex v]\n delete (u) of [particley v]\n delete (u) of [particlesize v]\n end\nend\nif <(pick random (1) to (12)) < [2]> then\n add (pick random (-230) to (230)) to [particlex v]\n add [-435] to [particley v]\n add (pick random (6) to (9)) to [particlesize v]\nend\n\nwhen I receive [update v]\nhide\nerase all\nDraw art\nplayerlight\nif <(Level) = [1]> then\n new light at [-165] [20]\nend\nif <(Level) = [2]> then\n new light at [-220] [0]\n new light at [413] [-130]\n new lava pool at [99] [-400] length [130] height [150]\n new lava pool at [250] [-400] length [1000] height [200]\nend\nif <(Level) = [3]> then\n new lava pool at [-600] [-500] length [450] height [200]\n new lava pool at [-150] [-475] length [150] height [200]\n new lava pool at [0] [-500] length [130] height [200]\n new lava pool at [130] [-475] length [100] height [200]\n new lava pool at [200] [-500] length [2000] height [200]\n new light at [540] [210]\n Draw sj at [245] [-190] (sj)\n Draw sj at [449] [50] (sj)\n Draw sj at [699] [279] (sj)\n new light at [450] [-55]\nend\nif <(Level) = [4]> then\n new light at [595] [-80]\n new light at [400] [165]\n new lava pool at [-600] [-500] length [3000] height [200]\nend\nif <(Level) = [5]> then\n new light at [-805] [-30]\n new light at [-200] [-230]\n new lava pool at [-2000] [-500] length [4000] height [200]\nend\nif <(Level) = [8]> then\n new light at [530] [-150]\n new light at [-205] [-250]\n new lava pool at [-500] [-430] length [2000] height [100]\n Draw sj at [575] [-50] (sj)\nend\nif <(Level) = [7]> then\n new lava pool at [-500] [-430] length [550] height [100]\n new light at [197] [45]\n new light at [750] [190]\n Draw sj at [716] [-60] (sj)\n Draw sj at [482] [460] (sj)\n Draw sj at [767] [280] (sj)\nend\nif <(Level) = [6]> then\n new light at [-140] [40]\n Draw sj at [40] [-170] (sj)\nend\nif <(Level) = [9]> then\n new lava pool at [-750] [-430] length [1500] height [100]\n new light at [-114] [-250]\nend\n\ndefine playerlight\npen up\ngo to (box v)\nset pen color to (#ffffff)\nset pen (transparency v) to (80)\nset pen size to ((120) + (([sin v] of (((timer) + (1)) * (200)) ) * (15)))\npen down\npen up\nset pen size to ((160) + (([sin v] of (((timer) + (2)) * (200)) ) * (15)))\npen down\npen up\nset pen size to ((200) + (([sin v] of (((timer) + (3)) * (200)) ) * (15)))\npen down\npen up\n\ndefine new light at (x) (y)\nif <(Level) = [0]> then\n pen up\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n set pen color to (#ffc26e)\n set pen (transparency v) to (86)\n set pen size to ((70) + (([cos v] of (((timer) + (1)) * (200)) ) * (15)))\n pen down\n pen up\n set pen size to ((100) + (([cos v] of (((timer) + (2)) * (200)) ) * (15)))\n pen down\n pen up\n set pen size to ((130) + (([cos v] of (((timer) + (3)) * (200)) ) * (15)))\n pen down\n pen up\nelse\n pen up\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n set pen color to (#ffc26e)\n set pen (transparency v) to (86)\n set pen size to ((70) + (([cos v] of (((timer) + (1)) * (400)) ) * (15)))\n pen down\n pen up\n set pen size to ((100) + (([cos v] of (((timer) + (2)) * (400)) ) * (15)))\n pen down\n pen up\n set pen size to ((130) + (([cos v] of (((timer) + (3)) * (400)) ) * (15)))\n pen down\n pen up\nend\n\ndefine new lava pool at (x) (y) length (l) height (h)\nset [i v] to [0]\nrepeat ([floor v] of ((l) / (10)) )\n if <([abs v] of (((x) + ((i) * (10))) - (SCROLL X)) ) < [270]> then\n go to x: (((x) + ((i) * (10))) - (SCROLL X)) y: ((y) - (SCROLL Y))\n set pen size to (10)\n set pen color to (#7d2727)\n pen down\n go to x: (((x) + ((i) * (10))) - (SCROLL X)) y: (((y) + ((h) + (([sin v] of (((timer) + ((i) * (2))) * (200)) ) * (5)))) - (SCROLL Y))\n pen up\n end\n change [i v] by (1)\nend\nif <(x) < ([x v] of [box v])> then\n if <([x v] of [box v]) < ((x) + (l))> then\n if <(y) < ([y v] of [box v])> then\n if <([y v] of [box v]) < ((y) + ((h) + (30)))> then\n set [die v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n erase all\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n new light at [0] [110]\n end\nend\n\ndefine Draw sj at (x) (y) (h)\nif <([abs v] of (((x) - ()) - (SCROLL X)) ) < [270]> then\n pen up\n set pen color to (#b7b7b7)\n set pen size to (4)\n set pen (transparency v) to (50)\n set [i v] to [4]\n go to x: (((x) - (-15)) - (SCROLL X)) y: ((((y) - (h)) + ((((50) + (h)) / (-4)) * (i))) - (SCROLL Y))\n repeat (4)\n change [i v] by (-1)\n if <([floor v] of ((i) / (2)) ) = ((i) / (2))> then\n go to x: (((x) - (-15)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n else\n go to x: (((x) - (15)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n end\n pen down\n set pen color to (#ffffff)\n set pen size to (4)\n set pen (transparency v) to (50)\n end\n pen up\n set [i v] to [4]\n go to x: (((x) - (15)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n pen down\n set pen color to (#ffffff)\n set pen size to (4)\n set pen (transparency v) to (50)\n repeat (4)\n change [i v] by (-1)\n if <([floor v] of ((i) / (2)) ) = ((i) / (2))> then\n go to x: (((x) - (15)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n else\n go to x: (((x) - (-15)) - (SCROLL X)) y: ((((y) + (h)) + (((((50) + (h)) - ()) / (-4)) * (i))) - (SCROLL Y))\n end\n end\n pen up\n if <<((x) - (30)) < ([x v] of [box v])> and <([x v] of [box v]) < ((x) - (-30))>> then\n if <<((y) - (50)) < ([y v] of [box v])> and <([y v] of [box v]) < (((y) + (h)) - (0))>> then\n set [b v] to [1]\n end\n end\n go to x: (((x) - (18)) - (SCROLL X)) y: (((y) + (h)) - (SCROLL Y))\n set pen size to (10)\n set pen color to (#c3c3c3)\n pen down\n go to x: (((x) - (-19)) - (SCROLL X)) y: (((y) + (h)) - (SCROLL Y))\n pen up\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n xb\nend\n\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Fog\n\nwhen I start as a clone\nset x to (554)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-2)\n go to [back v] layer\n go [forward v] (9) layers\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-554]> then\n delete this clone\n end\nend\nforever\n set [ghost v] effect to (80)\n go to [back v] layer\n go [forward v] (9) layers\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-554]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\n\nwhen I receive [start background fog v]\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) = [-554]> then\n hide\n end\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ground2\n\nwhen I receive [update v]\nset [ghost v] effect to (1)\ngo to [front v] layer\ngo [backward v] ((id) + (30)) layers\nif <(Level) = [4]> then\n position (((x) + (400)) - (SCROLL X)) ((y) - (SCROLL Y))\nelse\n position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nend\n\nwhen I receive [setup v]\nwait (0.1) seconds\nclear graphic effects\nhide\nif <(Level) = [1]> then\n set [x v] to [-450]\n set [y v] to [0]\n set [id v] to [0]\n repeat (2)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [2]> then\n set [x v] to [-450]\n set [y v] to [0]\n set [id v] to [0]\n repeat (2)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [3]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [4]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [5]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [8]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [7]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [6]> then\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\nif <(Level) = [9]> then\n broadcast (hide bar v)\n set [x v] to [-900]\n set [y v] to [0]\n set [id v] to [0]\n repeat (3)\n clone\n end\n change [id v] by (1)\n change [x v] by (10000000000000000000000)\n set [y v] to [0]\nend\n\ndefine position (x) (y)\nswitch costume to (join (join (Level) [_]) (id))\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine clone\nchange [id v] by (1)\nchange [x v] by (450)\nset [y v] to [0]\ncreate clone of (_myself_ v)\n\ndelete this clone\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ground3\n\nwhen I receive [update v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([sin v] of ((timer) * (200)) ) * (20)))\n\nwhen I receive [setup v]\nwait (0.1) seconds\nclear graphic effects\nhide\nif <(Level) = [1]> then\n new portal @ [281] [0]\nend\nif <(Level) = [2]> then\n new portal @ [730] [-30]\nend\nif <(Level) = [3]> then\n new portal @ [953] [360]\nend\nif <(Level) = [4]> then\n new portal @ [1135] [360]\nend\nif <(Level) = [5]> then\n new portal @ [1000] [-50]\nend\nif <(Level) = [8]> then\n new portal @ [800] [-100]\nend\nif <(Level) = [7]> then\n new portal @ [762] [500]\nend\nif <(Level) = [6]> then\n new portal @ [1090] [68]\nend\nif <(Level) = [9]> then\n new portal @ [100000000000000000000] [40]\nend\n\ndefine position (x) (y)\nswitch costume to (portal v)\nif <(id) = [1]> then\n set [ghost v] effect to ((60) + (([cos v] of ((timer) * (300)) ) * (20)))\nelse\n set [ghost v] effect to ((60) + (([sin v] of ((timer) * (300)) ) * (20)))\nend\ngo to x: (x) y: (y)\nturn right ((3) * (id)) degrees\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine new portal @ (x) (y)\npoint in direction (90)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to [-1]\ncreate clone of (_myself_ v)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to [1]\nset [portal-x v] to (x)\nset [portal-y v] to (y)\n\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@effect_3\n\ndefine dd\nset [ghost v] effect to (90)\ngo to [back v] layer\nforever\n go to [back v] layer\n turn right (3) degrees\nend\n\nwhen I start as a clone\ndd\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset size to (100) %\npoint in direction (45)\ncreate clone of (_myself_ v)\npoint in direction (0)\ncreate clone of (_myself_ v)\npoint in direction (-45)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (-135)\ncreate clone of (_myself_ v)\npoint in direction (180)\ncreate clone of (_myself_ v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (135)\ndd\n\nwhen I receive [update v]\nif <(die) = [1]> then\n hide\nelse\n show\nend\ngo to x: ((portal-x) - (SCROLL X)) y: (((portal-y) - (SCROLL Y)) + (([sin v] of ((timer) * (200)) ) * (20)))\nswitch costume to (1 v)\n\n\n\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nclear graphic effects\nforever\n go to [front v] layer\nend\n\nwhen I receive [after-update v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\nchange [ghost v] effect by (1)\n\nwhen I receive [win v]\nclear graphic effects\nswitch costume to (costume1 v)\npoint in direction (180)\ngo to x: (226) y: (-180)\nrepeat (35)\n broadcast (update v)\n turn right (((direction) - (90)) / (-6)) degrees\nend\nif <(Level) = [6]> then\n change [level v] by (2)\nelse\n change [level v] by (1)\nend\nbroadcast (next v) and wait\n\nturn right (15) degrees\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (2) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [setup v]\ndelete this clone\n\n@Fog2\n\nwhen I start as a clone\nset x to (651)\nset [ghost v] effect to (100)\nrepeat (10)\n change [color v] effect by (-2)\n go to [back v] layer\n go [forward v] (0) layers\n change x by (-3)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-588]> then\n delete this clone\n end\nend\nforever\n set [ghost v] effect to (80)\n go to [back v] layer\n go [forward v] (0) layers\n change x by (-3)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-588]> then\n delete this clone\n end\nend\n\nwhen I receive [start background fog v]\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n go to [back v] layer\n change x by (-3)\n if <(x position) = [-588]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@bar\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [show bar v]\nshow\ndelete all of [buttons.touching? v]\nswitch costume to (kostüm1 v)\ngo to x: (0) y: (100)\nnew button @ [-215] [161] [1]\nnew button @ [-185] [161] [2]\nnew button @ [185] [161] [3]\nnew button @ [215] [161] [4]\nnew button @ [-120] [161] [5]\nnew button @ [] [] [10]\n\ndefine new button @ (x) (y) (type)\nadd [0] to [buttons.touching? v]\nset [x v] to (x)\nset [y v] to (y)\nset [mode v] to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [mute v] to [0]\nhide\ngo to [front v] layer\nset [ghost v] effect to (10)\nif <(mode) < [6]> then\n go to [front v] layer\n if <(mode) = [1]> then\n switch costume to (2_ v)\n end\n if <(mode) = [2]> then\n switch costume to (3_ v)\n end\n if <(mode) = [3]> then\n switch costume to (5_ v)\n end\n if <(mode) = [4]> then\n switch costume to (6_ v)\n end\n if <(mode) = [5]> then\n switch costume to (15 v)\n end\n go to x: (x) y: (y)\n show\n forever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (85)) / (-5))\n replace item (mode) of [buttons.touching? v] with [0]\n set [brightness v] effect to (-50)\n xb\n if <(mode) = [1]> then\n if <(mute) = [1]> then\n switch costume to (1_ v)\n else\n switch costume to (2_ v)\n end\n end\n if <(mode) = [2]> then\n if <(mute.sound) = [0]> then\n switch costume to (4_ v)\n else\n switch costume to (3_ v)\n end\n end\n end\n if <(win?) = [0]> then\n if <(mute.sound) = [0]> then\n start sound [Touch v]\n end\n end\n repeat until <not <touching (mouse-pointer v)?>>\n if <mouse down?> then\n if <<(win?) = [0]> and <[2] < (timer)>> then\n if <(mode) = [1]> then\n if <(mute) = [0]> then\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n set y to (pick random ((y) + (5)) to (y))\n end\n if <touching (mouse-pointer v)?> then\n set [mute v] to [1]\n switch costume to (12 v)\n end\n else\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n set y to (pick random ((y) + (5)) to (y))\n end\n if <touching (mouse-pointer v)?> then\n set [mute v] to [0]\n end\n end\n end\n if <(mode) = [2]> then\n if <(mute.sound) = [0]> then\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n set y to (pick random ((y) + (5)) to (y))\n end\n if <touching (mouse-pointer v)?> then\n set [mute.sound v] to [1]\n end\n else\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n set y to (pick random ((y) + (5)) to (y))\n end\n if <touching (mouse-pointer v)?> then\n set [mute.sound v] to [0]\n end\n end\n end\n if <(mode) = [3]> then\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n set y to (pick random ((y) + (5)) to (y))\n end\n if <touching (mouse-pointer v)?> then\n set [skipped v] to [1]\n set [win? v] to [1]\n change [stats:skips v] by (1)\n end\n end\n if <(mode) = [4]> then\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n set y to (pick random ((y) + (5)) to (y))\n end\n if <touching (mouse-pointer v)?> then\n set [die v] to [1]\n change [stats:restart v] by (1)\n end\n end\n if <(mode) = [5]> then\n repeat until <<not <mouse down?>> or <not <touching (mouse-pointer v)?>>>\n set y to (pick random ((y) + (5)) to (y))\n end\n if <(shop) > [0]> then\n set [shop v] to [0]\n else\n set [shop v] to ((fps) * (2))\n end\n end\n end\n end\n xb\n if <not <(mode) = [5]>> then\n replace item (mode) of [buttons.touching? v] with [1]\n end\n set [brightness v] effect to (40)\n change size by (((size) - (100)) / (-5))\n if <(mode) = [2]> then\n if <(mute.sound) = [0]> then\n switch costume to (4_ v)\n else\n switch costume to (3_ v)\n end\n end\n if <(mode) = [1]> then\n if <(mute) = [1]> then\n switch costume to (1_ v)\n else\n switch costume to (2_ v)\n end\n end\n end\n end\nelse\n if <(mode) = [10]> then\n switch costume to (skip v)\n forever\n set size to (65) %\n go to x: (mouse x) y: ((mouse y) - (20))\n show\n set [brightness v] effect to (-30)\n if <[buttons.touching? v] contains [1]?> then\n set [ghost v] effect to (20)\n if <(item (1) of [buttons.touching? v]) = [1]> then\n if <(mute) = [0]> then\n switch costume to (mute v)\n else\n switch costume to (mute2 v)\n end\n else\n if <(item (2) of [buttons.touching? v]) = [1]> then\n if <(mute.sound) = [0]> then\n switch costume to (pause v)\n else\n switch costume to (continue v)\n end\n else\n if <(item (3) of [buttons.touching? v]) = [1]> then\n switch costume to (skip v)\n else\n if <(item (4) of [buttons.touching? v]) = [1]> then\n switch costume to (restart v)\n end\n end\n end\n end\n else\n set [ghost v] effect to (100)\n end\n end\n end\nend\n\nwhen flag clicked\nset [mute.sound v] to [0]\n\nwhen I receive [show bar v]\nset [pitch v] effect to (0)\n\ndefine new counter @ (x) (y)\nset [x v] to (x)\nset [y v] to (y)\nset [mode v] to [6]\ncreate clone of (_myself_ v)\nrepeat (4)\n change [mode v] by (1)\n set [x v] to ((x) + (((mode) - (6)) * (15)))\n set [y v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(mode) > [10]> then\n forever\n set [ghost v] effect to (30)\n show\n go to [front v] layer\n switch costume to (11 v)\n switch costume to (letter ((mode) - ((5) + ((5) - (length of (round (timer)))))) of (round (timer)))\n go to x: (x) y: (y)\n set [brightness v] effect to (([sin v] of (((timer) + (((mode) / (3)) - (5))) * (200)) ) * (20))\n set size to ((([sin v] of (((timer) + (((mode) / (3)) - (5))) * (200)) ) * (10)) + (100)) %\n if <(size) < [100]> then\n set size to (100) %\n end\n end\nend\n\nwhen I receive [show bar v]\nforever\n go to [front v] layer\n go [backward v] (5) layers\n xb\n if <(menu.of) = [0]> then\n switch costume to (kostüm2 v)\n set [ghost v] effect to (80)\n else\n switch costume to (kostüm3 v)\n set [ghost v] effect to (60)\n end\nend\n\nwhen flag clicked\nreset timer\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (5) layers\nend\n\ndefine xb\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [1]>> then\n if <touching (mouse-pointer v)?> then\n set [menu.of v] to [0]\n else\n if <(mouse y) < [120]> then\n set [menu.of v] to [1]\n end\n end\nend\nset [velocity v] to (((velocity) * (0.6)) + (((y position) - ((y) + (<(menu.of) = [1]> * (45)))) * (-0.3)))\nchange y by ([floor v] of (velocity) )\n\nwhen flag clicked\nforever\n play sound [Dark Cave Music - Trickster Imps v] until done\nend\n\nwhen flag clicked\nforever\n if <(mute) = [1]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [hide bar v]\nhide\ndelete this clone\n\n@grass\n\ndefine Grass from (xpos1) to (xpos2) at this y area (+-180) (yarea)\nswitch costume to (base hitbox v)\nset [scroll y v] to (yarea)\nshow\nset [scroll x v] to ((xpos1) + (180))\ngo to x: (-180) y: (0)\npoint in direction (90)\nset [ghost v] effect to (100)\nbroadcast (update v)\nrepeat until <((SCROLL X) + (x position)) > (xpos2)>\n if <(pick random (1) to (2)) = [2]> then\n change x by (1.5)\n else\n change x by (11.5)\n end\n set size to (125) %\n set [x v] to ((SCROLL X) + (x position))\n set [yarea v] to ((yarea) + (pick random (1) to (-1)))\n create clone of (_myself_ v)\nend\n\nchange [scroll x v] by (1.5)\n\nchange [scroll x v] by (11.5)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nGrass\n\ndefine Grass\nswitch costume to (base hitbox v)\ngo to x: ((x) - (SCROLL X)) y: (0)\nif <touching (ground v)?> then\n repeat until <<not <touching (ground v)?>> or <touching (_edge_ v)?>>\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n change x by (-4)\n change [x v] by (-4)\nelse\n repeat until <touching (ground v)?>\n change y by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\nend\nset [y v] to ((y position) + ((yarea) - (20)))\nswitch costume to (pick random (1) to (7))\n\ndefine Sway\nif <touching (box v)?> then\n if <(in) = [0]> then\n set [magnitude v] to (((Magnitude) + (pick random (-2.0) to (2.0))) * (30))\n set [sway v] to [0]\n set [in v] to [1]\n end\nend\nif <(in) = [1]> then\n point in direction ((90) - (([sin v] of (sway) ) * (Magnitude)))\n change [sway v] by (-10)\n set [magnitude v] to ((0.95) * (Magnitude))\nend\nif <<[0] = (round (Magnitude))> or <<touching (box v)?> and <([abs v] of (Magnitude) ) < ([abs v] of ((xmotion) * (2)) )>>> then\n set [in v] to [0]\nend\n\nwhen I receive [render grass v]\nif <(Level) = [1]> then\n Grass from [-195] to [140] at this y area (+-180) [-153]\nend\nif <(Level) = [2]> then\n Grass from [-190] to [70] at this y area (+-180) [-153]\nend\nif <(Level) = [3]> then\n Grass from [758] to [815] at this y area (+-180) [300]\n Grass from [525] to [567] at this y area (+-180) [300]\nend\nif <(Level) = [4]> then\n Grass from [451] to [525] at this y area (+-180) [-157]\nend\nif <(Level) = [5]> then\n Grass from [-162] to [-18] at this y area (+-180) [-157]\nend\nif <(Level) = [8]> then\n Grass from [725] to [970] at this y area (+-180) [51]\n wait (0.5) seconds\n Grass from [1118] to [1142] at this y area (+-180) [-99]\n wait (0.5) seconds\n Grass from [-188] to [-110] at this y area (+-180) [-171]\n wait (0.5) seconds\n Grass from [365] to [430] at this y area (+-180) [-171]\nend\nif <(Level) = [7]> then\n Grass from [-172] to [-122] at this y area (+-180) [-171]\nend\nif <(Level) = [6]> then\n Grass from [110] to [352] at this y area (+-180) [0]\n wait (0.5) seconds\n Grass from [-218] to [0] at this y area (+-180) [-185]\n wait (0.5) seconds\n Grass from [750] to [1040] at this y area (+-180) [0]\nend\nif <(Level) = [9]> then\n Grass from [-172] to [-122] at this y area (+-180) [-171]\n wait (0.5) seconds\n Grass from [400] to [684] at this y area (+-180) [-166]\nend\n\nwhen I receive [update v]\ngo to [front v] layer\ngo [backward v] (25) layers\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<(x position) = ((x) - (SCROLL X))> and <(y position) = ((y) - (SCROLL Y))>> then\n show\n Sway\nelse\n hide\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite2\n\ndefine xb\nset [vel2 v] to (((vel2) * (0.7)) + (((x position) - (0)) * (-0.3)))\nchange x by ([floor v] of (vel2) )\n\nwhen flag clicked\nswitch costume to (unbenannte zeichnung \(1\) v)\nhide\nset [id v] to [0]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\nswitch costume to (costume2 v)\nset [ghost v] effect to (30)\n\nwhen I receive [intro v]\nif <not <(id) = [0]>> then\n set [win? v] to [1]\n erase all\n wait (0.5) seconds\n show\n wait (2) seconds\n wait (2) seconds\n repeat (2)\n wait (2) seconds\n set [win? v] to [0]\n reset timer\n hide\n end\nend\n\nwhen I receive [intro v]\nwait (7) seconds\nbroadcast (show bar v)\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (costume3 v)\n set [ghost v] effect to (0)\n show\nend\nif <(id) = [0]> then\n switch costume to (unbenannte zeichnung \(1\) v)\n set [ghost v] effect to (20)\n show\nend\n\nwhen I receive [start background fog v]\nhide\ndelete this clone\n\nwhen I receive [intro v]\nwait (1) seconds\ngo to x: (-150) y: (0)\nrepeat (100)\n xb\nend\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@starparticles\n\nwhen I start as a clone\nshow\neff (pick random (-10) to (10))\n\ndefine eff (x)\nset [-1 v] to [1]\nset [color v] effect to (0)\nset [ghost v] effect to (85)\nforever\n go to [front v] layer\n turn right (15) degrees\n change x by ((x) * (-1))\n set x to ((x position) + ())\n change y by (y)\n change [y v] by (-2)\n if <touching (_edge_ v)?> then\n if <(-1) = [1]> then\n set [-1 v] to [-1]\n else\n set [-1 v] to [1]\n end\n end\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (80) %\ngo to x: (0) y: (-180)\nhide\n\ndefine clone (rand1) (rand2)\nrepeat (20)\n set [y v] to (pick random (rand1) to (rand2))\n create clone of (_myself_ v)\nend\n\nwhen I receive [intro v]\npoint in direction (pick random (0) to (180))\nset size to (70) %\nset [ghost v] effect to (50)\nwait (1.5) seconds\ngo to x: (pick random (-240) to (240)) y: (-180)\nclone [20] [35]\nwait (1) seconds\ngo to x: (pick random (-240) to (240)) y: (-180)\nclone [20] [35]\n\nwhen I receive [coinget v]\ngo to x: (coin-x) y: (coin-y)\nclone [8] [15]\nwait (1) seconds\nset [itemget v] to ((1.1) * (fps))\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite3\n\nwhen I receive [update v]\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\npoint in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\ngo to [front v] layer\ngo [backward v] (12) layers\nif <<(x position) = ((x) - (SCROLL X))> and <(y position) = ((y) - (SCROLL Y))>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [setup v]\nshow\nif <(Level) = [1]> then\n set [x v] to [192]\n set [y v] to [80]\nelse\n if <(Level) = [8]> then\n set [x v] to [874]\n set [y v] to [-30]\n create clone of (_myself_ v)\n set [x v] to [955]\n set [y v] to [-40]\n else\n if <(Level) = [7]> then\n set [x v] to [317]\n set [y v] to [100]\n else\n if <(Level) = [9]> then\n set [x v] to [-180]\n set [y v] to [-230]\n else\n if <(Level) = [6]> then\n set [x v] to [260]\n set [y v] to [200]\n else\n set [x v] to [100000000000000000]\n set [y v] to [100]\n end\n end\n end\n end\nend\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Unbenannte Zeichnung (2)\n\nwhen flag clicked\ndelete all of [achievements v]\nset [skipped v] to [0]\nset [stats: coins v] to [0]\nset [stats:jumps v] to [0]\nset [stats:deaths+restart v] to [0]\nset [stats:restart v] to [0]\nset [stats:walljumps v] to [0]\nset [last v] to [0]\nset [stats: diamonds v] to [0]\nset [stats:skips v] to [0]\nrepeat (9)\n add [0] to [achievements v]\nend\nforever\n change [shop v] by (-1)\n change [last v] by (-1)\n show\n set [ghost v] effect to (40)\n if <(shop) < [0]> then\n if <(itemget) < [0]> then\n if <(last) < [0]> then\n xb [0]\n else\n xb [1]\n end\n if <(Level) > [3]> then\n if <(timer) > [12]> then\n if <(item (7) of [achievements v]) = [0]> then\n replace item (7) of [achievements v] with [1]\n switch costume to (7 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n end\n if <(stats:jumps) > [4]> then\n if <(item (1) of [achievements v]) = [0]> then\n replace item (1) of [achievements v] with [1]\n switch costume to (1 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n if <((stats:deaths+restart) - (stats:restart)) > [2]> then\n if <(item (2) of [achievements v]) = [0]> then\n replace item (2) of [achievements v] with [1]\n switch costume to (2 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n if <(stats:jumps) > [24]> then\n if <(item (3) of [achievements v]) = [0]> then\n replace item (3) of [achievements v] with [1]\n switch costume to (3 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n if <(stats:walljumps) > [10]> then\n if <(item (5) of [achievements v]) = [0]> then\n replace item (5) of [achievements v] with [1]\n switch costume to (5 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n if <(stats:restart) > [0]> then\n if <(item (4) of [achievements v]) = [0]> then\n replace item (4) of [achievements v] with [1]\n switch costume to (4 v)\n set [last v] to [120]\n go to x: (0) y: (-200)\n end\n end\n go to [front v] layer\n else\n set [last v] to [-1]\n go to x: (0) y: (-200)\n set [ghost v] effect to (60)\n switch costume to (itemget v)\n go to [front v] layer\n go [backward v] (4) layers\n xb [1]\n end\n else\n set [last v] to [-1]\n go to x: (0) y: (-200)\n set [ghost v] effect to (50)\n switch costume to (itemget v)\n go to [front v] layer\n go [backward v] (4) layers\n xb [2]\n end\nend\n\ndefine xb (b)\nif <(b) = [2]> then\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-55)) * (-0.3)))\nelse\n if <(b) = [1]> then\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-150)) * (-0.3)))\n else\n set [vel v] to (((y position) - (-220)) * (-0.3))\n end\nend\nchange y by (vel)\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ground4\n\nwhen I receive [update v]\nposition (((x) + (([cos v] of ((timer) * (x\[\])) ) * (x\(\)))) - (SCROLL X)) ((((y) + (y+)) - (SCROLL Y)) + (([cos v] of ((timer) * (y\(\))) ) * (y\[\])))\nset size to (100) %\n\nwhen I receive [setup v]\nset [mode v] to []\nwait (0.1) seconds\nclear graphic effects\nhide\nif <(Level) = [3]> then\n new saw @ [740] [520] sinus y [] [] id [] sinus x [] [] y+ []\n new saw @ [660] [520] sinus y [] [] id [] sinus x [] [] y+ []\nend\nif <(Level) = [5]> then\n new saw @ [58] [-175] sinus y [] [] id [] sinus x [] [] y+ []\n new saw @ [233] [-130] sinus y [] [] id [] sinus x [] [] y+ []\n new saw @ [515] [-130] sinus y [100] [100] id [] sinus x [] [] y+ []\n new saw @ [715] [-130] sinus y [100] [100] id [] sinus x [] [] y+ []\nend\nif <(Level) = [8]> then\n new saw @ [1018] [25] sinus y [] [] id [] sinus x [] [] y+ []\n new saw @ [658] [25] sinus y [] [] id [] sinus x [] [] y+ []\nend\nif <(Level) = [7]> then\n new saw @ [369] [80] sinus y [] [] id [] sinus x [] [] y+ []\n new saw @ [595] [80] sinus y [] [] id [] sinus x [] [] y+ []\n new saw @ [492] [-100] sinus y [] [] id [] sinus x [100] [100] y+ []\nend\nif <(Level) = [6]> then\n new saw @ [419] [2] sinus y [] [] id [1] sinus x [] [] y+ [20]\n new saw @ [551] [2] sinus y [] [] id [1] sinus x [] [] y+ [50]\n new saw @ [684] [2] sinus y [] [] id [1] sinus x [] [] y+ [80]\nend\nset [x v] to [10000]\nset [x v] to [10000]\n\ndefine position (x) (y)\ngo to [front v] layer\ngo [backward v] (80) layers\nswitch costume to (saw v)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n if <touching (box v)?> then\n set [die v] to [1]\n end\nelse\n hide\nend\nif <<(x\[\]) = []> and <(y\(\)) = []>> then\n if <(id) = [1]> then\n point in direction (90)\n switch costume to (saw2 v)\n set size to (140) %\n if <(mode) = [0]> then\n change [y+ v] by (3)\n if <(y+) > [200]> then\n set [mode v] to [1]\n end\n end\n if <(mode) = [1]> then\n change [y+ v] by (-23)\n if <[0] > (y+)> then\n set [mode v] to [0]\n if <(mute.sound) = [0]> then\n start sound [Boom Cloud v]\n end\n end\n end\n else\n point in direction (([cos v] of ((timer) * (120)) ) * (150))\n end\nelse\n turn right (3) degrees\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine new saw @ (x) (y) sinus y (\(\)) (\[\]) id (i) sinus x (sinx\(\)) (sinx\[\]) y+ (y+)\npoint in direction (90)\nset [x v] to (x)\nset [y v] to (y)\nset [x\(\) v] to (sinx\(\))\nset [x\[\] v] to (sinx\[\])\nset [y\(\) v] to (\(\))\nset [y\[\] v] to (\[\])\nset [id v] to (i)\nset [mode v] to [0]\nset [y+ v] to (y+)\ncreate clone of (_myself_ v)\n\nset [level v] to [5]\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ground5\n\nwhen I receive [update v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([cos v] of ((timer) * (y\(\))) ) * (y\[\])))\n\nwhen I receive [setup v]\nwait (0.1) seconds\nclear graphic effects\nhide\nif <(Level) = [3]> then\n new item @ [300] [300] sinus x [] [] sinus y [200] [20] [1] type [1]\n new item @ [900] [-200] sinus x [] [] sinus y [200] [20] [5] type [2]\nend\nif <(Level) = [4]> then\n new item @ [326] [246] sinus x [] [] sinus y [200] [20] [2] type [1]\nend\nif <(Level) = [5]> then\n new item @ [712] [-200] sinus x [] [] sinus y [200] [20] [3] type [1]\n new item @ [-714] [-100] sinus x [] [] sinus y [200] [20] [4] type [2]\nend\nif <(Level) = [8]> then\n new item @ [400] [100] sinus x [] [] sinus y [200] [20] [7] type [1]\nend\nif <(Level) = [6]> then\n new item @ [-220] [-90] sinus x [] [] sinus y [200] [20] [6] type [1]\nend\nset [x v] to [10000]\n\ndefine position (x) (y)\nclear graphic effects\nset [ghost v] effect to (0)\nif <(type) = [1]> then\n next costume\n if <(costume [name v]) = [diamond]> then\n switch costume to (coin v)\n end\nelse\n switch costume to (diamond v)\n point in direction ((([sin v] of ((timer) * (200)) ) * (10)) + (90))\n set [brightness v] effect to (20)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <(item (id) of [coin v]) = [1]> then\n delete this clone\nend\nif <touching (box v)?> then\n if <(type) = [1]> then\n change [stats: coins v] by (1)\n else\n change [stats: diamonds v] by (1)\n end\n set [get v] to [1]\n replace item (id) of [coin v] with [1]\n if <(mute.sound) = [0]> then\n start sound [Coin v]\n end\n set [coin-x v] to (x position)\n set [coin-y v] to (y position)\n broadcast (coinget v)\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine new item @ (x) (y) sinus x (\(\)) (\[\]) sinus y (\(\)) (\[\]) (id) type (t)\npoint in direction (90)\nset [x v] to (x)\nset [y v] to (y)\nset [x\(\) v] to (\(\))\nset [x\[\] v] to (\[\])\nset [y\(\) v] to (\(\))\nset [y\[\] v] to (\[\])\nset [id v] to (id)\nset [get v] to [0]\nset [b v] to [0]\nset [type v] to (t)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ndelete all of [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\nadd [0] to [coin v]\n\nwhen flag clicked\nforever\n change [itemget v] by (-1)\nend\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Sprite4\n\n@Sprite5\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (join [.] (stats: coins))\n set x to (-60)\n if <(itemget) < [0]> then\n if <(shop) < [0]> then\n xb [0]\n else\n xb [2]\n end\n else\n xb [1]\n end\nend\n\ndefine xb (b)\nif <(b) = [2]> then\n set [vel v] to (((vel) * (0.2)) + (((y position) - (-80)) * (-0.3)))\nelse\n if <(b) = [1]> then\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-155)) * (-0.3)))\n else\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-200)) * (-0.3)))\n end\nend\nchange y by (vel)\n\n@Sprite6\n\nwhen flag clicked\nforever\n set x to (10)\n switch costume to (join [.] (stats: diamonds))\n show\n go to [front v] layer\n if <(itemget) < [0]> then\n if <(shop) < [0]> then\n xb [0]\n else\n xb [2]\n end\n else\n xb [1]\n end\nend\n\ndefine xb (b)\nif <(b) = [2]> then\n set [vel v] to (((vel) * (0.2)) + (((y position) - (-80)) * (-0.3)))\nelse\n if <(b) = [1]> then\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-155)) * (-0.3)))\n else\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-200)) * (-0.3)))\n end\nend\nchange y by (vel)\n\n@Sprite7\n\ndefine xb (b)\nif <(b) = [2]> then\n set [vel v] to (((vel) * (0.2)) + (((y position) - (-80)) * (-0.3)))\nelse\n if <(b) = [1]> then\n set [vel v] to (((y position) - (-140)) * (-0.3))\n else\n set [vel v] to (((y position) - (-240)) * (-0.3))\n end\nend\nchange y by (vel)\n\nwhen flag clicked\nforever\n set [ghost v] effect to (20)\n set x to (25)\n show\n go to [front v] layer\n go [backward v] (0) layers\n set size to (75) %\n if <(shop) < [0]> then\n xb [0]\n else\n xb [1]\n end\nend\n\n@//📊 Scratch Analytics by @TimMcCool2\n\ndefine Send Data (payload)\nset [☁ to_host v] to (payload)\n\ndefine Encode (input)\nset [//output v] to []\nset [i v] to [0]\nrepeat (length of (input))\n change [i v] by (1)\n switch costume to (join [=] (letter (i) of (input)))\n set [//output v] to (join (//output) (costume [number v]))\nend\n\nwhen flag clicked\nwait (0.6) seconds\nEncode (join (username) (join [,] (join (current [hour v]) (join [,] []))))\nSend Data (//output)\n\n
Full game is out: https://scratch.mit.edu/projects/416410318/\n\nThis project is outdated. Check out the full game instead! :D\nor play some of these amazing games: ;D\n\n- Frosty Platformer by @TimMcCool\nhttps://scratch.mit.edu/projects/382847666/\n\n- Cube World by @krishtheking123\nhttps://scratch.mit.edu/projects/403477222/\n\n- Good vs Evil 2 - The Battle by @cheekyscuola\nhttps://scratch.mit.edu/projects/404746064/\n
1 Year || A Platformer + Boss Fights!
@Stage\n\n@Player\n\nwhen flag clicked\nset [fall v] to [0]\nset rotation style [left-right v]\nforever\n change y by (Fall)\n if <touching (ground v)?> then\n change y by ((0) - (Fall))\n if <key (up arrow v) pressed?> then\n set [fall v] to [10]\n else\n set [fall v] to [0]\n end\n else\n change [fall v] by (-1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (10) steps\n if <touching (ground v)?> then\n move (-10) steps\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n if <touching (ground v)?> then\n move (-10) steps\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (danger 2 v)?> then\n go to x: (-196) y: (50)\n end\n if <touching (lightning v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (spring boss 1 v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (boss danger v)?> then\n go to x: (-192) y: (-89)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-192) y: (-89)\n\nwhen flag clicked\nhide variable [summer level v]\nhide variable [fall level v]\nhide variable [deaths v]\nhide variable [spring level v]\nhide variable [boss level v]\nswitch backdrop to (pic v)\nwait (5) seconds\nswitch backdrop to (intro v)\nwait (10) seconds\nswitch backdrop to (b1 v)\n\nwhen backdrop switches to [b1 v]\nshow variable [spring level v]\nshow\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen flag clicked\nswitch costume to (black player v)\nset [spring level v] to [1]\nforever\n if <touching (teleporter v)?> then\n hide\n next backdrop\n go to x: (-192) y: (-89)\n show\n end\n if <touching (portal v)?> then\n hide\n switch backdrop to (b10 v)\n go to x: (-192) y: (-89)\n show\n end\n if <touching (portal2 v)?> then\n hide\n switch backdrop to (b19 v)\n go to x: (-192) y: (-89)\n show\n end\nend\n\nwhen backdrop switches to [b2 v]\ngo to x: (-179) y: (50)\nchange [spring level v] by (1)\nsay [WATER!] for (1) seconds\n\nwhen backdrop switches to [b3 v]\ngo to x: (-179) y: (50)\nchange [spring level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (water v)?> then\n set [ghost v] effect to (75)\n switch costume to (scuba player v)\n end\n if <not <touching (water v)?>> then\n clear graphic effects\n end\n if <touching (trampoline v)?> then\n set [fall v] to [15]\n end\n if <touching (super trampoline! v)?> then\n set [fall v] to [20]\n end\n if <touching (crab v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (pufferfish v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (pufferfish2 v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (contraption v)?> then\n change size by (-30)\n wait (7) seconds\n change size by (30)\n change y by (20)\n end\n if <touching (bad platformer v)?> then\n go to x: (-192) y: (-89)\n end\n if <touching (ladder v)?> then\n set [fall v] to [9]\n end\n if <touching (key v)?> then\n broadcast (Key collected v)\n play sound [Collect v] until done\n end\nend\n\nwhen backdrop switches to [b4 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b5 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b6 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b7 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b8 v]\ngo to x: (-192) y: (-89)\nchange [spring level v] by (1)\n\nwhen backdrop switches to [b9 v]\ngo to x: (-192) y: (-89)\nsay [Hmmmm...] for (2) seconds\nchange [spring level v] by (1)\n\nwhen backdrop switches to [boss level 1 v]\nstop all sounds\ngo to x: (-192) y: (-89)\nhide variable [spring level v]\nshow variable [boss level v]\nchange [boss level v] by (1)\n\nwhen flag clicked\nset [boss level v] to [0]\nset size to (60) %\n\nwhen backdrop switches to [boss level 1 v]\nforever\n if <touching (boss danger v)?> then\n change [deaths v] by (1)\n end\nend\n\nwhen backdrop switches to [boss level 1 v]\nwait (38) seconds\nif <(Deaths) < [40]> then\n wait (1) seconds\n switch backdrop to (boss level win 1 v)\nend\nif <(Deaths) > [40]> then\n wait (1) seconds\n switch backdrop to (boss level lose 1 v)\n wait (2) seconds\n switch backdrop to (boss level 1 v)\nend\n\nwhen backdrop switches to [b10 v]\ngo to x: (-192) y: (-89)\nhide variable [spring level v]\nhide variable [boss level v]\nhide variable [deaths v]\nshow variable [summer level v]\nset [summer level v] to [1]\n\nwhen backdrop switches to [b11 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b12 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b13 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b14 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b15 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b16 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b17 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [b18 v]\ngo to x: (-192) y: (-89)\nchange [summer level v] by (1)\n\nwhen backdrop switches to [boss level 2 v]\nstop all sounds\ngo to x: (-192) y: (-89)\nhide variable [summer level v]\nshow variable [boss level v]\nset [boss level v] to [1]\n\nwhen backdrop switches to [boss level 2 v]\nwait (38) seconds\nif <(Deaths) < [30]> then\n wait (1) seconds\n switch backdrop to (boss level win 2 v)\nend\nif <(Deaths) > [30]> then\n wait (1) seconds\n switch backdrop to (boss level lose 2 v)\n wait (2) seconds\n switch backdrop to (boss level 2 v)\nend\n\nwhen backdrop switches to [b19 v]\ngo to x: (-192) y: (-89)\nhide variable [summer level v]\nhide variable [boss level v]\nhide variable [deaths v]\nshow variable [fall level v]\nset [fall level v] to [1]\n\nwhen backdrop switches to [b20 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\nwhen backdrop switches to [b21 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\nwhen I receive [reset v]\ngo to x: (-192) y: (-89)\n\nwhen backdrop switches to [b22 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\nwhen backdrop switches to [b23 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\nwhen backdrop switches to [b24 v]\ngo to x: (-192) y: (-89)\nchange [fall level v] by (1)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\nswitch costume to (g1 v)\n\nwhen backdrop switches to [b2 v]\nswitch costume to (g2 v)\n\nwhen backdrop switches to [b3 v]\nswitch costume to (g3 v)\n\nwhen backdrop switches to [b4 v]\nswitch costume to (g4 v)\n\nwhen backdrop switches to [b5 v]\nswitch costume to (g5 v)\n\nwhen backdrop switches to [b6 v]\nswitch costume to (g6 v)\n\nwhen backdrop switches to [b7 v]\nswitch costume to (g7 v)\n\nwhen backdrop switches to [b8 v]\nswitch costume to (g8 v)\n\nwhen backdrop switches to [b9 v]\nswitch costume to (g9 v)\n\nwhen backdrop switches to [boss level 1 v]\nswitch costume to (g10 v)\n\nwhen backdrop switches to [b10 v]\nswitch costume to (g11 v)\n\nwhen backdrop switches to [b11 v]\nswitch costume to (g12 v)\n\nwhen backdrop switches to [b12 v]\nswitch costume to (g13 v)\n\nwhen backdrop switches to [b13 v]\nswitch costume to (g14 v)\n\nwhen backdrop switches to [b14 v]\nswitch costume to (g15 v)\n\nwhen backdrop switches to [b15 v]\nswitch costume to (g16 v)\n\nwhen backdrop switches to [b16 v]\nswitch costume to (g17 v)\n\nwhen backdrop switches to [b17 v]\nswitch costume to (g18 v)\n\nwhen backdrop switches to [b18 v]\nswitch costume to (g19 v)\n\nwhen backdrop switches to [boss level 2 v]\nswitch costume to (g20 v)\n\nwhen backdrop switches to [b19 v]\nswitch costume to (g21 v)\n\nwhen backdrop switches to [b20 v]\nswitch costume to (g22 v)\n\nwhen backdrop switches to [b21 v]\nswitch costume to (g23 v)\n\nwhen backdrop switches to [b22 v]\nswitch costume to (g24 v)\n\nwhen backdrop switches to [b23 v]\nswitch costume to (g25 v)\n\nwhen backdrop switches to [b24 v]\nswitch costume to (g26 v)\n\nwhen I receive [key collected v]\nswitch costume to (g27 v)\n\n@The Sun\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\nswitch costume to (sun 1 v)\ngo to x: (-309) y: (48)\n\nwhen backdrop switches to [b3 v]\nswitch costume to (sun 2 v)\nglide (10) secs to x: (-308) y: (-36)\n\nwhen backdrop switches to [b4 v]\nhide\n\nwhen backdrop switches to [b5 v]\nshow\nglide (5) secs to x: (-308) y: (-93)\n\nwhen backdrop switches to [b7 v]\nshow\nglide (5) secs to x: (-306) y: (-197)\nswitch costume to (sun 3 v)\n\nwhen backdrop switches to [b8 v]\nhide\nshow\nswitch costume to (sun 4 v)\nglide (5) secs to x: (-281) y: (5)\n\nwhen backdrop switches to [b9 v]\nhide\nshow\nswitch costume to (sun 1 v)\n\nwhen backdrop switches to [b10 v]\nswitch costume to (sun 5 v)\n\nwhen backdrop switches to [b11 v]\nswitch costume to (sun 1 v)\ngo to x: (-309) y: (48)\n\nwhen backdrop switches to [b14 v]\nswitch costume to (sun 5 v)\ngo to x: (-273) y: (2)\n\nwhen backdrop switches to [b16 v]\nswitch costume to (sun 1 v)\ngo to x: (-309) y: (48)\n\nwhen backdrop switches to [b17 v]\nshow\nswitch costume to (sun 5 v)\ngo to x: (-273) y: (2)\n\nwhen backdrop switches to [b19 v]\nshow\nswitch costume to (sun 1 v)\ngo to x: (-309) y: (48)\n\nwhen backdrop switches to [b21 v]\nhide\n\nwhen backdrop switches to [b22 v]\nshow\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\nswitch costume to (spike 1 v)\ngo to x: (70) y: (-50)\n\nwhen backdrop switches to [b2 v]\nhide\n\nwhen backdrop switches to [b3 v]\nswitch costume to (spike 2 v)\nshow\ngo to x: (14) y: (-52)\n\nwhen backdrop switches to [b4 v]\nswitch costume to (spike 3 v)\ngo to x: (14) y: (-52)\nshow\n\nwhen backdrop switches to [b5 v]\nswitch costume to (spike 4 v)\ngo to x: (16) y: (-50)\nshow\n\nwhen backdrop switches to [b6 v]\nswitch costume to (spike 5 v)\ngo to x: (16) y: (-50)\nshow\n\nwhen backdrop switches to [b7 v]\nswitch costume to (spike 6 v)\ngo to x: (16) y: (-50)\nshow\n\nwhen backdrop switches to [b8 v]\nswitch costume to (spike 7 v)\ngo to x: (16) y: (-50)\nshow\n\nwhen backdrop switches to [b9 v]\nswitch costume to (spike 8 v)\ngo to x: (16) y: (-50)\nshow\n\nwhen backdrop switches to [boss level 1 v]\nhide\n\nwhen backdrop switches to [b10 v]\nswitch costume to (spike 9 v)\ngo to x: (16) y: (-50)\nshow\n\nwhen backdrop switches to [b11 v]\nswitch costume to (spike 10 v)\ngo to x: (16) y: (-50)\nshow\n\nwhen backdrop switches to [b12 v]\nswitch costume to (spike 11 v)\ngo to x: (16) y: (-50)\nshow\n\nwhen backdrop switches to [b13 v]\nswitch costume to (spike 12 v)\ngo to x: (16) y: (-50)\nshow\n\nwhen backdrop switches to [b14 v]\nhide\n\nwhen backdrop switches to [b15 v]\nswitch costume to (spike 13 v)\nshow\n\nwhen backdrop switches to [b16 v]\nswitch costume to (spike 14 v)\nchange [ghost v] effect by (35)\nshow\n\nwhen backdrop switches to [b17 v]\ngo to x: (16) y: (-50)\nhide\nclear graphic effects\nswitch costume to (spike 15 v)\nshow\nrepeat (5)\n glide (1) secs to x: (105) y: (-50)\n wait (1) seconds\n glide (1) secs to x: (16) y: (-50)\nend\n\nwhen backdrop switches to [b18 v]\nswitch costume to (spike 16 v)\nshow\n\nwhen backdrop switches to [boss level 2 v]\nhide\nswitch costume to (spike 17 v)\nshow\n\nwhen backdrop switches to [b19 v]\nswitch costume to (spike 18 v)\n\nwhen backdrop switches to [b20 v]\nswitch costume to (spike 19 v)\n\nwhen backdrop switches to [b21 v]\nswitch costume to (spike 20 v)\n\nwhen backdrop switches to [b22 v]\nswitch costume to (spike 21 v)\n\nwhen backdrop switches to [b23 v]\nswitch costume to (spike 22 v)\n\nwhen backdrop switches to [b24 v]\nswitch costume to (spike 23 v)\nshow\n\n@Danger 2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b2 v]\nshow\n\nwhen backdrop switches to [b3 v]\nhide\n\nwhen backdrop switches to [b10 v]\nhide\n\n@Intro Logo\n\nwhen backdrop switches to [b1 v]\nhide\n\nwhen backdrop switches to [intro v]\nhide\nwait (1) seconds\nshow\nstart sound [Dance Celebrate v]\nrepeat (100)\n next costume\nend\n\n@Teleporter\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nswitch costume to (teleport 1 v)\nshow\ngo to x: (251) y: (94)\n\nwhen backdrop switches to [b2 v]\ngo to x: (153) y: (-143)\nchange [ghost v] effect by (90)\n\nwhen backdrop switches to [b3 v]\nclear graphic effects\ngo to x: (252) y: (122)\n\nwhen backdrop switches to [b4 v]\ngo to x: (257) y: (-118)\n\nwhen backdrop switches to [b5 v]\ngo to x: (257) y: (-118)\n\nwhen backdrop switches to [b6 v]\ngo to x: (242) y: (-70)\n\nwhen backdrop switches to [b8 v]\ngo to x: (124) y: (-80)\n\nwhen backdrop switches to [b9 v]\ngo to x: (206) y: (-44)\n\nwhen backdrop switches to [boss level 1 v]\nhide\n\nwhen backdrop switches to [b10 v]\ngo to x: (225) y: (-182)\nshow\nchange [ghost v] effect by (75)\n\nwhen backdrop switches to [b11 v]\nclear graphic effects\ngo to x: (246) y: (17)\nrepeat (250)\n change [color v] effect by (25)\nend\nclear graphic effects\n\nwhen backdrop switches to [b12 v]\ngo to x: (248) y: (-17)\n\nwhen backdrop switches to [b14 v]\ngo to x: (246) y: (-42)\n\nwhen backdrop switches to [b15 v]\ngo to x: (241) y: (-173)\nshow\nchange [ghost v] effect by (75)\n\nwhen backdrop switches to [b16 v]\nshow\ngo to x: (232) y: (-61)\nchange [ghost v] effect by (55)\n\nwhen backdrop switches to [b17 v]\nclear graphic effects\ngo to x: (232) y: (-61)\n\nwhen backdrop switches to [b18 v]\nclear graphic effects\ngo to x: (262) y: (50)\n\nwhen backdrop switches to [boss level 2 v]\nhide\n\nwhen backdrop switches to [b19 v]\nswitch costume to (teleport 2 v)\ngo to x: (270) y: (-120)\nshow\n\nwhen backdrop switches to [b21 v]\nswitch costume to (teleport 1 v)\ngo to x: (261) y: (-109)\nshow\n\nwhen backdrop switches to [b23 v]\nswitch costume to (teleport 1 v)\ngo to x: (-174) y: (71)\nshow\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b2 v]\nshow\nchange [ghost v] effect by (25)\nrepeat (5)\n switch costume to (water2 v)\n wait (1) seconds\n switch costume to (water1 v)\n wait (1) seconds\nend\n\nwhen backdrop switches to [b3 v]\nhide\n\nwhen backdrop switches to [b10 v]\nshow\nswitch costume to (water3 v)\n\nwhen backdrop switches to [b11 v]\nhide\n\nwhen backdrop switches to [b15 v]\nswitch costume to (water4 v)\nshow\n\nwhen backdrop switches to [b16 v]\nswitch costume to (water5 v)\nshow\n\nwhen backdrop switches to [b17 v]\nhide\n\nwhen backdrop switches to [boss level 2 v]\nswitch costume to (water6 v)\nshow\n\nwhen backdrop switches to [b19 v]\nhide\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b3 v]\nshow\nswitch costume to (trampoline1 v)\ngo to x: (25) y: (-81)\n\nwhen backdrop switches to [b4 v]\nhide\n\nwhen backdrop switches to [b5 v]\nshow\nswitch costume to (trampoline2 v)\ngo to x: (154) y: (-109)\n\nwhen backdrop switches to [b6 v]\nshow\nswitch costume to (trampoline3 v)\n\nwhen backdrop switches to [b7 v]\nshow\nswitch costume to (trampoline4 v)\ngo to x: (154) y: (-109)\n\nwhen backdrop switches to [b8 v]\nhide\n\nwhen backdrop switches to [b11 v]\nswitch costume to (trampoline4 v)\ngo to x: (24) y: (-108)\nshow\n\nwhen backdrop switches to [b12 v]\nhide\n\nwhen backdrop switches to [b10 v]\nhide\n\nwhen backdrop switches to [b19 v]\nswitch costume to (trampoline5 v)\ngo to x: (99) y: (-109)\nshow\n\nwhen backdrop switches to [b20 v]\nhide\n\nwhen backdrop switches to [b22 v]\nshow\nswitch costume to (trampoline6 v)\ngo to x: (36) y: (-108)\n\nwhen backdrop switches to [b23 v]\nhide\n\nwhen backdrop switches to [b24 v]\nswitch costume to (trampoline2 v)\ngo to x: (72) y: (-154)\nshow\n\n@Rain\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b6 v]\nshow\nforever\n wait (1) seconds\n switch costume to (rain 2 v)\n wait (1) seconds\n switch costume to (rain 1 v)\nend\n\nwhen backdrop switches to [b8 v]\nhide\n\n@Lightning\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b7 v]\nforever\n wait (2) seconds\n show\n wait (2.1) seconds\n hide\nend\n\nwhen backdrop switches to [b8 v]\nforever\n hide\nend\n\n@Spring Boss 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level 1 v]\nshow\ngo to x: (179) y: (-9)\nswitch costume to (boss 1 v)\nwait (2) seconds\nswitch costume to (boss 2 v)\nwait (2) seconds\nswitch costume to (boss 3 v)\nwait (2) seconds\nswitch costume to (boss 4 v)\nwait (2) seconds\nswitch costume to (boss 5 v)\nsay [Ha Ha Ha...] for (2) seconds\nsay [Fight Me...] for (2) seconds\nswitch costume to (boss 6 v)\nwait (24) seconds\nhide\n\nwhen backdrop switches to [boss level 2 v]\nshow\ngo to x: (179) y: (-9)\nswitch costume to (boss 7 v)\nwait (2) seconds\nswitch costume to (boss 8 v)\nwait (2) seconds\nswitch costume to (boss 9 v)\nwait (2) seconds\nswitch costume to (boss 10 v)\nwait (2) seconds\nswitch costume to (boss 11 v)\nsay [We meet again...] for (4) seconds\nswitch costume to (boss 12 v)\nwait (25) seconds\nhide\n\n@Boss Danger\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level 1 v]\nshow variable [deaths v]\nset [deaths v] to [0]\nwait (13) seconds\ngo to x: (58) y: (-42)\nswitch costume to (boss d1 v)\nshow\nwait (1) seconds\nhide\nwait (1) seconds\nswitch costume to (boss d2 v)\nshow\nwait (1) seconds\nhide\nwait (1) seconds\nswitch costume to (boss d3 v)\nshow\nglide (0.5) secs to x: (-17) y: (-63)\nwait (1) seconds\nhide\nwait (1) seconds\nswitch costume to (boss d4 v)\ngo to x: (1) y: (24)\nshow\nglide (0.5) secs to x: (58) y: (-42)\nwait (1) seconds\nswitch costume to (boss d5 v)\nglide (1.5) secs to x: (237) y: (-42)\nwait (1) seconds\nhide\nswitch costume to (boss d6 v)\nshow\nglide (1) secs to x: (241) y: (-124)\nwait (1) seconds\nglide (1) secs to x: (237) y: (-42)\nwait (1) seconds\nhide\nswitch costume to (boss d7 v)\nwait (0.5) seconds\nshow\nwait (0.5) seconds\nglide (1) secs to x: (241) y: (-100)\nwait (1) seconds\nhide\nswitch costume to (boss d8 v)\nwait (1) seconds\ngo to x: (134) y: (-101)\nshow\nwait (1) seconds\nhide\nwait (1) seconds\n\nwhen backdrop switches to [boss level 2 v]\nshow variable [deaths v]\nset [deaths v] to [0]\nwait (13) seconds\ngo to x: (134) y: (-101)\nswitch costume to (boss d9 v)\nshow\nwait (0.5) seconds\nglide (0.5) secs to x: (144) y: (-290)\nwait (1) seconds\nhide\nswitch costume to (boss d10 v)\nwait (1) seconds\nshow\ngo to x: (67) y: (-194)\nwait (1) seconds\nglide (1) secs to x: (-181) y: (-193)\nhide\nswitch costume to (boss d11 v)\nwait (1) seconds\ngo to x: (-186) y: (-103)\nshow\nwait (0.3) seconds\nglide (1.5) secs to x: (28) y: (-104)\nwait (0.5) seconds\nhide\nswitch costume to (boss d12 v)\ngo to x: (28) y: (-104)\nwait (1) seconds\nshow\nglide (0.7) secs to x: (-219) y: (-324)\nwait (0.5) seconds\nhide\ngo to x: (130) y: (-110)\nwait (0.3) seconds\nshow\nglide (0.7) secs to x: (-88) y: (-322)\nwait (0.5) seconds\nhide\nswitch costume to (boss d14 v)\ngo to x: (-223) y: (-316)\nwait (1) seconds\nshow\nwait (1) seconds\nhide\ngo to x: (-317) y: (-318)\nwait (0.5) seconds\nshow\nwait (0.5) seconds\nhide\nswitch costume to (boss d15 v)\nwait (0.3) seconds\ngo to x: (-61) y: (-318)\nshow\nwait (1) seconds\nglide (0.5) secs to x: (-230) y: (-256)\nglide (0.7) secs to x: (-61) y: (-318)\nglide (0.3) secs to x: (-206) y: (-183)\nglide (1) secs to x: (-206) y: (-183)\nglide (0.7) secs to x: (-314) y: (-282)\nglide (1) secs to x: (-206) y: (-183)\nglide (0.3) secs to x: (-160) y: (-284)\nwait (0.3) seconds\nhide\n\n@Portal\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level 1 v]\nwait (38) seconds\nif <(Deaths) < [40]> then\n wait (1) seconds\n switch costume to (spring portal v)\n show\nend\n\nwhen backdrop switches to [b10 v]\nhide\n\nwhen backdrop switches to [boss level 1 v]\nwait (38) seconds\nif <(Deaths) < [40]> then\n wait (1) seconds\n switch costume to (spring portal v)\n show\nend\n\n@Skip to summer\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\n\nwhen this sprite clicked\nswitch backdrop to (b10 v)\nhide\n\nwhen backdrop switches to [b10 v]\nhide\n\n@Super Trampoline!\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b12 v]\nswitch costume to (super trampoline1 v)\ngo to x: (36) y: (28)\nshow\n\nwhen backdrop switches to [b13 v]\nhide\n\n@CRAB\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b14 v]\nshow\nrepeat (100)\n go to x: (193) y: (-122)\n next costume\n wait (0.2) seconds\n glide (1) secs to x: (-238) y: (-125)\nend\n\nwhen backdrop switches to [b14 v]\nshow\nrepeat (100)\n wait (0.2) seconds\n next costume\nend\n\nwhen backdrop switches to [b15 v]\nhide\n\n@Item\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b16 v]\nswitch costume to (seaweed 1 v)\nshow\n\nwhen backdrop switches to [b17 v]\nhide\n\nwhen backdrop switches to [b13 v]\nswitch costume to (sign v)\nshow\n\nwhen backdrop switches to [b15 v]\nhide\n\n@Pufferfish\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b16 v]\nshow\nrepeat (50)\n go to x: (214) y: (-11)\n wait (1) seconds\n glide (6) secs to x: (-227) y: (-21)\n wait (1) seconds\nend\n\nwhen backdrop switches to [b17 v]\nhide\n\n@Pufferfish2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b16 v]\nshow\nrepeat (50)\n go to x: (223) y: (21)\n wait (2) seconds\n glide (6.5) secs to x: (-221) y: (-2)\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [b17 v]\nhide\n\n@Portal2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [boss level 2 v]\nwait (38) seconds\nif <(Deaths) < [30]> then\n wait (1) seconds\n switch costume to (fall portal v)\n show\nend\n\nwhen backdrop switches to [b19 v]\nhide\n\n@Leaf\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b19 v]\nshow\nforever\n go to x: (215) y: (23)\n wait (0.2) seconds\n glide (1) secs to x: (178) y: (57)\n wait (0.3) seconds\n glide (2) secs to x: (-171) y: (11)\n wait (1) seconds\nend\n\n@Contraption\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b19 v]\nshow\ngo to x: (36) y: (28)\nswitch costume to (contraption v)\n\nwhen backdrop switches to [b20 v]\ngo to x: (41) y: (66)\n\nwhen backdrop switches to [b21 v]\ngo to x: (-139) y: (25)\nswitch costume to (contraption2 v)\n\nwhen backdrop switches to [b22 v]\nhide\n\nwhen backdrop switches to [b23 v]\nswitch costume to (contraption v)\ngo to x: (22) y: (196)\nshow\n\nwhen backdrop switches to [b24 v]\nhide\ngo to x: (-93) y: (127)\nshow\n\nwhen I receive [key collected v]\nhide\n\n@Bad Platformer\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b22 v]\ngo to x: (164) y: (-83)\nshow\nswitch costume to (bp1 v)\nforever\n point in direction (-90)\n glide (2) secs to x: (-67) y: (-83)\n point in direction (90)\n glide (2) secs to x: (164) y: (-83)\nend\n\n@Restart Button\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\ngo to x: (-101) y: (-183)\n\nwhen this sprite clicked\nbroadcast (RESET v)\n\nwhen backdrop switches to [b10 v]\ngo to x: (-201) y: (-179)\n\n@Ladder\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b23 v]\nshow\ngo to x: (36) y: (28)\n\nwhen backdrop switches to [b24 v]\nhide\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b24 v]\nshow\n\nwhen I receive [key collected v]\nhide\n\n@Skip level\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b1 v]\nshow\ngo to x: (21) y: (-96)\n\nwhen this sprite clicked\nnext backdrop\n\nwhen backdrop switches to [b10 v]\ngo to x: (-79) y: (-92)\n\n
Check out my new project!\nhttps://scratch.mit.edu/projects/414163313\nSkip button is added!\nI WILL BE ADDING MORE!\nPlease don't skip the boss levels because it will mess the game up.\nPlease follow me @HenryWolfe\nUse arrow keys to control platformer.\nPress [Space] to switch costumes.\nLove, fav and ENJOY!!!\n9 levels + Boss Fight!\n+ 9 summer levels + Boss Fight!\n+ 6 Fall levels and more coming!\nWinter coming in August!
[entry] Natural || a platformer #games
@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\nforever\n if <(Play-Game) = [yes]> then\n switch backdrop to ((Level) + (1))\n end\nend\n\n@person\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (500) %\ngo to x: (-150) y: (0)\nset [level v] to [intro]\nset [jump v] to [no]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n if <(Play-Game) = [yes]> then\n show\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x velocity v] by (2)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume3 v)\n change [x velocity v] by (-2)\n end\n change x by (X Velocity)\n if <touching (platform v)?> then\n change x by ((X Velocity) * (-1))\n set [x velocity v] to [0]\n else\n set [x velocity v] to ((X Velocity) * (0.8))\n end\n change y by (Y Velocity)\n if <touching (platform v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n if <(Jump) = [yes]> then\n if <key (up arrow v) pressed?> then\n switch costume to (costume2 v)\n set [y velocity v] to [15]\n set [jump v] to [no]\n end\n end\n else\n set [jump v] to [yes]\n change [y velocity v] by (-1)\n end\n if <(x position) > [230]> then\n start sound [neat v]\n broadcast (Screen v)\n wait (1) seconds\n go to x: (-200) y: (-42)\n set [x velocity v] to [0]\n set [x velocity v] to [0]\n end\n if <touching (oof v)?> then\n hide\n create clone of (_myself_ v)\n wait (0.5) seconds\n go to x: (-200) y: (-42)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <(y position) = [-181]> then\n go to x: (-200) y: (-118)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n set [xpos v] to (x position)\n set [ypos v] to (y position)\n if <<<key (f v) pressed?> and <not <(invisibily) = [yes]>>> and <(cooldown) = [0]>> then\n broadcast (inv v)\n set [cooldown v] to [4]\n end\n else\n hide\n end\nend\n\nset [level v] to ((Level) + (1))\n\nwhen I start as a clone\ngo to [front v] layer\nturn right (15) degrees\nshow\nturn right (15) degrees\nglide (0.2) secs to x: (x position) y: ((y position) + (12))\nturn right (15) degrees\nrepeat (distance to [platform v])\n turn right (15) degrees\n change y by (-10)\n if <touching (_edge_ v)?> then\n repeat (3)\n turn right (10) degrees\n change y by (-10)\n end\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [reset v]\ngo to x: (-150) y: (0)\n\nwhen flag clicked\n\nif <(invisibily) = [yes]> then\n\nwhen I receive [inv v]\nset [invisibily v] to [yes]\nset [ghost v] effect to (10)\nwait (1) seconds\nset [ghost v] effect to (0)\nset [invisibily v] to [no]\nwait (5) seconds\nset [cooldown v] to [0]\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@intro\n\nwhen flag clicked\nerase all\nstart sound [blep v]\nset size to (100) %\nset [clone? v] to [0]\nhide\nclear graphic effects\nswitch costume to (costume1 v)\ngo to x: (-283) y: (0)\nshow\nglide (0.5) secs to x: (283) y: (0)\nhide\ncreate clone of (_myself_ v)\nwait (.5) seconds\nchange [clone? v] by (1)\ncreate clone of (_myself_ v)\nwait (3) seconds\nforever\n play sound [bensound-hey v] until done\nend\n\nwhen I start as a clone\nif <(clone?) = [0]> then\n show\n switch costume to (screen v)\n set size to (200) %\n go to x: (500) y: (0)\n glide (0.5) secs to x: (0) y: (0)\n stamp\nend\nif <(clone?) = [1]> then\n clear graphic effects\n start sound [Win v]\n show\n set size to (100) %\n switch costume to (costume1 v)\n go to x: (0) y: (435)\n glide (0.5) secs to x: (0) y: (0)\n wait (2) seconds\n repeat (4)\n next costume\n end\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n change x by (5)\n change y by (-5)\n end\n start sound [Crunch v]\n hide\n erase all\n set [level v] to [1]\n set [play-game v] to [yes]\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n if <(Level) = [9]> then\n stop [other scripts in sprite v]\n broadcast (g v)\n stop [this script v]\n end\nend\n\n@platform\n\nwhen flag clicked\nset [play-game v] to [no]\nset [level v] to [1]\nforever\n if <(Play-Game) = [yes]> then\n switch costume to (Level)\n show\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nswitch costume to (1 v)\n\n@screen effect\n\nwhen flag clicked\nhide\n\nwhen I receive [screen v]\ngo to [front v] layer\nset [clone id v] to [0]\npoint in direction (90)\nshow\nswitch costume to (costume1 v)\ngo to x: (-200) y: (0)\ncreate clone of (_myself_ v)\nrepeat (20)\n change x by (10)\nend\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nhide\nwait (0.3) seconds\nchange [clone id v] by (1)\nturn right (90) degrees\ncreate clone of (_myself_ v)\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [level v] to ((Level) + (1))\nrepeat (20)\n change y by (10)\nend\nhide\n\nwhen I start as a clone\nif <(clone ID) = [0]> then\n switch costume to (costume2 v)\n go to x: (200) y: (0)\n repeat (20)\n change x by (-10)\n end\n hide\n delete this clone\nend\nif <(clone ID) = [1]> then\n show\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat (12)\n turn right (7.5) degrees\n end\n delete this clone\nend\nif <(clone ID) = [2]> then\n show\n switch costume to (costume2 v)\n go to x: (0) y: (0)\n repeat (20)\n change y by (-10)\n end\n delete this clone\nend\n\n@effects\n\nwhen flag clicked\nhide\nforever\n if <(Play-Game) = [yes]> then\n wait (3) seconds\n if <<(Level) = [1]> or <<(Level) = [2]> or <(Level) = [3]>>> then\n go to x: (0) y: (300)\n point in direction (pick random (1) to (350))\n switch costume to (join [natural] (pick random (1) to (3)))\n create clone of (_myself_ v)\n end\n if <<(Level) = [4]> or <<(Level) = [5]> or <(Level) = [6]>>> then\n go to x: (0) y: (300)\n point in direction (pick random (1) to (350))\n switch costume to (join [notnatural] (pick random (1) to (3)))\n create clone of (_myself_ v)\n end\n if <(Level) > [6]> then\n go to x: (0) y: (300)\n point in direction (pick random (1) to (350))\n switch costume to (yikes v)\n create clone of (_myself_ v)\n end\n if <(Level) = [9]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo to x: (pick random (-200) to (200)) y: (150)\nshow\nphysics\n\ndefine physics\nrepeat until <touching (platform v)?>\n change x by (5)\n change y by (3)\n change y by (-10)\n repeat (2)\n go to [front v] layer\n change x by (10)\n change y by (-4)\n change x by (-10)\n change x by (3)\n end\n if <touching (_edge_ v)?> then\n repeat (10)\n change x by (1)\n end\n delete this clone\n end\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n go to [front v] layer\n wait (0.5) seconds\n go to x: (0) y: (300)\n point in direction (pick random (-50) to (350))\n switch costume to (yikes v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@OOF\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(Play-Game) = [yes]> then\n point in direction (90)\n show\n switch costume to (Level)\n if <(Level) = [2]> then\n go to x: (9) y: (-115)\n go to [back v] layer\n repeat (10)\n turn right (15) degrees\n end\n end\n if <(Level) = [3]> then\n go to x: (-20) y: (-115)\n go to [back v] layer\n repeat (10)\n turn right (15) degrees\n end\n end\n if <(Level) = [6]> then\n go to x: (-85) y: (-111)\n go to [back v] layer\n repeat (10)\n turn right (15) degrees\n end\n end\n end\n if <(Level) = [9]> then\n broadcast (fight v)\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [screen v]\nset [hurt# v] to [0]\nwait (1) seconds\nif <(Level) = [3]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n repeat (3)\n create clone of (_myself_ v)\n change [hurt# v] by (1)\n end\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [3]> then\n show\n switch costume to (2 v)\n go to x: (150) y: (-115)\n repeat (10)\n turn right (15) degrees\n end\n end\n if <(Level) = [6]> then\n go to [back v] layer\n go to x: (-85) y: (-111)\n point in direction (90)\n switch costume to (cool v)\n end\n if <(Level) = [7]> then\n if <(hurt#) = [0]> then\n go to x: (0) y: (-111)\n switch costume to (7 v)\n end\n if <(hurt#) = [1]> then\n go to x: (85) y: (-111)\n switch costume to (7 v)\n end\n if <(hurt#) = [2]> then\n go to x: (170) y: (-111)\n switch costume to (7 v)\n end\n repeat (10)\n turn right (15) degrees\n end\n end\n if <not <<(Level) = [7]> or <<(Level) = [6]> or <(Level) = [3]>>>> then\n delete this clone\n end\nend\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@bad\n\nwhen flag clicked\nhide\ngo to x: (67) y: (-89)\nforever\n if <(Play-Game) = [yes]> then\n if <<(Level) = [5]> and <not <(invisibily) = [yes]>>> then\n show\n if <(Jump) = [no]> then\n switch costume to (costume2 v)\n repeat (15)\n change y by (10)\n end\n repeat (15)\n change y by (-10)\n end\n end\n if <(xpos) < (x position)> then\n switch costume to (costume1 v)\n change x by (-5)\n end\n if <(x position) < (xpos)> then\n switch costume to (costume3 v)\n change x by (5)\n end\n if <touching color (#2b6b2b)?> then\n go to x: (67) y: (-89)\n end\n else\n if <not <(Level) = [5]>> then\n hide\n else\n show\n end\n end\n end\nend\n\nwhen I receive [reset v]\nwait (0.1) seconds\nrepeat (15)\n go to x: (67) y: (-89)\nend\n\nwhen flag clicked\nforever\n if <<touching (person v)?> and <not <(invisibily) = [yes]>>> then\n broadcast (reset v)\n end\n if <(invisibily) = [yes]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen I receive [g v]\nstop [other scripts in sprite v]\nhide\n\n@like and fave\n\nwhen I receive [g v]\ngo to x: (0) y: (0)\nshow\nforever\n point in direction (([sin v] of ((timer) * (400)) ) + (90))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [g v]\ngo to x: (0) y: (0)\nshow\nforever\n play sound [bensound-littleidea v] until done\nend\n\n@thumbail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n
\narrow keys to move. F for invisibility!\n\nThe reason it might not be too good is that I thought that I was going to be able to make a boss fight, but that took way too long and there were bugs that I could not fix, so I had to remove it. Anyway, hope you enjoy!
Night -A Platformer-
@Stage\n\nwhen I receive [start v]\nset volume to (75) %\nforever\n play sound [Unlimited v] until done\nend\n\n@Player\n\nwhen I receive [start v]\nset [level v] to [1]\ngo to x: (-212) y: (0)\nshow\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n 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 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 (-5)\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) + (20))>>> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [220]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v)\n go to x: (-212) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <(y position) < [-170]> then\n go to x: (-212) y: (0)\n end\n if <touching (spikes v)?> then\n go to x: (-212) y: (0)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nshow\nbroadcast (begin v)\nset [level v] to [1]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (97) %\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\n@Level\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 (1 v)\nshow\n\n@Spikes\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 (1 v)\nshow\n\n@Bounce\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\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 v]\nrepeat (10)\n erase all\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nforever\n set [ghost v] effect to (100)\n wait (pick random (1) to (8)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n wait (.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\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.\nBounce on bouncies.\nSometimes there will be a sudden blackout! (I did that so that the game wouldn't be too generic)
Skill, A Platformer
@Stage\n\nwhen I receive [start game v]\nbroadcast (start v)\n\n@intro (3)\n\ndefine Set Size to: (size) Speed: (speed)\nset [sizebounce v] to (((Sizebounce) * (0.7)) + (((size) - (size)) * (speed)))\nchange size by (Sizebounce)\n\nwhen flag clicked\n\nwhen I receive [startintro v]\nforever\n set [brightness v] effect to (helligk)\nend\n\nwhen I receive [startintro v]\nbounce4\n\nwhen I receive [startintro v]\nwait (1) seconds\nforever\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nwait (0.1) seconds\nbroadcast (startnewintro v)\nwait (1.5) seconds\nbroadcast (startintro v)\n\nwhen flag clicked\nhide\n\nwhen I receive [startnewintro v]\nset [start v] to [0]\nwait (0.3) seconds\nshow\nset size to (10) %\nrepeat until <(start) = [1]>\n Set Size to: [200] Speed: ((1) / (6))\nend\n\nshow\npoint in direction (165)\n\nwhen I receive [startnewintro v]\nwait (0.3) seconds\nset y to (0)\npoint in direction (165)\nrepeat until <(direction) < [91]>\n change y by (((0) - (y position)) / (6))\n turn right (((90) - (direction)) / (20)) degrees\nend\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((200) + ()) - (size)) * (0.2)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((150) + ()) - (size)) * (0.2)))\n change size by (bounce?)\n end\nend\n\nwhen I receive [endintro v]\nstop [other scripts in sprite v]\nrepeat until <[135] < (direction)>\n change size by (-10)\n change [ghost v] effect by (8)\n go to [front v] layer\n turn right (((-136) - (direction)) / (6)) degrees\nend\n\n@intro (2)\n\nwhen I start as a clone\nwait until <(start) = [1]>\nshow\ngo to [back v] layer\nforever\n turn right (3) degrees\nend\n\nrepeat (1000)\n turn right (((direction) - (90)) / (30)) degrees\nend\n\nwhen I start as a clone\nwait until <(start) = [1]>\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nbounce4\n\nwhen I receive [startintro v]\ndreh\n\nset size to ((size) - (() + (([sin v] of ((timer) * (100)) ) * (10)))) %\n\nset size to ((size) - (() + (([sin v] of ((timer) * (100)) ) * (10)))) %\n\ndefine dreh\nset [start v] to [0]\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (8)\n create clone of (_myself_ v)\n turn right ((360) / (8)) degrees\nend\nset [start v] to [1]\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((110) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((120) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n end\nend\n\nwhen I receive [endintro v]\nrepeat (10)\n change y by (((y position) - (40)) / (-10))\n change [ghost v] effect by (10)\nend\nwait (1.5) seconds\nbroadcast (start game v)\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@Figur8\n\nwhen flag clicked\nswitch costume to (intro v)\nhide variable [time v]\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n set [brightness v] effect to (helligk)\n go to [back v] layer\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nreset timer\nforever\n set [ghost v] effect to (100)\n switch costume to (intro v)\n show\n go to [front v] layer\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nbroadcast (end_ers v)\nhide variable [timer v]\nset y to (500)\nset [time v] to (timer)\nset [ghost v] effect to (5)\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nswitch costume to (intro2 v)\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nshow variable [time v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [end_ers v]\nforever\n set y to ((y position) / (1.1))\nend\n\n@water\n\nwhen I receive [clone levels v]\nset [me v] to [0]\nswitch costume to (1 v)\nnew platform at [11]\nswitch costume to (2 v)\nnew platform at [14]\n\ndefine new platform at (x-diff. / 465)\nset [xdiff v] to ((x-diff. / 465) * (465))\nset [me v] to [1]\ncreate clone of (_myself_ v)\nset [me v] to [2]\ncreate clone of (_myself_ v)\nset [me v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_game v]\nset [ghost v] effect to (50)\nset y to ((([sin v] of (((timer) + (me)) * (300)) ) * (10)) + (0))\npoint in direction ((90) + (([sin v] of (((timer) + (me)) * (200)) ) * (2)))\nset x to ((xdiff) - (xpos))\nif <((xdiff) - (xpos)) = (x position)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@coin\n\nwhen I receive [clone levels v]\nnew coin at [226] [-107]\nnew coin at [460] [14]\nnew coin at [593] [14]\nnew coin at [702] [-80]\nnew coin at [1122] [100]\nnew coin at [1490] [130]\nnew coin at [1826] [-60]\nnew coin at [2967] [40]\nnew coin at [3100] [120]\nnew coin at [4153] [40]\nnew coin at [4750] [50]\nnew coin at [5503] [0]\nnew coin at [5744] [0]\nnew coin at [5625] [-20]\nset [x-clone v] to [-10000000000000000000]\n\nwhen I receive [tick_game v]\ngo to x: ((x-clone) - (xpos)) y: ((y-clone) + ((([sin v] of ((timer) * (200)) ) * (3)) + ()))\npoint in direction (90)\nset size to (50) %\nif <((x-clone) - (xpos)) = (x position)> then\n show\n if <touching (player v)?> then\n start sound [Coin v]\n delete this clone\n end\nelse\n hide\nend\n\ndefine new coin at (x) (y)\nset [x-clone v] to (x)\nset [y-clone v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (1 v)\n wait (0.6) seconds\n repeat (7)\n next costume\n end\nend\n\nwhen [space v] key pressed\nhide\n\n@Figur1\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (3))\ngo to x: (pick random (-260) to (260)) y: (100000)\nshow\n\nwhen I receive [tick_game v]\ngo to [back v] layer\ngo [forward v] (10) layers\nturn right (5) degrees\nchange y by (-1)\nif <(y position) < [-150]> then\n delete this clone\nend\n\nwhen I receive [start v]\nhide\nset [ghost v] effect to (82)\nset size to (150) %\nforever\n wait (0.4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@sj\n\nwhen I receive [clone levels v]\nset [xpos v] to [0]\nset [x.diff. v] to [0]\nswitch costume to (5 v)\nnew platform at [4]\nswitch costume to (2 v)\nnew platform at [3]\nswitch costume to (3 v)\nnew platform at [6]\n\ndefine new platform at (x-diff. / 465)\nchange [x.diff. v] by ((x-diff. / 465) * (465))\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_game v]\ngo to x: ((x.diff.) - (xpos)) y: ((y position) / (1.3))\npoint in direction (90)\nif <((x.diff.) - (xpos)) = (x position)> then\n show\n if <touching (player v)?> then\n set y to (-20)\n end\nelse\n hide\nend\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nhide\n\n@interactive elements\n\nwhen I receive [start v]\nbroadcast (clone levels v)\n\nwhen I receive [clone levels v]\nset [xpos v] to [0]\nset [x.clone.pos v] to [0]\nnew chain at [100] [250]\nnew chain at [300] [230]\nnew chain at [660] [260]\nnew flower at [135] [-160]\nnew lamp at [130] [-100]\nnew lamp at [815] [10]\nnew flower at [756] [-130]\nnew chain at [1600] [240]\nnew chain at [1803] [200]\nnew lamp at [1895] [-45]\nnew lamp at [2422] [89]\nnew flower at [2078] [-108]\nnew lamp at [3386.2] [-30]\nnew chain at [2300] [240]\nnew chain at [2790] [240]\nnew chain at [3310] [200]\nnew lamp at [3926] [52]\nnew chain at [4020] [240]\nnew chain at [4380] [255]\nnew lamp at [4624] [45]\nnew chain at [5095] [240]\nnew lamp at [5222] [100]\nnew lamp at [5873] [40]\nnew lamp at [6517] [-10]\nnew chain at [6300] [240]\nset [mode v] to [0]\nhide\nstop [this script v]\n\ndefine new platform at (x.clone.pos) (y.clone.pos)\n\ndefine new chain at (x) (y)\nswitch costume to (chain v)\nset [mode v] to [1]\nset [x.clone.pos v] to (x)\nset [y.clone.pos v] to (y)\ncreate clone of (_myself_ v)\n\ndefine Sway\nset [magnitude v] to (((xmotion) + (pick random (-2.0) to (2.0))) * (8))\nset [sway v] to [0]\nrepeat until <<[0] = (round ((Magnitude) * (2)))> or <<touching (player v)?> and <([abs v] of (Magnitude) ) < ([abs v] of ((xmotion) * (2)) )>>>\n point in direction ((90) - (([sin v] of (sway) ) * (Magnitude)))\n change [sway v] by (-10)\n set [magnitude v] to ((0.95) * (Magnitude))\nend\n\nwhen I start as a clone\npoint in direction (90)\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (100) %\nif <(mode) = [1]> then\n forever\n if <touching (player v)?> then\n Sway\n end\n set [ghost v] effect to (10)\n end\nend\nif <(mode) = [2]> then\n forever\n set size to ((50) + (([sin v] of ((timer) * (100)) ) * (10))) %\n set [brightness v] effect to (([cos v] of ((timer) * (200)) ) * (5))\n end\nend\nif <(mode) = [3]> then\n go to [front v] layer\n forever\n set size to (50) %\n end\nend\n\ndefine new flower at (x) (y)\nswitch costume to (chain2 v)\nset [mode v] to [1]\nset [x.clone.pos v] to (x)\nset [y.clone.pos v] to (y)\ncreate clone of (_myself_ v)\n\ndefine new lamp at (x) (y)\nswitch costume to (chain4 v)\nset [mode v] to [2]\nset [x.clone.pos v] to (x)\nset [y.clone.pos v] to (y)\ncreate clone of (_myself_ v)\nset [mode v] to [3]\nswitch costume to (chain3 v)\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\nhide\n\ndefine Go to (x)\ngo to x: (x) y: (y.clone.pos)\nif <(x) = (x position)> then\n if <not <(mode) = [0]>> then\n show\n end\nelse\n hide\nend\n\nwhen I receive [tick_game v]\nGo to ((x.clone.pos) - (xpos))\n\nwhen flag clicked\nhide\n\n@notes2\n\nwhen I receive [start v]\nbroadcast (clone levels v)\n\nwhen I receive [clone levels v]\nset [xpos v] to [0]\nset [x.diff. v] to [0]\nnew platform at [0]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\nnew platform at [1]\n\ndefine new platform at (x-diff. / 465)\nswitch costume to (pick random (1) to (4))\nchange [x.diff. v] by ((x-diff. / 465) * (465))\nset [change v] to ((pick random (5) to (15)) / (10))\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [tick_game v]\ngo to [back v] layer\ngo to x: ((x.diff.) - ((xpos) * (change))) y: (0)\nif <((x.diff.) - ((xpos) * (change))) = (x position)> then\n show\nelse\n hide\nend\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nhide\n\n@notes\n\nwhen I receive [start v]\nbroadcast (clone levels v)\n\nwhen I receive [clone levels v]\nset [xpos v] to [0]\nset [x.diff. v] to [0]\nswitch costume to (1 v)\nnew platform at [0]\nswitch costume to (2 v)\nnew platform at [1]\nswitch costume to (3 v)\nnew platform at [1]\nswitch costume to (4 v)\nnew platform at [1]\nswitch costume to (5 v)\nnew platform at [1]\nswitch costume to (6 v)\nnew platform at [1]\nswitch costume to (7 v)\nnew platform at [1]\nswitch costume to (8 v)\nnew platform at [1]\nswitch costume to (kostüm1 v)\nnew platform at [1]\nswitch costume to (kostüm2 v)\nnew platform at [1]\nswitch costume to (kostüm3 v)\nnew platform at [1]\nswitch costume to (kostüm4 v)\nnew platform at [1]\nswitch costume to (kostüm5 v)\nnew platform at [1]\nswitch costume to (kostüm6 v)\nnew platform at [1]\nswitch costume to (kostüm7 v)\nnew platform at [1]\n\ndefine new platform at (x-diff. / 465)\nchange [x.diff. v] by ((x-diff. / 465) * (465))\ncreate clone of (_myself_ v)\n\nwhen I receive [tick_game v]\ngo to x: ((x.diff.) - (xpos)) y: (0)\nif <((x.diff.) - (xpos)) = (x position)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@checkp\n\nwhen I receive [start v]\nbroadcast (clone levels v)\n\nwhen I receive [clone levels v]\nset size to (100) %\nnew platform at [1695] [120] id [2]\nwait (0.1) seconds\nnew platform at [3500] [93] id [3]\nnew platform at [5355] [110] id [4]\nnew platform at [6619] [105] id [5]\nset [ypos v] to [-100000]\n\ndefine new platform at (xpos) (ypos) id (id)\nset [x-goto v] to (xpos)\nset [ypos v] to (ypos)\nset [id v] to (id)\nif <(id) = [5]> then\n set size to (200) %\nend\ncreate clone of (_myself_ v)\nset size to (100) %\n\nwhen I receive [tick_game v]\ngo to x: ((x-goto) - (xpos)) y: (ypos)\nturn right (5) degrees\nif <<((x-goto) - (xpos)) = (x position)> and <(id) > (checkpoint)>> then\n show\n if <touching (player v)?> then\n if <(ct) = [1]> then\n set [checkpoint v] to (id)\n if <(id) = [5]> then\n broadcast (end v)\n end\n delete this clone\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nhide\n\n@danger\n\nwhen I receive [clone levels v]\nset [xpos v] to [0]\nset [x.diff. v] to [0]\nswitch costume to (1 v)\nnew platform at [0]\nswitch costume to (2 v)\nnew platform at [1]\nswitch costume to (3 v)\nnew platform at [1]\nswitch costume to (4 v)\nnew platform at [1]\nswitch costume to (5 v)\nnew platform at [1]\nswitch costume to (6 v)\nnew platform at [1]\nswitch costume to (7 v)\nnew platform at [1]\nswitch costume to (8 v)\nnew platform at [1]\nswitch costume to (9 v)\nnew platform at [1]\nswitch costume to (10 v)\nnew platform at [1]\nswitch costume to (11 v)\nnew platform at [1]\nswitch costume to (12 v)\nnew platform at [1]\nswitch costume to (13 v)\nnew platform at [1]\nswitch costume to (14 v)\nnew platform at [1]\nswitch costume to (15 v)\nnew platform at [1]\n\ndefine new platform at (x-diff. / 465)\nchange [x.diff. v] by ((x-diff. / 465) * (465))\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\nhide\n\nwhen I receive [tick_game v]\ngo to x: ((x.diff.) - (xpos)) y: (([sin v] of ((timer) * (100)) ) * (5))\npoint in direction ((([cos v] of ((timer) * (100)) ) * (2)) + (90))\nset [brightness v] effect to (([sin v] of ((timer) * (200)) ) * (3))\nif <((x.diff.) - (xpos)) = (x position)> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\n\ngo to [back v] layer\nshow\ngo to x: (36) y: (20)\nrepeat until <[-500] > (x position)>\n go to [back v] layer\n change x by (-2)\nend\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\ngo to x: (180) y: (20)\nrepeat until <[-500] > (x position)>\n change x by (-2)\n go to [back v] layer\nend\ndelete this clone\n\nwhen flag clicked\n\nforever\n wait (2) seconds\n create clone of (_myself_ v)\nend\n\nwhen [space v] key pressed\nhide\n\n@Sprite1\n\nwhen I start as a clone\ngo to [back v] layer\npoint in direction (pick random (0) to (360))\ngo to (random position v)\nswitch costume to (pick random (1) to (3))\nsize (pick random (50) to (200))\n\nwhen flag clicked\nhide\n\ndefine size (zz)\nset size to (0) %\nset [ghost v] effect to (100)\nshow\nrepeat (30)\n change size by (((zz) - (size)) / (5))\n change [ghost v] effect by (-1)\nend\nwait (0.1) seconds\nrepeat (30)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen I receive [start game v]\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen [space v] key pressed\nhide\n\n@Figur3\n\nwhen I receive [start v]\nbroadcast (clone levels v)\n\nwhen I receive [clone levels v]\nset [xpos v] to [0]\nset [x.diff. v] to [0]\nswitch costume to (1 v)\nnew platform at [0]\nswitch costume to (2 v)\nnew platform at [1]\nswitch costume to (5 v)\nnew platform at [1]\nswitch costume to (4 v)\nnew platform at [1]\nswitch costume to (3 v)\nnew platform at [1]\nswitch costume to (7777 v)\nnew platform at [1]\nswitch costume to (6 v)\nnew platform at [1]\nswitch costume to (7 v)\nnew platform at [1]\nswitch costume to (8 v)\nnew platform at [1]\nswitch costume to (9 v)\nnew platform at [1]\nswitch costume to (10 v)\nnew platform at [1]\nswitch costume to (11 v)\nnew platform at [1]\nswitch costume to (12 v)\nnew platform at [1]\nswitch costume to (13 v)\nnew platform at [1]\nswitch costume to (14 v)\nnew platform at [1]\nbroadcast (engine v)\nhide\n\ndefine new platform at (x-diff. / 465)\nchange [x.diff. v] by ((x-diff. / 465) * (465))\ncreate clone of (_myself_ v)\n\ndefine Go to (x)\ngo to x: (x) y: (0)\ngo [backward v] (1) layers\nif <((x.diff.) - (xpos)) = (x position)> then\n show\nelse\n hide\nend\n\nwhen I receive [tick_game v]\nGo to ((x.diff.) - (xpos))\n\nwhen [space v] key pressed\nhide\n\nwhen [space v] key pressed\nforever\n hide\nend\n\nwhen flag clicked\nhide\n\n@white-noise\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (99)\n go to [back v] layer\n go [forward v] (10) layers\nend\n\nwhen flag clicked\nhide variable [timer v]\n\nwhen [space v] key pressed\nhide\n\n@intro (1)\n\nwhen I receive [startnewintro v]\nset [pitch v] effect to (0)\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\ndefine auseinandergehender effekt (sec)\nforever\n wait (sec) seconds\n set [clone.id v] to [0]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone.id) = [0]> then\n set [ghost v] effect to (60)\n set size to (100) %\n show\n switch costume to (pick random (1) to (3))\n effect (pick random (10) to (-10)) (pick random (10) to (-10))\nend\n\ndefine effect (zufallszahl_x) (zufallszahl_y)\ngo to [back v] layer\nrepeat (10)\n change x by ((zufallszahl_x) * (3))\n change y by (zufallszahl_y)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [startintro v]\nset [helligk v] to [100]\nforever\n change [helligk v] by ((helligk) / (-5))\nend\n\nwhen I receive [startintro v]\ngo to x: (0) y: (0)\nforever\n set [brightness v] effect to (helligk)\nend\n\nwhen I receive [startnewintro v]\nplay sound [Syn Cole - Feel Good v] until done\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nshow\nswitch costume to (kostüm4 v)\nwait (1) seconds\nforever\n point in direction ((90) + (([sin v] of ((timer) * (400)) ) * (20)))\nend\n\nwhen I receive [startintro v]\nbounce4\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startintro v]\nauseinandergehender effekt [0]\n\nwhen I receive [startnewintro v]\nset volume to (100) %\nwait (6.5) seconds\nrepeat (10)\n change volume by (-10)\nend\nbroadcast (endintro v)\n\nwhen I receive [startintro v]\nset [mp v] to [0]\nwait (0.1) seconds\nforever\n set [mp v] to [1]\n set [helligk v] to [10]\n wait (0.2) seconds\n set [mp v] to [0]\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [startnewintro v]\nwait (0.1) seconds\nset [helligk v] to [-10]\nrepeat until <(start) = [1]>\n change [helligk v] by (1)\nend\n\nwhen flag clicked\nset [helligk v] to [-10]\n\nwhen I receive [startnewintro v]\nset y to (60)\nshow\npoint in direction (165)\nset size to (10) %\nset [ghost v] effect to (100)\nrepeat until <(direction) < [91]>\n change [ghost v] effect by (-10)\n go to [front v] layer\n change size by (((210) - (size)) / (10))\n turn right (((90) - (direction)) / (6)) degrees\n change y by (((0) - (y position)) / (6))\nend\n\nwhen I receive [endintro v]\nif <(costume [number v]) = [5]> then\n stop [other scripts in sprite v]\nend\nrepeat until <[135] < (direction)>\n change [ghost v] effect by (10)\n go to [front v] layer\n turn right (((-136) - (direction)) / (6)) degrees\nend\n\ndefine bounce4\nset [bounce? v] to [0]\nforever\n if <(mp) = [1]> then\n set [bounce? v] to (((bounce?) * (0.65)) + ((((200) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n else\n set [bounce? v] to (((bounce?) * (0.6)) + ((((150) + ()) - (size)) * (0.3)))\n change size by (bounce?)\n end\nend\n\nwhen [space v] key pressed\nhide\n\n@player\n\nchange [x v] by (1)\n\nwhen I receive [engine v]\nset [checkpoint v] to [1]\ndelete all of [checkpoints v]\nadd [0] to [checkpoints v]\nadd [1695.219] to [checkpoints v]\nadd [3500] to [checkpoints v]\nadd [5350] to [checkpoints v]\nshow\nswitch costume to (costume1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\nset [xpos v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nwait (0) seconds\nforever\n broadcast (TICK_game v)\n Tick\nend\n\nbroadcast (TICK_game v) and wait\n\ndefine Tick\ngo to [front v] layer\nchange x by (0)\nif <touching (water v)?> then\n set [y v] to ((y) * (0.9))\n change [y v] by (-0.1)\nelse\n change [y v] by (-1)\nend\nif <touching (checkp v)?> then\n set [ct v] to [1]\nelse\n set [ct v] to [0]\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (costume5 v)\n change [x v] by (-1.1)\nelse\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 (1.1)\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume4 v)\n else\n switch costume to (costume1 v)\n end\n end\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume4 v)\nend\nif <touching (water v)?> then\n set [x v] to ((x) * (0.76))\nelse\n set [x v] to ((x) * (0.9))\nend\nif <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (costume3 v)\nend\nif <<touching (danger v)?> or <key (r v) pressed?>> then\n switch costume to (costume5 v)\n set [mpde2 v] to [1]\n repeat (5)\n change [ghost v] effect by (5)\n change size by (-5)\n create clone of (_myself_ v)\n next costume\n end\n hide\n set size to (100) %\n set [ghost v] effect to (0)\n wait (0.4) seconds\n set [xpos v] to (item (checkpoint) of [checkpoints v])\n set y to (100)\n broadcast (TICK_game v)\n set [x v] to [0]\n set [y v] to [0]\n show\nend\nchange [sound v] by (((sound) - ((100) - ((80) * <touching (water v)?>))) / (-15))\nif <touching (figur3 v)?> then\n change y by (1)\nend\nif <touching (figur3 v)?> then\n change y by (1)\nend\nif <touching (figur3 v)?> then\n change y by (1)\nend\nif <touching (figur3 v)?> then\n change y by (1)\nend\nif <touching (figur3 v)?> then\n change y by (-4)\n if <not <touching (sj v)?>> 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 end\nend\nif <(y) < [-13]> then\n set [y v] to [-13]\nend\nif <touching (sj v)?> then\n set [y v] to [25]\n if <touching (figur3 v)?> then\n set [x v] to ((x) * (-3))\n end\nend\nchange [xpos v] by (x)\nchange y by (y)\nif <touching (figur3 v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\nend\nchange y by (-1)\nif <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [5]\n end\nelse\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (figur3 v)?>> then\n set [y v] to [15]\n end\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [y v] to [0]\n switch costume to (costume4 v)\nend\n\nwhen I start as a clone\nif <(mpde2) = [1]> then\n switch costume to (dot v)\nelse\n switch costume to (dot2 v)\n go to [back v] layer\nend\neff (pick random (-10) to (10))\n\ndefine eff (x)\nset size to (200) %\nshow\nset [y-eff v] to [8]\nrepeat until <touching (_edge_ v)?>\n change y by (y-eff)\n change x by (x)\n change [y-eff v] by (-2)\nend\ndelete this clone\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [clone_die v]\n\nwhen I receive [engine v]\nforever\n wait until <touching (water v)?>\n set [mpde2 v] to [2]\n start sound [Ocean Wave v]\n repeat (5)\n create clone of (_myself_ v)\n end\n wait until <not <touching (water v)?>>\nend\n\nwhen flag clicked\nset [sound v] to [100]\n\nwhen flag clicked\nforever\n set volume to (sound) %\nend\n\nwhen I receive [start v]\nset size to (100) %\nforever\n if <(pick random (1) to (3)) = [1]> then\n play sound [Elektronomia - Fire v] until done\n else\n play sound [Hot Spaghetti v] until done\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\nset volume to (30) %\nwait (1) seconds\nstart sound [Elektronomia - Fire v]\n\nwhen [space v] key pressed\nhide\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen [space v] key pressed\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nhide\n\n
instructions are inside but I'll tell you them anyway.\n- arrows/wasd to move\n\n- Sequel Is Now Out!\nhttps://scratch.mit.edu/projects/408501384/
Shadows|| A Platformer
@Stage\n\nwhen flag clicked\nset [brightness v] effect to (45)\nforever\n repeat (2500)\n change [brightness v] effect by (-0.05)\n end\n repeat (2500)\n change [brightness v] effect by (0.05)\n end\nend\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 [Tobu - Candyland \[NCS Release\].mp3 v] until done\nend\n\nwhen I start as a clone\nset [ghost v] effect to (65)\nset size to (100) %\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (2.5)\nend\ndelete this clone\n\nwhen flag clicked\n\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 <<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)?> or <touching (sprite2 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 size to (100) %\n\nwhen flag clicked\ngo to [front v] layer\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@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (75)\nforever\n go to (player v)\nend\n\nwhen flag clicked\nset size to (150) %\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@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)\ngo to x: (212) y: (-57)\nforever\n if <(level #) = [1]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [12]> then\n go to x: (220) y: (59)\n end\n if <(level #) = [13]> then\n go to x: (217) y: (-22)\n end\n if <(level #) = [14]> 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: (212) y: (-57)\n end\n if <(level #) = [12]> then\n go to x: (220) y: (59)\n end\n if <(level #) = [13]> then\n go to x: (217) y: (-22)\n end\n if <(level #) = [14]> then\n hide\n end\nend\n\n@evil stuff\n\nwhen flag clicked\ngo to [back v] layer\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@Sprite2\n\nwhen flag clicked\ngo [backward v] (10) layers\nforever\n switch costume to (level #)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (-309) y: (133)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (15) seconds\nend\n\nwhen I start as a clone\ngo to x: (-309) y: (pick random (-40) to (180))\ngo to [back v] layer\nset [ghost v] effect to (35)\nrepeat (400)\n change x by (2)\nend\n\nwhen I start as a clone\nwait (10) seconds\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-309) y: (133)\nset [ghost v] effect to (100)\nwait (2) seconds\nforever\n create clone of (_myself_ v)\n wait (15) seconds\nend\n\nwhen I start as a clone\ngo to x: (-309) y: (pick random (-40) to (180))\ngo to [back v] layer\nset [ghost v] effect to (35)\nrepeat (800)\n change x by (1)\nend\n\nwhen I start as a clone\nwait (20) seconds\ndelete this clone\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (309) y: (133)\nset [ghost v] effect to (100)\nwait (5) seconds\nforever\n create clone of (_myself_ v)\n wait (15) seconds\nend\n\nwhen I start as a clone\ngo to x: (309) y: (pick random (-40) to (180))\ngo to [back v] layer\nset [ghost v] effect to (35)\nrepeat (400)\n change x by (-2)\nend\n\nwhen I start as a clone\nwait (10) seconds\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (309) y: (133)\nset [ghost v] effect to (100)\nwait (1) seconds\nforever\n create clone of (_myself_ v)\n wait (15) seconds\nend\n\nwhen I start as a clone\ngo to x: (309) y: (pick random (-40) to (180))\ngo to [back v] layer\nset [ghost v] effect to (35)\nrepeat (800)\n change x by (-1)\nend\n\nwhen I start as a clone\nwait (20) seconds\ndelete this clone\n\n@Sprite7\n\nwhen flag clicked\ngo [backward v] (12) layers\nforever\n switch costume to (level #)\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\ngo [forward v] (11) layers\n\n@cooltext-357183411151646\n\nwhen flag clicked\nhide\nforever\n if <(level #) = [14]> then\n show\n end\nend\n\n@Cool Text - Shadows A Platformer -357182918515617\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n go to [front v] layer\nend\n\n
press flag twice\ngetting curated by @unicorngirl289 on 10/12 (I think) tysm!!\n\n\n\n\n\nrip i woke up with 200 messages after getting curated \n
Grappling Hook: A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [level 2 v]\nstart sound [Triumph v]\n\nwhen I receive [level 3 v]\nstart sound [Triumph v]\n\nwhen I receive [level 4 v]\nstart sound [Triumph v]\n\nwhen I receive [level 5 v]\nstart sound [Triumph v]\n\nwhen I receive [level 6 v]\nstart sound [Triumph v]\n\nwhen I receive [go intro v]\nwait until <(intro over?) = [1]>\nstop all sounds\nwait (1) seconds\nforever\n play sound [Video Game 1 v] until done\nend\n\nwhen I receive [go intro v]\nforever\n if <(intro over?) = [0]> then\n play sound [Odesong v] until done\n end\nend\n\nwhen I receive [level 7 v]\nstart sound [Triumph v]\n\n@Player\n\nwhen flag clicked\nset [shop v] to [0]\nset [pause? v] to [0]\nset [player lv. v] to [1]\nset [player hp v] to [1]\nset [intro over? v] to [0]\nif <<<(username) = [GillettesofZola]> or <(username) = [teamholm]>> or <(@coins) = [5]>> then\n set [hook lv. v] to [2]\n set [@coins v] to [5]\nelse\n set [hook lv. v] to [1]\n set [@coins v] to [0]\nend\nset [level v] to [1]\nhide\nset [speed v] to [1]\nset [jump height v] to [8]\nset [hook throw distance v] to [20]\nReset Player to x: [-33] y: [-19]\nwait until <not <mouse down?>>\nwait until <(intro over?) = [1]>\nwait (0.1) seconds\nshow\nbroadcast (Hook ran out? v)\nforever\n if <<(pause?) = [0]> and <(shop) = [closed]>> then\n set rotation style [left-right v]\n erase all\n if <not <mouse down?>> then\n set [hook just activated v] to [0]\n end\n if <not <[2] = (HStage)>> then\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 change [xvel v] by ((Speed) * (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>))\n end\n set [xvel v] to ((0.8) * (xvel))\n change x by (xvel)\n if <touching color (#000000)?> then\n change x by ((0) - (xvel))\n set [xvel v] to ((-0.3) * (xvel))\n end\n end\n change [yvel v] by (-1)\n set [yvel v] to ((0.98) * (yvel))\n change y by (yvel)\n if <touching color (#000000)?> then\n change y by ((0) - (yvel))\n if <[0] < (yvel)> then\n set [yvel v] to ((-0.5) * (yvel))\n else\n set [yvel v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yvel v] to (Jump Height)\n end\n end\n if <[2] = (HStage)> then\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 change [xvel v] by ((Speed) * (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>))\n end\n set [xvel v] to ((0.8) * (xvel))\n if <<mouse down?> and <[0] = (Hook Just Activated)>> then\n set [hook just activated v] to [1]\n set [hstage v] to [3]\n set [yvel v] to (((xvel) / ([sin v] of (([atan v] of (((Px) - (Hx)) / ((Py) - (Hy))) ) + (((((Py) - (Hy)) / ([abs v] of ((Py) - (Hy)) )) - (1)) * (90))) )) * ([cos v] of (([atan v] of (((Px) - (Hx)) / ((Py) - (Hy))) ) + (((((Py) - (Hy)) / ([abs v] of ((Py) - (Hy)) )) - (1)) * (90))) ))\n end\n change x by (xvel)\n if <touching color (#000000)?> then\n change x by ((0) - (xvel))\n set [xvel v] to ((-0.3) * (xvel))\n end\n end\n else\n if <[2] = (HStage)> then\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 change [xvel v] by ((Speed) * ((0.3) * (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)))\n end\n set [xvel v] to ((1) * (xvel))\n if <<mouse down?> and <[0] = (Hook Just Activated)>> then\n set [hook just activated v] to [1]\n set [hstage v] to [3]\n set [yvel v] to ((0) - (((xvel) / ([cos v] of (([atan v] of (((Px) - (Hx)) / ((Py) - (Hy))) ) + (((((Py) - (Hy)) / ([abs v] of ((Py) - (Hy)) )) - (1)) * (90))) )) * ([sin v] of (([atan v] of (((Px) - (Hx)) / ((Py) - (Hy))) ) + (((((Py) - (Hy)) / ([abs v] of ((Py) - (Hy)) )) - (1)) * (90))) )))\n end\n change x by (xvel)\n if <touching color (#000000)?> then\n change x by ((0) - (xvel))\n set [xvel v] to ((-0.3) * (xvel))\n end\n end\n end\n set [px v] to (x position)\n set [py v] to (y position)\n if <[2] = (HStage)> then\n if <(Hdis) < ([sqrt v] of ((((Px) - (Hx)) * ((Px) - (Hx))) + (((Py) - (Hy)) * ((Py) - (Hy)))) )> then\n set x to ((Hx) + ((Hdis) * ([sin v] of (([atan v] of (((Px) - (Hx)) / ((Py) - (Hy))) ) + (((((Py) - (Hy)) / ([abs v] of ((Py) - (Hy)) )) - (1)) * (90))) )))\n if <touching color (#000000)?> then\n set x to (Px)\n set [xvel v] to ((-0.5) * (xvel))\n else\n change [xvel v] by ((-1) * ([sin v] of (([atan v] of (((Px) - (Hx)) / ((Py) - (Hy))) ) + (((((Py) - (Hy)) / ([abs v] of ((Py) - (Hy)) )) - (1)) * (90))) ))\n end\n set y to ((Hy) + ((Hdis) * ([cos v] of (([atan v] of (((Px) - (Hx)) / ((Py) - (Hy))) ) + (((((Py) - (Hy)) / ([abs v] of ((Py) - (Hy)) )) - (1)) * (90))) )))\n if <touching color (#000000)?> then\n set y to (Py)\n end\n set [yvel v] to [0]\n end\n set [px v] to (x position)\n set [py v] to (y position)\n if <not <[0] = (<<key (down arrow v) pressed?> or <key (s v) pressed?>> - <<key (up arrow v) pressed?> or <key (w v) pressed?>>)>> then\n change [hdis v] by ((Speed) * ((3) * (<<key (down arrow v) pressed?> or <key (s v) pressed?>> - <<key (up arrow v) pressed?> or <key (w v) pressed?>>)))\n if <(Hdis) < ([sqrt v] of ((((Px) - (Hx)) * ((Px) - (Hx))) + (((Py) - (Hy)) * ((Py) - (Hy)))) )> then\n set x to ((Hx) + ((Hdis) * ([sin v] of (([atan v] of (((Px) - (Hx)) / ((Py) - (Hy))) ) + (((((Py) - (Hy)) / ([abs v] of ((Py) - (Hy)) )) - (1)) * (90))) )))\n set y to ((Hy) + ((Hdis) * ([cos v] of (([atan v] of (((Px) - (Hx)) / ((Py) - (Hy))) ) + (((((Py) - (Hy)) / ([abs v] of ((Py) - (Hy)) )) - (1)) * (90))) )))\n if <touching color (#000000)?> then\n go to x: (Px) y: (Py)\n change [hdis v] by ((Speed) * ((-3) * (<<key (down arrow v) pressed?> or <key (s v) pressed?>> - <<key (up arrow v) pressed?> or <key (w v) pressed?>>)))\n end\n end\n if <[10] > (Hdis)> then\n set [hdis v] to [10]\n end\n end\n set [px v] to (x position)\n set [py v] to (y position)\n end\n if <<<not <[0] = (HStage)>> and <not <(Hook duration) = [0]>>> and <not <(pause?) = [1]>>> then\n if <(pause?) = [1]> then\n hide\n else\n if <(intro over?) = [1]> then\n show\n end\n end\n switch costume to (Hook LV.)\n go to x: (Hx) y: (Hy)\n if <[3] = (HStage)> then\n change [hdis v] by (-20)\n set x to ((Px) + ((Hdis) * ([sin v] of (([atan v] of (((Hx) - (Px)) / ((Hy) - (Py))) ) + (((((Hy) - (Py)) / ([abs v] of ((Hy) - (Py)) )) - (1)) * (90))) )))\n set y to ((Py) + ((Hdis) * ([cos v] of (([atan v] of (((Hx) - (Px)) / ((Hy) - (Py))) ) + (((((Hy) - (Py)) / ([abs v] of ((Hy) - (Py)) )) - (1)) * (90))) )))\n if <[10] > (Hdis)> then\n set [hstage v] to [0]\n end\n else\n set [hxvel v] to ((0.98) * (Hxvel))\n change x by (Hxvel)\n if <not <touching color (#000000)?>> then\n change [hyvel v] by (-1)\n end\n set [hyvel v] to ((0.98) * (Hyvel))\n change y by (Hyvel)\n if <touching color (#000000)?> then\n if <[1] = (HStage)> then\n set [hdis v] to ([sqrt v] of ((((Px) - (Hx)) * ((Px) - (Hx))) + (((Py) - (Hy)) * ((Py) - (Hy)))) )\n end\n set [hstage v] to [2]\n set [hxvel v] to [0]\n set [hyvel v] to [0]\n end\n end\n set [hx v] to (x position)\n set [hy v] to (y position)\n go to x: (Px) y: (Py)\n pen down\n go to x: (Hx) y: (Hy)\n pen up\n stamp\n else\n if <<mouse down?> and <[0] = (Hook Just Activated)>> then\n set [hook just activated v] to [1]\n set [hstage v] to [1]\n set [hx v] to (Px)\n set [hy v] to ((5) + (Py))\n set [hxvel v] to ((Hook Throw Distance) * ([sin v] of (([atan v] of (((mouse x) - (Px)) / ((mouse y) - (Py))) ) + (((((mouse y) - (Py)) / ([abs v] of ((mouse y) - (Py)) )) - (1)) * (90))) ))\n set [hyvel v] to ((Hook Throw Distance) * ([cos v] of (([atan v] of (((mouse x) - (Px)) / ((mouse y) - (Py))) ) + (((((mouse y) - (Py)) / ([abs v] of ((mouse y) - (Py)) )) - (1)) * (90))) ))\n end\n end\n switch costume to (join (player LV.) [-2])\n set x to (Px)\n set y to (Py)\n change [counter v] by (1)\n end\nend\n\ndefine Reset Player to x: (x) y: (y)\ngo to x: (x) y: (y)\nif <(Hook LV.) > [0]> then\n set pen color to (#7b7b7b)\nend\nif <(Hook LV.) > [5]> then\n set pen color to (#6f0000)\nend\nif <(Hook LV.) > [8]> then\n set pen color to (#ffe900)\nend\nset pen size to (2)\nset [px v] to (x position)\nset [py v] to (y position)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [hstage v] to [0]\nset [hxvel v] to [0]\nset [hyvel v] to [0]\n\nwhen flag clicked\nforever\n if <touching (finish v)?> then\n if <<(level) = [1]> and <touching (finish v)?>> then\n set [level v] to [2]\n Reset Player to x: [-33] y: [-19]\n wait (0.1) seconds\n end\n if <<(level) = [2]> and <touching (finish v)?>> then\n set [level v] to [3]\n Reset Player to x: [-33] y: [-19]\n wait (0.1) seconds\n end\n if <<(level) = [3]> and <touching (finish v)?>> then\n set [level v] to [4]\n Reset Player to x: [-33] y: [-19]\n wait (0.1) seconds\n end\n if <<(level) = [4]> and <touching (finish v)?>> then\n set [level v] to [5]\n Reset Player to x: [-33] y: [-19]\n wait (0.1) seconds\n end\n if <<(level) = [5]> and <touching (finish v)?>> then\n set [level v] to [6]\n Reset Player to x: [-33] y: [0]\n wait (0.1) seconds\n end\n if <<(level) = [6]> and <touching (finish v)?>> then\n set [level v] to [7]\n Reset Player to x: [-33] y: [-19]\n wait (0.1) seconds\n end\n if <<touching (finish v)?> and <(level) = [7]>> then\n set [level v] to [8]\n Reset Player to x: [-33] y: [-19]\n wait (0.1) seconds\n end\n if <<touching (finish v)?> and <(level) = [8]>> then\n stop [this script v]\n end\n hide\n broadcast (join [level ] (level))\n end\nend\n\nwhen flag clicked\nset [recon v] to [0]\nforever\n if <<<touching color (#ff0000)?> and <touching (ground v)?>> and <not <touching (enimies v)?>>> then\n start sound [Crunch v]\n if <(level) = [4]> then\n Reset Player to x: [-120] y: [-100]\n else\n if <(level) = [6]> then\n Reset Player to x: [-33] y: [0]\n else\n Reset Player to x: [-33] y: [-19]\n end\n end\n broadcast (reHP v)\n recon two\n end\nend\n\nwhen I receive [part two v]\nReset Player to x: [-33] y: [-19]\nif <(level) = [4]> then\n Reset Player to x: [-120] y: [-100]\nend\nif <(level) = [6]> then\n Reset Player to x: [-33] y: [0]\nend\nshow\n\nwhen [up arrow v] key pressed\nif <<(HStage) = [0]> and <key (up arrow v) pressed?>> then\n play sound [Low Whoosh v] until done\nend\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<(shop) = [open]> and <(intro over?) = [1]>> then\n hide\n else\n if <(intro over?) = [1]> then\n show\n end\n end\nend\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen I receive [hook ran out? v]\nif <(Hook LV.) = [1]> then\n set [hook duration v] to [5]\nend\nif <(Hook LV.) = [2]> then\n set [hook duration v] to [8]\nend\nif <(Hook LV.) = [3]> then\n set [hook duration v] to [15]\nend\nif <(Hook LV.) = [4]> then\n set [hook duration v] to [20]\nend\nif <(Hook LV.) = [5]> then\n set [hook duration v] to [26]\nend\nif <(Hook LV.) = [6]> then\n set [hook duration v] to [35]\nend\nif <(Hook LV.) = [7]> then\n set [hook duration v] to [50]\nend\nif <(Hook LV.) = [8]> then\n set [hook duration v] to [75]\nend\nif <(Hook LV.) = [9]> then\n set [hook duration v] to [100]\nend\n\nwhen I receive [damage? v]\nif <(player HP) = [1]> then\n if <(recon) = [0]> then\n start sound [Crunch v]\n if <(level) = [4]> then\n Reset Player to x: [-120] y: [-100]\n else\n if <(level) = [6]> then\n Reset Player to x: [-33] y: [0]\n else\n Reset Player to x: [-33] y: [-19]\n end\n end\n broadcast (reHP v)\n recon two\n end\nelse\n if <(recon) = [0]> then\n start sound [Crunch v]\n change [player hp v] by (-1)\n recon\n end\nend\n\ndefine recon\nset [recon v] to [1]\nrepeat (4)\n set [brightness v] effect to (100)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.2) seconds\nend\nset [recon v] to [0]\n\nwhen I receive [rehp v]\nif <(player LV.) = [1]> then\n set [player hp v] to [1]\nend\nif <(player LV.) = [2]> then\n set [player hp v] to [3]\nend\nif <(player LV.) = [3]> then\n set [player hp v] to [6]\nend\nif <(player LV.) = [4]> then\n set [player hp v] to [10]\nend\nif <(player LV.) = [5]> then\n set [player hp v] to [15]\nend\nif <(player LV.) = [6]> then\n set [player hp v] to [25]\nend\nif <(player LV.) = [7]> then\n set [player hp v] to [50]\nend\n\ndefine recon two\nset [recon v] to [1]\nrepeat (4)\n set [brightness v] effect to (0)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.2) seconds\nend\nset [recon v] to [0]\n\nwhen I receive [new hook v]\nswitch costume to (Hook LV.)\n\nwhen I receive [pause v]\nrepeat until <(pause?) = [0]>\n set [hstage v] to [0]\n set [hook just activated v] to [0]\nend\n\nwhen I receive [unpause v]\nset [hstage v] to [0]\nset [hook just activated v] to [0]\n\nwhen I receive [level 7 v]\nwait until <<touching color (#000000)?> and <(x position) > [0]>>\nbroadcast ($21 doller pyramid v)\n\nwhen I receive [jump! v]\nset [yvel v] to [20]\n\nset [player lv. v] to [7]\nset [hook lv. v] to [9]\n\n@Ground\n\nwhen flag clicked\nshow\nerase all\nhide variable [speed v]\nhide variable [jump height v]\nhide variable [hook throw distance v]\nswitch costume to (costume7 v)\nstamp\nswitch costume to (costume1 v)\nwait until <(intro over?) = [1]>\nwait (1) seconds\nwait until <<key (any v) pressed?> or <mouse down?>>\nFade and Stamp Costume (2)\nwait (1) seconds\nFade and Stamp Costume (3)\nwait until <[60] < ([x position v] of [player v])>\nFade and Stamp Costume (4)\nwait until <[150] < ([x position v] of [player v])>\nFade and Stamp Costume (5)\nwait until <<[200] > ([x position v] of [player v])> and <[70] < ([y position v] of [player v])>>\nbroadcast (1 part 2 v)\nFade and Stamp Costume (6)\n\ndefine Fade and Stamp Costume (costume)\nset [fade v] to [0]\nrepeat (20)\n change [fade v] by (1)\n switch costume to (join [costume] (costume))\n set [ghost v] effect to ((100) - ((5) * (Fade)))\n stamp\n switch costume to (join [costume] ((-1) + (costume)))\n set [ghost v] effect to (0)\n stamp\nend\nswitch costume to (join [costume] (costume))\nstamp\n\nwhen I receive [level 2 v]\nswitch costume to (costume8 v)\nwait (3) seconds\nwait until <([x position v] of [player v]) > [100]>\nFade and Stamp Costume (9)\nwait until <([x position v] of [player v]) > [190]>\nbroadcast (2 part 2 v)\nFade and Stamp Costume (10)\n\nwhen I receive [level 3 v]\nswitch costume to (costume11 v)\ngo to [back v] layer\n\nwhen I receive [level 3 gone brodcast v]\nFade and Stamp Costume (12)\nwait until <([y position v] of [player v]) > [15]>\nbroadcast (3 part 2 v)\nFade and Stamp Costume (13)\n\nwhen I receive [level 4 v]\nswitch costume to (costume14 v)\nwait (3) seconds\nwait until <([x position v] of [player v]) > [199]>\nbroadcast (4 part 2 v)\nFade and Stamp Costume (15)\n\nwhen I receive [level 5 v]\nswitch costume to (costume16 v)\nwait (3) seconds\nwait until <not <color (#000000) is touching (#00d5ff)?>>\nFade and Stamp Costume (17)\nwait until <([x position v] of [player v]) > [160]>\nbroadcast (5 part 2 v)\nFade and Stamp Costume (18)\n\nwhen I receive [level 6 v]\nswitch costume to (costume19 v)\nbroadcast (6 part 2 v)\nwait (3) seconds\n\nwhen I receive [level 7 v]\nswitch costume to (costume20 v)\nwait (3) seconds\n\nwhen I receive [$21 doller pyramid v]\nFade and Stamp Costume (21)\nbroadcast (7 part two v)\n\nwhen I receive [level 8 v]\nswitch costume to (costume22 v)\n\nwhen I receive [8 part two in level 8 v]\nFade and Stamp Costume (23)\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\nset [pixelate v] effect to (0)\nforever\n change [ghost v] effect by (15)\n change [pixelate v] effect by (15)\nend\n\nwhen flag clicked\n\nforever\n go [forward v] (100) layers\nend\n\nwhen flag clicked\n\nforever\n repeat (10)\n show\n go to [front v] layer\n end\nend\n\nwhen [a v] key pressed\nif <<key (p v) pressed?> and <<key (i v) pressed?> and <key (g v) pressed?>>> then\n set [brightness v] effect to (0)\n set [pixelate v] effect to (0)\n go to [front v] layer\n set [ghost v] effect to (0)\nend\n\nstop [all v]\n\n@finish\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n switch costume to (join [costume] (level))\nend\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen I receive [2 part 2 v]\nshow\n\nwhen I receive [3 part 2 v]\nshow\n\nwhen I receive [1 part 2 v]\nshow\n\nwhen I receive [4 part 2 v]\nshow\n\nwhen I receive [5 part 2 v]\nshow\n\nwhen I receive [level 6 v]\nhide\n\nwhen I receive [6 part 2 v]\nshow\n\nwhen I receive [level 7 v]\nhide\n\nwhen I receive [7 part two v]\nshow\n\nwhen I receive [level 8 v]\nhide\n\n@level up\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nlevel up\n\nwhen I receive [level 3 v]\nlevel up\n\nwhen I receive [level 4 v]\nlevel up\n\nwhen I receive [level 5 v]\nlevel up\n\nwhen I receive [level 6 v]\nlevel up\n\nwhen I receive [level 7 v]\nchange [@coins v] by (1)\nlevel up\n\ndefine level up\nchange [@coins v] by (1)\ngo to [front v] layer\ngo to x: (500) y: (0)\nshow\nglide (0.5) secs to x: (0) y: (0)\nrepeat (20)\n change [color v] effect by (-5)\nend\nrepeat (20)\n change [color v] effect by (5)\nend\nset [color v] effect to (0)\nwait (1) seconds\nglide (0.5) secs to x: (-500) y: (0)\nbroadcast (part two v)\nhide\n\n@enimies\n\nwhen flag clicked\nhide\n\nwhen I receive [level 3 v]\nwait (3) seconds\ncreate enemie x: [190] y: [0] type [ground]\n\ndefine create enemie x: (x?) y: (y?) type (type?)\npoint towards (player v)\nswitch costume to (type?)\ngo to x: (x?) y: (y?)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <<<<<(Hook LV.) = [7]> and <touching color (#0146fe)?>> or <<(Hook LV.) = [7]> and <touching color (#44f506)?>>> or <<<(Hook LV.) = [8]> and <touching color (#484848)?>> or <<(Hook LV.) = [6]> and <touching color (#851703)?>>>> or <<< or <<<(Hook LV.) = [2]> and <touching color (#663e00)?>> or <<(Hook LV.) = [5]> and <touching color (#02f8fa)?>>>> or <<(Hook LV.) = [3]> and <touching color (#8d8e8e)?>>> or <<(Hook LV.) = [4]> and <touching color (#cab403)?>>>> then\n change [hook duration v] by (-1)\n change [@coins v] by (1)\n start sound [Crunch v]\n if <(costume [name v]) = [ground]> then\n change [@coins v] by (-1)\n if <(level) = [3]> then\n broadcast (level 3 gone brodcast v)\n end\n end\n if <(level) = [8]> then\n broadcast (8 part two in level 8 v)\n end\n if <<(costume [name v]) = [air]> or <(costume [name v]) = [rocket]>> then\n coinify\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n if <(costume [number v]) = [1]> then\n set rotation style [left-right v]\n if <not <touching color (#000000)?>> then\n repeat until <touching color (#000000)?>\n change y by (-3)\n end\n end\n end\n if <(costume [number v]) = [2]> then\n repeat until <not <(costume [number v]) = [2]>>\n set rotation style [all around v]\n wait (2) seconds\n repeat (10)\n move (5) steps\n end\n repeat (5)\n move (4) steps\n end\n repeat (3)\n move (3) steps\n end\n repeat (2)\n move (2) steps\n end\n repeat (2)\n move (1) steps\n end\n end\n end\n if < (costume [name v]) contains [rocket]?> then\n switch costume to (rocket v)\n point in direction (90)\n set rotation style [don't rotate v]\n repeat until <<touching (ground v)?> and <touching color (#000000)?>>\n change y by (-1)\n end\n repeat until <not < (costume [number v]) contains [rocket]?>>\n wait (3) seconds\n switch costume to (rocket 2 v)\n repeat (2)\n broadcast (shoot \(rocket\) v)\n wait (0.5) seconds\n end\n switch costume to (rocket v)\n end\n end\nend\n\nwhen I receive [level 4 v]\nwait (3) seconds\ncreate enemie x: [0] y: [0] type [air]\nwait (2) seconds\ncreate enemie x: [0] y: [0] type [air]\nwait (2) seconds\ncreate enemie x: [0] y: [0] type [air]\nwait (2) seconds\nif <(level) = [4]> then\n create enemie x: [0] y: [0] type [air]\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n point towards (player v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n wait (0.1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [level 5 v]\nwait (3) seconds\ncreate enemie x: [0] y: [0] type [air]\nwait (2) seconds\ncreate enemie x: [0] y: [0] type [air]\nwait (4) seconds\nif <(level) = [5]> then\n create enemie x: [0] y: [0] type [air]\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (damage? v)\n wait (1) seconds\n end\nend\n\ndefine coinify\npoint in direction (90)\nset rotation style [don't rotate v]\nrepeat (7)\n change [ghost v] effect by (15)\n hide\n set [ghost v] effect to (0)\n switch costume to (coin v)\n show\n repeat (10)\n change y by (2)\n end\n wait (1) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I receive [level 8 v]\nwait (3) seconds\ncreate enemie x: [222] y: [0] type [rocket]\n\n@shadow\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\n set [ghost v] effect to (75)\nend\n\nwhen flag clicked\nforever\n if <(shop) = [closed]> then\n show\n else\n hide\n end\nend\n\n@shop\n\nwhen flag clicked\nswitch costume to (closed v)\ngo to [front v] layer\ngo [forward v] (10000000) layers\nforever\n go to x: (0) y: (0)\n if <(intro over?) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <(shop) = [closed]> then\n switch costume to (open v)\n wait (0.1) seconds\n shoppy\nend\n\nwhen I receive [shop closed v]\nswitch costume to (closed v)\nwait (0.1) seconds\nshoppy\n\ndefine shoppy\nset [shop v] to (costume [name v])\n\nwhen I receive [intro over? v]\nset [shop v] to [closed]\n\n@exit\n\nwhen flag clicked\nhide\nforever\n if <(shop) = [open]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n forever\n go to [front v] layer\n end\nend\n\nwhen this sprite clicked\nif <<(shop) = [open]> and <<touching (mouse-pointer v)?> and <mouse down?>>> then\n wait (0.1) seconds\n broadcast (shop closed v)\nend\n\nwhen I receive [shop closed v]\nhide\n\n@@@@\n\nwhen flag clicked\nswitch costume to (10 v)\nhide\nforever\n if <(Hook duration) = [0]> then\n show\n repeat until <(costume [name v]) = [1]>\n wait (1) seconds\n start sound [tick v]\n next costume\n end\n wait (1) seconds\n if <(Hook duration) = [0]> then\n broadcast (Hook ran out? v)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [hook hook v]\nif <not <<(costume [name v]) = [10]> and <(Hook duration) = [0]>>> then\n switch costume to (10 v)\nend\n\n@waiting\n\nwhen flag clicked\nhide\nforever\n if <(Hook duration) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <<(Hook duration) = [0]> and <(@coins) > [9]>> then\n if <(Hook LV.) = [1]> then\n set [hook duration v] to [5]\n end\n if <(Hook LV.) = [2]> then\n set [hook duration v] to [8]\n end\nend\n\n@cannon\n\nwhen flag clicked\nshow\nset rotation style [all around v]\nforever\n switch costume to (player LV.)\n go to (player v)\n point towards (mouse-pointer v)\nend\n\nwhen I receive [part two v]\nshow\n\nwhen I receive [level 2 v]\nhide\n\nwhen I receive [level 3 v]\nhide\n\nwhen I receive [level 4 v]\nhide\n\nwhen I receive [level 5 v]\nhide\n\nwhen flag clicked\nforever\n if <(shop) = [closed]> then\n show\n else\n hide\n end\nend\n\n@weapon\n\nwhen flag clicked\nset size to (0) %\nhide\n\nwhen I start as a clone\ngo to (player v)\nset size to (0) %\nshow\nrepeat (20)\n change size by (5)\nend\nwait (2) seconds\nglide (1) secs to (mouse-pointer v)\nrepeat (20)\n change size by (-5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n turn right (4) degrees\nend\n\n@coins\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\nwait (2) seconds\ncoin X: [200] Y: [142] [1]\ncoin X: [-26] Y: [89] [1]\ncoin X: [213] Y: [75] [1]\ncoin X: [-163] Y: [-101] [1]\ncoin X: [163] Y: [-101] [1]\n\ndefine coin X: (x) Y: (y) (ammount)\nswitch costume to (ammount)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nwait (0.02) seconds\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <touching (player v)?> then\n wait (0.01) seconds\n start sound [Coin v]\n set [@coins v] to ((@coins) + (1))\n delete this clone\n end\nend\n\nwhen I receive [level 4 v]\ncoin X: [62] Y: [-30] [1]\n\nwhen I start as a clone\nforever\n wait (0.02) seconds\n next costume\nend\n\n@Did you read the instructions?\n\nwhen flag clicked\nshow\nswitch costume to (costume20 v)\nwait (1) seconds\nset [intro over? v] to [0]\nflash\nstart sound [Coin v]\nswitch costume to (costume33 v)\nflash 2\nwait (2) seconds\nflash\nswitch costume to (costume20 v)\nflash 2\nwait (1) seconds\nflash\nstart sound [Coin v]\nswitch costume to (costume34 v)\nflash 2\nwait (2) seconds\nflash\nswitch costume to (costume20 v)\nflash 2\nwait (1) seconds\nflash\nstart sound [Coin v]\nswitch costume to (costume35 v)\nflash 2\nwait (2) seconds\nflash\nswitch costume to (costume36 v)\nflash 2\nbroadcast (go intro v)\nwait until <key (space v) pressed?>\nwait until <(intro over?) = [1]>\nbroadcast (intro over? v)\nforever\n change [ghost v] effect by (15)\n change [pixelate v] effect by (15)\nend\n\ndefine flash\nrepeat (20)\n change [pixelate v] effect by (10)\nend\n\ndefine flash 2\nrepeat (20)\n change [pixelate v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <not <[people who played this v] contains (username)?>> then\n insert (username) at (1) of [people who played this v] \n end\nend\n\nswitch costume to (costume20 v)\nflash 2\nwait (1) seconds\n\n@confeti\n\nwhen flag clicked\nhide\n\nwhen I receive [level 2 v]\nconfeti\n\nwhen I receive [level 3 v]\nconfeti\n\nwhen I receive [level 4 v]\nconfeti\n\nwhen I receive [level 5 v]\nconfeti\n\nwhen I receive [level 6 v]\nconfeti\n\ndefine confeti\nrepeat (3)\n go to x: (pick random (-200) to (200)) y: (-300)\n switch costume to (pick random (1) to (3))\n wait (0.3) seconds\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nforever\n move (10) steps\n if <(direction) > [0]> then\n turn right (1) degrees\n else\n turn left (1) degrees\n end\nend\n\nwhen I start as a clone\npoint in direction (pick random (-45) to (45))\nshow\nwait (1) seconds\nwait until <touching (_edge_ v)?>\nwait (0.3) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n repeat (3)\n go to [front v] layer\n end\nend\n\nwhen I receive [level 7 v]\nconfeti\n\nwhen I receive [level 8 v]\nconfeti\n\n@shoppy one\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(shop) = [open]> then\n show variable [@coins v]\n show\n else\n hide variable [@coins v]\n hide\n end\nend\n\nwhen this sprite clicked\nif <<(@coins) > (((5) * (costume [name v])) - (1))> and <(shop) = [open]>> then\n change [@coins v] by (((costume [name v]) * (5)) - (((costume [name v]) * (5)) * (2)))\n if <(player LV.) = [1]> then\n set [player lv. v] to [2]\n switch costume to (3 v)\n wait (0.3) seconds\n else\n if <(player LV.) = [2]> then\n set [player lv. v] to [3]\n switch costume to (5 v)\n wait (0.3) seconds\n else\n if <(player LV.) = [3]> then\n set [player lv. v] to [4]\n switch costume to (10 v)\n wait (0.3) seconds\n else\n if <(player LV.) = [4]> then\n set [player lv. v] to [5]\n switch costume to (15 v)\n wait (0.3) seconds\n else\n if <(player LV.) = [5]> then\n set [player lv. v] to [6]\n switch costume to (20 v)\n wait (0.3) seconds\n else\n if <(player LV.) = [6]> then\n set [player lv. v] to [7]\n switch costume to (closed v)\n wait (0.3) seconds\n end\n end\n end\n end\n end\n end\n broadcast (reHP v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <not <(@coins) > (((costume [name v]) * (5)) - (1))>> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@shoppy two\n\nwhen flag clicked\nhide variable [@coins v]\nswitch costume to (1 v)\nwait until <(intro over?) = [1]>\nwait (1) seconds\nif <(Hook LV.) = [2]> then\n switch costume to (2 v)\nend\nforever\n if <(shop) = [open]> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen this sprite clicked\nif <<(@coins) > (((costume [name v]) * (5)) - (1))> and <(shop) = [open]>> then\n change [@coins v] by (((costume [name v]) * (5)) - (((costume [name v]) * (5)) * (2)))\n if <(Hook LV.) = [1]> then\n set [hook lv. v] to [2]\n switch costume to (2 v)\n wait (0.3) seconds\n else\n if <(Hook LV.) = [2]> then\n set [hook lv. v] to [3]\n switch costume to (4 v)\n wait (0.3) seconds\n else\n if <(Hook LV.) = [3]> then\n set [hook lv. v] to [4]\n switch costume to (6 v)\n wait (0.3) seconds\n else\n if <(Hook LV.) = [4]> then\n set [hook lv. v] to [5]\n switch costume to (closed v)\n wait (0.3) seconds\n else\n if <[] = [5]> then\n end\n end\n end\n end\n broadcast (new hook v)\nend\n\nwhen flag clicked\nforever\n if <not <(@coins) > (((costume [name v]) * (5)) - (1))>> then\n set [brightness v] effect to (-100)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen [space v] key pressed\nif <key (7 v) pressed?> then\n set [@coins v] to [400]\nend\n\n@man\n\nwhen flag clicked\ngo to x: (-225) y: (-94)\nhide\n\nwhen I receive [go intro v]\nswitch costume to (costume1 v)\nset rotation style [left-right v]\npoint in direction (90)\nshow\nforever\n if <(intro over?) = [0]> then\n repeat (2)\n repeat until <not <touching (_edge_ v)?>>\n move (5) steps\n end\n repeat until <touching (_edge_ v)?>\n move (5) steps\n end\n repeat (5)\n move (5) steps\n end\n hide\n turn right (180) degrees\n wait (1) seconds\n show\n end\n repeat until <not <touching (_edge_ v)?>>\n move (5) steps\n end\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [intro over? v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\n@paused\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [intro over? v]\nwait (1) seconds\nshow\n\nwhen this sprite clicked\nif <<mouse down?> and <touching (mouse-pointer v)?>> then\n wait (0.01) seconds\n if <(pause?) = [0]> then\n set [pause? v] to [1]\n broadcast (pause v)\n switch costume to (costume2 v)\n else\n wait (0.1) seconds\n set [pause? v] to [0]\n broadcast (unpause v)\n switch costume to (costume1 v)\n end\nend\n\n@paused?\n\nwhen flag clicked\nforever\n if <(pause?) = [1]> then\n show\n go to (random position v)\n glide (1) secs to x: (0) y: (0)\n repeat until <not <(pause?) = [1]>>\n show\n end\n else\n hide\n end\nend\n\n@play\n\nwhen flag clicked\nhide\nwait (13) seconds\nwait until <key (space v) pressed?>\nset [pixelate v] effect to (200)\nshow\nrepeat (20)\n change [pixelate v] effect by (-10)\nend\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (intro over? v)\nset [intro over? v] to [1]\nhide\n\n@facts\n\nwhen flag clicked\nclear graphic effects\nhide\nset [pixelate v] effect to (200)\nforever\n if <(intro over?) = [1]> then\n hide\n end\nend\n\nwhen I receive [go intro v]\nshow\nrepeat until <(intro over?) = [1]>\n switch costume to (join [costume] (pick random (1) to (9)))\n pix one\n wait (5) seconds\n pix two\nend\nhide\n\ndefine pix one\nrepeat (20)\n change [pixelate v] effect by (-10)\nend\n\ndefine pix two\nrepeat (20)\n change [pixelate v] effect by (10)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@coins2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 6 v]\nwait (2) seconds\ncoin X: [-137] Y: [37] [1]\n\ndefine coin X: (x) Y: (y) (ammount)\nswitch costume to (ammount)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nwait (0.02) seconds\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n if <touching (player v)?> then\n wait (0.01) seconds\n start sound [Coin v]\n set [@coins v] to ((@coins) + (5))\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n wait (0.02) seconds\n next costume\nend\n\n@tramps\n\nwhen flag clicked\nhide\nforever\n if <touching (player v)?> then\n broadcast (Jump! v)\n end\nend\n\nwhen I receive [level 7 v]\nshow\n\nwhen I receive [level 8 v]\nhide\n\n@shoot\n\nwhen flag clicked\nhide\n\nwhen I receive [shoot \(rocket\) v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\npoint towards (player v)\ngo to (enimies v)\nshow\nrepeat until <<touching color (#000000)?> or <<touching (player v)?> or <<<<<(Hook LV.) = [7]> and <touching color (#0146fe)?>> or <<(Hook LV.) = [7]> and <touching color (#44f506)?>>> or <<<(Hook LV.) = [8]> and <touching color (#484848)?>> or <<(Hook LV.) = [6]> and <touching color (#851703)?>>>> or <<< or <<<(Hook LV.) = [2]> and <touching color (#663e00)?>> or <<(Hook LV.) = [5]> and <touching color (#02f8fa)?>>>> or <<(Hook LV.) = [3]> and <touching color (#8d8e8e)?>>> or <<(Hook LV.) = [4]> and <touching color (#cab403)?>>>>>>\n move (5) steps\nend\ndelete this clone\n\n
AHA!! ITS FIXED!! FINALLY!!\n\n 100 hearts and I'll make a part 2... I'll try.\n\n EDIT: This offer has expired. I am not that active anymore, and won't be able to see if this has reached any amount of hearts or stars, and don't feel like editing it.\n_________________________________________________\nYou are on a quest for power, but power does not come easy. You will have to face grave danger from enemies and the final boss. Collect coins and become the highest platformer player ever!\n\nWhy am I bad at stories?\n\n INSTRUCTIONS READ THIS.\n_________________________________________________\nArrow keys, tap to use the grapple, tap again to stop using it. I did add sounds and enemies and a lot more. He said not to make it a game, but I made it a game! Try to get to the door. If your duration runs out, wait 10 seconds, or pay 10 coins. You can collect coins and buy at the shop. Tap space to get the play button.
Chain Mail (Platformer)
@Stage\n\nwhen flag clicked\nset volume to (100) %\nset [level v] to [1]\nset [boss hp v] to [6]\nset [hp v] to [6]\n\nwhen I receive [start game v]\nforever\n play sound [Hero's Quest v] until done\nend\n\nset [hp v] to [6]\n\nwhen I receive [boss defeated v]\nstop [other scripts in sprite v]\nforever\n play sound [Hero's Quest v] until done\nend\n\nwhen I receive [boss 1 v]\nstop [other scripts in sprite v]\nbroadcast (Boss Tune v)\n\nwhen I receive [boss tune v]\nforever\n play sound [Skill Against Might v] until done\nend\n\nwhen I receive [boss tune v]\nforever\n play sound [Skill against Might 2 v] until done\nend\n\nwhen I receive [boss 2 v]\nstop [other scripts in sprite v]\nbroadcast (Boss Tune v)\n\nwhen I receive [volume v]\nset volume to ((100) * (Volume)) %\n\n@Knight\n\nwhen I receive [start game v]\nswitch costume to (wall v)\ncreate clone of (_myself_ v)\nswitch costume to (roof v)\ncreate clone of (_myself_ v)\nswitch costume to (hitbox v)\ncreate clone of (_myself_ v)\nswitch costume to (rest v)\ngo to x: (-175) y: (-147)\npoint in direction (90)\nset [jump v] to [0]\nset [attack v] to [0]\nset [jumping v] to [0]\nset [blocking v] to [0]\nset [touching ground v] to [1]\n\nwhen I receive [start game v]\nset [stunned v] to [0]\nset [playerattack v] to [0]\nset rotation style [left-right v]\nwait (0.8) seconds\nforever\n if <(damaged) = [0]> then\n if <<(stunned) = [0]> and <<(blocking) = [0]> and <<(attack) = [0]> and <<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>>>>> then\n if <<not < or <<key (space v) pressed?> or <mouse down?>>>> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [jump v] to [1]\n set [at what y v] to (y position)\n repeat (10)\n if <(roof) = [0]> then\n change y by (5)\n end\n end\n repeat until <<(jump) = [0]> or <<<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>> or <<(y position) > ((at what y) + (70))> or <(roof) = [1]>>>>\n if <(roof) = [0]> then\n change y by (5)\n end\n end\n set [jumping v] to [1]\n set [touching ground v] to [1]\n set [jump v] to [0]\n wait until <<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>>\n set [jumping v] to [0]\n switch costume to (rest v)\n end\n end\n end\nend\n\nwhen I receive [start game v]\nset rotation style [left-right v]\nforever\n if <(damaged) = [0]> then\n if <<(blocking) = [0]> and <(attack) = [0]>> then\n if <<(stunned) = [0]> and <<not > and <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n point in direction (-90)\n if <(Touching Wall) = [0]> then\n change x by (-4)\n end\n if <(jumping) = [0]> then\n set [walk v] to [1]\n end\n else\n if <<(stunned) = [0]> and <<not > and <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n point in direction (90)\n if <(Touching Wall) = [0]> then\n change x by (4)\n end\n if <(jumping) = [0]> then\n set [walk v] to [1]\n end\n else\n set [walk v] to [0]\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<(walk) = [1]> and <<<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>> and <<(blocking) = [0]> and <(attack) = [0]>>>> then\n if <<(walk) = [1]> and <<<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>> and <<(blocking) = [0]> and <(attack) = [0]>>>> then\n switch costume to (walk v)\n wait (0.15) seconds\n end\n if <<(walk) = [1]> and <<<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>> and <<(blocking) = [0]> and <(attack) = [0]>>>> then\n switch costume to (rest v)\n wait (0.15) seconds\n end\n if <<(walk) = [1]> and <<<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>> and <<(blocking) = [0]> and <(attack) = [0]>>>> then\n switch costume to (walk2 v)\n wait (0.15) seconds\n end\n if <<(walk) = [1]> and <<<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>> and <<(blocking) = [0]> and <(attack) = [0]>>>> then\n switch costume to (rest v)\n wait (0.15) seconds\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Wall]> then\n forever\n if <<<touching color (#8f555f)?> = [true]> or <<touching color (#a1616b)?> = [true]>> then\n set [touching wall v] to [1]\n else\n set [touching wall v] to [0]\n end\n end\nelse\n if <(costume [name v]) = [Roof]> then\n forever\n if <touching color (#af8f81)?> then\n set [roof v] to [1]\n else\n set [roof v] to [0]\n end\n end\n else\n if <(costume [name v]) = [Hitbox]> then\n forever\n if <touching (spikes v)?> then\n broadcast (Damaged v)\n wait until <(damaged) = [0]>\n end\n if <<(Enemy Attacking) = [2]> and <touching (boss 2 v)?>> then\n broadcast (Damaged v)\n wait until <(damaged) = [0]>\n end\n if <<(Enemy Attacking) = [3]> and <<<touching color (#b79582)?> or <<touching color (#8acbde)?> or <touching color (#9ee8ff)?>>> and <touching (boss 2 v)?>>> then\n if <(Player Block) = [0]> then\n broadcast (Damaged v)\n wait until <(damaged) = [0]>\n else\n if <(Stamina) > [3]> then\n change [stamina v] by (-3)\n wait until <(enemy attack) = [0]>\n wait (0.1) seconds\n else\n change [stamina v] by (-3)\n set [stunned v] to [1]\n wait until <(enemy attack) = [0]>\n wait (0.1) seconds\n end\n end\n end\n if <<touching (arrow v)?> or <<<<(enemy2attack) = [1]> and <touching (enemy2 v)?>> and <touching color (#d8d8d8)?>> or <<<(Enemy Attacking) = [1]> and <touching (enemy v)?>> and <touching color (#d8d8d8)?>>>> then\n if <(Player Block) = [0]> then\n broadcast (Damaged v)\n wait until <(damaged) = [0]>\n else\n if <touching (arrow v)?> then\n broadcast (Block v)\n end\n if <(Stamina) > [1]> then\n change [stamina v] by (-1)\n wait until <(enemy attack) = [0]>\n wait (0.1) seconds\n else\n change [stamina v] by (-1)\n set [stunned v] to [1]\n wait until <(enemy attack) = [0]>\n wait (0.1) seconds\n end\n end\n end\n if <<(Enemy Punch) = [1]> and <touching (mini goblin v)?>> then\n if <(Player Block) = [0]> then\n broadcast (Move v)\n else\n if <(Stamina) > [1]> then\n change [stamina v] by (-1)\n broadcast (Small Move v)\n wait until <(Enemy Punch) = [0]>\n wait (0.1) seconds\n else\n change [stamina v] by (-1)\n set [stunned v] to [1]\n broadcast (Small Move v)\n wait until <(Enemy Punch) = [0]>\n wait (0.1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nif <(Touching Ground) = [1]> then\nend\nif <(Touching Ground) = [0]> then\n if <<(Touching Ground) = [0]> and <touching (levels v)?>> then\n set [touching wall v] to [1]\n else\n set [touching wall v] to [0]\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset rotation style [left-right v]\nforever\n go to (knight v)\nend\n\nwhen I receive [start game v]\nforever\n if <(stunned) = [1]> then\n set [player block v] to [0]\n set [blocking v] to [0]\n set [attack v] to [0]\n set [playerattack v] to [0]\n set [walk v] to [0]\n if <(stunned) = [1]> then\n switch costume to (stunned v)\n wait (0.1) seconds\n end\n if <(stunned) = [1]> then\n switch costume to (stunned2 v)\n wait (0.1) seconds\n end\n else\n if <<(blocking) = [0]> and <<(jump) = [0]> and <<<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>> and <<(attack) = [0]> and <(walk) = [0]>>>>> then\n switch costume to (rest v)\n else\n if <(jump) = [1]> then\n switch costume to (jump v)\n end\n if <<(jump) = [0]> and <not <<<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>> or <(Touching Ground) = [1]>>>> then\n switch costume to (jump2 v)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n point in direction ([direction v] of [knight v])\nend\n\nwhen I receive [next level v]\nset x to (-230)\nset [y position v] to (y position)\n\nwhen I receive [start game v]\nset [hp v] to [6]\nset [damaged v] to [0]\nshow\nforever\n if <(x position) > [220]> then\n change [level v] by (1)\n broadcast (Next Level v)\n wait (0.5) seconds\n end\nend\n\nwhen I receive [damaged v]\nif <(damaged) = [0]> then\n change [hp v] by (-1)\nend\nset [damaged v] to [1]\nbroadcast (HP Bar v)\nif <[1] > (HP)> then\n stop [other scripts in sprite v]\n switch costume to (defeated v)\n repeat (2)\n change [brightness v] effect by (10)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n repeat (8)\n change [brightness v] effect by (10)\n next costume\n wait (0.01) seconds\n end\n hide\nelse\n go to x: (-230) y: (Y position)\n broadcast (Crunch v)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n set [damaged v] to [0]\nend\n\nwhen I receive [start game v]\nclear graphic effects\n\nwhen I receive [small move v]\nif <<(x position) = (EnemyX2)> or <(EnemyX2) > (x position)>> then\n change x by (-5)\nelse\n change x by (5)\nend\n\nwhen I receive [move v]\nif <<(x position) = (EnemyX2)> or <(EnemyX2) > (x position)>> then\n change x by (-10)\nelse\n change x by (10)\nend\n\nwhen I receive [start game v]\nwait (0.8) seconds\nforever\n if <(damaged) = [0]> then\n if <<(stunned) = [0]> and <<(blocking) = [0]> and <<(attack) = [0]> and <<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>>>>> then\n if <<(blocking) = [0]> and <<(attack) = [0]> and <(costume [name v]) = [Rest]>>> then\n if <<<(stunned) = [0]> and <(Stamina) > [0]>> and <<not <<<<<key (s v) pressed?> or <key (z v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> and <<key (space v) pressed?> or <<<(1Sound) = [0]> and <(!Sound) = [0]>> and <mouse down?>>>>> then\n set [attack v] to [1]\n change [stamina v] by (-1)\n switch costume to (prepare v)\n wait (0.05) seconds\n switch costume to (attack6 v)\n wait (0.05) seconds\n switch costume to (attack v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n set [playerattack v] to [1]\n broadcast (Whoosh v)\n repeat (2)\n wait (0.05) seconds\n next costume\n end\n wait (0.05) seconds\n switch costume to (prepare v)\n set [playerattack v] to [0]\n set [attack v] to [0]\n end\n if <<(blocking) = [0]> and <<(attack) = [0]> and <<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>>>> then\n if <<<<(stunned) = [0]> and <(Stamina) > [0]>> and <not <<< or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <<key (space v) pressed?> or <mouse down?>>>>> and <<key (s v) pressed?> or <key (z v) pressed?>>> then\n set [blocking v] to [1]\n switch costume to (prepare v)\n wait (0.05) seconds\n switch costume to (block2 v)\n wait (0.05) seconds\n switch costume to (block3 v)\n set [player block v] to [1]\n wait until <<(stunned) = [1]> or <not <<key (s v) pressed?> or <key (z v) pressed?>>>>\n set [player block v] to [0]\n if <(stunned) = [0]> then\n wait (0.05) seconds\n switch costume to (block2 v)\n wait (0.05) seconds\n switch costume to (block v)\n wait (0.05) seconds\n switch costume to (prepare v)\n wait (0.05) seconds\n end\n set [blocking v] to [0]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\nforever\n if <not <<<<color (#a59b6b) is touching (#af8f81)?> or <color (#78714e) is touching (#af8f81)?>> or <<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>>> or <(jump) = [1]>>> then\n set [touching ground v] to [0]\n change y by (-5)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<color (#a59b6b) is touching (#cca797)?> or <color (#78714e) is touching (#cca797)?>> then\n set [touching ground v] to [1]\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<color (#a59b6b) is touching (#af8f81)?> or <color (#78714e) is touching (#af8f81)?>> then\n change y by (5)\n set [touching ground v] to [1]\n end\nend\n\n@Levels\n\nwhen I receive [start game v]\nset size to (100) %\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nswitch costume to (costume2 v)\n\n@Enemy\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [3]> then\n go to x: (196) y: (-155)\n create clone of (_myself_ v)\nend\nif <(level) = [4]> then\n go to x: (52) y: (-155)\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n go to x: (-133) y: (-40)\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n go to x: (79) y: (-153)\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n go to x: (79) y: (-153)\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n go to x: (172) y: (-30)\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n go to x: (179) y: (-11)\n create clone of (_myself_ v)\nend\nif <(level) = [14]> then\n go to x: (191) y: (-154)\n create clone of (_myself_ v)\nend\nif <(level) = [15]> then\n go to x: (66) y: (-38)\n create clone of (_myself_ v)\nend\nif <(level) = [16]> then\n go to x: (-98) y: (-120)\n create clone of (_myself_ v)\nend\nif <(level) = [17]> then\n go to x: (197) y: (-20)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nset [enemy attacking v] to [0]\nswitch costume to (rest v)\ngo to [front v] layer\nset size to (200) %\ncreate clone of (enemy hitbox v)\nshow\nset [enemy attack v] to [0]\nset [enemy walking v] to [0]\nset rotation style [left-right v]\nif <([x position v] of [knight v]) > (x position)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nforever\n if <[200] > ([abs v] of ((x position) - ([x position v] of [knight v])) )> then\n repeat until <<([abs v] of ((x position) - ([x position v] of [knight v])) ) > [200]> or <[30] > ([abs v] of ((x position) - ([x position v] of [knight v])) )>>\n if <([x position v] of [knight v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <(Enemy in Level) = [0]> then\n move (3) steps\n set [enemy walking v] to [1]\n end\n end\n set [enemy walking v] to [0]\n if <<[30] > ([abs v] of ((y position) - ([y position v] of [knight v])) )> and <[30] > ([abs v] of ((x position) - ([x position v] of [knight v])) )>> then\n set [enemy walking v] to [0]\n set [enemy attack v] to [1]\n switch costume to (attack v)\n wait (0.5) seconds\n repeat (3)\n next costume\n wait (0.02) seconds\n end\n set [enemy attacking v] to [1]\n broadcast (Whoosh v)\n repeat (3)\n next costume\n wait (0.02) seconds\n end\n set [enemy attacking v] to [0]\n set [enemy attack v] to [0]\n if <<(blocking) = [1]> and <touching (knight v)?>> then\n switch costume to (blocked v)\n broadcast (Block v)\n wait (0.01) seconds\n switch costume to (blocked2 v)\n wait (1.5) seconds\n end\n if <(enemy attack) = [0]> then\n switch costume to (rest v)\n wait (0.3) seconds\n end\n end\n if <(enemy attack) = [0]> then\n switch costume to (rest v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n set [enemy direction v] to (direction)\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\nend\n\nwhen I start as a clone\nforever\n if <<(enemy attack) = [0]> and <(enemy walking) = [1]>> then\n if <<(enemy attack) = [0]> and <(enemy walking) = [1]>> then\n switch costume to (walk v)\n wait (0.15) seconds\n end\n if <<(enemy attack) = [0]> and <(enemy walking) = [1]>> then\n switch costume to (rest v)\n wait (0.15) seconds\n end\n if <<(enemy attack) = [0]> and <(enemy walking) = [1]>> then\n switch costume to (walk2 v)\n wait (0.15) seconds\n end\n if <<(enemy attack) = [0]> and <(enemy walking) = [1]>> then\n switch costume to (rest v)\n wait (0.15) seconds\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset [enemy hp v] to [3]\nforever\n if <<(attack) = [1]> and <<touching color (#ffffff)?> and <<(PlayerAttack) > [0]> and <touching (knight v)?>>>> then\n if <(enemy HP) > [1]> then\n change [enemy hp v] by (-1)\n repeat (10)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\n end\n else\n stop [other scripts in sprite v]\n switch costume to (defeated v)\n repeat (2)\n change [brightness v] effect by (10)\n switch costume to (defeated v)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\n end\n repeat (8)\n next costume\n change [brightness v] effect by (10)\n wait (0.01) seconds\n end\n delete this clone\n end\n end\nend\n\n@Button\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (200) %\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\nwait until <<(attack) = [1]> and <<touching color (#ffffff)?> and <<(PlayerAttack) > [0]> and <touching (knight v)?>>>>\nbroadcast (Block v)\nrepeat (3)\n wait (0.01) seconds\n next costume\nend\nbroadcast (Break Block v)\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n point in direction (-90)\n go to x: (205) y: (-127)\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n go to x: (-206) y: (-135)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n go to x: (-203) y: (38)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n go to x: (-203) y: (120)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n go to x: (205) y: (-12)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n point in direction (-90)\n go to x: (206) y: (8)\n create clone of (_myself_ v)\nend\nif <(level) = [13]> then\n go to x: (205) y: (70)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <(level) = [14]> then\n go to x: (207) y: (115)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <(level) = [15]> then\n go to x: (-205) y: (-7)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [16]> then\n go to x: (206) y: (-54)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <(level) = [17]> then\n point in direction (90)\n go to x: (-67) y: (110)\n create clone of (_myself_ v)\nend\n\n@Boss 1\n\nwhen I receive [boss 1 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to x: (13) y: (128)\nset rotation style [left-right v]\nset [boss hp v] to [6]\nset [attacking v] to [0]\nset [ghost v] effect to (100)\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\nforever\n wait (2) seconds\n broadcast (Spikes v)\n wait (5) seconds\n if <(pick random (1) to (2)) = [1]> then\n glide (1) secs to x: (-69) y: (32)\n else\n glide (1) secs to x: (71) y: (32)\n end\n wait until <(flying) = [0]>\n set [attacking v] to [1]\n wait (0.1) seconds\n switch costume to (attack v)\n repeat (3)\n wait (0.1) seconds\n next costume\n end\n set [firex v] to (x position)\n set [firey v] to (y position)\n broadcast (Laser v)\n if <<([x position v] of [knight v]) = (x position)> or <([x position v] of [knight v]) > (x position)>> then\n point in direction (90)\n else\n point in direction (-90)\n end\n wait (0.1) seconds\n switch costume to (attack3 v)\n wait (0.1) seconds\n switch costume to (attack2 v)\n wait (0.1) seconds\n switch costume to (attack v)\n wait (0.1) seconds\n set [attacking v] to [0]\n wait (5) seconds\n glide (1) secs to x: (13) y: (128)\nend\n\nwhen I start as a clone\nset size to (200) %\nforever\n if <not <(attacking) = [1]>> then\n set [flying v] to [1]\n switch costume to (rest v)\n wait (0.1) seconds\n switch costume to (rest2 v)\n wait (0.1) seconds\n switch costume to (rest v)\n wait (0.1) seconds\n switch costume to (rest3 v)\n set [flying v] to [0]\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (0.1) seconds\nforever\n if <<(attack) = [1]> and <<touching color (#ffffff)?> and <<(PlayerAttack) > [0]> and <touching (knight v)?>>>> then\n change [boss hp v] by (-1)\n if <(Boss HP) > [0]> then\n repeat (10)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\n end\n else\n stop [other scripts in sprite v]\n clear graphic effects\n switch costume to (rest v)\n show\n repeat (10)\n wait (0.05) seconds\n hide\n change [brightness v] effect by (10)\n wait (0.05) seconds\n show\n wait (0.05) seconds\n hide\n wait (0.05) seconds\n show\n end\n wait (0.05) seconds\n switch costume to (defeated v)\n repeat (11)\n wait (0.05) seconds\n next costume\n end\n wait (0.05) seconds\n broadcast (Boss Defeated v)\n delete this clone\n end\n end\nend\n\n@Enemy Hitbox\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset rotation style [left-right v]\nforever\n go to x: (Enemy X) y: (Enemy Y)\nend\n\nwhen I start as a clone\nforever\n point in direction (Enemy Direction)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<not <touching (levels v)?>> or <<touching (spikes v)?> or <<touching color (#886468)?> or <<touching color (#a1616b)?> or <touching color (#935861)?>>>>> then\n set [enemy in level v] to [1]\n else\n set [enemy in level v] to [0]\n end\nend\n\n@Boss 1 Attack\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (200) %\nshow\nif <(costume [number v]) = [3]> then\n point towards (knight v)\n set [ghost v] effect to (100)\n switch costume to (costume1 v)\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.1) seconds\n switch costume to (costume1 v)\n repeat (3)\n change [brightness v] effect by (30)\n change [ghost v] effect by (30)\n end\n delete this clone\nelse\n point in direction (90)\n clear graphic effects\n switch costume to (ground v)\n wait (1.5) seconds\n repeat (10)\n change [brightness v] effect by (10)\n end\n switch costume to (ground2 v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [spikes v]\nswitch costume to (ground v)\nif <(pick random (1) to (2)) = [2]> then\n go to x: (-80) y: (8)\n create clone of (_myself_ v)\n go to x: (60) y: (8)\n create clone of (_myself_ v)\nelse\n go to x: (-192) y: (-28)\n create clone of (_myself_ v)\n go to x: (-232) y: (-28)\n create clone of (_myself_ v)\n go to x: (165) y: (-28)\n create clone of (_myself_ v)\n go to x: (205) y: (-28)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [laser v]\ngo to x: (FireX) y: (FireY)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0.1) seconds\nwait until <<(costume [number v]) = [2]> or <(costume [number v]) = [4]>>\nwait until <touching (knight v)?>\nbroadcast (Damaged v)\n\n@HP Bar\n\nwhen I receive [start game v]\nset size to (200) %\nshow\ngo to x: (-179) y: (163)\nbroadcast (HP Bar v)\n\nwhen I receive [hp bar v]\nif <[1] < (HP)> then\n switch costume to ((HP) + (3))\nelse\n if <(HP) < [1]> then\n switch costume to (costume1 v)\n else\n forever\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume8 v)\n wait (0.5) seconds\n end\n end\nend\n\n@Stamina Bar\n\nwhen I receive [start game v]\nset size to (200) %\nshow\nset [stamina v] to [6]\ngo to x: (-179) y: (143)\nforever\n switch costume to ((Stamina) + (2))\nend\n\nwhen I receive [start game v]\nset size to (200) %\nshow\nforever\n if <<[6] > (Stamina)> and <((blocking) + (attack)) = [0]>> then\n wait (0.5) seconds\n change [stamina v] by (1)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(stunned) = [1]> then\n wait until <(Stamina) = [6]>\n set [stunned v] to [0]\n end\nend\n\n@Mini Goblin\n\nset size to (200) %\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nset [enemy in level 2 v] to [0]\nset [enemy punch v] to [0]\nset [enemy attacking 2 v] to [0]\nswitch costume to (rest v)\ngo to [front v] layer\nset size to (200) %\ncreate clone of (enemy hitbox2 v)\nshow\nset [enemy walking v] to [0]\nset rotation style [left-right v]\nif <([x position v] of [knight v]) > (x position)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nforever\n if <[200] > ([abs v] of ((x position) - ([x position v] of [knight v])) )> then\n repeat until <<([abs v] of ((x position) - ([x position v] of [knight v])) ) > [200]> or <[5] > ([abs v] of ((x position) - ([x position v] of [knight v])) )>>\n if <([x position v] of [knight v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n if <(Enemy in Level 2) = [0]> then\n move (3) steps\n set [enemy walking v] to [1]\n end\n end\n set [enemy walking v] to [0]\n if <<[10] > ([abs v] of ((y position) - ([y position v] of [knight v])) )> and <[20] > ([abs v] of ((x position) - ([x position v] of [knight v])) )>> then\n set [enemy walking v] to [0]\n set [enemy attacking 2 v] to [1]\n switch costume to (rest v)\n wait (0.1) seconds\n switch costume to (punch v)\n wait (0.1) seconds\n switch costume to (punch2 v)\n set [enemy punch v] to [1]\n wait (0.2) seconds\n set [enemy punch v] to [0]\n wait (0.1) seconds\n set [enemy attacking 2 v] to [0]\n end\n if <(enemy attack) = [0]> then\n switch costume to (rest v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n set [enemy direction 2 v] to (direction)\n set [enemyx2 v] to (x position)\n set [enemyy2 v] to (y position)\nend\n\nwhen I start as a clone\nforever\n if <<(Enemy Attacking 2) = [0]> and <(enemy walking) = [1]>> then\n if <<(Enemy Attacking 2) = [0]> and <(enemy walking) = [1]>> then\n switch costume to (walk v)\n wait (0.15) seconds\n end\n if <<(Enemy Attacking 2) = [0]> and <(enemy walking) = [1]>> then\n switch costume to (walk2 v)\n wait (0.15) seconds\n end\n if <<(Enemy Attacking 2) = [0]> and <(enemy walking) = [1]>> then\n switch costume to (walk3 v)\n wait (0.15) seconds\n end\n if <<(Enemy Attacking 2) = [0]> and <(enemy walking) = [1]>> then\n switch costume to (walk4 v)\n wait (0.15) seconds\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nset [enemy hp v] to [3]\nforever\n if <<(attack) = [1]> and <<touching color (#ffffff)?> and <<(PlayerAttack) > [0]> and <touching (knight v)?>>>> then\n if <(enemy HP) > [1]> then\n change [enemy hp v] by (-1)\n repeat (10)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\n end\n else\n stop [other scripts in sprite v]\n switch costume to (defeated v)\n repeat (2)\n change [brightness v] effect by (10)\n switch costume to (defeated v)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\n end\n repeat (7)\n next costume\n change [brightness v] effect by (10)\n wait (0.01) seconds\n end\n delete this clone\n end\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [12]> then\n go to x: (104) y: (-11)\n create clone of (_myself_ v)\nend\nif <(level) = [13]> then\n go to x: (-6) y: (-86)\n create clone of (_myself_ v)\nend\nif <(level) = [14]> then\n go to x: (52) y: (68)\n create clone of (_myself_ v)\nend\nif <(level) = [15]> then\n go to x: (22) y: (-94)\n create clone of (_myself_ v)\nend\nif <(level) = [16]> then\n go to x: (74) y: (-109)\n create clone of (_myself_ v)\nend\nif <(level) = [17]> then\n go to x: (-4) y: (14)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\n@Challenge Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [9]> then\n show\n clear graphic effects\n go to x: (0) y: (170)\n switch costume to (costume1 v)\n set [y-velocity v] to [0]\n go to [front v] layer\n go to x: (0) y: (180)\n show\n repeat until <[100] > (y position)>\n change y by ((y-velocity) * (([abs v] of (y-velocity) ) * (2)))\n change [y-velocity v] by (-0.1)\n end\n wait until <key (x v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n hide\n wait (1) seconds\n broadcast (Boss 1 v)\nend\nif <(level) = [18]> then\n show\n clear graphic effects\n go to x: (0) y: (170)\n switch costume to (costume1 v)\n set [y-velocity v] to [0]\n go to [front v] layer\n go to x: (0) y: (180)\n show\n repeat until <[100] > (y position)>\n change y by ((y-velocity) * (([abs v] of (y-velocity) ) * (2)))\n change [y-velocity v] by (-0.1)\n end\n wait until <key (x v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\n end\n hide\n wait (1) seconds\n broadcast (Boss 2 v)\nend\n\nwhen I receive [boss defeated v]\nhide\nif <(level) = [18]> then\n wait (3) seconds\n switch costume to (costume2 v)\n create clone of (_myself_ v)\n wait (3) seconds\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n wait (3) seconds\n switch costume to (costume4 v)\n create clone of (_myself_ v)\n wait (3) seconds\n switch costume to (costume5 v)\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (0) y: (170)\nset [y-velocity v] to [0]\ngo to [front v] layer\ngo to x: (0) y: (180)\nshow\nrepeat until <((180) - ((30) * (costume [number v]))) > (y position)>\n change y by ((y-velocity) * (([abs v] of (y-velocity) ) * (2)))\n change [y-velocity v] by (-0.1)\nend\n\n@Boss 2\n\nwhen I receive [boss 2 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (162) y: (184)\nset [enemy attacking v] to [0]\nshow\nswitch costume to (fall v)\nglide (0.5) secs to x: (162) y: (-79)\nswitch costume to (land v)\nwait (0.5) seconds\nswitch costume to (recover v)\nwait (0.1) seconds\nswitch costume to (rest v)\nset rotation style [left-right v]\nset size to (200) %\nset [boss hp v] to [6]\nset [attacking v] to [0]\nforever\n wait (2) seconds\n wait until <(flying) = [0]>\n set [attacking v] to [1]\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (jump v)\n show\n switch costume to (jump v)\n glide (0.5) secs to x: (x position) y: (180)\n hide\n wait (2) seconds\n if <([x position v] of [knight v]) > [-190]> then\n go to x: ([x position v] of [knight v]) y: (180)\n else\n go to x: (-190) y: (180)\n end\n switch costume to (fall v)\n show\n set [enemy attacking v] to [2]\n broadcast (Yell v)\n glide (0.5) secs to x: (x position) y: (-79)\n switch costume to (land v)\n set [enemy attacking v] to [0]\n wait (2) seconds\n switch costume to (recover v)\n wait (0.1) seconds\n switch costume to (rest v)\n else\n switch costume to (rest v)\n wait (0.1) seconds\n switch costume to (attack v)\n wait (0.1) seconds\n switch costume to (attack v)\n repeat (2)\n wait (0.1) seconds\n next costume\n end\n wait (0.1) seconds\n set [enemy attacking v] to [2]\n broadcast (Yell v)\n repeat (3)\n move (10) steps\n switch costume to (attack4 v)\n wait (0.05) seconds\n move (10) steps\n switch costume to (attack6 v)\n wait (0.05) seconds\n move (10) steps\n switch costume to (attack5 v)\n wait (0.05) seconds\n move (10) steps\n switch costume to (attack7 v)\n wait (0.05) seconds\n move (10) steps\n if <<([x position v] of [knight v]) = (x position)> or <([x position v] of [knight v]) > (x position)>> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n set [enemy attacking v] to [0]\n end\n set [attacking v] to [0]\n wait (0.2) seconds\n if <[100] > ([abs v] of (([x position v] of [knight v]) - (x position)) )> then\n if <<([x position v] of [knight v]) = (x position)> or <([x position v] of [knight v]) > (x position)>> then\n point in direction (90)\n else\n point in direction (-90)\n end\n wait until <(flying) = [0]>\n set [attacking v] to [1]\n wait (0.2) seconds\n switch costume to (swing v)\n wait (0.5) seconds\n switch costume to (swing2 v)\n wait (0.1) seconds\n set [enemy attacking v] to [3]\n switch costume to (swing3 v)\n wait (0.1) seconds\n switch costume to (swing4 v)\n wait (0.1) seconds\n switch costume to (swing5 v)\n set [enemy attacking v] to [0]\n if <<(blocking) = [1]> and <touching (knight v)?>> then\n broadcast (Block v)\n wait (0.2) seconds\n end\n wait (0.1) seconds\n set [attacking v] to [0]\n end\nend\n\nwhen I start as a clone\nwait (1.1) seconds\nset size to (200) %\nforever\n if <not <(attacking) = [1]>> then\n set [flying v] to [1]\n switch costume to (rest v)\n wait (0.2) seconds\n switch costume to (rest2 v)\n wait (0.2) seconds\n switch costume to (rest3 v)\n wait (0.2) seconds\n switch costume to (rest2 v)\n set [flying v] to [0]\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (0.1) seconds\nforever\n if <<(attack) = [1]> and <<touching color (#ffffff)?> and <<(PlayerAttack) > [0]> and <touching (knight v)?>>>> then\n change [boss hp v] by (-1)\n if <(Boss HP) > [0]> then\n repeat (10)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\n end\n else\n stop [other scripts in sprite v]\n set [enemy attacking v] to [0]\n clear graphic effects\n switch costume to (rest v)\n show\n repeat (10)\n wait (0.05) seconds\n hide\n change [brightness v] effect by (10)\n wait (0.05) seconds\n show\n wait (0.05) seconds\n hide\n wait (0.05) seconds\n show\n end\n wait (0.05) seconds\n switch costume to (defeated v)\n repeat (12)\n wait (0.05) seconds\n next costume\n end\n wait (0.05) seconds\n broadcast (Boss Defeated v)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\npoint in direction (-90)\nwait (1) seconds\nforever\n if <(y position) > [170]> then\n repeat until <not <(y position) > [170]>>\n hide\n end\n show\n end\nend\n\n@Boss HP Bar\n\nwhen I receive [boss 1 v]\nset size to (200) %\nshow\ngo to x: (179) y: (163)\nforever\n switch costume to ((Boss HP) + (1))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [boss defeated v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [boss 2 v]\nset size to (200) %\nshow\ngo to x: (179) y: (163)\nforever\n switch costume to ((Boss HP) + (8))\nend\n\n@arrow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nbroadcast (Whoosh v)\nset size to (100) %\ngo to x: (FireX) y: (FireY)\npoint towards (knight v)\nshow\nrepeat (2)\n move (10) steps\nend\nrepeat until <<<(Player Block) = [1]> and <touching (knight v)?>> or <<touching (levels v)?> or <touching (_edge_ v)?>>>\n move (10) steps\nend\nif <touching (knight v)?> then\n repeat (2)\n move (10) steps\n end\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <not <(level) = (Arrow's Level)>>\ndelete this clone\n\n@Block\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [break block v]\nwait (1) seconds\nswitch costume to (costume1 v)\nchange [brightness v] effect by (10)\nwait (0.01) seconds\nrepeat (6)\n change [brightness v] effect by (10)\n next costume\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n go to x: (212) y: (133)\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n go to x: (116) y: (133)\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n go to x: (111) y: (-133)\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n go to x: (-4) y: (-133)\n create clone of (_myself_ v)\nend\nif <(level) = [9]> then\n go to x: (223) y: (-2)\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n go to x: (9) y: (134)\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n go to x: (210) y: (133)\n create clone of (_myself_ v)\nend\nif <<(level) = [14]> or <(level) = [13]>> then\n go to x: (223) y: (-134)\n create clone of (_myself_ v)\nend\nif <(level) = [15]> then\n go to x: (5) y: (58)\n create clone of (_myself_ v)\nend\nif <(level) = [16]> then\n go to x: (-129) y: (-99)\n create clone of (_myself_ v)\nend\nif <<(level) = [18]> or <(level) = [17]>> then\n go to x: (222) y: (-78)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [break block v]\nforever\n change y by (3)\n change y by (-3)\nend\n\nwhen I receive [boss defeated v]\nif <(level) = [9]> then\n wait (1) seconds\n switch costume to (costume1 v)\n change [brightness v] effect by (10)\n wait (0.01) seconds\n repeat (6)\n change [brightness v] effect by (10)\n next costume\n wait (0.01) seconds\n end\n delete this clone\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@Enemy2\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n go to x: (218) y: (0)\n create clone of (_myself_ v)\nend\nif <(level) = [5]> then\n go to x: (194) y: (-1)\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n go to x: (-78) y: (-154)\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n go to x: (-135) y: (20)\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n go to x: (-37) y: (118)\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n go to x: (138) y: (114)\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n go to x: (-175) y: (39)\n create clone of (_myself_ v)\nend\nif <(level) = [13]> then\n go to x: (60) y: (38)\n create clone of (_myself_ v)\nend\nif <(level) = [14]> then\n go to x: (-166) y: (38)\n create clone of (_myself_ v)\nend\nif <(level) = [15]> then\n go to x: (-166) y: (-14)\n create clone of (_myself_ v)\nend\nif <(level) = [16]> then\n go to x: (180) y: (-72)\n create clone of (_myself_ v)\nend\nif <(level) = [17]> then\n go to x: (-34) y: (97)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (rest v)\ngo to [front v] layer\nshow\nset [enemy2attack v] to [0]\nset rotation style [left-right v]\nif <([x position v] of [knight v]) > (x position)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nforever\n if <<[40] > ([abs v] of ((y position) - ([y position v] of [knight v])) )> and <[40] > ([abs v] of ((x position) - ([x position v] of [knight v])) )>> then\n if <([x position v] of [knight v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (rest2 v)\n wait (0.01) seconds\n switch costume to (attack v)\n wait (0.02) seconds\n repeat (3)\n next costume\n wait (0.02) seconds\n end\n set [enemy2attack v] to [1]\n broadcast (Whoosh v)\n repeat (3)\n next costume\n wait (0.02) seconds\n end\n set [enemy2attack v] to [0]\n if <<(blocking) = [1]> and <touching (knight v)?>> then\n broadcast (Block v)\n switch costume to (blocked v)\n wait (0.01) seconds\n switch costume to (blocked2 v)\n wait (1.5) seconds\n end\n if <(enemy2attack) = [0]> then\n switch costume to (rest2 v)\n wait (1) seconds\n end\n else\n if <([x position v] of [knight v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n switch costume to (rest v)\n wait (1) seconds\n switch costume to (draw v)\n wait (0.05) seconds\n repeat (4)\n next costume\n wait (0.05) seconds\n end\n create clone of (arrow v)\n switch costume to (draw2 v)\n wait (0.1) seconds\n switch costume to (draw v)\n wait (0.1) seconds\n switch costume to (rest v)\n wait (2) seconds\n end\nend\n\nwhen I start as a clone\nforever\n set [firex v] to (x position)\n set [firey v] to (y position)\n set [arrow's level v] to (level)\nend\n\nwhen I start as a clone\nclear graphic effects\nset [enemy hp v] to [3]\nforever\n if <<(attack) = [1]> and <<touching color (#ffffff)?> and <<(PlayerAttack) > [0]> and <touching (knight v)?>>>> then\n if <(enemy HP) > [1]> then\n change [enemy hp v] by (-1)\n repeat (10)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\n end\n else\n stop [other scripts in sprite v]\n switch costume to (defeated v)\n repeat (2)\n change [brightness v] effect by (10)\n switch costume to (defeated v)\n hide\n wait (0.05) seconds\n show\n wait (0.05) seconds\n end\n repeat (8)\n next costume\n change [brightness v] effect by (10)\n wait (0.01) seconds\n end\n delete this clone\n end\n end\nend\n\n@Heart\n\nwhen I receive [next level v]\nif <(level) = [4]> then\n point in direction (90)\n go to x: (183) y: (-146)\n create clone of (_myself_ v)\nend\nif <(level) = [6]> then\n point in direction (90)\n go to x: (177) y: (117)\n create clone of (_myself_ v)\nend\nif <(level) = [7]> then\n go to x: (191) y: (124)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [8]> then\n go to x: (85) y: (123)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [10]> then\n go to x: (39) y: (-24)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [11]> then\n go to x: (-186) y: (-90)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [12]> then\n go to x: (166) y: (119)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [13]> then\n go to x: (-175) y: (-40)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [14]> then\n go to x: (40) y: (71)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <(level) = [16]> then\n go to x: (-162) y: (-113)\n point in direction (90)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nset size to (200) %\nshow\nwait until <<touching (knight v)?> and <[20] > ([abs v] of ((x position) - ([x position v] of [knight v])) )>>\nif <[6] > (HP)> then\n change [hp v] by (1)\nend\nbroadcast (HP Bar v)\nhide\nbroadcast (zoop v)\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Enemy Hitbox2\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nset rotation style [left-right v]\nforever\n go to x: (EnemyX2) y: (EnemyY2)\nend\n\nwhen I start as a clone\nforever\n point in direction (Enemy Direction 2)\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n if <<not <touching (levels v)?>> or <<touching (spikes v)?> or <<touching color (#886468)?> or <<touching color (#a1616b)?> or <touching color (#935861)?>>>>> then\n set [enemy in level 2 v] to [1]\n else\n set [enemy in level 2 v] to [0]\n end\nend\n\n@Game Over\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nwait until <[1] > (HP)>\nswitch costume to (costume1 v)\nset [ghost v] effect to (80)\nshow\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nswitch costume to (costume2 v)\nshow\ngo to x: (0) y: (180)\nglide (1) secs to x: (0) y: (100)\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nclear graphic effects\ncreate clone of (_myself_ v)\n\nwhen I receive [controls v]\nrepeat (5)\n change [brightness v] effect by (-10)\n wait (0.01) seconds\nend\n\nwhen I receive [story v]\nrepeat (5)\n change [brightness v] effect by (-10)\n wait (0.01) seconds\nend\n\nwhen I receive [title v]\nrepeat (5)\n change [brightness v] effect by (10)\n wait (0.01) seconds\nend\nclear graphic effects\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\n@Volume\n\nwhen I receive [start game v]\nset [sound v] to [1]\ncreate clone of (_myself_ v)\ngo to x: (-116) y: (163)\npoint in direction (-90)\nshow\nset size to (200) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(Sound) = [1]> then\n broadcast (Sound v)\n set [sound v] to [0]\n wait (0.3) seconds\n else\n broadcast (Sound v)\n set [sound v] to [1]\n wait (0.3) seconds\n end\n end\nend\n\nwhen flag clicked\nset [volume v] to [1]\nhide\n\nwhen I receive [start game v]\nforever\n switch costume to ((Sound) + (1))\nend\n\nwhen I start as a clone\ngo to x: (-95) y: (163)\npoint in direction (90)\nshow\nset size to (200) %\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n if <(Volume) = [1]> then\n broadcast (Volume v)\n set [volume v] to [0]\n wait (0.3) seconds\n else\n broadcast (Volume v)\n set [volume v] to [1]\n wait (0.3) seconds\n end\n end\nend\n\nwhen I start as a clone\nforever\n switch costume to ((Volume) + (3))\nend\n\nwhen I receive [start game v]\nforever\n if <touching (mouse-pointer v)?> then\n set [1sound v] to [1]\n else\n set [1sound v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set [!sound v] to [1]\n else\n set [!sound v] to [0]\n end\nend\n\n@Buttons\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0.1) seconds\nshow\ngo to [front v] layer\nclear graphic effects\nif <(costume [number v]) = [3]> then\n go to x: (0) y: (-180)\n glide (0.3) secs to x: (0) y: (-136)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (Start Game v)\n wait (1) seconds\n end\n else\n clear graphic effects\n end\n end\nelse\n if <(costume [number v]) = [4]> then\n go to x: (-151) y: (-180)\n glide (0.3) secs to x: (-151) y: (-136)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (Story v)\n wait (1) seconds\n end\n else\n clear graphic effects\n end\n end\n else\n if <(costume [number v]) = [5]> then\n go to x: (151) y: (-180)\n glide (0.3) secs to x: (151) y: (-136)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (Controls v)\n wait (1) seconds\n end\n else\n clear graphic effects\n end\n end\n else\n go to x: (195) y: (140)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (60)\n if <mouse down?> then\n broadcast (Title v)\n wait (1) seconds\n end\n else\n clear graphic effects\n end\n end\n end\n end\nend\n\nwhen I receive [start game v]\ndelete this clone\n\nwhen I receive [story v]\ndelete this clone\n\nwhen I receive [controls v]\ndelete this clone\n\nwhen I receive [title v]\nhide\nwait (1) seconds\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [controls v]\nwait (0.1) seconds\nswitch costume to (costume5 v)\nwait (0.8) seconds\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (costume6 v)\nshow\n\nwhen I receive [title v]\ndelete this clone\n\nwhen I receive [story v]\nwait (0.1) seconds\nswitch costume to (costume5 v)\nwait (0.8) seconds\ncreate clone of (_myself_ v)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\n@SFX\n\nwhen I receive [block v]\nplay sound [Basketball Bounce v] until done\n\nwhen I receive [whoosh v]\nplay sound [Low Whoosh v] until done\n\nwhen I receive [yell v]\nplay sound [Yell v] until done\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [sound v]\nset volume to ((100) * (Sound)) %\n\nwhen I receive [crunch v]\nplay sound [Crunch v] until done\n\nwhen I receive [zoop v]\nplay sound [Zoop v] until done\n\n
Paper Glider - XY Scrolling Platformer
@Stage\n\nwhen [x v] key pressed\nif <(username) = [23ScratchMan]> then\n ask [BRO WHAT LEVEL?????] and wait\n set [currentlevel v] to (answer)\n broadcast (StartGame v) and wait\n broadcast (PLAY v)\nend\n\nwhen flag clicked\nswitch backdrop to (black v)\nset [currentlevel v] to [1]\nset [backwards? v] to [false]\nset [bgmusic v] to [IN]\nbroadcast (PlayBGMusic v)\nbroadcast (CutsceneGameIntro v) and wait\n\nif <(username) = [23ScratchMan]> then\n set [currentlevel v] to [10]\nelse\n set [currentlevel v] to [1]\nend\nset [backwards? v] to [false]\nset [clonesamde v] to [0]\nset [collected v] to [0]\nbroadcast (StartGame v) and wait\nbroadcast (PLAY v)\n\nbroadcast (StartGame v)\n\nset [backwards? v] to [true]\n\nwhen I receive [startgame v]\nset [clonesamde v] to [0]\nset [collected v] to [0]\nbroadcast (DeleteAllClones v) and wait\nif <not <(CurrentLevel) = [11]>> then\n broadcast (SetUpScrollingBG v) and wait\nend\nif <(CurrentLevel) = [11]> then\n broadcast (SetUpBossBG v) and wait\n broadcast (SetUpPlayerGlow v) and wait\nend\nbroadcast (SetUpHitBox1 v) and wait\nbroadcast (SetUpHitBox2 v) and wait\nbroadcast (SetUpHazards v) and wait\nbroadcast (SetUpBounce v) and wait\nbroadcast (SetUpArt v) and wait\nif <(CurrentLevel) > [11]> then\n broadcast (SetUpExtraArrows v) and wait\nend\nbroadcast (SetUpBreakPlats v) and wait\nbroadcast (SetUpEnd v) and wait\nbroadcast (SetUpCollectible v) and wait\nbroadcast (SetUpPortals v) and wait\nif <(CurrentLevel) = [11]> then\n broadcast (SetUpAttacks v) and wait\n broadcast (SetUpLives v) and wait\n broadcast (SetUpHideCutscene v) and wait\nend\nif <<(CurrentLevel) > [4]> and <(CurrentLevel) < [11]>> then\n broadcast (SetUpCoinCounter v) and wait\nend\nif <(@MOBILEMODE?) = [true]> then\n broadcast (SetUpMobileControls v) and wait\nend\nif <(CurrentLevel) = [11]> then\n broadcast (STARTBOSS v) and wait\nend\n\nset [currentlevel v] to [4]\n\nbroadcast (DeleteAllClones v) and wait\n\nbroadcast (SetUpHitBox1 v) and wait\nbroadcast (SetUpHitBox2 v) and wait\nbroadcast (SetUpArt v) and wait\nbroadcast (SetUpHazards v) and wait\nbroadcast (SetUpBreakPlats v) and wait\n\nwhen flag clicked\n\nset [currentlevel v] to [10]\nset [backwards? v] to [false]\n\nbroadcast (CutsceneGameIntro v) and wait\n\nset [bosshp v] to [1]\n\nset [bossphase v] to [3]\n\nbroadcast (Transition Out v) and wait\n\nset [playerhp v] to [1]\n\nbroadcast (StartGame v) and wait\nbroadcast (PLAY v)\n\nwhen I receive [backwardsmessage v]\n\n@Blank\n\n@The Glidy Boy\n\ndefine Dev Controls - Fly\nif <key (w v) pressed?> then\n change [playersy v] by (10)\nend\nif <key (s v) pressed?> then\n change [playersy v] by (-10)\nend\nif <key (a v) pressed?> then\n change [playersx v] by (-10)\nend\nif <key (d v) pressed?> then\n change [playersx v] by (10)\nend\nchange [playersx v] by (x position)\nset [camsx v] to (round (PlayerSX))\nset x to (0)\nchange [playersy v] by (y position)\nset [camsy v] to (round (PlayerSY))\nset y to (0)\n\ndefine Cam Controls\nif <(CurrentLevel) = [11]> then\n if <<((CamSX) + (x position)) < [480]> or <((CamSX) + (x position)) > ((480) * (2))>> then\n if <(CamSX) > ((480) * (1.5))> then\n set [camsx v] to ((480) * (2))\n else\n set [camsx v] to [480]\n end\n else\n change [playersx v] by (round (x position))\n set [camsx v] to (round (PlayerSX))\n set x to (0)\n end\nelse\n if <<((CamSX) + (x position)) < [480]> or <((CamSX) + (x position)) > [4320]>> then\n if <(CamSX) > ((480) * (5))> then\n set [camsx v] to [4320]\n else\n set [camsx v] to [480]\n end\n else\n change [playersx v] by (round (x position))\n set [camsx v] to (round (PlayerSX))\n set x to (0)\n end\nend\nif <((CamSY) + (y position)) < [360]> then\n set [camsy v] to [360]\nelse\n change [playersy v] by (round (y position))\n set [camsy v] to (round (PlayerSY))\n set y to (0)\nend\n\ndefine Controls - Left and Right\nset [speed x v] to ((speed x) * (0.7))\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(item (1) of [mobilekeyspressed? v]) = [1]> and <(@MOBILEMODE?) = [true]>>> then\n if <(gliding?) > [0]> then\n change [speed x v] by (-2.5)\n else\n change [speed x v] by (-1.5)\n end\nend\nif <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(item (2) of [mobilekeyspressed? v]) = [1]> and <(@MOBILEMODE?) = [true]>>> then\n if <(gliding?) > [0]> then\n change [speed x v] by (2.5)\n else\n change [speed x v] by (1.5)\n end\nend\n\ndefine Walk (direction) (speed) max step (step)\npoint in direction (direction)\nchange x by (speed)\nchange [frame v] by (([abs v] of (speed) ) / (8))\nset [slope v] to [0]\nGet Touching <(in platforrm) = [1]>\nswitch costume to (hitbox v)\nrepeat until <<(slope) = (step)> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <(in platforrm) = [1]>\nend\nswitch costume to (hitbox v)\nif <(slope) = (step)> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<(touch) = [1]> and <(in platforrm) = [1]>> then\n set [in platforrm v] to [2]\n Walk (direction) (speed) max step (step)\n if <(speed x) = [0]> then\n set [in platforrm v] to [1]\n end\n else\n if <<<([abs v] of (speed) ) > [3.5]> and <(touch) > [1]>> and <(falling?) > [6]>> then\n if <not <(lastwalljumpdir) = (direction)>> then\n set [lastwalljumpdir v] to (direction)\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [falling? v] to [6]\n set [wall grab v] to [90]\n if <(updraft?) = [1]> then\n set [updraft? v] to [2]\n end\n turn left (180) degrees\n end\n else\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Controls - Jump, Crouch, GroundPound, Glide, UpDraft, Bounce\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(item (3) of [mobilekeyspressed? v]) = [1]> and <(@MOBILEMODE?) = [true]>>> then\n if <(wall grab) > [0]> then\n set [speed x v] to ((([abs v] of (direction) ) / (direction)) * (6))\n set [speed y v] to [14]\n set [wall grab v] to [0]\n set [wall jump v] to [10]\n start sound [jump2 v]\n else\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n end\nelse\n set [jump key v] to [0]\nend\nif <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n if <(falling?) > [10]> then\n if <<(groundpoundFC) = [0]> and <<not <key (w v) pressed?>> and <not <key (up arrow v) pressed?>>>> then\n if <<(wall grab) = [0]> and <(wall jump) = [0]>> then\n start sound [groundpound v]\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [groundpoundfc v] to [1]\n end\n end\n end\nend\nif <(groundpoundFC) > [0]> then\n change [groundpoundfc v] by (1)\n if <(falling?) = [0]> then\n set [groundpoundfc v] to [0]\n end\nend\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(item (3) of [mobilekeyspressed? v]) = [1]> and <(@MOBILEMODE?) = [true]>>> and <<<<(speed y) < [0]> or <(gliding?) = [1]>> and <(falling?) > [10]>> and <<(updraft?) = [0]> or <(updraft?) = [2]>>>> then\n change [gliding? v] by (1)\nelse\n set [gliding? v] to [0]\nend\nif <<touching (bouncer v)?> and <<(falling?) > [0]> and <(speed y) < [0]>>> then\n set [speed y v] to [30]\n set [bounced v] to [10]\n set [gliding? v] to [0]\n set [updraft? v] to [0]\nend\nif <<key (space v) pressed?> or <<(item (4) of [mobilekeyspressed? v]) = [1]> and <(@MOBILEMODE?) = [true]>>> then\n if <<<<(falling?) > [0]> and <(updraft?) = [0]>> and <(wall jump) = [0]>> and <<(groundpoundFC) = [0]> and <(wall grab) = [0]>>> then\n start sound [djump v]\n set [updraft? v] to [1]\n set [speed y v] to [14]\n set [speed x v] to ((([abs v] of (direction) ) / (direction)) * (5))\n end\nend\nif <(speed y) < [-15]> then\n set [speed y v] to [-15]\nend\n\ndefine Gravity\nif <<<not <(groundpoundFC) > [0]>> and <(groundpoundFC) < [20]>> and <not <(wall grab) > [83]>>> then\n if <(wall grab) > [10]> then\n change [speed y v] by (-0.1)\n switch costume to (wall v)\n move (-5) steps\n if <not <touching (level hitbox v)?>> then\n set [wall grab v] to [0]\n set [wall jump v] to [0]\n end\n move (5) steps\n switch costume to (hitbox v)\n else\n if <<(gliding?) > [0]> and <<(updraft?) = [0]> or <(updraft?) = [2]>>> then\n if <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<(@MOBILEMODE?) = [true]> and <<(item (1) of [mobilekeyspressed? v]) = [1]> or <(item (2) of [mobilekeyspressed? v]) = [1]>>>> then\n set [speed y v] to [-0.6]\n else\n set [speed y v] to [-2]\n end\n else\n if <<(updraft?) = [0]> or <(updraft?) = [2]>> then\n if <<<(speed y) < [4]> or <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(@MOBILEMODE?) = [true]> and <(item (3) of [mobilekeyspressed? v]) = [1]>>>> and <(bounced) < [1]>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n else\n if <(speed y) > [0]> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-0.2)\n end\n end\n end\n end\nelse\n if <(groundpoundFC) > [5]> then\n if <(speed y) > [-10]> then\n set [speed y v] to [-10]\n else\n change [speed y v] by (-0.5)\n if <(speed y) < [-15]> then\n set [speed y v] to [-15]\n end\n end\n end\nend\nchange y by (speed y)\nchange [falling? v] by (1)\n\ndefine Check Hit Ceiling / Floor <up?>\nGet Touching \nif <(touch) = [0]> then\n set [in platforrm v] to [1]\nelse\n if <<up?> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n end\nend\nrepeat until <<(touch) < (in platforrm)> or <<not <up?>> and <(falling?) = [0]>>>\n if <up?> then\n change y by (-1)\n else\n change y by ((speed y) * (-1))\n set [falling? v] to [0]\n end\n Get Touching <not <up?>>\n set [speed y v] to [0]\nend\n\ndefine Get Touching <check platform?>\nif <touching (level hitbox v)?> then\n set [touch v] to [9]\nelse\n if <<check platform?> and <touching (breakplats v)?>> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Reset Level\nset size to (25) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nclear graphic effects\nshow\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [bounced v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [wall grab v] to [0]\nset [groundpoundfc v] to [0]\nset [updraft? v] to [0]\nset [wall jump v] to [0]\nset [gliding? v] to [0]\nset [lastwalljumpdir v] to [0]\nif <(Backwards?) = [false]> then\n set [camsx v] to [480]\n set [camsy v] to [360]\n set [playersx v] to [480]\n set [playersy v] to [360]\n go to x: (-150) y: (0)\nelse\n set [camsx v] to [4320]\n set [camsy v] to [360]\n set [playersx v] to [4320]\n set [playersy v] to [360]\n go to x: (150) y: (0)\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 ((11) + ((frame) mod (3))) )\n end\nelse\n if <(groundpoundFC) = [0]> then\n if <(wall grab) > [0]> then\n switch costume to (wallgrab1 v)\n else\n if <(updraft?) = [1]> then\n if <(speed y) > [0]> then\n switch costume to (updraft1 v)\n else\n switch costume to (updraft2 v)\n end\n else\n if <(gliding?) > [0]> then\n switch costume to (glide1 v)\n else\n if <(speed y) > [0]> then\n switch costume to (jump_1 v)\n else\n switch costume to (fall_1 v)\n end\n end\n end\n end\n else\n switch costume to (groundpound1 v)\n end\nend\n\nwhen flag clicked\nclear graphic effects\nset size to (25) %\nhide\n\ndefine Player Physics Engine 1.0\nswitch costume to (hitbox v)\nControls - Jump, Crouch, GroundPound, Glide, UpDraft, Bounce\nGravity\nCheck Hit Ceiling / Floor <(speed y) > [0]>\nif <(y position) < [-189]> then\n start sound [die v]\n Reset Level\nend\nif <(falling?) = [0]> then\n set [wall grab v] to [0]\n set [wall jump v] to [0]\n set [updraft? v] to [0]\n set [groundpoundfc v] to [0]\n set [lastwalljumpdir v] to [0]\nend\nif <(wall jump) > [0]> then\n change [wall jump v] by (-1)\nelse\n if <(wall grab) > [0]> then\n change [wall grab v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(item (1) of [mobilekeyspressed? v]) = [1]> and <(@MOBILEMODE?) = [true]>>> then\n if <(direction) = [-90]> then\n set [wall grab v] to [0]\n end\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(item (2) of [mobilekeyspressed? v]) = [1]> and <(@MOBILEMODE?) = [true]>>> then\n if <(direction) = [90]> then\n set [wall grab v] to [0]\n end\n end\n else\n if <(groundpoundFC) = [0]> then\n Controls - Left and Right\n end\n end\nend\nif <(bounced) > [0]> then\n change [bounced v] by (-1)\nend\nif <(speed x) < [-0.5]> then\n Walk (-90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\nelse\n if <(speed x) > [0.5]> then\n Walk (90) (speed x) max step (([ceiling v] of ([abs v] of ((speed x) * (1.3)) ) ) + (1))\n else\n set [frame v] to [0]\n end\nend\n\ndefine Player_Tick\nif <(Portal) = [0]> then\n if <(CameraMode) = [1]> then\n Dev Controls - Fly\n Set Costume\n Cam Controls\n Other Controls\n else\n Player Physics Engine 1.0\n Cam Controls\n Set Costume\n Other Controls\n end\nelse\n hide\n change x by ((((item (Portal) of [portal2x v]) - (CamSX)) - (x position)) / (10))\n change y by ((((item (Portal) of [portal2y v]) - (CamSY)) - (y position)) / (10))\n if <[20] > ([sqrt v] of ((((x position) - ((item (Portal) of [portal2x v]) - (CamSX))) * ((x position) - ((item (Portal) of [portal2x v]) - (CamSX)))) + (((y position) - ((item (Portal) of [portal2y v]) - (CamSY))) * ((y position) - ((item (Portal) of [portal2y v]) - (CamSY))))) )> then\n change x by (((item (Portal) of [portal2x v]) - (CamSX)) - (x position))\n change y by (((item (Portal) of [portal2y v]) - (CamSY)) - (y position))\n set [portal v] to [0]\n set [speed x v] to [10]\n set [speed y v] to [10]\n switch costume to (fall_1 v)\n show\n end\n Cam Controls\nend\n\nwhen I receive [startgame v]\nwait (0.5) seconds\nReset Level\nbroadcast (Game_Tick v) and wait\n\nwhen I receive [play v]\nReset Level\ngo to [front v] layer\nif <(CurrentLevel) = [12]> then\n set [bgmusic v] to [EN1]\nelse\n set [bgmusic v] to [AC]\nend\nbroadcast (PlayBGMusic v)\nforever\n if <(CurrentLevel) = [11]> then\n if <(HURTSEQUENCE) = [0]> then\n Player_Tick\n else\n change [hurtsequence v] by (1)\n switch costume to (stand_1 v)\n point in direction (90)\n change x by ((((300) - (CamSX)) - (x position)) / (10))\n change y by ((((360) - (CamSY)) - (y position)) / (10))\n Cam Controls\n if <(HURTSEQUENCE) > [60]> then\n set [hurtsequence v] to [0]\n end\n end\n else\n Player_Tick\n end\n if <touching (end v)?> then\n start sound [win v]\n wait (0.8) seconds\n Out\n point in direction (90)\n set size to (100) %\n switch costume to (end1 v)\n go to x: (-292) y: (87)\n wait (0.5) seconds\n show\n glide (0.8) secs to x: (297) y: (0)\n hide\n set size to (25) %\n broadcast (Transition In v) and wait\n if <(SelectedLevelTrue?) = [true]> then\n hide\n broadcast (DeleteAllClones v) and wait\n broadcast (BackToLevelSelectMenu v) and wait\n end\n if <not <(CurrentLevel) = [15]>> then\n if <(SelectedLevelTrue?) = [false]> then\n broadcast (LevelStory v) and wait\n end\n end\n set [collected v] to [0]\n set [clonesamde v] to [0]\n if <(Backwards?) = [false]> then\n if <(SelectedLevelTrue?) = [false]> then\n if <(CurrentLevel) = [15]> then\n if <(username) = [23ScratchMan]> then\n play sound [Pop v] until done\n play sound [Pop v] until done\n play sound [Pop v] until done\n play sound [Pop v] until done\n else\n if <(SelectedLevelTrue?) = [false]> then\n change [☁ respecttothepeoplewho100%thisgame v] by (1)\n set [timer v] to (timer)\n if <(Timer) < [50]> then\n end\n end\n end\n end\n end\n if <(SelectedLevelTrue?) = [false]> then\n change [currentlevel v] by (1)\n end\n if <(CurrentLevel) = [4]> then\n broadcast (StopBGMusic v) and wait\n set [bgmusic v] to [FG]\n broadcast (PlayBGMusic v)\n end\n if <(CurrentLevel) = [7]> then\n broadcast (StopBGMusic v) and wait\n set [bgmusic v] to [3D]\n broadcast (PlayBGMusic v)\n end\n if <(CurrentLevel) = [14]> then\n broadcast (StopBGMusic v) and wait\n set [bgmusic v] to [EN2]\n broadcast (PlayBGMusic v)\n end\n if <(SelectedLevelTrue?) = [false]> then\n if <(CurrentLevel) = [16]> then\n broadcast (DeleteAllClones v) and wait\n switch backdrop to (black v)\n hide\n broadcast (StopBGMusic v) and wait\n wait (5) seconds\n broadcast (Cutscene END v)\n stop [this script v]\n end\n if <(CurrentLevel) = [11]> then\n broadcast (StopBGMusic v) and wait\n go to x: (0) y: (-77)\n show\n switch costume to (stand_1 v)\n broadcast (CutsceneBossIntroSetUp v) and wait\n go to [front v] layer\n broadcast (Transition Out v) and wait\n wait (2) seconds\n broadcast (CutsceneBossIntro v) and wait\n broadcast (Transition In v) and wait\n set [bgmusic v] to [BOSS]\n broadcast (PlayBGMusic v)\n end\n if <(CurrentLevel) = [999]> then\n set [currentlevel v] to [4]\n set [backwards? v] to [true]\n wait (2) seconds\n broadcast (BackwardsMessage v) and wait\n end\n end\n else\n change [currentlevel v] by (-1)\n if <(CurrentLevel) = [0]> then\n wait (2) seconds\n broadcast (BackwardsMessage v) and wait\n stop [all v]\n end\n end\n broadcast (StartGame v) and wait\n if <(SelectedLevelTrue?) = [true]> then\n end\n broadcast (Transition Out v) and wait\n if <not <(CurrentLevel) = [11]>> then\n go to [front v] layer\n end\n if <(CurrentLevel) = [11]> then\n if <<(BossVulnerable?) = [true]> and <<<touching (boss head hitbox v)?> and <(speed y) < [-0.1]>> and <(HURTSEQUENCE) = [0]>>> then\n start sound [nsmbwiiParaBeetle1up v]\n set [hurtsequence v] to [1]\n change [bossphase v] by (1)\n change [bosshp v] by (-1)\n if <(BossHP) = [0]> then\n if <(username) = [23ScratchMan]> then\n play sound [Pop v] until done\n play sound [Pop v] until done\n play sound [Pop v] until done\n play sound [Pop v] until done\n else\n change [☁ goodjobbeatingtheboss v] by (1)\n set [timer v] to (timer)\n if <(Timer) < [50]> then\n end\n end\n broadcast (Transition In v) and wait\n broadcast (DeleteAllClones v) and wait\n hide\n broadcast (CutsceneBossDieSetUp v) and wait\n broadcast (Transition Out v) and wait\n broadcast (CutsceneBosDie v)\n stop [this script v]\n end\n end\n if <<<(PlayerVulnerable?) = [true]> and <<touching (bossfire attack4 v)?> or <<touching (boss body hitbox v)?> or <<touching (attack3 v)?> or <<touching (attack1 laser v)?> and <([costume # v] of [attack1 laser v]) = [2]>>>>>> and <(HURTSEQUENCE) = [0]>> then\n start sound [die v]\n set [hurtsequence v] to [1]\n change [playerhp v] by (-1)\n if <(PlayerHP) = [0]> then\n broadcast (StopBGMusic v) and wait\n broadcast (Transition In v) and wait\n wait (4) seconds\n broadcast (MessageYouDied v) and wait\n broadcast (DeleteAllClones v) and wait\n hide\n go to x: (0) y: (-77)\n show\n switch costume to (stand_1 v)\n broadcast (CutsceneBossIntroSetUp v) and wait\n go to [front v] layer\n broadcast (Transition Out v) and wait\n wait (2) seconds\n broadcast (CutsceneBossIntro v) and wait\n broadcast (Transition In v) and wait\n set [bgmusic v] to [BOSS]\n broadcast (PlayBGMusic v)\n broadcast (StartGame v) and wait\n broadcast (Transition Out v) and wait\n end\n end\n end\n if <touching (hazard v)?> then\n start sound [die v]\n if <(pick random (0) to (1)) = [0]> then\n set [speed x v] to [-5]\n else\n set [speed x v] to [5]\n end\n set [speed y v] to [12]\n switch costume to (dead v)\n point in direction (90)\n set rotation style [all around v]\n repeat (30)\n change x by (speed x)\n change y by (speed y)\n change [speed y v] by (-1)\n set [speed x v] to ((speed x) * (0.9))\n turn right (5) degrees\n change size by (4)\n change [brightness v] effect by (3)\n change [ghost v] effect by (3)\n end\n hide\n Reset Level\n end\n broadcast (Game_Tick v) and wait\nend\n\ndefine Out\nset [ghost v] effect to (0)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\ndefine Other Controls\nif <key (r v) pressed?> then\n Reset Level\nend\n\nwhen I receive [play v]\nforever\n Other Controls\nend\n\nbroadcast (PLAYBGMUSIC v)\n\nbroadcast (StopBGMusic v) and wait\n\n\n\nbroadcast (BackToLevelSelectMenu v)\n\nstop [other scripts in sprite v]\nstop [this script v]\n\nstart sound [Pop v]\n\nReset Level\n\nchange [currentlevel v] by (1)\n\n@Art\n\nwhen I receive [game_tick v]\nPosition ((x) - (CamSX)) ((y) - (CamSY))\n\nwhen I receive [setupart v]\ngo to [front v] layer\nCreate\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Find Costume Numbers\nset [costumenumb v] to (join (CurrentLevel) [_11])\nswitch costume to (costumeNumb)\nnext costume\nchange [costumenumb v] by (1)\nrepeat until <not <(letter (1) of (costume [name v])) = (CurrentLevel)>>\n next costume\n change [costumenumb v] by (1)\nend\n\nClone at X [2000] Y [2160]\n\ndefine Create\nFind Costume Numbers\nset [ghost v] effect to (0)\nswitch costume to (join (CurrentLevel) [_11])\nrepeat (item (CurrentLevel) of [levelsize v])\n Clone at X ((letter ((length of (CurrentLevel)) + (2)) of (costume [name v])) * (480)) Y ((letter ((length of (CurrentLevel)) + (3)) of (costume [name v])) * (360))\n next costume\n go to [front v] layer\nend\nswitch costume to (empty v)\nClone at X [2000] Y [2160]\nhide\n\nswitch costume to (join (CurrentLevel) [_11])\n\nchange [costumenumb v] by (1)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nset [level v] to (CurrentLevel)\n\n\n\nwhen I start as a clone\nwait until <not <(level) = (CurrentLevel)>>\ndelete this clone\n\nchange [clonesamde v] by (1)\n\nset [currentlevel v] to [4]\n\nadd [10] to [levelsize v]\nadd [10] to [levelsize v]\n\n@Level HitBox\n\nwhen I receive [game_tick v]\nPosition ((x) - (CamSX)) ((y) - (CamSY))\n\nwhen I receive [setuphitbox1 v]\nCreate\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Find Costume Numbers\nset [costumenumb v] to (join (CurrentLevel) [_11])\nswitch costume to (costumeNumb)\nnext costume\nchange [costumenumb v] by (1)\nrepeat until <not <(letter (1) of (costume [name v])) = (CurrentLevel)>>\n next costume\n change [costumenumb v] by (1)\nend\n\nchange [costumenumb v] by (1)\n\ndefine Create\nFind Costume Numbers\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (join (CurrentLevel) [_11])\nrepeat (item (CurrentLevel) of [levelsize v])\n Clone at X ((letter ((length of (CurrentLevel)) + (2)) of (costume [name v])) * (480)) Y ((letter ((length of (CurrentLevel)) + (3)) of (costume [name v])) * (360))\n next costume\nend\nswitch costume to (empty v)\nClone at X [2000] Y [2160]\nhide\n\nclear graphic effects\ngo to [front v] layer\n\nwhen I start as a clone\nwait until <not <(level) = (CurrentLevel)>>\ndelete this clone\n\nchange [clonesamde v] by (1)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\n@Hazard\n\nwhen flag clicked\nhide\n\ndefine Clone at X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [setuphazards v]\nswitch costume to (a v)\ngo to [front v] layer\nDel\nif <(CurrentLevel) = [3]> then\n Clone at X [1025] Y [730]\n Clone at X [1919] Y [600]\n Clone at X [1988] Y [600]\n Clone at X [2060] Y [600]\n Clone at X [1842] Y [402]\n Clone at X [1919] Y [382]\n Clone at X [1988] Y [362]\n Clone at X [2130] Y [600]\n Clone at X [3248] Y [870]\n Clone at X [3248] Y [953]\n Clone at X [3248] Y [787]\n Clone at X [3248] Y [704]\n Clone at X [3248] Y [621]\n Clone at X [2025] Y [638]\n Clone at X [2071] Y [807]\n Clone at X [2025] Y [878]\nelse\n if <(CurrentLevel) = [4]> then\n Clone at X [1074] Y [537]\n Clone at X [1074] Y [457]\n Clone at X [1074] Y [377]\n Clone at X [1074] Y [297]\n Clone at X [1074] Y [217]\n Clone at X [2939] Y [339]\n Clone at X [2241] Y [742]\n Clone at X [2344] Y [722]\n Clone at X [2441] Y [730]\n Clone at X [2547] Y [716]\n Clone at X [2652] Y [723]\n Clone at X [2746] Y [759]\n Clone at X [2847] Y [780]\n Clone at X [2935] Y [768]\n Clone at X [2931] Y [908]\n else\n if <(CurrentLevel) = [5]> then\n Clone at X [2344] Y [489]\n Clone at X [2379] Y [397]\n Clone at X [2344] Y [317]\n Clone at X [2394] Y [241]\n else\n if <(CurrentLevel) = [6]> then\n Clone at X [733] Y [435]\n Clone at X [717] Y [524]\n else\n if <(CurrentLevel) = [7]> then\n Clone at X [705] Y [1621]\n Clone at X [722] Y [1717]\n Clone at X [698] Y [1818]\n Clone at X [578] Y [1326]\n Clone at X [659] Y [1243]\n Clone at X [675] Y [1150]\n Clone at X [675] Y [1063]\n Clone at X [3916] Y [546]\n Clone at X [3938] Y [460]\n Clone at X [3928] Y [372]\n Clone at X [3936] Y [294]\n Clone at X [2907] Y [727]\n Clone at X [2928] Y [827]\n Clone at X [1293] Y [412]\n Clone at X [1302] Y [319]\n Clone at X [3940] Y [212]\n Clone at X [516] Y [1401]\n else\n if <(CurrentLevel) = [8]> then\n Clone at X [1076] Y [1021]\n Clone at X [1106] Y [1118]\n Clone at X [1089] Y [1209]\n Clone at X [2173] Y [784]\n Clone at X [2142] Y [687]\n Clone at X [2124] Y [593]\n Clone at X [2124] Y [497]\n Clone at X [2157] Y [392]\n Clone at X [2207] Y [287]\n Clone at X [2419] Y [706]\n Clone at X [2275] Y [602]\n Clone at X [2439] Y [486]\n Clone at X [2357] Y [423]\n Clone at X [2510] Y [1025]\n Clone at X [2477] Y [1111]\n Clone at X [2499] Y [1200]\n Clone at X [2928] Y [446]\n Clone at X [2928] Y [541]\n Clone at X [2928] Y [631]\n Clone at X [3925] Y [699]\n Clone at X [3876] Y [780]\n else\n if <(CurrentLevel) = [9]> then\n Clone at X [1437] Y [360]\n Clone at X [1451] Y [458]\n Clone at X [1468] Y [545]\n Clone at X [1475] Y [631]\n Clone at X [1991] Y [663]\n Clone at X [2090] Y [663]\n Clone at X [2185] Y [663]\n Clone at X [2185] Y [663]\n Clone at X [2411] Y [369]\n Clone at X [2411] Y [464]\n Clone at X [2411] Y [559]\n Clone at X [2411] Y [654]\n Clone at X [2411] Y [749]\n Clone at X [2411] Y [844]\n Clone at X [2411] Y [939]\n Clone at X [2411] Y [1034]\n Clone at X [2411] Y [1131]\n Clone at X [2411] Y [1226]\n Clone at X [2411] Y [1321]\n Clone at X [438] Y [625]\n Clone at X [470] Y [788]\n Clone at X [3692] Y [452]\n Clone at X [3692] Y [365]\n Clone at X [3808] Y [649]\n Clone at X [3837] Y [586]\n Clone at X [3904] Y [580]\n Clone at X [3101] Y [776]\n Clone at X [3954] Y [940]\n Clone at X [3954] Y [1035]\n else\n if <(CurrentLevel) = [10]> then\n Clone at X [1743] Y [534]\n Clone at X [658] Y [1320]\n Clone at X [814] Y [1379]\n Clone at X [920] Y [1511]\n Clone at X [1187] Y [1464]\n Clone at X [1374] Y [1361]\n Clone at X [1472] Y [1318]\n Clone at X [1580] Y [1313]\n Clone at X [1680] Y [1318]\n Clone at X [2672] Y [1286]\n Clone at X [2565] Y [1268]\n Clone at X [2455] Y [1270]\n Clone at X [2181] Y [1293]\n Clone at X [2278] Y [1259]\n Clone at X [2368] Y [1239]\n Clone at X [2930] Y [1292]\n Clone at X [3024] Y [1282]\n Clone at X [3114] Y [1282]\n Clone at X [3204] Y [1282]\n Clone at X [3204] Y [1282]\n Clone at X [3294] Y [1282]\n Clone at X [3384] Y [1282]\n Clone at X [3474] Y [1282]\n Clone at X [3564] Y [1282]\n Clone at X [3654] Y [1282]\n Clone at X [3854] Y [1282]\n Clone at X [3944] Y [1282]\n Clone at X [4034] Y [1282]\n Clone at X [4133] Y [1352]\n Clone at X [4219] Y [1381]\n Clone at X [240] Y [1326]\n else\n if <(CurrentLevel) = [12]> then\n Clone Vertical Wall 1 at [723] [206] length [3]\n Clone Vertical Wall 1 at [906] [400] length [5]\n Clone Vertical Wall 1 at [1292] [542] length [4]\n Clone Vertical Wall 1 at [1370] [854] length [3]\n Clone Vertical Wall 1 at [1292] [1059] length [2]\n Clone Horizontal Wall 1 at [1306] [400] length [4]\n Clone Vertical Wall 1 at [1781] [215] length [3]\n Clone Horizontal Wall 1 at [2313] [359] length [2]\n Clone at X [2611] Y [276]\n Clone at X [2744] Y [350]\n Clone at X [2671] Y [516]\n Clone at X [3141] Y [611]\n Clone at X [3297] Y [507]\n else\n if <(CurrentLevel) = [13]> then\n Clone Vertical Wall 1 at [581] [276] length [10]\n Clone Vertical Wall 1 at [747] [1325] length [3]\n Clone at X [834] Y [1458]\n Clone Vertical Wall 1 at [935] [1200] length [2]\n Clone Horizontal Wall 1 at [828] [978] length [4]\n Clone Vertical Wall 1 at [1125] [1065] length [6]\n Clone at X [891] Y [279]\n Clone Horizontal Wall 1 at [648] [363] length [5]\n Clone Horizontal Wall 1 at [1277] [578] length [4]\n Clone Vertical Wall 1 at [1574] [654] length [3]\n Clone Vertical Wall 1 at [1733] [473] length [7]\n Clone at X [1447] Y [235]\n Clone at X [1568] Y [332]\n Clone Vertical Wall 1 at [1989] [212] length [8]\n Clone at X [2754] Y [436]\n Clone Horizontal Wall 1 at [2776] [734] length [2]\n Clone at X [2669] Y [441]\n Clone at X [2987] Y [723]\n Clone Vertical Wall 1 at [3342] [235] length [8]\n else\n if <(CurrentLevel) = [14]> then\n Clone Vertical Wall 1 at [831] [451] length [5]\n Clone Horizontal Wall 1 at [499] [496] length [2]\n Clone Horizontal Wall 1 at [677] [346] length [2]\n Clone at X [699] Y [525]\n Clone Vertical Wall 1 at [1078] [493] length [8]\n Clone Vertical Wall 1 at [435] [778] length [3]\n Clone Vertical Wall 1 at [3278] [219] length [8]\n Clone Vertical Wall 1 at [2537] [213] length [4]\n Clone Horizontal Wall 1 at [2718] [595] length [5]\n Clone Horizontal Wall 1 at [2887] [408] length [4]\n Clone at X [2173] Y [483]\n Clone at X [2613] Y [576]\n Clone at X [2558] Y [651]\n else\n if <(CurrentLevel) = [15]> then\n Clone Vertical Wall 1 at [1318] [226] length [3]\n Clone at X [1141] Y [380]\n Clone at X [1327] Y [770]\n Clone Vertical Wall 1 at [1555] [754] length [3]\n Clone Horizontal Wall 1 at [1620] [696] length [2]\n Clone Vertical Wall 1 at [1807] [287] length [5]\n Clone Vertical Wall 1 at [1971] [223] length [2]\n Clone at X [1432] Y [641]\n Clone at X [1589] Y [529]\n Clone at X [1687] Y [425]\n Clone at X [1388] Y [492]\n Clone at X [1530] Y [397]\n Clone Vertical Wall 1 at [2125] [592] length [5]\n Clone Vertical Wall 1 at [2284] [1001] length [3]\n Clone Horizontal Wall 1 at [2208] [839] length [3]\n Clone at X [2445] Y [912]\n Clone Horizontal Wall 1 at [3181] [869] length [5]\n Clone Horizontal Wall 1 at [3670] [1456] length [3]\n Clone Vertical Wall 1 at [3777] [1616] length [2]\n Clone Vertical Wall 1 at [3946] [1503] length [2]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (empty v)\nClone at X [2000] Y [2160]\nhide\n\ndefine Del\ndelete this clone\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game_tick v]\nPosition ((x) - (CamSX)) ((y) - (CamSY))\nset size to (60) %\nturn right (-8) degrees\n\ndelete this clone\n\nwhen I start as a clone\nwait until <not <(level) = (CurrentLevel)>>\ndelete this clone\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nswitch costume to (a v)\n\nswitch costume to (a v)\n\ndefine Clone Vertical Wall 1 at (x) (y) length (l)\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\nrepeat ((l) - (1))\n change [y v] by (100)\n change [clonesamde v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine Clone Horizontal Wall 1 at (x) (y) length (l)\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\nrepeat ((l) - (1))\n change [x v] by (100)\n change [clonesamde v] by (1)\n create clone of (_myself_ v)\nend\n\n@BreakPlats\n\ndefine Clone at X (x) Y (y)\nclear graphic effects\npoint in direction (90)\nset [x v] to (x)\nset [y v] to (y)\nset [originaly v] to (y)\nset [dir v] to (pick random (0) to (1))\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game_tick v]\nset size to (60) %\nPosition ((x) - (CamSX)) ((y) - (CamSY))\nif <<<touching (the glidy boy v)?> and <([falling? v] of [the glidy boy v]) = [0]>> or <(breakframes) > [0]>> then\n change [breakframes v] by (1)\n if <(breakframes) = [15]> then\n start sound [end v]\n end\nend\nif <<(breakframes) > [15]> and <(breakframes) < [25]>> then\n change [y v] by (-5)\n change [ghost v] effect by (8)\n if <(dir) = [1]> then\n turn right (3) degrees\n else\n turn right (-3) degrees\n end\nend\nif <(breakframes) > [25]> then\n hide\nend\nif <(breakframes) > [60]> then\n set [breakframes v] to [0]\n set [y v] to (originaly)\n clear graphic effects\n point in direction (90)\nend\n\nwhen flag clicked\nset [breakframes v] to [0]\nclear graphic effects\nhide\n\ndefine Del\ndelete this clone\n\nwhen I receive [setupbreakplats v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nDel\nif <(CurrentLevel) = [4]> then\n Clone at X [522] Y [428]\n Clone at X [361] Y [615]\n Clone at X [793] Y [836]\n Clone at X [953] Y [877]\n Clone at X [1122] Y [900]\n Clone at X [2403] Y [273]\n Clone at X [2442] Y [375]\n Clone at X [2453] Y [508]\n Clone at X [2569] Y [535]\n Clone at X [2541] Y [320]\n Clone at X [2531] Y [444]\n Clone at X [3938] Y [346]\nelse\n if <<(CurrentLevel) = [2]> and <(Backwards?) = [true]>> then\n Clone at X [2423] Y [312]\n Clone at X [2411] Y [432]\n Clone at X [2356] Y [556]\n else\n if <<(CurrentLevel) = [1]> and <(Backwards?) = [true]>> then\n Clone at X [3570] Y [378]\n Clone at X [3680] Y [479]\n Clone at X [2052] Y [360]\n Clone at X [2164] Y [462]\n else\n if <(CurrentLevel) = [5]> then\n Clone at X [1387] Y [693]\n Clone at X [1774] Y [720]\n Clone at X [1935] Y [688]\n Clone at X [2076] Y [649]\n else\n if <(CurrentLevel) = [6]> then\n Clone at X [1192] Y [597]\n Clone at X [3355] Y [404]\n Clone at X [3406] Y [344]\n Clone at X [3565] Y [285]\n else\n if <(CurrentLevel) = [8]> then\n Clone at X [1884] Y [865]\n Clone at X [2085] Y [827]\n Clone at X [3245] Y [391]\n Clone at X [3420] Y [327]\n Clone at X [3562] Y [362]\n Clone at X [3644] Y [429]\n Clone at X [4113] Y [391]\n else\n if <(CurrentLevel) = [9]> then\n Clone at X [1678] Y [760]\n Clone at X [1851] Y [733]\n Clone at X [1953] Y [814]\n Clone at X [1953] Y [957]\n Clone at X [1953] Y [1098]\n Clone at X [1782] Y [643]\n Clone at X [1668] Y [553]\n Clone at X [1337] Y [399]\n Clone at X [1956] Y [523]\n Clone at X [2068] Y [447]\n Clone at X [2180] Y [355]\n else\n if <(CurrentLevel) = [10]> then\n Clone at X [3196] Y [1532]\n Clone at X [3401] Y [1454]\n else\n if <(CurrentLevel) = [11]> then\n Clone at X [513] Y [375]\n Clone at X [907] Y [375]\n Clone at X [611] Y [464]\n Clone at X [807] Y [464]\n else\n if <(CurrentLevel) = [12]> then\n Clone at X [620] Y [354]\n Clone at X [811] Y [514]\n Clone at X [1698] Y [361]\n Clone at X [1979] Y [380]\n Clone at X [2521] Y [316]\n Clone at X [2814] Y [432]\n Clone at X [3232] Y [557]\n Clone at X [3764] Y [359]\n else\n if <(CurrentLevel) = [13]> then\n Clone at X [267] Y [417]\n Clone at X [487] Y [572]\n Clone at X [267] Y [727]\n Clone at X [487] Y [882]\n Clone at X [267] Y [1037]\n Clone at X [487] Y [1192]\n Clone at X [933] Y [1356]\n Clone at X [1043] Y [241]\n Clone at X [1363] Y [727]\n Clone at X [1646] Y [836]\n Clone at X [1867] Y [429]\n Clone at X [1811] Y [589]\n else\n if <(CurrentLevel) = [14]> then\n Clone at X [2860] Y [729]\n else\n if <(CurrentLevel) = [15]> then\n Clone at X [1214] Y [325]\n Clone at X [1477] Y [791]\n Clone at X [1892] Y [239]\n Clone at X [1892] Y [337]\n Clone at X [3857] Y [1563]\n Clone at X [3251] Y [913]\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\nswitch costume to (empty v)\nClone at X [2000] Y [2160]\nhide\n\nwhen I start as a clone\nwait until <not <(level) = (CurrentLevel)>>\ndelete this clone\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\n@Collectible\n\nwhen flag clicked\nhide\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Clone at X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [game_tick v]\nPosition ((x) - (CamSX)) ((y) - (CamSY))\nturn right (pick random (0.5) to (2)) degrees\nif <touching (the glidy boy v)?> then\n change [collected v] by (1)\n if <(Collected) = [9]> then\n start sound [whenyou get the ninth coin YES v]\n else\n start sound [coin v]\n end\n delete this clone\nend\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nwait until <not <(level) = (CurrentLevel)>>\ndelete this clone\n\nwhen I receive [setupcollectible v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nif <(CurrentLevel) = [5]> then\n Clone at X [681] Y [440]\n Clone at X [1024] Y [249]\n Clone at X [691] Y [949]\n Clone at X [739] Y [949]\n Clone at X [1587] Y [597]\n Clone at X [2321] Y [1015]\n Clone at X [3037] Y [919]\n Clone at X [3763] Y [322]\n Clone at X [4391] Y [253]\nelse\n if <(CurrentLevel) = [6]> then\n Clone at X [702] Y [870]\n Clone at X [264] Y [1278]\n Clone at X [320] Y [1278]\n Clone at X [376] Y [1278]\n Clone at X [1954] Y [753]\n Clone at X [1758] Y [254]\n Clone at X [3983] Y [262]\n Clone at X [251] Y [578]\n Clone at X [3020] Y [623]\n else\n if <(CurrentLevel) = [7]> then\n Clone at X [617] Y [1610]\n Clone at X [566] Y [1610]\n Clone at X [566] Y [1657]\n Clone at X [617] Y [1657]\n Clone at X [1574] Y [636]\n Clone at X [2450] Y [269]\n Clone at X [2450] Y [324]\n Clone at X [2450] Y [381]\n Clone at X [1231] Y [294]\n else\n if <(CurrentLevel) = [8]> then\n Clone at X [356] Y [710]\n Clone at X [841] Y [463]\n Clone at X [265] Y [854]\n Clone at X [316] Y [854]\n Clone at X [2404] Y [580]\n Clone at X [4001] Y [531]\n Clone at X [4001] Y [572]\n Clone at X [799] Y [463]\n Clone at X [1564] Y [1030]\n else\n if <(CurrentLevel) = [9]> then\n Clone at X [278] Y [654]\n Clone at X [1233] Y [522]\n Clone at X [1187] Y [522]\n Clone at X [1338] Y [432]\n Clone at X [1961] Y [1312]\n Clone at X [1665] Y [521]\n Clone at X [3890] Y [655]\n Clone at X [2342] Y [659]\n Clone at X [3577] Y [466]\n else\n if <(CurrentLevel) = [10]> then\n Clone at X [4347] Y [289]\n Clone at X [4299] Y [289]\n Clone at X [4251] Y [289]\n Clone at X [4203] Y [289]\n Clone at X [4155] Y [289]\n Clone at X [4321] Y [323]\n Clone at X [4273] Y [323]\n Clone at X [4225] Y [323]\n Clone at X [4177] Y [323]\n end\n end\n end\n end\n end\nend\nswitch costume to (empty v)\nClone at X [2000] Y [2160]\nhide\n\nswitch costume to (costume2 v)\ngo to [front v] layer\n\n@End\n\nwhen flag clicked\nset size to (50) %\nhide\n\ndefine Clone at X (x) Y (y)\nswitch costume to (unnamed v)\nset size to (50) %\n\ncreate clone of (_myself_ v)\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game_tick v]\nPosition ((x) - (CamSX)) ((y) - (CamSY))\nif <<(CurrentLevel) > [4]> and <(CurrentLevel) < [11]>> then\n if <not <(Collected) > [8]>> then\n hide\n end\nend\n\nwhen I receive [setupend v]\ngo to [front v] layer\nif <(Backwards?) = [false]> then\n set [x v] to [4495]\n set [y v] to [250]\n point in direction (90)\nelse\n set [x v] to [289]\n set [y v] to [285]\n point in direction (-90)\nend\n\nswitch costume to (empty v)\nClone at X [2000] Y [2160]\nhide\n\nClone at X [4495] Y [250]\n\ndelete this clone\n\nwhen I receive [deleteallclones v]\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nhide\n\nshow\n\n@Bouncer\n\ndefine Clone at X (x) Y (y)\nclear graphic effects\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\nset [cloneid v] to [0]\nset [clonecostume v] to [0]\ncreate clone of (_myself_ v)\nset [cloneid v] to [1]\nset [clonecostume v] to [1]\nset [y v] to ((y) - (10))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait until <not <(level) = (CurrentLevel)>>\ndelete this clone\n\ndefine Del\ndelete this clone\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [game_tick v]\nPosition ((x) - (CamSX)) ((y) - (CamSY))\nif <(cloneID) = [0]> then\n switch costume to (hitbox v)\n if <<(username) = [23ScratchMan]> and <key (z v) pressed?>> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (100)\n end\nelse\n if <<touching (the glidy boy v)?> or <(clonecostume) > [1]>> then\n change [clonecostume v] by (1)\n end\n if <(clonecostume) = [30]> then\n set [clonecostume v] to [1]\n end\nend\nif <<(clonecostume) = [1]> or <(clonecostume) > [9]>> then\n switch costume to (art v)\nelse\n switch costume to (item (clonecostume) of [clonecostume v])\n if <(clonecostume) = [3]> then\n start sound [maybe bounce v]\n end\nend\n\nwhen I receive [setupbounce v]\nswitch costume to (hitbox v)\ngo to [front v] layer\nif <(CurrentLevel) = [6]> then\n Clone at X [522] Y [253]\n Clone at X [769] Y [966]\n Clone at X [1354] Y [643]\n Clone at X [1437] Y [643]\n Clone at X [1520] Y [643]\n Clone at X [1603] Y [643]\n Clone at X [3025] Y [283]\nelse\n if <(CurrentLevel) = [7]> then\n Clone at X [2976] Y [232]\n Clone at X [3074] Y [454]\n Clone at X [3840] Y [678]\n else\n if <(CurrentLevel) = [8]> then\n Clone at X [1584] Y [711]\n Clone at X [4038] Y [248]\n else\n if <(CurrentLevel) = [9]> then\n Clone at X [619] Y [275]\n else\n if <(CurrentLevel) = [10]> then\n Clone at X [1922] Y [1384]\n else\n if <(CurrentLevel) = [13]> then\n Clone at X [846] Y [1228]\n Clone at X [1574] Y [ 432]\n Clone at X [1433] Y [432]\n else\n if <(CurrentLevel) = [14]> then\n Clone at X [432] Y [519]\n Clone at X [1014] Y [837]\n else\n if <(CurrentLevel) = [15]> then\n Clone at X [2034] Y [590]\n Clone at X [1900] Y [897]\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (empty v)\nClone at X [2000] Y [2160]\nhide\n\n@Extra Arrows\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I receive [game_tick v]\nPosition ((x) - (CamSX)) ((y) - (CamSY))\n\ndefine Clone at X (x) Y (y)\nclear graphic effects\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\nset [cloneid v] to [0]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nclear graphic effects\nhide\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setupextraarrows v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nif <(CurrentLevel) = [12]> then\n switch costume to (costume2 v)\n Clone at X [1821] Y [495]\n Clone at X [2334] Y [450]\n switch costume to (costume3 v)\n Clone at X [3064] Y [470]\n switch costume to (costume4 v)\n Clone at X [3522] Y [460]\n Clone at X [4006] Y [304]\nelse\n if <(CurrentLevel) = [13]> then\n switch costume to (costume5 v)\n Clone at X [1029] Y [1094]\n switch costume to (costume6 v)\n Clone at X [1472] Y [831]\n else\n if <(CurrentLevel) = [14]> then\n switch costume to (costume7 v)\n Clone at X [760] Y [622]\n switch costume to (costume8 v)\n Clone at X [833] Y [1026]\n switch costume to (costume9 v)\n Clone at X [2304] Y [502]\n switch costume to (costume7 v)\n Clone at X [3191] Y [685]\n switch costume to (costume4 v)\n Clone at X [3919] Y [463]\n else\n if <(CurrentLevel) = [15]> then\n switch costume to (costume3 v)\n Clone at X [1054] Y [235]\n switch costume to (costume2 v)\n Clone at X [581] Y [208]\n switch costume to (costume7 v)\n Clone at X [2185] Y [1096]\n switch costume to (costume9 v)\n Clone at X [3370] Y [1069]\n Clone at X [3370] Y [1269]\n Clone at X [3370] Y [1469]\n end\n end\n end\nend\nswitch costume to (empty v)\nClone at X [2000] Y [2160]\nhide\n\n@MessageImpossibleLevel\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nhide\n\nwhen I receive [messageimpossiblelevel v]\nwait (3) seconds\ngo to [front v] layer\nswitch costume to (00 v)\nshow\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nforever\n switch costume to (join (<<<(mouse x) > [-180]> and <(mouse x) < [-63]>> and <<(mouse y) > [-157]> and <(mouse y) < [-70]>>> * (1)) (<<<(mouse x) > [20]> and <(mouse x) < [128]>> and <<(mouse y) > [-147]> and <(mouse y) < [-82]>>> * (1)))\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <(mouse x) > [0]> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n switch costume to (costume4 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n wait until <mouse down?>\n wait until <not <mouse down?>>\n repeat (50)\n change [ghost v] effect by (2)\n end\n switch costume to (00 v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n else\n stop [other scripts in sprite v]\n repeat (50)\n change [ghost v] effect by (2)\n end\n hide\n clear graphic effects\n set [currentlevel v] to [12]\n broadcast (StartGame v) and wait\n broadcast (PLAY v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [messageyoudied v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume5 v)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-4)\nend\nrepeat (8)\n switch costume to (costume2 v)\n wait (0.3) seconds\n switch costume to (costume5 v)\n wait (0.3) seconds\nend\nrepeat (20)\n change [ghost v] effect by (4)\nend\nhide\nclear graphic effects\nwait (4) seconds\n\nwhen I receive [messageimpossiblelevel v]\nforever\n go to x: (5) y: (-5)\n wait (1) seconds\n go to x: (-5) y: (5)\n wait (1) seconds\nend\n\n@CoinCounter\n\nwhen flag clicked\nset [cloneid v] to [99]\nswitch costume to (empty v)\nhide\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I receive [setupcoincounter v]\ngo to [front v] layer\nset [cloneid v] to [0]\ncreate clone of (_myself_ v)\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\nset [cloneid v] to [99]\nswitch costume to (empty v)\nhide\n\nwhen I receive [game_tick v]\nif <(cloneID) = [0]> then\n set size to (100) %\n switch costume to (/2 v)\n show\n go to x: (195) y: (165)\nelse\n if <(cloneID) = [1]> then\n go to x: (185) y: (165)\n switch costume to (Collected)\n show\n set size to (200) %\n else\n if <(cloneID) = [2]> then\n go to x: (205) y: (165)\n switch costume to (/ v)\n show\n set size to (150) %\n else\n if <(cloneID) = [3]> then\n go to x: (225) y: (165)\n switch costume to (9 v)\n show\n set size to (200) %\n else\n hide\n end\n end\n end\nend\n\nplay sound [pop v] until done\n\nwhen I receive [cutscenebossintrosetup v]\nhide\ndelete this clone\n\n@Teleporter\n\nwhen I receive [game_tick v]\nif <(costume [name v]) = [enter]> then\n Position ((x) - (CamSX)) ((y) - (CamSY))\n if <touching (the glidy boy v)?> then\n start sound [Exit v]\n set [portal v] to (cloneID)\n end\nelse\n if <(costume [name v]) = [exit]> then\n Position ((x2) - (CamSX)) ((y2) - (CamSY))\n end\nend\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I start as a clone\nwait until <not <(level) = (CurrentLevel)>>\ndelete this clone\n\ndefine Clone at X (x) Y (y) X2 (x2) Y2 (y2) cloneID (c)\nif <not <(costume [name v]) = [empty]>> then\n switch costume to (enter v)\nend\nset [cloneid v] to (c)\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\nif <not <(costume [name v]) = [empty]>> then\n switch costume to (exit v)\nend\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [level v] to (CurrentLevel)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\nadd (x) to [portal1x v]\nadd (y) to [portal1y v]\nadd (x2) to [portal2x v]\nadd (y2) to [portal2y v]\n\nwhen flag clicked\nset [portal v] to [0]\nhide\n\nwhen I receive [setupportals v]\ndelete all of [portal1x v]\ndelete all of [portal2x v]\ndelete all of [portal1y v]\ndelete all of [portal2y v]\ngo to [front v] layer\nswitch costume to (enter v)\nif <(CurrentLevel) = [8]> then\n Clone at X [638] Y [349] X2 [291] Y2 [567] cloneID [1]\n Clone at X [1023] Y [576] X2 [1147] Y2 [867] cloneID [2]\n Clone at X [2850] Y [452] X2 [291] Y2 [713] cloneID [3]\n Clone at X [445] Y [713] X2 [3006] Y2 [452] cloneID [4]\nelse\n if <(CurrentLevel) = [10]> then\n Clone at X [675] Y [295] X2 [353] Y2 [1453] cloneID [1]\n Clone at X [4466] Y [1474] X2 [1801] Y2 [321] cloneID [2]\n else\n if <(CurrentLevel) = [12]> then\n Clone at X [1279] Y [953] X2 [1313] Y2 [275] cloneID [1]\n else\n if <(CurrentLevel) = [13]> then\n Clone at X [714] Y [965] X2 [650] Y2 [275] cloneID [1]\n Clone at X [1867] Y [777] X2 [2707] Y2 [292] cloneID [2]\n Clone at X [3268] Y [868] X2 [4436] Y2 [382] cloneID [3]\n else\n if <(CurrentLevel) = [14]> then\n Clone at X [381] Y [836] X2 [1911] Y2 [274] cloneID [1]\n Clone at X [3186] Y [255] X2 [3691] Y2 [544] cloneID [2]\n else\n if <(CurrentLevel) = [15]> then\n Clone at X [1327] Y [691] X2 [983] Y2 [879] cloneID [1]\n Clone at X [2425] Y [992] X2 [3187] Y2 [958] cloneID [2]\n Clone at X [3945] Y [1681] X2 [4334] Y2 [255] cloneID [3]\n end\n end\n end\n end\n end\nend\nswitch costume to (empty v)\nClone at X [2000] Y [2160] X2 [2050] Y2 [2110] cloneID [50]\nhide\n\nset [portal v] to [0]\n\n@ScrollingBG\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at Y (y)\nchange [y v] by (y)\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\n\ndefine Find Costume Numbers\nset [costumenumb v] to ((1) / (1))\nswitch costume to (costumeNumb)\nnext costume\nchange [costumenumb v] by (1)\nrepeat until <(costume [number v]) = [1]>\n next costume\n change [costumenumb v] by (1)\nend\nchange [costumenumb v] by (-1)\n\nwhen I receive [game_tick v]\nPosition [0] (((y) - (CamSY)) / (4))\n\ngo to [back v] layer\n\nwhen I receive [setupscrollingbg v]\ngo to [front v] layer\nFind Costume Numbers\nset [ghost v] effect to (0)\nset [y v] to [360]\nswitch costume to (hz v)\nClone at Y [0]\nrepeat (5)\n Clone at Y [360]\nend\nswitch costume to (empty v)\nClone at Y [2160]\nhide\n\nrepeat (5)\n Clone at Y [0]\nend\n\ngo [forward v] (1) layers\n\nchange [clonesamde v] by (1)\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\nwhen I receive [cutscenebossintrosetup v]\nhide\ndelete this clone\n\n@Transition\n\nwhen I receive [transition in v]\nswitch costume to (costume1 v)\nhide\nshow\ngo to [front v] layer\nrepeat (16)\n next costume\nend\n\nwhen I receive [transition out v]\nswitch costume to (costume17 v)\ngo to [front v] layer\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\nhide\n\nwhen flag clicked\nhide\n\n@Message\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [backwardsmessage v]\n\ndefine Out\nset [ghost v] effect to (0)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\n change y by (-5)\nend\nhide\nclear graphic effects\n\ndefine In\nset y to (50)\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n change y by (-2.5)\nend\n\nbroadcast (Transition In v)\n\ngo to [front v] layer\nIn\nwait until <key (any v) pressed?>\nOut\n\nwhen I receive [cutsceneintropaperstory v]\nswitch costume to (1_1 v)\ngo to [front v] layer\nIn\nwait until <<key (any v) pressed?> or <mouse down?>>\nstart sound [Text confirm v]\nOut\nnext costume\nIn\nwait until <<key (any v) pressed?> or <mouse down?>>\nstart sound [Text confirm v]\nOut\nwait (3) seconds\nswitch backdrop to (backdrop3 v)\nbroadcast (Transition Out v)\nbroadcast (MAINMENUBOYY v) and wait\n\nwhen I receive [levelstory v]\nswitch costume to (join ((CurrentLevel) + (1)) [_1])\ngo to [front v] layer\nif <not <((CurrentLevel) + (1)) = [11]>> then\n In\n if <(costume [number v]) < [14]> then\n wait until <<key (any v) pressed?> or <mouse down?>>\n start sound [Text confirm v]\n end\n Out\n next costume\nend\nwait (3) seconds\n\nnext costume\nIn\nwait until <key (any v) pressed?>\nOut\nswitch backdrop to (backdrop3 v)\nbroadcast (Transition Out v)\nbroadcast (MAINMENUBOYY v) and wait\n\nset [currentlevel v] to [1]\n\nrepeat (3)\n\n@Title\n\ndefine In\nset [ghost v] effect to (100)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\ndefine Out\nset [ghost v] effect to (0)\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(cloneID) = [0]> then\n wait (2) seconds\n switch costume to (the glidy boi v)\n go to x: (-292) y: (87)\n show\n glide (0.8) secs to x: (297) y: (0)\n delete this clone\nelse\n if <(cloneID) = [1]> then\n switch costume to (title v)\n go to x: (0) y: (0)\n In\n forever\n go to x: (-5) y: (5)\n wait (1) seconds\n go to x: (5) y: (-5)\n wait (1) seconds\n end\n else\n if <(cloneID) = [2]> then\n switch costume to (playbuttons0 v)\n go to x: (-120) y: (-80)\n In\n forever\n if <touching (mouse-pointer v)?> then\n go to x: (-120) y: (-75)\n if <not <(costume [name v]) = [PlayButtonS4]>> then\n next costume\n end\n if <mouse down?> then\n set [vanish? v] to [1]\n Out\n delete this clone\n end\n else\n go to x: (-120) y: (-80)\n switch costume to (playbuttons0 v)\n end\n end\n else\n if <(cloneID) = [3]> then\n switch costume to (playbutton2 v)\n go to x: (120) y: (-80)\n In\n forever\n if <touching (mouse-pointer v)?> then\n go to x: (120) y: (-75)\n if <not <(costume [name v]) = [PlayButton2]>> then\n next costume\n end\n if <mouse down?> then\n set [vanish? v] to [2]\n Out\n delete this clone\n end\n else\n go to x: (120) y: (-80)\n switch costume to (play1 v)\n end\n end\n else\n if <(cloneID) = [6]> then\n switch costume to (level select menu v)\n go to x: (0) y: (0)\n In\n forever\n switch costume to (level select menu v)\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <<<(mouse x) > [-222]> and <(mouse x) < [-155]>> and <<(mouse y) > [102]> and <(mouse y) < [159]>>> then\n set [currentlevel v] to [1]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [-128]> and <(mouse x) < [-61]>> and <<(mouse y) > [102]> and <(mouse y) < [159]>>> then\n set [currentlevel v] to [2]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [-35]> and <(mouse x) < [28]>> and <<(mouse y) > [102]> and <(mouse y) < [159]>>> then\n set [currentlevel v] to [3]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [56]> and <(mouse x) < [125]>> and <<(mouse y) > [102]> and <(mouse y) < [159]>>> then\n set [currentlevel v] to [4]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [149]> and <(mouse x) < [222]>> and <<(mouse y) > [102]> and <(mouse y) < [159]>>> then\n set [currentlevel v] to [5]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [-222]> and <(mouse x) < [-155]>> and <<(mouse y) > [-18]> and <(mouse y) < [66]>>> then\n set [currentlevel v] to [6]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [-128]> and <(mouse x) < [-61]>> and <<(mouse y) > [-18]> and <(mouse y) < [66]>>> then\n set [currentlevel v] to [7]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [-35]> and <(mouse x) < [28]>> and <<(mouse y) > [-18]> and <(mouse y) < [66]>>> then\n set [currentlevel v] to [8]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [56]> and <(mouse x) < [125]>> and <<(mouse y) > [-18]> and <(mouse y) < [66]>>> then\n set [currentlevel v] to [9]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [149]> and <(mouse x) < [222]>> and <<(mouse y) > [-18]> and <(mouse y) < [66]>>> then\n set [currentlevel v] to [10]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [-221]> and <(mouse x) < [-37]>> and <<(mouse y) > [-103]> and <(mouse y) < [-41]>>> then\n set [currentlevel v] to [12]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [2]> and <(mouse x) < [185]>> and <<(mouse y) > [-103]> and <(mouse y) < [-41]>>> then\n set [currentlevel v] to [13]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [-221]> and <(mouse x) < [-47]>> and <<(mouse y) > [-174]> and <(mouse y) < [-118]>>> then\n set [currentlevel v] to [14]\n set [vanish? v] to [9]\n Out\n delete this clone\n else\n if <<<(mouse x) > [-4]> and <(mouse x) < [184]>> and <<(mouse y) > [-174]> and <(mouse y) < [-120]>>> then\n set [currentlevel v] to [15]\n set [vanish? v] to [9]\n Out\n delete this clone\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 else\n if <(cloneID) = [5]> then\n switch costume to (00 v)\n go to x: (0) y: (0)\n In\n forever\n switch costume to (join (<<touching (mouse-pointer v)?> and <[0] > (mouse x)>> * (1)) (<<touching (mouse-pointer v)?> and <(mouse x) > [0]>> * (1)))\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(mouse x) > [0]> then\n set [@mobilemode? v] to [true]\n else\n set [@mobilemode? v] to [false]\n end\n set [vanish? v] to [10]\n Out\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ngo to x: (-292) y: (87)\nshow\nglide (0.8) secs to x: (297) y: (0)\nswitch costume to (the glidy boi v)\n\nwhen I receive [mainmenuboyy v]\nset [selectedleveltrue? v] to [false]\nset [scribble? v] to [false]\ngo to [front v] layer\nset [@mobilemode? v] to [false]\nhide\nset [vanish? v] to [0]\nset [cloneid v] to [0]\ncreate clone of (_myself_ v)\nset [bgmusic v] to [FG]\nbroadcast (PlayBGMusic v)\nwait (2.5) seconds\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\nset [cloneid v] to [4]\ncreate clone of (_myself_ v)\nwait until <<(Vanish?) = [1]> or <(Vanish?) = [2]>>\nif <(Vanish?) = [2]> then\n wait until <(Vanish?) = [2]>\n wait (1) seconds\n set [selectedleveltrue? v] to [true]\n set [cloneid v] to [6]\n create clone of (_myself_ v)\n wait until <(Vanish?) = [9]>\n wait (1) seconds\n set [cloneid v] to [5]\n create clone of (_myself_ v)\nelse\n wait until <(Vanish?) = [1]>\n wait (1) seconds\n set [cloneid v] to [5]\n create clone of (_myself_ v)\nend\nwait until <(Vanish?) = [10]>\nwait (1) seconds\nbroadcast (Transition In v) and wait\nbroadcast (StopBGMusic v) and wait\nbroadcast (StartGame v) and wait\nbroadcast (Transition Out v) and wait\nbroadcast (PLAY v)\nreset timer\n\nif <not <(costume [name v]) = [Play1]>> then\n\nwhen I start as a clone\nif <<(cloneID) = [1]> or <<(cloneID) = [2]> or <(cloneID) = [3]>>> then\n wait until <<(Vanish?) = [1]> or <(Vanish?) = [2]>>\n Out\n delete this clone\nend\n\ngo to x: (-5) y: (-75)\nif <not <(costume [name v]) = [Play5]>> then\n next costume\nend\n\nbroadcast (StopBGMusic v) and wait\n\n\n\nif <touching (mouse-pointer v)?> then\n go to x: (120) y: (-75)\n if <not <(costume [name v]) = [PlayButton2]>> then\n next costume\n end\n if <mouse down?> then\n set [vanish? v] to [1]\n Out\n delete this clone\n end\nelse\n go to x: (120) y: (-80)\n switch costume to (play1 v)\nend\n\nwhen I receive [backtolevelselectmenu v]\nbroadcast (Transition Out v)\ngo to [front v] layer\nhide\nset [vanish? v] to [0]\nset [cloneid v] to [6]\ncreate clone of (_myself_ v)\nwait until <(Vanish?) = [9]>\nwait (1) seconds\nbroadcast (Transition In v) and wait\nreset timer\n\nbroadcast (PLAY v)\n\nbroadcast (StartGame v) and wait\n\nbroadcast (Transition Out v) and wait\n\n@Boss\n\ndefine Change List\nif <(BossAction) = [Follow]> then\n replace item (1) of [framesinstat v] with ((item (1) of [framesinstat v]) + (1))\n replace item (2) of [framesinstat v] with [0]\n replace item (3) of [framesinstat v] with [0]\n replace item (4) of [framesinstat v] with [0]\n replace item (5) of [framesinstat v] with [0]\n replace item (6) of [framesinstat v] with [0]\nelse\n if <(BossAction) = [Move]> then\n replace item (2) of [framesinstat v] with ((item (2) of [framesinstat v]) + (1))\n replace item (1) of [framesinstat v] with [0]\n replace item (3) of [framesinstat v] with [0]\n replace item (4) of [framesinstat v] with [0]\n replace item (5) of [framesinstat v] with [0]\n replace item (6) of [framesinstat v] with [0]\n else\n if <(BossAction) = [Attack1]> then\n replace item (3) of [framesinstat v] with ((item (3) of [framesinstat v]) + (1))\n replace item (1) of [framesinstat v] with [0]\n replace item (2) of [framesinstat v] with [0]\n replace item (4) of [framesinstat v] with [0]\n replace item (5) of [framesinstat v] with [0]\n replace item (6) of [framesinstat v] with [0]\n else\n if <(BossAction) = [Attack2]> then\n replace item (4) of [framesinstat v] with ((item (4) of [framesinstat v]) + (1))\n replace item (3) of [framesinstat v] with [0]\n replace item (1) of [framesinstat v] with [0]\n replace item (2) of [framesinstat v] with [0]\n replace item (5) of [framesinstat v] with [0]\n replace item (6) of [framesinstat v] with [0]\n else\n if <(BossAction) = [Attack3]> then\n replace item (5) of [framesinstat v] with ((item (5) of [framesinstat v]) + (1))\n replace item (4) of [framesinstat v] with [0]\n replace item (3) of [framesinstat v] with [0]\n replace item (1) of [framesinstat v] with [0]\n replace item (2) of [framesinstat v] with [0]\n replace item (6) of [framesinstat v] with [0]\n else\n if <(BossAction) = [Attack4]> then\n replace item (6) of [framesinstat v] with ((item (6) of [framesinstat v]) + (1))\n replace item (4) of [framesinstat v] with [0]\n replace item (3) of [framesinstat v] with [0]\n replace item (1) of [framesinstat v] with [0]\n replace item (2) of [framesinstat v] with [0]\n replace item (5) of [framesinstat v] with [0]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [startboss v]\ndelete all of [framesinstat v]\nadd [0] to [framesinstat v]\nadd [0] to [framesinstat v]\nadd [0] to [framesinstat v]\nadd [0] to [framesinstat v]\nadd [0] to [framesinstat v]\nadd [0] to [framesinstat v]\nset [cloneid v] to [0]\nswitch costume to (bossdesign v)\ngo to [front v] layer\nclear graphic effects\nset [bossx v] to [593]\nset [bossy v] to [451]\nset [bossaction v] to [Follow]\nset [playerhp v] to [9]\nset [bossframes v] to [0]\nset [bosshp v] to [3]\nset [bossattacknumb v] to [0]\nset [animation v] to [false]\nset [animationnum v] to [0]\nset [bossphase v] to [1]\nset [bossvulnerable? v] to [false]\nset [playervulnerable? v] to [false]\nset [hurtsequence v] to [0]\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game_tick v]\nif <not <(CurrentLevel) = [11]>> then\n hide\nelse\n Position ((BossX) - (CamSX)) ((BossY) - (CamSY))\n change [bossframes v] by (1)\n if <not <(HURTSEQUENCE) = [0]>> then\n set [bossaction v] to [Follow]\n set [animation v] to [false]\n change [bossx v] by (((860) - (BossX)) / (10))\n change [bossy v] by (((500) - (BossY)) / (10))\n else\n if <(BossAction) = [Follow]> then\n set [playervulnerable? v] to [false]\n clear graphic effects\n Fly Effect\n if <(item (1) of [framesinstat v]) < [200]> then\n switch costume to (bossdesign v)\n if <([abs v] of (((PlayerSX) + ([x position v] of [the glidy boy v])) - (BossX)) ) > [10]> then\n change [bossx v] by ((((PlayerSX) + ([x position v] of [the glidy boy v])) - (BossX)) / (10))\n end\n else\n change [bossattacknumb v] by (1)\n if <(BossPHASE) = [1]> then\n if <(bossattacknumb) = [2]> then\n set [bossattacknumb v] to [3]\n end\n if <(bossattacknumb) = [5]> then\n set [bossattacknumb v] to [1]\n end\n else\n if <(BossPHASE) = [2]> then\n if <(bossattacknumb) = [2]> then\n set [bossattacknumb v] to [3]\n end\n if <(bossattacknumb) = [5]> then\n set [bossattacknumb v] to [1]\n end\n else\n if <(BossPHASE) = [3]> then\n if <(bossattacknumb) = [3]> then\n set [bossattacknumb v] to [1]\n end\n if <(bossattacknumb) = [2]> then\n set [bossattacknumb v] to [3]\n end\n if <(bossattacknumb) = [4]> then\n set [bossattacknumb v] to [2]\n end\n if <(bossattacknumb) = [5]> then\n set [bossattacknumb v] to [1]\n end\n end\n end\n end\n set [bossaction v] to (join [Attack] (bossattacknumb))\n end\n else\n if <(Animation) = [false]> then\n if <(BossAction) = [Attack1]> then\n Attack1\n else\n if <(BossAction) = [Attack2]> then\n Attack2\n else\n if <(BossAction) = [Attack3]> then\n Attack3\n else\n if <(BossAction) = [Attack4]> then\n Attack4 (Counter)\n end\n end\n end\n end\n else\n change [animationnum v] by (1)\n if <(animationnum) < [75]> then\n if <(animationnum) = [5]> then\n start sound [Evil Laugh Sound Effect2 v]\n end\n set [bossvulnerable? v] to [true]\n if <((animationnum) mod (20)) < [10]> then\n switch costume to (bosslaugh1 v)\n else\n switch costume to (bosslaugh2 v)\n end\n else\n set [bossvulnerable? v] to [false]\n set [animation v] to [false]\n set [animationnum v] to [0]\n set [bossaction v] to [Follow]\n end\n end\n end\n Change List\n end\nend\n\ndefine Attack1\nset [playervulnerable? v] to [true]\nif <(item (3) of [framesinstat v]) < [100]> then\n switch costume to (bossdesignattack v)\n Fly Effect\nend\nif <(item (3) of [framesinstat v]) > [230]> then\n set [animation v] to [true]\nend\n\ndefine Fly Effect\nset [bossy v] to (((([sin v] of ((bossframes) * (4)) ) * (20)) + (451)) + (((PlayerSY) + ([y position v] of [the glidy boy v])) - (300)))\n\ndefine Attack2\nif <(item (4) of [framesinstat v]) < [20]> then\n change [bossy v] by (30)\nelse\n if <(item (4) of [framesinstat v]) < [50]> then\n set [bossy v] to [5000]\n else\n if <(item (4) of [framesinstat v]) < [80]> then\n switch costume to (attack2 warn v)\n set [bossx v] to ((PlayerSX) + ([x position v] of [the glidy boy v]))\n set [bossy v] to ((PlayerSY) + (150))\n else\n if <(item (4) of [framesinstat v]) < [100]> then\n set [bossy v] to ((PlayerSY) + (360))\n hide\n switch costume to (bossdesignattack2 v)\n else\n if <(item (4) of [framesinstat v]) < [150]> then\n if <(item (4) of [framesinstat v]) = [101]> then\n start sound [Swoosh v]\n else\n end\n set [playervulnerable? v] to [true]\n change [bossy v] by (-20)\n else\n if <(item (4) of [framesinstat v]) < [180]> then\n switch costume to (bossdesign v)\n set [bossy v] to ((PlayerSY) + (360))\n else\n if <(item (4) of [framesinstat v]) < [200]> then\n change [bossy v] by (-10)\n end\n end\n end\n end\n end\n end\nend\nif <(item (4) of [framesinstat v]) > [200]> then\n set [bossaction v] to [Follow]\nend\n\ndefine Attack3\nif <(item (5) of [framesinstat v]) < [30]> then\n change [bossx v] by (25)\nelse\n if <(item (5) of [framesinstat v]) < [60]> then\n set [playervulnerable? v] to [true]\n set [bossx v] to (((PlayerSX) + ([x position v] of [the glidy boy v])) + (500))\n else\n if <(item (5) of [framesinstat v]) < [90]> then\n switch costume to (bossdesignattack3 v)\n set [bossy v] to ((PlayerSY) + ([y position v] of [the glidy boy v]))\n if <not <(x position) < [210]>> then\n change [bossx v] by (-20)\n end\n else\n if <(item (5) of [framesinstat v]) < [300]> then\n switch costume to (bossdesignattack3 v)\n set [bossy v] to ((PlayerSY) + ([y position v] of [the glidy boy v]))\n set [bossx v] to (((PlayerSX) + ([x position v] of [the glidy boy v])) + ((210) - ([x position v] of [the glidy boy v])))\n else\n if <(item (5) of [framesinstat v]) < [330]> then\n switch costume to (bossdesignattack3 v)\n set [bossy v] to ((PlayerSY) + ([y position v] of [the glidy boy v]))\n change [bossx v] by (30)\n end\n end\n end\n end\nend\nif <(item (5) of [framesinstat v]) > [330]> then\n set [bossaction v] to [Follow]\nend\n\ndefine Attack4 (Counter)\nif <(item (6) of [framesinstat v]) < [30]> then\n set [bossvulnerable? v] to [false]\n change [ghost v] effect by (5)\nelse\n if <(item (6) of [framesinstat v]) < [45]> then\n set [bossx v] to [705]\n set [bossy v] to [307]\n else\n if <(item (6) of [framesinstat v]) < [80]> then\n switch costume to (attack2 warn v)\n set [ghost v] effect to (0)\n else\n if <(item (6) of [framesinstat v]) < [90]> then\n set [ghost v] effect to (100)\n switch costume to (bossdesigncounter v)\n else\n if <(item (6) of [framesinstat v]) < [200]> then\n change [ghost v] effect by (-5)\n set [playervulnerable? v] to [true]\n set [bossvulnerable? v] to [true]\n else\n if <(item (6) of [framesinstat v]) < [260]> then\n change [ghost v] effect by (5)\n else\n if <(item (6) of [framesinstat v]) < [270]> then\n Fly Effect\n end\n end\n end\n end\n end\n end\nend\nif <(item (6) of [framesinstat v]) > [270]> then\n set [bossaction v] to [Follow]\n set [bossvulnerable? v] to [false]\nend\n\nswitch costume to (bossdesigncounter v)\n\nif <(Animation) = [pend]> then\nif <(() mod (20)) < [15]> then\n\nif <(Animation) = [false]> then\n\nforever\n\nswitch costume to (join [BossLaugh] ((animationnum) mod (3)))\n\nif <(bossattacknumb) = [1]> then\n set [bossattacknumb v] to [1]\nend\n\nchange x by (10)\nchange y by ((((360) - (CamSY)) - (y position)) / (10))\n\nif <not <(CurrentLevel) = [11]>> then\n hide\nend\n\nwhen I receive [cutscenebossdiesetup v]\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nhide\n\nif <(item (3) of [framesinstat v]) > [230]> then\n\nset [animation v] to [true]\n\n@Attack1 Laser\n\nwhen flag clicked\nhide\n\nwhen I receive [game_tick v]\nif <not <(CurrentLevel) = [11]>> then\n hide\nelse\n if <(item (3) of [framesinstat v]) = [0]> then\n hide\n set [ghost v] effect to (100)\n else\n if <(item (3) of [framesinstat v]) < [100]> then\n if <(item (3) of [framesinstat v]) = [5]> then\n start sound [Blaster Appear v]\n end\n switch costume to (laserwarn v)\n change [ghost v] effect by (-10)\n Position ((([bossx v] of [boss v]) - (90)) - (CamSX)) ((([bossy v] of [boss v]) - (50)) - (CamSY))\n point towards (the glidy boy v)\n else\n if <(item (3) of [framesinstat v]) < [130]> then\n change [ghost v] effect by (10)\n Position ((([bossx v] of [boss v]) - (90)) - (CamSX)) ((([bossy v] of [boss v]) - (50)) - (CamSY))\n else\n if <(item (3) of [framesinstat v]) < [140]> then\n hide\n set [ghost v] effect to (100)\n Position ((([bossx v] of [boss v]) - (90)) - (CamSX)) ((([bossy v] of [boss v]) - (50)) - (CamSY))\n else\n if <(item (3) of [framesinstat v]) < [150]> then\n if <(item (3) of [framesinstat v]) = [141]> then\n start sound [Blaster Fire v]\n end\n switch costume to (laser v)\n show\n change [ghost v] effect by (-10)\n Position ((([bossx v] of [boss v]) - (90)) - (CamSX)) ((([bossy v] of [boss v]) - (50)) - (CamSY))\n else\n if <(item (3) of [framesinstat v]) < [210]> then\n switch costume to (laser v)\n show\n Position ((([bossx v] of [boss v]) - (90)) - (CamSX)) ((([bossy v] of [boss v]) - (50)) - (CamSY))\n else\n if <(item (3) of [framesinstat v]) < [260]> then\n set [playervulnerable? v] to [false]\n change [ghost v] effect by (10)\n Position ((([bossx v] of [boss v]) - (90)) - (CamSX)) ((([bossy v] of [boss v]) - (50)) - (CamSY))\n else\n hide\n set [ghost v] effect to (100)\n end\n end\n end\n end\n end\n end\n end\nend\n\nturn left (15) degrees\nturn right (15) degrees\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setupattacks v]\ngo to [front v] layer\n\nwhen I receive [cutscenebossdiesetup v]\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nhide\n\n@Attack3\n\nwhen flag clicked\nhide\n\nwhen I receive [game_tick v]\nif <not <(CurrentLevel) = [11]>> then\n hide\nelse\n if <(item (5) of [framesinstat v]) = [0]> then\n set [playsound v] to [0]\n hide\n set [ghost v] effect to (100)\n else\n if <(item (5) of [framesinstat v]) < [100]> then\n go to x: (240) y: ([y position v] of [boss v])\n clear graphic effects\n set [attack3y v] to ([bossy v] of [boss v])\n set [attack3x v] to ([bossx v] of [boss v])\n else\n if <(item (5) of [framesinstat v]) < [300]> then\n next costume\n change [attack3x v] by (-10)\n Position ((attack3x) - (CamSX)) ((attack3y) - (CamSY))\n if <(x position) < [-241]> then\n set [attack3y v] to ([bossy v] of [boss v])\n set [attack3x v] to ([bossx v] of [boss v])\n set [playsound v] to [0]\n end\n change [playsound v] by (1)\n if <(playsound) = [5]> then\n start sound [Blaster Fire v]\n end\n else\n next costume\n change [attack3x v] by (-10)\n Position ((attack3x) - (CamSX)) ((attack3y) - (CamSY))\n if <(x position) < [-241]> then\n set [attack3y v] to ([bossy v] of [boss v])\n set [attack3x v] to ([bossx v] of [boss v])\n end\n end\n end\n end\nend\n\nchange x by (-10)\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setupattacks v]\ngo to [front v] layer\n\nwhen I receive [cutscenebossdiesetup v]\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nhide\n\nstart sound [Blaster Fire v]\n\n@Cutscene\n\nwhen I receive [cutscenebossintrosetup v]\ngo to x: (0) y: (0)\nswitch costume to (2_2 v)\nshow\nbroadcast (SetUpBossBG v) and wait\nbroadcast (SetUpPaperRIP v) and wait\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [cutscenebossintro v]\nswitch backdrop to (black v)\nrepeat (90)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nwait (2) seconds\n\nwhen I receive [setuphidecutscene v]\nhide\n\nwhen I receive [cutscenegameintro v]\ngo to x: (-5) y: (5)\nswitch costume to (1_1 v)\nshow\ngo to [front v] layer\nrepeat (7)\n wait until <<key (any v) pressed?> or <mouse down?>>\n wait until <<not <mouse down?>> and <not <key (any v) pressed?>>>\n next costume\nend\nbroadcast (StopBGMusic v)\nwait (2) seconds\nbroadcast (SetUpBossBG v) and wait\nbroadcast (SetUpPaperRIP v) and wait\ngo to [front v] layer\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nwait (1) seconds\nbroadcast (CutsceneIntroPaperRIP v) and wait\nwait (2) seconds\nbroadcast (Transition In v) and wait\nwait (1) seconds\nhide\nbroadcast (CutsceneIntroPaperStory v) and wait\n\nbroadcast (SetUpBossBG v) and wait\n\nwhen I receive [cutscenegameintro v]\nforever\n go to x: (-5) y: (5)\n wait (1) seconds\n go to x: (5) y: (-5)\n wait (1) seconds\nend\n\nswitch costume to (2_2 v)\n\nwhen I receive [cutscenegameintro v]\nforever\n if <key (s v) pressed?> then\n hide\n broadcast (MAINMENUBOYY v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nbroadcast (StopBGMusic v)\n\n@BossFire Attack4\n\nforever\n go to x: (2) y: (0)\n next costume\n wait (0.08) seconds\nend\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game_tick v]\nif <not <(CurrentLevel) = [11]>> then\n hide\nelse\n set size to (350) %\n if <<[90] < (item (6) of [framesinstat v])> and <(item (6) of [framesinstat v]) < [250]>> then\n if <[91] = (item (6) of [framesinstat v])> then\n start sound [FIRE SOUND EFFECT IN HIGH QUALITY3 v]\n end\n Position ((x) - (CamSX)) ((y) - (CamSY))\n change [ghost v] effect by (-5)\n else\n hide\n set [ghost v] effect to (100)\n end\n change [clonecost v] by ((1) / (2))\n if <(clonecost) > [4]> then\n set [clonecost v] to [1]\n end\n switch costume to (join [fire] ([floor v] of (clonecost) ))\n if <(x) > [705]> then\n point in direction (105)\n else\n point in direction (75)\n end\nend\n\nwhen I start as a clone\nwait until <not <(level) = (CurrentLevel)>>\ndelete this clone\n\nwhen I receive [deleteallclones v]\ndelete this clone\n\ndefine Clone at X (x) Y (y)\nset [x v] to (x)\nset [y v] to (y)\nset [level v] to (CurrentLevel)\nset [clonecost v] to [1]\nchange [clonesamde v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I receive [startboss v]\nswitch costume to (fire1 v)\ngo to [front v] layer\nDel\nif <(CurrentLevel) = [11]> then\n Clone at X [569] Y [278]\n Clone at X [586] Y [313]\n Clone at X [606] Y [348]\n Clone at X [841] Y [278]\n Clone at X [824] Y [313]\n Clone at X [807] Y [348]\nend\nswitch costume to (empty v)\nClone at X [2000] Y [2160]\nhide\n\ndefine Del\ndelete this clone\n\nwhen I receive [setupattacks v]\ngo to [front v] layer\n\nwhen I receive [cutscenebossdiesetup v]\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nhide\n\n@Player Lives\n\nwhen I receive [setuplives v]\nshow\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (-187) y: (-173)\nhide\n\nwhen I receive [game_tick v]\nif <not <(CurrentLevel) = [11]>> then\n hide\nelse\n switch costume to (PlayerHP)\n show\nend\n\nwhen I receive [cutscenebossdiesetup v]\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nhide\n\n@Boss Lives\n\nwhen flag clicked\ngo to x: (221) y: (-164)\nhide\n\nwhen I receive [game_tick v]\nif <not <(CurrentLevel) = [11]>> then\n hide\nelse\n switch costume to (BossHP)\n show\nend\n\nwhen I receive [setuplives v]\nshow\ngo to [front v] layer\n\nwhen I receive [cutscenebossdiesetup v]\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nhide\n\n@Boss Head Hitbox\n\nwhen flag clicked\nhide\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game_tick v]\nif <not <(CurrentLevel) = [11]>> then\n hide\nelse\n switch costume to (hitbox v)\n Position (([bossx v] of [boss v]) - (CamSX)) (([bossy v] of [boss v]) - (CamSY))\n set [ghost v] effect to (100)\nend\n\nwhen I receive [cutscenebossdiesetup v]\nclear graphic effects\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nclear graphic effects\nhide\n\n@Boss Body Hitbox\n\nwhen flag clicked\nhide\n\ndefine Position (posx) (posy)\ngo to x: (posx) y: (posy)\nif <<(posx) = (x position)> and <(posy) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [game_tick v]\nif <not <(CurrentLevel) = [11]>> then\n hide\nelse\n switch costume to (hitbox v)\n Position (([bossx v] of [boss v]) - (CamSX)) (([bossy v] of [boss v]) - (CamSY))\n set [ghost v] effect to (100)\nend\n\nwhen I receive [cutscenebossdiesetup v]\nclear graphic effects\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nclear graphic effects\nhide\n\n@PlayerGlowInBoss\n\nwhen flag clicked\nhide\n\nwhen I receive [game_tick v]\nif <(CurrentLevel) = [11]> then\n set [ghost v] effect to (50)\n go to (the glidy boy v)\n show\nelse\n hide\nend\n\nwhen I receive [setupplayerglow v]\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [cutscenebossdiesetup v]\nhide\n\nwhen I receive [cutscenebossintrosetup v]\nhide\n\n@BossBG\n\nwhen I receive [game_tick v]\nif <(CurrentLevel) = [11]> then\n show\n set y to (([sin v] of ((timer) * (120)) ) * (5))\n turn right (pick random (0.1) to (1)) degrees\nelse\n hide\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [setupbossbg v]\nshow\nset y to (([sin v] of ((timer) * (120)) ) * (5))\nturn right (pick random (0.1) to (1)) degrees\n\ngo to [front v] layer\n\nwhen I receive [cutscenebossintro v]\nshow\nset y to (([sin v] of ((timer) * (120)) ) * (5))\nturn right (pick random (0.1) to (1)) degrees\n\nwhen I receive [cutsceneintropaperstory v]\nhide\n\n@Paper Ripping Sprite\n\nforever\n next costume\nend\n\nwhen I receive [setuppaperrip v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [cutscenebossintro v]\nrepeat (45)\n wait (0) seconds\nend\nwait (2) seconds\nswitch costume to (costume2 v)\nshow\nstart sound [apparent paper rip v]\nrepeat (10)\n next costume\n wait (0.05) seconds\nend\nwait (1.2) seconds\nstart sound [Woosh v]\nrepeat (8)\n next costume\n wait (0.025) seconds\nend\nwait (1) seconds\nrepeat (7)\n next costume\n wait (0.01) seconds\nend\nwait (1) seconds\n\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [setuphidecutscene v]\nhide\n\nwhen I receive [cutscenegameintro v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [cutsceneintropaperrip v]\nstart sound [apparent paper rip v]\nrepeat (2)\n next costume\n wait (0.05) seconds\nend\nrepeat (8)\n next costume\n wait (0.05) seconds\nend\nwait (1.2) seconds\nstart sound [Woosh v]\nrepeat (8)\n next costume\n wait (0.025) seconds\nend\nwait (1.8) seconds\nstart sound [Dun Dun Dunnn v]\nrepeat (7)\n next costume\n wait (0.01) seconds\nend\nwait (1) seconds\n\nwhen I receive [cutsceneintropaperstory v]\nhide\n\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [cutscenepaperunrip v]\nswitch costume to (costume18 v)\nshow\nrepeat (18)\n switch costume to ((costume [number v]) - (1))\n wait (0.05) seconds\nend\nwait (2) seconds\n\nwhen I receive [messageimpossiblelevel v]\nswitch backdrop to (backdrop3 v)\nhide\n\n@Boss Die Cutscene\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [cutscenebossdiesetup v]\nswitch costume to (costume1 v)\nclear graphic effects\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\n\nwhen I receive [cutscenebosdie v]\nbroadcast (StopBGMusic v) and wait\nset [bossdiecutscene: explode? v] to [0]\nwait (1) seconds\nhide\nstart sound [Mario Party 9 - Boss Battle - Chain Chomp Romp v]\nset [cloneid v] to [0]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [bossdiecutscene: explode? v] to [1]\nwait (1) seconds\nbroadcast (CutscenePaperUnRip v) and wait\nset [bgmusic v] to [AC]\nbroadcast (PlayBGMusic v)\nwait (1) seconds\nset [cloneid v] to [4]\ncreate clone of (_myself_ v)\nwait until <(BossDieCutscene: Explode?) = [2]>\nbroadcast (Transition In v) and wait\nbroadcast (StopBGMusic v) and wait\nbroadcast (MessageImpossibleLevel v)\n\nwhen I start as a clone\nif <(cloneID) = [0]> then\n show\n switch costume to (costume1 v)\n clear graphic effects\n repeat (50)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change [brightness v] effect by (2)\n end\n wait until <(BossDieCutscene: Explode?) = [1]>\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n turn right (4) degrees\n change size by (3)\n end\n delete this clone\nelse\n if <(cloneID) = [1]> then\n switch costume to (costume2 v)\n clear graphic effects\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (60)\n show\n set size to (10) %\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (9)\n end\n wait until <(BossDieCutscene: Explode?) = [1]>\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n turn right (4) degrees\n change size by (3)\n end\n delete this clone\n else\n if <(cloneID) = [2]> then\n switch costume to (costume2 v)\n clear graphic effects\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (-75)\n show\n set size to (10) %\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (9)\n end\n wait until <(BossDieCutscene: Explode?) = [1]>\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n turn right (4) degrees\n change size by (3)\n end\n delete this clone\n else\n if <(cloneID) = [3]> then\n switch costume to (costume2 v)\n clear graphic effects\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (150)\n show\n set size to (10) %\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (9)\n end\n wait until <(BossDieCutscene: Explode?) = [1]>\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n turn right (4) degrees\n change size by (3)\n end\n delete this clone\n else\n if <(cloneID) = [4]> then\n switch costume to (costume3 v)\n go to [front v] layer\n clear graphic effects\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n point in direction (90)\n show\n set size to (100) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <<key (any v) pressed?> or <mouse down?>>\n wait until <<not <key (any v) pressed?>> and <not <mouse down?>>>\n set [bossdiecutscene: explode? v] to [2]\n wait (1) seconds\n delete this clone\n end\n end\n end\n end\nend\n\nclear graphic effects\n\nwait until <(BossDieCutscene: Explode?) = [1]>\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (4) degrees\n change size by (3)\nend\ndelete this clone\n\nset [bgmusic v] to [AC]\nbroadcast (PlayBGMusic v)\n\n@Ending Cutscene\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\ndefine In\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\ndefine Out\nset [ghost v] effect to (0)\nshow\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\n\nwhen I receive [cutscene end v]\nset [bgmusic v] to [SWE]\nbroadcast (PlayBGMusic v)\nwait (2) seconds\ngo to [front v] layer\nswitch costume to (costume2 v)\nrepeat (4)\n go to x: (-20) y: (0)\n In\n glide (5) secs to x: (20) y: (0)\n Out\n next costume\n go to x: (20) y: (0)\n In\n glide (5) secs to x: (-20) y: (0)\n Out\n next costume\nend\ngo to x: (0) y: (0)\nIn\nwait (2) seconds\nOut\nswitch costume to (costume7 v)\nIn\nforever\n wait (1.25) seconds\n switch costume to (costume9 v)\n wait (1.25) seconds\n switch costume to (costume7 v)\nend\n\nwait until <key (any v) pressed?>\nwait until <not <key (any v) pressed?>>\n\n@Mobile Controls\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ndelete all of [mobilekeyspressed? v]\nadd [0] to [mobilekeyspressed? v]\nadd [0] to [mobilekeyspressed? v]\nadd [0] to [mobilekeyspressed? v]\nadd [0] to [mobilekeyspressed? v]\n\nwhen I receive [game_tick v]\nreplace item (1) of [mobilekeyspressed? v] with (<<mouse down?> and <(mouse x) < [-128]>> * (1))\nreplace item (2) of [mobilekeyspressed? v] with (<<mouse down?> and <<(mouse x) > [-128]> and <(mouse x) < [-13]>>> * (1))\nreplace item (3) of [mobilekeyspressed? v] with (<<mouse down?> and <<(mouse x) > [0]> and <(mouse y) < [-82]>>> * (1))\nreplace item (4) of [mobilekeyspressed? v] with (<<mouse down?> and <<(mouse x) > [0]> and <(mouse y) > [-82]>>> * (1))\nif <(@MOBILEMODE?) = [true]> then\n set [ghost v] effect to (60)\n show\nelse\n hide\n clear graphic effects\nend\n\nwhen I receive [deleteallclones v]\nhide\n\nwhen I receive [setupmobilecontrols v]\ngo to [front v] layer\nset [ghost v] effect to (60)\nshow\n\nwhen I receive [cutscenebossintrosetup v]\nhide\nclear graphic effects\n\n@Music Sprite\n\nwhen I receive [playbgmusic v]\nstop all sounds\nset volume to (100) %\nforever\n play sound (BGMusic) until done\nend\n\nwhen I receive [stopbgmusic v]\nrepeat (50)\n change volume by (-2)\nend\nstop [other scripts in sprite v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset volume to (100) %\nset [bgmusic v] to [IN]\nstop all sounds\n\n@T\n\nwhen flag clicked\nhide\n\nwhen [t v] key pressed\nif <(username) = [23ScratchMan]> then\n show\n go to [front v] layer\n stop [all v]\nend\n\n
The Red Ninja 4 || A platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nclear graphic effects\nwait until <([costume # v] of [level v]) = [12]>\nswitch backdrop to (backdrop2 v)\nset [ghost v] effect to (10)\nwait until <([costume # v] of [level v]) = [13]>\nclear graphic effects\nswitch backdrop to (backdrop1 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\nclear graphic effects\nwait until <([costume # v] of [level v]) = [12]>\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 I receive [restart v]\nswitch costume to (a0 v)\nif <(lives for player) = [1]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-215) y: (-30)\n if <touching (level v)?> then\n change x by (5)\n end\n point in direction (90)\n broadcast (Setup Enemies v)\n set [y v] to [0]\n set [x v] to [0]\n set [lives for player v] to [1]\nelse\n change [lives for player v] by (-1)\nend\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\nset [lives for player v] to [1]\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 if <touching (level v)?> then\n broadcast (Restart v)\n end\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)\nbroadcast (W4 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\nwhen I receive [switch to normal v]\nswitch costume to (a0 v)\n\nwhen I receive [move player v]\nif <not <touching (lava v)?>> then\n change x by (Move::X)\n change y by (Move::Y)\nelse\n broadcast (Restart v)\nend\n\nbroadcast (Next level v)\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\n@Level\n\nwhen I receive [next level v]\nclear graphic effects\nnext costume\nbroadcast (Restart v)\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (00)\n\ncreate clone of (level v)\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nif <([costume # v] of [level v]) = [2]> then\n go to x: (-97) y: (-60)\n repeat until <not <([costume # v] of [level v]) = [2]>>\n Glide [-97] [-59]\n Glide [97] [-59]\n end\nend\nif <([costume # v] of [level v]) = [3]> then\n go to x: (-97) y: (-120)\n repeat until <not <([costume # v] of [level v]) = [3]>>\n Glide [-97] [41]\n Glide [-97] [-109]\n end\nend\nif <([costume # v] of [level v]) = [4]> then\n go to x: (-97) y: (-108)\n repeat until <not <([costume # v] of [level v]) = [4]>>\n Glide [-97] [-108]\n Glide [144] [-108]\n end\nend\nif <([costume # v] of [level v]) = [5]> then\n go to x: (-97) y: (41)\n repeat until <not <([costume # v] of [level v]) = [5]>>\n Glide [-97] [41]\n Glide [-97] [-109]\n end\nend\nif <([costume # v] of [level v]) = [6]> then\n go to x: (0) y: (41)\n repeat until <not <([costume # v] of [level v]) = [6]>>\n Glide [0] [41]\n Glide [0] [-109]\n end\nend\nif <([costume # v] of [level v]) = [7]> then\n go to x: (-48) y: (-7)\n repeat until <not <([costume # v] of [level v]) = [7]>>\n Glide [-48] [-7]\n Glide [-48] [-160]\n end\nend\nif <([costume # v] of [level v]) = [9]> then\n go to x: (-49) y: (-63)\n repeat until <not <([costume # v] of [level v]) = [9]>>\n Glide [-49] [-62]\n Glide [99] [40]\n end\nend\n\ndefine Glide (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n set [move::x v] to (((x) - (x position)) / (12))\n set [move::y v] to (((y) - (y position)) / (12))\n change x by (Move::X)\n change y by (Move::Y)\n change y by (3)\n if <touching (player v)?> then\n broadcast (Move player v)\n end\n change y by (-3)\nend\n\ndelete this clone\n\nwhen I receive [restart v]\ndelete this clone\n\n@Clouds\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [2]>> then\n create clone of (_myself_ v)\n end\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]) = [1]> then\n Clone [1] [140] [-12]\nend\nif <([costume # v] of [level v]) = [2]> then\n Clone [1] [0] [-12]\n Clone [5] [222] [87]\n create clone of (level v)\nend\nif <([costume # v] of [level v]) = [3]> then\n Clone [3] [-17] [85]\n Clone [1] [-80] [70]\n Clone [7] [100] [0]\n create clone of (level v)\nend\nif <([costume # v] of [level v]) = [4]> then\n Clone [1] [-74] [136]\n Clone [5] [167] [87]\n create clone of (level v)\nend\nif <([costume # v] of [level v]) = [5]> then\n Clone [5] [240] [86]\n Clone [1] [-89] [87]\n Clone [7] [116] [-60]\n create clone of (level v)\nend\nif <([costume # v] of [level v]) = [6]> then\n Clone [1] [98] [87]\n Clone [7] [170] [-2]\n create clone of (level v)\nend\nif <([costume # v] of [level v]) = [7]> then\n Clone [5] [82] [37]\n Clone [1] [0] [-63]\n create clone of (level v)\nend\nif <([costume # v] of [level v]) = [8]> then\n Clone [9] [175] [-10]\n Clone [1] [0] [-20]\nend\nif <([costume # v] of [level v]) = [9]> then\n Clone [9] [162] [91]\n Clone [7] [0] [0]\n create clone of (level v)\nend\nif <([costume # v] of [level v]) = [10]> then\n Clone [9] [66] [10]\n Clone [1] [-69] [91]\n Clone [5] [219] [60]\nend\nif <([costume # v] of [level v]) = [11]> then\n Clone [9] [190] [-29]\n Clone [5] [-17] [29]\nend\nif <([costume # v] of [level v]) = [12]> then\n Clone [9] [213] [-75]\n Clone [7] [-200] [85]\n Clone [3] [200] [85]\n Clone [1] [2] [-75]\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]) < [11]> 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 if <touching (level v)?> then\n change y by (10)\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 if <not <(costume [number v]) = [9]>> 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 change [enemies left v] by (-1)\n delete this clone\n else\n if <touching (sprite6 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 change [enemies left v] by (-1)\n delete this clone\n end\n end\n end\n if <touching (sprite7 v)?> then\n change [enemyx v] by (((direction) / (-90)) * (10))\n end\n end\nelse\n if <(costume [number v]) = [11]> 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]) = [13]> 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 (sprite7 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n change [enemies left v] by (-1)\n delete this clone\n end\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]) = [14]> 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 if <touching (sprite7 v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\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]) = [15]> 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\nwhen I start as a clone\nforever\n if <(costume [number v]) = [17]> then\n go to [back v] layer\n go [forward v] (2) layers\n if <touching (player v)?> then\n change [x v] by ((([direction v] of [player v]) / (-90)) * (10))\n end\n repeat (1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [9]> then\n if <(dead) = [0]> then\n switch costume to (cake-a v)\n create clone of (_myself_ v)\n switch costume to (prpo v)\n end\n end\nend\n\nset [wave v] to [1]\nset [enemies left v] to [5]\nClone [1] [212] [-75]\nwait (2) seconds\nClone [5] [-209] [85]\nwait (2) seconds\nClone [9] [-212] [-75]\nwait (2) seconds\nClone [1] [212] [-75]\nwait (2) seconds\nClone [5] [209] [85]\nwait (8) seconds\n\nset [lives for player v] to [5]\n\nbroadcast (Restart 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\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 (造型1 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 (造型1 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@LIGHT2\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\n set [ghost v] effect to (40)\n set size to (Weordp) %\nend\n\nwhen flag clicked\nforever\n set [weordp v] to [50]\n repeat (20)\n change [weordp v] by (1)\n end\n repeat (20)\n change [weordp v] by (-1)\n end\nend\n\n@LIGHT3\n\nwhen flag clicked\nforever\n go to (player v)\n go to [back v] layer\n set [ghost v] effect to (20)\n set size to (Weordp) %\nend\n\nwhen flag clicked\nforever\n set [weordp v] to [30]\n repeat (20)\n change [weordp v] by (1)\n end\n repeat (20)\n change [weordp v] by (-1)\n end\nend\n\n@Sprite6\n\nshow\n\nwhen I receive [w4 v]\nset [turn v] to [0]\nforever\n point in direction (Turn)\n if <(Weapon Number) = [4]> then\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 hide\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete this clone\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))\nset rotation style [all around v]\nif <(me?) = [1]> then\n switch costume to (costume1 v)\nelse\n switch costume to (thumbnail2 v)\nend\nclear graphic effects\npoint in direction (0)\nrepeat (30)\n move (11) steps\n turn right ((me?) * (6)) degrees\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]\nset [weapon max v] to [4]\nforever\n Position\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\nset [y v] to [0]\nset [x v] to [0]\n\n@Sprite7\n\nwhen I receive [w5 v]\nset [turn v] to [0]\nforever\n point in direction (Turn)\n if <(Weapon Number) = [5]> then\n show\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: (-120) y: (-30)\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\nend\n\nwhen flag clicked\nhide\nwait until <([costume # v] of [level v]) = [1]>\nwait until <([costume # v] of [level v]) = [6]>\nshow\ngo to x: (-120) y: (-30)\nwait until <touching (player v)?>\nset [weapon number v] to [5]\nset [weapon max v] to [5]\nbroadcast (W5 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\nset size to (150) %\n\nwhen I receive [w5 v]\nforever\n Position\nend\n\n@角色1\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [effect v] to [0]\nforever\n set y to ((([cos v] of ((Effect) * (2)) ) * (10)) + (-50))\n point in direction ((90) + (([cos v] of (Effect) ) * (3)))\n change [effect v] by (11)\nend\n\n@角色2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (20)\n go to (角色1 v)\n go to [back v] layer\n turn right (3) degrees\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [13]> then\n show\n else\n hide\n end\nend\n\n
=====Info=====\nThe Red Ninja: https://scratch.mit.edu/projects/401255085/\nThe Red Ninja 2: https://scratch.mit.edu/projects/402521703/\nThe Red Ninja 3: https://scratch.mit.edu/projects/402980379/\nThe Red Ninja 5: https://scratch.mit.edu/projects/406739724/\nAre you ready to head to the Ancient Temple of the Forbidden? We need to find a roll of golden toilet paper over there. Let’s go! #6 on trending? Thanks all!\n=====Disclaimer=====\nIt might lag occasionally on slow devices because of too many clones, but still, enjoy! This is also mobile friendly.\nFor less lag go to Forkphorus.github.io/#404940060\n=====Controls=====\nMove and Swim || Arrow keys or mobile tap\nShoot || Space or “Use weapon” button\nSwitch Weapon || Z or “Switch weapon” button\nAll levels are possible on both mobile and computer!
The Way Back Home || A Scrolling Platformer #games #art
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop5 v)\n\nwhen I receive [bring the action! v]\nset volume to (100) %\nswitch backdrop to (backdrop1 v)\nforever\n if <not <(LEVEL) = [6]>> then\n play sound [amadeus-legendary-goaul5peld-dX237a7C v] until done\n end\nend\n\nwhen flag clicked\n\nforever\n\nwhen I receive [setup v]\nswitch backdrop to (LEVEL)\n\nwhen I receive [outro v]\nset volume to (0) %\n\nstop all sounds\n\n@lava\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([sin v] of ((timer) * (300)) ) * (7)))\nif <touching (you v)?> then\n broadcast (headed v)\nend\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 (costume5 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 (costume9 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) = [6]> then\n broadcast (Outro v)\n end\n end\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nforever\n\nwhen I receive [bring the action! v]\n\nforever\n\nwhen I receive [bring the action! v]\n\nforever\n\nwhen I receive [headed v]\nstart sound [fatality v]\nwait until <not <touching (you v)?>>\n\nswitch costume to (end v)\n\nwhen I receive [outro v]\nhide\n\n@you\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nset size to (150) %\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 (80) %\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\nset rotation style [left-right v]\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n Change 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 point in direction (90)\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\nswitch costume to (costume2 v)\n\nswitch costume to (costume1 v)\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)?>> and <not <touching (moving 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 (levels v)?> or <touching (moving platforms 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)?> and <not <touching (moving 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 []\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.5) seconds\n\ndefine Test - Die\nif <<touching (lava v)?> or <<touching (moving enemies v)?> and <(DAI) = [1]>>> 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\nif <<touching (moving enemies v)?> and <(DAI) = [1]>> then\n\nwhen I receive [hehe v]\nChange Player y by [6]\n\nwhen I receive [setup v]\nswitch costume to (LEVEL)\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: [200] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [600] y: [50]\n Clone at x: [850] y: [50]\n Clone at x: [1400] y: [0]\nelse\n if <(LEVEL) = [2]> then\n set [color v] effect to (60)\n Clone at x: [-210] y: [-50]\n Clone at x: [400] y: [0]\n Clone at x: [1300] y: [-50]\n else\n if <(LEVEL) = [3]> then\n set [color v] effect to (-20)\n Clone at x: [340] y: [150]\n Clone at x: [806] y: [0]\n Clone at x: [1370] y: [0]\n else\n if <(LEVEL) = [4]> then\n set [color v] effect to (70)\n Clone at x: [500] y: [0]\n Clone at x: [1495] y: [28]\n Clone at x: [1600] y: [6]\n else\n if <(LEVEL) = [5]> then\n set [color v] effect to (70)\n Clone at x: [495] y: [100]\n Clone at x: [700] y: [28]\n Clone at x: [1200] y: [6]\n end\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\nnext costume\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]\n\nforever\n next costume\n hide\n stop [other scripts in sprite v]\nend\n\nClone at x: [795] y: [55]\nClone at x: [1634] y: [-70]\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\nClone at x: [1370] y: [115]\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 (costume4 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 (costume9 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 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 receive [start menu v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [outro v]\nrepeat (50)\n hide\nend\n\nwhen I receive [outro v]\nforever\n hide\nend\n\n@exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) + (([sin v] of ((timer) * (400)) ) * (20)))\npoint in direction ((([cos v] of ((timer) * (400)) ) * (20)) + (90))\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 set [color v] effect to (90)\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [2050] y: [200]\n else\n if <(LEVEL) = [3]> then\n set [color v] effect to (140)\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [2000] y: [-20]\n else\n if <(LEVEL) = [4]> then\n set [color v] effect to (40)\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [1700] y: [-5]\n else\n if <(LEVEL) = [5]> then\n set [color v] effect to (40)\n go to [back v] layer\n switch costume to (closed v)\n Clone at x: [2000] y: [-5]\n else\n set [x v] to [-999999999]\n end\n end\n end\n end\nend\n\nset [x v] to [-999999999]\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\nwhen I receive [bring the action! v]\nbroadcast (Play Game v)\n\nwhen I receive [outro v]\nhide\n\n@levels2\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\ngo to [back v] layer\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 (costume5 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 (costume9 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 end\n end\n end\n end\nend\n\nswitch costume to (end v)\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\nwhen I receive [outro v]\nforever\n hide\nend\n\n@Moving Enemies\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nnext costume\nset size to (70) %\nif <touching (you v)?> then\n if <not <([y position v] of [you v]) > (y position)>> then\n set [dai v] to [1]\n broadcast (headed v)\n else\n set [dai v] to [0]\n broadcast (hehe v)\n end\nend\n\n\n\nwhen I receive [setup v]\nhide\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nset [color v] effect to (0)\nif <(LEVEL) = [2]> then\n set [color v] effect to (50)\nend\nif <(LEVEL) = [1]> then\n Clone at x: [460] y: [-90]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [1400] y: [-97]\n else\n if <(LEVEL) = [3]> then\n set [color v] effect to (130)\n Clone at x: [80] y: [-90]\n else\n if <(LEVEL) = [4]> then\n set [color v] effect to (30)\n Clone at x: [350] y: [-85]\n else\n if <(LEVEL) = [4]> then\n set [color v] effect to (0)\n Clone at x: [0] y: [0]\n end\n end\n end\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nshow\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nhide\n\nwhen I receive [hehe v]\nrepeat (10)\n stop [other scripts in sprite v]\n change y by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@MOVING PLATFORMS\n\nwhen I receive [tick v]\nPosition (((x) - (SCROLL X)) + (([sin v] of ((timer) * (50)) ) * (200))) ((y) - (SCROLL Y))\nset size to (70) %\n\nnext costume\n\n\n\nwhen I receive [setup v]\nhide\nswitch costume to (LEVEL)\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1800] y: [-130]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [900] y: [-120]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [390] y: [90]\n Clone at x: [1850] y: [-100]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [950] y: [-120]\n end\n end\n end\nend\nset [x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nshow\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\nhide\n\n@Screen Shot 2020-06-15 at 14\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\n\n@Sprite2\n\n@SUBER COOL INDRO\n\nwhen flag clicked\nset volume to (100) %\nreset timer\nstart sound [Alan Walker - Faded \(instrumental version\).mp3 v]\nerase all\ngo to x: (0) y: (0)\nset pen color to (#0021ff)\nrepeat (150)\n switch costume to (costume1 v)\n turn right (15) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (40) degrees\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n turn right (15) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (40) degrees\n create clone of (_myself_ v)\nend\nwait (20) seconds\nbroadcast (message1 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set pen size to (10)\n pen down\n repeat (2)\n repeat (30)\n move (3) steps\n turn right ((([sin v] of ((timer) * (200)) ) * (3)) + (2)) degrees\n set pen size to ((([abs v] of (x position) ) / (10)) + (10))\n end\n end\n delete this clone\nend\n\nchange pen (brightness v) by (-1)\nmove (3) steps\nturn right ((([sin v] of ((timer) * (200)) ) * (3)) + (3)) degrees\nset pen size to ((([abs v] of (x position) ) / (10)) + (10))\ndelete this clone\n\nwhen I receive [message1 v]\n\nerase all\n\nwhen I start as a clone\nset pen size to (10)\npen down\nrepeat (10)\n repeat (70)\n change pen (brightness v) by (-1)\n end\n repeat (70)\n change pen (brightness v) by (1)\n end\nend\n\nrepeat (360)\n\nwhen I receive [end v]\nrepeat (100)\n change volume by (-1)\nend\n\nswitch costume to (costume4 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set pen size to (10)\n pen down\n repeat (2)\n repeat (30)\n move (30) steps\n turn right ((([sin v] of ((timer) * (100)) ) * (10)) + (10)) degrees\n set pen size to ((([abs v] of (x position) ) / (10)) + (10))\n end\n end\n delete this clone\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n point in direction (90)\n hide\n wait (1.7) seconds\n show\n set [timer v] to [0]\n set [brakes v] to [200]\n set size to (0) %\n repeat (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)) %\n end\n wait (0.8) seconds\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n repeat (30)\n change size by (((0) - (size)) / (5))\n end\n hide\n switch costume to (costume3 v)\n switch costume to (costume3 v)\n point in direction (90)\n wait (1) seconds\n show\n set [timer v] to [0]\n set [brakes v] to [200]\n set size to (0) %\n repeat (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)) %\n end\n wait (1) seconds\n switch costume to (avery walking-b v)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n repeat (30)\n change size by (((0) - (size)) / (5))\n end\n hide\nend\n\ncreate clone of (_myself_ v)\n\ndelete this clone\n\nset size to (0) %\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nhide\n\ndelete this clone\n\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n show\n switch costume to (costume2 v)\n set size to (100) %\n switch costume to (avery walking-b v)\n set y to (0)\n set x to (-600)\n start sound [Low Whoosh v]\n repeat (30)\n go to [front v] layer\n change x by (((0) - (x position)) / (5))\n end\n stop [other scripts in sprite v]\n broadcast (BRING THE ACTION! v)\n erase all\n stop [this script v]\nend\n\nwhen I receive [bring the action! v]\nhide\ndelete this clone\n\n@Outro\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n clear graphic effects\n go to [front v] layer\nend\nif <(costume [number v]) = [2]> then\n wait (0.5) seconds\n set y to (300)\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (100) %\n repeat (30)\n go to [front v] layer\n set [ghost v] effect to ([abs v] of (x position) )\n change y by (((0) - (y position)) / (10))\n end\n wait (2) seconds\n forever\n set size to ((([cos v] of ((timer) * (200)) ) * (10)) + (90)) %\n end\nend\nif <(costume [number v]) = [3]> then\n wait (1.5) seconds\n set x to (300)\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (100) %\n repeat (30)\n go to [front v] layer\n set [ghost v] effect to ([abs v] of (x position) )\n change x by (((0) - (x position)) / (10))\n end\n wait (2) seconds\n forever\n point in direction ((([cos v] of ((timer) * (100)) ) * (10)) + (90))\n end\nend\nif <(costume [number v]) = [4]> then\n wait (2) seconds\n set x to (-300)\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (100) %\n go to [front v] layer\n repeat (30)\n go to [front v] layer\n set [ghost v] effect to ([abs v] of (x position) )\n change x by (((0) - (x position)) / (10))\n end\n wait (2) seconds\n forever\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\n end\nend\n\nset x to (300)\n\nchange x by (10)\n\npoint in direction (90)\n\nchange size by (10)\n\nwhen I receive [outro v]\nswitch costume to (costume1 v)\nstart sound [Blinding Lights v]\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\n
------The Way Back Home || A Scrolling Platformer------- \n\nStory: You were an ordinary cube, living an ordinary life. When suddenly a machine called the autavachron whisks you far away from home! you need to get back!\n\nControls\n..\n\n..\ncan you guess?\n\njump on enemies (YAWN) collect all the coins to unlock the portal (SNORE)\n\nthere are currently 5 levels\n\ntell me about any glitches\n\noh and make sure to love fave and mabye even follow if you really want to.\n\nchou! >XD
a platformer
@Stage\n\nwhen flag clicked\nforever\n if <(username) = [Eliza_From_KK]> then\n if <key (space v) pressed?> then\n broadcast (Thumbnail Mode v)\n switch backdrop to (backdrop4 v)\n hide variable [level v]\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Setup v)\nforever\n play sound [Alan Walker - Lily Piano Cover v] until done\nend\n\n@Player\n\ndefine platform physics (jump height) (gravity) (friction) (movement speed) (wall jump vm) (wall jump hm)\nchange y by (y vel)\nif <touching color (#000000)?> then\n repeat ([abs v] of (y vel) )\n if <touching color (#000000)?> then\n change y by ((-1) * (([abs v] of (y vel) ) / (y vel)))\n end\n end\n if <<key (up arrow v) pressed?> and <not <(y vel) > [0]>>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (gravity)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (movement speed)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by ((-1) * (movement speed))\nend\nchange x by (x vel)\nif <touching color (#000000)?> then\n set [old y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching color (#000000)?> then\n change y by (1)\n end\n end\n if <touching color (#000000)?> then\n set y to (old y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching color (#000000)?> then\n change x by ((-1) * (([abs v] of (x vel) ) / (x vel)))\n end\n end\n if <key (up arrow v) pressed?> then\n if <(x vel) < [0]> then\n set [x vel v] to [0]\n if <key (left arrow v) pressed?> then\n set [x vel v] to (wall jump hm)\n set [y vel v] to (wall jump vm)\n end\n else\n set [x vel v] to [0]\n if <key (right arrow v) pressed?> then\n set [x vel v] to ((-1) * (wall jump hm))\n set [y vel v] to (wall jump vm)\n end\n end\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nwhen I receive [level 2 v]\ngo to x: (-184) y: (-139)\n\nwhen I receive [level 3 v]\ngo to x: (-184) y: (-139)\n\nwhen I receive [level 4 v]\ngo to x: (-184) y: (-139)\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-184) y: (-139)\nshow\nforever\n if <touching (danger v)?> then\n start sound [Oops v]\n go to x: (-185) y: (-141)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n switch costume to (player 1 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (player 2 v)\n end\nend\n\nwhen I receive [level 4 v]\ngo to x: (-157) y: (-127)\n\nwhen I receive [level 5 v]\ngo to x: (-184) y: (-139)\n\nwhen I receive [end v]\ngo to x: (0) y: (-139)\n\nwhen flag clicked\nforever\n platform physics (12) (-1) (0.75) (1) (10) (8)\nend\n\nwhen I receive [setup v]\nswitch backdrop to (main v)\nshow variable [level v]\nset [level v] to [1]\nset [y vel v] to [0]\nset [x vel v] to [0]\n\nwhen I receive [end v]\nswitch backdrop to (end v)\nhide variable [level v]\n\nwhen I receive [thumbnail mode v]\nhide\n\n@Levels\n\nwhen flag clicked\ngo to x: (75) y: (-90)\nshow\nforever\n if <(Level) = [1]> then\n switch costume to (platforms 1 v)\n end\n if <(Level) = [2]> then\n switch costume to (platforms 2 v)\n end\n if <(Level) = [3]> then\n switch costume to (platforms 3 v)\n end\n if <(Level) = [4]> then\n switch costume to (platform 4 v)\n end\n if <(Level) = [5]> then\n switch costume to (platform 5 v)\n end\n if <(Level) = [End]> then\n switch costume to (wall v)\n end\nend\n\nwhen I receive [thumbnail mode v]\nhide\n\n@Star\n\nwhen I receive [level 2 v]\nset [level v] to [2]\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\nforever\n if <(Level) = [1]> then\n go to x: (182) y: (-16)\n if <touching (player v)?> then\n broadcast (Level 2 v)\n end\n end\n if <(Level) = [2]> then\n go to x: (154) y: (155)\n if <touching (player v)?> then\n broadcast (Level 3 v)\n end\n end\n if <(Level) = [3]> then\n go to x: (132) y: (151)\n if <touching (player v)?> then\n broadcast (Level 4 v)\n end\n end\n if <(Level) = [4]> then\n go to x: (208) y: (-36)\n if <touching (player v)?> then\n broadcast (Level 5 v)\n end\n end\n if <(Level) = [5]> then\n go to x: (-182) y: (27)\n if <touching (player v)?> then\n broadcast (End v)\n set [ghost v] effect to (100)\n hide\n end\n end\nend\n\nwhen I receive [level 3 v]\nset [level v] to [3]\n\nwhen I receive [level 4 v]\nset [level v] to [4]\n\nwhen I receive [level 1 v]\nset [level v] to [1]\n\nwhen I receive [end v]\nset [level v] to [End]\n\nwhen I receive [level 4 v]\nset [level v] to [5]\n\nwhen I receive [thumbnail mode v]\nhide\n\n@Danger\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (80) %\nshow\nforever\n if <(Level) = [1]> then\n switch costume to (costume1 v)\n go to x: (40) y: (-151)\n end\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n go to x: (18) y: (42)\n end\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n go to x: (72) y: (-121)\n end\n if <(Level) = [4]> then\n switch costume to (costume4 v)\n go to x: (-2) y: (-175)\n end\n if <(Level) = [5]> then\n switch costume to (costume5 v)\n go to x: (-2) y: (-175)\n end\n if <(Level) = [End]> then\n set [ghost v] effect to (100)\n hide\n end\nend\n\nwhen I receive [thumbnail mode v]\nhide\n\n
Way Up ¦¦ A Platformer V2.0
@Stage\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [12]> then\n switch backdrop to (plan4 v)\nend\nif <(Level) = [13]> then\n switch backdrop to (plan5 v)\nend\nif <(Level) = [18]> then\n switch backdrop to (plan6 v)\nend\nif <(Level) = [18]> then\n switch backdrop to (plan6 v)\nend\nif <(Level) = [22]> then\n switch backdrop to (plan7 v)\nend\nif <(Level) = [27]> then\n switch backdrop to (plan8 v)\nend\n\nwhen flag clicked\nswitch backdrop to (plan1 v)\n\n@Thumbnail\n\nwhen flag clicked\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\n\n@Skip\n\nwhen flag clicked\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [color v] effect to (50)\n set size to (130) %\n else\n set [color v] effect to (0)\n set size to (100) %\n end\n if <([costume name v] of [level v]) = [finish]> then\n hide\n else\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (next level v)\n\nwhen this sprite clicked\nchange [skips v] by (1)\n\nwhen flag clicked\nset [skips v] to [0]\n\n@Fish\n\nwhen backdrop switches to [plan6 v]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (random position v)\nset rotation style [left-right v]\nshow\nswitch costume to (pick random (1) to (9))\nrepeat until <not <(backdrop [number v]) = [6]>>\n set [alea v] to (pick random (-240) to (240))\n if <(alea) > (x position)> then\n point in direction (-90)\n else\n point in direction (90)\n end\n glide (pick random (0.5) to (1.5)) secs to x: (alea) y: (pick random (-115) to (180))\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait until <not <(backdrop [number v]) = [6]>>\ndelete this clone\n\n@Water\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (100) y: (-32)\nset y to (-32)\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [17]> then\n go to [back v] layer\n show\n repeat until <not <(Level) = [17]>>\n repeat (10)\n change y by (1)\n if <not <(Level) = [17]>> then\n hide\n end\n end\n repeat (10)\n change y by (-1)\n if <not <(Level) = [17]>> then\n hide\n end\n end\n end\n next backdrop\nend\nif <(Level) = [22]> then\n go to x: (-51) y: (-41)\n switch costume to (costume2 v)\n go to [back v] layer\n show\n repeat until <not <(Level) = [22]>>\n repeat (10)\n change y by (1)\n if <not <(Level) = [22]>> then\n hide\n end\n end\n repeat (10)\n change y by (-1)\n if <not <(Level) = [22]>> then\n hide\n end\n end\n end\n next backdrop\nend\nhide\n\nchange y by (-5)\nswitch costume to (costume2 v)\n\nchange y by (-20)\n\n@Snow\n\nwhen backdrop switches to [plan4 v]\ngo to [back v] layer\nrepeat until <(backdrop [number v]) > [5]>\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\ngo to [back v] layer\nshow\nif <(Level) = [12]> then\n go to x: (pick random (124) to (240)) y: (180)\nelse\n go to x: (pick random (-240) to (240)) y: (180)\nend\npoint in direction (-165)\nrepeat until <<<touching (level v)?> or <touching (spikes v)?>> or <<(y position) < [-170]> or <touching (water v)?>>>\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [12]> then\n\n@Notes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\nwait (0.1) seconds\nif <(Level) = [4]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n set [progress v] to [-1]\n repeat (5)\n create clone of (_myself_ v)\n change [progress v] by (1)\n end\nend\nif <(Level) = [8]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [14]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [15]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [20]> then\n create clone of (_myself_ v)\nend\nif <(Level) = [25]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(Level) = [4]> then\n go to x: (-143) y: (-105)\n repeat until <not <(Level) = [4]>>\n if <touching (player v)?> then\n switch costume to (costume2 v)\n start sound [Boing v]\n wait (0.5) seconds\n else\n switch costume to (costume1 v)\n end\n end\n delete this clone\nend\nif <(Level) = [5]> then\n go to x: ((-170) + ((Progress) * (120))) y: (-102)\n repeat until <<not <(Level) = [5]>> or <touching (_edge_ v)?>>\n if <touching (player v)?> then\n switch costume to (costume2 v)\n start sound [Boing v]\n wait (0.5) seconds\n else\n switch costume to (costume1 v)\n end\n end\n delete this clone\nend\nif <(Level) = [8]> then\n go to x: (-15) y: (-104)\n repeat until <not <touching color (#0800d8)?>>\n change x by (120)\n end\n repeat until <not <(Level) = [8]>>\n if <touching (player v)?> then\n switch costume to (costume2 v)\n start sound [Boing v]\n wait (0.5) seconds\n else\n switch costume to (costume1 v)\n end\n end\n delete this clone\nend\nif <(Level) = [11]> then\n go to x: (-201) y: (-101)\n repeat until <not <touching color (#0800d8)?>>\n change x by (120)\n end\n repeat until <not <(Level) = [11]>>\n if <touching (player v)?> then\n switch costume to (costume2 v)\n start sound [Boing v]\n wait (0.5) seconds\n else\n switch costume to (costume1 v)\n end\n end\n delete this clone\nend\nif <(Level) = [14]> then\n go to x: (9) y: (-103)\n repeat until <not <(Level) = [14]>>\n if <touching (player v)?> then\n switch costume to (costume2 v)\n start sound [Boing v]\n wait (0.5) seconds\n else\n switch costume to (costume1 v)\n end\n end\n delete this clone\nend\nif <(Level) = [15]> then\n go to x: (-213) y: (-100)\n repeat until <not <(Level) = [15]>>\n if <touching (player v)?> then\n switch costume to (costume2 v)\n start sound [Boing v]\n wait (0.5) seconds\n else\n switch costume to (costume1 v)\n end\n end\n delete this clone\nend\nif <(Level) = [20]> then\n go to x: (73) y: (-100)\n repeat until <not <(Level) = [20]>>\n if <touching (player v)?> then\n switch costume to (costume2 v)\n start sound [Boing v]\n wait (0.5) seconds\n else\n switch costume to (costume1 v)\n end\n end\n delete this clone\nend\nif <(Level) = [25]> then\n go to x: (-233) y: (-97)\n repeat until <not <(Level) = [25]>>\n if <touching (player v)?> then\n switch costume to (costume2 v)\n start sound [Boing v]\n wait (0.5) seconds\n else\n switch costume to (costume1 v)\n end\n end\n delete this clone\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nif <(Level) = [2]> then\n go to x: (24) y: (-140)\n forever\n repeat (10)\n change y by (1)\n if <not <(Level) = [2]>> then\n delete this clone\n end\n end\n repeat (10)\n change y by (-1)\n if <not <(Level) = [2]>> then\n delete this clone\n end\n end\n end\nend\nif <(Level) = [3]> then\n go to x: (-12) y: (-80)\n forever\n repeat (10)\n change y by (1)\n if <not <(Level) = [3]>> then\n delete this clone\n end\n end\n repeat (10)\n change y by (-1)\n if <not <(Level) = [3]>> then\n delete this clone\n end\n end\n end\nend\nif <(Level) = [6]> then\n go to x: (179) y: (-78)\n forever\n repeat (10)\n change y by (1)\n if <not <(Level) = [6]>> then\n delete this clone\n end\n end\n repeat (10)\n change y by (-1)\n if <not <(Level) = [6]>> then\n delete this clone\n end\n end\n end\nend\nif <(Level) = [9]> then\n go to x: (24) y: (-134)\n forever\n repeat (10)\n change y by (1)\n if <not <(Level) = [9]>> then\n delete this clone\n end\n end\n repeat (10)\n change y by (-1)\n if <not <(Level) = [9]>> then\n delete this clone\n end\n end\n end\nend\nif <(Level) = [26]> then\n go to x: (-71) y: (-128)\n forever\n repeat (10)\n change y by (1)\n if <not <(Level) = [26]>> then\n delete this clone\n end\n end\n repeat (10)\n change y by (-1)\n if <not <(Level) = [26]>> then\n delete this clone\n end\n end\n end\nend\ndelete this clone\n\n@Level\n\nwhen flag clicked\nshow\nswitch backdrop to (plan1 v)\nswitch costume to (level 1 v)\nforever\n set [level v] to ((costume [number v]) - (1))\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [next level v]\nrepeat (10)\n if <(Level) = [7]> then\n switch backdrop to (plan2 v)\n end\n if <(Level) = [8]> then\n switch backdrop to (plan3 v)\n end\nend\n\nwhen I receive [next level v]\nwait (0.1) seconds\nif <(Level) = [19]> then\n set [x v] to [-197]\n set [y v] to [-104]\nelse\n set [y v] to [10]\n set [x v] to [-200]\nend\n\n@Player\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [y v] to [10]\nset [x v] to [-200]\nset rotation style [left-right v]\ngo to x: (X) y: (Y)\nforever\n if <key (right arrow v) pressed?> then\n change [left to right v] by (1)\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n change [left to right v] by (-1)\n point in direction (-90)\n end\n end\n set [left to right v] to ((Left to Right) * (0.9))\n change x by (Left to Right)\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 end\n if <touching (level v)?> then\n change y by (1)\n end\n end\n end\n end\n if <touching (level v)?> then\n change x by ((Left to Right) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Left to Right) > [0]> then\n set [left to right v] to [-5]\n else\n set [left to right v] to [5]\n end\n set [up and down v] to [10]\n else\n set [up and down v] to [0]\n end\n end\n change [up and down v] by (-1)\n change y by (Up and Down)\n if <touching (level v)?> then\n change y by ((Up and Down) * (-1))\n set [up and down v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [up and down v] to [15]\n end\n end\n change y by (1)\n if <<<touching (spikes v)?> or <touching (lava v)?>> or <(y position) < [-170]>> then\n if <<(y position) < [-170]> and <(Level) = [17]>> then\n broadcast (next level v)\n else\n go to x: (X) y: (Y)\n start sound [Crunch v]\n end\n end\n if <(x position) > [240]> then\n broadcast (next level v)\n end\n if <touching (trampoline v)?> then\n set [up and down v] to [22]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [Jaden Smith – Way Up v] until done\nend\n\nwhen I receive [next level v]\ngo to x: (X) y: (Y)\n\n
--------------------★★ᴄʜʀɪꜱ ʜᴇʀᴇ!★★--------------------\nCAN WE GET THIS TOP LOVED OR ON TRENDING???\nᴛɪᴍᴇ ᴛᴀᴋᴇɴ ᴛᴏ ᴄᴏᴍᴘʟᴇᴛᴇ ᴛʜɪꜱ: ᴀʀᴏᴜɴᴅ 5 ᴅᴀʏꜱ\nʟᴏᴠᴇ ❤️ ᴀɴᴅ ⭐️ ᴛʜɪꜱ ᴘʟᴇᴀꜱᴇ! \nꜱᴏʀʀʏ ʙᴜᴛ ᴛʜɪꜱ ɪꜱ ɴᴏᴛ ᴍᴏʙɪʟᴇ ꜰʀɪᴇɴᴅʟʏ :( \n(ᴜɴʟᴇꜱꜱ ʏᴏᴜ ᴘʀᴇꜱꜱ ᴛʜᴇ ꜱᴋɪᴘ ʙᴜᴛᴛᴏɴ) ;)\nʟᴀɢɢɪɴɢ? ᴘʟᴀʏ ɪᴛ ʜᴇʀᴇ ꜰᴏʀ ɴᴏɴᴇ : https://forkphorus.github.io/#405009891\nᴜꜱᴇ ᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴏʀ ᴡᴀꜱᴅ ᴛᴏ ᴍᴏᴠᴇ\nᴅᴏɴ’ᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ ꜱᴘɪᴋᴇꜱ ᴏʀ ᴛʜᴇ ʟᴀᴠᴀ. ᴛʜᴇʀᴇ ᴀʀᴇ 28 ʟᴇᴠᴇʟꜱ ꜱᴏ ꜰᴀʀ.\nᴀʟʟ ᴛʜᴇ ʟᴇᴠᴇʟꜱ ᴀʀᴇ ᴘᴏꜱꜱɪʙʟᴇ!\nɪ ᴋɴᴏᴡ ᴛʜᴇ ᴀʀᴛ ɪꜱ ʙᴀᴅ ʙᴜᴛ ɪ ᴀᴍ ɴᴏᴛ ɢᴏᴏᴅ ᴀᴛ ɪᴛ ꜱᴏ...\n@ᴀɴɪᴍᴀᴛᴏʀᴄʜʀɪꜱ ᴏᴜᴛ!
G‌R‌E‌E‌E‌N / platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (最初 v)\n\nwhen I receive [スタート v]\nswitch backdrop to (ステージ v)\n\nwhen I receive [隠し v]\nswitch backdrop to (隠し v)\n\nwhen I receive [skip v]\nif <not <(ステージ) = [10]>> then\n next backdrop\nend\n\nwhen backdrop switches to [ステージ v]\nplay sound [hinatabokko v] until done\nbroadcast (るーぷ v)\n\nwhen I receive [るーぷ v]\nplay sound [hinatabokko v] until done\nbroadcast (るーぷ v)\n\n@主人公2\n\nwhen backdrop switches to [最後 v]\nshow variable [死んだ回数 v]\nshow variable [スキップした回数 v]\nshow variable [☁ 死んだ回数のwr v]\nshow variable [みんなが死んだ回数 v]\nset [たいむすとっぷ v] to [1]\nset [☁ 死んだ回数 v] to (死んだ回数)\nif <(スキップした回数) = [0]> then\n if <(☁ WorldRecord) > (タイム)> then\n set [☁ worldrecord v] to (タイム)\n else\n set [タイム v] to (タイム)\n end\n if <(☁ 死んだ回数のWR) > (死んだ回数)> then\n set [☁ 死んだ回数のwr v] to (死んだ回数)\n else\n set [死んだ回数 v] to (死んだ回数)\n end\nelse\n set [タイム v] to (タイム)\nend\n\nwhen backdrop switches to [ステージ v]\nforever\n if <not <(たいむすとっぷ) = [1]>> then\n wait (1) seconds\n change [タイム v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (スタート v)\n end\nend\n\nwhen I receive [スタート v]\nshow variable [タイム v]\nshow variable [☁ worldrecord v]\nset [たいむすとっぷ v] to [0]\n\nwhen flag clicked\nhide\nhide variable [タイム v]\nhide variable [ステージ v]\nhide variable [死んだ回数 v]\nhide variable [☁ 死んだ回数 v]\nhide variable [☁ worldrecord v]\nset [タイム v] to [0]\nhide variable [スキップした回数 v]\nset [ステージ v] to [0]\nhide variable [☁ 死んだ回数のwr v]\nhide variable [みんなが死んだ回数 v]\nset [死んだ回数 v] to [0]\nset [スキップした回数 v] to [0]\nset [みんなが死んだ回数 v] to (みんなが死んだ回数)\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (7)\nrepeat (11)\n change size by (-3.5)\n change [ghost v] effect by (11)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(x position) > [222]> then\n next backdrop\n broadcast (つぎ! v)\n go to x: (-200) y: (0)\n change [ステージ v] by (1)\n end\nend\n\nwhen I receive [スタート v]\nshow\npoint in direction (90)\nset size to (33) %\ngo to [front v] layer\nset [ステージ v] to [1]\nset [ghost v] effect to (0)\ngo to x: (-200) y: (0)\nset [速度 v] to [0]\nset [重力 v] to [0]\nset rotation style [left-right v]\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [速度 v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [速度 v] by (-1)\n point in direction (-90)\n end\n change y by (-1)\n if <touching color (#00ac01)?> then\n set [速度 v] to ((速度) * (0.9))\n else\n set [速度 v] to ((速度) * (0.89))\n end\n change y by (1)\n change x by (速度)\n if <touching color (#00ac01)?> then\n change y by (1)\n if <touching color (#00ac01)?> then\n change y by (1)\n if <touching color (#00ac01)?> then\n change y by (1)\n if <touching color (#00ac01)?> then\n change y by (1)\n if <touching color (#00ac01)?> then\n change y by (1)\n if <touching color (#00ac01)?> then\n change x by ((速度) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(速度) > [0]> then\n set [速度 v] to [-5]\n else\n set [速度 v] to [5]\n end\n set [重力 v] to [10]\n else\n set [速度 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 (#00ac01)?> then\n set [重力 v] to [15]\n end\n end\n change y by (重力)\n change [重力 v] by (-1)\n if <touching color (#00ac01)?> then\n change y by ((重力) * (-1))\n set [重力 v] to [0]\n end\n if <touching color (#007100)?> then\n start sound [タヒ v]\n go to x: (-201) y: (-50)\n change [死んだ回数 v] by (1)\n change [みんなが死んだ回数 v] by (1)\n end\n if <touching color (#00ffcf)?> then\n start sound [ばねぇ〜! v]\n set [重力 v] to [22]\n end\nend\n\nwhen I receive [skip v]\ngo to x: (-200) y: (0)\n\n@START\n\nwhen flag clicked\nshow\nset [whirl v] effect to (0)\ngo to x: (100) y: (-87)\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <(size) = [100]>\n change size by (1)\n end\n else\n set size to (77) %\n end\n if <key (space v) pressed?> then\n hide\n end\nend\n\nwhen this sprite clicked\nrepeat (10)\n change size by (-7)\n change [ghost v] effect by (11)\nend\nbroadcast (スタート v) and wait\nhide\n\n@skipボタン\n\nwhen flag clicked\nhide\npoint in direction (90)\n\nwhen backdrop switches to [ステージ v]\nshow\ngo to x: (200) y: (-177)\nrepeat (1000000000000000000000000000000000000000000000000000000000000000)\n go to [front v] layer\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\n turn right (1) degrees\n wait (0.01) seconds\nend\n\nwhen this sprite clicked\nchange [スキップした回数 v] by (1)\nbroadcast (skip v)\n\nwhen backdrop switches to [最後 v]\nhide\n\nwhen backdrop switches to [隠し v]\nshow\n\n@www\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [9]> then\n show\n repeat (1000000000000000000000000000000000000)\n go to x: (0) y: (0)\n wait (2) seconds\n glide (1.5) secs to x: (0) y: (-100)\n wait (2) seconds\n glide (1.5) secs to x: (0) y: (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [10]> then\n hide\n end\nend\n\n@ステージ番号\n\nwhen flag clicked\nhide\nswitch costume to (stage 1 v)\n\nwhen backdrop switches to [ステージ v]\nshow\nforever\n go to [front v] layer\n go to x: (-187) y: (-167)\nend\n\nwhen I receive [つぎ! v]\nnext costume\n\nwhen I receive [skip v]\nnext costume\nchange [ステージ v] by (1)\n\n@サムネイル\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nshow\n\n
日本語は下です!\n\n\n★☆ I am using google translation.☆★\n\nClick here for my studios !\nhttps://scratch.mit.edu/studios/26923073/\n\nDifficulty level★★★☆☆\nIt may be quite difficult...\n\n~~~ How to use ~~~~~~~~~~~~~~~~~~~~~~~~~\nPC==> Operate with arrow keys\n\nSmartphone ==> Operate with mouse\n\n\n\n Click here for my work\nhttps://scratch.mit.edu/studios/26923073/\n\n\n=~=~日本語~=~=~=~=~=~=~=~=~=~=~=~=\n\n難易度 ★★★☆☆\n結構難しいかもしれないかも...\n\n~~~使い方~~~~~~~~~~~~~~~~~~~~~~~~~\nPC==>矢印キーで操作\n\nスマホ==>マウスで操作\n\n\n<<<色の説明>>>>>>>>>>>\n\n緑色     →ふつうの地面\n濃い緑    →タヒぬ、そのステージの最初へ\n水色っぽい緑 →大ジャンプ
100% Pen Platformer
@Stage\n\n@100% Pen\n\ndefine draw world\nset [counter y v] to [0]\nrepeat (([floor v] of ((VISIBLE BLOCKS Y) - (0.01)) ) + (2))\n set [counter x v] to [0]\n repeat ((VISIBLE BLOCKS X) + (1))\n 2d array read x (([floor v] of (scroll x) ) + (counter x)) y (([floor v] of (scroll y) ) + (counter y))\n if <(returned value) > [0]> then\n draw one block x (((((counter x) - ((scroll x) mod (1))) * (BLOCK SIZE)) + ((BLOCK SIZE) / (2))) - (240)) y ((-1) * (((((counter y) - ((scroll y) mod (1))) * (BLOCK SIZE)) + (HALF BLOCK SIZE)) - (180))) type (returned value)\n end\n change [counter x v] by (1)\n end\n change [counter y v] by (1)\nend\n\ndefine 2d array replace x (x) y (y) value (value)\nreplace item (((y) * (MAP SHAPE X)) + ((x) + (1))) of [current level v] with (value)\n\ndefine 2d array read x (x) y (y)\nset [returned value v] to (item (((y) * (MAP SHAPE X)) + ((x) + (1))) of [current level v])\n\ndefine scroll to player\nset [scroll x v] to ((player x) - ((VISIBLE BLOCKS X) / (2)))\nset [scroll y v] to ((player y) - ((VISIBLE BLOCKS Y) / (2)))\nif <(scroll x) < [1]> then\n set [scroll x v] to [1]\nend\nif <(scroll x) > (SCROLL X MAX)> then\n set [scroll x v] to (SCROLL X MAX)\nend\nif <(scroll y) < [1]> then\n set [scroll y v] to [1]\nend\nif <(scroll y) > (SCROLL Y MAX)> then\n set [scroll y v] to (SCROLL Y MAX)\nend\n\ndefine move x\nif <<(right pressed) = [true]> and <(left pressed) = [true]>> then\n set [right pressed v] to [false]\n set [left pressed v] to [false]\nend\nif <<(right pressed) = [false]> and <(x speed) > [0]>> then\n change [x speed v] by ((-1) * (SPEED UP X))\n if <(x speed) < [0]> then\n set [x speed v] to [0]\n end\nend\nif <<(left pressed) = [false]> and <(x speed) < [0]>> then\n change [x speed v] by (SPEED UP X)\n if <(x speed) > [0]> then\n set [x speed v] to [0]\n end\nend\nif <(right pressed) = [true]> then\n set [direction v] to [1]\n change [x speed v] by (SPEED UP X)\n if <(x speed) > (MAX X SPEED)> then\n set [x speed v] to (MAX X SPEED)\n end\nend\nif <(left pressed) = [true]> then\n set [direction v] to [-1]\n change [x speed v] by ((-1) * (SPEED UP X))\n if <(x speed) < ((-1) * (MAX X SPEED))> then\n set [x speed v] to ((-1) * (MAX X SPEED))\n end\nend\nchange [player x v] by (x speed)\n\ndefine draw player\nset pen size to ((PLAYER PIXEL SIZE) / (2))\nset pen color to (#00a9ff)\ngo to x: (((((player x) - (scroll x)) * (BLOCK SIZE)) - (240)) - ((PLAYER PIXEL SIZE) / (4))) y: (((-1) * ((((player y) - (scroll y)) * (BLOCK SIZE)) - (180))) + ((PLAYER PIXEL SIZE) / (4)))\npen down\nchange x by ((PLAYER PIXEL SIZE) / (2))\nchange y by ((PLAYER PIXEL SIZE) / (-2))\nchange x by ((PLAYER PIXEL SIZE) / (-2))\nchange y by ((PLAYER PIXEL SIZE) / (2))\npen up\nchange y by ((PLAYER PIXEL SIZE) * (-0.1))\nif <(direction) = [1]> then\n set x to (((((player x) - (scroll x)) * (BLOCK SIZE)) - (240)) - ((BLOCK SIZE) * (0.05)))\nelse\n set x to ((((((player x) - (scroll x)) * (BLOCK SIZE)) - (240)) + ((BLOCK SIZE) * (0.05))) - ((PLAYER PIXEL SIZE) * (0.45)))\nend\nrepeat (2)\n set pen size to ((PLAYER PIXEL SIZE) / (3))\n set pen color to (#ffffff)\n pen down\n pen up\n set pen size to ((PLAYER PIXEL SIZE) / (5))\n set pen color to (#000000)\n pen down\n pen up\n set pen size to ((PLAYER PIXEL SIZE) / (3))\n change x by ((PLAYER PIXEL SIZE) * (0.45))\nend\nchange x by ((PLAYER PIXEL SIZE) * (-0.45))\nset pen size to ((PLAYER PIXEL SIZE) / (10))\nchange y by ((PLAYER PIXEL SIZE) * (-0.3))\npen down\nchange y by ((PLAYER PIXEL SIZE) * (-0.1))\nchange x by ((PLAYER PIXEL SIZE) * (-0.45))\nchange y by ((PLAYER PIXEL SIZE) * (0.1))\npen up\n\ndefine draw background\nerase all\npen up\nset pen color to (#000000)\nset pen size to (600)\ngo to x: (0) y: (0)\npen down\npen up\n\ndefine draw menu text\npoint in direction (90)\npen up\nset pen color to (#00cce6)\nset pen size to (10)\ngo to x: (-205) y: (165)\npen down\nchange x by (-20)\nchange y by (-20)\nchange x by (20)\nchange y by (-20)\nchange x by (-20)\npen up\nchange x by (60)\nchange y by (40)\npen down\nchange x by (-20)\nchange y by (-20)\nchange x by (20)\npen up\nchange x by (-20)\npen down\nchange y by (-20)\nchange x by (20)\npen up\nchange x by (20)\nchange y by (40)\npen down\nchange y by (-40)\nchange x by (20)\npen up\nchange y by (40)\nchange x by (40)\npen down\nchange x by (-20)\nchange y by (-20)\nchange x by (20)\npen up\nchange x by (-20)\npen down\nchange y by (-20)\nchange x by (20)\npen up\nchange x by (40)\nchange y by (40)\npen down\nchange x by (-20)\nchange y by (-40)\nchange x by (20)\npen up\nchange y by (40)\nchange x by (20)\npen down\nchange x by (20)\npen up\nchange x by (-10)\npen down\nchange y by (-40)\npen up\nchange y by (40)\nchange x by (60)\npen down\nchange y by (-40)\nchange x by (20)\npen up\nchange y by (40)\nchange x by (40)\npen down\nchange x by (-20)\nchange y by (-20)\nchange x by (20)\npen up\nchange x by (-20)\npen down\nchange y by (-20)\nchange x by (20)\npen up\nchange x by (20)\nchange y by (40)\npen down\npoint in direction (165.96)\nmove (41.23) steps\npoint in direction (14.04)\nmove (41.23) steps\npoint in direction (90)\npen up\nchange x by (40)\npen down\nchange x by (-20)\nchange y by (-20)\nchange x by (20)\npen up\nchange x by (-20)\npen down\nchange y by (-20)\nchange x by (20)\npen up\nchange x by (20)\nchange y by (40)\npen down\nchange y by (-40)\nchange x by (20)\npen up\nchange y by (-20)\nchange x by (-450)\npen down\nchange x by (450)\npen up\nset pen color to (#000000)\nset pen size to (20)\ngo to x: (-190) y: (40)\npen down\nchange x by (40)\nchange y by (-80)\npen up\ngo to x: (-20) y: (40)\npen down\nchange x by (40)\nchange y by (-40)\nchange x by (-40)\nchange y by (-40)\nchange x by (40)\npen up\ngo to x: (140) y: (40)\npen down\nchange x by (40)\nchange y by (-40)\nchange x by (-40)\npen up\nchange x by (40)\npen down\nchange y by (-40)\nchange x by (-40)\npen up\n\ndefine level selection\nset [touched button v] to [0]\nset pen size to (140)\nset pen color to (#1bab00)\npen up\nif <([sqrt v] of ((((-160) - (mouse x)) * ((-160) - (mouse x))) + (((0) - (mouse y)) * ((0) - (mouse y)))) ) < [70]> then\n change pen (brightness v) by (50)\n set [touched button v] to [1]\nend\ngo to x: (-160) y: (0)\npen down\npen up\nset pen color to (#9ead00)\nif <([sqrt v] of ((((0) - (mouse x)) * ((0) - (mouse x))) + (((0) - (mouse y)) * ((0) - (mouse y)))) ) < [70]> then\n change pen (brightness v) by (50)\n set [touched button v] to [2]\nend\ngo to x: (0) y: (0)\npen down\npen up\nset pen color to (#ad0000)\nif <([sqrt v] of ((((160) - (mouse x)) * ((160) - (mouse x))) + (((0) - (mouse y)) * ((0) - (mouse y)))) ) < [70]> then\n change pen (brightness v) by (50)\n set [touched button v] to [3]\nend\ngo to x: (160) y: (0)\npen down\npen up\nif <<<(mouse pressed last frame) = [false]> and <(mouse pressed) = [true]>> and <not <(touched button) = [0]>>> then\n set [selected level v] to (touched button)\nend\n\ndefine load level\ndelete all of [current level v]\nif <(selected level) = [1]> then\n set [i v] to [1]\n repeat (length of [level 1 v])\n add (item (i) of [level 1 v]) to [current level v]\n change [i v] by (1)\n end\nend\nif <(selected level) = [2]> then\n set [i v] to [1]\n repeat (length of [level 2 v])\n add (item (i) of [level 2 v]) to [current level v]\n change [i v] by (1)\n end\nend\nif <(selected level) = [3]> then\n set [i v] to [1]\n repeat (length of [level 3 v])\n add (item (i) of [level 3 v]) to [current level v]\n change [i v] by (1)\n end\nend\n\nwhen flag clicked\nconstants\nmenu\nreset level\nforever\n repeat until <<(won) = [true]> or <(hurt) = [true]>>\n input\n move x\n correct x position\n jump\n fall\n correct y positon\n scroll to player\n draw background\n draw world\n draw player\n draw border\n end\n end level\nend\n\ndefine fall\nif <<(y speed) > ((-1) * (JUMP REGULATION))> or <(up pressed) = [true]>> then\n change [y speed v] by (SPEED UP Y MIN)\nelse\n change [y speed v] by (SPEED UP Y MAX)\nend\nif <(y speed) > (MAX Y SPEED)> then\n set [y speed v] to (MAX Y SPEED)\nend\nchange [player y v] by (y speed)\n\ndefine input\nset [up pressed last frame v] to (up pressed)\nset [up pressed v] to <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>\nset [right pressed v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [left pressed v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [jump pressed v] to <<(up pressed) = [true]> and <(up pressed last frame) = [false]>>\n\ndefine draw one block x (x) y (y) type (type)\nif <(type) = [3]> then\n set pen color to (#db2525)\nelse\n if <(type) = [4]> then\n set pen color to (#e800ad)\n else\n set pen color to (#db8600)\n end\nend\nset pen size to (PEN SIZE)\ngo to x: ((x) - ((HALF BLOCK SIZE) - (HALF PEN SIZE))) y: ((y) + ((HALF BLOCK SIZE) - (HALF PEN SIZE)))\npen down\ngo to x: ((x) + ((HALF BLOCK SIZE) - (HALF PEN SIZE))) y: (y position)\ngo to x: (x position) y: ((y) - ((HALF BLOCK SIZE) - (HALF PEN SIZE)))\ngo to x: ((x) - ((HALF BLOCK SIZE) - (HALF PEN SIZE))) y: (y position)\ngo to x: (x position) y: ((y) + ((HALF BLOCK SIZE) - (HALF PEN SIZE)))\npen up\nif <(type) = [2]> then\n set pen size to (GRASS SIZE)\n set pen color to (#2bda00)\n go to x: ((x) - ((HALF BLOCK SIZE) - (HALF GRASS SIZE))) y: ((y) + ((HALF BLOCK SIZE) - (HALF GRASS SIZE)))\n pen down\n go to x: ((x) + ((HALF BLOCK SIZE) - (HALF GRASS SIZE))) y: (y position)\n pen up\nend\nset pen size to (1)\nset pen color to (#000000)\ngo to x: ((x) - (HALF BLOCK SIZE)) y: ((y) + (HALF BLOCK SIZE))\npen down\ngo to x: ((x) + (HALF BLOCK SIZE)) y: (y position)\ngo to x: (x position) y: ((y) - (HALF BLOCK SIZE))\ngo to x: ((x) - (HALF BLOCK SIZE)) y: (y position)\ngo to x: (x position) y: ((y) + (HALF BLOCK SIZE))\npen up\n\ndefine draw border\npen up\nset pen size to ((PEN SIZE) + (1))\nset pen color to (#0000d0)\ngo to x: (-240) y: (180)\npen down\ngo to x: (240) y: (180)\ngo to x: (240) y: (-180)\ngo to x: (-240) y: (-180)\ngo to x: (-240) y: (180)\n\ndefine correct x position\nif <(x speed) > [0]> then\n 2d array read x ([floor v] of ((player x) + (HALF PLAYER SIZE)) ) y ([floor v] of ((player y) - (HALF PLAYER SIZE)) )\n set [block 1 v] to (returned value)\n 2d array read x ([floor v] of ((player x) + (HALF PLAYER SIZE)) ) y ([floor v] of ((player y) + (HALF PLAYER SIZE)) )\n set [block 2 v] to (returned value)\n if <<<(block 1) = [1]> or <(block 1) = [2]>> or <<(block 2) = [1]> or <(block 2) = [2]>>> then\n set [player x v] to ((([floor v] of ((player x) + (HALF PLAYER SIZE)) ) - (HALF PLAYER SIZE)) - (0.004))\n set [x speed v] to [0]\n end\n special hit\nelse\n 2d array read x ([floor v] of ((player x) - (HALF PLAYER SIZE)) ) y ([floor v] of ((player y) - (HALF PLAYER SIZE)) )\n set [block 1 v] to (returned value)\n 2d array read x ([floor v] of ((player x) - (HALF PLAYER SIZE)) ) y ([floor v] of ((player y) + (HALF PLAYER SIZE)) )\n set [block 2 v] to (returned value)\n if <<<(block 1) = [1]> or <(block 1) = [2]>> or <<(block 2) = [1]> or <(block 2) = [2]>>> then\n set [player x v] to ((([ceiling v] of ((player x) - (HALF PLAYER SIZE)) ) + (HALF PLAYER SIZE)) + (0.004))\n set [x speed v] to [0]\n end\n special hit\nend\n\ndefine correct y positon\nset [is grounded v] to [false]\nif <(y speed) < [0]> then\n 2d array read x ([floor v] of ((player x) + (HALF PLAYER SIZE)) ) y ([floor v] of ((player y) - (HALF PLAYER SIZE)) )\n set [block 1 v] to (returned value)\n 2d array read x ([floor v] of ((player x) - (HALF PLAYER SIZE)) ) y ([floor v] of ((player y) - (HALF PLAYER SIZE)) )\n set [block 2 v] to (returned value)\n if <<<(block 1) = [1]> or <(block 1) = [2]>> or <<(block 2) = [1]> or <(block 2) = [2]>>> then\n start sound [Hit v]\n set [player y v] to ((([ceiling v] of ((player y) - (HALF PLAYER SIZE)) ) + (HALF PLAYER SIZE)) + (0.004))\n set [y speed v] to [0]\n end\n special hit\nelse\n 2d array read x ([floor v] of ((player x) + (HALF PLAYER SIZE)) ) y ([floor v] of ((player y) + (HALF PLAYER SIZE)) )\n set [block 1 v] to (returned value)\n 2d array read x ([floor v] of ((player x) - (HALF PLAYER SIZE)) ) y ([floor v] of ((player y) + (HALF PLAYER SIZE)) )\n set [block 2 v] to (returned value)\n if <<<(block 1) = [1]> or <(block 1) = [2]>> or <<(block 2) = [1]> or <(block 2) = [2]>>> then\n set [player y v] to ((([floor v] of ((player y) + (HALF PLAYER SIZE)) ) - (HALF PLAYER SIZE)) - (0.004))\n set [is grounded v] to [true]\n set [y speed v] to [0]\n end\n special hit\nend\n\ndefine jump\nif <<(jump pressed) = [true]> and <(is grounded) = [true]>> then\n start sound [Jump v]\n set [y speed v] to ((-1) * (JUMP HEIGHT))\nend\n\ndefine special hit\nif <<(block 1) = [3]> or <(block 2) = [3]>> then\n set [hurt v] to [true]\nend\nif <<(block 1) = [4]> or <(block 2) = [4]>> then\n set [won v] to [true]\nend\n\ndefine constants\nset [map shape x v] to [100]\nset [map shape y v] to [20]\nset [visible blocks x v] to [11]\nset [visible blocks y v] to ((0.75) * (VISIBLE BLOCKS X))\nset [block size v] to ((480) / (VISIBLE BLOCKS X))\nset [half block size v] to ((BLOCK SIZE) / (2))\nset [scroll x max v] to (((MAP SHAPE X) - (VISIBLE BLOCKS X)) - (1))\nset [scroll y max v] to (((MAP SHAPE Y) - (VISIBLE BLOCKS Y)) - (1))\nset [max x speed v] to [0.16]\nset [speed up x v] to [0.015]\nset [speed up y min v] to [0.03]\nset [speed up y max v] to [0.06]\nset [max y speed v] to [0.9]\nset [jump height v] to [0.45]\nset [jump regulation v] to [0.1]\nset [player size v] to [0.9]\nset [half player size v] to ((PLAYER SIZE) / (2))\nset [player pixel size v] to ((PLAYER SIZE) * (BLOCK SIZE))\nset [pen size v] to ((BLOCK SIZE) / (2))\nset [half pen size v] to ((PEN SIZE) / (2))\nset [grass size v] to ((BLOCK SIZE) / (4))\nset [half grass size v] to ((GRASS SIZE) / (2))\nset [easy v] to [EASY]\nset [medium v] to [MEDIUM]\nset [hard v] to [HARD]\nset [global wins 1 v] to [GLOBAL WINS:]\nset [global wins 2 v] to [GLOBAL WINS:]\nset [global wins 3 v] to [GLOBAL WINS:]\n\ndefine reset level\nset [player x v] to [4]\nset [player y v] to [15]\nset [x speed v] to [0]\nset [y speed v] to [0]\nset [is grounded v] to [false]\nset [up pressed v] to [false]\nset [direction v] to [1]\nset [won v] to [false]\nset [hurt v] to [false]\n\ndefine menu\nshow variable [easy v]\nshow variable [medium v]\nshow variable [hard v]\nshow variable [global wins 1 v]\nshow variable [global wins 2 v]\nshow variable [global wins 3 v]\nshow variable [☁ global wins easy v]\nshow variable [☁ global wins medium v]\nshow variable [☁ global wins hard v]\nset [selected level v] to [0]\nset [mouse pressed last frame v] to [false]\nrepeat until <not <(selected level) = [0]>>\n set [mouse pressed v] to <mouse down?>\n draw background\n level selection\n draw menu text\n set [mouse pressed last frame v] to (mouse pressed)\nend\nload level\nhide variable [easy v]\nhide variable [medium v]\nhide variable [hard v]\nhide variable [global wins 1 v]\nhide variable [global wins 2 v]\nhide variable [global wins 3 v]\nhide variable [☁ global wins easy v]\nhide variable [☁ global wins medium v]\nhide variable [☁ global wins hard v]\nbroadcast (play music v)\n\ndefine draw winning screen\npen up\nset pen color to (#ded500)\nset pen size to (30)\ngo to x: (-160) y: (120)\npen down\npoint in direction (135)\nmove (50) steps\npoint in direction (45)\nmove (50) steps\npen up\nmove (-50) steps\npen down\npoint in direction (90)\nchange y by (-60)\npen up\nchange y by (95)\nchange x by (80)\npen down\nchange x by (71)\nchange y by (-95)\nchange x by (-71)\nchange y by (95)\npen up\nchange x by (116)\npen down\nchange y by (-95)\nchange x by (71)\nchange y by (95)\npen up\ngo to x: (-170) y: (-30)\npen down\nrepeat (2)\n point in direction (165)\n move (98) steps\n point in direction (15)\n move (98) steps\nend\npen up\nchange x by (45)\npen down\nchange x by (71)\nchange y by (-95)\nchange x by (-71)\nchange y by (95)\npen up\nchange x by (116)\nchange y by (-95)\npen down\nchange y by (95)\npoint in direction (145)\nmove (115) steps\npoint in direction (90)\nchange y by (95)\npen up\n\nwhen I receive [play music v]\nforever\n play sound [Music v] until done\nend\n\ndefine end level\nif <(won) = [true]> then\n stop [other scripts in sprite v]\n stop all sounds\n start sound [Triumph v]\n if <(selected level) = [1]> then\n change [☁ global wins easy v] by (1)\n end\n if <(selected level) = [2]> then\n change [☁ global wins medium v] by (1)\n end\n if <(selected level) = [3]> then\n change [☁ global wins hard v] by (1)\n end\n wait (1) seconds\n draw background\n draw winning screen\n wait (3) seconds\n menu\nelse\n if <(hurt) = [true]> then\n start sound [hurt v]\n wait (0.2) seconds\n end\nend\nreset level\n\n
This Project is 100% Pen. There are no sprites used.\n\nWalk and jump with the arrow keys or w a s d. You can also jump with space. Hold the jump key to jump higher.You have to walk through the level. Don't touch the red blocks. The pink blocks are your goal.\n\nThis game might be a bit laggy on your computer...\n\nWrite feedback and bugs in the comments.\nIs the game too easy? Or too hard? Is it frustrating?\n\nThanks for playing and have fun! :D\n\nTags:\n#all #games #game #platformer #pen #100 #scroller #scrolling
Lost (Scrolling Platformer) Mobile Friendly
@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (Scroll X)) (join [,] ((mouse y) + (Scroll Y))))\n\nwhen I receive [start v]\nswitch backdrop to (1 v)\nstop [other scripts in sprite v]\nbroadcast (BG v)\nwait (1) seconds\nforever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (6 v)\nset [level v] to [1]\n\nwhen I receive [bg v]\nforever\n if <(Level) = [1]> then\n switch backdrop to (1 v)\n end\n if <(Level) = [2]> then\n wait (0.5) seconds\n switch backdrop to (2 v)\n end\n if <(Level) = [3]> then\n wait (0.5) seconds\n switch backdrop to (3 v)\n end\n if <(Level) = [4]> then\n wait (0.5) seconds\n switch backdrop to (4 v)\n end\n if <(Level) = [5]> then\n wait (0.5) seconds\n switch backdrop to (5 v)\n wait (5) seconds\n broadcast (outro v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Blank\n\n@Player\n\nwhen I receive [green flag v]\nbroadcast (Next v)\nhide\ngo to [back v] layer\ngo [forward v] (5) layers\n\ndefine Play Game\nset [x v] to (Checkpoint X)\nset [y v] to (Checkpoint Y)\nset [sy v] to [0]\nset [sx v] to [0]\nset [in air v] to [0]\nset [finish v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\npoint in direction (90)\nshow\n\ndefine Tick\nif <(Paused?) = [No]> then\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 [sx v] by (-2)\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 [sx v] by (2)\n end\nend\nif <(Paused?) = [No]> then\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\nend\nif <(Paused?) = [No]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player y by (sy)\n -Life\n set [scroll x v] to (x)\n if <(Scroll X) < [0]> then\n set [scroll x v] to [0]\n end\n if <<(Level) = [1]> or <(Level) = [2]>> then\n if <(Scroll X) > [6865]> then\n set [scroll x v] to [6865]\n end\n end\n if <<(Level) = [3]> or <(Level) = [4]>> then\n if <(Scroll X) > [6888]> then\n set [scroll x v] to [6888]\n end\n end\n if <(Level) = [5]> then\n if <<(Scroll X) < [0]> or <(Scroll X) > [0]>> then\n set [scroll x v] to [0]\n end\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 [finish v] to [No]\n end\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 Play Game\n repeat until <(Finish) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(Finish) = [Yes]> then\n Game-Win\n else\n Game-Die\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 (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 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 -Life\nif <touching (danger v)?> then\n set [finish v] to [No]\nend\n\ndefine Game-Die\nset [finish v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Game-Win\nchange [level v] by (1)\nbroadcast (Next v)\nbroadcast (Transition v)\nwait (0.5) seconds\n\nwhen I receive [start v]\nset [coins v] to [0]\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [next v]\nbroadcast (Refresh v)\nset [paused? v] to [No]\nset [checkpoint x v] to [-199]\nset [checkpoint y v] to [-120]\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start v]\nset [costume v] to [1]\nforever\n switch costume to (Costume)\n if <key (q v) pressed?> then\n change [costume v] by (-1)\n wait until <not <key (q v) pressed?>>\n end\n if <key (e v) pressed?> then\n change [costume v] by (1)\n wait until <not <key (e v) pressed?>>\n end\nend\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\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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 Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n switch costume to (level 5 1 v)\n end\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\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 (player v)?> then\n change [coins v] by (1)\n delete this clone\nend\n\ndefine position (x) (y)\nset size to (90) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I receive [refresh v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (coin v)\n Clone at x: [63] y: [-102]\n Clone at x: [63] y: [-50]\n Clone at x: [310] y: [-6]\n Clone at x: [362] y: [-6]\n Clone at x: [927] y: [-119]\n Clone at x: [968] y: [-119]\n Clone at x: [1009] y: [-119]\n Clone at x: [1049] y: [-119]\n Clone at x: [1086] y: [-119]\n Clone at x: [1126] y: [-119]\n Clone at x: [1164] y: [-119]\n Clone at x: [1209] y: [-119]\n Clone at x: [1249] y: [-119]\n Clone at x: [1286] y: [-119]\n Clone at x: [2036] y: [-58]\n Clone at x: [2083] y: [-58]\n Clone at x: [2232] y: [-116]\n Clone at x: [2282] y: [-116]\n Clone at x: [2817] y: [-22]\n Clone at x: [2458] y: [17]\n Clone at x: [2577] y: [86]\n Clone at x: [2689] y: [52]\n Clone at x: [3947] y: [75]\n Clone at x: [3890] y: [75]\n Clone at x: [3919] y: [75]\n Clone at x: [5161] y: [80]\n Clone at x: [5186] y: [80]\n Clone at x: [5210] y: [80]\n Clone at x: [5234] y: [80]\n Clone at x: [5258] y: [80]\n Clone at x: [5282] y: [80]\n Clone at x: [5991] y: [53]\n Clone at x: [5958] y: [53]\n Clone at x: [6134] y: [-108]\n Clone at x: [6511] y: [-84]\nelse\n if <(Level) = [2]> then\n switch costume to (coin v)\n Clone at x: [-77] y: [-79]\n Clone at x: [-32] y: [-51]\n Clone at x: [11] y: [-79]\n Clone at x: [245] y: [-76]\n Clone at x: [349] y: [-76]\n Clone at x: [511] y: [10]\n Clone at x: [511] y: [68]\n Clone at x: [759] y: [-80]\n Clone at x: [1200] y: [1]\n Clone at x: [1228] y: [1]\n Clone at x: [1255] y: [1]\n Clone at x: [1282] y: [1]\n Clone at x: [513] y: [298]\n Clone at x: [458] y: [298]\n Clone at x: [485] y: [298]\n Clone at x: [539] y: [298]\n Clone at x: [564] y: [298]\n Clone at x: [590] y: [298]\n Clone at x: [615] y: [298]\n Clone at x: [640] y: [298]\n Clone at x: [668] y: [298]\n Clone at x: [693] y: [298]\n Clone at x: [718] y: [298]\n Clone at x: [744] y: [298]\n Clone at x: [769] y: [298]\n Clone at x: [795] y: [298]\n Clone at x: [820] y: [298]\n Clone at x: [1631] y: [46]\n Clone at x: [1470] y: [-21]\n Clone at x: [1883] y: [-28]\n Clone at x: [2442] y: [-56]\n Clone at x: [2442] y: [-115]\n Clone at x: [2510] y: [9]\n Clone at x: [2610] y: [80]\n Clone at x: [4083] y: [-115]\n Clone at x: [4114] y: [-80]\n Clone at x: [4140] y: [-115]\n Clone at x: [4175] y: [-80]\n Clone at x: [4711] y: [-6]\n Clone at x: [4851] y: [39]\n Clone at x: [4558] y: [-56]\n Clone at x: [5075] y: [231]\n Clone at x: [5049] y: [231]\n Clone at x: [5099] y: [231]\n Clone at x: [5127] y: [231]\n Clone at x: [5155] y: [231]\n else\n if <(Level) = [3]> then\n switch costume to (coin v)\n Clone at x: [-77] y: [-79]\n Clone at x: [-32] y: [-51]\n Clone at x: [305] y: [-59]\n Clone at x: [354] y: [-59]\n Clone at x: [556] y: [100]\n Clone at x: [585] y: [100]\n Clone at x: [501] y: [100]\n Clone at x: [527] y: [100]\n Clone at x: [505] y: [-115]\n Clone at x: [556] y: [-115]\n Clone at x: [580] y: [-115]\n Clone at x: [532] y: [-115]\n Clone at x: [708] y: [-57]\n Clone at x: [757] y: [-57]\n Clone at x: [937] y: [-57]\n Clone at x: [937] y: [-99]\n Clone at x: [937] y: [-12]\n Clone at x: [1068] y: [-57]\n Clone at x: [1068] y: [-99]\n Clone at x: [1068] y: [-12]\n Clone at x: [1200] y: [-57]\n Clone at x: [1200] y: [-99]\n Clone at x: [1200] y: [-12]\n Clone at x: [1320] y: [-57]\n Clone at x: [1320] y: [-99]\n Clone at x: [1320] y: [-12]\n Clone at x: [1423] y: [-27]\n Clone at x: [1547] y: [-27]\n Clone at x: [1692] y: [18]\n Clone at x: [1831] y: [-27]\n Clone at x: [2020] y: [-37]\n Clone at x: [2531] y: [-115]\n Clone at x: [2504] y: [-115]\n Clone at x: [2477] y: [-115]\n Clone at x: [2558] y: [-115]\n Clone at x: [3719] y: [120]\n Clone at x: [3849] y: [19]\n Clone at x: [4008] y: [135]\n Clone at x: [4193] y: [-32]\n Clone at x: [2589] y: [-115]\n Clone at x: [4600] y: [298]\n Clone at x: [4624] y: [322]\n Clone at x: [4645] y: [298]\n Clone at x: [4669] y: [322]\n Clone at x: [4688] y: [298]\n else\n if <(Level) = [4]> then\n switch costume to (coin v)\n Clone at x: [-77] y: [-79]\n Clone at x: [-36] y: [-37]\n Clone at x: [-2] y: [-83]\n Clone at x: [626] y: [-38]\n Clone at x: [656] y: [-25]\n Clone at x: [681] y: [-38]\n Clone at x: [704] y: [-25]\n Clone at x: [728] y: [-38]\n Clone at x: [784] y: [-38]\n Clone at x: [806] y: [-25]\n Clone at x: [828] y: [-38]\n Clone at x: [851] y: [-25]\n Clone at x: [874] y: [-38]\n Clone at x: [994] y: [-111]\n Clone at x: [1034] y: [-111]\n Clone at x: [1073] y: [-111]\n Clone at x: [1108] y: [-111]\n Clone at x: [1197] y: [-111]\n Clone at x: [1260] y: [-111]\n Clone at x: [1227] y: [-111]\n Clone at x: [1288] y: [-111]\n Clone at x: [2540] y: [-57]\n Clone at x: [2511] y: [-57]\n Clone at x: [2482] y: [-57]\n Clone at x: [2570] y: [-57]\n Clone at x: [2600] y: [-57]\n Clone at x: [2878] y: [-95]\n Clone at x: [2995] y: [-32]\n Clone at x: [3116] y: [4]\n Clone at x: [3244] y: [55]\n Clone at x: [3390] y: [4]\n Clone at x: [3800] y: [-4]\n Clone at x: [3767] y: [-4]\n Clone at x: [4228] y: [-25]\n Clone at x: [5328] y: [-37]\n Clone at x: [5328] y: [-99]\n Clone at x: [5328] y: [-68]\n Clone at x: [5952] y: [-55]\n Clone at x: [5992] y: [-55]\n Clone at x: [6152] y: [-30]\n Clone at x: [6329] y: [-30]\n Clone at x: [6507] y: [-30]\n Clone at x: [6690] y: [-30]\n end\n end\n end\nend\nset [x v] to [-99999]\n\nwhen I receive [next v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\n\n@Pause\n\nwhen I receive [start v]\nforever\n if <key (space v) pressed?> then\n if <(Paused?) = [No]> then\n set [paused? v] to [Yes]\n else\n set [paused? v] to [No]\n end\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [start v]\nforever\n go to [front v] layer\n switch costume to (pause v)\n go to x: (0) y: (0)\n if <(Paused?) = [Yes]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\n\n@Decorations\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ngo to [back v] layer\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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 Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n switch costume to (level 5 1 v)\n end\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\n\n@Score\n\nwhen I receive [start v]\nset [digits v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [digits v] by (1)\nend\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n set size to (110) %\n go to x: (((digits) * (15)) - (200)) y: (153)\n if <(length of (Coins)) < (digits)> then\n hide\n else\n show\n switch costume to (letter (digits) of (Coins))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\n\n@Checkpoint\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (Scroll X)) ((y) - (Scroll Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nif <(Level) = [1]> then\n set [x v] to [3015]\n set [y v] to [-90]\nend\nif <(Level) = [2]> then\n set [x v] to [3293]\n set [y v] to [70]\nend\nif <(Level) = [3]> then\n set [x v] to [3565]\n set [y v] to [-90]\nend\nif <(Level) = [4]> then\n set [x v] to [3675]\n set [y v] to [-90]\nend\ngo to [back v] layer\ngo [forward v] (2) layers\nhide\n\nwhen I receive [next v]\nswitch costume to (checkpoint v)\nforever\n if <touching (player v)?> then\n switch costume to (checkpoint2 v)\n set [checkpoint x v] to ((x) + (10))\n set [checkpoint y v] to ((y) - (30))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite 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))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nset [x v] to [7012]\nset [y v] to [-90]\ngo to [back v] layer\ngo [forward v] (2) layers\nhide\n\nwhen I receive [play game v]\nforever\n if <touching (player v)?> then\n set [finish v] to [Yes]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\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\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(Level) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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 Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\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) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n if <(Level) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n else\n switch costume to (level 5 1 v)\n end\n end\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\n\n@Intro\n\nwhen flag clicked\nset [intro v] to [Yes]\nstart sound [Zaza - Be Together v]\ngo to x: (0) y: (0)\nswitch costume to (logo v)\npoint in direction (-70)\nset [ghost v] effect to (100)\nset size to (20) %\nshow\nrepeat (17)\n turn left (10) degrees\n change [ghost v] effect by (-5)\n change size by (4)\nend\nrepeat (3)\n turn left (7.5) degrees\n change [ghost v] effect by (-3.75)\n change size by (3)\nend\nrepeat (1)\n turn left (5) degrees\n change [ghost v] effect by (-2.5)\n change size by (2)\nend\nrepeat (1)\n turn left (3) degrees\n set size to (100) %\n clear graphic effects\nend\nwait (0.5) seconds\nwait (5.5) seconds\nstart sound [car passing v]\ncreate clone of (_myself_ v)\nswitch costume to (glide v)\ngo to x: (-800) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nbroadcast (del v)\nbroadcast (Start v)\nglide (0.2) secs to x: (800) y: (0)\nhide\n\nwhen flag clicked\nwait (1.7) seconds\nset [x v] to [2]\nrepeat (8)\n wait (0.4) seconds\n create clone of (_myself_ v)\n change [x v] by (1)\nend\nset [x v] to [999]\n\nwhen I receive [del v]\ndelete this clone\n\nwhen I start as a clone\nif <(intro) = [Yes]> then\n if <(x) = [999]> then\nelse\n go to [back v] layer\n clear graphic effects\n set size to (110) %\n go to x: (0) y: (0)\n switch costume to (costume1 v)\nend\n\nwhen I receive [outro v]\ngo to x: (0) y: (-25)\nshow\nset [sine v] to [0]\nswitch costume to (logo v)\nset [intro v] to [No]\ncreate clone of (_myself_ v)\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (25)) + (150)) %\nend\n\nwhen I receive [outro v]\nforever\n play sound [Outro Music v] until done\nend\n\nwhen I receive [transition v]\npoint in direction (90)\nshow\nswitch costume to (transition v)\ngo to x: (-800) y: (0)\nglide (0.5) secs to x: (0) y: (0)\nglide (0.7) secs to x: (800) y: (0)\nhide\n\n@Splash\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (splash v)\nforever\n go to x: (0) y: (0)\n switch costume to (bg v)\n if <not <(Level) = [5]>> then\n show\n else\n hide\n end\nend\n\n
*Press The Green Flag To Play. \n*Instructions Are In The Game.\n*If You Are The Best Find A Way To Get To The Hidden Coins.
Lost ~ A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop v)\nbroadcast (engine_start v)\nforever\n play sound [Restart - Subtact v] until done\n play sound [Tunnel Vision - Subtact v] until done\nend\n\n@Player\n\nwhen I receive [engine_tick v]\nswitch costume to (PlayerLastC)\nif <(PlayerY) > [0]> then\n switch costume to (jump v)\nelse\n if <(PlayerY) < [0]> then\n switch costume to (fall v)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <<[1] < (costume [number v])> and <[3] > (costume [number v])>> then\n next costume\n else\n switch costume to (walk1 v)\n end\n else\n switch costume to (stand v)\n end\n end\nend\nset [playerlastc v] to (costume [number v])\n\nwhen I receive [engine_start v]\nshow\npoint in direction (90)\ngo to x: (0) y: (180)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (40) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nset [deaths v] to [0]\nset [jumps v] to [0]\nforever\n change [playery v] by (-1)\n switch costume to (hitbox v)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [playerx 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 [playerx v] by (1)\n end\n set [playerx v] to ((PlayerX) * (0.9))\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [playery v] to [15]\n if <([abs v] of (PlayerX) ) = (PlayerX)> then\n set [playerx v] to [-10]\n else\n set [playerx v] to [10]\n end\n else\n set [playerx v] to [0]\n end\n end\n change y by (PlayerY)\n if <touching (ground v)?> then\n change y by ((PlayerY) - ((PlayerY) * (2)))\n set [playery v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (ground v)?>> then\n set [playery v] to [15]\n change [jumps v] by (1)\n end\n change y by (1)\n set x to (0)\n set [all_sprite v] to (PlayerX)\n if <<<touching (_edge_ v)?> and <[-10] > (y position)>> or <<key (r v) pressed?> or <<touching (polar bears v)?> or <<touching (wolf v)?> or <<touching (spikes v)?> or <touching (scorpions v)?>>>>>> then\n switch costume to (stand v)\n wait until <not <key (r v) pressed?>>\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all_sprite v] to [-300]\n change [deaths v] by (1)\n point in direction (90)\n set y to (180)\n end\n broadcast (engine_tick v) and wait\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen [space v] key pressed\nshow variable [deaths v]\nshow variable [jumps v]\n\nwhen [x v] key pressed\nhide variable [deaths v]\nhide variable [jumps v]\n\n@Ground\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nswitch costume to (part1 v)\nset [positionx v] to [0]\nset [scrollx v] to [0]\nset [numberofparts v] to [35]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Text + Decor\n\nwhen I receive [engine_tick v]\ngo [backward v] (1) layers\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nswitch costume to (part1 v)\nset [positionx v] to [0]\nset [scrollx v] to [0]\nset [numberofparts v] to [35]\nrepeat ((NumberOfParts) - (1))\n go [backward v] (999) layers\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Border\n\nwhen I receive [engine_start v]\nwait (0.01) seconds\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\n\n@Polar Bears\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (costume3 v)\nset [numberofparts v] to [7]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Wolf\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (costume3 v)\nset [numberofparts v] to [17]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Spikes\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (costume3 v)\nset [numberofparts v] to [17]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Map\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (costume1 v)\nset [numberofparts v] to [25]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\nwhen flag clicked\nclear graphic effects\nwait until <touching (player v)?>\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Scorpions\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (ALL_SPRITE))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (costume1 v)\nset [numberofparts v] to [30]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Cover\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [timer v] to (timer)\nforever\n set [timer v] to ((timer) + (.1))\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nshow\ngo to [front v] layer\n\nwhen [space v] key pressed\nshow variable [timer v]\n\nwhen [x v] key pressed\nhide variable [timer v]\n\n
This is the first platformer I made! Use up, left, and right arrows to jump and move around. Avoid water, polar bears, and fake platforms. Press R to restart the level if you get stuck. See how far you can get!
Pandemic || A Platformer
@Stage\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [3]> then\n broadcast (Start rain v)\n end\nend\n\nwhen [s v] key pressed\nnext backdrop\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [18]> then\n broadcast (End rain v)\n end\nend\n\n@Cat\n\nwhen [any v] key pressed\nforever\n if <touching color (#ff35a8)?> then\n go to x: (-215) y: (-70)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset [lives v] to [5]\nset [level v] to [1]\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 turn right (15) degrees\n switch costume to (costume1 v)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n turn left (15) degrees\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 x by ((X) * (-1))\n change y by (-4)\n if <key (up arrow v) pressed?> then\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n set [y v] to [10]\n end\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [238]> then\n switch backdrop to (next backdrop v)\n go to x: (-215) y: (-70)\n change [level v] by (1)\n if <(y position) < [-178]> then\n go to x: (-215) y: (-70)\n end\n end\nend\n\nwhen [s v] key pressed\ngo to x: (-215) y: (-70)\n\n@Rain Engine\n\ndefine Generate Rain\nset pen size to (5)\nset pen color to (#4a6cd4)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\npen up\nGenerate Rain\n\nwhen I start as a clone\nswitch costume to (costume2 v)\ngo to x: (pick random (-240) to (240)) y: (180)\nforever\n change y by (-5)\n move (Wind) steps\n set pen size to (5)\n set pen color to (#4a6cd4)\n pen down\n pen up\n pen down\n repeat (0)\n show\n end\n if <(y position) < [-170]> then\n erase all\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(Lightning) = [1]> then\n go to x: (pick random (-240) to (240)) y: (180)\n point in direction (pick random (150) to (200))\n pen down\n set pen color to (#e1a91a)\n set pen size to (50)\n change y by (-50)\n change pen size by (-15)\n change pen size by (-15)\n change y by (-50)\n change pen size by (0)\n change pen size by (-8)\n change y by (-30)\n set [lightning v] to [0]\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start rain v]\nshow\n\nwhen I receive [start rain v]\nforever\n wait (1) seconds\n set [lightning v] to [1]\n wait (1) seconds\n set [lightning v] to [0]\nend\n\nwhen backdrop switches to [backdrop3 v]\nbroadcast (Start rain v)\n\nwhen backdrop switches to [backdrop3 v]\nset [lightning v] to [0]\nswitch costume to (costume1 v)\nset [wind v] to [0]\nerase all\nGenerate Rain\n\nwhen flag clicked\nerase all\n\nwhen I receive [end rain v]\nforever\n set [lightning v] to [0]\nend\n\nwhen I receive [end rain v]\nhide\nerase all\npen up\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite2\n\nwhen backdrop switches to [backdrop16 v]\nshow\nforever\n if <touching (cat v)?> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen backdrop switches to [backdrop17 v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\n
Arrow keys to move, s to skip.\nMay lag, sorry.\nPlease give the rain engine a sec to load...\nStay healthy!\nPlease help by proposing to be featured!\n\n-Update on 17/07/2020-\nWhoa! 53 views! Record!\n-Update on 19/07/2020-\n63 views... guess I’ll faint now...\n-Update on 21/07/2020-\n73 views. See a pattern there?\n-Update on 4/08/2020-\n93 views. Thanks to @smiley_giggle for pointing it out!!! It's slowing down tho. Meh.\n-Update on 7/08/2020-\n113 views. CAN SOMEONE PLEASE EXPLAIN THIS TO ME???!!!\n-Update on 9/09/2020-\n153 views! Yaaaaaaaayyyyyyyy!!!
Baguette (A Mobile Friendly Platformer)|| #games #all
@Stage\n\n@Baguette\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-136) y: (-101)\nset [y velocity v] to [0]\nset [x velocity v] to [0]\nforever\n Platform Gravity: [-1] Jump Height: [15] Side Speed: [3.4] Friction: [.7] Slope: [8]\nend\n\ndefine Platform Gravity: (gravity) Jump Height: (jump height) Side Speed: (side speed) Friction: (friction) Slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (Y Velocity)\nif <touching (levels v)?> then\n repeat until <not <touching (levels 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?>> or <<(mouse y) > ((y position) + (40))> and <mouse down?>>> 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?>> or <<(mouse x) < (x position)> and <mouse down?>>> * ((side speed) * (-1))) + (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > ((x position) - (10))> and <mouse down?>>> * (side speed)))) * (friction))\nchange x by (X Velocity)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (levels v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (levels v)?> then\n change y by (Slope)\n repeat until <not <touching (levels v)?>>\n change x by (([abs v] of (X Velocity) ) / ((X Velocity) * (-1)))\n end\nend\n\ngo to x: (-136) y: (-101)\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > (x position)> and <mouse down?>>> then\n point in direction (90)\n switch costume to (costume2 v)\n wait (.1) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n else\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (costume2 v)\n wait (.1) seconds\n switch costume to (costume1 v)\n wait (.1) seconds\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\nswitch costume to (costume1 v)\ngo to x: (-136) y: (-101)\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n broadcast (death v)\n end\nend\n\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n play sound [Vexento - Masked Heroes v] until done\nend\n\nwhen I receive [death v]\ngo to x: (-136) y: (-101)\nplay sound [Glass Breaking v] until done\nswitch costume to (costume3 v)\nwait (.4) seconds\n\nwhen I receive [set start v]\ngo to x: (-136) y: (-101)\n\nwhen I receive [computer v]\nforever\n if <(x position) > [290]> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [mobile v]\nforever\n if <(x position) > [240]> then\n broadcast (Next Level v)\n end\nend\n\nbroadcast (edit v)\n\nbroadcast (edit done v)\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nbroadcast (edit v)\n\nbroadcast (edit done v)\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nbroadcast (edit v)\n\nbroadcast (edit done v)\n\n@Words\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\nbroadcast (edit v)\n\nbroadcast (edit done v)\n\n@RESET\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (80) %\n else\n set size to (60) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (set start v)\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (50)\n change [pixelate v] effect by (1.9)\n change [ghost v] effect by (1.5)\n change [brightness v] effect by (1)\n change [fisheye v] effect by (1)\n wait (.02) seconds\nend\nhide\n\nhide\n\ngo to [front v] layer\nclear graphic effects\n\nwhen I receive [edit v]\nhide\n\nwhen I receive [edit done v]\nshow\n\n@Menu\n\nwhen flag clicked\nshow\n\nwhen I receive [computer v]\nhide\n\nwhen I receive [mobile v]\nhide\n\nwhen I receive [edit v]\nhide\n\nwhen I receive [edit done v]\nshow\n\n@Mobile\n\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Mobile v)\n\nwhen I receive [computer v]\nhide\n\nwhen I receive [mobile v]\nhide\n\nwhen flag clicked\nshow\nset size to (100) %\nclear graphic effects\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (15)\n set size to (120) %\n else\n set size to (100) %\n clear graphic effects\n end\nend\n\nwhen I receive [edit v]\nhide\n\nwhen I receive [edit done v]\nshow\n\n@Computer\n\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Computer v)\n\nwhen I receive [mobile v]\nhide\n\nwhen I receive [computer v]\nhide\n\nwhen flag clicked\nshow\nclear graphic effects\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n change [color v] effect by (15)\n set size to (120) %\n else\n set size to (100) %\n clear graphic effects\n end\nend\n\nwhen I receive [edit v]\nhide\n\nwhen I receive [edit done v]\nshow\n\n
In Game. Arrow keys or w, a, d, to move the baguette who's trying to escape the kitchen.\nSince this is a new platformer, there will be some bugs and glitches. At the beginning when it asks for Mobile or computer, the controls are the same for both, but if you choose mobile it's just EASIER.\nmobile - easy\ncomputer - hard
summer|| a platformer
@Stage\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\nwhen flag clicked\ngo [forward v] (10) layers\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (level #)\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go [backward v] (8) layers\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (50)\n change size by (0.1)\n end\n repeat (50)\n change size by (-0.1)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (50)\n change size by (0.3)\n end\n repeat (50)\n change size by (-0.3)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n repeat (50)\n change size by (0.5)\n end\n repeat (50)\n change size by (-0.5)\n end\nend\n\n@player\n\nwhen flag clicked\nset volume to (100) %\nswitch costume to (costume1 v)\nforever\n play sound [ v] until done\nend\n\nwhen I start as a clone\nswitch costume to (costume3 v)\nset [ghost v] effect to (50)\nset size to (100) %\nrepeat (30)\n change size by (-4)\n change [ghost v] effect by (3)\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\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 end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n if <touching (water... imma noob v)?> then\n change y by (4)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\n set [playery v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <touching (water... imma noob v)?> then\n broadcast (water v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level v)?> then\n broadcast (no water v)\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen [m v] key pressed\nif <(volume) = [100]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-305) y: (125)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (pick random (7) to (13)) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (7) layers\nset [ghost v] effect to (pick random (30) to (40))\ngo to x: (-305) y: (pick random (-40) to (180))\nrepeat (650)\n change x by (2)\nend\n\nwhen I start as a clone\nwait (10) seconds\ndelete this clone\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-305) y: (125)\nset [ghost v] effect to (100)\nforever\n create clone of (_myself_ v)\n wait (pick random (8) to (15)) seconds\nend\n\nwhen I start as a clone\ngo [backward v] (7) layers\nset [ghost v] effect to (pick random (30) to (40))\ngo to x: (305) y: (pick random (-40) to (180))\nrepeat (650)\n change x by (-2)\nend\n\nwhen I start as a clone\nwait (10) seconds\ndelete this clone\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@evil stuff\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo [forward v] (1) layers\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@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 Summer: a platformer] for (2.5) seconds\nend\nif <(level #) = [3]> then\n say [watch out...] for (2) seconds\nend\nif <(level #) = [9]> then\n say [hmm.] for (2) seconds\nend\nif <(level #) = [14]> then\n say [water!] for (2) seconds\nend\nif <(level #) = [18]> then\n say [water and lava...] for (2.5) seconds\nend\n\nwhen flag clicked\ngo [forward v] (5) layers\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 #) = [7]> then\n go to x: (217) y: (-20)\n end\n if <(level #) = [8]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [10]> then\n go to x: (220) y: (-57)\n end\n if <(level #) = [11]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [15]> then\n go to x: (212) y: (49)\n end\n if <(level #) = [16]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [17]> then\n go to x: (220) y: (155)\n end\n if <(level #) = [18]> then\n go to x: (225) y: (62)\n end\n if <(level #) = [19]> then\n go to x: (223) y: (-57)\n end\n if <(level #) = [20]> 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: (212) y: (-57)\n end\n if <(level #) = [7]> then\n go to x: (217) y: (-20)\n end\n if <(level #) = [8]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [10]> then\n go to x: (220) y: (-57)\n end\n if <(level #) = [11]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [15]> then\n go to x: (212) y: (49)\n end\n if <(level #) = [16]> then\n go to x: (212) y: (-57)\n end\n if <(level #) = [17]> then\n go to x: (220) y: (155)\n end\n if <(level #) = [18]> then\n go to x: (225) y: (62)\n end\n if <(level #) = [19]> then\n go to x: (223) y: (-57)\n end\n if <(level #) = [20]> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nset size to (130) %\nforever\n set x to ((playerx) / (15))\n set y to ((playery) / (15))\nend\n\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n repeat until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n change x by (0.3)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n repeat until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n change x by (-0.3)\n end\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-28) y: (0)\n\nwhen flag clicked\ngo [forward v] (1) layers\n\nwhen I receive [respawn muahaha v]\ngo to x: (-28) y: (0)\n\n@water... imma noob\n\nwhen flag clicked\nforever\n switch costume to (level #)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (20)\nforever\n repeat (20)\n change y by (0.75)\n end\n repeat (20)\n change y by (-0.75)\n end\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@Cool-Text--357113495569986\n\nwhen flag clicked\nforever\n hide\n if <(level #) = [20]> then\n show\n end\nend\n\n@cooltext-357113032831655\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 #) = [20]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n
curated by @mr_lemon_buddy on 7/26 tysm! :D\nthanks for 700 loves!\nand thanks so much for top remixed!!!\nI do not support STGP.
Biomes ~ A Platformer || #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [game start v]\nswitch backdrop to (backdrop2 v)\nwait until <(BIOME) = [Cave]>\nswitch backdrop to (backdrop3 v)\nwait until <(BIOME) = [Desert]>\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [game start v]\nforever\n play sound [Unlimited v] until done\nend\n\n@Blank\n\n@Intro\n\ndefine Smooth Move: (x) (y) (size) (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <(round (size)) = (round (size))>>>\n change x by (((round (x)) - (x position)) / (speed))\n change y by (((round (y)) - (y position)) / (speed))\n change size by (((round (size)) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nset volume to (100) %\nclear graphic effects\nset [variable v] to [0]\nset [cosine v] to [0]\nset [size vel v] to [0]\nset [sine v] to [0]\nshow\npoint in direction (90)\nset size to (100) %\nswitch costume to (thing v)\ngo to x: (-600) y: (0)\nSmooth Move: [0] [0] [100] [5]\nswitch costume to (thing2 v)\ncreate clone of (_myself_ v)\nswitch costume to (thing v)\n\nstart sound [Cradles v]\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (-600)\n point in direction (90)\n Smooth Move: [0] [0] [100] [5]\n switch costume to (c v)\n create clone of (_myself_ v)\n switch costume to (thing2 v)\nend\nif <(costume [number v]) = [3]> then\n show\n set size to (100) %\n point in direction (90)\n go to [front v] layer\n go to x: (-460) y: (0)\n Smooth Move: [0] [0] [100] [6]\n set [variable v] to [100]\n repeat (30)\n change size by (Variable)\n point in direction ((Variable) + (90))\n set [variable v] to (((Variable) * (.8)) + (((100) - (size)) * (.15)))\n end\n point in direction (90)\n repeat (30)\n change [cosine v] by (12)\n point in direction ((([cos v] of (Cosine) ) * (7)) + (90))\n end\n set size to (100) %\n point in direction (90)\n set [size vel v] to [100]\n repeat (5)\n change size by (Size Vel)\n set [size vel v] to (((Size Vel) * (.8)) + (((100) - (size)) * (.15)))\n end\n switch costume to (circle v)\n create clone of (_myself_ v)\n switch costume to (c v)\n repeat (35)\n change size by (Size Vel)\n set [size vel v] to (((Size Vel) * (.8)) + (((100) - (size)) * (.15)))\n end\n set size to (100) %\n point in direction (90)\n set [size vel v] to [100]\n repeat (5)\n change size by (Size Vel)\n set [size vel v] to (((Size Vel) * (.8)) + (((100) - (size)) * (.15)))\n end\n switch costume to (circle v)\n create clone of (_myself_ v)\n switch costume to (c v)\n repeat (35)\n change size by (Size Vel)\n set [size vel v] to (((Size Vel) * (.8)) + (((100) - (size)) * (.15)))\n end\n point in direction (90)\n set size to (100) %\n repeat (40)\n change [cosine v] by (12)\n point in direction ((([cos v] of (Cosine) ) * (7)) + (90))\n end\n point in direction (90)\n switch costume to (thing3 v)\n create clone of (_myself_ v)\n switch costume to (c v)\nend\nif <(costume [number v]) = [4]> then\n show\n go to [front v] layer\n go [forward v] (1) layers\n set size to (100) %\n point in direction (90)\n broadcast (Volume Down v)\n go to x: (-600) y: (0)\n Smooth Move: [0] [0] [100] [6.7]\n broadcast (Hide/Delete v)\n hide\n broadcast (Start Screen v)\nend\nif <(costume [number v]) = [5]> then\n show\n go to [front v] layer\n set [ghost v] effect to (0)\n go [forward v] (1) layers\n set size to (100) %\n point in direction (90)\n repeat (10)\n change size by (15)\n end\n hide\nend\n\nwhen I receive [volume down v]\nwait (.2) seconds\nrepeat (6)\n change volume by (-3)\nend\nrepeat (6)\n change volume by (-2)\nend\nrepeat (6)\n change volume by (-1)\nend\nstop all sounds\n\nwhen I receive [hide/delete v]\nhide\nrepeat (3)\n delete this clone\nend\n\n@Player\n\ndefine Platform (jump height) (friction)\nchange [xv v] by ((.8) * <<key (right arrow v) pressed?> or <key (d v) pressed?>>)\nchange [xv v] by ((-.8) * <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nchange [xv v] by ((6) * <touching (speed boost v)?>)\nset [xv v] to ((Xv) * (friction))\nchange x by (Xv)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\nend\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (-6)\n change x by ((Xv) * (-1))\n set [yv v] to ((jump height) * <<key (up arrow v) pressed?> or <key (w v) pressed?>>)\n if <((jump height) * <key (up arrow v) pressed?>) = [8]> then\n if <([abs v] of (Xv) ) = (Xv)> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [xv v] to [0]\n else\n set [yv v] to [0]\n end\nend\nchange [yv v] by (-.5)\nchange y by (Yv)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n set [yv v] to ((Yv) * (-.25))\n change y by (Yv)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (Yv)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (Yv)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (Yv)\n end\n end\n end\nend\nchange y by (-1)\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n set [yv v] to ((jump height) * <<key (up arrow v) pressed?> or <key (w v) pressed?>>)\nend\nchange y by (1)\nchange y by (-1)\nif <touching (trampolines v)?> then\n set [yv v] to ((jump height) + (4))\nend\nchange y by (1)\nif <<<touching (lava v)?> or <touching (danger v)?>> or <touching (more danger v)?>> then\n Death\n set [ghost v] effect to (0)\n point in direction (90)\n change [deaths v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-230) y: (-80)\nend\nif <(x position) > [244]> then\n broadcast (Transition v)\n set [talk v] to [1]\n change [level v] by (1)\n set [xv v] to [0]\n set [yv v] to [0]\n go to x: (-230) y: (-80)\nend\nwait until <(Transition) = [0]>\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\ngo to x: (-230) y: (-80)\nclear graphic effects\nhide\n\nwhen I receive [game start v]\nshow\ngo to [front v] layer\nforever\n Platform [8] [.9]\n Set Costume\nend\n\ndefine Set Costume\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (up v)\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\nend\nif <not <key (any v) pressed?>> then\n switch costume to (not moving v)\nend\n\nwhen I receive [player talk v]\nText Say: [Yes!] Wait: [.03] For [1.3] seconds\n\ndefine Text Say: (text) Wait: (delay) For (seconds) seconds\ndelete all of [text v]\nset [# v] to [1]\nset [#2 v] to [1]\nrepeat (length of (text))\n set [# v] to (letter (#2) of (text))\n say (join (join (item (#) of [text v]) (Text)) (#))\n add (#) to [text v]\n wait (delay) seconds\n change [#2 v] by (1)\nend\nsay (text) for (seconds) seconds\n\ndefine Death\nset [death v] to [0]\nset [death2 v] to [0]\nchange [ghost v] effect by (0)\nrepeat (3)\n change y by (5)\nend\nrepeat (10)\n change [death v] by (-2)\n change [death2 v] by (3)\n change y by (Death)\n turn right (Death2) degrees\n change [ghost v] effect by (3)\nend\n\nwhen I receive [skip v]\nbroadcast (Transition v)\nset [talk v] to [1]\nchange [# of skips v] by (-1)\nchange [level v] by (1)\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (-230) y: (-80)\n\nwhen I receive [sure? v]\ngo to [back v] layer\n\nwhen I receive [no v]\ngo to [front v] layer\n\nwhen I receive [skip v]\ngo to [front v] layer\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [game start v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Sign\n\ndefine Text Say: (text) Wait: (delay) For (seconds) seconds\ndelete all of [text v]\nset [# v] to [1]\nset [#2 v] to [1]\nrepeat (length of (text))\n set [# v] to (letter (#2) of (text))\n say (join (join (item (#) of [text v]) (Text)) (#))\n add (#) to [text v]\n wait (delay) seconds\n change [#2 v] by (1)\nend\nsay (text) for (seconds) seconds\n\nwhen flag clicked\nswitch costume to (1 v)\nset [talk v] to [1]\nhide\n\nwhen I receive [game start v]\nshow\nforever\n if <touching (player v)?> then\n if <(Talk) = [1]> then\n if <(LEVEL) = [1]> then\n wait until <(Transition) = [0]>\n Text Say: [Hello, welcome to biomes a platformer! You must dodge spikes and other dangers in different biomes. Are you ready?!?] Wait: [.01] For [1.8] seconds\n broadcast (Player talk v)\n set [talk v] to [0]\n end\n if <(LEVEL) = [2]> then\n wait until <(Transition) = [0]>\n Text Say: [Ooo, spikes!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [3]> then\n wait until <(Transition) = [0]>\n Text Say: [Use the trampoline!] Wait: [.01] For [1.8] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [4]> then\n wait until <(Transition) = [0]>\n Text Say: [Lava?!?!?!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [5]> then\n wait until <(Transition) = [0]>\n Text Say: [Ooo, A cave!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [6]> then\n wait until <(Transition) = [0]>\n Text Say: [Deadly trampolines!?!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [7]> then\n wait until <(Transition) = [0]>\n Text Say: [Moving platform, cool!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [8]> then\n wait until <(Transition) = [0]>\n Text Say: [Those are some big spikes!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [9]> then\n wait until <(Transition) = [0]>\n Text Say: [Interesting!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [10]> then\n wait until <(Transition) = [0]>\n Text Say: [Look! We are out! It's a little chilly though...] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [11]> then\n wait until <(Transition) = [0]>\n Text Say: [Ahh, the snowy biome! Watch out for icicles!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [12]> then\n wait until <(Transition) = [0]>\n Text Say: [Brrr] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [13]> then\n wait until <(Transition) = [0]>\n Text Say: [Floating trampolines?!? Floating Danger?!?] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [14]> then\n wait until <(Transition) = [0]>\n Text Say: [Up the slope!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [15]> then\n wait until <(Transition) = [0]>\n Text Say: [Hmm, it's warm...] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [16]> then\n wait until <(Transition) = [0]>\n Text Say: [Ooo, the desert! Watch out for cacti!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [17]> then\n wait until <(Transition) = [0]>\n Text Say: [Speed boost!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [18]> then\n wait until <(Transition) = [0]>\n Text Say: [That looks hard...] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [19]> then\n wait until <(Transition) = [0]>\n Text Say: [You're almost there!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [21]> then\n wait until <(Transition) = [0]>\n Text Say: [The secret biome of candy!!! WOW!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [22]> then\n wait until <(Transition) = [0]>\n Text Say: [Jump!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [23]> then\n wait until <(Transition) = [0]>\n Text Say: [Lets have some trampoline fun in this biome! xD] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [24]> then\n wait until <(Transition) = [0]>\n Text Say: [That syrup looks hot...] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n if <(LEVEL) = [25]> then\n wait until <(Transition) = [0]>\n Text Say: [Candy!!] Wait: [.01] For [1.5] seconds\n set [talk v] to [0]\n end\n end\n end\nend\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [20]>\nhide\nwait until <(LEVEL) = [21]>\nshow\nwait until <(LEVEL) = [26]>\nhide\n\n@Danger\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\ngo to [back v] layer\n\nwhen I receive [game start v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Trampolines \n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nhide\n\nwhen I receive [game start v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Lava\n\nwhen flag clicked\nset [lava v] to [0]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [game start v]\nshow\ngo to [back v] layer\nforever\n change [lava v] by (10)\n change y by ([cos v] of (Lava) )\nend\n\nwhen I receive [game start v]\nswitch costume to (lava v)\nwait until <(BIOME) = [Candy]>\nswitch costume to (hot syrup v)\n\n@Tansition\n\ndefine Smooth Move: (x) (y) (size) (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <(round (size)) = (round (size))>>>\n change x by (((round (x)) - (x position)) / (speed))\n change y by (((round (y)) - (y position)) / (speed))\n change size by (((round (size)) - (size)) / (speed))\nend\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen I receive [transition v]\nhide variable [# of skips v]\nset [transition v] to [1]\nclear graphic effects\ngo to [front v] layer\nshow\ngo to x: (-380) y: (0)\nSmooth Move: [0] [0] [100] [6]\nwait (.3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [transition v] to [0]\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen flag clicked\ngo to x: (0) y: (40)\nset [y v] to [0]\nhide\n\nwhen I receive [game start v]\ngo to [front v] layer\nshow\nswitch costume to (grassland v)\nset [biome v] to [Grassland]\nwait until <(LEVEL) > [5]>\nswitch costume to (cave v)\nset [biome v] to [Cave]\nwait until <(LEVEL) > [10]>\nswitch costume to (snowy v)\nset [biome v] to [Snowy]\nwait until <(LEVEL) > [15]>\nswitch costume to (desert v)\nset [biome v] to [Desert]\nwait until <(LEVEL) > [19]>\nhide\nwait until <(LEVEL) > [20]>\nshow\nswitch costume to (candy v)\nset [biome v] to [Candy]\nwait until <(LEVEL) = [26]>\nhide\n\nwhen I receive [game start v]\nforever\n change [y v] by (10)\n change y by ([sin v] of (Y) )\nend\n\n@Moving Platform\n\ndefine Move From X: (x) Y: (y) To X: (x2) Y: (y2) For (sec) seconds\nglide (sec) secs to x: (x) y: (y)\nglide (sec) secs to x: (x2) y: (y2)\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nswitch costume to (moving platform v)\nwait until <(LEVEL) = [7]>\nshow\nrepeat until <(LEVEL) > [7]>\n Move From X: [-82] Y: [-158] To X: [129] Y: [-158] For [1.4] seconds\n Move From X: [129] Y: [-158] To X: [-82] Y: [-158] For [1.4] seconds\nend\nhide\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [8]>\nhide\n\n@Snow\n\nwhen flag clicked\nset [y vel v] to [0]\nset [turn vel v] to [0]\nrepeat (10)\n Delete Clone\nend\nhide\ngo to [back v] layer\nforever\n hide\n if <(BIOME) = [Snowy]> then\n repeat until <not <(BIOME) = [Snowy]>>\n create clone of (_myself_ v)\n wait (pick random (.5) to (.8)) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nshow\nset y to (166)\nset x to (pick random (-200) to (200))\nrepeat until <<<touching (trampolines v)?> or <touching (lava v)?>> or <<touching (level v)?> or <touching (danger v)?>>>\n set [y vel v] to (pick random (-1) to (-6))\n set [turn vel v] to (pick random (4) to (8))\n change y by (Y Vel)\n turn right (Turn Vel) degrees\nend\ndelete this clone\n\ndefine Delete Clone\ndelete this clone\n\nwhen I receive [game start v]\nwait until <(BIOME) = [Desert]>\nhide\nrepeat (10)\n Delete Clone\nend\n\n@Speed Boost\n\nwhen flag clicked\nhide\ngo to x: (6) y: (-54)\nwait until <(LEVEL) = [17]>\nshow\nwait until <(LEVEL) = [18]>\nhide\n\n@Skip\n\nwhen flag clicked\nset [# of skips v] to [3]\nhide\n\nwhen I receive [game start v]\nshow\npoint in direction (90)\ngo to x: (201) y: (-155)\nset [skip dh v] to [0]\nforever\n change [skip dh v] by (12)\n point in direction ((([sin v] of (skip dh) ) * (7)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (sure? v)\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [20]>\nhide\nwait until <(LEVEL) > [20]>\nshow\nwait until <(LEVEL) = [26]>\nhide\n\n@Sure?\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nhide variable [# of skips v]\nhide\n\nwhen I receive [sure? v]\nshow\nshow variable [# of skips v]\nset [shrr v] to [100]\nrepeat (40)\n change size by (SHRR)\n set [shrr v] to (((SHRR) * (.8)) + (((100) - (size)) / (5)))\nend\n\nwhen I receive [skip v]\nset [shrr v] to [100]\nrepeat (20)\n change size by (SHRR)\n set [shrr v] to (((SHRR) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\n\nwhen I receive [no v]\nset [shrr v] to [100]\nrepeat (20)\n change size by (SHRR)\n set [shrr v] to (((SHRR) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\n\n@y\n\nwhen I receive [sure? v]\ngo to x: (-68) y: (-79)\nshow\nset [afb v] to [100]\nrepeat (20)\n change size by (AFB)\n set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\n\nwhen this sprite clicked\nif <(# of Skips) > [0]> then\n broadcast (Skip v)\nend\nif <(# of Skips) < [1]> then\n hide variable [# of skips v]\n say [You have no skips.] for (2) seconds\n broadcast (no v)\nend\nset [afb v] to [100]\nrepeat (40)\n change size by (AFB)\n set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\nhide variable [# of skips v]\n\nwhen flag clicked\nset [afb v] to [0]\ngo to [front v] layer\nhide\n\nwhen I receive [no v]\nset [afb v] to [100]\nrepeat (20)\n change size by (AFB)\n set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\n\n@n\n\nwhen flag clicked\ngo to [front v] layer\nset [afb v] to [0]\nhide\n\nwhen this sprite clicked\nbroadcast (no v)\nset [afb v] to [100]\nrepeat (20)\n change size by (AFB)\n set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\nhide variable [# of skips v]\n\nwhen I receive [sure? v]\ngo to x: (60) y: (-79)\nshow\nset [afb v] to [100]\nrepeat (40)\n change size by (AFB)\n set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\n\nwhen I receive [skip v]\nset [afb v] to [100]\nrepeat (20)\n change size by (AFB)\n set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\n\nwhen I receive [no v]\nset [afb v] to [100]\nrepeat (20)\n change size by (AFB)\n set [afb v] to (((AFB) * (.8)) + (((100) - (size)) / (5)))\nend\nhide\nhide variable [# of skips v]\n\n@More Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [19]>\nrepeat until <not <(LEVEL) = [19]>>\n show\n wait (.9) seconds\n hide\n wait (.9) seconds\nend\n\nwhen I receive [game start v]\nwait until <(LEVEL) = [20]>\nhide\n\n@Start 1\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\nshow\nset [size v] to [0]\nforever\n change [size v] by (5)\n set size to ((([cos v] of (size) ) * (7)) + (100)) %\nend\n\nwhen I receive [game start v]\nhide\n\n@Start 2\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\nshow\n\nwhen I receive [game start v]\nhide\n\nwhen this sprite clicked\nbroadcast (Game Start v)\n\n@Start 3\n\nwhen flag clicked\nhide\n\nwhen I receive [start screen v]\ngo to [back v] layer\nshow\n\nwhen I receive [game start v]\nhide\n\n@Thumb\n\nwhen flag clicked\nhide\nforever\n set [stop v] to ((timer) + (.1))\nend\n\nwhen [timer v] > (Stop)\ngo to [front v] layer\nshow\n\n
Welcome to Biomes A Platformer!\n\nIF YOU REVEAL THE SECERT LEVEL OR I'LL DELETE YOUR COMMENT AND BE MAD AT YOU so please don't reveal it.\n\nThere are 5 biomes. (the fifth is a secret one ;) )\n\nIMPORTANT: Read the text on the sign before moving on to the next level.\n\nUse arrow keys and a, w, d to move.\n\nMay lag on slow computers.\n\n(was) #23 on all!!!!!! O.O\n(was) #8 on games!!!!! O.O\n\nThis took a lot of time ( 5+ hours) so likes favs and follows would make me happy :D\n\nHave fun!\n\nAll levels are possible.\n\nYou only have 3 skips so use them wisely!\n\n100+ views O.O\n250+ views in 2 days!!!!! O.O\n300+ views in one day... I died.\n445+ view 50+ hearts 50 stars!!!! O.O\n500+ Views!!\n1000 views in three days!!!\n1500+ views!\n150+ Hearts!\n\n_-_-Credits-_-_\nCode + Art @Crab3434 (me)\nSong: @-Xaf-\n\n#Games #Games #Games #Games#Games #Games #Games #Games #Games #Games #Games #Games#Games #Games #Games #Games\n\nComment if you found the secret levels.\n\nBye!
Lavalands-A Mobile 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 [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: [200] y: [0]\n Clone at x: [200] 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 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: [-100]\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: [-100]\nClone at x: [600] y: [0]\n\nglide (1) secs to (random position v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(portal open?) = [1]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [portal open? v] to [1]\nif <(LEVEL) = [1]> then\n Clone at x: [1200] y: [150]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [1200] y: [100]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [2000] y: [265]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [2150] y: [100]\n else\n if <(LEVEL) = [5]> then\n Clone at x: [2400] 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 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 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\nClone at x: [350] y: [100]\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@DANGER\n\nwhen I receive [green flag v]\nhide\n\nshow\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [630] y: [-30]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 v)\n 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@DANGER2\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: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 v)\n Clone at x: [900] y: [0]\n Clone at x: [900] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4 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) = [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: [500] y: [200]\n Clone at x: [500] y: [50]\n Clone at x: [500] y: [0]\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\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\nset [exit v] to []\nhide\nbroadcast (die v)\nwait until <(respawn) = [1]>\nwait (0.5) seconds\nhide\n\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 (danger v)?> or <touching (danger2 v)?>> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\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\npoint in direction (90)\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [Magical-Discovery v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nchange [pixelate v] effect by (1)\n\nwait (0.1) seconds\n\n@Sprite2\n\nwhen flag clicked\nforever\nend\n\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nshow\n\nset [color v] effect to (pick random (1) to (30))\nset [ghost v] effect to (pick random (10) to (50))\ngo to x: (pick random (-200) to (200)) y: (-300)\nglide (1) secs to x: (pick random ((x position) + (-50)) to ((x position) + (50))) y: (pick random (-50) to (100))\nglide (1) secs to x: (pick random ((x position) + (-50)) to ((x position) + (50))) y: (-180)\ndelete this clone\n\nwhen I start as a clone\nforever\nend\n\ngo to x: (36) y: (-181)\n\n@Sprite3\n\nwhen flag clicked\nforever\nend\n\nwait (1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-300) y: (pick random (0) to (50))\n repeat (75)\n change x by (10)\n end\nelse\n go to x: (300) y: (pick random (0) to (50))\n repeat (75)\n change x by (-10)\n end\nend\ndelete this clone\n\nshow\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@intro\n\nwhen flag clicked\nhide\nwait (0.8) seconds\nshow\nswitch costume to (gsssrfvjuzkvmxmemyjyj5 v)\nrepeat (36)\n next costume\n wait (0.1) seconds\nend\nhide\n\n@Sprite4\n\nwhen I receive [die v]\nswitch costume to ([costume # v] of [player v])\nshow\npoint in direction (90)\ngo to (player v)\nrepeat (10)\n change y by (10)\n turn right (15) degrees\nend\nrepeat until <(y position) < [-179]>\n change y by (-10)\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
Long go the earth was covered with grassy plains. But a super volcano exploded,resulting in many miles of ash. This became the lava lands.\nwasd more arrow keys or mobile to move\nGet to the portal.\nOne easter egg.\nMy other scrolling platformers:\nlava cave: https://scratch.mit.edu/projects/399541578/\ngrassy: https://scratch.mit.edu/projects/399664253
200 follower platformer contest! (AMAZING PRIZES!)
@Stage\n\n@Sprite1\n\nwhen I start as a clone\nswitch costume to (costume1 v)\ngo to x: (-396) y: (0)\nset [indiv. xv v] to [59.28]\nif <key (left arrow v) pressed?> then\n go to x: (396) y: (0)\n set [indiv. xv v] to [-59.28]\nend\nhide\nwait (0.2) seconds\nset [ghost v] effect to (100)\nshow\nforever\n switch costume to (costume1 v)\n change x by (indiv. Xv)\n switch costume to ((indiv. Costume) + (1))\n set [indiv. xv v] to ((indiv. Xv) * (0.85))\n change [ghost v] effect by (-5)\nend\n\nwhen I start as a clone\nwait until <<not <key (right arrow v) pressed?>> and <not <key (left arrow v) pressed?>>>\nforever\n if <key (right arrow v) pressed?> then\n change [indiv. costume v] by (1)\n create clone of (_myself_ v)\n change [indiv. costume v] by (-1)\n set [indiv. xv v] to [59.28]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n if <key (left arrow v) pressed?> then\n change [indiv. costume v] by (-1)\n create clone of (_myself_ v)\n change [indiv. costume v] by (1)\n set [indiv. xv v] to [-59.28]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nrepeat (10)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nset [indiv. costume v] to [1]\ncreate clone of (_myself_ v)\n\nset [indiv. costume v] to [1]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (100) %\nswitch costume to (thumbnail v)\n\n
SORRY, BUT YOUR ENTRY HAS TO BE A REMIX! \n-I am hosting a platformer contest!\n-All info is in the project! :)\n-If you have any questions ask in the comments \n-Btw, you have to be following me to enter :/\nDEADLINE JULY 10th\n
Mountains - a platformer
@Stage\n\nwhen flag clicked\n\nwhen I receive [intro end v]\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\ndefine Place Player: (x) (y) Set Size To: (size)\ngo to x: (x) y: (y)\nset size to (size) %\n\nwhen flag clicked\nhide\n\ndefine Gravity, Platform Detection, Physics....\nforever\n change [y v] by (-1)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n if <(skin) = [default]> then\n switch costume to (3 v)\n end\n if <(skin) = [flag]> then\n switch costume to (flag v)\n end\n if <(skin) = [circle]> then\n switch costume to (circle v)\n end\n if <(skin) = [Dual]> then\n switch costume to (d 3 v)\n end\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 if <(skin) = [default]> then\n switch costume to (2 v)\n end\n if <(skin) = [flag]> then\n switch costume to (flag v)\n end\n if <(skin) = [circle]> then\n switch costume to (circle v)\n end\n if <(skin) = [Dual]> then\n switch costume to (d 2 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels v)?> then\n change y by (1)\n end\n if <touching (levels 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 start sound [Wood Tap v]\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (levels 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 (levels v)?>> then\n start sound [Jump v]\n if <(skin) = [default]> then\n switch costume to (4 v)\n end\n if <(skin) = [flag]> then\n switch costume to (flag v)\n end\n if <(skin) = [Dual]> then\n switch costume to (d 4 v)\n end\n set [y v] to [12]\n end\n change y by (1)\n if <touching (trampolines v)?> then\n set [y v] to [18]\n start sound [Drum Boing v]\n end\n if <(x position) > [215]> then\n change [level v] by (1)\n broadcast (restart v)\n change [$ v] by (10)\n end\n create clone of (_myself_ v)\n if <touching (spikes v)?> then\n start sound [Rip v]\n Place Player: [-200] [0] Set Size To: [100]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> or <<<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>>>> then\n if <(skin) = [default]> then\n switch costume to (1 v)\n end\n if <(skin) = [flag]> then\n switch costume to (flag v)\n end\n if <(skin) = [circle]> then\n switch costume to (circle v)\n end\n if <(skin) = [Dual]> then\n switch costume to (d 1 v)\n end\n end\nend\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [restart v]\nstart sound [Zoop v]\nPlace Player: [-200] [0] Set Size To: [100]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [skip v]\nPlace Player: [-200] [0] Set Size To: [100]\n\nwhen I receive [intro end v]\nset [level v] to [1]\nshow\nPlace Player: [-200] [0] Set Size To: [100]\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\nset [skin v] to [default]\n\nwhen I receive [close shop v]\n\n@Levels\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\n\n@text\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro end v]\nshow\n\n@Trampolines\n\nwhen flag clicked\nhide\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro end v]\nshow\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\n\nwhen I receive [intro end v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\n point in direction ((([cos v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nbroadcast (skip v)\nstart sound [Connect v]\nchange [level v] by (1)\nwait (.01) seconds\n\nwhen I receive [intro end v]\nforever\n if <(Level) = [15]> then\n hide\n else\n show\n end\nend\n\n@restart\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\n point in direction ((([cos v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (restart v)\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\nend\n\nwhen I receive [intro end v]\nshow\n\nwhen flag clicked\nhide\n\n@thumbnail\n\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n hide variable [level v]\nend\n\ngo to x: (0) y: (0)\n\nwhen I receive [intro end v]\n\n@skin shop\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nshow\nset [shop open? v] to [no]\n\nwhen I receive [intro end v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\n point in direction ((([cos v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\nwhen this sprite clicked\nset [shop open? v] to [yes]\nstart sound [front-desk-bells-daniel_simon v]\nwait (.08) seconds\nstart sound [front-desk-bells-daniel_simon2 v]\nbroadcast (shop v)\n\nwhen I receive [intro end v]\nforever\n if <(shop open?) = [yes]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [close shop v]\nset [shop open? v] to [no]\n\n@shop\n\nwhen flag clicked\ngo to x: (0) y: (-180)\nhide\n\nwhen I receive [shop v]\ngo to [front v] layer\nshow\nSmooth Glide x: (0) y: (0) speed: (4)\n\nwhen I receive [close shop v]\ngo to x: (0) y: (-180)\nhide\n\nwhen flag clicked\n\nforever\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\n@close shop\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\nhide\ngo to x: (117) y: (-180)\n\nwhen I receive [shop v]\nshow\nSmooth Glide x: (117) y: (96) speed: (5)\n\nwhen this sprite clicked\nbroadcast (close shop v)\nhide\ngo to x: (117) y: (-180)\n\nwhen I receive [shop v]\nwait (.1) seconds\ngo to [front v] layer\n\nwhen I receive [close shop v]\nhide\n\n@flag skin\n\nwhen I receive [close shop v]\ngo to x: (-66) y: (-180)\nhide\n\nwhen I receive [shop v]\nshow\nSmooth Glide x: (-66) y: (79) speed: (3)\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\ngo to x: (-66) y: (-180)\nhide\n\nwhen I receive [shop v]\nwait (.01) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nif <($) > [29]> then\n start sound [Collect v]\n broadcast (close shop v)\n set [skin v] to [flag]\n change [$ v] by (-30)\nelse\n start sound [NOPE v]\n broadcast (nope v)\nend\n\nwhen flag clicked\nforever\n if <(skin) = [flag]> then\n hide\n end\nend\n\nwhen flag clicked\nset [skin v] to [default]\n\nwhen I receive [intro end v]\nset [$ v] to [0]\n\nwhen flag clicked\nforever\n if <($) < [0]> then\n set [$ v] to [0]\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nhide variable [$ v]\n\nwhen I receive [intro end v]\nshow variable [$ v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [nope v]\ngo to [front v] layer\nshow\nwait (1) seconds\nhide\n\n@circle skin\n\nwhen I receive [close shop v]\ngo to x: (-66) y: (-180)\nhide\n\nwhen I receive [shop v]\nshow\nSmooth Glide x: (-66) y: (-27) speed: (4)\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\ngo to x: (-66) y: (-180)\nhide\n\nwhen I receive [shop v]\nwait (.01) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nif <($) > [49]> then\n start sound [Collect v]\n broadcast (close shop v)\n set [skin v] to [circle]\n change [$ v] by (-50)\nelse\n start sound [NOPE v]\n broadcast (nope v)\nend\n\nwhen flag clicked\nforever\n if <(skin) = [circle]> then\n hide\n end\nend\n\nwhen flag clicked\nset [skin v] to [default]\n\nwhen I receive [intro end v]\nset [$ v] to [0]\n\nwhen flag clicked\nforever\n if <($) < [0]> then\n set [$ v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (intro end v)\n\n@Dual skin\n\nwhen I receive [close shop v]\ngo to x: (60) y: (-180)\nhide\n\nwhen I receive [shop v]\nshow\nSmooth Glide x: (60) y: (-17) speed: (4)\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\ngo to x: (60) y: (-180)\nhide\n\nwhen I receive [shop v]\nwait (.01) seconds\ngo to [front v] layer\n\nwhen this sprite clicked\nif <($) > [99]> then\n start sound [Collect v]\n broadcast (close shop v)\n set [skin v] to [Dual]\n change [$ v] by (-100)\nelse\n start sound [NOPE v]\n broadcast (nope v)\nend\n\nwhen flag clicked\nforever\n if <(skin) = [circle]> then\n hide\n end\nend\n\nwhen flag clicked\nset [skin v] to [default]\n\nwhen I receive [intro end v]\nset [$ v] to [0]\n\nwhen flag clicked\nforever\n if <($) < [0]> then\n set [$ v] to [0]\n end\nend\n\n
--------------------------------CONTROLS-------------------------------\nuse arrow keys, wasd, or mobile to move! \n------------------------------------------------------------------------------\n\npress the skip button to skip, and the restart button to restart!\n\nremember to, love, favorite, and follow if you enjoyed!\n\nloved by @etalion!\nloved by @sunarcher!\n\n\n---------------------------UPDATE LOG--------------------------------\njun 30: shared!\njun 31: skin shop added!\njul 1: new backround!\njul 5: new skin in shop and less lag\n
OPEN 100 follower platformer contest!
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (costume1 v)\n\nwhen [space v] key pressed\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\nend\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\n change size by (5)\nend\n\nforever\n point in direction (85)\n repeat (20)\n turn right (0.5) degrees\n end\n repeat (20)\n turn left (0.5) degrees\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set size to (100) %\n repeat (20)\n change [ghost v] effect by (5)\n change size by (-5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n change size by (5)\n end\n end\nend\n\n@Effec\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 (0)\n set [coloreffec v] to (pick random (2) to (3))\n go to x: (pick random (-200) to (200)) y: (-185)\n set [y v] to (pick random (-320) to (-180))\n fly\n boom\nelse\n change [color v] effect by (pick random (0) to (45))\n set [xv v] to (pick random (-12) to (12))\n set [yv v] to (pick random (0) to (20))\n show\n repeat until <(y position) < [-170]>\n Physics\n end\nend\ndelete this clone\n\ndefine boom\nbroadcast (boom v)\nset [cloneid v] to [2]\nrepeat (10)\n create clone of (_myself_ v)\nend\n\ndefine Physics\nset size to ((190) + ((Yv) * (8))) %\nchange [yv v] by (-1)\nset [xv v] to ((Xv) * (0.92))\nset [yv v] to ((Yv) * (0.92))\nchange x by (Xv)\nchange y by (Yv)\n\nwhen I start as a clone\nif <(CloneID) = [2]> then\n wait (0.5) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\ndefine fly\nrepeat (16)\n change [y v] by (14)\n set y to (Y)\n if <(y position) > [-175]> then\n show\n end\nend\n\nwhen flag clicked\nset [cloneid v] to [1]\nforever\n repeat (4)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
100 follower platformer contest!\n Every thing you need to know is in the project!\n\nDEADLINE DELAYED TO JULY 2. RESULTS WILL BE OUT A FEW DAYS LATER\n\nLink to the studio:\nhttps://scratch.mit.edu/studios/26963454/projects/\n\nOnce you remixed this project with your platformer, I will add you to the official studio. We will only judge the platformers that were shared before the deadline (June 26).\n\nIf you want to be a judge, go to the official studio and ask in the comments. We only need 3 more judges. Judges also can not add projects\n\nI'm looking forward to many great platformers!
Snowy ||A Platformer #100%Possible #mobile_friendly
@Stage\n\nwhen I receive [greenflag v]\nforever\n play sound [TheFatRat - Afterlife \(DOTA 2 Music Pack\) v] until done\nend\n\nwhen I receive [greenflag v]\nset [ghost v] effect to (1)\nforever\n repeat (20)\n change [brightness v] effect by (-0.25)\n end\n repeat (40)\n change [brightness v] effect by (0.25)\n end\n repeat (20)\n change [brightness v] effect by (-0.25)\n end\nend\n\nwhen I receive [greenflag v]\nset volume to (100) %\nforever\n wait until <key (m v) pressed?>\n if <(volume) = [0]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\n wait until <not <key (m v) pressed?>>\nend\n\nwhen I receive [all win v]\nrepeat (100)\n change volume by (-1)\nend\n\n@player\n\nwhen I receive [greenflag v]\nsetup\nforever\n tick\n broadcast (tick v)\n if <(WIN) = [1]> then\n stop [this script v]\n end\nend\n\ndefine change y by (sy)\nchange [jump v] by (1)\nchange y by (sy)\nrepeat until <<not <touching (platformer v)?>> and <not <touching (moving plat v)?>>>\n set [speed y v] to [0]\n if <(sy) < [0]> then\n change y by (1)\n set [jump v] to [0]\n else\n change y by (-1)\n end\nend\n\ndefine setup\nswitch costume to (造型2 v)\nset rotation style [left-right v]\npoint in direction (90)\nset [slope v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [jump v] to [5]\nif <not <(LEVEL) = [34]>> then\n go to x: (-222) y: (-106)\nelse\n go to x: (180) y: (-106)\nend\nif <(LEVEL) = [33]> then\n show variable [timer v]\n reset timer\nend\nif <(LEVEL) = [34]> then\n hide variable [timer v]\n if <not <key (1 v) pressed?>> then\n set [score v] to ((timer) * (1000))\n if <(☁ WR) > (score)> then\n set [☁ wr v] to (score)\n end\n end\nend\n\ndefine tick\ndieTest\nset [timer v] to (timer)\nset [speed x v] to (speed x)\nif <<<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 point in direction (-90)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n point in direction (90)\nend\nset [speed x v] to ((speed x) * (0.81))\nchange x by (speed x)\nif <touching (tp v)?> then\n set [speed y v] to [35]\n set [jump v] to [5]\nend\nif <not <touching (water v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(jump) < [4]> then\n set [speed y v] to [15]\n end\n end\n change [speed y v] by (-2)\n change y by (speed y)\nelse\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [speed y v] by (2.5)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [speed y v] by (-0.5)\n end\n change [speed y v] by (-0.5)\n change y by (speed y)\nend\n\ndefine change x by (sx)\nchange x by (sx)\nset [slope v] to [0]\nif <<touching (platformer v)?> or <touching (moving plat v)?>> then\n repeat until <(slope) = [8]>\n change [slope v] by (1)\n change y by (1)\n if <<not <touching (platformer v)?>> and <not <touching (moving plat v)?>>> then\n stop [this script v]\n end\n end\n change y by (-8)\n repeat until <<not <touching (platformer v)?>> and <not <touching (moving plat v)?>>>\n if <(sx) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine dieTest\nif <(y position) < [-178]> then\n setup\nend\nif <touching (danger v)?> then\n setup\nend\nif <touching (fall lava v)?> then\n setup\nend\n\nwhen I receive [greenflag v]\nset [level v] to [1]\nset [skip data v] to [0]\nforever\n wait until <<(x position) > [235]> or <key (1 v) pressed?>>\n if <<not <(LEVEL) = [21]>> and <<not <(LEVEL) = [26]>> and <<not <(LEVEL) = [31]>> and <not <(LEVEL) = [34]>>>>> then\n if <key (1 v) pressed?> then\n change [skip data v] by (1)\n end\n set level to ((LEVEL) + (1))\n end\n wait until <not <key (1 v) pressed?>>\nend\n\nwhen [j v] key pressed\nif <not <(WIN) = [1]>> then\n ask [Choose a level\(1-21\):\(or some special codes\)] and wait\n if <<[0.9] < (answer)> and <(answer) < [21.1]>> then\n set level to (round (answer))\n end\n if <(answer) = [water]> then\n set level to [22]\n end\n if <(answer) = [lava]> then\n set level to [27]\n end\n if <(answer) = [final]> then\n set level to [32]\n broadcast (the last v)\n end\n answer types\nend\n\ndefine set level to (level)\nbroadcast (win v)\nset [level v] to (level)\nsetup\n\nwhen I receive [greenflag v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (造型3 v)\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [all win v]\nwait (3) seconds\nif <(skip data) = [0]> then\n set [skip show v] to []\nelse\n set [skip show v] to (join [\(Because I skiped ] (join (skip data) [ levels:\)]))\nend\nsay (join [Tired? Never Haha!] (skip show)) for (3) seconds\n\nwhen I receive [all win v]\ngo to x: (125) y: (110)\n\nset [☁ wr v] to [62368]\n\nwhen I receive [greenflag v]\nset [score v] to [N]\nforever\n if <key (h v) pressed?> then\n show variable [record show v]\n else\n hide variable [record show v]\n end\nend\n\nwhen I receive [tick v]\nif <(score) > [100000000000]> then\n set [record show v] to (join [Your time: ] (join [-] (join [ World record: ] ((☁ WR) / (1000)))))\nelse\n set [record show v] to (join [Your time: ] (join ((score) / (1000)) (join [ World record: ] ((☁ WR) / (1000)))))\nend\n\ndefine answer types\nif <<(answer) = [block]> or <(answer) = [blocks]>> then\n say [686] for (1) seconds\nelse\n if <<(answer) = [costume]> or <(answer) = [costumes]>> then\n say [180] for (1) seconds\n else\n if <<(answer) = [sprite]> or <(answer) = [sprites]>> then\n say [14] for (1) seconds\n else\n if <<(answer) = [code]> or <(answer) = [codes]>> then\n say [By biggboss01] for (1) seconds\n else\n if <(answer) = [platformer]> then\n say [By biggboss01] for (1) seconds\n else\n if <(answer) = [Music]> then\n say [theFatRat] for (1) seconds\n else\n if <(answer) = [biggboss01]> then\n say [He is awsome!] for (1) seconds\n else\n if <(answer) = [griffpatch]> then\n say [His projects are cool!] for (1) seconds\n else\n if < (answer) contains [print]?> then\n say [Do you learn python?] for (1) seconds\n else\n if <(answer) = [time]> then\n say (join (current [hour v]) (join [:] (join (current [minute v]) (join [:] (current [second v]))))) for (1) seconds\n else\n if <(answer) = [date]> then\n say (join (current [year v]) (join [.] (join (current [month v]) (join [.] (current [date v]))))) for (1) seconds\n else\n if <(answer) = [level]> then\n say (LEVEL) for (1) seconds\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 I receive [greenflag v]\nforever\n if <touching (water v)?> then\n play sound [Bubbles v] until done\n end\nend\n\nwhen I receive [greenflag v]\nforever\n if <key (l v) pressed?> then\n set [random v] to (pick random (1) to (9))\n if <(random) < [7.5]> then\n say (item (random) of [say something v]) for (1) seconds\n else\n if <(random) < [8.5]> then\n say (join [HI, ] (username)) for (1) seconds\n else\n if <(skip data) = [0]> then\n say [Nice! You didn't skip any level!] for (1) seconds\n else\n say (join [Oops, you skip ] (join (skip data) [ levels.])) for (1) seconds\n end\n end\n end\n wait until <not <key (l v) pressed?>>\n end\n if <(WIN) = [1]> then\n stop [this script v]\n end\nend\n\n@platformer\n\nwhen I receive [greenflag v]\nswitch costume to (l1 v)\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [win v]\ngo to x: (0) y: (0)\n\ngo [backward v] (1) layers\n\n@water\n\nwhen I receive [greenflag v]\nset [ghost v] effect to (50)\nswitch costume to (l1 v)\nforever\n switch costume to (LEVEL)\nend\n\n@danger\n\nwhen I receive [greenflag v]\nswitch costume to (l1 v)\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [win v]\ngo to x: (0) y: (-10)\nset [ghost v] effect to (100)\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\n\n@tp\n\nwhen I receive [greenflag v]\nswitch costume to (l1 v)\nforever\n switch costume to (LEVEL)\nend\n\n@thb\n\nwhen flag clicked\nswitch costume to (造型1 v)\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [last post v]\ngo to [front v] layer\nswitch costume to (造型2 v)\nset [ghost v] effect to (0)\nstop [all v]\n\n@eyes\n\nwhen I receive [tick v]\npoint in direction (90)\ngo to (player v)\nchange x by (SPEED X)\n\nwhen I receive [greenflag v]\nswitch costume to (costume1 v)\nforever\n wait (2.5) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\n wait (0.1) seconds\n switch costume to (costume2 v)\n wait (0.05) seconds\n switch costume to (costume1 v)\nend\n\n@snow\n\nwhen I receive [greenflag v]\nhide\nset [ghost v] effect to (30)\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\ndefine start clone (rd) (rdspeed) (rdderect)\ngo to x: (rd) y: (180)\npoint in direction (rdderect)\nrepeat ((360) / (rdspeed))\n move (rdspeed) steps\n if <<touching (water v)?> or <touching (danger v)?>> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset size to (pick random (100) to (180)) %\nstart clone (pick random (-240) to (240)) ((pick random (3) to (7)) / (2)) (pick random (170) to (190))\n\n@bcube\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nshow\nrepeat (70)\n next costume\nend\nbroadcast (ghost v)\nbroadcast (greenflag v)\nrepeat (10)\n change [ghost v] effect by (10)\n next costume\nend\nhide\n\n@bcube2\n\nwhen flag clicked\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [greenflag v]\nwait (0.5) seconds\nhide\n\nwhen I receive [ghost v]\nrepeat (10)\n next costume\n change [ghost v] effect by (10)\nend\n\n@fall lava\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [the last v]\nhide\nset [ghost v] effect to (30)\nforever\n wait ((pick random (1) to (18)) / (10)) seconds\n repeat (pick random (1) to (3))\n create clone of (_myself_ v)\n end\n if <not <(LEVEL) = [32]>> then\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(LEVEL) = [32]> then\n show\nelse\n delete this clone\nend\nsetup\n\nwhen I receive [tick v]\nchange [speed y v] by (-2)\nchange x by (speed x)\nchange y by (speed y)\nif <(y position) < [-179]> then\n delete this clone\nend\n\ndefine setup\nshow\ngo to x: (36) y: (180)\nset [speed y v] to [0]\nset [speed x v] to (pick random (-2) to (2))\nset [color v] effect to (pick random (-8) to (8))\nset size to (pick random (60) to (85)) %\n\n@moving plat\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [win v]\nif <(LEVEL) = [34]> then\n setup\n forever\n change x by (speed x)\n if <<(x position) > [60]> or <(x position) < [-160]>> then\n set [speed x v] to ((speed x) * (-1))\n end\n if <not <(LEVEL) = [34]>> then\n hide\n stop [this script v]\n end\n end\nelse\n hide\nend\n\ndefine setup\nshow\ngo to x: (60) y: (-150)\nset [speed x v] to [-5]\n\nwhen flag clicked\nhide\n\n@blackCube\n\nwhen I receive [greenflag v]\nhide\n\ndefine setup\nshow\ngo to x: (160) y: (110)\n\nwhen I receive [win v]\nif <(LEVEL) = [34]> then\n setup\n forever\n if <not <(LEVEL) = [34]>> then\n hide\n stop [this script v]\n end\n end\nelse\n hide\nend\n\nwhen I receive [the last v]\nswitch costume to (造型1 v)\nforever\n wait (pick random (2) to (4)) seconds\n switch costume to (造型2 v)\n wait (0.05) seconds\n switch costume to (造型1 v)\n wait (0.1) seconds\n switch costume to (造型2 v)\n wait (0.05) seconds\n switch costume to (造型1 v)\nend\n\nwhen flag clicked\nset [win v] to [0]\nwait (1) seconds\nwait until <touching (player v)?>\nset [win v] to [1]\nbroadcast (all win v)\n\nwhen I receive [all win v]\nsay (join [Thank you , ] (join (username) [, you find me ! You must be very tired!])) for (2.8) seconds\n\nwhen flag clicked\nhide\n\n@white fade\n\nwhen flag clicked\nhide\n\nwhen I receive [all win v]\nwait (6) seconds\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nhide\nbroadcast (last post v)\n\n
New game shared on 7.22!\nhttps://scratch.mit.edu/projects/411723001
Adventure 2 - A Mobile Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (adventure time again v)\nforever\n if <(Level) = [13]> then\n switch backdrop to (hills of denturinia v)\n end\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nset [level v] to [1]\nReset Level\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v v] by (-.9)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (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 change [y v v] by (12)\n end\n end\n change y by (1)\n if <<touching (spikes v)?> or <touching (death wheel v)?>> then\n Die\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\ndefine Reset Level\nswitch costume to (player1 v)\nclear graphic effects\ngo to x: (-200) y: (30)\nset [x v v] to [0]\nset [y v v] to [0]\nset size to (100) %\nshow\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (Next Costume v)\n change [level v] by (1)\n Reset Level\n end\nend\n\ndefine Die\nrepeat (20)\n change [ghost v] effect by (5)\nend\nReset Level\n\n@Ground\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (ground1 v)\nshow\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next costume v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (spikes1 v)\nshow\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next costume v]\nnext costume\n\n@Text\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (text1 v)\nshow\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [next costume v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (25)\nset [brightness v] effect to (0)\nhide\nforever\n wait (2.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (200) y: (pick random (60) to (170))\nswitch costume to (pick random (1) to (3))\nshow\nrepeat until <(x position) < [-200]>\n change x by (-3)\nend\nrepeat (10)\n hide\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n set [brightness v] effect to (-45)\n end\nend\n\n@Death Wheel\n\nwhen flag clicked\npoint in direction (90)\nhide\nforever\n go to [back v] layer\n turn right (5) degrees\n if <(Level) = [7]> then\n go to x: (80) y: (-67)\n show\n end\n if <(Level) = [8]> then\n go to x: (-190) y: (82)\n end\n if <(Level) = [9]> then\n go to x: (5) y: (-30)\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [14]> then\n show\n go to x: (188) y: (-53)\n end\n if <(Level) = [15]> then\n hide\n end\nend\n\n@TN\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Campfire\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n hide\n hide\n hide\n hide\n end\n if <(Level) = [17]> then\n go to x: (0) y: (0)\n show\n end\n if <(Level) = [18]> then\n hide\n end\nend\n\n
PC:\nWASD or Arrow keys\n\nMobile:\nClick the screen
Four Seasons || A scrolling platformer
@Stage\n\nwhen flag clicked\nhide variable [??? v]\nswitch backdrop to (1 v)\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [reset v]\nif <(backdrop [number v]) = [3]> then\n set [ghost v] effect to (20)\nend\n\nwhen I receive [win v]\nhide variable [time v]\nset [??? v] to (TIME)\nshow variable [??? v]\nswitch backdrop to (backdrop1 v)\n\n@Level\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (1 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 3-6 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n switch costume to (costume1 v)\n Clone at x: [0] y: [0]\n set [x v] to [-9999]\n end\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\n\n forever\n repeat (120)\n change [x v] by (-2)\n end\n clear graphic effects\n repeat (120)\n change [x v] by (2)\n end\n end\nend\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\n\n forever\n repeat (120)\n change [x v] by (-3)\n end\n clear graphic effects\n repeat (120)\n change [x v] by (3)\n end\n end\nend\n\nset [scroll x v] to [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\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [-122]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (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 <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (water v)?> then\n set [speed y v] to [10]\n end\nend\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <touching (water v)?> then\n set [speed y v] to [-10]\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) > [1900]> then\n set [scroll x v] to [1900]\nend\nif <touching (bounce v)?> then\n set [speed y v] to [26]\nend\nif <<touching (spikes v)?> or <touching (lava v)?>> then\n set [exit v] to [Die]\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\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (level 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 (level v)?> then\n repeat (12)\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 (-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 (level 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\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\nset [exit v] to []\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen I receive [win v]\nif then\n hide\nend\nstop [other scripts in sprite v]\n\nwhen [r v] key pressed\nset [exit v] to [Die]\n\nif <(SCROLL Y) < [0]> then\n\nwhen I receive [tick v]\n\nif <(LEVEL) = [5]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 3-6 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n switch costume to (level 3-6 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\n@Trees\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]\nset [ghost v] effect to (10)\ngo to [back v] layer\nif <(LEVEL) = [1]> then\n switch costume to (level 1-4 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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume4 v)\n Clone at x: [0] 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 else\n if <(LEVEL) = [4]> then\n switch costume to (costume11 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n switch costume to (costume1 v)\n end\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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n forever\n go to [back v] layer\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\n\nwhen flag clicked\nforever\n hide\n set [ghost v] effect to (100)\n reset timer\n switch costume to (costume1 v)\n set size to (120) %\n switch costume to (dot3 v)\nend\n\n@Grass\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]\nset [ghost v] effect to (20)\ngo to [front v] layer\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (3-6 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n switch costume to (costume1 v)\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\n@Lava\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]\nelse\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]\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\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 go to [back v] layer\n set [ghost v] effect to (20)\n repeat (20)\n change [y v] by (-0.5)\n end\n repeat (20)\n change [y v] by (0.5)\n end\nend\n\n@Bounce\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n switch costume to (close flag3 v)\nelse\n switch costume to (close flag v)\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [888] y: [-78]\n Clone at x: [1347] y: [-28]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [-65] y: [-75]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [701] y: [-75]\n Clone at x: [2104] y: [-66]\n else\n Clone at x: [1720] y: [-75]\n Clone at x: [1951] y: [-75]\n end\n end\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nswitch costume to (close flag3 v)\nswitch costume to (close flag2 v)\nswitch costume to (close flag v)\n\nrepeat (2)\n next costume\nend\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\n\nClone at x: [1347] y: [-20]\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setip v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [2050] y: [40]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [2060] y: [198]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [2100] y: [141]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n Clone at x: [2093] y: [166]\n else\n set [x v] to [-99999]\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open exit v]\nswitch costume to (open v)\n\ndelete this clone\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECT MAX)> then\n broadcast (Open exit v)\n end\n delete this clone\nend\n\nwhen I receive [setip v]\nhide\nset [collected v] to [0]\nset [collect max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [-41] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [425] y: [53]\n Clone at x: [676] y: [0]\n Clone at x: [888] y: [166]\n Clone at x: [1066] y: [187]\n Clone at x: [1346] y: [131]\n Clone at x: [1819] y: [61]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [109] y: [-60]\n Clone at x: [285] y: [93]\n Clone at x: [619] y: [107]\n Clone at x: [859] y: [-1]\n Clone at x: [981] y: [-1]\n Clone at x: [1195] y: [154]\n Clone at x: [1338] y: [-35]\n Clone at x: [1479] y: [-35]\n Clone at x: [1983] y: [-39]\n Clone at x: [2110] y: [-39]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [55] y: [71]\n Clone at x: [285] y: [93]\n Clone at x: [697] y: [15]\n Clone at x: [886] y: [181]\n Clone at x: [1012] y: [-43]\n Clone at x: [1148] y: [-43]\n Clone at x: [1191] y: [113]\n Clone at x: [1455] y: [62]\n Clone at x: [1768] y: [65]\n Clone at x: [1987] y: [-39]\n else\n if <(LEVEL) = [4]> then\n switch costume to (dot v)\n Clone at x: [-210] y: [-40]\n Clone at x: [73] y: [5]\n Clone at x: [197] y: [-9]\n Clone at x: [549] y: [-66]\n Clone at x: [549] y: [35]\n Clone at x: [634] y: [142]\n Clone at x: [1006] y: [-34]\n Clone at x: [1158] y: [-34]\n Clone at x: [1268] y: [34]\n Clone at x: [1396] y: [173]\n Clone at x: [1655] y: [2]\n Clone at x: [1845] y: [79]\n Clone at x: [2113] y: [70]\n else\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collect max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [display value v] to (join (COLLECTED) (join [ / ] (COLLECT MAX)))\nend\n\nwhen [space v] key pressed\nset [mesee v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\n@Water\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]\nset [ghost v] effect to (30)\ngo to [front v] layer\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 2-6 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 else\n switch costume to (level 2-11 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 end\n set [y v] to [-99999]\n end\n set [y v] to [-99999]\nend\nset [y v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n go to [back v] layer\n set [ghost v] effect to (70)\n repeat (20)\n change [y v] by (-0.5)\n end\n repeat (20)\n change [y v] by (0.5)\n end\nend\n\n
=========================\nSequel out! https://scratch.mit.edu/projects/406143548\n=========================\nWelcome to my best scrolling game yet - Four Seasons. If you enjoyed! A love, fav and a follow will be much appreciated! I spent almost 20 hours on the graphics, gameplay and more! Also mobile friendly.\n=========================\nIn this scrolling platformer, you will be playing as a little explorer. There are four levels, and each one of them represents a season. There is one Easter egg, can you find it?\n=========================\nCredits to @Griffpatch for the engine\nCredits to @Awesomebricks1 and @Lazy_Coder02 for inspiration \nCredits to YouTube for music\nCredits to me, @0014049 for everything else\n=========================\nThe levels might be hard, but all of them are possible! I tried them on both PC and iPhone.\n=========================\nTags: #Games #Four #Seasons #Scrolling #Platformer #Mobile #Friendly #Graphics #Portal #Coins #Player #0014049 #Pi #Person #STGP
✭ Campaign Platformer ✭
@Stage\n\n@player\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (-145) y: (-58)\n\nwhen flag clicked\nforever\n play sound [the piano moosic v] until done\nend\n\nwhen I receive [change v]\nnext costume\n\nwhen I receive [start v]\nswitch backdrop to (blue sky 2 v)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nglide (0.25) secs to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [yv v] to [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 (level v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Magic Spell v]\n broadcast (new v)\n go to x: (-200) y: (0)\n end\n if <[-160] > (y position)> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [fisheye v] effect by (50)\n end\n set size to (15) %\n clear graphic effects\n go to x: (-200) y: (0)\n go to x: (-200) y: (0)\n set size to (100) %\n end\n if <touching (spikes v)?> then\n set [xv v] to [0]\n set [yv v] to [0]\n start sound [Oops v]\n repeat (20)\n change [ghost v] effect by (5)\n change size by (.2)\n change [fisheye v] effect by (50)\n end\n set size to (15) %\n clear graphic effects\n go to x: (-200) y: (0)\n set size to (100) %\n end\n if <touching (bounces v)?> then\n set [yv v] to [22]\n end\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nswitch backdrop to (rays v)\nset [color v] effect to (2)\nset [brightness v] effect to (10)\nglide (1) secs to x: (0) y: (0)\nclear graphic effects\n\n@level\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [new v]\nif <(costume [name v]) = [10]> then\n broadcast (end v)\nelse\n next costume\nend\n\nwhen flag clicked\nwait until <(costume [name v]) = [4]>\nbroadcast (lvl 4 v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [7]>\nbroadcast (lvl 7 v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [8]>\nbroadcast (lvl 8 v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [9]>\nbroadcast (lvl 9 v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [3]>\nbroadcast (lvl 3 v)\n\nwhen flag clicked\nwait until <(costume [name v]) = [10]>\nbroadcast (lvl 10 v)\n\nwhen I receive [end v]\nswitch costume to (1 v)\nstop [other scripts in sprite v]\n\n@spikes\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [new v]\nif <(costume [name v]) = [10]> then\n broadcast (end v)\nelse\n next costume\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@change\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (change v)\n\nwhen I receive [start v]\nhide\n\n@play\n\nwhen flag clicked\nswitch backdrop to (stripes v)\nset size to (100) %\nshow\n\nwhen this sprite clicked\nbroadcast (start v)\nrepeat until <(size) = [0]>\n change size by (-10)\n change [ghost v] effect by (10)\n wait (0.0000000001) seconds\nend\nclear graphic effects\nhide\n\nwhen I receive [start v]\nhide\n\n@level2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (-110)\nshow\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [lvl 4 v]\nset size to (50) %\ngo to x: (200) y: (-85)\n\nwhen I receive [lvl 7 v]\nset size to (85) %\ngo to x: (30) y: (-50)\n\nwhen I receive [lvl 3 v]\nset size to (50) %\ngo to x: (0) y: (-85)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Bounces\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [lvl 8 v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [lvl 9 v]\nswitch costume to (2 v)\nshow\n\nwhen I receive [new v]\nhide\n\nwhen I receive [lvl 10 v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Miniature\n\nwhen flag clicked\nhide\n\n
✭ Campaign Platformer ✭\n\n♕ Use the arrows to advance or jump ;) !\n♕ Don't touch the spikes !\n♕ Win and have fun ;) !
The Explorer || A Platformer || {MOBILE FRIENDLY} #games #art #stgp
@Stage\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [outro v]\nrepeat (100)\n change volume by (-5)\nend\n\nwhen I receive [bring the action! v]\nforever\n repeat (4)\n set volume to (60) %\n play sound [Sound Of Legend - Hold That Sucker Down \(Official Music Video\) \[Mpgun v] until done\n end\n set volume to (90) %\n play sound [Gravity Falls \[Theme Song\] Hip Hop Remix.mp3 v] until done\nend\n\nwhen I receive [bring the action! v]\nforever\n play sound [rain v] until done\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [bring the action! v]\nshow\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n set [ghost v] effect to (50)\n set [brightness v] effect to (0)\n forever\n set y to (([cos v] of ((timer) * (400)) ) * (10))\n end\nelse\n if <(id) = [2]> then\n set [ghost v] effect to (50)\n set [brightness v] effect to (-10)\n forever\n set y to (([sin v] of ((timer) * (500)) ) * (9))\n end\n else\n if <(id) = [3]> then\n set [ghost v] effect to (50)\n set [brightness v] effect to (-20)\n forever\n set y to (([cos v] of (((timer) + (3)) * (500)) ) * (12))\n end\n end\n end\nend\n\nset [color v] effect to (3)\n\nwhen I receive [setup v]\nwait (0.1) seconds\ngo to x: (0) y: (0)\nset [id v] to [0]\nhide\ngo to [back v] layer\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [bring the action! v]\nswitch costume to (costume1 v)\nbroadcast (Setup v)\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Rain\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (50)\nrepeat until <<<touching (sprite1 v)?> or <touching (_edge_ v)?>> or <touching (sprite3 v)?>>\n change y by (-10)\n change x by (1)\nend\nif <<touching (sprite1 v)?> or <touching (sprite3 v)?>> then\n repeat (6)\n next costume\n end\n delete this clone\nelse\n delete this clone\nend\n\nstart sound [Rain Hit v]\n\nchange size by (-20)\n\nwhen I receive [bring the action! v]\nforever\n show\n set [ghost v] effect to (100)\n go to x: (pick random (-220) to (220)) y: (150)\n if <not <touching (sprite1 v)?>> then\n switch costume to (costume1 v)\n if <(LEVEL) > [17]> then\n if <(pick random (1) to (15)) = [4]> then\n create clone of (_myself_ v)\n end\n else\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nchange y by ((Yvelocity) * (-1))\nset [yvelocity v] to [0]\n\nrepeat (4)\n\nif <touching (sprite1 v)?> then\n\nchange x by (-1)\n\nset [xvelocity v] to [8]\n\nset [xvelocity v] to [-8]\nset [yvelocity v] to [8]\n\ndefine Physics\nshow\nset size to (80) %\nclear graphic effects\nset rotation style [left-right v]\nif <not <touching (sprite2 v)?>> then\n change [yvelocity v] by (-1)\nelse\n change [yvelocity v] by (1)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [xvelocity v] by (2)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [xvelocity v] by (-2)\nend\nchange x by (Xvelocity)\nset [xvelocity v] to ((Xvelocity) * (0.7))\nif <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 ((Xvelocity) * (-1))\n set [xvelocity v] to ((Xvelocity) * (-1))\n if <(Xvelocity) > [0]> then\n change x by (1)\n else\n change x by (-1)\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xvelocity) > [0]> then\n set [xvelocity v] to [8]\n else\n set [xvelocity v] to [-8]\n end\n set [yvelocity v] to [8]\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\nend\nchange y by (Yvelocity)\nif <touching (sprite1 v)?> then\n change y by ((Yvelocity) * (-1))\n set [yvelocity v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvelocity v] to [15]\n end\nend\nif <<touching (_edge_ v)?> and <(x position) > [180]>> then\n broadcast (Setup v)\n broadcast (NEXTLEVEL v)\nend\nif <<touching (lava v)?> or <key (r v) pressed?>> then\n point in direction (90)\n broadcast (DIE v) and wait\n broadcast (Setup v)\nend\n\nwhen flag clicked\n\nforever\n if <touching (sprite2 v)?> then\n play sound [Plunge v] until done\n wait until <not <touching (sprite2 v)?>>\n end\nend\n\nplay sound [Plunge v] until done\n\nstart sound [pop v]\n\nstart sound [pop v]\n\nchange size by (10)\n\nwhen I receive [setup v]\ngo to x: (-180) y: (100)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\n\nwhen I receive [die v]\nclear graphic effects\nset rotation style [all around v]\nrepeat (5)\n change [ghost v] effect by (-20)\n change size by (-15)\n turn right (30) degrees\nend\nhide\n\nwhen flag clicked\nswitch costume to (costume10 v)\nforever\n wait (pick random (2) to (7)) seconds\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen I receive [bring the action! v]\n\nwhen I receive [bring the action! v]\ngo to x: (-180) y: (100)\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nforever\n Physics\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Sprite5\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [bring the action! v]\ngo to x: (0) y: (0)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@BLACK\n\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [nextlevel v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(LEVEL) = [6]> then\n set [ghost v] effect to (50)\n else\n if <(LEVEL) > [6]> then\n if <[18] > (LEVEL)> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (70)\n end\n else\n set [ghost v] effect to (70)\n end\n end\nend\n\nset [ghost v] effect to (70)\n\n\n\nwhen I receive [bring the action! v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (70)\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@LAVA\n\nwhen flag clicked\n\nwhen I start as a clone\nshow\nif <(ID) = [1]> then\n set [ghost v] effect to (50)\n set [brightness v] effect to (0)\n forever\n set y to (([cos v] of ((timer) * (400)) ) * (10))\n end\nelse\n if <(ID) = [2]> then\n set [ghost v] effect to (50)\n set [brightness v] effect to (-10)\n forever\n set y to (([sin v] of ((timer) * (500)) ) * (9))\n end\n else\n if <(ID) = [3]> then\n set [ghost v] effect to (50)\n set [brightness v] effect to (-20)\n forever\n set y to (([cos v] of (((timer) + (3)) * (500)) ) * (12))\n end\n end\n end\nend\n\nset [color v] effect to (3)\n\nwhen I receive [setup v]\nwait (0.1) seconds\ngo to x: (0) y: (0)\nset [id v] to [0]\nhide\ngo to [back v] layer\nrepeat (3)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen I receive [bring the action! v]\nbroadcast (Setup v)\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Fog\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset x to (475)\nforever\n change x by (-1)\n if <(x position) = [0]> then\n if <not <(LEVEL) > [17]>> then\n create clone of (_myself_ v)\n end\n end\n if <(x position) = [-475]> then\n delete this clone\n end\n if <(LEVEL) > [17]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\n\nwhen I receive [bring the action! v]\nset [ghost v] effect to (70)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n go to [back v] layer\n go to [back v] layer\n if <<(x position) = [-475]> or <(LEVEL) > [17]>> then\n hide\n end\nend\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@Screen Shot 2020-06-18 at 16\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go [backward v] (0) layers\n go to x: (0) y: (0)\n show\nend\n\n@Sprite4\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n set [ghost v] effect to (20)\n go to [front v] layer\n switch costume to (costume3 v)\n set size to ((([sin v] of ((timer) * (100)) ) * (10)) + (110)) %\n switch costume to (costume1 v)\n point towards (sprite3 v)\n move ((distance to [sprite3 v]) / (7)) steps\n if <<(LEVEL) > [6]> and <(LEVEL) < [18]>> then\n show\n else\n hide\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n forever\n set [ghost v] effect to (50)\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (costume3 v)\n set size to ((([sin v] of (((timer) + (3)) * (100)) ) * (10)) + (110)) %\n switch costume to (costume2 v)\n point towards (sprite3 v)\n move ((distance to [sprite3 v]) / (7)) steps\n if <<(LEVEL) > [6]> and <(LEVEL) < [18]>> then\n show\n else\n hide\n end\n end\n end\nend\n\nset size to (100) %\n\npoint in direction ([direction v] of [sprite3 v])\n\npoint in direction ([direction v] of [sprite3 v])\n\nwhen I receive [bring the action! v]\nswitch costume to (costume1 v)\nrepeat (2)\n create clone of (_myself_ v)\n next costume\nend\nhide\n\nwhen I receive [outro v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@THE MACHETE\n\nwhen flag clicked\nforever\n if <touching (sprite3 v)?> then\n stop [other scripts in sprite v]\n hide\n broadcast (OUTRO v)\n play sound [Win v] until done\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) > [23]> then\n show\n set y to (([sin v] of ((timer) * (200)) ) * (10))\n else\n hide\n end\nend\n\n\n\nwhen I receive [outro v]\n\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@SUBER COOL INDRO\n\nwhen flag clicked\nset volume to (100) %\nreset timer\nstart sound [Alan Walker - Faded \(instrumental version\).mp3 v]\nerase all\ngo to x: (0) y: (0)\nset pen color to (#0021ff)\nrepeat (150)\n switch costume to (costume1 v)\n turn right (15) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (40) degrees\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n turn right (15) degrees\n create clone of (_myself_ v)\n turn right (30) degrees\n create clone of (_myself_ v)\n turn right (40) degrees\n create clone of (_myself_ v)\nend\nwait (20) seconds\nbroadcast (message1 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set pen size to (10)\n pen down\n repeat (2)\n repeat (30)\n move (3) steps\n turn right ((([sin v] of ((timer) * (200)) ) * (3)) + (2)) degrees\n set pen size to ((([abs v] of (x position) ) / (10)) + (10))\n end\n end\n delete this clone\nend\n\nchange pen (brightness v) by (-1)\nmove (3) steps\nturn right ((([sin v] of ((timer) * (200)) ) * (3)) + (3)) degrees\nset pen size to ((([abs v] of (x position) ) / (10)) + (10))\ndelete this clone\n\nwhen I receive [message1 v]\n\nerase all\n\nwhen I start as a clone\nset pen size to (10)\npen down\nrepeat (10)\n repeat (70)\n change pen (brightness v) by (-1)\n end\n repeat (70)\n change pen (brightness v) by (1)\n end\nend\n\nrepeat (360)\n\nwhen I receive [end v]\nrepeat (100)\n change volume by (-1)\nend\n\nswitch costume to (costume4 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set pen size to (10)\n pen down\n repeat (2)\n repeat (30)\n move (30) steps\n turn right ((([sin v] of ((timer) * (100)) ) * (10)) + (10)) degrees\n set pen size to ((([abs v] of (x position) ) / (10)) + (10))\n end\n end\n delete this clone\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nswitch costume to (costume4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n point in direction (90)\n hide\n wait (1.7) seconds\n show\n set [timer v] to [0]\n set [brakes v] to [200]\n set size to (0) %\n repeat (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)) %\n end\n wait (0.8) seconds\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume4 v)\n repeat (15)\n change size by (((0) - (size)) / (5))\n end\n hide\n switch costume to (costume3 v)\n switch costume to (costume3 v)\n point in direction (90)\n wait (2) seconds\n show\n set [timer v] to [0]\n set [brakes v] to [200]\n set size to (0) %\n repeat (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)) %\n end\n wait (1) seconds\n switch costume to (avery walking-b v)\n create clone of (_myself_ v)\n switch costume to (costume3 v)\n repeat (30)\n change size by (((0) - (size)) / (5))\n end\n hide\nend\n\ncreate clone of (_myself_ v)\n\ndelete this clone\n\nset size to (0) %\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n\ncreate clone of (_myself_ v)\n\ncreate clone of (_myself_ v)\n\nhide\n\ndelete this clone\n\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n show\n switch costume to (costume2 v)\n set size to (100) %\n switch costume to (avery walking-b v)\n set y to (0)\n set x to (-600)\n start sound [Low Whoosh v]\n repeat (30)\n go to [front v] layer\n change x by (((0) - (x position)) / (5))\n end\n stop [other scripts in sprite v]\n broadcast (BRING THE ACTION! v)\n erase all\n stop [this script v]\nend\n\nwhen I receive [bring the action! v]\nhide\ndelete this clone\n\n@OUTRO\n\nrepeat (100)\n change volume by (-1)\nend\n\nwhen I receive [outro v]\nwait (4) seconds\nhide\nswitch costume to (unknown31 v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [outro v]\nwait (4) seconds\nset volume to (100) %\nforever\n play sound [Sound Of Legend - Hold That Sucker Down \(Official dis sun v] until done\nend\n\ngo to x: (-200) y: (0)\n\nset size to (150) %\n\npoint in direction (10)\n\nwhen flag clicked\n\nforever\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (0)\n switch costume to (unknown31 v)\n show\n set size to (200) %\n go to x: (0) y: (-300)\n repeat (30)\n change y by (((100) - (y position)) / (4))\n end\n repeat (30)\n change size by (((130) - (size)) / (4))\n end\n set [move v] to [0]\n point in direction (90)\n go to [front v] layer\n repeat (1000000000)\n point in direction ((([cos v] of ((timer) * (300)) ) * (10)) + (90))\n set x to ((([tan v] of ((Move) * (50)) ) * (10)) + (0))\n change [move v] by (0.06)\n end\n point in direction (90)\n repeat (120)\n change size by (0.1)\n point in direction ((([cos v] of ((timer) * (300)) ) * (10)) + (90))\n end\n clear graphic effects\n set [size v] to [0]\n repeat (25)\n change [size v] by (120)\n change [brightness v] effect by (10)\n turn right (5) degrees\n switch costume to (costume5 v)\n set size to (size) %\n switch costume to (unknown31 v)\n end\n switch costume to (costume6 v)\nend\n\nchange size by (50)\n\nforever\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n hide\nend\n\nswitch costume to (unknown31 v)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n hide\n go to x: (0) y: (0)\n show\n set size to (200) %\n go to x: (-300) y: (-100)\n repeat (30)\n change x by (((0) - (x position)) / (4))\n set [ghost v] effect to ([abs v] of (x position) )\n point in direction (((x position) / (2)) + (90))\n end\n wait (0.02) seconds\n delete this clone\nend\n\nchange y by (10)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n hide\n go to x: (0) y: (0)\n show\n set size to (200) %\n go to x: (300) y: (-100)\n repeat (30)\n change x by (((0) - (x position)) / (4))\n set [ghost v] effect to ([abs v] of (x position) )\n point in direction (((x position) / (2)) + (90))\n end\n switch costume to (costume4 v)\n repeat (30)\n change size by (((130) - (size)) / (4))\n end\n repeat (100000)\n broadcast (flash v)\n repeat (30)\n change y by (((-70) - (y position)) / (4))\n end\n broadcast (flash v)\n repeat (30)\n change y by (((-110) - (y position)) / (4))\n end\n end\n repeat (30)\n change y by (((-100) - (y position)) / (4))\n end\n repeat (120)\n set y to (([sin v] of ((timer) * (150)) ) + (-95))\n end\n repeat (3)\n wait (0.4) seconds\n broadcast (flash v)\n end\nend\n\nwait (2) seconds\n\nrepeat (30)\n change size by (((100) - (size)) / (4))\nend\n\nchange size by (10)\n\nchange y by (((-110) - (y position)) / (4))\n\nwhen I receive [flash v]\nif <(costume [number v]) = [5]> then\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n repeat (3)\n change [ghost v] effect by (-34)\n end\n repeat (3)\n change [ghost v] effect by (34)\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n show\n go to x: (0) y: (0)\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n reset timer\n repeat (10000000000)\n set [ghost v] effect to ((([sin v] of ((timer) * (300)) ) * (50)) + (20))\n end\nend\n\nswitch costume to (unknown31 v)\nshow\nset size to (200) %\ngo to x: (0) y: (-300)\n\nrepeat (30)\n change size by (((130) - (size)) / (4))\nend\nset [move v] to [0]\npoint in direction (90)\ngo to [front v] layer\nrepeat (180)\n set x to ((([tan v] of ((Move) * (50)) ) * (10)) + (0))\n change [move v] by (0.12)\nend\n\nchange y by (((100) - (y position)) / (4))\n\nwhen flag clicked\n\nwhen flag clicked\nwait (13) seconds\n\nset x to (0)\n\n
OMG TOP LOVED!!!!!! 3/7/20\n\nThe Explorer || A Platformer\n\nStory: You're a young explorer longing for adventure, you hear about a golden machete hidden deep inside the ruins of an ancient temple, you go to find it...\n\nInstructions\n--use arrow keys to move \n--pressing up arrow while touching a ceiling will enable ledge clinging\n--Avoid lava and spikes\n--You can swim in water\n\nNote - This game is fairly easy, this is for the people who find my previous games hard.\n\nAnother Note - I actually bothered to make the platform engine from scratch.\n\nThere are 24 levels\n\nGood Luck!\n\noh yeah there may be a part 2 if I decide its worth it (basically if everyone likes the style of this project)
Volcano || A Scrolling Platformer
@Stage\n\nwhen [space v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\nshow variable [mouse v]\nwait until <not <key (space v) pressed?>>\nhide variable [mouse v]\n\n@transition\n\nwhen flag clicked\ngo to x: (217) y: (180)\nset pen size to (50)\npen up\nset [transitioning v] to [1]\nrepeat (12)\n change pen (saturation v) by (0)\n create clone of (_myself_ v)\n set y to (180)\n change x by (-40)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nhide\nset pen color to (#005bab)\nset [individual pen size v] to [50]\nset [start y v] to [180]\nset [end y v] to [180]\npen down\nrepeat until <(end y) < [-180]>\n set [end y v] to ((end y) + (((-190) - (end y)) / (10)))\n set y to (start y)\n pen down\n set y to (end y)\nend\nrepeat until <(transitioning) = [0]>\n set y to (start y)\n pen down\n set y to (end y)\nend\nrepeat until <(start y) < [-180]>\n set [start y v] to ((start y) + (((-200) - (start y)) / (10)))\n set y to (start y)\n pen down\n set y to (end y)\nend\nset [individual pen size v] to [40]\nrepeat (51)\n pen down\n set [individual pen size v] to ((individual pen size) + (((0) - (individual pen size)) / (10)))\n set pen size to (individual pen size)\nend\n\ngo to x: (170) y: (180)\n\nset x to (170)\n\nwhen flag clicked\nforever\n erase all\n set pen color to (#6c8390)\nend\n\nset pen color to (#2a546c)\n\nwhen I receive [erase v]\nforever\n erase all\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nplay sound [Cradles v] until done\n\nwhen I receive [erase v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [green flag v]\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\ngo to x: (585) y: (0)\nwait (9.19) seconds\nglide (.3) secs to x: (0) y: (0)\nbroadcast (Erase v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Intro v) and wait\n\nset [collected v] to [3]\n\n@Logo name2\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 flag clicked\ngo to x: (-88888) y: (-125)\nhide\n\nwhen I receive [size up v]\nset [sine v] to [0]\nshow\nSmooth Glide to x [7] y [-125] Speed [6]\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (2)) + (90))\nend\n\nwhen I receive [erase v]\nhide\n\n@Logo\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (0) y: (30)\nset [sine v] to [0]\npoint in direction (90)\nwait (3.21) seconds\nbroadcast (Size Up v)\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\nend\n\nwhen I receive [erase v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (30)\nhide\n\nwhen I receive [size up v]\nshow\nrepeat (10)\n change size by (10)\nend\n\nwhen flag clicked\nset size to (100) %\nset size to (0) %\nwait (3.20) seconds\nrepeat until <(@IntroBroad) = [3]>\n point in direction ((90) + ((5) * ([cos v] of ((timer) * (200)) )))\n set [i v] to (((i) * (.8)) + (((130) - (size)) / (5)))\n change size by (i)\n if <<<(Better timer :P) > [5]> and <(Better timer :P) < [5.05]>> or <<<(Better timer :P) > [6]> and <(Better timer :P) < [6.05]>> or <<(Better timer :P) > [8]> and <(Better timer :P) < [8.05]>>>> then\n set size to (180) %\n end\nend\nrepeat (10)\n set [i v] to (((i) * (.8)) + (((130) - (size)) / (5)))\n change size by (i)\n change y by (((300) - (y position)) / (4))\n change [ghost v] effect by (10)\nend\nset [@introbroad v] to [0]\ndelete this clone\n\nwhen I receive [erase v]\nrepeat (10)\n change volume by (-15)\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nbroadcast (Play v) and wait\nshow\n\nwhen I receive [green flag v]\ngo to [front v] layer\n\nwhen I receive [play 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\nbroadcast (Tick v) and wait\n\ndefine Game On\nset [x v] to (CHECKPOINT)\nset [y 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) %\nshow\n\ndefine Tick\nif <key (left arrow v) pressed?> then\n Change player x by: [-8]\nend\nif <key (right arrow v) pressed?> then\n Change player x by: [8]\nend\nif <key (up arrow v) pressed?> then\n if <(in air?) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange player y: (sy)\nset [scroll x v] to (x)\nPosition\n\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\n\nchange [scroll y v] by (1)\nPosition\n\ndefine Change player y: (sy)\nchange [y v] by (sy)\nchange [in air? v] by (1)\nPosition\nTest - Die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air? v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by: (sx)\nchange [x v] by (sx)\nPosition\nTest - Die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nset rotation style [all around v]\nset [ghost v] effect to (50)\ngo to [back v] layer\ngo [forward v] (20) layers\nrepeat (50)\n turn right (5) degrees\n change y by (3)\nend\nbroadcast (Die v)\ndelete this clone\n\nwhen I receive [die v]\nset [exit v] to []\n\ndefine Test - Die\nif <touching color (#fff000)?> then\n set [exit v] to [die]\n change [lava? v] by (1)\nend\n\nwait (0.5) seconds\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\nset [scroll y v] to [0]\n\nwhen flag clicked\nset [player v] to [0]\n\nwhen I receive [green flag v]\nset [checkpoint v] to [0]\n\nforever\nend\n\nwhen I receive [green flag v]\nshow variable [timer v]\nset [timer v] to [0]\nrepeat until <(x) > [5853]>\n wait (0.01) seconds\n change [timer v] by (0.01)\n if <(x) > [5853]> then\n stop [this script v]\n end\nend\n\nset [checkpoint v] to [2646]\n\nwhen I receive [die v]\nset [x v] to (CHECKPOINT)\n\nwhen I receive [checkpoint1 v]\nset [checkpoint v] to [2646]\n\nwhen I receive [checkpoint2 v]\nset [checkpoint v] to [4901]\n\nwhen I receive [tick v]\nif <touching color (#2d00cc)?> then\n broadcast (Checkpoint1 v)\nend\nif <<touching color (#8f00cc)?> or <touching color (#b100f3)?>> then\n broadcast (Checkpoint2 v)\nend\n\n@Platforms\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition: ((x) - (SCROLL X)) y: ((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 (1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n delete this clone\nend\n\ndefine Position: (x) y: (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\nset [collected v] to [3]\nbroadcast (Open v)\n\nswitch costume to (5 v)\n\nset [y v] to [0]\n\n@Platforms2\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nClone x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\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 (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (460)\nnext costume\n\ndefine Clone x: (x) y: (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\nnext costume\n\n@Gems\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n change [coin? v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [534] y: [34]\n Clone at x: [691] y: [-129]\n Clone at x: [1102] y: [148]\nend\nset [x v] to [-9999999999999999999]\n\ndefine Position: (x) y: (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)\nswitch costume to (pick random (1) to (3))\ncreate clone of (_myself_ v)\n\n@Portal\n\nwhen flag clicked\nhide variable [timer v]\nhide variable [collected v]\nhide\n\nwhen I receive [tick v]\nPosition: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(costume [number v]) = [2]>> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Position at x: [999999999999999999999] y: [27]\nelse\n Position at x: [999999999999] y: [27]\n hide\nend\n\ndefine Position: (x) y: (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 Position at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open v]\nswitch costume to (open v)\n\nset [collected v] to [3]\n\nchange [collected v] by (-2)\n\nshow variable [collected v]\n\n@Start\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\n\nwhen this sprite clicked\nbroadcast (Green Flag v)\nhide\nforever\n play sound [Inferno v] until done\nend\n\n@menu\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nshow\n\nwhen I receive [green flag v]\nhide\n\n@achievement\n\nwhen flag clicked\nset [coin? v] to [0]\nset [lava? v] to [0]\nhide\n\nwhen I receive [achievement v]\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (-99999999999999)\nset size to (50) %\nshow\nglide (1) secs to x: (0) y: (0)\nrepeat (10)\n change size by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [green flag v]\ndelete all of [achievements unlocked v]\nhide\n\nwhen I receive [tick v]\nif <(lava?) = [1]> then\n switch costume to (lava v)\n broadcast (Achievement v)\n add [Hot, Hot, Hot!] to [achievements unlocked v]\n change [lava? v] by (1)\nend\nif <(coin?) = [1]> then\n switch costume to (coin v)\n broadcast (Achievement v)\n add [ummmm....rich.....] to [achievements unlocked v]\n change [coin? v] by (1)\nend\n\n@bell\n\nwhen flag clicked\nset [coin? v] to [0]\nset [lava? v] to [0]\nhide\n\nwhen I receive [green flag v]\ngo to [front v] layer\nshow\nforever\n if <(length of [achievements unlocked v]) > [1]> then\n switch costume to (costume4 v)\n else\n if <<(length of [achievements unlocked v]) > [0]> and <(length of [achievements unlocked v]) < [2]>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume3 v)\n end\n end\nend\n\nwhen this sprite clicked\nhide list [achievements unlocked v]\nwait (1) seconds\nshow list [achievements unlocked v]\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [forward v] (1) layers\n\n@Sprite1\n\nwhen flag clicked\nforever\n change [ghost v] effect by (100)\n go to [front v] layer\nend\n\n
Welcome to the land of volcanoes! In the extreme heat, can you find your way to the end? *DISCLAIMER*\n* this is hard, and there are no check points *\n\nCONTROLS:\nClick bell to see achievements\nArrow keys\n\n(not mobile-friendly)
-Hazard- Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n if <(Stage) = [7]> then\n switch backdrop to (背景3 v)\n end\nend\n\nwhen I receive [start v]\nswitch backdrop to (背景2 v)\nforever\n play sound [Blooom - Be Around v] until done\nend\n\n@Ground\n\nwhen flag clicked\nset [stage v] to [0]\nswitch costume to (1 v)\nhide\nforever\n set [stage v] to (costume [number v])\nend\n\nwhen I receive [start v]\nshow\nforever\n if <(Stage) = [7]> then\n broadcast (Cave v)\n end\nend\n\nwhen I receive [goal v]\nnext costume\n\n@Player\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 flag clicked\nhide\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [start v]\ngo to x: (-194) y: (33)\nhide variable [☁ world record v]\nhide variable [☁ 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 (0.8)\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 (-0.8)\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 (saws 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: (-194) y: (33)\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: (-194) y: (33)\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 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション 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: (-194) y: (33)\n end\n else\n switch costume to (1 v)\n if <[-166] > (y position)> then\n go to x: (-194) y: (33)\n end\n end\n if <(Stage) = [11]> then\n else\n if <(x position) > [215]> then\n broadcast (Goal v)\n go to x: (-194) y: (33)\n hide\n wait (1) seconds\n show\n end\n end\n if <(Stage) = [19]> then\n set [☁ your time v] to (timer)\n broadcast (記録表示 v)\n show variable [☁ world record v]\n show variable [☁ your time v]\n if <(☁ World Record) > [50]> then\n set [☁ world record v] to (☁ Your Time)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [goal v]\nwait (2) seconds\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo [backward v] (1) layers\nswitch costume to (コスチューム1 v)\n\nwhen I receive [goal v]\nnext costume\n\nwhen I receive [start v]\nshow\n\n@Don't touch\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\n@tran\n\nwhen flag clicked\nhide\n\nwhen I receive [goal v]\nswitch costume to (costume 2 v)\ngo [forward v] (10) layers\nshow\nstart sound [Low Whoosh v]\nrepeat (20)\n change y by (((0) - (y position)) / (4))\nend\nwait (0.2) seconds\nstart sound [Low Whoosh v]\nrepeat (20)\n change y by (((345) - (y position)) / (4))\nend\nhide\n\n@Saws\n\nwhen flag clicked\nforever\n if <(Stage) = [8]> then\n go to x: (13) y: (-45)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\n@skip\n\nwhen flag clicked\nswitch costume to (grass v)\nhide\nset size to (75) %\nforever\n point in direction (([sin v] of ((timer) * (1200)) ) + (90))\n wait (..2) seconds\n if <(Stage) > [6]> then\n switch costume to (cave v)\n else\n switch costume to (grass v)\n end\n if <(Stage) = [11]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo to x: (-180) y: (-155)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Goal v)\n\nwhen I receive [cutscene boss v]\nhide\n\n@sun\n\nwhen flag clicked\nhide\ngo to x: (-5) y: (-25)\nset size to (100) %\nset [sun suze v] to [100]\nforever\n change size by ([cos v] of (Sun Suze) )\n change [sun suze v] by (7)\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nforever\n if <<<<<(Stage) = [7]> or <(Stage) = [8]>> or <(Stage) = [9]>> or <(Stage) = [10]>> or <(Stage) = [11]>> then\n hide\n else\n show\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [goal v]\nnext costume\n\n@文字\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 end\nend\n\nwhen I receive [start v]\nforever\n if <(Stage) = [11]> then\n switch costume to (11 v)\n start sound [people-performance-cheer1 v]\n end\nend\n\n@clouds\n\nwhen flag clicked\nhide\nif <<<<<(Stage) = [7]> or <(Stage) = [8]>> or <(Stage) = [9]>> or <(Stage) = [10]>> or <(Stage) = [11]>> then\nelse\n repeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\n end\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 (60) to (240))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen I receive [start v]\n\nwhen I receive [cave v]\ndelete this clone\n\n@スプライト2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Awsome Intro!\n\nwhen flag clicked\nhide\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (60)\n change [brightness v] effect by (2)\n set x to ((0) + (pick random (([abs v] of (randomness) ) * (-1)) to ([abs v] of (randomness) )))\n change [randomness v] by (.5)\nend\nset x to (0)\nwait (1) seconds\nforever\n repeat until <(direction) < [90]>\n change [rotation speed v] by (-1)\n end\n repeat until <[90] < (direction)>\n change [rotation speed v] by (1)\n end\nend\n\nwhen flag clicked\nset [rotation speed v] to [0]\nforever\n change x by (X speed)\n change y by (Y speed)\n turn right (rotation speed) degrees\nend\n\nwhen I receive [intro v]\nset [clone phase v] to [11]\ncreate clone of (_myself_ v)\nset size to (100) %\npoint in direction (90)\nswitch costume to (logo v)\nset [randomness v] to [0]\nset [intro on? v] to [1]\nshow\nset [y speed v] to [23]\nset [x speed v] to [0]\ngo to x: (0) y: (-999)\nrepeat until <(Y speed) < [0.1]>\n change [y speed v] by (-1)\nend\nchange [y speed v] by (-1)\nwait (1.8) seconds\nset [y speed v] to [40]\nwait (.3) seconds\nset size to (90) %\ngo to x: (0) y: (-999)\nset [y speed v] to [0]\nglide (.2) secs to x: (0) y: (110)\nglide (.1) secs to x: (0) y: (0)\nset [clone phase v] to [1]\ncreate clone of (_myself_ v)\nset [clone phase v] to [2]\ncreate clone of (_myself_ v)\nset [clone phase v] to [3]\ncreate clone of (_myself_ v)\nglide (.1) secs to x: (0) y: (-150)\npoint in direction (45)\nset [y speed v] to [16]\nrepeat (32)\n change [brightness v] effect by ((100) / (-32))\n change [y speed v] by (-.5)\nend\nwait (.8) seconds\nglide (.1) secs to x: (-100) y: (98)\nset [clone phase v] to [4]\ncreate clone of (_myself_ v)\nwait (0) seconds\nglide (.1) secs to x: (0) y: (98)\nset [clone phase v] to [6]\ncreate clone of (_myself_ v)\nwait (0) seconds\nglide (.1) secs to x: (100) y: (98)\nset [clone phase v] to [5]\ncreate clone of (_myself_ v)\nwait (0) seconds\nglide (.2) secs to x: (0) y: (-98)\nwait (1.5) seconds\nglide (.1) secs to x: (-100) y: (-98)\nset [clone phase v] to [7]\ncreate clone of (_myself_ v)\nglide (.2) secs to x: (-30) y: (-98)\nset [clone phase v] to [8]\ncreate clone of (_myself_ v)\nglide (.2) secs to x: (100) y: (-98)\nwait (2) seconds\nglide (.1) secs to x: (0) y: (-259)\nset [clone phase v] to [9]\ncreate clone of (_myself_ v)\nwait (3.5) seconds\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\n\nwhen I receive [intro v]\nset volume to (0) %\nstart sound [621144_TheFatRat---Infinite-Power v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I start as a clone\nif <<(clone phase) = [1]> or <(clone phase) = [2]>> then\n forever\n if <(clone phase) = [1]> then\n point in direction (90)\n switch costume to (imgonline-com-ua-shape-qh9sytmmwzd6k2 v)\n end\n if <(clone phase) = [2]> then\n switch costume to (imgonline-com-ua-shape-qh9sytmmwzd6k2 v)\n point in direction (-90)\n end\n if <<(x position) > [250]> or <(x position) < [-250]>> then\n delete this clone\n else\n if <(clone phase) = [1]> then\n change x by (10)\n end\n if <(clone phase) = [2]> then\n change x by (-10)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n turn right (rotation speed) degrees\nend\n\nwhen I start as a clone\nif <(clone phase) = [3]> then\n set size to (0) %\n switch costume to (tntend v)\n point in direction (120)\n forever\n repeat until <[100] > (direction)>\n change [rotation speed v] by (-.5)\n end\n repeat until <(direction) > [80]>\n change [rotation speed v] by (.5)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(clone phase) = [3]> then\n forever\n if <(size) < [100]> then\n change size by (4)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nif <(clone phase) = [4]> then\n set size to (50) %\n switch costume to (heart purple v)\n point in direction (120)\n forever\n repeat until <[100] > (direction)>\n change [rotation speed v] by (-.5)\n end\n repeat until <(direction) > [80]>\n change [rotation speed v] by (.5)\n end\n end\nend\n\nwhen I start as a clone\nif <(clone phase) = [5]> then\n set size to (150) %\n switch costume to (star v)\n point in direction (120)\n forever\n repeat until <[100] > (direction)>\n change [rotation speed v] by (-.5)\n end\n repeat until <(direction) > [80]>\n change [rotation speed v] by (.5)\n end\n end\nend\n\nset [clone phase v] to [5]\n\nswitch costume to (tntend v)\npoint in direction (120)\n\nwhen I start as a clone\nif <(clone phase) = [6]> then\n set size to (100) %\n switch costume to (star2 v)\n point in direction (120)\n forever\n repeat until <[100] > (direction)>\n change [rotation speed v] by (-.5)\n end\n repeat until <(direction) > [80]>\n change [rotation speed v] by (.5)\n end\n end\nend\n\nwhen I start as a clone\nif <(clone phase) = [7]> then\n set size to (100) %\n switch costume to (star4 v)\n point in direction (120)\n forever\n repeat until <[100] > (direction)>\n change [rotation speed v] by (-.5)\n end\n repeat until <(direction) > [80]>\n change [rotation speed v] by (.5)\n end\n end\nend\n\nwhen I start as a clone\nset [rotation speed v] to [0]\nif <(clone phase) = [8]> then\n set size to (200) %\n switch costume to (star6 v)\n point in direction (120)\n forever\n repeat until <[100] > (direction)>\n change [rotation speed v] by (-.5)\n end\n repeat until <(direction) > [80]>\n change [rotation speed v] by (.5)\n end\n end\nend\n\nwait (0) seconds\n\nwhen I start as a clone\nif <(clone phase) = [9]> then\n point in direction (90)\n set size to (100) %\n switch costume to (star7 v)\n glide (1) secs to x: (0) y: (0)\n set [clone phase v] to [10]\n create clone of (_myself_ v)\n wait (2) seconds\n glide (1.1) secs to x: (0) y: (-999)\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone phase) = [10]> then\n point in direction (90)\n set size to (100) %\n switch costume to (star7 v)\n glide (1) secs to x: (0) y: (180)\n broadcast (intro killall v)\n wait (1) seconds\n glide (1) secs to x: (0) y: (-999)\n broadcast (intro end v)\nend\n\nwhen I receive [intro killall v]\nif <not <<(clone phase) = [9]> or <(clone phase) = [10]>>> then\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone phase) = [11]> then\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n switch costume to (blew v)\nend\n\nwhen I receive [intro end v]\nstop [other scripts in sprite v]\nbroadcast (Start v)\ndelete this clone\n\n
Allow keys to move! Or mobile controls\nDown to crouch \nClick skip to skip!\n\n矢印キーで移動! またはモバイルコントロール\n下キーでしゃがむ\nスキップするにはスキップをクリックしてください!
Maze || A Platformer
@Stage\n\n@Player\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [end v]\ngo to [front v] layer\nswitch costume to (light v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n change [speed y v] by (-1.3)\n set [speed x v] to ((speed x) * (0.8))\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1)\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) > (y position)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<(y position) < [-175]> or <<touching (spikes v)?> or <touching (lava v)?>>> then\n go to x: (0) y: (0)\n set [speed y v] to [0]\n broadcast (Reset v)\n end\n if <touching (goal v)?> then\n go to x: (0) y: (0)\n set [speed y v] to [0]\n change [ma variable v] by (1)\n broadcast (Next Level v)\n end\n switch costume to (classic v)\nend\n\nwhen I receive [end v]\nthink [Where is Exit ?] for (2) seconds\n\nwhen I receive [end v]\nforever\n play sound [Dark Cave Music - Trickster Imps2 v] until done\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\nwhen I receive [end v]\nforever\n if <(costume [number v]) = [1]> then\n broadcast (1 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (2 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (3 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (4 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (5 v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (6 v)\n end\nend\n\nwhen I receive [end v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\n\n@spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [end v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\ngo to [front v] layer\n\n@Goal\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (costume2 v)\nforever\n turn left (10) degrees\nend\n\nwhen I receive [2 v]\ngo to x: (1) y: (76)\n\nwhen I receive [4 v]\ngo to x: (-19) y: (77)\n\nwhen I receive [5 v]\ngo to x: (-224) y: (79)\n\nwhen I receive [6 v]\nhide\n\nwhen I receive [end v]\nshow\ngo to x: (20) y: (-102)\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\nforever\n turn right (10) degrees\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nforever\n go to (player v)\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nset size to (75) %\nforever\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\nwhen I receive [end v]\nshow\nforever\n repeat (10)\n change size by (2)\n end\n repeat (10)\n change size by (-2)\n end\nend\n\nwhen I receive [end v]\nset size to (100) %\nset [ghost v] effect to (50)\ncreate clone of (_myself_ v)\nforever\n go to (player v)\nend\n\n@cooltext-357154933712459\n\nwhen flag clicked\n\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\ngo to [front v] layer\nhide\n\n@Intro\n\ndefine Particles\nswitch costume to (particle v)\nrepeat (10)\n create clone of (_myself_ v)\nend\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\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n go to x: (0) y: (40)\n show\n set [i v] to [170]\n repeat (50)\n set [i v] to (((i) * (.7)) + (((100) - (size)) / (5)))\n change size by (i)\n end\n point in direction (90)\n repeat (57)\n point in direction ((([tan v] of (turn) ) * (8)) + (0))\n change [turn v] by (3)\n end\n point in direction (90)\n go to [front v] layer\n set [test1 v] to [1]\n Smooth Glide x: (0) y: (0) speed: (5)\nelse\n if <(costume [number v]) = [2]> then\n wait (0.2) seconds\n set [ghost v] effect to (100)\n go to x: (0) y: (40)\n show\n set [i2 v] to [50]\n repeat (50)\n change [ghost v] effect by (-20)\n set [i2 v] to (((i2) * (.7)) + (((100) - (size)) / (5)))\n change size by (i2)\n end\n wait (0.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n if <(costume [number v]) = [3]> then\n set [ghost v] effect to (100)\n wait (0.2) seconds\n go to x: (1) y: (-50)\n show\n go to [front v] layer\n set [i3 v] to [75]\n repeat (50)\n change [ghost v] effect by (-10)\n set [i3 v] to (((i3) * (.7)) + (((100) - (size)) / (5)))\n change size by (i3)\n end\n wait (1.75) seconds\n Smooth Glide x: (0) y: (0) speed: (1.2)\n switch costume to (4 v)\n set size to (1) %\n repeat (60)\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n change size by (((10) * (.7)) + (((100) - (size)) / (5)))\n end\n repeat (10)\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n change size by (((18) * (.7)) + (((100) - (size)) / (5)))\n end\n repeat (10)\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n change size by (((1) * (.7)) + (((1) - (size)) / (5)))\n end\n hide\n end\n if <(costume [number v]) = [5]> then\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [back v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (85)\n wait (0.2) seconds\n go to x: (-3) y: (-55)\n show\n go to [back v] layer\n go [forward v] (1) layers\n set [i3 v] to [75]\n repeat (50)\n set [i3 v] to (((i3) * (.7)) + (((100) - (size)) / (5)))\n change size by (i3)\n end\n glide (0.5) secs to x: (-3) y: (-53)\n wait (0.5) seconds\n repeat (15)\n change [ghost v] effect by (1)\n end\n end\n if <(costume [number v]) = [8]> then\n wait (2.5) seconds\n go to x: (-300) y: (0)\n go to [front v] layer\n show\n Smooth Glide x: (300) y: (0) speed: (6)\n broadcast (End v)\n end\nend\n\nwhen I receive [intro v]\nplay sound [intro v] until done\n\nwhen I receive [intro v]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (2 v)\ncreate clone of (_myself_ v)\nswitch costume to (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (4 v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\ncreate clone of (_myself_ v)\nswitch costume to (black mode v)\ncreate clone of (_myself_ v)\nswitch costume to (black mode 2 v)\ncreate clone of (_myself_ v)\nwait (3.75) seconds\nParticles\nswitch costume to (7 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (0.1) seconds\nbroadcast (Intro v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait until <(test1) = [1]>\n wait (0.1) seconds\n repeat (10)\n turn right (2) degrees\n change [ghost v] effect by (10)\n change size by (((250) - (size)) / (10))\n end\nelse\n if <(costume [name v]) = [Particle]> then\n show\n set size to (pick random (100) to (250)) %\n set [ghost v] effect to (pick random (30) to (60))\n set [particule 1 v] to (pick random (-10) to (10))\n set [particule 2 v] to (pick random (10) to (20))\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (1)\n change x by (Particule 1)\n change y by (Particule 2)\n change [particule 2 v] by (-2)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nset [test1 v] to [0]\n\nrepeat (10)\n\ngo [forward v] (1) layers\nset [i3 v] to [75]\nrepeat (50)\n set [i3 v] to (((i3) * (.7)) + (((100) - (size)) / (5)))\n change size by (i3)\nend\nglide (0.5) secs to x: (-3) y: (-53)\nwait (0.5) seconds\nrepeat (15)\n change [ghost v] effect by (1)\nend\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\n
Hi ! Welcome to Maze...\nFind the exit!\nBut watch out for the trap!\nGood luck...\n\nFollow @Matji\nLove and fave this project for part 2 !\nAmazing intro by @kodiak77-77 !\n\n\n\n\n\n\n\n\n\n\n5 level 100 % possible but level is very hard\n\n\nNo skip level because they are just 5 levels\n\n\nPlayer disign by @ je ne me rappelle plus le nom xD, si vous le savez dites le moi\nRest by me !\n\n\n\n\n\n\n\n\n\n\n\n\n#fun #cool #matji #maze #platformer #a #game #games\n\n\n\n\n\n\n\n
Islands -A Scrolling Platformer-
@Stage\n\nwhen I receive [start v]\nforever\n play sound [Sunlight v] until done\nend\n\n@Player\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platforms v)?> or <touching (platforms2 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)?> or <touching (platforms2 v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (platforms2 v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (platforms2 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 if <(water) = [0]> then\n change [sx v] by (-2)\n end\n if <(water) = [1]> then\n change [sx v] by (-1.5)\n end\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <(water) = [0]> then\n change [sx v] by (2)\n end\n if <(water) = [1]> then\n change [sx v] by (1.5)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <(water) = [0]> then\n if <<<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 if <(Jump boost) = [0]> then\n set [sy v] to [16]\n end\n if <(Jump boost) = [1]> then\n set [sy v] to [18]\n end\n end\n end\n change [sy v] by (-2)\n Change Player y by (sy)\nend\nif <(water) = [1]> 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 [sy v] to [5]\n else\n set [sy v] to [-1.5]\n end\n Change Player y by (sy)\nend\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) < [-170]> then\n set [exit v] to [die]\nend\nif <touching (water v)?> then\n set [water v] to [1]\nelse\n set [water v] to [0]\nend\nif <touching (bounce v)?> then\n set [sy v] to [30]\nend\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\nif <touching (danger2 v)?> then\n set [exit v] to [die]\nend\nif <touching (enemy v)?> then\n set [exit v] to [die]\nend\nif <touching (enemy2 v)?> then\n set [exit v] to [die]\nend\nif <touching (danger3 v)?> then\n set [exit v] to [die]\nend\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [don't rotate v]\nswitch costume to (costume3 v)\nset [menu v] to [0]\nset [jump boost v] to [0]\nset [check v] to [0]\nbroadcast (green flag v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [playgame v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v) and wait\n end\n Die\nend\n\ndefine Game on\nif <(Check) = [0]> then\n set [x v] to [-50]\n set [y v] to [0]\nend\nif <(Check) = [1]> then\n set [x v] to [3050]\n set [y v] to [0]\nend\nif <(Check) = [2]> then\n set [x v] to [4875]\n set [y v] to [50]\nend\nif <(Check) = [3]> then\n set [x v] to [8025]\n set [y v] to [0]\nend\nif <(Check) = [4]> then\n set [x v] to [1590]\n set [y v] to [200]\nend\nif <(Check) = [5]> then\n set [x v] to [10330]\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\nwhen I receive [jump boost v]\nswitch costume to (costume2 v)\n\ndefine Die\nset rotation style [all around v]\nrepeat (10)\n change y by (8)\n change [ghost v] effect by (8)\n turn right (18) degrees\nend\n\nwhen I receive [minimize v]\nswitch costume to (costume4 v)\n\nwhen I receive [start the game v]\nset [menu v] to [1]\nbroadcast (playgame v) and wait\n\n@Platforms\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@Water\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [y v] to (([sin v] of ((timer) * (100)) ) * (10))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@danger\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@danger2\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\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [450] y: [-75]\nClone at x: [514] y: [75]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [35]\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\nhide\n\n@decorations\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]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@Sprite1\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 v]\nrepeat (10)\n erase all\nend\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\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\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\nset [x v] to [0]\nset [y v] to [0]\nClone at x: ((482) * (5)) y: [0]\n\ndefine Clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nforever\n Clone at x: ((482) * (5)) y: [0]\n repeat (200)\n change [x v] by (1.5)\n end\n wait (.3) seconds\n repeat (200)\n change [x v] by (-1.5)\n end\n wait (.3) seconds\n set [x v] to [0]\n set [y v] to [0]\nend\n\n@Check 1\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]> or <(Check) = [3]>>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (30)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@Blank\n\n@Jump Boost\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [jump boost v] to [1]\n broadcast (Jump boost v)\nend\nif <(Jump boost) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (20)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@Check 2\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]> or <(Check) = [3]>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (30)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@Enemy\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\nset [x v] to [0]\nset [y v] to [0]\nClone at x: ((482) * (9)) y: [0]\n\ndefine Clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nforever\n Clone at x: ((482) * (9)) y: [0]\n repeat (100)\n change [x v] by (1.5)\n end\n wait (.3) seconds\n repeat (100)\n change [x v] by (-1.5)\n end\n wait (.3) seconds\n set [x v] to [0]\n set [y v] to [0]\nend\n\n@Minimize\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n broadcast (Minimize v)\n set [minimize v] to [1]\nend\nif <(Minimize) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (20)\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]\nset [minimize v] to [0]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@Check 3\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [3]\nend\nif <(Check) = [3]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (30)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@Enemy2\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\nset [x v] to [0]\nset [y v] to [0]\nClone at x: ((482) * (18)) y: [0]\n\ndefine Clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen flag clicked\nforever\n Clone at x: ((482) * (18)) y: [0]\n repeat (100)\n change [x v] by (1.5)\n end\n wait (.3) seconds\n repeat (100)\n change [x v] by (-1.5)\n end\n wait (.3) seconds\n set [x v] to [0]\n set [y v] to [0]\nend\n\n@danger3\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\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (20)\ngo to [back v] layer\nrepeat until <(Menu) = [1]>\n set [ghost v] effect to (20)\nend\n\nwhen I receive [start the game v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nset [position v] to [-250]\ngo to x: (0) y: (-50)\nhide\n\nwhen I receive [start v]\npoint in direction (75)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat until <(Menu) = [1]>\n show\n set [ghost v] effect to (20)\n go to [front v] layer\n set [speed v] to [3]\n repeat until <(speed) < [.2]>\n set [speed v] to ((speed) * (.9))\n turn right (speed) degrees\n end\n set [speed v] to [3]\n repeat until <(speed) < [.2]>\n set [speed v] to ((speed) * (.9))\n turn left (speed) degrees\n end\nend\n\nwhen I receive [start the game v]\nhide\n\nwhen I receive [start v]\npoint in direction (75)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat until <(Menu) = [1]>\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start v]\npoint in direction (75)\nshow\nset [ghost v] effect to (20)\ngo to [front v] layer\nswitch costume to (costume1 v)\nrepeat until <(Menu) = [1]>\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [menu v] to [1]\n broadcast (transition v)\n end\n end\nend\n\n@Transition\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <(letter ((length of ((Background#) / (2))) - (1)) of ((Background#) / (2))) = [.]> then\n switch costume to (2 v)\nelse\n switch costume to ( v)\nend\ngo to [front v] layer\nclear graphic effects\nset size to (100) %\ngo to x: ((Background#) - (((Background#) / (35)) - (1))) y: (345)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\nend\nwait (1) seconds\nclear graphic effects\nrepeat until <(round (y position)) = [-345]>\n change y by (((345) - (y position)) / (-16))\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [transition v]\npoint in direction (90)\nhide\nset [background# v] to [0]\nrepeat (14)\n create clone of (_myself_ v)\n change [background# v] by (35)\nend\nwait (.3) seconds\nbroadcast (Start the game v)\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start v]\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nrepeat until <(Menu) = [1]>\n set [ghost v] effect to (0)\nend\n\nwhen I receive [start the game v]\nhide\n\n@Check 4\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [4]\nend\nif <<(Check) = [1]> or <<(Check) = [2]> or <<(Check) = [3]> or <(Check) = [4]>>>> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (30)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@Check 5\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n set [check v] to [5]\nend\nif <(Check) = [5]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (30)\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [reset v]\nrepeat (3)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\nClone at x: [482] y: [0]\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\nhide\n\n@intro\n\nwhen flag clicked\nset volume to (100) %\nstart sound [Super intro v]\nswitch costume to (costume2 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, saws, lava, enemies, and cacti.\nBounce on trampolines.\nThe flags are checkpoints.\nCollect power-ups and unlock skins throughout your journey.\nExplore the 3 islands.\n\n\n\n\n\nAlso there is an easter egg
--Lava dash-- a platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (dekor 3 v)\n\nwhen I receive [end v]\nset volume to (100) %\nbroadcast (play v)\nswitch backdrop to (dekor 2 v)\nwait (1) seconds\nforever\n play sound [castle-theme-super-mario-world v] until done\nend\n\nwhen I receive [next v]\nrepeat (100)\n change volume by (-1)\nend\nstop [other scripts in sprite v]\nstop all sounds\nwait (0.5) seconds\nset volume to (100) %\nbroadcast (2 v)\nforever\n play sound [;-; v] until done\nend\n\nwhen I receive [next v]\ndelete all of [save scroll x v]\ndelete all of [save x v]\ndelete all of [save y v]\ndelete all of [save scroll y v]\ninsert [0] at (1) of [save scroll x v] \ninsert [-180] at (1) of [save x v] \ninsert [80] at (1) of [save y v] \ninsert [0] at (1) of [save scroll y v] \n\nwhen I receive [oof v]\nstop [other scripts in sprite v]\nchange [☁ boss defeated ... times v] by (1)\n\nwhen flag clicked\nbroadcast (end v)\n\n@Character\n\ndefine Go (direction) (speed)\nif <(ded) = [0]> then\n point in direction (direction)\n change x by (speed)\n set [sthoppp v] to [0]\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (platformwer v)?>>>\n change y by (1)\n change [slope v] by (1)\n set [touched? v] to [1]\n end\n if <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(sthoppp) = [1]> then\n set [xvel v] to ((scroll xvel) * (-1))\n end\n end\n if <(scrolling mode?) = [1]> then\n if <(x position) < [-100]> then\n if <[0] > (scroll x)> then\n set [sthoppp v] to [1]\n change [scroll xvel v] by (6)\n change x by (scroll xvel)\n end\n end\n if <[100] < (x position)> then\n if <(scroll x) > [-6708]> then\n set [sthoppp v] to [1]\n change [scroll xvel v] by (-6)\n change x by (scroll xvel)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nset [brightness v] effect to (100)\ngo to x: (0) y: (0)\nset [yvel v] to [0]\nshow\nset [xvel v] to [0]\nforever\n change [yvel v] by (-0.8)\n change y by (yvel)\n set [touched? v] to [0]\n touch ground <(yvel) > [0]>\nend\n\nwhen I receive [play v]\nforever\n set [idk wats this v] to ((idk wats this) * (0.8))\n change y by (idk wats this)\n change [y v] by (idk wats this)\n if <<key (up arrow v) pressed?> and <(is it falling?) < [3]>> then\n set [yvel v] to [11]\n end\n if <(scrolling mode?) = [1]> then\n if <[70] < (y position)> then\n change [idk wats this v] by (-3)\n end\n if <(y position) < [-70]> then\n change [idk wats this v] by (5)\n end\n if <(x position) > [239]> then\n start sound [win v]\n stop [other scripts in sprite v]\n hide\n broadcast (1 v)\n wait (1) seconds\n broadcast (next v)\n go to x: (0) y: (0)\n wait (1) seconds\n broadcast (clicc v)\n end\n end\nend\n\nwhen I receive [play v]\nforever\n set rotation style [left-right v]\n set [xvel v] to [0]\n set [ded v] to [0]\n if <key (right arrow v) pressed?> then\n Go [90] [6]\n set [xvel v] to [6]\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n Go [90] [-6]\n set [xvel v] to [-6]\n point in direction (-90)\n end\n if <touching (platformwer v)?> then\n set [xvel v] to ((xvel) * (-1))\n change x by (xvel)\n if <key (up arrow v) pressed?> then\n set [yvel v] to [10]\n end\n set [touched? v] to [1]\n end\nend\n\ndefine touch ground <up?>\nchange [is it falling? v] by (1)\nrepeat until <not <touching (platformwer v)?>>\n if <up?> then\n change y by (-1)\n set [touched? v] to [1]\n else\n change y by (1)\n set [is it falling? v] to [0]\n set [touched? v] to [1]\n end\n set [yvel v] to [0]\n set [touched? v] to [1]\n if <touching color (#009aff)?> then\n insert (y) at (1) of [save scroll y v] \n insert (scroll x) at (1) of [save scroll x v] \n insert (x position) at (1) of [save x v] \n insert (y position) at (1) of [save y v] \n end\nend\n\nwhen I receive [play v]\ngo to x: (item (1) of [save x v]) y: (item (1) of [save y v])\nforever\n change [scroll x v] by (scroll xvel)\nend\n\nwhen I receive [play v]\nset [scroll x v] to (item (1) of [save scroll x v])\nset [y v] to (item (1) of [save scroll y v])\nforever\n if <(y) > [300]> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching (lava v)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching (weird things v)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching (weird things2 v)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching color (#fd2b00)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching color (#ffc801)?> then\n start sound [HIT v]\n broadcast (die you bully >:\) v)\n set [yvel v] to [9]\n end\n if <touching (lava2 v)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching (weird things3 v)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching (oof v)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\n if <touching (oofh v)?> then\n start sound [crashed oof v]\n hide\n stop [other scripts in sprite v]\n repeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\n end\n broadcast (restart v)\n end\nend\n\nwhen I receive [play v]\nset [brightness v] effect to (100)\ngo to x: (item (1) of [save x v]) y: (item (1) of [save y v])\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (110) %\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (-1)\nend\n\nwhen I receive [play v]\nset size to (110) %\nset [brightness v] effect to (100)\n\nwhen I receive [clicc v]\nbroadcast (play v)\n\nwhen I receive [restart v]\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n if <<[1] > (yvel)> and <(yvel) > [-1]>> then\n if <(touched?) = [1]> then\n set volume to (100) %\n start sound [ hit v]\n wait until <not <<[1] > (yvel)> and <(yvel) > [-1]>>>\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <<key (up arrow v) pressed?> and <(is it falling?) < [3]>> then\n set volume to (100) %\n start sound [ hit v]\n wait until <not <<key (up arrow v) pressed?> and <(is it falling?) < [3]>>>\n end\nend\n\nwhen flag clicked\ndelete all of [save scroll x v]\ndelete all of [save x v]\ndelete all of [save y v]\ndelete all of [save scroll y v]\ninsert [0] at (1) of [save scroll x v] \ninsert [0] at (1) of [save x v] \ninsert [0] at (1) of [save y v] \ninsert [0] at (1) of [save scroll y v] \n\nwhen I receive [play v]\nforever\n set [scroll xvel v] to [0]\n set [nani v] to <(yvel) > [0.1]>\nend\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen I receive [next v]\nset [scrolling mode? v] to [0]\n\nwhen flag clicked\nset [scrolling mode? v] to [1]\n\nwhen I receive [next v]\ndelete all of [save scroll x v]\ndelete all of [save x v]\ndelete all of [save y v]\ndelete all of [save scroll y v]\ninsert [0] at (1) of [save scroll x v] \ninsert [0] at (1) of [save x v] \ninsert [0] at (1) of [save y v] \ninsert [0] at (1) of [save scroll y v] \n\nwhen I receive [oof v]\nset volume to (0) %\n\n@Platformwer\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: ((scroll x) + (((costume [number v]) - (1)) * (480))) y: (y)\nend\n\nwhen I receive [play v]\nset [yvel v] to [0]\n\nwhen I receive [end v]\ncreate game\n\ndefine create game\nswitch costume to (1-1 v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nswitch costume to (1-1 v)\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nswitch costume to (boss v)\nshow\ndelete this clone\n\n@Lava\n\nwhen flag clicked\nhide\nforever\n change [tic v] by (1)\nend\n\ndefine create game\nswitch costume to (kostüm 1 v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nforever\n go to x: ((scroll x) + (((costume [number v]) - (1)) * (480))) y: (((y) - (100)) + (([sin v] of ((tic) * (2.1)) ) * (30)))\n set [ghost v] effect to (20)\n if <(x position) > [464]> then\n hide\n else\n show\n end\n go to [front v] layer\nend\n\nwhen I receive [end v]\ncreate game\n\n@bachground\n\nwhen flag clicked\nhide\nforever\n switch costume to (blank v)\n set size to (500) %\n switch costume to (kostüm 1 v)\n go to x: ((scroll x) / (5)) y: ((y) / (5))\nend\n\nwhen I receive [end v]\nshow\n\n@somethings\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n go to x: ((scroll x) + (((costume [number v]) - (1)) * (480))) y: (y)\n if <(costume [number v]) = [15]> then\n if <touching (character v)?> then\n say [Boss fight -->]\n else\n say []\n end\n end\nend\n\nwhen I receive [end v]\ncreate game\n\ndefine create game\nswitch costume to (1-1 v)\nwait (1) seconds\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nforever\n if <<<<<(costume [number v]) = [3]> or <(costume [number v]) = [7]>> or <(costume [number v]) = [13]>> or <(costume [number v]) = [9]>> or <(costume [number v]) = [10]>> then\n set [brightness v] effect to (-50)\n if <touching (character v)?> then\n set [brightness v] effect to (0)\n start sound [collect v]\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<<<(costume [number v]) = [6]> or <(costume [number v]) = [5]>> or <(costume [number v]) = [11]>> or <(costume [number v]) = [14]>> then\n if <touching (character v)?> then\n start sound [Jump v]\n set [yvel v] to [18]\n repeat (2)\n change y by (-10)\n end\n repeat (2)\n change y by (-5)\n end\n repeat (1)\n change y by (0)\n end\n repeat (2)\n change y by (2)\n end\n repeat (2)\n change y by (4)\n end\n repeat (2)\n change y by (2)\n end\n repeat (1)\n change y by (0)\n end\n repeat (2)\n change y by (-2)\n end\n repeat (2)\n change y by (-1)\n end\n wait until <not <touching (character v)?>>\n end\n end\nend\n\n@weird things2\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (90)\nif <(costume [number v]) = [4]> then\n point in direction (0)\nend\nif <(costume [number v]) = [6]> then\n point in direction (-90)\nend\nforever\n set rotation style [all around v]\n go to x: ((scroll x) + (item (costume [number v]) of [thing x v])) y: (((y) + (item (costume [number v]) of [thing y v])) + ())\n show\n if <(costume [number v]) = [1]> then\n turn right (-3) degrees\n end\n if <(costume [number v]) = [2]> then\n turn right (1) degrees\n end\n if <(costume [number v]) = [3]> then\n turn right (-1) degrees\n end\n if <(costume [number v]) = [4]> then\n turn right (1) degrees\n end\n if <(costume [number v]) = [5]> then\n turn right (1) degrees\n end\n if <(costume [number v]) = [6]> then\n turn right (1) degrees\n end\nend\n\nwhen I receive [end v]\nswitch costume to (1 v)\nrepeat (6)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen flag clicked\nhide\n\nreplace item (5) of [thing x v] with [5100]\n\nadd [5350] to [thing x v]\nadd [200] to [thing y v]\n\nwhen I receive [play v]\npoint in direction (90)\nif <(costume [number v]) = [4]> then\n point in direction (0)\nend\nif <(costume [number v]) = [6]> then\n point in direction (-90)\nend\n\nreplace item (5) of [thing y v] with [200]\n\ncreate clone of (_myself_ v)\nnext costume\n\n@thing\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\ngo to [front v] layer\nshow\nwait (0.5) seconds\nrepeat (2)\n change x by (-1)\nend\nrepeat (2)\n change x by (-2)\nend\nrepeat (2)\n change x by (-3)\nend\nrepeat (2)\n change x by (-5)\nend\nrepeat (2)\n change x by (-8)\nend\nrepeat (2)\n change x by (-10)\nend\nrepeat (2)\n change x by (-15)\nend\nrepeat (2)\n change x by (-20)\nend\nrepeat (3)\n change x by (-25)\nend\nrepeat (8)\n change x by (-35)\nend\nhide\n\nwhen I receive [1 v]\ngo to [front v] layer\ngo to x: (480) y: (0)\nshow\nwait (0) seconds\nrepeat (2)\n change x by (-1)\nend\nrepeat (2)\n change x by (-2)\nend\nrepeat (2)\n change x by (-3)\nend\nrepeat (2)\n change x by (-5)\nend\nrepeat (2)\n change x by (-8)\nend\nrepeat (2)\n change x by (-10)\nend\nrepeat (2)\n change x by (-15)\nend\nrepeat (2)\n change x by (-20)\nend\nrepeat (3)\n change x by (-25)\nend\nrepeat (8)\n change x by (-35)\nend\nwait (3) seconds\nrepeat (2)\n change x by (-1)\nend\nrepeat (2)\n change x by (-2)\nend\nrepeat (2)\n change x by (-3)\nend\nrepeat (2)\n change x by (-5)\nend\nrepeat (2)\n change x by (-8)\nend\nrepeat (2)\n change x by (-10)\nend\nrepeat (2)\n change x by (-15)\nend\nrepeat (2)\n change x by (-20)\nend\nrepeat (3)\n change x by (-25)\nend\nrepeat (8)\n change x by (-35)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@weird things\n\nwhen I start as a clone\nforever\n set rotation style [don't rotate v]\n go to x: ((scroll x) + (item (direction) of [lava bois x v])) y: (((y) + (item (direction) of [lava bois y v])) + (y2))\n show\n if <(yvel2) > [0]> then\n switch costume to (kostüm 1 v)\n else\n switch costume to (kostüm 2 v)\n end\nend\n\nwhen I receive [end v]\npoint in direction (1)\nrepeat (10)\n create clone of (_myself_ v)\n turn right (1) degrees\nend\n\nwhen flag clicked\nhide\n\nreplace item (7) of [lava bois x v] with [4576]\nreplace item (7) of [lava bois y v] with [-350]\n\nwhen flag clicked\nset [yvel2 v] to [0]\nset [y2 v] to [0]\nforever\n set [yvel2 v] to [30]\n set [y2 v] to [0]\n repeat until <[-50] > (y2)>\n change [yvel2 v] by (-1)\n change [y2 v] by (yvel2)\n end\n wait (0.5) seconds\nend\n\nadd [-300] to [lava bois y v]\nadd [5508] to [lava bois x v]\n\nwhen I receive [next v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@BOSS\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nswitch costume to (1 v)\n\nwhen I receive [next v]\ngo to x: (184) y: (-100)\nset [boss yvel v] to [0]\nshow\nset [boss xvel v] to [0]\nforever\n change [boss yvel v] by (-0.8)\n change y by (boss yvel)\n set [boss touched? v] to [0]\n touch ground <(boss yvel) > [0]>\nend\n\ndefine touch ground <up?>\nchange [b is boss falling? v] by (1)\nrepeat until <not <touching (platformwer v)?>>\n if <up?> then\n change y by (-1)\n set [boss touched? v] to [1]\n else\n change y by (1)\n set [b is boss falling? v] to [0]\n set [boss touched? v] to [1]\n end\n set [boss yvel v] to [0]\n set [boss touched? v] to [1]\nend\n\nwhen I receive [next v]\nforever\n if <touching (platformwer v)?> then\n set [boss xvel v] to ((boss xvel) * (-1))\n change x by (boss xvel)\n set [boss touched? v] to [1]\n end\nend\n\ndefine Go (direction) (speed)\nset rotation style [left-right v]\npoint in direction (direction)\nchange x by (speed)\nset [boss stop v] to [0]\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (platformwer v)?>>>\n change y by (1)\n change [boss slope v] by (1)\n set [boss touched? v] to [1]\nend\nif <(boss slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (boss slope))\n if <(boss stop) = [1]> then\n set [boss xvel v] to [0]\n end\nend\n\nGo [90] [-6]\nset [boss xvel v] to [-6]\npoint in direction (-90)\n\nGo [90] [6]\nset [boss xvel v] to [6]\npoint in direction (90)\n\nwhen I receive [2 v]\nset rotation style [left-right v]\nswitch costume to (1 v)\nset [boss hp v] to [50]\nwait (3) seconds\nrepeat until <[25] > (boss hp)>\n Attack ;-; (pick random (1) to (3))\n wait (3) seconds\nend\nrepeat until <[0] > (boss hp)>\n Attack ;-; (pick random (1) to (3))\n wait (1) seconds\nend\nset rotation style [all around v]\nswitch costume to (oof v)\ngo to x: (184) y: (-100)\nshow\nstop all sounds\nstart sound [Crunch v]\nstop [other scripts in sprite v]\nbroadcast (oof v)\nrepeat (2)\n change y by (8)\nend\nrepeat (2)\n change y by (5)\nend\nrepeat (2)\n change y by (5)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (1)\n change y by (2)\nend\nrepeat (1)\n change y by (1)\nend\nrepeat (1)\n change y by (-1)\nend\nrepeat (1)\n change y by (-2)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (2)\n change y by (-5)\nend\nrepeat (2)\n change y by (-8)\nend\nrepeat (2)\n change y by (-10)\nend\nrepeat (2)\n change y by (-12)\nend\nrepeat (5)\n change y by (-15)\nend\nhide\n\ndefine Attack ;-; (type)\nrepeat (5)\n change x by (3)\n wait (0.1) seconds\n change x by (-3)\n wait (0.1) seconds\nend\nchange x by (1)\nwait (0.1) seconds\nchange x by (-1)\nwait (0.1) seconds\nif <(type) = [1]> then\n repeat (4)\n create clone of (weird things3 v)\n wait (0.4) seconds\n end\nend\nif <(type) = [2]> then\n create clone of (oof v)\nend\nif <(type) = [3]> then\n broadcast (3 v)\nend\n\nwhen I receive [die you bully >:\) v]\nstart sound [Jump v]\nchange [boss hp v] by (-1)\n\nwhen I receive [oof v]\nforever\n turn right (-5) degrees\n change x by (-5)\nend\n\nwhen flag clicked\npoint in direction (-90)\n\ngo to x: (178) y: (-98)\n\n@Lava2\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nshow\nforever\n go to x: ((scroll x) + (((costume [number v]) - (1)) * (480))) y: ((([sin v] of ((tic) * (2.1)) ) * (10)) - (50))\n set [ghost v] effect to (20)\nend\n\n@weird things3\n\nwhen I start as a clone\nswitch costume to (kostüm 3 v)\nshow\ngo to [front v] layer\nset rotation style [don't rotate v]\npoint in direction (1)\nswitch costume to (kostüm 3 v)\nif <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (240) to (-150)) y: (((item (1) of [wow v]) / (2)) - (170))\n wait (1) seconds\n forever\n if <(direction) > [29]> then\n switch costume to (kostüm 2 v)\n else\n switch costume to (kostüm 1 v)\n end\n set rotation style [don't rotate v]\n set y to (((item (direction) of [wow v]) / (2)) - (200))\n turn right (1) degrees\n show\n if <(direction) = [61]> then\n delete this clone\n end\n end\nelse\n go to x: (pick random (240) to (-150)) y: ((((item (1) of [wow v]) / (2)) - (170)) * (-1))\n wait (1) seconds\n forever\n set rotation style [don't rotate v]\n if <(direction) > [29]> then\n switch costume to (kostüm 1 v)\n else\n switch costume to (kostüm 2 v)\n end\n set y to ((((item (direction) of [wow v]) / (2)) - (200)) * (-1))\n turn right (1) degrees\n show\n if <(direction) = [61]> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ndelete all of [wow v]\nset [yvel3 v] to [30]\nset [y3 v] to [0]\nrepeat until <[-50] > (y3)>\n change [yvel3 v] by (-1)\n change [y3 v] by (yvel3)\n add (y3) to [wow v]\nend\n\nwhen I start as a clone\nstart sound [Coin v]\n\n@oof\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I start as a clone\npoint in direction (90)\ngo to x: (((pick random (4) to (-3)) * (46)) + (1)) y: (143)\nshow\nrepeat (2)\n turn right (5) degrees\nend\nrepeat (3)\n turn right (4) degrees\nend\nrepeat (3)\n turn right (3) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n turn right (2) degrees\nend\nrepeat (3)\n change y by (-1)\nend\nrepeat (3)\n change y by (-3)\nend\nrepeat (3)\n change y by (-5)\nend\nrepeat (3)\n change y by (-8)\nend\nrepeat (3)\n change y by (-10)\nend\nrepeat (3)\n change y by (-15)\nend\nrepeat (3)\n change y by (-18)\nend\nrepeat (4)\n change y by (-21)\nend\nrepeat (5)\n change y by (-25)\nend\nrepeat (6)\n change y by (-30)\nend\ndelete this clone\n\n@oofh\n\nwhen flag clicked\nhide\npoint in direction (0)\n\nwhen I receive [3 v]\nshow\npoint in direction (0)\ngo to x: (100) y: (145)\nrepeat (2)\n change y by (-5)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n turn right (1) degrees\nend\nrepeat (2)\n turn right (2) degrees\nend\nrepeat (2)\n turn right (3) degrees\nend\nrepeat (70)\n turn right (5) degrees\nend\nrepeat (2)\n change y by (1)\nend\nrepeat (2)\n change y by (2)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (2)\n change y by (5)\nend\nhide\n\n@TN\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [oof v]\nwait (1) seconds\nforever\n play sound [venxeto - idk the name of the music v] until done\nend\n\nwhen I receive [oof v]\nset [ghost v] effect to (100)\nwait (0.5) seconds\ngo to x: (480) y: (0)\nset [ghost v] effect to (0)\nrepeat (2)\n change x by (-1)\nend\nrepeat (2)\n change x by (-2)\nend\nrepeat (2)\n change x by (-3)\nend\nrepeat (2)\n change x by (-5)\nend\nrepeat (2)\n change x by (-8)\nend\nrepeat (2)\n change x by (-10)\nend\nrepeat (2)\n change x by (-15)\nend\nrepeat (2)\n change x by (-20)\nend\nrepeat (3)\n change x by (-25)\nend\nrepeat (8)\n change x by (-35)\nend\n\nwhen I receive [oof v]\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@outro\n\nwhen I receive [oof v]\nswitch costume to (kostüm 1 v)\nset [ghost v] effect to (100)\nwait (2) seconds\ngo to x: (480) y: (0)\nset [ghost v] effect to (25)\nrepeat (2)\n change x by (-1)\nend\nrepeat (2)\n change x by (-2)\nend\nrepeat (2)\n change x by (-3)\nend\nrepeat (2)\n change x by (-5)\nend\nrepeat (2)\n change x by (-8)\nend\nrepeat (2)\n change x by (-10)\nend\nrepeat (2)\n change x by (-15)\nend\nrepeat (2)\n change x by (-20)\nend\nrepeat (3)\n change x by (-25)\nend\nrepeat (5)\n change x by (-35)\nend\nswitch costume to (kostüm 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (25 v)\ncreate clone of (_myself_ v)\nforever\n switch costume to (kostüm 1 v)\n go to [front v] layer\n go [backward v] (3) layers\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\n set size to ((([cos v] of ((1) * (1)) ) * (3)) + (90)) %\n point in direction ((([cos v] of ((1) * (2.1)) ) * (3)) + (90))\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nforever\n change [1 v] by (2.5)\n go to [front v] layer\nend\n\n@thing2\n\nwhen flag clicked\nhide variable [☁ boss defeated ... times v]\nhide\n\nwhen I receive [oof v]\nwait (0.5) seconds\nshow variable [☁ boss defeated ... times v]\nshow\nforever\n go to [front v] layer\nend\n\n
PART 2: (By @Game-cloud)\nhttps://scratch.mit.edu/projects/438125534/\n\nViews\n10 views - Done\n50 views - Done\n100 views - Done\n150 views - Done\n200 views - Done\n250 views - Done\n300 views - Done\n350 views - Done\n400 views - Done\n450 views - Done\n\narrow keys to move\navoid lava\nenjoy\nIdea from @MJM3\nSong: Super mario castle theme\n\n\n\n\n\n\nMy best platformer...
The Night || A Scrolling Platformer
@Stage\n\nwhen flag clicked\nhide variable [??? v]\nswitch backdrop to (1 v)\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nwhen I receive [reset v]\nif <(backdrop [number v]) = [3]> then\n set [ghost v] effect to (20)\nend\n\nwhen I receive [win v]\nhide variable [time v]\nset [??? v] to (TIME)\nshow variable [??? v]\nswitch backdrop to (backdrop1 v)\n\n@Level\n\nwhen I start as a clone\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (1 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Position (x) (y)\nset [brightness v] effect 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 [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n switch costume to (end v)\n end\n end\nend\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\n\n forever\n repeat (120)\n change [x v] by (-2)\n end\n clear graphic effects\n repeat (120)\n change [x v] by (2)\n end\n end\nend\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\n\n forever\n repeat (120)\n change [x v] by (-3)\n end\n clear graphic effects\n repeat (120)\n change [x v] by (3)\n end\n end\nend\n\nset [scroll x v] to [0]\n\ncreate clone of (_myself_ v)\n\nif <(LEVEL) = [4]> then\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\npoint in direction (90)\nset rotation style [left-right v]\nset [x v] to [-122]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (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 <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (water v)?> then\n set [speed y v] to [10]\n end\nend\nif <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <touching (water v)?> then\n set [speed y v] to [-10]\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) > [960]> then\n set [scroll x v] to [960]\nend\nif <touching (bounce v)?> then\n set [speed y v] to [26]\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 <<<touching (spikes v)?> or <touching (lava v)?>> or <touching (blades v)?>> then\n set [exit v] to [Die]\nend\nchange [effect v] by (.02)\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (level 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 (level v)?> then\n repeat (12)\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 (-12)\n set [speed x v] to [0]\n repeat until <not <touching (level 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\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)\n broadcast (Tick v) and wait\nend\nset [exit v] to []\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)\n broadcast (Tick v) and wait\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nwhen I receive [win v]\nif then\n hide\nend\nstop [other scripts in sprite v]\n\nwhen [r v] key pressed\nset [exit v] to [Die]\n\nif <(SCROLL Y) < [0]> then\n\nif <(LEVEL) = [5]> then\n set [scroll x v] to [0]\n set [scroll y v] to [0]\nend\n\nwhen I start as a clone\nclear graphic effects\nset [brightness v] effect to (-100)\nrepeat (10)\n Position ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Position (x) (y)\nset [brightness v] effect to (-50)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ncreate clone of (_myself_ v)\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 3-6 v)\n else\n end\n end\n end\nend\n\ndefine Position (x) (y)\nset [brightness v] effect to (-50)\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 [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\n@Light Source\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]\nset [ghost v] effect to (10)\ngo to [back v] layer\nif <(LEVEL) = [1]> then\n switch costume to (1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n else\n end\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)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [12]> then\n forever\n go to [back v] layer\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\n@Thumbnail\n\nwhen [timer v] > (0.01)\nclear graphic effects\nshow\nswitch costume to (costume2 v)\nset size to (100) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\ngo to [front v] layer\n\nwhen flag clicked\nforever\n hide\n set [ghost v] effect to (100)\n reset timer\n switch costume to (costume1 v)\n set size to (120) %\n switch costume to (dot3 v)\nend\n\n@Grass\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]\nset [ghost v] effect to (30)\ngo to [front v] layer\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]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (end v)\n else\n end\n end\n end\nend\n\ndefine Position (x) (y)\nset [brightness v] effect 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)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [win v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n forever\n repeat (150)\n change [x v] by (2)\n end\n clear graphic effects\n repeat (150)\n change [x v] by (-2)\n end\n end\nend\n\n@Lava\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]\nelse\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]\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n set [ghost v] effect to (0)\n set [brightness v] effect to (-50)\n repeat (20)\n change [y v] by (-0.5)\n end\n repeat (20)\n change [y v] by (0.5)\n end\nend\n\n@Bounce\n\nwhen I receive [green flag v]\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\nif <touching (player v)?> then\n switch costume to (close flag3 v)\nelse\n switch costume to (close flag v)\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setip v]\nhide\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [888] y: [-78]\n Clone at x: [1347] y: [-28]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [403] y: [25]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [-122] y: [-74]\n Clone at x: [226] y: [20]\n Clone at x: [582] y: [-68]\n Clone at x: [1144] y: [-75]\n else\n Clone at x: [1720] y: [-75]\n Clone at x: [1951] y: [-75]\n end\n end\nend\nset [x v] to [-99999]\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nswitch costume to (close flag3 v)\nswitch costume to (close flag2 v)\nswitch costume to (close flag v)\n\nrepeat (2)\n next costume\nend\nrepeat (2)\n switch costume to ((costume [number v]) - (1))\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<(costume [name v]) = [Open]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setip v]\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (closed v)\n Clone at x: [1144] y: [184]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (closed v)\n Clone at x: [936] y: [90]\n else\n if <(LEVEL) = [3]> then\n switch costume to (closed v)\n Clone at x: [861] y: [418]\n else\n if <(LEVEL) = [4]> then\n switch costume to (closed v)\n set [x v] to [-99999]\n else\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open exit v]\nswitch costume to (open v)\n\ndelete this clone\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECT MAX)> then\n broadcast (Open exit v)\n end\n delete this clone\nend\n\nwhen I receive [setip v]\nhide\nset [collected v] to [0]\nset [collect max v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (dot v)\n Clone at x: [-15] y: [0]\n Clone at x: [200] y: [0]\n Clone at x: [451] y: [59]\n Clone at x: [608] y: [121]\n Clone at x: [676] y: [121]\n Clone at x: [811] y: [-52]\n Clone at x: [990] y: [142]\n Clone at x: [1108] y: [7]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (dot v)\n Clone at x: [-212] y: [33]\n Clone at x: [6] y: [-22]\n Clone at x: [130] y: [79]\n Clone at x: [251] y: [-11]\n Clone at x: [251] y: [200]\n Clone at x: [526] y: [200]\n Clone at x: [595] y: [-56]\n Clone at x: [780] y: [-17]\n Clone at x: [932] y: [-17]\n Clone at x: [1070] y: [137]\n Clone at x: [1170] y: [138]\n else\n if <(LEVEL) = [3]> then\n switch costume to (dot v)\n Clone at x: [-217] y: [62]\n Clone at x: [-50] y: [259]\n Clone at x: [221] y: [196]\n Clone at x: [399] y: [119]\n Clone at x: [565] y: [150]\n Clone at x: [911] y: [40]\n Clone at x: [1191] y: [113]\n Clone at x: [1020] y: [205]\n Clone at x: [856] y: [310]\n Clone at x: [1072] y: [313]\n else\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [collect max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n set [display value v] to (join (COLLECTED) (join [ / ] (COLLECT MAX)))\nend\n\nwhen [space v] key pressed\nset [mesee v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\n\n@LIGHT2\n\nwhen flag clicked\nforever\n set [weordp v] to [80]\n repeat (20)\n change [weordp v] by (0.5)\n end\n repeat (20)\n change [weordp v] by (-0.5)\n end\nend\n\nwhen I receive [tick v]\ngo to (player v)\ngo to [back v] layer\nset [ghost v] effect to (40)\nset size to ((([size v] of [player v]) - (10)) + (Weordp)) %\n\n@LIGHT3\n\nwhen flag clicked\nforever\n set [weordp v] to [50]\n repeat (20)\n change [weordp v] by (0.5)\n end\n repeat (20)\n change [weordp v] by (-0.5)\n end\nend\n\nwhen I receive [tick v]\ngo to [back v] layer\nset [ghost v] effect to (20)\nset size to ((([size v] of [player v]) - (10)) + (Weordp)) %\ngo to (player v)\n\n@Blades\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: [-88]\n Clone at x: [600] y: [-88]\n Clone at x: [720] y: [-88]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone at x: [486] y: [17]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone at x: [320] y: [0]\n else\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\nset [brightness v] effect to (-50)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\npoint in direction (([cos v] of ((Effect) * (120)) ) * (200))\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
=========================\nThis is a sequel of Four Seasons || A scrolling platfomer. ( https://scratch.mit.edu/projects/405557881 )\nThere are four levels in this game. Can you complete all? (Except for the last one, it's impossible)\n=========================\nStoryline: You decided to take a walk after dinner, but suddenly, you got lost! You tried to find your way back home, but it didn't work. So you decided to spend the night outside and look for rescue.\n=========================\nCredits to @Griffpatch for the engine\nCredits to @Benelem12 and @TimMcCool for inspiration \nCredits to @-XAF- for music\nCredits to me, @0014049 for everything else\n=========================\nThe levels might be hard, but all of them are possible! I tried them on both PC and iPhone.\n=========================\nTags: #Games #Night #Scrolling #Platformer #Mobile #Friendly #Graphics #Portal #Coins #Player #0014049 #Pi #Person #STGP
[Online] Nature platformer 3 Ver. 1.2
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nforever\n play sound [うちのまじっく.mp3 v] until done\nend\n\nwhen I receive [title v]\n\nswitch backdrop to (背景2 v)\n\n@face\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\n\n@floor\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [クリア v]\nnext costume\n\nwhen [timer v] > (0)\nif <(何Pか) = [1]> then\n set [☁ 1p v] to [0]\nend\nif <(何Pか) = [2]> then\n set [☁ 2p v] to [0]\nend\nif <(何Pか) = [3]> then\n set [☁ 3p v] to [0]\nend\nif <(何Pか) = [4]> then\n set [☁ 4p v] to [0]\nend\nif <(何Pか) = [5]> then\n set [☁ 5p v] to [0]\nend\nif <(何Pか) = [6]> then\n set [☁ 6p v] to [0]\nend\nif <(何Pか) = [7]> then\n set [☁ 7p v] to [0]\nend\nif <(何Pか) = [8]> then\n set [☁ 8p v] to [0]\nend\nif <(何Pか) = [9]> then\n set [☁ 9p v] to [0]\nend\nif <(何Pか) = [10]> then\n set [☁ 10p v] to [0]\nend\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nif <(☁ 1P) = [0]> then\n set [☁ 1p v] to [1]\n set [何pか v] to [1]\n broadcast (1P v)\nelse\n if <(☁ 2P) = [0]> then\n set [☁ 2p v] to [1]\n set [何pか v] to [2]\n broadcast (2P v)\n else\n if <(☁ 3P) = [0]> then\n set [☁ 3p v] to [1]\n set [何pか v] to [3]\n broadcast (3P v)\n else\n if <(☁ 4P) = [0]> then\n set [☁ 4p v] to [1]\n set [何pか v] to [4]\n broadcast (4P v)\n else\n if <(☁ 5P) = [0]> then\n set [☁ 5p v] to [1]\n set [何pか v] to [5]\n broadcast (5P v)\n else\n if <(☁ 6P) = [0]> then\n set [☁ 6p v] to [1]\n set [何pか v] to [6]\n broadcast (6P v)\n else\n if <(☁ 7P) = [0]> then\n set [☁ 7p v] to [1]\n set [何pか v] to [7]\n broadcast (7P v)\n else\n if <(☁ 8P) = [0]> then\n set [☁ 8p v] to [1]\n set [何pか v] to [8]\n broadcast (8P v)\n else\n if <(☁ 9P) = [0]> then\n set [☁ 9p v] to [1]\n set [何pか v] to [9]\n broadcast (9P v)\n else\n if <(☁ 10P) = [0]> then\n set [☁ 10p v] to [1]\n set [何pか v] to [10]\n broadcast (10P v)\n else\n broadcast (枠なし v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [☁ 1p v] to [0]\nset [☁ 2p v] to [0]\nset [☁ 3p v] to [0]\nset [☁ 4p v] to [0]\nset [☁ 5p v] to [0]\nset [☁ 6p v] to [0]\nset [☁ 7p v] to [0]\nset [☁ 8p v] to [0]\nset [☁ 9p v] to [0]\nset [☁ 10p v] to [0]\nforever\n wait (2) seconds\n set [☁ 1p v] to [0]\n set [☁ 2p v] to [0]\n set [☁ 3p v] to [0]\n set [☁ 4p v] to [0]\n set [☁ 5p v] to [0]\n set [☁ 6p v] to [0]\n set [☁ 7p v] to [0]\n set [☁ 8p v] to [0]\n set [☁ 9p v] to [0]\n set [☁ 10p v] to [0]\nend\n\nwhen I receive [前? v]\nif <not <(costume [number v]) = [1]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\n@Awesome Particles\n\nwhen I start as a clone\nset [ghost v] effect to (65)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (x position) y: (200)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2.5) secs to x: (x position) y: (200)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [title v]\nforever\n set [ghost v] effect to (0)\n set [brightness v] effect to (pick random (-10) to (10))\n set size to (pick random (41) to (90)) %\n go to x: (pick random (-200) to (200)) y: (-180)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.6)) seconds\nend\n\nwhen I receive [stop all v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@next level\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [クリア v]\nswitch costume to (なんか v)\ngo to [front v] layer\ngo to x: (-17) y: (0)\nset [move ok? v] to [0]\nshow\nset [勢い v] to [90]\nrepeat (20)\n set [勢い v] to ((勢い) * (0.9))\n change x by ((勢い) * (-1))\nend\nbroadcast (next next level v)\n\nwhen I receive [next next level v]\ngo to [front v] layer\nset [勢い v] to [90]\nrepeat (10)\n set [勢い v] to ((勢い) * (0.9))\n change x by ((勢い) * (-1))\nend\nhide\nset [move ok? v] to [1]\n\ngo to [front v] layer\nrepeat (15)\n switch costume to (costume2 v)\n change size by (-70)\n switch costume to (costume1 v)\nend\nhide\n\nshow\ngo to [front v] layer\nrepeat (15)\n switch costume to (costume2 v)\n change size by (70)\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\n@10P\n\nwhen flag clicked\nforever\n if <(何Pか) = [9]> then\n if <((join (letter (1) of (☁ 10P)) (join (letter (2) of (☁ 10P)) (letter (3) of (☁ 10P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [準備中 v]\nif <(☁ 10P) > [0]> then\n go to x: (-215) y: (-95)\nend\n\nset size to (100) %\n\nwhen I receive [10p v]\ngo to x: (-194) y: (33)\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [10p v]\nforever\n set [☁ 10p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\n@2P\n\nwhen flag clicked\nforever\n if <(何Pか) = [2]> then\n if <((join (letter (1) of (☁ 2P)) (join (letter (2) of (☁ 2P)) (letter (3) of (☁ 2P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [準備中 v]\nif <(☁ 2P) > [0]> then\n go to x: (-215) y: (-95)\nend\n\nwhen I receive [2p v]\ngo to x: (-194) y: (33)\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [2p v]\nforever\n set [☁ 2p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\n@1P \n\nwhen flag clicked\nforever\n if <(何Pか) = [1]> then\n if <((join (letter (1) of (☁ 1P)) (join (letter (2) of (☁ 1P)) (letter (3) of (☁ 1P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [1p v]\nforever\n set [☁ 1p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\nwhen I receive [1p v]\ngo to x: (-194) y: (33)\nset [レベルー v] to [1]\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> then\n set [x v] to [0]\n start sound [Boing v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (0)\n go to x: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\n@3P\n\nwhen flag clicked\nforever\n if <(何Pか) = [3]> then\n if <((join (letter (1) of (☁ 3P)) (join (letter (2) of (☁ 3P)) (letter (3) of (☁ 3P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\n\n\nwhen I receive [準備中 v]\nif <(☁ 3P) > [0]> then\n go to x: (-215) y: (-95)\nend\n\nwhen I receive [3p v]\ngo to x: (-194) y: (33)\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [3p v]\nforever\n set [☁ 3p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\n@4P\n\nwhen flag clicked\nforever\n if <(何Pか) = [4]> then\n if <((join (letter (1) of (☁ 4P)) (join (letter (2) of (☁ 4P)) (letter (3) of (☁ 4P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [準備中 v]\nif <(☁ 4P) > [0]> then\n go to x: (-215) y: (-95)\nend\n\nwhen I receive [4p v]\ngo to x: (-194) y: (33)\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [4p v]\nforever\n set [☁ 4p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\n@5P\n\nwhen flag clicked\nforever\n if <(何Pか) = [5]> then\n if <((join (letter (1) of (☁ 5P)) (join (letter (2) of (☁ 5P)) (letter (3) of (☁ 5P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [準備中 v]\nif <(☁ 5P) > [0]> then\n go to x: (-215) y: (-95)\nend\n\nwhen I receive [5p v]\ngo to x: (-194) y: (33)\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [5p v]\nforever\n set [☁ 5p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\n@6P\n\nwhen flag clicked\nforever\n if <(何Pか) = [6]> then\n if <((join (letter (1) of (☁ 6P)) (join (letter (2) of (☁ 6P)) (letter (3) of (☁ 6P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [準備中 v]\nif <(☁ 6P) > [0]> then\n go to x: (-215) y: (-95)\nend\n\nwhen I receive [6p v]\ngo to x: (-194) y: (33)\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [6p v]\nforever\n set [☁ 6p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\n@7P\n\nwhen flag clicked\nforever\n if <(何Pか) = [7]> then\n else\n go to x: (round ((join (letter (4) of (☁ 7P)) (join (letter (5) of (☁ 7P)) (join (letter (6) of (☁ 7P)) (letter (7) of (☁ 7P))))) - (2000))) y: (round ((join (letter (8) of (☁ 7P)) (join (letter (9) of (☁ 7P)) (join (letter (10) of (☁ 7P)) (letter (11) of (☁ 7P))))) - (2000)))\n end\n if <((join (letter (1) of (☁ 7P)) (join (letter (2) of (☁ 7P)) (letter (3) of (☁ 7P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [準備中 v]\nif <(☁ 7P) > [0]> then\n go to x: (-215) y: (-95)\nend\n\nwhen I receive [7p v]\ngo to x: (-194) y: (33)\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [7p v]\nforever\n set [☁ 7p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\n@8P\n\nwhen flag clicked\nforever\n if <(何Pか) = [8]> then\n if <((join (letter (1) of (☁ 8P)) (join (letter (2) of (☁ 8P)) (letter (3) of (☁ 8P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [準備中 v]\nif <(☁ 8P) > [0]> then\n go to x: (-215) y: (-95)\nend\n\nwhen I receive [8p v]\ngo to x: (-194) y: (33)\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [8p v]\nforever\n set [☁ 8p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\n@9P\n\nwhen flag clicked\nforever\n if <(何Pか) = [9]> then\n if <((join (letter (1) of (☁ 9P)) (join (letter (2) of (☁ 9P)) (letter (3) of (☁ 9P)))) - (200)) = (ステージ)> then\n show\n else\n hide\n end\nend\n\nwhen I receive [準備中 v]\nif <(☁ 9P) > [0]> then\n go to x: (-215) y: (-95)\nend\n\nwhen I receive [9p v]\nforever\n set [☁ 9p v] to (join ((ステージ) + (200)) (join ((x position) + (2000)) ((y position) + (2000))))\nend\n\nwhen I receive [9p v]\ngo to x: (-194) y: (33)\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 (0.8)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\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 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 (floor v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <touching (saws 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: (-194) y: (33)\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: (-194) y: (33)\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> and <touching (floor v)?>> or <<mouse down?> and <<touching (floor v)?> and <(mouse y) > [50]>>>> then\n set [y v] to [15]\n end\n if <touching color (#494949)?> 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: (-194) y: (33)\n end\n if <touching color (#000aff)?> then\n set [y v] to [23]\n create clone of (_myself_ v)\n broadcast (アニメーション v)\n end\n if <(Stage) = [11]> then\nend\n\nwhen I receive [9p v]\nforever\n set [☁ 9p v] to (join ((ステージ) + (200)) (join (round ((x position) + (2000))) (round ((y position) + (2000)))))\nend\n\n@スプライト1\n\n
the last platformer! ラスト プラットフォーマー!
@Stage\n\nwhen flag clicked\nswitch backdrop to (pick random (1) to (11))\n\nwhen I receive [メッセージ1 v]\nforever\n play sound (pick random (1) to (12)) until done\nend\n\nwhen I receive [123 v]\nswitch backdrop to (背景3 v)\n\n@外国向け主人公\n\nwhen I start as a clone\nrepeat (8)\n set [ghost v] effect to (50)\n change size by (-8)\n switch costume to (costume [number v])\nend\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nswitch costume to (pick random (1) to (71))\ngo to x: (-230) y: (-93)\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 (-0.8)\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 (0.8)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching (犬 v)?> then\n change y by (1)\n if <touching (犬 v)?> then\n change y by (1)\n if <touching (犬 v)?> then\n change y by (1)\n if <touching (犬 v)?> then\n change y by (1)\n if <touching (犬 v)?> then\n change y by (1)\n if <touching (犬 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 [15]\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 (犬 v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [yv v] to [15]\n start sound (pick random (1) to (13))\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (Yv)\n if <touching (犬 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (家ター! v)\n change [背景 v] by (1)\n go to x: (-216) y: (-59)\n end\n if <touching (スプライト8 v)?> then\n change [xv v] by (3)\n end\n if <touching (スプライト12 v)?> then\n change [xv v] by (3)\n end\n if <touching (スプライト13 v)?> then\n change [xv v] by (3)\n end\n if <touching (スプライト14 v)?> then\n change [xv v] by (-3)\n end\n if <touching (スプライト16 v)?> then\n switch costume to (pick random (1) to (71))\n end\nend\n\nwhen I receive [メッセージ1 v]\nshow\nforever\n wait (0.025) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <key (space v) pressed?> then\n go to x: (-216) y: (-59)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <([costume name v] of [戦いのステージ v]) = [コスチューム12]> then\n broadcast (thanks v)\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <<touching color (#ff0000)?> or <(y position) < [-170]>> then\n start sound [1 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 (大ジャンプ v)?> then\n broadcast (123 v)\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <<touching (大ジャンプ v)?> or <touching (大ジャンプの恋人 v)?>> then\n broadcast (123 v)\n set [yv v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (スプライト2 v)?> or <<touching (スプライト10 v)?> or <touching (スプライト11 v)?>>> then\n set [yv v] to [20]\n end\nend\n\nwhen I receive [メッセージ1 v]\nshow variable [時間 v]\nshow variable [☁ 最高記録 v]\nrepeat until <([costume name v] of [犬 v]) = [27]>\n change [時間 v] by (1)\n wait (1) seconds\nend\nif <(☁ 最高記録) > (時間)> then\n set [☁ 最高記録 v] to (時間)\nend\n\n\n\nwhen flag clicked\nhide variable [☁ 最高記録 v]\nhide variable [時間 v]\nset [時間 v] to [0]\n\n@切り替え\n\nwhen flag clicked\nhide\n\nwhen I receive [家ター! v]\nset [color v] effect to (0)\ngo to [front v] layer\nset [切り替えx v] to [-120]\nset [動くよー v] to [0]\ngo to x: (460) y: (0)\nshow\nrepeat until <(x position) < [-460]>\n set [切り替えx v] to ((切り替えx) * (0.9))\n change x by (切り替えx)\nend\nhide\nset [動くよー v] to [1]\n\nchange [color v] effect by (30)\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 (メッセージ1 v)\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nshow\n\n@スプライト6\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [4]> then\n show\n end\n if <not <([costume name v] of [犬 v]) = [4]>> then\n hide\n end\nend\n\n@スプライト3\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [7]> then\n show\n else\n hide\n end\nend\n\n@スプライト4\n\nwhen I receive [いぬdfz v]\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [9]> then\n show\n end\n if <not <([costume name v] of [犬 v]) = [9]>> then\n hide\n end\nend\n\n@スプライト5\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [12]> then\n show\n end\n if <not <([costume name v] of [犬 v]) = [12]>> then\n hide\n end\nend\n\n@スプライト7\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [15]> then\n show\n set [ghost v] effect to (0)\n end\n if <not <([costume name v] of [犬 v]) = [15]>> then\n hide\n end\nend\n\n@スプライト8\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [16]> then\n show\n set [ghost v] effect to (0)\n end\n if <not <([costume name v] of [犬 v]) = [16]>> then\n hide\n end\nend\n\n@スプライト9\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [17]> then\n show\n end\n if <not <([costume name v] of [犬 v]) = [17]>> then\n hide\n end\nend\n\n@Saw\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [25]> then\n show\n else\n hide\n end\nend\n\n@犬\n\nwhen I receive [家ター! v]\ngo to x: (0) y: (0)\nnext costume\nshow\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n switch backdrop to (背景1 v)\n broadcast (借り君 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [27]> then\n broadcast (いうにbv v)\n end\nend\n\nswitch backdrop to (背景1 v)\n\n@スプライト2\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [11]> then\n show\n go to x: (36) y: (20)\n end\n if <not <([costume name v] of [犬 v]) = [11]>> then\n hide\n end\n if <touching (外国向け主人公 v)?> then\n switch costume to (コスチューム1 v)\n wait (0.05) seconds\n switch costume to (コスチューム2 v)\n wait (0.05) seconds\n switch costume to (コスチューム3 v)\n wait (0.05) seconds\n switch costume to (コスチューム4 v)\n wait (0.05) seconds\n switch costume to (コスチューム5 v)\n wait (0.05) seconds\n switch costume to (コスチューム6 v)\n wait (0.05) seconds\n switch costume to (コスチューム1 v)\n wait (0.05) seconds\n end\nend\n\n@スプライト10\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [12]> then\n go to x: (36) y: (20)\n show\n end\n if <not <([costume name v] of [犬 v]) = [12]>> then\n hide\n end\n if <touching (外国向け主人公 v)?> then\n switch costume to (コスチューム1 v)\n wait (0.05) seconds\n switch costume to (コスチューム2 v)\n wait (0.05) seconds\n switch costume to (コスチューム3 v)\n wait (0.05) seconds\n switch costume to (コスチューム4 v)\n wait (0.05) seconds\n switch costume to (コスチューム5 v)\n wait (0.05) seconds\n switch costume to (コスチューム6 v)\n wait (0.05) seconds\n switch costume to (コスチューム1 v)\n wait (0.05) seconds\n end\nend\n\n@スプライト11\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [12]> then\n go to x: (250) y: (20)\n show\n end\n if <not <([costume name v] of [犬 v]) = [12]>> then\n hide\n end\n if <touching (外国向け主人公 v)?> then\n switch costume to (コスチューム1 v)\n wait (0.05) seconds\n switch costume to (コスチューム2 v)\n wait (0.05) seconds\n switch costume to (コスチューム3 v)\n wait (0.05) seconds\n switch costume to (コスチューム4 v)\n wait (0.05) seconds\n switch costume to (コスチューム5 v)\n wait (0.05) seconds\n switch costume to (コスチューム6 v)\n wait (0.05) seconds\n switch costume to (コスチューム1 v)\n wait (0.05) seconds\n end\nend\n\n@スプライト12\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [17]> then\n show\n set [ghost v] effect to (0)\n end\n if <not <([costume name v] of [犬 v]) = [17]>> then\n hide\n end\nend\n\n@スプライト13\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [18]> then\n show\n set [ghost v] effect to (0)\n end\n if <not <([costume name v] of [犬 v]) = [18]>> then\n hide\n end\nend\n\n@スプライト14\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [18]> then\n show\n set [ghost v] effect to (0)\n end\n if <not <([costume name v] of [犬 v]) = [18]>> then\n hide\n end\nend\n\n@スプライト15\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [19]> then\n show\n end\n if <not <([costume name v] of [犬 v]) = [19]>> then\n hide\n end\nend\n\n@スプライト16\n\nwhen flag clicked\nforever\n if <([costume name v] of [犬 v]) = [20]> then\n show\n set [ghost v] effect to (0)\n end\n if <not <([costume name v] of [犬 v]) = [20]>> then\n hide\n end\nend\n\n@スプライト17\n\nwhen I receive [借り君 v]\nshow\nforever\n go to (外国向け主人公 v)\nend\n\nwhen flag clicked\nhide\n\n@スプライト18\n\nwhen I receive [借り君 v]\nshow\nforever\n go to (外国向け主人公 v)\nend\n\nwhen flag clicked\nhide\n\n
日本語は下にあるよ。☟\n≪English≫\nl'l move it with arrow key.\nl'm going to go back to the first stage in space key.\nl'd like to have a trend and a heart ,star ,please\nI'worked hard to make it\nthere's a little trick\nAnd also ,please follow me.☟\nhttps://scratch.mit.edu/users/karikunn/\nthis is the studio with my work.☟\nhttps://scratch.mit.edu/studios/26650448/\nAnd look at the other pieces.\nlf you have a bug, you can tell me in the comments section\n\n矢印キーで動かします!\nスペースキーでステージの最初に戻ります。\nバグがあったら言ってください。\nこの作品が、ラストアクションゲームです...\nですが、コラボでのアクションゲームは作りますので...!\nほかの作品も見てね\n不快なコメントは削除させていただきます\n
Moon Platformer☻
@Stage\n\nwhen flag clicked\nswitch backdrop to (ngc1502 v)\nwait (4) seconds\nswitch backdrop to (backdrop1 \(1\) v)\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (4) seconds\nshow\nforever\n go to (player v)\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-2 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\nnext costume\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n switch backdrop to (backdrop1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\n@Player\n\nwhen flag clicked\nhide\nwait (4) seconds\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game on\nset [checkpoint v] to [0]\nif <(Checkpoint) = [0]> then\n set [player: x v] to [-200]\n set [player: y v] to [100]\nelse\n if <(Checkpoint) = [1]> then\n set [player: x v] to [1450]\n set [player: y v] to [-20]\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 (20) %\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 (-3)\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 (3)\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 (Player: x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [100000]> then\n set [scroll x v] to [100000]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-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 [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n if <<key (up arrow v) pressed?> 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 [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\n\ndefine Test - Die\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)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\nend\n\nhide\n\nwhen I start as a clone\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (5)\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n move (-4) steps\n end\nend\ndelete this clone\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (player2 \(2\) v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen [space v] key pressed\nswitch costume to (player2 \(2\)2 v)\nchange [color v] effect by (25)\n\nhide\n\n@ej\n\nwhen flag clicked\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
Arrow keys or mobile friendly.\n\nFlèches pour bouger
☁ Space - A multiplayer platformer ! ☁ #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (arrière plan1 v)\nforever\n play sound [Mario Galaxy music v] until done\n wait (1) seconds\n play sound [Mario galaxy 2nd music v] until done\nend\n\n@Cube\n\nwhen flag clicked\nforever\n if <(username) = [Paul2448]> then\n if <key (space v) pressed?> then\n change [level v] by (1)\n go to x: (-400) y: (100)\n set [x2 v] to [0]\n set [y2 v] to [0]\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [265]> then\n go to x: (-247) y: (-66)\n broadcast (SUIVANT v)\n end\nend\n\nwhen I receive [initialise v]\nhide\nset [username v] to (username)\nset [clone id v] to [0]\nrepeat (10)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ndelete all of [chat v]\nset [chat v] to [0]\n\nwhen flag clicked\nset [last.activity v] to [1]\n\nwhen flag clicked\nhide variable [players v]\n\nwhen [t v] key pressed\nif <(chat) = [1]> then\n set [chat v] to [0]\nelse\n set [chat v] to [1]\nend\n\nwhen I receive [start v]\nshow variable [players v]\n\ndefine Save My Data\ndelete all of [my list v]\nadd (x position) to [my list v]\nadd (y position) to [my list v]\nadd (pick random (999) to (99999)) to [my list v]\nadd (username) to [my list v]\nadd (Level) to [my list v]\nadd (chat.output) to [my list v]\nadd (chat.mode) to [my list v]\nadd (costume [name v]) to [my list v]\n\nwhen I receive [start v]\nforever\n if <(chat) = [1]> then\nend\n\nwhen I receive [start v]\nwait (4) seconds\nforever\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (aw v)\n stop [all v]\n end\nend\n\nwhen I start as a clone\nwait until <(started) = [1]>\nif <not <(Clone ID) = (@PlayerSlot)>> then\n go to x: (item (((Clone ID) * (8)) - (7)) of [cloud list v]) y: (item (((Clone ID) * (8)) - (6)) of [cloud list v])\nend\nif <(Clone ID) = (@PlayerSlot)> then\n go to x: (-192) y: (0)\nend\nforever\n Tick\nend\n\ndefine (id)\nif <(item (id) of [active check v]) = [Off]> then\n hide\nelse\n if <(item (((id) * (8)) - (3)) of [cloud list v]) = (Level)> then\n switch costume to ((item (((id) * (8)) - (0)) of [cloud list v]) + (4))\n show\n set size to (60) %\n think (item (((id) * (8)) - (4)) of [cloud list v])\n change x by (((x position) - (item (((id) * (8)) - (7)) of [cloud list v])) / (-2.5))\n change y by (((y position) - (item (((id) * (8)) - (6)) of [cloud list v])) / (-2.5))\n if <(item (((id) * (8)) - (2)) of [cloud list v]) > [0]> then\n say (item ((item (((id) * (8)) - (2)) of [cloud list v]) + ((item (((id) * (8)) - (1)) of [cloud list v]) * (9))) of [chat v])\n end\n else\n go to x: (item (((id) * (8)) - (7)) of [cloud list v]) y: (item (((id) * (8)) - (6)) of [cloud list v])\n hide\n end\nend\n\ndefine Tick\nif <(Clone ID) = (@PlayerSlot)> then\n Movement (Clone ID)\nelse\n (Clone ID)\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\ndefine Movement (id)\nset size to (60) %\nshow\nchange [y2 v] by (-1)\nif <(chat.output) > [0]> then\n say (item ((chat.output) + ((chat.mode) * (9))) of [chat v])\nelse\n think []\nend\nif <(x position) > [230]> then\n if <(Level) = [9]> then\n broadcast (win v)\n end\n change [level v] by (1)\n go to x: (-200) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\nend\nif <<<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (-0.6)\n switch costume to (2 v)\nelse\n if <<<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n set [last.activity v] to (timer)\n change [x2 v] by (0.6)\n switch costume to (1 v)\n else\n switch costume to (3 v)\n end\nend\nset [x2 v] to ((x2) * (0.9))\nchange x by (x2)\nSave My Data\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (1)\nend\nif <touching (platformer v)?> then\n change y by (-4)\n change x by ((x2) * (-1))\nend\nchange y by (y2)\nSave My Data\nif <touching (platformer v)?> then\n change y by ((0) - (y2))\n set [y2 v] to [1]\nend\nchange y by (-1)\nif <<<<<(y position) < (mouse y)> and <mouse down?>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> and <touching (platformer v)?>> then\n set [last.activity v] to (timer)\n set [y2 v] to [15]\nend\nchange y by (1)\nif <(y position) > [180]> then\n set [y2 v] to [0]\nend\nif <<(y position) < [-170]> or <touching (spikes v)?>> then\n go to x: (-192) y: (0)\n set [x2 v] to [0]\n set [y2 v] to [0]\n broadcast (DIE!!! v)\nend\nSave My Data\ngo to [front v] layer\n\nhide\n\nwhen I receive [chicken v]\nplay sound [Jump v] until done\n\n@Truc qui brille\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\ngo to (random position v)\nshow\nset size to (pick random (80) to (200)) %\nturn right (pick random (10) to (50)) degrees\nrepeat (25)\n change size by (pick random (-1) to (-10))\nend\ndelete this clone\n\n@connecting\n\ndefine connecttest (@slot)\nif <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n wait (1) seconds\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n if <not <(item (((@PlayerSlot) * (8)) - (4)) of [cloud list v]) = (item (4) of [my list v])>> then\n broadcast (failed v)\n end\nend\n\nwhen I receive [initialise v]\nswitch costume to (yep v)\nshow\nclear graphic effects\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [full? v] to [False]\nset [kick v] to [False]\nset [moved? v] to [800]\n\nwhen flag clicked\nbroadcast (Initialise v) and wait\nGet Player Slot\nset [moved? v] to [600]\nif <not <(@PlayerSlot) > [0]>> then\n set [full? v] to [True]\nelse\n wait (1) seconds\n set [started v] to [1]\n broadcast (start v)\nend\nhide\nforever\n broadcast (Tick v) and wait\nend\n\ndefine Get Player Slot\nset [@playerslot v] to [0]\nbroadcast (Get Data v) and wait\nset [moved? v] to [0]\ndelete all of [check v]\nif <(length of [cloud list v]) = [0]> then\n set [@playerslot v] to [1]\nelse\n repeat (10)\n change [moved? v] by (1)\n add (item (((Moved?) * (8)) - (5)) of [cloud list v]) to [check v]\n end\n wait (2) seconds\n broadcast (Get Data v) and wait\n set [moved? v] to [1]\n repeat until <(item (((Moved?) * (8)) - (5)) of [cloud list v]) = (item (Moved?) of [check v])>\n change [moved? v] by (1)\n end\n set [@playerslot v] to (Moved?)\n delete all of [my list v]\n add (x position) to [my list v]\n add (y position) to [my list v]\n add (pick random (999) to (99999)) to [my list v]\n add (x2) to [my list v]\n add [0] to [my list v]\n add (chat.output) to [my list v]\n add (chat.mode) to [my list v]\n add [4] to [my list v]\n broadcast (Tick v) and wait\n broadcast (Get Data v) and wait\n connecttest (@PlayerSlot)\nend\n\nwhen flag clicked\nset [started v] to [0]\n\nwhen I receive [start v]\nset [started v] to [1]\n\nwhen I receive [aw v]\nshow\ngo to [front v] layer\nswitch costume to (argh2 v)\nstop [all v]\n\nwhen flag clicked\nforever\n if <(Full?) = [True]> then\n go to [front v] layer\n switch costume to (nope v)\n show\n stop [all v]\n end\nend\n\nwhen I receive [failed v]\nshow\ngo to [front v] layer\nswitch costume to (argh v)\nstop [all v]\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@uwu\n\ndefine Decode (data)\ndelete all of [cloud list v]\nset [output v] to []\nset [i v] to [0]\nrepeat ((length of (data)) / (2))\n change [i v] by (2)\n switch costume to (join (letter ((I) - (1)) of (data)) (letter (I) of (data)))\n if <(costume [name v]) = [~]> then\n add (Output) to [cloud list v]\n set [output v] to []\n else\n set [output v] to (join (Output) (costume [name v]))\n end\nend\n\ndefine Encode\nset [output v] to []\nset [n v] to [0]\nrepeat (length of [my list v])\n set [i v] to [0]\n change [n v] by (1)\n repeat (length of (item (n) of [my list v]))\n change [i v] by (1)\n switch costume to (letter (I) of (item (n) of [my list v]))\n if <(costume [number v]) < [10]> then\n set [output v] to (join (Output) (join [0] (costume [number v])))\n else\n set [output v] to (join (Output) (costume [number v]))\n end\n end\n set [output v] to (join (Output) [53])\nend\n\ndefine Update Players List (id)\nif <(id) = [1]> then\n set [player list v] to [0]\n delete all of [check v]\n repeat (10)\n change [player list v] by (1)\n add (item (((Player List) * (8)) - (5)) of [cloud list v]) to [check v]\n end\nelse\n if <(id) = [2]> then\n set [player list v] to [0]\n repeat (10)\n change [player list v] by (1)\n if <not <(@PlayerSlot) = (Player List)>> then\n if <(item (Player List) of [check v]) = (item (((Player List) * (8)) - (5)) of [cloud list v])> then\n replace item (Player List) of [active check v] with [Off]\n else\n replace item (Player List) of [active check v] with [On]\n end\n end\n end\n end\nend\n\nwhen I receive [initialise v]\ndelete all of [active check v]\nrepeat (10)\n add [off] to [active check v]\nend\n\nwhen I receive [start v]\nforever\n Update Players List [1]\n wait (0.3) seconds\n Update Players List [2]\nend\n\nwhen I receive [get data v]\nDecode Data\n\ndefine Saving the data (id)\nEncode\nif <(timer) < ((last.activity) + (60))> then\n if <(id) = [1]> then\n set [☁ j1 v] to (Output)\n else\n if <(id) = [2]> then\n set [☁ j2 v] to (Output)\n else\n if <(id) = [3]> then\n set [☁ j3 v] to (Output)\n else\n if <(id) = [4]> then\n set [☁ j4 v] to (Output)\n else\n if <(id) = [5]> then\n set [☁ j5 v] to (Output)\n else\n if <(id) = [6]> then\n set [☁ j6 v] to (Output)\n else\n if <(id) = [7]> then\n set [☁ j7 v] to (Output)\n else\n if <(id) = [8]> then\n set [☁ j8 v] to (Output)\n else\n if <(id) = [9]> then\n set [☁ j9 v] to (Output)\n else\n if <(id) = [10]> then\n set [☁ j10 v] to (Output)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nDecode Data\nSaving the data (@PlayerSlot)\nDetermine Players\n\ndefine Decode Data\nDecode (join (☁ j1) (join (☁ j2) (join (☁ j3) (join (☁ j4) (join (☁ j5) (join (☁ j6) (join (☁ j7) (join (☁ j8) (join (☁ j9) (☁ j10))))))))))\n\ndefine Determine Players\nset [players v] to [1]\nset [i v] to [0]\nrepeat (10)\n change [i v] by (1)\n if <(item (I) of [active check v]) = [On]> then\n change [players v] by (1)\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@platformer\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\n@Spikes\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [start v]\ngo to [back v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nshow\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nshow\n\n
Hello ! Welcome to Space - a platformer!\nComments will not be activated this time. : D\n➙+650 bloks!\n➙Created on 8hours ! ._.\nThe code for the cloud is not mine ... It is @Kismat12.\nBut the rest comes from me!\nI hope you would like it!\nCredits:\nThanks to @WAR_DRAGON for the idea of ​​the "space" theme\n@kodiak77-77 for the cloud idea!\nTags:\n#space #a #platformer #enjoy #paul2448 #cloud #enjoy #nocomments #owo #byeguy #nocomments\nLoved by famous people: :\nLoved and faved by @0014049 !\nLoved and faved by @krishtheking123 !\nLoved by @kodiak77-77 !\nLoved by @nampinanathali \nOMG :\n#1 on treding (french) 3 days ! :OOOO & 6 days #1 on explore #games !!!
A mushroomy problem - Scrolling Platformer
@Stage\n\nwhen I receive [green flag v]\nhide variable [mouse v]\n\nwhen I receive [green flag v]\nrepeat until <(LEVEL) = [5]>\n play sound [Woods v] until done\nend\n\n play sound [Boss v] until done\nend\n\nwhen I receive [boss v]\nstop all sounds\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\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\nset [climbing v] to [0]\nset [attack? v] to [0]\nset [bounce? v] to [0]\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 [exit v] to []\nset size to (100) %\nset rotation style [left-right v]\n\ndefine Tick\nswitch costume to (hitbox v)\nif <(attack?) = [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 if <(CLIMBING) = [0]> then\n change [frame v] by (0.5)\n end\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 if <(CLIMBING) = [0]> then\n change [frame v] by (0.5)\n end\n else\n set [frame v] to [0]\n end\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <touching (mushrooms v)?> then\n set [sy v] to [30]\n broadcast (jump v)\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(in air) < [4]> or <touching (mushrooms v)?>> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nif <<key (space v) pressed?> and <touching (vines v)?>> then\n set [sy v] to [-2]\n set [climbing v] to [1]\nelse\n set [climbing v] to [0]\nend\nif <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(CLIMBING) = [1]>> then\n Change player y by [5]\nend\nif <<<key (s v) pressed?> or <key (down arrow v) pressed?>> and <(CLIMBING) = [1]>> then\n Change player y by [-5]\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)?> or <touching (blockage 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)?> or <touching (blockage v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <touching (blockage v)?> then\n if <(direction) = [90]> then\n set [sx v] to [-20]\n else\n set [sx v] to [20]\n end\n broadcast (back v)\n end\n if <not <<touching (platforms v)?> or <touching (blockage v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <<touching (platforms v)?> or <touching (blockage v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\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) < [4]>> and <(attack?) = [0]>> then\n start sound [Step v]\n wait (0.3) seconds\n end\nend\n\ndefine Set costume\nif <(CLIMBING) = [0]> then\n if <(attack?) = [0]> then\n if <(bounce?) = [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\n else\n switch costume to (bounce v)\n end\n else\n if <(attack?) = [1]> then\n switch costume to (attack v)\n else\n switch costume to (pre-attack v)\n end\n end\nelse\n switch costume to (climb v)\nend\n\nwhen [0 v] key pressed\nwait until <not <key (0 v) pressed?>>\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]\nwait until <(LEVEL) = [5]>\nbroadcast (boss v)\nhide\nstop [other scripts in sprite v]\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 [jump v]\nrepeat until <(sy) < [1]>\n set [bounce? v] to [1]\nend\nset [bounce? v] to [0]\n\nwhen [space v] key pressed\nif <not <(LEVEL) = [5]>> then\n if <(in air) < [4]> then\n set [attack? v] to [2]\n wait until <not <key (space v) pressed?>>\n start sound [High Whoosh v]\n repeat (10)\n set [attack? v] to [1]\n end\n set [attack? v] to [0]\n else\n set [attack? v] to [0]\n end\nend\n\nwhen [r v] key pressed\nbroadcast (Reset v)\nbroadcast (Setup v)\nGame On\n\nwhen [z v] key pressed\nif <(username) = [zelfen]> then\n set [sy v] to [20]\nend\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 (1-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (1-2 v)\n Clone at x [500] y [0]\n switch costume to (1-3 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x [0] y [0]\n Clone at x [600] y [0]\n switch costume to (2-2 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x [0] y [0]\n Clone at x [600] y [375]\n switch costume to (3-2 v)\n Clone at x [360] y [300]\n switch costume to (3-2 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (4-1 v)\n Clone at x [0] y [0]\n Clone at x [400] y [0]\n switch costume to (4-2 v)\n else\n set [x v] to [99999999]\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 [boss v]\nhide\nstop [other scripts in sprite 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 <touching (player v)?> then\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nswitch costume to (closed v)\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x [607] y [546]\nelse\n if <(LEVEL) = [2]> then\n Clone at x [-159] y [197]\n else\n if <(LEVEL) = [3]> then\n Clone at x [1083] y [841]\n else\n if <(LEVEL) = [4]> then\n Clone at x [-446] y [251]\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\nset [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]\nturn right (15) degrees\n\n@Overlay\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 (1-1 v)\n Clone at x [0] y [0]\n Clone at x [450] y [0]\n switch costume to (1-2 v)\n Clone at x [500] y [0]\n switch costume to (1-3 v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (2-1 v)\n Clone at x [0] y [0]\n Clone at x [600] y [0]\n switch costume to (2-2 v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (3-1 v)\n Clone at x [0] y [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (4-1 v)\n Clone at x [0] y [0]\n Clone at x [400] y [0]\n switch costume to (4-2 v)\n else\n set [x v] to [99999999]\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 [boss 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))\n\nwhen I receive [setup v]\nclear graphic effects\ngo to [front v] layer\nhide\nif <(LEVEL) = [1]> then\n set [x v] to [99999999999]\n switch costume to (1 v)\n Clone at x [429] y [115]\n Clone at x [454] y [115]\n Clone at x [481] y [115]\nelse\n if <(LEVEL) = [2]> then\n set [x v] to [99999999999]\n switch costume to (1 v)\n Clone at x [112] y [-41]\n Clone at x [218] y [-41]\n switch costume to (2 v)\n Clone at x [464] y [251]\n Clone at x [511] y [247]\n Clone at x [548] y [239]\n else\n set [x v] to [99999999999]\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@Mushrooms\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 (mushroom1 v)\n Clone at x [250] y [-180]\n Clone at x [1179] y [140]\n set [x v] to [9999999999]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (mushroom1 v)\n Clone at x [506] y [-45]\n Clone at x [902] y [84]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [3]> then\n switch costume to (mushroom1 v)\n Clone at x [395] y [154]\n Clone at x [696] y [465]\n set [x v] to [9999999999]\n else\n set [x v] to [9999999999]\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 [jump v]\nstart sound [sm64_impact v]\nswitch costume to (mushroom1 v)\nrepeat (6)\n next costume\nend\nswitch costume to (mushroom1 v)\n\n@Blockage\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)?> and <([costume # v] of [player v]) = [12]>> then\n start sound [sm64_kill_enemy2 v]\n repeat (10)\n change size by (-10)\n turn right (5) degrees\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n point in direction (90)\n switch costume to (blockage1 v)\n Clone at x [763] y [212]\n set [x v] to [9999999999]\nelse\n if <(LEVEL) = [2]> then\n point in direction (90)\n switch costume to (blockage1 v)\n Clone at x [339] y [17]\n point in direction (-90)\n Clone at x [-59] y [208]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [3]> then\n point in direction (90)\n switch costume to (blockage1 v)\n Clone at x [128] y [234]\n set [x v] to [9999999999]\n else\n if <(LEVEL) = [4]> then\n point in direction (90)\n switch costume to (blockage1 v)\n Clone at x [227] y [130]\n point in direction (-90)\n Clone at x [-205] y [127]\n Clone at x [267] y [235]\n Clone at x [267] y [342]\n set [x v] to [9999999999]\n else\n set [x v] to [9999999999]\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 [back v]\nstart sound [sm64_impact v]\nswitch costume to (blockage1 v)\nrepeat (6)\n next costume\nend\nswitch costume to (blockage6 v)\n\n@Parallax fore\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (2)) (((y) - (SCROLL Y)) / (2))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1-1 v)\nrepeat (10)\n Clone at x [1000] y [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nhide\n\n@Parallax mid\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (3)) (((y) - (SCROLL Y)) / (3))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1-1 v)\nrepeat (10)\n Clone at x [1000] y [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nhide\n\n@Parallax Back\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (6)) (((y) - (SCROLL Y)) / (6))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1-1 v)\nrepeat (10)\n Clone at x [1000] y [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nhide\n\n@Parallax Far Back\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition (((x) - (SCROLL X)) / (12)) (((y) - (SCROLL Y)) / (12))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1-1 v)\nrepeat (10)\n Clone at x [5000] y [0]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x (x) y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\n\nwhen I receive [boss v]\nstop [other scripts in sprite v]\nhide\n\n@Vines\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\npoint in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [x v] to [9999999999]\nif <(LEVEL) = [2]> then\n switch costume to (vine v)\n Clone at x [746] y [226]\nelse\n if <(LEVEL) = [3]> then\n switch costume to (vine v)\n Clone at x [-45] y [304]\n else\n set [x v] to [9999999999]\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 [tick v]\n\n@Player (Boss)\n\nwhen I receive [boss v]\nshow\nset rotation style [left-right v]\ngo to x: (-126) y: (0)\nset [speedy v] to [0]\nset [falling? v] to [10]\nforever\n switch costume to (hitbox v)\n change [speedy v] by (-1)\n change y by (SpeedY)\n Touch Ground <(SpeedY) > [0]>\n if <(walljump) > [0]> then\n change [walljump v] by (-1)\n else\n set [speedx v] to ((SpeedX) * (0.7))\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [speedx v] by (-1.5)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [speedx v] by (1.5)\n end\n if <(SpeedX) < [-0.5]> then\n Walk [-90] (SpeedX)\n else\n if <(SpeedX) > [0.5]> then\n Walk [90] (SpeedX)\n else\n set [frame v] to [0]\n end\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(falling?) < [3]>> then\n set [speedy v] to [12]\n end\n end\n Set costume\nend\n\nwhen I receive [boss 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 <(falling?) < [3]>> then\n wait (0.25) seconds\n start sound [Step v]\n end\nend\n\nwhen flag clicked\nset [kick v] to [0]\nhide\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (boss arena 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 [speedy 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 (boss arena v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-10))\nelse\n change [frame v] by ((speed) / (10))\nend\n\ndefine Set costume\nif <(KICK) = [0]> then\n if <(falling?) < [3]> 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 <(SpeedY) > [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 (kick v)\nend\n\nwhen [space v] key pressed\nif <(LEVEL) = [5]> then\n start sound [High Whoosh v]\n repeat (5)\n set [kick v] to [1]\n end\n set [kick v] to [0]\n wait until <not <key (space v) pressed?>>\nend\n\nwhen I receive [boss reset v]\nshow\nset rotation style [left-right v]\ngo to x: (-126) y: (0)\n\n@Boss arena\n\nwhen flag clicked\nhide\n\nwhen I receive [boss v]\nshow\n\n@Boss arena overlay\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [boss v]\nshow\n\nwhen I receive [win v]\nswitch costume to (costume2 v)\n\n@Boss\n\nwhen flag clicked\nswitch costume to (idle v)\nhide\ngo to x: (129) y: (215)\n\nwhen I receive [boss v]\nwait (1) seconds\nshow\nset [sy v] to [0]\nrepeat until <(y position) < [0]>\n change y by (sy)\n change [sy v] by (-1)\nend\nset [sy v] to [0]\ngo to x: (129) y: (0)\nwait (1) seconds\nswitch costume to (roar v)\nstart sound [recording1 v]\nrepeat (50)\n go to x: (pick random (119) to (139)) y: (pick random (-10) to (10))\nend\ngo to x: (129) y: (0)\nswitch costume to (idle v)\nrepeat until <(Boss health) = [2]>\n wait (pick random (1.) to (2.)) seconds\n switch costume to (attack1 v)\n wait (0.5) seconds\n switch costume to (attack2 v)\n broadcast (attack1 v) and wait\n switch costume to (idle v)\nend\n\nwhen I receive [ouch v]\nif <not <(Boss health) < [0]>> then\n switch costume to (hurt v)\n stop [other scripts in sprite v]\n wait (1) seconds\n switch costume to (idle v)\n wait (1) seconds\n switch costume to (roar v)\n start sound [recording1 v]\n repeat (50)\n go to x: (pick random (119) to (139)) y: (pick random (-10) to (10))\n end\n go to x: (129) y: (0)\n if <(Boss health) = [2]> then\n repeat until <(Boss health) = [1]>\n wait (pick random (0.5) to (1.)) seconds\n switch costume to (attack1 v)\n wait (0.25) seconds\n switch costume to (attack2 v)\n broadcast (attack1 v) and wait\n switch costume to (idle v)\n end\n else\n repeat until <(Boss health) < [0]>\n wait (pick random (0.25) to (0.5)) seconds\n switch costume to (attack1 v)\n wait (0.125) seconds\n switch costume to (attack2 v)\n broadcast (attack1 v) and wait\n switch costume to (idle v)\n end\n end\nelse\n start sound [Crunch v]\n switch costume to (dead v)\n repeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n hide\n broadcast (win v)\nend\n\nwhen I receive [boss reset v]\nstop [other scripts in sprite v]\nwait (1) seconds\nshow\nset [sy v] to [0]\nrepeat until <(y position) < [0]>\n change y by (sy)\n change [sy v] by (-1)\nend\nset [sy v] to [0]\ngo to x: (129) y: (0)\nwait (1) seconds\nswitch costume to (roar v)\nstart sound [recording1 v]\nrepeat (50)\n go to x: (pick random (119) to (139)) y: (pick random (-10) to (10))\nend\ngo to x: (129) y: (0)\nswitch costume to (idle v)\nrepeat until <(Boss health) = [2]>\n wait (pick random (1.) to (2.)) seconds\n switch costume to (attack1 v)\n wait (0.5) seconds\n switch costume to (attack2 v)\n broadcast (attack1 v) and wait\n switch costume to (idle v)\nend\n\n@Boss2\n\nwhen I receive [boss v]\nwait (2) seconds\nshow\nwait (2) seconds\nhide\n\nwhen flag clicked\nhide\n\n@Boss attacks\n\nwhen flag clicked\nset [boss health v] to [3]\nset [attack v] to [0]\nhide\n\nwhen I receive [attack1 v]\nset [attack v] to [1]\npoint in direction (0)\nrepeat (3)\n turn right (45) degrees\n create clone of (_myself_ v)\n start sound [pop v]\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nshow\nif <(attack) = [1]> then\n go to (boss v)\n switch costume to (costume1 v)\n repeat until <touching (_edge_ v)?>\n move (-10) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <<touching (player \(boss\) v)?> and <(KICK) = [1]>> then\n turn right (180) degrees\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nforever\n if <touching (boss v)?> then\n broadcast (OuCh v)\n change [boss health v] by (-1)\n start sound [sm64_impact v]\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (player \(boss\) v)?> and <(KICK) = [0]>> then\n broadcast (boss reset v)\n set [boss health v] to [3]\n start sound [sm64_impact v]\n delete this clone\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Scratch|Multiplayer Scrolling Platformer v1.8 #all #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\nstart sound [Connect v]\n\n@Blank\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine val = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine Setup players\nclear graphic effects\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\nchange [player # v] by (1)\n\nwhen I receive [begin v]\ncheck players\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine val = cloud # (p)\nif <(p) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(p) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(p) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(p) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(p) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(p) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(p) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(p) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(p) = [9]> then\n set [value v] to (☁ P9)\n else\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup - opponents v]\nSetup players\nset [color v] effect to (140)\n\ndefine Tick\nval = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n check players\n end\nelse\n set [last value v] to (join [A] (value))\n if <[99] > (offline)> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nval = read from encoded\nset x to ((value) - (Scroll x))\nval = read from encoded\nset y to ((value) - (Scroll y))\nval = read from encoded\nsay (join (join (player #) [ : ]) (value))\n\nwhen I receive [join game v]\nval = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nval = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [4]>> then\n hide\n end\nend\n\ndefine check players\nif <(player #) = [1]> then\n set [☁ p1 v] to []\nelse\n if <(player #) = [2]> then\n set [☁ p2 v] to []\n else\n if <(player #) = [3]> then\n set [☁ p3 v] to []\n else\n if <(player #) = [4]> then\n set [☁ p4 v] to []\n else\n if <(player #) = [5]> then\n set [☁ p5 v] to []\n else\n if <(player #) = [6]> then\n set [☁ p6 v] to []\n else\n if <(player #) = [7]> then\n set [☁ p7 v] to []\n else\n if <(player #) = [8]> then\n set [☁ p8 v] to []\n else\n if <(player #) = [9]> then\n set [☁ p9 v] to []\n else\n if <(player #) = [10]> then\n set [☁ p10 v] to []\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [backward v] (1300000000000) layers\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n if <touching (_edge_ v)?> then\n set [ghost v] effect to (99)\n end\nend\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\nswitch backdrop to (scratch dots v)\n\nwhen I receive [play game v]\nswitch backdrop to (scratch dots v)\nset [level v] to [1]\nforever\n broadcast (Reset v)\n broadcast (Setup v)\n Begin\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\nend\n\ndefine Begin\nset [x v] to [0]\nset [y v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air? v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\n\ndefine Tick\nset [moving? v] to [0]\nif <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> or <key (a v) pressed?>> then\n set [moving? v] to [1]\n change [sx v] by (-2)\nend\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <key (s v) pressed?>> then\n set [moving? v] to [1]\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by: (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> then\n set [moving? v] to [1]\n if <(In air?) < [4]> then\n set [sy v] to [17]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by: (sy)\nchange [scroll x v] by ((round ((X) - (Scroll x))) / (2))\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]\n change [attempts v] by (1)\nend\n\nif <(username) = [5wonders]> then\n set [sy v] to [25]\nend\n\ndefine Change player y by: (sy)\nchange [y v] by (sy)\nchange [in air? v] by (1)\nPosition\nrepeat until <not <touching (game 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 (game v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (game 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)>>> or <key (w v) pressed?>> then\n set [moving? v] to [1]\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 (game v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nchange [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\nwhen I receive [win_for now v]\nrepeat (50)\n End\nend\n\ndefine End\nbroadcast (End Scroll v)\n\nwhen I receive [end scroll v]\nhide\n\nwhen I receive [setup v]\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nWrite (X) to encoded\nWrite (Y) to encoded\nWrite (username) to encoded\nWrite (round ((timer) * (10))) to encoded\nset cloud # (MY PLAYER #) - (encoded)\n\ndefine Write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\ndefine set cloud # (p) - (val)\nif <(p) = [1]> then\n set [☁ p1 v] to (val)\nelse\n if <(p) = [2]> then\n set [☁ p2 v] to (val)\n else\n if <(p) = [3]> then\n set [☁ p3 v] to (val)\n else\n if <(p) = [4]> then\n set [☁ p4 v] to (val)\n else\n if <(p) = [5]> then\n set [☁ p5 v] to (val)\n else\n if <(p) = [6]> then\n set [☁ p6 v] to (val)\n else\n if <(p) = [7]> then\n set [☁ p7 v] to (val)\n else\n if <(p) = [8]> then\n set [☁ p8 v] to (val)\n else\n if <(p) = [9]> then\n set [☁ p9 v] to (val)\n else\n set [☁ p10 v] to (val)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [4]>> then\n hide\n end\nend\n\nwhen I receive [end of intro v]\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (setup - opponents v) and wait\nswitch backdrop to (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n switch backdrop to (joined v)\n start sound [Connect v]\n wait (1) seconds\nelse\n switch backdrop to (full v)\nend\nbroadcast (begin v)\nbroadcast (Green Flag v)\nbroadcast (Play Game v)\nset [attempts v] to [0]\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (ul v)\n else\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (ur v)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[-10] > (mouse x)>>> then\n switch costume to (r v)\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n switch costume to (l v)\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (u v)\n else\n switch costume to (m v)\n end\n end\n end\n end\n end\nend\n\n@Comments\n\ndefine Clone at x: (x) Clone at y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [setup v]\nset size to (100) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at x: [-50] Clone at y: [-20]\n\nwhen I receive [green flag v]\nshow\ngo to x: (0) y: (-95)\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 [reset v]\ndelete this clone\n\nwhen I receive [end scroll v]\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [4]>> then\n hide\n end\nend\n\n@Game\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [end scroll v]\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 v)\n set size to (100) %\n Clone at x: [700] Clone at y: [0]\n Clone at x: [550] Clone at y: [0]\n Clone at x: [540] Clone at y: [0]\n Clone at x: [230] Clone at y: [280]\n Clone at x: [230] Clone at y: [400]\n Clone at x: [1060] Clone at y: [400]\n Clone at x: [-400] Clone at y: [0]\n Clone at x: [1000] Clone at y: [-200]\n set size to (700) %\n Clone at x: [600] Clone at y: [330]\n Clone at x: [600] Clone at y: [330]\n Clone at x: [500] Clone at y: [-150]\n Clone at x: [850] Clone at y: [400]\n Clone at x: [650] Clone at y: [0]\n Clone at x: [910] Clone at y: [0]\n switch costume to (6 v)\n Clone at x: [900] Clone at y: [0]\n Clone at x: [900] Clone at y: [-90]\n Clone at x: [900] Clone at y: [-110]\n Clone at x: [910] Clone at y: [-150]\n Clone at x: [700] Clone at y: [-100]\n Clone at x: [700] Clone at y: [-100]\n Clone at x: [700] Clone at y: [-160]\nend\n\ndefine Clone at x: (x) Clone at y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [green flag v]\nshow\ngo to x: (0) y: (-95)\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 flag clicked\nclear sound effects\nwait (5) seconds\nplay sound [ZOOM20 v] until done\nchange [sound v] by (1)\n\nwhen flag clicked\nset [pan left/right v] effect to (0)\nset [attempts v] to [0]\nforever\n play sound [Clean_Soul_Calming v] until done\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nforever\n if <not <(backdrop [number v]) = [4]>> then\n hide\n end\nend\n\nwhen flag clicked\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide variable [@player v]\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
-=Scratch|Multiplayer Scrolling Platformer -mobile- =-\n☁ Hi everyone, I finished that magnificent multiplayer ☁ scrolling platformer!!! \n☁ This is my first multiplayer scrolling platformer and I ☁ hope I'll have time to do more\nPropose it to be featured!: https://scratch.mit.edu/studios/646050/comments/\n☁ There is no end. This is a playground.\n☁ Sometimes you'll find big gaps, You may fall or jump.\n☁ You might die once and continue after(at the start)\n☁ Lag or glitches? : Refresh the page!\n☁ It can support a maximum of 10 players\n☁ I REALLY WANT THIS TO BE FEATURED... (please help me!)\nRemix tree: https://scratch.mit.edu/projects/406292199/remixtree/\n------===========instructions===========------\n- arrow keys, WASD to move or Mobile!\n- Don't fall into gaps.\n- If you like it, please ❤️, ⭐️ and FOLLOW ME! for more
Platformer
@Stage\n\n@Pico Main Character\n\nwhen I receive [start level v]\nshow\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) > [-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?> 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 <(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 (#0092be)?> then\n broadcast (Next Level v)\n end\n if <<touching color (#d9c5a8)?> or <(y position) < [-179]>> then\n broadcast (Start Level v)\n change [life v] by (-1)\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Start Level v)\n\ndefine Move vertical\nchange y by (Y Velocity)\nif <touching color (#000000)?> then\n if <(Y Velocity) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change y by (-1)\n end\n else\n repeat until <not <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 horizontal \nif <touching color (#000000)?> then\n if <(X Velocity) > [0]> then\n repeat until <not <touching color (#000000)?>>\n change x by (-2)\n end\n else\n repeat until <not <touching color (#000000)?>>\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: (-157) y: (-99)\n switch backdrop to (backdrop1 v)\nend\nif <(Level) = [2]> then\n switch backdrop to (backdrop2 v)\n go to x: (-198) y: (-103)\nend\nif <(Level) = [3]> then\n switch backdrop to (backdrop3 v)\n go to x: (-214) y: (151)\nend\nif <(Level) = [4]> then\n switch backdrop to (backdrop4 v)\n go to x: (-197) y: (-94)\n if <touching color (#d9c5a8)?> then\n go to x: (-197) y: (-94)\n end\nend\nif <(Level) = [5]> then\n switch backdrop to (backdrop5 v)\n go to x: (-209) y: (147)\nend\nif <(Level) = [6]> then\n switch backdrop to (backdrop6 v)\n go to x: (-186) y: (147)\nend\nif <(Level) = [7]> then\n hide\n switch backdrop to (you winnnnn v)\n stop [all v]\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 I receive [start level v]\nif <(Life) = [0]> then\n switch backdrop to (backdrop7 v)\n hide\n stop [all v]\nend\n\nwhen flag clicked\nset [life v] to [2]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nif <(Level) = [3]> then\n show\nelse\n hide\nend\nMove Platform\n\ndefine Move Platform\ngo to x: (247) y: (-83)\nforever\n glide (1) secs to x: (234) y: (118)\n glide (1) secs to x: (247) y: (-83)\nend\n\n@Sprite2\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nif <(Level) = [6]> then\n show\nelse\n hide\nend\nMove this platform\n\ndefine Move this platform\ngo to x: (-66) y: (116)\nforever\n glide (1) secs to x: (-66) y: (116)\n glide (1) secs to x: (0) y: (80)\nend\n\nwhen I receive [start level v]\nforever\n if <(Level) = [7]> then\n hide\n end\nend\n\n@Level 6\n\nwhen I receive [start level v]\nstop [other scripts in sprite v]\nforever\n hide\n if <(Level) = [6]> then\n show\n Move Platform\n else\n hide\n end\nend\n\ndefine Move Platform\nforever\n show\n go to x: (121) y: (-146)\n wait (pick random (10) to (8)) seconds\n hide\nend\n\nwhen backdrop switches to [you winnnnn v]\nhide\n\n
Use the up button to jump and the left and right button (on your computer) to change direction. Do not fall into the red or touch the sharp brown spiky things because they just cause ur life to down by 1. If you touch the blue door then your on the next level. This is my second game I have made. The first one is called Chick VS Fox. Do Check it out.
[TAS] MMO Platformer (48.33s)
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [test v]\nswitch backdrop to (artboard 1 copy@2x v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\nwait until <(JUMP KEY) = [1]>\nstop [all v]\n\n@Thumbnail\n\nwhen I receive [green flag v]\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to [front v] layer\nchange [ghost v] effect by (5)\n\n@Game\n\ndefine fix player\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by (item (t) of [fix v])\n change [t v] by (1)\n change [@player y v] by (item (t) of [fix v])\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (item (t) of [fix v])\nchange [t v] by (1)\nchange [@player y v] by (item (t) of [fix v])\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n change [@player y v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by ((item (t) of [fix v]) * (2))\nchange [t v] by (1)\nchange [@player y v] by (((item (t) of [fix v]) * (2)) - (1))\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <(PLAYBACK) = [1]> then\n StrapInput <(PLAYBACK) = [1]>\nend\nif <<<<(PLAYBACK) = [1]> or <(FRAME MODE) = [advance]>> and <(letter (1) of (CURRENTINPUTS)) = [1]>> or <<<(PLAYBACK) = [0]> and <not <(FRAME MODE) = [advance]>>> and <key (t v) pressed?>>> then\n if <(tpress) = [0]> then\n set [tpress v] to [1]\n broadcast (Test v)\n end\nelse\n set [tpress v] to [0]\nend\nif <<<<(PLAYBACK) = [1]> or <(FRAME MODE) = [advance]>> and <(letter (4) of (CURRENTINPUTS)) = [1]>> or <<<(PLAYBACK) = [0]> and <not <(FRAME MODE) = [advance]>>> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<<<(PLAYBACK) = [1]> or <(FRAME MODE) = [advance]>> and <(letter (3) of (CURRENTINPUTS)) = [1]>> or <<<(PLAYBACK) = [0]> and <not <(FRAME MODE) = [advance]>>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n set [key left right v] to [1]\nelse\n if <<<<(PLAYBACK) = [1]> or <(FRAME MODE) = [advance]>> and <(letter (2) of (CURRENTINPUTS)) = [1]>> or <<<(PLAYBACK) = [0]> and <not <(FRAME MODE) = [advance]>>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n set [key left right v] to [-1]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Up / Down\nPlayer Tick - Left / Right\nif <(PLAYBACK) = [0]> then\n StrapInput <(PLAYBACK) = [1]>\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nScroll Level\n\nwhen flag clicked\nshow list [save code v]\nshow variable [time v]\nshow variable [frame mode v]\nshow variable [playback v]\nshow variable [i v]\nset [i v] to [0]\nset [playback v] to [1]\nset [frame mode v] to [normal]\nset [debug v] to [0]\ndelete all of [emoji spawn v]\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [26]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [-180]\nset [@spawn y v] to [32]\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n if <(FRAME MODE) = [slow]> then\n wait (0.05) seconds\n end\n if <(FRAME MODE) = [advance]> then\n Frame-Advance Input Algorithm\n end\n TAS Control Scripts\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\nend\nbroadcast (Message - Show v) and wait\n\nbroadcast (Cloud - tick v)\nbroadcast (Players - Tick v)\n\nwhen I receive [player - pre-move v]\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-180]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <(@crouching) = [2]> then\n Check Slide []\nelse\n Slope Detect\nend\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to (round (((frame) / (30)) * (100)))\nset [time v] to ((t) mod (10))\nset [time v] to (join (join [\(] (TIME)) [\)])\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [1]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope0 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nset [t v] to <<<<(PLAYBACK) = [1]> or <(FRAME MODE) = [advance]>> and <(letter (5) of (CURRENTINPUTS)) = [1]>> or <<<(PLAYBACK) = [0]> and <not <(FRAME MODE) = [advance]>>> and <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>>>\nset [duck input v] to (round (t))\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [2]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nelse\n if <<(@Player Mode) = [Wall jump]> and <(@Player SY) < [-6]>> then\n set [@player mode v] to []\n end\n if <<not <(key left right) = [0]>> and <<(@crouching) = [0]> and <(@On Wall) = [0]>>> then\n if <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>> then\n accelerate (((key left right) * (7)) + (on platform)) percent [0.02]\n else\n set [@player dir v] to ((key left right) * (90))\n accelerate (((key left right) * (7)) + (on platform)) percent [0.2]\n change [@walking v] by (1)\n end\n else\n if <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>> then\n accelerate ((0) + (on platform)) percent [0.02]\n else\n set [@walking v] to [-1]\n if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n if <(@crouching) > [0]> then\n if <<(@crouching) = [2]> and <(@Falling) < [2]>> then\n accelerate ((on platform) + ((@Slope) * (4))) percent [0.05]\n else\n accelerate (on platform) percent [0.25]\n end\n else\n accelerate (on platform) percent [0.35]\n end\n else\n set [@player sx v] to (on platform)\n end\n end\n end\nend\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat ((4) + ([abs v] of (@Player SX) ))\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n switch costume to (slope0 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (hitbox v)\n if <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\n end\n stop [this script v]\n end\nend\nset [@slope v] to [0]\nset [@player y v] to (t)\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nchange [@player sx v] by (((((key left right) * (7)) + (on platform)) - (@Player SX)) * (0.02))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.02))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.1))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.35))\n\ndefine DecodeNibble (nibble)\nset [decodednibble v] to [0]\nrepeat (5)\n change [bit v] by (1)\n change [decodednibble v] by ((round ([e ^ v] of (((5) - (bit)) * ([ln v] of (2) )) )) * (letter (bit) of (nibble)))\nend\nset [bit v] to [0]\n\ndefine EncodeNibble (n)\nif <(bit) < [5]> then\n change [bit v] by (1)\n if <(bit) = [1]> then\n set [nibble v] to []\n end\n if <(n) > ((round ([e ^ v] of (((5) - (bit)) * ([ln v] of (2) )) )) - (1))> then\n set [nibble v] to (join (nibble) [1])\n EncodeNibble (round ((n) - (round ([e ^ v] of (((5) - (bit)) * ([ln v] of (2) )) ))))\n else\n set [nibble v] to (join (nibble) [0])\n EncodeNibble (n)\n end\nelse\n set [bit v] to [0]\nend\n\ndefine StrapInput <playback?>\nchange [i v] by (1)\nif <playback?> then\n if <(i) > (length of [inputs v])> then\n set [currentinputs v] to [00000]\n else\n EncodeNibble (item (i) of [inputs v])\n set [currentinputs v] to (nibble)\n end\nelse\n set [currentinputs v] to (join (round <(tpress) = [1]>) (join (round <(key left right) < [0]>) (join (round <(key left right) > [0]>) (join (round <(JUMP KEY) > [0]>) (round <(duck input) = [1]>)))))\n DecodeNibble (CURRENTINPUTS)\n add (decodednibble) to [inputs v]\nend\n\nwhen I receive [reset v]\nif <(PLAYBACK) = [0]> then\n delete all of [inputs v]\nend\nset [i v] to [0]\nset [@timer v] to [0]\n\nwait (0.1) seconds\n\ndefine Save Input Data\nset [counter v] to [1]\nset [t v] to (item (counter) of [inputs v])\nset [save code v] to []\nrepeat until <(counter) > (length of [inputs v])>\n change [counter v] by (1)\n if <not <(item (counter) of [inputs v]) = (t)>> then\n set [save code v] to (join (SAVE CODE) (join (join (t) [,]) (join (counter) [,])))\n set [t v] to (item (counter) of [inputs v])\n end\nend\n\ndefine Load input data\nBackup Inputs\ndelete all of [inputs v]\nset [counter v] to [1]\nset [t v] to []\nrepeat until <<(counter) > (length of (SAVE CODE))> or <(counter) > [200000]>>\n if <(letter (counter) of (SAVE CODE)) = [,]> then\n add (t) to [inputs v]\n if <not <(join (t) [a]) = (join (round (t)) [a])>> then\n set [t v] to [ERRORSyntax]\n Restore Input Backup\n stop [this script v]\n end\n set [t v] to []\n change [counter v] by (1)\n end\n set [t v] to (join (t) (letter (counter) of (SAVE CODE)))\n change [counter v] by (1)\nend\nif <<(counter) > [200000]> or <not <(letter (length of (SAVE CODE)) of (SAVE CODE)) = [,]>>> then\n set [t v] to [ERRORSyntax]\n Restore Input Backup\n stop [this script v]\nend\nif <((length of [inputs v]) mod (2)) = [1]> then\n set [t v] to [ERRORControl]\n Restore Input Backup\n stop [this script v]\nend\nset [counter v] to [1]\nset [i v] to [1]\nset [t v] to (length of [inputs v])\nrepeat until <(counter) > (t)>\n if <<(item (counter) of [inputs v]) < [0]> or <(item (counter) of [inputs v]) > [31]>> then\n replace item (counter) of [inputs v] with [0]\n end\n repeat until <(i) = (item ((counter) + (1)) of [inputs v])>\n if <(i) > ((item ((counter) + (1)) of [inputs v]) - (1))> then\n set [t v] to [ERRORTime]\n Restore Input Backup\n stop [this script v]\n end\n add (item (counter) of [inputs v]) to [inputs v]\n change [i v] by (1)\n end\n change [counter v] by (2)\nend\nrepeat until <(length of [inputs v]) = ((i) - (1))>\n delete (1) of [inputs v]\nend\n\ndefine Save Interface\ndelete all of [save code v]\nhide list [save code v]\nadd [Below is your save code. Triple click and ctrl+c to select it all and copy. Please keep it somewhere safe.] to [save code v]\nadd (SAVE CODE) to [save code v]\nadd [Paste it in the box at the bottom to make sure you got it all.] to [save code v]\nset [counter v] to [0]\nset [t v] to []\nrepeat until <(counter) = [1]>\n ask [] and wait\n set [t v] to (answer)\n if <(t) = (SAVE CODE)> then\n replace item (3) of [save code v] with [You got it all, nice!! Press 1 again to close.]\n set [counter v] to [1]\n wait until <key (1 v) pressed?>\n show list [save code v]\n else\n replace item (3) of [save code v] with [You didn't get it all, try again.]\n end\nend\n\ndefine Load Interface\ndelete all of [save code v]\nhide list [save code v]\nadd [Enter a save code below.] to [save code v]\nadd [This will be loaded into playback.] to [save code v]\nadd [\(If you do not wish to load a save code, type "back"\)] to [save code v]\nset [counter v] to [0]\nrepeat until <(counter) = [1]>\n set [t v] to []\n ask [] and wait\n set [t v] to (answer)\n if <<(t) = [back]> or <(t) = []>> then\n set [counter v] to [1]\n else\n set [save code v] to (t)\n Load input data\n if <(t) = [ERRORSyntax]> then\n replace item (1) of [save code v] with [SAVE CODE NOT VALID, TRY AGAIN!]\n replace item (2) of [save code v] with [Make sure there are no letters, and that all numbers are followed by a comma]\n else\n if <(t) = [ERRORTime]> then\n replace item (1) of [save code v] with [SAVE CODE NOT VALID, TRY AGAIN!]\n replace item (2) of [save code v] with [Frame numbers must be increasing, we cannot go back in time!]\n else\n if <(t) = [ERRORControl]> then\n replace item (1) of [save code v] with [SAVE CODE NOT VALID, TRY AGAIN!]\n replace item (2) of [save code v] with [All inputs must have an accompanying frame number.]\n else\n set [counter v] to [1]\n set [frame mode v] to [normal]\n end\n end\n end\n end\nend\nshow list [save code v]\n\nbroadcast (Player - Begin Frame v) and wait\n\ndefine Scrub Recording\nif <not <(i) > (length of [inputs v])>> then\n repeat until <(length of [inputs v]) = (i)>\n delete (length of [inputs v]) of [inputs v]\n end\nend\n\nwait until <not <key (any v) pressed?>>\nwait until <key (any v) pressed?>\nif <(PLAYBACK) = [0]> then\n set [frame mode v] to [advancing]\n wait (0.15) seconds\n set [frame mode v] to [advance]\nend\n\nSave Input Data\nSave Interface\n\ndefine Backup Inputs\ndelete all of [backupinputs v]\nrepeat (length of [inputs v])\n add (item (1) of [inputs v]) to [backupinputs v]\n add (item (1) of [inputs v]) to [inputs v]\n delete (1) of [inputs v]\nend\n\ndefine Restore Input Backup\ndelete all of [inputs v]\nrepeat (length of [backupinputs v])\n add (item (1) of [backupinputs v]) to [inputs v]\n add (item (1) of [backupinputs v]) to [backupinputs v]\n delete (1) of [backupinputs v]\nend\n\ndefine TAS Control Scripts\nset [counter v] to [0]\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [counter v] to [1]\nend\nif <(buffer) = [0]> then\n if <key (p v) pressed?> then\n if <(PLAYBACK) = [1]> then\n Scrub Recording\n else\n set [frame mode v] to [normal]\n set [counter v] to [1]\n end\n set [playback v] to ((1) - (PLAYBACK))\n if <<(PLAYBACK) = [0]> and <(FRAME MODE) = [advance]>> then\n Frame-Advance Input Algorithm\n end\n set [buffer v] to [15]\n end\n if <key (w v) pressed?> then\n if <(FRAME MODE) = [normal]> then\n set [frame mode v] to [slow]\n else\n set [frame mode v] to [normal]\n end\n set [buffer v] to [15]\n end\n if <key (f v) pressed?> then\n if <(FRAME MODE) = [normal]> then\n set [frame mode v] to [advance]\n else\n set [frame mode v] to [normal]\n set [buffer v] to [15]\n end\n end\n if <(PLAYBACK) = [1]> then\n if <key (1 v) pressed?> then\n Save Input Data\n Save Interface\n set [buffer v] to [15]\n set [counter v] to [1]\n end\n if <key (0 v) pressed?> then\n Load Interface\n set [buffer v] to [15]\n set [counter v] to [1]\n end\n end\nelse\n change [buffer v] by (-1)\nend\nif <(counter) = [1]> then\n set [@spawn x v] to [-180]\n set [@spawn y v] to [32]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\n\nwait until <not <key (any v) pressed?>>\nwait until <key (any v) pressed?>\nset [frame mode v] to [advancing]\nwait (0.15) seconds\nset [frame mode v] to [advance]\n\ndefine Frame-Advance Input Algorithm\nif <(PLAYBACK) = [1]> then\n wait until <not <key (any v) pressed?>>\n wait until <key (any v) pressed?>\nelse\n wait until <not <key (any v) pressed?>>\n repeat until <<key (c v) pressed?> or <<<key (q v) pressed?> and <key (r v) pressed?>> or <<key (f v) pressed?> or <key (p v) pressed?>>>>\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Set Input Bit # [2] to [1]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Set Input Bit # [3] to [1]\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n Set Input Bit # [4] to [1]\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>> then\n Set Input Bit # [5] to [1]\n end\n if <key (t v) pressed?> then\n Set Input Bit # [1] to [1]\n end\n if <key (x v) pressed?> then\n set [currentinputs v] to [00000]\n end\n broadcast (AdvanceArrowKeys v)\n end\nend\n\ndefine Set Input Bit # (n) to (x)\nset [t v] to []\nset [counter v] to [1]\nrepeat (5)\n if <(counter) = (n)> then\n set [t v] to (join (t) (x))\n else\n set [t v] to (join (t) (letter (counter) of (CURRENTINPUTS)))\n end\n change [counter v] by (1)\nend\nset [currentinputs v] to (t)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [2]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [x v] to [0]\nset [y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nif <(?Val) < (¬frame)> then\n set [_i v] to ((¬frame) - (?Val))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) = []> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (?Val)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\n@Level\n\nwhen I receive [setup level v]\ngo to [front v] layer\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (l1 x1 y0 v)\nsetup clone at x,y: (1) (0)\nswitch costume to (l1 x1b y0 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (l1 x2 y0 v)\nsetup clone at x,y: (3) (0)\nswitch costume to (l1 x2 y1 v)\nsetup clone at x,y: (2) (1)\nswitch costume to (l1 x1 y4 v)\nsetup clone at x,y: (2) (2)\nswitch costume to (l1 x3 y0 v)\nsetup clone at x,y: (3.7) (0.5)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (4.9) (0.5)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (5.6) (0)\nswitch costume to (l1 x6 y0 v)\nsetup clone at x,y: (6.6) (0)\nswitch costume to (l1 x6 y0 b v)\nsetup clone at x,y: (7.7) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0.84)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (9.35) (0.88)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (10.0) (0.4)\nswitch costume to (end v)\nsetup clone at x,y: (10.7) (0.4)\nswitch costume to (l0x0x v)\nSetup2 [12] [0]\nswitch costume to (l0x1x v)\nSetup2 [13] [0]\nset [showing v] to [-1]\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [test v]\nset [@player x v] to ((13) * (460))\nset [@scroll x v] to (@Player X)\n\nwhen [t v] key pressed\n\ndefine Setup2 (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (464)))\nset [y v] to (round ((y) * (344)))\ncreate clone of (_myself_ v)\n\nbroadcast (Test v)\n\n@moving platform\n\nwhen I receive [setup level v]\nswitch costume to (barrier v)\nsetup clone at x,y: (50) (14) typ [1] width [20] time [0]\nsetup clone at x,y: (110) (14) typ [1] width [20] time [0.5]\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2]\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7]\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08]\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8]\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8]\nset [showing v] to [-1]\n\ndefine move to (x) (y)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to ((x) - (x))\n set [@platform sy v] to ((y) - (y))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time)\ngo to x: (0) y: (0)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barrier v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n switch costume to (lift1 v)\n set [height v] to [1000]\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy)\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90)))))\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n end\n end\n end\nend\n\n move to (ox) (round ((oy) + (([abs v] of ((timer) - (0.5)) ) * (80))))\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nelse\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n end\n end\nend\n\nmove to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.92]\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.92]\n\n@background\n\nwhen I receive [setup level v]\ngo [backward v] (1000) layers\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\nshow\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\nwhen I receive [game loop tick v]\nif <(showing) = [0]> then\n position (round ((x) - (((@Scroll X) * (0.75)) mod (470)))) ((0) - ((@Scroll Y) * (0.75)))\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((@Scroll Y) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [test v]\nif then\n delete this clone\nend\nset [showing v] to [1]\nswitch costume to (artboard 1 copy 3 v)\n\n@Edge Fade\n\nwhen I receive [setup level v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [test v]\nhide\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (l1 x0 y0 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-137) (32)\nsetup clone at x,y: (457) (-54)\nsetup clone at x,y: (1198) (63)\nsetup clone at x,y: (2483) (62)\nsetup clone at x,y: (3705) (-54)\nsetup clone at x,y: (4779) (48)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\n\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not <(username) = [griffpatch]>> then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Keys\n\nwhen I receive [pre game loop v]\nhide\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <not <(costume [name v]) = (join (letter (2) of (CURRENTINPUTS)) (join (letter (3) of (CURRENTINPUTS)) (join (letter (4) of (CURRENTINPUTS)) (letter (5) of (CURRENTINPUTS)))))>> then\n switch costume to (join (letter (2) of (CURRENTINPUTS)) (join (letter (3) of (CURRENTINPUTS)) (join (letter (4) of (CURRENTINPUTS)) (letter (5) of (CURRENTINPUTS)))))\nend\ngo to [front v] layer\n\nwhen I start as a clone\ngo to x: (160) y: (120)\nset [ghost v] effect to (25)\nshow\n\nwhen I receive [advancearrowkeys v]\nif <not <(costume [name v]) = (join (letter (2) of (CURRENTINPUTS)) (join (letter (3) of (CURRENTINPUTS)) (join (letter (4) of (CURRENTINPUTS)) (letter (5) of (CURRENTINPUTS)))))>> then\n switch costume to (join (letter (2) of (CURRENTINPUTS)) (join (letter (3) of (CURRENTINPUTS)) (join (letter (4) of (CURRENTINPUTS)) (letter (5) of (CURRENTINPUTS)))))\nend\n\n
p to switch between record mode and playback mode.\nw to toggle slow frame mode\nf to toggle frame-by-frame mode\n\nIn record mode:\n Movement controls as in the original game.\n q+r to reset\n c to continue to the next frame in frame advance\n x to clear inputs for the next frame in frame advance\n\nin playback mode:\n 1 to get save code from input data\n 0 to load saved input data from code\n any key to continue playback in frame advance\n\n(More information can be found in the notes and credits below)
Worlds || A Scrolling platformer
@Stage\n\n@spikes\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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 receive [end v]\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nset [level v] to [1]\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n@thumbnail\n\nwhen [timer v] > (0.01)\nshow\nbroadcast (stop button v)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n reset timer\n hide\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n hide\n go to x: (0) y: (0)\nend\n\n@decoration\n\nwhen I receive [green flag v]\ngo to [back v] layer\nhide\nset [ghost v] effect to (30)\n\nwhen I receive [tick v]\nPosition ((x) - (scrollx)) ((y) - (scrolly))\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 (costume1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [end v]\nforever\n hide\n delete this clone\nend\n\nwhen flag clicked\nstart sound [TheFatRat - Time Lapse v]\nstart sound [TheFatRat - Time Lapse v]\nstart sound [TheFatRat - Time Lapse v]\nstart sound [TheFatRat - Time Lapse v]\n\nwhen flag clicked\nset [level v] to [1]\n\n@Platforms\n\nwhen I receive [green flag v]\ngo to [front v] layer\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (scrollx)) ((y) - (scrolly))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\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\nset [level v] to [1]\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nset [x v] to [0]\nset [y v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset size to (30) %\nclear graphic effects\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scrollx v] to (x)\nif <(scrollx) < [0]> then\n set [scrollx v] to [0]\nend\nif <(scrollx) > [6200]> then\n set [scrollx v] to [6200]\nend\nchange [scrolly v] by (round (((y) - (scrolly)) / (10)))\nif <(scrolly) < [0]> then\n set [scrolly v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (spikes v)?> then\n set [exit v] to [Die]\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) - (scrollx)) y: ((y) - (scrolly))\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 (0.05) seconds\n show\n wait (0.05) seconds\nend\n\ndefine Game - Win\n\ndefine Test - Die\n\n
Heyo! This is a platformer! As usual, you control the player using ↑ ← →, or tap to control the player on mobile! \n
Explorer || A 2.5d multiplayer scrolling platformer
@Stage\n\nwhen [space v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (Scroll X)) (join [,] ((mouse y) + (Scroll Y))))\n\nwhen [h v] key pressed\nhide variable [mouse v]\n\n@My Player\n\ndefine Chat\nif <(Chat Open?) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (Scroll X)) y: ((y) - (Scroll Y))\n\nwhen flag clicked\nset [cloud timer v] to [0]\nswitch costume to (costume2 v)\nset [scroll y v] to [0]\nset [scroll x v] to [-100]\nset [x v] to [-100]\nset [y v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\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 Game On\npoint in direction (90)\nclear graphic effects\nset [x v] to [-120]\nset [y v] to [0]\nset [sy v] to [0]\nset [sx v] to [0]\nset [scroll x v] to [-100]\nset [scroll y v] to [0]\nset [in air? v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nset [coins v] to [0]\nhide\ngo to [front v] layer\n\ndefine Tick\nif <not <key (any v) pressed?>> then\n switch costume to (player-not moving v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (player-left v)\n change [sx v] by (-2)\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (player-right v)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.85))\nif <[0.9] < ([abs v] of (sx) )> then\n Change player x by: (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air?) < [4]> then\n set [sy v] to [16]\n end\nend\nif <key (up arrow v) pressed?> then\n if <(in air?) < [4]> then\n switch costume to (player-jumping v)\n set [sy v] to [20]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange player y by: (sy)\nTest - Die\nchange [scroll x v] by (round ((((x) - (Scroll X)) + ((mouse x) / (2))) / (8)))\nchange [scroll y v] by (round ((((y) - (Scroll Y)) + ((mouse y) / (4))) / (8)))\nif <(Scroll X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[2649] < (Scroll X)> then\n set [scroll x v] to [2649]\nend\nif <(Scroll Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\nset [chat open? v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(Chat Open?) = [1]> then\n show list [chat v]\n set [chat open? v] to [0]\n else\n set [chat open? v] to [1]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nhide\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Change player x by: (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (18)\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 (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> 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\nwhen flag clicked\ndelete all of [buffer v]\nset [max player # v] to [10]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine Write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin 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 Add Cloud Data\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n Game - Die\n end\nend\n\ndefine Set cloud position of (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Add Cloud Data\nif <(My Player #) < [1]> then\n stop [this script v]\nend\nchange [cloud timer v] by (1)\nadd (x) to [buffer v]\nadd (y) to [buffer v]\nif <(Cloud timer) < [3]> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nWrite (join (join (username) [ Level : ]) (LEVEL)) to encoded\nWrite (round ((Timer) * (10))) to encoded\nWrite (costume [number v]) to encoded\nWrite (Chat) to encoded\nWrite (LEVEL) to encoded\nrepeat (length of [buffer v])\n Write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nSet cloud position of (My Player #) to (encoded)\n\ndefine Game-Win\nrepeat (50)\n point towards (portal v)\n turn right (65) degrees\n move ((distance to [mouse-pointer v]) / (20)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\nwhen flag clicked\ndelete all of [buffer v]\npoint in direction (90)\n\nwhen I receive [reset v]\nset [coins v] to [0]\n\nwhen flag clicked\nset [timer v] to [1]\nforever\n change [timer v] by (.1)\n wait (.10) seconds\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Other Players\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encoded v] to (encode)\nset [letter # v] to [1]\n\ndefine Read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine Setup\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((Max Player #) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(My Player #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\n go to [back v] layer\nend\n\ndefine Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ p1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ p2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ p3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ p4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ p5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ p6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ p7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ p8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ p9)\n else\n set [value v] to (☁ p10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nSetup\n\ndefine Tick\nset size to (400) %\nCloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decode of (value)\n Read from encoded\n if <(names) = [1]> then\n say (join (player #) (join [: ] (value)))\n else\n say []\n end\n Read from encoded\n Read from encoded\n switch costume to (value)\n Read from encoded\n Decode chat (value)\n Read from encoded\n if <(value) = (LEVEL)> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n Read from encoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n Read from encoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (Scroll X))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (Scroll Y))\n delete (1) of [buffer v]\nend\nset size to (100) %\n\nwhen I receive [join game v]\nCloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nCloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen flag clicked\ndelete all of [buffer v]\n\nset [timer v] to [25323]\nrepeat until <(Timer) = [92]>\n delete (Timer) of [characters v]\n change [timer v] by (-1)\nend\n\n@Mode\n\nwhen flag clicked\nset [ghost v] effect to (10)\nhide\n\nwhen I receive [begin v]\nwait (0.4) seconds\nhide\n\nwait (3) seconds\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (connected v)\nshow\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen I receive [inactive v]\nswitch costume to (inactive v)\ngo to [front v] layer\nshow\nstop [all v]\n\nwhen I receive [begin v]\nset [inactive v] to [false]\n\n@Chat\n\nwhen I receive [tick v]\nif <(Chat Open?) = [1]> then\n show\nelse\n hide\nend\n\nset [coins v] to [40]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (-180) y: (79)\nforever\n go to [front v] layer\n hide\nend\n\nwhen [timer v] > (0)\nset [xvel v] to [0]\nshow\nrepeat until <(x position) > [17]>\n change [xvel v] by (1)\n change x by (Xvel)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\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]\nswitch costume to (level 1 1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [360] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [360] y: [0]\nelse\n if <(LEVEL) = [2]> then\n set [y v] to [-40]\n switch costume to (level 2 1 v)\n Clone at x: [347] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [600] y: [170]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [420] y: [0]\n Clone at x: [470] y: [0]\n else\n if <(LEVEL) = [5]> then\n stop [all 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\nrepeat (10)\n delete this clone\nend\n\[email protected] effect\n\nwhen I receive [tick v]\nPosition (((x) - (Scroll X)) * ((size) / (100))) (((y) - (Scroll Y)) * ((size) / (100)))\n\nwhen I receive [setup v]\nLevels\n\nswitch costume to (costume1 v)\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) effect: (e) costume: (number or text)\nset size to (75) %\nset [brightness v] effect to (-25)\nswitch costume to (number or text)\nchange [x v] by (x)\nchange [y v] by (y)\nrepeat (e)\n change [brightness v] effect by (.9)\n set size to ((size) * (1.01)) %\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\ndefine Levels\ngo to [back v] layer\nhide\nset [x v] to [-360]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n hide\n Clone at x: [360] y: [0] effect: [20] costume: [2]\n Clone at x: [360] y: [0] effect: [20] costume: [3]\n Clone at x: [400] y: [0] effect: [20] costume: [4]\n Clone at x: [400] y: [0] effect: [20] costume: [5]\n Clone at x: [360] y: [0] effect: [20] costume: [6]\nelse\n if <(LEVEL) = [2]> then\n hide\n switch costume to (level 2 1 v)\n set [y v] to [-40]\n Clone at x: [360] y: [0] effect: [20] costume: [7]\n Clone at x: [347] y: [0] effect: [20] costume: [8]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [360] y: [0] effect: [20] costume: [11]\n Clone at x: [420] y: [0] effect: [20] costume: [12]\n Clone at x: [470] y: [0] effect: [20] costume: [13]\n else\n if <(LEVEL) = [5]> then\n stop [all v]\n end\n end\n end\n end\nend\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((x) - (Scroll X)) ((y) - (Scroll Y))\nif <touching (my player v)?> then\n change [coins v] by (1)\n start sound [Coin v]\n delete this clone\nend\nif <(Coins) = (COLLECTED MAX)> then\n broadcast (Open portal v)\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\ngo [backward v] (1) layers\nhide\nset [collected max v] to [0]\nset [x v] to [0]\nset [x v] to [0]\nswitch costume to (coin1 v)\nif <(LEVEL) = [1]> then\n Clone at x: [-50] y: [13]\n Clone at x: [100] y: [50]\n Clone at x: [528] y: [120]\n Clone at x: [846] y: [113]\n Clone at x: [1145] y: [67]\n Clone at x: [1145] y: [146]\n Clone at x: [1495] y: [118]\n Clone at x: [1400] y: [100]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [86] y: [0]\n Clone at x: [155] y: [5]\n Clone at x: [321] y: [26]\n Clone at x: [452] y: [116]\n Clone at x: [602] y: [195]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [-105] y: [262]\n Clone at x: [-105] y: [350]\n Clone at x: [-119] y: [-85]\n Clone at x: [166] y: [205]\n Clone at x: [759] y: [59]\n else\n if <(LEVEL) = [4]> then\n Clone at x: [-85] y: [59]\n Clone at x: [-170] y: [50]\n Clone at x: [481] y: [87]\n Clone at x: [670] y: [90]\n Clone at x: [859] y: [103]\n Clone at x: [1076] y: [73]\n Clone at x: [1146] y: [110]\n end\n end\n end\nend\nset [x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nchange [collected max v] by (1)\n\n@Portal\n\nwhen I receive [tick v]\nPosition ((x) - (Scroll X)) ((y) - (Scroll Y))\nif <<(costume [number v]) = [2]> and <touching (my player v)?>> then\n set [exit v] to [Win]\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\nhide\nset [x v] to [0]\nset [x v] to [0]\nswitch costume to (exit closed v)\nif <(LEVEL) = [1]> then\n switch costume to (exit closed v)\n Clone at x: [1743] y: [18]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (exit closed v)\n Clone at x: [749] y: [260]\n else\n if <(LEVEL) = [3]> then\n switch costume to (exit closed v)\n Clone at x: [947] y: [77]\n else\n if <(LEVEL) = [4]> then\n switch costume to (exit closed v)\n Clone at x: [1266] y: [58]\n else\n if <(LEVEL) = [5]> then\n switch costume to (exit closed v)\n Clone at x: [-9999999999999] y: []\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\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 (exit open v)\n\nwhen flag clicked\nhide\n\n
If you can see a name but the player is not there it means that the player is on a different level\nServer holds up to 10 players\nT to chat\nLAGGY?\ntry https://turbowarp.org/#406379734\nIMPORTANT:\nIf it glitches just press the green flag again.\nthings to stop glitching\n1.If you are dying don't press any keys just wait till you respawn\n2.On start click the flag TWICE \n INSTRUCTIONS \nPress the green flag twice arrow keys to move around avoid lava and collect all the "light orbs" to unlock the portal at the end of each level.
Skylands || Multiplayer Scrolling Platformer #all #games
@Stage\n\nwhen I receive [create ground v]\nList Setup\n\nwhen I receive [connected v]\nforever\n Property Setting\n Property Getting\nend\n\ndefine Property Getting\nset [player v] to [0]\ndelete all of [me v]\nadd (item (Me) of [cannon states v]) to [me v]\nadd (item (Me) of [player parachutes v]) to [me v]\nadd (item (Me) of [player comments v]) to [me v]\nadd (item (Me) of [xp v]) to [me v]\nadd (item (Me) of [yp v]) to [me v]\nadd (item (Me) of [player names v]) to [me v]\ndelete all of [active players v]\ndelete all of [cannon states v]\ndelete all of [player parachutes v]\ndelete all of [player comments v]\ndelete all of [player names v]\ndelete all of [players v]\ndelete all of [xp v]\ndelete all of [yp v]\nadd (☁ Player 1) to [players v]\nadd (☁ Player 2) to [players v]\nadd (☁ Player 3) to [players v]\nadd (☁ Player 4) to [players v]\nadd (☁ Player 5) to [players v]\nrepeat (length of [players v])\n change [player v] by (1)\n if <not <(Player) = (Me)>> then\n add (letter (1) of (item (Player) of [players v])) to [cannon states v]\n add (letter (2) of (item (Player) of [players v])) to [player parachutes v]\n add (join (letter (3) of (item (Player) of [players v])) (letter (4) of (item (Player) of [players v]))) to [player comments v]\n add ((join (letter (5) of (item (Player) of [players v])) (join (join (letter (6) of (item (Player) of [players v])) (letter (7) of (item (Player) of [players v]))) (join (letter (8) of (item (Player) of [players v])) (letter (9) of (item (Player) of [players v]))))) - (50000)) to [xp v]\n add ((join (letter (10) of (item (Player) of [players v])) (join (join (letter (11) of (item (Player) of [players v])) (letter (12) of (item (Player) of [players v]))) (join (letter (13) of (item (Player) of [players v])) (letter (14) of (item (Player) of [players v]))))) - (50000)) to [yp v]\n set [letter # v] to [14]\n set [string v] to []\n repeat ((length of (item (Player) of [players v])) - (14))\n change [letter # v] by (1)\n set [string v] to (join (String) (letter (Letter #) of (item (Player) of [players v])))\n end\n Decode (String)\n add (String) to [player names v]\n else\n add (item (1) of [me v]) to [cannon states v]\n add (item (2) of [me v]) to [player parachutes v]\n add (item (3) of [me v]) to [player comments v]\n add (item (4) of [me v]) to [xp v]\n add (item (5) of [me v]) to [yp v]\n add (username) to [player names v]\n end\n if <not <(item (Player) of [players v]) = (available)>> then\n add (item (Player) of [player names v]) to [active players v]\n end\nend\n\ndefine Encode (text)\nset [string v] to []\nset [letter # v] to [0]\nrepeat (length of (text))\n change [letter # v] by (1)\n if <[decoder v] contains (letter (Letter #) of (text))?> then\n set [string v] to (join (String) (item (item # of (letter (Letter #) of (text)) in [decoder v]) of [encoder v]))\n else\n set [string v] to (join (String) [37])\n end\nend\n\ndefine Decode (values)\nset [string v] to []\nset [letter # v] to [0]\nrepeat ((length of (values)) / (2))\n change [letter # v] by (2)\n set [string v] to (join (String) (item (item # of (join (letter ((Letter #) - (1)) of (values)) (letter (Letter #) of (values))) in [encoder v]) of [decoder v]))\nend\n\ndefine Property Setting\nif <(username) = [Hacker-Cat2]> then\n if <key (p v) pressed?> then\n if <key (1 v) pressed?> then\n set [☁ player 1 v] to [04230819]\n end\n if <key (2 v) pressed?> then\n set [☁ player 2 v] to [04230819]\n end\n if <key (3 v) pressed?> then\n set [☁ player 3 v] to [04230819]\n end\n if <key (4 v) pressed?> then\n set [☁ player 4 v] to [04230819]\n end\n if <key (5 v) pressed?> then\n set [☁ player 5 v] to [04230819]\n end\n end\nend\nEncode (username)\nset [string v] to (join (join (join (item (Me) of [cannon states v]) (item (Me) of [player parachutes v])) (join (item (Me) of [player comments v]) (item (Me) of [xp v]))) (join (item (Me) of [yp v]) (String)))\nif <(Me) = [1]> then\n if <(☁ Player 1) = [04230819]> then\n broadcast (Removed v) and wait\n set [☁ player 1 v] to (available)\n stop [all v]\n end\n set [☁ player 1 v] to (String)\nelse\n if <(Me) = [2]> then\n if <(☁ Player 2) = [04230819]> then\n broadcast (Removed v) and wait\n set [☁ player 2 v] to (available)\n stop [all v]\n end\n set [☁ player 2 v] to (String)\n else\n if <(Me) = [3]> then\n if <(☁ Player 3) = [04230819]> then\n broadcast (Removed v) and wait\n set [☁ player 3 v] to (available)\n stop [all v]\n end\n set [☁ player 3 v] to (String)\n else\n if <(Me) = [4]> then\n if <(☁ Player 4) = [04230819]> then\n broadcast (Removed v) and wait\n set [☁ player 4 v] to (available)\n stop [all v]\n end\n set [☁ player 4 v] to (String)\n else\n if <(Me) = [5]> then\n if <(☁ Player 5) = [04230819]> then\n broadcast (Removed v) and wait\n set [☁ player 5 v] to (available)\n stop [all v]\n end\n set [☁ player 5 v] to (String)\n end\n end\n end\n end\nend\n\ndefine List Setup\ndelete all of [comments v]\ndelete all of [decoder v]\ndelete all of [encoder v]\nadd [Hello!] to [comments v]\nadd [Be careful!] to [comments v]\nadd [Lol] to [comments v]\nadd [This way!] to [comments v]\nadd [Over here!] to [comments v]\nadd [Where do I go?] to [comments v]\nadd [Oops!] to [comments v]\nadd [Help!] to [comments v]\nadd [Aagghh!!!] to [comments v]\nadd [Bye!] to [comments v]\nset [letter # v] to [0]\nrepeat (length of [abcdefghijklmnopqrstuvwxyz1234567890`-=\[\]\;',./~!@#$%^&*\(\)_+{}|:"<>? ])\n change [letter # v] by (1)\n add (letter (Letter #) of [abcdefghijklmnopqrstuvwxyz1234567890`-=\[\]\;',./~!@#$%^&*\(\)_+{}|:"<>? ]) to [decoder v]\n if <((Letter #) - (1)) < [10]> then\n add (join [0] ((Letter #) - (1))) to [encoder v]\n else\n add ((Letter #) - (1)) to [encoder v]\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\n\ndefine Platforming\nif <(Movable?) = [1]> then\n if <<([y position v] of [shop box v]) = [-282]> and <([size v] of [shop button main v]) = [50]>> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <((mouse x) - (50)) > (x position)>>> then\n set [dir x v] to [1]\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <((mouse x) + (50)) < (x position)>>> then\n set [dir x v] to [-1]\n else\n set [dir x v] to [0]\n end\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (50)) > (y position)>>> then\n set [dir y v] to [1]\n else\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <((mouse y) + (50)) < (y position)>>> then\n set [dir y v] to [-1]\n else\n set [dir y v] to [0]\n end\n end\n else\n set [dir x v] to [0]\n set [dir y v] to [0]\n end\n if <<(Parachute) > [0]> and <(YV) < [-30]>> then\n set [parachute v] to [2]\n set [yv v] to [-10]\n switch costume to (player parachute v)\n end\n if <(Dir X) = [1]> then\n change [xv v] by (1.2)\n end\n if <(Dir X) = [-1]> then\n change [xv v] by (-1.2)\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 (10)\n if <touching (ground v)?> then\n change y by (-20)\n if <touching (ground v)?> then\n change y by (10)\n else\n change y by (9)\n repeat until <not <touching (ground v)?>>\n change y by (-1)\n end\n end\n else\n change y by (-9)\n repeat until <not <touching (ground v)?>>\n change y by (1)\n end\n end\n end\n if <<touching (ground v)?> or <((X) - (x position)) > [70]>> then\n change x by ((XV) * (-1))\n set [xv v] to [0]\n if <(X) > [70]> then\n set [x v] to [70]\n end\n if <touching (ground v)?> then\n change x by (10)\n if <touching (ground v)?> then\n change x by (-20)\n if <not <touching (ground v)?>> then\n change x by (9)\n repeat until <not <touching (ground v)?>>\n change x by (-1)\n end\n end\n else\n change x by (-9)\n repeat until <not <touching (ground v)?>>\n change x by (1)\n end\n end\n end\n end\n if <touching (ground v)?> then\n change x by (10)\n change y by (10)\n if <touching (ground v)?> then\n change x by (-20)\n change y by (-20)\n if <not <touching (ground v)?>> then\n change x by (9)\n change y by (9)\n repeat until <not <touching (ground v)?>>\n change x by (-1)\n change y by (-1)\n end\n else\n change x by (-10)\n change y by (-10)\n if <touching (ground v)?> then\n change x by (20)\n change y by (20)\n if <not <touching (ground v)?>> then\n change x by (-9)\n change y by (-9)\n repeat until <not <touching (ground v)?>>\n change x by (1)\n change y by (1)\n end\n else\n change x by (-10)\n change y by (10)\n if <touching (ground v)?> then\n change x by (20)\n change y by (-20)\n if <not <touching (ground v)?>> then\n change x by (-9)\n change y by (9)\n repeat until <not <touching (ground v)?>>\n change x by (1)\n change y by (-1)\n end\n else\n change x by (10)\n change y by (-10)\n if <touching (ground v)?> then\n change x by (-20)\n change y by (20)\n if <not <touching (ground v)?>> then\n change x by (9)\n change y by (-9)\n repeat until <not <touching (ground v)?>>\n change x by (-1)\n change y by (1)\n end\n end\n else\n change x by (-9)\n change y by (9)\n repeat until <not <touching (ground v)?>>\n change x by (1)\n change y by (-1)\n end\n end\n end\n else\n change x by (9)\n change y by (-9)\n repeat until <not <touching (ground v)?>>\n change x by (-1)\n change y by (1)\n end\n end\n end\n else\n change x by (9)\n change y by (9)\n repeat until <not <touching (ground v)?>>\n change x by (-1)\n change y by (-1)\n end\n end\n end\n else\n change x by (-9)\n change y by (-9)\n repeat until <not <touching (ground v)?>>\n change x by (1)\n change y by (1)\n end\n end\n end\n if <<not <touching (clouds v)?>> or <(costume [number v]) = [2]>> then\n if <not <(costume [number v]) = [2]>> then\n change [yv v] by (-1.5)\n end\n change y by (YV)\n if <<touching (ground v)?> or <<touching (bounce v)?> or <touching (clouds v)?>>> then\n switch costume to (player v)\n end\n if <<(Parachute) = [2]> and <touching (bounce v)?>> then\n set [parachute v] to [0]\n end\n if <touching (ground v)?> then\n if <(YV) < [-35]> then\n change [lives v] by (-1)\n start sound [Drum Bass3 v]\n end\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (-30)\n if <<touching (ground v)?> and <(Parachute) = [2]>> then\n set [parachute v] to [0]\n end\n change y by (28)\n if <<<<touching (ground v)?> or <touching (bounce v)?>> and <(Dir Y) = [1]>> and <not <(Parachute) = [2]>>> then\n set [yv v] to [20]\n end\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n else\n if <(Dir Y) = [1]> then\n change [yv v] by (1.2)\n end\n if <(Dir Y) = [-1]> then\n change [yv v] by (-1.2)\n end\n set [yv v] to ((YV) * (0.85))\n change y by (YV)\n end\n change [x v] by ((x position) / (-5))\n change [y v] by ((y position) / (-5))\n change x by ((x position) / (-5))\n change y by ((y position) / (-5))\n if <(Y) > [500]> then\n set [lives v] to [0]\n end\n replace item (Me) of [player parachutes v] with ((costume [number v]) - (1))\n replace item (Me) of [xp v] with ((round ((X) - (x position))) + (50000))\n replace item (Me) of [yp v] with ((round ((Y) - (y position))) + (50000))\nend\n\nwhen I receive [start v]\nset [movable? v] to [1]\nset [available v] to [10004000040000020019]\nset [me v] to [0]\nset [online v] to [True]\nswitch costume to (player v)\ngo to [front v] layer\nshow\nsay [Connecting...]\nset [☁ player 1 v] to (available)\nset [☁ player 2 v] to (available)\nset [☁ player 3 v] to (available)\nset [☁ player 4 v] to (available)\nset [☁ player 5 v] to (available)\nwait (1) seconds\nreset timer\nif <(username) = []> then\n set [online v] to [False]\n say [Sorry, you aren't signed in, so you'll have to play in offline mode.] for (2) seconds\nelse\n repeat until <<not <(Me) = [0]>> or <(Online) = [False]>>\n if <(timer) < [1]> then\n say [Connecting...]\n else\n if <(timer) < [6]> then\n say [There may be too many people playing.]\n else\n ask [Do you want to play in offline mode instead? \(yes/no\)] and wait\n if <(answer) = [yes]> then\n set [online v] to [False]\n else\n stop [all v]\n end\n end\n end\n if <(☁ Player 1) = (available)> then\n set [me v] to [1]\n else\n if <(☁ Player 2) = (available)> then\n set [me v] to [2]\n else\n if <(☁ Player 3) = (available)> then\n set [me v] to [3]\n else\n if <(☁ Player 4) = (available)> then\n set [me v] to [4]\n else\n if <(☁ Player 5) = (available)> then\n set [me v] to [5]\n end\n end\n end\n end\n end\n end\nend\nif <(Online) = [True]> then\n broadcast (Connected v)\n say [Connected!] for (0.2) seconds\nelse\n broadcast (Not Connected v)\n say [Continuing in offline mode...] for (0.2) seconds\nend\nreset timer\nset [timer v] to [0]\nforever\n Platforming\n say (item (item (Me) of [player comments v]) of [comments v])\n if <<touching (spike v)?> and <((timer) - (Timer)) > [3]>> then\n if <(Stop Spike) = [0]> then\n change [lives v] by (-1)\n set [timer v] to (timer)\n start sound [Drum Bass3 v]\n else\n set [stop spike v] to [2]\n end\n end\n if <<(Stop Spike) = [2]> and <not <touching (spike v)?>>> then\n set [stop spike v] to [0]\n end\n broadcast (Move v)\nend\n\nwhen I receive [reset v]\nswitch costume to (player v)\ngo to x: (0) y: (0)\n\n@Player 2\n\nwhen I receive [connected v]\nrepeat (length of [players v])\n change [player # v] by (1)\n if <not <(Player #) = (Me)>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\nset [player # v] to [0]\n\nwhen I receive [move v]\nif <<(Player #) > [0]> and <(Player #) < [6]>> then\n go to x: ((X) - (item (Player #) of [xp v])) y: ((Y) - (item (Player #) of [yp v]))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>> then\n point in direction (90)\n show\n switch costume to ((item (Player #) of [player parachutes v]) + (1))\n else\n if <(item (Player #) of [xp v]) > [-5000]> then\n show\n switch costume to (arrow v)\n if <(X) > (item (Player #) of [xp v])> then\n point in direction ((90) - ([atan v] of (((item (Player #) of [yp v]) - (Y)) / ((item (Player #) of [xp v]) - (X))) ))\n else\n point in direction ((-90) - ([atan v] of (((item (Player #) of [yp v]) - (Y)) / ((item (Player #) of [xp v]) - (X))) ))\n end\n go to x: (0) y: (0)\n move (160) steps\n turn left (30) degrees\n else\n hide\n end\n end\n if <(item (Player #) of [player comments v]) = [00]> then\n say (item (Player #) of [player names v])\n else\n say (item (item (Player #) of [player comments v]) of [comments v])\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\ndefine New Ground\ndelete all of [ground veiw limits v]\nset [gx v] to ((125) + (X))\nset [gy v] to ((-100) + (Y))\nadd [225] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (416)\nchange [gy v] by (5)\nadd [230] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (416)\nchange [gy v] by (150)\nadd [315] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (416)\nchange [gy v] by (70)\nadd [240] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (416)\nchange [gy v] by (150)\nadd [335] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (40)\nchange [gy v] by (310)\nadd [335] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (-500)\nchange [gy v] by (500)\nadd [250] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (350)\nchange [gy v] by (263)\nadd [345] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (416)\nchange [gy v] by (150)\nadd [235] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (376)\nchange [gy v] by (128)\nadd [405] to [ground veiw limits v]\ncreate clone of (_myself_ v)\nnext costume\nchange [gx v] by (-1500)\nchange [gy v] by (-1200)\nadd [285] to [ground veiw limits v]\n\nwhen I receive [move v]\ngo to x: ((X) + (GX)) y: ((Y) + (GY))\nif <<<(x position) < [430]> and <(x position) > [-430]>> and <<(y position) < (item (costume [number v]) of [ground veiw limits v])> and <(y position) > ((0) - (item (costume [number v]) of [ground veiw limits v]))>>> then\n show\nelse\n hide\nend\n\nwhen I receive [create ground v]\nswitch costume to (ground 1 v)\nset size to (200) %\nNew Ground\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\n\n@Bounce\n\nwhen I receive [move v]\ngo to x: ((X) + (BX)) y: ((Y) + (BY))\nif <<touching (player v)?> and <(YV) < [0]>> then\n set [yv v] to ([abs v] of ((YV) * (2)) )\n if <(YV) > [30]> then\n set [yv v] to [30]\n end\n wait until <not <touching (player v)?>>\nend\nif <<<(x position) < [250]> and <(x position) > [-250]>> and <<(y position) < [180]> and <(y position) > [-180]>>> then\n show\nelse\n hide\nend\n\nwhen I receive [create ground v]\nset [bx v] to ((800) + (X))\nset [by v] to ((20) + (Y))\ncreate clone of (_myself_ v)\nchange [bx v] by (120)\nchange [by v] by (650)\ncreate clone of (_myself_ v)\nchange [bx v] by (-150)\nchange [by v] by (250)\ncreate clone of (_myself_ v)\nchange [bx v] by (1646)\nchange [by v] by (523)\ncreate clone of (_myself_ v)\nchange [bx v] by (110)\nchange [by v] by (0)\n\nwhen flag clicked\nhide\n\n@Clouds\n\nwhen I receive [move v]\ngo to x: ((X) + (CLX)) y: ((Y) + (CLY))\nif <<<(x position) < (item (((2) * (costume [number v])) - (1)) of [cloud veiw limits v])> and <(x position) > ((0) - (item (((2) * (costume [number v])) - (1)) of [cloud veiw limits v]))>> and <<(y position) < (item ((2) * (costume [number v])) of [cloud veiw limits v])> and <(y position) > ((0) - (item ((2) * (costume [number v])) of [cloud veiw limits v]))>>> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [create ground v]\nswitch costume to (cloud 2 v)\nset [ghost v] effect to (20)\ndelete all of [cloud veiw limits v]\nadd [275] to [cloud veiw limits v]\nadd [195] to [cloud veiw limits v]\nadd [285] to [cloud veiw limits v]\nadd [195] to [cloud veiw limits v]\nadd [357] to [cloud veiw limits v]\nadd [215] to [cloud veiw limits v]\nset [clx v] to ((1600) + (X))\nset [cly v] to ((800) + (Y))\ncreate clone of (_myself_ v)\nswitch costume to (rainbow v)\nchange [clx v] by (-240)\nchange [cly v] by (50)\ncreate clone of (_myself_ v)\nswitch costume to (cloud 1 v)\nchange [clx v] by (-220)\nchange [cly v] by (-60)\ncreate clone of (_myself_ v)\nswitch costume to (cloud 2 v)\nchange [clx v] by (-70)\nchange [cly v] by (-180)\ncreate clone of (_myself_ v)\nswitch costume to (cloud 1 v)\nchange [clx v] by (-150)\nchange [cly v] by (30)\ncreate clone of (_myself_ v)\nswitch costume to (cloud 2 v)\nchange [clx v] by (-150)\nchange [cly v] by (250)\ncreate clone of (_myself_ v)\nswitch costume to (rainbow v)\nchange [clx v] by (200)\nchange [cly v] by (250)\n\nwhen I receive [start v]\nwait (0.5) seconds\ngo to [front v] layer\n\n@Startup\n\nwhen flag clicked\nif <not <(username) = [Hacker-Cat2]>> then\n erase all\n go to x: (0) y: (0)\n clear graphic effects\n show\n switch costume to (fade v)\n set size to (100) %\n stamp\n switch costume to (error window v)\n set size to (60) %\n repeat (30)\n set [color v] effect to (pick random (1) to (100))\n set [brightness v] effect to (pick random (-20) to (20))\n go to (random position v)\n set [ghost v] effect to (90)\n repeat (4)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\n stamp\n end\n clear graphic effects\n set size to (110) %\n switch costume to (giant cat v)\n go to x: (-310) y: (0)\n repeat (21)\n change x by (5)\n end\n stamp\n wait (1) seconds\n go to x: (0) y: (0)\n set size to (0) %\n switch costume to (name v)\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\n change size by (10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-10)\n change [pixelate v] effect by (10)\n change size by (6)\n end\n switch costume to (fade v)\n clear graphic effects\n set size to (100) %\n set [ghost v] effect to (90)\n repeat (50)\n stamp\n end\nend\nbroadcast (Reset v) and wait\nbroadcast (Create Ground v) and wait\nbroadcast (Start v)\nclear graphic effects\nhide\nerase all\n\n@Spike\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [create ground v]\nset [spx v] to [323]\nset [spy v] to [-97]\nrepeat (5)\n change [spx v] by (30)\n create clone of (_myself_ v)\nend\nchange [spx v] by (1268)\nchange [spy v] by (395)\nrepeat (3)\n change [spx v] by (30)\n create clone of (_myself_ v)\nend\nchange [spx v] by (-680)\nchange [spy v] by (808)\nrepeat (3)\n change [spx v] by (30)\n create clone of (_myself_ v)\nend\nchange [spx v] by (210)\nchange [spy v] by (85)\nrepeat (5)\n change [spx v] by (70)\n change [spy v] by (60)\n create clone of (_myself_ v)\nend\nchange [spx v] by (120)\nchange [spy v] by (60)\nrepeat (3)\n change [spx v] by (30)\n create clone of (_myself_ v)\nend\nchange [spx v] by (30)\n\nwhen I receive [move v]\ngo to [back v] layer\ngo to x: ((X) + (SPX)) y: ((Y) + (SPY))\nif <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>> then\n show\nelse\n hide\nend\n\n@Star\n\nwhen I receive [move v]\nLives\n\ndefine Lives\nset pen color to (#38d2eb)\nset pen size to (200)\ngo to x: (-240) y: (180)\npen down\nchange x by (200)\npen up\ngo to x: (-215) y: (155)\nif <(Lives) = [0]> then\n broadcast (Reset v) and wait\nend\nrepeat (Lives)\n stamp\n change x by (size)\nend\n\nwhen I receive [reset v]\nset size to (40) %\nset [lives v] to [3]\nhide\n\n@Coin\n\nwhen I receive [move v]\nMove\n\nwhen I receive [create coins v]\nset [value v] to [3]\nif <(Collectable) = [False]> then\n set rotation style [don't rotate v]\n set [collectable v] to [True]\n set [collected v] to [False]\n set [count v] to [0]\n set [coins v] to [0]\n set [cox v] to [860]\n set [coy v] to [455]\n create clone of (_myself_ v)\n change [cox v] by (60)\n change [coy v] by (0)\n create clone of (_myself_ v)\n change [cox v] by (-60)\n change [coy v] by (-60)\n create clone of (_myself_ v)\n change [cox v] by (60)\n change [coy v] by (0)\n create clone of (_myself_ v)\n set [cox v] to [2600]\n set [coy v] to [1500]\n set [value v] to [30]\n set size to (100) %\n create clone of (_myself_ v)\n set size to (40) %\n set [collectable v] to [False]\nend\nset [value v] to [1]\n\nwhen flag clicked\nset [max coins v] to [30]\nset [collectable v] to [False]\nhide\ndelete this clone\n\ndefine Move\nif <(Collected) = [False]> then\n if <(Collectable) = [True]> then\n if <<touching (player v)?> and <(Coins) < (Max Coins)>> then\n start sound [Collect v]\n set [collected v] to [True]\n change [coins v] by (Value)\n if <(size) = [100]> then\n set [coins v] to (Max Coins)\n set [parachute v] to [1]\n set [stop spike v] to [1]\n set [sheilds v] to [3]\n set [lives v] to [5]\n broadcast (Stop? v) and wait\n end\n else\n go to x: ((X) + (COX)) y: ((Y) + (COY))\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>> then\n show\n else\n hide\n end\n end\n if <(Coins) > (Max Coins)> then\n set [coins v] to (Max Coins)\n end\n end\nelse\n if <(Count) < [10]> then\n point towards (coin count v)\n if <(size) > [40]> then\n change size by (-6)\n end\n move ((distance to [coin count v]) / (5)) steps\n else\n delete this clone\n end\n change [count v] by (1)\nend\n\nwhen I receive [cannon coin v]\nif <(Coins) < (Max Coins)> then\n Cannon Coin (COX) (COY)\nend\n\ndefine Cannon Coin (cox) (coy)\nif <(Collectable) = [False]> then\n set [cox v] to ((0) - (X))\n set [coy v] to (([cay v] of [cannon ball v]) + (50))\n set [collectable v] to [True]\n create clone of (_myself_ v)\n set [cox v] to (cox)\n set [coy v] to (coy)\n set [collectable v] to [False]\nend\n\nwhen I receive [reset v]\nset [coins v] to [0]\nif <(Collectable) = [False]> then\n broadcast (Create Coins v) and wait\nelse\n delete this clone\nend\n\n@Coin Count\n\nwhen flag clicked\nhide\n\nwhen I receive [move v]\nNumbers\n\ndefine Numbers\nset pen color to (#38d2eb)\nset pen size to (200)\npen down\npen up\ngo to x: (215) y: (155)\nset size to (40) %\nswitch costume to (coin v)\nstamp\nset size to (20) %\ngo to x: ((215) - ((((50) * ((size) / (100))) * ((length of (Coins)) - (1))) / (2))) y: (155)\nset [ncount v] to [0]\nrepeat (length of (Coins))\n change [ncount v] by (1)\n switch costume to (letter (NCount) of (Coins))\n stamp\n change x by ((50) * ((size) / (100)))\nend\n\n@Cannon Ball\n\nwhen flag clicked\nhide\n\nwhen I receive [create ground v]\nset [cax v] to [1400]\nset [cay v] to [135]\ngo to [back v] layer\n\nwhen I receive [start v]\nforever\n Cannon\nend\n\nwhen I receive [not connected v]\ndelete all of [cannon states v]\nrepeat (5)\n add [1] to [cannon states v]\nend\nforever\n Cannon\nend\n\ndefine Cannon\nif <(CAX) > [1200]> then\n if <(Online) = [True]> then\n set [timer v] to (timer)\n replace item (Me) of [cannon states v] with [0]\n if <<(CAX) > [1250]> and <(CAX) < [1300]>> then\n Player Checking\n end\n else\n replace item (1) of [cannon states v] with [0]\n end\n change [cax v] by (-20)\n if <<<(x position) < [240]> and <(x position) > [-240]>> and <<(y position) < [180]> and <(y position) > [-180]>>> then\n if <(Hit) = [0]> then\n show\n end\n else\n hide\n end\nelse\n if <(Online) = [True]> then\n replace item (Me) of [cannon states v] with [1]\n else\n replace item (1) of [cannon states v] with [1]\n end\n hide\n if <((timer) - (Timer)) > [2]> then\n set [☁ player 1 v] to (available)\n set [☁ player 2 v] to (available)\n set [☁ player 3 v] to (available)\n set [☁ player 4 v] to (available)\n set [☁ player 5 v] to (available)\n end\n if <<(item (1) of [cannon states v]) = [1]> and <<<(item (2) of [cannon states v]) = [1]> and <(item (3) of [cannon states v]) = [1]>> and <<(item (4) of [cannon states v]) = [1]> and <(item (5) of [cannon states v]) = [1]>>>> then\n set [timer v] to (timer)\n set [current player v] to [0]\n set [cax v] to [1400]\n set [point v] to [0]\n set [hit v] to [0]\n wait (1.5) seconds\n start sound [Drum Bass2 v]\n end\nend\ngo to x: ((X) + (CAX)) y: ((Y) + (CAY))\nif <<<(CAX) < [1350]> and <(CAX) > [1230]>> and <<<(x position) < ([x position v] of [player v])> and <((x position) + (21)) > ([x position v] of [player v])>> and <(Y) > [-350]>>> then\n if <(Hit) = [0]> then\n if <(Point) = [0]> then\n broadcast (Cannon Coin v) and wait\n end\n set [point v] to [1]\n end\nend\nif <<touching (player v)?> and <(Hit) = [0]>> then\n start sound [Drum Bass3 v]\n if <(Sheilds) > [0]> then\n change [sheilds v] by (-1)\n change [xv v] by (-7.5)\n else\n change [lives v] by (-1)\n change [xv v] by (-15)\n end\n set [hit v] to [1]\n hide\nend\nif <(CAX) = [1200]> then\n set [cax v] to [1199]\n if <(Hit) = [0]> then\n start sound [Drum Bass3 v]\n end\nend\nif <<<touching (player 2 v)?> and <not <(costume [number v]) = [3]>>> and <(Hit) = [0]>> then\n start sound [Drum Bass3 v]\n set [hit v] to [1]\n hide\nend\n\nwhen I receive [start v]\nforever\n set volume to ((100) - (([sqrt v] of ((((CAX) + (X)) * ((CAX) + (X))) + (((CAY) + (Y)) * ((CAY) + (Y)))) ) / (25))) %\n set [pan left/right v] effect to (((CAX) + (X)) / (25))\nend\n\ndefine Player Checking\nset [current player v] to [0]\nrepeat (length of [players v])\n change [current player v] by (1)\n if <<(item (Current Player) of [cannon states v]) = [1]> and <not <(item (Current Player) of [players v]) = (available)>>> then\n if <(Current Player) = [1]> then\n set [☁ player 1 v] to (available)\n else\n if <(Current Player) = [2]> then\n set [☁ player 2 v] to (available)\n else\n if <(Current Player) = [3]> then\n set [☁ player 3 v] to (available)\n else\n if <(Current Player) = [4]> then\n set [☁ player 4 v] to (available)\n else\n if <(Current Player) = [5]> then\n set [☁ player 5 v] to (available)\n end\n end\n end\n end\n end\n end\nend\n\n@Comment Box\n\nwhen flag clicked\nhide\n\nwhen I receive [connected v]\nhide\ngo to x: (-330) y: (0)\nset [open v] to [0]\nset [timer v] to [500]\nforever\n if <key (c v) pressed?> then\n set [open v] to (((-1) * (Open)) + (1))\n if <(Open) = [1]> then\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n repeat (10)\n change x by (((-160) - (x position)) / (3))\n change [ghost v] effect by (-8)\n end\n set x to (-160)\n else\n repeat (10)\n change x by (((-330) - (x position)) / (3))\n change [ghost v] effect by (8)\n end\n set x to (-330)\n hide\n end\n end\n if <(Open) = [1]> then\n if <key (0 v) pressed?> then\n replace item (Me) of [player comments v] with [01]\n set [timer v] to [0]\n end\n if <key (1 v) pressed?> then\n replace item (Me) of [player comments v] with [02]\n set [timer v] to [0]\n end\n if <key (2 v) pressed?> then\n replace item (Me) of [player comments v] with [03]\n set [timer v] to [0]\n end\n if <key (3 v) pressed?> then\n replace item (Me) of [player comments v] with [04]\n set [timer v] to [0]\n end\n if <key (4 v) pressed?> then\n replace item (Me) of [player comments v] with [05]\n set [timer v] to [0]\n end\n if <key (5 v) pressed?> then\n replace item (Me) of [player comments v] with [06]\n set [timer v] to [0]\n end\n if <key (6 v) pressed?> then\n replace item (Me) of [player comments v] with [07]\n set [timer v] to [0]\n end\n if <key (7 v) pressed?> then\n replace item (Me) of [player comments v] with [08]\n set [timer v] to [0]\n end\n if <key (8 v) pressed?> then\n replace item (Me) of [player comments v] with [09]\n set [timer v] to [0]\n end\n if <key (9 v) pressed?> then\n replace item (Me) of [player comments v] with [10]\n set [timer v] to [0]\n end\n end\n if <(Timer) > [200]> then\n replace item (Me) of [player comments v] with [00]\n end\n change [timer v] by (1)\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [start v]\nswitch costume to (thumbnail v)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n if <((timer) - (Timer)) > [120]> then\n switch costume to (timed out v)\n stop [all v]\n end\nend\n\nwhen I receive [start v]\nset volume to (40) %\nforever\n play sound [Dance Energetic v] until done\nend\n\nwhen I receive [removed v]\nswitch costume to (removed v)\n\nwhen I receive [start v]\nforever\n set [px v] to (X)\n set [py v] to (Y)\n wait until <not <<(PX) = (X)> or <(PY) = (Y)>>>\n set [timer v] to (timer)\nend\n\n@Shop Box\n\nwhen flag clicked\ngo to x: (0) y: (-282)\nset [open v] to [0]\nhide\n\nwhen I receive [start v]\nforever\n if <<key (space v) pressed?> or <<<mouse down?> and <not <touching (mouse-pointer v)?>>> and <(Open) = [1]>>> then\n set [open v] to (((-1) * (Open)) + (1))\n if <(Open) = [1]> then\n broadcast (SBMO v) and wait\n broadcast (Open Shop v) and wait\n else\n broadcast (BHide v) and wait\n broadcast (Close Shop v) and wait\n broadcast (SBMC v) and wait\n end\n end\nend\n\nwhen I receive [open shop v]\nset [open v] to [1]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-8)\n change y by (((-80) - (y position)) / (3))\nend\nset y to (-80)\nbroadcast (BShow v) and wait\n\nwhen I receive [close shop v]\nrepeat (10)\n change [ghost v] effect by (8)\n change y by (((-282) - (y position)) / (3))\nend\nset y to (-282)\nhide\n\n@Shop Button Main\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n go to x: (-203) y: (-156)\n if <([y position v] of [shop box v]) = [-282]> then\n show\n if <<touching (mouse-pointer v)?> and <not <mouse down?>>> then\n set [brightness v] effect to (10)\n set size to (55) %\n wait until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (10)\n end\n end\n if <touching (mouse-pointer v)?> then\n broadcast (SBMO v) and wait\n broadcast (Open Shop v) and wait\n end\n end\n else\n set [brightness v] effect to (0)\n set size to (50) %\n end\n else\n hide\n clear graphic effects\n end\nend\n\nwhen I receive [sbmo v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [sbmc v]\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\nend\n\n@Shop Buttons\n\nwhen I receive [start v]\nset [sheilds v] to [0]\nset [stop spike v] to [0]\nset [parachute v] to [0]\nswitch costume to (shop button 3 v)\ngo to x: (-65) y: (-50)\ncreate clone of (_myself_ v)\nswitch costume to (shop button 4 v)\nchange x by (130)\ncreate clone of (_myself_ v)\nswitch costume to (shop button 2 v)\nchange y by (-53)\ncreate clone of (_myself_ v)\nswitch costume to (shop button 1 v)\nchange x by (-130)\n\nwhen flag clicked\nset size to (50) %\nhide\n\nwhen I receive [bshow v]\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Buttons v)\n\nwhen I receive [bhide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [buttons v]\nrepeat until <([open v] of [shop box v]) = [0]>\n if <<touching (mouse-pointer v)?> and <not <mouse down?>>> then\n set [brightness v] effect to (10)\n set size to (55) %\n wait until <<mouse down?> or <not <touching (mouse-pointer v)?>>>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (10)\n end\n end\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n if <<(Coins) > [15]> or <(Coins) = [15]>> then\n if <<(Lives) < [4]> or <(Lives) = [4]>> then\n change [coins v] by (-15)\n change [lives v] by (1)\n end\n end\n else\n if <(costume [number v]) = [2]> then\n if <<(Coins) > [20]> or <(Coins) = [20]>> then\n if <(Sheilds) = [0]> then\n change [coins v] by (-20)\n set [sheilds v] to [3]\n end\n end\n else\n if <<(Coins) > [10]> or <(Coins) = [10]>> then\n if <(costume [number v]) = [3]> then\n if <(Stop Spike) = [0]> then\n set [stop spike v] to [1]\n change [coins v] by (-10)\n end\n else\n if <(Parachute) = [0]> then\n set [parachute v] to [1]\n change [coins v] by (-10)\n end\n end\n end\n end\n end\n end\n end\n else\n set [brightness v] effect to (0)\n set size to (50) %\n end\nend\n\n@Icons\n\nwhen I receive [start v]\nswitch costume to (safe spike v)\nset [type v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n next costume\n change [type v] by (1)\nend\nbroadcast (Icon Start v)\n\nwhen flag clicked\nhide\nset size to (50) %\n\nwhen I receive [icon start v]\ngo to [back v] layer\nforever\n if <(Type) = [1]> then\n go to x: (65) y: (155)\n if <(Stop Spike) = [1]> then\n show\n else\n hide\n end\n else\n if <(Type) = [2]> then\n go to x: (115) y: (155)\n if <(Parachute) = [1]> then\n show\n else\n hide\n end\n else\n go to x: (165) y: (155)\n switch costume to ((2) + (Sheilds))\n if <(Sheilds) > [0]> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [reset v]\nset [parachute v] to [0]\nset [sheilds v] to [0]\nset [stop spike v] to [0]\n\n@End\n\nwhen flag clicked\nhide\ngo to x: (0) y: (50)\n\nwhen I receive [stop? v]\nshow\nset [movable? v] to [0]\nwait until <(Movable?) = [1]>\nhide\n\n@Button\n\nwhen flag clicked\nhide\nset size to (100) %\nclear graphic effects\ndelete this clone\n\nwhen I receive [stop? v]\ndelete this clone\n\nwhen I receive [stop? v]\nwait (0.2) seconds\nswitch costume to (yes v)\ngo to x: (-50) y: (-20)\ncreate clone of (_myself_ v)\nswitch costume to (no v)\ngo to x: (50) y: (-20)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat until <(Movable?) = [1]>\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n set [color v] effect to (-10)\n if <mouse down?> then\n if <(costume [number v]) = [1]> then\n set [movable? v] to [1]\n else\n stop [all v]\n end\n end\n else\n set size to (100) %\n set [color v] effect to (0)\n end\nend\ndelete this clone\n\n
Mobile friendly! (Mostly)\n\nInstructions list:\n - Moving\n - How to get coins\n - How to use coins\n - What the features do\n - How to chat\n - What not to do\n\nUse arrow keys, WASD, or tap around the player to move. You can bounce on the trampolines.\n\nCoins can be collected by jumping over the cannonball, or by finding them along the way.\n\nYou can use coins by opening the shop. You can open the shop by pressing SPACE, or pressing the shop button. You can then buy different things to help you on your way by clicking one of the buttons in the shop.\n\nWhat the features do:\n - The first button will allow you to go through spikes, only once.\n\n - The second button will give you a parachute if you fall too far. \n\n - The third button will give you one more life.\n\n- Finally, the fourth button will make it possible to deflect three cannon balls.\n\nTo chat, press "c" to open/close the menu. Then press the key next to the message you would like to send. For example, you would press the key "0" to send "Hello!". (Sorry, not mobile compatible)\n\nWhat not to do:\n - Don't land on spikes\n - Don't run into cannonballs\n - Avoid large drops
| Super Cube World | Scrolling platformer
@Stage\n\nwhen flag clicked\nforever\n play sound (join [1] []) until done\nend\n\nwhen flag clicked\nbroadcast (play v)\nbroadcast (end v)\n\nwhen I receive [restart v]\nset [idk wats this v] to [0]\n\nwhen flag clicked\nreset timer\n\nwhen I receive [noice v]\nbroadcast (-1 v)\ncreate clone of (coin v)\n\nwhen I receive [-0 v]\nchange [coins v] by (1)\n\n@Character\n\ndefine Go (direction) (speed)\nif <(ded) = [0]> then\n point in direction (direction)\n change x by (speed)\n set [sthoppp v] to [0]\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <<not <touching (platformwer v)?>> and <not <touching (bricks v)?>>>>\n change y by (1)\n change [slope v] by (1)\n set [touched? v] to [1]\n end\n if <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(sthoppp) = [1]> then\n set [xvel v] to ((scroll xvel) * (-1))\n end\n end\n if <(scrolling mode?) = [1]> then\n if <(x position) < [-100]> then\n if <[0] > (scroll x)> then\n set [sthoppp v] to [1]\n change [scroll xvel v] by (6)\n change x by (scroll xvel)\n end\n end\n if <[100] < (x position)> then\n if <(scroll x) > [-1930]> then\n set [sthoppp v] to [1]\n change [scroll xvel v] by (-6)\n change x by (scroll xvel)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [play v]\nset [brightness v] effect to (100)\ngo to x: (0) y: (0)\nset [yvel v] to [0]\nshow\nset [xvel v] to [0]\nforever\n change [yvel v] by (-0.8)\n change y by (yvel)\n set [touched? v] to [0]\n touch ground <(yvel) > [0]>\nend\n\nwhen I receive [play v]\nforever\n set [idk wats this v] to ((idk wats this) * (0.8))\n change y by (idk wats this)\n change [y v] by (idk wats this)\n if <<key (up arrow v) pressed?> and <(is it falling?) < [3]>> then\n set [yvel v] to [14]\n end\n if <(scrolling mode?) = [1]> then\n if <[70] < (y position)> then\n change [idk wats this v] by (-3)\n end\n if <(y position) < [-70]> then\n change [idk wats this v] by (5)\n end\n end\n if <touching (flag v)?> then\n stop [other scripts in sprite v]\n broadcast (next v)\n broadcast (play v)\n start sound [Connect v]\n hide\n go to x: (0) y: (0)\n end\nend\n\nwhen I receive [play v]\nforever\n set rotation style [left-right v]\n set [xvel v] to [0]\n set [ded v] to [0]\n if <key (right arrow v) pressed?> then\n Go [90] [6]\n set [xvel v] to [6]\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n Go [90] [-6]\n set [xvel v] to [-6]\n point in direction (-90)\n end\n if <<touching (platformwer v)?> or <touching (bricks v)?>> then\n set [xvel v] to ((xvel) * (-1))\n change x by (xvel)\n if <key (up arrow v) pressed?> then\n set [yvel v] to [14]\n end\n set [touched? v] to [1]\n end\nend\n\ndefine touch ground <up?>\nchange [is it falling? v] by (1)\nrepeat until <<not <touching (platformwer v)?>> and <not <touching (bricks v)?>>>\n if <up?> then\n change y by (-1)\n set [touched? v] to [1]\n else\n change y by (1)\n set [is it falling? v] to [0]\n set [touched? v] to [1]\n end\n set [yvel v] to [0]\n set [touched? v] to [1]\n if <touching color (#009aff)?> then\n insert (y) at (1) of [save scroll y v] \n insert (scroll x) at (1) of [save scroll x v] \n insert (x position) at (1) of [save x v] \n insert (y position) at (1) of [save y v] \n end\nend\n\nwhen I receive [play v]\ngo to x: (item (1) of [save x v]) y: (item (1) of [save y v])\nforever\n change [scroll x v] by (scroll xvel)\n change [e v] by (scroll xvel)\n change [ee v] by (scroll xvel)\nend\n\nwhen I receive [play v]\nset [die? v] to [0]\nset [scroll x v] to (item (1) of [save scroll x v])\nset [y v] to (item (1) of [save scroll y v])\nforever\n if <(y) > [300]> then\n start sound [Crunch v]\n die\n end\n if <touching (water v)?> then\n start sound [water splash v]\n die\n end\n if <touching (spikey spikes v)?> then\n if <not <(health) = [0]>> then\n start sound [Crunch v]\n broadcast (ugh v)\n change [health v] by (-1)\n end\n if <not <(health) = [0]>> then\n wait (1) seconds\n end\n if <(health) = [0]> then\n die\n end\n end\nend\n\nwhen I receive [play v]\nset [brightness v] effect to (100)\ngo to x: (item (1) of [save x v]) y: (item (1) of [save y v])\nshow\nset [xvel v] to [0]\nset [yvel v] to [0]\nset size to (110) %\nrepeat (10)\n change [brightness v] effect by (-10)\n change size by (-1)\nend\n\nwhen I receive [play v]\nset size to (110) %\nset [brightness v] effect to (100)\n\nwhen I receive [clicc v]\nbroadcast (play v)\n\nwhen I receive [restart v]\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n if <<[1] > (yvel)> and <(yvel) > [-1]>> then\n if <(touched?) = [1]> then\n set volume to (100) %\n start sound [ hit v]\n wait until <not <<[1] > (yvel)> and <(yvel) > [-1]>>>\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <<key (up arrow v) pressed?> and <(is it falling?) < [3]>> then\n set volume to (100) %\n start sound [ hit v]\n wait until <not <<key (up arrow v) pressed?> and <(is it falling?) < [3]>>>\n end\nend\n\nwhen flag clicked\ndelete all of [save scroll x v]\ndelete all of [save x v]\ndelete all of [save y v]\ndelete all of [save scroll y v]\ninsert [0] at (1) of [save scroll x v] \ninsert [0] at (1) of [save x v] \ninsert [0] at (1) of [save y v] \ninsert [0] at (1) of [save scroll y v] \n\nwhen I receive [play v]\nforever\n set [scroll xvel v] to [0]\n set [nani v] to <(yvel) > [0.1]>\nend\n\nwhen flag clicked\nset [score v] to [0]\n\nwhen I receive [next v]\nset [scrolling mode? v] to [0]\n\nwhen flag clicked\nset [scrolling mode? v] to [1]\n\nwhen I receive [next v]\ndelete all of [save scroll x v]\ndelete all of [save x v]\ndelete all of [save y v]\ndelete all of [save scroll y v]\ninsert [0] at (1) of [save scroll x v] \ninsert [0] at (1) of [save x v] \ninsert [0] at (1) of [save y v] \ninsert [0] at (1) of [save scroll y v] \n\nwhen I receive [oof v]\nset volume to (0) %\n\ndefine die\nhide\nstop [other scripts in sprite v]\nset [health v] to [3]\nrepeat until <(round (scroll x)) = (item (1) of [save scroll x v])>\n set [brightness v] effect to (100)\n set [scroll x v] to (item (1) of [save scroll x v])\n set [y v] to (item (1) of [save scroll y v])\n stop [other scripts in sprite v]\n set [ded v] to [1]\nend\nbroadcast (restart v)\n\nwhen I receive [ugh v]\nrepeat (3)\n set [ghost v] effect to (50)\n wait (0.15) seconds\n set [ghost v] effect to (0)\n wait (0.15) seconds\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\n\nwhen I receive [play v]\nforever\n set [scrolling mode? v] to [1]\nend\n\nwhen I receive [play v]\nset [health v] to [3]\n\n@Bricks\n\ndefine e\nrepeat (6)\n create clone of (_myself_ v)\n turn right (1) degrees\nend\n\nwhen I start as a clone\nshow\nforever\n set rotation style [don't rotate v]\n if <(direction) = [1]> then\n go to x: (((scroll x) + (-3)) + ((47) * (3))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [2]> then\n go to x: (((scroll x) + (-3)) + ((47) * (4))) y: (((y) + (3)) + ((47) * (-1)))\n if <[100] > (size)> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n if <(direction) = [3]> then\n go to x: (((scroll x) + (-3)) + ((47) * (5))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [4]> then\n go to x: (((scroll x) + (-3)) + ((47) * (22))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [5]> then\n go to x: (((scroll x) + (-3)) + ((47) * (23))) y: (((y) + (3)) + ((47) * (-1)))\n if <[100] > (size)> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n if <(direction) = [6]> then\n go to x: (((scroll x) + (-3)) + ((47) * (24))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [7]> then\n go to x: (((scroll x) + (-3)) + ((47) * (13))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [8]> then\n go to x: (((scroll x) + (-3)) + ((47) * (14))) y: (((y) + (3)) + ((47) * (-1)))\n if <[100] > (size)> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n if <(direction) = [9]> then\n go to x: (((scroll x) + (-3)) + ((47) * (15))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [10]> then\n go to x: (((scroll x) + (-3)) + ((47) * (30))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [11]> then\n go to x: (((scroll x) + (-3)) + ((47) * (31))) y: (((y) + (3)) + ((47) * (-1)))\n if <[100] > (size)> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n if <(direction) = [12]> then\n go to x: (((scroll x) + (-3)) + ((47) * (32))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [13]> then\n go to x: (((scroll x) + (-3)) + ((47) * (4))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [14]> then\n go to x: (((scroll x) + (-3)) + ((47) * (5))) y: (((y) + (3)) + ((47) * (-1)))\n if <[100] > (size)> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n if <(direction) = [15]> then\n go to x: (((scroll x) + (-3)) + ((47) * (6))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [16]> then\n go to x: (((scroll x) + (-10)) + ((47) * (27))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) = [17]> then\n go to x: (((scroll x) + (-10)) + ((47) * (28))) y: (((y) + (3)) + ((47) * (-1)))\n if <[100] > (size)> then\n switch costume to (costume3 v)\n else\n switch costume to (costume1 v)\n end\n end\n if <(direction) = [18]> then\n go to x: (((scroll x) + (-10)) + ((47) * (29))) y: (((y) + (3)) + ((47) * (-1)))\n switch costume to (costume2 v)\n end\n if <(direction) > [18]> then\n go to x: (((scroll x) + (-10)) + ((999) * (29))) y: (((y) + (3)) + ((47) * (999)))\n switch costume to (costume2 v)\n end\nend\n\nwhen I start as a clone\nwait (0.1) seconds\nset size to (100) %\nforever\n if <(costume [number v]) = [1]> then\n if <touching (thing v)?> then\n set size to (99) %\n set [x v] to (x position)\n set [y v] to (y position)\n start sound [Crunch v]\n broadcast (noice v)\n end\n end\n if <(costume [number v]) = [2]> then\n if <touching (thing v)?> then\n set [yvel v] to [0]\n set [x v] to (x position)\n set [y v] to (y position)\n broadcast (bvOOm v)\n start sound [Crunch v]\n delete this clone\n end\n end\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nbroadcast (woah v)\ndelete this clone\n\nwhen I receive [woah v]\nif <(?) = [0]> then\n repeat (6)\n create clone of (_myself_ v)\n turn right (1) degrees\n end\nend\n\nwhen I receive [end v]\npoint in direction (1)\nhide\ne\n\nwhen I receive [0000 v]\nhide\n\n@Platformwer\n\nwhen I start as a clone\nshow\nforever\n if <(letter (1) of (costume [name v])) = [1]> then\n go to x: ((scroll x) + (((costume [number v]) - (1)) * (480))) y: (y)\n end\n if <(letter (1) of (costume [name v])) = [2]> then\n go to x: ((scroll x) + (((costume [number v]) - (6)) * (480))) y: (y)\n end\n if <(letter (1) of (costume [name v])) = [3]> then\n go to x: ((scroll x) + (((costume [number v]) - (11)) * (480))) y: (y)\n end\n if < (costume [name v]) contains [end]?> then\n go to x: ((scroll x) + (((costume [number v]) - (16)) * (480))) y: (y)\n end\nend\n\nwhen I receive [play v]\nset [yvel v] to [0]\n\ndefine create game\nswitch costume to (1-1 v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\n\nwhen I receive [end v]\nhide\ncreate game\n\n@thing\n\nwhen flag clicked\nforever\n go to (character v)\n set [ghost v] effect to (99.99)\nend\n\n@;-;\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\n@Particles\n\ndefine ee\nrepeat (10)\n go to x: (X) y: (Y)\n point in direction (pick random (180) to (-180))\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nrepeat (pick random (1) to (3))\n change y by (3)\nend\nrepeat (pick random (1) to (3))\n change y by (2)\nend\nrepeat (pick random (1) to (3))\n change y by (1)\nend\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (2)\n change y by (-5)\nend\nrepeat (3)\n change y by (-8)\nend\nrepeat (5)\n change y by (-10)\nend\nrepeat (5)\n change y by (-12)\nend\nrepeat (5)\n change y by (-15)\nend\nrepeat (5)\n change y by (-20)\nend\n\nwhen I start as a clone\nforever\n move (3) steps\nend\n\nwhen I start as a clone\nforever\n if on edge, bounce\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nbroadcast (epik v)\ndelete this clone\n\nwhen I receive [bvoom v]\nbroadcast (0 v)\nwait (0) seconds\nswitch costume to (costume1 v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nee\n\nwhen I start as a clone\nforever\n set rotation style [don't rotate v]\nend\n\nwhen I receive [0 v]\ndelete this clone\n\nwhen I start as a clone\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [noice v]\nbroadcast (0 v)\nwait (0) seconds\nswitch costume to (costume11 v)\ngo to [front v] layer\nset [ghost v] effect to (0)\ne\n\ndefine e\nrepeat (25)\n go to x: (X) y: (Y)\n point in direction (pick random (180) to (-180))\n create clone of (_myself_ v)\nend\n\n@Stuff\n\nwhen flag clicked\nset [health v] to [3]\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@Visuals\n\ndefine Write (text)\nset [my variable v] to [1]\ngo to [front v] layer\nrepeat (length of (text))\n switch costume to (letter (my variable) of (text))\n create clone of (_myself_ v)\n change [my variable v] by (1)\n change x by (12)\n if <(x position) > [219]> then\n change y by (-20)\n set x to (-220)\n end\nend\nhide\n\nwhen flag clicked\nshow\nforever\n set size to (100) %\n go to x: (-160) y: (152)\n set [brightness v] effect to (0)\n Write (round (timer))\n set size to (100) %\n go to x: (-3) y: (152)\n set [brightness v] effect to (0)\n Write (coins)\n set size to (100) %\n go to x: (153) y: (152)\n set [brightness v] effect to (0)\n Write (health)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (50) %\nshow\nwait (0) seconds\ndelete this clone\n\n@Coin\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset size to (300) %\nforever\n next costume\n wait (0) seconds\nend\n\nwhen I start as a clone\nset size to (300) %\nshow\nset [00 v] to (X)\nset [000 v] to (Y)\nforever\n set rotation style [don't rotate v]\n go to x: ((00) + (ee)) y: ((direction) + (((000) * (-1)) + (y)))\nend\n\nwhen I start as a clone\npoint in direction (0)\nforever\n go to [back v] layer\n turn right ((((000) + (20)) - (direction)) / (5)) degrees\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0) seconds\nend\n\nwhen I receive [-1 v]\nset [e v] to [0]\nset [ee v] to [0]\ndelete this clone\n\nwhen flag clicked\nset [e v] to [0]\nset [ee v] to [0]\n\nwhen I start as a clone\nwait (0.5) seconds\nforever\n if <touching (character v)?> then\n start sound [Coin v]\n broadcast (-0 v)\n set [a v] to (y position)\n set [b v] to (x position)\n repeat (10)\n change size by (-20)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [0000 v]\nhide\n\nif <(direction) > [18]> then\n go to x: (((scroll x) + (-10)) + ((999) * (29))) y: (((y) + (3)) + ((47) * (999)))\n switch costume to (costume2 v)\nend\n\n@effact\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [coins v] to [0]\nhide\n\nwhen I receive [-0 v]\nset [ghost v] effect to (0)\nif <(costume [number v]) = [1]> then\n e\nend\n\ndefine e\nset [wowzie v] to [0]\ngo to x: (b) y: (a)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\nset [wowzie v] to [0]\nset [e v] to [0]\nforever\n change [wowzie v] by (((50) - (wowzie)) / (5))\n go to x: (((b) + (e)) - (0)) y: (((a) + (wowzie)) - (0))\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Coin2\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nset size to (300) %\nforever\n next costume\n wait (0) seconds\nend\n\nwhen I start as a clone\nset size to (300) %\nshow\nforever\n set rotation style [don't rotate v]\n if <(direction) = [1]> then\n go to x: (((scroll x) + (-3)) + ((47) * (1))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [2]> then\n go to x: (((scroll x) + (-3)) + ((47) * (15))) y: (((y) + (3)) + ((47) * (-1)))\n end\n if <(direction) = [3]> then\n go to x: (((scroll x) + (-3)) + ((47) * (29))) y: (((y) + (3)) + ((47) * (-2)))\n end\n if <(direction) = [4]> then\n go to x: (((scroll x) + (-3)) + ((47) * (9))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [5]> then\n go to x: (((scroll x) + (-3)) + ((47) * (10))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [6]> then\n go to x: (((scroll x) + (-3)) + ((47) * (11))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [7]> then\n go to x: (((scroll x) + (-3)) + ((47) * (34))) y: (((y) + (3)) + ((47) * (0)))\n end\n if <(direction) = [8]> then\n go to x: (((scroll x) + (-3)) + ((47) * (36))) y: (((y) + (3)) + ((47) * (0)))\n end\n if <(direction) = [9]> then\n go to x: (((scroll x) + (-3)) + ((47) * (1))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [10]> then\n go to x: (((scroll x) + (-3)) + ((47) * (5))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [11]> then\n go to x: (((scroll x) + (-3)) + ((47) * (9))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [12]> then\n go to x: (((scroll x) + (-3)) + ((47) * (13))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [13]> then\n go to x: (((scroll x) + (-3)) + ((47) * (14))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [14]> then\n go to x: (((scroll x) + (-3)) + ((47) * (15))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [15]> then\n go to x: (((scroll x) + (-3)) + ((47) * (35))) y: (((y) + (3)) + ((47) * (-1)))\n end\n if <(direction) = [16]> then\n go to x: (((scroll x) + (-3)) + ((47) * (37))) y: (((y) + (3)) + ((47) * (-1)))\n end\n if <(direction) = [17]> then\n go to x: (((scroll x) + (-3)) + ((47) * (1))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [18]> then\n go to x: (((scroll x) + (-3)) + ((47) * (5))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [19]> then\n go to x: (((scroll x) + (-3)) + ((47) * (9))) y: (((y) + (3)) + ((47) * (-3)))\n end\n if <(direction) = [20]> then\n go to x: (((scroll x) + (-3)) + ((47) * (13))) y: (((y) + (3)) + ((47) * (3)))\n end\n if <(direction) = [21]> then\n go to x: (((scroll x) + (-3)) + ((47) * (14))) y: (((y) + (3)) + ((47) * (3)))\n end\n if <(direction) = [22]> then\n go to x: (((scroll x) + (-3)) + ((47) * (15))) y: (((y) + (3)) + ((47) * (3)))\n end\n if <(direction) = [23]> then\n go to x: (((scroll x) + (-15)) + ((47) * (32))) y: (((y) + (3)) + ((47) * (-2)))\n end\n if <(direction) = [24]> then\n go to x: (((scroll x) + (-10)) + ((47) * (35))) y: (((y) + (3)) + ((47) * (-2)))\n end\n if <(direction) > [24]> then\n go to x: (((scroll x) + (-10)) + ((999) * (35))) y: (((y) + (3)) + ((47) * (999)))\n end\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nforever\n next costume\n wait (0) seconds\nend\n\nwhen I start as a clone\nwait (0.5) seconds\nforever\n if <touching (character v)?> then\n start sound [Coin v]\n broadcast (-0 v)\n set [a v] to (y position)\n set [b v] to (x position)\n repeat (10)\n change size by (-20)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n end\nend\n\nwhen flag clicked\npoint in direction (1)\nrepeat (8)\n create clone of (_myself_ v)\n turn right (1) degrees\nend\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\nbroadcast (wow v)\ndelete this clone\n\nwhen I receive [wow v]\nif <(?) = [0]> then\n repeat (8)\n create clone of (_myself_ v)\n turn right (1) degrees\n end\nend\n\nwhen I receive [0000 v]\nhide\n\n@water\n\nwhen flag clicked\npoint in direction (1)\nhide\nrepeat (3)\n create clone of (_myself_ v)\n turn right (1) degrees\nend\n\nwhen I start as a clone\nshow\nforever\n set [ghost v] effect to (70)\n set y to ((([cos v] of (((tic) * (0.5)) + ((direction) * (100))) ) * (10)) + ((y) - (300)))\n set rotation style [don't rotate v]\n set x to (([cos v] of (((tic) * (0.5)) + (((direction) + (2)) * (100))) ) * (200))\nend\n\nwhen flag clicked\nset [tic v] to [0]\nforever\n change [tic v] by (10)\nend\n\n@Spikey spikes\n\nwhen I start as a clone\nshow\nforever\n if <(letter (1) of (costume [name v])) = [1]> then\n go to x: ((scroll x) + (((costume [number v]) - (1)) * (480))) y: (y)\n set [? v] to [0]\n end\n if <(letter (1) of (costume [name v])) = [2]> then\n go to x: ((scroll x) + (((costume [number v]) - (6)) * (480))) y: (y)\n set [? v] to [0]\n end\n if <(letter (1) of (costume [name v])) = [3]> then\n go to x: ((scroll x) + (((costume [number v]) - (11)) * (480))) y: (y)\n set [? v] to [0]\n end\n if < (costume [name v]) contains [end]?> then\n go to x: ((scroll x) + (((costume [number v]) - (16)) * (480))) y: (y)\n set [? v] to [1]\n end\nend\n\nwhen I receive [end v]\nhide\ncreate game\n\ndefine create game\nswitch costume to (1-1 v)\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\nnext costume\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nnext costume\nnext costume\nnext costume\nnext costume\nnext costume\n\nwhen flag clicked\nforever\n if < (costume [name v]) contains [end]?> then\n broadcast (0000 v)\n end\nend\n\n@TN\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@flag\n\nwhen I start as a clone\nshow\nforever\n go to x: (((scroll x) + (-3)) + ((47) * (44))) y: (((y) + (3)) + ((47) * (-2)))\n go to [back v] layer\nend\n\nwhen I receive [end v]\nhide\ncreate clone of (_myself_ v)\n\n
| Super Cube World | Scrolling platformer\nHave fun\n⚠ No advertising. ⚠\nTry to collect all the coins, there are 30.
Nature Scrolling-Platformer Mobile Friendly
@Stage\n\nwhen I receive [play game v]\nswitch backdrop to (arrière plan1 v)\nforever\n play sound [Draco + Hermione \(Dramione\) __ Demons v] until done\nend\n\n@Player\n\nwhen I receive [green flag v]\nchange [brightness v] effect by (25)\nswitch costume to (2 v)\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > [50]>\n Tick\n broadcast (Tick v) and wait\n end\n Game Die\n set [ghost v] effect to (0)\nend\n\ndefine Game On\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<(mouse x) < [-30]> and <mouse down?>>> then\n Change Player x by [-8]\n switch costume to (1 v)\nend\nif <<key (right arrow v) pressed?> or <<[30] < (mouse x)> and <mouse down?>>> then\n Change Player x by [8]\n switch costume to (2 v)\nend\nif <<<key (up arrow v) pressed?> or <key (space v) pressed?>> or <<[10] < (mouse y)> and <mouse down?>>> then\n if <(In air) < [4]> then\n change [sy v] by (6.5)\n end\nend\nchange [sy v] by (-2)\nChange Player y by (sy)\nset [scroll x v] to (x)\nPosition\nif <(y) < [-195]> then\n switch costume to (2 v)\n set [exit v] to [die]\n play sound [nope v] until done\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest - Die\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (Scroll x)) y: ((y) - (Scroll y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nTest - Die\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game Die\nset [exit v] to []\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\ndefine Test - Die\nif <touching color (#ff0000)?> then\n set [exit v] to [die]\n start sound [nope v]\nend\nif <touching color (#005fff)?> then\n change [sy v] by (13)\nend\n\nwhen flag clicked\nhide\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nposition ((x) - (Scroll x)) ((y) - (Scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (0 1 v)\ncreate clone of (_myself_ v)\nchange [x v] by (600)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (565)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (550)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (575)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (505)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (400)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (500)\nnext costume\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen flag clicked\nhide\ndelete this clone\n\n@Thumbai\n\nshow\n\nwhen flag clicked\nhide\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]\nforever\n create clone of (_myself_ v)\n wait until <<(LOVED__) = [1]> or <(FAVED___) = [1]>>\n wait (1) seconds\n show\n go to x: (0) y: (50)\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\n wait until <not <<(LOVED__) = [1]> or <(FAVED___) = [1]>>>\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@Nuage\n\nwhen I start as a clone\nshow\nif <(pick random (1) to (2)) = [1]> then\n go to x: (-250) y: (pick random (50) to (200))\n set [ghost v] effect to (pick random (60) to (90))\n switch costume to (pick random (1) to (3))\n repeat until <(x position) = [250]>\n change x by (1)\n end\n delete this clone\nelse\n go to x: (250) y: (pick random (50) to (200))\n set [ghost v] effect to (pick random (60) to (90))\n switch costume to (pick random (1) to (3))\n repeat until <(x position) = [-250]>\n change x by (-1)\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <(intro) = [fini]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [play game v]\ngo to [back v] layer\nhide\nwait (1.5) seconds\nforever\n create clone of (_myself_ v)\n wait (1.5) seconds\nend\n\n@Intro\n\nwhen flag clicked\nhide\nset [\[it intro\] keyframe v] to [1]\nCreate clones\nplay sound [PROD v] until done\nchange [\[it intro\] keyframe v] by (1)\nGradient Shockwave\nstart sound [Kick Blam v]\nstart sound [DROP v]\nwait (3) seconds\nchange [\[it intro\] keyframe v] by (1)\nbroadcast (\[Slides\] Show slides v)\n\ndefine Create clones\nset [cloneid v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\nend\nset [cloneid v] to [CL]\nrepeat (10)\n create clone of (_myself_ v)\nend\nset [cloneid v] to [0]\n\ndefine Frame Tween Position x: (x) y: (y) speed: (spd)\nchange x by (((round (x)) - (round (x position))) / (spd))\nchange y by (((round (y)) - (round (y position))) / (spd))\n\ndefine Frame Tween Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Frame Tween Animation x: (x) y: (y) size: (s) rotate: (r) speed: (spd)\nFrame Tween Position x: (x) y: (y) speed: (spd)\nFrame Tween Size: (s) speed: (spd)\nFrame tween rotation: (r) speed: (spd)\n\nwhen I start as a clone\nif <(CloneID) = [1]> then\n go to [front v] layer\n switch costume to (background v)\n Frame Tween Animation x: [0] y: [0] size: [100] rotate: [90] speed: [1]\n show\n repeat until <[1] < (\[IT INTRO\] Keyframe)>\n change [brightness v] effect by (1)\n end\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n clear graphic effects\n wait until <[2] < (\[IT INTRO\] Keyframe)>\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen I start as a clone\nif <(CloneID) = [2]> then\n go to [front v] layer\n switch costume to (light v)\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n show\n set [var2 v] to [0]\n repeat until <[1] < (\[IT INTRO\] Keyframe)>\n change [var2 v] by (0.4)\n change size by (Var2)\n end\n switch costume to (name v)\n Frame Tween Animation x: [0] y: [0] size: [100] rotate: [90] speed: [1]\n wait until <[2] < (\[IT INTRO\] Keyframe)>\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 <(CloneID) = [2]> then\n set [val1 v] to [25]\n set [color v] to [0]\n wait until <[1] < (\[IT INTRO\] Keyframe)>\n repeat until <[2] < (\[IT INTRO\] Keyframe)>\n Frame Tween Animation x: [0] y: [0] size: [75] rotate: [90] speed: [15]\n Frame Tween Position x: (pick random ((Val1) * (-1)) to (Val1)) y: (pick random ((Val1) * (-1)) to (Val1)) speed: [1]\n change [val1 v] by (((round (0)) - (round (Val1))) / (10))\n change [color v] by (((round (400)) - (round (Color))) / (15))\n set [color v] effect to (Color)\n end\n set [color v] effect to (0)\n broadcast (Play Game v)\nend\n\ndefine Gradient Shockwave\nset [cloneid v] to [GS]\ncreate clone of (_myself_ v)\nset [cloneid v] to [0]\n\nwhen I start as a clone\nif <(CloneID) = [GS]> then\n go to [front v] layer\n switch costume to (gradientshockwave v)\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n show\n repeat (25)\n Frame Tween Size: [400] speed: [5]\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(CloneID) = [CL]> then\n go to [front v] layer\n switch costume to (concentrated line v)\n set [ghost v] effect to (100)\n show\n Frame Tween Animation x: [0] y: [0] size: [0] rotate: [90] speed: [1]\n wait (0.2) seconds\n repeat until <[1] < (\[IT INTRO\] Keyframe)>\n Frame Tween Animation x: [0] y: [0] size: (pick random (100) to (125)) rotate: (pick random (-180) to (180)) speed: [1]\n change [ghost v] effect by (pick random (-1) to (-5))\n end\n delete this clone\nend\n\n
______________________EN/FR_____________________\n\n arrows to move / flèches pour se déplacer \n\nNO ADS, PLEASE / PAS DE BUB
BLUE || A Platformer (Mobile Friendly)
@Stage\n\n@spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\n@bounce pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\n@Cool stuff\n\nwhen I start as a clone\nset [brightness v] effect to (20)\nset [ghost v] effect to (40)\ngo to [back v] layer\nset [color v] effect to (pick random (-10) to (5))\nset size to (pick random (20) to (60)) %\ngo to x: (pick random (-220) to (220)) y: (-230)\nset [stuffspeed v] to (pick random (5) to (12))\nshow\nrepeat (30)\n change [ghost v] effect by (2)\n change [brightness v] effect by (-0.3)\n change y by (stuffspeed)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait () seconds\nend\n\n@levels\n\nwhen I receive [message1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [someone pressed s key v]\nnext costume\n\nwhen I receive [someone pressed skip button v]\nnext costume\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n broadcast (2 v)\n end\nend\n\n@Platform guy\n\nwhen flag clicked\nswitch costume to (costume1 v)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (0)\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (costume2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n fast\n if <touching (levels v)?> then\n change y by (-6)\n xcoll\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-7]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n ycoll\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (p v) pressed?> and <not <(level) = [15]>>> then\n wait until <not <key (p v) pressed?>>\n broadcast (someone pressed S key v)\n go to x: (-218) y: (-90)\n end\nend\n\ndefine fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine ycoll\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [237]> then\n broadcast (message1 v)\n go to x: (-223) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-223) y: (-100)\n play sound [Death v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n set [y v] to [21]\n broadcast (1 v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen I receive [someone pressed s key v]\nchange [level v] by (1)\n\nwhen I receive [message1 v]\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\ngo to x: (-218) y: (-106)\n\n@thumnail\n\nwhen flag clicked\nforever\n go to x: (36) y: (28)\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n@skip\n\nwhen flag clicked\nshow\nset size to (100) %\nset [zine v] to [0]\ngo to x: (205) y: (-162)\nforever\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (8)) ) * (3)))\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (2))\n else\n change size by (((100) - (size)) / (4))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat until <<not <touching (mouse-pointer v)?>> or <not <mouse down?>>>\n change [zine v] by (1)\n point in direction ((90) + (([sin v] of ((zine) * (5)) ) * (3)))\n change size by (((90) - (size)) / (2))\n end\n set size to (100) %\n wait (0) seconds\n if <<touching (mouse-pointer v)?> and <not <([costume # v] of [levels v]) = [15]>>> then\n broadcast (someone pressed skip button v)\n end\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [someone pressed skip button v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(level) = [15]> then\n forever\n hide\n stop [other scripts in sprite v]\n end\n end\nend\n\nwait (9) seconds\n\nhide\n\nshow\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 (25) to (35)) 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 end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [2 v]\nhide\n\n
✨This project is a platform game, It is mobile friendly. This played with right arrow-left arrow-down and up arrow, w-a-s-d keys on computers. This game consists of 14 levels and if you have difficulty in some levels, you can click on the 'skip' option in the lower right corner. Thus, you will go to the next level. The aim of the game is to complete the levels without touching the spikes. There is also a trampoline to jump higher. If it gets 200 Likes, the second one will come. \n
Orbit || A 360° Platformer [#Games #All]
@Stage\n\n@Blank\n\n@Ball\n\nwhen I receive [start v]\nset [change? v] to [0]\n\ndefine Get Direction (dx) (dy)\nif <(dy) = [0]> then\n if <(dx) > [0]> then\n set [get direction? v] to [90]\n else\n set [get direction? v] to [-90]\n end\nelse\n set [get direction? v] to ([atan v] of ((dx) / (dy)) )\n if <(dy) < [0]> then\n if <(dx) > [0]> then\n change [get direction? v] by (180)\n else\n if <(dx) < [0]> then\n change [get direction? v] by (-180)\n else\n set [get direction? v] to [180]\n end\n end\n end\nend\n\ndefine Move (sx) (sy)\nchange [position x v] by (sx)\nchange [position y v] by (sy)\nPosition\nif <touching color (#009933)?> then\n repeat (6)\n change [position x v] by ((1) * ([sin v] of ((Rotation) + (0)) ))\n change [position y v] by ((1) * ([cos v] of ((Rotation) + (0)) ))\n Position\n if <not <touching color (#009933)?>> then\n set [collided? v] to [1]\n set [can jump? v] to [5]\n stop [this script v]\n end\n end\n change [position x v] by (((-6) * ([sin v] of ((Rotation) + (0)) )) - (sx))\n change [position y v] by (((-6) * ([cos v] of ((Rotation) + (0)) )) - (sy))\n Position\n set [collided? v] to [2]\nelse\n set [collided? v] to [0]\nend\n\ndefine Position\nset [tx v] to (((Position X) * ([cos v] of (Rotation) )) - ((Position Y) * ([sin v] of (Rotation) )))\nset [ty v] to (((Position X) * ([sin v] of (Rotation) )) + ((Position Y) * ([cos v] of (Rotation) )))\ngo to x: ((tx) - (Scroll X)) y: ((ty) - (Scroll Y))\n\ndefine Tick\nset [new speed x v] to [0]\nif <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n set [new speed x v] to [-5]\nelse\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n set [new speed x v] to [5]\n else\n switch costume to (ball v)\n end\nend\nif <(Can Jump?) > [0]> then\n change [can jump? v] by (-1)\n if <key (up arrow v) pressed?> then\n set [speed x v] to ((10) * ([sin v] of ((Rotation) + (0)) ))\n set [speed y v] to ((10) * ([cos v] of ((Rotation) + (0)) ))\n end\nend\nchange [speed x v] by ((1) * ([sin v] of ((Rotation) + (180)) ))\nchange [speed y v] by ((1) * ([cos v] of ((Rotation) + (180)) ))\nMove (Speed X) (Speed Y)\nif <(collided?) > [0]> then\n set [speed x v] to [0]\n set [speed y v] to [0]\nend\nif <not <(New Speed X) = [0]>> then\n set [new speed y v] to ((New Speed X) * ([cos v] of ((Rotation) + (90)) ))\n set [new speed x v] to ((New Speed X) * ([sin v] of ((Rotation) + (90)) ))\n Move (New Speed X) (New Speed Y)\nend\nGet Direction (Position X) (Position Y)\nset [rotation v] to (Get Direction?)\nset [scroll x v] to (((Position X) * ([cos v] of (Rotation) )) - ((Position Y) * ([sin v] of (Rotation) )))\nset [scroll y v] to (((Position X) * ([sin v] of (Rotation) )) + ((Position Y) * ([cos v] of (Rotation) )))\nPosition\n\nMove ((Speed X) + (New Speed X)) ((Speed Y) + (New Speed Y))\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nset [position x v] to [0]\nset [position y v] to [250]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [rotation v] to [0]\nset [can jump? v] to [0]\nGet Direction (Position X) (Position Y)\nset [rotation v] to (Get Direction?)\nset [scroll x v] to (((Position X) * ([cos v] of (Rotation) )) - ((Position Y) * ([sin v] of (Rotation) )))\nset [scroll y v] to (((Position X) * ([sin v] of (Rotation) )) + ((Position Y) * ([cos v] of (Rotation) )))\nPosition\nbroadcast (tick v) and wait\nforever\n Tick\n broadcast (tick v) and wait\nend\n\nset [speed x v] to [0]\nset [speed y v] to [0]\n\n\n\n\n\nswitch costume to (costume2 v)\nset [new speed x v] to [-5]\n\nwhen flag clicked\nforever\n if <<touching color (#41ff40)?> and <(Level) = [1]>> then\n go to [front v] layer\n reset\n broadcast (NEXT LEVEL v)\n set [level v] to [2]\n end\n wait (0.00001) seconds\n if <<touching color (#41ff40)?> and <(Level) = [2]>> then\n go to [front v] layer\n reset\n broadcast (NEXT LEVEL v)\n set [level v] to [3]\n end\n wait (0.00001) seconds\n if <<touching color (#41ff40)?> and <(Level) = [3]>> then\n go to [front v] layer\n reset\n broadcast (NEXT LEVEL v)\n set [level v] to [4]\n end\n wait (0.00001) seconds\n if <<touching color (#41ff40)?> and <(Level) = [4]>> then\n go to [front v] layer\n reset\n broadcast (NEXT LEVEL v)\n set [level v] to [5]\n end\n wait (0.00001) seconds\n if <<touching color (#41ff40)?> and <(Level) = [5]>> then\n go to [front v] layer\n reset\n broadcast (NEXT LEVEL v)\n set [level v] to [6]\n end\n wait (0.00001) seconds\n if <<touching color (#41ff40)?> and <(Level) = [6]>> then\n go to [front v] layer\n reset\n broadcast (NEXT LEVEL v)\n set [level v] to [7]\n end\n wait (0.00001) seconds\nend\n\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <<touching color (#f5f5f5)?> or <touching color (#c6c6c6)?>> then\n set [position x v] to [0]\n set [position y v] to [250]\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [rotation v] to [0]\n set [can jump? v] to [0]\n end\n if <touching color (#ff0000)?> then\n set [position x v] to [0]\n set [position y v] to [250]\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n set [rotation v] to [0]\n set [can jump? v] to [0]\n end\nend\n\ngo to x: (0) y: (0)\n\n@Level\n\ndefine Position\ngo to x: ((0) - (Scroll X)) y: ((0) - (Scroll Y))\npoint in direction ((0) - (Rotation))\n\nwhen I receive [tick v]\nPosition\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n switch costume to (Level)\nend\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nset [trans on or off v] to [On]\ngo [forward v] (1) layers\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nwait (0.6) seconds\nchange x by (-15)\nrepeat (5)\n change x by (-80)\nend\nset [trans on or off v] to [Off]\nhide\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 (50) 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\nwhen I receive [instructions v]\nhide\n\nwhen I receive [nonono v]\nshow\n\nwhen I receive [start v]\n\nrepeat (10)\n set [ghost v] effect to (100)\n hide\n delete this clone\nend\n\nwhen flag clicked\nforever\n wait (4) seconds\n create clone of (_myself_ v)\nend\n\n@thumb\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n switch costume to (costume2 v)\nend\n\n@Sprite1\n\n
Welcome to my newest game! ;D\n._._._._._._._._._._._._._._._._._._._._._._._._._._._._._.\nINSTRUCTIONS.\nArrow keys to move. || [This is pretty easy, thats why \nAvoid spikes + lava. || there is no skip buttons]
Rainbow road A 100% Pen Platformer
@Stage\n\n@pen\n\ndefine 背景描画\nswitch costume to (コスチューム1 v)\nerase all\nset pen color to (#000000)\nset pen size to ((1) / (0))\npen down\npen up\n\ndefine ステージ x (x) y (y) 縦の長さ (縦長さ) 横長さ (横長さ) 種類 (種類)\nadd (x) to [ステージ情報 v]\nadd (y) to [ステージ情報 v]\nif <[3] < (種類)> then\n add [50] to [ステージ情報 v]\n add [50] to [ステージ情報 v]\n if <(種類) = [7]> then\n add [20000] to [チェックポイント座標 v]\n add [0] to [チェックポイント座標 v]\n else\n add ((x) + (1000)) to [チェックポイント座標 v]\n add ((y) + (50)) to [チェックポイント座標 v]\n end\nelse\n add (縦長さ) to [ステージ情報 v]\n add (横長さ) to [ステージ情報 v]\nend\nadd (種類) to [ステージ情報 v]\n\ndefine ステージ描画\nswitch costume to (コスチューム1 v)\nset pen (transparency v) to (0)\nset [i v] to [0]\nrepeat ((length of [描画可能ステージ v]) / (5))\n if <(item ((i) + (5)) of [描画可能ステージ v]) < [4]> then\n set pen size to (10)\n set [塗りつぶし v] to [0]\n if <(item ((i) + (5)) of [描画可能ステージ v]) = [1]> then\n set pen color to (#ff3d3d)\n change pen (color v) by (色)\n end\n if <(item ((i) + (5)) of [描画可能ステージ v]) = [2]> then\n set pen color to (#4e4e4e)\n end\n if <(item ((i) + (5)) of [描画可能ステージ v]) = [3]> then\n set pen color to (#4e4e4e)\n end\n if <[3] < (item ((i) + (5)) of [描画可能ステージ v])> then\n if <(item ((item ((i) + (5)) of [描画可能ステージ v]) + (-3)) of [チェック v]) = [0]> then\n set pen color to (#ffffff)\n else\n set pen color to (#ff0000)\n change pen (color v) by (色)\n end\n end\n set pen size to (7)\n pen up\n repeat (round ((item ((i) + (3)) of [描画可能ステージ v]) / (5)))\n x (((item ((i) + (1)) of [描画可能ステージ v]) + ((-1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) + (5)) y (((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2)))) - (塗りつぶし))\n pen down\n x (((item ((i) + (1)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) + (-5)) y (((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2)))) - (塗りつぶし))\n pen up\n change [塗りつぶし v] by (5)\n end\n if <(item ((i) + (5)) of [描画可能ステージ v]) = [2]> then\n set pen color to (#ff0000)\n end\n if <(item ((i) + (5)) of [描画可能ステージ v]) = [3]> then\n set pen color to (#eeff00)\n end\n set pen size to (10)\n x ((item ((i) + (1)) of [描画可能ステージ v]) + ((-1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) y ((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2))))\n pen down\n x ((item ((i) + (1)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) y ((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2))))\n x ((item ((i) + (1)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) y ((item ((i) + (2)) of [描画可能ステージ v]) + ((-1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2))))\n x ((item ((i) + (1)) of [描画可能ステージ v]) + ((-1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) y ((item ((i) + (2)) of [描画可能ステージ v]) + ((-1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2))))\n x ((item ((i) + (1)) of [描画可能ステージ v]) + ((-1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) y ((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2))))\n pen up\n change [i v] by (5)\n end\nend\nset [i v] to [0]\nrepeat ((length of [描画可能ステージ v]) / (5))\n if <(item ((i) + (5)) of [描画可能ステージ v]) = [1]> then\n set pen size to (12)\n set pen color to (#ff0000)\n change pen (color v) by (色)\n x (((item ((i) + (1)) of [描画可能ステージ v]) + ((-1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) + (-1)) y (((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2)))) + (-1))\n pen down\n x (((item ((i) + (1)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) + (1)) y (((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2)))) + (-1))\n pen up\n set pen size to (10)\n change pen (brightness v) by (-25)\n x (((item ((i) + (1)) of [描画可能ステージ v]) + ((-1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) + (-2)) y (((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2)))) + (-7.5))\n pen down\n x (((item ((i) + (1)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) + (2)) y (((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2)))) + (-7.5))\n pen up\n set pen size to (8)\n change pen (brightness v) by (-25)\n x (((item ((i) + (1)) of [描画可能ステージ v]) + ((-1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) + (-3)) y (((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2)))) + (-12.5))\n pen down\n x (((item ((i) + (1)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (4)) of [描画可能ステージ v]) / (2)))) + (3)) y (((item ((i) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((i) + (3)) of [描画可能ステージ v]) / (2)))) + (-12.5))\n pen up\n end\n change [i v] by (5)\nend\nset [i v] to [0]\nrepeat ((length of [描画可能ステージ v]) / (5))\n if <[3] < (item ((i) + (5)) of [描画可能ステージ v])> then\n set pen size to (100)\n x (item ((i) + (1)) of [描画可能ステージ v]) y (item ((i) + (2)) of [描画可能ステージ v])\n set pen color to (#ff0000)\n change pen (color v) by (色)\n pen down\n pen up\n repeat (10)\n change pen (saturation v) by (-5)\n change pen size by (-5)\n pen down\n pen up\n end\n end\n change [i v] by (5)\nend\n\nwhen flag clicked\nset [自機x v] to [0]\nset [自機y v] to [-25]\nforever\n if <[18000] < (ステージx)> then\n スクロール✖\n else\n 動く\n end\nend\n\ndefine 接触確認\ndelete all of [接触 v]\nset [i v] to [0]\nrepeat ((length of [描画可能ステージ v]) / (5))\n if <<<(((item ((I) + (1)) of [描画可能ステージ v]) + ((-1) * ((item ((I) + (4)) of [描画可能ステージ v]) / (2)))) + ((-5) + ((-1) * (ステージx)))) < ((自機x) + (18))> and <((自機x) + (-18)) < (((item ((I) + (1)) of [描画可能ステージ v]) + ((1) * ((item ((I) + (4)) of [描画可能ステージ v]) / (2)))) + ((5) + ((-1) * (ステージx))))>> and <<(((item ((I) + (2)) of [描画可能ステージ v]) + ((-1) * ((item ((I) + (3)) of [描画可能ステージ v]) / (2)))) + ((-5) + ((-1) * (ステージy)))) < ((自機y) + (18))> and <((自機y) + (-18)) < (((item ((I) + (2)) of [描画可能ステージ v]) + ((1) * ((item ((I) + (3)) of [描画可能ステージ v]) / (2)))) + ((5) + ((-1) * (ステージy))))>>> then\n add (item ((I) + (5)) of [描画可能ステージ v]) to [接触 v]\n if <<[3] < (item ((I) + (5)) of [描画可能ステージ v])> and <(item ((item ((I) + (5)) of [描画可能ステージ v]) - (3)) of [チェック v]) = [0]>> then\n set [チェックポイントx v] to (item (((2) * ((item ((I) + (5)) of [描画可能ステージ v]) - (3))) - (1)) of [チェックポイント座標 v])\n set [チェックポイントy v] to (item ((2) * ((item ((I) + (5)) of [描画可能ステージ v]) - (3))) of [チェックポイント座標 v])\n replace item ((item ((I) + (5)) of [描画可能ステージ v]) - (3)) of [チェック v] with [1]\n set [ステージx v] to (チェックポイントx)\n set [ステージy v] to (チェックポイントy)\n end\n end\n change [i v] by (5)\nend\n\nwhen flag clicked\nforever\n 描画\nend\n\nwhen flag clicked\nhide\nset [ステージx v] to [-80]\nset [ステージy v] to [-50]\nset [xv v] to [0]\nset [yv v] to [0]\nset [向き v] to [R]\nset [色 v] to [0]\nset [チェックポイントx v] to [-80]\nset [チェックポイントy v] to [-50]\ndelete all of [グラデーション情報 v]\ndelete all of [チェック v]\nrepeat (10)\n add [0] to [チェック v]\nend\n\ndefine 動く\nset [前x v] to (ステージx)\nset [前y v] to (ステージy)\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 [向き 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 [向き v] to [R]\nend\nset [xv v] to ((Xv) * (0.88))\nif <(ステージx) < [-79]> then\n if <(自機x) = [0]> then\n set [自機x v] to [-0.1]\n end\n if <(自機x) < [0]> then\n change [自機x v] by (Xv)\n else\n change [ステージx v] by (Xv)\n set [自機x v] to [0]\n end\nelse\n change [ステージx v] by (Xv)\nend\nif <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n if <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n if <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n if <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n if <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n if <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n if <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n if <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n if <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n if <[接触 v] contains [1]?> then\n change [ステージy v] by (1)\n 接触確認\n if <[接触 v] contains [1]?> then\n change [ステージx v] by ((-1) * (Xv))\n change [ステージy 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 [ステージy 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 <[接触 v] contains [3]?> then\n set [yv v] to [22]\nend\nchange [ステージy v] by (-5)\nif <<[接触 v] contains [2]?> or <<(ステージy) < [-1000]> or <(自機y) < [-240]>>> then\n set [xv v] to [0]\n set [yv v] to [0]\n set [ステージx v] to (チェックポイントx)\n set [ステージy v] to (チェックポイントy)\n set [自機x v] to [0]\n delete all of [グラデーション情報 v]\nend\nif <[220] < (自機x)> then\n set [自機x v] to [220]\nend\nif <(自機x) < [-220]> then\n set [自機x v] to [-220]\nend\nchange [ステージy v] by (Yv)\nchange [yv v] by (-1)\n接触確認\nif <[接触 v] contains [1]?> then\n change [ステージy v] by ((-1) * (Yv))\n set [yv v] to [0]\n set [jump v] to [0]\nelse\n set [jump v] to [1]\nend\n((前x) - (ステージx)) ((前y) - (ステージy)) ずつ背景移動\n\ndefine x (x座標) y (y座標)\ngo to x: ((x座標) + ((-1) * (ステージx))) y: ((y座標) + ((-1) * (ステージy)))\n\ndefine 描画可能ステージ\ndelete all of [描画可能ステージ v]\nset [ii v] to [0]\nrepeat ((length of [ステージ情報 v]) / (5))\n set [可能描画箇所 v] to [0]\n if <<[-360] < (((-1) * (ステージx)) + ((item ((ii) + (1)) of [ステージ情報 v]) + ((-1) * ((item ((ii) + (4)) of [ステージ情報 v]) / (2)))))> and <(((-1) * (ステージx)) + ((item ((ii) + (1)) of [ステージ情報 v]) + ((-1) * ((item ((ii) + (4)) of [ステージ情報 v]) / (2))))) < [360]>> then\n if <<[-270] < (((-1) * (ステージy)) + ((item ((ii) + (2)) of [ステージ情報 v]) + ((1) * ((item ((ii) + (3)) of [ステージ情報 v]) / (2)))))> and <(((-1) * (ステージy)) + ((item ((ii) + (2)) of [ステージ情報 v]) + ((1) * ((item ((ii) + (3)) of [ステージ情報 v]) / (2))))) < [270]>> then\n change [可能描画箇所 v] by (1000)\n end\n end\n if <<[-360] < (((-1) * (ステージx)) + ((item ((ii) + (1)) of [ステージ情報 v]) + ((1) * ((item ((ii) + (4)) of [ステージ情報 v]) / (2)))))> and <(((-1) * (ステージx)) + ((item ((ii) + (1)) of [ステージ情報 v]) + ((1) * ((item ((ii) + (4)) of [ステージ情報 v]) / (2))))) < [360]>> then\n if <<[-270] < (((-1) * (ステージy)) + ((item ((ii) + (2)) of [ステージ情報 v]) + ((1) * ((item ((ii) + (3)) of [ステージ情報 v]) / (2)))))> and <(((-1) * (ステージy)) + ((item ((ii) + (2)) of [ステージ情報 v]) + ((1) * ((item ((ii) + (3)) of [ステージ情報 v]) / (2))))) < [270]>> then\n change [可能描画箇所 v] by (100)\n end\n end\n if <<[-360] < (((-1) * (ステージx)) + ((item ((ii) + (1)) of [ステージ情報 v]) + ((1) * ((item ((ii) + (4)) of [ステージ情報 v]) / (2)))))> and <(((-1) * (ステージx)) + ((item ((ii) + (1)) of [ステージ情報 v]) + ((1) * ((item ((ii) + (4)) of [ステージ情報 v]) / (2))))) < [360]>> then\n if <<[-270] < (((-1) * (ステージy)) + ((item ((ii) + (2)) of [ステージ情報 v]) + ((-1) * ((item ((ii) + (3)) of [ステージ情報 v]) / (2)))))> and <(((-1) * (ステージy)) + ((item ((ii) + (2)) of [ステージ情報 v]) + ((-1) * ((item ((ii) + (3)) of [ステージ情報 v]) / (2))))) < [270]>> then\n change [可能描画箇所 v] by (10)\n end\n end\n if <<[-360] < (((-1) * (ステージx)) + ((item ((ii) + (1)) of [ステージ情報 v]) + ((-1) * ((item ((ii) + (4)) of [ステージ情報 v]) / (2)))))> and <(((-1) * (ステージx)) + ((item ((ii) + (1)) of [ステージ情報 v]) + ((-1) * ((item ((ii) + (4)) of [ステージ情報 v]) / (2))))) < [360]>> then\n if <<[-270] < (((-1) * (ステージy)) + ((item ((ii) + (2)) of [ステージ情報 v]) + ((-1) * ((item ((ii) + (3)) of [ステージ情報 v]) / (2)))))> and <(((-1) * (ステージy)) + ((item ((ii) + (2)) of [ステージ情報 v]) + ((-1) * ((item ((ii) + (3)) of [ステージ情報 v]) / (2))))) < [270]>> then\n change [可能描画箇所 v] by (1)\n end\n end\n if <not <(可能描画箇所) = [0]>> then\n add (item ((ii) + (1)) of [ステージ情報 v]) to [描画可能ステージ v]\n add (item ((ii) + (2)) of [ステージ情報 v]) to [描画可能ステージ v]\n add (item ((ii) + (3)) of [ステージ情報 v]) to [描画可能ステージ v]\n add (item ((ii) + (4)) of [ステージ情報 v]) to [描画可能ステージ v]\n add (item ((ii) + (5)) of [ステージ情報 v]) to [描画可能ステージ v]\n end\n change [ii v] by (5)\nend\n\ndefine You won\nset pen size to ((1) / (0))\nset pen color to (#000000)\npen down\npen up\nset pen color to (#ff0000)\nchange pen (color v) by (色)\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 [θ v] to [0]\nrepeat (360)\n go to x: ((-130) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ v] by (1)\nend\npen up\nwait (0) seconds\nset [θ v] to [0]\nrepeat (180)\n go to x: ((-50) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ 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 [θ v] to [0]\nrepeat (360)\n go to x: ((120) + ((30) * ([cos v] of (θ) ))) y: ((0) + ((30) * ([sin v] of (θ) )))\n pen down\n change [θ 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\ndefine (x) (y) ずつ背景移動\nset [iii v] to [0]\nrepeat ((length of [グラデーション情報 v]) / (11))\n if <(item ((iii) + (11)) of [グラデーション情報 v]) = [1]> then\n replace item ((iii) + (9)) of [グラデーション情報 v] with ((item ((iii) + (9)) of [グラデーション情報 v]) + (x))\n replace item ((iii) + (10)) of [グラデーション情報 v] with ((item ((iii) + (10)) of [グラデーション情報 v]) + (y))\n end\n change [iii v] by (11)\nend\n\nwhen flag clicked\nforever\n 接触確認\nend\n\nwhen flag clicked\nforever\n 描画可能ステージ\nend\n\ndefine 自機描画 明るさ (明るさ) 鮮やかさ (鮮やかさ) 色 (色)\nswitch costume to (コスチューム1 v)\nset pen color to (#ff0000)\nchange pen (brightness v) by ((-1) * ((100) - (明るさ)))\nchange pen (saturation v) by ((-1) * ((100) - (鮮やかさ)))\nchange pen (color v) by (色)\nset pen size to (20)\ngo to x: ((自機x) + (-8)) y: ((自機y) + (8))\npen down\ngo to x: ((自機x) + (8)) y: ((自機y) + (8))\ngo to x: ((自機x) + (8)) y: ((自機y) + (-8))\ngo to x: ((自機x) + (-8)) y: ((自機y) + (-8))\ngo to x: ((自機x) + (-8)) y: ((自機y) + (8))\npen up\nset pen color to (#000000)\nset pen size to (5)\nif <(向き) = [L]> then\n go to x: ((自機x) + (-10)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (-10)) y: ((自機y) + (-2))\n pen up\nelse\n go to x: ((自機x) + (10)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (10)) y: ((自機y) + (-2))\n pen up\nend\nif <(向き) = [L]> then\n go to x: ((自機x) + (-1)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (-1)) y: ((自機y) + (-2))\n pen up\nelse\n go to x: ((自機x) + (1)) y: ((自機y) + (7))\n pen down\n go to x: ((自機x) + (1)) y: ((自機y) + (-2))\n pen up\nend\nset pen color to (#ffffff)\nif <(向き) = [L]> then\n go to x: ((自機x) + (-1)) y: ((自機y) + (5))\n pen down\n pen up\n go to x: ((自機x) + (-10)) y: ((自機y) + (5))\n pen down\n pen up\nelse\n go to x: ((自機x) + (1)) y: ((自機y) + (5))\n pen down\n pen up\n go to x: ((自機x) + (10)) y: ((自機y) + (5))\n pen down\n pen up\nend\nset pen (saturation v) to (100)\nset pen (brightness v) to (100)\n\ndefine グラデーション描画\nswitch costume to (コスチューム1 v)\nset [i v] to [0]\nrepeat ((length of [グラデーション情報 v]) / (11))\n set pen color to (#ff0000)\n set pen size to (item ((i) + (1)) of [グラデーション情報 v])\n change pen (color v) by (item ((i) + (3)) of [グラデーション情報 v])\n set pen (transparency v) to ((100) - (item ((i) + (7)) of [グラデーション情報 v]))\n set pen (brightness v) to (item ((i) + (8)) of [グラデーション情報 v])\n go to x: ((item ((i) + (9)) of [グラデーション情報 v]) + ((item ((i) + (5)) of [グラデーション情報 v]) * ([cos v] of (item ((i) + (2)) of [グラデーション情報 v]) ))) y: ((item ((i) + (10)) of [グラデーション情報 v]) + ((item ((i) + (5)) of [グラデーション情報 v]) * ([sin v] of (item ((i) + (2)) of [グラデーション情報 v]) )))\n pen down\n pen up\n set pen size to ((item ((i) + (1)) of [グラデーション情報 v]) * ((3) / (4)))\n pen down\n pen up\n set pen size to ((item ((i) + (1)) of [グラデーション情報 v]) * ((1) / (2)))\n pen down\n pen up\n set pen size to ((item ((i) + (1)) of [グラデーション情報 v]) * ((1) / (4)))\n pen down\n pen up\n replace item ((i) + (5)) of [グラデーション情報 v] with ((item ((i) + (5)) of [グラデーション情報 v]) + (item ((i) + (4)) of [グラデーション情報 v]))\n if <((item ((i) + (5)) of [グラデーション情報 v]) / (item ((i) + (4)) of [グラデーション情報 v])) < (item ((i) + (6)) of [グラデーション情報 v])> then\n change [i v] by (11)\n else\n replace item ((i) + (7)) of [グラデーション情報 v] with ((item ((i) + (7)) of [グラデーション情報 v]) + (-2.5))\n if <(item ((i) + (7)) of [グラデーション情報 v]) < [1]> then\n repeat (11)\n delete ((i) + (1)) of [グラデーション情報 v]\n end\n else\n change [i v] by (11)\n end\n end\nend\nset pen (brightness v) to (100)\nset pen (transparency v) to (0)\n\ndefine グラデーション 大きさ (大きさ) 角度 (角度) 色 (色) 速さ (速さ) 描画回数 (回数) 明るさ (明るさ) 初期透明 (透明度) xy (x) (y) 移動 (するか)\nadd (大きさ) to [グラデーション情報 v]\nadd (角度) to [グラデーション情報 v]\nadd (色) to [グラデーション情報 v]\nadd (速さ) to [グラデーション情報 v]\nadd [0] to [グラデーション情報 v]\nadd (回数) to [グラデーション情報 v]\nadd (透明度) to [グラデーション情報 v]\nadd (明るさ) to [グラデーション情報 v]\nadd (x) to [グラデーション情報 v]\nadd (y) to [グラデーション情報 v]\nadd (するか) to [グラデーション情報 v]\n\nwhen flag clicked\nforever\n if <[18000] < (ステージx)> then\n グラデーション 大きさ (pick random (10.1) to (16.9)) 角度 (pick random (1) to (360)) 色 (pick random ((色) + (-3.1)) to ((色) + (3.1))) 速さ (pick random (2.1) to (3.1)) 描画回数 (pick random (18) to (25)) 明るさ [100] 初期透明 [50] xy (pick random ((自機x) + (-44.9)) to ((自機x) + (44.9))) (pick random ((自機y) + (-44.9)) to ((自機y) + (44.9))) 移動 [0]\n else\n グラデーション 大きさ (pick random (10.1) to (16.9)) 角度 (pick random (1) to (360)) 色 (pick random ((色) + (-3.1)) to ((色) + (3.1))) 速さ (pick random (2.1) to (3.1)) 描画回数 (pick random (18) to (25)) 明るさ [100] 初期透明 [50] xy (pick random ((自機x) + (-44.9)) to ((自機x) + (44.9))) (pick random ((自機y) + (-44.9)) to ((自機y) + (44.9))) 移動 [1]\n end\nend\n\ndefine 描画\nif <[18000] < (ステージx)> then\n You won\nelse\n 背景描画\nend\nグラデーション描画\nステージ描画\n自機描画 明るさ [100] 鮮やかさ [75] 色 (色)\n\nwhen flag clicked\nforever\n change [色 v] by (0.1)\nend\n\ndefine ステージ\ndelete all of [ステージ情報 v]\ndelete all of [チェックポイント座標 v]\nステージ x [-210] y [-430] 縦の長さ [380] 横長さ [360] 種類 [1]\nステージ x [200] y [-260] 縦の長さ [40] 横長さ [150] 種類 [1]\nステージ x [335] y [-270] 縦の長さ [20] 横長さ [100] 種類 [2]\nステージ x [475] y [-260] 縦の長さ [40] 横長さ [160] 種類 [1]\nステージ x [575] y [-155] 縦の長さ [250] 横長さ [40] 種類 [1]\nステージ x [730] y [-50] 縦の長さ [40] 横長さ [350] 種類 [1]\nステージ x [880] y [-10] 縦の長さ [20] 横長さ [50] 種類 [3]\nステージ x [1150] y [180] 縦の長さ [40] 横長さ [350] 種類 [1]\nステージ x [1350] y [210] 縦の長さ [100] 横長さ [30] 種類 [2]\nステージ x [1450] y [180] 縦の長さ [40] 横長さ [150] 種類 [1]\nステージ x [1650] y [470] 縦の長さ [400] 横長さ [50] 種類 [1]\nステージ x [1900] y [650] 縦の長さ [40] 横長さ [150] 種類 [1]\nステージ x [1900] y [730] 縦の長さ [100] 横長さ [40] 種類 [4]\nステージ x [2950] y [580] 縦の長さ [40] 横長さ [200] 種類 [1]\nステージ x [3085] y [575] 縦の長さ [30] 横長さ [50] 種類 [3]\nステージ x [3480] y [580] 縦の長さ [40] 横長さ [200] 種類 [1]\nステージ x [3615] y [575] 縦の長さ [30] 横長さ [50] 種類 [3]\nステージ x [3800] y [950] 縦の長さ [400] 横長さ [50] 種類 [1]\nステージ x [3550] y [1000] 縦の長さ [50] 横長さ [200] 種類 [1]\nステージ x [3420] y [1030] 縦の長さ [110] 横長さ [40] 種類 [2]\nステージ x [3290] y [1000] 縦の長さ [50] 横長さ [200] 種類 [1]\nステージ x [3040] y [1300] 縦の長さ [400] 横長さ [50] 種類 [1]\nステージ x [3375] y [1400] 縦の長さ [50] 横長さ [300] 種類 [1]\nステージ x [3620] y [1550] 縦の長さ [50] 横長さ [50] 種類 [5]\nステージ x [4620] y [1420] 縦の長さ [50] 横長さ [200] 種類 [1]\nステージ x [5000] y [1420] 縦の長さ [50] 横長さ [200] 種類 [1]\nステージ x [5250] y [1600] 縦の長さ [400] 横長さ [50] 種類 [2]\nステージ x [5180] y [800] 縦の長さ [50] 横長さ [200] 種類 [1]\nステージ x [5500] y [800] 縦の長さ [50] 横長さ [100] 種類 [3]\nステージ x [5800] y [800] 縦の長さ [50] 横長さ [100] 種類 [3]\nステージ x [6150] y [800] 縦の長さ [50] 横長さ [200] 種類 [1]\nステージ x [6300] y [790] 縦の長さ [30] 横長さ [80] 種類 [2]\nステージ x [6400] y [800] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [6500] y [790] 縦の長さ [30] 横長さ [80] 種類 [2]\nステージ x [6600] y [800] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [6700] y [790] 縦の長さ [30] 横長さ [80] 種類 [2]\nステージ x [6800] y [800] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [7000] y [900] 縦の長さ [50] 横長さ [100] 種類 [6]\nステージ x [8000] y [800] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [8200] y [700] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [8500] y [600] 縦の長さ [50] 横長さ [300] 種類 [1]\nステージ x [8735] y [590] 縦の長さ [30] 横長さ [150] 種類 [2]\nステージ x [8870] y [600] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [9005] y [590] 縦の長さ [30] 横長さ [150] 種類 [2]\nステージ x [9140] y [600] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [9350] y [500] 縦の長さ [50] 横長さ [100] 種類 [3]\nステージ x [9430] y [575] 縦の長さ [200] 横長さ [40] 種類 [2]\nステージ x [9580] y [250] 縦の長さ [50] 横長さ [200] 種類 [1]\nステージ x [9300] y [150] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [9480] y [50] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [9650] y [-50] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [9820] y [-100] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [9980] y [0] 縦の長さ [50] 横長さ [100] 種類 [1]\nステージ x [10150] y [120] 縦の長さ [50] 横長さ [50] 種類 [7]\nステージ x [20000] y [-180] 縦の長さ [100] 横長さ [480] 種類 [1]\n\nwhen flag clicked\nforever\n play sound [game_maoudamashii_4_field08 v] until done\nend\n\ndefine スクロール✖\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 [向き 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 [向き v] to [R]\nend\nset [xv v] to ((Xv) * (0.88))\nchange [自機x v] by (Xv)\nif <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n if <[接触 v] contains [1]?> then\n change [自機y v] by (1)\n 接触確認\n if <[接触 v] contains [1]?> then\n change [自機x v] by ((-1) * (Xv))\n change [自機y 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 [自機y 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 <[接触 v] contains [3]?> then\n set [yv v] to [22]\nend\nchange [自機y v] by (-5)\nif <[220] < (自機x)> then\n set [自機x v] to [220]\nend\nif <(自機x) < [-220]> then\n set [自機x v] to [-220]\nend\nchange [自機y v] by (Yv)\nchange [yv v] by (-1)\n接触確認\nif <[接触 v] contains [1]?> then\n change [自機y v] by ((-1) * (Yv))\n set [yv v] to [0]\n set [jump v] to [0]\nelse\n set [jump v] to [1]\nend\n\ndefine 瞬間移動  何番目のチェックポイント (何番目)\nset [チェックポイントx v] to (item (((2) * (何番目)) - (1)) of [チェックポイント座標 v])\nset [チェックポイントy v] to (item ((2) * (何番目)) of [チェックポイント座標 v])\nwait (0.01) seconds\nset [ステージx v] to (チェックポイントx)\nset [ステージy v] to (チェックポイントy)\n\n@サムネイル\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (-40)\nset size to (200) %\nshow\n\n
WASDkey arrow key\nWASDキーか矢印キー\n\n100%pen\nモバイル対応にしているつもり\nできない機種もあるそうです
(BUG FIXED!) Cave~ A mobile platformer
@Stage\n\n@player\n\nwait (10) seconds\nshow\nswitch costume to (costume1 v)\ngo to x: (-219) y: (2)\nforever\n change [movement y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [movement x v] by (-.7)\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 [movement x v] by (.7)\n end\n set [movement x v] to ((Movement X) * (0.9))\n change x by (Movement X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((Movement X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [movement y v] to [8]\n if <(Movement X) > [0]> then\n set [movement x v] to [-8]\n else\n set [movement x v] to [8]\n end\n else\n set [movement x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Movement Y)\n if <touching (level v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y 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 [movement y v] to [8]\n end\n change y by (0.5)\n if <<touching (spikes v)?> or <touching (toxic liquid v)?>> then\n broadcast (death v) and wait\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (-219) y: (2)\nforever\n change [movement y v] by (-0.5)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [movement x v] by (-.7)\n switch costume to (costume2 v)\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 [movement x v] by (.7)\n switch costume to (costume1 v)\n end\n set [movement x v] to ((Movement X) * (0.9))\n change x by (Movement X)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (-6)\n change x by ((Movement X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [movement y v] to [8]\n if <(Movement X) > [0]> then\n set [movement x v] to [-8]\n else\n set [movement x v] to [8]\n end\n else\n set [movement x v] to [-2]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (Movement Y)\n if <touching (level v)?> then\n change y by ((Movement Y) * (-1))\n set [movement y 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 [movement y v] to [8]\n end\n change y by (-0.5)\n if <touching (spikes v)?> then\n go to x: (-209) y: (33)\n end\n if <touching (bouncy v)?> then\n set [movement y v] to [17]\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n broadcast (next level v)\n go to x: (-219) y: (2)\n set [movement x v] to [0]\n set [movement y v] to [0]\n end\nend\n\n@spikes\n\nwhen flag clicked\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go [backward v] (1) layers\nend\n\n@level\n\nwhen flag clicked\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nstart sound [Alan Walker - Force v]\n\n@bouncy \n\nwhen flag clicked\nhide\nswitch costume to (costume3 v)\n\nwhen I receive [play v]\nshow\n\nnext costume\n\nwhen I receive [play v]\n\nwhen I receive [play v]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [level v]) = [1]> then\n hide\n else\n if <([costume # v] of [level v]) = [2]> then\n hide\n else\n if <([costume # v] of [level v]) = [3]> then\n hide\n else\n if <([costume # v] of [level v]) = [4]> then\n show\n go to x: (-106) y: (-91)\n else\n if <([costume # v] of [level v]) = [5]> then\n hide\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Cartoon Sound Effect - Bounce v]\n repeat (3)\n next costume\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go [backward v] (2) layers\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
NO ADVERTISING!\n------------------------------------------------------------------------\nInstructions:\nArrow keys, WASD, or mobile controls\nDon't touch spikes or lava\nThe trampoline is bouncy (well obviously, xD)\n-------------------------------------------------------------------------
•Sunrise• A Scrolling Platformer (Mobile Friendly) #games
@Stage\n\nwhen [m v] key pressed\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]\n\nwhen flag clicked\nforever\n play sound [Summer - Bensound _ Royalty Free Music - No Copyright Music v] until done\nend\n\n@Blank\n\n@Bubbles/Particles\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set size to (pick random (40) to (90)) %\n go to x: (200) y: (pick random (-55) to (200))\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to [back v] layer\nshow\nif <(size) > [99]> then\n glide (6) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [80]> then\n glide (5) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [65]> then\n glide (4) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [50]> then\n glide (3) secs to x: (-200) y: (y position)\n delete this clone\nend\nif <(size) > [40]> then\n glide (2) secs to x: (-200) y: (y position)\n delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (right v)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(Exit) > []>\n Tick\n set [scroll x v] to (X)\n Position\n broadcast (Tick v)\n end\n if <(Exit) = [w i n]> then\n Game- WIN HOORAY\n else\n Game- Death :(\n end\nend\n\ndefine Game On\nset [x v] to [0]\nset [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 size to (100) %\nset [ghost v] effect to (0)\npoint in direction (90)\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 (left v)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(In Air) < [5]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nset [scroll x v] to (X)\nPosition\nif <(Y) < [-180]> then\n set [exit v] to [dieeee]\nend\n\ndefine Change Player Y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nTest- Death :(\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((X) - (SCROLL X)) y: ((Y) - (SCROLL Y))\n\ndefine Change Player X By (sx)\nchange [x v] by (sx)\nPosition\nTest- Death :(\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> 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- Death :(\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.09) seconds\n show\n wait (0.09) seconds\n hide\n wait (0.2) seconds\nend\n\ndefine Test- Death :(\nif <touching color (#ff0000)?> then\n set [exit v] to [dieeee]\nend\n\ndefine Game- WIN HOORAY\nrepeat (50)\n go to (exit v)\n move ((distance to [exit v]) / (2)) steps\n turn right (50) degrees\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [450] y: [0]\n Clone at x: [450] y: [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [634] y: [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [634] y: [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [500] y: [0]\n Clone at x: [550] y: [0]\n Clone at x: [634] y: [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (level 5 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [634] y: [0]\n Clone at x: [638] y: [0]\n else\n if <(LEVEL) = [6]> then\n switch costume to (game end win! v)\n end\n end\n end\n end\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\n\n@Sun Charm Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n delete this clone\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 (sun charm collectable v)\n Clone at x: [50] y: [0]\n Clone at x: [437] y: [72]\n Clone at x: [602] y: [13]\n Clone at x: [906] y: [90]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (sun charm collectable v)\n Clone at x: [50] y: [0]\n Clone at x: [-124] y: [110]\n Clone at x: [-24] y: [51]\n Clone at x: [-188] y: [52]\n Clone at x: [561] y: [168]\n Clone at x: [785] y: [167]\n Clone at x: [989] y: [93]\n Clone at x: [1059] y: [73]\n Clone at x: [1059] y: [73]\n Clone at x: [1129] y: [77]\n else\n if <(LEVEL) = [3]> then\n switch costume to (sun charm collectable v)\n Clone at x: [1] y: [90]\n Clone at x: [11] y: [140]\n Clone at x: [427] y: [158]\n Clone at x: [565] y: [151]\n Clone at x: [998] y: [35]\n Clone at x: [1097] y: [68]\n Clone at x: [1182] y: [92]\n Clone at x: [1138] y: [149]\n Clone at x: [1587] y: [107]\n Clone at x: [1727] y: [98]\n Clone at x: [1892] y: [90]\n else\n if <(LEVEL) = [4]> then\n switch costume to (sun charm collectable v)\n Clone at x: [46] y: [80]\n Clone at x: [645] y: [174]\n Clone at x: [1052] y: [165]\n Clone at x: [1196] y: [166]\n Clone at x: [1383] y: [153]\n Clone at x: [1851] y: [109]\n else\n if <(LEVEL) = [5]> then\n switch costume to (sun charm collectable v)\n Clone at x: [-91] y: [88]\n Clone at x: [-15] y: [90]\n Clone at x: [116] y: [83]\n Clone at x: [533] y: [47]\n Clone at x: [643] y: [102]\n Clone at x: [816] y: [169]\n Clone at x: [1176] y: [35]\n Clone at x: [1276] y: [31]\n end\n end\n end\n end\nend\nset [x v] to [-99999]\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\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)\ncreate clone of (_myself_ v)\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((X) - (SCROLL X)) ((Y) - (SCROLL Y))\nif <touching (player v)?> then\n set [exit v] to [w i n]\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 (portal v)\n Clone at x: [1331] y: [63]\nelse\n Clone at x: [1962] y: [69]\nend\nif <(LEVEL) = [3]> then\n Clone at x: [2139] y: [103]\nend\nif <(LEVEL) = [5]> then\n Clone at x: [2236] y: [60]\nend\n\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nnext costume\ncreate clone of (_myself_ v)\nchange [x v] by (450)\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\n@Sprite1\n\nwhen this sprite clicked\nset [exit v] to [w i n]\n\nwhen I receive [green flag v]\nshow\nif <(LEVEL) = [4]> then\n hide\nend\n\nwhen flag clicked\nshow\n\n@Blank2\n\n
It’s been a while since I was on this project xD\n\n\n\n\n\n\n\nJUNE 28, 2020: #9 ON FIRST PAGE OF TRENDING!! THANK YOU! AND THANK YOU FOR #5 ON GAMES!!!!!\n\nJUNE 30, 2020- JULY 04, 2020: THANK YOU SOOOOO MUCH FOR FRONT PAGE ON "WHAT THE COMMUNITY IS LOVING"!!!!!!!!!!! I never thought this would get TOP LOVED! It was even #1 at some point!!!!! THANK YOU GUYS!\n\nJULY 07: OH MY GOODNESS THANKS SO SO MUCH FOR TOP REMIXED!!!!!!!!!!!! YOU GUYS ARE AMAZING THANK YOU THANK YOU THANK YOU!\n\nJULY 09: WHATTTT @-Diamondfox- loved and faved!!!!!!! Thank you this is crazy!!!
light in the darkness || scrolling platformer
@Stage\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n set [ghost v] effect to (55)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [800]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n set [brightness v] effect to (-60)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setip v) and wait\n Game on\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v) and wait\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\ndefine Game on\nif <(Checkpoint) = [0]> then\n set [x v] to [0]\n set [y v] to [0]\nelse\n if <(Checkpoint) = [1]> then\n set [x v] to [2050]\n set [y v] to [20]\n else\n set [x v] to [4307]\n set [y v] to [120]\n end\nend\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (10) %\nclear graphic effects\n\nshow\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (2)\n point in direction (90)\nend\nset [speed x v] to ((Speed x) * (0.8))\nif <([abs v] of (Speed x) ) > [0.9]> then\n Change player x by (round (Speed x))\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [speed y v] to [16]\n end\nend\nif <(Speed y) > [-20]> then\n change [speed y v] by (-2)\nend\nChange player y by (Speed y)\nTest - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL X) > [6723]> then\n set [scroll x v] to [6723]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-178]> then\n set [exit v] to [Die]\nend\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\nif <touching (lava v)?> then\n set [exit v] to [Die]\nend\nif <(SCROLL X) > [0]> then\n switch backdrop to (backdrop3 v)\nend\nif <(SCROLL X) > [2041]> then\n switch backdrop to (backdrop2 v)\nend\nif <(SCROLL X) > [4307]> then\n switch backdrop to (backdrop1 v)\nend\nif <(SCROLL X) > [6450]> then\n switch backdrop to (backdrop2 v)\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [speed y v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [speed x v] to [-16]\n else\n set [speed x v] to [16]\n end\n set [in air v] to [0]\n else\n set [speed x v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (10)\n change size by (-1)\nend\nrepeat (20)\n change size by (5)\n change [ghost v] effect by (4)\n change [brightness v] effect by (4)\nend\n\nhide\nwait (0.1) seconds\nshow\nwait (0.1) seconds\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.25)\n change [ghost v] effect by (2)\nend\nhide\nclear graphic effects\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Test - Die\n\nif <(Checkpoint) = [1]> then\n set [x v] to [2050]\n set [y v] to [20]\nelse\n set [x v] to [4307]\n set [y v] to [120]\nend\n\nwhen flag clicked\nforever\n if <touching (bounce v)?> then\n if <key (up arrow v) pressed?> then\n set [speed y v] to [35]\n end\n end\nend\n\n\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (platforms2 v)?> then\n broadcast (end v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nwait (0.01) seconds\nhide\nhide\nhide\nhide\n\n@Checkpoint \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <(costume [number v]) = [2]> then\n if <touching (player v)?> then\n change [checkpoint v] by (1)\n switch costume to (green flag v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [checkpoint v] to [0]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (close flag v)\n Clone at x: [2050] y: [20]\n Clone at x: [4307] y: [100]\nend\nset [x v] to [-99999]\n\nClone at x: [6200] y: [100]\n\nClone at x: [4307] y: [100]\n\n@bild\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@bounce\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [800]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen I receive [green flag v]\n\n@Lava\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]\nswitch costume to (level 1-1 v)\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n set [ghost v] effect to (0)\n repeat (20)\n change [y v] by (-0.5)\n end\n repeat (20)\n change [y v] by (0.5)\n end\nend\n\nwhen flag clicked\nforever\n\nset [brightness v] effect to (-50)\n\nset [brightness v] effect to (30)\n\n@light1\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 set [ghost v] effect to (65)\n repeat (25)\n change size by (0.5)\n end\n repeat (25)\n change size by (-0.5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Fog\n\nwhen I start as a clone\nset x to (554)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-2)\n go to [back v] layer\n go [forward v] (9) layers\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-554]> then\n delete this clone\n end\nend\nforever\n set [ghost v] effect to (80)\n go to [back v] layer\n go [forward v] (9) layers\n change x by (-1)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-554]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\n\nwhen I receive [start background fog v]\n\ndelete this clone\n\nwhen flag clicked\nhide\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n change x by (-1)\n if <(x position) = [-554]> then\n hide\n end\n go to [back v] layer\nend\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Fog2\n\nwhen I start as a clone\nset x to (651)\nset [ghost v] effect to (100)\nrepeat (10)\n change [color v] effect by (-2)\n go to [back v] layer\n go [forward v] (0) layers\n change x by (-3)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-588]> then\n delete this clone\n end\nend\nforever\n set [ghost v] effect to (80)\n go to [back v] layer\n go [forward v] (0) layers\n change x by (-3)\n if <(x position) = [0]> then\n create clone of (_myself_ v)\n end\n if <(x position) = [-588]> then\n delete this clone\n end\nend\n\nwhen I receive [start background fog v]\n\nwhen flag clicked\nhide\nset [ghost v] effect to (80)\ngo to x: (0) y: (0)\nshow\ncreate clone of (_myself_ v)\nforever\n go to [back v] layer\n change x by (-3)\n if <(x position) = [-588]> then\n hide\n end\nend\n\nwhen I receive [stoap v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@effect\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (85)\ngo to (random position v)\nset y to (-178)\npoint in direction (pick random (-45) to (45))\nshow\nmove (1.5) steps\ngo to [back v] layer\nmove (1.5) steps\ngo to [back v] layer\nrepeat until <(y position) > [175]>\n move (1.5) steps\n go to [back v] layer\n if <(pick random (1) to (2)) = [1]> then\n point in direction ((direction) + (pick random (-10) to (10)))\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\ndelete this clone\n\n@decorations\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [800]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (40)\nend\n\n@decorations2\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [800]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\ngo [backward v] (1) layers\n\n@light2\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 set [ghost v] effect to (80)\n repeat (30)\n change size by (-0.5)\n end\n repeat (30)\n change size by (0.5)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\n@Platforms2\n\nwhen I receive [green flag v]\nhide\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setip v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [700] y: [800]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nClone at x: [1663] y: [557]\n\nwhen I receive [green flag v]\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\ngo [backward v] (1) layers\n\n@end\n\nwhen flag clicked\ngo to x: (0) y: (28)\nhide\n\nwhen I receive [end v]\nshow\nforever\n change y by (0.5)\nend\n\nbroadcast (end2 v)\nstop [this script v]\n\nwhen I receive [end2 v]\n\n@light in the dark\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (start v)\n\n@light\n\nwhen flag clicked\ngo to x: (173) y: (255)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\ngo to [back v] layer\npoint in direction (90)\nrepeat (10)\n turn right (5) degrees\nend\nrepeat (10)\n change x by (7)\n change y by (7)\n change size by (5)\nend\n\nchange size by (5)\n\nwhen flag clicked\nwait (3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n
LIGHT IN THE DARKNESS\n*****************************************************\n- Move with arrow keys, WASD or mobile mode\n- You can walljump\n\nIf I should add music, please comment
Movin' West || A Platformer (Mobile Friendly) #games #all
@Stage\n\nwhen I receive [play game v]\nforever\n play sound [TheFatRat+-+Time+Lapse.mp3 v] until done\nend\n\n@levels\n\nwhen I receive [start da intro boiz v]\nhide\n\nwhen I receive [next level / transition v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [play game v]\nshow\n\nwhen I receive [someone pressed the skip button v]\nchange [level v] by (1)\n\n@tumbnail\n\nwhen flag clicked\nshow\nwait (0.8249324) seconds\nbroadcast (start da intro boiz v)\n\nwhen I receive [start da intro boiz v]\nhide\n\n@player\n\ndefine Fast\nrepeat (6)\n if <touching (levels v)?> then\n change y by (1)\n end\nend\n\ndefine Y Collision\nrepeat until <not <touching (levels v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine X Collision\nrepeat until <not <touching (levels v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nset size to (30) %\nset [brightness v] effect to (0)\nrepeat (7)\n change [ghost v] effect by (5)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [play game v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nshow\ngo to x: (-200) y: (0)\nswitch costume to (right v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\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 (right v)\n change [x v] by (.8)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [x v] by (-.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (levels v)?> then\n Fast\n if <touching (levels v)?> then\n change y by (-6)\n X Collision\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 [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n end\n change y by (y)\n if <touching (levels v)?> then\n Y Collision\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <(y) < [0]>> then\n set [y v] to [14]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [235]> then\n broadcast (Next Level / Transition v)\n go to x: (-200) y: (0)\n change [level v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<touching (bad bois v)?> or <touching (spinning spikes v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n end\n if <touching (tramp v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [setup 4 player v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [reset player v]\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\n@Intro\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 (bacground v)\n go to [back v] layer\n forever\n if <(GHOOST) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (bacground 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 (logo 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 <(Yet) = [0]> then\n point in direction ((([cos v] of ((OKAY) * (18)) ) * (9)) + (90))\n change [okay 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 (costume1 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 <(GHOOST) = [0]> then\n set [ghost v] effect to (0)\n switch costume to (costume1 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\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 [start da intro boiz v]\nset [yet v] to [0]\nstart sound [Nebula v]\nhide\nset [ghoost v] to [0]\nset [okay 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 (slide1 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 (bacground 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 I receive [start da intro boiz v]\nset volume to (100) %\nwait (6.00000000) seconds\nset [yet v] to [1]\nset [ghoost v] to [1]\nbroadcast (Play Game v)\n\nwhen I receive [play game v]\nhide\n\n@text stuff\n\nwhen I receive [play game v]\nshow\nrepeat (2)\n go to [front v] layer\nend\nforever\n switch costume to (Level)\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\n@bad bois\n\nwhen flag clicked\nhide\n\nwhen I receive [next level / transition v]\nshow\nforever\n switch costume to (Level)\nend\n\n@other thumbnail\n\nwhen flag clicked\nshow\n\nwhen I receive [start da intro boiz v]\nhide\n\n@DA SKIP BUTTON\n\nwhen flag clicked\ngo to x: (-204) y: (-156)\nhide\n\nwhen this sprite clicked\nbroadcast (someone pressed the skip button v)\n\nwhen I receive [play game v]\nshow\nif <touching (mouse-pointer v)?> then\n change size by (5)\nend\n\n
#17 on trending thanks so much guys\n Oof I accidentally re shared please dont report me :(\nWelcome to Movin' West || A Platformer \n==========================================\n\nOur little cube struggles to survive. He moves around the world but does not fit anywhere... So decided to go west.\n\n\n1. Use the arrow keys to move, tap on mobile or wad\n2. Avoid spikes and cacti\n3. Have fun during this crazy adventure :)\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYes if this gets on trending number two will come out!!!!
Fantasy ||A Scrolling Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [AFLP20 - Cheetah Mobile Games-幻想(AFLP20 remix) v] until done\nend\n\nwhen flag clicked\nset volume to (90) %\nforever\n wait until <key (m v) pressed?>\n if <(volume) = [0]> then\n set volume to (90) %\n else\n set volume to (0) %\n end\n wait until <not <key (m v) pressed?>>\nend\n\nwhen I receive [all win v]\nforever\n change volume by (-1)\nend\n\n@blank\n\n@platformer\n\ndefine change y by (sy)\nchange y by (sy)\nchange [jump v] by (1)\nrepeat until <not <touching (player v)?>>\n set [sy v] to [0]\n if <(sy) > [0]> then\n set [jump v] to [0]\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine setup(all)\nset [level v] to [1]\nset [sx v] to [0]\nset [sy v] to [0]\nset [jump v] to [5]\nswitch costume to (costume1 v)\nset size to (800) %\nswitch costume to (l1 v)\ngo to x: (1780) y: (1100)\nshow\n\ndefine tick\ndie\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [sx v] by (3)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [sx v] by (-3)\nend\nif <(Touch TP) = [1]> then\n set [sy v] to [-50]\n set [jump v] to [5]\nend\nif <(Touch Water) = [0]> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(jump) < (zFLY)> then\n set [sy v] to [-18]\n end\n end\n change [sy v] by (2)\nelse\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n change [sy v] by (-2.5)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <[0] > (mouse y)>>> then\n change [sy v] by (1)\n end\n change [sy v] by (0.1)\nend\nchange y by (sy)\nset [sx v] to ((sx) * (0.75))\nchange x by (sx)\nset [scroll x v] to (round ((1780) - (x position)))\nset [scroll y v] to (round ((1100) - (y position)))\nset [speed x v] to (sx)\nreplace item (4) of [global variable v] with (sx)\nreplace item (5) of [global variable v] with (sy)\nreplace item (6) of [global variable v] with (jump)\n\ndefine change x by (sx)\nchange x by (sx)\nif <touching (player v)?> then\n set [slope v] to [0]\n repeat until <(slope) = [10]>\n change y by (-1)\n change [slope v] by (1)\n if <not <touching (player v)?>> then\n stop [this script v]\n end\n end\n change y by (10)\n repeat until <not <touching (player v)?>>\n if <(sx) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine die\nif <(y position) > [1700]> then\n setup(level)\nend\nif <(Touch Spike+) = [1]> then\n setup(level)\nend\n\nwhen I receive [win v]\nsetup(level)\n\ndefine setup(level)\nset [sx v] to [0]\nset [sy v] to [0]\nset [jump v] to [5]\ngo to x: (1780) y: (1100)\n\nwhen I receive [greenflag v]\nwait (1) seconds\nforever\n switch costume to ((LEVEL) + (1))\nend\n\nwhen I receive [greenflag v]\nsetup(all)\nforever\n tick\n broadcast (tick v)\n if <(CON) = [win]> then\n stop [this script v]\n end\nend\n\nwhen I receive [title v]\nhide\n\nwhen I receive [set platformer y v]\nset y to ([y position v] of [moving platformer v])\n\n@player\n\nsay []\n\nwhen I receive [tick v]\ntick\ncreate clone of (playerclone v)\n\ndefine tick\nif <touching (dangers v)?> then\n set [touch spike+ v] to [1]\nelse\n set [touch spike+ v] to [0]\nend\nif <touching (tp v)?> then\n set [touch tp v] to [1]\nelse\n set [touch tp v] to [0]\nend\nif <touching (water v)?> then\n set [touch water v] to [1]\nelse\n set [touch water v] to [0]\nend\n\nwhen I receive [win v]\ndelete this clone\n\nwhen I receive [enterbox v]\nask [Select a level \(1-20\):] and wait\n\nwhen I receive [title v]\nhide\n\nwhen I receive [greenflag v]\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [all win 2 v]\nglide (1) secs to x: ([x position v] of [win v]) y: ([y position v] of [win v])\nbroadcast (all win v)\n\nwhen I receive [all win 2 v]\nrepeat (15)\n change [ghost v] effect by (6)\nend\n\n@flag\n\ndefine setup\nset [x v] to (item (LEVEL) of [pos x v])\nset [y v] to (item (LEVEL) of [pos y v])\nposition\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<((x) - (SCROLL X)) = (x position)> and <((y) - (SCROLL Y)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nposition\n\nwhen I receive [win v]\nhide\n\nadd [10000] to [pos x v]\n\nadd [10000] to [pos y v]\n\nwhen I receive [greenflag v]\nhide\ngo to x: (10000) y: (100000)\nwait (0.01) seconds\nsetup\nforever\n wait until <<<touching (player v)?> or <key (1 v) pressed?>> and <not <(LEVEL) = [20]>>>\n set level to ((LEVEL) + (1))\n wait until <<not <touching (player v)?>> and <not <key (1 v) pressed?>>>\nend\n\ndefine set level to (level)\nset [level v] to (level)\nbroadcast (win v)\nsetup\n\nwhen I receive [greenflag v]\nforever\n wait until <key (r v) pressed?>\n set level to (LEVEL)\n wait until <<not <touching (player v)?>> and <not <key (r v) pressed?>>>\nend\n\nwhen I receive [greenflag v]\nforever\n wait until <key (j v) pressed?>\n broadcast (enterbox v) and wait\n if <<[0.9] < <(answer) < [20.1]>> and <not <(answer) = []>>> then\n set level to (round (answer))\n end\n if <<(answer) = [fly]> and < (username) contains [biggboss0]?>> then\n if <(zFLY) = [4]> then\n set [zfly v] to [f]\n else\n set [zfly v] to [4]\n end\n end\nend\n\nwhen I receive [title v]\nhide\n\nwhen I receive [greenflag v]\nforever\n if <key (f v) pressed?> then\n if < (username) contains [biggboss0]?> then\n set [zfly v] to [f]\n end\n wait until <not <key (f v) pressed?>>\n set [zfly v] to [4]\n end\nend\n\n@star\n\ndefine star appear (size) (x) (y) (虚像) (消失时间)\nset size to (size) %\ngo to x: (x) y: (y)\nset [ghost v] effect to (虚像)\nrepeat (消失时间)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine 克隆 (x) 次\nrepeat (x)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nstar appear [90] (pick random (-230) to (230)) (pick random (-100) to (170)) [50] [10]\ndelete this clone\n\nwhen I receive [title v]\nhide\nforever\n 克隆 (pick random (20) to (35)) 次\nend\n\n@dangers\n\ndefine setup(all)\nswitch costume to (costume1 v)\nset size to (800) %\nswitch costume to (l1 v)\ngo to x: (1780) y: (1100)\n\nwhen I receive [win v]\nsetup(level)\n\ndefine setup(level)\ngo to x: (1780) y: (1100)\n\nwhen I receive [tick v]\ngo to (platformer v)\nif <<(round (x position)) = (round ([x position v] of [platformer v]))> and <(round (y position)) = (round ([y position v] of [platformer v]))>> then\n show\nelse\n hide\nend\n\nwhen I receive [greenflag v]\nwait (1) seconds\nforever\n switch costume to ((LEVEL) + (1))\nend\n\nwhen I receive [greenflag v]\nsetup(all)\n\nwhen I receive [title v]\nhide\n\n@tp\n\ndefine setup(all)\nset [zfly v] to [4]\nset [level v] to [1]\nset [sx v] to [0]\nset [sy v] to [0]\nset [jump v] to [5]\nswitch costume to (costume1 v)\nset size to (800) %\nswitch costume to (l1 v)\ngo to x: (1780) y: (1100)\n\nwhen I receive [win v]\nsetup(level)\n\ndefine setup(level)\nset [sx v] to [0]\nset [sy v] to [0]\nset [jump v] to [5]\ngo to x: (1780) y: (1100)\n\nwhen I receive [tick v]\ngo to (platformer v)\nif <<(round (x position)) = (round ([x position v] of [platformer v]))> and <(round (y position)) = (round ([y position v] of [platformer v]))>> then\n show\nelse\n hide\nend\n\nwhen I receive [greenflag v]\nwait (1) seconds\nforever\n switch costume to ((LEVEL) + (1))\nend\n\nwhen I receive [greenflag v]\nsetup(all)\n\nwhen I receive [title v]\nhide\n\n@eyes\n\nwhen I receive [tick v]\nif <(timer) > [0.2]> then\n go to x: (0) y: (3)\n change x by ((() - (SPEED X)) / (1.7))\nend\n\nwhen I receive [win v]\nreset timer\n\nwhen I receive [greenflag v]\nshow\nswitch costume to (costume1 v)\nforever\n wait (pick random (2) to (4)) seconds\n next costume\n wait (0.05) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.05) seconds\n next costume\nend\n\nwhen I receive [title v]\nhide\n\nwhen I receive [all win 2 v]\nrepeat (15)\n go to (player v)\n change y by (3)\n change [ghost v] effect by (6)\nend\n\n@water\n\ndefine setup(all)\nset [ghost v] effect to (50)\nset [level v] to [1]\nset [sx v] to [0]\nset [sy v] to [0]\nset [jump v] to [5]\nswitch costume to (costume1 v)\nset size to (800) %\nswitch costume to (l1 v)\ngo to x: (1780) y: (1100)\n\nwhen I receive [win v]\nsetup(level)\n\ndefine setup(level)\nset [sx v] to [0]\nset [sy v] to [0]\nset [jump v] to [5]\ngo to x: (1780) y: (1100)\n\nwhen I receive [tick v]\ngo to (platformer v)\nif <<(round (x position)) = (round ([x position v] of [platformer v]))> and <(round (y position)) = (round ([y position v] of [platformer v]))>> then\n show\nelse\n hide\nend\n\nwhen I receive [greenflag v]\nwait (1) seconds\nforever\n switch costume to ((LEVEL) + (1))\nend\n\nwhen I receive [greenflag v]\nsetup(all)\n\nwhen I receive [title v]\nhide\n\n@tb\n\nwhen I receive [title v]\ngo to x: (0) y: (0)\nswitch costume to (造型1 v)\nset [ghost v] effect to (100)\ngo to [back v] layer\nhide\n\nwhen I receive [all win v]\nshow\ngo to [front v] layer\nwait (0.001) seconds\nswitch costume to (造型2 v)\nset [ghost v] effect to (0)\nwait (3.5) seconds\nswitch costume to (造型3 v)\nwait (3.5) seconds\nbroadcast (last v)\n\n@playerClone\n\nwhen I receive [win v]\ndelete this clone\n\nwhen flag clicked\nset [num v] to [0]\n\nwhen I start as a clone\nset [num v] to [1]\nshow\nif <(CON) = [play]> then\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n set [ghost v] effect to (70)\n repeat (8)\n change [ghost v] effect by (4)\n go to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n end\nelse\n go to x: (item (1) of [global variable v]) y: (item (2) of [global variable v])\n set [ghost v] effect to (70)\n repeat (8)\n change [ghost v] effect by (4)\n end\nend\ndelete this clone\n\nwhen I receive [tick v]\nif <(num) = [0]> then\n hide\n set [x v] to (SCROLL X)\n set [y v] to (SCROLL Y)\nend\n\n@fade\n\nwhen I receive [greenflag v]\nshow up\n\nwhen I receive [win v]\nshow up\n\nwhen I receive [title v]\nhide\n\ndefine show up\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\nhide\n\nwhen I receive [all win v]\nwait (0) seconds\nshow up\nwait (3) seconds\nshow up\nwait (3) seconds\n\n@title\n\nwhen flag clicked\nbroadcast (title v)\nset [con v] to [title]\n\nwhen I receive [title v]\nshow\nset [i# v] to [0]\nrepeat (3)\n change [i# v] by (1)\n create clone of (_myself_ v)\nend\nswitch costume to (title v)\ngo to x: (-240) y: (10)\nglide (0.2) secs to x: (0) y: (10)\nforever\n if <touching (mouse-pointer v)?> then\n if <(size) < [106]> then\n change size by (1.5)\n end\n else\n if <[100] < (size)> then\n change size by (-1.5)\n end\n end\n if <(CON) = [play]> then\n hide\n wait (0) seconds\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nset size to (105) %\n\nset size to (100) %\n\nwhen I start as a clone\nif <(i#) = [1]> then\n switch costume to (s title v)\n go to x: (240) y: (10)\n glide (0.2) secs to x: (0) y: (10)\nelse\n if <(i#) = [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (-180)\n glide (0.2) secs to x: (0) y: (0)\n else\n if <(i#) = [3]> then\n switch costume to (costume2 v)\n hide\n wait (1) seconds\n show\n go to x: (162) y: (-180)\n glide (0.1) secs to x: (162) y: (-150)\n end\n end\nend\n\nwhen I receive [title v]\ndelete this clone\n\nwhen I receive [greenflag v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(i#) = [3]> then\n if <touching (mouse-pointer v)?> then\n if <(size) < [110]> then\n change size by (2)\n end\n else\n if <[100] < (size)> then\n change size by (-2)\n end\n end\n end\nend\n\n@play\n\nwhen I receive [title v]\nclear graphic effects\nset [ghost v] effect to (0)\nhide\nwait (1) seconds\nshow\ngo to x: (-240) y: (0)\nglide (0.15) secs to x: (-175) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n set [brightness v] effect to (0)\n else\n set size to (100) %\n set [brightness v] effect to (0)\n end\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (p v) pressed?>> then\n set size to (100) %\n set [brightness v] effect to (0)\n hide\n broadcast (ready v) and wait\n set [con v] to [play]\n broadcast (greenflag v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [title v]\npoint in direction (90)\nforever\n repeat (10)\n turn left (1.5) degrees\n end\n repeat (20)\n turn left (-1.5) degrees\n end\n repeat (10)\n turn left (1.5) degrees\n end\nend\n\n@play2\n\nwhen I receive [title v]\nset [ghost v] effect to (0)\nhide\nwait (1) seconds\nshow\ngo to x: (-240) y: (-50)\nglide (0.15) secs to x: (-150) y: (-50)\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n set [brightness v] effect to (20)\n hide list [my studio v]\n else\n set size to (100) %\n set [brightness v] effect to (0)\n show list [my studio v]\n end\n if <(CON) = [play]> then\n show list [my studio v]\n stop [this script v]\n end\nend\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [ready v]\nhide\n\nwhen I receive [title v]\npoint in direction (90)\nforever\n repeat (10)\n turn left (1.5) degrees\n end\n repeat (20)\n turn left (-1.5) degrees\n end\n repeat (10)\n turn left (1.5) degrees\n end\n if <(CON) = [play]> then\n stop [this script v]\n end\nend\n\n@cover player\n\nwhen I receive [title v]\ngo to x: (10) y: (0)\nswitch costume to (造型1 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nshow\nset [sy change v] to [-2]\nset [sy v] to [0]\nset [sx v] to [0]\nset [# v] to [0]\nforever\n tick\n broadcast (ticktitle v)\n if <(CON) = [play]> then\n stop [this script v]\n end\nend\n\ndefine tick\nchange [sy v] by (sy change)\nchange y by (sy)\nset [sx v] to ((sx) * (0.8))\nchange x by (sx)\nreplace item (1) of [global variable v] with (x position)\nreplace item (2) of [global variable v] with (y position)\nreplace item (3) of [global variable v] with ((sx) / (1.5))\ncreate clone of (playerclone v)\n\ndefine change y by (sy)\nchange y by (sy)\nchange [jump v] by (1)\nrepeat until <not <touching (title v)?>>\n set [sy v] to [0]\n set [jump v] to [0]\n change y by (1)\nend\n\nwhen I receive [title v]\nforever\n set [sy change v] to [-3]\n if <<key (up arrow v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n reset timer\n if <(pick random (0) to (2)) = [1]> then\n say (join [Hi, ] (username))\n end\n repeat until <(timer) > [0.7]>\n jump\n end\n end\n say []\n set [sy change v] to [-2]\nend\n\ndefine jump\nif <(jump) < [3]> then\n set [sy v] to [18]\nend\n\nwhen I receive [ready v]\nset [sy change v] to [-2]\nrepeat until <touching (_edge_ v)?>\n change [sx v] by (1.6)\nend\nhide\nbroadcast (delete clone v)\nstop [other scripts in sprite v]\n\nwhen I receive [ready v]\nwait (0.36) seconds\njump\n\nwhen I receive [ticktitle v]\nif <(#) = [1]> then\n go to x: ((item (1) of [global variable v]) + (item (3) of [global variable v])) y: (item (2) of [global variable v])\nend\n\nwhen I start as a clone\nset [# v] to [1]\nshow\ngo to [front v] layer\nforever\n switch costume to (造型1 v)\n wait (pick random (2) to (4)) seconds\n switch costume to (造型2 v)\n wait (0.05) seconds\n switch costume to (造型1 v)\n wait (0.1) seconds\n switch costume to (造型2 v)\n wait (0.05) seconds\nend\n\nwhen I receive [delete clone v]\ndelete this clone\n\n@bg\n\nwhen I receive [tick v]\nset x to (item (4) of [global variable v])\n\nwhen I receive [title v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (80)\ngo to [back v] layer\n\nwhen I receive [tick v]\nif <<[0] > (item (5) of [global variable v])> and <[-30] < (y position)>> then\n change y by (-1)\nelse\n if <<(item (5) of [global variable v]) > [0]> and <(y position) < [30]>> then\n change y by (1)\n else\n end\nend\n\n@st\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<(round ((x) - (SCROLL X))) = (round (x position))> and <(round ((y) - (SCROLL Y))) = (round (y position))>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <<(i#) = [1]> and <(LEVEL) = [7]>> then\n position\nelse\n if <<(i#) = [2]> and <(LEVEL) = [13]>> then\n position\n else\n if <<(i#) = [3]> and <(LEVEL) = [19]>> then\n position\n else\n hide\n end\n end\nend\nif <touching (player v)?> then\n change [star collect v] by (1)\n start sound [Collect v]\n delete this clone\nend\nif <<key (3 v) pressed?> and < (username) contains [biggboss0]?>> then\n set [star collect v] to [3]\n delete this clone\nend\n\nwhen I receive [win v]\nhide\n\nwhen I receive [greenflag v]\nset [star collect v] to [0]\nhide\ngo to x: (10000) y: (100000)\nwait (0.01) seconds\nset [i# v] to [0]\nrepeat (3)\n change [i# v] by (1)\n set [x v] to (item (i#) of [pos x v])\n set [y v] to (item (i#) of [pos y v])\n create clone of (_myself_ v)\nend\nset [i# v] to [0]\n\nwhen I receive [title v]\nhide\n\nchange [star collect v] by (1)\n\nstart sound [Collect v]\n\n@St collect\n\nwhen I receive [title v]\nhide\n\nwhen I receive [greenflag v]\nset [star collect v] to [0]\nshow\ngo to x: (-195) y: (-158)\nforever\n switch costume to ((Star Collect) + (1))\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (0)\n wait (1) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [greenflag v]\nset [ghost v] effect to (100)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-8)\nend\nset [ghost v] effect to (20)\n\nwhen I receive [win v]\nset [ghost v] effect to (100)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-8)\nend\nset [ghost v] effect to (20)\n\n@win\n\nwhen I receive [title v]\nhide\nset [ghost v] effect to (60)\nset [i v] to [1]\ncreate clone of (_myself_ v)\nset [i v] to [0]\n\nwhen I receive [greenflag v]\nhide\n\nwhen I receive [win v]\nif <(LEVEL) = [20]> then\n set [x v] to [500]\n set [y v] to [-50]\n forever\n position\n if <(Star Collect) = [2]> then\n set [+s v] to [s]\n else\n set [+s v] to []\n end\n if <(Star Collect) = [3]> then\n say []\n set [brightness v] effect to (0)\n if <(i) = [1]> then\n turn right (5) degrees\n else\n turn left (5) degrees\n end\n if <touching (player v)?> then\n set [con v] to [win]\n broadcast (all win 2 v) and wait\n stop [this script v]\n end\n else\n if <(i) = [1]> then\n say (join [You only collect ] (join (Star Collect) (join [ star] (join (+s) [, please go back to collect them all\(press J to select a level\).]))))\n end\n point in direction (90)\n set [brightness v] effect to (-20)\n end\n if <not <(LEVEL) = [20]>> then\n stop [this script v]\n end\n end\nelse\n hide\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nif <<((x) - (SCROLL X)) = (x position)> and <((y) - (SCROLL Y)) = (y position)>> then\n show\nelse\n hide\nend\n\n@cover\n\nwhen I receive [title v]\nshow\nswitch costume to (head v)\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I receive [last v]\nset [ghost v] effect to (0)\nswitch costume to (tail v)\nshow\ngo to [front v] layer\nstop [all v]\n\n
Lava - A platformer game - (スマホ対応)
@Stage\n\nwhen flag clicked\nforever\n play sound [seikan bussitu v] until done\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (a v)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\ngo to x: (-200) y: (-100)\n動作\n\ndefine 動作\nforever\n change [yの力 v] by (-1)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<<<(mouse x) > (x position)> and <not <[-200] > (mouse x)>>> or <(mouse x) > [200]>> and <mouse down?>>> then\n change [xの力 v] by (0.75)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<<<(x position) > (mouse x)> and <not <(mouse x) > [200]>>> or <[-200] > (mouse x)>> and <mouse down?>>> then\n change [xの力 v] by (-0.75)\n point in direction (-90)\n end\n set [xの力 v] to ((xの力) * (0.9))\n change x by (xの力)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-4)\n change x by ((xの力) * (-1))\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <<<(mouse y) > [-50]> or <(mouse y) > [150]>> and <mouse down?>>> then\n set [yの力 v] to [10]\n if <(xの力) > [0]> then\n set [xの力 v] to [-6]\n else\n set [xの力 v] to [6]\n end\n else\n set [xの力 v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (yの力)\n if <touching (ステージ v)?> then\n change y by ((yの力) * (-1))\n set [yの力 v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <<<(mouse y) > [-50]> or <(mouse y) > [150]>> and <mouse down?>>>> then\n set [yの力 v] to [13]\n end\n change y by (1)\n if <<<<touching (マグマ v)?> or <touching (🔥 v)?>> or <touching (湧き出るマグマ v)?>> or <(y position) < [-177]>> then\n go to x: ((<(Level) = [11]> * (200)) - (200)) y: (-100)\n point in direction (90)\n set [yの力 v] to [0]\n set [xの力 v] to [0]\n set [restart v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (b v)\nclear graphic effects\nset [ghost v] effect to (60)\nshow\nrepeat (5)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nset [level v] to [1]\nforever\n if <<[239] < (x position)> and <not <(Level) = [11]>>> then\n Next >>\n end\n if <(restart) = [1]> then\n go to x: (-200) y: (-100)\n point in direction (90)\n set [xの力 v] to [0]\n set [yの力 v] to [0]\n set [restart v] to [0]\n end\nend\n\ndefine Next >>\nchange [level v] by (1)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nswitch backdrop to (Level)\ngo to x: ((<(Level) = [11]> * (200)) - (200)) y: (-100)\npoint in direction (90)\n\n@ボタン\n\nwhen this sprite clicked\nset [restart v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [13]> then\n hide\n else\n show\n end\nend\n\n@ステージ\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@マグマ\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@噴石\n\nwhen flag clicked\nset [level v] to [0]\nset [i v] to [1]\nset [_ v] to [1]\nhide\nforever\n プログラム\n wait until <(Level) = (I)>\n change [_ v] by (1)\nend\n\ndefine プログラム\nchange [i v] by (1)\nrepeat (item (Level) of [数リスト v])\n create clone of (_myself_ v)\n change [_ v] by (1)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (item (_) of [大きさリスト v]) %\nshow\nforever\n point in direction (pick random (1) to (180))\n switch costume to (pick random (1) to (2))\n go to x: (item (_) of [位置リスト v]) y: (280)\n repeat until <(y position) < [-300]>\n change y by (() - (item (_) of [スピードリスト v]))\n turn right (3) degrees\n replace item (_) of [y v] with (y position)\n end\n wait (item (_) of [待機リスト v]) seconds\nend\n\nwhen I start as a clone\nwait (0) seconds\nforever\n if <not <(I) = ((Level) + (1))>> then\n delete this clone\n end\nend\n\nrepeat (100)\n add [] to [y v]\nend\n\nadd [8] to [スピードリスト v]\nadd [-120] to [位置リスト v]\nadd [0.5] to [待機リスト v]\nadd [40] to [大きさリスト v]\n\n@湧き出るマグマ\n\nwhen flag clicked\nset [n v] to [0]\nset [j v] to [1]\nforever\n クローン\n change [j v] by (1)\n wait until <(Level) = (j)>\nend\n\ndefine クローン\nset [a v] to [1]\nrepeat (item (j) of [クローン数 v])\n change [n v] by (1)\n create clone of (_myself_ v)\n set [a v] to ((3) - (a))\nend\n\nwhen I start as a clone\nswitch costume to (item (n) of [クローンタイプ v])\ngo to x: (item (n) of [クローンx v]) y: (item (n) of [クローンy v])\nshow\nif <(a) = [1]> then\n set y to (((item (n) of [クローンy v]) + (item (n) of [移動距離 v])) - (10))\n repeat (10)\n change y by (((y position) - ((item (n) of [クローンy v]) + (item (n) of [移動距離 v]))) / (8))\n end\n repeat (10)\n change y by ((item (n) of [移動距離 v]) / (-14))\n end\n set y to (item (n) of [クローンy v])\n wait (item (n) of [間隔リスト v]) seconds\nend\nforever\n repeat (10)\n change y by ((item (n) of [移動距離 v]) / (16))\n end\n repeat (10)\n change y by ((((item (n) of [クローンy v]) + (item (n) of [移動距離 v])) - (y position)) / (9))\n end\n set [i v] to [0]\n repeat (item (n) of [回数リスト v])\n change [i v] by (20)\n change y by ([sin v] of (i) )\n end\n change y by (-1)\n repeat (10)\n change y by (((y position) - ((item (n) of [クローンy v]) + (item (n) of [移動距離 v]))) / (8))\n end\n repeat (10)\n change y by ((item (n) of [移動距離 v]) / (-17))\n end\n set y to (item (n) of [クローンy v])\n wait (item (n) of [間隔リスト v]) seconds\nend\n\nwhen I start as a clone\nwait until <(Level) = ((j) + (1))>\ndelete this clone\n\nadd [160] to [クローンx v]\nadd [-202] to [クローンy v]\nadd [180] to [移動距離 v]\nadd [1] to [クローンタイプ v]\nadd [1.5] to [間隔リスト v]\nadd [72] to [回数リスト v]\n\n@🔥 \n\nwhen flag clicked\nset [level v] to [1]\nset [i v] to [1]\nset [_ v] to [1]\nhide\nforever\n プログラム\n wait until <(Level) = (I)>\n change [_ v] by (1)\nend\n\ndefine プログラム\nchange [i v] by (1)\nrepeat (item (Level) of [数リスト v])\n create clone of (_myself_ v)\n change [_ v] by (1)\nend\n\nwhen I start as a clone\nset size to (item (_) of [大きさリスト v]) %\nshow\nforever\n switch costume to (pick random (1) to (2))\n go to x: (item (_) of [位置リスト v]) y: (item (_) of [y v])\nend\n\nwhen I start as a clone\nwait (0) seconds\nforever\n if <not <(I) = ((Level) + (1))>> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n set size to (item (_) of [大きさリスト v]) %\n set [ghost v] effect to (10)\n repeat (pick random (5) to (8))\n change [ghost v] effect by (pick random (-0.5) to (2))\n change size by (pick random (0.2) to (-0.7))\n end\n repeat (pick random (5) to (8))\n change [ghost v] effect by (pick random (0.5) to (-2))\n change size by (pick random (0.2) to (-0.7))\n end\n repeat (2)\n change size by (pick random (1) to (2))\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\n
>>>My studio\n◇hiron0413's platformer◇\nhttps://scratch.mit.edu/studios/27006005/\n\n---------------操作方法---------------\n\n  〔パソコン〕\nA,Dキー or ←,→キー で移動\nWキー or ↑キーでジャンプ\nUse A,D keys or ←,→ keys to move\nUse W key or ↑key to jump\n\n〔スマホ・タブレット〕\n左側・右側をタップして移動、\n上側をタップしてジャンプ\nTap left / right side to move\nTap on the top to jump\n
In A Cave (A Platformer).
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nforever\n if <(Level) = [21]> then\n wait (5) seconds\n broadcast (outro v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nwait (1) seconds\nset volume to (50) %\nforever\n play sound [Mysterious Sleeper v] until done\nend\n\n@Blank\n\n@PLatform\n\nwhen I receive [start v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <not <(Level) = [21]>> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nforever\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@Will\n\nwhen I receive [play v]\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\nforever\n Platforming Engine [6]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\n\ndefine Set Costume\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\ndefine Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <touching (trampoline v)?> then\n set [speed y v] to [20]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [recording1 v]\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) < [-190]> or <touching (blades v)?>> then\n start sound [fall v]\n Reset Player\n point in direction (90)\n set [speed y v] to [0]\nend\nSet Costume\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nbroadcast (SetUp v) and wait\nbroadcast (Play v)\n\nwhen flag clicked\nhide\n\ndefine Reset Player\nshow\nset size to (35) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-210) y: (-133)\nif <<(Level) = [1]> or <(Level) = [3]>> then\n go to x: (-210) y: (-133)\nend\nif <(Level) = [2]> then\n go to x: (-210) y: (-147)\nend\nif <(Level) = [4]> then\n go to x: (-210) y: (-133)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-154)\nend\nif <(Level) = [6]> then\n go to x: (-210) y: (-139)\nend\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [setup v]\nReset Player\n\nwhen I receive [play v]\ngo to [front v] layer\nforever\n if <(x position) > [239]> then\n broadcast (delete clones v)\n change [level v] by (1)\n Reset Player\n if <(Level) = [21]> then\n go to [back v] layer\n broadcast (Out v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\n wait (1) seconds\n end\nend\n\nwhen I receive [delete clones v]\nwait (0.5) seconds\nbroadcast (Create Clone v)\nstop [this script v]\n\nwhen I receive [play v]\nforever\n if <(Level) = [21]> then\n go to [back v] layer\n set [ghost v] effect to (110)\n hide\n end\nend\n\nwhen I receive [outro v]\nforever\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@Decorations\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <not <(Level) = [21]>> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nforever\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@blades\n\nwhen flag clicked\nhide\n\ndefine Clone at x: (x) y: (y) Turn (rotate) Set Size (size) BladeType (saw/spikes)\npoint in direction (90)\ngo to x: (x) y: (y)\nset [rotation v] to (rotate)\nset [size v] to (size)\nswitch costume to (saw/spikes)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nset size to (size) %\nshow\ngo to [back v] layer\nforever\n turn right (rotation) degrees\nend\n\nwhen I receive [delete clones v]\ndelete this clone\n\nwhen [m v] key pressed\nset [editor v] to (join (mouse x) (join [,] (mouse y)))\n\ndefine pre-celebration!\n\nwhen I receive [start v]\nhide\nforever\n wait until <(Level) = [7]>\n Clone at x: [-13] y: [-125] Turn [0] Set Size [95] BladeType [Spikes]\n wait until <(Level) = [9]>\n Clone at x: [-13] y: [-125] Turn [5] Set Size [95] BladeType [Saw]\n wait until <(Level) = [10]>\n Clone at x: [-13] y: [-125] Turn [5] Set Size [95] BladeType [Saw]\n wait until <(Level) = [10]>\n Clone at x: [141] y: [-112] Turn [0] Set Size [95] BladeType [Spikes]\n wait until <(Level) = [11]>\n Clone at x: [-72] y: [98] Turn [5] Set Size [95] BladeType [Saw]\n wait until <(Level) = [13]>\n Clone at x: [-54] y: [-152] Turn [5] Set Size [95] BladeType [Saw]\n Clone at x: [131] y: [-135] Turn [5] Set Size [95] BladeType [Saw]\n wait until <(Level) = [14]>\n Clone at x: [3] y: [-189] Turn [5] Set Size [95] BladeType [Saw]\n wait until <(Level) = [15]>\n Clone at x: [-125] y: [-151] Turn [0] Set Size [95] BladeType [Spikes]\n Clone at x: [131] y: [-117] Turn [5] Set Size [95] BladeType [Saw]\n wait until <(Level) = [16]>\n Clone at x: [-19] y: [-184] Turn [5] Set Size [95] BladeType [Saw]\n wait until <(Level) = [17]>\n Clone at x: [10] y: [-73] Turn [5] Set Size [95] BladeType [Saw]\n Clone at x: [147] y: [-67] Turn [0] Set Size [95] BladeType [Spikes]\n wait until <(Level) = [19]>\n Clone at x: [-233] y: [-36] Turn [5] Set Size [95] BladeType [Saw]\n Clone at x: [-109] y: [-130] Turn [0] Set Size [95] BladeType [Spikes]\n Clone at x: [102] y: [-197] Turn [5] Set Size [95] BladeType [Saw]\nend\n\n\n\nwhen I receive [out v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [outro v]\nforever\n hide\n stop [other scripts in sprite v]\n stop [this script v]\nend\n\n@Out\n\nwhen I receive [show v]\ngo to [back v] layer\ngo [forward v] (2) layers\nshow\nforever\n Platforming Engine [6]\nend\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (platform v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (direction) (speed)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (platform v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nchange [frame v] by (0.5)\n\ndefine Set Costume\ngo to [front v] layer\nif <(falling?) < [6]> then\n if <(frame) = [0]> then\n switch costume to (stand v)\n else\n switch costume to ([floor v] of ((4) + ((frame) mod (8))) )\n end\nelse\n if <(speed y) > [0]> then\n switch costume to (jump v)\n else\n switch costume to (fall v)\n end\nend\n\ndefine Platforming Engine (speed)\nswitch costume to (hitbox v)\nif <<(speed y) < [4]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [speed y v] by (-1)\nelse\n change [speed y v] by (-2)\nend\nchange y by (speed y)\nTouch Ground <(speed y) > [0]>\nif <touching (trampoline v)?> then\n set [speed y v] to [20]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n Walk (-90) ((speed) * (-1))\nelse\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n Walk (90) (speed)\n else\n set [frame v] to [0]\n end\nend\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [recording1 v]\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) < [-190]> or <touching (blades v)?>> then\n start sound [recording2 v]\n change [health v] by (-1)\n Reset Player\n point in direction (90)\n set [speed y v] to [0]\nend\nSet Costume\n\nwhen I receive [out v]\nclear graphic effects\nstop [other scripts in sprite v]\nbroadcast (Setup v) and wait\nbroadcast (Show v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\ndefine Reset Player\nshow\nset size to (35) %\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-210) y: (-133)\nif <<(Level) = [1]> or <(Level) = [3]>> then\n go to x: (-210) y: (-133)\nend\nif <(Level) = [2]> then\n go to x: (-210) y: (-147)\nend\nif <(Level) = [4]> then\n go to x: (-210) y: (-133)\nend\nif <(Level) = [5]> then\n go to x: (-210) y: (-154)\nend\nif <(Level) = [6]> then\n go to x: (-210) y: (-139)\nend\nset [speed y v] to [0]\nset [falling? v] to [10]\n\nwhen I receive [setup v]\nReset Player\n\nwhen I receive [outro v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Intro\n\nwhen flag clicked\nset [intro v] to [Yes]\nstart sound [Zaza - Be Together v]\ngo to x: (0) y: (0)\nswitch costume to (logo v)\npoint in direction (-70)\nset [ghost v] effect to (100)\nset size to (20) %\nshow\nrepeat (17)\n turn left (10) degrees\n change [ghost v] effect by (-5)\n change size by (4)\nend\nrepeat (3)\n turn left (7.5) degrees\n change [ghost v] effect by (-3.75)\n change size by (3)\nend\nrepeat (1)\n turn left (5) degrees\n change [ghost v] effect by (-2.5)\n change size by (2)\nend\nrepeat (1)\n turn left (3) degrees\n set size to (100) %\n clear graphic effects\nend\nwait (0.5) seconds\nwait (5.5) seconds\nstart sound [car passing v]\ncreate clone of (_myself_ v)\nswitch costume to (glide v)\ngo to x: (-800) y: (0)\nset [level v] to [1]\nglide (0.2) secs to x: (0) y: (0)\nbroadcast (del v)\nbroadcast (Start v)\nglide (0.2) secs to x: (800) y: (0)\nhide\n\nwhen flag clicked\nwait (1.7) seconds\nset [x v] to [2]\nrepeat (8)\n wait (0.4) seconds\n create clone of (_myself_ v)\n change [x v] by (1)\nend\nset [x v] to [999]\n\nwhen I receive [del v]\ndelete this clone\n\nwhen I start as a clone\nif <(intro) = [Yes]> then\n if <(x) = [999]> then\nelse\n go to [back v] layer\n clear graphic effects\n set size to (110) %\n go to x: (0) y: (0)\n switch costume to (outro v)\nend\n\nwhen I receive [outro v]\ngo to x: (0) y: (-25)\nshow\nset [sine v] to [0]\nswitch costume to (logo v)\nset [intro v] to [No]\ncreate clone of (_myself_ v)\nforever\n change [sine v] by (7.5)\n point in direction ((([sin v] of (sine) ) * (15)) + (90))\n set size to ((([sin v] of ((sine) * (2)) ) * (25)) + (150)) %\nend\n\nwhen I receive [outro v]\nforever\n play sound [Outro Music v] until done\nend\n\n@Spalsh\n\nwhen flag clicked\nhide\n\n
Use The Arrow Keys And W,A,S,D Keys To Move The Player.\n
|| The Dark Life || A Platformer
@Stage\n\nwhen flag clicked\nforever\n broadcast (scrolling b ground v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch backdrop to (arrière plan1 v)\n end\n if <(Level) = [?]> then\n switch backdrop to (arrière plan2 v)\n end\n if <(Level) = [?]> then\n switch backdrop to (arrière plan3 v)\n end\nend\n\n@player\n\nwhen I receive [scrolling b ground v]\nif <(paused) = [0]> then\n change [y v] by (-1)\n if <<<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>> then\n change [x v] by (-0.7)\n end\n if <<<<mouse down?> and <(mouse x) > (x position)>> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> then\n change [x v] by (0.7)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-20]\n else\n set [x v] to [20]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [1]\n end\n change y by (-2)\n if <<touching (ground v)?> and <<<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>>> then\n set [y v] to [15]\n end\n change y by (2)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\n if <<[-175] > (y position)> or <touching (figur7 v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n end\n if <(x position) > [230]> then\n if <not <(Level) = [13]>> then\n set [x v] to [0]\n set [y v] to [0]\n broadcast (slide v)\n go to x: (-200) y: (0)\n hide\n end\n end\nend\n\nwhen I receive [scrolling b ground v]\nset size to (40) %\ngo to [front v] layer\ngo [backward v] (1) layers\nif <touching (mouse-pointer v)?> then\n set [ghost v] effect to (60)\nelse\n set [ghost v] effect to (30)\nend\n\nwhen flag clicked\nset [paused v] to [1]\nhide\nwait (2.5) seconds\nset [paused v] to [0]\n\nwhen flag clicked\ngo to x: (159) y: (69)\n\nwhen flag clicked\ngo to x: (-164) y: (-88)\npoint in direction (90)\nshow\nset [level v] to [1]\n\nwhen I receive [slide v]\nset [paused v] to [1]\nhide\nwait (0.5) seconds\nbroadcast (levelup v)\nwait (0.5) seconds\nchange [level v] by (1)\nwait (1.5) seconds\nset [paused v] to [0]\nshow\n\nwhen flag clicked\nforever\n switch costume to (costume1 v)\n if <<<<mouse down?> and <(mouse y) > (y position)>> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> then\n repeat (10)\n next costume\n end\n end\nend\n\nwhen flag clicked\nshow\n\n@ground\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [ghost v] effect to (0)\n\nwhen I receive [scrolling b ground v]\ngo to [front v] layer\n\nwhen I receive [thumbnail v]\nswitch costume to (thumb v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nshow\n\n@Figur7\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n point in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.5))) + (90))\nend\n\nwhen flag clicked\nbroadcast (start v)\nhide\n\nwhen I receive [thumbnail v]\ndelete this clone\n\ndefine new saw at (level) position (x) (y) type (type)\nif <(type) = [1]> then\n if <(Level) = (level)> then\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nelse\n if <(type) = [2]> then\n if <(Level) = (level)> then\n wait (0.1) seconds\n go to x: (x) y: (y)\n show\n forever\n if <(Level) = (level)> then\n repeat (60)\n change x by (5)\n turn right (15) degrees\n end\n repeat (60)\n change x by (-5)\n turn right (15) degrees\n end\n go to x: (x) y: (y)\n end\n end\n else\n if <(Level) = (level)> then\n wait (0.1) seconds\n forever\n if <(Level) = (level)> then\n show\n go to x: (x) y: (180)\n repeat (30)\n change y by (-10)\n turn right (15) degrees\n end\n go to x: (y) y: (-180)\n repeat (30)\n change y by (10)\n turn right (15) degrees\n end\n end\n end\n end\nend\n\nwhen I receive [levelup v]\nhide\ndelete this clone\n\nwhen flag clicked\nnew saw at [1] position [0] [-95] type [1]\nnew saw at [2] position [100] [-170] type [1]\nnew saw at [2] position [55] [-170] type [1]\nnew saw at [2] position [15] [-170] type [1]\nnew saw at [3] position [-75] [-150] type [2]\nnew saw at [4] position [0] [0] type [1]\nnew saw at [5] position [0] [0] type [1]\n\n@decorations\n\nwhen I receive [levelup v]\nnext costume\n\nwhen I receive [thumbnail v]\nswitch costume to (thumb v)\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\nset [ghost v] effect to (14)\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\nswitch costume to (de v)\n\nwhen flag clicked\nshow\n\n@grass\n\ndefine Grass\nset [ghost v] effect to (30)\nif <touching (ground v)?> then\n repeat until <<not <touching (ground v)?>> or <touching (_edge_ v)?>>\n change y by (1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n change x by (-4)\nelse\n repeat until <touching (ground v)?>\n change y by (-5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n change y by (-10)\nend\n\ndefine Sway\nset [magnitude v] to (((xmotion) + (pick random (-15) to (5))) * (2))\nset [sway v] to [0]\nrepeat until <<[0] = (round ((Magnitude) * (2)))> or <<touching (player v)?> and <([abs v] of (Magnitude) ) < ([abs v] of ((xmotion) * (2)) )>>>\n point in direction ((90) - (([sin v] of (sway) ) * (Magnitude)))\n change [sway v] by (-10)\n set [magnitude v] to ((0.9) * (Magnitude))\nend\n\nwhen I start as a clone\nshow\nGrass\nforever\n if <<touching (player v)?> or <touching (mouse-pointer v)?>> then\n Sway\n end\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [thumbnail v]\ndelete this clone\n\nwhen I receive [start v]\nwait until <(Level) = [1]>\nGrass from [-250] to [220]\nwait until <(Level) = [2]>\nGrass from [-250] to [220]\nwait until <(Level) = [3]>\nGrass from [-250] to [220]\nwait until <(Level) = [5]>\nGrass from [-250] to [-100]\nGrass from [190] to [220]\nwait until <(Level) = [6]>\nGrass from [-250] to [220]\n\ndefine Grass from (xpos1) to (xpos2)\nshow\ngo to x: (xpos1) y: (0)\npoint in direction (90)\nrepeat until <(x position) > (xpos2)>\n set size to (100) %\n switch costume to (pick random (1) to (5))\n create clone of (_myself_ v)\n change x by (20)\nend\nhide\n\nwhen I receive [levelup v]\ndelete this clone\n\n@DE1F1155-FB89-43AF-96BA-55A788B29A2C\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nset [ghost v] effect to (85)\nrepeat until <(timer) > [5]>\n\n@particul effect\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (player v)\nshow\ngo to [front v] layer\nset [ghost v] effect to (60)\nswitch costume to (dot v)\nset size to (pick random (10) to (30)) %\nset [brightness v] effect to (0)\nset [cy2 v] to (pick random (20) to (30))\nset [cx1 v] to (pick random (-5) to (5))\nrepeat until <touching (_edge_ v)?>\n change x by (cx1)\n change y by (cy2)\n change [cy2 v] by (-2)\nend\ndelete this clone\n\nwhen I receive [levelup v]\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nshow\nclear graphic effects\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [slide v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [scrolling b ground v]\ngo to [front v] layer\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait until <(Level) = [1]>\nnew chain at [20] [90]\nnew chain at [-10] [110]\nnew chain at [50] [110]\nnew chain at [-40] [140]\nnew chain at [80] [140]\nwait until <(Level) = [2]>\nnew chain at [-200] [50]\nnew chain at [-150] [100]\nnew chain at [-100] [150]\nnew chain at [175] [90]\nnew chain at [200] [90]\nwait until <(Level) = [3]>\nnew chain at [200] [150]\nnew chain at [175] [125]\nnew chain at [150] [100]\nnew chain at [125] [75]\nnew chain at [100] [50]\nnew chain at [75] [25]\nwait until <(Level) = [4]>\nnew chain at [20] [100]\nnew chain at [-200] [100]\nnew chain at [-175] [125]\nnew chain at [-150] [150]\nnew chain at [-225] [75]\n\nwhen I receive [start v]\nset [level v] to [1]\n\nwhen I receive [levelup v]\nwait (0.5) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (30)\n point in direction (90)\n forever\n point in direction ((([sin v] of ((timer) * (Rot Velocity)) ) * ((Rot Velocity) * (0.01))) + (90))\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (30)\n else\n set [ghost v] effect to (60)\n end\n end\nend\n\ndefine new chain at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\n@Sprite3\n\nwhen I start as a clone\ngo to (random position v)\ngo to [back v] layer\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (40)\n change [ghost v] effect by (-1)\nend\nrepeat (40)\n change [ghost v] effect by (1)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nforever\n wait (0.7) seconds\n create clone of (_myself_ v)\nend\n\n@144872B1-5D12-4590-9C17-6F73DB4ACDBF\n\nwhen flag clicked\nhide\n\n
The Dark Life - a mobile platformer by @Loupdef1 and helped by @TimMcCool \nPlay in fullscreen \nHow to play: Arrow keys or tap to move. Avoid saws and don't fall into holes. Complete all 5 levels! \nCredits: Art - 100% by me in Scratch vector editor Coding - 95% by me - Thanks to @TimMcCool and @TimMcCool and also @TimMcCool
Character || A Collaborative Platformer
@Stage\n\n@Hache\n\nwhen flag clicked\nhide\ngo to x: (-260) y: (-50)\nwait (1) seconds\nshow\nglide (0.15) secs to x: (45) y: (-50)\nbroadcast (Intro v)\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume2 v)\npoint in direction (30)\nset size to (150) %\nwait (1) seconds\nrepeat (5)\n turn right (15) degrees\nend\n\nwhen I receive [intro v]\nplay sound [Explosion2 v] until done\n\nwhen I receive [intro v]\nchange x by (4)\nwait (0) seconds\nchange x by (-4)\nwait (0) seconds\nchange x by (2)\nwait (0) seconds\nchange x by (-2)\nwait (0) seconds\nchange x by (1)\nwait (0) seconds\nchange x by (-1)\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nnext costume\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nbroadcast (Cinématique v)\n\n@Mur\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nset size to (150) %\n\nwhen I receive [intro v]\npoint in direction (90)\ngo to x: (100) y: (0)\nswitch costume to (costume3 v)\n\nwhen I receive [intro v]\nchange x by (4)\nwait (0) seconds\nchange x by (-4)\nwait (0) seconds\nchange x by (2)\nwait (0) seconds\nchange x by (-2)\nwait (0) seconds\nchange x by (1)\nwait (0) seconds\nchange x by (-1)\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@TEL CINEMATIQUE\n\nwhen flag clicked\nhide\nset size to (120) %\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n start sound [Glass Breaking v]\n wait (1) seconds\n end\n if <(costume [number v]) = [28]> then\n start sound [Jump v]\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [cinématique v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nwait (1.5) seconds\nstart sound [High Whoosh v]\nswitch costume to (2 v)\nwait (1.5) seconds\nrepeat (10)\n next costume\n start sound [Mouse Click - Sound Effect \(HD\) v]\n wait (0.2) seconds\nend\nwait (0.5) seconds\nrepeat (28)\n next costume\n wait (0.07) seconds\nend\nwait (1) seconds\nhide\nbroadcast (Début jeu v)\n\n@PERSO\n\nwhen flag clicked\nhide\nswitch costume to (repos v)\ngo to x: (-210) y: (-90)\nset rotation style [left-right v]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (niveaux 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 (niveaux v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [début jeu v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n change [speed y v] by (-1.3)\n set [speed x v] to ((speed x) * (0.8))\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [speed x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [speed x v] by (1)\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 y) > (y position)> and <mouse down?>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [Jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<(y position) < [-175]> or <<<<<touching (ennemi v)?> or <touching (poisson v)?>> or <touching (lave et pics v)?>> or <touching (boss v)?>> or <touching (attaque boss v)?>>> then\n start sound [Crunch v]\n if <(Vie boss) > [0]> then\n set [vie boss v] to [232]\n end\n switch costume to (mort v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n if <([costume # v] of [niveaux v]) = [16]> then\n set y to (-20)\n else\n go to x: (-220) y: (-20)\n end\n set [speed y v] to [0]\n broadcast (Reset v)\n end\n if <[220] < (x position)> then\n if <not <([costume # v] of [niveaux v]) = [16]>> then\n if <([costume # v] of [niveaux v]) = [15]> then\n go to x: (-190) y: (-20)\n else\n go to x: (-220) y: (-20)\n end\n set [speed y v] to [0]\n change [ma variable v] by (1)\n broadcast (Next Level v)\n end\n end\n if <touching color (#12ff00)?> then\n set [speed y v] to [22]\n end\nend\n\nwhen I receive [début jeu v]\nforever\n if <<(y position) < [-175]> or <<<<<touching (ennemi v)?> or <touching (poisson v)?>> or <touching (lave et pics v)?>> or <touching (boss v)?>> or <touching (attaque boss v)?>>> then\n wait (0.1) seconds\n else\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <(speed y) = [-1.3]>> then\n if <(costume [number v]) = [5]> then\n switch costume to (marche 2 v)\n wait (0.05) seconds\n else\n switch costume to (marche 1 v)\n wait (0.05) seconds\n end\n else\n if <(speed y) > [0]> then\n switch costume to (saut \(costume nécessaire?\) v)\n else\n switch costume to (repos v)\n end\n end\n end\nend\n\nbroadcast (Début jeu v)\n\nwhen I receive [début jeu v]\nforever\n if <touching color (#0073ff)?> then\n change [speed x v] by (1.5)\n end\nend\n\n@NIVEAUX\n\nwhen flag clicked\nswitch costume to (niveau 1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [début jeu v]\nshow\nforever\n play sound [Dry Out v] until done\nend\n\n@LAVE ET PICS\n\nwhen flag clicked\nswitch costume to (niveau 1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [début jeu v]\nshow\n\n@ENNEMI\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nforever\n if <([costume # v] of [niveaux v]) = [6]> then\n switch costume to (vivant v)\n show\n else\n hide\n end\nend\n\nwhen I receive [début jeu v]\ngo to x: (115) y: (122)\nforever\n set size to (75) %\n repeat (30)\n change x by (2.5)\n end\n repeat (30)\n change x by (-2.5)\n end\nend\n\n@BOSS\n\nwhen flag clicked\nhide\nwait (11) seconds\nwait until <([costume # v] of [niveaux v]) = [16]>\nshow\nset [vie boss v] to [232]\nrepeat until <(Vie boss) < [1]>\n switch costume to (normal v)\n go to x: (120) y: (200)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n glide (3) secs to x: (120) y: (-80)\n switch costume to (normal v)\n if <(Vie boss) > [0]> then\n broadcast (Tir v)\n end\n wait (11) seconds\n switch costume to (préparation tir v)\n wait (1) seconds\n switch costume to ( en tir v)\n create clone of (_myself_ v)\n wait (1) seconds\n switch costume to (normal v)\n wait (0.5) seconds\n glide (3) secs to x: (120) y: (200)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-120) y: (200)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n glide (2.5) secs to x: (-120) y: (-80)\n switch costume to (normal v)\n if <(Vie boss) > [0]> then\n broadcast (Tir v)\n end\n wait (11) seconds\n switch costume to (préparation tir v)\n wait (2) seconds\n switch costume to ( en tir v)\n create clone of (_myself_ v)\n wait (1) seconds\n switch costume to (normal v)\n wait (0.5) seconds\n glide (2.5) secs to x: (-120) y: (200)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nstop [this script v]\n\nwhen flag clicked\nset [vie boss v] to [232]\nwait until <(Vie boss) < [1]>\nbroadcast (Décès Boss v)\nhide\n\nwhen I start as a clone\nset rotation style [left-right v]\nchange y by (-25)\npoint towards (perso v)\nif <(Vie boss) > [0]> then\n switch costume to (tir v)\n show\n wait (0.5) seconds\nend\ndelete this clone\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n point towards (perso v)\nend\n\nwhen I receive [début jeu v]\nforever\n if <touching (tir du perso v)?> then\n change [vie boss v] by (-1.6)\n set [brightness v] effect to (40)\n wait (0.2) seconds\n else\n set [brightness v] effect to (0)\n end\nend\n\n@TIR DU PERSO\n\nwhen flag clicked\nhide\n\nwhen I receive [gun v]\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (tir v)\ngo to (perso v)\npoint in direction ([direction v] of [perso v])\nrepeat until <<<touching (niveaux v)?> or <touching (boss v)?>> or <touching (_edge_ v)?>>\n move (16) steps\nend\nif <touching (boss v)?> then\n change [vie boss v] by (-1)\nend\nswitch costume to (détruit v)\nwait (0) seconds\ndelete this clone\n\n@POISSON\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [niveaux v]) = [5]> then\n set size to (75) %\n show\n else\n if <([costume # v] of [niveaux v]) = [6]> then\n set size to (75) %\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (rien v)\nforever\n switch costume to (haut v)\n wait (0.05) seconds\n switch costume to (haut2 v)\n set y to (-125)\n change y by (37)\n wait (0.05) seconds\n change y by (30)\n wait (0.05) seconds\n change y by (35)\n wait (0.05) seconds\n change y by (20)\n wait (0.05) seconds\n change y by (16)\n wait (0.05) seconds\n change y by (12)\n wait (0.05) seconds\n change y by (8)\n wait (0.05) seconds\n change y by (4)\n wait (0.05) seconds\n change y by (2)\n wait (0.05) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (0)\n wait (0.05) seconds\n switch costume to (bas2 v)\n change y by (0)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-2)\n wait (0.05) seconds\n change y by (-4)\n wait (0.05) seconds\n change y by (-8)\n wait (0.05) seconds\n change y by (-12)\n wait (0.05) seconds\n change y by (-16)\n wait (0.05) seconds\n change y by (-20)\n wait (0.05) seconds\n change y by (-25)\n wait (0.05) seconds\n change y by (-30)\n wait (0.05) seconds\n change y by (-37)\n switch costume to (bas v)\n wait (0.05) seconds\n switch costume to (rien v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [niveaux v]) = [5]> then\n set x to (-130)\n else\n set x to (-150)\n end\nend\n\n@PISTOLET\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to x: (-10) y: (-95)\nwait until <([costume # v] of [niveaux v]) = [15]>\nshow\nwait until <touching (perso v)?>\nbroadcast (Gun v)\nrepeat (20)\n change y by (2)\n change [brightness v] effect by (3)\n change [ghost v] effect by (5)\nend\n\n@NIVEAUX DECORATION\n\nwhen flag clicked\nswitch costume to (niveau 1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [début jeu v]\nshow\n\n@ANIMATION DECES BOSS\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [décès boss v]\nstart sound [boom v]\npoint in direction (0)\nrepeat (5)\n create clone of (_myself_ v)\n turn right (60) degrees\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to (boss v)\nrepeat (10)\n move (10) steps\n change [ghost v] effect by (10)\n wait (0) seconds\nend\ndelete this clone\n\nwhen I receive [décès boss v]\nwait (1) seconds\nbroadcast (Image de fin v)\n\n@ATTAQUE BOSS\n\nwhen flag clicked\nhide\n\nwhen I receive [tir v]\nrepeat (11)\n if <(Vie boss) > [0]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n end\nend\n\nwhen I start as a clone\nif <(Vie boss) > [0]> then\n show\n go to (boss v)\n point towards (perso v)\n repeat until <<touching (_edge_ v)?> or <<touching (niveaux v)?> or <touching (perso v)?>>>\n move (6) steps\n end\nend\ndelete this clone\n\n@BARRE DE VIE (CADRE)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-180)\nwait until <([costume # v] of [niveaux v]) = [15]>\nshow\nrepeat (10)\n go to [front v] layer\nend\n\n@BARRE DE VIE (BARRE)\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (-180)\nwait until <([costume # v] of [niveaux v]) = [15]>\nshow\nrepeat until <(Vie boss) < [1]>\n set x to (((Vie boss) * (2)) - (215))\nend\nhide\n\n@MINIATURE\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [image de fin v]\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n wait (0) seconds\nend\ngo to [front v] layer\nstop [all v]\n\n
Nouveau jeu!\n\nContrôles : flèches pour bouger et vers la fin espace pour tirer\n\nPrincipe du jeu : tout est constitué de caractères dans ce monde! finissez tous les niveaux afin de terminer le jeu!\n\nN'oubliez pas de liker si ca vous a plu!\n\nBon jeu!\n\nAller voir la version de Matji! (rip le respect ;( g deux fois moins de reconnaissance) https://scratch.mit.edu/projects/407423906
Ninjaformer- A Mobile Friendly Platformer
@Stage\n\nwhen flag clicked\nhide variable [money v]\nswitch backdrop to (start v)\nbroadcast (run code v)\n\nwhen I receive [setup v]\nswitch backdrop to (sky v)\nbroadcast (Setup Enemies v)\n\n@Player\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [move player v]\nif <not <touching (lava v)?>> then\n change x by (Move::X)\n change y by (Move::Y)\nelse\n broadcast (Restart v)\nend\n\nwhen I receive [setup v]\nswitch costume to (costume number)\nset rotation style [left-right v]\ngo to x: (-210) y: (-59)\nset [ghost v] effect to (100)\npoint in direction (90)\nset size to (100) %\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [xv v] to [0]\nset [yv v] to [0]\nset [level v] to [1]\nforever\n set [player direction v] to (direction)\n create clone of (_myself_ v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < (y position)>>> then\n switch costume to ((costume number) + (3))\n else\n switch costume to (costume number)\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 [xv v] by (0.75)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-0.75)\n point in direction (-90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\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 end\n change [yv v] by (-1)\n change y by (Yv)\n if <<touching (ground v)?> or <touching (moving platforms 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 platforms 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 [15]\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n Game win\n end\n if <<<<touching (spikes v)?> or <touching (saws v)?>> or <<touching (lava v)?> or <touching (enemies v)?>>> or <(y position) < [-160]>> then\n broadcast (Restart v)\n end\n if <touching (trampoline v)?> then\n set [yv v] to [22]\n end\nend\n\nwhen I receive [run code v]\nset size to (100) %\ngo to [front v] layer\ngo [backward v] (1) layers\nhide\n\ndefine Game win\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (LEVEL UP! v)\nhide\nchange [level v] by (1)\ngo to x: (-210) y: (-59)\npoint in direction (90)\nbroadcast (Set Coin v)\nset size to (100) %\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [skip v]\nGame win\n\ndefine Game die\nset [ghost v] effect to (100)\ngo to x: (-210) y: (-59)\npoint in direction (90)\nbroadcast (Set Coin v)\nset size to (100) %\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [restart v]\nGame die\n\nwhen I receive [bounce! v]\nset [yv v] to [15]\n\nwhen I receive [setup v]\nbroadcast (Set Coin v)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Ground\n\nwhen I receive [setup v]\ngo to [back v] layer\ngo [forward v] (2) layers\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Transition\n\nwhen I receive [level up! v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to x: (0) y: (500)\nrepeat (30)\n change y by (((-5) - (y position)) / (8))\nend\ngo to x: (0) y: (0)\nwait (0.05) seconds\nrepeat (30)\n change y by (((-370) - (y position)) / (8))\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nclear graphic effects\ndelete this clone\n\nwhen I receive [run code v]\nhide\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Background\n\nwhen I receive [setup v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Saws\n\nwhen I receive [setup v]\nforever\n if <(LEVEL) = [1]> then\n go to x: (75) y: (-95)\n show\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 hide\n end\n if <(LEVEL) = [6]> then\n hide\n end\n if <(LEVEL) = [7]> then\n go to x: (-50) y: (-95)\n show\n end\n if <(LEVEL) = [8]> then\n hide\n end\n if <(LEVEL) = [9]> then\n hide\n end\n if <(LEVEL) = [10]> then\n hide\n end\n if <(LEVEL) = [11]> then\n hide\n end\n if <(LEVEL) = [12]> then\n go to x: (-60) y: (-95)\n show\n end\n if <(LEVEL) = [13]> then\n hide\n end\n if <(LEVEL) = [14]> then\n hide\n end\nend\n\nwhen I receive [setup v]\ngo to [back v] layer\ngo [forward v] (2) layers\nswitch costume to (costume1 v)\nset [direction v] to [10]\nforever\n set size to (100) %\n repeat until <(direction) = [-10]>\n turn right (direction) degrees\n change [direction v] by (-0.25)\n end\n repeat until <(direction) = [10]>\n turn right (direction) degrees\n change [direction v] by (0.25)\n end\nend\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Spikes\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [setup v]\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Clouds\n\ndefine pre-load clouds\nset x to (240)\nrepeat (5)\n set y to (pick random (20) to (150))\n set size to (pick random (75) to (150)) %\n create clone of (_myself_ v)\n change x by (-68)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nforever\n go [backward v] (500) layers\n repeat until <(x position) < [-239]>\n set [ghost v] effect to (35)\n go [backward v] (500) layers\n change x by ((size) / (-100))\n change x by ((0.3) * (x))\n end\n go to x: (240) y: (pick random (20) to (150))\n set size to (pick random (75) to (150)) %\n go [backward v] (500) layers\nend\n\nwhen I receive [setup v]\nhide\npre-load clouds\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Coins\n\nwhen I receive [set coin v]\nforever\n switch costume to ((((timer) * (10)) mod (6)) + (1))\n if <touching (player v)?> then\n start sound [Coin v]\n change [money v] by (1)\n hide\n delete this clone\n end\nend\n\nwhen I receive [set coin v]\nif <(LEVEL) = [1]> then\n show\n go to x: (-25) y: (0)\nend\nif <(LEVEL) = [2]> then\n show\n go to x: (-30) y: (20)\nend\nif <(LEVEL) = [3]> then\n show\n go to x: (20) y: (100)\nend\nif <(LEVEL) = [4]> then\n show\n go to x: (20) y: (30)\nend\nif <(LEVEL) = [5]> then\n show\n go to x: (100) y: (-50)\nend\nif <(LEVEL) = [6]> then\n show\n go to x: (100) y: (125)\nend\nif <(LEVEL) = [7]> then\n show\n go to x: (90) y: (-25)\nend\nif <(LEVEL) = [8]> then\n show\n go to x: (75) y: (0)\nend\nif <(LEVEL) = [9]> then\n show\n go to x: (50) y: (-50)\nend\nif <(LEVEL) = [10]> then\n show\n go to x: (0) y: (-50)\nend\nif <(LEVEL) = [11]> then\n show\n go to x: (185) y: (75)\nend\nif <(LEVEL) = [12]> then\n show\n go to x: (50) y: (-50)\nend\nif <(LEVEL) = [13]> then\n show\n go to x: (180) y: (75)\nend\nif <(LEVEL) = [14]> then\n hide\nend\n\nwhen flag clicked\nset [money v] to [0]\n\nwhen I receive [run code v]\ngo to [back v] layer\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Trampoline\n\nwhen I receive [setup v]\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen I receive [run code v]\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\n\nwhen I receive [setup v]\ngo to [back v] layer\ngo [forward v] (2) layers\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 go to x: (-100) y: (-80)\n show\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 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 hide\n end\n if <(LEVEL) = [10]> then\n hide\n end\n if <(LEVEL) = [11]> then\n go to x: (-175) y: (-80)\n show\n end\n if <(LEVEL) = [12]> then\n hide\n end\n if <(LEVEL) = [13]> then\n hide\n end\n if <(LEVEL) = [14]> then\n hide\n end\nend\n\nwhen I receive [level up! v]\ndelete this clone\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (3)\n next costume\n wait (0.001) seconds\n end\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n wait (0.001) seconds\n end\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@TB\n\nwhen flag clicked\nhide variable [money v]\nforever\n go to x: (0) y: (0)\n set [check timer v] to (timer)\n hide\nend\n\nwhen [timer v] > (Check Timer)\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@Start\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n show\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (-100)\n forever\n forever\n repeat until <touching (mouse-pointer v)?>\n point in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n change y by (((y position) + (100)) / (-15))\n set size to (100) %\n end\n repeat until <not <touching (mouse-pointer v)?>>\n point in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n change y by (((y position) + (110)) / (-15))\n set size to (110) %\n if <mouse down?> then\n broadcast (Setup v)\n end\n end\n end\n end\nend\nif <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n set size to (100) %\n go to x: (0) y: (0)\n repeat until <(PLAY) = [1]>\n if <(costume number) = [1]> then\n switch costume to (costume3 v)\n end\n if <(costume number) = [2]> then\n switch costume to (costume6 v)\n end\n if <(costume number) = [3]> then\n switch costume to (costume7 v)\n end\n set y to ((0) + ((10) * ([cos v] of (((timer) - (3)) * (100)) )))\n end\n if <(PLAY) = [1]> then\n delete this clone\n end\n repeat (10)\n if <(PLAY) = [1]> then\n delete this clone\n end\n if <(costume number) = [1]> then\n switch costume to (costume3 v)\n end\n if <(costume number) = [2]> then\n switch costume to (costume6 v)\n end\n if <(costume number) = [3]> then\n switch costume to (costume7 v)\n end\n end\nend\nif <(costume [number v]) = [4]> then\n show\n go to [front v] layer\n set size to (125) %\n go to x: (50) y: (0)\n repeat until <(PLAY) = [1]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [High Whoosh v]\n change [costume number v] by (1)\n if <(costume number) = [5]> then\n set [costume number v] to [1]\n end\n repeat (4)\n set y to ((0) + ((10) * ([cos v] of (((timer) - (3)) * (50)) )))\n end\n end\n set y to ((0) + ((10) * ([cos v] of (((timer) - (3)) * (50)) )))\n end\nend\nif <(costume [number v]) = [5]> then\n show\n go to [front v] layer\n set size to (125) %\n go to x: (-50) y: (0)\n repeat until <(PLAY) = [1]>\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [High Whoosh v]\n change [costume number v] by (-1)\n if <(costume number) = [0]> then\n set [costume number v] to [3]\n end\n repeat (4)\n set y to ((0) + ((10) * ([cos v] of (((timer) - (3)) * (50)) )))\n end\n end\n set y to ((0) + ((10) * ([cos v] of (((timer) - (3)) * (50)) )))\n end\nend\nbroadcast (play v)\ndelete this clone\n\nwhen I receive [setup v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [run code v]\nset [costume number v] to [1]\nset [play v] to [0]\nswitch costume to (costume1 v)\nshow\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (100)\nrepeat (4)\n next costume\n create clone of (_myself_ v)\nend\nswitch costume to (costume1 v)\nset [title size change vel v] to [90]\nforever\n set y to ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n set [title size change vel v] to ((((title size change vel) * (1.6)) + (((350) - (206)) + ([cos v] of ((timer) * (100)) ))) / (2))\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n set [size v] to ((((size) * (1.6)) + (((40) + (([sin v] of ((timer) * (100)) ) * (4))) + (-2))) / (2))\n set size to (size) %\nend\n\nwhen I receive [setup v]\nset [play v] to [1]\n\n@Leaves\n\nwhen I start as a clone\nforever\n turn right (1.5) degrees\nend\n\nwhen I start as a clone\ngo to x: (193) y: (pick random (180) to (-180))\nswitch costume to (pick random (1) to (2))\nshow\nset size to (pick random (10) to (30)) %\nglide (pick random (5) to (10)) secs to x: (-240) y: (y position)\ndelete this clone\n\nwhen I receive [run code v]\nhide\nrepeat until <(backdrop [number v]) = [2]>\n wait (pick random (0.1) to (0.5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [setup v]\nhide\ndelete this clone\n\n@Shop\n\nwhen I receive [setup v]\nhide variable [money v]\nshow\ngo to [front v] layer\ngo [forward v] (7) layers\nforever\n if <(costume [number v]) = [1]> then\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) + (-100)) / (-5))\n end\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((size) + (-115)) / (-5))\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Open Store v)\n show variable [money v]\nend\nif <(costume [number v]) = [2]> then\n if <(bought katana?) = [no]> then\n if <(Money) > [2]> then\n set [1 v] to [1]\n change [money v] by (-3)\n set [weapon number v] to [1]\n set [bought katana? v] to [yes]\n change [weapon max v] by (1)\n switch costume to (costume9 v)\n broadcast (1 v)\n else\n show\n end\n end\nend\nif <(costume [number v]) = [3]> then\n if <(bought shuriken?) = [no]> then\n if <(Money) > [4]> then\n set [2 v] to [1]\n change [money v] by (-5)\n set [weapon number v] to [2]\n set [bought shuriken? v] to [yes]\n change [weapon max v] by (1)\n switch costume to (costume10 v)\n broadcast (2 v)\n else\n show\n end\n end\nend\nif <(costume [number v]) = [4]> then\n if <(bought musket?) = [no]> then\n if <(Money) > [9]> then\n set [3 v] to [1]\n change [money v] by (-10)\n set [weapon number v] to [3]\n set [bought musket? v] to [yes]\n change [weapon max v] by (1)\n switch costume to (costume11 v)\n broadcast (3 v)\n else\n show\n end\n end\nend\nif <(costume [number v]) = [5]> then\n if <(bought toilet paper?) = [no]> then\n if <(Money) > [24]> then\n set [4 v] to [1]\n change [money v] by (-25)\n set [weapon number v] to [4]\n set [bought toilet paper? v] to [yes]\n change [weapon max v] by (1)\n switch costume to (costume7 v)\n broadcast (4 v)\n else\n show\n end\n end\nend\nif <(costume [number v]) = [6]> then\n broadcast (Close Store v)\nend\n\nwhen I receive [open store v]\ngo to x: (-50) y: (-90)\nif <(bought katana?) = [yes]> then\n switch costume to (costume9 v)\nelse\n switch costume to (costume2 v)\nend\nif <(bought shuriken?) = [yes]> then\n create clone of (_myself_ v)\n switch costume to (costume10 v)\nelse\n create clone of (_myself_ v)\n switch costume to (costume3 v)\nend\nif <(bought musket?) = [yes]> then\n create clone of (_myself_ v)\n switch costume to (costume11 v)\nelse\n create clone of (_myself_ v)\n switch costume to (costume4 v)\nend\nif <(bought toilet paper?) = [yes]> then\n create clone of (_myself_ v)\n switch costume to (costume7 v)\nelse\n create clone of (_myself_ v)\n switch costume to (costume5 v)\nend\ncreate clone of (_myself_ v)\nswitch costume to (costume8 v)\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [close store v]\ngo to x: (-10) y: (-140)\nswitch costume to (costume1 v)\nhide variable [money v]\ndelete this clone\n\nwhen I receive [reset v]\nswitch costume to (costume1 v)\n\nwhen I receive [run code v]\ngo to x: (-10) y: (-140)\nswitch costume to (costume1 v)\nhide variable [money v]\nset [weapon number v] to [0]\nset [bought katana? v] to [no]\nset [bought shuriken? v] to [no]\nset [bought musket? v] to [no]\nset [bought toilet paper? v] to [no]\nset [money v] to [0]\nhide\n\nwhen I receive [level up! v]\nbroadcast (Close Store v)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Enemies\n\nwhen I receive [run code v]\nhide\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]) = [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]\nif <(costume [number v]) < [7]> then\n forever\n switch costume to ((Clone#) + (1))\n if <<touching (sword 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 (lava v)?> then\n change [enemyy v] by (2)\n end\n set rotation style [left-right v]\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 (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving platforms v)?>> then\n change y by (1)\n end\n if <<touching (ground v)?> or <touching (moving platforms 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 (ground v)?> or <touching (moving platforms 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 (moving platforms v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\n switch costume to (Clone#)\n if <<<touching (shuriken v)?> or <touching (musket v)?>> or <touching (golden toilet paper 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 if <touching (trampoline v)?> then\n set [enemyy v] to [20]\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 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 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 (ground v)?> or <touching (moving platforms v)?>>>\n move (10) steps\n if <touching (player v)?> then\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 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 (ground v)?> or <touching (moving platforms v)?>>>\n move (15) steps\n if <touching (player v)?> then\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 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\nwhen I receive [setup enemies v]\ngo to [back v] layer\ngo [forward v] (10) layers\nif <(LEVEL) = [1]> then\n hide\nend\nif <(LEVEL) = [2]> then\n go to x: (140) y: (-65)\n set [clone# v] to [1]\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\nif <(LEVEL) = [3]> then\n go to x: (140) y: (-65)\n set [clone# v] to [1]\n switch costume to (costume1 v)\n create clone of (_myself_ v)\nend\nif <(LEVEL) = [4]> then\n hide\nend\nif <(LEVEL) = [5]> then\n go to x: (140) y: (-65)\n set [clone# v] to [3]\n create clone of (_myself_ v)\nend\nif <(LEVEL) = [6]> then\n hide\nend\nif <(LEVEL) = [7]> then\n go to x: (140) y: (-65)\n set [clone# v] to [1]\n create clone of (_myself_ v)\n go to x: (140) y: (-65)\n set [clone# v] to [3]\n create clone of (_myself_ v)\nend\nif <(LEVEL) = [8]> then\n go to x: (140) y: (50)\n set [clone# v] to [1]\n create clone of (_myself_ v)\nend\nif <(LEVEL) = [9]> then\n go to x: (140) y: (-65)\n set [clone# v] to [1]\n create clone of (_myself_ v)\n go to x: (140) y: (-65)\n set [clone# v] to [3]\n create clone of (_myself_ v)\nend\nif <(LEVEL) = [10]> then\n hide\nend\nif <(LEVEL) = [11]> then\n hide\nend\nif <(LEVEL) = [12]> then\n go to x: (140) y: (-65)\n set [clone# v] to [1]\n create clone of (_myself_ v)\n go to x: (140) y: (-65)\n set [clone# v] to [3]\n create clone of (_myself_ v)\nend\nif <(LEVEL) = [13]> then\n hide\nend\nif <(LEVEL) = [14]> then\n hide\nend\n\nwhen I receive [level up! v]\nbroadcast (Setup Enemies v)\n\nwhen I receive [restart v]\nbroadcast (Setup Enemies v)\n\nwhen I receive [setup enemies v]\ndelete this clone\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Lava\n\nwhen I receive [run code v]\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\nwhen I receive [setup v]\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\nforever\n switch costume to (LEVEL)\n change y by (tide)\nend\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sword\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 [setup 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\nwhen I receive [run code v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Shuriken\n\nwhen I receive [setup 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 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 (ground v)?>> or <touching (moving platforms v)?>>\n change x by (10)\n end\nelse\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <touching (moving platforms v)?>>\n change x by (-10)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [run code v]\nhide\ndelete this clone\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Musket\n\nwhen I receive [setup v]\ngo to [front v] layer\ngo [backward v] (1) layers\nset rotation style [left-right v]\nswitch costume to (costume1 v)\nforever\n if <(Weapon Number) = [3]> then\n show\n go to (player v)\n point in direction (player direction)\n if <key (space v) pressed?> then\n go to (player v)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to (player v)\nshow\nset size to (150) %\nclear graphic effects\nswitch costume to (costume2 v)\nif <([direction v] of [player v]) = [90]> then\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <<touching (enemies v)?> or <touching (moving platforms v)?>>>\n change x by (10)\n end\nelse\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <<touching (enemies v)?> or <touching (moving platforms v)?>>>\n change x by (-10)\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [run code v]\nhide\ndelete this clone\n\nwhen I receive [setup v]\nhide\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Golden Toilet Paper\n\nwhen I receive [setup v]\nforever\n if <<(Weapon Number) = [4]> and <key (space v) pressed?>> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\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 (ground v)?>> or <touching (moving platforms v)?>>\n change x by (10)\n end\nelse\n repeat until <<<touching (_edge_ v)?> or <touching (ground v)?>> or <touching (moving platforms v)?>>\n change x by (-10)\n end\nend\nswitch costume to (costume2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [run code v]\nhide\ndelete this clone\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Words\n\nwhen I receive [setup v]\ngo to [front v] layer\ngo [forward v] (7) layers\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\nforever\n switch costume to (LEVEL)\nend\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (skip v)\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [setup v]\nset size to (90) %\npoint in direction (90)\ngo to x: (95) y: (-140)\ngo to [front v] layer\ngo [forward v] (5) layers\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nshow\nforever\n forever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) + (-100)) / (-5))\n end\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((size) + (-115)) / (-5))\n end\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Retry\n\nwhen I receive [run code v]\nhide\n\nwhen this sprite clicked\nbroadcast (restart v)\n\nwhen I receive [setup v]\nset size to (90) %\npoint in direction (90)\ngo to x: (190) y: (-140)\ngo to [front v] layer\ngo [forward v] (6) layers\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nshow\nforever\n forever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) + (-100)) / (-5))\n end\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((size) + (-115)) / (-5))\n end\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Sound\n\nwhen this sprite clicked\nbroadcast (volume toggle v)\nnext costume\n\nwhen I receive [volume toggle v]\nif <(costume [number v]) = [2]> then\n set volume to (0) %\nelse\n set volume to (100) %\nend\n\nwhen I receive [setup v]\nset size to (90) %\npoint in direction (90)\ngo to x: (-180) y: (140)\ngo to [front v] layer\ngo [backward v] (3) layers\nset [ghost v] effect to (0)\nswitch costume to (1 v)\nshow\nforever\n forever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) + (-100)) / (-5))\n end\n repeat until <not <touching (mouse-pointer v)?>>\n change size by (((size) + (-115)) / (-5))\n end\n end\nend\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [run code v]\nstop all sounds\nplay sound [Beautiful Japanese Music - Glow of the Moon v] until done\nplay sound [Beautiful Japanese Music - Japanese Festival v] until done\n\nwhen I receive [setup v]\nstop all sounds\nplay sound [Epic Japanese Music - Samurai Warrior v] until done\nplay sound [For the Daimyo - Shogun II Total War OST v] until done\nplay sound [Epic Japanese Music - Shadow Ninja v] until done\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Moving Platforms\n\ndefine Glide (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n set [move::x v] to (((x) - (x position)) / (12))\n set [move::y v] to (((y) - (y position)) / (12))\n change x by (Move::X)\n change y by (Move::Y)\n change y by (3)\n if <touching (player v)?> then\n broadcast (Move player v)\n end\n change y by (-3)\nend\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [setup v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [level up! v]\ngo to [front v] layer\ngo [backward v] (8) layers\nif <(LEVEL) = [1]> then\n hide\nend\nif <(LEVEL) = [2]> then\n hide\nend\nif <(LEVEL) = [3]> then\n hide\nend\nif <(LEVEL) = [4]> then\n switch costume to (costume1 v)\n go to x: (-25) y: (-139)\n repeat until <not <(LEVEL) = [4]>>\n Glide [-25] [-139]\n Glide [120] [-22]\n show\n end\nend\nif <(LEVEL) = [5]> then\n switch costume to (costume2 v)\n go to x: (-60) y: (53)\n repeat until <not <(LEVEL) = [5]>>\n Glide [-60] [53]\n Glide [-60] [-138]\n show\n end\nend\nif <(LEVEL) = [6]> then\n hide\nend\nif <(LEVEL) = [7]> then\n hide\nend\nif <(LEVEL) = [8]> then\n hide\nend\nif <(LEVEL) = [9]> then\n hide\nend\nif <(LEVEL) = [10]> then\n hide\nend\nif <(LEVEL) = [11]> then\n hide\nend\nif <(LEVEL) = [12]> then\n hide\nend\nif <(LEVEL) = [13]> then\n switch costume to (costume3 v)\n go to x: (-70) y: (53)\n repeat until <not <(LEVEL) = [13]>>\n Glide [-70] [55]\n Glide [-70] [-138]\n show\n end\nend\nif <(LEVEL) = [14]> then\n hide\nend\n\nwhen I receive [run code v]\nhide\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@Golden Toilet\n\nwhen I start as a clone\nswitch costume to (glow v)\nshow\nrepeat until <(LEVEL) > [14]>\n set [ghost v] effect to (20)\n go to x: (125) y: (0)\n turn right (3) degrees\nend\ndelete this clone\n\nwhen I receive [run code v]\nhide\ndelete this clone\n\nwhen I receive [setup v]\nhide\nwait until <(LEVEL) = [14]>\nswitch costume to (toilet v)\ncreate clone of (_myself_ v)\ngo to x: (125) y: (0)\npoint in direction (90)\nset [ghost v] effect to (0)\nshow\nrepeat until <not <(LEVEL) = [14]>>\n if <touching (player v)?> then\n broadcast (end v)\n hide\n stop [other scripts in sprite v]\n end\nend\nhide\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen I receive [end v]\ndelete this clone\n\n@Outro\n\nwhen I receive [main outro v]\ngo to x: (0) y: (0)\nswitch costume to (heart v)\ncreate clone of (_myself_ v)\nswitch costume to (star v)\ncreate clone of (_myself_ v)\nswitch costume to (follow v)\ncreate clone of (_myself_ v)\nswitch costume to (remix v)\ncreate clone of (_myself_ v)\nswitch costume to (thanks v)\ncreate clone of (_myself_ v)\nswitch costume to (0 v)\ncreate clone of (_myself_ v)\nswitch costume to (arrows v)\ncreate clone of (_myself_ v)\nswitch costume to (background v)\nif <(costume [number v]) = [6]> then\n \n glide (2) secs to x: (-300) y: (-150)\n go to x: (0) y: (0)\n end\nend\n\ndefine Smoth 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 I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n wait (3.6) seconds\n go to [front v] layer\n repeat (4)\n change [ghost v] effect by (-25)\n end\n broadcast (Main Outro v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n hide\nend\nif <(costume [number v]) = [3]> then\n go to x: (-125) y: (-15)\n show\n go to [front v] layer\n clear graphic effects\n set [ghost v] effect to (0)\n go [backward v] (1) layers\n forever\n change y by ([cos v] of ((p) / (4)) )\n change [p v] by (5)\n set size to ((([cos v] of ((timer) * (100)) ) * (5)) + (50)) %\n end\nend\nif <(costume [number v]) = [4]> then\n go to x: (0) y: (0)\n show\n clear graphic effects\n set [ghost v] effect to (0)\n forever\n change y by ([cos v] of ((p) / (2)) )\n change [p v] by (5)\n end\nend\nif <(costume [number v]) = [5]> then\n go to x: (0) y: (100)\n show\n set size to (100) %\n set [ghost v] effect to (0)\n point in direction (90)\n set [title size change velocity v] to [90]\n forever\n set y to ((([cos v] of ((timer) * (100)) ) * (5)) + (100))\n set [title size change velocity v] to ((((title size change velocity) * (1.6)) + (((350) - (206)) + ([cos v] of ((timer) * (100)) ))) / (2))\n point in direction ((90) - (([cos v] of ((timer) * (100)) ) * (4)))\n set [size v] to ((((Size) * (1.6)) + (((40) + (([cos v] of ((timer) * (100)) ) * (4))) + (-2))) / (2))\n set size to (Size) %\n end\nend\nif <(costume [name v]) = [Heart]> then\n hide\n show\n set [ghost v] effect to (0)\n point in direction (90)\n forever\n go to x: (20) y: (0)\n point in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n set size to (((size) + (-500)) / (-5)) %\n end\nend\nif <(costume [name v]) = [Star]> then\n hide\n show\n set [ghost v] effect to (0)\n point in direction (90)\n forever\n go to x: (140) y: (0)\n point in direction ((([cos v] of ((timer) * (100)) ) * (-5)) + (90))\n set size to (((size) + (-500)) / (-5)) %\n end\nend\nif <(costume [name v]) = [Follow]> then\n hide\n show\n set [ghost v] effect to (0)\n forever\n go to x: (20) y: (-95)\n point in direction ((([cos v] of ((timer) * (100)) ) * (-5)) + (90))\n set size to (((size) + (-500)) / (-5)) %\n end\nend\nif <(costume [name v]) = [Remix]> then\n hide\n show\n set [ghost v] effect to (0)\n forever\n go to x: (140) y: (-95)\n point in direction ((([cos v] of ((timer) * (100)) ) * (5)) + (90))\n set size to (((size) + (-500)) / (-5)) %\n end\nend\n\nwhen I receive [end v]\nshow\nstart sound [Wake Up - MBB \[Vlog No Copyright Music\] v]\nset [p v] to [5]\nswitch costume to (fade v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\nswitch costume to (outro v)\nset size to (100) %\ngo to x: (0) y: (-345)\nhide\nwait (0.3) seconds\nshow\nSmoth Glide x: [0] y: [0] speed: [9]\n\nwhen I receive [run code v]\nhide\n\n
ꜰᴏʀ @corpcooga :ᴅ\nᴄᴏᴍᴍᴇɴᴛ ᴅᴏᴡɴ ʏᴏᴜʀ ᴛɪᴍᴇ!\nʀᴇᴀᴅ ᴀʟʟ ᴛʜᴇ ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ!\nᴘʟᴇᴀꜱᴇ ᴅᴏɴ'ᴛ ᴀᴅᴠᴇʀᴛɪꜱᴇ!\nWHAT?!\n@0014049 LOVED?!\n@dayfin LOVED and FAVED?!\nThank you guys so much!\n-------------------------ꜱᴛᴏʀʏʟɪɴᴇ-----------------------------\nʏᴏᴜ ᴀʀᴇ ᴊᴜꜱᴛ ᴀɴ ᴀᴠᴇʀᴀɢᴇ ɴɪɴᴊᴀ, ʙᴜᴛ ʏᴏᴜ ᴡᴀɴᴛ ᴛᴏ ʙᴇ ꜰᴀᴍᴏᴜꜱ! ᴛᴏ ᴅᴏ ᴛʜᴀᴛ, ʏᴏᴜ ᴡɪʟʟ ɴᴇᴇᴅ ᴛᴏ ꜱᴇᴇᴋ ᴛʜᴇ ɢᴏʟᴅᴇɴ ᴛᴏɪʟᴇᴛ. ᴛʜᴇ ɢᴏʟᴅᴇɴ ᴛᴏɪʟᴇᴛ ʜᴀꜱ ʙᴇᴇɴ ꜱᴀᴄʀᴇᴅ, ᴀɴᴅ ᴍᴀɴʏ ɪɴꜰʟᴜᴇɴᴛɪᴀʟ ᴊᴀᴘᴀɴᴇꜱᴇ ʟᴇᴀᴅᴇʀꜱ ʜᴀꜱ ᴏɴᴄᴇ ᴏᴡɴᴇᴅ ɪᴛ. ᴛʜᴇ ᴛᴏɪʟᴇᴛ ᴡᴀꜱ ꜰɪʀꜱᴛ ꜱᴀɪᴅ ᴛᴏ ʜᴀᴠᴇ ʙᴇᴇɴ ʙᴜɪʟᴛ ʙʏ ᴀɴ ᴇxᴘᴇʀᴛ ʙʟᴀᴄᴋꜱᴍɪᴛʜ ᴛᴏ ᴛʜᴇ ɢᴏᴅᴅᴇꜱꜱ ᴀᴍᴀᴛᴇʀᴀꜱᴜ. ʟᴀᴛᴇʀ, ɪᴛ ᴡᴀꜱ ꜰᴏᴜɴᴅ ʙʏ ᴛʜᴇ ʟᴇɢᴇɴᴅᴀʀʏ ᴅᴀɪᴍʏᴏ ᴜᴇꜱᴜɢɪ ᴋᴇɴꜱʜɪɴ ʙᴇꜰᴏʀᴇ ʙᴇɪɴɢ ᴛᴀᴋᴇɴ ʙʏ ᴛʜᴇ ᴛɪɢᴇʀ ᴏꜰ ᴋᴀɪ, ᴛᴀᴋᴇᴅᴀ ꜱʜɪɴɢᴇɴ ɪɴ ᴛʜᴇ ʙᴀᴛᴛʟᴇ ᴏꜰ ᴋᴀᴡᴀɴᴀᴋᴀᴊɪᴍᴀ. ɪᴛ ᴡᴀꜱ ʟᴀᴛᴇʀ ᴄᴀᴘᴛᴜʀᴇᴅ ʙʏ ᴛʜᴇ ɢʀᴇᴀᴛ ᴜɴɪꜰɪᴇʀ ᴏꜰ ᴊᴀᴘᴀɴ, ᴏᴅᴀ ɴᴏʙᴜɴᴀɢᴀ, ᴀɴᴅ ᴡᴀꜱ ꜱᴛᴏʀᴇᴅ ᴀᴡᴀʏ ɪɴ ᴛᴏɪʟᴇᴛ ᴄᴀꜱᴛʟᴇ, ᴏɴᴇ ᴏꜰ ᴛʜᴇ ᴍᴏꜱᴛ ꜱᴀᴄʀᴇᴅ ɪɴ ᴀʟʟ ᴏꜰ ᴊᴀᴘᴀɴ. ᴛʜᴇ ɢᴏʟᴅᴇɴ ᴛᴏɪʟᴇᴛ ᴘᴀᴘᴇʀ'ꜱ ᴡʜᴇʀᴇᴀʙᴏᴜᴛꜱ ᴀʀᴇ ꜱᴛɪʟʟ ᴜɴᴋɴᴏᴡɴ ᴛᴏᴅᴀʏ, ʙᴜᴛ ʏᴏᴜ ᴀʀᴇ ᴅᴇᴛᴇʀᴍɪɴᴇᴅ ᴛᴏ ꜰɪɴᴅ ɪᴛ...\n------------------------ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ---------------------------\nᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ\nᴍᴏʙɪʟᴇ ꜰʀɪᴇɴᴅʟʏ, ꜱᴏ ʏᴏᴜ ᴄᴀɴ ᴜꜱᴇ ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟꜱ\nᴅᴇꜰᴇᴀᴛ ꜱᴀᴍᴜʀᴀɪ ᴇɴᴇᴍɪᴇꜱ!\nʏᴏᴜ ʜᴀᴠᴇ ᴛᴏ ʙᴜʏ ᴡᴇᴀᴘᴏɴꜱ ᴀᴛ ᴛʜᴇ ꜱʜᴏᴘ\nᴡᴇᴀᴘᴏɴꜱ:\nᴋᴀᴛᴀɴᴀ...\n...ꜱʜᴜʀɪᴋᴇɴ...\n...ᴍᴜꜱᴋᴇᴛ...\n...ᴀɴᴅ ᴏᴅᴀ ɴᴏʙᴜɴᴀɢᴀ'ꜱ ɢᴏʟᴅᴇɴ ᴛᴏɪʟᴇᴛ ᴘᴀᴘᴇʀ*?!\n*ᴀʟꜱᴏ, ɢᴏʟᴅᴇɴ ᴛᴏɪʟᴇᴛ ᴘᴀᴘᴇʀ ɪꜱ ɪɴꜱᴀɴᴇʟʏ ɢᴏᴏᴅ!
☁ 2.5D Online Platformer 99%PEN
@Stage\n\n@メイン\n\ndefine (x) (y) (z) へ行く\ngo to x: (((item (4) of [2.5d用 v]) * ((x) + (item (1) of [2.5d用 v]))) / ((z) + (item (3) of [2.5d用 v]))) y: (((item (4) of [2.5d用 v]) * ((y) + (item (2) of [2.5d用 v]))) / ((z) + (item (3) of [2.5d用 v])))\n\ndelete all of [ステージ v]\nrepeat (120)\n add [000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000] to [ステージ v]\nend\n\ndefine 矢印 (xかy)\nif <(xかy) = [1]> then\n if <(y position) > [150]> then\n set y to (150)\n end\n if <[-150] > (y position)> then\n set y to (-150)\n end\nelse\n if <(x position) > [210]> then\n set x to (210)\n end\n if <[-210] > (x position)> then\n set x to (-210)\n end\nend\n\ndefine ステージ変更2\nshow\nreplace item (1) of [@変数 v] with ((((mouse x) + (2)) - (((mouse x) + (2)) mod (4))) + (-2))\nreplace item (2) of [@変数 v] with (((mouse y) - ((mouse y) mod (4))) + (2))\nif <(item (1) of [@変数 v]) = [-242]> then\n replace item (1) of [@変数 v] with [-238]\nend\nif <(item (2) of [@変数 v]) = [182]> then\n replace item (2) of [@変数 v] with [178]\nend\nreplace item (3) of [@変数 v] with (((item (1) of [@変数 v]) + (242)) / (4))\nreplace item (4) of [@変数 v] with ((((item (2) of [@変数 v]) + (-182)) / (4)) * (-1))\ngo to x: (item (1) of [@変数 v]) y: (item (2) of [@変数 v])\nif <mouse down?> then\n delete all of [当たり判定用 v]\n replace item (5) of [@変数 v] with [1]\n repeat (length of (item (item (3) of [@変数 v]) of [ステージ1 v]))\n add (letter (item (5) of [@変数 v]) of (item (item (3) of [@変数 v]) of [ステージ1 v])) to [当たり判定用 v]\n replace item (5) of [@変数 v] with ((item (5) of [@変数 v]) + (1))\n end\n replace item (item (4) of [@変数 v]) of [当たり判定用 v] with (item (8) of [@変数 v])\n repeat until <(length of [当たり判定用 v]) = [1]>\n replace item (1) of [当たり判定用 v] with (join (item (1) of [当たり判定用 v]) (item (2) of [当たり判定用 v]))\n delete (2) of [当たり判定用 v]\n end\n replace item (item (3) of [@変数 v]) of [ステージ1 v] with (item (1) of [当たり判定用 v])\n stamp\nend\nswitch costume to (join [c] (item (8) of [@変数 v]))\n\ndelete all of [当たり判定 v]\nadd [1] to [当たり判定 v]\n\nwhen I receive [スタート v]\nリセット\nforever\n ステージ作成\n 他のプレイヤー\n 動く\n スキン\n クラウド更新\n PEN文字 (item (20) of [@変数 v]) [-220] [160] [2] []\n if <<not <(item (9) of [@変数 v]) = [1]>> and <not <(item (10) of [@変数 v]) = [0]>>> then\n if <(item (11) of [@変数 v]) = [25]> then\n replace item (11) of [@変数 v] with [0]\n replace item (10) of [@変数 v] with ((item (10) of [@変数 v]) + (-1))\n else\n replace item (11) of [@変数 v] with ((item (11) of [@変数 v]) + (1))\n end\n if <(item (10) of [@変数 v]) = [0]> then\n replace item (9) of [@変数 v] with [1]\n else\n if <(item (1) of [設定 v]) = [1]> then\n PEN文字 (join [Power ] (item (10) of [@変数 v])) [90] [160] [2] []\n else\n PEN文字 (item (10) of [@変数 v]) [185] [160] [2] []\n end\n end\n end\nend\n\ndefine PEN文字 (内容) (x) (y) (サイズ) (内容2)\nset pen size to ((8) / ((サイズ) + (<(サイズ) > [1]> * (.4))))\nset pen color to (#000000)\ndelete all of [@変数pen v]\nadd (x) to [@変数pen v]\nadd (y) to [@変数pen v]\nrepeat (7)\n add [1] to [@変数pen v]\nend\nif <(内容) = []> then\n repeat ((length of (内容2)) / (2))\n if <(letter (item (7) of [@変数pen v]) of (内容2)) = [ ]> then\n replace item (1) of [@変数pen v] with ((item (1) of [@変数pen v]) + (((35) / (サイズ)) / (2)))\n replace item (7) of [@変数pen v] with ((item (7) of [@変数pen v]) + (2))\n else\n replace item (4) of [@変数pen v] with [1]\n replace item (9) of [@変数pen v] with (join (letter (item (7) of [@変数pen v]) of (内容2)) (letter ((item (7) of [@変数pen v]) + (1)) of (内容2)))\n replace item (9) of [@変数pen v] with ((item (9) of [@変数pen v]) + (0))\n switch costume to ( v)\n replace item (3) of [@変数pen v] with (item (item (9) of [@変数pen v]) of [pen文字 data v])\n if <not <(item (3) of [@変数pen v]) = []>> then\n repeat until <(length of (item (3) of [@変数pen v])) = ((item (4) of [@変数pen v]) - (1))>\n replace item (5) of [@変数pen v] with []\n repeat until <(letter (item (4) of [@変数pen v]) of (item (3) of [@変数pen v])) = [,]>\n replace item (5) of [@変数pen v] with (join (item (5) of [@変数pen v]) (letter (item (4) of [@変数pen v]) of (item (3) of [@変数pen v])))\n replace item (4) of [@変数pen v] with ((item (4) of [@変数pen v]) + (1))\n end\n replace item (4) of [@変数pen v] with ((item (4) of [@変数pen v]) + (1))\n replace item (6) of [@変数pen v] with []\n repeat until <(letter (item (4) of [@変数pen v]) of (item (3) of [@変数pen v])) = [,]>\n replace item (6) of [@変数pen v] with (join (item (6) of [@変数pen v]) (letter (item (4) of [@変数pen v]) of (item (3) of [@変数pen v])))\n replace item (4) of [@変数pen v] with ((item (4) of [@変数pen v]) + (1))\n end\n replace item (4) of [@変数pen v] with ((item (4) of [@変数pen v]) + (1))\n go to x: ((item (1) of [@変数pen v]) + ((item (5) of [@変数pen v]) / (サイズ))) y: ((item (2) of [@変数pen v]) + ((item (6) of [@変数pen v]) / (サイズ)))\n pen down\n pen up\n end\n replace item (1) of [@変数pen v] with ((item (1) of [@変数pen v]) + ((35) / (サイズ)))\n replace item (7) of [@変数pen v] with ((item (7) of [@変数pen v]) + (2))\n end\n end\n end\nelse\n repeat (length of (内容))\n if <(letter (item (7) of [@変数pen v]) of (内容)) = [ ]> then\n replace item (1) of [@変数pen v] with ((item (1) of [@変数pen v]) + (((35) / (サイズ)) / (2)))\n replace item (7) of [@変数pen v] with ((item (7) of [@変数pen v]) + (1))\n else\n replace item (4) of [@変数pen v] with [1]\n switch costume to (letter (item (7) of [@変数pen v]) of (内容))\n replace item (8) of [@変数pen v] with (costume [name v])\n replace item (9) of [@変数pen v] with (costume [number v])\n switch costume to ( v)\n replace item (3) of [@変数pen v] with (item ((item (9) of [@変数pen v]) - (costume [number v])) of [pen文字 data v])\n switch costume to (item (8) of [@変数 v])\n if <not <(item (3) of [@変数pen v]) = []>> then\n repeat until <(length of (item (3) of [@変数pen v])) = ((item (4) of [@変数pen v]) - (1))>\n replace item (5) of [@変数pen v] with []\n repeat until <(letter (item (4) of [@変数pen v]) of (item (3) of [@変数pen v])) = [,]>\n replace item (5) of [@変数pen v] with (join (item (5) of [@変数pen v]) (letter (item (4) of [@変数pen v]) of (item (3) of [@変数pen v])))\n replace item (4) of [@変数pen v] with ((item (4) of [@変数pen v]) + (1))\n end\n replace item (4) of [@変数pen v] with ((item (4) of [@変数pen v]) + (1))\n replace item (6) of [@変数pen v] with []\n repeat until <(letter (item (4) of [@変数pen v]) of (item (3) of [@変数pen v])) = [,]>\n replace item (6) of [@変数pen v] with (join (item (6) of [@変数pen v]) (letter (item (4) of [@変数pen v]) of (item (3) of [@変数pen v])))\n replace item (4) of [@変数pen v] with ((item (4) of [@変数pen v]) + (1))\n end\n replace item (4) of [@変数pen v] with ((item (4) of [@変数pen v]) + (1))\n switch costume to ( v)\n go to x: ((item (1) of [@変数pen v]) + ((item (5) of [@変数pen v]) / (サイズ))) y: ((item (2) of [@変数pen v]) + ((item (6) of [@変数pen v]) / (サイズ)))\n pen down\n pen up\n end\n replace item (1) of [@変数pen v] with ((item (1) of [@変数pen v]) + ((35) / (サイズ)))\n replace item (7) of [@変数pen v] with ((item (7) of [@変数pen v]) + (1))\n end\n end\n end\nend\n\nwhen flag clicked\ndelete all of [チェックポイント v]\nadd [0] to [チェックポイント v]\nadd [-3260] to [チェックポイント v]\nadd [] to [チェックポイント v]\nadd [] to [チェックポイント v]\nhide\ndelete all of [@変数 v]\nadd [1] to [@変数 v]\ndelete all of [ステージ v]\nrepeat (120)\n add (item (item (1) of [@変数 v]) of [ステージ1 v]) to [ステージ v]\n replace item (1) of [@変数 v] with ((item (1) of [@変数 v]) + (1))\nend\ndelete all of [クラウド用 v]\nrepeat (5)\n add [] to [クラウド用 v]\nend\ndelete all of [@変数 v]\nrepeat (4)\n add [1] to [@変数 v]\nend\nreplace item (2) of [@変数 v] with []\nrepeat (length of (username))\n switch costume to (letter (item (1) of [@変数 v]) of (username))\n replace item (3) of [@変数 v] with (costume [name v])\n replace item (4) of [@変数 v] with (costume [number v])\n switch costume to ( v)\n replace item (4) of [@変数 v] with ((item (4) of [@変数 v]) - (costume [number v]))\n if <(length of (item (4) of [@変数 v])) = [1]> then\n replace item (2) of [@変数 v] with (join (item (2) of [@変数 v]) (join [0] (item (4) of [@変数 v])))\n else\n replace item (2) of [@変数 v] with (join (item (2) of [@変数 v]) (item (4) of [@変数 v]))\n end\n replace item (1) of [@変数 v] with ((item (1) of [@変数 v]) + (1))\nend\nreplace item (5) of [クラウド用 v] with (item (2) of [@変数 v])\nswitch costume to ( v)\nhide\nset [#player v] to [0]\nerase all\nリセット\n動く\nステージ作成\nplayer [0] [0] [1] []\nプレイヤー確認\nbroadcast (スタート v)\n\nwhen flag clicked\nforever\n replace item (17) of [@変数 v] with [0]\n reset timer\n repeat until <(timer) > [1]>\n replace item (17) of [@変数 v] with ((item (17) of [@変数 v]) + (1))\n end\n replace item (18) of [@変数 v] with (item (17) of [@変数 v])\n if <not <key (z v) pressed?>> then\n if <(item (18) of [@変数 v]) < [15]> then\n if <(item (2) of [設定 v]) = [1]> then\n replace item (2) of [設定 v] with [2]\n else\n if <(item (18) of [@変数 v]) < [13]> then\n if <(item (1) of [設定 v]) = [1]> then\n replace item (1) of [設定 v] with [2]\n end\n end\n end\n end\n end\nend\n\ndefine クラウド更新\nif <(item (1) of [クラウド用 v]) = [4]> then\n replace item (1) of [クラウド用 v] with [0]\n if <(item (2) of [クラウド用 v]) = [9]> then\n replace item (2) of [クラウド用 v] with [0]\n else\n replace item (2) of [クラウド用 v] with ((item (2) of [クラウド用 v]) + (1))\n end\n if <(length of (item (9) of [@変数 v])) = [1]> then\n replace item (4) of [クラウド用 v] with (join (item (2) of [クラウド用 v]) (join (item (3) of [クラウド用 v]) (join (join [0] (item (9) of [@変数 v])) (item (5) of [クラウド用 v]))))\n else\n replace item (4) of [クラウド用 v] with (join (item (2) of [クラウド用 v]) (join (item (3) of [クラウド用 v]) (join (item (9) of [@変数 v]) (item (5) of [クラウド用 v]))))\n end\n replace item (3) of [クラウド用 v] with []\n if <(#player) = [1]> then\n set [☁ player1 v] to (item (4) of [クラウド用 v])\n end\n if <(#player) = [2]> then\n set [☁ player2 v] to (item (4) of [クラウド用 v])\n end\n if <(#player) = [3]> then\n set [☁ player3 v] to (item (4) of [クラウド用 v])\n end\n if <(#player) = [4]> then\n set [☁ player4 v] to (item (4) of [クラウド用 v])\n end\n if <(#player) = [5]> then\n set [☁ player5 v] to (item (4) of [クラウド用 v])\n end\n if <(#player) = [6]> then\n set [☁ player6 v] to (item (4) of [クラウド用 v])\n end\n if <(#player) = [7]> then\n set [☁ player7 v] to (item (4) of [クラウド用 v])\n end\n if <(#player) = [8]> then\n set [☁ player8 v] to (item (4) of [クラウド用 v])\n end\nend\nreplace item (1) of [クラウド用 v] with ((item (1) of [クラウド用 v]) + (1))\nreplace item (3) of [クラウド用 v] with (join (item (3) of [クラウド用 v]) (join ((item (5) of [@変数 v]) + (13000)) ((item (6) of [@変数 v]) + (7000))))\n\ndefine リセット\ndelete all of [2.5d用 v]\nrepeat (13)\n add [0] to [2.5d用 v]\nend\ndelete all of [@変数 v]\nrepeat (21)\n add [0] to [@変数 v]\nend\nreplace item (5) of [@変数 v] with (item (1) of [チェックポイント v])\nreplace item (6) of [@変数 v] with (item (2) of [チェックポイント v])\nreplace item (9) of [@変数 v] with [1]\ndelete all of [当たり判定用 v]\nrepeat (15)\n add [0] to [当たり判定用 v]\nend\ndelete all of [触れているブロック v]\nrepeat (10)\n add [false] to [触れているブロック v]\nend\ndelete all of [他のプレイヤー用 v]\nrepeat (112)\n add [] to [他のプレイヤー用 v]\nend\n\ndefine 他のプレイヤー\nreplace item (1) of [他のプレイヤー用 v] with (☁ player1)\nreplace item (15) of [他のプレイヤー用 v] with (☁ player2)\nreplace item (29) of [他のプレイヤー用 v] with (☁ player3)\nreplace item (43) of [他のプレイヤー用 v] with (☁ player4)\nreplace item (57) of [他のプレイヤー用 v] with (☁ player5)\nreplace item (71) of [他のプレイヤー用 v] with (☁ player6)\nreplace item (85) of [他のプレイヤー用 v] with (☁ player7)\nreplace item (99) of [他のプレイヤー用 v] with (☁ player8)\nreplace item (12) of [@変数 v] with [1]\nrepeat (8)\n if <<not <(item (item (12) of [@変数 v]) of [他のプレイヤー用 v]) = [0]>> and <not <((((item (12) of [@変数 v]) - (1)) / (14)) + (1)) = (#player)>>> then\n replace item (13) of [@変数 v] with [2]\n replace item (14) of [@変数 v] with [4]\n if <(item ((item (12) of [@変数 v]) + (1)) of [他のプレイヤー用 v]) = (letter (1) of (item (item (12) of [@変数 v]) of [他のプレイヤー用 v]))> then\n player ((item (5) of [@変数 v]) - (item ((item (12) of [@変数 v]) + (4)) of [他のプレイヤー用 v])) ((item (6) of [@変数 v]) - (item ((item (12) of [@変数 v]) + (5)) of [他のプレイヤー用 v])) (item ((item (12) of [@変数 v]) + (2)) of [他のプレイヤー用 v]) [1]\n replace item (16) of [@変数 v] with [0]\n go to x: ((item ((item (12) of [@変数 v]) + (12)) of [他のプレイヤー用 v]) + (10)) y: ((item ((item (12) of [@変数 v]) + (13)) of [他のプレイヤー用 v]) + (-40))\n if <(x position) > [270]> then\n replace item (16) of [@変数 v] with [1]\n set x to (210)\n 矢印 [1]\n else\n if <[-270] > (x position)> then\n replace item (16) of [@変数 v] with [1]\n set x to (-210)\n 矢印 [1]\n else\n if <(y position) > [210]> then\n replace item (16) of [@変数 v] with [1]\n set y to (150)\n 矢印 [2]\n else\n if <[-210] > (y position)> then\n replace item (16) of [@変数 v] with [1]\n set y to (-150)\n 矢印 [2]\n end\n end\n end\n end\n if <(item (16) of [@変数 v]) = [1]> then\n point towards (サムネ v)\n turn right (180) degrees\n pen down\n move (20) steps\n turn right (135) degrees\n move (10) steps\n turn right (180) degrees\n move (10) steps\n turn right (-90) degrees\n move (10) steps\n pen up\n end\n if <(item (2) of [設定 v]) = [1]> then\n PEN文字 [] ((item ((item (12) of [@変数 v]) + (12)) of [他のプレイヤー用 v]) + ((((length of (item ((item (12) of [@変数 v]) + (3)) of [他のプレイヤー用 v])) / (2)) * (7)) * (-1))) (item ((item (12) of [@変数 v]) + (13)) of [他のプレイヤー用 v]) [2] (item ((item (12) of [@変数 v]) + (3)) of [他のプレイヤー用 v])\n end\n replace item (13) of [@変数 v] with [4]\n if <not <(item ((item (12) of [@変数 v]) + ((item (13) of [@変数 v]) + (2))) of [他のプレイヤー用 v]) = []>> then\n repeat (6)\n replace item ((item (12) of [@変数 v]) + (item (13) of [@変数 v])) of [他のプレイヤー用 v] with (item ((item (12) of [@変数 v]) + ((item (13) of [@変数 v]) + (2))) of [他のプレイヤー用 v])\n replace item (13) of [@変数 v] with ((item (13) of [@変数 v]) + (1))\n end\n repeat (2)\n replace item ((item (12) of [@変数 v]) + (item (13) of [@変数 v])) of [他のプレイヤー用 v] with []\n replace item (13) of [@変数 v] with ((item (13) of [@変数 v]) + (1))\n end\n end\n end\n replace item (12) of [@変数 v] with ((item (12) of [@変数 v]) + (14))\nend\npoint in direction (90)\n\ndefine 2D\n[-20] [20] [0] へ行く\npen down\nset pen size to (4)\n[20] [20] [0] へ行く\n[20] [-20] [0] へ行く\n[-20] [-20] [0] へ行く\n[-20] [20] [0] へ行く\npen up\n\ndefine 旗\nreplace item (11) of [2.5d用 v] with [3]\nreplace item (12) of [2.5d用 v] with [0]\n[5] [17] [-10] へ行く\nset pen color to (#c10000)\nset pen size to (5)\npen down\n[5] [-15] [-10] へ行く\npen up\n[5] [-13] [-10] へ行く\nset pen color to (#cc0000)\nset pen size to (10)\npen down\npen up\nreplace item (13) of [2.5d用 v] with [2]\nset pen color to (#ff00bb)\nset pen size to (3)\nrepeat (5)\n (item (13) of [2.5d用 v]) (((item (11) of [2.5d用 v]) * ([sin v] of ((item (10) of [2.5d用 v]) + (item (12) of [2.5d用 v])) )) + (10)) [-10] へ行く\n pen down\n (item (13) of [2.5d用 v]) (((item (11) of [2.5d用 v]) * ([sin v] of ((item (10) of [2.5d用 v]) + (item (12) of [2.5d用 v])) )) + (-5)) [-10] へ行く\n pen up\n replace item (13) of [2.5d用 v] with ((item (13) of [2.5d用 v]) + (-3))\n replace item (11) of [2.5d用 v] with ((item (11) of [2.5d用 v]) + (2))\n replace item (12) of [2.5d用 v] with ((item (12) of [2.5d用 v]) + (10))\nend\n\ndefine ステージ作成\nswitch costume to ( v)\nerase all\nreplace item (8) of [2.5d用 v] with ((item (8) of [2.5d用 v]) + (.2))\nif <<(item (8) of [2.5d用 v]) < [40]> and <(item (8) of [2.5d用 v]) > [25]>> then\n replace item (8) of [2.5d用 v] with [42]\nend\nif <(item (8) of [2.5d用 v]) > [100]> then\n replace item (8) of [2.5d用 v] with [0]\nend\nreplace item (10) of [2.5d用 v] with ((item (10) of [2.5d用 v]) + (5))\nif <(item (1) of [設定 v]) = [1]> then\n ステージ作成2 [300] [0] [-240] [0] [17] [13] [1]\n ステージ作成2 [300] [0] [-240] [0] [17] [13] [2]\nelse\n ステージ作成2 [180] [3] [-120] [3] [11] [8] [1]\n ステージ作成2 [180] [3] [-120] [3] [11] [8] [2]\nend\n\ndefine player (x) (y) (スキン) (他のプレイヤー)\nreplace item (1) of [2.5d用 v] with [0]\nreplace item (2) of [2.5d用 v] with [0]\nreplace item (4) of [2.5d用 v] with [80]\nif <(スキン) = [1]> then\n set pen color to (#0043ff)\nend\nif <(スキン) = [2]> then\n set pen color to (#ff00bb)\nend\nif <(スキン) = [3]> then\n set pen color to (#00bfff)\nend\nif <(スキン) = [4]> then\n set pen color to (#ffd000)\nend\nif <(スキン) = [5]> then\n set pen color to (#faff00)\nend\nif <(スキン) = [6]> then\n set pen color to (#ff0000)\nend\nif <(スキン) = [7]> then\n set pen color to (#e6ffde)\nend\nif <(スキン) = [8]> then\n set pen color to (#3dff00)\n set pen (color v) to ((item (8) of [2.5d用 v]) + (pick random (1) to (10)))\nend\n((x) + (-20)) ((y) + (60)) [0] へ行く\npen down\nset pen size to (4)\n((x) + (20)) ((y) + (60)) [0] へ行く\n((x) + (20)) ((y) + (20)) [0] へ行く\n((x) + (-20)) ((y) + (20)) [0] へ行く\n((x) + (-20)) ((y) + (60)) [0] へ行く\npen up\nif <(他のプレイヤー) = [1]> then\n (x) (y) [0] へ行く\n replace item ((item (12) of [@変数 v]) + (12)) of [他のプレイヤー用 v] with (x position)\n replace item ((item (12) of [@変数 v]) + (13)) of [他のプレイヤー用 v] with (y position)\nend\n\nwhen I receive [ステージ変更 v]\ndelete all of [@変数 v]\nrepeat (3)\n add [0] to [@変数 v]\nend\nステージ変更\ndelete all of [@変数 v]\nrepeat (9)\n add [0] to [@変数 v]\nend\nreplace item (9) of [@変数 v] with [1]\nreplace item (8) of [@変数 v] with [1]\nforever\n ステージ変更2\n if <key (x v) pressed?> then\n replace item (9) of [@変数 v] with ((item (9) of [@変数 v]) + (1))\n if <(item (9) of [@変数 v]) = [13]> then\n replace item (9) of [@変数 v] with [0]\n end\n if <(item (9) of [@変数 v]) = [10]> then\n replace item (8) of [@変数 v] with [a]\n else\n if <(item (9) of [@変数 v]) = [11]> then\n replace item (8) of [@変数 v] with [b]\n else\n if <(item (9) of [@変数 v]) = [12]> then\n replace item (8) of [@変数 v] with [c]\n else\n replace item (8) of [@変数 v] with (item (9) of [@変数 v])\n end\n end\n end\n wait until <not <key (x v) pressed?>>\n end\nend\n\ndefine スキン\nif <(username) = [kouttakunn]> then\n if <key (1 v) pressed?> then\n replace item (9) of [@変数 v] with [2]\n replace item (10) of [@変数 v] with [999]\n end\n if <key (2 v) pressed?> then\n replace item (9) of [@変数 v] with [3]\n replace item (10) of [@変数 v] with [999]\n end\n if <key (3 v) pressed?> then\n replace item (9) of [@変数 v] with [3]\n replace item (10) of [@変数 v] with [999]\n end\n if <key (4 v) pressed?> then\n replace item (9) of [@変数 v] with [4]\n replace item (10) of [@変数 v] with [999]\n end\n if <key (5 v) pressed?> then\n replace item (9) of [@変数 v] with [5]\n replace item (10) of [@変数 v] with [999]\n end\n if <key (6 v) pressed?> then\n replace item (9) of [@変数 v] with [6]\n replace item (10) of [@変数 v] with [999]\n end\n if <key (7 v) pressed?> then\n replace item (9) of [@変数 v] with [7]\n replace item (10) of [@変数 v] with [999]\n end\n if <key (g v) pressed?> then\n replace item (9) of [@変数 v] with [8]\n replace item (10) of [@変数 v] with [999]\n end\nend\nif <key (x v) pressed?> then\n replace item (10) of [@変数 v] with [1]\n replace item (11) of [@変数 v] with [25]\nend\n\ndefine 変数更新\nreplace item (1) of [@変数 v] with ((item (5) of [@変数 v]) mod (40))\nreplace item (3) of [@変数 v] with (((item (5) of [@変数 v]) - ((item (5) of [@変数 v]) mod (40))) / (40))\nreplace item (2) of [@変数 v] with ((item (6) of [@変数 v]) mod (40))\nreplace item (4) of [@変数 v] with ((((item (6) of [@変数 v]) - ((item (6) of [@変数 v]) mod (40))) / (40)) * (-1))\n\nwhen I receive [スタート v]\nforever\n if <key (b v) pressed?> then\n if <(item (1) of [設定 v]) = [1]> then\n replace item (1) of [設定 v] with [2]\n else\n replace item (1) of [設定 v] with [1]\n end\n wait until <not <key (b v) pressed?>>\n end\n if <key (n v) pressed?> then\n if <(item (2) of [設定 v]) = [1]> then\n replace item (2) of [設定 v] with [2]\n else\n replace item (2) of [設定 v] with [1]\n end\n wait until <not <key (n v) pressed?>>\n end\n if <key (m v) pressed?> then\n if <(item (3) of [設定 v]) = [1]> then\n replace item (3) of [設定 v] with [2]\n else\n replace item (3) of [設定 v] with [1]\n end\n wait until <not <key (m v) pressed?>>\n end\n if <key (v v) pressed?> then\n if <(item (4) of [設定 v]) = [1]> then\n replace item (4) of [設定 v] with [2]\n else\n replace item (4) of [設定 v] with [1]\n end\n wait until <not <key (v v) pressed?>>\n end\nend\n\ndefine pen data\ndelete all of [pen文字 data v]\nadd [0,0,5,5,-5,-5,10,10,10,5,10,0,10,-5,10,-10,5,-15,0,-15,-5,-15,-10,-10,-10,-5,-10,0,-10,5,-10,10,-5,15,0,15,5,15,] to [pen文字 data v]\nadd [0,0,0,5,0,10,0,15,-5,10,-10,5,0,-5,0,-10,0,-15,-5,-15,-10,-15,5,-15,10,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,10,5,10,0,0,-5,5,-5,-10,-10,-5,-10,-10,-15,-5,-15,0,-15,5,-15,10,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,10,5,0,0,5,0,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [0,15,5,15,-5,10,5,10,-10,5,5,5,-10,0,5,0,-10,-5,5,-5,-10,-10,-5,-10,0,-10,5,-10,10,-10,5,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,10,15,-10,10,-10,5,-5,5,0,5,5,5,10,0,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,-10,5,-5,5,0,5,5,5,-10,0,10,0,-10,-5,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,10,15,-10,10,10,10,10,5,5,0,5,-5,0,-10,0,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,-10,5,10,5,-5,0,0,0,5,0,-10,-5,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,-10,5,10,5,-10,0,10,0,-5,-5,0,-5,5,-5,10,-5,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,-10,5,10,5,-10,0,10,0,-10,-5,-5,-5,0,-5,5,-5,10,-5,-10,-10,10,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,-5,10,10,10,-5,5,10,5,-5,0,0,0,5,0,-5,-5,10,-5,-5,-10,10,-10,-10,-15,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,-10,5,-10,0,-10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,-5,10,10,10,-5,5,10,5,-5,0,10,0,-5,-5,10,-5,-5,-10,10,-10,-10,-15,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,10,15,-10,10,-10,5,-10,0,-5,0,0,0,5,0,10,0,-10,-5,-10,-10,-10,-15,-5,-15,0,-15,5,-15,10,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,10,15,-10,10,-10,5,-10,0,-5,0,0,0,5,0,10,0,-10,-5,-10,-10,-10,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,-10,5,-10,0,-10,-5,5,-5,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,10,-15,] to [pen文字 data v]\nadd [-10,15,10,15,-10,10,10,10,-10,5,10,5,-10,0,-5,0,0,0,5,0,10,0,-10,-5,10,-5,-10,-10,10,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,0,10,0,5,0,0,0,-5,0,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [0,15,5,15,10,15,5,10,5,5,5,0,5,-5,-10,-10,5,-10,-5,-15,0,-15,] to [pen文字 data v]\nadd [-10,15,10,15,-10,10,5,10,-10,5,0,5,-10,0,-5,0,-10,-5,0,-5,-10,-10,5,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [-10,15,-10,10,-10,5,-10,0,-10,-5,-10,-10,-10,-15,-5,-15,0,-15,5,-15,10,-15,] to [pen文字 data v]\nadd [-10,15,10,15,-10,10,-5,10,5,10,10,10,-10,5,-5,5,5,5,10,5,-10,0,0,0,10,0,-10,-5,0,-5,10,-5,-10,-10,0,-10,10,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [-10,15,10,15,-10,10,-5,10,10,10,-10,5,-5,5,10,5,-10,0,0,0,10,0,-10,-5,5,-5,10,-5,-10,-10,5,-10,10,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,-10,5,10,5,-10,0,10,0,-10,-5,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,-10,10,10,10,-10,5,10,5,-10,0,10,0,-10,-5,-5,-5,0,-5,5,-5,-10,-10,-10,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,-10,5,10,5,-10,0,10,0,-10,-5,0,-5,10,-5,-10,-10,5,-10,-5,-15,0,-15,10,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,-10,10,10,10,-10,5,10,5,-10,0,10,0,-10,-5,-5,-5,0,-5,5,-5,-10,-10,5,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [-5,15,0,15,5,15,-10,10,10,10,-10,5,-5,0,0,0,5,0,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,10,15,0,10,0,5,0,0,0,-5,0,-10,0,-15,] to [pen文字 data v]\nadd [-10,15,10,15,-10,10,10,10,-10,5,10,5,-10,0,10,0,-10,-5,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-10,15,10,15,-10,10,10,10,-5,5,5,5,-5,0,5,0,-5,-5,5,-5,0,-10,0,-15,] to [pen文字 data v]\nadd [-10,15,10,15,-10,10,10,10,-10,5,0,5,10,5,-10,0,0,0,10,0,-10,-5,0,-5,10,-5,-5,-10,5,-10,-5,-15,5,-15,] to [pen文字 data v]\nadd [-10,15,10,15,-10,10,10,10,-5,5,5,5,0,0,-5,-5,5,-5,-10,-10,10,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [-10,15,10,15,-10,10,10,10,-5,5,5,5,0,0,0,-5,0,-10,0,-15,] to [pen文字 data v]\nadd [-10,15,-5,15,0,15,5,15,10,15,10,10,5,5,0,0,-5,-5,-10,-10,-10,-15,-5,-15,0,-15,5,-15,10,-15,] to [pen文字 data v]\nadd [-5,5,0,5,5,5,10,0,-5,-5,0,-5,5,-5,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,15,-15,] to [pen文字 data v]\nadd [-10,15,-10,10,-10,5,0,5,5,5,-10,0,-5,0,10,0,-10,-5,10,-5,-10,-10,10,-10,-10,-15,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-5,5,0,5,5,5,-10,0,10,0,-10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [10,15,10,10,-5,5,0,5,10,5,-10,0,5,0,10,0,-10,-5,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,10,-15,] to [pen文字 data v]\nadd [-5,5,0,5,5,5,-10,0,10,0,-10,-5,-5,-5,0,-5,5,-5,10,-5,-10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [0,15,5,15,-5,10,-5,5,-10,0,-5,0,0,0,5,0,10,0,-5,-5,-5,-10,-5,-15,] to [pen文字 data v]\nadd [-5,5,0,5,5,5,15,5,-10,0,10,0,-10,-5,10,-5,-5,-10,0,-10,5,-10,10,-10,10,-15,-5,-20,0,-20,5,-20,] to [pen文字 data v]\nadd [-10,15,-10,10,-10,5,0,5,5,5,-10,0,-5,0,10,0,-10,-5,10,-5,-10,-10,10,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [0,10,-5,0,0,0,0,-5,0,-10,0,-15,] to [pen文字 data v]\nadd [5,10,0,0,5,0,5,-5,5,-10,5,-15,-5,-20,0,-20,] to [pen文字 data v]\nadd [-5,15,-5,10,-5,5,10,5,-5,0,5,0,-5,-5,0,-5,-5,-10,5,-10,-5,-15,10,-15,] to [pen文字 data v]\nadd [-5,15,0,15,0,10,0,5,0,0,0,-5,0,-10,0,-15,5,-15,] to [pen文字 data v]\nadd [-10,0,-5,0,0,0,5,0,-10,-5,0,-5,10,-5,-10,-10,0,-10,10,-10,-10,-15,0,-15,10,-15,] to [pen文字 data v]\nadd [-10,0,-5,0,0,0,5,0,-10,-5,10,-5,-10,-10,10,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [-5,5,0,5,5,5,-10,0,10,0,-10,-5,10,-5,-10,-10,10,-10,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-5,5,0,5,5,5,-10,0,10,0,-10,-5,10,-5,-10,-10,-5,-10,0,-10,5,-10,-10,-15,-10,-20,] to [pen文字 data v]\nadd [-5,5,0,5,5,5,-10,0,10,0,-10,-5,10,-5,-5,-10,0,-10,5,-10,10,-10,10,-15,10,-20,] to [pen文字 data v]\nadd [-10,0,0,0,5,0,-10,-5,-5,-5,10,-5,-10,-10,-10,-15,] to [pen文字 data v]\nadd [-5,5,0,5,5,5,10,5,-10,0,-5,-5,0,-5,5,-5,10,-10,-10,-15,-5,-15,0,-15,5,-15,] to [pen文字 data v]\nadd [-5,15,-5,10,-10,5,-5,5,0,5,5,5,10,5,-5,0,-5,-5,-5,-10,0,-15,5,-15,] to [pen文字 data v]\nadd [-10,5,5,5,-10,0,5,0,-10,-5,5,-5,-10,-10,5,-10,-5,-15,0,-15,10,-15,] to [pen文字 data v]\nadd [-10,5,10,5,-10,0,10,0,-5,-5,5,-5,-5,-10,5,-10,0,-15,] to [pen文字 data v]\nadd [-10,5,10,5,-10,0,0,0,10,0,-10,-5,0,-5,10,-5,-5,-10,5,-10,-5,-15,5,-15,] to [pen文字 data v]\nadd [-10,5,10,5,-5,0,5,0,0,-5,-5,-10,5,-10,-10,-15,10,-15,] to [pen文字 data v]\nadd [-10,5,10,5,-10,0,10,0,-5,-5,5,-5,-5,-10,5,-10,0,-15,-10,-20,-5,-20,] to [pen文字 data v]\nadd [-10,5,-5,5,0,5,5,5,10,5,5,0,0,-5,-5,-10,-10,-15,-5,-15,0,-15,5,-15,10,-15,] to [pen文字 data v]\nadd [-5,0,0,0,5,0,] to [pen文字 data v]\nadd [-10,-15,-5,-15,0,-15,5,-15,10,-15,] to [pen文字 data v]\nadd [0,0,5,5,5,10,-5,-5,-5,-10,10,15,-10,-15,] to [pen文字 data v]\n\ndefine 動く\nif <(item (9) of [@変数 v]) = [8]> then\n delete all of [当たり判定 v]\n add [1] to [当たり判定 v]\n add [2] to [当たり判定 v]\nelse\n delete all of [当たり判定 v]\n add [1] to [当たり判定 v]\nend\nplayer [0] [0] (item (9) of [@変数 v]) []\nif <(item (9) of [@変数 v]) = [7]> then\n if <(item (8) of [@変数 v]) < [0]> then\n replace item (8) of [@変数 v] with ((item (8) of [@変数 v]) + (-.3))\n else\n replace item (8) of [@変数 v] with ((item (8) of [@変数 v]) + (-.8))\n end\nelse\n replace item (8) of [@変数 v] with ((item (8) of [@変数 v]) + (-1))\nend\nif <key (right arrow v) pressed?> then\n if <(item (9) of [@変数 v]) = [2]> then\n replace item (7) of [@変数 v] with ((item (7) of [@変数 v]) + (1.3))\n else\n if <(item (9) of [@変数 v]) = [4]> then\n replace item (7) of [@変数 v] with ((item (7) of [@変数 v]) + (1.5))\n else\n replace item (7) of [@変数 v] with ((item (7) of [@変数 v]) + (1))\n end\n end\nend\nif <key (left arrow v) pressed?> then\n if <(item (9) of [@変数 v]) = [2]> then\n replace item (7) of [@変数 v] with ((item (7) of [@変数 v]) + (-1.3))\n else\n if <(item (9) of [@変数 v]) = [4]> then\n replace item (7) of [@変数 v] with ((item (7) of [@変数 v]) + (-1.5))\n else\n replace item (7) of [@変数 v] with ((item (7) of [@変数 v]) + (-1))\n end\n end\nend\nreplace item (7) of [@変数 v] with ((item (7) of [@変数 v]) * (.9))\nreplace item (5) of [@変数 v] with ((item (5) of [@変数 v]) + (round (item (7) of [@変数 v])))\nreplace item (1) of [データ v] with ((item (1) of [データ v]) + ([abs v] of (round (item (7) of [@変数 v])) ))\n変数更新\n当たり判定確認\nif (item (11) of [当たり判定用 v]) then\n if <<not <(item (9) of [@変数 v]) = [8]>> and (item (2) of [触れているブロック v])> then\n リセット\n 変数更新\n replace item (3) of [データ v] with ((item (3) of [データ v]) + (1))\n end\n replace item (5) of [@変数 v] with ((item (5) of [@変数 v]) + ((round (item (7) of [@変数 v])) * (-1)))\n replace item (1) of [データ v] with ((item (1) of [データ v]) + (([abs v] of (round (item (7) of [@変数 v])) ) * (-1)))\n if <<key (up arrow v) pressed?> and <(item (9) of [@変数 v]) = [3]>> then\n replace item (4) of [データ v] with ((item (4) of [データ v]) + (1))\n replace item (8) of [@変数 v] with [13]\n if <(item (7) of [@変数 v]) < [0]> then\n replace item (7) of [@変数 v] with [10]\n else\n replace item (7) of [@変数 v] with [-10]\n end\n else\n replace item (7) of [@変数 v] with [0]\n end\n 変数更新\nend\nreplace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + (round (item (8) of [@変数 v])))\n変数更新\n当たり判定確認\nif (item (11) of [当たり判定用 v]) then\n if <<not <(item (9) of [@変数 v]) = [8]>> and (item (2) of [触れているブロック v])> then\n リセット\n replace item (3) of [データ v] with ((item (3) of [データ v]) + (1))\n end\n replace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + ((round (item (8) of [@変数 v])) * (-1)))\n repeat ([abs v] of (round (item (8) of [@変数 v])) )\n if <(item (8) of [@変数 v]) < [0]> then\n replace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + (-1))\n 変数更新\n 当たり判定確認\n if (item (11) of [当たり判定用 v]) then\n replace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + (1))\n 変数更新\n 当たり判定確認\n end\n else\n replace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + (1))\n 変数更新\n 当たり判定確認\n if (item (11) of [当たり判定用 v]) then\n replace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + (-1))\n 変数更新\n 当たり判定確認\n end\n end\n end\n replace item (8) of [@変数 v] with [0]\n 変数更新\nend\nreplace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + (-1))\n変数更新\n当たり判定確認\nif <key (up arrow v) pressed?> then\n if <<(item (9) of [@変数 v]) = [5]> and <<(item (8) of [@変数 v]) < [9]> and <(item (21) of [@変数 v]) = [1]>>> then\n replace item (21) of [@変数 v] with [2]\n replace item (8) of [@変数 v] with [13]\n end\nend\nif (item (3) of [触れているブロック v]) then\n replace item (8) of [@変数 v] with [25]\nelse\n if <(item (9) of [@変数 v]) = [8]> then\n if <key (up arrow v) pressed?> then\n replace item (8) of [@変数 v] with [10]\n end\n else\n if (item (11) of [当たり判定用 v]) then\n replace item (21) of [@変数 v] with [1]\n if <key (up arrow v) pressed?> then\n replace item (2) of [データ v] with ((item (2) of [データ v]) + (1))\n if <(item (9) of [@変数 v]) = [6]> then\n replace item (8) of [@変数 v] with [17]\n else\n replace item (8) of [@変数 v] with [15]\n end\n end\n end\n end\nend\nreplace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + (1))\n変数更新\nif <(item (6) of [@変数 v]) < [-4000]> then\n リセット\n 変数更新\n replace item (3) of [データ v] with ((item (3) of [データ v]) + (1))\nend\nreplace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + (-1))\n変数更新\n当たり判定確認\nif <<not <(item (9) of [@変数 v]) = [8]>> and (item (2) of [触れているブロック v])> then\n リセット\n 変数更新\n replace item (3) of [データ v] with ((item (3) of [データ v]) + (1))\nend\nreplace item (6) of [@変数 v] with ((item (6) of [@変数 v]) + (1))\nif <(item (4) of [触れているブロック v]) and <not <(item (9) of [@変数 v]) = [2]>>> then\n replace item (9) of [@変数 v] with [2]\n replace item (10) of [@変数 v] with [60]\nend\nif <(item (6) of [触れているブロック v]) and <not <(item (9) of [@変数 v]) = [3]>>> then\n replace item (9) of [@変数 v] with [3]\n replace item (10) of [@変数 v] with [120]\nend\nif <(item (7) of [触れているブロック v]) and <not <(item (9) of [@変数 v]) = [4]>>> then\n replace item (9) of [@変数 v] with [4]\n replace item (10) of [@変数 v] with [120]\nend\nif <(item (8) of [触れているブロック v]) and <not <(item (9) of [@変数 v]) = [5]>>> then\n replace item (9) of [@変数 v] with [5]\n replace item (10) of [@変数 v] with [999]\nend\nif <(item (9) of [触れているブロック v]) and <not <(item (9) of [@変数 v]) = [6]>>> then\n replace item (9) of [@変数 v] with [6]\n replace item (10) of [@変数 v] with [120]\nend\nif <(item (10) of [触れているブロック v]) and <not <(item (9) of [@変数 v]) = [7]>>> then\n replace item (9) of [@変数 v] with [7]\n replace item (10) of [@変数 v] with [120]\nend\nif <(item (12) of [触れているブロック v]) and <not <(item (9) of [@変数 v]) = [8]>>> then\n replace item (9) of [@変数 v] with [8]\n replace item (10) of [@変数 v] with [∞]\nend\nif (item (11) of [触れているブロック v]) then\n if <(letter (item (9) of [当たり判定用 v]) of (item (item (7) of [当たり判定用 v]) of [ステージ v])) = [b]> then\n replace item (3) of [チェックポイント v] with (item (7) of [当たり判定用 v])\n replace item (4) of [チェックポイント v] with (item (9) of [当たり判定用 v])\n end\n if <(letter (item (9) of [当たり判定用 v]) of (item (item (8) of [当たり判定用 v]) of [ステージ v])) = [b]> then\n replace item (3) of [チェックポイント v] with (item (8) of [当たり判定用 v])\n replace item (4) of [チェックポイント v] with (item (9) of [当たり判定用 v])\n end\n if <(letter (item (10) of [当たり判定用 v]) of (item (item (7) of [当たり判定用 v]) of [ステージ v])) = [b]> then\n replace item (3) of [チェックポイント v] with (item (7) of [当たり判定用 v])\n replace item (4) of [チェックポイント v] with (item (10) of [当たり判定用 v])\n end\n if <(letter (item (10) of [当たり判定用 v]) of (item (item (8) of [当たり判定用 v]) of [ステージ v])) = [b]> then\n replace item (3) of [チェックポイント v] with (item (8) of [当たり判定用 v])\n replace item (4) of [チェックポイント v] with (item (10) of [当たり判定用 v])\n end\n replace item (1) of [チェックポイント v] with ((((item (3) of [チェックポイント v]) - (8)) * (40)) + (20))\n replace item (2) of [チェックポイント v] with (((((item (4) of [チェックポイント v]) - (7)) * (40)) * (-1)) + (20))\nend\n変数更新\n当たり判定確認\nif <<not <(item (9) of [@変数 v]) = [8]>> and (item (5) of [触れているブロック v])> then\n replace item (10) of [@変数 v] with [1]\n replace item (11) of [@変数 v] with [25]\nend\n変数更新\n\ndefine ステージ作成1 (1)\nif <(1) = [1]> then\n if <(letter (item (7) of [2.5d用 v]) of (item (item (6) of [2.5d用 v]) of [ステージ v])) = [1]> then\n set pen color to (#1dff00)\n 2.5D\n end\n if <(letter (item (7) of [2.5d用 v]) of (item (item (6) of [2.5d用 v]) of [ステージ v])) = [5]> then\n set pen color to (#d1ffcb)\n 2.5D\n end\nelse\n if <(letter (item (7) of [2.5d用 v]) of (item (item (6) of [2.5d用 v]) of [ステージ v])) = [3]> then\n set pen color to (#faff00)\n 2.5D\n end\n if <(letter (item (7) of [2.5d用 v]) of (item (item (6) of [2.5d用 v]) of [ステージ v])) = [2]> then\n set pen color to (#ff0000)\n 2.5D\n end\n if <[虹色 v] contains (letter (item (7) of [2.5d用 v]) of (item (item (6) of [2.5d用 v]) of [ステージ v]))?> then\n set pen color to (#ff0000)\n set pen (color v) to (item (8) of [2.5d用 v])\n 2.5D\n end\n if <(letter (item (7) of [2.5d用 v]) of (item (item (6) of [2.5d用 v]) of [ステージ v])) = [b]> then\n 旗\n end\nend\nreplace item (2) of [2.5d用 v] with ((item (2) of [2.5d用 v]) + (40))\nreplace item (7) of [2.5d用 v] with ((item (7) of [2.5d用 v]) + (1))\n\ndefine メッセージ\nif <(item (3) of [設定 v]) = [2]> then\n delete all of [メッセージ v]\nelse\n if <not <(length of [メッセージ v]) = [0]>> then\n go to x: (-250) y: (120)\n set pen color to (#c3c3c3)\n set pen size to (30)\n pen down\n go to x: (250) y: (120)\n pen up\n PEN文字 (item (1) of [メッセージ v]) ((((length of (item (1) of [メッセージ v])) / (2)) * (16)) * (-1)) [120] [2] []\n replace item (2) of [メッセージ v] with ((item (2) of [メッセージ v]) - (1))\n if <(item (2) of [メッセージ v]) = [0]> then\n delete (1) of [メッセージ v]\n delete (1) of [メッセージ v]\n end\n end\nend\n\ndefine 実績\nreplace item (16) of [@変数 v] with [0]\nreplace item (15) of [@変数 v] with [1]\nrepeat (length of [実績 v])\n if <(item (item (15) of [@変数 v]) of [実績 v]) = [1]> then\n replace item (16) of [@変数 v] with ((item (16) of [@変数 v]) + (1))\n end\n replace item (15) of [@変数 v] with ((item (15) of [@変数 v]) + (1))\nend\nif <(item (4) of [設定 v]) = [1]> then\n PEN文字 (join (join (length of [実績 v]) [/]) (item (16) of [@変数 v])) [-225] [160] [2] []\nend\nif <(item (1) of [データ v]) > [0]> then\n if <(item (1) of [実績 v]) = [0]> then\n replace item (1) of [実績 v] with [1]\n add [Completed first move] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (1) of [データ v]) > [1200]> then\n if <(item (2) of [実績 v]) = [0]> then\n replace item (2) of [実績 v] with [1]\n add [completed the 30 block move] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (1) of [データ v]) > [11999]> then\n if <(item (3) of [実績 v]) = [0]> then\n replace item (3) of [実績 v] with [1]\n add [completed the 300 block move] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (1) of [データ v]) > [399959]> then\n if <(item (4) of [実績 v]) = [0]> then\n replace item (4) of [実績 v] with [1]\n add [completed the 9999 block move] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n end\n end\n end\nend\nif <(item (2) of [データ v]) > [0]> then\n if <(item (5) of [実績 v]) = [0]> then\n replace item (5) of [実績 v] with [1]\n add [Completed first jump] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (2) of [データ v]) > [29]> then\n if <(item (6) of [実績 v]) = [0]> then\n replace item (6) of [実績 v] with [1]\n add [Completed 30 jump] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (2) of [データ v]) > [99]> then\n if <(item (7) of [実績 v]) = [0]> then\n replace item (7) of [実績 v] with [1]\n add [Completed 100 jump] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (2) of [データ v]) > [999]> then\n if <(item (8) of [実績 v]) = [0]> then\n replace item (8) of [実績 v] with [1]\n add [Completed 1000 jump] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n end\n end\n end\nend\nif <(item (3) of [データ v]) > [0]> then\n if <(item (9) of [実績 v]) = [0]> then\n replace item (9) of [実績 v] with [1]\n add [Completed first death] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (3) of [データ v]) > [19]> then\n if <(item (10) of [実績 v]) = [0]> then\n replace item (10) of [実績 v] with [1]\n add [Completed 20 death] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (3) of [データ v]) > [99]> then\n if <(item (11) of [実績 v]) = [0]> then\n replace item (11) of [実績 v] with [1]\n add [Completed 100 death] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n end\n end\nend\nif <(item (4) of [データ v]) > [0]> then\n if <(item (12) of [実績 v]) = [0]> then\n replace item (12) of [実績 v] with [1]\n add [Completed first wall kick] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (4) of [データ v]) > [29]> then\n if <(item (13) of [実績 v]) = [0]> then\n replace item (13) of [実績 v] with [1]\n add [Completed first 30 kick] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n if <(item (4) of [データ v]) > [99]> then\n if <(item (14) of [実績 v]) = [0]> then\n replace item (14) of [実績 v] with [1]\n add [Completed first 100 kick] to [メッセージ v]\n add [50] to [メッセージ v]\n end\n end\n end\nend\n\ndefine ステージ作成2 (x1) (x2) (y1) (y2) (x3) (y3) (ステージ)\nreplace item (1) of [2.5d用 v] with ((item (1) of [@変数 v]) + (x1))\nreplace item (3) of [2.5d用 v] with [-90]\nreplace item (5) of [2.5d用 v] with [-20]\nreplace item (4) of [2.5d用 v] with [90]\nreplace item (9) of [2.5d用 v] with [20]\nreplace item (6) of [2.5d用 v] with ((item (3) of [@変数 v]) + (x2))\nrepeat (x3)\n replace item (2) of [2.5d用 v] with ((item (2) of [@変数 v]) + (y1))\n replace item (7) of [2.5d用 v] with ((item (4) of [@変数 v]) + (y2))\n repeat (y3)\n ステージ作成1 (ステージ)\n end\n replace item (1) of [2.5d用 v] with ((item (1) of [2.5d用 v]) + (-40))\n replace item (6) of [2.5d用 v] with ((item (6) of [2.5d用 v]) + (1))\nend\n\nwhen flag clicked\ndelete all of [メッセージ v]\nif <(最初か) = [0]> then\n if <not <(username) = [kouttakunn]>> then\n set [最初か v] to [1]\n end\n delete all of [データ v]\n repeat (10)\n add [0] to [データ v]\n end\n delete all of [実績 v]\n repeat (100)\n add [0] to [実績 v]\n end\n delete all of [設定 v]\n repeat (10)\n add [1] to [設定 v]\n end\nend\n\nwhen I receive [スタート v]\nforever\n プレイヤー確認\nend\n\ndefine 当たり判定確認\nreplace item (1) of [当たり判定用 v] with (((item (5) of [@変数 v]) + (20)) mod (40))\nreplace item (3) of [当たり判定用 v] with ((((item (5) of [@変数 v]) + (20)) - (((item (5) of [@変数 v]) + (20)) mod (40))) / (40))\nreplace item (2) of [当たり判定用 v] with ((item (6) of [@変数 v]) mod (40))\nreplace item (4) of [当たり判定用 v] with ((((item (6) of [@変数 v]) - ((item (6) of [@変数 v]) mod (40))) / (40)) * (-1))\nreplace item (7) of [当たり判定用 v] with ((item (3) of [当たり判定用 v]) + (7))\nreplace item (8) of [当たり判定用 v] with ((item (3) of [当たり判定用 v]) + ((7) + <(item (1) of [当たり判定用 v]) > [0]>))\nreplace item (9) of [当たり判定用 v] with ((item (4) of [当たり判定用 v]) + (7))\nreplace item (10) of [当たり判定用 v] with ((item (4) of [当たり判定用 v]) + ((7) - <(item (2) of [当たり判定用 v]) > [0]>))\nreplace item (12) of [当たり判定用 v] with (letter (item (9) of [当たり判定用 v]) of (item (item (7) of [当たり判定用 v]) of [ステージ v]))\nreplace item (13) of [当たり判定用 v] with (letter (item (9) of [当たり判定用 v]) of (item (item (8) of [当たり判定用 v]) of [ステージ v]))\nreplace item (14) of [当たり判定用 v] with (letter (item (10) of [当たり判定用 v]) of (item (item (7) of [当たり判定用 v]) of [ステージ v]))\nreplace item (15) of [当たり判定用 v] with (letter (item (10) of [当たり判定用 v]) of (item (item (8) of [当たり判定用 v]) of [ステージ v]))\nreplace item (11) of [当たり判定用 v] with <<[当たり判定 v] contains (item (12) of [当たり判定用 v])?> or <<[当たり判定 v] contains (item (13) of [当たり判定用 v])?> or <<[当たり判定 v] contains (item (14) of [当たり判定用 v])?> or <[当たり判定 v] contains (item (15) of [当たり判定用 v])?>>>>\ndelete all of [触れているブロック v]\nrepeat (15)\n add [false] to [触れているブロック v]\nend\nreplace item (15) of [@変数 v] with [12]\nrepeat (4)\n if <(item (item (15) of [@変数 v]) of [当たり判定用 v]) = [a]> then\n replace item (item (15) of [@変数 v]) of [当たり判定用 v] with [10]\n end\n if <(item (item (15) of [@変数 v]) of [当たり判定用 v]) = [b]> then\n replace item (item (15) of [@変数 v]) of [当たり判定用 v] with [11]\n end\n if <(item (item (15) of [@変数 v]) of [当たり判定用 v]) = [c]> then\n replace item (item (15) of [@変数 v]) of [当たり判定用 v] with [12]\n end\n if <(item (item (15) of [@変数 v]) of [当たり判定用 v]) = [d]> then\n replace item (item (15) of [@変数 v]) of [当たり判定用 v] with [13]\n end\n replace item (15) of [@変数 v] with ((item (15) of [@変数 v]) + (1))\nend\nreplace item (item (12) of [当たり判定用 v]) of [触れているブロック v] with [true]\nreplace item (item (13) of [当たり判定用 v]) of [触れているブロック v] with [true]\nreplace item (item (14) of [当たり判定用 v]) of [触れているブロック v] with [true]\nreplace item (item (15) of [当たり判定用 v]) of [触れているブロック v] with [true]\n\ndefine プレイヤー確認\ndelete all of [プレイヤー確認用 v]\nadd (letter (1) of (☁ player1)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player2)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player3)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player4)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player5)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player6)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player7)) to [プレイヤー確認用 v]\nadd (letter (1) of (☁ player8)) to [プレイヤー確認用 v]\nreplace item (19) of [@変数 v] with [8]\nwait (.5) seconds\nif <(item (1) of [プレイヤー確認用 v]) = (letter (1) of (☁ player1))> then\n replace item (1) of [プレイヤー確認用 v] with []\n set [☁ player1 v] to [0]\n replace item (19) of [@変数 v] with ((item (19) of [@変数 v]) + (-1))\nend\nif <(item (2) of [プレイヤー確認用 v]) = (letter (1) of (☁ player2))> then\n replace item (2) of [プレイヤー確認用 v] with []\n set [☁ player2 v] to [0]\n replace item (19) of [@変数 v] with ((item (19) of [@変数 v]) + (-1))\nend\nif <(item (3) of [プレイヤー確認用 v]) = (letter (1) of (☁ player3))> then\n replace item (3) of [プレイヤー確認用 v] with []\n set [☁ player3 v] to [0]\n replace item (19) of [@変数 v] with ((item (19) of [@変数 v]) + (-1))\nend\nif <(item (4) of [プレイヤー確認用 v]) = (letter (1) of (☁ player4))> then\n replace item (4) of [プレイヤー確認用 v] with []\n set [☁ player4 v] to [0]\n replace item (19) of [@変数 v] with ((item (19) of [@変数 v]) + (-1))\nend\nif <(item (5) of [プレイヤー確認用 v]) = (letter (1) of (☁ player5))> then\n replace item (5) of [プレイヤー確認用 v] with []\n set [☁ player5 v] to [0]\n replace item (19) of [@変数 v] with ((item (19) of [@変数 v]) + (-1))\nend\nif <(item (6) of [プレイヤー確認用 v]) = (letter (1) of (☁ player6))> then\n replace item (6) of [プレイヤー確認用 v] with []\n set [☁ player6 v] to [0]\n replace item (19) of [@変数 v] with ((item (19) of [@変数 v]) + (-1))\nend\nif <(item (7) of [プレイヤー確認用 v]) = (letter (1) of (☁ player7))> then\n replace item (7) of [プレイヤー確認用 v] with []\n set [☁ player7 v] to [0]\n replace item (19) of [@変数 v] with ((item (19) of [@変数 v]) + (-1))\nend\nif <(item (8) of [プレイヤー確認用 v]) = (letter (1) of (☁ player8))> then\n replace item (8) of [プレイヤー確認用 v] with []\n set [☁ player8 v] to [0]\n replace item (19) of [@変数 v] with ((item (19) of [@変数 v]) + (-1))\nend\nreplace item (20) of [@変数 v] with (item (19) of [@変数 v])\nif <(#player) = [0]> then\n if <(item (1) of [プレイヤー確認用 v]) = []> then\n set [#player v] to [1]\n else\n if <(item (2) of [プレイヤー確認用 v]) = []> then\n set [#player v] to [2]\n else\n if <(item (3) of [プレイヤー確認用 v]) = []> then\n set [#player v] to [3]\n else\n if <(item (4) of [プレイヤー確認用 v]) = []> then\n set [#player v] to [4]\n else\n if <(item (5) of [プレイヤー確認用 v]) = []> then\n set [#player v] to [5]\n else\n if <(item (6) of [プレイヤー確認用 v]) = []> then\n set [#player v] to [6]\n else\n if <(item (7) of [プレイヤー確認用 v]) = []> then\n set [#player v] to [7]\n else\n if <(item (8) of [プレイヤー確認用 v]) = []> then\n set [#player v] to [8]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nPEN文字 (username) ((((length of (username)) / (2)) * ((35) / (3))) * (-1)) [0] [3] []\n\ndefine 2.5D\n((item (9) of [2.5d用 v]) * (-1)) (item (9) of [2.5d用 v]) [0] へ行く\npen down\nset pen size to (4)\n(item (9) of [2.5d用 v]) (item (9) of [2.5d用 v]) [0] へ行く\n(item (9) of [2.5d用 v]) ((item (9) of [2.5d用 v]) * (-1)) [0] へ行く\n((item (9) of [2.5d用 v]) * (-1)) ((item (9) of [2.5d用 v]) * (-1)) [0] へ行く\n((item (9) of [2.5d用 v]) * (-1)) (item (9) of [2.5d用 v]) [0] へ行く\nset pen size to (3)\n((item (9) of [2.5d用 v]) * (-1)) (item (9) of [2.5d用 v]) (item (5) of [2.5d用 v]) へ行く\n(item (9) of [2.5d用 v]) (item (9) of [2.5d用 v]) (item (5) of [2.5d用 v]) へ行く\n(item (9) of [2.5d用 v]) (item (9) of [2.5d用 v]) [0] へ行く\n(item (9) of [2.5d用 v]) (item (9) of [2.5d用 v]) (item (5) of [2.5d用 v]) へ行く\n(item (9) of [2.5d用 v]) ((item (9) of [2.5d用 v]) * (-1)) (item (5) of [2.5d用 v]) へ行く\n(item (9) of [2.5d用 v]) ((item (9) of [2.5d用 v]) * (-1)) [0] へ行く\n(item (9) of [2.5d用 v]) ((item (9) of [2.5d用 v]) * (-1)) (item (5) of [2.5d用 v]) へ行く\n((item (9) of [2.5d用 v]) * (-1)) ((item (9) of [2.5d用 v]) * (-1)) (item (5) of [2.5d用 v]) へ行く\n((item (9) of [2.5d用 v]) * (-1)) ((item (9) of [2.5d用 v]) * (-1)) [0] へ行く\n((item (9) of [2.5d用 v]) * (-1)) ((item (9) of [2.5d用 v]) * (-1)) (item (5) of [2.5d用 v]) へ行く\n((item (9) of [2.5d用 v]) * (-1)) (item (9) of [2.5d用 v]) (item (5) of [2.5d用 v]) へ行く\npen up\n\ndefine ステージ変更\nerase all\nset pen size to (1)\npen up\ngo to x: (-238) y: (178)\nreplace item (1) of [@変数 v] with [1]\nrepeat (120)\n replace item (2) of [@変数 v] with [1]\n repeat (90)\n replace item (3) of [@変数 v] with (letter (item (2) of [@変数 v]) of (item (item (1) of [@変数 v]) of [ステージ1 v]))\n if <not <<(item (3) of [@変数 v]) = [0]> or <(item (3) of [@変数 v]) = []>>> then\n switch costume to (join [c] (item (3) of [@変数 v]))\n stamp\n end\n change y by (-4)\n replace item (2) of [@変数 v] with ((item (2) of [@変数 v]) + (1))\n end\n change x by (4)\n set y to (178)\n replace item (1) of [@変数 v] with ((item (1) of [@変数 v]) + (1))\nend\n\ndelete all of [スキン v]\nrepeat (10)\n add [0] to [スキン v]\nend\n\nset [#player v] to [1]\nrepeat until <<not <(length of (item (#player) of [ステージ1 v])) = [90]>> or <(#player) = [121]>>\n change [#player v] by (1)\nend\n\nreplace item (85) of [ステージ1 v] with [000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]\n\n@サムネ\n\nwhen flag clicked\nshow\n\nwhen I receive [スタート v]\nhide\nforever\n play sound [1 v] until done\nend\n\n
Cave Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (main menu v)\nset [ghost v] effect to (0)\n\nforever\n glide (2.7) secs to x: (155) y: (-132)\n wait (.3) seconds\n glide (2.7) secs to x: (-150) y: (-132)\n wait (.3) seconds\nend\n\nwhen I receive [back to menu v]\nswitch backdrop to (main menu v)\nset [ghost v] effect to (0)\n\nwhen I receive [start the game v]\nswitch backdrop to (in-game v)\nset [ghost v] effect to (0)\n\n@Intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nstart sound [MFLF2 Intro Sound v]\nshow\nswitch costume to (stefano3939 logo v)\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nhide\nwait (1.1) seconds\nbroadcast (Main Menu v)\nhide\nforever\n play sound [Main Menu v] until done\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start the game v]\nhide\nstop [other scripts in sprite v]\n\nswitch costume to (thumbnail v)\n\n@Play\n\nwhen flag clicked\nhide\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start the game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\ngo to x: (-180) y: (40)\nshow\nswitch costume to (normal v)\nglide (0.2) secs to x: (-131) y: (40)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (normal v)\n start sound [Hover v]\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen this sprite clicked\nstart sound [Select v]\nbroadcast (Start the Game v)\nswitch costume to (normal v)\n\nwhen I receive [shop screen v]\nstop [other scripts in sprite v]\nglide (0.2) secs to x: (-180) y: (40)\nhide\n\nwhen I receive [how to play v]\nstop [other scripts in sprite v]\nglide (0.2) secs to x: (-180) y: (40)\nhide\n\nwhen I receive [more like this v]\nstop [other scripts in sprite v]\nglide (0.2) secs to x: (-180) y: (40)\nhide\n\n@Shop\n\nwhen flag clicked\nhide\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start the game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\ngo to x: (-180) y: (0)\nshow\nswitch costume to (normal v)\nwait (0.05) seconds\nglide (0.2) secs to x: (-131) y: (0)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (normal v)\n start sound [Hover v]\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen this sprite clicked\nstart sound [Select v]\nbroadcast (Shop Screen v)\nswitch costume to (normal v)\n\nwhen I receive [shop screen v]\nstop [other scripts in sprite v]\nwait (0.05) seconds\nglide (0.2) secs to x: (-180) y: (0)\nhide\n\nwhen I receive [how to play v]\nstop [other scripts in sprite v]\nwait (0.05) seconds\nglide (0.2) secs to x: (-180) y: (0)\nhide\n\nwhen I receive [more like this v]\nstop [other scripts in sprite v]\nwait (0.05) seconds\nglide (0.2) secs to x: (-180) y: (0)\nhide\n\n@About\n\nwhen flag clicked\nhide\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start the game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\ngo to x: (-180) y: (-40)\nshow\nswitch costume to (normal v)\nwait (0.1) seconds\nglide (0.2) secs to x: (-131) y: (-40)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (normal v)\n start sound [Hover v]\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen this sprite clicked\nstart sound [Select v]\nbroadcast (How to Play v)\nswitch costume to (normal v)\n\nwhen I receive [shop screen v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-180) y: (-40)\nhide\n\nwhen I receive [how to play v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-180) y: (-40)\nhide\n\nwhen I receive [more like this v]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nglide (0.2) secs to x: (-180) y: (-40)\nhide\n\n@More\n\nwhen flag clicked\nhide\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start the game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\ngo to x: (-180) y: (-80)\nshow\nswitch costume to (normal v)\nwait (0.15) seconds\nglide (0.2) secs to x: (-131) y: (-80)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (normal v)\n start sound [Hover v]\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen this sprite clicked\nstart sound [Select v]\nbroadcast (More like this v)\nswitch costume to (normal v)\n\nwhen I receive [shop screen v]\nstop [other scripts in sprite v]\nwait (0.15) seconds\nglide (0.2) secs to x: (-180) y: (-80)\nhide\n\nwhen I receive [how to play v]\nstop [other scripts in sprite v]\nwait (0.15) seconds\nglide (0.2) secs to x: (-180) y: (-80)\nhide\n\nwhen I receive [more like this v]\nstop [other scripts in sprite v]\nwait (0.15) seconds\nglide (0.2) secs to x: (-180) y: (-80)\nhide\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start the game v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [how to play v]\ngo to x: (-180) y: (-120)\nshow\nswitch costume to (normal v)\nwait (0.15) seconds\nglide (0.2) secs to x: (-131) y: (-120)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (normal v)\n start sound [Hover v]\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen this sprite clicked\nstart sound [Back v]\nbroadcast (Main Menu v)\nswitch costume to (normal v)\n\nwhen I receive [more like this v]\ngo to x: (-180) y: (-120)\nshow\nswitch costume to (normal v)\nwait (0.15) seconds\nglide (0.2) secs to x: (-131) y: (-120)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (normal v)\n start sound [Hover v]\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen I receive [shop screen v]\ngo to x: (-180) y: (-120)\nshow\nswitch costume to (normal v)\nwait (0.15) seconds\nglide (0.2) secs to x: (-131) y: (-120)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (normal v)\n start sound [Hover v]\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen I receive [main menu v]\nstop [other scripts in sprite v]\nglide (0.2) secs to x: (-180) y: (-120)\nhide\n\n@MenuGUI's\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [how to play v]\nset [ghost v] effect to (100)\nswitch costume to (how to play v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [main menu v]\nstart sound [Back v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [more like this v]\nset [ghost v] effect to (100)\nswitch costume to (advertisements v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Kawaii Kat\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [start the game v]\nset volume to (100) %\nforever\n play sound [The Fat Rat - Unity \(Without female voice\) v] until done\nend\n\nwhen I receive [start the game v]\nswitch costume to (Skin)\nset size to (10) %\nforever\n if < or <<touching (sprite1 v)?> or <touching (sprite3 v)?>>> then\n go to x: (-217) y: (-20)\n change [deaths: v] by (1)\n set [x v] to [0]\n end\nend\n\nwhen I receive [start the game v]\nset rotation style [left-right v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (kawaii kat v)\n change [x 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 switch costume to (kawaii kat2 v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (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 x) > (x 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 (ground v)?> or <touching (floating platform 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?>> and <<touching (ground v)?> or <touching (floating platform v)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-20)\n broadcast (NEXT LEVEL v)\n end\n if <touching (trampoline v)?> then\n set [y v] to [22]\n end\n if <touching (backwards v)?> then\n set [x v] to [-50]\n end\nend\n\nwhen I receive [start the game v]\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-217) y: (-20)\nforever\n if <<touching (vinyl-b-spike-960x960_grande v)?> or <touching (sks ms v)?>> then\n go to x: (-217) y: (-20)\n change [deaths: v] by (1)\n end\nend\n\nwhen I receive [start the game v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\nwait (0.01) seconds\nbroadcast (Main Menu v)\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shop screen v]\nswitch costume to (Skin)\nshow\ngo to x: (0) y: (0)\nset size to (50) %\n\nwhen I receive [skin update v]\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch costume to (Skin)\nrepeat (10)\n change [brightness v] effect by (10)\nend\n\nwhen [s v] key pressed\ngo to x: (-219) y: (-93)\n\n@<\n\nwhen flag clicked\nset [skin v] to [1]\nhide\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shop screen v]\ngo to x: (-100) y: (0)\nshow\nswitch costume to (normal v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (normal v)\n start sound [Hover v]\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen this sprite clicked\nstart sound [Select v]\nchange [skin v] by (-1)\nif <(Skin) < [1]> then\n set [skin v] to [10]\nend\nbroadcast (Skin Update v)\n\n@>\n\nwhen flag clicked\nset [skin v] to [1]\nhide\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [shop screen v]\ngo to x: (100) y: (0)\nshow\nswitch costume to (normal v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (hover v)\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n else\n switch costume to (normal v)\n start sound [Hover v]\n wait until <touching (mouse-pointer v)?>\n end\nend\n\nwhen this sprite clicked\nstart sound [Select v]\nchange [skin v] by (1)\nif <(Skin) > [10]> then\n set [skin v] to [1]\nend\nbroadcast (Skin Update v)\n\n@ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the game v]\nshow\nswitch costume to (costume 1 v)\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the game v]\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\nforever\n go to [back v] layer\n set x to (0)\n set y to (0)\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@Trampoline\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the game v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (costume1 v)\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@Backwards\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the game v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (costume1 v)\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@lava\n\nwhen I receive [start the game v]\nshow\ngo to x: (0) y: (-176)\nset size to (100) %\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@floating platform\n\nwhen I receive [next level v]\nnext costume\n\nforever\n glide (2.7) secs to x: (155) y: (-132)\n wait (.3) seconds\n glide (2.7) secs to x: (-150) y: (-132)\n wait (.3) seconds\nend\n\nwhen I receive [start the game v]\nshow\nswitch costume to (costume1 v)\nforever\n glide (2.7) secs to x: (155) y: (-132)\n wait (.3) seconds\n glide (2.7) secs to x: (-150) y: (-132)\n wait (.3) seconds\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\ngo to x: (226) y: (-98)\n\nwhen I receive [start the game v]\nshow\nswitch costume to (costume2 v)\ngo to [back v] layer\nforever\n go to [back v] layer\n set x to (226)\n set y to (-98)\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@native-american-arrow-png\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the game v]\nshow\nswitch costume to (costume1 v)\ngo to x: (33) y: (-20)\nforever\n glide (2.7) secs to x: (-343) y: (-21)\n if <touching (ground v)?> then\n go to x: (33) y: (-20)\n end\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@Sprite3\n\nwhen I receive [next level v]\nnext costume\n\ngo to [back v] layer\nset x to (226)\nset y to (-98)\n\nwhen I receive [start the game v]\nshow\nswitch costume to (costume2 v)\ngo to x: (226) y: (-98)\ngo to [back v] layer\nforever\n glide (2.7) secs to x: (155) y: (-98)\n wait (.3) seconds\n glide (2.7) secs to x: (-150) y: (-98)\n wait (.3) seconds\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@Sprite2\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the game v]\nshow\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (70) y: (-34)\nforever\n glide (1) secs to x: (70) y: (-34)\n wait (.6) seconds\n glide (1) secs to x: (70) y: (10)\n wait (.6) seconds\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@vinyl-b-spike-960x960_grande\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the game v]\nswitch costume to (costume1 v)\nforever\n turn right (6) degrees\nend\n\nwhen I receive [start the game v]\nshow\nforever\n go to [back v] layer\n set x to (-19)\n set y to (-113)\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n@sks ms\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [start the game v]\nforever\n go to [back v] layer\n set x to (200)\n set y to (-113)\nend\n\nwhen I receive [start the game v]\nshow\nswitch costume to (costume1 v)\nforever\n turn right (6) degrees\nend\n\nwhen I receive [back to menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen [s v] key pressed\nnext costume\n\n
arrow keys to move\ndon't touch lava or spikes\nEnemies are included and some shoot arrows\nThere are moving platforms and blue trampolines and green backward pads. S to skip.\n100% possible but some difficult levels
Dungeon Journey 3 - A platformer [Mobile Friendly]
@Stage\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) < [4]> then\n switch backdrop to (backdrop3 v)\n else\n if <[8] < ([costume # v] of [ground v])> then\n switch backdrop to (backdrop3 v)\n else\n switch backdrop to (backdrop2 v)\n end\n end\nend\n\nwhen I receive [message1 v]\nstop all sounds\nforever\n set volume to (60) %\n play sound [526063_Heretical-Mysticism.mp3 v] until done\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\ndelete this clone\n\nwhen I receive [message1 v]\nshow\n\nwhen I start as a clone\nswitch costume to (costume11 v)\nif <([costume # v] of [ground v]) = [5]> then\n forever\n go to x: (133) y: (-80)\n repeat (56)\n change x by (-5)\n end\n repeat (56)\n change x by (5)\n end\n end\nend\nif <([costume # v] of [ground v]) = [6]> then\n forever\n go to x: (70) y: (15)\n repeat (53)\n change x by (-5)\n change y by (-1.5)\n end\n repeat (53)\n change x by (5)\n change y by (1.5)\n end\n end\nend\nif <([costume # v] of [ground v]) = [7]> then\n forever\n go to x: (140) y: (13)\n repeat (68)\n change x by (-5)\n end\n repeat (68)\n change x by (5)\n end\n end\nend\nif <([costume # v] of [ground v]) = [9]> then\n forever\n go to x: (120) y: (50)\n repeat (47)\n change x by (-5)\n end\n repeat (47)\n change x by (5)\n end\n end\nend\n\nwhen [space v] key pressed\nset [my variable v] to (join (mouse x) (mouse y))\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen [s v] key pressed\nif <not <([costume # v] of [ground v]) = [10]>> then\n broadcast (Next level v)\nend\n\n@Light2\n\nwhen flag clicked\nforever\n Fix\nend\n\ndefine Fix\ngo to (player v)\ngo to [back v] layer\nshow\nif <touching (player v)?> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n set size to (50) %\n repeat (10)\n change size by (1)\n end\n wait (0.5) seconds\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen backdrop switches to [backdrop10 v]\nforever\n hide\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\nbroadcast (Restart v)\n\nwhen I receive [next level v]\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]\n\nwhen I receive [message1 v]\nshow\nforever\n if <<(x position) > [230]> and <touching (_edge_ v)?>> then\n broadcast (Next level v)\n end\n if <<touching (spikes v)?> or <<touching (lava v)?> or <<(y position) < [-170]> and <touching (_edge_ v)?>>>> then\n broadcast (Restart v)\n end\n if <touching (bounce v)?> then\n set [y v] to [20]\n end\nend\n\nchange [y v] by (-1)\n\nwhen flag clicked\nforever\n Move\nend\n\ndefine Move\ngo to [front v] layer\n\nwhen I receive [message1 v]\nbroadcast (Restart v)\nswitch costume to (costume1 v)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n if <touching (ladders v)?> then\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [8]\n end\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>> then\n set [y v] to [-8]\n end\n else\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 (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\n@Trail thingy\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to [front v] layer\nif <touching (player v)?> then\n go [backward v] (1) layers\nend\nset size to (9) %\nswitch costume to (costume1 v)\ngo [backward v] (1) layers\nrepeat (10)\n change [ghost v] effect by (10)\nend\nif <<([costume # v] of [ground v]) > [6]> and <not <([costume # v] of [ground v]) = [10]>>> then\n go to [back v] layer\n clear graphic effects\n set size to (100) %\n switch costume to (costume2 v)\n point in direction ([direction v] of [player v])\n repeat (1)\n say []\nend\ndelete this clone\n\nif <touching (stick man v)?> then\n\nwhen I receive [restart v]\ndelete this clone\n\nwhen I receive [message1 v]\nforever\n hide\n go to (player v)\n if <<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [3]>> then\n create clone of (_myself_ v)\n end\nend\n\n@bounce\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n show\n if <touching (player v)?> then\n set [y v] to [20]\n switch costume to (costume1 v)\n repeat (2)\n next costume\n end\n repeat (2)\n switch costume to ((costume [number v]) - (1))\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen flag clicked\ndelete this clone\n\nwhen I receive [message1 v]\nwait until <([costume # v] of [ground v]) = [1]>\ngo to x: (80) y: (-87)\ncreate clone of (_myself_ v)\nwait until <([costume # v] of [ground v]) = [8]>\ngo to x: (-179) y: (-115)\ncreate clone of (_myself_ v)\n\n@Stick Man\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to ([costume # v] of [ground v])\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (120) %\nforever\n reset timer\nend\n\nwhen [timer v] > (0.03)\nset size to (120) %\nrepeat (20)\n go to [front v] layer\n show\n change size by (-1)\n change [ghost v] effect by (-5)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\n clear graphic effects\n set size to (100) %\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (level 10 v)\nforever\n show\n go to [back v] layer\n turn right (10) degrees\nend\n\nwhen I receive [restart v]\nif then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [2]> then\n Glide of clone [11] [-102] [100] [-102]\nend\nif <([costume # v] of [ground v]) = [3]> then\n Glide of clone [70] [-102] [200] [-102]\nend\nif <([costume # v] of [ground v]) = [4]> then\n Glide of clone [-30] [-150] [-30] [150]\n Glide of clone [30] [150] [30] [-150]\nend\nif <([costume # v] of [ground v]) = [5]> then\n Glide of clone [0] [-150] [150] [-150]\nend\nif <([costume # v] of [ground v]) = [6]> then\n Glide of clone [-140] [-180] [-140] [150]\n Glide of clone [50] [-180] [50] [150]\n Glide of clone [-140] [150] [-140] [-180]\n Glide of clone [50] [150] [50] [-180]\nend\nif <([costume # v] of [ground v]) = [7]> then\n Glide of clone [43] [-147] [150] [-147]\nend\nif <([costume # v] of [ground v]) = [8]> then\n Glide of clone [-30] [-131] [140] [-131]\nend\nif <([costume # v] of [ground v]) = [9]> then\n Glide of clone [0] [-101] [0] [100]\n Glide of clone [70] [100] [70] [-101]\n Glide of clone [140] [-101] [140] [100]\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (level 10 v)\nforever\n go to x: (a) y: (b)\n repeat until <<(round (x position)) = (c)> and <(round (y position)) = (d)>>\n change x by (((c) - (x position)) / (12))\n change y by (((d) - (y position)) / (12))\n end\n repeat until <<(round (x position)) = (a)> and <(round (y position)) = (b)>>\n change x by (((a) - (x position)) / (12))\n change y by (((b) - (y position)) / (12))\n end\nend\n\ndefine Glide of clone (a) (b) (c) (d)\nset [a v] to (a)\nset [b v] to (b)\nset [c v] to (c)\nset [d v] to (d)\ncreate clone of (_myself_ v)\n\nwhen I receive [message1 v]\nshow\n\n@LADDERS\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [ground v])\n clear graphic effects\n go to [back v] layer\n if <touching (sprite1 v)?> then\n go [forward v] (1) layers\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <([costume # v] of [ground v]) = [8]> then\n show\n go to [back v] layer\n else\n hide\n end\nend\n\n@Clouds\n\nwhen I start as a clone\nshow\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\nwhen I receive [message1 v]\nforever\n if <not <(backdrop [number v]) = [2]>> then\n create clone of (_myself_ v)\n end\n wait (pick random (2) to (4)) seconds\nend\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\n\ndefine Clone (x) (y)\ngo to x: (x) y: (y)\nset rotation style [all around v]\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nshow\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n turn right (5) degrees\nend\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nswitch costume to (costume1 v)\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\nend\nhide\n\nwhen I receive [restart v]\nhide\nif then\n delete this clone\nend\nif <([costume # v] of [ground v]) = [1]> then\n Clone [43] [0]\nend\nif <([costume # v] of [ground v]) = [2]> then\n Clone [140] [0]\nend\nif <([costume # v] of [ground v]) = [3]> then\n Clone [170] [124]\nend\nif <([costume # v] of [ground v]) = [4]> then\n Clone [200] [-39]\nend\nif <([costume # v] of [ground v]) = [5]> then\n Clone [200] [13]\nend\nif <([costume # v] of [ground v]) = [6]> then\n Clone [25] [164]\nend\nif <([costume # v] of [ground v]) = [7]> then\n Clone [205] [92]\n Clone [205] [-107]\nend\nif <([costume # v] of [ground v]) = [8]> then\n Clone [201] [146]\n Clone [51] [29]\nend\nif <([costume # v] of [ground v]) = [9]> then\n Clone [218] [90]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n set rotation style [left-right v]\n clear graphic effects\n set size to (9) %\n show\n set [enemyx v] to [0]\n set [enemyy v] to [0]\n go to [front v] layer\n forever\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by (-0.4)\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by (0.4)\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (ground 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) - (-120)) < ([y position v] of [player v])> and <touching (ground v)?>> then\n set [enemyy v] to [14]\n end\n if <<touching (ground v)?> and <<touching (player v)?> and <(([y position v] of [player v]) - (10)) > (y position)>>> then\n set [y v] to [15]\n repeat (10)\n change [ghost v] effect by (10)\n change [enemyy v] by (1)\n end\n delete this clone\n end\n change y by (1)\n switch costume to (costume3 v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n if <touching (player v)?> then\n broadcast (Restart v)\n end\n if <touching (ladders v)?> then\n if <([y position v] of [player v]) > (y position)> then\n set [enemyy v] to [6]\n else\n set [enemyy v] to [-6]\n end\n end\n if <touching (bounce v)?> then\n set [enemyy v] to [20]\n end\n end\nelse\n show\n clear graphic effects\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [amount v] to [1]\nset [speed v] to [1]\n\nwait (1) seconds\n\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n set [tide v] to [0]\n repeat (10)\n change [tide v] by (1)\n end\n repeat (10)\n change [tide v] by (-1)\n end\n go to [back v] layer\nend\n\ngo to [back v] layer\n\nwhen I receive [message1 v]\nforever\n go to [back v] layer\n if <touching (ladders v)?> then\n go [backward v] (1) layers\n end\n go to [back v] layer\n if <(backdrop [number v]) = [3]> then\n show\n go to [back v] layer\n else\n hide\n end\n set x to ((tide) * (0.5))\n go to [back v] layer\n set y to ((() - (tide)) * (0.5))\n go to [back v] layer\n set [ghost v] effect to ((tide) * (0.5))\n go to [back v] layer\nend\n\n@Intro\n\ndefine Clone number (#)\nswitch costume to (#)\nshow\nif <(#) = [19]> then\n show\n switch costume to (costume13 v)\n go to [front v] layer\n set size to (50) %\n clear graphic effects\n go to x: (0) y: (0)\n repeat until <(round (y position)) = [150]>\n change y by (((150) - (y position)) / (4))\n end\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (2))\n end\n repeat until <<(round (size)) = [1800]> and <(round (direction)) = [90]>>\n switch costume to (costume14 v)\n change size by (((1800) - (size)) / (4))\n switch costume to (costume13 v)\n end\n broadcast (Intro del clones v) and wait\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <(#) = [1]> then\n set rotation style [all around v]\n point in direction (60)\n set size to (80) %\n go to x: (352) y: (60)\n Smooth glide [0] [20] [90] [85] speed [4]\n set [@speed v] to [0]\n repeat (22)\n change [@speed v] by (-1)\n change x by (@Speed)\n change [ghost v] effect by ([abs v] of ((@Speed) / (2)) )\n end\n set [@speed v] to [12]\n wait (1) seconds\n clear graphic effects\n set rotation style [left-right v]\n set size to (85) %\n point in direction (-90)\n go to x: (-326) y: (20)\n repeat (26)\n change [@speed v] by (1)\n change x by (@Speed)\n end\n delete this clone\nend\nif <(#) = [2]> then\n set rotation style [all around v]\n point in direction (60)\n set size to (80) %\n go to x: (352) y: (60)\n Smooth glide [0] [20] [90] [85] speed [4]\n set [@speed v] to [0]\n switch costume to (pi2 v)\n set [clone# v] to [5]\n repeat (2)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n end\n set [clone# v] to [14]\n repeat (2)\n change [clone# v] by (1)\n create clone of (_myself_ v)\n end\n point in direction (90)\n repeat (11)\n change [@speed v] by (-1)\n change y by (@Speed)\n change size by (([abs v] of (@Speed) ) / (0.7))\n end\nend\nif <(#) = [3]> then\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\nend\nif <(#) = [4]> then\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (0)\n go to [back v] layer\nend\nif <(#) = [6]> then\n go to x: (0) y: (20)\n point in direction (-90)\n set rotation style [all around v]\n set size to (85) %\n clear graphic effects\n set [@speed v] to [0]\n go to [front v] layer\n forever\n change [@speed v] by (1)\n move ((@Speed) * (2)) steps\n turn right (() - (@Speed)) degrees\n change [ghost v] effect by ((@Speed) / (2))\n change size by ((@Speed) / (3))\n end\nend\nif <(#) = [7]> then\n go to x: (0) y: (20)\n point in direction (90)\n set rotation style [all around v]\n set size to (85) %\n clear graphic effects\n set [@speed v] to [0]\n go to [front v] layer\n forever\n change [@speed v] by (1)\n move ((@Speed) * (2)) steps\n turn right (@Speed) degrees\n change size by ((@Speed) / (3))\n change [ghost v] effect by ((@Speed) / (2))\n end\nend\nif <(#) = [8]> then\n go to x: (-180) y: (20)\nend\nif <(#) = [9]> then\n go to x: (-120) y: (20)\nend\nif <(#) = [10]> then\n go to x: (-60) y: (20)\nend\nif <(#) = [11]> then\n go to x: (0) y: (20)\nend\nif <(#) = [12]> then\n go to x: (60) y: (20)\nend\nif <(#) = [13]> then\n go to x: (120) y: (20)\nend\nif <(#) = [14]> then\n go to x: (180) y: (20)\nend\nif <<(#) > [7]> and <[15] > (#)>> then\n set size to (85) %\n point in direction (90)\nend\nif <(#) = [15]> then\n go to x: (-124) y: (0)\n Smooth glide [0] [0] [90] [90] speed [4]\nend\nif <(#) = [16]> then\n go to x: (124) y: (0)\n Smooth glide [0] [0] [90] [90] speed [4]\nend\nif <<(#) > [7]> and <[17] > (#)>> then\n set [@speed v] to [0]\n forever\n if <[15] > (#)> then\n set y to ((([cos v] of ((@Speed) * (2)) ) * (10)) + (20))\n else\n set y to ((([cos v] of ((@Speed) * (2)) ) * (10)) + (0))\n end\n point in direction ((90) + (([cos v] of (@Speed) ) * (3)))\n change [@speed v] by (11)\n end\nend\nif <(#) = [17]> then\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (-240) y: (180)\n set [ghost v] effect to (50)\n set [@speed v] to [0]\n forever\n set rotation style [all around v]\n set [@speed v] to [0]\n repeat (25)\n change [@speed v] by (0.25)\n turn right (@Speed) degrees\n end\n set [@speed v] to [0]\n repeat (25)\n change [@speed v] by (0.25)\n turn left (@Speed) degrees\n end\n end\nend\nif <(#) = [18]> then\n go to [back v] layer\n go [forward v] (1) layers\n point in direction (90)\n go to x: (240) y: (180)\n set [ghost v] effect to (50)\n forever\n set rotation style [all around v]\n set [@speed v] to [0]\n repeat (25)\n change [@speed v] by (0.25)\n turn left (@Speed) degrees\n end\n set [@speed v] to [0]\n repeat (25)\n change [@speed v] by (0.25)\n turn right (@Speed) degrees\n end\n end\nend\n\ndefine Create clones\nset [clone# v] to [0]\nrepeat (4)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\nset [clone# v] to [17]\ncreate clone of (_myself_ v)\nset [clone# v] to [18]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nCreate clones\n\nwhen I start as a clone\nClone number (Clone#)\n\ndefine Smooth glide (x) (y) (dir) (size) speed ()\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <<(round (direction)) = (dir)> and <(round (size)) = (size)>>>\n change x by (((x) - (x position)) / ())\n change y by (((y) - (y position)) / ())\n turn right (((dir) - (direction)) / (() / (0.5))) degrees\n change size by (((size) - (size)) / ())\nend\n\nwait until <(x position) > [-150]>\nset [clone# v] to [8]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone#) = [1]> then\n wait (1.782) seconds\n wait until <(x position) > [-150]>\n set [clone# v] to [8]\n create clone of (_myself_ v)\n wait until <(x position) > [-100]>\n set [clone# v] to [9]\n create clone of (_myself_ v)\n wait until <(x position) > [-50]>\n set [clone# v] to [10]\n create clone of (_myself_ v)\n wait until <(x position) > [0]>\n set [clone# v] to [11]\n create clone of (_myself_ v)\n wait until <(x position) > [50]>\n set [clone# v] to [12]\n create clone of (_myself_ v)\n wait until <(x position) > [100]>\n set [clone# v] to [13]\n create clone of (_myself_ v)\n wait until <(x position) > [150]>\n set [clone# v] to [14]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (5) seconds\n\nwhen flag clicked\nstart sound [Intro Music v]\nset volume to (100) %\nwait (5) seconds\nset [clone# v] to [19]\ncreate clone of (_myself_ v)\nwait (.3) seconds\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\nbroadcast (message1 v)\n\nwhen I receive [intro del clones v]\nif <not <(Clone#) = [19]>> then\n delete this clone\nend\n\n@SKIP\n\nwhen flag clicked\npoint in direction (90)\nturn left (15) degrees\nforever\n repeat (15)\n turn left (-2) degrees\n end\n wait (0.1) seconds\n repeat (15)\n turn left (2) degrees\n end\n wait (0.1) seconds\nend\n\nwhen this sprite clicked\nif <not <([costume # v] of [ground v]) = [10]>> then\n broadcast (Next level v)\nend\n\n
New game! https://scratch.mit.edu/projects/406739724/\n\nWelcome, to "Dungeon Journey 3" a Platformer. Play the first two if you haven’t already, or else you won’t know what’s happening!\nD. J.: https://scratch.mit.edu/projects/396825381/\nD.J. 2: https://scratch.mit.edu/projects/397988821/\nDis took me 2 days to make OwO\n\nArrow keys / mobile tap to move\nS to skip a level (The levels are hard)
3D platformer v1.2
@Stage\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nerase all\nshow\n\n@Sprite2\n\nwhen flag clicked\nset size to (150) %\ngo to x: (0) y: (180)\nset size to (100) %\nhide\nwait (1) seconds\nwait until <(Level) = [10]>\nshow\nrepeat until <(y position) = [150]>\n change y by (((150) - (y position)) / (3))\nend\n\nwhen [timer v] > (timer)\nhide\n\n@3D\n\ndefine Ghost Lava at (x) (y) (z)\nif <<<<((([floor v] of (timer) ) - (3)) mod (10)) = [0]> or <((([floor v] of (timer) ) - (4)) mod (10)) = [0]>> or <((([floor v] of (timer) ) - (5)) mod (10)) = [0]>> or <<<(([floor v] of (timer) ) mod (10)) = [0]> or <((([floor v] of (timer) ) - (1)) mod (10)) = [0]>> or <((([floor v] of (timer) ) - (2)) mod (10)) = [0]>>> then\n Level design (x) (y) (z) [Lava]\nelse\n Level design (x) (y) (z) [GhostLava]\nend\n\ndefine Moving platform (x1) (y1) (z1) to (x2) (y2) (z2) Speed (speed) Platform type (type)\nset [speed sin v] to (([sin v] of ((timer) * (speed)) ) + (1))\nLevel design (((((x2) - (x1)) / (2)) * (speed Sin)) + (x1)) (((((y2) - (y1)) / (2)) * (speed Sin)) + (y1)) (((((z2) - (z1)) / (2)) * (speed Sin)) + (z1)) (type)\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n XY Clipping\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((600) - (item (ii) of [block distances v])) / (3))\nDraw Square ((x) * (100)) ((y) * (100)) ((50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((-50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Line ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((50) + ((z) * (100))) to ((-50) + ((x) * (100))) ((50) + ((y) * (100))) ((-50) + ((z) * (100)))\nDraw Square ((x) * (100)) ((y) * (100)) ((-50) + ((z) * (100)))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n start sound [Boing v]\n set [y vel v] to [21]\n else\n if <(item (i) of [platform type v]) = [GhostLava]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Gravity]> then\n set [gravity v] to ((-1) * ((<([abs v] of (Gravity) ) = (Gravity)> * (2)) - (1)))\n else\n set [touching end v] to [yes]\n end\n end\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by ((Y vel) * (Gravity))\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <([abs v] of (Falling?) ) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <((Gravity) * (y)) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n if <<<(Gravity) = [-1]> and <((Gravity) * (y)) > [0]>> or <<(Gravity) = [1]> and <((Gravity) * (y)) < [0]>>> then\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nreset timer\nset [view factor v] to [200]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [rot x v] to [0]\nset [rot y v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\nset [gravity v] to [1]\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [-0.5] [0] [0] [Platform]\n Level design [0.5] [0] [0] [Platform]\n Level design [-0.5] [0] [1] [Lava]\n Level design [0.5] [0] [1] [Lava]\n Level design [0] [0] [2] [End]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Trampoline]\n Level design [0] [0] [2] [Platform]\n Level design [0] [1] [2] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [0] [3] [Platform]\n Level design [0] [0] [4] [End]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Gravity]\n Level design [0] [5] [1.5] [Platform]\n Level design [0] [5] [2.5] [Gravity]\n Level design [0] [0] [3] [Platform]\n Level design [0] [0] [4] [End]\n Level design [0] [10] [-1] [Lava]\n Level design [0] [10] [0] [Lava]\n Level design [0] [10] [1] [Lava]\n Level design [0] [10] [2] [Lava]\n Level design [0] [10] [3] [Lava]\n Level design [0] [10] [4] [Lava]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Ghost Lava at [0] [0] [1]\n Ghost Lava at [0] [0] [2]\n Level design [0] [0] [3] [Platform]\n Ghost Lava at [0] [0] [4]\n Ghost Lava at [0] [0] [5]\n Level design [0] [0] [6] [Platform]\n Level design [0] [0] [7] [End]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Lava]\n Level design [1] [-1] [1] [Gravity]\n Level design [1] [5] [1] [Platform]\n Level design [1] [5] [2] [Platform]\n Level design [1] [5] [3] [Gravity]\n Level design [1] [0] [3] [Platform]\n Level design [1] [0] [4] [Platform]\n Ghost Lava at [1] [0] [5]\n Ghost Lava at [1] [0] [6]\n Level design [1] [0] [7] [End]\n Level design [0] [10] [-1] [Lava]\n Level design [0] [10] [0] [Lava]\n Level design [0] [10] [1] [Lava]\n Level design [0] [10] [2] [Lava]\n Level design [0] [10] [3] [Lava]\n Level design [0] [10] [4] [Lava]\n Level design [1] [10] [-1] [Lava]\n Level design [1] [10] [0] [Lava]\n Level design [1] [10] [1] [Lava]\n Level design [1] [10] [2] [Lava]\n Level design [1] [10] [3] [Lava]\n Level design [1] [10] [4] [Lava]\n Level design [2] [10] [-1] [Lava]\n Level design [2] [10] [0] [Lava]\n Level design [2] [10] [1] [Lava]\n Level design [2] [10] [2] [Lava]\n Level design [2] [10] [3] [Lava]\n Level design [2] [10] [4] [Lava]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Trampoline]\n Level design [0] [3] [1] [Trampoline]\n Level design [0] [6] [1] [Trampoline]\n Level design [0] [7] [2] [Platform]\n Level design [0] [7] [3] [Platform]\n Ghost Lava at [0] [7] [4]\n Ghost Lava at [0] [7] [5]\n Level design [0] [7] [6] [Lava]\n Level design [0] [7] [7] [End]\n else\n if <(Level) = [7]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [4] [Platform]\n Level design [2] [0] [6] [Platform]\n Level design [2] [0] [7] [Gravity]\n Level design [2] [20] [7] [Lava]\n Level design [1] [20] [7] [Lava]\n Level design [3] [20] [7] [Lava]\n Level design [2] [20] [8] [Lava]\n Level design [2] [20] [6] [Lava]\n Level design [1] [20] [8] [Lava]\n Level design [3] [20] [6] [Lava]\n Level design [2] [0] [8] [Platform]\n Level design [2] [0] [9] [End]\n else\n if <(Level) = [8]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [4] [Platform]\n Level design [0] [0] [6] [Lava]\n Level design [2] [0] [0] [Platform]\n Level design [3] [-1] [-1] [Gravity]\n Level design [3] [20] [-1] [Platform]\n Level design [3] [20] [0] [Lava]\n Ghost Lava at [3] [20] [1]\n Ghost Lava at [3] [20] [2]\n Level design [3] [20] [3] [Platform]\n Level design [5] [30] [5] [Platform]\n Level design [5] [30] [6] [End]\n Level design [3] [40] [5] [Lava]\n Level design [3] [40] [6] [Lava]\n Level design [3] [40] [7] [Lava]\n Level design [3] [40] [8] [Lava]\n Level design [4] [40] [5] [Lava]\n Level design [4] [40] [6] [Lava]\n Level design [4] [40] [7] [Lava]\n Level design [4] [40] [8] [Lava]\n Level design [5] [40] [5] [Lava]\n Level design [5] [40] [6] [Lava]\n Level design [5] [40] [7] [Lava]\n Level design [5] [40] [8] [Lava]\n Level design [2] [40] [5] [Lava]\n Level design [2] [40] [6] [Lava]\n Level design [2] [40] [7] [Lava]\n Level design [2] [40] [8] [Lava]\n Level design [1] [40] [5] [Lava]\n Level design [1] [40] [6] [Lava]\n Level design [1] [40] [7] [Lava]\n Level design [1] [40] [8] [Lava]\n Level design [3] [40] [1] [Lava]\n Level design [3] [40] [2] [Lava]\n Level design [3] [40] [3] [Lava]\n Level design [3] [40] [4] [Lava]\n Level design [4] [40] [1] [Lava]\n Level design [4] [40] [2] [Lava]\n Level design [4] [40] [3] [Lava]\n Level design [4] [40] [4] [Lava]\n Level design [5] [40] [1] [Lava]\n Level design [5] [40] [2] [Lava]\n Level design [5] [40] [3] [Lava]\n Level design [5] [40] [4] [Lava]\n Level design [2] [40] [1] [Lava]\n Level design [2] [40] [2] [Lava]\n Level design [2] [40] [3] [Lava]\n Level design [2] [40] [4] [Lava]\n Level design [1] [40] [1] [Lava]\n Level design [1] [40] [2] [Lava]\n Level design [1] [40] [3] [Lava]\n Level design [1] [40] [4] [Lava]\n Level design [3] [40] [-3] [Lava]\n Level design [3] [40] [-2] [Lava]\n Level design [3] [40] [-1] [Lava]\n Level design [3] [40] [0] [Lava]\n Level design [4] [40] [-3] [Lava]\n Level design [4] [40] [-2] [Lava]\n Level design [4] [40] [-1] [Lava]\n Level design [4] [40] [0] [Lava]\n Level design [5] [40] [-3] [Lava]\n Level design [5] [40] [-2] [Lava]\n Level design [5] [40] [-1] [Lava]\n Level design [5] [40] [0] [Lava]\n Level design [2] [40] [-3] [Lava]\n Level design [2] [40] [-2] [Lava]\n Level design [2] [40] [-1] [Lava]\n Level design [2] [40] [0] [Lava]\n Level design [1] [40] [-3] [Lava]\n Level design [1] [40] [-2] [Lava]\n Level design [1] [40] [-1] [Lava]\n Level design [1] [40] [0] [Lava]\n else\n if <(Level) = [9]> then\n Level design [0] [0] [0] [Platform]\n Moving platform [0] [0] [1] to [0] [0] [20] Speed [10] Platform type [Platform]\n Level design [0] [0] [21] [End]\n else\n Level design [0] [0] [0] [Platform]\n Level design [-1] [0] [0] [Platform]\n Level design [-2] [0] [0] [Platform]\n Level design [1] [0] [0] [Platform]\n Level design [2] [0] [0] [Platform]\n Level design [0] [0] [-1] [Platform]\n Level design [-1] [0] [-1] [Platform]\n Level design [-2] [0] [-1] [Platform]\n Level design [1] [0] [-1] [Platform]\n Level design [2] [0] [-1] [Platform]\n Level design [0] [0] [-2] [Platform]\n Level design [-1] [0] [-2] [Platform]\n Level design [-2] [0] [-2] [Platform]\n Level design [1] [0] [-2] [Platform]\n Level design [2] [0] [-2] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [-1] [0] [1] [Platform]\n Level design [-2] [0] [1] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [2] [0] [1] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [-1] [0] [2] [Platform]\n Level design [-2] [0] [2] [Platform]\n Level design [1] [0] [2] [Platform]\n Level design [2] [0] [2] [Platform]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [700]> then\n Put Cube at ((item (ii) of [cube x pos v]) / (100)) ((item (ii) of [cube y pos v]) / (100)) ((item (ii) of [cube z pos v]) / (100)) (item (ii) of [platform type v])\n end\nend\nDraw Frame\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\ndefine Draw Frame\nset pen size to (10)\nset pen color to (#000000)\ngo to x: (-240) y: (-180)\npen down\ngo to x: (-240) y: (180)\ngo to x: (240) y: (180)\ngo to x: (240) y: (-180)\ngo to x: (-240) y: (-180)\npen up\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#005ff7)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff0000)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff600)\n else\n if <(current platform type) = [End]> then\n set pen color to (#03ff00)\n else\n if <(current platform type) = [GhostLava]> then\n set pen color to (#ff0000)\n set pen (transparency v) to (50)\n else\n set pen color to (#fa00ff)\n end\n end\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\nwhen flag clicked\nset size to (10000000000000000000000000) %\nshow\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\n Level\n Turn and Move\n change [ticks in a time v] by (1)\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Level\n Reset\n end\nend\n\nwhen flag clicked\nforever\n play sound [Lost Sky - Lost \[NCS Release\]\[Mpgun v] until done\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <not <(Level) = [10]>>> then\n Reset\n end\nend\n\nwhen flag clicked\nforever\n if <key (9 v) pressed?> then\n set [level v] to [9]\n Reset\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [aletosh]> then\n if <key (n v) pressed?> then\n change [level v] by (1)\n Reset\n wait until <not <key (n v) pressed?>>\n end\n end\nend\n\n
⚠️WARNING⚠️\nLevel 8 is really laggy, so try to play on https://turbowarp.org/407040524?hqpen&size=640x360\nSorry for not sharing a new project in a while, I am busy.\n\nUse wasd to move, space to jump and arrow keys to rotate. There are 9 levels. All of them are possible.\nr to restart\nNew levels coming soon\nBlue is a platform\nYellow is a trampoine\nRed is lava\nTransparent red is ghost lava\nPurple is gravity switcher\nGreen is portal to the next level.
Use your brain! - A platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [muzyka-dlya-video-muzyka-iz-video-ivangaya \(1\) v] until done\nend\n\n@CTEHbI\n\nwhen flag clicked\nhide\nswitch costume to (костюм 1 v)\nshow\ngo to x: (0) y: (0)\nbroadcast (Thing v)\nforever\n switch costume to (fon)\nend\n\n@Line\n\nwhen flag clicked\nset [start v] to [0]\nset [fon v] to [0]\nhide\n\nwhen I receive [thing v]\nchange [fon v] by (1)\n\nwhen I receive [thing v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-180) y: (-40)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<(fon) = [9]> and <key (3 v) pressed?>> then\n set [fon v] to [10]\n end\n if <touching color (#3dff00)?> then\n broadcast (Thing v)\n end\n go to [front v] layer\n if <<(Start) = [1]> or <(Highscore?!) = [1]>> then\n hide\n stop [this script v]\n end\n if <<(y position) < [-175]> or <touching color (#ff0000)?>> then\n go to x: (-180) 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?>> 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 (space 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 (space 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 (#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 start as a clone\nswitch costume to (costume2 v)\nshow\ngo [backward v] (1) layers\ngo to x: (0) y: (-180)\nrepeat (25)\n change y by (((0) - (y position)) * (0.2))\nend\n\n@Спрайт 1\n\nwhen flag clicked\nhide\n\n
⬅️⬆️⬇️➡️ arrows keys to move.\n★100 and ♥️100, and I will make part 2!
☂ The Rain || A Mobile Friendly Platformer ☂
@Stage\n\nwhen flag clicked\nbroadcast (le home screen v)\nswitch backdrop to (night v)\n\nwhen I receive [start the platformer v]\nforever\n play sound [Vexento - Sad Robot v] until done\nend\n\n@Sprite1\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.4)\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\n@Ground\n\nwhen flag clicked\nhide\nswitch costume to (starter level v)\ngo to x: (-2) y: (5)\ngo to [front v] layer\n\ndefine Touch Ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching (ground v)?>>\n change y by (1)\n set [falling v] to [0]\n set [speed y v] to [0]\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [time taken v] to [0]\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide variable [deaths v]\nhide variable [time taken v]\nhide\n\nwhen I receive [start the platformer v]\nswitch costume to (lvl 1 \(grass\) v)\n\nwhen flag clicked\nswitch costume to (lvl 1 \(grass\) v)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [start the platformer v]\nforever\n if <key (n v) pressed?> then\n broadcast (Transition v)\n broadcast (Next Level v)\n wait (0.2) seconds\n end\nend\n\nwhen I receive [text v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [level v] to [1]\n else\n if <(costume [number v]) = [2]> then\n set [level v] to [2]\n else\n if <(costume [number v]) = [3]> then\n set [level v] to [3]\n else\n if <(costume [number v]) = [4]> then\n set [level v] to [4]\n else\n if <(costume [number v]) = [5]> then\n set [level v] to [5]\n else\n if <(costume [number v]) = [6]> then\n set [level v] to [6]\n else\n if <(costume [number v]) = [7]> then\n set [level v] to [7]\n else\n if <(costume [number v]) = [8]> then\n set [level v] to [8]\n else\n if <(costume [number v]) = [9]> then\n set [level v] to [9]\n else\n if <(costume [number v]) = [10]> then\n set [level v] to [10]\n else\n if <(costume [number v]) = [11]> then\n set [level v] to [11]\n else\n if <(costume [number v]) = [12]> then\n set [level v] to [12]\n else\n if <(costume [number v]) = [13]> then\n set [level v] to [13]\n else\n if <(costume [number v]) = [14]> then\n set [level v] to [14]\n else\n if <(costume [number v]) = [15]> then\n set [level v] to [15]\n else\n if <(costume [number v]) = [16]> then\n set [level v] to [16]\n else\n if <(costume [number v]) = [17]> then\n set [level v] to [17]\n else\n if <(costume [number v]) = [18]> then\n set [level v] to [18]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n broadcast (you reached level 3! :D v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (you reached level 5! :D v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (you reached level 7! :D v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (cool skin earned animation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Player\n\nwhen flag clicked\nhide\nswitch costume to (blue v)\n\nwhen flag clicked\nset [left/right? v] to [90]\nforever\n if <(direction) = [-90]> then\n set [left/right? v] to [-90]\n broadcast (left v)\n else\n set [left/right? v] to [90]\n broadcast (right v)\n end\nend\n\nwhen [timer v] > (0.4)\nhide\n\nwhen flag clicked\nforever\n if <touching (bouncey v)?> then\n set [player?: yv v] to [20]\n broadcast (jump v) and wait\n end\nend\n\nwhen flag clicked\nset [success!? v] to [0]\n\nwhen I receive [success!!! v]\nforever\n hide\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n go to x: (-210) y: (-33)\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nhide variable [deaths v]\nhide variable [time taken v]\n\nwhen I receive [start the platformer v]\nshow\ngo to x: (-210) y: (-33)\nset [player?: xv v] to [0]\nset [player?: yv v] to [0]\n\nwhen flag clicked\nset [deaths v] to [0]\nswitch costume to (costume3 v)\nforever\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nforever\n if <touching (speeeeeeeed!!!!!!!!! v)?> then\n change x by (30)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-206) y: (-33)\n\nwhen I start as a clone\n\nswitch costume to (clone trail v)\nset size to (35) %\nrepeat (10)\n change size by (-3.5)\nend\ndelete this clone\n\nwhen I receive [start the platformer v]\nshow\nswitch costume to (blue v)\nset rotation style [left-right v]\nset size to (25) %\nset [player?: xv v] to [0]\nset [player?: yv v] to [0]\nforever\n go to [front v] layer\n switch costume to (which no-umbrella skin?)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [player?: xv v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [player?: xv v] by (-1)\n point in direction (-90)\n end\n set [player?: xv v] to ((Player?: Xv) * (player Xv x X))\n change x by (Player?: 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 ((Player?: Xv) * (-2))\n change y by (-5)\n if <<<mouse down?> and <(mouse y) > (y position)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Player?: Xv) > [0]> then\n set [player?: xv v] to [-5]\n else\n set [player?: xv v] to [5]\n end\n set [player?: yv v] to [10]\n else\n set [player?: xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [player?: yv v] by (gliding or not?)\n change y by (Player?: Yv)\n if <touching (ground v)?> then\n change y by ((Player?: Yv) * (-1))\n set [player?: yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [player?: yv v] to [13]\n end\n end\n if <<<<(y position) < [-175]> or <touching (spikes v)?>> or <touching (enemies v)?>> or <touching (acid rain residue4 v)?>> then\n broadcast (Restart v)\n switch costume to (which skin #)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-210) y: (-33)\n change [deaths v] by (1)\n change [☁ worldwide deaths v] by (1)\n set [player?: xv v] to [0]\n end\n if <touching (teleport v)?> then\n start sound [Teleport2 v]\n wait (0.01) seconds\n go to (teleport2 v)\n end\n change y by (1)\n switch costume to (which skin #)\nend\n\nwhen I receive [next costume v]\nnext costume\n\nwhen flag clicked\nbroadcast (blinkblinkblinkblink v)\n\nwhen I receive [blinkblinkblinkblink v]\n\nwhen I receive [success!!! v]\nforever\n hide\nend\n\nwhen I receive [switch costume v]\nswitch costume to (which no-umbrella skin?)\n\nswitch costume to (blue v)\nwait (pick random (5) to (15)) seconds\nrepeat (21)\n next costume\nend\nbroadcast (blinkblinkblinkblink v)\n\nwhen I receive [restarr v]\ngo to x: (-206) y: (-33)\n\nwhen I receive [start the platformer v]\nforever\n if <(Colour Chosen) = [1]> then\n set [which skin # v] to [1]\n else\n if <(Colour Chosen) = [2]> then\n set [which skin # v] to [2]\n else\n if <(Colour Chosen) = [3]> then\n set [which skin # v] to [3]\n else\n if <(Colour Chosen) = [4]> then\n set [which skin # v] to [4]\n end\n end\n end\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <(Colour Chosen) = [1]> then\n set [which no-umbrella skin? v] to [5]\n else\n if <(Colour Chosen) = [2]> then\n set [which no-umbrella skin? v] to [6]\n else\n if <(Colour Chosen) = [3]> then\n set [which no-umbrella skin? v] to [7]\n else\n if <(Colour Chosen) = [4]> then\n set [which no-umbrella skin? v] to [8]\n end\n end\n end\n end\nend\n\nclear graphic effects\nset size to (20) %\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 I start as a clone\n\nif <(Colour Chosen) = [1]> then\n set [which no-umbrella skin? v] to [5]\nelse\n if <(Colour Chosen) = [2]> then\n set [which no-umbrella skin? v] to [6]\n else\n if <(Colour Chosen) = [3]> then\n set [which no-umbrella skin? v] to [7]\n else\n if <(Colour Chosen) = [4]> then\n set [which no-umbrella skin? v] to [8]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (background? :3 v)?> or <touching (cool skin earned animation v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <(Colour Chosen) = [1]> then\n set [which open umbrella skin? v] to [9]\n else\n if <(Colour Chosen) = [2]> then\n set [which open umbrella skin? v] to [10]\n else\n if <(Colour Chosen) = [3]> then\n set [which open umbrella skin? v] to [11]\n else\n if <(Colour Chosen) = [4]> then\n set [which open umbrella skin? v] to [12]\n end\n end\n end\n end\nend\n\nwhen I receive [switch costume \(open umbrella\) v]\nswitch costume to (which open umbrella skin?)\n\nwhen flag clicked\nset [player xv x x v] to [0]\nforever\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <key (f v) pressed?>> then\n set [player xv x x v] to [0.825]\n set [gliding or not? v] to [-1]\n else\n if <<(is the umbrella open?) = [Yes]> and <<not <(Player?: Yv) = [0]>> and <<<not <key (up arrow v) pressed?>> or <not <key (w v) pressed?>>> and <not <touching (ground v)?>>>>> then\n wait (0.1) seconds\n set [player xv x x v] to [0.76]\n set [gliding or not? v] to [-0.2]\n else\n set [player xv x x v] to [0.825]\n set [gliding or not? v] to [-1]\n end\n end\nend\n\nset [player xv x x v] to [0.825]\n\n@Umbrella\n\ndefine Swing\nshow\nif <(hmmmm) = [90]> then\n set size to (110) %\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\n broadcast (scb v)\nelse\n set size to (110) %\n point in direction (150)\n repeat (7)\n turn left (20) degrees\n switch costume to (swing2 v)\n go to (player v)\n broadcast (switch costume v)\n end\n broadcast (scb v)\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 [flash v]\nif <(Weapon Number) = [1]> then\n Swing\nend\n\nwhen flag clicked\nset [is the umbrella open? v] to [No]\nforever\n set [hmmmm v] to ([direction v] of [player v])\n go to [back v] layer\nend\n\nwhen I receive [start the platformer v]\nforever\n if <key (space v) pressed?> then\n Swing\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [le swing v]\nSwing\nwait until <not <key (space v) pressed?>>\n\nwhen flag clicked\nforever\n if <touching (cool skin earned animation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <key (f v) pressed?> then\n Open Umbrella (Glide)\n end\nend\n\nwait until <not <key (f v) pressed?>>\n\ndefine Open Umbrella (Glide)\nshow\nif <(hmmmm) = [90]> then\n show\n set size to (35) %\n point in direction (90)\n switch costume to (open umbrella v)\n broadcast (switch costume \(open umbrella\) v)\nelse\n show\n set size to (35) %\n point in direction (90)\n switch costume to (open umbrella v)\n broadcast (switch costume \(open umbrella\) v)\nend\nhide\n\nset [is the umbrella open? v] to [0]\n\nwhen I receive [start the platformer v]\nforever\n if <not <key (f v) pressed?>> then\n set [is the umbrella open? v] to [No]\n else\n if <key (f v) pressed?> then\n set [is the umbrella open? v] to [Yes]\n end\n end\nend\n\nwhen I receive [le open umbrella \(glide\) v]\nOpen Umbrella (Glide)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\nwait (0.01) seconds\n\nwhen I receive [start the platformer v]\nshow\n\nwhen flag clicked\nforever\n if <touching (cool skin earned animation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (#stgp explanation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Storm Clouds 1\n\nhide\n\nwhen I receive [start the platformer v]\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (-271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [sprite5: x v] to [3]\nset [sprite5: y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (Sprite5: x)\n if <(Sprite5: y) = [0]> then\n change y by (-0.03)\n end\n if <(Sprite5: y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (Sprite5: x)\n if <(Sprite5: y) = [0]> then\n change y by (-0.3)\n end\n if <(Sprite5: y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Storm Clouds 2\n\nhide\n\nwhen I receive [start the platformer v]\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [sprite6: x v] to [-3]\nset [sprite6: y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (Sprite6: x)\n if <(Sprite6: y) = [0]> then\n change y by (-0.03)\n end\n if <(Sprite6: y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (Sprite6: x)\n if <(Sprite6: y) = [0]> then\n change y by (-0.3)\n end\n if <(Sprite6: y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Storm Clouds 3\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (-271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [sprite5: x v] to [3]\nset [sprite5: y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (Sprite5: x)\n if <(Sprite5: y) = [0]> then\n change y by (-0.03)\n end\n if <(Sprite5: y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (Sprite5: x)\n if <(Sprite5: y) = [0]> then\n change y by (-0.3)\n end\n if <(Sprite5: y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\nhide\n\nwhen I receive [start the platformer v]\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Storm Clouds 4\n\nhide\n\nwhen I receive [start the platformer v]\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [sprite6: x v] to [-3]\nset [sprite6: y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (Sprite6: x)\n if <(Sprite6: y) = [0]> then\n change y by (-0.03)\n end\n if <(Sprite6: y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (Sprite6: x)\n if <(Sprite6: y) = [0]> then\n change y by (-0.3)\n end\n if <(Sprite6: y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Storm Clouds 5\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (-271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [sprite5: x v] to [3]\nset [sprite5: y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (Sprite5: x)\n if <(Sprite5: y) = [0]> then\n change y by (-0.03)\n end\n if <(Sprite5: y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (Sprite5: x)\n if <(Sprite5: y) = [0]> then\n change y by (-0.3)\n end\n if <(Sprite5: y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\nhide\n\nwhen I receive [start the platformer v]\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Storm Clouds 6\n\nhide\n\nwhen I receive [start the platformer v]\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.025) to (0.05)) seconds\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (pick random (1) to (2)) layers\ngo to x: (271) y: (153)\nset size to (pick random (10) to (100)) %\nset [ghost v] effect to (pick random (25) to (70))\nset [sprite6: x v] to [-3]\nset [sprite6: y v] to (pick random (0) to (1))\nrepeat (10)\n change x by (Sprite6: x)\n if <(Sprite6: y) = [0]> then\n change y by (-0.03)\n end\n if <(Sprite6: y) = [1]> then\n change y by (0.03)\n end\nend\nrepeat (200)\n change x by (Sprite6: x)\n if <(Sprite6: y) = [0]> then\n change y by (-0.3)\n end\n if <(Sprite6: y) = [1]> then\n change y by (0.3)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Rain\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (-232) to (232)) y: (140)\nrepeat until <touching (_edge_ v)?>\n point in direction (direction rain)\n move (10) steps\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n set [direction rain v] to [175]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [180]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [170]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [-176]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [-174]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [-170]\n wait (pick random (5) to (10)) seconds\n set [direction rain v] to [171]\n wait (pick random (5) to (10)) seconds\nend\n\nwhen flag clicked\nhide\nforever\n start sound [Rain v]\n wait (7.5) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (cool skin earned animation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Lightning\n\nwhen I receive [start the platformer v]\nhide\nset [ghost v] effect to (0)\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n wait (pick random (7) to (20)) seconds\n repeat (pick random (1) to (3))\n show\n wait (0.1) seconds\n hide\n start sound [thunder1 copy v]\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Restart\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\nbroadcast (Restarr v)\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n if <<touching (cool skin earned animation v)?> or <touching (background? :3 v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start the platformer v]\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n \n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (background? :3 v)?> or <touching (cool skin earned animation v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start the platformer v]\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Skins\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [skin selection is open v] to [No]\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\nbroadcast (Show Skin Selection \(In Game\) v)\nset [skin selection is open v] to [Yes]\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n if <<touching (cool skin earned animation v)?> or <touching (background? :3 v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [start the platformer v]\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Swing Button\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\nbroadcast (le swing v)\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <(hmmmm) = [90]> then\n set x to (175)\n else\n if <(hmmmm) = [-90]> then\n set x to (-175)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (background? :3 v)?> or <touching (cool skin earned animation v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Player Costume Display (Backpack This)\n\nwhen flag clicked\nset [start the platformer? v] to [No]\nset [colour chosen v] to []\nset size to (40) %\ngo to x: (0) y: (-100)\nswitch costume to (1 v)\nhide\n\nwhen I receive [next player costume v]\nnext costume\n\nwhen I receive [previous player costume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen this sprite clicked\nif <(Skin Selection Is Open) = [Yes]> then\n if <(costume [number v]) = [1]> then\n set [colour chosen v] to [1]\n else\n if <(costume [number v]) = [2]> then\n set [colour chosen v] to [2]\n else\n if <(costume [number v]) = [3]> then\n set [colour chosen v] to [3]\n else\n if <(costume [number v]) = [4]> then\n set [colour chosen v] to [4]\n end\n end\n end\n end\nelse\n if <(Skin Selection Is Open) = [No]> then\n if <(costume [number v]) = [1]> then\n set [colour chosen v] to [1]\n else\n if <(costume [number v]) = [2]> then\n set [colour chosen v] to [2]\n else\n if <(costume [number v]) = [3]> then\n set [colour chosen v] to [3]\n else\n if <(costume [number v]) = [4]> then\n set [colour chosen v] to [4]\n end\n end\n end\n end\n hide\n set [start the platformer? v] to [Yes]\n broadcast (Start the Platformer v)\n end\nend\n\nwhen I receive [start the platformer v]\nhide\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 end\n end\n end\nend\n\nwhen I receive [le home screen v]\nshow\n\nwhen flag clicked\nset [skin 1 owned? v] to [Yes]\nset [skin 2 owned? v] to [No]\nset [skin 3 owned? v] to [No]\nset [skin 4 owned? v] to [No]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [costume # of costume display thing v] to [1]\n else\n if <(costume [number v]) = [2]> then\n set [costume # of costume display thing v] to [2]\n else\n if <(costume [number v]) = [3]> then\n set [costume # of costume display thing v] to [3]\n else\n if <(costume [number v]) = [4]> then\n set [costume # of costume display thing v] to [4]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [show skin selection \(in game\) v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (lock v)?> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen I receive [back from skin selection v]\nhide\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nforever\n if <<touching (story background thing v)?> or <<touching (#stgp explanation v)?> or <touching (controls background thing v)?>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Arrows (Backpack This)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n go to x: (62) y: (-100)\n if <(costume [number v]) = [1]> then\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (Next Player Costume v)\n end\n if <(Start the Platformer?) = [Yes]> then\n delete this clone\n end\n else\n go to x: (-62) y: (-100)\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\n end\n end\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (Previous Player Costume v)\n end\n if <(Start the Platformer?) = [Yes]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [le home screen v]\nswitch costume to (right arrow v)\ncreate clone of (_myself_ v)\nswitch costume to (left arrow v)\ncreate clone of (_myself_ v)\n\nwhen I receive [show skin selection \(in game\) v]\nset [start the platformer? v] to [No]\nswitch costume to (right arrow v)\ncreate clone of (_myself_ v)\nswitch costume to (left arrow v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwait (0.000000000000000000000000000000000000000000000000000000001) seconds\n\nwhen I receive [show skin selection \(in game\) v]\nwait (0.5) seconds\nforever\n go to [front v] layer\nend\n\nwait (0.5) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [show skin selection \(in game\) v]\nwait (0.5) seconds\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nif <(Start the Platformer?) = [No]> then\n forever\n go to [front v] layer\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nforever\n if <touching (#stgp explanation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (#stgp explanation v)?> or <<touching (story background thing v)?> or <touching (controls background thing v)?>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Lock\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(Start the Platformer?) = [No]> then\n if <(costume # of Costume Display thing) = [1]> then\n if <(skin 1 owned?) = [Yes]> then\n hide\n else\n show\n end\n else\n if <(costume # of Costume Display thing) = [2]> then\n if <(skin 2 owned?) = [Yes]> then\n hide\n else\n switch costume to (2 v)\n show\n end\n else\n if <(costume # of Costume Display thing) = [3]> then\n if <(skin 3 owned?) = [Yes]> then\n hide\n else\n switch costume to (3 v)\n show\n end\n else\n if <(costume # of Costume Display thing) = [4]> then\n if <(skin 4 owned?) = [Yes]> then\n hide\n else\n switch costume to (4 v)\n show\n end\n else\n hide\n end\n end\n end\n end\n else\n hide\n end\nend\n\nif <(skin 3 owned?) = [Yes]> then\n hide\nend\n\nif <(skin 2 owned?) = [Yes]> then\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (-100)\nend\n\nwhen flag clicked\nforever\n if <touching (player costume display \(backpack this\) v)?> then\n go [forward v] (1) layers\n go to [front v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen flag clicked\n\nwhen I receive [show skin selection \(in game\) v]\nwait (1) seconds\nforever\n go [forward v] (1) layers\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go [forward v] (1) layers\n go to [front v] layer\nend\n\nwhen I receive [show skin selection \(in game\) v]\nwait (1.5) seconds\nforever\n go [forward v] (1) layers\n go to [front v] layer\nend\n\n@Enemies\n\nwhen I receive [restart v]\ndelete this clone\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 [restart v]\nhide\nif <(LEVEL) = [18]> then\n\nwhen I start as a clone\nset rotation style [left-right v]\nwait (0.2) seconds\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 (umbrella v)?> or <touching (spikes v)?>> or <(y position) < [-175]>> then\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 if <<touching (cool skin earned animation v)?> or <touching (background? :3 v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n change [enemyy v] by (-1)\n if <([x position v] of [player v]) < ((x position) - (10))> then\n change [enemyx v] by ((0) - ((Speed) / (10)))\n point in direction (-90)\n end\n if <((x position) - (-10)) < ([x position v] of [player v])> then\n change [enemyx v] by ((Speed) / (10))\n point in direction (90)\n end\n set [enemyx v] to ((Enemyx) * (0.9))\n change x by (Enemyx)\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 ((Enemyx) * (-1))\n if <(y position) < ([y position v] of [player v])> then\n set [enemyy v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [enemyx v] to [-10]\n else\n set [enemyx v] to [10]\n end\n else\n set [enemyx v] to [0]\n end\n end\n change y by (Enemyy)\n if <touching (ground 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 (ground v)?>> then\n set [enemyy v] to [14]\n end\n change y by (1)\nend\n\nwhen flag clicked\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restarr v]\nwait (0.15) seconds\nrepeat (2)\n broadcast (Restart v)\nend\n\nwhen I receive [start the platformer v]\nbroadcast (Restart v)\nset [amount v] to [1]\nset [speed v] to [2.5]\n\nwhen flag clicked\nset rotation style [left-right v]\n\nif <<(LEVEL) = [2]> or <<(LEVEL) = [5]> or <<(LEVEL) = [7]> or <<(LEVEL) = [9]> or <<(LEVEL) = [10]> or <<(LEVEL) = [12]> or <<(LEVEL) = [14]> or <(LEVEL) = [15]>>>>>>>> then\nelse\nend\n\nforever\nend\n\n@Moon\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nforever\n repeat (30)\n change size by (2)\n end\n wait (0.1) seconds\n repeat (30)\n change size by (-2)\n end\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to (normal v)\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [start the platformer v]\ncreate clone of (_myself_ v)\nshow\nwait (1) seconds\nswitch costume to (normal v)\nset size to (90) %\n\nbroadcast (Start the Platformer v)\n\nwhen I receive [start the platformer v]\ncreate clone of (_myself_ v)\nshow\n\nwhen flag clicked\nforever\n if <touching (cool skin earned animation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (cool skin earned animation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (background details v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <(LEVEL) = [18]> then\n hide\n else\n show\n end\nend\n\n@Player Shadow\n\nwhen flag clicked\nhide\n\nset [ghost v] effect to (75)\n\ngo to (player v)\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to (player v)\n go to [back v] layer\n go to (player v)\nend\n\nwhen flag clicked\nforever\n if <touching (cool skin earned animation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (75)\n end\nend\n\n@Branding\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (150)) ) * (10)))\nend\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\nbroadcast (Restarr v)\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (#stgp explanation v)?> or <<touching (story background thing v)?> or <touching (controls background thing v)?>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Cool Skin Earned Animation\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I start as a clone\nif <(clones) = [1]> then\n switch costume to (gold background v)\n forever\n show\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(clones) = [2]> then\n go to [front v] layer\n go to x: (0) y: (0)\n point in direction (90)\n go to [front v] layer\n switch costume to (congrats v)\n show\n forever\n repeat (10)\n turn left (2) degrees\n end\n repeat (20)\n turn right (2) degrees\n end\n repeat (10)\n turn left (2) degrees\n end\n end\nend\n\nwhen I start as a clone\nif <(clones) = [3]> then\n go to [back v] layer\n switch costume to (dramatic skinny thing v)\n show\n go to x: (0) y: (20)\n forever\n turn right (5) degrees\n end\nend\n\nwhen I start as a clone\nif <(clones) = [4]> then\n go to x: (0) y: (240)\n switch costume to (present v)\n go to [front v] layer\n show\n set size to (100) %\n glide (0.2) secs to x: (0) y: (-50)\n glide (0.2) secs to x: (0) y: (25)\n glide (0.2) secs to x: (0) y: (0)\n wait (1.5) seconds\n glide (0.2) secs to x: (0) y: (-300)\n delete this clone\nend\n\nwhen I receive [end intro v]\ndelete this clone\n\nwhen I receive [noww v]\nplay sound [angel-B0ANKvSevPQ.mp3 v] until done\n\nwhen I receive [noww v]\nset volume to (100) %\npoint in direction (90)\ngo to x: (0) y: (240)\nswitch costume to (present v)\ngo to [front v] layer\nshow\nset size to (100) %\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (25)\nglide (0.2) secs to x: (0) y: (0)\nwait (1.5) seconds\nchoose skin just earned\nwait (1.5) seconds\nbroadcast (end it 2 v)\nglide (0.2) secs to x: (0) y: (-300)\nhide\n\nwhen I start as a clone\nif <(clones) = [5]> then\n go to x: (0) y: (240)\n choose skin just earned\n set size to (80) %\n glide (0.2) secs to x: (0) y: (-50)\n glide (0.2) secs to x: (0) y: (25)\n glide (0.2) secs to x: (0) y: (0)\n show\n wait (1.5) seconds\nend\n\nwhen flag clicked\nset [which skin did u just earn? v] to [0]\n\ndefine choose skin just earned\nif <(which skin did u just earn?) = [2]> then\n switch costume to (2 v)\nelse\n if <(which skin did u just earn?) = [3]> then\n switch costume to (3 v)\n else\n if <(which skin did u just earn?) = [4]> then\n switch costume to (4 v)\n end\n end\nend\n\nwhen I receive [now 4 v]\nset volume to (100) %\npoint in direction (90)\ngo to x: (0) y: (240)\nswitch costume to (present v)\ngo to [front v] layer\nshow\nset size to (100) %\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (25)\nglide (0.2) secs to x: (0) y: (0)\nwait (1.5) seconds\nchoose skin just earned\nwait (1.5) seconds\nbroadcast (end it 2 v)\nglide (0.2) secs to x: (0) y: (-300)\nhide\n\nwhen I start as a clone\nif <(clones) = [4]> then\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [end it 2 v]\nset volume to (0) %\n\nwhen I receive [end it 2 v]\ndelete this clone\n\nwhen I receive [you reached level 3! :d v]\nbroadcast (Noww v)\nrepeat (10)\n set [skin 2 owned? v] to [Yes]\n set [which skin did u just earn? v] to [2]\nend\n\nwhen I receive [you reached level 5! :d v]\nbroadcast (now 3 v)\nrepeat (10)\n set [skin 3 owned? v] to [Yes]\n set [which skin did u just earn? v] to [3]\nend\n\nwhen I receive [you reached level 7! :d v]\nbroadcast (now 4 v)\nrepeat (10)\n set [skin 4 owned? v] to [Yes]\n set [which skin did u just earn? v] to [4]\nend\n\nrepeat (3)\n change [clones v] by (1)\n create clone of (_myself_ v)\nend\nwait (2.5) seconds\nbroadcast (end intro v)\nset [clones v] to [1]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clones v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [now 3 v]\nset volume to (100) %\npoint in direction (90)\ngo to x: (0) y: (240)\nswitch costume to (present v)\ngo to [front v] layer\nshow\nset size to (100) %\nglide (0.2) secs to x: (0) y: (-50)\nglide (0.2) secs to x: (0) y: (25)\nglide (0.2) secs to x: (0) y: (0)\nwait (1.5) seconds\nchoose skin just earned\nwait (1.5) seconds\nbroadcast (end it 2 v)\nglide (0.2) secs to x: (0) y: (-300)\nhide\n\n@Background? :3\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show skin selection \(in game\) v]\nshow\n\nwhen I receive [start the platformer v]\nhide\n\nwhen I receive [back from skin selection v]\nhide\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\nbroadcast (back from skin selection v)\nhide\nset [start the platformer? v] to [Yes]\nset [skin selection is open v] to [No]\n\nwhen I receive [start the platformer v]\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n if <touching (cool skin earned animation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [show skin selection \(in game\) v]\nwait (0.1) seconds\nshow\nforever\n go to [front v] layer\nend\n\n@Bouncey\n\nwhen flag clicked\nhide\n\nwhen I receive [jump v]\nswitch costume to (costume1 v)\nrepeat (15)\n next costume\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\npoint in direction (90)\npoint in direction (90)\ngo to [front v] layer\n\nwhen I receive [hide bouncy v]\nhide\n\nwhen I receive [kklklklk v]\n\nwhen I receive [end v]\nhide\n\nif <touching (player v)?> then\n broadcast (block? v)\nelse\n broadcast (Hide Block v)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n hide\n else\n if <(LEVEL) = [2]> then\n hide\n else\n if <(LEVEL) = [3]> then\n hide\n else\n if <(LEVEL) = [4]> then\n hide\n else\n if <(LEVEL) = [5]> then\n hide\n else\n if <(LEVEL) = [6]> then\n hide\n else\n if <(LEVEL) = [7]> then\n hide\n else\n if <(LEVEL) = [8]> then\n hide\n else\n if <(LEVEL) = [9]> then\n hide\n else\n if <(LEVEL) = [10]> then\n show\n go to x: (-100) y: (-33)\n else\n if <(LEVEL) = [11]> then\n hide\n else\n if <(LEVEL) = [12]> then\n hide\n else\n if <(LEVEL) = [13]> then\n hide\n else\n if <(LEVEL) = [14]> then\n show\n go to x: (150) y: (-85)\n else\n if <(LEVEL) = [15]> then\n hide\n else\n if <(LEVEL) = [16]> then\n show\n go to x: (-120) y: (-84)\n else\n if <(LEVEL) = [17]> then\n hide\n else\n if <(LEVEL) = [18]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Open Umbrella Button\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\n\nbroadcast (le Open Umbrella \(Glide\) v)\n\nwhen I receive [start the platformer v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\nforever\n set y to (-150)\n if <(hmmmm) = [90]> then\n set x to (125)\n else\n if <(hmmmm) = [-90]> then\n set x to (-125)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (background? :3 v)?> or <touching (cool skin earned animation v)?>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [start the platformer v]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (f v) pressed?>> then\n broadcast (le Open Umbrella \(Glide\) v)\n set [is the umbrella open? v] to [Yes]\n else\n if <<not <<touching (mouse-pointer v)?> and <mouse down?>>> or <not <key (f v) pressed?>>> then\n set [is the umbrella open? v] to [No]\n end\n end\nend\n\n@Background Details\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\ngo to x: (-2) y: (5)\ngo to [back v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [time taken v] to [0]\nforever\n go to [back v] layer\nend\n\nwhen I receive [start the platformer v]\nshow\n\nwhen [timer v] > (0.4)\nhide variable [deaths v]\nhide variable [time taken v]\nhide\n\nwhen I receive [start the platformer v]\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start the platformer v]\nshow\n\nwhen I receive [text v]\nhide\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <touching (cool skin earned animation v)?> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@#STGP\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (#STGP v)\nend\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (background? :3 v)?> or <<touching (cool skin earned animation v)?> or <<touching (story background thing v)?> or <<touching (#stgp explanation v)?> or <touching (controls background thing v)?>>>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [le home screen v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\ngo to x: (211) y: (-161)\nswitch costume to (button v)\n\n@#STGP Explanation\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (295)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [#stgp v]\nshow\nglide (1) secs to x: (0) y: (0)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n show\nend\nwait until <not <mouse down?>>\nglide (1) secs to x: (0) y: (-295)\nhide\nbroadcast (Shoe home screen stuff again v)\n\n@Story\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Storyline v)\nend\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [le home screen v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\ngo to x: (211) y: (-69)\nswitch costume to (button v)\n\nwhen flag clicked\nforever\n if <<touching (background? :3 v)?> or <<touching (cool skin earned animation v)?> or <<touching (story background thing v)?> or <<touching (#stgp explanation v)?> or <touching (controls background thing v)?>>>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Story Background Thing\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (295)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [storyline v]\nshow\nglide (1) secs to x: (0) y: (0)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n show\nend\nwait until <not <mouse down?>>\nglide (1) secs to x: (0) y: (-295)\nhide\nbroadcast (Shoe home screen stuff again v)\n\nwhen flag clicked\nforever\n if <<touching (background? :3 v)?> or <<touching (cool skin earned animation v)?> or <<touching (story background thing v)?> or <touching (#stgp explanation v)?>>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Controls\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (0.01)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n broadcast (Controls v)\nend\n\nwhen I receive [start the platformer v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [le home screen v]\nshow\nforever\n go to [front v] layer\n point in direction ((90) + (([cos v] of (((timer) - (3)) * (200)) ) * (10)))\nend\n\nwhen flag clicked\ngo to x: (211) y: (-115)\nswitch costume to (button v)\n\nwhen flag clicked\nforever\n if <<touching (background? :3 v)?> or <<touching (cool skin earned animation v)?> or <<touching (story background thing v)?> or <<touching (#stgp explanation v)?> or <touching (controls background thing v)?>>>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Controls Background Thing\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (295)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [controls v]\nshow\nglide (1) secs to x: (0) y: (0)\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n show\nend\nwait until <not <mouse down?>>\nglide (1) secs to x: (0) y: (-295)\nhide\nbroadcast (Shoe home screen stuff again v)\n\nwhen flag clicked\nforever\n if <<touching (background? :3 v)?> or <<touching (cool skin earned animation v)?> or <<touching (story background thing v)?> or <touching (#stgp explanation v)?>>>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@Love+Fav Detector for Coupon Code\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 (4) seconds\nshow\ngo to x: (0) y: (50)\nset [timer thing v] to [0]\nswitch costume to (4 v)\nset [ghost v] effect to (100)\nrepeat until <(timer thing) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nset [timer thing v] to [0]\nrepeat until <(timer thing) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [timer thing v] to [0]\nforever\n change [timer thing v] by (0.033)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n
-----------------------☂ The Rain ☂------------------------\n=================Controls==================\n• Press the man to start the game.\n• Press the skins button to choose your skin and follow the directions.\n• WASD or arrow keys to move.\n• Press the space bar to swing your umbrella at zombies.\n• Press and hold the F key to open you umbrella and glide. (You won't glide if you hold the up key)\n=========================================
Little Red Riding Hood __ Mobile friendly Platformer (1) Updated
@Stage\n\n@Sprite1\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 (#9f4b00)?> then\n change y by (1)\n end\n if <touching color (#9f4b00)?> then\n change y by (1)\n end\n if <touching color (#9f4b00)?> then\n change y by (1)\n end\n if <touching color (#9f4b00)?> then\n change y by (1)\n end\n if <touching color (#9f4b00)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or > 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 (#9f4b00)?> 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 (#9f4b00)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<touching color (#666666)?> or <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 (5.5) seconds\nforever\n play sound [Alan Walker - Nebula \(New Song 2019\) v] until done\nend\n\nwhen I receive [message1 v]\ngo to x: (-196) y: (-81)\n\nwhen flag clicked\nforever\n if <<touching color (#666666)?> or <touching color (#0008ff)?>> 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\nforever\n if <<touching color (#666666)?> or <touching color (#ff0000)?>> then\n play sound [Roblox Death Sound \(Oof\) v] until done\n rest for (0) beats\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#666666)?> or <touching color (#0008ff)?>> then\n play sound [Roblox Death Sound \(Oof\) v] until done\n rest for (0) beats\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\nwait (5) seconds\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen backdrop switches to [witch house v]\nstop [all v]\n\n@Sprite3\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (13) y: (-9)\n\nwhen backdrop switches to [backdrop2 v]\nforever\n glide (2) secs to x: (115) y: (-9)\n glide (2) secs to x: (13) y: (-9)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [castle 2 v]\nhide\n\nwhen backdrop switches to [metro v]\nforever\n glide (2) secs to x: (120) y: (-9)\n glide (2) secs to x: (0) y: (-9)\nend\n\nwhen backdrop switches to [metro v]\nshow\ngo to x: (13) y: (-9)\n\nwhen backdrop switches to [witch house v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\nwait (5) seconds\nhide\n\n@Sprite4\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@Text\n\nwhen backdrop switches to [arctic10 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite5\n\nwhen backdrop switches to [school v]\nshow\nforever\n glide (2) secs to x: (209) y: (-9)\n glide (2) secs to x: (117) y: (-9)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [underwater 1 v]\nhide\n\n@Sprite6\n\nwhen backdrop switches to [underwater 1 v]\nhide\n\nwhen backdrop switches to [school v]\nshow\nforever\n glide (2) secs to x: (-66) y: (-9)\n glide (2) secs to x: (29) y: (-9)\nend\n\nwhen flag clicked\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@Sprite7\n\nwhen flag clicked\nhide\nwait (5) seconds\nshow\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\ngo to x: (-222) y: (-160)\n\nwhen backdrop switches to [witch house v]\nhide\n\nwhen backdrop switches to [castle 2 v]\nhide\n\nwhen backdrop switches to [woods v]\nshow\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 [witch house v]\nhide\n\nwhen backdrop switches to [woods v]\nshow\n\nwhen backdrop switches to [castle 2 v]\nhide\n\n@Options Panel\n\nwhen flag clicked\nswitch costume to (panel v)\ngo to [front v] layer\nset [options panel open or close? v] to [close]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [hello v]\ngo to x: (0) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (Options Panel v)\n clear graphic effects\n glide (0.5) secs to x: (0) y: (-50)\n set [options panel open or close? v] to [open]\n wait until <not <touching (mouse-pointer v)?>>\n set [options panel open or close? v] to [close]\n broadcast (Options Panel Closed v)\n glide (0.5) secs to x: (0) y: (0)\n else\n set [options panel open or close? v] to [close]\n broadcast (Options Panel Closed v)\n set [ghost v] effect to (10)\n glide (0.5) secs to x: (0) y: (0)\n end\nend\n\ngo to [front v] layer\ngo [backward v] (3) layers\n\n
This was a collab Between @bookdog17 And @Chr_Avila_07663\n\nCan We Get This Top Loved!?!\n\nIn this platformer you have to try to reach grandma because she is sick,But watch out for the wolf!\n\nYou must pass all ten Levels!\n\nComputer- arrow keys\nMobile- Tap\nHit the skip button- skip\nHit the reset button- reset\nSpikes- death\nWater- death\n\nAll levels Are Possible\nRemix all you want\n\nMusic Alan Walker - Nebula\nThanks to @Plant2 for the skip and reset button sprites\nThanks to @bookdog17 helping code most of the game\nThanks to @Chr_Avila_07663 For the levels\n\n#games #platformer #Little Red Riding Hood #wolf #grandma #music
volcano land Platformer
@Stage\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n Change Player X By [-8]\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n Change Player X By [8]\n point in direction (90)\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nchange [sy v] by (-2)\nChange Player Y By (sy)\nTest - Die\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\n\ndefine Game On\nset [player: x v] to [0]\nset [player: y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (80) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (danger v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (50)\n create clone of (_myself_ v)\n point towards (exit portal v)\n turn right (65) degrees\n move ((distance to [exit portal v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [tick v]\ncreate clone of (stamp v)\n\nwhen I start as a clone\npoint in direction ([direction v] of [player v])\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (4.9)\n change size by (-1)\nend\ndelete this clone\n\nforever\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nset y to (0)\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\nhide\n\n@Danger\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\ndelete this clone\n\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone At x: [4] y: [-5]\n Clone At x: [4] y: [-77]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n end\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\nwhen I start as a clone\nforever\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone At x: [17] y: [-16]\n end\nend\n\n@Exit Portal\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <<(costume [name v]) = [O]> and <touching (player v)?>> then\n set [exit v] to [Win]\nend\nforever\n if <(COLLECTED) = (COLLECTED MAX)> then\n switch costume to (o v)\n else\n switch costume to (c v)\n end\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [2450] y: [200]\nelse\n Clone At x: [2237] y: [240]\nend\nif <(LEVEL) = [3]> then\n Clone At x: [2237] y: [120]\nelse\n if <(LEVEL) = [4]> then\n hide\n end\nend\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\nClone At x: [945] y: [46]\n\nchange [collected v] by (1)\n\nset [exit portal: x v] to [-99999]\nhide\n\n@Platforms\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [3]> then\n switch costume to (level 3-1 v)\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\n Clone At x: [360] y: [0]\nend\nif <(LEVEL) = [4]> then\n switch costume to (level 4-1 v)\nend\n\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\nClone At x: [360] y: [0]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nbroadcast (Open Portal v)\n\n@coins\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Ingots: x) - (SCROLL X)) ((Ingots: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [collected max v] to [0]\nset [ingots: x v] to [0]\nset [ingots: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (costume1 v)\n Clone At x: [370] y: [100]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (costume1 v)\n Clone At x: [310] y: [150]\n Clone At x: [1423] y: [-110]\n Clone At x: [2036] y: [-100]\n set [collected max v] to [3]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume1 v)\n Clone At x: [0] y: [180]\n Clone At x: [1723] y: [-10]\n set [collected max v] to [2]\n end\n end\nend\nset [ingots: x v] to [-99999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [ingots: x v] to (x)\nset [ingots: y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nClone At x: [310] y: [150]\n\n@Sprite1\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen flag clicked\nwait (12) seconds\nplay sound [music-sans-parole v] until done\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (12) seconds\nshow\n\nwhen flag clicked\nhide\n\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n change x by (sx)\n show\n set y to (175)\n set x to (pick random (-240) to (500))\n repeat until <(y position) < [-160]>\n change y by (-10)\n end\n delete this clone\nend\n\n
This is a special project for my 317 followers!\nUse the arrows to move !!\nThank you very much to everyone who watches, likes and favors all my projects, it's really nice !!!
Muddy - A Mobile Freindly Platformer
@Stage\n\n@Player\n\ndefine Run block\nRun Engine\n\nwhen flag clicked\nset [y spawn v] to [-80]\nset [x spawn v] to [-218]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch costume to (player v)\nswitch backdrop to (cavesbackround v)\nshow\nset size to (50) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run block\nend\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-0.9)\n switch costume to (player 2 v)\nend\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (0.9)\n switch costume to (player 1 v)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching color (#00ff2c)?>> then\n change y by (-10)\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 (-4)\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 (4)\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\nif <touching (trampoline v)?> then\n change [y v] by (3)\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [nextlevel v]\ngo to x: (X Spawn) y: (Y Spawn)\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\nwhen flag clicked\nset [skip on/off v] to [On]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n set [skip on/off v] to [Off]\n end\nend\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@Music\n\nwhen flag clicked\nforever\n play sound [Airway v] until done\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nnext costume\n\n
Muddy A Platformer :\n\nHow To Play:\nUse arrow keys to move. Use trampoline to jump higher. Do not hit spikes. Click Skip to pass and go to the next level. \n\nDetails:\nNew Skin Changer Coming Soon.\n\nCredits:\n@Ryham301 For almost everything\n@AidanA21 for Skip Button\nNesta Malcolm For Music.\n\nRemember To FOLLOW, Love, and Fave.
my first platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nshow\nswitch backdrop to (blue sky 2 v)\ngo to x: (-212) y: (-116)\nset [falling? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (70) %\nforever\n phycics\nend\n\ndefine phycics\nchange [yv v] by (-1)\nchange y by (yv)\nchange [falling? v] by (1)\ntouch ground <(yv) > [0]>\nif <<<key (up arrow v) pressed?> and <(falling?) < [3]>> or <<<mouse down?> and <(mouse y) > (y position)>> and <(falling?) < [3]>>> then\n set [yv v] to [10]\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [xv v] by (-1.5)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xv v] by (1.5)\nend\nset [xv v] to ((xv) * (0.85))\nchange x by (xv)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#00ff15)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((xv) * (-1))\n change y by ((slope) * (-1))\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 ((-15) * (0.8))\n else\n set [xv v] to ((15) * (0.8))\n end\n set [yv v] to ((15) * (0.8))\n end\nend\nif <<<touching color (#ff0000)?> or <touching color (#9e0000)?>> or <touching color (#000000)?>> then\n go to x: (-212) y: (-123)\nend\nif <(x position) > [238]> then\n switch backdrop to (next backdrop v)\n go to x: (-212) y: (-116)\nend\n\ndefine touch ground <up?>\nrepeat until <not <<touching color (#00ff15)?> or <touching color (#565656)?>>>\n if <up?> then\n change y by (-1)\n else\n set [falling? v] to [0]\n change y by (1)\n end\n set [yv v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [11]> then\n hide\n stop [all v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nshow\nhide\n\n
Use the arrow keys to move. Find your way back home!\nLike and fave to reduce lag.rgmogbgbkrikiosvphkpioutnaunftfdiosvgbgbiouqunmtlpmtcsiwftiogbioiosvikkriomoiomogbgbiogbiogbiogbiogbiogbiogbiogbiogbiogbiomoiogbiogbiomoiogbiogbiogbiogbiogbiogbiogbiogbiogbiomoiogbiogbiomoiogbiogbio\n
Surface Worlds || A Scrolling Platformer v6.47
@Stage\n\nwhen flag clicked\nset [level v] to [1]\nset [exit v] to []\nbroadcast (start s plat v)\nforever\n if <([costume # v] of [sun v]) = [1]> then\n switch costume to (blue sky 2 v)\n else\n switch costume to (blue sky 2 2 v)\n end\nend\n\nset [level v] to [2]\n\nwhen flag clicked\nif <<<(username) = [Batemanb08]> or <(username) = [StratfordJames]>> or <(username) = [VanDijkbeast]>> then\n forever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n set [exit v] to [win]\n set [skip? v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(EXIT) = [win]> then\n stop all sounds\n play sound [C2 Piano v] until done\n wait until <not <(EXIT) = [win]>>\n play sound [C2 Piano v] until done\n stop all sounds\n if <(LEVEL) = [1]> then\n repeat until <(EXIT) = [win]>\n play sound [Submarine from water drop phisics v] until done\n end\n end\n if <(LEVEL) = [2]> then\n stop all sounds\n repeat until <(EXIT) = [win]>\n play sound [Calum Bowen - The Mountain Village v] until done\n stop all sounds\n end\n stop all sounds\n end\n if <(LEVEL) = [3]> then\n stop all sounds\n repeat until <(EXIT) = [win]>\n stop all sounds\n play sound [Music by @getbent v] until done\n end\n end\n if <(LEVEL) = [4]> then\n stop all sounds\n repeat until <(EXIT) = [win]>\n stop all sounds\n play sound [Mystical Folklore Music Alva by Glen Gabriel v] until done\n end\n end\n if <(LEVEL) = [5]> then\n repeat until <(EXIT) = [win]>\n stop all sounds\n wait (0.5) seconds\n play sound [recording1 v] until done\n play sound [recording 2 v] until done\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n set [color v] effect to (100)\n set [brightness v] effect to (25)\n else\n if <(Rain?) = [1]> then\n set [brightness v] effect to (-25)\n set [color v] effect to (0)\n else\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [1]> then\n repeat until <(EXIT) = [win]>\n play sound [Submarine from water drop phisics v] until done\n end\n stop [this script v]\n end\nend\n\nset [exit v] to [win]\n\n@Blank\n\nwhen flag clicked\nhide\n\n@platforms\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nif <(LEVEL) = [1]> then\n new platform at [0] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [0] [150]\n new platform at [0] [150]\n new platform at [450] [-300]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [400] [0]\n switch costume to (costume42 v)\n new platform at ((-1350) - (900)) [-400]\n new platform at [450] [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (kostüm9 v)\n new platform at [0] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [600] [0]\n new platform at [430] [0]\n new platform at [450] [0]\n new platform at [570] [0]\n new platform at [570] [0]\n new platform at [600] [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume9 v)\n new platform at [0] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume20 v)\n new platform at [0] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume32 v)\n new platform at [0] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [450] [0]\n new platform at [500] [0]\n new platform at [500] [0]\n new platform at [500] [0]\n end\n end\n end\n end\nend\n\nclear graphic effects\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 new platform at (x) (y)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\n\nforever\n go [forward v] (3) layers\nend\n\n@Decor\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nif <(LEVEL) = [1]> then\n New Decor at [0] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [0] [150]\n New Decor at [0] [150]\n New Decor at [450] [-300]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [400] [0]\n New Decor at [400] [0]\n switch costume to (@timmccool plant designs v)\n New Decor at ((-1750) - (900)) [-400]\n New Decor at [450] [0]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (kostüm9 v)\n New Decor at [0] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [600] [0]\n New Decor at [430] [0]\n New Decor at [450] [0]\n New Decor at [570] [0]\n New Decor at [570] [0]\n New Decor at [600] [0]\n else\n if <(LEVEL) = [3]> then\n switch costume to (costume9 v)\n New Decor at [0] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n else\n if <(LEVEL) = [4]> then\n switch costume to (costume20 v)\n New Decor at [0] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume32 v)\n New Decor at [0] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [450] [0]\n New Decor at [500] [0]\n New Decor at [500] [0]\n New Decor at [500] [0]\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 New Decor at (x) (y)\nnext costume\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nif <<(LEVEL) = [3]> or <(LEVEL) = [5]>> then\n if <(LEVEL) = [3]> then\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n go to [front v] layer\n go [forward v] (30) layers\n else\n set [ghost v] effect to (0)\n go to [front v] layer\n go [forward v] (30) layers\n end\nelse\n if <<(costume [number v]) = [4]> or <<(costume [number v]) = [9]> or <<<(costume [number v]) = [58]> or <(costume [number v]) = [59]>> or <<<(costume [number v]) = [39]> or <(costume [number v]) = [10]>> or <(costume [number v]) = [11]>>>>> then\n set [brightness v] effect to (-10)\n set [ghost v] effect to (0)\n go to [front v] layer\n go [backward v] (20) layers\n else\n if <(costume [number v]) = [2]> then\n set [brightness v] effect to (-10)\n set [ghost v] effect to (0)\n go to [front v] layer\n go [backward v] (20) layers\n else\n if <<<<<(costume [number v]) = [3]> or <(costume [number v]) = [6]>> or <(costume [number v]) = [7]>> or <(costume [number v]) = [5]>> or <<(costume [number v]) = [15]> or <(costume [number v]) = [16]>>> then\n set [brightness v] effect to (-10)\n set [ghost v] effect to (30)\n go to [front v] layer\n go [backward v] (20) layers\n else\n if <(LEVEL) = [4]> then\n set [ghost v] effect to (0)\n go [forward v] (40) layers\n else\n set [ghost v] effect to (30)\n go to [front v] layer\n go [backward v] (10) layers\n end\n end\n end\n end\nend\n\n@Player\n\ndefine Blink\nif <(Exhaustion) = [0]> then\n switch costume to (costume10 v)\n wait until <(Exhaustion) = [100]>\n switch costume to (costume1 v)\nend\nswitch costume to (costume1 v)\nstart sound [High Hat v]\nrepeat (8)\n next costume\nend\nrepeat (8)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <<key (down arrow v) pressed?> and <(Shovel Collected) = [1]>> then\n switch costume to (shovel v)\n else\n if <<(EXIT) = [die]> and <(LEVEL) = [2]>> then\n switch costume to (death \(mushroom level\) v)\n else\n if <<(EXIT) = [die]> and <(LEVEL) = [3]>> then\n switch costume to (death \(cloud level\) v)\n else\n if <<<(EXIT) = [die]> and <(LEVEL) = [4]>> and <(Can Swim?) = [1]>> then\n switch costume to (death \(lake level\) v)\n else\n if <(Exhaustion Direction) = [up]> then\n switch costume to (costume10 v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n else\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n else\n if <(pick random (1) to (30)) = [1]> then\n Blink\n else\n switch costume to (costume1 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [green flag v]\nhide\n\ndefine game on!\nset [scroll x v] to ((SCROLL X) / (5))\nset [scroll y v] to ((SCROLL Y) / (5))\nset [scroll x v] to (round (SCROLL X))\nset [scroll y v] to (round (SCROLL Y))\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nbroadcast (close space v)\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (base v)\nset [ghost v] effect to (0)\nset size to (80) %\nshow\ngo to [front v] layer\ngo [forward v] (500) layers\n\nclear graphic effects\n\ndefine Tick\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nif <touching (bounce v)?> then\n set [sy v] to [30]\nend\nif <touching (exit v)?> then\n set [exit v] to [win]\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [10]>>> then\n if <(Exhaustion Direction) = [up]> then\n set [sx v] to [4]\n change player x by [4]\n else\n set [sx v] to [8]\n change player x by [8]\n end\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [-10]>>> then\n if <(Exhaustion Direction) = [up]> then\n set [sx v] to [-4]\n change player x by [-4]\n else\n set [sx v] to [-8]\n change player x by [-8]\n end\n else\n end\nend\nif <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [1]> then\n start sound [Jump v]\n change [stats: jumps v] by (1)\n end\n if <<(in air) < [4]> or <<touching (water v)?> and <(Can Swim?) = [1]>>> then\n if <<touching (water v)?> and <(Can Swim?) = [1]>> then\n set [sy v] to [8.5]\n else\n if <(Exhaustion Direction) = [up]> then\n if <(LEVEL) = [3]> then\n set [sy v] to [3]\n else\n set [sy v] to [10]\n end\n else\n if <(LEVEL) = [3]> then\n set [sy v] to [5]\n else\n set [sy v] to [14.4]\n end\n end\n end\n end\nend\nif <(LEVEL) = [3]> then\n change [sy v] by (-0.3)\nelse\n if <<touching (water v)?> and <(Can Swim?) = [1]>> then\n set [sy v] to ((sy) * (0.8))\n if <not <(sy) = ([abs v] of (sy) )>> then\n change [sy v] by (-0.8)\n else\n change [sy v] by (-2)\n end\n else\n change [sy v] by (-2)\n end\nend\nchange player y by (sy)\ntest die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(LEVEL) = [1]> then\n if <(SCROLL Y) < [-600]> then\n set [scroll y v] to [-170]\n end\n position\n if <(y) < [-600]> then\n set [exit v] to [die]\n end\nelse\n if <(SCROLL Y) < [-20]> then\n set [scroll y v] to [-20]\n end\n position\n if <(y) < [-300]> then\n set [exit v] to [die]\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 (platforms v)?>>\n if <(sy) > [0.5]> then\n change [y v] by (-1)\n set [in air v] to [5]\n else\n change [y v] by (1)\n set [in air v] to [0]\n if <[-7] > (sy)> then\n start sound [Landing v]\n if <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <(costume [number v]) = [15]>>> then\n set [exit v] to []\n switch costume to (costume1 v)\n end\n end\n end\n position\n set [sy v] to [0]\n if <touching (platforms v)?> then\nend\n\ndefine change player x by (sx)\nchange [x v] by (sx)\nposition\nif <touching (platforms v)?> then\n set [sy v] to [0]\n set [in air v] to [0]\n repeat (4)\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 (-4)\n position\n repeat until <not <touching (platforms v)?>>\n if <(sx) < [0]> then\n change [x v] by (2)\n else\n change [x v] by (-2)\n end\n position\n end\n set [in air v] to [0]\nend\n\ndefine game-die\nchange [stats: deaths v] by (1)\nstart sound [Crunch2 v]\nif <<(LEVEL) = [4]> and <(Can Swim?) = [1]>> then\n switch costume to (death \(lake level\) v)\nelse\n if <(LEVEL) = [2]> then\n switch costume to (death \(mushroom level\) v)\n else\n if <(LEVEL) = [3]> then\n switch costume to (death \(cloud level\) v)\n else\n if <<(LEVEL) = [1]> or <<(LEVEL) = [4]> and <(Can Swim?) = [0]>>> then\n set [exit v] to []\n set [glitch v] to [0]\n repeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n hide\n wait (0.5) seconds\n end\n end\n end\nend\n\nchange player y by [2000]\nchange player y by [400]\nchange player y by [260]\n\ndefine test die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine game - win\nstart sound [C2 Piano v]\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-0.5)\n change [ghost v] effect by (2)\nend\nhide\nif <(LEVEL) = [5]> then\n set [level v] to [1]\nelse\n change [level v] by (1)\nend\nwait (1) seconds\nstop all sounds\nset [weather v] to [0]\nwait (1) seconds\nbroadcast (New Weather v)\nset [weather v] to [1]\nset [skip? v] to [0]\n\nwhen I receive [green flag v]\nforever\n broadcast (reset v) and wait\n broadcast (setup v) and wait\n game on!\n repeat until <(EXIT) > []>\n Tick\n broadcast (tick v)\n change [tick v] by (1)\n end\n if <(EXIT) = [win]> then\n game - win\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n else\n if <(EXIT) = [die]> then\n game-die\n end\n end\nend\n\ndefine position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [start s plat v]\nhide\nbroadcast (green flag v) and wait\nbroadcast (start! v) and wait\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (500) layers\n\nwhen [p v] key pressed\nwait until <not <key (p v) pressed?>>\nbroadcast (Pixel v)\n\nwhen [n v] key pressed\nwait until <not <key (n v) pressed?>>\nbroadcast (Normal v)\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen flag clicked\nforever\n if <<(Exhaustion) = [0]> or <(Exhaustion) < [0]>> then\n switch costume to (costume10 v)\n wait until <(Exhaustion) = [100]>\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n set [exit v] to [die]\n end\nend\n\nwhen flag clicked\nforever\n if <(Exhaustion Direction) = [up]> then\n switch costume to (costume10 v)\n end\nend\n\nwhen flag clicked\nset [glitch v] to [0]\n\nwhen I receive [tick v]\nif <touching (shop \(lvl 1\) v)?> then\n set [shop i open? v] to [1]\nelse\n set [shop i open? v] to [0]\nend\n\nwhen I receive [tick v]\nif <(Skip?) = [0]> then\n if <<<<(y) > [700]> or <(y position) > [145]>> or <<(y position) < [-150]> and <touching color (#473c14)?>>> and <not <(EXIT) = [win]>>> then\n set [glitch v] to [1]\n set [exit v] to [die]\n end\nend\n\nwhen I receive [tick v]\nif <touching (shop \(lvl 5\) v)?> then\n set [shop lvl v open v] to [1]\nelse\n set [shop lvl v open v] to [0]\nend\n\nwhen I receive [tick v]\nif <touching (shop \(lvl 2\) v)?> then\n set [shop lvl. ii open v] to [1]\nelse\n set [shop lvl. ii open v] to [0]\nend\n\nset [sx v] to [0]\n\nif <touching (platforms v)?> then\n repeat (5)\n if <(sy) > [0]> then\n change [y v] by (-1)\n set [in air v] to [0]\n else\n change [y v] by (1)\n set [in air v] to [0]\n if <[-7] > (sy)> then\n start sound [Landing v]\n if <<(costume [number v]) = [13]> or <<(costume [number v]) = [14]> or <(costume [number v]) = [15]>>> then\n set [exit v] to []\n switch costume to (costume1 v)\n end\n end\n end\n position\n set [sy v] to [0]\n if <touching (platforms v)?> then\n end\n if <(sy) > [0]> then\n change [y v] by (5)\n else\n change [y v] by (-5)\n end\n position\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change player x by [-1]\n else\n change player x by [1]\n end\n end\nend\n\nposition\n\n\n\n@Parallax 3\n\nwhen [b v] key pressed\nwait until <not <key (b v) pressed?>>\nif <(Transparent backdrop?) = [False]> then\n set [ghost v] effect to (85)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: (([x position v] of [player v]) / (20)) y: (([y position v] of [player v]) / (20))\nend\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [2]> then\n set [brightness v] effect to (-5)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Clouds\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\nhide\nforever\n wait (pick random (0.3) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Rain?) = [1]> then\n set [brightness v] effect to (-35)\nelse\n set [brightness v] effect to (0)\nend\ngo to [back v] layer\ngo [forward v] (5) layers\nswitch costume to (1588695107113 v)\nset x to (210)\nif <(LEVEL) = [3]> then\n set y to (pick random (-151) to (151))\nelse\n set y to (pick random (86) to (151))\nend\npoint in direction (pick random (-90) to (90))\nset [ghost v] effect to (pick random (40) to (80))\nshow\nif <(pick random (1) to (3)) = [3]> then\n repeat until <[-226] > (x position)>\n change x by (-3)\n end\nelse\n if <(pick random (1) to (2)) = [2]> then\n repeat until <[-226] > (x position)>\n change x by (-2)\n end\n else\n repeat until <[-226] > (x position)>\n change x by (-1.5)\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <([costume # v] of [sun v]) = [1]> then\n if <(Transparent backdrop?) = [False]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@Parallax 1\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: (([x position v] of [player v]) / (2.5)) y: (([y position v] of [player v]) / (2.5))\nend\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nset [transparent backdrop? v] to [True]\nset [ghost v] effect to (0)\nforever\n switch costume to (LEVEL)\nend\n\nwhen [b v] key pressed\nwait until <not <key (b v) pressed?>>\nif <(Transparent backdrop?) = [True]> then\n set [ghost v] effect to (85)\n set [transparent backdrop? v] to [False]\nelse\n set [ghost v] effect to (0)\n set [transparent backdrop? v] to [True]\nend\n\n@Parallax 2\n\nwhen [b v] key pressed\nwait until <not <key (b v) pressed?>>\nif <(Transparent backdrop?) = [False]> then\n set [ghost v] effect to (85)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\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\ngo [forward v] (1) layers\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set [brightness v] effect to (-15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Sun\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [cmon let’s go v]\ncreate clone of (_myself_ v)\nset size to (75) %\nshow\ngo to [back v] layer\ngo [backward v] (500) layers\n\nwhen flag clicked\nset [weather v] to [0]\nswitch costume to (sun v)\ngo to x: (-201) y: (0)\nhide\nbroadcast (Cmon let’s go v)\nforever\n set [weather v] to [0]\n broadcast (New Weather v)\n set [weather v] to [1]\n switch costume to (sun v)\n go to [back v] layer\n glide (30) secs to x: (0) y: (148)\n glide (30) secs to x: (201) y: (0)\n set [weather v] to [0]\n broadcast (New Weather v)\n set [weather v] to [1]\n go to [back v] layer\n switch costume to (join [Moon ] (LEVEL))\n glide (30) secs to x: (0) y: (148)\n glide (30) secs to x: (-201) y: (0)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (52)\nset size to (25) %\nshow\ngo [backward v] (500) layers\nforever\n change size by ((0) + ((10) * ([cos v] of (((Timer II) - (3)) * (200)) )))\nend\n\nwhen I start as a clone\nswitch costume to (sun v)\nforever\n set [timer ii v] to [0]\n show\n glide (30) secs to x: (0) y: (148)\n glide (30) secs to x: (201) y: (0)\n set [timer ii v] to [0]\n hide\n glide (30) secs to x: (0) y: (148)\n glide (30) secs to x: (-201) y: (0)\nend\n\nwhen flag clicked\nset [timer i v] to [0]\nforever\n change [timer i v] by (0.03)\nend\n\nwhen flag clicked\nset [timer ii v] to [0]\nforever\n change [timer ii v] by (0.03)\nend\n\nwhen flag clicked\nforever\n if <(EXIT) = [win]> then\n if <<(costume [number v]) > [1]> and <(costume [number v]) < [5]>> then\n switch costume to (join [Moon ] (LEVEL))\n end\n end\nend\n\nwhen flag clicked\nforever\n wait (0.03) seconds\n turn right (1) degrees\nend\n\n@Player shadow\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (40)\npoint in direction (75)\nforever\n go to (player v)\nend\n\ngo [backward v] (1) layers\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (40)\npoint in direction (75)\nforever\n point towards (sun v)\nend\n\nwhen flag clicked\nshow\nclear graphic effects\nset [ghost v] effect to (40)\npoint in direction (75)\nforever\n if <(LEVEL) = [3]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (40)\n end\nend\n\n@Player Decor\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] (100) layers\nset rotation style [left-right v]\nswitch costume to (LEVEL)\nforever\n go to (player v)\n go to [front v] layer\n point in direction ([direction v] of [player v])\nend\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n if <<<(EXIT) = [win]> or <<key (down arrow v) pressed?> and <(Shovel Collected) = [1]>>> or <<(Shop Lvl V Open) = [1]> or <<(Shop I Open?) = [1]> or <(Shop Lvl. II Open) = [1]>>>> then\n hide\n else\n show\n end\nend\n\n@Art \n\nwhen flag clicked\nhide\n\n@Exit\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nif <(LEVEL) = [5]> then\n go to [front v] layer\nelse\n go to [front v] layer\n go [backward v] (30) layers\nend\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nclear graphic effects\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (LEVEL)\nif <(LEVEL) = [1]> then\n new platform at (((3300) + (450)) + (450)) [0]\nelse\n if <(LEVEL) = [2]> then\n new platform at [4120] [0]\n else\n if <(LEVEL) = [3]> then\n new platform at [4500] [100]\n else\n if <(LEVEL) = [4]> then\n new platform at [4950] [0]\n else\n new platform at [4650] [0]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new platform at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\ngo [forward v] (1) layers\n\n@Tiles From @Capt_Bonarges\n\nwhen flag clicked\nhide\n\nwhen I receive [parelax v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n@Birds\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL) = [5]> then\n delete this clone\n else\n wait (pick random (1) to (4)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (pick random (80) to (100)) %\ngo to [front v] layer\nswitch costume to (1 v)\ngo [backward v] (30) layers\nif <(LEVEL) = [3]> then\n set y to (pick random (-151) to (151))\nelse\n set y to (pick random (20) to (151))\nend\nset rotation style [left-right v]\nset [ghost v] effect to (0)\nshow\nif <(pick random (1) to (2)) = [1]> then\n point in direction (90)\n set x to (210)\n if <(pick random (1) to (3)) = [3]> then\n repeat until <[-226] > (x position)>\n change x by (-3)\n next costume\n end\n else\n if <(pick random (1) to (2)) = [2]> then\n repeat until <[-226] > (x position)>\n change x by (-2)\n next costume\n end\n else\n repeat until <[-226] > (x position)>\n change x by (-1.5)\n next costume\n end\n end\n end\nelse\n point in direction (-90)\n set x to (-210)\n if <(pick random (1) to (3)) = [3]> then\n repeat until <[226] < (x position)>\n change x by (3)\n next costume\n end\n else\n if <(pick random (1) to (2)) = [2]> then\n repeat until <[226] < (x position)>\n change x by (2)\n next costume\n end\n else\n repeat until <[226] < (x position)>\n change x by (1.5)\n next costume\n end\n end\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <([costume # v] of [sun v]) = [1]> then\n if <(Transparent backdrop?) = [False]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n set [color v] effect to (100)\nelse\n set [color v] effect to (0)\nend\n\n@Water\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (60)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\nif <(LEVEL) = [4]> then\n switch costume to (level 0 0 v)\n new platform at [0] [0]\n new platform at [485] [0]\n new platform at [485] [0]\n new platform at [485] [0]\n new platform at [485] [0]\n new platform at [485] [0]\n new platform at [485] [0]\n new platform at [485] [0]\n new platform at [485] [0]\n new platform at [485] [0]\n new platform at [485] [0]\n new platform at [485] [0]\nelse\n hide\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <(LEVEL) = [4]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new platform at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (5)\nset [fisheye v] to (pick random (10) to (30))\nset [fisheye v] effect to (Fisheye)\nshow\ngo [forward v] (45) layers\nforever\n next costume\n change [fisheye v] by (pick random (-15) to (15))\n set [fisheye v] effect to (Fisheye)\n if <(Fisheye) < [-60]> then\n set [fisheye v] to [10]\n set [fisheye v] effect to (10)\n end\n if <(Fisheye) > [230]> then\n set [fisheye v] to [30]\n set [fisheye v] effect to (30)\n end\n wait (0.01) seconds\n show\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (5)\n\n\n\n@Grunge Filter\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (80)\nhide\ngo to [front v] layer\nforever\n go [forward v] (10000) layers\nend\n\nwhen [g v] key pressed\nwait until <not <key (g v) pressed?>>\nshow\n\nwhen [c v] key pressed\nwait until <not <key (c v) pressed?>>\nhide\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\ngo to x: (0) y: (-300)\nswitch costume to (download \(34\)3 v)\ngo to [front v] layer\nshow\ngo [forward v] (15000) layers\nglide (1.1) secs to x: (0) y: (0)\nforever\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n next costume\n end\nend\n\n@Cloud View\n\nwhen flag clicked\nhide variable [☁ who viewed v]\n\nwhen flag clicked\nchange [☁ who viewed v] by (1)\n\n@Exhaustion Meter\n\nwhen flag clicked\nset [exhaustion v] to [100]\nswitch costume to (100% v)\ngo to x: (-128) y: (125)\ngo to [front v] layer\ngo [forward v] (1000) layers\nforever\n if <<(Exhaustion) = [0]> or <(Exhaustion) < [0]>> then\n switch costume to (0% v)\n else\n if <<(Exhaustion) = [10]> or <(Exhaustion) < [10]>> then\n switch costume to (10% v)\n else\n if <<(Exhaustion) = [20]> or <(Exhaustion) < [20]>> then\n switch costume to (20% v)\n else\n if <<(Exhaustion) = [30]> or <(Exhaustion) < [30]>> then\n switch costume to (30% v)\n else\n if <<(Exhaustion) = [40]> or <(Exhaustion) < [40]>> then\n switch costume to (40% v)\n else\n if <<(Exhaustion) = [50]> or <(Exhaustion) < [50]>> then\n switch costume to (50% v)\n else\n if <<(Exhaustion) = [60]> or <(Exhaustion) < [60]>> then\n switch costume to (60% v)\n else\n if <<(Exhaustion) = [70]> or <(Exhaustion) < [70]>> then\n switch costume to (70% v)\n else\n if <<(Exhaustion) = [80]> or <(Exhaustion) < [80]>> then\n switch costume to (80% v)\n else\n if <<(Exhaustion) = [90]> or <(Exhaustion) < [90]>> then\n switch costume to (90% v)\n else\n if <<(Exhaustion) = [100]> or <(Exhaustion) < [100]>> then\n switch costume to (100% 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\nwhen flag clicked\nforever\n if <<(Exhaustion) = [-5]> or <(Exhaustion) < [-5]>> then\n set [exhaustion direction v] to [up]\n repeat until <(Exhaustion) = [101]>\n wait (0.05) seconds\n change [exhaustion v] by (1)\n end\n set [exhaustion direction v] to [down]\n else\n if <<(Exhaustion) = [101]> or <(Exhaustion) > [100]>> then\n end\nend\n\nwhen flag clicked\nforever\n go [forward v] (1000) layers\nend\n\nwhen [up arrow v] key pressed\nif <(Exhaustion Direction) = [down]> then\n wait until <not <key (up arrow v) pressed?>>\n change [exhaustion v] by (-6)\nend\n\nwhen [right arrow v] key pressed\nif <(Exhaustion Direction) = [down]> then\n wait until <not <key (right arrow v) pressed?>>\n change [exhaustion v] by (-6)\nend\n\nwhen [left arrow v] key pressed\nif <(Exhaustion Direction) = [down]> then\n wait until <not <key (left arrow v) pressed?>>\n change [exhaustion v] by (-6)\nend\n\nwhen flag clicked\nshow\nforever\n if <(EXIT) = [win]> then\n set [exhaustion v] to [100]\n hide\n wait until <(EXIT) = []>\n show\n end\nend\n\n@Skip\n\nwhen flag clicked\nshow\nset drag mode [not draggable v]\ngo to x: (186) y: (123)\ngo to [front v] layer\ngo [forward v] (1000) layers\nforever\n point in direction ((([sin v] of ((Timer II) * (300)) ) * (5)) + (90))\n go [forward v] (1000) layers\nend\n\nwhen flag clicked\nset [skip? v] to [0]\nforever\n if <(EXIT) = [win]> then\n hide\n wait until <(EXIT) = []>\n show\n else\n if <([costume # v] of [bar v]) = [1]> then\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <<(Shop I Open?) = [1]> or <<(Shop Lvl V Open) = [1]> or <(Shop Lvl. II Open) = [1]>>> then\n else\n hide\n wait until <(EXIT) = []>\n show\n set [skip? v] to [0]\n end\n end\n else\n hide\n end\n end\nend\n\n@Readout\n\nwhen flag clicked\nforever\n if <(Glitch) = [1]> then\n switch costume to (glitch v)\n else\n switch costume to (LEVEL)\n end\nend\n\nwhen flag clicked\nforever\n if <(EXIT) = [win]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [forward v] ((1500) + (☁ Who Viewed)) layers\nshow\ngo to x: (-3) y: (0)\nset size to (100) %\n\nwhen flag clicked\ngo to [front v] layer\nset [pixelate v] effect to (0)\nforever\n if <touching (mouse-pointer v)?> then\n play sound [Buzz v] until done\n set [pixelate v] effect to (20)\n else\n set [pixelate v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (50) layers\nend\n\nwait (1) seconds\n\n@Border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n go [forward v] (5) layers\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <(Glitch) = [1]> then\n switch costume to (glitch v)\n else\n if <(EXIT) = [win]> then\n switch costume to (costume3 v)\n wait (0.3) seconds\n else\n if <(LEVEL) = [5]> then\n switch costume to (costume1 v)\n else\n if <([costume # v] of [sun v]) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume2 v)\n end\n end\n end\n end\nend\n\n@Other Text by @quiccha\n\nwhen flag clicked\nhide\n\n@Rain\n\nwhen I receive [new weather v]\nset [rain? v] to [0]\nif <(pick random (1) to (3)) = [1]> then\n if <not <(LEVEL) = [3]>> then\n set [rain? v] to [1]\n repeat until <(Weather) = [0]>\n Rain\n wait (pick random (0.01) to (0.03)) seconds\n end\n set [rain? v] to [0]\n else\n set [rain? v] to [0]\n delete this clone\n end\nelse\n set [rain? v] to [0]\n delete this clone\nend\n\ndefine Rain\nif <(pick random (1) to (2)) = [1]> then\n go to x: (pick random (-240) to (240)) y: (150)\n create clone of (_myself_ v)\nelse\n go to x: (240) y: (pick random (-150) to (150))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (10) %\nshow\nswitch costume to (costume1 v)\npoint in direction (-135)\nrepeat until <<touching (platforms v)?> or <<touching (player v)?> or <<touching (water v)?> or <<(y position) < [-173]> or <(x position) < [-240]>>>>>\n move (15) steps\n wait (0.01) seconds\nend\nswitch costume to (costume2 v)\nrepeat (10)\n if <not <<touching (platforms v)?> or <<touching (player v)?> or <<touching (water v)?> or <<(y position) < [-173]> or <(x position) < [-240]>>>>>> then\n delete this clone\n end\n change [ghost v] effect by (10)\n wait (0.03) seconds\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n set size to (50) %\nend\n\n@Bar\n\ndefine xb\nif <(costume [number v]) = [1]> then\n set [vel2 v] to (((vel2) * (0.7)) + (((y position) - (0)) * (-0.3)))\n change y by ([floor v] of (vel2) )\nelse\n set [vel2 v] to (((vel2) * (0.7)) + (((y position) - (20)) * (-0.3)))\n change y by ([floor v] of (vel2) )\nend\n\nwhen flag clicked\nset [ghost v] effect to (40)\nforever\n if <(mouse y) > [90]> then\n switch costume to (costume1 v)\n go to x: (0) y: (181)\n repeat (24)\n xb\n end\n wait until <(mouse y) < [90]>\n else\n switch costume to (costume2 v)\n repeat (24)\n xb\n end\n wait until <(mouse y) > [90]>\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (181)\ngo to [front v] layer\nforever\n go [forward v] (3) layers\nend\n\n@Clock\n\nwhen flag clicked\nswitch costume to (clock v)\ngo to x: (130) y: (115)\nset size to (17) %\nLoad Clock\n\ndefine Load Clock\nswitch costume to (hour v)\ncreate clone of (_myself_ v)\nswitch costume to (second v)\ncreate clone of (_myself_ v)\nswitch costume to (minute v)\ncreate clone of (_myself_ v)\nswitch costume to (clock v)\n\nwhen I start as a clone\ngo to x: (130) y: (115)\nset size to (100) %\nif <(costume [name v]) = [Hour]> then\n forever\n set [angle v] to ((current [hour v]) * (30))\n change [angle v] by ((current [minute v]) / (2))\n point in direction (angle)\n wait (60) seconds\n end\nend\nif <(costume [name v]) = [Minute]> then\n forever\n point in direction ((current [minute v]) * (6))\n wait (60) seconds\n end\nend\nif <(costume [name v]) = [Second]> then\n forever\n point in direction ((current [second v]) * (6))\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n go [forward v] (1000) layers\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go [forward v] (1000) layers\nend\n\nwhen I start as a clone\nforever\n if <(Glitch) = [1]> then\n hide\n else\n if <(EXIT) = [win]> then\n hide\n else\n if <([costume # v] of [bar v]) = [1]> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Glitch) = [1]> then\n hide\n else\n if <(EXIT) = [win]> then\n hide\n else\n if <([costume # v] of [bar v]) = [1]> then\n show\n else\n hide\n end\n end\n end\nend\n\n@Acheivements\n\nwhen flag clicked\nset [stats: deaths v] to [0]\nset [stats: jumps v] to [0]\nhide\ngo to x: (0) y: (-300)\n\nwhen flag clicked\nforever\n if <(Stats: Jumps) = [50]> then\n show\n switch costume to (50 jumps v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\ndefine Bounce Up\nset [vel2 v] to (((vel2) * (0.7)) + (((y position) - (0)) * (-0.3)))\nchange y by ([floor v] of (vel2) )\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go [forward v] (100000) layers\nend\n\nwhen flag clicked\nforever\n if <(Stats: Jumps) = [25]> then\n show\n switch costume to (25 jumps v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Stats: Jumps) = [5]> then\n show\n switch costume to (5 jumps v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait until <not <key (r v) pressed?>>\n show\n switch costume to (respawn v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Stats: Deaths) = [3]> then\n show\n switch costume to (3 deaths v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n set [brightness v] effect to (-45)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Stats: Jumps) = [500]> then\n show\n switch costume to (500 jumps v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (click the green flag v)\nrepeat (30)\n Bounce Up\nend\nwait (1) seconds\nglide (0.4) secs to x: (0) y: (-300)\nhide\nstop [this script v]\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(LEVEL) = [2]> then\n wait (2.5) seconds\n show\n switch costume to (mushroom level v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n wait (2.5) seconds\n show\n switch costume to (cloud level v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [4]> then\n wait (2.5) seconds\n show\n switch costume to (lake level v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [5]> then\n wait (2.5) seconds\n show\n switch costume to (finish the game v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [shovel collected v] to [0]\nforever\n if <(Shovel Collected) = [1]> then\n show\n switch costume to (quest started v)\n repeat (30)\n Bounce Up\n end\n wait (1) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [can travel v] to [0]\nforever\n if <(Can Travel) = [1]> then\n show\n switch costume to (quest finished v)\n repeat (30)\n Bounce Up\n end\n play sound [Connect v] until done\n wait (0.003) seconds\n start sound [Game completed v]\n wait (2.6) seconds\n glide (0.4) secs to x: (0) y: (-300)\n hide\n stop [this script v]\n end\nend\n\n@Nice rounded box\n\nwhen flag clicked\nhide\n\n@Monsters [Fanart Inside!]\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [1]> then\n new Monster at [850] [0]\n new Monster at ((2150) + (900)) [-60]\n new Monster at [40000] [0]\n hide\nelse\n new Monster at [4000000] [0]\n delete this clone\nend\nclear graphic effects\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 new Monster at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n if <touching (player v)?> then\n if <not <([y position v] of [player v]) > ((y position) + (45))>> then\n set [exit v] to [die]\n else\n change [sy v] by (18)\n start sound [pop v]\n repeat (10)\n wait (0.02) seconds\n change [ghost v] effect by (10)\n change size by (-3)\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (level 1 1 v)\nset size to (30) %\nforever\n switch costume to (level 1 1 v)\n repeat (14)\n wait (0.05) seconds\n next costume\n end\nend\n\n@Shop (LVL 1)\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\nset size to (30) %\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [1]> then\n new Shop at ((1900) + (850)) [0]\n if <not <(Can Swim?) = [1]>> then\n new Shop at [40000] [0]\n end\n hide\nelse\n new Shop at [4000000] [0]\n delete this clone\nend\nclear graphic effects\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 new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\n\nset size to (200) %\n\nif <touching (player v)?> then\n set [shop i open? v] to [1]\nelse\n set [shop i open? v] to [0]\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (level 1 1 v)\nset size to (30) %\nforever\n switch costume to (level 1 1 v)\n repeat (14)\n wait (0.05) seconds\n next costume\n end\nend\n\nwhen I start as a clone\nforever\n go [forward v] (0) layers\nend\n\nwhen I receive [tick v]\n\n@Shop (LVL 1) Item Screen\n\nwhen I start as a clone\n\nforever\n if <(Shovel Collected) = [1]> then\n if <(costume [number v]) = [1]> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [1]> then\n if <(Shovel Collected) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n end\n if <not <(Can Swim?) = [1]>> then\n new Shop at ((1900) + (850)) [0]\n end\n hide\n new Shop at [40000000] [0]\nelse\n delete this clone\nend\nclear graphic effects\n\nnew Shop at [40000] [0]\n\nnew Shop at [4000000] [0]\n\ndefine position (x) (y)\nset size to (80) %\nshow\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(Shop I Open?) = [1]> then\n set [ghost v] effect to (15)\n else\n set [ghost v] effect to (100)\n end\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [shovel collected v] to [0]\nhide\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go [forward v] (9) layers\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nset size to (30) %\nif <(costume [number v]) = [1]> then\n if <not <(Shovel Collected) = [1]>> then\n switch costume to (botuun \(lol\) v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\n forever\n if <(Shovel Collected) = [1]> then\n switch costume to (costume3 v)\n wait (1.5) seconds\n switch costume to (costume4 v)\n stop [this script v]\n end\n end\nelse\n if <(costume [number v]) = [4]> then\n set [shovel collected v] to [0]\n forever\n if <<<mouse down?> and <[coins collected v] contains [1]?>> and <touching (mouse-pointer v)?>> then\n switch costume to (botuun \(lol\) v)\n set [shovel collected v] to [1]\n start sound [Connect v]\n delete this clone\n end\n end\n end\nend\n\n@Coins!\n\nwhen I start as a clone\nforever\n if <[coins collected v] contains [1]?> then\n if <(costume [number v]) = [1]> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nshow list [coins collected v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [1]> then\n if <not <[coins collected v] contains [1]?>> then\n New Coin At ((1900) + (660)) [10] [1]\n end\n New Coin At [1640] [0] [1]\n if <not <[coins collected v] contains [2]?>> then\n New Coin At ((-1400) - (900)) [-500] [2]\n end\n New Coin At [400000] [0] [1]\n hide\nelse\n if <(LEVEL) = [2]> then\n if <not <[coins collected v] contains [3]?>> then\n New Coin At [160] [-70] [3]\n end\n New Coin At [4000000] [0] [1]\n hide\n else\n New Coin At [4000000] [0] [1]\n delete this clone\n end\nend\nclear graphic effects\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 New Coin At (x) (y) (#)\nswitch costume to (#)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ndelete all of [coins collected v]\n\nwhen I start as a clone\nset size to (10) %\nif <<(costume [number v]) = [2]> or <(costume [number v]) = [1]>> then\n forever\n if <<touching (player v)?> and <key (down arrow v) pressed?>> then\n add [1] to [coins collected v]\n start sound [B Guitar v]\n delete this clone\n end\n end\nelse\n if <(costume [number v]) = [3]> then\n set [ghost v] effect to (0)\n forever\n if <<<(distance to [player v]) < [100]> and <key (down arrow v) pressed?>> and <(Shovel Collected) = [1]>> then\n add [2] to [coins collected v]\n start sound [C Major Ukulele v]\n repeat (10)\n wait (0.001) seconds\n change [brightness v] effect by (12)\n change [ghost v] effect by (4)\n change size by (-1)\n end\n delete this clone\n end\n end\n else\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (0)\n forever\n if <<<(distance to [player v]) < [100]> and <key (down arrow v) pressed?>> and <(Shovel Collected) = [1]>> then\n add [3] to [coins collected v]\n start sound [B Bass v]\n repeat (10)\n wait (0.001) seconds\n turn right (15) degrees\n change [ghost v] effect by (4)\n change size by (-1)\n end\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n if <touching (player v)?> then\n switch costume to (1 instruction v)\n change size by (((20) - (size)) / (3))\n set [ghost v] effect to (10)\n else\n switch costume to (1 v)\n change size by (((10) - (size)) / (3))\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set [brightness v] effect to (-30)\n forever\n go [forward v] (5) layers\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n set [brightness v] effect to (0)\n forever\n go [forward v] (4) layers\n end\nend\n\n@Shop (LVL 5)\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [5]> then\n if <(Shovel Collected) = [1]> then\n new Shop at [2600] [0]\n end\n hide\n new Shop at [40000] [0]\nelse\n new Shop at [4000000] [0]\n delete this clone\nend\nclear graphic effects\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 new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (30) %\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n go [forward v] (2) layers\nend\n\nwhen I receive [tick v]\n\nif <touching (player v)?> then\n set [shop lvl v open v] to [1]\nelse\n set [shop lvl v open v] to [0]\nend\n\n@Shop (LVL 5) Item Screen\n\nwhen flag clicked\nset [can swim? v] to [0]\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [5]> then\n if <(Can Swim?) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n end\n if <(Shovel Collected) = [1]> then\n new Shop at [2600] [0]\n end\n hide\nelse\n delete this clone\nend\nclear graphic effects\n\nnew Shop at [40000] [0]\n\nnew Shop at [4000000] [0]\n\ndefine position (x) (y)\nset size to (80) %\nshow\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(Shop Lvl V Open) = [1]> then\n set [ghost v] effect to (15)\n else\n set [ghost v] effect to (100)\n end\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n go [forward v] (6) layers\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nset size to (30) %\nif <<<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> or <(costume [number v]) = [3]>> then\n if <not <(Can Swim?) = [1]>> then\n switch costume to (botuun v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\n forever\n if <(Can Swim?) = [1]> then\n switch costume to (costume3 v)\n wait (1.5) seconds\n switch costume to (costume4 v)\n stop [this script v]\n end\n end\nelse\n if <(costume [number v]) = [4]> then\n set [can swim? v] to [0]\n forever\n if <<<mouse down?> and <<[coins collected v] contains [2]?> and <[coins collected v] contains [3]?>>> and <touching (mouse-pointer v)?>> then\n switch costume to (botuun v)\n set [can swim? v] to [1]\n start sound [Connect v]\n delete this clone\n else\n if <<<mouse down?> and <not <<[coins collected v] contains [2]?> and <[coins collected v] contains [3]?>>>> and <touching (mouse-pointer v)?>> then\n start sound [Disconnect v]\n end\n end\n end\n end\nend\n\n@Shop (LVL 2)\n\nwhen flag clicked\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [2]> then\n if <(Can Swim?) = [1]> then\n new Shop at [3170] [140]\n end\n hide\n new Shop at [40000] [0]\nelse\n new Shop at [4000000] [0]\n delete this clone\nend\nclear graphic effects\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 new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (30) %\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nforever\n go [forward v] (2) layers\nend\n\nwhen I receive [tick v]\n\nif <touching (player v)?> then\n set [shop lvl v open v] to [1]\nelse\n set [shop lvl v open v] to [0]\nend\n\n@Shop (LVL 2) Item Screen\n\nwhen flag clicked\nset [can travel v] to [0]\nhide\nset [pixelate v] effect to (0)\n\nwhen I receive [normal v]\nset [pixelate v] effect to (0)\n\nwhen I receive [pixel v]\nset [pixelate v] effect to (30)\n\nwhen I receive [green flag v]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (70))\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 0 0 v)\ngo [forward v] (100) layers\nif <(LEVEL) = [2]> then\n if <(Can Travel) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume2 v)\n end\n if <(Can Swim?) = [1]> then\n new Shop at [3170] [140]\n hide\n new Shop at [40000] [0]\n end\nelse\n delete this clone\nend\nclear graphic effects\n\nnew Shop at [4000000] [0]\n\ndefine position (x) (y)\nset size to (80) %\nshow\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(Shop Lvl. II Open) = [1]> then\n set [ghost v] effect to (15)\n else\n set [ghost v] effect to (100)\n end\nelse\n set [ghost v] effect to (100)\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine new Shop at (x) (y)\nchange [x v] by (x)\nchange [y v] by (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n if <(costume [number v]) = [2]> then\n go [forward v] (2) layers\n else\n go [forward v] (4) layers\n end\nend\n\nwhen I start as a clone\ngo [forward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nset size to (30) %\nif <<<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> or <(costume [number v]) = [3]>> then\n if <not <(Can Travel) = [1]>> then\n switch costume to (botuun v)\n create clone of (_myself_ v)\n switch costume to (costume2 v)\n end\n forever\n if <(Can Travel) = [1]> then\n switch costume to (costume3 v)\n wait (3) seconds\n wait (2.6) seconds\n switch costume to (costume4 v)\n stop [this script v]\n end\n end\nelse\n if <(costume [number v]) = [4]> then\n set [can travel v] to [0]\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n hide\n ask [Tell me, what's down in that cave on the grassy planet?____________ \(Leave blank to remove\)] and wait\n if <<(answer) = [Ammonite]> or <<(answer) = [Ammonites]> or <<(answer) = [fossil]> or <<(answer) = [fossils]> or <<(answer) = [Crystal]> or <(answer) = [crystals]>>>>>> then\n switch costume to (botuun v)\n set [can travel v] to [1]\n delete this clone\n else\n set [brightness v] effect to (0)\n switch costume to (botuun v)\n show\n start sound [Disconnect v]\n repeat (5)\n change [brightness v] effect by (20)\n wait (0.001) seconds\n end\n wait (0.001) seconds\n repeat (5)\n change [brightness v] effect by (20)\n wait (0.001) seconds\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(Can Travel) = [1]> then\n if <(costume [number v]) = [1]> then\n delete this clone\n end\n end\nend\n\n@Travel \n\nwhen flag clicked\nhide\nforever\n if <(Can Travel) = [1]> then\n if <key (t v) pressed?> then\n wait until <not <key (t v) pressed?>>\n ask [Select level \(1-5\). Leave blank to exit.] and wait\n if <<(answer) = [1]> or <<(answer) = [2]> or <<(answer) = [3]> or <<(answer) = [4]> or <(answer) = [5]>>>>> then\n play sound [Disconnect v] until done\n set [level v] to ((answer) - (1))\n set [exit v] to [win]\n set [level v] to (answer)\n set [exit v] to [die]\n play sound [Connect v] until done\n else\n if <(answer) = []> then\n end\n end\n end\nend\n\n@Time\n\nwhen flag clicked\nset [time v] to [0]\nset [place # v] to [0]\ngo to x: (208) y: (-160)\nset size to (17) %\nswitch costume to (. v)\ncreate clone of (_myself_ v)\ngo to x: (184) y: (-156)\nset size to (17) %\nswitch costume to (: v)\ncreate clone of (_myself_ v)\nset [place # v] to [1]\ngo to x: (173) y: (-155)\nset size to (15) %\nswitch costume to (0 v)\ncreate clone of (_myself_ v)\nset [place # v] to [2]\ngo to x: (197) y: (-155)\nset size to (15) %\nswitch costume to (0 v)\ncreate clone of (_myself_ v)\nset [place # v] to [3]\ngo to x: (219) y: (-155)\nset size to (15) %\nswitch costume to (0 v)\ncreate clone of (_myself_ v)\nhide\nforever\n if <not <(EXIT) = [win]>> then\n wait (1) seconds\n change [time v] by (1)\n Set length of time to 3\n Convert to min + sec\n else\n set [time v] to [0]\n end\nend\n\nwhen I start as a clone\nforever\n if <(EXIT) = [win]> then\n hide\n else\n show\n go to [front v] layer\n if <not <<(costume [name v]) = [.]> or <(costume [name v]) = [:]>>> then\n switch costume to (letter (Place #) of (Time))\n end\n end\nend\n\ndefine Set length of time to 3\nif <(length of (Time)) > [3]> then\n change [time v] by (-1000)\nend\nif <(length of (Time)) < [3]> then\n repeat until <(length of (Time)) = [3]>\n set [time v] to (join [0] (Time))\n end\nend\n\ndefine Convert to min + sec\nif <(letter (2) of (Time)) > [5]> then\n change [time v] by (100)\n change [time v] by (-60)\nend\n\n
----/ ~ ~ ____ Surface Worlds\n--/ ~ ~ | | | | ,, \n/ ~ ~ / | ___| _ " @ "\n / / / /|||||||\ / "\n========================|||||||||||====|============\n\nSPAM LE GREN FLAGG!\n \n __________________________\n | 2 Months, 30 hours, finally done! |\n ----------------------------------------------\n\n--------------------------------------------------------------------------Story\nYou are an explorer working for the last remains of humanity. 13 years previously, earth was declared uninhabitable as earthquakes, volcanoes, and freak hurricanes razed the face of the Earth. You and the few remaining survivors boarded the ISS and escaped before earth was consumed by the sun. The Leader declared it humanity's home base until another home was found. They send Finders. None returned. Meanwhile, some at the home base stole supplies and bailed out of the search. Soon, it was just you and 26 others, the last determined to help humanity. The others stayed at home base, and sent you to explore the iT763 Green Iris Galaxy, 36.5741 light years away from the Milky way. Venture forth and explore this galaxy, observing these four beautiful planets, meeting rouge travelers, encountering savage wildlife, and finding humanity a new home. Read below to find out how. (Notes and Credits)\n=============================================\nInstructions:\n*Use arrow keys (<^>), or mobile controls (Hold to the side of the player you want to move in), to move the player from level to level.\n*Reach the Rocket at the end to advance to the next level.\n*Once you have reached your homeworld, you may revisit the other levels or choose to stay and mingle.\n \n {See Notes and credits for options available. Highly \n recommended. Options include completing the shop \n quest and testing out new features.}\n\n*Press space to skip, or the skip button.\n*See in the art crew notes below for additional settings.\n*Space to change Thumbnail.\n*Hold on the upper part of the screen to access the drop-down menu, which contains your exhaustion bar, current time, and skip button.\n*Press "r" to restart a level.\n See notes and credits for a full run-through of all the features, and tips to help you progress through the game.\n\n-----------------------------------------------------------------------Credits\n\n\n<<<+++~~~== Art Crew ==~~~+++>>>\n|| Rocket Art: @CardboardGuy06\n|| A Square: @TimMcTest\n|| Player Art & Animation: @Batemanb08\n|| Background Parallax: @Batemanb08\n|| Sun / Moon: 99% @Batemanb08, 1% Someone else.\n|| Grass Art: @Batemanb08\n|| Fallen Debris: @MJM3\n|| Player Decor: @Batemanb08\n||Ground: @Batemanb08\n|| All other: @Batemanb08\n|| A Couple of logs: @Capt_Bonarges\n|| Nom-Nom Apples: @Scratchteam\n|| Grunge Filter: @emax18\n|| Thumbnail: @Batemanb08\n|| Some Nice Designs: @TimMcCool\n|| Fog: @TimMcCool\n||Timer: @Batemanb08, edited and revised by @sh_g\nNote: Press "p" for pixel mode, and "n" for normal mode. Doesn't do a thing to help lag, but it still looks cool. ; )\nNote: Press "g" for grunge filter, and "c" for clear mode. \nNote: Press "b" to toggle transparent backdrop mode. Less overwhelming, and might just help with lag. Thanks to @--Art4Fun-- for the recommendation.\n<~~@@@=== ♫ Audio Crew ♫ ===@@@~~>\n|| Grassland : Submarine by @CgBB \n|| Mushroom World: Calum Bowen - The Mountain Village\n||Cloud World: By @getbent\n||Lake World: Mystical Folklore Music Alva by Glen Gabriel\n|| Homeworld: Sakura, Japanese Folk Song, Arrangement, Preformed by @Batemanb08\n~~~ Support Crew ~~~\n|| Inspiration and Support: @Mrllive\n|| Inspiration: @MJM3, @Thepugmen, @--Explosion--, @--Ignition--, @0014049, @_MistyLight_\n|| Contest Host: @StratfordJames\n<-^-> Playability Crew <-^->\n||Platformer Engine (With major tweaks from @Batemanb08): @TimMcCool\n¯\_(ツ)_/¯ Anything Else ¯\_(ツ)_/¯\n|| If its cool and its not listed (Or its not cool; totally fine): @Batemanb08 probably did it.\n\n----------------------------------------------------------------------TAGS\n#Platformer #Platformers #TrendingPlatformers #Unique #UniquePlatformers #PlatformerIdeas #UniquePlatformerIdeas #All #Music #Games #Animations #Art #Tutorials #PlatformerTutorials #CavityProtection #Stories #ScrollingPlatformer #ScrollingPlatformers #Coins #Shops #Players #SurfaceWorlds #Surface #Worlds #Planet #FeedUrWeeds #Scrolling #ScrollingGame #Cool #Trending #Burgers #griffpatch #TimMcCool #Rain #UniqueFeatures #Exhaustion #ExhaustionBar #Platforming
~Impossible~ 3D platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [end v]\nswitch backdrop to (backdrop2 v)\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\n\n@3D\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((cam z) - (item (iii) of [cube z pos v])) * ((cam z) - (item (iii) of [cube z pos v]))) + ((((cam y) - (item (iii) of [cube y pos v])) * ((cam y) - (item (iii) of [cube y pos v]))) + (((cam x) - (item (iii) of [cube x pos v])) * ((cam x) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < [1]> and <(z2) < [1]>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Put Cube at (x) (y) (z) (platform type)\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (((1200) - (item (ii) of [block distances v])) / (8))\nDraw Square (x) (y) ((50) + (z))\nDraw Line ((50) + (x)) ((50) + (y)) ((50) + (z)) to ((50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Line ((50) + (x)) ((-50) + (y)) ((50) + (z)) to ((50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((-50) + (y)) ((50) + (z)) to ((-50) + (x)) ((-50) + (y)) ((-50) + (z))\nDraw Line ((-50) + (x)) ((50) + (y)) ((50) + (z)) to ((-50) + (x)) ((50) + (y)) ((-50) + (z))\nDraw Square (x) (y) ((-50) + (z))\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Z Clipping\nif <<(z1) < [1]> or <(z2) < [1]>> then\n set [percent v] to (((1) - (z1)) / ((z2) - (z1)))\n if <(z1) < [1]> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (1)\n else\n if <(z2) < [1]> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (1)\n end\n end\nend\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [rot y v] by (4)\nend\nif <key (left arrow v) pressed?> then\n change [rot x v] by (4)\nend\nif <key (right arrow v) pressed?> then\n change [rot x v] by (-4)\nend\nif <key (down arrow v) pressed?> then\n change [rot y v] by (-4)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [xvel v] by ((2) * (cos Y))\n change [zvel v] by ((2) * (sin Y))\nend\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [touching end v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(cam y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(cam y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(cam z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(cam z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(cam x) < ((item (i) of [cube x pos v]) - (60))>> and <not <(cam x) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [Platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [Lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [Trampoline]> then\n set [y vel v] to [40]\n else\n set [touching end v] to [yes]\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [y vel v] by (-1)\nchange [cam y v] by (Y vel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Y vel)\nend\nchange [cam z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [cam x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [y vel v] to [14]\nend\nif <(cam y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [cam y v] by (-1)\n else\n change [cam y v] by (1)\n set [falling? v] to [0]\n end\n set [y vel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [cam z v] by (-1)\n else\n change [cam z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [cam x v] by (-1)\n else\n change [cam x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [150]\nset [cam speed v] to [6]\nset [cam x v] to [0]\nset [cam y v] to [150]\nset [cam z v] to [0]\nset [near plane v] to [1]\nset [y vel v] to [0]\n\nwhen flag clicked\nhide variable [end time v]\nswitch costume to (costume2 v)\nset size to (9999999999999999999) %\nswitch costume to (costume1 v)\nreset timer\nerase all\nset [level v] to [1]\nLevel\nReset\nforever\n erase all\n Turn and Move\n if <(Touching end) = [yes]> then\n change [level v] by (1)\n Level\n Reset\n end\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(Level) = [1]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [1] [2] [Platform]\n Level design [0] [2] [1] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [0] [4] [End]\nelse\n if <(Level) = [2]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Platform]\n Level design [0] [1] [1] [Lava]\n Level design [0] [1] [2] [Lava]\n Level design [0] [2] [1] [Lava]\n Level design [0] [2] [2] [Lava]\n Level design [0] [0] [4] [End]\n else\n if <(Level) = [3]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Platform]\n Level design [0] [1] [3] [Platform]\n Level design [0] [2] [3] [Platform]\n Level design [0] [1] [1] [Platform]\n Level design [0] [1] [2] [Platform]\n Level design [0] [2] [1] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [0] [4] [End]\n else\n if <(Level) = [4]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [-3] [0] [Trampoline]\n Level design [0] [3] [6] [Platform]\n Level design [0] [-4] [12] [Platform]\n Level design [0] [-3] [16] [End]\n else\n if <(Level) = [5]> then\n Level design [0] [0] [0] [Platform]\n Level design [1] [0] [1] [Platform]\n Level design [2] [0] [2] [Platform]\n Level design [3] [0] [3] [Platform]\n Level design [1] [1] [1] [Platform]\n Level design [1] [2] [1] [Platform]\n Level design [4] [0] [4] [Lava]\n Level design [4] [1] [4] [Lava]\n Level design [4] [2] [4] [Lava]\n Level design [5] [0] [5] [Platform]\n Level design [8] [0] [8] [End]\n else\n if <(Level) = [6]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Lava]\n Level design [0] [0] [2] [Platform]\n Level design [0] [0] [3] [Lava]\n Level design [0] [0] [4] [Lava]\n Level design [0] [0] [5] [Platform]\n Level design [0] [3] [0] [Lava]\n Level design [0] [3] [1] [Lava]\n Level design [0] [3] [2] [Lava]\n Level design [0] [3] [3] [Lava]\n Level design [0] [3] [4] [Lava]\n Level design [0] [3] [5] [Lava]\n Level design [0] [0] [6] [End]\n else\n if <(Level) = [7]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [1] [Trampoline]\n Level design [0] [0] [5] [Trampoline]\n Level design [0] [3] [0] [Lava]\n Level design [0] [3] [1] [Lava]\n Level design [0] [3] [2] [Lava]\n Level design [0] [3] [4] [Lava]\n Level design [0] [3] [5] [Lava]\n Level design [0] [0] [14] [End]\n Level design [0] [3] [6] [Lava]\n else\n if <(Level) = [8]> then\n Level design [0] [0] [0] [Platform]\n Level design [0] [0] [2] [Platform]\n Level design [0] [1] [2] [Platform]\n Level design [0] [2] [2] [Platform]\n Level design [0] [0] [4] [Platform]\n Level design [0] [0] [8] [End]\n else\n set [end time v] to (timer)\n show variable [end time v]\n broadcast (End v)\n set [num1 v] to [0]\n repeat (10)\n set [num2 v] to [0]\n repeat (10)\n Level design (num1) [0] (num2) [Platform]\n change [num2 v] by (1)\n end\n change [num1 v] by (1)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Render\nDistance\nSort Lists\nset pen size to (8)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [1500]> then\n Put Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\nset pen color to (#ffffff)\nset pen size to (5)\ngo to x: (-10) y: (0)\npen down\ngo to x: (10) y: (0)\npen up\ngo to x: (0) y: (-10)\npen down\ngo to x: (0) y: (10)\npen up\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [old mouse x v] to (mouse x)\n set [old mouse y v] to (mouse y)\n wait (0.000001) seconds\n if <not <<<(mouse y) < [-80]> and <(mouse x) < [-140]>> and <(mouse y) < [-80]>>> then\n change [rot y v] by (((mouse y) - (Old Mouse Y)) / (0.7))\n change [rot x v] by (((Old Mouse X) - (mouse x)) / (0.7))\n end\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [Platform]> then\n set pen color to (#33f7db)\nelse\n if <(current platform type) = [Lava]> then\n set pen color to (#ff3333)\n else\n if <(current platform type) = [Trampoline]> then\n set pen color to (#fff830)\n else\n set pen color to (#33ff30)\n end\n end\nend\n\ndefine Level design (x) (y) (z) (type)\nadd ((x) * (100)) to [cube x pos v]\nadd ((y) * (100)) to [cube y pos v]\nadd ((z) * (100)) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine Draw Square (x) (y) (z)\nDraw Line ((50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((-50) + (y)) (z)\nDraw Line ((50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((-50) + (y)) (z)\nDraw Line ((-50) + (x)) ((-50) + (y)) (z) to ((-50) + (x)) ((50) + (y)) (z)\nDraw Line ((-50) + (x)) ((50) + (y)) (z) to ((50) + (x)) ((50) + (y)) (z)\n\n
Wasd to move, Arrow keys to look around,space bar to jump.\n\nDiagonal running is the key
online platformer battle 7 players #Games
@Stage\n\nwhen flag clicked\nset [pixelate v] effect to (0)\nforever\n if <(current [hour v]) > [3]> then\n if <(current [hour v]) > [6]> then\n if <(current [hour v]) > [8]> then\n if <(current [hour v]) > [11]> then\n if <(current [hour v]) > [14]> then\n if <(current [hour v]) > [18]> then\n if <(current [hour v]) > [21]> then\n if <(current [hour v]) > [23]> then\n switch backdrop to (arrière plan2 v)\n else\n switch backdrop to (arrière plan1 v)\n end\n else\n switch backdrop to (arrière plan6 v)\n end\n else\n switch backdrop to (arrière plan8 v)\n end\n else\n switch backdrop to (arrière plan5 v)\n end\n else\n switch backdrop to (arrière plan7 v)\n end\n else\n switch backdrop to (arrière plan4 v)\n end\n else\n switch backdrop to (arrière plan3 v)\n end\n else\n switch backdrop to (arrière plan2 v)\n end\nend\n\n@player\n\nwhen flag clicked\nswitch costume to (costume1 \(1\) v)\nset [ghost v] effect to (100)\npoint in direction (90)\nforever\n set [vie v] to [100]\n set [kills v] to [0]\nend\n\npoint in direction ((orientation) + (12))\n\nwhen I receive [singleplayer v]\nwait (1) seconds\nstop [other scripts in sprite v]\n\nwhen I receive [multiplayer v]\nwait (1) seconds\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [c bon v]\nshow\nswitch costume to (costume2 v)\nwait (1) seconds\nhide\n\nwhen I receive [c bon v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [stop v]\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [pas possible v]\nshow\nswitch costume to (costume5 v)\nwait (3) seconds\nhide\n\nwhen I receive [salle pleine v]\nshow\nset [mon player v] to [0]\nswitch costume to (costume4 v)\nbroadcast (C bon v)\nwait (5) seconds\nhide\n\nstop [all v]\n\nwhen I receive [mort v]\nbroadcast (Respawn v)\n\nshow\nswitch costume to (costume6 v)\nstop [all v]\n\nwhen I receive [multiplayer v]\nswitch costume to (costume1 v)\nshow\n\nbroadcast (multiplayer v)\n\n@TERRAIN\n\ngo to x: (SCROLL x) y: (SCROLL y)\n\nwhen I receive [c bon v]\nswitch costume to (costume3 v)\ngo to x: (-100) y: (800)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <not <(Mon player) = [0]>> then\n change [y v] by (1)\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> and <not <(blocage) = [1]>>> then\n change [x v] by (-1)\n else\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> and <not <(blocage) = [1]>>> then\n change [x v] by (1)\n end\n end\n if <color (#b7f9ff) is touching (#000000)?> then\n set [x v] to ((x) * (0.99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999))\n else\n set [x v] to ((x) * (0.85))\n end\n change x by (x)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (6)\n change x by ((x) * (-1.85))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (player v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <<<touching (player v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> and <not <(blocage) = [1]>>> then\n set [y v] to [-17]\n end\n change y by (-1)\n else\n if <key (up arrow v) pressed?> then\n change y by (-10)\n end\n if <key (down arrow v) pressed?> then\n change y by (10)\n end\n if <key (right arrow v) pressed?> then\n change x by (-10)\n end\n if <key (left arrow v) pressed?> then\n change x by (10)\n end\n end\n set [z1 v] to (y)\nend\n\nwhen flag clicked\nforever\n if <not <(Mon player) = [0]>> then\n if <[1160] < (y position)> then\n set [vie v] to [0]\n respawn\n end\n end\nend\n\ndefine respawn\nif <(mode S/M) = [1]> then\n wait (1) seconds\n set [vie v] to [100]\n go to x: (-100) y: (800)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(mode S/M) = [2]> then\n wait (1) seconds\n set [vie v] to [100]\n go to x: (0) y: (-50)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen I receive [pad v]\nrepeat (10)\n set [y v] to [-35]\nend\n\nwhen flag clicked\nset [mode s/m v] to [0]\ndelete all of [admin v]\nadd [l_ecureuil] to [admin v]\nadd [Armibule] to [admin v]\nadd [maDU59_] to [admin v]\nadd [Gogetto59] to [admin v]\nadd [Aystorm] to [admin v]\nadd [alexraichu] to [admin v]\nadd [Tabourettable] to [admin v]\nadd [Maheem1001] to [admin v]\nadd [emma97888] to [admin v]\nadd [Sagovacha] to [admin v]\nadd [Zachalink] to [admin v]\n\nif <[admin v] contains (username)?> then\n if <key (down arrow v) pressed?> then\n set [y v] to [-8]\n end\n if <key (1 v) pressed?> then\n set [y v] to [-1]\n end\nend\n\nwhen I receive [respawn v]\nrespawn\n\nwhen flag clicked\nwait until <not <(vie) = [0]>>\nforever\n if <(vie) = [0]> then\n respawn\n wait until <not <(vie) = [0]>>\n end\nend\n\nwhen flag clicked\nforever\n set [j v] to [0]\n if <not <(☁ 1) = [0]>> then\n change [j v] by (1)\n end\n if <not <(☁ 2) = [0]>> then\n change [j v] by (1)\n end\n if <not <(☁ 3) = [0]>> then\n change [j v] by (1)\n end\n if <not <(☁ 4) = [0]>> then\n change [j v] by (1)\n end\n if <not <(☁ 5) = [0]>> then\n change [j v] by (1)\n end\n if <not <(☁ 6) = [0]>> then\n change [j v] by (1)\n end\n if <not <(☁ 7) = [0]>> then\n change [j v] by (1)\n end\n set [joueurs en ligne v] to (j)\nend\n\nwhen I receive [singleplayer v]\nswitch costume to (costume2 v)\ngo to x: (0) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (1)\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> and <not <(blocage) = [1]>>> then\n change [x v] by (-1)\n else\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> and <not <(blocage) = [1]>>> then\n change [x v] by (1)\n end\n end\n if <color (#b7f9ff) is touching (#000000)?> then\n set [x v] to ((x) * (0.99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999))\n else\n set [x v] to ((x) * (0.85))\n end\n change x by (x)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (6)\n change x by ((x) * (-1.85))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (player v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\n if <<<touching (player v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> and <not <(blocage) = [1]>>> then\n set [y v] to [-17]\n end\n change y by (-1)\n set [z1 v] to (y)\nend\n\nwhen I start as a clone\n\nwhen I receive [singleplayer v]\n\nforever\n change [y v] by (-1)\n change y by (y)\n if <touching (sprite9 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (1)\nend\n\n@Sprite2\n\nwhen flag clicked\nshow list [admin v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\nset [ghost v] effect to (20)\nforever\n wait (pick random (1) to (10)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (-240) y: (pick random (180) to (-50))\nset [ghost v] effect to (pick random (10) to (25))\nset size to (pick random (60) to (100)) %\nrepeat (52)\n change x by (10)\nend\ndelete this clone\n\nwhen [t v] key pressed\n\nwhen [t v] key pressed\n\nwhen flag clicked\nset [dis v] to [0]\nshow list [commande v]\n\nset [dis v] to [0]\nask [1,2,3...] and wait\nshow list [commande v]\nif <(answer) = [1]> then\n set [dis v] to [1]\nelse\n if <(answer) = [2]> then\n set [dis v] to [2]\n else\n if <(answer) = [3]> then\n set [dis v] to [3]\n else\n if <(answer) = [4]> then\n set [dis v] to [4]\n else\n if <(answer) = [5]> then\n set [dis v] to [5]\n else\n if <(answer) = [6]> then\n set [dis v] to [6]\n else\n if <(answer) = [7]> then\n set [dis v] to [7]\n else\n set [dis v] to [0]\n end\n end\n end\n end\n end\n end\nend\nshow list [commande v]\nwait (30) seconds\nshow list [commande v]\nset [dis v] to [0]\n\nwhen I receive [double click détecté v]\n\nset [dis v] to [0]\nask [1,2,3...] and wait\nshow list [commande v]\nif <(answer) = [1]> then\n set [dis v] to [1]\nelse\n if <(answer) = [2]> then\n set [dis v] to [2]\n else\n if <(answer) = [3]> then\n set [dis v] to [3]\n else\n if <(answer) = [4]> then\n set [dis v] to [4]\n else\n if <(answer) = [5]> then\n set [dis v] to [5]\n else\n if <(answer) = [6]> then\n set [dis v] to [6]\n else\n if <(answer) = [7]> then\n set [dis v] to [7]\n else\n set [dis v] to [0]\n end\n end\n end\n end\n end\n end\nend\nshow list [commande v]\nwait (30) seconds\nshow list [commande v]\nset [dis v] to [0]\n\nwhen I receive [double click détecté v]\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: ((0) + (([x position v] of [terrain v]) / (100))) y: ((0) + (([y position v] of [terrain v]) / (100)))\nend\n\n@Tchat\n\nwhen flag clicked\nhide\n\nwhen [t v] key pressed\nset [dis v] to [0]\nask [1,2,3...] and wait\nshow list [commande v]\nif <(answer) = [1]> then\n set [dis v] to [1]\nelse\n if <(answer) = [2]> then\n set [dis v] to [2]\n else\n if <(answer) = [3]> then\n set [dis v] to [3]\n else\n if <(answer) = [4]> then\n set [dis v] to [4]\n else\n if <(answer) = [5]> then\n set [dis v] to [5]\n else\n if <(answer) = [6]> then\n set [dis v] to [6]\n else\n if <(answer) = [7]> then\n set [dis v] to [7]\n else\n if <(answer) = [8]> then\n set [dis v] to [8]\n else\n if <(answer) = [9]> then\n set [dis v] to [9]\n else\n if <(answer) = [10]> then\n set [dis v] to [10]\n else\n if <(answer) = [11]> then\n set [dis v] to [11]\n else\n if <(answer) = [12]> then\n set [dis v] to [12]\n else\n if <(answer) = [13]> then\n set [dis v] to [13]\n else\n if <(answer) = [14]> then\n set [dis v] to [14]\n else\n if <(answer) = [15]> then\n set [dis v] to [15]\n else\n set [dis v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nshow list [commande v]\nwait (30) seconds\nshow list [commande v]\nset [dis v] to [0]\n\nwhen I receive [double click détecté v]\n\nset [dis v] to [0]\nask [1,2,3...] and wait\nshow list [commande v]\nif <(answer) = [1]> then\n set [dis v] to [1]\nelse\n if <(answer) = [2]> then\n set [dis v] to [2]\n else\n if <(answer) = [3]> then\n set [dis v] to [3]\n else\n if <(answer) = [4]> then\n set [dis v] to [4]\n else\n if <(answer) = [5]> then\n set [dis v] to [5]\n else\n if <(answer) = [6]> then\n set [dis v] to [6]\n else\n if <(answer) = [7]> then\n set [dis v] to [7]\n else\n if <(answer) = [8]> then\n set [dis v] to [8]\n else\n if <(answer) = [9]> then\n set [dis v] to [9]\n else\n if <(answer) = [10]> then\n set [dis v] to [10]\n else\n if <(answer) = [11]> then\n set [dis v] to [11]\n else\n if <(answer) = [12]> then\n set [dis v] to [12]\n else\n if <(answer) = [13]> then\n set [dis v] to [13]\n else\n if <(answer) = [14]> then\n set [dis v] to [14]\n else\n set [dis v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nshow list [commande v]\nwait (30) seconds\nshow list [commande v]\nset [dis v] to [0]\n\nwhen [t v] key pressed\nset [dis v] to [0]\nhide list [commande v]\n\nwait (10) seconds\nhide\n\nwhen I receive [double click détecté v]\n\nhide list [commande v]\n\nwait (10) seconds\nhide\n\nwhen flag clicked\nrepeat until <[12] > (length of [commande v])>\n delete (12) of [commande v]\nend\nif <[admin v] contains (username)?> then\n add [✋] to [commande v]\n add [⚽️] to [commande v]\n add [☹️] to [commande v]\n add [⭐️] to [commande v]\nend\n\nrepeat (10)\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nclear graphic effects\n\nhide\n\nwhen I receive [multiplayer v]\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [singleplayer v]\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite5\n\nwhen flag clicked\ndelete all of [joueurs v]\nhide\nforever\n set [_________________________________________________________________________ v] to [1]\n if <(item (_________________________________________________________________________) of [joueurs v]) = []> then\n repeat until <not <(item (_________________________________________________________________________) of [joueurs v]) = []>>\n change [_________________________________________________________________________ v] by (1)\n if <(_________________________________________________________________________) > [5]> then\n set [_________________________________________________________________________ v] to [1]\n end\n end\n end\n set [___________________________________________------------------------------------------------------- v] to (_________________________________________________________________________)\n if <(Mon player) = (___________________________________________-------------------------------------------------------)> then\n if <<<(☁ --) = []> or <(☁ __) = []>> or <<(☁ --) = [0]> or <(☁ __) = [0]>>> then\n if <(pick random (1) to (1000)) = [53]> then\n set [☁ -- v] to (((pick random (-1730) to (1730)) + (5000)) + (5000))\n set [☁ __ v] to (pick random (-832) to (832))\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <not <key (3 v) pressed?>>\n wait until <key (3 v) pressed?>\n hide list [joueurs v]\n wait until <not <key (3 v) pressed?>>\n wait until <key (3 v) pressed?>\n show list [joueurs v]\nend\n\nwhen flag clicked\nshow variable [☁ -- v]\nshow variable [☁ __ v]\nhide variable [☁ -- v]\nhide variable [☁ __ v]\nhide\nforever\n go to x: (round (((☁ --) - (5000)) + ([x position v] of [terrain v]))) y: (round (((☁ __) - (5000)) + ([y position v] of [terrain v])))\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <<<(☁ --) = []> or <(☁ __) = []>> or <<(☁ --) = [0]> or <(☁ __) = [0]>>> then\n hide\n else\n if <<<(x position) > [239]> or <[-239] > (x position)>> or <<(y position) > [179]> or <[-179] > (y position)>>> then\n hide\n else\n show\n end\n end\n if <touching (terrain v)?> then\n set [☁ -- v] to []\n set [☁ __ v] to []\n end\nend\n\nwhen flag clicked\ndelete all of [joueurs v]\nhide\nforever\n wait (180) seconds\n if <(Mon player) = (___________________________________________-------------------------------------------------------)> then\n set [☁ -- v] to (((pick random (-1730) to (1730)) + (5000)) + (5000))\n set [☁ __ v] to (pick random (-832) to (832))\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nhide variable [orientation v]\nshow list [inclinaison v]\nhide\n\nswitch costume to ( v)\nset size to (50) %\nswitch costume to (costume1 v)\nset [c v] to [2]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\nset [c v] to [1]\nswitch costume to (costume3 v)\nforever\n delete all of [inclinaison v]\n add [] to [inclinaison v]\n add [] to [inclinaison v]\n broadcast (touve l'inclinaison v) and wait\n if <<(item (1) of [inclinaison v]) = [true]> and <(item (2) of [inclinaison v]) = [true]>> then\n set [orientation v] to (direction)\n end\nend\n\ndefine trouve l'inclinaison\nset y to (-3)\nset [ghost v] effect to (100)\npoint in direction (0)\nrepeat until <<(direction) = [180]> or <<(item (1) of [inclinaison v]) = [true]> and <(item (2) of [inclinaison v]) = [true]>>>\n replace item (c) of [inclinaison v] with <touching (terrain v)?>\n turn right (1) degrees\n if <<(item (1) of [inclinaison v]) = [true]> and <(item (2) of [inclinaison v]) = [true]>> then\n repeat (10)\n stop [this script v]\n end\n end\nend\n\npoint in direction (-179)\n\nwhen I receive [touve l'inclinaison v]\ntrouve l'inclinaison\n\nwait (1) seconds\n\nwait (0.0000000000000000000000000000000000000000000001) seconds\n\n@scratch\n\nwhen I receive [message1 v]\nwait (0.0001) seconds\nforever\n if <(player) = [1]> then\n if <(☁ 1) = [0]> then\n hide\n set [ghost v] effect to (99)\n else\n if <<<(x position) > [239]> or <[-239] > (x position)>> or <<(y position) > [179]> or <[-179] > (y position)>>> then\n set [ghost v] effect to (99)\n else\n set [ghost v] effect to (0)\n show\n end\n end\n end\n if <(player) = [2]> then\n if <(☁ 2) = [0]> then\n hide\n set [ghost v] effect to (99)\n else\n if <<<(x position) > [239]> or <[-239] > (x position)>> or <<(y position) > [179]> or <[-179] > (y position)>>> then\n set [ghost v] effect to (99)\n else\n set [ghost v] effect to (0)\n show\n end\n end\n end\n if <(player) = [3]> then\n if <(☁ 3) = [0]> then\n hide\n else\n if <<<(x position) > [239]> or <[-239] > (x position)>> or <<(y position) > [179]> or <[-179] > (y position)>>> then\n set [ghost v] effect to (99)\n else\n set [ghost v] effect to (0)\n show\n end\n end\n end\n if <(player) = [4]> then\n if <(☁ 4) = [0]> then\n hide\n else\n if <<<(x position) > [239]> or <[-239] > (x position)>> or <<(y position) > [179]> or <[-179] > (y position)>>> then\n set [ghost v] effect to (99)\n else\n set [ghost v] effect to (0)\n show\n end\n end\n end\n if <(player) = [5]> then\n if <(☁ 5) = [0]> then\n hide\n else\n if <<<(x position) > [239]> or <[-239] > (x position)>> or <<(y position) > [179]> or <[-179] > (y position)>>> then\n set [ghost v] effect to (99)\n else\n set [ghost v] effect to (0)\n show\n end\n end\n end\n if <(player) = [6]> then\n if <(☁ 6) = [0]> then\n hide\n else\n if <<<(x position) > [239]> or <[-239] > (x position)>> or <<(y position) > [179]> or <[-179] > (y position)>>> then\n set [ghost v] effect to (99)\n else\n set [ghost v] effect to (0)\n show\n end\n end\n end\n if <(player) = [7]> then\n if <(☁ 7) = [0]> then\n hide\n else\n if <<<(x position) > [239]> or <[-239] > (x position)>> or <<(y position) > [179]> or <[-179] > (y position)>>> then\n set [ghost v] effect to (99)\n else\n set [ghost v] effect to (0)\n show\n end\n end\n end\nend\n\nif <<<(x position) > [239]> or <[-239] > (x position)>> or <<(y position) > [179]> or <[-179] > (y position)>>> then\n set [ghost v] effect to (99)\nelse\n show\n set [ghost v] effect to (0)\nend\n\nwhen I receive [online v]\nforever\n\nif <(SCROLL x) > [1000]> then\n set [scroll x v] to [1000]\nend\nif <(SCROLL y) > [1000]> then\n set [scroll y v] to [1000]\nend\nif <(SCROLL x) < [-1000]> then\n set [scroll x v] to [-1000]\nend\nif <(SCROLL y) < [-1000]> then\n set [scroll y v] to [-1000]\nend\n\ndefine Setup players\nset [player v] to [1]\nadd [] to [joueurs v]\nrepeat ((Max player #) - (1))\n create clone of (_myself_ v)\n change [player v] by (1)\n add [] to [joueurs v]\nend\n\nwhen I receive [online v]\nset [scroll x v] to [0]\nset [scroll y v] to [100]\nset [max player # v] to [7]\nset [mon player v] to [0]\nSetup players\nbroadcast (Choix clone v)\nbroadcast (message1 v)\n\nwhen I receive [message1 v]\nhide variable [☁ p1 v]\nset [_yvel v] to [0]\nshow list [score v]\nshow list [joueurs v]\ndelete all of [touche? v]\nadd [0] to [touche? v]\nadd [0] to [touche? v]\nadd [0] to [touche? v]\nadd [0] to [touche? v]\nadd [0] to [touche? v]\nadd [0] to [touche? v]\nadd [0] to [touche? v]\ngo to x: (0) y: (0)\nset [en l'air v] to [0]\nwait until <not <(Mon player) = [0]>>\nif <(Mon player) = (player)> then\nforever\n if <(Mon player) = (player)> then\n show\n set [encoded v] to []\n set [x v] to (SCROLL x)\n set [y v] to (SCROLL y)\n set rotation style [left-right v]\n Block (_temps) D'encoded\n Block (((round ([x position v] of [terrain v])) * (-1)) + (5000)) D'encoded\n Block (((round ([y position v] of [terrain v])) * (-1)) + (5000)) D'encoded\n Block (username) D'encoded\n Block (vie) D'encoded\n Block (dis) D'encoded\n Block (costume [number v]) D'encoded\n Block (direction) D'encoded\n Cloud (player) De (Encoded)\n end\n Value = cloud # (player)\n \n Décode de (Value)\n Value\n Value\n set [x v] to (Value)\n Value\n set [y v] to (Value)\n Value\n replace item (player) of [joueurs v] with (Value)\n say (Value)\n set [nom v] to (Value)\n Value\n replace item (player) of [joueurs v] with (join (item (player) of [joueurs v]) (join [ health:] (Value)))\n set [ma vie v] to (Value)\n if <(item (player) of [joueurs v]) = (join [ health:] [])> then\n replace item (player) of [joueurs v] with []\n end\n Value\n if <not <(Value) = [0]>> then\n say (join (nom) (join [ : ] (item (Value) of [commande 2 v])))\n end\n if <not <(Mon player) = (player)>> then\n set x to (((x) - (5000)) + ([x position v] of [terrain v]))\n set y to (((y) - (5000)) + ([y position v] of [terrain v]))\n end\n Value\n if <not <(Mon player) = (player)>> then\n switch costume to (Value)\n end\n Value\n point in direction (Value)\n if <(Mon player) = (player)> then\n go to (player v)\n end\n set size to ((50) / (_zoom)) %\n go to [front v] layer\nend\n\ndefine Décode de (encode)\nset [encoded v] to (encode)\nset [lettre # v] to [1]\n\nwhen flag clicked\n\nwhen I receive [choix clone v]\nset [v v] to (☁ 1)\nwait (2.5) seconds\nif <(☁ 1) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [1]\n stop [this script v]\nend\nset [v v] to (☁ 2)\nwait (2.5) seconds\nif <(☁ 2) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [2]\n stop [this script v]\nend\nset [v v] to (☁ 3)\nwait (2.5) seconds\nif <(☁ 3) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [3]\n stop [this script v]\nend\nset [v v] to (☁ 4)\nwait (2.5) seconds\nif <(☁ 4) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [4]\n stop [this script v]\nend\nset [v v] to (☁ 5)\nwait (2.5) seconds\nif <(☁ 5) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [5]\n stop [this script v]\nend\nset [v v] to (☁ 6)\nwait (2.5) seconds\nif <(☁ 6) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [6]\n stop [this script v]\nend\nset [v v] to (☁ 7)\nwait (2.5) seconds\nif <(☁ 7) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [7]\n stop [this script v]\nend\nbroadcast (Salle pleine v)\nrepeat until <not <(Mon player) = [0]>>\n set [v v] to (☁ 1)\n wait (2.5) seconds\n if <(☁ 1) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [1]\n stop [this script v]\n end\n set [v v] to (☁ 2)\n wait (2.5) seconds\n if <(☁ 2) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [2]\n stop [this script v]\n end\n set [v v] to (☁ 3)\n wait (2.5) seconds\n if <(☁ 3) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [3]\n stop [this script v]\n end\n set [v v] to (☁ 4)\n wait (2.5) seconds\n if <(☁ 4) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [4]\n stop [this script v]\n end\n set [v v] to (☁ 5)\n wait (2.5) seconds\n if <(☁ 5) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [5]\n stop [this script v]\n end\n set [v v] to (☁ 6)\n wait (2.5) seconds\n if <(☁ 6) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [6]\n stop [this script v]\n end\n set [v v] to (☁ 7)\n wait (2.5) seconds\n if <(☁ 7) = (V)> then\n broadcast (C bon v)\n set [mon player v] to [7]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n set [_tick v] to (☁ 1)\n wait (1) seconds\n if <(☁ 1) = (_tick)> then\n set [☁ 1 v] to [0]\n end\n set [_tick v] to (☁ 2)\n wait (1) seconds\n if <(☁ 2) = (_tick)> then\n set [☁ 2 v] to [0]\n end\n set [_tick v] to (☁ 3)\n wait (1) seconds\n if <(☁ 3) = (_tick)> then\n set [☁ 3 v] to [0]\n end\n set [_tick v] to (☁ 4)\n wait (1) seconds\n if <(☁ 4) = (_tick)> then\n set [☁ 4 v] to [0]\n end\n set [_tick v] to (☁ 5)\n wait (1) seconds\n if <(☁ 5) = (_tick)> then\n set [☁ 5 v] to [0]\n end\n set [_tick v] to (☁ 6)\n wait (1) seconds\n if <(☁ 6) = (_tick)> then\n set [☁ 6 v] to [0]\n end\n set [_tick v] to (☁ 7)\n wait (1) seconds\n if <(☁ 7) = (_tick)> then\n set [☁ 7 v] to [0]\n end\nend\n\ndefine Cloud (player) De (value)\nif <(player) = [1]> then\n set [☁ 1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ 2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ 3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ 4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ 5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ 6 v] to (value)\n else\n set [☁ 7 v] to (value)\n end\n end\n end\n end\n end\nend\n\ndefine Value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ 1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ 2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ 3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ 4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ 5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ 6)\n else\n set [value v] to (☁ 7)\n end\n end\n end\n end\n end\nend\n\ndefine Block (val) D'encoded\nset [lettre # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (Encoded) (item # of (letter (Lettre #) of (val)) in [code v]))\n change [lettre # v] by (1)\nend\nset [encoded v] to (join (Encoded) [00])\n\ndefine Value\nset [value v] to []\nforever\n set [h v] to (join (letter (Lettre #) of (Encoded)) (letter ((Lettre #) + (1)) of (Encoded)))\n change [lettre # v] by (2)\n if <(H) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (Value) (item (H) of [code v]))\nend\n\nset [taille v] to [150]\nset [taille v] to [100]\n\nValue\n\nwhen I receive [mouvement v]\n\nwhen flag clicked\nset [en l'air v] to [0]\n\nwhen I receive [c bon v]\nforever\n set rotation style [left-right v]\n if <(Mon player) = (player)> then\nend\n\nbroadcast (mouvement v)\nnext costume\n\ndefine change player x par ()\n\nwhen I receive [c bon v]\nforever\n if <(Mon player) = (player)> then\n set [scroll x v] to (round ())\n set [scroll y v] to (round ())\n end\nend\n\nwhen I receive [c bon v]\nforever\n if <(Mon player) = (player)> then\n if <touching color (#ff0000)?> then\n end\nend\n\nbroadcast (pad v)\n\nnext costume\nnext costume\n\nwhen I receive [c bon v]\nforever\n set rotation style [left-right v]\nend\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume2 v)\n\nnext costume\nwait (1) seconds\n\nnext costume\nwait (1) seconds\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [_temps v] by (0.01)\nend\n\nwhen flag clicked\nhide variable [fps v]\nforever\n reset timer\n repeat (4)\n wait (0) seconds\n end\n if <(timer) < [0.140]> then\n broadcast (stop v)\n wait (0.00000001) seconds\n stop [all v]\n end\n set [_-_-_-_-_- v] to [0]\n reset timer\n repeat until <(timer) > [0.99]>\n change [_-_-_-_-_- v] by (1)\n end\n set [fps v] to (_-_-_-_-_-)\nend\n\nwhen I receive [admin v]\n\nwhen I receive [c bon v]\nset [pixelate v] effect to (40)\n\nwhen I receive [c bon v]\nwait (1) seconds\nforever\n if <(Mon player) = (player)> then\n if <touching color (#ff0000)?> then\n broadcast (pad v)\n end\n end\nend\n\ngo to x: (0) y: (0)\nset [pixelate v] effect to (40)\nshow\n\nnext costume\n\nwhen flag clicked\n\nhide variable [_- v]\nhide variable [_-_-temps2 v]\nwait (1) seconds\nwait until <not <(Mon player) = [0]>>\nforever\n if <mouse down?> then\n if <(_-_-temps2) < [0.002]> then\n broadcast (Double click détecté v)\n set [_-_-temps2 v] to [0]\n else\n set [_-_-temps2 v] to [0]\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n change [_-_-temps2 v] by (0.001)\nend\n\nforever\n set rotation style [all around v]\nend\n\nwhen I receive [c bon v]\n\nrepeat (3)\n\nwhen I receive [c bon v]\nshow variable [fps v]\n\nif <not <[admin v] contains (username)?>> then\n add (username) to [admin v]\n switch costume to (costume2 v)\nend\n\nif <[admin v] contains (username)?> then\n switch costume to (costume2 v)\n broadcast (Admin v)\nelse\n switch costume to (costume3 v)\nend\n\nwhen flag clicked\nset [vie v] to [100]\n\nwhen flag clicked\nset [blocage v] to [0]\n\nwhen I receive [c bon v]\nset [_____frame v] to [1]\nset [_______state v] to [0]\nclear graphic effects\nswitch costume to (walk 1 v)\nforever\n if <(player) = (Mon player)> then\n if <<key (2 v) pressed?> and <not <(z1) = [0]>>> then\n repeat until <<not <key (2 v) pressed?>> or <not <(z1) > [0]>>>\n switch costume to (descente v)\n end\n if <(z1) = [0]> then\n switch costume to (descente2 v)\n set [blocage v] to [1]\n wait (0.5) seconds\n set [blocage v] to [0]\n end\n end\n if <key (1 v) pressed?> then\n set [_______state v] to [1]\n switch costume to (sword 1_1 v)\n repeat (8)\n wait (0.01) seconds\n next costume\n end\n set [_______state v] to [0]\n end\n if <<key (2 v) pressed?> and <not <(z1) = [0]>>> then\n repeat until <<not <key (2 v) pressed?>> or <not <(z1) > [0]>>>\n switch costume to (descente v)\n end\n if <(z1) = [0]> then\n switch costume to (descente2 v)\n set [blocage v] to [1]\n wait (0.5) seconds\n set [blocage v] to [0]\n end\n end\n if <<key (4 v) pressed?> and <(z1) = [0]>> then\n if <(z1) = [0]> then\n set [blocage v] to [1]\n switch costume to (tir1 v)\n repeat (7)\n wait (0.01) seconds\n next costume\n end\n switch costume to (tir8 v)\n wait (0.5) seconds\n set [blocage v] to [0]\n end\n end\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> and <not <(blocage) = [1]>>> then\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> and <not <(blocage) = [1]>>> then\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(x position) > (mouse x)> or <(mouse x) > (x position)>>>> then\n change [______--_--_-_frame v] by (1)\n if <(______--_--_-_frame) > [10.999999]> then\n set [______--_--_-_frame v] to [1]\n end\n if <(_______state) = [0]> then\n switch costume to (join [walk ] (round (______--_--_-_frame)))\n end\n else\n set [______--_--_-_frame v] to [1]\n if <(_______state) = [0]> then\n switch costume to (walk v)\n end\n end\n end\nend\n\nwhen I receive [c bon v]\nforever\n clear graphic effects\n replace item (player) of [vie v] with (ma vie)\nend\n\nwhen I receive [c bon v]\nforever\n if <(player) = (Mon player)> then\n if <<<touching color (#a5dce4)?> and <touching (scratch v)?>> and <not <(costume [name v]) = [tir8]>>> then\n change [vie v] by (-10)\n start sound [Tennis Hit v]\n wait (1) seconds\n end\n if <touching (sprite5 v)?> then\n change [vie v] by (10)\n set [☁ __ v] to []\n set [☁ -- v] to []\n wait (1) seconds\n end\n end\n if <<touching color (#a5dce4)?> and <touching (scratch v)?>> then\n replace item (player) of [touche? v] with [1]\n else\n replace item (player) of [touche? v] with [0]\n end\nend\n\nwhen flag clicked\nshow list [vie v]\nshow list [touche? v]\nset [kills v] to [0]\nrepeat (6)\n add [] to [vie v]\nend\nforever\n if <[0.1] > (vie)> then\n broadcast (mort v)\n end\nend\n\nchange [vie v] by (-10)\n\nadd [l_ecureuil] to [admin v]\n\ndelete all of [commande 2 v]\nset [lettre # v] to [0]\nrepeat (length of [commande v])\n change [lettre # v] by (1)\n add (item (Lettre #) of [commande v]) to [commande 2 v]\nend\n\nwhen I receive [c bon v]\n\n\nwhen I receive [c bon v]\nforever\n if <(player) = (Mon player)> then\n if <<(item (item # of [1] in [touche? v]) of [vie v]) = [0]> and <<[touche? v] contains [1]?> and <touching (scratch v)?>>> then\n change [kills v] by (1)\n change [vie v] by (10)\n wait (1) seconds\n end\n end\nend\n\nif then\n replace item (player) of [touche? v] with [1]\nelse\n replace item (player) of [touche? v] with [0]\nend\n\nwhen flag clicked\nset [arme v] to [1]\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [joueurs en ligne v]\nforever\n wait until <not <key (3 v) pressed?>>\n wait until <key (3 v) pressed?>\n show variable [joueurs en ligne v]\n wait until <not <key (3 v) pressed?>>\n wait until <key (3 v) pressed?>\n hide variable [joueurs en ligne v]\nend\n\nshow\n\nchange [ghost v] effect by (1)\nset [ghost v] effect to (0)\n\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-90)\n end\nend\n\nif <(Mon player) = (player)> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\nend\n\nwhen I receive [multiplayer v]\nbroadcast (online v)\n\nwhen I receive [multiplayer v]\nif <<(username) = []> or <(☁ 1) = []>> then\n broadcast (Pas possible v)\nend\n\nwhen I receive [multiplayer v]\nhide variable [joueurs en ligne v]\n\nwhen flag clicked\nshow variable [joueurs connectés v]\nforever\n set [joueurs connectés v] to (joueurs en ligne)\nend\n\nwhen I receive [multiplayer v]\nhide variable [joueurs connectés v]\n\nwhen I receive [singleplayer v]\nhide variable [joueurs connectés v]\n\n@bot 1\n\nwhen I receive [singleplayer v]\nshow\nset [scroll x v] to [0]\nset [scroll y v] to [100]\nbroadcast (message2 v)\n\nwhen I receive [message2 v]\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide variable [x v]\n\nset [taille v] to [150]\nset [taille v] to [100]\n\nwhen I receive [mouvement v]\n\nwhen flag clicked\nset [en l'air v] to [0]\n\nwhen I receive [message2 v]\nforever\n set rotation style [left-right v]\nend\n\nbroadcast (pad v)\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume2 v)\n\nnext costume\nwait (1) seconds\n\nnext costume\nwait (1) seconds\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [_temps v] by (0.01)\nend\n\nwhen flag clicked\nhide\nset [vie v] to [100]\n\nwhen flag clicked\nset [blocage v] to [0]\n\nwhen I receive [message2 v]\nset [ghost v] effect to (99)\nset [_____frame v] to [1]\nset [_______state v] to [0]\nclear graphic effects\nswitch costume to (walk v)\nforever\n set [x v] to (item (2) of [x v])\n set [y v] to (item (2) of [y v])\n go to x: ((x) - (item (1) of [x v])) y: (((y) - (item (1) of [y v])) - (20))\nend\n\nif <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(x position) > (mouse x)> or <(mouse x) > (x position)>>>> then\n change [______--_--_-_frame v] by (1)\n if <(______--_--_-_frame) > [10.999999]> then\n set [______--_--_-_frame v] to [1]\n end\n if <(_______state) = [0]> then\nelse\n set [______--_--_-_frame v] to [1]\n if <(_______state) = [0]> then\n switch costume to (walk v)\n end\nend\n\nchange [vie v] by (-10)\n\ndelete all of [commande 2 v]\nset [lettre # v] to [0]\nrepeat (length of [commande v])\n change [lettre # v] by (1)\n add (item (Lettre #) of [commande v]) to [commande 2 v]\nend\n\nchange [ghost v] effect by (1)\nset [ghost v] effect to (0)\n\nwhen I receive [message2 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (hitbox2 v)\nset size to (5) %\nswitch costume to (hitbox v)\ngo to x: (pick random (-5) to (5)) y: (20)\nreplace item (2) of [x v] with ((x position) * (10))\nreplace item (2) of [y v] with ((y position) * (10))\nset [ghost v] effect to (99)\ngo to x: ((item (2) of [x v]) / (10)) y: ((item (2) of [y v]) / (10))\nforever\n show\n replace item (2) of [x v] with ((test 2) * (10))\n replace item (2) of [y v] with ((yujij) * (10))\n switch costume to (hitbox v)\nend\n\nadd [] to [x v]\nadd [] to [y v]\n\nwhen I receive [message2 v]\nforever\n if <(item (2) of [gauche droite v]) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (99)\ngo to x: ((item (2) of [x v]) / (10)) y: ((item (2) of [y v]) / (10))\ngo to x: () y: (20)\nwait (2) seconds\nforever\n trouver la distance avec les autres\n droite/gauche?\n if <<<(#) > [80]> and <(#) < [140]>> or <(#) < [48]>> then\n if <(pick random (1) to (5)) = [1]> then\n bouger\n else\n if <<(pick random (1) to (4)) = [1]> and <(ma vie) < [30]>> then\n esquive\n else\n attaquer\n end\n end\n else\n bouger\n end\n sauter\n switch costume to (hitbox v)\nend\n\ndefine trouver la distance avec les autres\nset [# v] to [9999999999999]\nset [player# distance v] to [0]\nset [12 v] to [1]\nrepeat (length of [x v])\n if <not <(12) = [2]>> then\n if <((item (2) of [x v]) - (item (12) of [x v])) < [0]> then\n set [1 v] to ((item (12) of [x v]) - (item (2) of [x v]))\n else\n set [1 v] to ((item (2) of [x v]) - (item (12) of [x v]))\n end\n if <((item (2) of [y v]) - (item (12) of [y v])) < [0]> then\n set [2 v] to ((item (12) of [y v]) - (item (2) of [y v]))\n else\n set [2 v] to ((item (2) of [y v]) - (item (12) of [y v]))\n end\n end\n if <((1) + ((2) * (1.1))) < (#)> then\n set [# v] to ((1) + ((2) * (1.1)))\n set [player# distance v] to (12)\n end\n set [z1 v] to (player# distance)\n change [12 v] by (1)\n set [test1 v] to (#)\nend\n\nset [1 v] to [0]\nset [2 v] to [0]\n\ndefine droite/gauche?\nset rotation style [left-right v]\nif <(item (player# distance) of [x v]) > (item (2) of [x v])> then\n point in direction (90)\n set [gauche/droite v] to [1]\nelse\n point in direction (-90)\n set [gauche/droite v] to [2]\nend\nreplace item (2) of [gauche droite v] with (gauche/droite)\n\ndefine bouger\nswitch costume to (hitbox v)\nbroadcast (bouger clone 1 v)\nrepeat (9)\n wait (0.1) seconds\n move (1) steps\nend\n\ndefine attaquer\nset [test 2 v] to (y)\nif <<(#) > [80]> and <(#) < [140]>> then\n broadcast (attaque 2 clone 1 v) and wait\nelse\n if <(#) < [48]> then\n broadcast (attaque clone 1 v) and wait\n end\nend\n\ndefine sauter\nif <(item (player# distance) of [y v]) > ((item (2) of [y v]) + (50))> then\n if <(permission de sauter?) = [1]> then\n change [y v] by (1.5)\n set [permission de sauter? v] to [0]\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-5) to (5)) y: (20)\nset [test 2 v] to (x position)\nset [yujij v] to (y position)\nset [y v] to [0]\nwait (0.5) seconds\nforever\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (6)\n move (-1) steps\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.1)\n change y by (y)\n if <touching (sprite9 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-3)\n if <touching (sprite9 v)?> then\n set [permission de sauter? v] to [1]\n else\n set [permission de sauter? v] to [0]\n end\n change y by (3)\nend\n\ndefine esquive\nswitch costume to (hitbox v)\nif <(gauche/droite) = [1]> then\n change [gauche/droite v] by (1)\nelse\n change [gauche/droite v] by (-1)\nend\nreplace item (2) of [gauche droite v] with (gauche/droite)\nbroadcast (esquive clone 1 v)\nrepeat (9)\n wait (0.1) seconds\n move (-1) steps\nend\n\nwhen I receive [bouger clone 1 v]\nif <not <(costume [name v]) = [hitbox]>> then\n switch costume to (walk 1 v)\n repeat (9)\n next costume\n wait (0.1) seconds\n end\n switch costume to (walk v)\nend\n\nwhen I receive [attaque clone 1 v]\nif <not <(costume [name v]) = [hitbox]>> then\n switch costume to (sword 1_1 v)\n repeat (6)\n wait (0.01) seconds\n next costume\n end\nend\n\nif <key (1 v) pressed?> then\nif <<key (2 v) pressed?> and <not <(z1) = [0]>>> then\n repeat until <<not <key (2 v) pressed?>> or <not <(z1) > [0]>>>\n switch costume to (descente v)\n end\n if <(z1) = [0]> then\n switch costume to (descente2 v)\n set [blocage v] to [1]\n wait (0.5) seconds\n set [blocage v] to [0]\n end\nend\nif <<key (4 v) pressed?> and <(z1) = [0]>> then\n if <(z1) = [0]> then\n set [blocage v] to [1]\n switch costume to (tir1 v)\n repeat (7)\n wait (0.01) seconds\n next costume\n end\n switch costume to (tir8 v)\n wait (0.5) seconds\n set [blocage v] to [0]\n end\nend\n\nwhen I receive [attaque 2 clone 1 v]\nif <not <(costume [name v]) = [hitbox]>> then\n switch costume to (tir1 v)\n repeat (7)\n wait (0.01) seconds\n next costume\n end\nend\n\nset [12 v] to [1]\nset [# v] to [9999999999999]\nset [player# distance v] to [0]\n\nwhen I receive [esquive clone 1 v]\nif <not <(costume [name v]) = [hitbox]>> then\n switch costume to (walk 1 v)\n repeat (9)\n next costume\n wait (0.1) seconds\n end\n switch costume to (walk v)\nend\n\nwhen I start as a clone\nforever\n if <(ma vie) < [1]> then\n go to x: (pick random (-5) to (5)) y: (20)\n set [ma vie v] to [100]\n if <touching (scratch2 v)?> then\n change [kills v] by (1)\n end\n end\n set [test 2 v] to (x position)\n set [yujij v] to (y position)\nend\n\nwhen I receive [perte de vie p1 v]\nchange [ma vie v] by (-10)\n\nwhen flag clicked\nforever\n if <<touching color (#a5dce4)?> and <not <(costume [name v]) = [tir8]>>> then\n broadcast (perte de vie P1 v)\n wait (1) seconds\n end\nend\n\nreplace item (1) of [admin v] with [chose]\n\nwhen I start as a clone\nset [ma vie v] to [100]\n\ngo to x: (0) y: (20)\n\ngo to x: (0) y: (20)\nreplace item (2) of [x v] with [0]\nreplace item (2) of [y v] with [200]\nswitch costume to (hitbox v)\n\n@Sprite7\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (multiplayer v)\nhide\n\nwhen I receive [singleplayer v]\nhide\n\n@Sprite8\n\nwhen flag clicked\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (singleplayer v)\nhide\nif <(username) = [maDU59_]> then\nend\n\nwhen I receive [multiplayer v]\nset [mode s/m v] to [1]\nhide\n\nwhen I receive [singleplayer v]\nset [mode s/m v] to [2]\nhide\n\n@scratch2\n\nwhen I receive [online v]\nforever\n\nwhen I receive [singleplayer v]\nshow\nset [scroll x v] to [0]\nset [scroll y v] to [100]\nbroadcast (message2 v)\n\nwhen I receive [message2 v]\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n set [_tick v] to (☁ 1)\n wait (1) seconds\n if <(☁ 1) = (_tick)> then\n set [☁ 1 v] to [0]\n end\n set [_tick v] to (☁ 2)\n wait (1) seconds\n if <(☁ 2) = (_tick)> then\n set [☁ 2 v] to [0]\n end\n set [_tick v] to (☁ 3)\n wait (1) seconds\n if <(☁ 3) = (_tick)> then\n set [☁ 3 v] to [0]\n end\n set [_tick v] to (☁ 4)\n wait (1) seconds\n if <(☁ 4) = (_tick)> then\n set [☁ 4 v] to [0]\n end\n set [_tick v] to (☁ 5)\n wait (1) seconds\n if <(☁ 5) = (_tick)> then\n set [☁ 5 v] to [0]\n end\n set [_tick v] to (☁ 6)\n wait (1) seconds\n if <(☁ 6) = (_tick)> then\n set [☁ 6 v] to [0]\n end\n set [_tick v] to (☁ 7)\n wait (1) seconds\n if <(☁ 7) = (_tick)> then\n set [☁ 7 v] to [0]\n end\nend\n\nset [taille v] to [150]\nset [taille v] to [100]\n\nwhen I receive [mouvement v]\n\nwhen flag clicked\nset [en l'air v] to [0]\n\nwhen I receive [message2 v]\nforever\n set rotation style [left-right v]\nend\n\nbroadcast (mouvement v)\nnext costume\n\ndefine change player x par ()\n\nwhen I receive [c bon v]\nforever\n if <(Mon player) = (player)> then\n set [scroll x v] to (round ())\n set [scroll y v] to (round ())\n end\nend\n\nbroadcast (pad v)\n\nnext costume\nnext costume\n\nwhen I receive [c bon v]\nforever\n set rotation style [left-right v]\nend\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume2 v)\n\nnext costume\nwait (1) seconds\n\nnext costume\nwait (1) seconds\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [_temps v] by (0.01)\nend\n\nwhen I receive [admin v]\n\nwhen I receive [c bon v]\nset [pixelate v] effect to (40)\n\ngo to x: (0) y: (0)\n\nset [pixelate v] effect to (40)\nshow\n\nnext costume\n\nforever\n set rotation style [all around v]\nend\n\nrepeat (3)\n\nwhen I receive [c bon v]\nshow variable [fps v]\n\nwhen flag clicked\nset [vie v] to [100]\n\nwhen flag clicked\nhide\nset [blocage v] to [0]\n\nwhen I receive [message2 v]\nshow\nset [_____frame v] to [1]\nset [_______state v] to [0]\nclear graphic effects\nswitch costume to (walk 1 v)\nforever\n if <<key (2 v) pressed?> and <not <(z1) = [0]>>> then\n repeat until <<not <key (2 v) pressed?>> or <not <(z1) > [0]>>>\n switch costume to (descente v)\n end\n if <(z1) = [0]> then\n switch costume to (descente2 v)\n set [blocage v] to [1]\n wait (0.5) seconds\n set [blocage v] to [0]\n end\n end\n if <key (1 v) pressed?> then\n set [_______state v] to [1]\n switch costume to (sword 1_1 v)\n repeat (8)\n wait (0.01) seconds\n next costume\n end\n set [_______state v] to [0]\n end\n if <<key (2 v) pressed?> and <not <(z1) = [0]>>> then\n repeat until <<not <key (2 v) pressed?>> or <not <(z1) > [0]>>>\n switch costume to (descente v)\n end\n if <(z1) = [0]> then\n switch costume to (descente2 v)\n set [blocage v] to [1]\n wait (0.5) seconds\n set [blocage v] to [0]\n end\n end\n if <<key (4 v) pressed?> and <(z1) = [0]>> then\n if <(z1) = [0]> then\n set [blocage v] to [1]\n switch costume to (tir1 v)\n repeat (7)\n wait (0.01) seconds\n next costume\n end\n switch costume to (tir8 v)\n wait (0.5) seconds\n set [blocage v] to [0]\n end\n end\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> and <not <(blocage) = [1]>>> then\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> and <not <(blocage) = [1]>>> then\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(x position) > (mouse x)> or <(mouse x) > (x position)>>>> then\n change [______--_--_-_frame v] by (1)\n if <(______--_--_-_frame) > [10.999999]> then\n set [______--_--_-_frame v] to [1]\n end\n if <(_______state) = [0]> then\n switch costume to (join [walk ] (round (______--_--_-_frame)))\n end\n wait (0.01) seconds\n else\n set [______--_--_-_frame v] to [1]\n if <(_______state) = [0]> then\n switch costume to (walk v)\n end\n end\nend\n\nchange [vie v] by (-10)\n\nadd [l_ecureuil] to [admin v]\n\ndelete all of [commande 2 v]\nset [lettre # v] to [0]\nrepeat (length of [commande v])\n change [lettre # v] by (1)\n add (item (Lettre #) of [commande v]) to [commande 2 v]\nend\n\nwhen I receive [c bon v]\n\n\nif then\n replace item (player) of [touche? v] with [1]\nelse\n replace item (player) of [touche? v] with [0]\nend\n\nwhen flag clicked\nset [arme v] to [1]\n\nwhen flag clicked\n\nwhen flag clicked\n\nhide variable [joueurs en ligne v]\nforever\n wait until <not <key (3 v) pressed?>>\n wait until <key (3 v) pressed?>\n show variable [joueurs en ligne v]\n wait until <not <key (3 v) pressed?>>\n wait until <key (3 v) pressed?>\n hide variable [joueurs en ligne v]\nend\n\nchange [ghost v] effect by (1)\nset [ghost v] effect to (0)\n\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\nelse\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (-90)\n end\nend\n\nif <(Mon player) = (player)> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\nend\n\nwhen I receive [multiplayer v]\nbroadcast (online v)\n\nwhen I receive [message2 v]\nwait (1) seconds\nforever\n if <touching color (#ff0000)?> then\n broadcast (pad v)\n end\nend\n\nwhen I receive [singleplayer v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset size to (0) %\nforever\n show\n go to x: ((item (1) of [x v]) / (10)) y: ((item (1) of [y v]) / (10))\n set size to (0) %\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n set [x v] to ((round ([x position v] of [terrain v])) * (-1))\n set [y v] to ((round ([y position v] of [terrain v])) * (-1))\n replace item (1) of [x v] with (x)\n replace item (1) of [y v] with (y)\nend\n\nadd [] to [x v]\n\nadd [] to [y v]\n\nset [ghost v] effect to (0)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(vie) < [1]> then\n wait (0.1) seconds\n set [vie v] to [100]\n end\nend\n\nwhen I receive [message2 v]\nforever\n if <<touching color (#a5dce4)?> and <not <(costume [name v]) = [tir8]>>> then\n change [vie v] by (-10)\n wait (1) seconds\n end\nend\n\n@Sprite9\n\nwhen I receive [singleplayer v]\nset [ghost v] effect to (99)\nforever\n show\n set size to (80) %\n go to x: (0) y: (0)\nend\n\nif <(username) = [maDU59_]> then\n set [ghost v] effect to (0)\nend\n\nwhen flag clicked\nhide\n\n@bot2\n\nwhen I receive [singleplayer v]\nshow\nset [scroll x v] to [0]\nset [scroll y v] to [100]\nbroadcast (message2 v)\n\nwhen I receive [message2 v]\nshow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide variable [x v]\n\nset [taille v] to [150]\nset [taille v] to [100]\n\nwhen I receive [mouvement v]\n\nwhen flag clicked\nset [en l'air v] to [0]\n\nwhen I receive [message2 v]\nforever\n set rotation style [left-right v]\nend\n\nbroadcast (pad v)\n\nswitch costume to (costume1 v)\n\nswitch costume to (costume2 v)\n\nnext costume\nwait (1) seconds\n\nnext costume\nwait (1) seconds\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [_temps v] by (0.01)\nend\n\nwhen flag clicked\nhide\nset [vie v] to [100]\n\nwhen flag clicked\nset [blocage v] to [0]\n\nwhen I receive [message2 v]\nset [ghost v] effect to (99)\nset [_____frame v] to [1]\nset [_______state v] to [0]\nclear graphic effects\nswitch costume to (walk v)\nforever\n set [x v] to (item (3) of [x v])\n set [y v] to (item (3) of [y v])\n go to x: ((x) - (item (1) of [x v])) y: (((y) - (item (1) of [y v])) - (20))\nend\n\nif <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <<(x position) > (mouse x)> or <(mouse x) > (x position)>>>> then\n change [______--_--_-_frame v] by (1)\n if <(______--_--_-_frame) > [10.999999]> then\n set [______--_--_-_frame v] to [1]\n end\n if <(_______state) = [0]> then\nelse\n set [______--_--_-_frame v] to [1]\n if <(_______state) = [0]> then\n switch costume to (walk v)\n end\nend\n\nchange [vie v] by (-10)\n\ndelete all of [commande 2 v]\nset [lettre # v] to [0]\nrepeat (length of [commande v])\n change [lettre # v] by (1)\n add (item (Lettre #) of [commande v]) to [commande 2 v]\nend\n\nchange [ghost v] effect by (1)\nset [ghost v] effect to (0)\n\nwhen I receive [message2 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (hitbox2 v)\nset size to (5) %\nswitch costume to (hitbox v)\nset [ghost v] effect to (99)\ngo to x: (pick random (-5) to (5)) y: (20)\nreplace item (3) of [x v] with ((x position) * (10))\nreplace item (3) of [y v] with ((y position) * (10))\ngo to x: ((item (3) of [x v]) / (10)) y: ((item (3) of [y v]) / (10))\nforever\n show\n replace item (3) of [x v] with ((x position) * (10))\n replace item (3) of [y v] with ((y position) * (10))\n switch costume to (hitbox v)\nend\n\nadd [] to [x v]\nadd [] to [y v]\n\nwhen I receive [message2 v]\nforever\n if <(item (3) of [gauche droite v]) = [1]> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (99)\ngo to x: ((item (3) of [x v]) / (10)) y: ((item (3) of [y v]) / (10))\nwait (2) seconds\nforever\n trouver la distance avec les autres\n droite/gauche?\n if <<<(#) > [80]> and <(#) < [140]>> or <(#) < [48]>> then\n if <(pick random (1) to (5)) = [1]> then\n bouger\n else\n if <<(pick random (1) to (4)) = [1]> and <(ma vie) < [30]>> then\n esquive\n else\n attaquer\n end\n end\n else\n bouger\n end\n sauter\n switch costume to (hitbox v)\nend\n\ndefine trouver la distance avec les autres\nset [# v] to [9999999999999]\nset [player# distance v] to [0]\nset [12 v] to [1]\nrepeat (length of [x v])\n if <not <(12) = [3]>> then\n if <((item (3) of [x v]) - (item (12) of [x v])) < [0]> then\n set [1 v] to ((item (12) of [x v]) - (item (3) of [x v]))\n else\n set [1 v] to ((item (3) of [x v]) - (item (12) of [x v]))\n end\n if <((item (3) of [y v]) - (item (12) of [y v])) < [0]> then\n set [2 v] to ((item (12) of [y v]) - (item (3) of [y v]))\n else\n set [2 v] to ((item (3) of [y v]) - (item (12) of [y v]))\n end\n end\n if <((1) + ((2) * (1.1))) < (#)> then\n set [# v] to ((1) + ((2) * (1.1)))\n set [player# distance v] to (12)\n end\n set [z1 v] to (player# distance)\n change [12 v] by (1)\nend\n\nset [1 v] to [0]\nset [2 v] to [0]\n\ndefine droite/gauche?\nset rotation style [left-right v]\nif <(item (player# distance) of [x v]) > (item (3) of [x v])> then\n point in direction (90)\n set [gauche/droite v] to [1]\nelse\n point in direction (-90)\n set [gauche/droite v] to [2]\nend\nreplace item (3) of [gauche droite v] with (gauche/droite)\n\ndefine bouger\nswitch costume to (hitbox v)\nbroadcast (bouger clone 2 v)\nrepeat (9)\n move (1) steps\n wait (0.1) seconds\nend\n\ndefine attaquer\nset [test 2 v] to (y)\nif <<(#) > [80]> and <(#) < [140]>> then\n broadcast (attaque 2 clone 2 v) and wait\nelse\n if <(#) < [48]> then\n broadcast (attaque clone 2 v) and wait\n end\nend\n\ndefine sauter\nif <(item (player# distance) of [y v]) > ((item (3) of [y v]) + (50))> then\n if <(permission de sauter?) = [1]> then\n change [y v] by (1.5)\n set [permission de sauter? v] to [0]\n end\nend\n\nwhen I start as a clone\ngo to x: (pick random (-5) to (5)) y: (20)\nset [y v] to [0]\nwait (0.5) seconds\nforever\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (-1)\n if <touching (sprite9 v)?> then\n change y by (6)\n move (-1) steps\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.1)\n change y by (y)\n if <touching (sprite9 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-3)\n if <touching (sprite9 v)?> then\n set [permission de sauter? v] to [1]\n else\n set [permission de sauter? v] to [0]\n end\n change y by (3)\nend\n\ndefine esquive\nswitch costume to (hitbox v)\nif <(gauche/droite) = [1]> then\n change [gauche/droite v] by (1)\nelse\n change [gauche/droite v] by (-1)\nend\nreplace item (2) of [gauche droite v] with (gauche/droite)\nbroadcast (esquive clone 2 v)\nrepeat (9)\n move (-1) steps\n wait (0.1) seconds\nend\n\nwhen I receive [bouger clone 2 v]\nif <not <(costume [name v]) = [hitbox]>> then\n switch costume to (walk 1 v)\n repeat (9)\n next costume\n wait (0.1) seconds\n end\n switch costume to (walk v)\nend\n\nif <(username) = [maDU59_]> then\n set [ghost v] effect to (0)\nend\n\nwhen I receive [attaque clone 2 v]\nif <not <(costume [name v]) = [hitbox]>> then\n switch costume to (sword 1_1 v)\n repeat (6)\n wait (0.01) seconds\n next costume\n end\nend\n\nif <key (1 v) pressed?> then\nif <<key (2 v) pressed?> and <not <(z1) = [0]>>> then\n repeat until <<not <key (2 v) pressed?>> or <not <(z1) > [0]>>>\n switch costume to (descente v)\n end\n if <(z1) = [0]> then\n switch costume to (descente2 v)\n set [blocage v] to [1]\n wait (0.5) seconds\n set [blocage v] to [0]\n end\nend\nif <<key (4 v) pressed?> and <(z1) = [0]>> then\n if <(z1) = [0]> then\n set [blocage v] to [1]\n switch costume to (tir1 v)\n repeat (7)\n wait (0.01) seconds\n next costume\n end\n switch costume to (tir8 v)\n wait (0.5) seconds\n set [blocage v] to [0]\n end\nend\n\nwhen I receive [attaque 2 clone 2 v]\nif <not <(costume [name v]) = [hitbox]>> then\n switch costume to (tir1 v)\n repeat (7)\n wait (0.01) seconds\n next costume\n end\nend\n\nset [12 v] to [1]\nset [# v] to [9999999999999]\nset [player# distance v] to [0]\n\nwhen I receive [esquive clone 2 v]\nif <not <(costume [name v]) = [hitbox]>> then\n switch costume to (walk 1 v)\n repeat (9)\n next costume\n wait (0.1) seconds\n end\n switch costume to (walk v)\nend\n\nwhen I start as a clone\nforever\n if <(ma vie) < [1]> then\n go to x: (pick random (-5) to (5)) y: (20)\n set [ma vie v] to [100]\n if <touching (scratch2 v)?> then\n change [kills v] by (1)\n end\n end\nend\n\nwhen I receive [perte de vie p2 v]\nchange [ma vie v] by (-10)\n\nwhen flag clicked\nforever\n if <<touching color (#a5dce4)?> and <not <(costume [name v]) = [tir8]>>> then\n broadcast (perte de vie P2 v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ma vie v] to [100]\n\nset [_________________________________________________________________________ v] to [0]\n\n@Sprite10\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 flag clicked\n\nwhen I start as a clone\nif <(costume [name v]) = [logo]> then\n set size to (50) %\n go to x: (0) y: (-20)\n go to [back v] layer\n show\n wait (4) seconds\n Boing\n Smooth Glide to x [-150] y [-20] Speed [6]\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.001) seconds\n end\n hide\nend\nif <(costume [name v]) = [slide1]> then\n go to x: (0) y: (0)\n show\n wait (3) seconds\n Smooth Glide to x [-465] y [0] Speed [6]\n hide\nend\nif <(costume [name v]) = [slide2]> then\n go to x: (0) y: (0)\n show\n wait (2) seconds\n Smooth Glide to x [465] y [0] Speed [6]\n hide\nend\nif <(costume [name v]) = [slide haut]> then\n go to x: (0) y: (0)\n show\n wait (1) seconds\n Smooth Glide to x [0] y [-160] Speed [6]\n hide\nend\nif <(costume [name v]) = [slide bas]> then\n go to x: (0) y: (0)\n show\n wait (1) seconds\n Smooth Glide to x [0] y [160] Speed [6]\n hide\nend\nif <(costume [name v]) = [Text]> then\n set size to (87) %\n set [ghost v] effect to (100)\n go to x: (80) y: (400)\n hide\n wait (6) seconds\n show\n Smooth Glide to x [80] y [-20] Speed [6]\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.001) seconds\n end\n hide\nend\nif <(costume [name v]) = [Thanks]> then\n set size to (87) %\n set [ghost v] effect to (0)\n go to x: (180) y: (-160)\n hide\n wait (0) seconds\n show\n wait (8) seconds\n repeat (10)\n change [ghost v] effect by (10)\n wait (0.001) seconds\n end\n hide\nend\n\ndefine Boing\nset size to (30) %\ngo to [front v] layer\ngo to x: (0) y: (-20)\nset [ma variable v] to [40]\nset [ma variable v] to (((ma variable) * (0.7)) + (((50) - (size)) * (0.2)))\nchange size by (ma variable)\nshow\nrepeat (20)\n set [ma variable v] to (((ma variable) * (0.7)) + (((50) - (size)) * (0.2)))\n change size by (ma variable)\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Text]> then\n wait (6) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n wait (0.001) seconds\n end\nend\n\nwhen flag clicked\nplay sound [sound v] until done\n\nwhen I receive [multiplayer v]\ngo to [front v] layer\nhide\nswitch costume to (slide1 v)\ncreate clone of (_myself_ v)\nswitch costume to (slide2 v)\ncreate clone of (_myself_ v)\nswitch costume to (slide bas v)\ncreate clone of (_myself_ v)\nswitch costume to (slide haut v)\ncreate clone of (_myself_ v)\nswitch costume to (text v)\ncreate clone of (_myself_ v)\nswitch costume to (logo v)\ncreate clone of (_myself_ v)\nswitch costume to (thanks v)\ncreate clone of (_myself_ v)\n\nwhen I receive [c bon v]\nhide\ndelete this clone\n\n
arrows keys for move\n1 to attack\n2 in air to special attack\n4 to shoot\n3 to show the healt table\nT to chat\ngive me your feedback in comment
Blue Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (dekor 2 v)\nforever\n wait (1) seconds\n play sound [song v] until done\nend\n\nwhen I receive [play v]\nswitch backdrop to (dekor 1 v)\n\n@player\n\ndefine yere değ\nrepeat until <not <touching color (#00d503)?>>\n change y by (1)\n set [zıpla v] to [0]\nend\n\ndefine sağa dokun\nrepeat until <not <touching color (#04d907)?>>\n change x by (-1)\nend\n\ndefine sola dokun\nrepeat until <not <touching color (#0fda13)?>>\n change x by (1)\nend\n\ndefine yukarıya dokun\nrepeat until <not <<[167] < (y position)> or <touching color (#2cde04)?>>>\n set [zıpla v] to [0]\n change y by (-1)\nend\n\nwhen I start as a clone\nswitch costume to (kostüm 3 v)\nrepeat (8)\n change [ghost v] effect by (12)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [56528589 v]\ngo to x: (-196) y: (-81)\npoint in direction (90)\nset [zıpla v] to [0]\nset [sağ-sol v] to [0]\nset [gitme v] to [0]\nset [bim v] to [1]\n\nwhen I start as a clone\nwait until <(your dead to me) = [1]>\ndelete this clone\n\nwhen I receive [level up v]\ndelete this clone\n\nwhen I receive [level up v]\nset [bim v] to [0]\nrepeat until <(bim) = [1]>\n go to x: (-196) y: (-81)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [color v] effect to (0)\nset [zıpla v] to [0]\nset [sağ-sol v] to [0]\ngo to [front v] layer\nset [gitme v] to [0]\ngo to x: (-196) y: (-81)\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n change y by (zıpla)\n if <touching color (#9613b3)?> then\n set [gitme v] to [1]\n set [sağ-sol v] to [0]\n set [zıpla v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (level up v)\n go to x: (-196) y: (-81)\n set [ghost v] effect to (0)\n go to [front v] layer\n end\n if <<touching (diken v)?> or <<touching (kukla 6 v)?> or <<<touching color (#292929)?> or <touching color (#ef0000)?>> or <<<not <touching color (#00d503)?>> and <touching (su v)?>> or <touching color (#8f8f8f)?>>>>> then\n set [your dead to me v] to [1]\n set [zıpla v] to [0]\n set [sağ-sol v] to [0]\n repeat (3)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\n end\n set size to (20) %\n point in direction (90)\n set [ghost v] effect to (0)\n if <(başlangıç) = [0]> then\n go to x: (-196) y: (-81)\n else\n if <(başlangıç) = [1]> then\n point in direction (-90)\n go to x: (214) y: (156)\n else\n if <(başlangıç) = [2]> then\n go to x: (-22) y: (-81)\n else\n go to x: (-208) y: (120)\n end\n end\n end\n repeat (8)\n change size by (10)\n end\n set [your dead to me v] to [0]\n end\n if on edge, bounce\n change x by (sağ-sol)\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <touching color (#00d503)?>>> then\n if <(gitme) = [0]> then\n change [zıpla v] by (-0.5)\n end\n end\nend\n\nwhen I receive [play v]\nswitch costume to (kostüm 1 v)\nset [sağ-sol v] to [0]\nset [zıpla v] to [0]\nforever\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(gitme) = [0]> then\n set [zıpla v] to [0]\n repeat until <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>>\n set [zıpla v] to [6]\n end\n repeat (12)\n change [zıpla v] by (-0.5)\n end\n end\n end\nend\n\nwhen I receive [play v]\nset [color v] effect to (renk)\nforever\n yere değ\n yukarıya dokun\nend\n\nwhen I receive [play v]\nforever\n sağa dokun\n sola dokun\nend\n\nwhen I receive [play v]\nshow\nset size to (100) %\nset [your dead to me v] to [0]\nforever\n wait (pick random (5) to (10.)) seconds\n switch costume to (kostüm 2 v)\n wait (0.2) seconds\n switch costume to (kostüm 1 v)\nend\n\nwhen I receive [play v]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [sağ-sol v] to [0]\n repeat until <not <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n if <(gitme) = [0]> then\n point in direction (90)\n set [sağ-sol v] to [6]\n end\n end\n repeat (12)\n change [sağ-sol v] by (-0.5)\n end\n repeat until <key (any v) pressed?>\n set [sağ-sol v] to [0]\n end\n end\nend\n\nwhen I receive [play v]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(gitme) = [0]> then\n set [sağ-sol v] to [0]\n repeat until <not <<key (left arrow v) pressed?> or <key (a v) pressed?>>>\n point in direction (-90)\n set [sağ-sol v] to [-6]\n end\n repeat (12)\n change [sağ-sol v] by (0.5)\n end\n end\n end\nend\n\n@son\n\nwhen I receive [değdim v]\nshow\ngo [forward v] (1) layers\nwait (0.1) seconds\nset [başlangıç v] to [0]\nset size to (100) %\ngo to x: (210) y: (-137)\nbroadcast (sonraki level v)\nif <(level) = [4]> then\n broadcast (level 5 v)\n go to x: (212) y: (14)\nend\nif <(level) = [5]> then\n broadcast (Level v)\nend\nif <(level) = [7]> then\n go to x: (-210) y: (55)\n broadcast (level 9 v)\nend\nif <(level) = [8]> then\n go to x: (215) y: (127)\nend\nif <(level) = [9]> then\n broadcast (level 7 v)\n go to x: (200) y: (157)\nend\nif <(level) = [10]> then\n broadcast (level 10 v)\n go to x: (214) y: (129)\nend\nif <(level) = [11]> then\n broadcast (11 v)\n go to x: (214) y: (129)\n wait until <[90] > (distance to [player v])>\n repeat (5)\n change size by (-7)\n end\n go to x: (-210) y: (-139)\n set [başlangıç v] to [1]\n set size to (65) %\n repeat (5)\n change size by (7)\n end\nend\nif <(level) = [12]> then\n set [başlangıç v] to [1]\n wait (0.1) seconds\n set [başlangıç v] to [0]\n go to x: (-199) y: (67)\n wait until <[90] > (distance to [player v])>\n repeat (5)\n change size by (-7)\n end\n go to x: (-208) y: (-136)\n set [başlangıç v] to [4]\n set size to (65) %\n repeat (5)\n change size by (7)\n end\nend\nif <(level) = [13]> then\n broadcast (level 12 v)\n go to x: (-197) y: (70)\nend\nif <(level) = [14]> then\n hide\n broadcast (level 14 v)\n wait (0.1) seconds\n go to x: (210) y: (-137)\n wait until <(timer:) > [14]>\n show\nend\nif <(level) = [15]> then\n hide\n broadcast (son v)\n wait (0.1) seconds\n wait until <(timer:) > [30]>\n show\nend\nif <(level) = [16]> then\n hide\nend\n\nwhen I receive [level 14 v]\nset [timer: v] to [0]\nrepeat until <(level) = [15]>\n set [timer: v] to [0]\n repeat until <(your dead to me) = [1]>\n wait (1) seconds\n change [timer: v] by (1)\n end\nend\n\nwhen I receive [son v]\nset [timer: v] to [0]\nrepeat until <(level) = [16]>\n set [timer: v] to [0]\n repeat until <<(your dead to me) = [1]> or <(renk) = [sil]>>\n wait (1) seconds\n change [timer: v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: (210) y: (-137)\n\nwhen I receive [son v]\nwait until <(timer:) > [29]>\nshow\nstop [other scripts in sprite v]\n\n@su\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to [front v] layer\nset [sine v] to [0]\nset x to (0)\nset y to (0)\nforever\n change [sine v] by (5)\n set y to ((([sin v] of (sine) ) * (5)) + (4))\nend\n\n@platform\n\nwhen I receive [sonraki level v]\nnext costume\n\nwhen I receive [değdim v]\ngo to [back v] layer\nset [level v] to ((1) + (costume [number v]))\n\nwhen flag clicked\nhide\n\nwhen I receive [56528589 v]\nif <<(costume [number v]) > [14]> or <(gitme) = [16]>> then\n stop [other scripts in sprite v]\n stop [this script v]\nend\nwait until <key (n v) pressed?>\nwait until <not <key (n v) pressed?>>\nif <(gitme) = [0]> then\n broadcast (level up v)\nend\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\nswitch costume to (dekor 1 v)\nwait until <key (n v) pressed?>\nwait until <not <key (n v) pressed?>>\nbroadcast (level up v)\n\n@diken\n\nwhen I receive [level 5 v]\ngo to [back v] layer\nswitch costume to (kostüm 1 v)\ngo to x: (-93) y: (137)\ncreate clone of (_myself_ v)\nrepeat until <(level) = [5]>\n wait (pick random (0.5) to (1)) seconds\n set [h.t v] to (pick random (1) to (3))\n if <(h.t) = [1]> then\n go to x: (-119) y: (137)\n switch costume to (kostüm 2 v)\n create clone of (_myself_ v)\n switch costume to (kostüm 1 v)\n go to x: (-93) y: (137)\n end\n if <(h.t) = [2]> then\n go to x: (-93) y: (137)\n switch costume to (kostüm 2 v)\n create clone of (_myself_ v)\n switch costume to (kostüm 1 v)\n end\n if <(h.t) = [3]> then\n go to x: (-65) y: (137)\n switch costume to (kostüm 2 v)\n create clone of (_myself_ v)\n switch costume to (kostüm 1 v)\n go to x: (-93) y: (137)\n end\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nif <(son) = [0]> then\n go to [back v] layer\n if <(costume [number v]) = [1]> then\n go to x: (79) y: (137)\n repeat until <(level) = [5]>\n wait (pick random (0.7) to (1)) seconds\n set [ht v] to (pick random (1) to (3))\n if <(ht) = [1]> then\n go to x: (53) y: (137)\n switch costume to (kostüm 2 v)\n create clone of (_myself_ v)\n switch costume to (kostüm 1 v)\n go to x: (79) y: (137)\n end\n if <(ht) = [2]> then\n go to x: (79) y: (137)\n switch costume to (kostüm 2 v)\n create clone of (_myself_ v)\n switch costume to (kostüm 1 v)\n end\n if <(ht) = [3]> then\n go to x: (106) y: (137)\n switch costume to (kostüm 2 v)\n create clone of (_myself_ v)\n switch costume to (kostüm 1 v)\n go to x: (79) y: (137)\n end\n end\n else\n go to [back v] layer\n show\n set [düş v] to [0]\n repeat until <<(level) = [5]> or <(y position) < [-181]>>\n change [düş v] by (-0.7)\n change y by (düş)\n end\n end\nelse\n go to [back v] layer\n show\n set [düş v] to [0]\n repeat until <<(renk) = [sil]> or <<(level) = [16]> or <(y position) < [-181]>>>\n change [düş v] by (-0.7)\n change y by (düş)\n end\nend\ndelete this clone\n\nwhen flag clicked\nset [son v] to [0]\nhide\n\nwhen I receive [diken \(dik\) v]\nswitch costume to (kostüm 2 v)\nrepeat (3)\n go to (random position v)\n set y to (137)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\nset x to ([x position v] of [player v])\ncreate clone of (_myself_ v)\n\n@Kukla 1\n\nwhen I receive [level 7 v]\nshow\npoint in direction (180)\nswitch costume to (kostüm 1 v)\ngo to x: (-131) y: (124)\nswitch costume to (kostüm 2 v)\ncreate clone of (_myself_ v)\nswitch costume to (kostüm 3 v)\ncreate clone of (_myself_ v)\nrepeat until <(level) = [10]>\n wait (pick random (1) to (1.5)) seconds\n switch costume to (kostüm 4 v)\n create clone of (_myself_ v)\n switch costume to (kostüm 1 v)\nend\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [2]> then\n go to x: (-10) y: (-126)\n point in direction (0)\n repeat until <(level) = [10]>\n wait (pick random (1) to (1.5)) seconds\n switch costume to (kostüm 5 v)\n create clone of (_myself_ v)\n switch costume to (kostüm 2 v)\n end\n delete this clone\nelse\n if <(costume [number v]) = [3]> then\n go to x: (68) y: (124)\n repeat until <(level) = [10]>\n wait (pick random (1) to (1.5)) seconds\n switch costume to (kostüm 4 v)\n create clone of (_myself_ v)\n switch costume to (kostüm 3 v)\n end\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n set [düş v] to [0]\n repeat until <touching (su v)?>\n change [düş v] by (-0.7)\n change y by (düş)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n set [düş 2 v] to [8]\n repeat until <[124] < (y position)>\n change [düş v] by (-0.7)\n change y by (düş 2)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [4]>> then\n wait until <(level) = [10]>\n delete this clone\nend\n\n@Kukla 2\n\nwhen flag clicked\nhide\n\nwhen I receive [level 5 v]\nset x to (-93)\nshow\ncreate clone of (_myself_ v)\nwait until <(level) = [5]>\nhide\n\nwhen I start as a clone\nset x to (79)\nshow\nwait until <(level) = [5]>\ndelete this clone\n\n@Kukla 3\n\nwhen I receive [level 10 v]\ngo to x: (0) y: (0)\nrepeat until <(level) = [12]>\n point towards (player v)\nend\n\nwhen I receive [level 10 v]\nset [computer v] to [0]\nswitch costume to (kostüm 1 v)\nshow\nwait (1.3) seconds\nrepeat until <(level) = [11]>\n wait (1) seconds\n create clone of (_myself_ v)\nend\nhide\n\nwhen I start as a clone\nswitch costume to (kostüm 2 v)\nmove (30) steps\nif <(costume [number v]) = [0]> then\n delete this clone\nend\nif <(computer) = [0]> then\n repeat until <<(level) = [11]> or <<touching (platform v)?> or <touching (_edge_ v)?>>>\n move (10) steps\n end\nelse\n repeat until <<(level) = [12]> or <<touching (platform v)?> or <touching (_edge_ v)?>>>\n move (10) steps\n end\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [0]\nhide\n\nwhen I receive [lav silahı v]\nswitch costume to (kostüm 1 v)\nshow\nset [ateş v] to [1]\nwait (1) seconds\nrepeat (5)\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\nset [ateş v] to [0]\nhide\n\nwhen I receive [lav silahı v]\nwait (0.1) seconds\nrepeat until <(ateş) = [0]>\n point towards (player v)\nend\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [level 10 v]\nwait until <(level) = [12]>\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [11 v]\nset [computer v] to [1]\nswitch costume to (kostüm 1 v)\nshow\nwait (1.3) seconds\nshow\nrepeat until <(level) = [12]>\n wait (pick random (0.1) to (0.8)) seconds\n create clone of (_myself_ v)\nend\nhide\n\nwhen I receive [11 v]\ngo to x: (0) y: (0)\nrepeat until <(level) = [12]>\n point towards (player v)\nend\n\nwhen I receive [level up v]\nset [ateş v] to [0]\ndelete this clone\n\n@next level\n\nwhen I receive [level up v]\nswitch costume to (kostüm 1 v)\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo to x: (465) y: (0)\nshow\nrepeat until <(x position) < [-464]>\n set [gitme v] to [1]\n go to [front v] layer\n change x by (-15)\nend\nset [gitme v] to [0]\nhide\nbroadcast (56528589 v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (kostüm 2 v)\ngo to x: (-465) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nrepeat until <[464] < (x position)>\n go to [front v] layer\n go [backward v] (1) layers\n change x by (15)\nend\ndelete this clone\n\nwhen I receive [level up v]\nwait (0.5) seconds\nbroadcast (değdim v)\n\n@Kukla 6\n\nwhen I receive [level 9 v]\nset size to (120) %\ngo to x: (242) y: (-55)\nrepeat until <(level) = [8]>\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(son) = [1]> then\n show\n repeat (97)\n move (5) steps\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n point in direction (-90)\n show\n repeat until <(x position) < [-237]>\n change x by (-5)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <(level) = [8]>\ndelete this clone\n\nwhen I receive [diken \(yatay\) v]\nrepeat (4)\n set y to (pick random (-113) to (101))\n set [computer v] to (pick random (0) to (1))\n if <(computer) = [1]> then\n point in direction (-90)\n set x to (243)\n else\n point in direction (90)\n set x to (-243)\n end\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I receive [level up v]\ndelete this clone\n\n@lava\n\nwhen I receive [level 12 v]\nshow\ngo to x: (-138) y: (-123)\npoint in direction (0)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (85)\n wait (0.1) seconds\nend\nrepeat until <(level) = [14]>\n move (5) steps\n if <touching (platform v)?> then\n point in direction ((direction) - (180))\n end\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <(son) = [1]> then\n point in direction (180)\n go to [back v] layer\n set [düş v] to [0]\n repeat until <<(renk) = [sil]> or <<(level) = [16]> or <(y position) < [-163]>>>\n change [düş v] by (-0.7)\n change y by (düş)\n end\nelse\n point in direction (0)\n repeat until <(level) = [14]>\n move (5) steps\n if <touching (platform v)?> then\n point in direction ((direction) - (180))\n end\n end\nend\ndelete this clone\n\nwhen I receive [lav v]\nset [computer v] to (pick random (0) to (1))\nset x to (pick random (-240) to (60))\nset y to (138)\npoint in direction (180)\nrepeat (3)\n create clone of (_myself_ v)\n change x by (70)\n wait (0.1) seconds\nend\n\n@Kukla 4\n\nwhen I start as a clone\nswitch costume to (kostüm 2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nif <(son) = [0]> then\n repeat until <(timer:) = [15]>\n go to (kukla 4 v)\n turn left (10) degrees\n end\nelse\n repeat until <<(renk) = [sil]> or <(computer) = [0]>>\n go to (kukla 4 v)\n turn left (10) degrees\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [level 14 v]\ngo to (random position v)\nif <(y position) < [-96]> then\n set y to (-96)\nend\nwait (2) seconds\nhide\ncreate clone of (_myself_ v)\npoint in direction (pick random (180) to (-180))\nswitch costume to (kostüm 1 v)\nrepeat until <(level) = [15]>\n move (5) steps\n if on edge, bounce\n if <touching color (#00d503)?> then\n if <(direction) > [0]> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\n if <touching color (#0fda13)?> then\n point in direction ((-1) * (direction))\n end\n if <touching color (#04d907)?> then\n point in direction ((-1) * (direction))\n end\n if <touching color (#2cde04)?> then\n if <[0] > (direction)> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [kesici v]\nset [computer v] to [1]\ngo to x: (78) y: (46)\nhide\ncreate clone of (_myself_ v)\npoint in direction (pick random (180) to (-180))\nswitch costume to (kostüm 1 v)\nrepeat until <<(renk) = [sil]> or <(computer) = [0]>>\n move (5) steps\n if on edge, bounce\n if <touching color (#00d503)?> then\n if <(direction) > [0]> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\n if <touching color (#0fda13)?> then\n point in direction ((-1) * (direction))\n end\n if <touching color (#04d907)?> then\n point in direction ((-1) * (direction))\n end\n if <touching color (#2cde04)?> then\n if <[0] > (direction)> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\nend\nhide\n\nwhen I receive [sil v]\ndelete this clone\n\n@Kukla 5\n\nwhen I receive [level 14 v]\ngo to (random position v)\nif <(y position) < [-96]> then\n set y to (-96)\nend\nwait (2) seconds\nhide\ncreate clone of (_myself_ v)\npoint in direction (pick random (180) to (-180))\nswitch costume to (kostüm 1 v)\nrepeat until <(level) = [15]>\n move (5) steps\n if on edge, bounce\n if <touching color (#00d503)?> then\n if <(direction) > [0]> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\n if <touching color (#0fda13)?> then\n point in direction ((-1) * (direction))\n end\n if <touching color (#04d907)?> then\n point in direction ((-1) * (direction))\n end\n if <touching color (#2cde04)?> then\n if <[0] > (direction)> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [kesici v]\ngo to x: (-96) y: (46)\nhide\ncreate clone of (_myself_ v)\npoint in direction (pick random (180) to (-180))\nswitch costume to (kostüm 1 v)\nrepeat until <<(renk) = [sil]> or <(computer) = [0]>>\n move (5) steps\n if on edge, bounce\n if <touching color (#00d503)?> then\n if <(direction) > [0]> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\n if <touching color (#0fda13)?> then\n point in direction ((-1) * (direction))\n end\n if <touching color (#04d907)?> then\n point in direction ((-1) * (direction))\n end\n if <touching color (#2cde04)?> then\n if <[0] > (direction)> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\nend\nhide\n\nwhen I start as a clone\nswitch costume to (kostüm 2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nif <(son) = [0]> then\n repeat until <(timer:) = [15]>\n go to (kukla 5 v)\n turn left (10) degrees\n end\nelse\n repeat until <<(renk) = [sil]> or <(computer) = [0]>>\n go to (kukla 5 v)\n turn left (10) degrees\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [sil v]\ndelete this clone\n\n@Kukla 7\n\nwhen I start as a clone\nswitch costume to (kostüm 2 v)\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <[14] < (timer:)>\n go to (kukla 7 v)\n turn left (10) degrees\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [level 14 v]\ngo to (random position v)\nif <(y position) < [-96]> then\n set y to (-96)\nend\nwait (2) seconds\nhide\ncreate clone of (_myself_ v)\npoint in direction (pick random (180) to (-180))\nswitch costume to (kostüm 1 v)\nrepeat until <(timer:) = [15]>\n move (5) steps\n if on edge, bounce\n if <touching color (#00d503)?> then\n if <(direction) > [0]> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\n if <<touching color (#04d907)?> or <touching color (#0fda13)?>> then\n point in direction ((-1) * (direction))\n end\n if <touching color (#2cde04)?> then\n if <[0] > (direction)> then\n point in direction ((direction) + ((2) * ((90) - (direction))))\n else\n point in direction ((direction) + ((2) * ((-90) - (direction))))\n end\n end\nend\nhide\n\nwhen flag clicked\nhide variable [timer: v]\nhide\n\nwhen I receive [level 14 v]\nwait until <(level) = [15]>\nbroadcast (sil v)\n\nwhen I receive [sil v]\ndelete this clone\n\n@Kukla 8\n\nwhen I receive [level 14 v]\nswitch costume to (0 v)\nshow\nrepeat until <(level) = [15]>\n if <(letter (2) of (timer:)) = []> then\n switch costume to (0 v)\n else\n switch costume to (letter (1) of (timer:))\n if <(timer:) > [15]> then\n switch costume to (1 v)\n end\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [son v]\nswitch costume to (0 v)\nshow\nwait (0.1) seconds\nrepeat until <<(renk) = [sil]> or <(costume [number v]) = [4]>>\n if <(letter (2) of (timer:)) = []> then\n switch costume to (0 v)\n else\n switch costume to (letter (1) of (timer:))\n if <(timer:) > [30]> then\n switch costume to (3 v)\n end\n end\n wait (1) seconds\nend\nif <not <(renk) = [sil]>> then\n broadcast (bitti v)\nend\nhide\n\n@Kukla 9\n\nwhen I receive [level 14 v]\nswitch costume to (0 v)\nshow\nrepeat until <(level) = [15]>\n if <(letter (2) of (timer:)) = []> then\n switch costume to (letter (1) of (timer:))\n else\n switch costume to (letter (2) of (timer:))\n if <(timer:) > [15]> then\n switch costume to (5 v)\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [son v]\nswitch costume to (0 v)\nshow\nwait (0.1) seconds\nrepeat until <<(renk) = [sil]> or <(timer:) > [30]>>\n if <(letter (2) of (timer:)) = []> then\n switch costume to (letter (1) of (timer:))\n else\n switch costume to (letter (2) of (timer:))\n if <(timer:) > [30]> then\n switch costume to (0 v)\n end\n wait (1) seconds\n end\nend\nhide\n\n@Kukla 10\n\nwhen I receive [son v]\nset y to (-129)\nshow\nset size to (100) %\nwait until <(your dead to me) = [1]>\nwait (2) seconds\nrepeat (10)\n change size by (-8)\n change y by (-1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@computer\n\nwhen flag clicked\nset [son v] to [0]\nhide\n\nwhen I receive [son v]\nset [renk v] to []\ngo to [back v] layer\nshow\nswitch costume to (kostüm 1 v)\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (204) y: (-126)\nwait (1.3) seconds\nset [computer v] to [0]\nshow\nrepeat until <(timer:) > [29]>\n set [computer v] to (pick random (1) to (5))\n repeat (6)\n change y by (-2)\n wait (0.001) seconds\n change y by (2)\n wait (0.001) seconds\n end\n if <(computer) = [1]> then\n broadcast (diken \(dik\) v) and wait\n end\n if <(computer) = [2]> then\n broadcast (lav v) and wait\n end\n if <(computer) = [3]> then\n broadcast (lav silahı v) and wait\n end\n if <(computer) = [4]> then\n broadcast (kesici v)\n wait (7) seconds\n set [computer v] to [0]\n end\n if <(computer) = [5]> then\n broadcast (diken \(yatay\) v) and wait\n wait (3) seconds\n end\n wait (pick random (1) to (2.5)) seconds\nend\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [son v]\nset [son v] to [1]\nrepeat until <(timer:) = [30]>\n wait (pick random (5) to (10.1)) seconds\n switch costume to (kostüm 2 v)\n wait (0.2) seconds\n switch costume to (kostüm 1 v)\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [3]> then\n repeat (10)\n change [ghost v] effect by (7)\n change size by (30)\n end\nelse\n switch costume to (pick random (4) to (6))\n point in direction (pick random (180) to (-180))\n repeat (10)\n move (15) steps\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nwhen I receive [bitti v]\nhide\nswitch costume to (kostüm 4 v)\ncreate clone of (_myself_ v)\nswitch costume to (kostüm 3 v)\nrepeat (15)\n create clone of (_myself_ v)\nend\n\nwhen I receive [level up v]\nhide\nstop [other scripts in sprite v]\nset [renk v] to [sil]\n\n@Kukla 11\n\nwhen flag clicked\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n broadcast (play v)\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\nforever\n show\n set [sine v] to [0]\n repeat until <touching (mouse-pointer v)?>\n change [sine v] by (5)\n point in direction ((([sin v] of (sine) ) * (5)) + (90))\n end\n point in direction (90)\n repeat (4)\n change size by (10)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (-10)\n end\nend\n\n@player2\n\nwhen flag clicked\nset [color v] effect to (0)\nset [renk v] to [0]\nshow\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [sonra ki v]\nchange [color v] effect by (21)\nchange [renk v] by (21)\nif <(renk) = [189]> then\n set [color v] effect to (0)\n set [renk v] to [0]\nend\n\nwhen I receive [önceki v]\nchange [color v] effect by (-21)\nchange [renk v] by (-21)\nif <(renk) = [189]> then\n set [color v] effect to (0)\n set [renk v] to [0]\nend\n\nwhen flag clicked\nset [sine v] to [0]\nset y to (60)\nforever\n change [sine v] by (7)\n set y to ((([sin v] of (sine) ) * (11)) + (63))\nend\n\n@Kukla 12\n\nwhen flag clicked\npoint in direction (90)\nshow\ngo to x: (50) y: (62)\ncreate clone of (_myself_ v)\ngo to x: (-50) y: (62)\npoint in direction (-90)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (önceki v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I start as a clone\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n broadcast (sonra ki v)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [play v]\ndelete this clone\n\nwhen I receive [play v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat (4)\n change size by (10)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (-10)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n repeat (4)\n change size by (10)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (4)\n change size by (-10)\n end\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nshow\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\n\n@Green Flag\n\nwhen I receive [level v]\ngo to x: (-22) y: (-130)\nset size to (50) %\nshow\nset [ghost v] effect to (0)\nrepeat until <touching (player v)?>\n wait (0.3) seconds\n next costume\nend\nset [başlangıç v] to [2]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\nend\nhide\n\nwhen I receive [level v]\nwait until <(level) = [6]>\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\n
English\n-Arrow keys-WASD for control\n-N for next level\nYou can fly thats not a bug it is fine\n---------------------------------------------------\nTürkçe\n-Yön tuşları ya da WASD ile hareket ediliyor\n-N ile sonraki seviyeye geçiş\n-Karakterin uçması bir hata değil bir özelliktir
Tutorial - Pen Platformer
@Stage\n\n@pen\n\nwhen flag clicked\nReset\nforever\n erase all\n if <(SLIDE) = [1]> then\n Make Level\n Render\n update\n Render Player at ((X) - (CamX)) ((Y) - (CamY)) size [20]\n end\nend\n\ndefine Reset\nset [#penradius v] to [10]\nset [camy v] to (Y)\nset [camx v] to (X)\nset [collisions v] to [0]\nset [sx v] to [0]\nset [sy v] to [0]\nset [x v] to [0]\nset [y v] to [100]\n\ndefine update\nchange [camx v] by (((X) - (CamX)) / (10))\nchange [camy v] by (((Y) - (CamY)) / (10))\nchange [sx v] by (((<key (left arrow v) pressed?> * (-1)) + <key (right arrow v) pressed?>) - ((Sx) * (0.1)))\nchange [x v] by (Sx)\ncollisions\nif <(Collisions) = [1]> then\n change [x v] by (() - (Sx))\n set [sx v] to [0]\nend\nchange [sy v] by (-1)\nchange [y v] by (Sy)\ncollisions\nif <(Collisions) = [1]> then\n change [y v] by (() - (Sy))\n set [sy v] to (<key (up arrow v) pressed?> * (15))\nend\n\ndefine Render\nset [_i v] to [0]\nrepeat ((length of [points v]) / (5))\n pen up\n set pen size to (#PenRadius)\n get colour (type (item ((_i) + (5)) of [points v]) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n pen down\n Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y (item ((_i) + (2)) of [points v]) )\n Go To ( X ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v])) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v])) )\n Go To ( X (item ((_i) + (1)) of [points v]) Y (item ((_i) + (2)) of [points v]) )\n change [_i v] by (5)\nend\n\ndefine Make Level\ndelete all of [points v]\nAdd Cube [-100] [-100] [200] [80] type [1]\nAdd Cube [100] [-100] [20] [120] type [2]\nAdd Cube [-120] [-100] [20] [200] type [1]\nAdd Cube [200] [-100] [50] [20] type [3]\n\ndefine Add Cube (x) (y) (length) (height) type (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 Go To ( X (x) Y (y) )\ngo to x: ((x) - (CamX)) y: ((y) - (CamY))\n\ndefine get colour (type (type) )\nif <(type) = [1]> then\n set pen color to (#22a000)\nend\nif <(type) = [2]> then\n set pen color to (#ff0000)\nend\nif <(type) = [3]> then\n set pen color to (#fff600)\nend\n\ndefine collisions\nset [_i v] to [0]\nset [collisions v] to [0]\nrepeat ((length of [points v]) / (5))\n if <((X) + ((#PlayerSize) + (#PenRadius))) > (item ((_i) + (1)) of [points v])> then\n if <((Y) + ((#PlayerSize) + (#PenRadius))) > (item ((_i) + (2)) of [points v])> then\n if <((X) - (#PenRadius)) < ((item ((_i) + (1)) of [points v]) + (item ((_i) + (3)) of [points v]))> then\n if <((Y) - (#PenRadius)) < ((item ((_i) + (2)) of [points v]) + (item ((_i) + (4)) of [points v]))> then\n set [collisions v] to (item ((_i) + (5)) of [points v])\n if <(Collisions) = [3]> then\n set [sy v] to ((25) + (<key (up arrow v) pressed?> * (5)))\n end\n end\n end\n end\n end\n change [_i v] by (5)\nend\nif <<(Collisions) = [2]> or <(CamY) < [-700]>> then\n Reset\nend\n\ndefine Render Player at (x) (y) size (size)\nset [#playersize v] to (size)\nset pen color to (#4de8eb)\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)\n\n@Sprite1\n\ndefine mouse clicked\nset [old mouse clicked v] to (Mouse Clicked)\nset [mouse clicked v] to ((<(Old mouse clicked) > [0]> * <mouse down?>) + <mouse down?>)\n\nwhen flag clicked\nset [slide v] to [1]\nforever\n go to x: (147) y: (155)\n mouse clicked\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (5))\n end\n if <<<(Mouse Clicked) = [1]> and <touching (mouse-pointer v)?>> and <not <(SLIDE) = [1]>>> then\n set size to (20) %\n change [slide v] by (-1)\n broadcast (reset v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to x: (211) y: (155)\n mouse clicked\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (5))\n end\n if <<(Mouse Clicked) = [1]> and <touching (mouse-pointer v)?>> then\n set size to (20) %\n change [slide v] by (1)\n broadcast (reset v)\n end\n set [slide v] to ((SLIDE) mod (11))\n if <(SLIDE) = [0]> then\n change [slide v] by (1)\n end\nend\n\ndefine mouse clicked\nset [old mouse clicked v] to (Mouse Clicked)\nset [mouse clicked v] to ((<(Old mouse clicked) > [0]> * <mouse down?>) + <mouse down?>)\n\n@slides\n\nwhen flag clicked\nforever\n switch costume to (SLIDE)\nend\n\n@BLOCKS\n\nwhen flag clicked\nforever\n switch costume to (SLIDE)\n show\n if <touching (mouse-pointer v)?> then\n think [drag me]\n else\n think []\n end\nend\n\nwhen I receive [reset v]\nset drag mode [draggable v]\ngo to x: (0) y: (-200)\n\n@TB\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
(CLOSED) 1K Platformer + Intro Contest
@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(pick random (1) to (3)) = [1]> then\n play sound [Vexento - Nostalgia v] until done\n else\n if <(pick random (1) to (3)) = [2]> then\n play sound [Vexento - Time Goes By v] until done\n else\n if <(pick random (1) to (3)) = [3]> then\n play sound [Vexento - Falling Star v] until done\n end\n end\n end\nend\n\n@Slides\n\ndefine PreviousSlide\ncreate clone of (_myself_ v)\nswitch costume to ((CurrentSlide) - (1))\ngo to x: (-360) y: (0)\ngo to [front v] layer\nset [xv2 v] to [50]\nrepeat (10)\n change [xv2 v] by (-1)\n change x by (Xv2)\n if <(x position) < [0]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(LeftOrRight?) = [L]> then\n go to [front v] layer\n set [xv v] to [-52]\n repeat (18)\n change [xv v] by (2)\n change x by (Xv)\n end\n set [inmotion? v] to [0]\n delete this clone\nelse\n if <(LeftOrRight?) = [R]> then\n go to [front v] layer\n set [xv v] to [52]\n repeat (18)\n change [xv v] by (-2)\n change x by (Xv)\n end\n set [inmotion? v] to [0]\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [inmotion? v] to [0]\nset [leftorright? v] to [0]\nset [currentslide v] to [1]\nswitch costume to (slide1 v)\nforever\n if <key (right arrow v) pressed?> then\n NextSlide\n set [inmotion? v] to [1]\n set [leftorright? v] to [L]\n wait (0.9) seconds\n set [leftorright? v] to [0]\n else\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n if <(mouse x) > [0]> then\n NextSlide\n set [inmotion? v] to [1]\n set [leftorright? v] to [L]\n wait (0.9) seconds\n set [leftorright? v] to [0]\n else\n if <(mouse x) < [0]> then\n PreviousSlide\n set [inmotion? v] to [1]\n set [leftorright? v] to [R]\n wait (0.9) seconds\n set [leftorright? v] to [0]\n end\n end\n else\n if <key (left arrow v) pressed?> then\n PreviousSlide\n set [inmotion? v] to [1]\n set [leftorright? v] to [R]\n wait (0.9) seconds\n set [leftorright? v] to [0]\n end\n end\n set [currentslide v] to (costume [number v])\n end\nend\n\ndefine NextSlide\ncreate clone of (_myself_ v)\nswitch costume to ((CurrentSlide) + (1))\ngo to x: (360) y: (0)\ngo to [front v] layer\nset [xv2 v] to [-50]\nrepeat (10)\n change [xv2 v] by (1)\n change x by (Xv2)\n if <(x position) > [0]> then\n go to x: (0) y: (0)\n stop [this script v]\n end\nend\n\n
Welcome!! All info is in the project! :D \n1000th Follower: SierraTRC\n\nTYSM FOR 1K FOLLOWERS!!! :DD When I started scratch I never thought that I would ever get this far!\nI can't thank you all enough! :D
3d Platformer 2
@Stage\n\n@Blank\n\n@Sprite1\n\ndefine Tri fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\npen up\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to [1]\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\npen up\n\ndefine 3d tri fill (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\nSet Point 1: ((x1) - (Player X)) ((y1) - (Player Y)) ((z1) - (Player Z))\nSet Point 2: ((x2) - (Player X)) ((y2) - (Player Y)) ((z2) - (Player Z))\nSet Point 3: ((x3) - (Player X)) ((y3) - (Player Y)) ((z3) - (Player Z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 3: (((z3) * (sin Y)) + ((x3) * (cos Y))) (y3) (((z3) * (cos Y)) - ((x3) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nSet Point 3: (x3) (((y3) * (cos X)) - ((z3) * (sin X))) (((y3) * (sin X)) + ((z3) * (cos X)))\nif <not <<<(z1) < (near plane)> and <(z2) < (near plane)>> and <(z3) < (near plane)>>> then\n if <(z1) < (near plane)> then\n set [z1 v] to (near plane)\n end\n if <(z2) < (near plane)> then\n set [z2 v] to (near plane)\n end\n if <(z3) < (near plane)> then\n set [z3 v] to (near plane)\n end\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n Set Screen Point 3: ((view factor) * ((x3) / (z3))) ((view factor) * ((y3) / (z3)))\n Tri fill (x1) (y1) (x2) (y2) (x3) (y3) resolution: (.5)\nend\n\ndefine Set Point 3: (x3) (y3) (z3)\nset [x3 v] to (x3)\nset [y3 v] to (y3)\nset [z3 v] to (z3)\n\ndefine Set Screen Point 3: (x3) (y3)\nset [x3 v] to (x3)\nset [y3 v] to (y3)\n\ndefine Sort Lists\nset [passes v] to [0]\nset [switches v] to [0]\nrepeat until <<(Passes) > [0]> and <(Switches) = [0]>>\n set [list_item v] to [0]\n change [passes v] by (1)\n set [switches v] to [0]\n repeat ((length of [block distances v]) - (1))\n change [list_item v] by (1)\n if <(item ((List_Item) + (1)) of [block distances v]) > (item (List_Item) of [block distances v])> then\n set [value v] to (item ((List_Item) + (1)) of [block distances v])\n replace item ((List_Item) + (1)) of [block distances v] with (item (List_Item) of [block distances v])\n replace item (List_Item) of [block distances v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube y pos v])\n replace item ((List_Item) + (1)) of [cube y pos v] with (item (List_Item) of [cube y pos v])\n replace item (List_Item) of [cube y pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube x pos v])\n replace item ((List_Item) + (1)) of [cube x pos v] with (item (List_Item) of [cube x pos v])\n replace item (List_Item) of [cube x pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [cube z pos v])\n replace item ((List_Item) + (1)) of [cube z pos v] with (item (List_Item) of [cube z pos v])\n replace item (List_Item) of [cube z pos v] with (value)\n set [value v] to (item ((List_Item) + (1)) of [platform type v])\n replace item ((List_Item) + (1)) of [platform type v] with (item (List_Item) of [platform type v])\n replace item (List_Item) of [platform type v] with (value)\n change [switches v] by (1)\n end\n end\nend\n\ndefine Distance\ndelete all of [block distances v]\nset [iii v] to [0]\nrepeat (length of [cube x pos v])\n change [iii v] by (1)\n add (round ([sqrt v] of ((((Player Z) - (item (iii) of [cube z pos v])) * ((Player Z) - (item (iii) of [cube z pos v]))) + ((((Player Y) - (item (iii) of [cube y pos v])) * ((Player Y) - (item (iii) of [cube y pos v]))) + (((Player X) - (item (iii) of [cube x pos v])) * ((Player X) - (item (iii) of [cube x pos v]))))) )) to [block distances v]\nend\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Cube at (x) (y) (z) (platform type)\npen up\nCalculate Trig Values\nSelect color (platform type)\nset pen (brightness v) to (100)\nif <(item (ii) of [block distances v]) > [200]> then\n change pen (brightness v) by ((() - ((item (ii) of [block distances v]) - (200))) / (8))\nend\nif <(Player X) > ((x) + (50))> then\n 3d tri fill ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\n 3d tri fill ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50))\nend\nif <(Player Z) < ((z) - (50))> then\n 3d tri fill ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\n 3d tri fill ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\nend\nif <(Player Z) > ((z) + (50))> then\n 3d tri fill ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50))\n 3d tri fill ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50))\nend\nif <(Player Y) < ((y) - (50))> then\n 3d tri fill ((x) + (50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50))\n 3d tri fill ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (50)) ((x) + (50)) ((y) + (-50)) ((z) + (-50))\nend\nif <((y) - (-50)) < (Player Y)> then\n 3d tri fill ((x) + (50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (50)) ((z) + (50))\n 3d tri fill ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (50)) ((x) + (50)) ((y) + (50)) ((z) + (-50))\nend\nif <(Player X) < ((x) - (50))> then\n 3d tri fill ((x) + (-50)) ((y) + (50)) ((z) + (50)) ((x) + (-50)) ((y) + (50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (-50))\n 3d tri fill ((x) + (-50)) ((y) + (-50)) ((z) + (-50)) ((x) + (-50)) ((y) + (-50)) ((z) + (50)) ((x) + (-50)) ((y) + (50)) ((z) + (50))\nend\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (rot Y) )\nset [cos x v] to ([cos v] of (rot Y) )\nset [sin y v] to ([sin v] of (rot X) )\nset [cos y v] to ([cos v] of (rot X) )\n\ndefine Turn and Move\nif <key (up arrow v) pressed?> then\n change [ryv v] by (1.7)\nend\nif <key (left arrow v) pressed?> then\n change [rxv v] by (1.7)\nend\nif <key (right arrow v) pressed?> then\n change [rxv v] by (-1.7)\nend\nif <key (down arrow v) pressed?> then\n change [ryv v] by (-1.7)\nend\nif <key (w v) pressed?> then\n change [zvel v] by ((2) * (cos Y))\n change [xvel v] by ((-2) * (sin Y))\nend\nif <key (s v) pressed?> then\n change [zvel v] by ((-2) * (cos Y))\n change [xvel v] by ((2) * (sin Y))\nend\nif <key (a v) pressed?> then\n change [zvel v] by ((-2) * (sin Y))\n change [xvel v] by ((-2) * (cos Y))\nend\nif <key (d v) pressed?> then\n change [zvel v] by ((2) * (sin Y))\n change [xvel v] by ((2) * (cos Y))\nend\nchange [rot x v] by (rxv)\nchange [rot y v] by (ryv)\nif <(rot Y) < [-90]> then\n set [rot y v] to [-90]\nend\nif <[90] < (rot Y)> then\n set [rot y v] to [90]\nend\nset [rxv v] to ((rxv) * (.7))\nset [ryv v] to ((ryv) * (.7))\nPhysics\n\ndefine Collisions!\nset [touching platform? v] to [no]\nset [i v] to [0]\nrepeat (length of [cube x pos v])\n change [i v] by (1)\n if <<<not <(Player Y) < ((item (i) of [cube y pos v]) - (90))>> and <not <(Player Y) > ((item (i) of [cube y pos v]) + (130))>>> and <<<not <(Player Z) < ((item (i) of [cube z pos v]) - (60))>> and <not <(Player Z) > ((item (i) of [cube z pos v]) + (60))>>> and <<not <(Player X) < ((item (i) of [cube x pos v]) - (60))>> and <not <(Player X) > ((item (i) of [cube x pos v]) + (60))>>>>> then\n if <(item (i) of [platform type v]) = [platform]> then\n set [touching platform? v] to [yes]\n else\n if <(item (i) of [platform type v]) = [lava]> then\n Reset\n else\n if <(item (i) of [platform type v]) = [trampoline]> then\n set [yvel v] to [30]\n else\n if <(item (i) of [platform type v]) = [end]> then\n change [level v] by (1)\n Reset\n end\n end\n end\n end\n stop [this script v]\n end\nend\n\ndefine Physics\nchange [falling? v] by (1)\nchange [yvel v] by (-1)\nchange [player y v] by (Yvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Y collision (Yvel)\nend\nchange [player z v] by (Zvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n Z Collision (Zvel)\nend\nchange [player x v] by (Xvel)\nCollisions!\nif <(Touching platform?) = [yes]> then\n X Collisions (Xvel)\nend\nset [zvel v] to ((Zvel) * (0.7))\nset [xvel v] to ((Xvel) * (0.7))\nif <<key (space v) pressed?> and <(Falling?) < [5]>> then\n set [yvel v] to [14]\nend\nif <(Player Y) < [-500]> then\n Reset\nend\nRender\n\ndefine Y collision (y)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(y) > [0]> then\n change [player y v] by (-1)\n else\n change [player y v] by (1)\n set [falling? v] to [0]\n end\n set [yvel v] to [0]\n Collisions!\nend\n\ndefine Z Collision (z)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(z) > [0]> then\n change [player z v] by (-1)\n else\n change [player z v] by (1)\n end\n set [zvel v] to [0]\n Collisions!\nend\n\ndefine X Collisions (x)\nrepeat until <not <(Touching platform?) = [yes]>>\n if <(x) > [0]> then\n change [player x v] by (-1)\n else\n change [player x v] by (1)\n end\n set [xvel v] to [0]\n Collisions!\nend\n\ndefine Reset\nset [view factor v] to [200]\nset [player x v] to [0]\nset [player y v] to [300]\nset [player z v] to [0]\nset [near plane v] to [.1]\nset [falling? v] to [50]\nset [yvel v] to [0]\nset [rot y v] to [0]\nset [rot x v] to [0]\nset [rxv v] to [0]\nset [ryv v] to [0]\npen up\nLevel\n\nwhen flag clicked\nset [level v] to [1]\nerase all\nReset\nforever\n Broadcast\nend\n\ndefine Level\ndelete all of [cube y pos v]\ndelete all of [cube x pos v]\ndelete all of [cube z pos v]\ndelete all of [platform type v]\nif <(level) = [1]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [0] [0] [350] [end]\nend\nif <(level) = [2]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [100] [0] [100] [lava]\n Cube at: X, Y, Z, TYPE [0] [0] [200] [end]\nend\nif <(level) = [3]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [50] [0] [200] [trampoline]\n Cube at: X, Y, Z, TYPE [500] [150] [500] [trampoline]\n Cube at: X, Y, Z, TYPE [1000] [-100] [800] [trampoline]\n Cube at: X, Y, Z, TYPE [1000] [-100] [1200] [platform]\n Cube at: X, Y, Z, TYPE [900] [-100] [1300] [end]\nend\nif <(level) = [4]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [-200] [200] [0] [trampoline]\n Cube at: X, Y, Z, TYPE [400] [200] [0] [trampoline]\n Cube at: X, Y, Z, TYPE [400] [300] [0] [lava]\n Cube at: X, Y, Z, TYPE [400] [100] [0] [lava]\n Cube at: X, Y, Z, TYPE [400] [200] [-100] [lava]\n Cube at: X, Y, Z, TYPE [400] [200] [100] [lava]\n Cube at: X, Y, Z, TYPE [800] [300] [100] [end]\nend\nif <(level) = [5]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [0] [0] [100] [platform]\n Cube at: X, Y, Z, TYPE [100] [0] [200] [lava]\n Cube at: X, Y, Z, TYPE [0] [0] [300] [platform]\n Cube at: X, Y, Z, TYPE [0] [0] [200] [end]\nend\nif <(level) = [6]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [140] [100] [100] [platform]\n Cube at: X, Y, Z, TYPE [280] [0] [200] [platform]\n Cube at: X, Y, Z, TYPE [423] [-100] [100] [platform]\n Cube at: X, Y, Z, TYPE [600] [-100] [-50] [end]\nend\nif <(level) = [7]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [100] [0] [100] [trampoline]\n Cube at: X, Y, Z, TYPE [500] [0] [100] [lava]\n Cube at: X, Y, Z, TYPE [600] [0] [90] [end]\nend\nif <(level) = [8]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [150] [150] [150] [trampoline]\n Cube at: X, Y, Z, TYPE [380] [400] [400] [platform]\n Cube at: X, Y, Z, TYPE [580] [600] [600] [end]\nend\nif <(level) = [9]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [0] [0] [200] [lava]\n Cube at: X, Y, Z, TYPE [0] [0] [300] [platform]\n Cube at: X, Y, Z, TYPE [0] [100] [500] [lava]\n Cube at: X, Y, Z, TYPE [0] [100] [600] [platform]\n Cube at: X, Y, Z, TYPE [0] [200] [900] [end]\nend\nif <(level) = [10]> then\n Cube at: X, Y, Z, TYPE [0] [0] [0] [platform]\n Cube at: X, Y, Z, TYPE [0] [0] [100] [trampoline]\n Cube at: X, Y, Z, TYPE [234] [134] [45] [trampoline]\n Cube at: X, Y, Z, TYPE [-40] [-40] [220] [trampoline]\n Cube at: X, Y, Z, TYPE [-120] [80] [-100] [trampoline]\n Cube at: X, Y, Z, TYPE [80] [-120] [80] [trampoline]\nend\n\ndefine Render\nbackground\nDistance\nSort Lists\npen up\nset pen size to (2)\nset [ii v] to [0]\nrepeat (length of [cube x pos v])\n change [ii v] by (1)\n if <(item (ii) of [block distances v]) < [2000]> then\n Cube at (item (ii) of [cube x pos v]) (item (ii) of [cube y pos v]) (item (ii) of [cube z pos v]) (item (ii) of [platform type v])\n end\nend\n\ndefine Select color (current platform type)\nif <(current platform type) = [platform]> then\n set pen color to (#1c5dff)\nelse\n if <(current platform type) = [lava]> then\n set pen color to (#ff1c1c)\n else\n if <(current platform type) = [trampoline]> then\n set pen color to (#fff71c)\n else\n if <(current platform type) = [end]> then\n set pen color to (#1cff45)\n end\n end\n end\nend\n\ndefine Cube at: X, Y, Z, TYPE (y) (x) (z) (type)\nadd (y) to [cube y pos v]\nadd (x) to [cube x pos v]\nadd (z) to [cube z pos v]\nadd (type) to [platform type v]\n\ndefine background\npen up\ngo to x: (0) y: (0)\nset pen color to (#000000)\nset pen size to (700)\npen down\npen up\n\ndefine Broadcast\nbroadcast (Tick v)\nbroadcast (Tick v)\n\nwhen I receive [tick v]\nBroadcast\nTick\nBroadcast\n\ndefine Tick\nBroadcast\nerase all\npen up\nset pen size to (2)\nTurn and Move\nset [fps v] to (round ((1) / ((timer) - (prev. timer))))\nset [prev. timer v] to (timer)\nBroadcast\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n Reset\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n change [level v] by (1)\n Reset\n wait until <not <key (z v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n play sound [Summit v] until done\nend\n\nwhen flag clicked\nset size to (Infinity) %\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
Play on https://forkphorus.github.io/#407397897 for no lag\n\nInstructions\n -Use WASD to move\n -Use arrow keys to turn\n -Use space to jump\n -Hold space to jump higher\n -Z to skip\n -R to retry
The Ruby || A Platformer
@Stage\n\nwhen flag clicked\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (backdrop1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Cube\n\nwhen flag clicked\ngo to [back v] layer\nwait (2) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nswitch costume to (forwards v)\nset size to (75) %\nforever\n if <touching (spikes v)?> then\n go to x: (-217) y: (-60)\n change [deaths: v] by (1)\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [13]\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 (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 <key (w v) pressed?>> and <touching (ground v)?>> then\n set [y v] to [13]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (-60)\n broadcast (NEXT LEVEL v)\n end\n if <touching (trampoline v)?> then\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nchange [☁ views! v] by (1)\ngo to x: (-217) y: (-60)\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <key (s v) pressed?> then\n go to x: (-217) y: (-60)\n broadcast (NEXT LEVEL v)\n wait (0.5) seconds\n end\nend\n\n@ground\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\ngo [backward v] (3) layers\nforever\n set x to (0)\n set y to (0)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nforever\n set x to (0)\n set y to (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\n\n@Writing\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\ngo [backward v] (2) layers\nforever\n set x to (0)\n set y to (0)\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n
PLEASE READ ALL OF THIS BEFORE YOU PLAY!\n\n♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡\nBackstory:\nYou are a little cube, and you are on a quest to find a ruby. The ruby was originally supposed to be in the queen's crown to help keep the kingdom in order, but one day, some robbers picked out all of the gems and hid them in different places. The ruby is in the 'Cave Of The Gems'. If you see a red glow in the game, that means that you are approaching the ruby. \n\n♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡\nInfo On The Sequel:\nI am working on the other platformers in the series but I will only share it if people request it. There are going to be 11 platformers in this series, because 10 of them are going to be about finding all the gems, and the last one is going to be finding the blacksmith.\n\n♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡\nRules:\nDon't touch spikes or the level will restart, and the springs are bouncy and will help you jump higher! press 's' to skip a level!\n\n♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡\nComments:\nAny advertising will be reported and deleted when I see it, and if you ask me for feedback on a game, put a link. I will see the game and give you feedback, but I will also delete that link later, ok? I am only deleting these comments because I have another account and there have been a few incidents where people have been advertising. Please give me feedback if you have any, and if I use it, I will give you credit! Please do not put any hate, as I have worked very hard to make this game fun and long!\n\n♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡\nRemixing:\nIf you wish to remix, please do not advertise it here. You have to change something big, like all of the levels. This is just because as you already know, I have another account, and someone remixed one of my games and hardly changed anything, just removed one sprite and changed some colours, and then they didn't credit me properly and let someone think that they did everything.\n\n♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡\nFollowers, Loves, And Faves:\nIf not many people have asked for a sequel but you want one, then please love and fave this game! I am not doing f4f at the moment, but I might later on.\n\n♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡\nExtra Game Things:\nThe cave doesn't have stones everywhere in the ground because, as you know, it is called the 'Cave Of The Gems' and the robbers tried to disguise the cave by removing all the gems and stones.\n\n♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡\nNot So Secret Stuff:\nThe gem was made by me and also this game has 20 levels. I worked really hard on this so a heart and star would be appreciated!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡♡\nSecret stuff:\nIf you want me to make another platformer series when I am done with this one, just say on my profile!
Ⴆⅈѻₘ巳 2 | Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(level) = [11]>\nswitch backdrop to (backdrop3 v)\nwait until <(level) = [23]>\nswitch backdrop to (backdrop1 v)\nwait until <(level) = [34]>\nswitch backdrop to (backdrop2 v)\nwait until <(level) = [44]>\nswitch backdrop to (backdrop4 v)\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nset size to (150) %\nswitch costume to (overworld v)\nshow\ngo to x: (-225) y: (-55)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n go to [front v] layer\n if <<(y position) < [-175]> or <touching (stones v)?>> then\n go to x: (-225) y: (-55)\n start sound [Drum Boing v]\n set [x move v] to [0]\n set [y move v] to [0]\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x move v] by (-1)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x move v] by (1)\n point in direction (90)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (water v)?>> then\n change [y move v] by (3.5)\n end\nend\n\nwhen I receive [go v]\nshow\n\nwhen I receive [go v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-55)\n broadcast (next level v)\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (damage v)?> then\n go to x: (-225) y: (-70)\n end\nend\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [go v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (1)\n if <touching (real platformer v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [go v]\nforever\n change y by (-3)\n if <touching (real platformer v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y move v] to [7]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (-1)\n if <not <touching (real platformer v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y move)\n if <touching (real platformer v)?> then\n change y by (-2)\n if <touching (real platformer v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [death v]\ngo to x: (-225) y: (-70)\n\nwhen flag clicked\nforever\n set [playerx v] to (x position)\nend\n\nwhen I receive [go v]\nforever\n if <touching (jump strum v)?> then\n wait (.009) seconds\n set [y move v] to [10]\n end\nend\n\nwhen I receive [go v]\nforever\n if <touching (water v)?> then\n repeat until <<not <touching (water v)?>> or <touching (real platformer v)?>>\n set [y move v] to [-1.2]\n end\n end\nend\n\nwhen I receive [restart level v]\ngo to x: (-225) y: (-55)\nset [x move v] to [0]\nset [y move v] to [0]\n\nwhen I receive [next level v]\ngo to x: (-225) y: (-55)\nset [x move v] to [0]\nset [y move v] to [0]\n\n@real platformer \n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [go v]\nshow\n\nwhen I receive [next level v]\nnext costume\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\n@deco\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [go v]\nshow\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\nshow\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@outer\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [go v]\nshow\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@water\n\nwhen flag clicked\nset [ghost v] effect to (40)\n\nwhen flag clicked\nswitch costume to (1 v)\nwait until <(level) > [39]>\nrepeat until <(level) > [44]>\n switch costume to (level)\nend\nswitch costume to (45 v)\nset [ghost v] effect to (99)\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (13) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\nset size to (pick random (90) to (110)) %\nset [ghost v] effect to (pick random (20) to (40))\nset y to (pick random (100) to (185))\nset x to (301)\nshow\nrepeat until <<(x position) < [-290]> or <(x position) = [-290]>>\n change x by (-1)\nend\ndelete this clone\n\nwhen I receive [the end :\) v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nforever\n if <<[10] < (level)> and <(level) < [23]>> then\n go to [back v] layer\n delete this clone\n end\nend\n\n@outro\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (capture2 v)\n show\n go to x: (-240) y: (0)\n set size to (10) %\n repeat (2)\n change x by (3)\n change size by (2)\n end\n repeat (3)\n change x by (7)\n change size by (4)\n end\n repeat (4)\n change x by (10)\n change size by (6)\n end\n repeat (4)\n change x by (10)\n change size by (6)\n end\n repeat (3)\n change x by (7)\n change size by (4)\n end\n repeat (3)\n change x by (3)\n change size by (2)\n end\n repeat (3)\n change x by (2)\n change size by (2)\n end\n repeat (3)\n change x by (1)\n change size by (1)\n end\n wait (1) seconds\n forever\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\n end\nelse\n if <(id) = [2]> then\n switch costume to (costume2 \(1\)2 v)\n show\n go to x: (240) y: (0)\n set size to (10) %\n repeat (2)\n change x by (-3)\n change size by (2)\n end\n repeat (3)\n change x by (-7)\n change size by (4)\n end\n repeat (4)\n change x by (-10)\n change size by (6)\n end\n repeat (4)\n change x by (-10)\n change size by (6)\n end\n repeat (3)\n change x by (-7)\n change size by (4)\n end\n repeat (3)\n change x by (-3)\n change size by (2)\n end\n repeat (3)\n change x by (-2)\n change size by (2)\n end\n repeat (3)\n change x by (-1)\n change size by (1)\n end\n wait (1) seconds\n forever\n repeat (20)\n change size by (1)\n end\n repeat (20)\n change size by (-1)\n end\n end\n end\nend\n\nwhen I receive [the end :\) v]\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nwait (1) seconds\nwait until <[50] < (level)>\nbroadcast (THE END :\) v)\n\n@Intro\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (capture2 v)\n show\n go to x: (-240) y: (0)\n set size to (10) %\n repeat (2)\n change x by (3)\n change size by (2)\n end\n repeat (3)\n change x by (7)\n change size by (4)\n end\n repeat (4)\n change x by (10)\n change size by (6)\n end\n repeat (4)\n change x by (10)\n change size by (6)\n end\n repeat (3)\n change x by (7)\n change size by (4)\n end\n repeat (3)\n change x by (3)\n change size by (2)\n end\n repeat (3)\n change x by (2)\n change size by (2)\n end\n repeat (3)\n change x by (1)\n change size by (1)\n end\n wait (1) seconds\n repeat (2)\n change size by (-2)\n end\n repeat (3)\n change size by (-4)\n end\n repeat (4)\n change size by (-6)\n end\n repeat (5)\n change size by (-10)\n end\n delete this clone\nelse\n if <(id) = [2]> then\n switch costume to (costume2 \(1\)2 v)\n show\n go to x: (240) y: (0)\n set size to (10) %\n repeat (2)\n change x by (-3)\n change size by (2)\n end\n repeat (3)\n change x by (-7)\n change size by (4)\n end\n repeat (4)\n change x by (-10)\n change size by (6)\n end\n repeat (4)\n change x by (-10)\n change size by (6)\n end\n repeat (3)\n change x by (-7)\n change size by (4)\n end\n repeat (3)\n change x by (-3)\n change size by (2)\n end\n repeat (3)\n change x by (-2)\n change size by (2)\n end\n repeat (3)\n change x by (-1)\n change size by (1)\n end\n wait (1) seconds\n repeat (2)\n change size by (-2)\n end\n repeat (3)\n change size by (-4)\n end\n repeat (4)\n change size by (-6)\n end\n repeat (5)\n change size by (-10)\n end\n broadcast (go v)\n delete this clone\n end\nend\n\nwhen I receive [creds v]\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to [2]\ncreate clone of (_myself_ v)\n\n@loves, favs\n\nwhen I receive [the end :\) v]\nhide\nforever\n wait (.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (pick random (1) to (2))\nset size to (0) %\ngo to (random position v)\npoint in direction (pick random (-180) to (180))\nset [ghost v] effect to (50)\nrepeat (20)\n change size by (2)\nend\nwait (2) seconds\nrepeat (15)\n change size by (-2)\nend\ndelete this clone\n\n@damage\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@bubblegum drops\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\ngo to x: (gumx) y: (gumy)\nrepeat until <touching (real platformer v)?>\n change y by (-5)\nend\nrepeat (3)\n change y by (5)\nend\nrepeat (2)\n change y by (4)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (1)\n change y by (2)\nend\nrepeat (1)\n change y by (1)\nend\nrepeat (1)\n change y by (-1)\nend\nrepeat (1)\n change y by (-2)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (2)\n change y by (-4)\nend\nrepeat (3)\n change y by (-5)\nend\nrepeat (2)\n change y by (4)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (1)\n change y by (2)\nend\nrepeat (1)\n change y by (1)\nend\nrepeat (1)\n change y by (-1)\nend\nrepeat (1)\n change y by (-2)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (2)\n change y by (-4)\nend\nrepeat (2)\n change y by (3)\nend\nrepeat (1)\n change y by (2)\nend\nrepeat (1)\n change y by (1)\nend\nrepeat (1)\n change y by (-1)\nend\nrepeat (1)\n change y by (-2)\nend\nrepeat (2)\n change y by (-3)\nend\nrepeat (1)\n change y by (2)\nend\nrepeat (1)\n change y by (1)\nend\nrepeat (1)\n change y by (-1)\nend\nrepeat (1)\n change y by (-2)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (death v)\n end\nend\n\nwhen I start as a clone\nforever\n if <(gumx) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <not <(gumx) = [0]>> then\n wait (.5) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [26]> then\n set [gumx v] to [-1]\n set [gumy v] to [-82]\n else\n if <(level) = [27]> then\n set [gumx v] to [-1]\n set [gumy v] to [-82]\n else\n if <(level) = [28]> then\n set [gumx v] to [104]\n set [gumy v] to [-83]\n else\n if <(level) = [29]> then\n set [gumx v] to [-1]\n set [gumy v] to [-83]\n else\n if <(level) = [30]> then\n set [gumx v] to [-1]\n set [gumy v] to [-83]\n else\n if <(level) = [31]> then\n set [gumx v] to [142]\n set [gumy v] to [-83]\n else\n if <(level) = [32]> then\n set [gumx v] to [31]\n set [gumy v] to [28]\n else\n if <(level) = [33]> then\n set [gumx v] to [73]\n set [gumy v] to [56]\n else\n set [gumx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\n@menu icons\n\nwhen flag clicked\nhide\ngo to x: (-200) y: (150)\n\nwhen I receive [go v]\nshow\nswitch costume to (costume2 v)\nset size to (90) %\ncreate clone of (_myself_ v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (restart level v)\n wait (1) seconds\n end\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\nset size to (90) %\nset y to (90)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (3))\n set [ghost v] effect to (20)\n if <mouse down?> then\n broadcast (next level v)\n wait (1) seconds\n end\n else\n set [ghost v] effect to (0)\n change size by (((100) - (size)) / (3))\n end\nend\n\nwhen I receive [end v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@chains\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(playerx) < (x position)> then\n right\n else\n left\n end\n end\nend\n\ndefine right\nrepeat (1)\n turn left (4) degrees\nend\nrepeat (2)\n turn left (3) degrees\nend\nrepeat (3)\n turn left (2) degrees\nend\nrepeat (5)\n turn left (1) degrees\nend\nrepeat (5)\n turn left (.5) degrees\nend\nrepeat (5)\n turn left (-.5) degrees\nend\nrepeat (5)\n turn left (-1) degrees\nend\nrepeat (3)\n turn left (-2) degrees\nend\nrepeat (2)\n turn left (-2) degrees\nend\nrepeat (1)\n turn left (-2) degrees\nend\nrepeat (1)\n turn left (-2) degrees\nend\nrepeat (2)\n turn left (-1.5) degrees\nend\nrepeat (3)\n turn left (-1) degrees\nend\nrepeat (5)\n turn left (-.5) degrees\nend\nrepeat (5)\n turn left (-.25) degrees\nend\nrepeat (5)\n turn left (.25) degrees\nend\nrepeat (5)\n turn left (.5) degrees\nend\nrepeat (4)\n turn left (1) degrees\nend\n\ndefine left\nrepeat (1)\n turn left (-4) degrees\nend\nrepeat (2)\n turn left (-3) degrees\nend\nrepeat (3)\n turn left (-2) degrees\nend\nrepeat (5)\n turn left (-1) degrees\nend\nrepeat (5)\n turn left (-.5) degrees\nend\nrepeat (5)\n turn left (.5) degrees\nend\nrepeat (5)\n turn left (1) degrees\nend\nrepeat (3)\n turn left (2) degrees\nend\nrepeat (2)\n turn left (2) degrees\nend\nrepeat (1)\n turn left (2) degrees\nend\nrepeat (1)\n turn left (2) degrees\nend\nrepeat (2)\n turn left (1.5) degrees\nend\nrepeat (3)\n turn left (1) degrees\nend\nrepeat (5)\n turn left (.5) degrees\nend\nrepeat (5)\n turn left (.25) degrees\nend\nrepeat (5)\n turn left (-.25) degrees\nend\nrepeat (5)\n turn left (-.5) degrees\nend\nrepeat (4)\n turn left (-1) degrees\nend\n\nwhen flag clicked\nforever\n if <[11] > (level)> then\n hide\n else\n if <(level) = [11]> then\n switch costume to (2 v)\n show\n go to x: (18) y: (128)\n else\n if <(level) = [12]> then\n switch costume to (3 v)\n show\n go to x: (-96) y: (129)\n else\n if <(level) = [13]> then\n switch costume to (3 v)\n show\n go to x: (-63) y: (98)\n else\n if <(level) = [14]> then\n switch costume to (3 v)\n show\n go to x: (90) y: (98)\n else\n if <(level) = [15]> then\n switch costume to (1 v)\n show\n go to x: (164) y: (99)\n else\n if <(level) = [16]> then\n switch costume to (1 v)\n show\n go to x: (-154) y: (100)\n else\n if <(level) = [17]> then\n switch costume to (3 v)\n show\n go to x: (4) y: (-3)\n else\n if <(level) = [18]> then\n switch costume to (1 v)\n show\n go to x: (3) y: (99)\n else\n if <(level) = [19]> then\n switch costume to (1 v)\n show\n go to x: (-23) y: (99)\n else\n if <(level) = [20]> then\n switch costume to (1 v)\n show\n go to x: (177) y: (100)\n else\n if <(level) = [21]> then\n switch costume to (1 v)\n show\n go to x: (-187) y: (99)\n else\n if <(level) = [22]> then\n switch costume to (3 v)\n show\n go to x: (3) y: (98)\n else\n if <(level) = [23]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@mist/water tint\n\nwhen flag clicked\nforever\n broadcast (front trigger v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-83)\nset [level v] to [1]\nhide\nwait until <(level) > [33]>\nswitch costume to (costume1 v)\nshow\nwait until <(level) > [44]>\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [front trigger v]\ngo to [front v] layer\n\n@jump strum\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n switch costume to (costume1 v)\n repeat (3)\n switch costume to ((costume [number v]) + (4))\n end\n repeat (3)\n switch costume to ((costume [number v]) - (4))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[36] > (level)> then\n hide\n else\n if <(level) = [36]> then\n go to x: (-135) y: (28)\n show\n else\n if <(level) = [37]> then\n hide\n else\n if <(level) = [38]> then\n go to x: (-135) y: (-83)\n show\n else\n if <(level) = [39]> then\n go to x: (-135) y: (-83)\n show\n else\n if <(level) = [40]> then\n hide\n else\n if <(level) = [41]> then\n go to x: (50) y: (-83)\n show\n else\n if <(level) = [42]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@water tint\n\nwhen flag clicked\nforever\n broadcast (front trigger v)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-83)\nset [level v] to [1]\nhide\nwait until <(level) > [39]>\nshow\nswitch costume to (40 v)\nwait until <(level) > [40]>\nswitch costume to (41 v)\nwait until <(level) > [41]>\nswitch costume to (42 v)\nwait until <(level) > [42]>\nswitch costume to (43 v)\nwait until <(level) > [43]>\nswitch costume to (44 v)\nwait until <(level) > [44]>\nswitch costume to (water v)\nhide\n\n@thumbnail\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (.01)\nclear graphic effects\ngo to [front v] layer\nshow\n\nwhen flag clicked\nclear graphic effects\nset [brightness v] effect to (-100)\nshow\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (3) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (creds v)\n\n@music\n\nwhen flag clicked\nforever\n play sound [Fauna v] until done\n play sound [Flora v] until done\nend\n\n@Effect\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nset [ghost v] effect to (pick random (45) to (90))\nset size to (pick random (40) to (70)) %\ngo to x: (240) y: (pick random (180) to (-180))\nglide (pick random (1.0) to (3.0)) secs to x: (-240) y: (pick random (180) to (-180))\ndelete this clone\n\nwhen I receive [go v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nforever\n if <key (p v) pressed?> then\n hide\n delete this clone\n end\nend\n\n
How to play: To move use WASD or arrow keys, for mobile click and drag the screen. Don't touch the bubble gum dropping from the bubble gum dispenser, metal spikes, and green mushrooms. \n\nfacts:\n-There are 51 levels that you can play\n-This game took 5 months to create!\n-The game has 5 biomes \n-There are cool moving objects now!\n-The sun looks like an omelette\n\n@iamapugs68 version!! https://scratch.mit.edu/projects/407712088/\n\ncredit train! Toot Too\nBig thanks to @iamapug68 this pug is one of the best designers on scratch.\nBig thanks to @Thepugmen for making the code and levels \n\nMy studio:\nhttps://scratch.mit.edu/studios/5214316/\n\n#Tags:\n-------------------------------------------------------------------------\n#Fun #Great #Platfomer #cool #Thepugmen #iamapug68 #New #4 #50levels #Long #play #Biome #Biome2 #5months #Amazing #Love #Follow #Now #Yes #No #pug #pugz #Happy #Music #art #Game #collab #LongCollab #2PartGame
Character || A Collaborative Platformer
@Stage\n\n@Hache\n\nwhen flag clicked\nhide\ngo to x: (-260) y: (-50)\nwait (1) seconds\nshow\nglide (0.15) secs to x: (45) y: (-50)\nbroadcast (Intro v)\n\nwhen flag clicked\nclear graphic effects\nswitch costume to (costume2 v)\npoint in direction (30)\nset size to (150) %\nwait (1) seconds\nrepeat (5)\n turn right (15) degrees\nend\n\nwhen I receive [intro v]\nplay sound [Explosion2 v] until done\n\nwhen I receive [intro v]\nchange x by (4)\nwait (0) seconds\nchange x by (-4)\nwait (0) seconds\nchange x by (2)\nwait (0) seconds\nchange x by (-2)\nwait (0) seconds\nchange x by (1)\nwait (0) seconds\nchange x by (-1)\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nnext costume\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nwait (0.5) seconds\nbroadcast (Cinématique v)\n\n@Mur\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\nset size to (150) %\n\nwhen I receive [intro v]\npoint in direction (90)\ngo to x: (100) y: (0)\nswitch costume to (costume3 v)\n\nwhen I receive [intro v]\nchange x by (4)\nwait (0) seconds\nchange x by (-4)\nwait (0) seconds\nchange x by (2)\nwait (0) seconds\nchange x by (-2)\nwait (0) seconds\nchange x by (1)\nwait (0) seconds\nchange x by (-1)\n\nwhen I receive [intro v]\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@TEL CINEMATIQUE\n\nwhen flag clicked\nhide\nset size to (120) %\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n start sound [Glass Breaking v]\n wait (1) seconds\n end\n if <(costume [number v]) = [28]> then\n start sound [Jump v]\n wait (1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [cinématique v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nwait (1.5) seconds\nstart sound [High Whoosh v]\nswitch costume to (2 v)\nwait (1.5) seconds\nrepeat (10)\n next costume\n start sound [Mouse Click - Sound Effect \(HD\) v]\n wait (0.2) seconds\nend\nwait (0.5) seconds\nrepeat (28)\n next costume\n wait (0.07) seconds\nend\nwait (1) seconds\nhide\nbroadcast (Début jeu v)\n\n@PERSO\n\nwhen flag clicked\nhide\nswitch costume to (repos v)\ngo to x: (-210) y: (-90)\nset rotation style [left-right v]\n\ndefine Touch Ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (niveaux 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 (niveaux v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\nif <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\nelse\n change [frame v] by ((speed) / (8))\nend\n\nwhen I receive [début jeu v]\nshow\nset [speed y v] to [0]\nset [falling? v] to [10]\nforever\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n change [speed y v] by (-1.3)\n set [speed x v] to ((speed x) * (0.8))\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1)\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) > (y position)>>> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [Jump v]\n set [speed y v] to [14]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n else\n set [jump key v] to [0]\n end\n if <<(y position) < [-175]> or <<<<<touching (ennemi v)?> or <touching (poisson v)?>> or <touching (lave et pics v)?>> or <touching (boss v)?>> or <touching (attaque boss v)?>>> then\n start sound [Crunch v]\n if <(Vie boss) > [0]> then\n set [vie boss v] to [232]\n end\n switch costume to (mort v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n clear graphic effects\n if <([costume # v] of [niveaux v]) = [16]> then\n set y to (-20)\n else\n go to x: (-220) y: (-20)\n end\n set [speed y v] to [0]\n broadcast (Reset v)\n end\n if <[220] < (x position)> then\n if <not <([costume # v] of [niveaux v]) = [16]>> then\n if <([costume # v] of [niveaux v]) = [15]> then\n go to x: (-190) y: (-20)\n else\n go to x: (-220) y: (-20)\n end\n set [speed y v] to [0]\n change [ma variable v] by (1)\n broadcast (Next Level v)\n end\n end\n if <touching color (#12ff00)?> then\n set [speed y v] to [22]\n end\nend\n\nwhen I receive [début jeu v]\nforever\n if <<(y position) < [-175]> or <<<<<touching (ennemi v)?> or <touching (poisson v)?>> or <touching (lave et pics v)?>> or <touching (boss v)?>> or <touching (attaque boss v)?>>> then\n wait (0.1) seconds\n else\n if <<<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> and <(speed y) = [-1.3]>> then\n if <(costume [number v]) = [5]> then\n switch costume to (marche 2 v)\n wait (0.05) seconds\n else\n switch costume to (marche 1 v)\n wait (0.05) seconds\n end\n else\n if <(speed y) > [0]> then\n switch costume to (saut \(costume nécessaire?\) v)\n else\n switch costume to (repos v)\n end\n end\n end\nend\n\nbroadcast (Début jeu v)\n\nwhen I receive [début jeu v]\nforever\n if <touching color (#0073ff)?> then\n change [speed x v] by (1.5)\n end\nend\n\n@NIVEAUX\n\nwhen flag clicked\nswitch costume to (niveau 1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [début jeu v]\nshow\nforever\n play sound [Dry Out v] until done\nend\n\n@LAVE ET PICS\n\nwhen flag clicked\nswitch costume to (niveau 1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [début jeu v]\nshow\n\n@ENNEMI\n\nwhen flag clicked\nhide\n\nwhen I receive [début jeu v]\nforever\n if <([costume # v] of [niveaux v]) = [6]> then\n switch costume to (vivant v)\n show\n else\n hide\n end\nend\n\nwhen I receive [début jeu v]\ngo to x: (115) y: (122)\nforever\n set size to (75) %\n repeat (30)\n change x by (2.5)\n end\n repeat (30)\n change x by (-2.5)\n end\nend\n\n@BOSS\n\nwhen flag clicked\nhide\nwait (11) seconds\nwait until <([costume # v] of [niveaux v]) = [16]>\nshow\nset [vie boss v] to [232]\nrepeat until <(Vie boss) < [1]>\n switch costume to (normal v)\n go to x: (120) y: (200)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n glide (3) secs to x: (120) y: (-80)\n switch costume to (normal v)\n if <(Vie boss) > [0]> then\n broadcast (Tir v)\n end\n wait (11) seconds\n switch costume to (préparation tir v)\n wait (1) seconds\n switch costume to ( en tir v)\n create clone of (_myself_ v)\n wait (1) seconds\n switch costume to (normal v)\n wait (0.5) seconds\n glide (3) secs to x: (120) y: (200)\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-120) y: (200)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n glide (2.5) secs to x: (-120) y: (-80)\n switch costume to (normal v)\n if <(Vie boss) > [0]> then\n broadcast (Tir v)\n end\n wait (11) seconds\n switch costume to (préparation tir v)\n wait (2) seconds\n switch costume to ( en tir v)\n create clone of (_myself_ v)\n wait (1) seconds\n switch costume to (normal v)\n wait (0.5) seconds\n glide (2.5) secs to x: (-120) y: (200)\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nstop [this script v]\n\nwhen flag clicked\nset [vie boss v] to [232]\nwait until <(Vie boss) < [1]>\nbroadcast (Décès Boss v)\nhide\n\nwhen I start as a clone\nset rotation style [left-right v]\nchange y by (-25)\npoint towards (perso v)\nif <(Vie boss) > [0]> then\n switch costume to (tir v)\n show\n wait (0.5) seconds\nend\ndelete this clone\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n point towards (perso v)\nend\n\nwhen I receive [début jeu v]\nforever\n if <touching (tir du perso v)?> then\n change [vie boss v] by (-1.6)\n set [brightness v] effect to (40)\n wait (0.2) seconds\n else\n set [brightness v] effect to (0)\n end\nend\n\n@TIR DU PERSO\n\nwhen flag clicked\nhide\n\nwhen I receive [gun v]\nforever\n if <key (space v) pressed?> then\n create clone of (_myself_ v)\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (tir v)\ngo to (perso v)\npoint in direction ([direction v] of [perso v])\nrepeat until <<<touching (niveaux v)?> or <touching (boss v)?>> or <touching (_edge_ v)?>>\n move (16) steps\nend\nif <touching (boss v)?> then\n change [vie boss v] by (-1)\nend\nswitch costume to (détruit v)\nwait (0) seconds\ndelete this clone\n\n@POISSON\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [niveaux v]) = [5]> then\n set size to (75) %\n show\n else\n if <([costume # v] of [niveaux v]) = [6]> then\n set size to (75) %\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (rien v)\nforever\n switch costume to (haut v)\n wait (0.05) seconds\n switch costume to (haut2 v)\n set y to (-125)\n change y by (37)\n wait (0.05) seconds\n change y by (30)\n wait (0.05) seconds\n change y by (35)\n wait (0.05) seconds\n change y by (20)\n wait (0.05) seconds\n change y by (16)\n wait (0.05) seconds\n change y by (12)\n wait (0.05) seconds\n change y by (8)\n wait (0.05) seconds\n change y by (4)\n wait (0.05) seconds\n change y by (2)\n wait (0.05) seconds\n change y by (1)\n wait (0.05) seconds\n change y by (0)\n wait (0.05) seconds\n switch costume to (bas2 v)\n change y by (0)\n wait (0.05) seconds\n change y by (-1)\n wait (0.05) seconds\n change y by (-2)\n wait (0.05) seconds\n change y by (-4)\n wait (0.05) seconds\n change y by (-8)\n wait (0.05) seconds\n change y by (-12)\n wait (0.05) seconds\n change y by (-16)\n wait (0.05) seconds\n change y by (-20)\n wait (0.05) seconds\n change y by (-25)\n wait (0.05) seconds\n change y by (-30)\n wait (0.05) seconds\n change y by (-37)\n switch costume to (bas v)\n wait (0.05) seconds\n switch costume to (rien v)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [niveaux v]) = [5]> then\n set x to (-130)\n else\n set x to (-150)\n end\nend\n\n@PISTOLET\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to x: (-10) y: (-95)\nwait until <([costume # v] of [niveaux v]) = [15]>\nshow\nwait until <touching (perso v)?>\nbroadcast (Gun v)\nrepeat (20)\n change y by (2)\n change [brightness v] effect by (3)\n change [ghost v] effect by (5)\nend\n\n@NIVEAUX DECORATION\n\nwhen flag clicked\nswitch costume to (niveau 1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [début jeu v]\nshow\n\n@ANIMATION DECES BOSS\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [décès boss v]\nstart sound [boom v]\npoint in direction (0)\nrepeat (5)\n create clone of (_myself_ v)\n turn right (60) degrees\nend\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to (boss v)\nrepeat (10)\n move (10) steps\n change [ghost v] effect by (10)\n wait (0) seconds\nend\ndelete this clone\n\nwhen I receive [décès boss v]\nwait (1) seconds\nbroadcast (Image de fin v)\n\n@ATTAQUE BOSS\n\nwhen flag clicked\nhide\n\nwhen I receive [tir v]\nrepeat (11)\n if <(Vie boss) > [0]> then\n create clone of (_myself_ v)\n wait (0.8) seconds\n end\nend\n\nwhen I start as a clone\nif <(Vie boss) > [0]> then\n show\n go to (boss v)\n point towards (perso v)\n repeat until <<touching (_edge_ v)?> or <<touching (niveaux v)?> or <touching (perso v)?>>>\n move (6) steps\n end\nend\ndelete this clone\n\n@BARRE DE VIE (CADRE)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-180)\nwait until <([costume # v] of [niveaux v]) = [15]>\nshow\nrepeat (10)\n go to [front v] layer\nend\n\n@BARRE DE VIE (BARRE)\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (0) y: (-180)\nwait until <([costume # v] of [niveaux v]) = [15]>\nshow\nrepeat until <(Vie boss) < [1]>\n set x to (((Vie boss) * (2)) - (215))\nend\nhide\n\n@MINIATURE\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [image de fin v]\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n wait (0) seconds\nend\ngo to [front v] layer\nstop [all v]\n\n
Hey ! \nJuste finish this game !\nAnd follow :\n@Charlesmagnus\n@Matji
Desert -A Platformer- (collab)
@Stage\n\n@Player\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(x position) > [210]> then\n broadcast (NEXT LEVEL v)\n go to x: (-219) y: (2)\n set [movement x v] to [0]\n set [movement y v] to [0]\n end\nend\n\nwhen I start as a clone\nswitch costume to (fade effect v)\nchange [brightness v] effect by (25)\nset [ghost v] effect to (50)\nrepeat (10)\n change [ghost v] effect by (4)\n change size by (-10)\nend\ndelete this clone\n\ndefine reset\nset rotation style [left-right v]\nclear graphic effects\ngo to x: (-210) 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 I receive [next level v]\nset [change? v] to [1]\nreset\nset [change? v] to [0]\n\ndefine Spin off screen\nset rotation style [all around v]\nrepeat (10)\n turn left (36) degrees\n change size by (-10)\nend\nset [dead? v] to [1]\nchange [player death v] by (1)\nreset\n\nwhen flag clicked\nset [level v] to [1]\nset [dead? v] to [0]\nset rotation style [left-right v]\nset size to (90) %\nset [ghost v] effect to (0)\nforever\n if <touching (cactus v)?> then\n Spin off screen\n wait (.01) seconds\n end\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 (.8)\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)>>> and <(dead?) = [0]>> then\n change [x v v] by (-.8)\n point in direction (-90)\n end\n set [x v v] to ((X v) * (0.9))\n change x by (X v)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by (2)\n if <touching (level v)?> then\n change y by <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <((mouse y) - (y position)) > [50]>> and <touching (level v)?>>>\n if <touching (level v)?> then\n change y by (2)\n if <touching (level 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 (level 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 (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 set [y v v] to [14]\n end\n end\n change y by (1)\n if <<<<<touching (killer wheel v)?> or <touching (spikes v)?>> or <touching (big killer wheel v)?>> or <touching (lightning v)?>> and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (sprite2 v)?> then\n set [y v v] to [18]\n end\n create clone of (_myself_ v)\nend\n\nwhen I receive [death' v]\nSpin off screen\n\nwhen flag clicked\nset [change? v] to [0]\nforever\n if <(x position) > [210]> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen I receive [restart v]\nreset\n\nwhen flag clicked\nforever\n show\nend\n\nwhen flag clicked\nreset\n\nwhen I receive [blinking player v]\nswitch costume to (blink1 v)\nwait (0.02) seconds\nswitch costume to (blink2 v)\nwait (0.02) seconds\nswitch costume to (blink3 v)\nwait (0.02) seconds\nswitch costume to (blink4 v)\nwait (0.02) seconds\nswitch costume to (blink5 v)\nwait (0.02) seconds\nswitch costume to (blink6 v)\nwait (0.02) seconds\nswitch costume to (blink7 v)\nwait (0.02) seconds\nswitch costume to (blink8 v)\nwait (0.02) seconds\nswitch costume to (blink9 v)\nwait (0.02) seconds\nswitch costume to (blink10 v)\nwait (0.02) seconds\nswitch costume to (blink11 v)\nwait (0.02) seconds\nswitch costume to (blink12 v)\nwait (0.02) seconds\nswitch costume to (blink13 v)\nwait (0.02) seconds\nswitch costume to (blink14 v)\nwait (0.02) seconds\nswitch costume to (blink15 v)\nwait (0.02) seconds\nswitch costume to (blink16 v)\nwait (0.02) seconds\nswitch costume to (blink17 v)\nwait (0.02) seconds\nswitch costume to (blink18 v)\nwait (0.02) seconds\nswitch costume to (r v)\n\nwhen flag clicked\nforever\n switch costume to (r v)\n wait (pick random (6) to (8)) seconds\n broadcast (Blinking player v)\nend\n\n@Cactus\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [Plugged \(post mastering\) v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n if <touching (player v)?> then\n start sound [Big Boing v]\n repeat (6)\n next costume\n wait (.05) seconds\n end\n end\nend\n\nwhen flag clicked\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: (48) y: (-46)\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 hide\n end\n if <(Level) = [7]> then\n show\n go to x: (180) y: (-46)\n end\n if <(Level) = [8]> then\n hide\n end\n if <(Level) = [9]> then\n hide\n end\n if <(Level) = [10]> then\n hide\n end\n if <(Level) = [11]> then\n set [level v] to [1]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Arrow keys/wad/mobile to move\nAvoid cacti.\nBounce on trampolines.
Work In Progress Platformer
@Stage\n\n@Sprite1\n\nwhen flag clicked\nset [playerx v] to [0]\nset [playery v] to [0]\nset [playerdirection v] to [90]\nset [speedx v] to [0]\nset [speedy v] to [0]\nset [camerax v] to (playerX)\nset [cameray v] to (playerY)\nset [rotationspeed v] to []\nset [constcollisionlength v] to [15]\nset [jumppad? v] to []\nforever\n if <(jumpPad?) = []> then\n if <key (right arrow v) pressed?> then\n if <<(collision?) = [floor]> or <(collision?) = [ramp]>> then\n change [speedx v] by ((1.5) * ([cos v] of ((90) - (playerDirection)) ))\n change [speedy v] by ((1.5) * ([sin v] of ((90) - (playerDirection)) ))\n else\n if <not <(collision?) = [ceiling]>> then\n change [speedx v] by (0.5)\n end\n end\n end\n if <key (left arrow v) pressed?> then\n if <<(collision?) = [floor]> or <(collision?) = [ramp]>> then\n change [speedx v] by ((-1.5) * ([cos v] of ((90) - (playerDirection)) ))\n change [speedy v] by ((-1.5) * ([sin v] of ((90) - (playerDirection)) ))\n else\n if <not <(collision?) = [ceiling]>> then\n change [speedx v] by (-0.5)\n end\n end\n end\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> and <<(collision?) = [floor]> or <(collision?) = [ramp]>>> then\n change [speedx v] by ((-0.5) * ([cos v] of (playerDirection) ))\n change [speedy v] by ((-0.5) * ([sin v] of (playerDirection) ))\n end\n if <<key (up arrow v) pressed?> and <<(collision?) = [floor]> or <(collision?) = [ramp]>>> then\n change [speedx v] by ((20) * ([cos v] of ((180) - (playerDirection)) ))\n change [speedy v] by ((20) * ([sin v] of ((180) - (playerDirection)) ))\n end\n if <<(collision?) = []> or <<<(collision?) = [ramp]> or <<(collisionAngle) > [20]> or <(collisionAngle) < [-20]>>> and <not <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n change [speedy v] by (-1)\n end\n if <<(collision?) = [bounce]> or <(collision?) = [ceiling]>> then\n distanceFormula (collisionPY2) (collisionPY1) (collisionPX1) (collisionPX2)\n if <(collision?) = [bounce]> then\n set [speedx v] to ((1) * ((speedX) - ((2) * ((((speedX) * (((collisionPY2) - (collisionPY1)) / (returnDistance))) + ((speedY) * (((collisionPX1) - (collisionPX2)) / (returnDistance)))) * (((collisionPY2) - (collisionPY1)) / (returnDistance))))))\n else\n set [speedx v] to ((-1) * ((speedX) - ((2) * ((((speedX) * (((collisionPY2) - (collisionPY1)) / (returnDistance))) + ((speedY) * (((collisionPX1) - (collisionPX2)) / (returnDistance)))) * (((collisionPY2) - (collisionPY1)) / (returnDistance))))))\n end\n set [speedy v] to ((-1) * ((speedY) - ((2) * ((((speedX) * (((collisionPY2) - (collisionPY1)) / (returnDistance))) + ((speedY) * (((collisionPX1) - (collisionPX2)) / (returnDistance)))) * (((collisionPX1) - (collisionPX2)) / (returnDistance))))))\n else\n if <<(collision?) = [floor]> or <(collision?) = [ramp]>> then\n if <(((speedX) * ((collisionPY1) - (collisionPY2))) + ((speedY) * ((collisionPX2) - (collisionPX1)))) > [0]> then\n set [drift v] to ((((speedX) * ((collisionPX1) - (collisionPX2))) + ((speedY) * ((collisionPY1) - (collisionPY2)))) / ([sqrt v] of ((((collisionPX2) - (collisionPX1)) * ((collisionPX2) - (collisionPX1))) + (((collisionPY2) - (collisionPY1)) * ((collisionPY2) - (collisionPY1)))) ))\n set [speedx v] to ((drift) * ([cos v] of ((90) - (playerDirection)) ))\n set [speedy v] to ((drift) * ([sin v] of ((90) - (playerDirection)) ))\n end\n end\n end\n set [speedx v] to ((speedX) * (0.96))\n set [speedy v] to ((speedY) * (0.96))\n if <not <(wallCollision?) = []>> then\n set [speedx v] to [0]\n end\n if <(airBorne?) > [3]> then\n if <(rotationSpeed) = []> then\n if <<(collisionAngle) > [-45]> and <(collisionAngle) < [45]>> then\n set [rotationspeed v] to ((collisionAngle) / (9))\n else\n set [rotationspeed v] to (((((speedX) * ([cos v] of ((90) - (playerDirection)) )) + ((speedY) * ([sin v] of ((90) - (playerDirection)) ))) / (((30) * (2)) * (3.1415926535))) * (-360))\n end\n end\n if <(collision?) = [bounce]> then\n set [rotationspeed v] to ((rotationSpeed) * (2))\n end\n if <<(playerDirection) < [80]> or <(playerDirection) > [110]>> then\n set [playerdirection v] to (((((playerDirection) + (rotationSpeed)) + (180)) mod (360)) - (180))\n else\n set [playerdirection v] to [90]\n end\n else\n set [rotationspeed v] to []\n end\n change [playerx v] by (speedX)\n change [playery v] by (speedY)\n correctForCollisions\n set [camerax v] to (playerX)\n set [cameray v] to (playerY)\n touchingJumpPad?\n else\n if <(countJumpPad) > (length of [jumppadheight v])> then\n set [speedy v] to [100]\n set [jumppad? v] to []\n else\n set [playery v] to ((item (jumpPad?) of [jumppady v]) + ((padP2Y) + (item (countJumpPad) of [jumppadheight v])))\n end\n set [camerax v] to (playerX)\n set [cameray v] to (playerY)\n end\n reset timer\nend\n\nset [grav v] to [-5]\n\nset [collision? v] to []\n\ngo to x: ((playerX) - (10)) y: ((playerY) + (26))\n\ngo to x: ((playerX) + (10)) y: ((playerY) - (22))\n\ngo to x: (0) y: (0)\n\ndefine rotatePointAroundPoint p1: (px) (py) r1: (rx) (ry) direction: (direction)\nset [returnrotaterx v] to (((((rx) - (px)) * ([cos v] of (direction) )) - (((ry) - (py)) * ([sin v] of (direction) ))) + (px))\nset [returnrotatery v] to (((((rx) - (px)) * ([sin v] of (direction) )) + (((ry) - (py)) * ([cos v] of (direction) ))) + (py))\n\nadd [-10] to [collisionpointsx v]\nadd [24] to [collisionpointsy v]\n\nset [i v] to [0]\nforever\n\nrotatePointAroundPoint p1: ([x position v] of [sprite2 v]) ([y position v] of [sprite2 v]) r1: ((item (((i) mod (length of [collisionpointsx v])) + (1)) of [collisionpointsx v]) + ([x position v] of [sprite2 v])) ((item (((i) mod (length of [collisionpointsy v])) + (1)) of [collisionpointsy v]) + ([y position v] of [sprite2 v])) direction: ((90) - ([direction v] of [sprite2 v]))\ngo to x: (returnRotateRX) y: (returnRotateRY)\nchange [i v] by (1)\n\ndefine findCollisionLine\nset [icollisionline v] to [0]\nset [jumpthru? v] to [false]\nrotatePointAroundPoint p1: (playerX) (playerY) r1: ((item ((iCollisionLine) + (1)) of [collisionpointsx v]) + (playerX)) ((item ((iCollisionLine) + (1)) of [collisionpointsy v]) + (playerY)) direction: ((90) - (playerDirection))\ngoTo (returnRotateRX) (returnRotateRY)\ntouchingGround?\nif <(returnTouchGround) = [true]> then\n repeat until <<((iCollisionLine) + (1)) > (length of [collisionpointsx v])> or <(returnTouchGround) = [false]>>\n change [icollisionline v] by (1)\n rotatePointAroundPoint p1: (playerX) (playerY) r1: ((item ((iCollisionLine) + (1)) of [collisionpointsx v]) + (playerX)) ((item ((iCollisionLine) + (1)) of [collisionpointsy v]) + (playerY)) direction: ((90) - (playerDirection))\n goTo (returnRotateRX) (returnRotateRY)\n touchingGround?\n end\n if <((iCollisionLine) + (1)) > (length of [collisionpointsx v])> then\n set [collisiontype v] to [2]\n else\n set [collisionp2 v] to (iCollisionLine)\n set [returntouchground v] to []\n set [countcollisionline v] to [0]\n repeat until <(returnTouchGround) = [false]>\n set [icollisionline v] to (((iCollisionLine) - (1)) mod (length of [collisionpointsx v]))\n rotatePointAroundPoint p1: (playerX) (playerY) r1: ((item ((iCollisionLine) + (1)) of [collisionpointsx v]) + (playerX)) ((item ((iCollisionLine) + (1)) of [collisionpointsy v]) + (playerY)) direction: ((90) - (playerDirection))\n goTo (returnRotateRX) (returnRotateRY)\n touchingGround?\n change [countcollisionline v] by (1)\n end\n if <(countCollisionLine) < (constCollisionLength)> then\n set [collisiontype v] to [0]\n else\n set [collisiontype v] to [1]\n set [collisionp1 v] to ((((iCollisionLine) + (1)) mod (length of [collisionpointsx v])) + (1))\n end\n end\nelse\n repeat until <<((iCollisionLine) + (1)) > (length of [collisionpointsx v])> or <(returnTouchGround) = [true]>>\n change [icollisionline v] by (1)\n rotatePointAroundPoint p1: (playerX) (playerY) r1: ((item ((iCollisionLine) + (1)) of [collisionpointsx v]) + (playerX)) ((item ((iCollisionLine) + (1)) of [collisionpointsy v]) + (playerY)) direction: ((90) - (playerDirection))\n goTo (returnRotateRX) (returnRotateRY)\n touchingGround?\n end\n if <((iCollisionLine) + (1)) > (length of [collisionpointsx v])> then\n set [collisiontype v] to [0]\n else\n set [returntouchground v] to []\n set [collisionp1 v] to ((iCollisionLine) + (1))\n set [countcollisionline v] to [0]\n repeat until <(returnTouchGround) = [false]>\n set [icollisionline v] to (((iCollisionLine) + (1)) mod (length of [collisionpointsx v]))\n rotatePointAroundPoint p1: (playerX) (playerY) r1: ((item ((iCollisionLine) + (1)) of [collisionpointsx v]) + (playerX)) ((item ((iCollisionLine) + (1)) of [collisionpointsy v]) + (playerY)) direction: ((90) - (playerDirection))\n goTo (returnRotateRX) (returnRotateRY)\n touchingGround?\n change [countcollisionline v] by (1)\n end\n if <(countCollisionLine) < (constCollisionLength)> then\n set [collisiontype v] to [0]\n else\n set [collisiontype v] to [1]\n set [collisionp2 v] to (iCollisionLine)\n end\n end\nend\n\ndefine touchingGround?\nset [returntouchground v] to <<touching (sprite5 v)?> or <touching (sprite8 v)?>>\nif <touching (sprite8 v)?> then\n set [jumpthru? v] to [true]\nend\n\ndefine goTo (x) (y)\ngo to x: ((x) - (cameraX)) y: ((y) - (cameraY))\n\ngoTo (returnRotateRX) (returnRotateRY)\n\nset [playerdirection v] to [90]\n\ndefine collisionCalculations\nfindCollisionLine\nif <(collisionType) = [1]> then\n rotatePointAroundPoint p1: (playerX) (playerY) r1: ((item (collisionP1) of [collisionpointsx v]) + (playerX)) ((item (collisionP1) of [collisionpointsy v]) + (playerY)) direction: ((90) - (playerDirection))\n set [collisionpx1 v] to (returnRotateRX)\n set [collisionpy1 v] to (returnRotateRY)\n rotatePointAroundPoint p1: (playerX) (playerY) r1: ((item (collisionP2) of [collisionpointsx v]) + (playerX)) ((item (collisionP2) of [collisionpointsy v]) + (playerY)) direction: ((90) - (playerDirection))\n set [collisionpx2 v] to (returnRotateRX)\n set [collisionpy2 v] to (returnRotateRY)\n set [collisionmidx v] to (((collisionPX1) + (collisionPX2)) / (2))\n set [collisionmidy v] to (((collisionPY1) + (collisionPY2)) / (2))\n set [collisionangle v] to ([atan v] of (((collisionPY2) - (collisionPY1)) / ((collisionPX2) - (collisionPX1))) )\n if <(jumpThru?) = [true]> then\n if <<<(speedY) > [0]> or <(collisionPX1) < (collisionPX2)>> or <([abs v] of (collisionAngle) ) > [3]>> then\n set [collisiontype v] to [0]\n end\n end\nend\nfindCollisionWall\n\ndefine correctForCollisions\ncollisionCalculations\nset [wallcollision? v] to (wall?)\nrepeat until <(wall?) = []>\n if <(wall?) = [left]> then\n change [playerx v] by (1)\n end\n if <(wall?) = [right]> then\n change [playerx v] by (-1)\n end\n collisionCalculations\nend\nif <(collisionType) = [0]> then\n change [airborne? v] by (1)\n set [collision? v] to []\nelse\n repeat until <(collisionType) = [0]>\n if <(collisionType) = [2]> then\n change [playery v] by (1)\n else\n if <(collisionPX1) > (collisionPX2)> then\n if <<(airBorne?) > [3]> and <<<(collisionP2) > [241]> or <(collisionP2) < [73]>> and <<(collisionP1) > [241]> or <(collisionP1) < [73]>>>> then\n change [playerx v] by ([cos v] of ((collisionAngle) + (90)) )\n change [playery v] by ([sin v] of ((collisionAngle) + (90)) )\n set [collision? v] to [bounce]\n else\n angleDifference ((90) - (collisionAngle)) (playerDirection)\n if <([abs v] of (returnAngDiff) ) > [3]> then\n rotatePointAroundPoint p1: (collisionMidX) (collisionMidY) r1: (playerX) (playerY) direction: (((90) - (collisionAngle)) - (playerDirection))\n set [playerx v] to (returnRotateRX)\n set [playery v] to (returnRotateRY)\n set [playerdirection v] to ((90) - (collisionAngle))\n end\n change [playerx v] by ([cos v] of ((collisionAngle) + (90)) )\n change [playery v] by ([sin v] of ((collisionAngle) + (90)) )\n set [collision? v] to [floor]\n end\n else\n if <(airBorne?) > [3]> then\n set [collision? v] to [ceiling]\n change [playerx v] by ((-1) * ([cos v] of ((collisionAngle) + (90)) ))\n change [playery v] by ((-1) * ([sin v] of ((collisionAngle) + (90)) ))\n else\n angleDifference ((-90) - (collisionAngle)) (playerDirection)\n if <([abs v] of (returnAngDiff) ) > [3]> then\n rotatePointAroundPoint p1: (collisionMidX) (collisionMidY) r1: (playerX) (playerY) direction: (((-90) - (collisionAngle)) - (playerDirection))\n set [playerx v] to (returnRotateRX)\n set [playery v] to (returnRotateRY)\n set [playerdirection v] to ((-90) - (collisionAngle))\n end\n change [playerx v] by ((-1) * ([cos v] of ((collisionAngle) + (90)) ))\n change [playery v] by ((-1) * ([sin v] of ((collisionAngle) + (90)) ))\n set [collision? v] to [ramp]\n end\n end\n end\n collisionCalculations\n end\n if <<(collision?) = [floor]> or <(collision?) = [ramp]>> then\n repeat until <(collisionType) = [1]>\n if <(collision?) = [ramp]> then\n change [playerx v] by ([cos v] of ((collisionAngle) + (90)) )\n change [playery v] by ([sin v] of ((collisionAngle) + (90)) )\n else\n change [playerx v] by ((-1) * ([cos v] of ((collisionAngle) + (90)) ))\n change [playery v] by ((-1) * ([sin v] of ((collisionAngle) + (90)) ))\n end\n collisionCalculations\n end\n repeat (1)\n if <(collision?) = [ramp]> then\n change [playerx v] by ([cos v] of ((collisionAngle) + (90)) )\n change [playery v] by ([sin v] of ((collisionAngle) + (90)) )\n else\n change [playerx v] by ((-1) * ([cos v] of ((collisionAngle) + (90)) ))\n change [playery v] by ((-1) * ([sin v] of ((collisionAngle) + (90)) ))\n end\n end\n end\n if <<(collision?) = [ceiling]> or <(collision?) = []>> then\n change [airborne? v] by (1)\n else\n set [airborne? v] to [0]\n end\nend\n\nchange [playerx v] by ([cos v] of ((collisionAngle) - (90)) )\nchange [playery v] by ([sin v] of ((collisionAngle) - (90)) )\n\nchange [playerx v] by ((-80) * ([cos v] of ((collisionAngle) + (90)) ))\nchange [playery v] by ((-80) * ([sin v] of ((collisionAngle) + (90)) ))\n\ngoTo ((collisionPX1) + ((10) * ([cos v] of ((collisionAngle) + (90)) ))) ((collisionPY1) + ((10) * ([sin v] of ((collisionAngle) + (90)) )))\ntouchingGround?\n\ndelete all of [collisionpointsx v]\ndelete all of [collisionpointsy v]\nset [i v] to [0]\nrepeat (40)\n add ((-10) + ((0.5) * (i))) to [collisionpointsx v]\n add [26] to [collisionpointsy v]\n change [i v] by (1)\nend\nset [i v] to [0]\nrepeat (96)\n add [10] to [collisionpointsx v]\n add ((26) + ((-0.5) * (i))) to [collisionpointsy v]\n change [i v] by (1)\nend\nset [i v] to [0]\nrepeat (40)\n add ((10) + ((-0.5) * (i))) to [collisionpointsx v]\n add [-22] to [collisionpointsy v]\n change [i v] by (1)\nend\nset [i v] to [0]\nrepeat (96)\n add [-10] to [collisionpointsx v]\n add ((-22) + ((0.5) * (i))) to [collisionpointsy v]\n change [i v] by (1)\nend\n\nset [grav v] to ((grav) * (0.95))\n\ndefine angleDifference (angle1) (angle2)\nset [returnangdiff v] to ((angle1) - (angle2))\nif <(returnAngDiff) < [-180]> then\n change [returnangdiff v] by (360)\nend\nif <(returnAngDiff) > [180]> then\n change [returnangdiff v] by (-360)\nend\n\nset [driftx v] to ((((grav) * ((collisionPY2) - (collisionPY1))) / ((((collisionPX2) - (collisionPX1)) * ((collisionPX2) - (collisionPX1))) + (((collisionPY2) - (collisionPY1)) * ((collisionPY2) - (collisionPY1))))) * ((collisionPX2) - (collisionPX1)))\nset [drifty v] to ((((grav) * ((collisionPY2) - (collisionPY1))) / ((((collisionPX2) - (collisionPX1)) * ((collisionPX2) - (collisionPX1))) + (((collisionPY2) - (collisionPY1)) * ((collisionPY2) - (collisionPY1))))) * ((collisionPY2) - (collisionPY1)))\n\nchange [speedlr v] by (1)\n\nsay [Hello!]\n\nsay []\n\ndefine distanceFormula (x1) (y1) (x2) (y2)\nset [returndistance v] to ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) )\n\ndefine touchingWall?\nset [returntouchwall v] to <touching (sprite4 v)?>\n\ndefine findCollisionWall\nset [icollisionwall v] to [1]\nset [wall? v] to []\ngoTo (playerX) (playerY)\ntouchingWall?\nif <(returnTouchWall) = [true]> then\n if <(speedX) > [0]> then\n set [wall? v] to [right]\n else\n set [wall? v] to [left]\n end\nelse\n repeat (length of [cornerpoints v])\n rotatePointAroundPoint p1: (playerX) (playerY) r1: ((item (item (iCollisionWall) of [cornerpoints v]) of [collisionpointsx v]) + (playerX)) ((item (item (iCollisionWall) of [cornerpoints v]) of [collisionpointsy v]) + (playerY)) direction: ((90) - (playerDirection))\n goTo (returnRotateRX) (returnRotateRY)\n touchingWall?\n if <(returnTouchWall) = [true]> then\n if <(returnRotateRX) > (playerX)> then\n set [wall? v] to [right]\n else\n set [wall? v] to [left]\n end\n end\n change [icollisionwall v] by (1)\n end\nend\n\nif <not <(wall?) = []>> then\nend\n\ndefine touchingJumpPad?\nset [itouchjumppad v] to [1]\nrepeat until <<not <(jumpPad?) = []>> or <(iTouchJumpPad) > (length of [jumppadx v])>>\n set [jtouchjumppad v] to [1]\n repeat until <<not <(jumpPad?) = []>> or <(jTouchJumpPad) > (length of [cornerpoints v])>>\n rotatePointAroundPoint p1: (playerX) (playerY) r1: ((item (item (jTouchJumpPad) of [cornerpoints v]) of [collisionpointsx v]) + (playerX)) ((item (item (jTouchJumpPad) of [cornerpoints v]) of [collisionpointsy v]) + (playerY)) direction: ((90) - (playerDirection))\n if <(returnRotateRY) < (playerY)> then\n if <<(returnRotateRY) > ((item (iTouchJumpPad) of [jumppady v]) + (padP1Y))> and <((returnRotateRY) + (speedY)) < ((item (iTouchJumpPad) of [jumppady v]) + (padP1Y))>> then\n if <<(((((item (iTouchJumpPad) of [jumppady v]) + (padP1Y)) - (returnRotateRY)) / ((speedY) / (speedX))) + (returnRotateRX)) > ((item (iTouchJumpPad) of [jumppadx v]) + (padP1X))> and <(((((item (iTouchJumpPad) of [jumppady v]) + (padP1Y)) - (returnRotateRY)) / ((speedY) / (speedX))) + (returnRotateRX)) < ((item (iTouchJumpPad) of [jumppadx v]) + (padP2X))>> then\n set [speedx v] to [0]\n set [speedy v] to [0]\n set [jumppad? v] to (iTouchJumpPad)\n end\n end\n end\n change [jtouchjumppad v] by (1)\n end\n change [itouchjumppad v] by (1)\nend\n\ngoTo [] []\n\nset [jumppad? v] to []\n\nset [padp2y v] to [-15]\n\nset [speedy v] to [14]\nset [collision? v] to []\n\nset [padp1x v] to [-30]\nset [padp2x v] to [30]\n\nif <<(collision?) = [floor]> and <<<(collisionAngle) > [20]> or <(collisionAngle) < [-20]>> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>> then\n change [speedy v] by (-3)\nelse\nend\n\nwait until <key (space v) pressed?>\n\nset [returntouchjumpthru v] to [0]\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n go to [front v] layer\n go to x: ((playerX) - (cameraX)) y: ((playerY) - (cameraY))\n point in direction (playerDirection)\nend\n\nairBorne?\n\ndefine airBorne?\n\nswitch costume to (costume3 v)\nif <touching (sprite3 v)?> then\n set [airborne? v] to [0]\nelse\n change [airborne? v] by (1)\nend\nswitch costume to (costume2 v)\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to x: ((-50) - (cameraX)) y: ((-50) - (cameraY))\n set size to (200) %\nend\n\n@Sprite4\n\ndefine goTo (x) (y) (size)\nset [tempgoto v] to (costume [number v])\nswitch costume to (costume1 v)\nset size to (99999) %\nswitch costume to (costume2 v)\ngo to x: (x) y: (y)\nswitch costume to (costume1 v)\nset size to (size) %\nswitch costume to (tempGoTo)\n\ngo to x: (0) y: (11)\n\ngoTo ((0) - (cameraX)) ((0) - (cameraY)) [1565]\n\nwhen flag clicked\ninitLevel [1]\n\nadd [630] to [levelonex v]\nadd [-110] to [leveloney v]\nadd (round (((1452.55) / (480)) * (100))) to [levelonesize v]\n\nadd [3] to [levelonecostume v]\n\ndefine initLevel (level)\nif <(level) = [1]> then\n set [countinit v] to [1]\n repeat (length of [levelonex v])\n create clone of (_myself_ v)\n change [countinit v] by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (item (countInit) of [levelonecostume v])\nshow\nforever\n goTo ((item (countInit) of [levelonex v]) - (cameraX)) ((item (countInit) of [leveloney v]) - (cameraY)) (item (countInit) of [levelonesize v])\nend\n\n@Sprite5\n\ndefine goTo (x) (y) (size)\nset [tempgoto v] to (costume [number v])\nswitch costume to (costume1 v)\nset size to (99999) %\nswitch costume to (costume2 v)\ngo to x: (x) y: (y)\nswitch costume to (costume1 v)\nset size to (size) %\nswitch costume to (tempGoTo)\n\ngo to x: (0) y: (11)\n\ngoTo ((0) - (cameraX)) ((0) - (cameraY)) [1565]\n\nwhen flag clicked\ninitLevel [1]\n\nadd [630] to [levelonex v]\nadd [-110] to [leveloney v]\nadd (round (((1452.55) / (480)) * (100))) to [levelonesize v]\n\nadd [3] to [levelonecostume v]\n\ndefine initLevel (level)\nif <(level) = [1]> then\n set [countinit v] to [1]\n repeat (length of [levelonex v])\n create clone of (_myself_ v)\n change [countinit v] by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (item (countInit) of [levelonecostume v])\nshow\nforever\n goTo ((item (countInit) of [levelonex v]) - (cameraX)) ((item (countInit) of [leveloney v]) - (cameraY)) (item (countInit) of [levelonesize v])\nend\n\n@Sprite6\n\nforever\n next costume\nend\n\nwhen flag clicked\ninitLevel [1]\n\ndefine goTo (x) (y)\nset [tempgoto v] to (costume [number v])\nswitch costume to (costume1 v)\nset size to (99999) %\nswitch costume to (costume2 v)\ngo to x: (x) y: (y)\nswitch costume to (costume1 v)\nset size to (100) %\nswitch costume to (tempGoTo)\n\ndefine initLevel (level)\ndelete all of [jumppadx v]\ndelete all of [jumppady v]\ndelete all of [jumppadcollision? v]\nif <(level) = [1]> then\n set [countinit v] to [1]\n repeat (length of [levelonex v])\n add (item (countInit) of [levelonex v]) to [jumppadx v]\n add (item (countInit) of [leveloney v]) to [jumppady v]\n add [false] to [jumppadcollision? v]\n create clone of (_myself_ v)\n change [countinit v] by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (image005 v)\nshow\nset [jumppadanimation? v] to [false]\nforever\n goTo ((item (countInit) of [levelonex v]) - (cameraX)) ((item (countInit) of [leveloney v]) - (cameraY))\n if <<(jumpPad?) = (countInit)> and <(jumpPadAnimation?) = [false]>> then\n set [jumppadanimation? v] to [true]\n set [countjumppad v] to [1]\n end\n if <(jumpPadAnimation?) = [true]> then\n switch costume to ((countJumpPad) + (2))\n change [countjumppad v] by (1)\n if <((countJumpPad) + (2)) > [26]> then\n set [jumppadanimation? v] to [false]\n switch costume to (image005 v)\n end\n end\nend\n\n@Sprite7\n\nwhen flag clicked\n\ndefine goTo (x) (y) (size)\nset [tempgoto v] to (costume [number v])\nswitch costume to (costume1 v)\nset size to (99999) %\nswitch costume to (costume2 v)\ngo to x: (x) y: (y)\nswitch costume to (costume1 v)\nset size to (size) %\nswitch costume to (tempGoTo)\n\nadd [0] to [levelonex v]\nadd [0] to [leveloney v]\n\nwhen flag clicked\ninitLevel [1]\n\ndefine initLevel (level)\nif <(level) = [1]> then\n set [countinit v] to [1]\n repeat (length of [levelonez v])\n set [cloneindex v] to (item (countInit) of [levelonez v])\n create clone of (_myself_ v)\n change [countinit v] by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (item (cloneIndex) of [levelonecostume v])\nshow\nforever\n goTo ((item (cloneIndex) of [levelonex v]) - (cameraX)) ((item (cloneIndex) of [leveloney v]) - (cameraY)) (item (cloneIndex) of [levelonesize v])\nend\n\nadd [thing] to [levelonesize v]\nadd [4] to [levelonecostume v]\n\n@Sprite8\n\ndefine goTo (x) (y) (size)\nset [tempgoto v] to (costume [number v])\nswitch costume to (costume1 v)\nset size to (99999) %\nswitch costume to (costume2 v)\ngo to x: (x) y: (y)\nswitch costume to (costume1 v)\nset size to (size) %\nswitch costume to (tempGoTo)\n\ngo to x: (0) y: (11)\n\ngoTo ((0) - (cameraX)) ((0) - (cameraY)) [1565]\n\nwhen flag clicked\ninitLevel [1]\n\nadd [630] to [levelonex v]\nadd [-110] to [leveloney v]\nadd (round (((1452.55) / (480)) * (100))) to [levelonesize v]\n\nadd [3] to [levelonecostume v]\n\ndefine initLevel (level)\nif <(level) = [1]> then\n set [countinit v] to [1]\n repeat (length of [levelonex v])\n create clone of (_myself_ v)\n change [countinit v] by (1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (item (countInit) of [levelonecostume v])\nshow\nset [ghost v] effect to (100)\nforever\n goTo ((item (countInit) of [levelonex v]) - (cameraX)) ((item (countInit) of [leveloney v]) - (cameraY)) (item (countInit) of [levelonesize v])\nend\n\n
It's obviously quite laggy, at least for now.\n\nThis project is far from finished, but at least I've had a bit of success on getting some of the physics working. I'm mainly working on trying to optimize the physics engine now, and trying to fix any bugs (corner detection, wall detection, jump thru platforms, etc)
Looped || an endless platformer ∞
@Stage\n\nwhen [space v] key pressed\nnext backdrop\n\nwhen [s v] key pressed\nset [exit v] to [skip]\n\nwhen [r v] key pressed\nbroadcast (reset v)\n\nwhen I receive [play game v]\nforever\n play sound [Inferno v] until done\n play sound [Unlimited v] until done\nend\n\n@blank\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 broadcast (Setup v) and wait\n setup\n repeat until <(EXIT) > []>\n loop\n broadcast (Loop v) and wait\n end\n if <(EXIT) = [next]> then\n change [level v] by (1)\n hide\n broadcast (NEXT LEVEL v) and wait\n end\n if <(EXIT) = [skip]> then\n hide\n broadcast (NEXT LEVEL v) and wait\n end\n set [exit v] to []\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine setup\nset [in air v] to [0]\nset [x v v] to [0]\nset [y v v] to [0]\ngo to x: (-180) y: ([y position v] of [platform 1 v])\nshow\n\ndefine loop\nif <<key (left arrow v) pressed?> or <<<mouse down?> and <((mouse x) - (20)) < [0]>> or <key (a v) pressed?>>> then\n change [x v v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <((mouse x) + (20)) > [0]>>>> then\n change [x v v] by (2)\nend\nset [x v v] to ((x v) * (0.8))\nif <([abs v] of (x v) ) > [0.9]> then\n change player x by (round (x v))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (30)) > [0]>>>> then\n if <(in air) < [4]> then\n set [y v v] to [15]\n end\nend\nchange [y v v] by (-2)\nchange player y by (y v)\nif <(x position) > [239]> then\n set [exit v] to [next]\nend\nif <(y position) < [-179]> then\n set [exit v] to [die]\nend\nif <<touching (spikes v)?> or <touching (spikes2 v)?>> then\n set [exit v] to [die]\nend\nif <touching (spring v)?> then\n if <([costume # v] of [spring v]) = [1]> then\n set [y v v] to [27]\n else\n if <([costume # v] of [spring v]) = [2]> then\n set [y v v] to [-8]\n else\n set [x v v] to [-27]\n end\n end\nend\n\ndefine change player x by (x v)\nchange x by (x v)\nif <<touching (platform 1 v)?> or <<touching (platform 2 v)?> or <<touching (platform 3 v)?> or <touching (platform 4 v)?>>>> then\n repeat (10)\n change y by (1)\n if <not <<touching (platform 1 v)?> or <<touching (platform 2 v)?> or <<touching (platform 3 v)?> or <touching (platform 4 v)?>>>>> then\n stop [this script v]\n end\n end\n change y by (-10)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (30)) > [0]>>>> then\n if <(x v) > [0]> then\n set [x v v] to [-16]\n else\n set [x v v] to [16]\n end\n set [in air v] to [0]\n else\n set [x v v] to [0]\n end\n repeat until <not <<touching (platform 1 v)?> or <<touching (platform 2 v)?> or <<touching (platform 3 v)?> or <touching (platform 4 v)?>>>>>\n if <(x v) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\n end\nend\n\ndefine change player y by (y v)\nchange y by (y v)\nchange [in air v] by (1)\nrepeat until <not <<touching (platform 1 v)?> or <<touching (platform 2 v)?> or <<touching (platform 3 v)?> or <touching (platform 4 v)?>>>>>\n if <(y v) > [0]> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y v v] to [0]\nend\n\nwhen I receive [reset v]\nsetup\n\n@platform 1\n\nwhen I receive [next level v]\nset y to (pick random (-100) to (130))\nset [color v] effect to (pick random (0) to (200))\n\n@platform 2\n\nwhen I receive [next level v]\nhide\nset y to (pick random (-100) to (130))\nset [color v] effect to (pick random (0) to (200))\nswitch costume to (pick random (1) to (7))\nif <(costume [name v]) = [costume5]> then\n set y to (([abs v] of ([y position v] of [platform 1 v]) ) + (pick random (-60) to (30)))\nend\nif <(costume [number v]) = [3]> then\n set y to (([y position v] of [platform 1 v]) + (pick random (150) to (170)))\nend\nif <<<(costume [number v]) = [4]> and <([costume # v] of [platform 3 v]) = [3]>> and <(spikes 2) = [1]>> then\n switch costume to (pick random (1) to (3))\nend\nif <(pick random (1) to (2)) = [1]> then\n broadcast (Spikes v) and wait\nelse\n if <(pick random (1) to (3)) = [1]> then\n broadcast (spring v) and wait\n end\nend\nshow\n\nif <(y position) > [60]> then\n hide\nend\n\n@platform 3\n\nwhen I receive [next level v]\nset [color v] effect to (pick random (0) to (200))\nswitch costume to (pick random (1) to (8))\nif <([costume name v] of [platform 2 v]) = [costume5]> then\n set y to (pick random (-100) to (50))\nelse\n if <<([costume name v] of [platform 2 v]) = [costume3]> and <([y position v] of [platform 2 v]) > [150]>> then\n set y to (([y position v] of [platform 2 v]) - (pick random (160) to (210)))\n else\n set y to (pick random (-100) to (130))\n end\nend\nif <<(costume [number v]) = [6]> and <([costume # v] of [platform 2 v]) = [3]>> then\n switch costume to (pick random (1) to (5))\nend\nif <(pick random (1) to (2)) = [1]> then\n broadcast (Spikes 2 v)\nend\n\n@platform 4\n\nwhen I receive [next level v]\nset y to (pick random (-100) to (130))\nset [color v] effect to (pick random (0) to (200))\nif <([y position v] of [platform 3 v]) < [80]> then\n if <(pick random (1) to (5)) = [5]> then\n switch costume to (costume5 v)\n else\n switch costume to (pick random (1) to (4))\n end\nelse\n switch costume to (pick random (1) to (4))\nend\n\n@Spikes\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [spikes v]\nset [spikes v] to [1]\nif <([costume # v] of [platform 2 v]) = [6]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume6 v)\n end\n set x to (-40)\n set y to (([y position v] of [platform 2 v]) - (80))\n show\nelse\n if <([costume # v] of [platform 2 v]) = [2]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume5 v)\n end\n set x to (3)\n set y to ([y position v] of [platform 2 v])\n show\n else\n if <([costume # v] of [platform 2 v]) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (costume3 v)\n else\n switch costume to (costume7 v)\n end\n set x to (0)\n set y to ([y position v] of [platform 2 v])\n show\n else\n if <([costume # v] of [platform 2 v]) = [3]> then\n switch costume to (costume4 v)\n set x to (0)\n set y to ([y position v] of [platform 2 v])\n show\n else\n if <([costume # v] of [platform 2 v]) = [7]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (costume8 v)\n else\n switch costume to (costume9 v)\n end\n set x to (0)\n set y to ([y position v] of [platform 2 v])\n show\n else\n if <([costume # v] of [platform 2 v]) = [5]> then\n switch costume to (costume10 v)\n set x to (0)\n set y to ([y position v] of [platform 2 v])\n show\n else\n hide\n end\n end\n end\n end\n end\nend\nif <touching (_edge_ v)?> then\n hide\nend\n\nwhen I receive [next level v]\nset [spikes v] to [0]\nhide\n\n@Spikes2\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [spikes v]\nset [spikes 2 v] to [1]\nif <([costume # v] of [platform 3 v]) = [2]> then\n if <(pick random (1) to (2)) = [2]> then\n switch costume to (costume1 v)\n else\n switch costume to (costume7 v)\n end\n set x to (0)\n set y to ([y position v] of [platform 3 v])\n show\nelse\n if <([costume # v] of [platform 3 v]) = [5]> then\n switch costume to (costume2 v)\n set x to (0)\n set y to ([y position v] of [platform 3 v])\n show\n else\n if <([costume # v] of [platform 3 v]) = [3]> then\n switch costume to (costume3 v)\n set x to (0)\n set y to ([y position v] of [platform 3 v])\n show\n else\n if <([costume # v] of [platform 3 v]) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (costume4 v)\n else\n switch costume to (costume8 v)\n end\n set x to (0)\n set y to ([y position v] of [platform 3 v])\n show\n else\n if <([costume # v] of [platform 3 v]) = [4]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (costume5 v)\n else\n switch costume to (costume6 v)\n end\n set x to (0)\n set y to ([y position v] of [platform 3 v])\n show\n else\n if <([costume # v] of [platform 3 v]) = [7]> then\n switch costume to (costume9 v)\n set x to (0)\n set y to ([y position v] of [platform 3 v])\n show\n else\n if <([costume # v] of [platform 3 v]) = [8]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (costume10 v)\n else\n switch costume to (costume11 v)\n end\n set x to (0)\n set y to ([y position v] of [platform 3 v])\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\nhide\nset [spikes 2 v] to [0]\n\n@Level\n\nwhen I receive [green flag v]\ngo to x: (-140) y: (160)\nhide\nswitch costume to (costume10 v)\nset [brightness v] effect to (0)\nswitch backdrop to (backdrop2 v)\nset [numeral v] to [0]\n\nwhen I receive [play game v]\ngo to [front v] layer\nrepeat (6)\n create clone of (_myself_ v)\n change [numeral v] by (1)\n change x by (-15)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\n\nwhen I receive [loop v]\nswitch costume to (letter ((length of (LEVEL)) - (numeral)) of (LEVEL))\n\nwhen backdrop switches to [backdrop1 v]\nset [brightness v] effect to (-100)\n\nwhen backdrop switches to [backdrop2 v]\nset [brightness v] effect to (0)\n\n@Spring\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [next level v]\nhide\nswitch costume to (costume1 v)\nset [color v] effect to (pick random (0) to (200))\n\nwhen I receive [spring v]\nif <([costume # v] of [platform 2 v]) = [1]> then\n set x to (-59)\n set y to (([y position v] of [platform 2 v]) - (40))\n show\nelse\n if <([costume # v] of [platform 2 v]) = [6]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (costume1 v)\n set x to (-73)\n set y to (([y position v] of [platform 2 v]) - (115))\n else\n switch costume to (costume3 v)\n set x to (-41)\n set y to (([y position v] of [platform 2 v]) - (85))\n end\n show\n else\n if <([costume # v] of [platform 3 v]) = [1]> then\n set x to (61)\n set y to (([y position v] of [platform 3 v]) - (40))\n show\n else\n if <([costume # v] of [platform 3 v]) = [2]> then\n set x to (92)\n set y to (([y position v] of [platform 3 v]) - (40))\n show\n else\n if <([costume # v] of [platform 2 v]) = [7]> then\n set x to (-58)\n set y to (([y position v] of [platform 2 v]) - (40))\n show\n else\n if <([costume # v] of [platform 3 v]) = [4]> then\n set x to (64)\n set y to (([y position v] of [platform 3 v]) - (28))\n show\n else\n if <([costume # v] of [platform 2 v]) = [5]> then\n switch costume to (costume2 v)\n set x to (-55)\n set y to (([y position v] of [platform 2 v]) + (72))\n show\n else\n if <([costume # v] of [platform 3 v]) = [8]> then\n switch costume to (costume3 v)\n set x to (30)\n set y to (([y position v] of [platform 3 v]) - (116))\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen [m v] key pressed\nif <(username) = [MoonVirus]> then\n show\n go to [front v] layer\nend\n\n@World Record\n\nwhen I receive [green flag v]\ngo to x: (220) y: (160)\nhide\nset [brightness v] effect to (0)\nswitch backdrop to (backdrop2 v)\nset [numeral v] to [0]\nswitch costume to (costume10 v)\n\nwhen I receive [play game v]\ngo to [front v] layer\nrepeat (6)\n create clone of (_myself_ v)\n change [numeral v] by (1)\n change x by (-15)\nend\n\nwhen I start as a clone\nswitch costume to (costume10 v)\nshow\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop1 v]\nset [brightness v] effect to (-100)\n\nwhen backdrop switches to [backdrop2 v]\nset [brightness v] effect to (0)\n\nwhen I receive [setup v]\nswitch costume to (costume10 v)\nif <(LEVEL) > (☁ World Record)> then\n set [☁ world record v] to (LEVEL)\nend\nswitch costume to (letter ((length of (☁ World Record)) - (numeral)) of (☁ World Record))\n\n
Arrow keys or WASD or mobile controls to move. \nIf a level is impossible or too difficult, press 's' to skip.\nPress 'r' to restart.\nAvoid spikes and bounce on springs :)\nPress space to switch the backdrop\n
Scientific Research Platformer
@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (backdrop1 v)\n play sound [A Bass v] until done\nend\n\n@Bot\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (-200) y: (-23)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n Platform [-1] Jump Height [15] Side Movement [3] Friction [0.7] Slope [8]\nend\n\ndefine Platform (gravity) Jump Height (jump height) Side Movement (side movement) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (Yv)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (Yv) ) / (Yv)) * (-1))\n end\n if <<key (up arrow v) pressed?> and <(([abs v] of (Yv) ) / (Yv)) = [-1]>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nend\nset [xv v] to (((Xv) + (((<key (left arrow v) pressed?> * (side movement)) * (-1)) + (<key (right arrow v) pressed?> * (side movement)))) * (friction))\nchange x by (Xv)\nset [slope v] to [0]\nrepeat until <<(Slope) = ((slope) * (-1))> or <not <touching (level v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (level v)?> then\n change y by (Slope)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (Xv) ) / (Xv)) * (-1))\n end\n set [xv v] to ((Xv) * (friction))\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (level end v)?> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-200) y: (-23)\n\nwhen flag clicked\nforever\n if <touching (obstacle v)?> then\n broadcast (Death v)\n hide\n end\nend\n\nwhen I receive [death v]\nhide\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nforever\n if <(username) = [Coocalici]> then\n forever\n if <key (0 v) pressed?> then\n broadcast (Next Level v)\n end\n end\n end\nend\n\n@Scientists\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nswitch costume to (costume1 v)\ngo to [back v] layer\nshow\nforever\n if <(costume [number v]) = [19]> then\n switch backdrop to (backdrop3 v)\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [death v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n switch backdrop to (backdrop4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [41]> then\n broadcast (Level End Hide v)\n end\nend\n\n@Level End\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [level end hide v]\nhide\n\n@Obstacle\n\nwhen flag clicked\nshow\nswitch costume to (costume4 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [death v]\nhide\n\n@Death Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [death v]\nshow\n\n
ALL LEVELS ARE POSSIBLE SO STOP CRYING TO ME ABOUT A SKIP BUTTON AND CHECKPOINTS.\n\nAND YESSS, THE TOURNAMENT IS POSSIBLE.\n\n-Arrow keys to move.\n-If you touch liquid, you die.\n-You can touch fire.\n-If you die, click the green flag to start again.\n-To kill the boss, just keep going on to the next level.\n\nI would appreciate some feedback and/or suggestions! Thanks!